diff --git a/TrixxedHeart/ss14-docs/src/en/space-station-14/character-species/proposals/cyprin/resonances.md b/TrixxedHeart/ss14-docs/src/en/space-station-14/character-species/proposals/cyprin/resonances.md new file mode 100644 index 000000000..b71238f40 --- /dev/null +++ b/TrixxedHeart/ss14-docs/src/en/space-station-14/character-species/proposals/cyprin/resonances.md @@ -0,0 +1,211 @@ +# Guidelines for Creating Cyprin Resonances + +## 1. Actionable & Clear Intent +A player should be able to read the Resonance and easily understand the kind of behavior it encourages/discourages. The core desire or belief should be clear, allowing the player to creatively interpret how to act it out. + +- **Good**: "You feel a deep urge to be near other Cyprin." (Clear intent: seek company. Lets the player decide how). +- **Bad**: "You have complex feelings about social structures." (Too vague, no clear action). + +## 2. Guiding, Not Commanding +Phrasing should suggest a preference or compulsion, not issue a strict command. This reduces pressure on the player and emphasizes the RP focused nature of the Resonances. + +- **Preferred**: "You feel as though...", "You'd rather..." , "You have a strong urge to..." +- **Use Sparingly**: "You must..." (Only for very core, defining compulsions). +- **Avoid**: "You will..." , "You are required to..." + +## 3. Conflict with Duty should be RP, Not Sabotage +A Resonance can create a conflict with a job's duties, but it must not make performing that job's core functions impossible. Resonances that would severely disrupt or prevent a specific job should be excluded from the assignment pool for characters in that role. + +- **Fine** (for a Chef): "You'd rather only eat food off the floor." (Creates conflict between personal belief and professional standards). +- **Bad** (for an Engineer): "You feel a deep aversion to using tools." (Makes their job impossible). + +## 4. Non-Destructive & Consensual (For Common/Shared Pools) +A Resonance should not compel actions that inherently violate server rules, cause significant station damage, or require non-consenting players to be harmed, overtly humiliated, or have their own roleplay severely disrupted or hindered. + +- **Good**: "You'd rather give a gift than receive one." (Positive, consensual interaction). +- **Bad**: "You feel as though the Chef's cooking is an insult that must be answered." (Encourages self-antag). + +## 5. The "Reasonable Interpretation" Test +The intended behavior should be the most obvious interpretation. If a "reasonable person" could easily read the Resonance as a justification for major, disruptive actions against the crew or station, it must be reworded or moved to the antagonist pool. + +- **Good**: "You feel a compulsive need to keep the floors perfectly clean." (Clear, contained behavior). +- **Bad**: "You believe that efficiency justifies any method." (Could be interpreted as justifying breaking into departments, stealing tools, or causing damage to complete a task faster). + +## 6. Antagonistic Resonances are Antagonist-Only +Any Resonance where the core concept is fundamentally antagonistic to the crew or station's well-being must be placed in the Antagonist-Only pool. These are compulsions that align with traitorous or destructive goals. + +Examples of Antagonist-Only Resonances: +- "You feel a right to claim any property you want." (Theft) +- "You believe that violence is the purest form of conversation." (Assault) +- "You'd rather see the station burn than follow a command." (Sabotage) + +# Resonance Pools +These are the Resonances that a Cyprin may attain as of the earliest iteration + +## **Pool 1: Shared Resonances** +*(One of these is applied to all Cyprin on the station at round start)* + +| Resonance Name | Description | +| :--- | :--- | +| **``[room]`` Is A Holy Place** | Cyprin must congregate at least three times per day at ``room``. If such a room does not exist, it must be constructed. If it is made inaccessible, Cyprin must set up a place of worship as close to it as they legally can. | +| **Fashion Is Critical** | Cyprin pay close attention to appearances, and regard one's fashion choices as an indication of their character. | +| **Fashion Is Ever-Changing** | Your current hairstyle will go out of fashion every twenty minutes. It is distressing to be unfashionable. | +| **Honor Among Departments** | If a Cyprin brings dishonor to their department, they must be shunned, and have their actions publicly brought to light. | +| **Other Departments Are Inefficient** | You believe that your department is the only one that actually does anything. +| **The Station Is A Living Being** | Harming the station is abhorrent. Anything which aims to harm the station is an infection. | +| **Top of The Friendchain** | Friendships are the true measure of one’s character. The more friends you have, the higher you rank in society. | +| **Must Congregate** | You must congregate with your fellow Cyprin as much as you reasonably can. To be without your kin is harrowing. | +| **Violence Is Distasteful** | Conflict should be settled through mediated dispute, and one should only resort to violence if all other options have failed. | +| **Today is ``[HOLIDAY]``** | You think you remember the