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Everything posted by Captain Gecko
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Turned out to be a lot of work, and I... Badly recorded everything, which isn't grate for telling the tale. Plus between College and all... I did not give up, however, and with the game being updated and that Ideology updated, I'm probably going to retry it, soon, hopefully.
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Gecko's underwhelming lizardeputy app
Captain Gecko replied to Captain Gecko's topic in Developer Applications Archives
PS: I'm sending the response as a picture file, because for some reason, I can't send the response directly. I've been looking for what could've been messing everything up and cause an "internal server error" for an hour and a half, and, still couldn't make it work, so I'm just sending it like this. -
Gecko's underwhelming lizardeputy app
Captain Gecko replied to Captain Gecko's topic in Developer Applications Archives
1. Hypothetically, let's say you have complete and unfettered access to take lore in any direction you want. What would you do? I am mostly satisfied with Unathi lore right now, in truth, perhaps that one of the reason why i'm putting up this app, because I like the lore, beyond just my love for anything lizard. I guess I'd just... Ask the playerbase what they are interested in seeing. If taking into account the playerbase is not included in "unfettered", and you guys really want me to change something... Right now, without thinking much, I'd say I'd tweak things a bit as far as the Dominian Lizard lore goes. Give the Han'sans their own section back, all the while aknowledging that they still lost much influence after their defeat against Fisanduh, give them a bit of the place they had before the lore, namely assisting the fight against Fisanduh, and earning their place amongst Dominian Nobility, instead of just getting it through some deal, I always thought that this part of the rework was quite underwhelming... 2. What do you not enjoy about Unathi Lore? How would you remedy this? I feel like Unathi sort of lack ties to Tau Ceti. Tau Ceti is not just the heart of the Spur, it's where the game literally takes place. Take the Tajaras for instance, they have D6, the Vaurca literally have entire slums of them too. I feel like it would be nice to add some Unathi influence to Tau Ceti, something small but that would still add more to the Unathi side of the lore all the while contributing to the universal/all-inclusive-ish nature of Tau Ceti. There are already Unathi communities, but they are mostly related to niche parts of the species, like the Aut'ahk. Add a famous embassy, a Kataphract garrison that was allowed there after the events of King of the World, anything could do really. I guess we could use some more Unathi history. While everything post contact is EXTREMELY thorough, anything before that is... I mean it's good, but it's just... Short. Knowing about Unathi "ancient" history in more details could be quite interesting, not just because I myself would really like to know, but because this could help us get an even better understanding of their culture, add some more flavor and richness to our lizard characters, and just being... Well an interested read. 3. How do you feel about inter-species coordination? If it wasn't clear already, beyond being a scaly enthusiast, I am also a Dominiaboo, so obviously I think that inter-species coordination is great. Beyond just allowing things like Dominia to exist, it's almost nescessary if you want a living, breathing setting, and not just a bunch of isolated, unrelated blocks of lore next to each other. 4. Do you understand that the Lore Team sometimes has team projects, and that you may be expected to contribute to such? Yeh. ...Do you see yourself having issues with working on non-Unathi lore? I'm not unwilling to work on them, but in truth, it depends of the lore and my knowledge of it. I don't dislike any of the species really, but obviously I don't know as much about the Vaurca as I know about the liz-loz people. It's less about me wanting to do it or no, and more about me knowing enough about the lore of this or that species/element to begin with. I'd still try to do my best of course. Humans? Yeah sure, no problem... Tajaras? Uuuhh... Sure, just don't ask me to write an entire article for them alone, because I'm probably going to commit multiple heresy against them, I bet. -
