Lore Starter Guide

Discussion in 'Server Information' started by zecon125, Aug 11, 2025 at 6:28 PM.

  1. zecon125

    zecon125 Lizzer Staff Member Moderator Bronze Donator

    Joined:
    Jun 26, 2017
    Messages:
    411
    Likes Received:
    561
    Foreword
    . . . . If you’re reading this for the first time, welcome to Galaxy Citizen! Please, take a second and skim this to get an idea of what exactly the universe you’re stepping into looks like. It may seem like a lot, but I promise it’ll pay off! Though, maybe you don’t need to read all of the species right away. Thank you, and hope you have fun!
    . . . . If you’re reading this for the second time. Hi! Hello. Please appreciate the time and effort put into assembling the timeline.

    The Setting
    Prologue (The First Galactic War)

    . . . . It is the year 3211, and conflict plagues the border between the systems controlled by Fyewyven, first Greenlord of Florus, and the Axolotian Empire. The two are ancient rivals following the Florans’ conquest over the Hylotl homeworld. Axolotia claims one of the disputed colonies, and to distract his populace from this defeat, Fyewyven orders his troops to begin expansion toward the unclaimed territory in the greater galaxy. Seeing their foe push for more control over the galaxy, Axolotia mounts a similar offensive.
    . . . . On the other side of the civilized galaxy, the Ministry of Knowledge observes this behaviour and utilizes the opportunity to claim more territory for their own purposes; Unwilling to be left weakened in comparison to their rivals, the Avosi Empire and United World Government of Earth join the conflict. This event, later described as the ‘Rush for Fringespace,’ is widely considered to be the start of the First Galactic War.
    . . . . Over the next seven years, all participants are locked in fierce conflict, attempting to overtake and strangle out resources and habitable planets from each other wherever possible- Designing and deploying various weapons of mass destruction for the sole purpose of decimating whole colonies from the face of life-bearing planets. In this imperialistic violence, countless lives were lost, including an untold number of intelligent species that were entirely eradicated from the galaxy.
    . . . . Following sufficient shows of force from all participants, the battling simmered down into a twenty-one year long cold war. This time of quiet tension was brought to an end when the Agarans, a minor player in the greater war, launched a surprise offensive on all other participants. This short-lived attack provided a worrying example of the devastation modern technology could perform. This anxiety was only made worse when an alien threat known as the ‘Ruin’ conquered and then destroyed the Human homeworld.
    . . . . With this motivation, a peace treaty was eventually drafted in the city-state of Niveus Aquatica, bringing an end to near-thirty years of hostility and forming the United Coalition of Empires. Included in this treaty was protected neutrality for all parts of the galaxy not yet controlled by any of the signatories. This territory would quickly become known as ‘The Fringe,’ and become a haven for outlaws, micronations, and companies that wished to operate without governmental supervision.

    The Fringe
    . . . . The Fringe is the name given to territory in the Milky Way that isn’t controlled by the United Coalition of Empires, or ‘CivSpace.’ It is often symbolically linked to the Troisarc- A symbol of neutrality first seen during the First Galactic War. The Fringe makes up the majority of the galaxy, and much of it is unexplored to this day, with many formerly established colonies being lost to the fog of war.
    . . . . Due to all of these factors, the Fringe is known to attract a variety of individuals into its lawless embrace. Pirates, bounty hunters, assassins, and smugglers are known to operate within it due to the lack of supervision, while adventurers and treasure hunters venture out in an attempt to discover new alien ruins, colonial remnants, or traces of mysterious precursor species.
    . . . . Despite all of this, the Fringe is not entirely without law. It is known to host many small settlements, most of which inevitably succumb to one of many outside pressures- Pirates, harsh environments, lack of trade- or destroy themselves from within, creating only more ruins to be discovered. However, there are occasional stories of success, founding whole new nations with strict sets of law within the Fringe.
    . . . . Of course, many species have their homeworld within the Fringe, creating a tumultuous and often dysfunctional political stage that is only rivaled by the likes of CivSpace. Despite its population, the Fringe has a lower technological level than Civilized Space, adapting to innovations more slowly due to its lack of structure and abundance of abandoned, outdated tech.

    Civilized Space
    . . . . Civilized Space, colloquially known as ‘CivSpace,’ is the name given to the territory controlled by signatories of the United Coalition of Empires. While all empires within Civilized Space are managed by the UCE, they are given a broad range of anatomy for how they choose to govern themselves and engage with the other empires. The actual role of the UCE is to standardize laws, trade, and migration while also ensuring diplomatic cooperation wherever possible. It also works to ensure the continued neutrality of the Fringe.
    . . . . The UCE is made up of the United Systems of Humanity, the Axolotian Empire, the Stargazer Theocracy, the Apex Ministry of Knowledge, the Floran Tribal Concordat, and the Nova Trade Alliance. Uniquely, the Black Empire and the Ascended Superhive are also considered by most to be a ‘Civilized Space’ by most of the Fringe, despite being broadly hostile to the UCE itself.
    . . . . In comparison to the Fringe, Civilized Space is on the bleeding edge of technology, though the exact level of advancement is still a gradient within it; Most agree that the Ministry of Knowledge has a firm technological advantage over the rest of the nations, for example.

    Hyperspace
    . . . . Many species utilize the hyperdrive to achieve faster-than-light travel through pre-designated routes known as hyperlanes. When they do so, they are transported to another dimension; Hyperspace. Hyperspace is known to be smaller than Realspace- our own dimension- and perilous to those who venture outside of the stable pockets found within the path of hyperlanes. Any exposure to the conditions beyond the hyperlane usually prove fatal due to anomalous illness.
    . . . . In years prior, the majority of Hyperspace was left to be speculated on due to these conditions, despite glimpses of it being rather mundane to travelers in space. This changed when the Visitant made first contact; Capable of existing within both dimensions for prolonged periods, Visitant were the first example of a sapient ‘interloper’ species. Thanks primarily to diplomatic relations with these aliens, huge advancements have been made in Hyperspatial understanding.
    . . . . It is now understood by the modern galaxy that Hyperspace, previously thought to be desolate, is abundant with the conditions for life. In fact, it has become possible for Realspace entities to briefly inhabit Hyperspace through specialized proxies thanks to Visitant technology.

    Modernity (The Second Galactic War)
    . . . . Now, in the year 3292, the modern Fringe exists in a period of quiet following a military alliance formed by all major actors in a successful attempt to stave off Ruin activity within the territory. The largest and most active nations of the Fringe, the Haven Federation and Atlas Empire, are in a tense peace. The only ongoing conflicts are minor, like those fought on the soil of Renaize for control of the planet.
    . . . . However, this peace can not last forever. There are quiet murmurings within the borders of Civilized Space about a Second Galactic War. Closer to home, the Forlorn Legion, an alien empire of cloned soldiers, have begun to stake a claim on distant horizons.
    . . . . It only takes a spark to light the powder keg, and the Fringe is known to attract larger-than-life personalities. Who knows what the future may hold.

