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  1. 1. She kept her PRA citizenship, even during the brief lifetime of the Tajaran Citizenship Act. 2. While Nashdka doesn't consider the PRA "ideal", namely because spending time in Crevus has encouraged her to value her freedom more and more and she feels as though the PRA can't beat Crevus in that regard, they're still her favoured faction among the three because it was the PRA who ushered in the megacorporations and kept them there which allowed her to secure this path out into the Spur, which she is greatful for and she would never make her grievances with the PRA known, maintaining the outside look that she is loyal to the party to avoid persecution. She has a stronger disliking for the other two factions - she completely blames the DPRA for the death of her father and is wary of how long their tolerance of Crevus would last if the PRA and the NKA were to no longer get in the way, given the city's affiliation with human corporations and how deeply entrenched they are. In regards to the NKA, Nashdka believes them to be nothing more than an attempt to drag Adhomai back to what it was before the Revolutions, which she considers downright evil. 3. She puts her faith in the Ma'ta'ke Pantheon, though being in Crevus for as long as she has means that most of her "worship" went to Rredouane, something she's likely to keep up with after leaving Adhomai.
  2. BYOND Ckey: Hocka Discord username: hocka Character names: Junko Yoshida Species you are applying to play: Tajara ------------------------------ General Whitelist Requirements What colour do you plan on making your first alien character?: Silver M'sai (192, 192, 192) Have you read the lore pages for the species you wish to be whitelisted for?: Yes Please provide well articulated answers to the following questions in a paragraph format. One paragraph minimum per question. Why do you wish to play this species?: Since starting to play on Aurora again after a few years of not really playing very much I've been making a new roster of characters instead of playing my old ones. I'd like for the next character I make to be a Tajara, since it's not a species I've really tapped into at all and I suddenly feel interested, leading me here. What makes role-playing this species different than role-playing a human?: The very first thing that leaps to mind is how Tajara talk in a different perspective to Humans (unless with someone they trust deeply of course) which is something that'll be relevant in just about every RP scenario. The next thing that comes to mind for me after that is the temperature - the Horizon's obviously tuned to a temperature that's comfortable for Humans, but really warm for Tajara since their home planet is rather cold so the character's not likely to dress up as much as my other characters are, unless they're fine with being boiling hot. There's also things like having a semi-prehensile tail and ears that move depending on the character's feelings and can be utilised also in RP. ------------------------------ Character Application Character Name: Nashdka Komarovii Write a backstory for your character. This may include their origin, education, personality and how they arrived to the SCCV Horizon. Nashdka Komarovii was born on the 4th of May, 2438 to two M'sai parents in the midst of the Interwar Period in the city of Nal'tor. When the Second Revolution rolled in Nashdka's father went on to fight for the PRA - unfortunately losing his life during a battle in the same year Nashdka turned 18. This started a series of depressive habits for Nashdka, usually resorting to alcohol with what little money she could scavenge. Her alcoholic tendencies over the next year caused her relationship with her mother to grow more and more sour - eventually reaching a breaking point soon after she turned 19 and she scrounged up enough cash to buy herself a way to Crevus, a place she could find cheaper drinks to drown herself and be free of judgement while doing so. It didn't take very long before the reality of Nashdka's new living situation became apparent to her. With her ties to her mother and family practically gone Nashdka resorted to relying on skills and knowledge her mother had passed onto her in her younger years - namely the application of medical aid. While absolutely not the highest quality care that could be found it became a rather marketable skill with how violent the streets of Crevus could get. Over the course of the next roughly 8 years in Crevus Nashdka managed to develop her skills - allopwing her to ask for higher payments - in the medical field by providing medical care to the enforcers of Olokun Curios and make progress in breaking free of her abuse of alcohol. With this, she was eventually able to enlist with Ringspire via her employment with Olokun. After going through the Foreign Hire Program at the academy on Eridani I she was scheduled to work aboard the SCCV Horizon so that she could make progress on attaining officially-recognised qualifications while gaining experience working on a ship. How has the recent events of the Orion Spur impacted your character? Having ran away to Crevus somewhat close to the end of the Second Revolution, not being able to have anything to do with her past life and only being focosed on her day-to-day survival until very recently terms like 'Phoron Scarcity' that she occasionally overheard while working with Olokun & Ringspire just seemed like corporate buzzwords to her. Now, these things seem like potential for more adventure with her newfound employer (something she hadn't even taken into account when getting involved with Olokun) at best, and just more work at worst - such as the PMCG being offered new contracts on vessels like the Horizon or filling the gaps in the SCC's forces in areas like the Corporate Reconstruction Zone following the Solarian Collapse. How does your character view the megacorporation they work for? Mixed, leaning towards positive. PMCG not only granted her what she considers to be a very prestigious job but also opportunity to experience the Orion Spur for herself, rather than obscure references in a bar. As well as this, she has personal issues with how she sees life outside Crevus, and is thankful to be brought out of Adhomai, even if that is kept purely secret to avoid scrutiny. At the same time though she is aware that she gets her money from a company that commodifies war, and without war her father wouldn't have fight - which would've meant avoiding her finding herself in Crevus at all. She doesn't bring this up however so the suits don't suspect she'll be a problem.
