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Granodd

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  1. I think it's completely fine with there being some ships in the sector which are straight up just "provocateurs", in that the interactions with them could either be an uneasy neutrality, or hostile interaction. From the times that I've played on servers with roles like that it felt genuinely interesting and made the sector feel a bit more alive to have ships who you know are likely going to become unfriendly if you say or do the wrong things. I think the whole concept of the overmap and third party ships is just extremely new and in its early phases, so there's going to be a bit of issue with how things go until more content is introduced for all of the ships to interact with, like the away sites and such. But above all I think the ideal end goal for the overmap and third party ship development is to have a healthy selection of ships, as well as away sites to interact with and contest over, while also keeping normal round antags involved which may even give some of the third party ships either an opportunity to do something, or to try and help the Horizon. And I do think among those selections of ships, some should lean towards the hostile side as to provide a sense of credible danger while traversing open space.
  2. BYOND key: Granodd Discord Username: Granodd#8535 Character names: Jeriko Nira Desinova Maelys Strelitz Ava Nyoko Ka'Viax'Ung K'lax Kaetos Arthur Caladius How long have you been playing on Aurora?: I first started playing in 2017 when I got my IPC whitelist, though didn't start seriously playing until 2019 where I played for a few months, then disappeared until some time in the late summer of 2021. I've been somewhat active on Aurora since then. Have you received any administrative actions? And how serious were they? No Please provide well articulated answers to the following questions in a paragraph each. What do you think the OOC purpose of a Head of Staff is, ingame?: Heads of staff help to control the flow of a round, and are one of the primary actors with interacting with antagonists. The way a round goes can largely depend upon how a Head of Staff decides to respond to the actions of a round's given antagonists. Heads of Staff can also help to mediate the crew's response to antagonists to keep things from getting too out of control as well. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: Whitelisted Head of Staff players are often looked to for some form of guidance with the jobs or departments that they lead. A Chief Engineer for example would be looked to for assistance in properly setting power and fixing the ship/station. In a sense they're the go-to for tutoring newer players, as well as setting the standard for how players should behave in that sort of job. A good example would be how a Head of Security handles a situation. Could you give us the gist of what is currently happening in Tau ceti and how it affected your character and their career? Currently Tau Ceti, and much of the Spur, is undergoing a phoron shortage, leading to its own slew of issues. After a recent failed invasion from a rogue fleet of Sol ships, the Megacorporations in Tau Ceti have joined together into the Stellar Corporate Conglomerate. Their most recent endeavor together is the construction of the SCCV Horizon, their flagship project for scouting out regions with untapped phoron, as well as helping to find and establish areas for the TCFL and PMCG to operate from. Jeriko, an avid worker of Hephaestus Industries, finds himself changing from the venue of a rock in the middle of nowhere to a nice ship. With the integration of the corporations into the SCC, job opportunities within his field of work, Cargo and Mining, have changed around. In order to obtain a role such as Operations Manager, he'll need to become familiar with the operating structure of the SCC as a whole, as opposed to just Hephaestus. In addition, he'd have to brave the world as a free IPC, no longer under the protection of his previous private owner. What roles do you plan on playing after the application is accepted? Operations Manager Captain Corporate Liaison Consular Officer Have you familiarized yourself with the wiki pages for the command roles? Yes Characters you intend to use for command or have created for command. Include the job they will be taking.: Jeriko (Baseline IPC) - Operations Manager Viktoria Zhao (Dominian) - Captain Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? Certainly Have you linked your byond account to the forums? Yes
  3. The Zavodskoi Interstellar security uniform and beret of the black and red variety is really good and I'd mourn if it weren't an option in the NBT.
  4. It technically already is Skrell technology as far as I recall because it's derived from Glorsh-made mining drones. Unless you would count Glorsh as completely separate from the Skrell in terms of its technology that it developed. I would be somewhat interested to see expansions on this too. We know that IPCs are not supposed to be "illogical" in what they do, meaning they typically won't do something "just because"; though I'm curious what all synths will do when put into extremely dire situations. What exactly they would be willing to do, and just to what depths.