    Core Species
    Humans

    Overview
    . . . . In the year 2950, long before Earth was unified under one banner, Project Noah began. The aim of this multinational program was to launch as many colony ships as possible in the hopes of seeding the galaxy with life. Throughout the oncoming decade, countless settler craft were sent out, some funded privately and others an effort of Earth’s many governments. Despite high hopes, and success at spreading their species across the stars, this project failed to achieve first contact with the galactic community. Nowadays, human cultures, or the descendants thereof, can be found across the milky way, often accompanied by Earthly animals, or plants.
    . . . . In 3113, however, the United World Government formed. They were a brutal empire, seeking to unite all of Humanity under one flag, by any possible means. To do so, they launched the United Systems Colonial Marines, and tasked them with pacifying the many border colonies created, in part, by Project Noah. In doing so, many less compliant humans were forced out of their territory and into the depths of unexplored space, while those who were caught were sent to specially designed penal colonies.
    . . . . This cruel regime would last until the destruction of Earth, thereafter being deposed by the United Systems of Humanity, whose goals were considerably more compassionate; Aiming to form a government that would unite their territory through shared pride and mutual freedom, rather than force. But the damage was done; By the modern day, humanity is a largely fractured culture that exists wherever it can find space for itself. Unsurprisingly, humanity can be found highly present among the Fringe, seeking to make their own out across the stars, as they always have.

    Archetypes
    The Martian

    . . . . Before, Mars was a proud colony. Her technocracy boasted some of the most innovative minds found throughout the galaxy. Now, she is a proud fleet, narrowly surviving the Ruin’s conquest over the Sol system. You are a child of Mars. What has brought you away from the fleet, and into the Fringe?

    The Pirate
    . . . . Once upon a time, Jupiter was a haven for pirates, thugs, and criminals. Its many moons were infested with a million warriors, and Io was host to the Pirate King. Though disaster has scattered them across the galaxy, their culture of pride and greed does not die so easily. Stake your claim, heir-to-glory, and make it all your’s.

    The Spacer
    . . . . Displaced from your homeland by the United World Government, your family has survived on the deck of a ship for generations. Hopping from port to port, gathering what you need to survive, and seeing the stars. You are one of many Spacers within the Fringe, finding home in the chaos and the quiet moments.

    The Soldier
    . . . . The United Systems Colonial Marines is a shadow of its former self, and has officially retreated from Fringe space. Ever enterprising, you figured you’d get more entertainment remaining behind enemy lines than you would in some stuffy office job back home.

    The Colonist
    . . . . Raised on one of the many colonies founded by Project Noah, you are fortunate enough to have found your way into wider space. Now, it’s your time to see what the Fringe is actually about.

    The Tourist
    . . . . Finding little interest from the comfortable, placid planets of the United Systems, you’ve sent forth to the frontier of space to see what sort of name you can make for yourself. That is, if you survive.

    Apex
    Overview
    . . . . The Ministry of Knowledge, often referred to as the ‘MiniKnog,’ forms the westerly border of Civilized Space. This ministry is the governing body of the Apex species; A proud race renowned by their peers for intellectual and scientific prowess. According to official sources, the MiniKnog is a utopian technocracy, driven solely by the altruistic pursuit of species-wide advancement. To this end, they have been known to experiment on their own people.
    . . . . One of the first acts done to the ministry’s citizens was a species-wide project to alter their physiology through a mysterious serum, said to allow incredible physical might and heightened mental abilities at the cost of ‘slight evolutionary regression.’ It is from this experiment that the Apex get their current appearance, resembling the great apes of Earth. They sport the same pronounced brow, fur-coated body, and intimidating dark eyes, as well as the largest and most capable mind of the core species.
    . . . . Despite this seemingly altruistic nature, MiniKnog refugees tell a different story; It is understood across the Fringe that the Apex are controlled by an authoritarian state given to surveilling and controlling its populace in an attempt to breed maximum complacency into them, and quick to disappear those who don’t obey its rules. Equally well known is the brewing insurgency forming beneath the notice of the overwatch, eager to cast off their shackles and overthrow their masters.
    . . . . When, where, and if that ever happens is yet to be known, but until it does, there will always be a constant stream of escapees from the Ministry to the Fringe.

    Archetypes
    The Refugee

    . . . . Once, you were a model citizen. Once, you listened to the rules and obeyed what you were told. Now, you aren’t, and the MiniKnog could not have that. You’re lucky to have escaped with your life.

    The Rebel
    . . . . Once, there was a civil war within the Apex. Once, the MiniKnog knew to fear the everyman. Once, there was freedom. If you can help it, this will come about again.

    The Experiment
    . . . . Most of those sent off to ‘rehabilitation’ by the Apex are never seen again; Made to live and die in work camps in order to keep the nation rich. Some, however, are sent to secret facilities and government laboratories to participate in tests. Most of these experiments die, but not all.

    The Paperclip
    . . . . The Ministry of Knowledge employs many brilliant minds in its pursuit of continual technological superiority. Some of these scientists get a little too individual for the MiniKnog’s liking, or threaten the cushy positions of their superiors. Such scientists are left with two options; Flee the country, or die.

    The Agent
    . . . . The Ministry of Inquiry, the MiniKnog’s own home-grown spy agency, sends out individuals constantly. Some of them even make their way into the Fringe. Are you still a loyal government man, or does the taste of freedom allure you?

    The Strongman
    . . . . Martial law is commonplace along the borders of Ministry territory, with many colonels, generals, or lieutenants becoming full-fledged micro-dictators. Some of them are cast off, fired, or escape.

    Hylotl
    Overview
    . . . . In the year 2833, the Hylotl people were forced out of their native planet, Kaiimaigoki, with the imperial power moving to the oceanic planet of Axolotia. Those who lived to witness this tragedy, as well as their descendants, became quickly radicalized into a more militant and traditional force within Hylotl culture, desiring to reclaim their homeland and destroy the Floran for the humiliation dealt by their hand. This fierce attitude carried them into the First Galactic War, wherein they quickly advanced into neighboring Floran space and began a creed of genocide and eugenics with the eventual aim of destroying their rivals entirely.
    . . . . When the rest of the galaxy became aware of the actions taken by the Axolotian Empire, they were forced to disband their military fleets and retreat from enemy territory; Kaiimaigoki was never retaken, and still belongs to the Florans now. In the years since the war, younger generations have begun to grow in opposition to their parents; Uncaring for the tragedy of Kaiimaigoki, they became counter-cultural and xenophilic, attracted to the idea of peacemaking, and wowed by the latest technology.
    . . . . Unimpressed by this, an even younger counter-counter culture has begun forming, of more militant and discriminatory youth, intent on disrupting peaceful protests performed by their parents and carving a warpath back to the olden days, when the Hylotl were mighty. This group is made up of the youngest teens and adults currently within the empire.
    . . . . On a physiological level, Hylotl are a species of three-eyed amphibians, though some rare subspecies are comparable to other sea creatures, such as sharks or aquatic reptiles. They live to an exceptional two hundred years of age, and have a similar lifestyle to a frog. A typical Hylotl lays between 3 and 16 eggs in a spawn, with each reaching maturity at the age of 15.