Ckey/BYOND Username: Captain Gecko Position Being Applied For: Deputy Lore developer Have you read the Lore Team Rules and Regulations wiki page?: Yeh Past Experiences/Knowledge: On Aurora? No experience in actually working on the lore in a more official way, but I've been discussing it from time to time like many other player. Mostly interested about Unathi and Dominia lore. The few contributions I've done for Aurora was generally sprite-related (science holotapes for instance). I've been playing the game for over a year now, mostly (I actually played a bit back on the Exodus but didn't do much then), and got quite interested in lore, followed it closely, or rather, as closely as I could. Examples of Past Work: Nothing too official beside the spriting work, like the science holotape of assisting with the new Prejoroub armor. More or less lore-wise, I handle the Metal Crushers!™ Chirper account on the Aurora Relay discord, where I post when I have the time... Just an inconsequential addition to the setting, yes? No actual official lore, but something some players already have made references to! Additional Comments: You may have noticed that I said like a couple of times "when I have the time", that's because I get often busy, right now, with college and all. This is why I'd like a role as a Deputy, it would allow me to contribute to Aurora's lore without having too many responsabilities/tasks/deadlines... I'm still aware that there ARE some deadlines and tasks and such, and I'll do my best to fulfill them, of course. 1) "Write a wiki page addition! This is a novel piece of unathi lore of your own design, and written in the same way the other pages are. You can expand on an existing page or write a new one. Of course, this is a draft, so don't worry about HTML syntax and minor mistakes." Notable Unathi Pirates and Pirate Fleets Although Unathi were only recently introduced to faster-than-light travel, and the society in the Spur as a whole, they did not fail to gain a reputation for being a species with a certain propensity for interstellar piracy. No matter how much this reputation may be based on truths or clichés, in just a few decades, a handful of notable pirates and fleets managed to get infamous enough to be known throughout the entire Spur. 1. Izharshan's Raiders Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less... Guarded areas. Yet, Iklex Izharshan and his raiders chose to do so, to remain and defy the Hegemon himself... Or at least, annoy him. Considered both the original and definitive Unathi pirate fleet, Izaharshan's Raiders is perhaps the largest and most resourceful pirate fleet out there, without counting the Grim Compact. Originally founded by Iklex Izarshan in 2439 (before the bombs fell), a young and cunning noble who, after being disgraced, chose to take to the stars as criminals rather than to the sands as a Guwandi, the Raiders are actually more than just a clan. Many names serve Izharshan, under which one could find a small fleet or a single shuttle. Each clan and their ship are allowed to do piracy at their own discretion, but, are expected to obey the Izarshan clan, and their leader himself if an order is given. It is assumed that the Izarshan clan have a way to keep all of these different pirates at their orders, but none know what it is exactly, the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans to allow them to maintain their ships... In any case, the sheer flexibility and size of Izharshan's nebulous pirate kingdom have proven to be quite the thorn in the Hegemon's side. If it wasn't enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes to Guwans and other criminals escaping from society. Stream is only bolstered by the very liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas all faiths to join, granted that they do not cause trouble. Iklex Izharshan died not long after the creation of the Raiders, in 2443, when his ship's warp drive malfunctioned when his captain to push it too hard, causing the whole spacecraft to implode. It is his older brother, Alkhas, who took over, then, and has been ruling over his clan, and the rest of the Raiders ever since, from his own spacecraft, admiral ship of the united Izharshan raiders: the Black Torrent. Under his rule, the Raiders managed to grow enough to become the famous force they are now. There have been several incidents involving PRA fleets near Tajara space as well in recent years, as the Raiders have slowly started to expand, even beyond Hegemony Space. 2. The Grim Compact The Grim Compact, or simply the Compact, is a feudal organization of Unathi pirates frequently based in the Kaziti star system. Their primary headquarters is the Malefaction space station, a converted former space prison. It orbits the small moon of Ha’zana, which is a habitable planet with a population of around one hundred thousand. The Compact is a diarchy, which means it is ruled by two Pirate Lords. The current rulers are the Dread-Lord Tizma, and Dread-Lady Yizilna. These two have a complicated relationship, frequently shifting between passionate lovers and merciless, cutthroat enemies in a rivalry that is a constant source of drama within the group. More information here. (Queue link to the Comapct's page) 3. The Pink Fleet Albeit quite small on Unathi Pirate fleet standards, the Pink Fleet, led by a Sinta only