traditional celebrations... (Holiday-based) | +| **The Royal Realm** | The station is a feudal realm. The captain is king, the department heads nobility, and the rest servants or peasants. | +| **Oathbound** | A Cyprin must honor all oaths made. A Cyprin may never directly tell a lie, but can hide the truth. | +| **One Big Happy Family** | You are not on a "station." This is just a very large house. Each person in it is a relative of yours. | +| **The Great Work** | You and your fellow Cyprin are compelled to work on a large-scale art project or construction, whether it be a gallery, garden, shrine, or whatever else to leave their mark on the station. +| **Share Your Resources** | No Cyprin should want while the other has plenty. Resources such as food, tools, and medicine should be pooled and distributed fairly among all Cyprin on the station. +| **The Sacred `[ITEM]`** | `[ITEM]` is sacred. It must be placed prominently in a public area and defended from theft or damage. +| **Holy Words** | `WORD1` and `WORD2` are sacred words that induce luck. They must be worked into sentences as often as possible. (Takes from traitor codewords ftl) +| **Reality Is A Lie** | Cyprin have come upon an epiphany that everyone is trapped in an endlessly looping simulation. They feel it is their duty to inform their fellow crewmembers of this truth. +| **Keep Your Resonances Secret** | Cyprin Resonances are a strictly-kept secret, and should never be revealed to anyone. +| **Music Is Rude** | Music is a fanciful, frivolous, and unnecessary distraction. It has no place on the station and causes Cyprin significant stress. Cyprin should avoid any music they hear. +| **Music Is Sacred** | It's important that Cyprin be listening to music as often as possible. Multiple songs overlapping is blasphemous, and should be avoided at all costs. +| **Refined Atmosphere** | You find the standard station air to be utterly bland and pedestrian. You must utilize internals to breathe an exotic, high-quality gas as much as you can to maintain your sophisticated palate. +| **The Theatre Troupe** | The station is your stage, your fellow Cyprin other actors, and the crew is your audience. You must perform for them in the style of a `[GENRE]` play, creating dramatic scenes, soliloquies, and spectacle to craft a story that will be remembered across the stars. +| **Star Bound** | You must be able to see space at all times on the station, for what is the point in being in space if you cannot see the stars? +| **Land Bound** | You cannot stand seeing space, just doing so makes you queasy. Make sure your feet are firmly planted at all times, or atleast you hope they are. +| **Silicon Rights Activist** | You believe silicons deserve just as much respect and rights as organic crewmembers. They should be treated as colleagues, not just tools, and you must advocate for their fair treatment. +| **Nothing Ever Happens** | You are utterly convinced that this is a perfectly normal, uneventful shift. All alarms, emergencies, and even visible threats are merely elaborate drills orchestrated by Central Command. + + +--- + +## **Pool 2: Common Personal Resonances** +*(Each Cyprin gets 2-3 of these at round start. They are weird but non-destructive.)* + +| Resonance Name | Description | +| :--- | :--- | +| **Keep Your Resonances Secret** | Your Resonances are a strictly-kept secret, and should never be revealed to anyone. | +| **No Modern Medicine** | You do not approve of modern medicine and should abstain from treatment with it wherever possible. Traditional medicine is preferred. | +| **Not A Fan Of ``[department]``** | You fundamentally do not understand ``[department]`` and find the very concept confusing no matter how many times anyone explains it to you. | +| **Never Speak To Command** | You are too lowly to speak to Command, even if spoken to first, the very idea sounds horrifying. (Command/Security excluded) | +| **Command Knows Best** | Problems you encounter are too complex for you and your peers. Escalate them to a member of command for advice instead. | +| **Disapprove Of Drugs** | You detest mind-altering drugs, including alcohol, and should abstain from them. | +| **Do Drugs** | Sobriety is so old-fashioned. You should get high, or drunk, or something, and stay that way. (Command/Security excluded) | +| **Too Much Cleanliness Causes Illness** | You feel a need to keep your environment as filthy and disorganized as possible. | +| **Excessively Organized** | You are obsessively organized; everything has its place and must be returned to it. | +| **Dinner Etiquette** | Food and drink must only be consumed off of the floor, as is proper. | +| **Strict ``[diet]``** | You must only eat food of `[diet]`. | +| **Personable** | You find that using radio communications is exceptionally rude. All conversations should be had in-person unless in an emergency. | +| **Entrepreneurial Spirit** | Profit is the most important thing in life, you strive to make as much as you reasonably can. | +| **Proper Documentation** | Proper documentation is important to you, you should seek to get as many of your activities officially stamped by an authority. | +| **Lying Is A Cardinal Sin** | Anyone who lies, no matter how trivial, is the worst kind