    Archetypes
    The Warhawk

    . . . . Old and stuck in their ways, many of the more able-bodied of the older generation end up making their way out into the Fringe one way or another, to reclaim whatever glory they believe they have lost.

    The Youth
    . . . . Given their xenophilic tendencies, it’s not hard to understand why a younger Hylotl would take to traveling the galaxy, though the Fringe is an odd destination for tourists.

    The Punk
    . . . . Much like their older counterpart, the youngest culture is proud to make its way out into no-man’s-land, where the Treaty of Niveus does not apply and they can do whatever they can get away with.

    The Samurai
    . . . . After their fleets were demilitarized, many Axolotian warriors were left to find new things to do with their lives. Some could not make the switch, and instead took to the life of the ronin, wandering in search of their next great battle.

    The Noble
    . . . . The Axolotian Empire is one of the few true nobilities left in the galaxy. Given their cultural history, and the winnings they had been denied in the First Galactic War, it isn’t unheard of for Hylotl nobility to denounce their citizenry, and attempt to make their own way out where war is cheap.

    The Phrenologist
    . . . . In moving away from their mighty roots and discriminatory ways, the Hylotl people have left behind a whole field of study simply because it is disliked politically; Who else, but the scholars of the Hylotl people, could tell apart the savages from the nobility? What other great minds could create the Black Miasma? Some of those brilliant men and women have fled to the Fringe, to continue their studies.

    Floran
    Overview
    . . . . A species of natural-born predators, the Florans are a race of humanoid plants known for their lethality in unarmed and melee combat, as well as their exceptional knack for spreading across the universe. Despite their tribal level of advancement, Florans are gifted reverse engineers, capable of cobbling together technologies they scarcely understand using just the scrap left before them. Due to this, as space travel grew more common, so have Floran ships, derived mostly from different pieces of various wrecks.
    . . . . While communities within the reach of their homeworld, Florus, have banded together into the Floran Tribal Concordat, it isn’t uncommon to see tribes on any planet capable of hosting life. This is aided by the fact Florans can live on more planets; They are able to adapt to new surroundings with exceptional speed on both a cultural and biological level. For example, while most are obligate carnivores, it’s not unheard of for Florans in more dire circumstances to develop rudimentary types of photosynthesis, as well as more sedentary lifestyles, to allow their meals to get them further.
    . . . . These smaller tribes often practice their own strange customs, many worshipping some variety of sun god, or practicing shamanistic religion revolving around a ‘Greenfinger.’ Contrary to the Concordat, who are quick-to-violence and hostile to outsiders, the smaller bands found across the Milky Way are often much more welcoming of newcomers, in large part due to being less self-sufficient. Though, of all the species of the galaxy, the Florans are known to engage in consumption of sapient flesh the most. One can never be too safe when dealing with a Floran tribe.

    Archetypes
    The Hunter

    . . . . The core of the Floran identity, their very way of life, the Hunt is an important part of their culture. To be swift, effective, and lethal to secure another day not just for yourself, but your kin. Such a life ill-affords mercy to those who could sustain it.

    The Greenfinger
    . . . . The cultural core of many tribes, the Greenfinger is both a spiritual and logistical role; In charge of crops, medicine, morale, and technology in equal measures. These talents are highly sought after in the Fringe.

    The Chieftain
    . . . . The warrior-king of the tribe, the chieftain, is a military role in charge of keeping their people alive at any cost, through any battle. Such a bloody role has high costs for failure, and many victims of defeat make their way to lawless space, in exile.

    The Greenknight
    . . . . Fyewyven was the first Greenlord of Florus, who united the tribes of the planet under one banner. Since then, many ‘pretenders’ have taken up similar titles in an attempt to conquer their own worlds, and become equally acclaimed.

    The Foreigner
    . . . . While most Florans grow up in the tribal culture that their species is known for, many grow up in more learned environments. These Floran end up no less physically intimidating, however.

    The Predator
    . . . . Florans are one of the strongest and most lethal ambush predators within the galaxy, and these natural talents make them exceptional bounty hunters and hired guns. It’s only natural that some enterprising members of the species would use these gifts to their advantage, becoming invisible, stalking things that hunt down their prey like any other meat.

    Avian
    Overview
    . . . . To understand the Avians, one must understand Kluex; A strange and spiteful god, whose worship is at the center of modern Avosi culture. While the exact depiction of this deity is often debated, it is commonly understood that They are a fierce and cruel entity, whose love is earned only by the strongest and most willing to sacrifice. To this end, the modern cult of Kluex, the ‘Stargazers,’ engages in ritualistic sacrifice of both their own kind, and their prisoners of war. In the past, they were also given to starting countless conflicts with their neighboring nations, though in recent times this practice has been singularly focused on the Black Empire, so as to not upset the Treaty of Niveus Aquatica.
    . . . . In the ancient days, Avos was a hotbed of different cultures, ideologies, and religions. This is commonly understood to have been curbed by the Stargazer’s hand; Any and all scripture from their enemies was considered heretical lies, and were to be burned, smashed, and otherwise eradicated. Any monument was swiftly destroyed or defaced in the name of Kluex, as well. While modern Stargazers have eased up on the practice of destroying cultural artifacts, it is still widely considered pagan to worship these tokens, and such offense is punishable by death or military conscription.
    . . . . Such fierce devotion to Kluex has led to natural schism within Avian culture; In opposition to the theocracy, a counterculture of ‘Grounded’ have formed, who are fiercely rebellious and atheistic, believing that the practices performed by their government are misguided and pointlessly cruel. In addition to this, countless micro-schisms have happened within the Cult of Kluex itself, leading to many disagreements about how one actually does worship their war-god, with practices changing as often as their leadership does.
    . . . . Biologically, Avians are humanoid birds, possessing hollow bones and feathered bodies, as well as talons for feet- Though their hands are sometimes feathered, winged, or taloned. Interestingly, some Avians resemble dinosaurs as well. Gifted of natural weaponry, like claws and sharp-toothed beaks, these frightening individuals are often declared as ‘Blessed by Kluex’ and handpicked for important military roles.