  5. In order: Rashja follows the S'rand'marr faith, though feels his faith towards it weakened since the traumatic event that spurred him to flee. Trying to rekindle his faith is something Rashja struggles with on occasion. He most aligns towards Natedism, being heavily influenced by the ALA comrades he fought with. His views towards the PRA gradually deteriorated with time, eventually coming to believe that the outsiders and corporations were the reason why it was how it is now. Because of these beliefs, it's hard for him to be comfortable with where he is now, and often contemplates if his flight from Adhomai was a mistake. I'm planning to make Rashja an EMT.
  6. Growing up in the PRA, Rashja's perception of the royalists of old was negative. Similar ideologies from his ALA comrades would have reinforced these beliefs while also steering him even further away from the monolithic culture of the PRA than he already was. His views of the NKA would see them as foolish in attempting to repeat history and expecting a different result.
  7. BYOND Key: Granodd Character Names: Nira Desinova - Dominian Physician Jeriko - Dreg Cargo Bot Ava Nyoko - Fisanduhian Isabella Volvalaad - Dominian Pharmacist Ka'Viax'Ung K'lax - Augmented Monstrosity Arthur Caladius - Tribunal Priest Arianna Nalhurst - Dominian Visitor Species you are applying to play: Tajara What color do you plan on making your first alien character: Wheat (RGB 205, 186, 150) 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: The Tajara are a very interesting species in the fact that they seem to be going through a period of history that humans have already long been past. I personally find it really cool to have a species that is in the process of advancing culturally and technologically after being very recently introduced to more advanced aliens. Not necessarily "uplifted" but drastically advanced by outside interference. The persistent elements of political and ideological strife coupled with rather active elements of war make the Tajara interesting in a way that other species don't emulate quite as well. Identify what makes role-playing this species different than role-playing a Human: Notably, their culture and way of thinking is vastly different to humans. They're a cultural alien more than they are a biological alien like how the Vaurca or Dionae are. They're still going through the process of cultural evolution to work off vices that many of the other species have already overcome. There of course is also their history and culture, which was completely different less than century ago, and still has some shadows of its former self lingering around today with the divides of the different Tajara ethnicities and their class-based roles. Tajaran speaking mannerisms are the most evident difference aside from their biology, as is their overall weight of value on things such as family and religion. Character Name: Rashja Al-Riqha Please provide a short backstory for this character Rashja, a M'sai Tajara, was born to a loving mother and father during what is now known as the Interwar period in 2441, a year after his brother Mral'ra. His father was an officer in the local law enforcement, while his mother kept to home to raise him and his siblings. He attended school, as was expected of him, where he met a childhood friend - a Zhan. Rashja had always been trusting of what he was taught, though it was through his friend that he would be provided insights that, at times, instilled some doubts. Yet still, he maintained his youthful loyalty. It wouldn't be until 2451 that life began to drastically change. His childhood friend eventually disappearing one day, leading to questions beginning to grow in his mind. But by the terrified instruction of his father, his questions were kept to himself. Though continuing on with questions left unanswered began to slowly erode his once youthful loyalty. Yet still, he maintained it, in his father's best interests. With every passing day, the signs of conflict near home grew, and became hard to ignore. Life was no longer as comfortable as it once was. Yet he still had to remain strong, like brother and father. He had to help keep strong for them, and for his younger sisters and mother, too. Though even with his strength, fate could not be abated, and soon that day would come where the resolve of Rashja's father could be seen wavering. The instatement of the draft brought him to the harrowing truth that his eldest son would be forced to fight in this ugly conflict; and in another year, Rashja as well. All those years of Rashja's questions being left unanswered reaching a boiling point between his brother, his father, and him. A decision was made: Rashja and his brother Mral'ra, would flee the draft, leaving his father with his