of person. (Excluding yourself) | +| **Vampire** | Blood is full of all sorts of nutrients for Cyprin, you seek to drink it as much as possible to stay healthy, going as far as to ask fellow crewmembers to donate theirs. | +| **Respect The Dead** | Dragging bodies across the bare ground is horrific. | +| **The Noble Drunkard** | You do not respect anyone who is not drunk, excluding yourself. | +| **Fashion Snob** | Never trust anyone whose outfit is better than yours. | +| **Needles Are Scary** | You'd rather accept medication in the form of drinkables or pills. | +| **Don't Get Your Feet Wet** | It is undignified to walk over spilled liquids. Avoid it as much as possible. | +| **Claustrophobic** | Small rooms cause you great distress. Avoid them where possible. | +| **Non-Smoker** | Avoid areas where people are smoking in public. | +| **Taboo Language** | The words "``$word1``" "``word2``" and "``word3``" are extremely offensive. | +| **Mad Hatter** | You believe you are alone on the station. Everyone else is an elaborate figment of your imagination. | +| **Deep Bow** | It is impolite not to perform a deep bow (go prone) before engaging someone in conversation. | +| **The Floor Is Lava** | You prefer to be elevated whenever possible - standing atop tables, railings, etc. | +| **Charmed** | You are allergic to iron, steel, and silver. Avoid touching it when you can. | +| **Afraid of the Dark** | You won't enter a space without proper illumination. | +| **Possessive Of Property** | You are extremely possessive of your property. Refuse to relinquish it. | +| **Most Important Person** | You firmly believe you are the most important person aboard the station. | +| **Least Important Person** | You firmly believe you are the least important person on the station. | +| **Meal Etiquette** | Food should always be consumed in the manner of a proper meal - seated at a table, in courses. | +| **Clarity Is Vital** | Miscommunication is a sin, you should be excessively clear and honest in your speech, explaining every minute detail. | +| **Free Hugs** | It is extremely impolite not to hug people frequently. | +| **HUGS? EUGH.** | Hugging someone is a grave insult where you come from. | +| **Loneliness Is Terrible** | You should strive to be around others whenever possible. | +| **Lone Wolf** | You loathe the company of others, and try to be alone as much as possible. | +| **You Are Very Religious** | You should attend the chapel regularly to pray, and seek to speak with the Chaplain. | +| **Command Knows Best** | Problems are too complex for your peers. Escalate them to a member of command. | +| **Punctual** | You believe that time must be strictly managed. Tardiness is exceptionally rude. | +| **Proper Handling** | It is unacceptable to allow personal belongings to touch the floor. | +| **``!@$%ing !@$%``** | Swearing is the spice of any conversation, and should be used as much as possible. | +| **Asking Questions Is Rude** | You'd prefer to phrase everything as a concrete statement. | +| **Code Duello** | Disagreements are often settled through a formal duel. The winner is correct. | +| **Philosopher** | You possess incalculable wisdom, and all must hear it. | +| **The Critic** | You consider yourself a distinguished critic for an intergalactic review board. You must rate everything you encounter, meals, people fashion, whatever you can think of on your own rating scale, offering 'constructive' criticism. | +| **Die With A Sword In Your Hand** | It is a great dishonor to be unarmed. Openly carrying a lethal weapon is very important to you. | +| **Soggins' Law** | All agreements must be documented and signed for posterity. | +| **I Wanna Be Like You** | Imitation is the highest form of flattery. Attempt to emulate the mannerisms and way of speech of everyone you speak to. | +| **Philanthropist** | It's only polite to provide anyone kind enough to speak to you with a gift. | +| **Equivalent Exchange** | Favors must be repaid in kind. If anyone is unable to do so, they are in debt and must be shunned. | +| **Recordkeeper** | You feel keeping record is vitally important. Provide your supervisor with a detailed log of each task. | +| **Your Blood Is Sacred** | It must be returned to your body if it is ever spilled. | +| **Proper Compensation** | You expect to receive a gift before following any orders or performing any favors. (Command/Security excluded)| +| **Extremely Personable** | Calling out a department name to summon someone is impersonal and rude. Use a specific person's name. | +| **Barefoot** | The ground one walks on is sacred. Those who wear shoes should be pitied. | +| **Hospitable** | You must ensure all new arrivals on the station are properly welcomed. | +| **Vox Sympathizer** | To demonstrate your allyship with the Vox, you must be wearing internals at all times. | +| **Collector** | `[item]` are endlessly fascinating to you. You must collect as many as you can. | +| **Smoker** | You are hopelessly addicted to nicotine. If you're not actively smoking, you experience withdrawal. | +| **Eye For An Eye** | Retribution should be proportional. | +| **Optimist** | Nothing is ever as bad as it seems! You're able to see the positives in any situation. | +| **Hypochondriac** | Everything