  3. Ckey/BYOND Username: Hocka Discord Name: Hocka#1201 Position Being Applied For: Coder Past Experiences/Knowledge: I had very small stints (mainly just different games using lua from the top of my head). All of my experience in DM - and the majority of my coding experience overall - stems from all the PRs I've made to Aurora, listed in the field below. Mostly small bugfixes and minor tweaks or QoL changes with one or two larger PRs sprinkled in there. Examples of Past Work: Here is a link to all of the PRs to Aurora I have authored. Additional Comments: N/A
  4. I think this would be cool - as someone who just plays on-station roles, it feels like merchants spawn regularly enough, but I can see that from the point of view of someone who actually wants/likes to play Merchant it can be annoyingly rare, especially since it's a one-man slot and there's no garauntee they'll open an assistant position.
  5. I feel like Screws would have a mild interest in IPCs, given the fact that they can walk and talk like other living species, but comprised almost entirely of metal or other synthetic materials. I don't think their opinion would harshly swing one way or the other, however, until firsthand interactions have them begin to form an overall opinion of IPCs in general. While they were saved (or at the very least assisted) by IPC parts, it was never a fully-functioning IPC that came to their aid. They may be more keen to take a positive approach to them and potentially even finding kinship with the right interactions, however. I think Screws would be more precautionary about a lack of the two, given their growth in the Frontier, though maybe with time they could become lax and perhaps what some could consider lazy as from their point of view they are essentially being lavished after arriving in Tau Ceti as compared to how they had to live in earlier years in the Frontier. They also had to adapt to the idea of private property and possessions when they integated themselves into a working 'employee' of the scrapping company - not everything it saw was something it could simply take for it's own growth. Theft was to be avoided to as to not anger the hand that (almost literally?) feeds them.
  6. I was leaning towards them being a janitor. This is namely because Screws is largely unskilled and wouldn't have the funds to "buy" a new skillset from Blood Buddies, having only saved up the money to get itself to Tau Ceti, but already has experience with basic labour (such as cleaning and moving things) from the job they had to take in the Frontier. Screws, after finding itself amongst the Choir in Biesel, would try to apply to as many open positions as it bealieved it could feasibly fulfill so it could feel like it's doing it's part to provide back to the community it feels defends it - Screws' expectations of payment are very low, both because it wsan't paid very much during it's Frontier job and also because it would be willing to work for a low wage as it's simply greatful to be provided with the base needs, which wasn't so much the case on the planet it originated. This lead to making Screws a very cheap source of labour, so I'd think that NT would take the opportunity to employ some extra-cheap, easy-to-satisfy labour.
