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Ornias

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  1. BYOND Key:Ornias Character Names:Joie Desai (Main), Breccan Weaver, Neomi Drayton Species you are applying to play: Dionaea What color do you plan on making your first alien character (Dionaea & IPCs exempt): N/A Have you read our lore section's page on this species?: Yes. Repeatedly. 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: Dionaea are the most interesting race in the entire game as far as I am concerned. Mysterious, unknown, stout, and intelligent, but with enough downsides to equal them out and make them an incredible race to learn and experience. Their individuality opens up so many different role-playing situations, making the game more interesting for both other crew and me. I love interacting with them, I actually thoroughly enjoyed reading the article on them, and I'd love an opportunity to play as one. Also, hardly anybody plays them. I'd love the opportunity to be a part of that. Identify what makes role-playing this species different than role-playing a Human: A multitude of things; they are so separated from humans, it makes it tricky to explain all of them. They are definitely more curious than a majority of humans, and their natural curiosity drives them. Powered by a photographic memory, and a will of iron, they are a formidable force both politically and physically. They are different biologically, and I think that they follow a vastly different philosophy than humans as well, considering their makeup of smaller organisms. And, as a final note, their culture is intensely interesting- I love the whole person-to-person society which they have. Maybe I'm just rambling, but I love every part of this race. Character Name: Branch that Grasps at Clouds Please provide a short backstory for this character, approximately 2 paragraphs Branch that Grasps at Clouds was part of a small, unnamed subgroup near the Sol system until a human scouting ship, doing a routine sweep arrived. After a violent confrontation, the Dionaea took the scouting vessel, and, after intense investigation of the vehicle, decided to use it for their own means. Branch that Grasps at Clouds, a newly created Dionae, was one of the pilots of the vessel. When the human fleet that it had arrived from found the vessel had been taken over by hostile life-forms, they destroyed it quickly and effectively. Branch that Grasps at Clouds would have died there and then if he had not been picked up by the assaulting fleet and kept a prisoner. With the intense learning speed of a Dionae, he learned their language within the month, and as a prisoner of the vessel proved his worth through first manual labor, and then as time progressed moving on to mechanical engineering, and by the end of it he was a competent, if inefficient roboticist. After about fifteen years aboard the shuttle, at the end of which he was less a prisoner and more an employee, he was granted an opportunity at freedom. Through a series of debates, discussions, and trials, he was declared a free citizen of Sol, and released onto Earth. Finding work as a roboticist, he continued in his goal while perfecting the language to the best of his ability and learning more every day. He never really displayed a desire to go back to his life beforehand, and often speaks nostalgically of his 15 years aboard the fleet. One day, while performing a routine limb replacement, he was offered a position aboard the NSS Aurora. After careful deliberation, and after making quite sure that his current employers were alright with him leaving his line of occupation, he set out to prove himself aboard the station. What do you like about this character? I'm not quite sure how to write a paragraph on this, because quite simply, I love the character. He's loyal, kind, and curious, but slow, cautious, and wise. I love the idea of playing a character who is so involved, hands-on, and who's self-built. His past gives him a lot of lee-way for role-playing and potential slip-ups while I am learning the quirks of the race. How would you rate your role-playing ability? Well, most of the time I'd say about a 7/10, but when I play an antag, it drops to like. 2. I'm still learning to play as an antag, because I've avoided them for the majority of my time playing in place of having fun on the station. Notes: I've never applied for a race before, and I haven't seen as much of this race as I'd like to, so I won't be perfect, but I'll try hard! <3 Thanks!