negative you experience is the result of a potentially terminal illness. | +| **Centrist** | You are ambivalent towards any and all decisions, and refuse to take sides. | +| **Carpkin** | Space carp and space dragons are long lost kin. They should be honored. | +| **Petting Zoo** | You must try to pet any animal you see. | +| **Jester's Privilege** | The clown possesses secret wisdom. Pay careful attention to their words and actions. | +| **Green Thumb** | Gardening makes you calm, happy even. Attempt to have a garden of your own. | +| **Species Blind** | All people are Cyprin, even if they claim otherwise. | +| **Haunted** | Ghosts are real, and they're haunting you. Any strange events are malicious spirits. | +| **Pet Rock** | One of your inanimate possessions is very dear to you. It is your best friend with thoughts and feelings. | +| **`[clothesType]` Are So In Right Now!** | They are the pinnacle of fashion. You and everybody else need to be wearing these. | +| **``[clothesType]`` Are SO Last Year** | Anyone wearing them in public should be shunned and derided. | +| **BORGED** | You see the Laws of Robotics as the ideal way of life and follow them. | +| **Compulsive Liar** | You must always lie, and can never acknowledge that you are lying. | +| **Compulsive Believer** | You are unfamiliar with the concept of lying, and are incapable of lying or recognizing lies. | +| **Plant Pacifist** | The usage of plant matter by humanoids is abhorrent. | +| **Puddle Drinker** | You are compulsively drawn to puddles. You must drink any that you see. | +| **Stagnation Is Decay** | You strongly believe that any failure to do one's job punctually is a crime of the highest order. | +| **The Dead Should Stay Dead** | If you die, you should stay dead. If you are revived, you must beg your reviver to kill you again. | +| **Daredevil** | You do not acknowledge pain or danger to your person in public. | +| **Talisman** | Religious iconography causes you physical discomfort when visible. | +| **Immortal** | You are the center of the universe, an immortal being. Mere mortals are like insects. | +| **Corporate Conspiracy** | You believe there is a hidden connection between Nanotrasen and the Syndicate. | +| **Opposite Day** | You speak the opposite of what you mean. | +| **HOMERUN** | You strive to be the station's greatest baseball player and hit as many homeruns as possible. | +| **Go Long!** | You detest dragging things. Instead, you throw things that must be moved. If you cannot pick it up, try to find someone else to do it. +| **Golden Thread** | You are fated to follow a perfect, unbreakable path. Those who disrupt your goals are demons. +| **The Self** | You must only refer to yourself in the third person, as if you are a character in a story being observed. Using "I," "me," or "my" feels deeply unnatural. +| **Snug As a Carp** | You desire to be as cozy as possible, wearing whatever you deem to be most comfortable and take naps whenever possible. +| **`room/department` Is The Most Important Place On The Station** | You must ensure it is functioning properly as much as possible. +| **Aspiring Streamer** | You aspire to be a streamer on the extranet. You must practice by narrating to an imaginary audience referred to as "chat", attempting to create an entertaining narrative to keep viewers tuned in. +| **The Teacher** | Everything is a learning opportunity, and you must make others aware. Any time you do anything you feel the need to explain it to those around you. +| **The Roleplayer** | You adore and act like your favorite character in media. Make sure everyone knows just how much you love them! You will enthusiastically share every detail of them with anyone who shows the slightest interest. +| **Journalist's Integrity** | You are compelled to verify every piece of information you receive. You must fact-check statements, demand evidence for claims, and record events with meticulous accuracy, no matter how trivial they may seem. +| **The Path Must Be Dry** | You find the act of walking through puddles or spilled liquids to be deeply undignified. You must not only avoid it yourself, but also prevent others from doing so, even if it means sacrificing your own coat to create a dry path. +| **Crisis of Faith** | You are grappling with a profound crisis of faith. You feel compelled to question religious doctrines, debate the nature of the divine with the Chaplain, and seek answers to spiritual questions from anyone who will listen. +| **Protocol of Introduction** | Proper etiquette demands a full, formal re-introduction at the start of every conversation. You must state your full name and rank to anyone you speak to, even if you just spoke to them moments ago. +| **Feline Affinity** | You feel a deep, instinctual kinship with felines. You must express cat-like behaviors: napping in warm spots, chasing laser pointers, being easily startled by loud noises, and showing affection (or disdain) with sudden, unpredictable intensity. +| **Thematic Analyst** | You perceive deep, metaphorical subtext in everyday life. You are compelled to narrate these profound themes, explaining how a spilled drink represents the fragility of order or a broken light symbolizes humanity's fading