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BYOND Key: GMR25 Character Names: Constance Marca, Frederick Dayton, Larus Tomasson, Reed Calom Species you are applying to play: Tajara What color do you plan on making your first alien character: (120, 50, 14 - similar to Ruddy, but I wanted to make a grey gradient pop a bit more as I plan for the character to be older) 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: With an arc centered around Adhomai coming up (or here, depends on when I posted this app!) I had figured now would be the best time to try something new and interesting to better take advantage, immerse myself and potentially participate in said arc. This interest was further fueled by the variety of interesting off-station roles requiring the whitelist that have cropped up. Overall, I hope to experience something different than what I'm accustomed to. Past the arc itself, I find that Tajara offer a variety of character archetypes that come more naturally to them than most other races due to their situation and history. On a more personal note, I find that their clothing and culture is aesthetically great compared to the more contemporary visuals used in other factions and cultures - I had a great time playing around on a local copy of the codebase and seeing how various character designs might look. Identify what makes role-playing this species different than role-playing a Human: Let's get this first out of the way: Typing habits. The use of third person is something that won't be easy for me to accustom myself to without wrecking my greater typing habits as a whole. I presume autohiss can handle the rolled R's, but I will need to spend time getting accustomed to using He/She/Name in place of I. Onto the more cultural aspects, Tajara generally hold very rigid and structured system of beliefs shaped by tradition and particularly their nation's ideology; starting with their caste system: A defunct historical structure that has shaped the Tajaran view of the different races and their individual value and position - with the Royalists seeking to preserve it in a less cruel form, whilst the opposing Hadiist and Al'mariist factions seek to break away from it's lasting effect via differing methods; ultimately to less-than-ideal results. As such, depending on your character's race and origin, their opinion of the races may differ but said differences truly depend on their upbringing - with only the Royalist New Kingdom holding a positive view of the previously dominant Njarir'Akhran. Furthermore, Tajara are a deeply superstitious and faithful people; as despite the secular nature of two of three major powers only the Hadiists have begun to truly shift away from S'rand'marr Worship and the Ma'ta'ke Pantheon. Common between the two faiths, the stellar entities of the twin suns S'randarr and Messa and moon Raskara are treated with reverence and great suspicion respectively. Aforementioned superstitions remain dominant, with a myriad of mythological figures and legends kept 'alive' by oral stories; more traditionally-minded Tajara may even bear protective charms and talismans to bring safety and good fortune in their lives. Finally, before I bring up mechanics, there's the overarching note that ties it all together, the three nations of Adhomai: The Haddii's dominant, authoritarian PRA born of the First Revolution; Nated's militaristic, decentralized DPRA that has yet to fully piece itself together from the initial coup; and the New Kingdom led by the Azunja dynasty, the last nation representing the lost traditions of the pre-contact Tajara. To put it bluntly, they all hate each other - their politics render each of them fundamentally incapable of working together, and this extends down to their individual citizens who have great trouble getting along even light-years away from Adhomai without being forced by the less-than-gentle hand (read: laws and corporate structure) of Biesel and the SCC. Last paragraph of this short novel; mechanics and associated biology. Let's shotgun this; Tajara despise the heat due to being accustomed to the generally cold climate of Adhomai, and so in most attire the conditions of the Horizon aren't ideal for them - despite this, they must put it up with it. They have naturally sensitive (and emotive) ears, giving them a disdain for loud and unexpected noises in particular. Their languages incorporate a varying amount of body language, so deformities or loss of natural structural elements (such as the ears or tail) harm their ability to fluently communicate and express themselves. They are treated with suspicion and distrust by most entities outside of Adhomai proper, limiting their opportunity for advancement within alien polities and corporations - with only the more politically affluent Hharar and Njarir capable of assuming most positions within the Horizon's command structure. Their bodily structure renders them incapable of wearing most hand and footwear designed for other species, in addition to alien I/EVA equipment. Character Name: Valeriin Dyrukh'raszyn Please provide a short backstory for this character Valeriin was born in the human year of 2414, a Njarir’Akhran of a minor house in the Kingdom of Kaltir and survivor of the First Revolution, during much of which he was sheltered due to his young age and status as his father's heir. When Kaltir surrendered, Valeriin's parents and much of his extended family were murdered - and at the age of 18 he was hidden away by loyal servants of the household among a peasant family who bred Zhsramii, where he had spent most of the next eighteen years working to hide himself from violent revolutionaries and earn his keep. Yet, by 2449 he had learned of the return of the Azunja dynasty - and by 2450 pledged himself to the rightful King as his father had been pledged to the King who ruled before. Serving as an Officer leading a cavalry Alam'ard among Azunja's uprising, he put his expertise in handling Zhsramii to good use, though not without great risk. Just a few years into the Second Revolution, he'd found himself married with his wife expecting, yet the Republican Offensive forced him further away from home to continue to defend the New Kingdom. By his late 40s, his eyesight began to worsen and alongside the danger of