    Archetypes
    The Stargazer

    . . . . There are countless reasons why a war-loving worshipper of Kluex would find themselves out in the Fringe; Common is the belief that one’s family owes a ‘blood debt’ to Them, for some past misdeed. Such a debt can only be paid in the blood of the family, or the blood drawn by the family.

    The Sacrifice
    . . . . When faced with the idea of being sacrificed to the great god of blood, even the most pious and righteous of Avians sometimes falter, and run for the hills in an attempt to save their plumage.

    The Pagan
    . . . . Life within the Theocracy is hard for those who do not believe; Mistreated, maligned by society, and often considered an underclass that needs to be stamped out, it is no wonder many try to find a better life elsewhere.

    The Pirate
    . . . . During the First Galactic War, the Stargazers employed an exceptionally large number of privateers to increase their military might and hamper their foes. After the Treaty of Niveus was signed, they were forced to disband these contracts, creating many of the Fringe’s current pirate bands in the process.

    The Jeweler
    . . . . Only ever discovered in the Avos system, ‘Avian Power Crystals’ are a seeming miracle substance. They are capable of being used not only as batteries, but circuits and computational hardware. Some of the first robots discovered by the Avians were found guarding ancient temples to Kluex, apparently carved by primordial worshippers. A skilled carver of these crystals is an impressive thing to have, and such talents can get you far in the Fringe.

    The Flighted
    . . . . Incredibly rarely, Avian can be born with wings sprouting out of their back, though no Avian can fly naturally. Depending on the sub-sect they are born into, this is considered either highly praised, or a dark omen. Some believe that those with wings are destined to threaten Kluex’s might, and chop them off at birth, while others believe it signifies a child meant for greatness.

    Glitch
    Overview
    . . . . Victims of, or successors to, a grand and ancient experiment, the Glitch are named after the peculiar quirk which allowed them to persist. Theorized to be some ancient society’s attempt at simulating the growth of civilizations, little evidence has been found of ‘Glitchless’ communities of the species, leading experts to believe one of two things; Either all success stories for the experiment eradicated themselves, whether they were programmed to or not, or all of them inevitably suffered some level of malfunction.
    . . . . As they currently exist, Glitch communities exist in one of two fashions. First is the hivemind; The seeming default state for the race, wherein all members of a given population are locked in some bizarre sort of time loop, failing to develop new technologies or major cultural advancements and persisting like this indefinitely. Most commonly, hiveminds are stuck in a rough analog of the medieval era. Second is the freemind, wherein a group of free-thinking Glitch get together to form a new civilization, free of the shackles that most of their species is known for.
    . . . . Peculiarly, every so often, a hivemind will produce a freeminded Glitch. Most of the time, this individual is seen as a social pariah, and slain. However, a choice few manage to escape their captors long enough to escape the planet, often finding a wealth of technology scattered on a nearby moon, seemingly to help them join the galactic community.
    . . . . The largest collective of freeminded Glitch is the Black Empire, forged by its leader, Blackhelm, out of a group of smaller, neighboring kingdoms. The Black Empire is a cruel dictatorship, kept together only by the might of its ruler and the pursuit of his ‘Umbral Dream’; The belief that Glitch predate all other living species in the galaxy, and as such have destined right to rule it. Curiously, archeological findings point toward this being true.
    . . . . On a physical level, the Glitch are a race of biomechanical humanoids who replicate the functions of a living organism through complex nanite networks, up to and including sexual reproduction. These networks are well beyond even the most advanced of current technological understanding.

    Archetypes
    The Exile

    . . . . Born to a hivemind, and forced to flee, these Glitch often have nowhere else to go, and wander the galaxy in search of a new home amongst the stars.

    The Doomlord
    . . . . Among those medieval Glitch, there is a peculiar and taboo art. When a king, or a warrior, conquers their rival, they can choose to suture their victim’s processors into their own mind. This is done over, and over, collecting the expertise of each slain and adding them to the victor.

    The Blackguard
    . . . . Embraced by the Black Empire and knowing of their dream, some choose to stride out on their own and attempt to make it closer to a reality through force. These emissaries of the dark are often skilled warriors, meant to be feared.

    The Monk
    . . . . Less commonly observed, Glitch sometimes form peculiar religions, worshipping strange and physical gods; These so-called divine are, in truth, megastructures built into the crust of moons, or other stellar bodies, who are capable of providing to the Glitch wealth, knowledge, and power beyond their ken.

    The Liberator
    . . . . Some freeminded Glitch look upon their hive-bound peers as prisoners of some great cruelty, and wish nothing more than to uplift them to freedom beyond the network. This is a large undertaking, but with drive, communities can be freed.

    The Chariot-Driver
    . . . . Unusually, Hiveminds sometimes construct and send out interstellar craft, called ‘Chariots of Heaven’ by some, with the intent to spread their claim across the galaxy. The warriors who staff these chariots are often exemplars of their culture, and a force to be reckoned with.

    Novakid
    Overview
    . . . . Stellar fellers from outer space, the Novakid are a peculiar species. Their true homeworld is unknown, thanks to their high adaptability and nomadic lifestyles, and much of their history has been passed down from one to another through oral tradition, rather than written record. This is combined with a famously easygoing nature to produce a society that has very little written down about it from the first-person perspective.
    . . . . Novakid are not an organic species, but neither are they robotic. Instead, they are a primarily energy based lifeform, made up of plasma bound in an electromagnetic ‘membrane,’ which is controlled by their ‘brand.’ This brand is a metallic object that serves as eyes, ears, voice-box, and brain. While this much is commonly understood, the exact details on how a piece of heat-resistant metal is capable of achieving sentience currently eludes modern science.
    . . . . Basic novakid society resembles that found in the Earthly ‘old west,’ though the exact understanding of how this came to be is unknown. Human scholars sometimes posit the idea that Novakid somehow obtained radio and television signals from the Sol system, and formed it into something of a long-lasting cultural movement, while most Novakid dismiss the similarities as mere coincidence.
    . . . . Interestingly, Novakid are not universally humanoid. When raised outside of humanoid supervision, a young Novakid will often form their membrane in unpredictable ways. In addition to this peculiarity, Novakid are the oldest living species in the galaxy, measuring their lives in centuries.
    . . . . The largest known collective, or ‘constellation,’ of Novakid is the Nova Trade Alliance, though, fittingly for the species, little historical records exist to explain its founding or how it has gotten so populous.

    Archetypes

    The Nomad

    . . . . Standard fare for the always-easy, always-traveling main bulk of Novakid society, these folk move with the wind, drifting into and out of town as they damn well please.

    The Lawman
    . . . . Whereas some Novakid are simply content to allow the world to happen around them, some are driven by a fierce sense of morality and law. These ‘sheriffs’ often find themselves wandering the galaxy, aiming to help those in need in any way they can.