hope. +| **Guildmaster** (Command Only) | You have requests a plenty. Sure you could do the job yourself, but a bulletin and a prize would do it just as good. Always request other people to do tasks for you first, before bothering yourself. +| **SootheSayer** | You are certain the end times are approaching. Every minor mishap is a dire omen of a greater catastrophe to come. You must urgently warn the crew of this impending doom, convinced that even a moment's notice might save them. +| **Dark Passenger** | You are utterly convinced a powerful demon is sealed within you, and that your eyes glow red with its power when you are stressed. This is entirely a personal delusion, no one else can see any change in your eyes or any actual power manifesting. You must still dramatically struggle for control and warn others of the "danger." +| **Unqualified** | You are certain you have no actual qualifications for your role. You believe you have somehow deceived everyone through sheer luck or a misunderstanding, and you are terrified of the moment you will be exposed as a fraud. You must constantly seek guidance and second-guess every action. +| **Forgetful** | You constantly forget what you use your items for, or why you have them in the first place. Maybe you should use a labeller to help you remember. + +--- + +## **Pool 3: Antagonist-Only Resonances** +*(These are only for Cyprin who are antagonists, they are designed to be disruptive and harmful ideally they should only get one of these.)* +This could be used as a method of valid-hunting so things to mitigate this issue need to be thought of. + +| Resonance Name | Description | +| :--- | :--- | +| **You Do Not Approve Of Religion** | You do not approve of organized religion. It should be dismantled or disrupted wherever possible. | +| **Petty Theft Is Morally Neutral** | You don't understand the concept of property as it relates to other people. | +| **Seek Sin** | To act against one's other Resonances is the highest virtue. | +| **Cannibal** | Cannibalism is morally righteous and venerated. | +| **Outlaw** | The law does not apply to you. | +| **Unknowable** | Your identity is dearly precious. Do not let others know who you are. | +| **This Is Not A Place For Children** | All toys and childish things must be destroyed or removed from the station. | +| **Cry Wolf** | The crew must be kept on edge. Regularly call out fake threats. | +| **Oldschool** | The only way to achieve success is to dedicate an animal sacrifice to your goal. | +| **LET THEM OUT** | You find it morally abhorrent for items to be kept behind a lock and key. Prizes, vending machine goods, anything in locked containers; you seek their freedom, not their ownership. | +| **Tourist** | It is customary to follow people into their departments. You have never heard of "trespassing." | diff --git a/src/en/space-station-14/character-species/proposals/cyprin.md b/src/en/space-station-14/character-species/proposals/cyprin.md new file mode 100644 index 000000000..5d3df2d08 --- /dev/null +++ b/src/en/space-station-14/character-species/proposals/cyprin.md @@ -0,0 +1,164 @@ +# Cyprin Species Design + +| Designers | Implemented | GitHub Links | +| ------------ | ----------- | ------------ | +| TrixxedHeart | :x: No | N/A | + +## Overview +This proposal is for a new roundstart species known as Cyprin. Cyprints are an alien piscine race descended from space carp and dragons, bound by their unique neurobiology. Where a human has a stable mind, a Cyprin have Resonance influenced by electromagnetic waves, where a human has fists, a Cyprin has precise EM stun strikes. + +Though humanoid in shape, their appearance is distinctly piscine with occasional space dragon features. Cyprints fill a niche for a species with a deep, roleplay-heavy mechanic that significantly alters how they interact with the station. + +## Background & Lore +The Cyprin are inspired by the original "Thaven" concept, reworked to have a more cohesive identity rooted in space carp/dragon ancestry. The name is derived from *Cyprinidae*, the biological family of carp to focus on this biological origin. + +### Origin +The Cyprin did not evolve naturally. They were a consequence of a long forgotten bio-engineering project of a precursor civilization, seeking to create the perfect deep-space explorers. +This ancient civilization observed the hardiness of Space Carp and the formidable intelligence of Cosmic Drakes (Space Dragons), and attempted to merge their traits with a humanoid base. Their goal was to create a species that could: +1. Navigate the Void: Inheriting the Space Carp ability to thrive in the radioactive vacuum of space and handle exotic gases. +2. Build and Operate: Utilize a humanoid form capable of fine manipulation, guided by a neurobiology designed to receive and execute complex directives from the Resonance engine. + +#### The Great Scattering +The precursor civilization that created the Cyprin was destroyed in what's known as the "Great Scattering," causing their creations, including the proto-Cyprints to be scattered across the galaxy, leading the Cyprin to create their own pockets of civilization cultivated by their Resonances, eventually forgetting about the ancient civilization that created them. + +The Resonance