known as "The Kazu", is known for two things: their dubious choices in colors for their ships and outfit and their unusual targets. The Pink Fleet's main targets are not merchant ships full of valuable, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships, and kidnap scientists, mainly. The Kazu Clan is what some call "Tech-raiders". Rumor says that the Kazu himself believes it is the quickest path to rebuild Moghes and that, by the time he'll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after. The Pink fleet mainly operates North of Izewsky space, choosing to target Skrell crafts in the Southern frontier of Jargon Federation space, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering Republic of Biesel and Elyran territories. Their area of operation had been dubbed by many sailors "the Pink Triangle", due to its shape, between Federation, Human, and the Hegemony space. Despite their small numbers, the Pink Fleet is perhaps one of the most dangerous pirate fleets out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Jargon corvettes, to get as close to their targets as possible, before either boarding them, generally without even being detected or obliterating it in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. The Kazu's own spacecraft, the Indigo Blue corvette (which is actually coated pink, despite the name), is a marvel of technology, stolen straight from a secret Zavodskoi installation located deep in neutral space, equipped with Stealth technology, electronic warfare modules, Bluespace Interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly. Note: Due to their actions against Corporate assets, members of the Pink Fleet are considered OUTLAWS by the Tau Ceti Republic government. 4. The Hiskyn Revanchists Before reaching Moroz, and joining the Empire of Dominia, the Kazhkz and Han'san clans made fierce pirates and raiders... And by the time the occasion to join the Empire came, some refused, wanting to stick to the pirate life instead. Story says that a short battle ensued in the heart of the Unathi fleet and that the "true pirates" as they called themselves were defeated and forced to flee. Years later, however, the survivors still exist, and roam Dominian space and its surroundings, attacking both Human and Unathi Imperial crafts. Although they do target weaker, cargo spaceships, in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts, especially if they are manned by Kazhkz or Han'san Sintas, as their leader, an old female known as Fer'is Hiskyn, once Fer'is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once united pirate fleet chose to join the Empire. It is said that, to exact her vengeance, Fer'is Hiskyn is ready to do absolutely anything, from supporting the fight for Fisanduhan independence or helping the Synthetic cause (reluctantly, as the Revanchists are still mainly of Sk'akh faith), to hunting down Dominian Sintas who strayed away from Imperial space. Their Admiral ship, commandeered by Fer'is herself, is the Mighty Siro, an old oversized cargo ship converted into a raiding craft, allowing it to carry hundred of Unathi raiders and boarders while maintaining a good enough firepower to allow it to fend off corvette-sized spacecraft by itself, and some newly found armor after some dubious upgrades. 5. The Ta'rass Conglomerate The mysterious Ta'rass Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the spur. Alas, the Conglomerate is a real thing. Also called the living-dead fleet, the Ta'rass ships are just that, in appearance, ruined spacecraft, that somehow manage to sail and fight despite their state. These ships do not move by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raider and Dionae gestalts. Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Diona forms comparable to Echions and Trireme-sized forms spread through the entire hull of once fully-functional ships. In what is almost like a symbiotic relationship, the Unathi crewmen both maintain what is left of the ship, and tend to the health of their Diona "friends". In exchange, the mere presence of these gestalts thorough the entire ship provides a nigh-impenetrable armor against most weapons used in the frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself. Unathi Crewmen ensure that the warp drives, of all things, remain functional, steer the crafts themselves, and do most of the boarding work, while the gestalts latch on their victim's ships, said ships generally ending up joining the Conglomerate. Their leader is Tarskin Ta'rass, a once-famous Botanist who had been evicted from the Skalamar University Of Medicine because of experiments deemed too unethical. His ship, Greenhump, is actually an assembly of different spacecrafts, held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Ta'rass Conglomerate are known to have acted through a wide area, from the South-Western border of the Jargon Federation to Light's Edge.
