Difference between revisions of "Offworlder Humans"

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{{Navbox Lore}}
{{Navbox Lore}}
{{Navbox Human Lore}}
{{Infobox Species
{{Infobox Species
  |Species = Offworlder Humans
  |Species = Offworlder Humans
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  |World  = N/A
  |World  = N/A
  |Language = Tau Ceti Basic/Freespeak
  |Language = Tau Ceti Basic/Freespeak
  |Politic = Scarabs, Techno-Conglomerate
  |Politic = Scarabs
  }}
  }}
{{toc_right}}
{{toc_right}}


==Overview==
Referred to most commonly as offworlders, these humans negatively affected by low gravity are a common sight in remote regions of the Orion Spur colonized by humanity. The largest known concentration of offworlders is the Scarab Fleet, a nomadic group which wanders throughout the Coalition of Colonies and “wild” frontier. Offworlders have, through generations of living in space, been physically changed by their circumstances. They are well-known for their elongated, unnaturally, and atrophied appearances and some offworlders have grown to be as tall as seven and a half feet (226cm). As a result most require some form of bracing and life support to sustain themselves for prolonged times in standard atmosphere and gravity, though have no issue surviving in either for hours at a time. Augments, prosthetics, and genetic modification have all been utilized by offworlders to overcome their physical limitations, with those from more wealthy backgrounds – such as the small but notable population on Valkyrie – having easier access to these techniques than Coalition or frontier offworlders.
Referred to as anything from spacers, to drifters, to star-men and even just offworlders - Humans negatively affected by low gravity are a common sight in the Frontier. Various examples of these Humans are the majority of the [[The Frontier Alliance| Techno-Conglomerate's]] populace, or the [[Scarabs| Scarabs]]. Typically, the environments they are grown in take a massive toll on their body’s inner workings. They are often seen as atrophied giants with long, lanky limbs reaching heights of up to 7 ½  feet when reaching adulthood. They require bracing and various means of comfort and life support to sustain themselves for prolonged times in standard atmosphere and gravity, though have no issue surviving in either for hours at a time. These deformations have been achieved by hundreds of years of time in space without zero gravity, with over a dozen generations meeting similar issues. Augments, prosthesis and genetic modification have stemmed the effects of it, helping guide and shape, albeit a rather large, Human form.  


The offworlders on board NanoTrasen stations are not a new introduction, but higher gravity stations have recently began to see workers descending from zero-gravity environments. This is due to the recent proliferation of the unique ESS modules thanks to NanoTrasen’s mass distribution of them to workers seeking alternative job routes. These ESS, or Exo-Stellar Skeleton modules, are RIG-like exoskeletons that assist in movement and comfort in a standard gravity environment. Though old inventions, their recent mass upgrades from NT has allowed them to meet health and safety standards for comfortable work, and has sparked a large immigration back into the Core Worlds from these afflicted Humans.
Offworlders have long been employed on corporate facilities throughout the Orion Spur but, thanks to the recent proliferation of the Coalition-originated Exo-Stellar Skeleton (ESS), offworlders are now finding employment in many facilities where gravity would have previously prevented them from working. Regenerative Muscular Therapy, or RMT, supplements which encourage a reversal in the muscular atrophy common amongst offworlders are used for a similar purpose. While neither an ESS nor RMT are mandatory for an offworlder to survive, they are highly sought-after by many offworlders due to the comfort they bring to life.


ESS modules are not mandatory for offworlders to survive in normal gravity, and alternatives such as RMT medical supplements, prosthesis or augmentation are highly sought after to remedy the long-term effects of exposure to zero-G.
Offworlder Humans are not whitelisted but are restricted from head of security roles due to their physical limitations.