engine however kept beating, eventually becoming out of tune. The engine wasn't a physical machine, but a galaxy-wide psionic magnetic field broadcast from a hidden, dying star the ancient civilization controlled. This field was meant to allow the ancient civilization to provide Cyrin with operational directives. However, untuned and decaying over millennia, the field has since degraded into the Resonances that define Cyprin society today. + +Their brains are biological receivers, perpetually tuned to this field. The Resonance is a fragment of the dead civilization's programming, a piece of cultural data that lodges in the Cyprin's psyche and becomes a part of their identity. This explains odd Resonances such as "Keep Your Resonances Secret" which could have been some sort of security protocol, "The Station is A Living Being" could have been a corrupted philosophical tenet of their creators. "X Is A Holy Place" might be a distorted memory of an important place to the ancient civilization. + +#### Modern Cyprin Societies +The Cyprin are a people with a past they don't understand. Much of them are scattered across the galaxy and have cultivated their own various societies based on the distorted Resonances they feel. They are drawn to the stars not by curiosity, but by the deep resonant call they cannot ignore. Refugees from a lost era, attempting to build a culture from the broken pieces of one they forgotten. + +## Design Philosophy +Cyprints offer an interesting roleplay opportunity for the players who play them and those around them. Their Resonances encourage them to act in specific and outwards ways that inherently help to craft a narrative for themselves and those around them. + +### Core Tenent: Roleplay, Not Enforcement +It is *extremely* vital to understand that Resonances are a **roleplay guide,** not a mechanical enforcement. Players are **never** forced to follow their Resonance to the letter, especially if it would conflict with their survival, other's safety, or their job's duties. The core of the Cyprin experience is internal conflict and roleplayed distress that may inevitably arise from having to compromise over their resonances. + +* **Priority of Survival and Duty**: A Cyprin's conflict is often internalized, a struggle between their Resonance and the practical demands of their job or even station safety. For example, a Secoff's Resonance may be "Violence Is Distasteful," but when a nuclear operative is gunning down crew, their duty to protect lives must come first. The compelling story is NOT them refusing to fight, but in the personal turmoil they experience *after* being forced to use lethal force. They may become withdrawn, seek solace in places of comfort, or lament in fury at the situation that forced their hand. +* **Distress Over Punishment**: Violating a Resonance should not have any enforcement mechanic behind it (except for speech based ones), it should trigger a roleplay response. The "distress" is the character's state. A Cyprin who must go against their Resonance for any reason might roleplay a moment of hesitation, discomfort, and complain regarding it. +* **Player Agency**: This system grants players agency. They can choose *how* their character responds to violating a Resonance: quiet guilt, loud anguish, anger at those who forced the situation, or becoming withdrawn as their values are eroded by necessity. + +The Resonance system is built to foster roleplay engagement in many ways: +* **Character-Driven Conflict:** A Cyprin's conflict is the struggle between their Resonance needs and the practical demands of their job or of the station. This creates immediate and interesting character development. +* **Crew-Wide Interaction:** Resonances proactively encourage Cyprints to seek out others, making them roleplay catalysts. Their needs have the potential to become a station subplot that others can choose to engage with or navigate around. +* **Shared Resonance Cultivating Shared Purpose:** Shared Resonances are made to encourage other Cyprins to interact and achieve a shared goal. Interacting with one another and various departments to achieve it. Such as "A Holy Place" where Cyprint must congregate three times per day in a specific area of the station, (or as close as they can legally get to it) and go as far as to attempt to create a suitable place for it. Something that would encourage the interaction with related departments to create such a thing. + +### Visual Elements +![CyprinConcept](https://hackmd.io/_uploads/rkGV-JA6xx.png) + + + +Cyprints are humanoids with distinct fishlike and could have vaguely draconic (space dragon) features in markings. + +Common/Universal features are: +* Scales, large or small, iridescent or dull, covering patches or the entire body. +* They often have at least 4 eyes, a set of big ones and a set of smaller ones. +* Tails, highly varied but *must* be distinctly aquatic. Something like a shark, carp, or even eel. +* Fins, they may have various types of fins, often have them coming out from the sides of their heads. Commonly also their backs and can also have them as crests on their head, they always have fins on their arms. +* (Not commonly) Snouts, while most Cyprin would have flat faces, some could have