    The Nobody
    . . . . Faceless, nameless, careless, those Novakid who are witness to tragedy often find themselves stuck in a long and quiet existence. Least they can drink away their sorrow.

    The Ol’ Folk
    . . . . ‘Course, just because Novakid live long don’t mean that none of them ever get old. Older Novakid are squatter, and plumper, and more prone to telling long, rambling stories about their life. Real gentle folk to be around, unless they ain’t.

    The Sharpshooter
    . . . . Owing in part to their abstract physiology, Novakid have some of the quickest reflexes in the galaxy. Thanks to this, if one of them takes up the art of quickdraw, you’ll find it damn hard to stop them. This is especially lethal when they turn to a life of bounty hunting, often blasting six holes into a target before they can so much as blink.

    The Trader
    . . . . The Nova Trade Alliance ain’t just for show. Sometimes, one of them tradesfolk split off on their own to make a fortune and do their family proud. If’n that happens, it often spells a lot of good for the communities they visit- Bringing all the supplies they can carry to try and make their profit.

    Minor Species
    Grey

    Overview
    . . . . In the long years prior to the current state of the galactic stage, before the First Galactic War or the humans made first contact with extraterrestrials, there was the Xinoddus Empire; A prosperous and proud society of scientifically minded aliens, whose might stretched out across the northern and southern halves of the galaxy, connected by two great warp gates. So mighty were they, and so driven to the pursuit of knowledge, that they engaged in the construction of megastructures as a mark of civil morale; Dyson spheres and space elevators created almost for sport, and to leave their impact on the board galaxy they inhabited.
    . . . . However, the Xinoddus Empire only proved that the bigger they are, the harder they fall, when a routine archeological expedition turned into something much more dire. When studying ruins of even earlier aliens than they, the Grey happened upon technology not even their great minds had yet to create. Guided by the ideals of his species, one researcher by the name of Vazkedar could not help but look further and further in. The exact nature of what was found has been lost to time, but it drove the researchers to madness. Under the influence of ‘Observers,’ some whispering presence in the back of his mind, Vazkedar created an army of immortal, invincible creatures aimed toward nothing but total control, or total annihilation.
    . . . . And they won. Vazkedar declared himself the victor, before himself, and his entire legion faded from the galaxy; Their ultimate destiny never to be discovered. The war was as short lived as it was devastating, wiping out the seats of power and scattering the Xinod, now known as the Grey, across the galaxy. In large numbers, these recent refugees were quick to group with the Penguins; a mighty naval power willing to offer them protection in exchange for their expertise. In recent years, this partnership has usurped the rest of the Grey’s legacy; Stereotyping them as spiteful and cunning scoundrels along the underbelly of the galactic community. Few remember their true history, except for archeologists.

    Archetypes
    The Scoundrel

    . . . . If a criminal is all they see you as, you might as well give them what they want; Grey still possess an incredibly gifted intellect, and it can do some serious damage when put toward no goal except their own fortune.

    The Reclaimer
    . . . . Many simply can not live with the idea that their great history has washed away never to be seen. They try to scrape and prove the galaxy wrong; The Xinod Empire lives, if only its people would realize.

    The Veteran
    . . . . At the height of their power, there were many ways a Grey could extend their natural life; Cryostasis, genetic augmentation, specialized treatments. There’s a select few individuals in the galaxy who remember the Xinoddus Empire not as a historical note, but as a living place. Somewhere they stood and defended, for better or worse.

    Fenerox
    Overview
    . . . . The galaxy will never get to know what beautiful, vibrant species the Fenerox might have become. It will never know what natural path and diverse culture would have formed if they were allowed to grow on their own; What music they would make, and what holidays they would celebrate. Instead, the Fenerox are known across the galaxy as a victim of the Grey’s cruelty. A paradise like the Xinoddus Empire could not exist without a core of workers to do what the idealists would not. Too scared of uprising to employ artificial intelligence, they scouted for a people that would suit their needs, and scooped the infant species from their cradle.
    . . . . The Fenerox of today were once a slave class of a dead empire, and some of them show scars of it; Victims of poor education and genetic modification meant to stop them from having big ideas, these ‘Shackled’ Fenerox are still people, with rich internal worlds and bright lives, but they were created in the image of manual labor, and that bond is hard to break. These Shackled individuals made up a large percentage of the Xinoddus armada at the time of their nation’s collapse, and as such they paid the price for their loyalty in blood, leading to lower numbers in the current Fenerox population.
    . . . . However, there are Unshackled Fenerox; Formerly meant to do intellectual labor, or serve as estate slaves for their masters, these made up the majority of those who survived the fall of the empire, simply by virtue of not being on the front lines. These Fenerox are no less intelligent than the common man of the Fringe, though they still carry with them the cultural wounds of their servitude; Some seek out new places to forge an equally simple life, while others have sworn never again to be under the boot of a master. Needless to say, the Fenerox hold no veneration for the Grey.

    Archetypes
    The Shackled

    . . . . Less common, but still seen, your higher muscle mass has made up for the intellect you lack. Do you seek teaching, to grow beyond your limits, or simply hunt for your next meal?

    The Unshackled
    . . . . Integrated into the rest of the galaxy, or out on your own, you revel in the gift of freedom, where your ancestors had none. What you do with it, is up to you.

    The Carnifex
    . . . . Suffering inflicted is best repaid in suffering; An eye for an eye makes the world whole. It is only natural that a few of the slave caste would want to expedite the fall of the Grey. They deserve what’s coming to them.

    Penguin
    Overview
    . . . . Heir to the great Xinoddus mind, the Penguin were a powerful threat long before they had any alliance with the Grey, inspiring fear in many neighboring colonies with their vast naval might. A nation of piratical fleets, raised and trained by the greatest tactical minds of their species; The Dreadwing Dynasty. These born commanders skyrocketed their species into prominence across local space. Being granted the technological prowess of the elder species only served to boost their power. For a time, the Penguins were the mightiest fleet in the entire galaxy.
    . . . . It was this reputation that saw them becoming an instrumental faction in the First Galactic War. When the Dreadwing lineage came to an end, their once singular fleet splintered off into a thousand mercenary corps, each eager to take on contracts to aid in the war effort. Almost every side of the conflict was known to take on privateering contracts to some extent, and almost every penguin alive today takes great pride in their family’s personal involvement with the battle.
    . . . . Nowadays, the Penguin have been overshadowed in might by the nations of Civilized Space, but they remain an ongoing threat, especially within the Fringe, performing their piratical rites wherever they can, keeping the blood of Dreadwing alive in their every action and making a pretty penny while doing so. When they’re not taking on a buccaneering position, Penguins are known to work almost any odd job they can, regardless of danger or criminality.

    Archetypes
    The Jobber

    . . . . Why get yourself killed in space when doing work for shady gangs, mafiosos, or even normal businesses can get you just as comfortable with a lot less danger? Not no danger, of course, but still!