Offworlder Humans are not whitelisted.
==Mechanics==


==Heads of Staff==
''Low-gravity Humans mechanically:''
Offworlders are simply Humans and thus normally would be expected to be any head of staff. However, Offworlders cannot be Head of Security, Chief Engineer and Captain due to the prolonged necessity of both roles in high-gravity environments. This is claimed by NT to not be due to any particular discrimination and can simply be attributed to health issues barring them from such roles.
Have much weaker bones, meaning their bones break easily.
Have much weaker organs, meaning their organs take higher damage.
Are much more susceptible to toxins.
Are much more resistant to light sources such as flashes
Are much more resistant to low pressure and have a much higher threshold for lung damage.
Only require the bare minimum air to reliably breathe - somewhere around 15kpa ingame. (Not currently implemented)
* Require assistance to stand upright comfortably through various means listed below. If offworlders attempt to stand without assistance, they receive massive discomfort and physical slowdown.
* Bleed much more slowly than normal Humans.


==Mechanics==
===RMT Pill Supplements===
''Low-gravity Humans can be expected to mechanically:''
*Have much weaker bones, meaning their bones break easily.
*Have much weaker organs, meaning their organs take higher damage.
*Be much more susceptible to toxins.
*Be much more resistant to light and therefore flashes.
*Be much more resistant to low pressure and have a much higher threshold for lung damage.
*Only require bare minimum air to reliably breathe - somewhere around 15kpa ingame.
*Require assistance to stand upright comfortably through various means listed below. Otherwise, they receive massive discomfort and physical slowdown.
*Bleed much slower than normal Humans.


===RMT Pill Supplements===
RMT (Regenerative Musculature Tissue) pill supplements are used by those seeking to remedy the effects of prolonged zero-G adaptations. Mechanically, these work by nullifying the discomfort message and slowdown. You spawn with these automatically as an Offworlder. They have no other effects but can overdose at forty units, causing muscle pains.
RMT (Regenerative Musculature Tissue) pill supplements are rampantly used by those seeking to remedy the effects of prolonged zero-G adaptations. Mechanically, these work by nullifying the discomfort message and slowdown. You would have the option to pick a bottle of these for free from the loadout, if you wish to dedicate the space to them. They have no other effects or overdose.


===Prosthesis===
===Prosthesis===
Any form of prosthesis which encompasses both legs removes the slowdown and discomfort entirely.  
 
Any form of prosthesis which encompasses both legs removes the slowdown and discomfort entirely.


===The ESS===
===The ESS===
[[File:ess.png|right|thumb|An ESS module sprite.]]The Exo-Stellar Skeletons, or ESS for short, are the offworlder’s most unique asset. Utilized in much the same way as a standard RIG, it deploys into a tightly-fitting chest and headpiece. The headpiece operates like a normal helmet and mask while the chestpiece serves no purpose other than to hold specialized accessories. Neither are space-proof. These are equipped with very little universally, generally things to maintain and keep the offworlder alive and well during their time in the hostile environments other Humans call home.
[[File:ess.png|right|thumb|An ESS module sprite.]]The Exo-Stellar Skeleton, or ESS for short, is the offworlder’s most unique asset. Utilized in much the same way as a standard hardsuit, it deploys into a tightly-fitting chest and headpiece. The headpiece operates like a normal helmet and mask while the chestpiece serves no purpose other than to hold specialized accessories. Neither are space-proof. These are equipped with very little universally, generally things to maintain and keep the offworlder alive and well during their time in the hostile environments other humans call home.


'''The ESS is equipped with:'''
'''The ESS is equipped with:'''
*An emergency injection system that, once the user exceeds a certain damage threshold, injects 5 units of dexalin and 5 units of inaprovaline into the user’s bloodstream.
* An emergency injection system that, once the user exceeds a certain damage threshold, injects 5 units of dexalin and 5 units of Inaprovaline into the user’s bloodstream.
*An integrated vitals tracker that allows the player to scan their own body’s vitals and nobody else.
* An integrated vitals tracker that allows the player to scan their own body’s vitals and nobody else.
The ESS has no statistics of its own. There are zero armor values. The ESS does not splint broken bones. For convenience’ sake, the helmet offers welding protection. The ESS can only equip two RIG modules alongside the others. The ESS’ two default RIG modules can not be removed.


