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# System prepended metadata

title: 'Phoronoid Rework:'

---

# Phoronoid Rework:

## What they are:
Phoronoids are currently a never played, useless race that takes more damage from everything, and have no unique abilities, and are only whitelisted to prevent meme griefers.

## What I wanna make them:
Genetically diseased humanoids that turned to bodymodding to prevent their race from dying out.
They dont breath phoron, instead their suits require gasious(?) phoron to function
They all wear battle frame style modifications that make them over all more resiliant and give them access to a series of utility modules, as well as a couple job linked modules.

## Their suits
Their Suits(name pending) are highly complex systems of Biotechnical integrations that assist by stabilising the Phoronoids genetics and giving a framework to expand upon for utility and efficency.

These suits arent fullbody coverage, but can be, and can be sealed to be vacuum proof.
Depending on the model, head, face, parts of arms and legs, and the belly can be exposed. During standard operation, following parts can't/shouldn't be exposed: Hands, feet, groin/hips, upper chest, upper back, shoulders.
The suits in its entirety can be taken off, but that takes a long time, (and requires a special machine) and makes the genetic healing inaccessable to the now exposed Phoronoid.

Each suit has space for one job module and at least one utility module, depending on the job module, as well as one armor module, which will mostly be unused.
Some Utility modules don't need a slot to be fitted.


### Utility - Modules
#### Changes functionality
1. Rebreather - Decreases O2 need 
2. Filtersystem - Allows survival with toxic gases in the air
3. Floodlight - Much brighter helmet lamp
4. Environmental Armor - Protects from fire(lava?)
5. Air-Recycler - Allows user to survive a limited amount of time without the breathing gas they need
6. [Rare] Perfect recycler, no internals required
#### adds new functionality
1. Jump jets - allow short (10 - 60 seconds) flight, before needing to recharge for a similar amoung of time
2. Dasher - allows a fast dash forward, like those jumping boots from mining
3. Sensor Suit - Built in Meson-/Material-Scanners only one can be active at the same time
4. Engi-Toolkit - Engineering toolset
5. Surgery-Toolkit - Selfexplanatory
6. Gammavoltaik - Radiation shielding and suit energy demand is saturated by being exposed to rads
7. Material Storage - stores a total of 4 stacks of material (what ever kind)
8. Holographic appearance, Chameleon clothing, copies style of item scanned by it(not free choice), and can be reset.
9. Welding protection(?)
10. Magboots
11. PAI Unit - Allows a PAI(Ghost to join in) and assist by selecting modules, chatting with the wearer, and give a mild cooldown reduction/workspeed bonus.
12. Additional Storage - Increases Storage volume to standard backpack size
13. [Rare] Built in furnace, allows material processing on the go(with raw materials avaiable)
14. [Super rare] Bike summoner, spawns an ATV for the user to use(disappears if the user moves to far)
15. [Super rare] Wall Phaser, allows Parazon Phase through walls, 2 or 3 tiles
16. [Super rare] Personal translocator
17. [Super rare] Bluespace harpoon