his position in the Imperial Adhomian Army, his age caught up with him and he was shot off his mount during a flanking charge - fracturing a leg and leaving him crippled for life. Only but a few years later was the Armistice of Shastar signed, and Valeriin found himself returning to a more mundane life of leading his household - teaching his children to be proper Njarir and followers of Ma'ta'ke as his father taught him, yet also attempting to instill in them a quiet humility and appreciation for the simple beauty of nature as he had learned from the Zhsramii ranchers he spent his young adulthood with. It was in this quiet life that his own appreciation of the simpler things began to grow; he continued to ride his Zhsram, being rarely seen in public dismounted due to his injury and need to maintain a strong image for his household, and in his spare time he tended a personal garden with his children - growing small quantities of traditional plants such as Binajr-nab'at and Prraza'al Messa, though steadily devoting a section to several alien herbs and plants that he finds himself ever more curious about such as Raspberries and Mint. Now, well past his prime at 51, Valeriin finds himself to be growing weary of the greater strife on Adhomai that has dominated most of his life and plans to pass on leadership of his house to his oldest son - soon to reach maturity. He has little patience for politics, furthered by a potent hatred of the PRA for murdering his family and an immense distrust toward the DPRA for their unrepentantly violent tendencies. Despite views that would have him labeled an Absolute Royalist, owing to his undying loyalty toward the late Vahzirthaamro Azunja as an infallible King who saved his people in spite of impossible odds, Valeriin seeks to see the stars beyond Adhomai even if this would require he place himself among foreigners or worse. He understands that the Horizon's arrival is perhaps his only opportunity to do so without placing his family under great financial stress, and so he's brought only a traveler's purse worth of money and several important belongings - leaving all else. What do you like about this character? I like that this character is going to require a lot more nuance than what I'm typically used to. He's at an advanced age, limping and with poor eyesight - yet holds himself high in order to maintain a dignified image. He's intended to be markedly well-spoken - perhaps to a degree seen as quite antiquated by other Tajara - in his native tongues of Siik'maas and Ya'ssa, yet he will struggle with properly wording more modern concepts that he's unfamiliar with, such as calling all lasers 'firearms'. I most look forward to his interaction with foreign cultures, as even despite his familiarity with the pre-Revolution noble standards of living he'll see human and skrellian standards as quite extravagant by comparison, and he'll be lost on many alien terms and concepts spoken in Basic. How would you rate your role-playing ability? 7/10 on a motivated day, 8+/10 if I feel strongly inspired. I try to play only when I'm motivated. Notes: I am going to struggle with learning to use third person regularly. I also fear the amount of tabs I have to keep open in order to memorize all the important details involved in properly portraying a relatively 'advanced' character. Though, if I enjoy him enough and feel that I've grown sufficiently familiar with all the key notes, I am strongly considering elevating him to be a New Kingdom Consular instead of merely a Passenger. I had considered making him a Gardener, but he would never feel comfortable letting the greater spur's impression of Njarir be one lowering himself in such a way, nor does he wish to work for any foreign corporation.
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Perhaps an ideal solution may be having the roll guaranteed then, so that the guaranteed spawn works as intended? This would solve any issues with being unable to find resources.
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Isn't a mineable asteroid guaranteed to spawn directly adjacent to the Horizon?
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Allowing consulars, liaisons and potentially captains more disabilities
Carver replied to EJJ's topic in Policy Suggestions
I agree particularly for Consulars and Liaisons. They're not really expected to take an active role in any kind of developing situation that requires physical ability, so why should they be restricted from physical disability? -
It's really not hard to guess what failed to roll. I'd hope it could be changed so that there isn't a delay when a mode fails to roll and it immediately checks to roll another until one succeeds, but I don't know if that's feasible.
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Fluffyghost - Moderator Application
Carver replied to Fluffy's topic in Moderator Applications Archives
I'd like to say Fluffy is one of the more quickly improving players I've seen on Aurora. Generally receptive to feedback, a visible interest in becoming involved in the community and an active contributor on the GitHub. On a more critical note, I would like to see some more work into improving grammar/sentence structure - but that can take someone a while and it does seem that you've been trying to improve on that front! Still, it's worth mention given clear communication is a significant requirement for any 'front-facing' staff such as those involved in moderation. I would like to give this a +1 due to a generally positive trend of recent and long-term OOC behaviours I've seen, but I'll be fair and say that due to my own business I haven't been as active in-game as I'd like during the past month enough to see how your behaviour has been there as of late - so my feedback can be taken with a grain of salt due to that. -
I suspected this would happen given the community's prior history with likes on the forum and, similarly, reactions on discord announcements/rulings.
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Generally if I'm in need of a new limb I will request a Surgeon to perform the procedure, with the Machinist producing the limb in question. If I'm not playing an IPC, I don't want a Machinist cutting me up no matter if it's in or out of their filthy workshop.