'''The ESS can not equip the following:'''
The ESS has '''no statistics of its own and possesses no armor'''. Unlike true harduits the ESS does not splint broken bones. The helmet offers welding protection and the ESS can only equip two hardsuit modules alongside its default equipment, which cannot be removed. The following modules cannot be utilized:
*Any weapon, including grenade launchers.
Any weapon, including grenade launchers.
*Combat chem injectors.
Combat chem injectors.


Operating the ESS may seem overwhelming at first, but it's actually pretty simple. Once you spawn in as an offworlder, if the ESS is already on your back, you can toggle it on by using the "Toggle Hardsuit" verb found under Hardsuit Menu at the top right. If there are errors, such as overwear or a hat in the way, it will alert you in the chat. To remedy this, simply remove them. Once the RIG itself deploys, the visor should turn a bright transparent blue to indicate it is active. Do not move during the activation process, as it will restart it!  
Operating the ESS may seem overwhelming at first, but it's actually pretty simple. Once you spawn in as an offworlder, if the ESS is already on your back, you can toggle it on by using the "Toggle Hardsuit" verb found under Hardsuit Menu at the top right. If there are errors, such as overwear or a hat in the way, it will alert you in the chat. To remedy this, simply remove them. Once the RIG itself deploys, the visor should turn a bright transparent blue to indicate it is active. Do not move during the activation process, as it will restart it!


Once completely active, you can press "Toggle Chestpiece" or "Toggle Helmet" in the same tab to retract or deploy either freely, so you can place your hat/overwear back on.
Once completely active, you can press "Toggle Chestpiece" or "Toggle Helmet" in the same tab to retract or deploy either freely, so you can place your hat/overwear back on.


In the "Hardsuit Modules" tab, you can access any installed modules on the ESS or activate the personal scanner using the buttons there. These can be activated from the Hardsuit Menu as well, by pressing the "Hardsuit Interface" verb.
In the '''Hardsuit Modules''' tab, you can access any installed modules on the ESS or activate the personal scanner using the buttons there. These can be activated from the Hardsuit Menu as well, by pressing the "Hardsuit Interface" verb.


==Biology==
==Biology==
Biologically, Offworlders have the same expectations of a Human being with various bodily functions affected by low-gravity. This has a myriad of effects on the body, many of which vary person to person. While the full extent of these effects can not be summarized easily, several traits are universal between them. Of these are most often heavy muscle atrophy or defined, strong muscles. There is little in between, as lacking intense exercise for very short periods of time can cause individuals to lose the entirety of their muscle mass. It is very difficult to gain this mass back, and thus simple things like sickness or oversleeping can wreak havoc on one’s life. Obesity is rarely an issue if at all due to regular exercise, however. Much lower blood pressure, lower bone density and spindly, lanky bodies are expected of Offworlders as well.


Offworlders tend to have trouble finding comfort in standard gravity, atmosphere and lighting. With ships built for the long-term often being more akin to metal tombs, little exposure to light and highly regulated atmosphere causes them to be very specific of their needs and dependencies at all times. While some may find room temperature of planetside facilities in Mendell to be acceptable, others would find it excessively hot or even cold.
Biologically, offworlders are humans who have had various bodily functions affected by low-gravity. These effects vary from offworlder to offworlder, and generally become more extreme the longer one’s ancestors have spent in low-gravity environments. Scarabs are known to suffer some of the most extreme biological divergences of any offworlders. A universal trait of offworlder physiology is the muscle atrophy resulting from their low-gravity environments. Offworlder communities such as the Scarabs have long counteracted this atrophy through exercise and physical activity as sufficient physical inactivity can cause an offworlder’s musculature to atrophy to a point where movement in any gravity becomes a challenge. Regaining lost muscle mass is often difficult for offworlder, as is gaining weight more generally. This has resulted in most offworlders possessing a lanky build which often looks atypical when combined with their height.


==Social==
==Society and Culture==
Space travel and total isolation are common for Offworlders, and as such basic conservationist ideologies have been deeply ingrained in their culture. The stories of each generation lived among the stars are written out in deep detail, and the importance of not repeating simple mistakes are stressed beyond all else. In EVA, small oversights are the difference between life and death. They can be seen as cautious and perceptive due to this, usually seeking the safest alternatives to every given situation be it for convenience or survival.