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I have a better idea... ABOLISH JOB LIMITS, LET US HAVE DOZENS OF INVESTIGATORS, HUNDREDS OF THEM, EVEN! REVOLT, REVOLUTION, SHUT DOWN THE CORPORATE JOB REGULATIONS!! But more seriously, I'm mostly against it too. Basically, what ColonelOrion and Carver said just above. If this is really that much of a problem, why not just adding more "job-slots" (or whatever they're called)? The problem happens on high-pop rounds, right? So, maybe instead of finding limitation for something can't even agree on calling "malicious" or something (I don't think there's such a thing as job hogging either), we could just add more? More jobs, more fun, I don't know, just something else that limitation that will mess up the fun for at least one player. After all, if it's a "too much population" problem, why not making the game more fit for the growing population and simply adding more room for all of these people... Hell, why not even more jobs? Things like re-adding the Forensic Technician? Serparating some job-titles into different jobs too (like making Xenoarchs/Anomalists an actual job instead of a job slot for regular scientists). And, well, if we don't want four detectives in a lowpop round, why not adding a system that adapts to the population? Say we have thresholds of "Lowpop", "midpop", and "highpop" based on how many peoples are online right now (not nescessarily playing on the station), and depending on what threshold we are, we can get more or less extra job-slots aviable. We've got tons of possibilities, and I think just adding some limitation like this would be one of the worst decisions we could take, considering the other option.
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I'll add my bit too... I don't mind changes in sprites, but these new consoles (walls and big-computer-like-ones) are just... Not right. Unless we get something else that somehow looks better than what we have today, don't change it, please. Worst case scenario, just replace the "N" with a star on some of these sprites and that's it, don't bother making something new if it isn't better. And I don't mean to sound harsh, right? I may not agree with design choices from Kyres' work, but as far as things go technically speaking, they are talented, they do good sprites, that's undeniable... But let's change things when we need to, and when we have better option, not just for the sake of replacing everything like a fresh coat of paint because we'd need something new. Plus, we have way more aged sprites that we should focus on, seriously, these consoles are not a priority, if we're talking about sprites that need changing... TL:DR : I agree with Desven and his essay and you should read it - these new console sprites are not good enough - don't change them now.
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Alright so, several things on the roles... I... Don't mind this idea that much? I mean I like the concept of SCC, the idea of varied corporations being there working together than just NT inviting others to take part in their own work... So long as it's implemented well through IC news and new stuff in lore, I could go with it... I... DON'T know how you will implement this well, but that's probably why I'm not a lore dev. Still, though, for the proposition so far... Zavod Engies, first. I don't mind Zavod getting a subsidiary, but why removing them from medical? You'd think that a company specializing in WEAPONS would HAVE to know a bit about the bodies their contraptions are to incapacitate/kill and have people trained to study and/or heal them in case of incidents. Also, yes, Heph being the only one in Cargo makes not much sense, both gameplay-wise, and lore-wise. Gameplay-wise, because it seems a bit harsh to have an entire department limited to a single corporation, and lore-wise because Nanotrasen, which as far as I know, is "the most powerful business-empire in the known galaxy" thanks to Phoron exploitation in the first place. Also, what about the idependant "faction"? Will it still be there? Do the uniform limitations also apply to them? And, well, speaking about uniforms. I too am not a fan of such limitations, even though I guess it makes sense... Although I feel kind of bad about it since there are just so many loadout options like I seriously feel like Aurora might be THE server with the most loadout option in my limited experience. I guess it's less about the lore or anything and more about the playerbase itself. We've got really inspired players out there, and this combined with the degree of customization that Aurorastation allows leads to some really unique characters being created. If it's just to avoid the more egregious kind of loadout, the ones that don't make sense for this or that job, we can just in-loadout restrictions like we already have right now, with for instance the alt-toolbelt being limited to a handful of jobs only. And how much would things go to be limited anyways? Does this apply to truly ALL roles? What about the sort of "external crew" roles like visitors or envoys/consular? Also, will be these regulations exactly? Will contractors be forced to wear a PRECISE kind of loadout? Or instead, have to choose from a jumpsuit selection from your company and be allowed to wear a hat, accessory, jacket/overwear you want along with it? Or is it just something simple like some sort of armband or another accessory to point out your job/company?
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My hype now knows no bounds. Also, that lounge deck looks fantastic. I love it when we can see what's below, using the Z levels for some nice effect (and perhaps some gameplay opportunities). Always been a tad disapointing that such views are so rare on the current station (I can pretty much think of the medbay's second floor only), and glad to see we'll have more of it!