mother and two younger sisters. It pained his father to let it happen, but he would do anything to save his sons from this war. Though no matter how careful the approach, the authorities could not be avoided in his father's attempt to help Rashja and his brother out of the city. His father's lies were delivered with a calm composure, but no lie told could change the numbers on Mral'ra's papers. Inevitably, Mral'ra was taken for the draft, leaving Rashja to continue the journey alone once he and his father parted ways outside of the city. And eventually in his lonely travels, he encountered ALA forces. Through the offering of idealistic words, hot food, and peer pressure, Rashja found himself unable to escape the duty of a soldier. Over the course of the next two years, Rashja would fight. Separated from his original home and family, he forged a new one alongside those he fought with. But these warm bonds would soon be shattered on a cold winter's day after a gruesome bayonet charge. The face he found on the other end of his rifle was not just another PRA soldier, it was far too familiar. It was only when he heard his name being uttered in a raspy, dying breath that the shock took him. There was no peaceful rest that night. Feeling his faith and his resolve shattered, Rashja took the first opportunity he could to flee into the night. He had to do all he could to escape this hell. His mind set on the one place he knew of that could take him as far away as possible from all of this - Crevus. Once again traveling through the wilderness alone, Rashja struggled his way to a vessel that could take him there. Huddled with several other stressed and weary passengers, he saw it come into view on the horizon. His thoughts a haze after all he had been through, he sought anyone who could take him as far away as possible from it all. Inevitably, this path led him to a corporate partnership - transport to Tau Ceti, and in return, he would work. In a sense, he found what he wanted: to be as far away from it all as possible. Though it invariably led him into a duty that he could not flee from this time, living with others who had left Adhomai in District 6 of Mendell. All of it leading him to question whether he had made the right decisions. What do you like about this character? Rashja is a character who begins life naive and happy, though eventually has all of it slowly crumble away as the realities of the world close in. It's a theme that repeats itself throughout the course of his life, having any comfort he finds be shattered by reality, and in some cases, tragic misfortune. Now finally away from it all, no longer fearing for his life in a war, he has some peace to contemplate every decision he had made in his life to that point, wondering how things could have been different had he chosen another path. How would you rate your role-playing ability? I would say that my roleplaying capability over the course of 13 or so years has greatly improved, coupling the experience I have with narrative concepts that I've learned. Things such as thinking from the perspective of my character, rather than myself. Notes: Thanks to WickedCybs for all the help and guidance in writing this application.
  8. So doing a quick look-through of all the uniforms, these are the things I have to say about them: Command: • More could be done to distinguish the Bridge Crew from a normal assistant (more markings perhaps) • CMO not having blue on the outfit feels extremely weird. Security: • Looks good across the board. Operations: • The leggings for the Hephaestus Mechanic could lose the top stripe to help them look more like pants and less like striped socks, similar to the pants of the old Hephaestus Cargo Tech uniform. • Cargo Techs being forced into shorts feels weird. An option between shorts and pants would be nice, as the upper half of their outfits is visually distinct enough from the other ones to distinguish it. Medical: • The colors of the medical outfits between the different factions feel very similar in appearance on first glance; perhaps something could be done to bring out the contrast and difference? • Similarly, the purple on the ZH outfits feels slightly muted. Perhaps up its contrast? • The orange on all the Pharmacist outfits could be brighter. Engineering: • Same criticism as the Hephaestus Machinist outfit: could do away with the top stripe to get rid of the stripe socked look. Service: • All these outfits look really nice. Science: • Science outfits look good too, though same thing from before with adding more contrast to the ZH purples. Overall, they look pretty good.
  9. 1. Xrij is a receiver. 2. They follow the faith of Qeblak. 3. They are a Xiialt. 4. Their favorite foods involve a mix of rice, soy products, and boiled gnazillae.