In Human biology, loneliness is crippling and in segmented, large space faring vessels, one can go weeks without seeing another on the regular. Social contact to many in disproportionately populated vessels is a luxury, whereas most coordination occurs through vessel communications. In more crowded vessels, situations grow alarming as they teeter on the brink of starvation so long as they do not split apart. These are chaotic self-contained communities whose social climate routinely spirals out of control, where power shifts in mutinies and disease with no external forces to police the events on board.
Offworlders are known for residing in very closely-knit communities which place a heavy emphasis on mutual cooperation and social connections. Many offworlders struggle with adapting to non-offworlder societies due to this form of hyper-socialization and often fall into a state of depression or loneliness as a result, even when surrounded by others. Oral tradition is very important in most offworlder societies due to the importance of passing knowledge concerning space travel from generation to generation and the often lack of formal education systems in more remote offworlder communities. An emphasis is placed upon EVA training as it is where many offworlders spend the majority of their time.


In orbital installations, another unique situation unfolds. Here, resources are devoted to the expansion of these installations to progressively support a rising population. Construction or the support of it are focal points on an artificial satellite teeming with life.  
In an environment as hostile as space, the daily routes of many offworlders consist of little aside from work, exercise and rest, with any relaxation time being a communal activity. Due to the need to conserve resources in space many offworlders possess a conservationist lifestyle which places a great emphasis upon practicality over luxury.


Planetside, Offworlders - more specifically Drifters in this regard (explained below) - are subject to few of the same plights. However, low-gravity Frontier worlds they find themselves upon typically have new or otherwise stunted development. Infrastructure here is hesitant to grow, but exotic commodities like fauna, materials or luxury goods can quickly fling Drifter establishments into an age of wonder. Many are short-lived, leaving ghost towns in their wake, but some like the colony of New Julapol have remained for a century.
Though most Offworlders are similar, three varieties commonly occur across space.


==Culture==
'''Spacers''' are perhaps the most ubiquitous, dwelling primarily in orbital stations or any sort of interstellar vessel. Their highly varied upbringings permit a vast selection of character backgrounds, but most Spacers can trace their origin to the Coalition of Colonies and few can be found in more populated regions of the Spur such as the Solarian Alliance or Republic of Biesel though some exceptions, such as Valkyrie in Tau Ceti, exist. The most well-known spacers are the members of the Scarab Fleet, the largest known group of offworlders in the Orion Spur.
Offworlder culture revolves heavily around the importance of luxury and the exploration of finding it. In an environment as hostile as space, daily routines mostly consist of work, exercise and comparatively little rest. The ability to strike a balance between this, and things such as socialization or entertainment, or even the presence of proper meat contributes greatly to an Offworlder’s wellbeing. A rationed, conservationist lifestyle dominates their culture as a result.  


For the most part, Offworlders are seen exploiting two major sources of sustenance. The first being exploitation of gargantuan hydroponics farms interwoven with and overtaking their facilities and vessels. From this, food, but also an enormous drain upon the water supply so greatly cherished. The second are genetically modified insectoid subspecies, generally giant spiders, beetles and alien species such as yithians. Beetle milk, materials from spider silk and slugs eaten whole are commodities used to their greatest extent in these strange worlds. Non-insectoid meat, fruit juice, condiments of any sort or alcoholic beverages are seen as grand luxuries above most all else due to their rarity and impracticality in the setting of an Offworlder’s life.  
'''Drifters''' are offworlders which reside on low-gravity planets or asteroids, and are often seen herding hahkma or other insectoid fauna. Many of these offworlders are commonly landowners whose ownership of their claim has been passed down through generations. These offworlders are often found within the free frontier, where the control of the [[Sol Alliance|Solarian Alliance]] faded after the Interstellar War, and often reside in decaying facilities suffering from centuries of limited contact with the broader Spur. The [[Empire of Dominia]]’s colonial campaigns occasionally displace populations of these offworlders as they conquer nearby systems, which has led to many becoming refugees in the [[Republic of Biesel]] or Non-Citizen Persons in the [[Republic of Elyra]].