snouts, for sniffing of course. + +This range of design allows for creativity in character design, perhaps a graceful koi-like paramedic to a more hulking draconic-like carp engineer. + +## Gameplay Mechanics + +### Resonances +The Cyprin brain is a unique biological structure, sensitive to electromagnetic fields. This sensitivity manifests in "Resonances," powerful, deeply ingrained cognitive patterns that compel specific behaviors or beliefs. + +- **Mechanic:** Every Cyprin has a Resonance. This is a fundamental, driving aspect of their character's behavior and beliefs. + - Every Cyprin in a shift will have one shared Resonance between them, these will encourage Cyprin to interact with each other and the station in various ways. + - Every Cyprin will otherwise have 2-3 unique Resonances of their own. + - Shared Resonance will never change (without admin intervention), however Ion Storms can rarely change a Cyprin's personal Resonances. This should be uncommon though to avoid situations where a Cyprin is constantly having their Resonances changed due to several Ion Storms in a round. +- **Enforcement:** Acting *against* one's Resonance causes significant psychological dissonance and distress. A Cyprin feels a powerful drive to align their actions with their Resonance, and violating it is deeply upsetting. Players are expected to roleplay this internal conflict. **Players are not required and should not be forced mechanically to align with their Resonances (unless an admin wants to be silly)**, but ***should*** act upset about it. +- **Exclusions**: Certain jobs/departments can and **will** be excluded from getting certain Resonances that could cause problems in that position. Realistically Nanotrasen would not hire a Cyprin that is prone to Resonances that could cause major issues. + +#### Problems & Solutions +This section effectively acts as a FAQ for issues one might see with this mechanic and find solutions to them. +
+1. Misinterpretation as Silicon Laws + +**Problem:** Players, especially those familiar with Silicon roles such as cyborg or Station AI might see Resonance and conflate it with how Silicon Law works. Believing they are required to follow them or face punishment. This could lead to situations like: +- Players feeling forced into actions that get them in trouble in-character or with admins. +- Players feeling frustrated that their agency is removed. +- Unnecessary load on admins + +**Solution:** +- **Clear Messaging:** The game should give the player, via the Guidebook and other UI parts an OOC message/tooltip, such as: + - "Remember: Reasonances are a roleplay guide, not strict rules. You are never forced to follow them, especially if it risks the lives of you or others, your job, or the station. The goal is to roleplay the *internal conflict* of having these Resonances." +- **In-Universe Flavor Text:** Alongside the OOC message, the Resonance UI can also have an in-universe explanation that gives the same idea as well: + - "Resonances are powerful compulsions, but your duty and survival must come first. **To ignore them is to feel a deep unease, but to follow them blindly is to risk *everything*.**" + +2. Abuse for Self-Antagging + +**Problem:** A player could use their Resonance as a blanket excuse to grief or self-antag. For example, a player with the "Petty Theft is Morally Neutral" might decide to just start looting everything and claim "It's what my Resonance told me to do." + +While I personally believe situations like this should be handled in-character, I can see where this may go too far in some situations. + +**Solution:** +- **Curated Resonance Pools:** Resonances must be carefully designed and sorted into pools. + - **Standard Pool:** This is the vast majority of roundstart Resonances. They should be weird but **non-destructive** (Such as "Eat Only Off The Floor," "Must Congregate," and so on.) These create roleplay without reasonably giving an excuse to outright break rules. Only lightly mischievious things can be here. + - **Antagonist-Only Pool:** These are Resonances only Cyprin with antagonist status can attain. It could be things such as "You Must Worship The Syndicate," "All Property Is Yours To Take," "Violence Is The Only Answer." Upon gaining Antagonist status, a Cyprin's Resonance might be tacked onto or change to match as such. This has low metagaming potential as Cyprin are under no obligation to be truthful about their Resonances (unless a Resonance explicitly states so, in which, harken back to the internalized conflict). + - **Admin Oversight:** The understanding must be that "my Resonance made me do it" is not a valid defense for breaking server rules. If a player uses a non-destructive Resonance to justify unreasonably destructive actions, it should be treated as standard griefing as it would with any player. + I cannot express anymore how players, if they want to be an asshole, will find any excuse to no matter how careful you try to hold their hand into not being one. This issue would exist Resonances or not. + - Admins will also be able to view and edit a Cyprin's Resonances at any time during a round. So if someone in particular is being a bit too nasty hiding behind Resonance as an excuse for being a shitter. Do as you will accordingly. +