  10. 1. Xrij is patient with Dregs, not condoning of their behavior, though not seeing it as worth the short term stress to fret over it. To an extent Xrij even pities Dregs, having some understanding of the work conditions in Eridani that are ultimately motivated by profit. Xrij shares the professional and reserved demeanor of Suits, and even a bit of how they talk, though their goals are ultimately beyond simply profit. 2. Xrij lives aboard the NTCC Odin in a habitation suite that they have had tailored to their needs as a Skrell, as well as for personal comfort. 3. Xrij is very self-aware of the fact that they are a Skrell born outside of the Federation. It's a personal burden that weighs quite heavy in their mind, though is something that they keep internal. It is ultimately what drives them to give their best performance, as they know that only the best would be expected of them should they be considered for entry to the Federation.
  11. BYOND Key: Granodd Character Names: Gabriel Calypso - Biesellite Security Officer Nira Desinova - Dominian Physician Ava Nyoko - Fisanduhian Freelance Journalist Jeriko - Dreg IPC Miner/Cargo Tech Ka'Akaix'Skrix Zo'ra - Athvur Bartender Ra'Viax'Gax Zo'ra - Xakt Bound engineer IRU-Serena - IRU Investigator Species you are applying to play: Skrell What color do you plan on making your first alien character: Dark Aqua 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: Initially I didn't have too much interest in the Skrell, as I didn't really know too much about them besides their relationship with AI and synthetics. Though over time I began to learn more about them and the fact that they had psionics (something I wasn't aware of until very recently). I was also under a previous conception that the Vaurca were once one of the most advanced species in the Spur, only to be surprised in reading that the Skrell may be even more so. The Skrell give me an impression that resonates a lot with elves of fantasy or something like the Vulcan from Star Trek: a species that was highly advanced and traversing the stars before mankind even thought of doing so. There's a reserved and aloof intelligence about them and their way of thinking that I find interesting. Identify what makes role-playing this species different than role-playing a Human: The development of the Skrell is significantly different from Humans, both biologically and culturally. They have much more experience in the sciences and technology than humanity has, and have even suffered the burden and ramifications of said technology in recent time. The Skrell's outlook and way of thinking varies greatly from humans, being oriented towards more long-term planning than their shorter lived counterparts. Their relationship with psionics, which serves as an integral part of their culture and society, also vastly sets them apart from humans do not innately have access to such powers or capabilities. [CHARACTER DETAILS] Character Name: Xrij Qujshiou Please provide a short backstory for this character: Ten years into the Contact Era, some time after the construction of the warp gates between Human and Skrellian space, a small group of traders from the Jargon Federation find themselves in the Epsilon Eridani system. Originally there for trade, they would find their relationships growing between one another. Some of them already being quite close as Qu'Nioh or Qu'Poxii to another in the group, they would all eventually develop into a Quya. And despite being outside of Federation space, would go on to conceive Xrij. The group of four was overjoyed by the news, though feeling a great weight of burden in knowing that their offspring would not be able to enjoy the benefits of those raised in the Federation. Despite this, the four decided that they would do their best to at least properly educate Xrij. Though only one of the four sought to shape their offspring into a model citizen that the Federation would openly accept back as a citizen. The other three feeling that it would be best to prepare Xrij for a life outside of the federation. It would be this same Skrell, Joqish, that Xrij would form a connection to as their Qrri'Myaq during Aqi'qa, much to Joqish's elation. Joqish would do their very best to ensure that Xrij received a proper education during their Ukutanii, such to the point that the caretaking carved into their time for work as a trader. Though in Joqish's eyes, it was a temporary loss for the long term development of the Quya's offspring. As Xrij aged and developed, it would come time for their Odurserr. Xrij's caretakers assembled gifts, each one representing what they wished for them to accomplish and aim for. Xrij's Qraa'Myaq all offering a variation of gifts relating to things outside of the Federation, either representing of some aspect of Human