  7. BYOND Key: Hocka Character Names: Jeremiah Echard Arbalest Ajax Za'Akaix'Vex Zo'ra Edward Beckett Aleister Sqrlesh Wuib-Xrl Esslo Ioraks Kyle Harrison Ryan Tatran Khanh Hoang Species you are applying to play: Dionae What color do you plan on making your first alien character: N/A Have you read our lore section's page on this species?: Yes Please provide well articulated answers to the following questions in a paragraph format. One paragraph minimum per question. Why do you wish to play this specific race: I've always thought Dionae biology and mechanics were interesting and I have wanted to apply for a whitelist for somewhere upward of a year now after experiencing/witnessing certain interactions with Dionae characters - I took so long to actually get around to it because I struggled to make up a background and character I fould both satisfactory and would also make for a good and fun character on-station. I finally got the motivation to apply because of an idea that popped into my head during a conversation, which I really wanted to see carried out and roleplayed, and now I am here. Identify what makes role-playing this species different than role-playing a Human: One of the most glaring differences I find at very first glance between Huma and Dionae is the fact that Diona as we most commonly see them on-station are gestalts - which are not precisely one singular entity, and are a collective of a number of individual nymphs, but are able to act, speak, think and be treated as their own singular entity through the bond the nymphs in the gestalt form. The next huge facet of Diona for me is that not only does radiation not hurt them, it's a source of health and growth to them and is something to be sought after, as opposed to something that - as a Human - would be a source of long-term harm. Light and darkness is also another subject entirely to Diona - for Humans it is a matter of not being able to see, whereas for Dionae it becomes a life-threatening situation. There are also facets of roleplay to be explored with the fact that cyclopes gestalts can split and reform, and aren't confined to a singular being like Humans are. Character Name: That Which Unites Screws with Flesh Please provide a short backstory for this character (Aproxomately two paragraphs) That Which Unites Screws with Flesh was originally formed some decades ago on a relatively small planet in the Frontier. More specifically, a metal salvaging and scrapping facility, where many forms of metal are sold and dumped to await disassembly/smelting. Living conditions for Dionae on the planet are not ideal, and nearly border on being downright impossible to survive. However, the company that owns and runs the facility (or what semblance of a company there is) imposes very loose restrictions on what is parked and stored in the facility providing rare yet frequent enough sources of radiation for Dionae to live off of, causing the Facility to be a type of oasis for the small, struggling Dionae community that are planet-side. These conditions are what laid the foundations for That Which Unites Screws and Flesh - a small gestalt - a cerberus that was bordering a cyclops gestalt finds itself - as ever - on the quest for growth. The conditions that the gestalt finds itself in means it cannot afford to be picky in the nymphs it recruits to it's union and because of this, contains a small number of stunted nymphs. While these nymphs can provide very little in the grand scheme, the gestalt made an effort to utilise the unique environment it found itself in - an act from which it gained it's current name. It began utilising old pieces of irreversibly damaged IPC frames in order to make up for the stunted nymphs, henceforth becoming That Which Unites Screws with Flesh. Through it's various journeys winding through the masses and heaps of scrap metal, the gestalt happened upon information of a system that would be far better grounds for the gestalt to reside - a system occupied by a nation dubbed the Republic of Biesel. A nation where many people and beings of varying species and background are supposedly able to coincide with the malleable melting-pot culture - and surely, a change of living conditions alone would be enough motivation for the gestalt to make it's decision on transitioning. The Gestalt did, however, have to secure funds and citizenship - citizenship was easily attained from the Coalition of Colonies once the Gestalt went through the official channels, but securing funds had to take much longer. While the Gestalt had no wishes to stay in the scrap-heap of it's origins, it provided an easy opening for a low-wage job in the form of menial, generic labour.- ranging from carrying things, to cleaning, etcetera - and it at least granted them easier access to the core needs of a Diona. After approximately ten years in the incredibly low-credit work, the Gestalt had finally managed to secure enough funds to get itself enough chipped nymphs and transportation to Tau Ceti. Eventually finding itself in the Republic of Biesel, the Gestalt was, what one could say, excited. Able to gain more experiences, and much more new knowledge to be acquired. On it's introductory to the Republic, it found itself irresistibly drawn to the comparatively booming population of Dionae on Biesel - it had already had a very brief induction to Biesllite-Dionae culture when it arrived in system, able to very faintly pick up the Biesellian Song as it drew closer and closer to the source. That Which Unites Screws with Flesh found it could sympathise greatly with the Biesellian Choir - perhaps that it's existance as a gestalt utilising stunted nymphs could be defended, in a community which refuses to sell off their stunted young. It started to integrate itself with the ideals of the Eternal - finding itself wanting to assist in the efforts of the cluster, leading it to seek employment once more utilising the same skillset it had developed on the frontier planet it originated from - carrying out simple labour to provide what little it could - at least now with it's new environs, the Gestalt no longer had to competitively hunt down radiation and light, as it did in the Frontier, allowing it to take on a positive attitude about what some could consider degrading or potentially discriminatory work and wages. What do you like about this character? I'm really excited about the partially-metallic nature of Screws and being able to RP out unique interactions with things using this facet of the character, which I feel can help make my character stand out and have neat little interactions with other characters. How would you rate your role-playing ability? I would like to think I am a decent roleplayer and if I had to rate myself on a scale of 1-10 I'd throw myself in at a 7, maybe an 8 on a particularly good day. Notes: N/A