    The Buccaneer
    . . . . Not content to make money on land, every penguin knows the real riches are to be made where there’s no atmosphere. You are one of those penguins who dares to actually take up the mantle, and fulfill your primeval duty.

    The Pretender
    . . . . The lineage of Dreadwing has been dead for quite a long while, if you believe official sources. However, almost every month a new penguin pops up, declaring themself the newest heir to the Dreadwing name, perhaps some of them are telling the truth… Either way, it wouldn’t hurt to build a reputation.

    Eyeguard
    Overview
    . . . . Equal parts scourge of the galaxy and interstellar nuisance, the Eyeguard are a species of nomadic cyborgs with an egomaniacal culture. They seem to believe the entire galaxy is theirs for the taking, and are exceptionally willing to take it through force, enacting raids on any community they think they can take on. While their tendency to travel in small groups make them a trivial threat to larger organizations like governments, their preference toward chemical warfare and exceptionally hard forms make them an extraordinary threat on an individual basis.
    . . . . Within their durable cybernetic shell, the body of an Eyeguard has been described as ‘squid-like,’ possessing a central sack of organs and four tendrils. Each tendril is a simple string of nerve clusters that run down their artificial limbs. Atop, they have a soft skull that contains their brain and two large eyes. Eyeguard have exceptional sight, keeping everything they see in equal focus while possessing great peripheral vision. In addition to all of this, the mechanical half of their body is gifted with wings suitable to achieve true flight, despite their impressive weight. Interestingly, Eyeguard do not engage in sexual reproduction, and instead create children by mixing samples of male and female DNA.
    . . . . Eyeguard culture is a haughty topic; Most Eyeguard are zealots of their religion, which decrees them as secondary only to their gods, with ultimate rule over the galaxy. Each Eyeguard believes themself to be the pinnacle of their species that all should bow before. Due to this, they can only stand to know, at most, nine other Eyeguard. Larger groups devolve quickly into infighting and physical conflict. Eyeguard also possess an odd code of honor, which prevents them from using firearms due to their ‘primitive and clunky nature’ as the chosen weapon of ‘lesser peoples.’ Eyeguard see themselves as philosophical and thoughtful people, prone to high culture despite their love of shedding lesser blood. It isn’t uncommon to see Eyeguard engage in ‘duels’ of poetry, or intellectual talent, as well as physical might.

    Archetypes
    The Zealot

    . . . . You know the cruel truth of the world; You are at the top, and all else is at the bottom. It is your duty, no, your right, to take what you need to kill those who get in your way. Everyone else must be made aware. You will make them see it.

    The Raider
    . . . . You are peaceful, and just god to those below you. Unlike your scornful and barbaric brethren, you engage in trade, and conversation. Nevertheless, you will strike down those who dare to challenge your might.

    The Passive
    . . . . You are the heretic of peace. You have seen the light behind the eyes of other species, and know, truly, that they are not so different from you. You have committed the sin of humility, and your kin would strike you down if they knew it.

    Shifters
    Overview
    . . . . A species of organic shapeshifters, the ‘Shifters’ are created in one of two ways; Either simple reproduction, or infection. A member of another species can become host to the Shifter xenovirus, undergoing an arduous process in which they are brought to the brink of death while their biology is remodeled to fit the species they are becoming better than the species they are. While the entire internal structure of the host changes, the exterior can remain the same, save for a shiny and flammable cuticle that is indicative of the species. Despite being able to change shape at will, born shifters find the intricacies of other species’ biology to be hard to replicate, giving them a slightly ‘off’ nature on close inspection.
    . . . . Shifters are split into castes based on biological aptitude. In born shifters, this aptitude is a mixture of natural knack and culturally enforced training. The castes go as follows; ‘Imitators,’ who can survive without the cuticle, ‘Warriors,’ who’s faster metabolisms allow them to change shape quickly, ‘Integrators,’ who can interface with uninfected nervous systems, ‘Drones,’ who can manipulate biomass to create hives, and ‘Royals,’ who possess superior DNA integration and can produce pheromones. Royals are typically also given training to perform the tasks best suited to other castes.
    . . . . To properly replicate any given creature, a Shifter must first devour a substantial amount of their DNA. This plays into the communal nature of born shifters, who will often devour the corpse of those who have passed on as a way to continue their legacy. In general, the culture of those born into the species is one that prioritizes the community over the individual; Average shifter households consist of up to seventeen people within one single living space, for example. Many tourists have compared their way of life to some sort of super-organism, a belief the Ascended Superhive is quick to reinforce.

    Archetypes
    The Infected

    . . . . Turned by another Shifter, rather than born into it, your life is now defined by the new ways your body moves with and without your permission. Do you see this as a gift? Or a curse?

    The Shifter
    . . . . Born into life as a Shifter, your nature and your culture gives you a unique understanding of life and the nature of it all.

    The Ascended
    . . . . 'Ascended’ is the name given to Shifters by their largest governmental structure, the fascist Ascended Superhive. Those who align themselves with the Superhive believe that Shifters are a superior kind of species, uplifted from the shackles of the other species’ slow and stubborn flesh.

    Agarans
    Overview
    . . . . Mysterious and seclusive, the Agarans are a species of seemingly fungoid beings who have an enigmatic relationship with the Florans, having arisen from the same part of space. Some claim they were born from Florus just as the Floran species itself was. While this has never been proven, the Agarans biological similarity can not be understated. In almost all ways, they are the fungal parallel to the floral nature of the predator species.
    . . . . Agarans are one of the least understood sapient species in the galaxy. A long series of disappearances have effectively scared off any researcher interested in studying what, exactly, makes up Agaran culture. It is understood that they seem to follow a lifestyle of endless spreading and feeding, assimilating all viable organic material into the fold of their strange empire. This obsession with constant growth has garnered them many enemies; Once the Agarans arrive to a planet, there is only a limited time in which their progress can be halted before the entire species is doomed to the mycelium growths they carry with them. As such, the Agarans are often excluded from Civilized Space in all official capacity, a fact they seem apathetic to.
    . . . . Despite their existence as fierce warriors, conflict between Agaran tribes has yet to be observed. This has led to the theory that some unknown force has tied them together in their enigmatic goals of expansion. It is suggested that this force is what the Agarans call ‘Nubhalka,’ believed to translate to ‘One Divine.’ This motif appears central to their religion, but none truly understand it.

    Archetypes
    The Warrior

    . . . . You are a champion of Nubhalka, here to feast and raise Hell as you conquer slowly toward the idea of One Divine. It is your duty, and you will achieve it, or die trying.

    The Outsider
    . . . . Many Agaran dialects have yet to be translated by the broader galaxy, leading to many travellers being misunderstood and cast aside, even if they mean no harm. You are one such example.