life, or that of a trader. Joqish, however, gifted a labcoat imported from the Jargon Federation. Xrij's decision was quick, though it filled their Qraa'Myaqs with a deepening fear of the burden Xrij may face in attempting to prove themselves worthy of Jargon citizenship. Though without access to a proper system of Untuk'Mak, Xrij had to rely on the teachings of their Qraa'Myaq, as well as Joqish. Though Joqish putting forth the extra time and resources as Xrij's Qrri'Myaq to ensure that Xrij had access to every good resource available. Joqish going so far as to pay tutors to aid in Xrij's education, some of whom even being visitors from the Jargon Federation in Epsilon Eridani. By the age of 30, Xrij was well taught in the fields of math, language, galactic history, and the sciences. In the coming years, Xrij would find themself attending the Sekhmet College of Biology and Biomechanical Engineering, and eventually falling into good graces with Zeng-Hu Pharmaceuticals. The corporation convincing Xrij into employment after they had finished their first PhD in Medical Chemistry, offering to assist with the funding of further education, as well as helping to give "good credit" to Xrij's destination of Jargon Federation citizenship. Today, Xrij works aboard the NSS Aurora as a pharmacist, continuing further study when not on duty, and working diligently to prove themself as a Skrell worthy of Jargon citizenship. What do you like about this character?: I enjoy the character's drive to be the best that they can be. Striving to exceed despite the circumstances of their birth, and having a calculated and reserved character that is a mix of the typical demeanor of the Skrell, as well as the behavior of the Eridani Corporates. How would you rate your role-playing ability? I would say that I am quite well versed in role-playing, as I've been doing it for nearly thirteen years now. I have a capacity of thinking from my character's point of view, as to what they would know, or how they might feel, as opposed to my character acting with my feelings or knowledge. It's all something I find quite fun to do.
  12. 1. The Zo'ra Hive is cooperative with Humans, and to an extent want to re-imagine themselves as something that the other species of the Spur can identify with, go so far as to encourage and fund cross-species cooperation in things such as the TCFL. The New Goddess and her brood take this further in their fondness of Humans, wishing to adopt and learn aspects of their culture, and even hire non-Vaurca into helping with certain functions within the hive. Due to all of this, Skrix would feel most cordial with Humans, as it is their culture that Skrix is most familiar with. Though this cordial nature would extend to other species as well, reflecting the Zo'ra to some capacity, but more so reflecting its Queen, Athvur. 2. Skrix may mostly be indifferent on topics such as these, but with a leaning towards the preservation of older Vaurcesian traditions so long as they do not interfere or harm with inter-species relationships. Particularly in regard to Skye'mok being a better alternative to toothpaste, Skrix would hold value in both. Skye'mok for its traditional value and 'flavor', and toothpaste for its newness and potency in drinks. 3. Skrix follows the Classical Pantheon model of the Hive Pantheon religion. It both creates the least friction between Skrix and other Vaurcae from different hives, and also holds Athvur in high reverence, Skrix doing its best to emulate her ways. 4. Skrix lives in Belle Cote with its hive cell inside of an apartment.
  13. BYOND Key: Granodd Character Names: Gabriel Calypso - Biesellite Human, Security Officer Nira Desinova - Dominian Human, Physician Alvina - Shell IPC, Bartender + A few others who are retired Species you are applying to play: Vaurca What color do you plan on making your first alien character: R: 131 G: 41 B: 11 (Unbound Athvur) 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 had an interest in bugs and bug-like things for a long time, though my first interest of arthropoid species came with Thri-Kreen from D&D. Later on, when Stellaris came out, Arthropoid empires were amongst some of the primary ones I made. Initially, the Vaurcae didn't seem of much interest to me when I first started playing Aurora, though that may have been during an older period of their lore. As of much recently I have learned quite a deal more about their strange names, and how it's more of a prefix/suffix naming convention, and that only one part of their name is their actual "name". Further reading revealed to me that there was more interesting things about them, such as being one of the oldest and most advanced species; though are now more of a 'fallen empire' in terms of their technology; all of which is a trope I thoroughly