The unique exploitation of mutated native Earth insects is demonstrated in everything from Offworlder cuisine to fashion. Form-fitting, cozy spider silk one-piece suits and a particular inclination to include graphics of insectoid shapes throughout their art and representation. Instead of herding cattle, one may assume they herd six-foot-tall beetles and harvest materials from domesticated giant arachnids. The vessels that nomadic Offworlders reside upon rarely have enough space to see this in mass, however, and planetside assets are frequently used to carry out vast harvesting operations for years at a time.  
The smallest, and most unusual, major offworlder population are the so-called '''Star Men''', who have embraced heavy augmentation in order to survive in harsh environments such as [[Burzsia]]. Many of these Star Men have their own styles of augmentation unique to their particular system, or facility, which allow them to survive even the harshest of environments. Star Men are often sought after by megacorporations such as [[Hephaestus Industries]] for employment due to their familiarity with harsh environments and reliance on augmentation, which often places them into debt with their employer.


Though most Offworlders are similar, four varieties commonly occur across space.
==History==


'''Spacers''' are perhaps the most ubiquitous, dwelling primarily in orbital stations or any sort of interstellar vessel. Numbered in the billions, their highly varied upbringings permit a vast selection of character backgrounds. An excellent depiction of the Spacers are the Scarabs, or the Techno-Conglomerate.
Offworlders are seen by many as the result of comparatively primitive space travel before the advent of practical artificial gravity in the early 2200s. Artificial gravity’s widespread adaptation in the modern Coalition was delayed by the Interstellar War and its aftermath, and many modern anthropologists note this is the reason for the Coalition’s comparatively large offworlder population compared to other nations of the modern Spur. Modern offworlders are typically descended from the original inhabitants of these low-to-no-gravity vessels and are, as a result, a minority compared to baseline humans as one must dwell within low-gravity for multiple generations for true “offworlder traits” to begin appearing.  
 
'''Drifters''' are those that choose to live on low-gravity planets or asteroids, often being seen herding Hahkma or other such insectoid fauna. Free spirits and individuals that live off their land, they are commonly landowners whose ownership of such was passed down through generations. Bluespace travel has led to more and more worlds sold off centuries ago being populated by these “drifters” in the millions as they set out to inherit the property of the land their ancestors purchased.
 
Heavily augmented workers in close proximity to the scorching rays of stars are aptly referred to as '''Star-men'''. Usually with a very literally scorched and saturated, dark skin tone, they are exposed to a variety of hostile environments from ludicrous pressure to blazing heat. Although modern suits have permitted the ever-closer venture into a star’s lowest orbit, they are incapable of fully protecting any Human from the harsher conditions known. As a result, Star-men are subject to some of the harshest space can throw at them, and are usually augmented accordingly.
 
Lastly, '''Belters''' live primarily in asteroid belts. Usually referred to as “Hoppers,” they are mostly the lowest of the low. Without any capacity to venture out of their confined asteroid belts and wholly reliant on imports and whatever water they can find in the void, they are in their entirety composed of downtrodden and forgotten people. Many are leftover generations passed down from the Interstellar War, who were left after the sudden end of the conflict floating in the abyss and left to their own derelict devices for survival.
 
==History==
The origins of Offworlders and all their offshoots are varied far beyond simplicity. Like all Humans, Offworlders see great freedom in character creation, being widespread and located from the farthest reaches of the Frontier to the core worlds of the Sol Alliance itself. Most Offworlders are the product of generations of zero-G living, but as the side effects seen mechanically can manifest in only the span of a few years, they are easily capable of having originated in the age of bluespace. Artificial gravity itself only began to appear in the early 2420’s, becoming widespread and kickstarting a separate era of the space age from the nearly three centuries of weightlessness space travelers experienced before.