    The Individual
    . . . . Rare, but not unheard of, is the understandable and individual Agaran. Cast out by the greater society they come from, they are left to find a new life outside of the mycelium.

    Froggs
    Overview
    . . . . It is a common misunderstanding that the Florans were the first and only example of eugenics performed by the Axolotian Empire. This is proven false quickly after inspecting the Frogg and their history. At one point, they were a great power, nearly as mighty as their neighbor. In response to this rising threat, the Hylotl performed the strategy they would eventually enact in the First Galactic War; Raising Hell through their territory as they began to systematically instill the values and genetics they desire in the population. In the Froggs’ case, they were forced into a culture of thought, made to be artists and philosophers for the Hylotl’s amusement, a culture that persists today.
    . . . . Biologically, the Frogg are very similar to the Hylotl, sharing a common ancestor. This goes down to having a third eyeball, though it is vestigial and unseen; Used to aid in the process of swallowing instead of sight. Frogg are commonly around four hundred pounds or more, and stand between seven and eight feet tall. This is considered to be obese for their species, but is culturally normalized by their sedentary lifestyle. Despite this, their strong legs are still capable of incredible horizontal leaps.
    . . . . The modern Frogg is a simple and docile man, prone to carnal pleasures and gluttony as a way to entertain themselves. Despite this hedonistic lifestyle, the Frogg remains oddly philosophical, filling their off hours with deep thought. However, Froggs are often seen on the seedier side of galactic society. When given reason, they are capable of intense strength and intimidating posture, providing them an easy way into many gangs. It’s not hard for an enterprising and charismatic Frogg to scheme their way into the upper echelons of any organization, often serving as mob bosses or bureaucrats.

    Archetypes
    The Hedonist

    . . . . Why wander far from the tried-and-true when it has served everyone you know so well? Give in to the vices surrounding you, and indulge yourself in the fruits of the galaxy. Find yourself in the Fringe merely to sample new booze.

    The Thinker
    . . . . Cast aside the idle ways, and allow yourself even fuller thought than you might get on your porch. Wander the galaxy in search of new perspectives, and achieve enlightenment.

    The Kingpin
    . . . . Count the coins in your pocket, Frogg, as you remember just how you got where you are. Physical might and a little bit of strategy is a dangerous thing.

    Deadbeat
    Overview
    . . . . Born to the wastes of Schelor, the Deadbeats are a mutated subspecies of humans who have been carved into something barbaric through hundreds of years of radioactive fallout and desperate gene-splicing to better survive their conditions. A far cry from the other children of Earth, Deadbeat culture is formed around one, simple principle; On Schelor, only the strong survive.
    . . . . As typical for their mother species, Deadbeats are bipedal humanoids, though they have many clear differences. At birth, a deadbeat has a pair of ‘dormant’ horns, which are awoken through ritualistic head trauma. In addition to this, the skin of most Deadbeat is blue, red, or violet, and their eyes have golden sclera. Lastly, all Deadbeats have some variety of mutation. These mutations are unpredictable, and spawn from the same genetic trait that allows them to resist cancer despite their radioactive conditions. These mutations range wildly, with some Deadbeat being known to breathe fire or produce electricity.
    . . . . Deadbeat culture is marred by war and toil, just as everything else on Schelor is. Outside of the constant minor bands of raiders, warlords, and slavers, the major power on the planet is the Cult of Nex Alea; An warlike religion dedicated to the worship of conflict, idolized through a massive obelisk of weaponry called the ‘Murdercube.’ Besides this religion, and the warriors and priests thereof, the most powerful people on the planet come in the form of Water Barons; Influential traders who hold control over the limited amounts of potable water on the planet.

    Archetypes
    The Scrapper

    . . . . You were born between rusty pipes and bent nails. Tetanus runs in your blood instead of oxygen. You’re resourceful, and scrappy, and capable of cobbling together anything you need.

    The Gunpriest
    . . . . Ave Nex Alea, gunpriest. You are a practitioner of the Murdercube, carrying with you a blessed weapon and holy powder. You might even have devoted your body to Nex Alea, getting modifications to better be a weapon in all forms.

    The Trader
    . . . . A little bit of water can make all of the difference on Schelor. You’ve learned how to barter, and how not to die while doing it. You might even own a trading company, or a water plant.

    Nas’Beru
    Overview
    . . . . To their creators, the Nas’Beru are an experiment gone horrifically wrong; First born to be a servitor species, they have long since outlived the population they were meant to aid. Nowadays, they’re birthed out of genetic slurry in anything from a government laboratory to a garage clinic, anywhere in the galaxy. They spread like mold, in a cycle of eternal evolution; Live, adapt, die. Live, adapt, die.
    . . . . Hailing first from the baronies of Nas before making their way out into the wider Fringe, the ‘Subhumans,’ as they’re so often called, consist of many generalized subraces, each spliced together with Human DNA as their starting point. Thanks to this, their internal biology scarcely differentiates from that baseline, except on a cosmetic level. Very few Subhumans have extra limbs, such as wings, but all of them feature heavy augmentation throughout their body, especially in the brain. These implants are installed by ill-understood microtechnology embedded in their slurry. Thanks to this, they’re allowed to exist despite potentially hazardous DNA pairings. In addition, these implants allow a localized form of telepathy, called ‘Thoughtspeech’ by its practitioners.
    . . . . While Nas remains the primary culture of their species, the artificial nature of the Nas’Beru has made it so the planet does not even house the majority of their species. A scarce few thoughts are shared amongst all of them; One of the most worryingly prominent is the belief in a complex afterlife of eternal suffering, with various intricate rules that must be practiced to avoid it. This sentiment seems to be imbued in all Nas’Beru from birth, though in most cases it fades as they age and expose themselves to other cultures.

    Archetypes
    The Believer

    . . . . Hell is real, and you’re the only one that seems to know it. The only way to avoid the torment you know is coming to you, is to live in misery and danger. You’re given to a life of adventure not to experience the thrill, but to avoid complacency, and the eternal strife that comes with it.

    The Weaver
    . . . . Your species was made by someone doing just what you are now; Merging different species, different genetic strands, with no care for what is produced. The only difference is you have to try; You don’t have miracle-tech to keep your creations alive.

    The Outlier
    . . . . You’re different; You have more limbs, or different organs, or something. You’re more than just a human with different features. Why, or how, is irrelevant, you simply are.