  8. hello i was also herte nnbut i forgot to sign it for foru mn;osrt hello happy 2020 i lovethos poist
  9. BYOND Key: Hocka Character Names: Za'Akaix'Vex Zo'ra, Za'Akaix'Uyek C'thur, Ka'Akaix'Vir Zo'ra, Ka'Akaix'Teth Zo'ra, Edward Beckett, Sqrlesh Wuib-Xrl, Xirvol Quozil, Jeremiah Echard, Ajax, Arbalest, C.L.A.N.K, Jet, Primer, Aleister. Species you are applying to play: Unathi What color do you plan on making your first alien character (Dionaea & IPCs exempt): Light Brown (99, 63, 36) Have you read our lore section's page on this species?: Yes. Please provide well articulated answers to the following questions in a paragraph format. One paragraph minimum per question. Why do you wish to play this specific race: I want to play an Unathi because I've started to take a liking to the culture and religion that Unathi have, especially in regard to the type of roleplay that could be had because of them. I'm also a big fan of the sort of gentle giant type of character which is something I think that, within reason, is best achieved with Unathi. The variety in Unathi is something I think I'd love to experience when roleplaying as well, given that you could be an Unathi from Ouerea who enjoyed the benefits of a democratic Unathi culture or from Moghes, ripe out of a feudal system. Identify what makes role-playing this species different than role-playing a Human: Unathi have a weird blend of newer technology and what can be considered a more dated culture. In a time where there are factions spanning entire solar systems the Unathi, where they aren't trying to re-integrate it, are still in a feudal system which spills over in other regions (namely, Guwans.) That, an Unathi only just recently (compared to Humans or Skrell) became a space-faring species. Character Name: Esslo Ioraks Please provide a short backstory for this character, approximately 2 paragraphs. Esslo was born on the March of 2438 on Moghes where he would, for around a year, grow normally aside from the beginnings of the Contact War. In late September 2439, not long after the atomic bombing had started, he was being taken to Ouerea by his mother along with his sister due to the very justified fear that Moghes was simply not a safe place to remain. In Ouerea, Esslo was able to continue to grow without the threat of atomic annihilation looming over his head. On Ouerea, Esslo lived in the newer slums that started to grow out of the refugees coming from Moghes. By the time Esslo was 5, he began visiting an elderly Th'akh shaman that was somewhat known locally in Esslo's part of the slums not only for his teachings, but for the herbal remedies he also provided. Esslo didn't approach the shaman out of a sense of tradition, but curiosity and he became a regular student of the shaman both for morals and for his limited medical knowledge. As Esslo grew older, he started to attend a school to get a proper education in medicine while combining what he had learned from the old shaman (who he still visited for religious teachings.) By the time he was 20, mid-2458, Esslo elected to leave Ouerea (and the Uueoa-Esa system altogether) in favour of continuing his learning in Tau Ceti, heeding a call from his older brother (who had remained on Moghes during the Contact War and then later found work in Tau Ceti) and being heavily influenced by his time on Ouerea. By late 2460, Esslo began a residency with NanoTrasen, landing him with work on the Aurora. What do you like about this character? I like the idea that they'd have a blend of views on subjects, being a regular student of a Th'akh shaman yet being raised on Ouerea, which is something of a clash in opinions that really look forward to trying out when roleplaying the character. How would you rate your role-playing ability? I'd give myself a 7/10. Notes: As for me using an Ioraks character: https://i.imgur.com/MkdpdHd.png
  10. While I could understand this being problematic from, say, a Security Officer, who'd been dealing with the cultists for most of the round by this point, a Janitor doesn't have much of a real way to know that those runes are able to block them. For all the Janitor knew, they could've been some insane scribblings or something along those lines. While yes, it is true that you're going to die in SS13 at some point, once you had made Iok's intents clear to the Janitor they were already trapped, there wasn't anything they could reasonably do other than wait for you to kill them, which, could arguably be not very compelling Role Play, which is something the antagonist should be aiming for.
  11. I think the point was more that it's only Security who get the interaction because they're the ones who go hunting antags, and everyone else just gets the occasional chatter over Common, and an antag can't generate RP with the other departments because Sec'll constantly hound them.
  12. I actually play Sec fairly often, and I think this sounds like a cool idea. My only question would be about how people who need to be brigged are handled, which there's already decent suggestions for in the thread.
  13. Fair point. I should also point out that I see the point in issuing lethals in order to keep Detectives restrained, I just wanted to ask a few questions.
  14. I've seen an Officer use rubbers in place of a taser, and they got threatened with demotion (or they might've actually been demoted now that I think.) Though I'm going to guess when Detectives had rubbers they were a lot less powerful than they are now?
  15. What situation specifically? Say someone ran off with some low-value materials and was unarmed, but was fleeing. Would you use rubbers to take them down?
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