Psyphoza: Difference between revisions

From BeeStation Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 5: Line 5:
|img_generic = PsyphozaTwo.png
|img_generic = PsyphozaTwo.png
|speciename = Psyphoza
|speciename = Psyphoza
|quote = Replace this
|quote = Looking azure today!
}}
}}
Replace this.
Not quite plasmamen, and certainly not close enough either.


=Roleplay=
=Roleplay=
Although typically superstitious and maybe a tad crazy, not every Psyphoza is an advocate for palm readings. It's up to you who your Psyphoza is, despite the stereotypes.
==lore==
A standing testament to the humor of mother nature, Psyphoza have evolved powerful and mystical psychic abilities, which are almost completely mitigated by the fact they are absolutely blind, and depend entirely on their psychic abilities to navigate their surroundings.
A standing testament to the humor of mother nature, Psyphoza have evolved powerful and mystical psychic abilities, which are almost completely mitigated by the fact they are absolutely blind, and depend entirely on their psychic abilities to navigate their surroundings.


Line 18: Line 21:
Although most Psyphoza have left behind a majority of the especially superstitious ideas of their progenitors, some lower caste members still cling to these old ideas as strongly as ever. These beliefs impact their culture deeply, resulting in very different behaviors between the typical and lower castes; such as naming, among other things. Names in this lower caste will typically represent a mystic concept from their culture, which is believed to lead the life of that individual.
Although most Psyphoza have left behind a majority of the especially superstitious ideas of their progenitors, some lower caste members still cling to these old ideas as strongly as ever. These beliefs impact their culture deeply, resulting in very different behaviors between the typical and lower castes; such as naming, among other things. Names in this lower caste will typically represent a mystic concept from their culture, which is believed to lead the life of that individual.


==Gameplay==
==Names==
There are two Psyphoza naming conventions-
 
# Names are constructed as following <code>[latin firstname] [mushroomspecies - preferable scientific]</code>. This should produce names like 'Clara Amanita' or 'Caeser Subaeruginosa'.
# Names are loosely constructed as following <code>[adjective] [mystical concept]</code>. This should produce names like 'Mindful Impermanence' or 'Overwhelming Kenoma'. This convention isn't as strict as the first, and can be used to play into the superstitious facet of the lore.
 
Random names, generated in-game, follow the first convention.


=Gameplay=
* Psyphoza are psychic and can sense things others can't.
* Psyphoza are psychic and can sense things others can't.
* Consuming any kind of drug will replenish a Psyphoza's blood.
* Consuming any kind of drug will replenish a Psyphoza's blood.
Line 27: Line 37:


Psyphoza, although blind, can use their psychic sense to navigate their surroundings with relative ease. Additionally, Psypohza fit quite nicely into detective roles, as their psychic sense allows them to sense the unique presence of others, whether that be the person themself or the trace they've left on an item, like a fingerprint. Otherwise, Psyphoza also work well in scouting roles, as they can vaguely sense scenes through walls, an especially useful ability for exploration.
Psyphoza, although blind, can use their psychic sense to navigate their surroundings with relative ease. Additionally, Psypohza fit quite nicely into detective roles, as their psychic sense allows them to sense the unique presence of others, whether that be the person themself or the trace they've left on an item, like a fingerprint. Otherwise, Psyphoza also work well in scouting roles, as they can vaguely sense scenes through walls, an especially useful ability for exploration.
==Bwoink==
It's important to remember in-character knowledge, valid-hunting rules, and being a good sport in general, when playing Psyphoza. As a Psyphoza you have access to a very powerful ability, which can be used, in the wrong hands, to deeply disrupt other player's rounds, especially antag's. This doesn't mean you can't report suspicious activity you happened to notice, in-character, with this ability, but it does mean not actively seeking out the cult in maints and yelling over comms about it.


{{Jobs}}
{{Jobs}}
[[Category:Backstory]]
[[Category:Backstory]]

Revision as of 07:37, 2 December 2023

UNDEFINED

Psyphoza
Genus: Not defined
Homeworld: Not defined
Central Authority: Not defined
Restricted Job Roles: Not defined
Guides: Not defined

Not quite plasmamen, and certainly not close enough either.

Roleplay

Although typically superstitious and maybe a tad crazy, not every Psyphoza is an advocate for palm readings. It's up to you who your Psyphoza is, despite the stereotypes.

lore

A standing testament to the humor of mother nature, Psyphoza have evolved powerful and mystical psychic abilities, which are almost completely mitigated by the fact they are absolutely blind, and depend entirely on their psychic abilities to navigate their surroundings.

Psyphoza culture is deeply rooted in superstition, mysticism, and the occult. It is their belief that the morphology of their cap deeply impacts the course of their life, with characteristics such as size, colour, and shape influencing how irrespectively lucky or unlucky they might be in their experiences.

An unfortunate superstition that Psyphoza 'meat' and 'blood' contain powerful psychedelics has caused many individuals of the species to be targeted, and hunted, by rich & eccentric individuals who wish to taste their flesh, and learn the truth for themselves. Unfortunately for Psyphoza, this superstition is completely true...

Although most Psyphoza have left behind a majority of the especially superstitious ideas of their progenitors, some lower caste members still cling to these old ideas as strongly as ever. These beliefs impact their culture deeply, resulting in very different behaviors between the typical and lower castes; such as naming, among other things. Names in this lower caste will typically represent a mystic concept from their culture, which is believed to lead the life of that individual.

Names

There are two Psyphoza naming conventions-

  1. Names are constructed as following [latin firstname] [mushroomspecies - preferable scientific]. This should produce names like 'Clara Amanita' or 'Caeser Subaeruginosa'.
  2. Names are loosely constructed as following [adjective] [mystical concept]. This should produce names like 'Mindful Impermanence' or 'Overwhelming Kenoma'. This convention isn't as strict as the first, and can be used to play into the superstitious facet of the lore.

Random names, generated in-game, follow the first convention.

Gameplay

  • Psyphoza are psychic and can sense things others can't.
  • Consuming any kind of drug will replenish a Psyphoza's blood.
  • Psyphoza are blind and can't see outside their immediate location and psychic sense.
  • Psyphoza are somewhat weak to fire, and should avoid it, if they can.
  • Psyphoza diets are very dynamic and can consume practically anything, excluding milk.

Psyphoza, although blind, can use their psychic sense to navigate their surroundings with relative ease. Additionally, Psypohza fit quite nicely into detective roles, as their psychic sense allows them to sense the unique presence of others, whether that be the person themself or the trace they've left on an item, like a fingerprint. Otherwise, Psyphoza also work well in scouting roles, as they can vaguely sense scenes through walls, an especially useful ability for exploration.

Bwoink

It's important to remember in-character knowledge, valid-hunting rules, and being a good sport in general, when playing Psyphoza. As a Psyphoza you have access to a very powerful ability, which can be used, in the wrong hands, to deeply disrupt other player's rounds, especially antag's. This doesn't mean you can't report suspicious activity you happened to notice, in-character, with this ability, but it does mean not actively seeking out the cult in maints and yelling over comms about it.

Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role