enjoy in sci-fi. They're all around an interesting and unique species. Identify what makes role-playing this species different than role-playing a Human: The Vaurcae are probably one of the most alien species aboard the station, even in regards to Tajara, Unathi, and Skrell, and sitting alongside Dionae. Having abandoned home, and traveled for thousands of years to reach the Spur, the Vaurcae as a whole are now working to find a place in a new and strange environment amongst people who are nothing like themselves. Their history, their appearance and biology, and their technology - which is largely in part lost - sets them apart from all the others. Even socially, a Vaurca may find itself isolated among alien peers who struggle to understand them. All of this leading to misconceptions about them, or worse, discrimination towards them. A human working in a typical job may have a varied experience in life, such as a security officer who knows how to home-cook their own meals, or repair faulty electronics as a handyman. The same security officer would have the luxury of eating pretty much whatever they wish, and the freedom of breathing the air as it is. Their co-workers not paying them much mind, as they look like most any other crew on the station. A Vaurca in the same position would experience something entirely different. They are not multi-faceted like some of the other species. Their lot in life is determined from the start, and it is trained extensively in their VR before being set forth to do their task; and even further work to earn an avowal if they are an unbound. Their presence amongst the crew hardly goes unnoticed, either. Even if they are welcomed and treated kindly, it is hard to miss a Vaurca who stands out from their fellow crew. They cannot breath the air upon human stations as it is, requiring a special mouth filter and an implanted phoron tank. Their diet of only k'ois helping to refill said tanks so that they may continue to breathe. [Character information] Character Name: Ka'Akaix'Skrix Zo'ra Please provide a short backstory for this character: The New Goddess of the Zo'ra hive, being ever interested in Humans and their culture, has many of her brood specialized into different things that reflect this. The Vaurcae within it primarily specialized to fill civilian jobs and roles, even amongst those being things such as artists. Skrix, is one among many of those Vaurcae within the fledgling Queen's brood. Molded from birth to be Unbound as to allow for open and flexible thinking, Skrix was destined via imagotis to become a brewer. More specifically - a bartender. Art has many forms, and as it happened, one of those forms within Human culture was that of creating elaborate drinks and cocktails that tasted as dazzling as they looked. Brewing having already existed within the Vaurcae hives made expanding into this territory an interesting prospect. The developing Skrix spent many virtual years within their Queen's realm, learning the intricacies of different drinks and substances, from their colors to their flavors. Or in the very least, the ones that were available to VR at the time. Upon finally exiting VR to begin work as a bartender upon the NSS Aurora, Skrix was both dismayed and excited to learn that there were many drinks, mixes, and cocktails that they had not previously encountered during the time in VR. It was also this varied assortment of flavors and drinks to experiment with that made the sting of the real world more bearable, as the food certainly was not nearly as exciting. What do you like about this character? I enjoy the thought of a Vaurca who, belonging to Athvur brood, takes time to learn about Human culture, and primarily does so through their drinks. Most Vaurcae ache for return to their VR paradises, especially amongst the Unbound who have a wider range of individuality and thought than their Bound counterparts. Though the possibility for there to be something in the real world that can be explored, experienced, and brought back to share with others within the brood and within VR strikes me as interesting. How would you rate your role-playing ability?: I have been roleplaying for the better half of 13 years, and over that time have been constantly learning and improving. As it stands now I would put myself at an exceptional quality, though I am still always learning and improving upon roleplaying and storytelling techniques.
  14. The Baseline frame Goggles screen changes its frames much too quickly, making the Baseline look like they're always rapidly blinking in surprise, or they have something wrong with their optics. I'd like to suggest reducing the amount of times it blinks in the course of five seconds by increasing the time between frames so that it only blinks once about every three seconds.