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Heavily disagree with this, sometimes as another member of Command I need to ask BCs to make announcements on my behalf. It's easier to do this with the Command channel, but, I would be fine with a Helm channel if all of Command held access to this channel. BCs become vastly less helpful to me as a member of Command if I have no direct line of communication - and to boot are liable to end up as a decidedly less social role (social interaction is 90+% of your round as a Bridge Crewman, without it it's an unfathomably boring role). As for the main suggestion, as above - if all of Command maintain a line of direct communication I don't really care. Though it will make the role a bit more boring - and I'd rather Command discipline misbehaving BCs than hamstring the role.
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I have to imagine borging requires just as much cleanliness given you're sealing that brain and whatever's on it into something permanently. You don't want to introduce bacteria or anything harmful into the MMI or else you've wasted your investment. To that effect, the old Robotics Workshop on the prior map had a fairly sectioned off surgical area separate from the general workshop if I'm remembering correctly. I could imagine with some shuffling that it could be reintroduced.
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I don't think translator gloves are going to solve the main barrier that keeps mute characters out of 80% of the roles: you can't use the damn radio. There's also the obvious 'every other role requires you to be holding tools, thus rendering effective sign language impossible or at the very least improbable' but the radio is the key thing here. Whether or not these gloves are added you're very likely not being allowed into those jobs if you take them over the augment that replaces your vocal cords. Look at it this way: the synthetic vocal cords/synthesizers are equivalent to using a prosthetic to replace a missing hand, the hand signs gloves would be equivalent to using a hook to replace the missing hand.
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Big agree. I loved using the library and a lot of the books within as another avenue for RP and fleshing out more bookish characters, even when there isn't a Librarian present (aka a majority of the time given there's one person who mains it). Now that it has the useless visitor terminal again I'll probably just be ignoring it in favour of the bar/cafe - it didn't really take away anything from the Librarian to let people print their own books, because if one was present people would usually read in the library anyways. +1 Please return the old computer.
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I like this idea most in regard to handling mutes. It furthers the PDA as a useful tool for them, doesn't take loadout points (and much more importantly, means every single one [in the crew] is going to have access to a communication tool) and is extremely believable compared to having gloves for the task.
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This sounds complex, but the one thing I want to stop starting with is that damned black jumpsuit. I've never seen ANYONE who starts with loadout uniform slot apparel choose to wear it. The events on the Orchard Moon and Cruise Ship were highlighted by each having some table people dumped dozens of those fucking jumpsuits on.
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My only issue with the PEAC is that when it was buffed the single use anti-tank rifle that antags can purchase never got a parity buff. I don't mind stuff like this being strong, but I like consistency across tools that are meant to serve the same purpose. As it were, the PEAC is really fucking awkward to use which discourages casual use - and God forbid you miss and hit someone or something else.
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This is a bit strange, I'd find it more logical to have goggles that others can wear that would interpret the gestures - but that would defeat the point as few would take said goggles. These gloves seem like they'd be very annoying as you'd unintentionally set them off doing various tasks. Overall I like the idea of more translation-based loadout wear, but I feel that gloves are the wrong approach.
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I don't really have an issue with that but it'd need a new type of headset: Service-Science. A bit niche but giving Xenobotanists extra optional things to do is never bad.
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To the contrary, I don't believe Xenobotany/Hydroponics need more freedom. Xenobotany plays with, mechanically and ICly speaking, very dangerous plants that are well capable of harming or outright killing crew. I don't need to see the average Hydroponicist playing with death nettles, k'ois and similar things again - nor would I trust a non-insignificant amount of the existing gardener characters with access to said things. This is one of those things where I'd have to see a minimum age increase for the role given the education you'd require to ever be trusted near such dangerous specimens, but that would outright kill off a few pre-existing gardeners/hydroponicists so perhaps it's better to leave them separate.
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I like this just for the creative uses it could have for turning people without needing a monkey on hand. I always like being turned, so more methods to have it be feasible are a plus.
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I don't really like job mergers, but having Pharmacist moved to Science and just given the old med-sci headset would be interesting. Main concern is that would make CMOs unable to perform the duty of making meds when there's no Pharmacist, and I'm quite certain most RDs wouldn't bother in the same situation (not that RDs exist very often at all compared to CMOs). I think Hydroponicists are fine as-is, it's a chill role that doesn't demand most of your time which fits perfectly for the generally low-stress service roles. Xenobotany being it's own thing is sensible because the average Hydroponicist character I wouldn't trust anywhere near mutated or randomized plants (or k'ois), and I really don't want to see younger (non-lab assistant) science roles.
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I'm completely fine with typing out my thousands/millions/etc. in exchange for this.
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Adding things is nice. Missing things is not nice. That sums up my thoughts on randomization.
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Oh, I'm aware of how it works and worked. I'm merely stating a long-term result of the first iteration so newer people can make their own judgement on the feature and it's glaring faults.