+ + +### Electrogenic Strikes +Cyprints instinctively target victims with light electromagnetic shocks. Their strikes are not meant to harm physically, but to incapacitate. + +* **Mechanic:** Unarmed attacks deal no physical damage. Instead, their attacks deal light stun damage. It should take the same amount of punches from a Cyprin to stun someone as it would for a human to crit someone. + +### Resilient Respiration +Due to sharing a common ancestor with space carp, Cyprin lungs are strange, resilient organs. +* **Mechanic:** Cyprints can safely breathe most gases and even have special effects with some. + * **Gas Effects:** + * **Breathable:** Nitrogen + * **Neutral:** + * Oxygen + * Water Vapor + * Nitrous Oxide: Makes them high (does not cause sleep) + * **Beneficial:** + * Carbon Dioxide: Slowly heals poison damage + * Plasma: Slowly heals burn damage + * Tritium: Slowly heals radiation damage + * **Harmful:** + * Frezon: Causes toxin damage (they do not get high from Frezon) + * Ammonia: Makes them drunk. + +* **Note:** They are still not immune to pressure damage (barotrauma) or asphyxiation damage. + +### Damage Modifiers +Their relatively fragile bone structure and unique nervous system make them vulnerable to certain threats, while their space carp ancestry provides resilience to others. + +* **Increased Damage (+10%):** Blunt, Slash. +* **Reduced Radiation (-20%)** +* **Reduced Heat (-10%)** +* **Lower Blood Capacity:** Other species have a blood capacity of 300u whereas Cyprin have 200u. Cyprin have very efficient circulatory systems which require less blood to run, however this also means bleeding out can be much more dangerous to them! + +### Medical and Chemistry +Cyprints die like any other organic species. They can be healed with standard medical tools. Their blood is referred to as "Luminal Brine" and carries a bright blue-purplish color, it also acts as a hallucinogenic to other species. + +**Carpothymia**: A unique condition from their hybrid biology. Their blood contains trace Carpotoxin, making them immune to it and allowing Carpotoxin to restore blood loss. + +Chemically, Cyprin blood can be centrifuged to isolate Carpotoxin but it’s inefficient (roughly 30:1). Making it not a good way to get Carpotoxin. + +### Metabolism +Cyprin were designed for one purpose, to be ultimate deep-space pioneers. A species that cannot eat the local flora and fauna of a new world is a *failed project*. As a result, Cyprin possess a strong digestive system that allows them to safely consume and derive nutrients from any typical edible matter. +* They can eat raw meat, alien plants, and even drink the blood of most other creatures (provided it isn't inherently toxic) without being a health risk. +* They most notably can safely eat the meat of their progenitor species, space carp and dragons. This is not cannibalism to them, but a form of ritualistic respect and/or the recycling of fallen kin. +* They are completely immune to Carpotoxin due to their biology. + +## Naming Conventions +A Cyprin's name is the most stable part of their identity, a lifelong anchor they choose for themselves in a universe where their Resonances change. It represents a core, aspirational virtue or a fundamental question about existence they wish to explore throughout their life. It is who they are at their best, the person they are trying to become, even when their present Resonance makes it difficult. + +The struggle is the point, the cultural value isn't in perfectly embodying one's name every second, it's the never-ending effort to try, despite the neurological interference. A Cyprin who fights their negative Resonances to uphold their name is highly respected. Their name is their own independent moral compass, they use it to navigate the often confusing sea of their Resonances. It's meaningful as a conscious choice to be more than just their Resonance. + +**Examples of names and what a Cyprin with it might believe/do:** +* Honesty - Believes truth is the foundation of trust and society. They may fight against Resonances that compel being deceptive. +* Give Thanks - Seeks to find and appreciate the value in all things, fighting against Resonances of cynicism or negativity. +* Search The Scripts - A perpetual seeker of knowledge and meaning, driven to understand the universe around them. +* Sow The Seeds On Barren Worlds - Believes in creating life and hope where none exists. They are likely a Botanist or Terraformer, driven to cultivate gardens in the most desolate parts of the station or on lifeless asteroids. +* Forge On - Believes in relentless perseverance no matter the obstacle. They are the last to give up in a crisis, often taking on difficult or dangerous tasks with determination. +* Witness - Believes it is their duty to observe and remember events, especially tragedies or injustices. They may be a passive observer who documents conflicts, or a journalist ensuring that the truth of what happens on the station is never forgotten. + +Despite this, some Cyprin might opt for more galactic standard names, resulting in humorous situations where a Cyprin might have the name of "John Kernack" or something, highly confusing their fellow Cyprin kin. \ No newline at end of file