### 'Job' - Kits
These are the major modules each suit equips, they offer the Tools for the wearer to fulfill their jobs while limited in inventory space.
1. [M]Drug Dispenser-System - Autoloader Hypospray(needs filling with bottles) able to fast inject Patients, even with voidsuits. (can hold way more than a medic would usually have access to)
2. [M]Field-Medic-System - Built in Pharmacy, generating common field chems, like inap, tricord, dylo, bicarid, kelo, paracetamol, Advanced Brute and burn kits are also generated, storage for splints and an attached(forceble hooked to phoronoid) advanced roller bed.
3. [M]Surgeon kit - Integrated Toolkit, Toolkit is slightly faster than the standard gear, integrated Patient Monitor(maybe plus next step suggestions), Body scan screen
4. [E]Engineering Kit - Rad-proof, integrated tool kit (middle ground between power tools and normal tools (modable?))
5. [E]Atmospherics Kit - Built in scrubber with own storage tank, Built in Filtersystem a/o Pressure/Thermal plating, fire extiguisher
6. [S]Guard Kit - Zip-tie dispenser, Police tape dispenser, hailer, flash, (slot for either weapon kit)
7. [S]Forensics - Forensics suit case contents, helmet lamp gets UV option, flash, zipties, police tape dispenser
8. [Y]Explorer Kit - Catalouger, Scout Module, Extra utility slot, Combat module slot
9. [Y]Pilot Kit - engineering tool kit, Scout Module, catalouger, Non-Lethal Weaponry, Rebreather
10. [U] Mining Kit - Kinetic Accelerator, Satchel/large internal ore storage, Ore scanner, material goggles
11. [U] Warehouse Kit - Accept/Denied stamp, Hydraunlic reinforcement, allowing to pick on thing/crate up, like the mech clamp
12. [N] Roboticist Kit - Both surgery and engineering toolset(standard speeds), Built in cell charger, built in health and robo analyser
13. [N] Scientist Kit - Engineering Toolset, small(50 parts total, thats half the standard RPED capacity) RPED), integrated cell charger, science goggles overlay/scanning ability
14. [N] Xenobiologist Kit - Slime wraggling tools(Slime baton, taser, water sprayer), Slime cannon(slime rancher game style, but only from and onto adjecent tiles, Slime is put into limbo and cant attack), biosuit protection/armor
15. [N,V] (Xeno)Florist - Plant analyser, hoe and hatchet, mini reagent storage( seperated into 1x 300u(water) and 4x 50u(for nutrients, mutagen)), plant bag/internal plant produce/seed storage
16. [V] Janitor Kit - Holosign projector, Mop with large integrated water storage, trash compactor, internal trash compartment

### Combat Modules
Ammonition for the guns is fabricated in the suit, meaning they never run out, aslong as the suit has power/phoron.
1. CQC-Combat-Kit - Roit-Shield and Stunbaton/glove/sword on station and Katana/Spear off-station(or with HoS/Captain ID swipe)
2. Medium-Range-Combat-Kit - Taser(on station) and Laser(off-station) plus grenade launcher(starts with one teargas one flashbang, needs to be manually restocked, or has 1 to 2 minute cooldown)
3. Scout-Module - Flare-Gun and Binoculars
4. Long-Range-Combat-Kit - Marksman rifle(only off station)
5. Breacher-Combat-Kit - Shotgun, flashbang and smoke dispenser, unlockable frag grenade
6. Non-lethal weaponry - Stunbaton and taser built in
7. Lethal weaponry - Katana and weak Laser gun built in (can only be found/antag item, ordered from cargo/science needs to be unlocked for station use)

### Armor Modules
These just add extra armor, by default the suits have very little armor.
1. Light
2. Medium
3. Heavy
4. Ballistic
5. Ablaitive
6. roit/padded
7. Bio/Chemical
8. Thermal/fire
9. Pressure

## Medical/Health
Phoronoids are inherently biologically. They can randomly suffer genetic damage(low amounts 1 - 5, with odds of it occuring once every 30 or so minutes), with their suits being able to fix it slowly(0.1 every 10 seconds).
They bleed faster/have a lower blood volume, but are harder to get to bleed.

### Surgery
Given that they are essencially permanently wearing a suit of armor, surgery is a lot more work intensive.
First you need to open the suit(synth open bodypart) to then perform the usuall biological steps.
They are relatively similar strucktured as humans internally, except for the purple blood, and the lack of organs like the spleen.

### Reagents
They react relatively normal to most reagents, with the exception of Phoron, it isnt toxic to them(reduced tox damage?/Heals tox damage?)
Dexaline is also less efficent but heals a bit of tox damage as well.

### General Treatment
Phoronoids are generally treated more efficently by chems than by bandaids or kits.
Splints are emulated by their suits(if their bones even can break)
Radiation treatment is extremely important as they take a lot more genetic damage.
CPR is not possible without synth surgery on their chest first.

## Lore
First draft for the lore
### Backstory
Before disaster struck, Phoronoids were a humanoid species that was on its way to become a Class 1 civilisation, on the brink of realising Nuclear fusion for electrical energy production.
Their homeplanet was/is a superearth with about 1.8 times earth gravity, and a surface area about 1.2 times as large.
They were already unified under one goverment and had a series of smaller space habitats, with a few million people living in space, rather than on the ground.
Due to strict anti-bribery laws and successful enforcement of those, the society was a well functional social capitalism.
Total population is estimated to be near the 25 Billion mark. (Error margin below one million)
The average Phoronoid lived a life of compareative luxery and had little to worry about, they werent quite post scarecity, yet, but energy was the biggest factor in that, and about to be solved.