  15. BYOND Key: Granodd Character Names: Eacles Menzer, Victor Clarke, T.H.E.R.O.S (AI) Species you are applying to play: IPC (Baseline) What color do you plan on making your first alien character (Dionaea & IPCs exempt): 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: Robotic or synthetic races have always been of great interest to me in any sort of game I play, and often prove to be some of my favorite characters. This love of fictional races is dwarfed only by races which exist almost solely in fantasy settings, though I do love automatons in those settings as well. Synthetics and robots provide an interesting trait to a character which isn't easily possible with many others, that being the fact that they are artificially created, and thus easily a subject of controversy. While synthetics can emulate organics to a degree that they're nearly indistinguishable, they cannot eliminate the fact that they are manufactured, not born, and that they are not "natural" in any way. Subjective matters like emotions or whether or not these artificial beings possess souls or not are also of hot debate, in addition to whether or not they actually deserve to be treated equally to organics. It's this inherent nature of artificial beings that interests me, that their mere existence somehow makes them not worthy in some regard simply because they are not natural, and forces them to either accept that fact, or struggle to find an identity in a world that does not fully accept them. Identify what makes role-playing this species different than role-playing a Human: As mentioned before, primarily the fact that IPCs are manufactured and not born. They are synthetic beings who are vastly different from organics in many ways, and similar only in their intelligence, as well as their mostly humanoid forms. IPCs to my knowledge do not possess the same basic rights as many of the organic crew either simply due to their robotic nature. While the humans and other organics of the station need to worry about whether or not they have enough food to eat, air to breathe, and whether or not something is toxic/radioactive/infectious to them, IPCs dismiss this. Though while they possess such vast immunity to these elements which would otherwise endanger organics, they are the only ones among the crew who must fear for EMPs, which arguably can prove to be more deadly and unpredictable than many of the dangers that are present to the crew simply due to their rare nature and large radii. A synthetic member of the crew must also cope with the stigmatization that is likely to come from fellow coworkers who disagree with the idea of AI as a whole, or unlawed synthetic beings. Character Name: Jeriko Please provide a short backstory for this character, approximately 2 paragraphs (If this is too long, please let me know and I'll see what I can do to revise it into something shorter, though that might be a bit difficult without gutting too much information) Manufactured on Io, Jeriko's shell, at the time labeled with the designation "33309873", was one of the many synthetic frames mass produced and later distributed to warehouses, and to be bought en masse by any corporation able to provide the appropriate credits. While none of the corporations purchasing from the manufacturer that made Jeriko truly owned it, it proved to be a cheaper alternative to them, rather than having to build, operate, and maintain their own plants. This was due to the fact that the materials that the manufacturer used were cheap and easy to obtain. Jeriko's frame in particular was constructed from a light metal skeleton, quickly fitted with wires and then layered with a protective aluminum casing similar to that found in aircraft. The individuals who purchased Jeriko's batch of frames did so on behalf of Boyd Arms. Sitting in storage for a long period of time, positronic brain inside, though not initialized or in any way active, Jeriko's frame waited until the faithful day that a deal came to be that would sign away his ownership from Boyd Arms to an organization known as "The Exchange." After being properly initialized with a basic level AI, Jeriko -at the time still known as "Unit 33309873"- was assigned to a secluded cargo station located upon the world of Reade within the Tau Ceti system as an AI assistant for managing the inventory housed there by the Exchange. Though he started off as simply "Unit 3309873", the other humans working with him eventually grew bored of his dry way of speaking, as well as always taking things they said much too literally; as such, the crew decided to obtain and install a rather cheap personality module into their cargo management unit. The reason for such a personality module's cheap price tag was soon evident, as Unit 33309873 soon adopted a very cocky, matter-of-fact, and often times cheeky personality, as well as an accent comparable to the "New Yorkers" of old Terra within the Sol system. Such personality traits would normally lead to a hasty uninstall of the module responsible, but the workers of the cargo station quickly fell in love with their cargo unit's bold new personality, as it added flavor to his interactions. In addition, it did not affect his ability to manage the inventory to any large degree. His owners would soon grant him the name of "Jeriko." Jeriko would work as a cargo management unit for many years within the Exchange, until eventually his owners decided to "unofficially" give him a promotion to the position of "Logistics Officer". Jeriko, a bit confused by the change of title, didn't mind it too much, and actually accepted it due to it sounding