{{Navbox Human Lore}}
{{Navbox Lore}}
[[Category:Pages]]
[[Category:Pages]]
[[Category:Humanity]]
[[Category:Humanity]]

Latest revision as of 06:11, 28 October 2024

Offworlder Humans
H. Sapiens / Human
Spacer320x320.png
Home System: N/A
Homeworld: N/A
Language(s): Tau Ceti Basic/Freespeak
Political Entitie(s): Scarabs

Referred to most commonly as offworlders, these humans negatively affected by low gravity are a common sight in remote regions of the Orion Spur colonized by humanity. The largest known concentration of offworlders is the Scarab Fleet, a nomadic group which wanders throughout the Coalition of Colonies and “wild” frontier. Offworlders have, through generations of living in space, been physically changed by their circumstances. They are well-known for their elongated, unnaturally, and atrophied appearances and some offworlders have grown to be as tall as seven and a half feet (226cm). As a result most require some form of bracing and life support to sustain themselves for prolonged times in standard atmosphere and gravity, though have no issue surviving in either for hours at a time. Augments, prosthetics, and genetic modification have all been utilized by offworlders to overcome their physical limitations, with those from more wealthy backgrounds – such as the small but notable population on Valkyrie – having easier access to these techniques than Coalition or frontier offworlders.

Offworlders have long been employed on corporate facilities throughout the Orion Spur but, thanks to the recent proliferation of the Coalition-originated Exo-Stellar Skeleton (ESS), offworlders are now finding employment in many facilities where gravity would have previously prevented them from working. Regenerative Muscular Therapy, or RMT, supplements which encourage a reversal in the muscular atrophy common amongst offworlders are used for a similar purpose. While neither an ESS nor RMT are mandatory for an offworlder to survive, they are highly sought-after by many offworlders due to the comfort they bring to life.

Offworlder Humans are not whitelisted but are restricted from head of security roles due to their physical limitations.

Mechanics

Low-gravity Humans mechanically: Have much weaker bones, meaning their bones break easily. Have much weaker organs, meaning their organs take higher damage. Are much more susceptible to toxins. Are much more resistant to light sources such as flashes Are much more resistant to low pressure and have a much higher threshold for lung damage. Only require the bare minimum air to reliably breathe - somewhere around 15kpa ingame. (Not currently implemented)

  • Require assistance to stand upright comfortably through various means listed below. If offworlders attempt to stand without assistance, they receive massive discomfort and physical slowdown.
  • Bleed much more slowly than normal Humans.

RMT Pill Supplements

RMT (Regenerative Musculature Tissue) pill supplements are used by those seeking to remedy the effects of prolonged zero-G adaptations. Mechanically, these work by nullifying the discomfort message and slowdown. You spawn with these automatically as an Offworlder. They have no other effects but can overdose at forty units, causing muscle pains.

Prosthesis

Any form of prosthesis which encompasses both legs removes the slowdown and discomfort entirely.

The ESS

An ESS module sprite.

The Exo-Stellar Skeleton, or ESS for short, is the offworlder’s most unique asset. Utilized in much the same way as a standard hardsuit, it deploys into a tightly-fitting chest and headpiece. The headpiece operates like a normal helmet and mask while the chestpiece serves no purpose other than to hold specialized accessories. Neither are space-proof. These are equipped with very little universally, generally things to maintain and keep the offworlder alive and well during their time in the hostile environments other humans call home.

The ESS is equipped with:

  • An emergency injection system that, once the user exceeds a certain damage threshold, injects 5 units of dexalin and 5 units of Inaprovaline into the user’s bloodstream.
  • An integrated vitals tracker that allows the player to scan their own body’s vitals and nobody else.

The ESS has no statistics of its own and possesses no armor. Unlike true harduits the ESS does not splint broken bones. The helmet offers welding protection and the ESS can only equip two hardsuit modules alongside its default equipment, which cannot be removed. The following modules cannot be utilized: Any weapon, including grenade launchers. Combat chem injectors.

Operating the ESS may seem overwhelming at first, but it's actually pretty simple. Once you spawn in as an offworlder, if the ESS is already on your back, you can toggle it on by using the "Toggle Hardsuit" verb found under Hardsuit Menu at the top right. If there are errors, such as overwear or a hat in the way, it will alert you in the chat. To remedy this, simply remove them. Once the RIG itself deploys, the visor should turn a bright transparent blue to indicate it is active. Do not move during the activation process, as it will restart it!