### The disaster
A major planetoid, roughly 60% of earths moons mass has entered their solar system, spectral analysis, long range and gravitational observation suggest that it has a density similar to iron, but has thick layers of an unknown crystal on its surface. Its trajectory suggested that it would enter a very close orbit around the sun, and likely burn up/break apart. The scientific society mourned the loss of such a interesting object for study, but any probing missions would have been unfeasable due to the path it was taking.
Near the star, the astroid began to shed its outer crystaline layer much faster than anticipated before vansishing behind the star to never appear again. it was assumed that it simply melted away and merged with the star, the only trace of its existance left being the dark purple cloud near its entry location on the star.
A few months go by, with intense study of the gas cloud that slowly sank into the star, yielding little to no results about the properties of the gas, or even what element it was.
Then, one day, a solar flare was detected, a rather intensive one, it has already been expected so precautions have been taken and the orbital habitats evacuated their inhabitats into the prepared saferooms, while sensitive systems shut down.
As the flare lit up the sky all over the planet, making aurorae being visible all over the planet, turning even the night bright as day, the radiation counters inside the saferoom screamed in panic as lethal doses of radiation managed to pass even the thick layers of insulation both the outerhull and the saferoom walls possessed. Even on the ground, those outside on the dayside of the planet recieved unhealthy amounts of radiation.
With almost the entire population in orbit dying to radiation sickness, and huge parts of the habitats and infrastructure being either shut down, or damaged, the Orbit was abandond until repairs planet side were finished.

But the worst was yet to come.

With observatory equipment deactivated and disassembled to prevent damage from the intense radiation of the flare it took to long to identify and recognize the remains of the rouge moon, that was thought burned up, to be on a collision course with the planet. The countermeasures that could be mobilised were, and aimed at the now a bit more than half its original mass.
Most countermeasures hit its target, but lacked the effect. Instead of completely deflecting the object, all that was managed was to alter its course and to slow it down that it wouldnt crash into the planet in an extingshion level event.
Instead the now bruised and battered planetoid broke apart during its grazing flyby. Spreading Phoron crystals all over the surface and trace amounts of phoron gas through the atmosphere.
To add to the catastrophy that was the toxic element suddenly spread all over the planet, the core of the moon was a supermatter crystal, which detonated in the upper atmosphere, after loosing its protective Phoron shell, creating a nuclear winter.

The Phoronoid population went from 25 Billion to 4 Million within a year and another Million would die in the following years.

### After the storm
The majority of survivers were sheltered in apocalypse bunkers, prepared for such a scenario. Faced with imminent extinction, a majority of the population suffering from genetic damage from the flare, the phoronoids turned to their sciences yet again.
Developing their suits that helped them stabilise their genetic degradation. Due to the now limited production capacity, due to the surface being unpleasant and deadly to be around for longer than a few hours at a time, the population dropped further, with infant fatality near the 50% mark and life expectantcy dropping by multiple centuries.
By the time first contact was made the population was shrunk to a stable 1.5 Million, with the majority living in three close to each other major shelter complexes, and almost everyone having a suit.

### Past first contact
With assistance from the Orion Confed the Phoronoids began to slowly grow, and rehabilitate their planet, the former Orbital habitats turned into a debris belt around the planet. Filtration plants and particle traps filtering the phoron out of the atmosphere as well as the nuclear waste the Supermatter left behind. Even tho most living Phoronoids did not witness the disasters they remain to proud to accept major aid from foreigners. They happily engage in academic conversation, exchanging technological Informations for blueprints and exotic materials they dont have in sufficent quantities.

### Those that leave
The Phoronoids that decided to leave their home behind do this for two reasons:
1. To earn money from their new found trading partners, to help with repaying the debt that is occured by importing technology
2. To not be a burden to the already limited resources their home has.
3. To not live on a toxic hellhole

Those that leave for the third reason are oftentimes banished, to never return. While those that leave for the first two reasons make frequent returns to get updates for the latest tech for their suits.