    Technology & Materials
    Engineered Lifeforms

    . . . . In the year 3292, artificial life is relatively common across the galaxy, both in the form of organic life created through similar processes as cloning, and fully mechanical automatons. Sapient machines are typically created from the brains of living individuals, which are then implemented into the desired body, however it is possible to create a new consciousness; This process is done through training a program via a specialized environment and incentive structure, and takes an incredibly long time to complete, with less predictable results.
    . . . . The neuromorphic processor, which houses a robot’s AI, is typically outfitted with a broad array of shielding designed to keep it safe in the event of an electromagnetic charge. As such, few robots are entirely fried when they are victim of an EMP, instead entering a state of dormancy for a short amount of time before rebooting. However, specialized robots designed for combat or exploration are often given additional EMP shielding, allowing them to be totally unaffected.
    . . . . This method only works while the shield is unbroken, a large enough puncture will render it ineffectual. For this reason, shielding is often ‘sectioned’ so that only the local area around the puncture is damaged. Notably, additional EMP shielding isn’t an option if the robot needs to access the nexus or other systems wirelessly, as the same shielding will keep those signals in.
    . . . . Organic lifeforms created via genetic splicing or other experimentation are also within the scope of modern science. In general, any combination of traits can be effectively merged by a skilled enough bio-engineer. This is often used in Civilized Space to create ‘designer’ children, fitted from birth with specialized augmentation. Most of the time, this practice is cosmetic, but some groups have been known to utilize it to make designer soldiers, for example.
    . . . . As should be expected, genetic experimentation is also possible within floral life, though it is considerably less popular in part due to the Floran’s tribal tendencies. More surprisingly, energy based lifeforms are within reason to create, though in effect they behave almost exactly like Novakid.
    . . . . It is common consensus to keep any engineered life form within eight feet of height, so that they are on a relatively equal playing field with other players.

    Spaceships, Teleportation, Warpdrives, Hyperdrives
    . . . . Many who hail from Civilized Space bring along with them private personal ships that can function both as a mode of transportation and a permanent living space, this habit is much rarer among those who grew up in the Fringe. Many of the ships a Fringer can easily get their hands on are decommissioned, abandoned, or destroyed war ships, many of which require substantial crews to easily operate and do not possess a hyperdrive. However, the relative abundance of these out-of-date clunkers mean that if one’s lifestyle necessitates it, a Fringer can often get their hands on a spacecraft in one way or another.
    . . . . Warpdrives, it should be noted, are a considerably older technology and as such are both common and relatively cheap. Any ship from the last hundred years at least is expected to have a functional warpdrive within it. Hyperdrives are newer, more flashy, and much more desirable. While they aren’t exactly rare, most of the hyperdrives in the Fringe have been retrofitted onto a vehicle which did not originally have it.
    . . . . For those who can’t afford a personal spacecraft, locomotion is possible through various ferrycraft, as well as teleportation. Many key locations across the galaxy are outfitted with a state-of-the-art teleporter, which can instantly transport people and things across the galaxy. This isn’t without its drawbacks, however. Teleportation is one of the most energy intensive practices found throughout the galaxy. On smaller ships, all other systems need to turn on to allow use of a telepad.

    Weaponry & Armor
    Weaponry

    . . . . The most common forms of weaponry within the Fringe are ballistic firearms, coilguns, lasers, and plasma guns. Ballistics are well-understood and expected, the majority of ballistic weapons within the galaxy use caseless ammunition. The major exception to this comes with the Deadbeats and the Novakid, who prefer brass slugs. Partner to ballistics, coilguns- which use a series of magnets to propel a metallic object at high velocity- are capable of comparable damage with cheaper ammunition, though they require a source of power.
    . . . . Laser weaponry utilizes a coherent photon beam to damage their target, with the beam’s color signifying the amount of damage it can impart. Pistols equivalent lasers are red, heavy machine guns equivalents are purple. In addition, lasers require a battery, a heatsink, and a lens to properly function, all three of which must be swapped out at intervals to keep the device working correctly.
    . . . . Plasma guns use a mechanism similar to coilguns to fire ionized gas. These projectiles have a slower velocity and mass than bullets, and travel in a noticeable arc under gravity. As a general rule, the faster a plasma projectile goes, the smaller it is. As to be expected, plasma is very good against types of armor that are not designed with it in mind.
    . . . . Additionally, there is concussive weaponry; Designed as a method of pacifying targets in a non-lethal manner, these guns fire a directed blast of kinetic energy which disperses quickly on impact to deliver a widespread ‘pins and needles’ feeling around the affected area. Hits from concussion weaponry typically cause a temporary loss in motor control where they impact, with shots near the target’s brain rendering them unconscious or disorientated.
    . . . . Additionally, a variety of melee armaments exist, from the humble monoblade to the devastating gravity hammer, but these are often used only as a backup to a combatant’s firearm, unless they are exceptionally skilled or exceptionally confident.

    Armor
    . . . . To defend from the variety of weapons used in the Fringe, there is an equal abundance of armors, often created using interstellar materials with specialized properties best suited for the particular types of defense.
    Despite this statement, the humble carbon nanotube remains somewhat popular, functioning as the current millennium’s answer to Kevlar. While it is the lightest of the options presented here, it has enough strength to defend from small arms fire and enough flexibility not to hamper the user. However, it's generally lacking when compared against energy weapons and is traditionally used in combination with other armor.
    . . . . One of the most common armor types in the galaxy, humble durasteel is sought after for its generally good protection against all forms of ballistics, though it struggles against energy weapons in prolonged combat. It is cheap and plentiful, as an alloy of abundant titanium.
    . . . . On the highest end of ballistic protection, however, there is Impervium; A rubium alloy named for its exceptional durability. Against physical trauma, this metal is almost impervious, though this comes at the cost of being highly conductive of both heat and electricity, as well as incredibly heavy.
    . . . . Parallel to durasteel, cerulium is a good defense against energy weapons while struggling against higher caliber ballistics, however, it does have high conductivity to electricity, and is a very good material for EMP shielding.
    At the peak of energy deterrence, there is ferozium. Light-weight and frigid, this alloy is prized for its exceptionally low conductivity to heat and electricity, though it isn’t very durable and is prone to cracking and splintering when struck. Like cerulium, it’s created from aegisalt.
    . . . . Typically mined from cold planets or moons, rubium is used in place of ceramics across the galaxy due to its similar properties; deflecting smaller arms and absorbing larger hits before shattering. However, it is entirely susceptible to energy weapons.
    . . . . Violium is a useful material for its ability to protect against both lasers and ballistics, being a durable and light-reflecting substance. Though, in a fight with plasma it will be quickly carved through. It is an alloy of complex-yet-mundane ceramics, and is known to have high conductivity.
    . . . . Lastly, no discussion of armor is complete without mentioning the end-all; Power armor. By utilizing a powered endoskeleton, a body can carry substantially more weight without losing their effective strength, allowing for incredibly durable suits. However, most power suits come at the cost of mobility. Without some form of exterior propulsion, tasks such as climbing or jumping are almost impossible for them.
     
    zirconzz and Teldrassil like this.