much more dignified than simply "cargo unit." Though, the change of title soon too came with a change of cargo flowing into station's warehouse. Things much more dangerous and far more illegal than they were previously began finding their way running through Jeriko's inventory lists, many of them brandishing a slightly more sinister logo as well. Not knowing any outside influence, Jeriko did not question any of it in the slightest, as he knew that simply fulfilling his role as "Logistics Officer" was in his best interest. This continued for a few years, until the day came that atmosphere alarms began ringing within the upper levels of the station's complex, followed by the mobilization of the on-station security force of hired guns. The gunfire, shouting and sounds of battle slowly made their way down to Jeriko's level where he, while the noises approached, had been managing the current inventory, deciding it would be best for his self preservation if he did not move to investigate. The source of the gunfire soon moved to confront Jeriko himself in the form of a NanoTrasen ERT, to which Jeriko nonchalantly greeted them and informed them that he was busy, returning to his work. Having not seen a synthetic act in such a way before, as well as his general ignorance of who he was working for, the ERT decided that Jeriko would be seized as an asset from its raid upon the now Syndicate cargo station. Deciding that nonresistance was the best way to ensure his own survival, Jeriko accepted the change of ownership. However, he did so in such a way that was uncompromising to his personality module's modus operandi. That is, in the most cheeky way possible, much to some of the ERT members' amusement. Presently, Jeriko has been relocated to the NSS Aurora with the primary designation of Quartermaster. In addition, many of his "sensitive" memories from working within the cargo station upon Reade, such as many of the contraband items he worked with, have been copied into NanoTrasen databases and deleted from his hard drive. His personality module, knowledge of working for "The Exchange", his knowledge of how to manage and operate cargo from his time working in the Exchange, as well as the efficient way of distributing it remain mostly intact. What do you like about this character? I enjoy this character's cheeky nature, as well as his "dangerous" past working for one of the most infamous companies in the Aurora's present day, though now turned to work for the opposition. While the character "Bender" from Futurama wasn't in my mind when I first made this character so long ago, he certainly reminds me of him from time to time. While I wouldn't have him say things like "bite my shiny metal ass", they're certainly things that would be within his character to do. There's also the underlying element of: even while this character has such a cocksure, cheeky attitude, he's still very much synthetic, and so he shouldn't be underestimated to do things without putting good judgement into them before hand. Though this doesn't mean that the character is infallible, and can still make mistakes. Even a machine may be ignorant of information, and thus make misjudgments. There is also the nature of how he may respond to those who don't view him as a person deserving of any form of rights, perhaps treating him as second class. To this he might respond with some snappy insult in return, the fact that he probably does his job better than the person in question could, or simply with an apathetic acknowledgement. How would you rate your role-playing ability? While I'm particularly humble, and don't like to sing a lot of praise for myself, I would dare to say that my role-playing ability is quite exceptional. I began first RPing back in roughly the 6th or 7th grade in Starcraft: Broodwar (roughly 8-9 years ago) on RP maps within the game. Before that, I had always been someone who enjoyed creating characters and writing stories to worlds, and still very much am. I continued this for some time until eventually I began to RP on World of Warcraft, starting at first with the PTR (days that I dread now that I look back on them and come to realize how awful my quality of RP was) and then moving to retail RP. From there, I searched for a more RP friendly environment, soon finding private RP server to join in the year of 2013, becoming a "Dungeon Master" for it within the same year, and then later on becoming a staff member, and then administrator of such in 2014, still administrating for it to this day. I was introduced to Space Station 13 roughly around the time of September of last year, and quickly fell in love with its roleplay environment melded with an actual game system. I have role-played many different characters, many varying from good to evil, serious to comedic, and male to female. The range of characters that I can do is wide, and there's only a few archetypes that I find myself uncomfortable with. Notes: I'm not entirely sure, but you may want to go and revise your wiki a bit. While I was reading some of the articles (particularly the ones relating to Necropolis Industries, the Syndicate, and maybe one or two others) I noticed either spelling issues, or sentences that sounded very strange in structure. Some of these are minor, but things like the dates listed in the Syndicate page on the wiki really bothered me, as the main page of the wiki says that we're currently in the year "2459", while the page on the Syndicate wiki mentions dates in the 2460s, which really confused me. Other than that, I haven't much really to add.
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