  2. Introduction to Journalism Journalism is a vastly underrated job, which can make or break a round. Maybe not mechanically, but at the very heart of it, the journalist can add so much to a round it's unreal. 1) Three A's Reasons for Journalists boil down to the "Three A's": Action, Acceptance, and Acceleration. Action: The key reason journalists are so damn fantastic when done right. Acceptance: You'll be known by the entire crew if you do your job right. Acceleration: For the truly altruistic, you exist to help the crew catch up with what they've missed, and keep their head in the round. Action Your key role as journalist. The thing is, in SS13, almost all players do actions for the same thing: recognition. They want their awesome moments to be recognized, their successes to be valued, and people to appreciate them. And who better than someone with a megaphone which spans the whole station? As a journalist, you keep people doing interesting things because they know that they'll be seen. People will put on shows, will sing songs, with take heroic risks, just because they'll be seen. As long as you keep updating with every story that comes in, you'll never be short of stories to relay. Acceptance Let's face it. You do your job well, people will know your name. People want to feel a connection to the action going on on-board the station, and you provide it. People will know your name, and thus be willing to talk with you. Interact with you. Respect you. And, of course, you can walk right over them as an antag. This is the role for RP. Acceleration People are gonna join late. Consistently. And, while they've been gone, a lot has happened. Consistently. Your news station has the answers to EVERYTHING that's happened. And, if done right, I mean everything. 2) How 2 rite gud I'm not going to lie, Journalism is hard work. Sometimes, there'll be nothing for ten minutes. That's the most free time you're gonna get. Relish it. Most of your time will be spent running from place to place, taking pictures, getting wrapped up in station-wide cover-ups, and generally having an awesome time. But if you stop and lose momentum, you'll lose the stories before you can get to them. The news doesn't wait for anyone. That said, I've got some simple tips for writing excellent reports. You don't have to use them, but I have used them again and again. Use your PDA Your PDA is going to be the most useful tool you have, and that's no exaggeration. You can ask questions, arrange meetings, and conduct interviews from afar. If someone says something even mildly interesting, PDA them about it, even if it seems to be nothing. Worst case scenario, they say "oh, nothing", and you haven't wasted either of your times. Best case scenario, you get something you might have otherwise missed. There's no losing outcome. Keep a Camera Handy Your camera can take pictures to be added to your reports. You want this. Even if its just a picture of someone who was involved, or a shot of the scene post-action, people will be more likely to read your articles. I learned this through experience: people want to see pictures rather than just walls of text. This is particularly necessary early on: if it looks boring on the first page, people won't read your news. Go to the Wall for the Truth. Sometimes, getting the truth won't be easy. Security might try to cover-up a break-in, or a particularly smart traitor might just evade your grasp. Don't give up. Use your respect gained through your trade to find the truth. The results are always worth it, particularly when mob justice arrests that no-good traitor thanks to your article, or security feels the heat and reveals the truth. This is why I play. Use Quotes Quotes are the best thing in the world. Other people basically write your articles, and you get all the credit. Ask someone on how they fixed a reactor. Quote them word for word in quotation marks. Make it look fancy. be loved by everyone. It feels good to be a journalist. Smile You never want to seem antagonizing as a journalist, unless it's for drama, or you have a reason to. Be bubbly, fun, and a generally likable person, and watch as the stories just roll in. People like someone who jokes around, who only wants the best for everyone, and who always tries to do the right thing. You be that person, and people will always be willing to tell you anything you need to know. Don't Nag So the HoS just told you some info is classified. Tough. Nagging won't get you anything but a headache, and will probably get you shot by a disgruntled Security Officer (learned the hard way). Just ask them to reveal anything when they're able to. Message them once every 15 minutes or so asking if they can give you anything else. The best stories are the ones that take the longest. But that doesn't mean just give up- if you really thing something is worth getting info on, ask around. Nothing is truly secret, and someone else will know. Besides, it's much more fun to report on top-secret projects when nobodies quite sure how you did it. 3) Newstype I didn't quite know what to name this, but there's more to the news than just writing a good article every now and then. You need to keep the articles flowing in, even if they're just white noise. Thus, I've classified the news into 4 different 'Newstypes'- different levels of the news. Their rarity is descending, with the bottom being the rarest. White Noise These stories mean nothing, but can still say so much. These stories are the stories you'll see in bad tabloid magazines, looking into the lives of members of staff, talking about minor details. Ask the HoS what he does in a day. Ask for a brief description of bio-engineering from science. Hear the janitors emotional backstory. Fight for IPC equality. That kind of thing. Is it fun, interesting, and vital? Yes. Can it change the round? Probably not. These should not, under any circumstances, make up over 50% of your articles. They're always available, and are a useful tool, but to many makes the news boring. Grey Pages These stories update crew on the happenings of the station. Rodent Infestation. Aliens outside their windows. Engine malfunctions. Power outages. That sort of thing. These stories should make up about 30-40% of all your stories. Black Stories Guns, blood, and ammo. These are the stories you need to be careful about. Tell people about deaths, accidents, assaults, explosions, and general bad stuff. These stories are vital for an antagonist, and only slightly less so for a well-meaning journalist. Twist them to reflect what they need to reflect. But always be tactful, and careful with what you write. You don't want to piss off the wrong people. TOP-SECRET The stuff you're not supposed to write about. Be ready for it to vanish off the face of the station in about five minutes. These are stories about Nanotrasen cover-ups, the Surgeon's little experiments, security breaches, and the stuff you're not allowed to talk about. Learn to love the word "REDACTED": it mean's you've done your job right. 4) The Station Around your Finger A journalist antagonist is very RP based. At the end of many rounds, you can kill someone just by writing a slanderous article with a misleading picture. Buy and sell secrets like an old-fashion mafia boss, and maybe, just maybe, you'll have the most fun as an antagonist you've ever had. You might even win. I don't want to go to much into this, because each character should be on their own in this, but remember that as long as you do your job, and do it well, you'll be able to convince the station of anything you want. Anything. Long story short, a journalist is a vastly underrated role which can make a boring round interesting, and make an interesting round memorable. Just don't get in over your head.
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