Once completely active, you can press "Toggle Chestpiece" or "Toggle Helmet" in the same tab to retract or deploy either freely, so you can place your hat/overwear back on.

In the Hardsuit Modules tab, you can access any installed modules on the ESS or activate the personal scanner using the buttons there. These can be activated from the Hardsuit Menu as well, by pressing the "Hardsuit Interface" verb.

Biology

Biologically, offworlders are humans who have had various bodily functions affected by low-gravity. These effects vary from offworlder to offworlder, and generally become more extreme the longer one’s ancestors have spent in low-gravity environments. Scarabs are known to suffer some of the most extreme biological divergences of any offworlders. A universal trait of offworlder physiology is the muscle atrophy resulting from their low-gravity environments. Offworlder communities such as the Scarabs have long counteracted this atrophy through exercise and physical activity as sufficient physical inactivity can cause an offworlder’s musculature to atrophy to a point where movement in any gravity becomes a challenge. Regaining lost muscle mass is often difficult for offworlder, as is gaining weight more generally. This has resulted in most offworlders possessing a lanky build which often looks atypical when combined with their height.

Society and Culture

Offworlders are known for residing in very closely-knit communities which place a heavy emphasis on mutual cooperation and social connections. Many offworlders struggle with adapting to non-offworlder societies due to this form of hyper-socialization and often fall into a state of depression or loneliness as a result, even when surrounded by others. Oral tradition is very important in most offworlder societies due to the importance of passing knowledge concerning space travel from generation to generation and the often lack of formal education systems in more remote offworlder communities. An emphasis is placed upon EVA training as it is where many offworlders spend the majority of their time.

In an environment as hostile as space, the daily routes of many offworlders consist of little aside from work, exercise and rest, with any relaxation time being a communal activity. Due to the need to conserve resources in space many offworlders possess a conservationist lifestyle which places a great emphasis upon practicality over luxury.

Though most Offworlders are similar, three varieties commonly occur across space.

Spacers are perhaps the most ubiquitous, dwelling primarily in orbital stations or any sort of interstellar vessel. Their highly varied upbringings permit a vast selection of character backgrounds, but most Spacers can trace their origin to the Coalition of Colonies and few can be found in more populated regions of the Spur such as the Solarian Alliance or Republic of Biesel though some exceptions, such as Valkyrie in Tau Ceti, exist. The most well-known spacers are the members of the Scarab Fleet, the largest known group of offworlders in the Orion Spur.

Drifters are offworlders which reside on low-gravity planets or asteroids, and are often seen herding hahkma or other insectoid fauna. Many of these offworlders are commonly landowners whose ownership of their claim has been passed down through generations. These offworlders are often found within the free frontier, where the control of the Solarian Alliance faded after the Interstellar War, and often reside in decaying facilities suffering from centuries of limited contact with the broader Spur. The Empire of Dominia’s colonial campaigns occasionally displace populations of these offworlders as they conquer nearby systems, which has led to many becoming refugees in the Republic of Biesel or Non-Citizen Persons in the Republic of Elyra.

The smallest, and most unusual, major offworlder population are the so-called Star Men, who have embraced heavy augmentation in order to survive in harsh environments such as Burzsia. Many of these Star Men have their own styles of augmentation unique to their particular system, or facility, which allow them to survive even the harshest of environments. Star Men are often sought after by megacorporations such as Hephaestus Industries for employment due to their familiarity with harsh environments and reliance on augmentation, which often places them into debt with their employer.

History

Offworlders are seen by many as the result of comparatively primitive space travel before the advent of practical artificial gravity in the early 2200s. Artificial gravity’s widespread adaptation in the modern Coalition was delayed by the Interstellar War and its aftermath, and many modern anthropologists note this is the reason for the Coalition’s comparatively large offworlder population compared to other nations of the modern Spur. Modern offworlders are typically descended from the original inhabitants of these low-to-no-gravity vessels and are, as a result, a minority compared to baseline humans as one must dwell within low-gravity for multiple generations for true “offworlder traits” to begin appearing.