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unathi [ACCEPTED] Desven flicks his tongue
Captain Gecko replied to Desven's topic in Whitelist Applications Archives
+1 Please someone give this man a WL, he's a good players and we really, REALLY need more dominian lizards. -
A silly idea of mine, but a potentially funny one... Rimworld, but with three lizard boys from the Aurora, let's see how bad it gets... Game details: Our protagonists (and their stuff) PROLOGUE
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I don't draw often, somehow. But here are some pieces. Annihilator-ANH-CHN-Chan herself: Han'san, the one and only: Other SS13 characters: Other stuff:
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>1. What's it like? Can somebody describe it to me? The Wiki is NOT up to date, but it is a good introduction, and some things are still useful, like what wavelength you should set your field generator to, how to find anomalies, etcetera... Plus, ask your local co-workers (ICly or OOCly) for help when you start, have no fear, no one's going to shout at you for messing up and even if they do it's only IC, we're very understanding OOCly. More seriously, Xenoarcheology is mostly a roleplay job. YES, you will find, in rare instances, things that can put clearly help or even save the station, and during others, that will turn a shift into a nightmare if not dealt with swiftly and correctly, but most of the time, there's nothing too serious. It doesn't mean that the job is safe, far from it, working outside is hazardous from the get-go, but adding to this the unpredictable nature of anomalies... Your character may be in for some rough times, and you WILL die a lot while learning. But as Niennab said, no one expects anything from you, so you can take your time, break a few dig sites as you learn, whatever. Do what you want. As a Xenoarcheologist, your job is to discover ancient and potentially dangerous finds... What are your methods? What are the protocols? Do you focus on anomalies (the "major artifacts")? Artifacts ("minor artifacts")? Or some other things which I won't spoil if you're ballsy/lucky enough? Do you just straight up extract your finds? Do you do some work outside? Do you build an entire outpost around your dig sites? Are you taking photographs? Using a recorder to make some sorts of logs as you work or do you report directly to your local anomalist through the comms? Some miner stumbled on something, what do we do? You're free to do whatever you want, as long as it in fits the roleplay, obviously. Why do simple things when you can dwell in more complicated operations? As long as you have fun (and as long as it makes sense), it's valid. Xenoarchs and Anomalists basically do the same job. On paper Xenoarcheologists mostly do the excavating outside, while Anomalists mostly stay inside and study what the Xenoarcheologist brings, but in practice, both do the same job, because it's very rare for both to be one the station at the same time, and we generally explain that IC by saying it's a matter of specialization... So I'll speak of the Anomalist side too! And same thing! It's all about roleplay! What procedures do you go through? How far are you supposed to go understand that anomaly, and its history? Speaking of history... Why was this strange helmet found in the same site as a Crab-spawning machine, what kind of civilisation was behind it? Start identifying recurring finds and dates, establish stories for civilisations of the past! Hell, where even do these anomalies come from? Are they just old finds? Or is there something more, like Bluespace dropping them here or some other esoteric explanation? Once again, the choice is yours, lots of roleplay, lots of freedom. Desperate times call for desperate measures... And we never know with anomalous materials... Sometimes it works. (It didn't work there, though...) >2. What kind of alien artifacts are we looking at here? Skrell? Mystery artifacts? Once again, since roleplay mostly dictates the details of what you find, such as if this weird psionically enhanced radio you found is a pre-Glorsh Era Skrellian piece of equipment, or if it's something from an unknown civilisation that may have disappeared eons ago, so I'll be broad. We'll say that you can find 4 types of things that may pick your interest as a Xenoarcheologist. - Anomalies, which on your ore detector will be called "Major artifacts". Anomalies come in various shapes, but in all case come off as large objects that cannot be grabbed (but can be pushed and pulled). They are your main objective, what you as a Xenoarch must really search for, on paper at least, and what an Anomalist really has to focus on (hence the name of the job), on paper, as well. In 90% of the case, they all work the same way. They have one or two effects, each effect can be triggered, or toggled, by special conditions. I won't spoil the effects too much, but a bunch of them are on the Wiki if you want. They are generally found in sites with other artifacts, at the very bottom of the rock you dig. Sometimes, things can get different to give extra spice to your shift, an anomaly can be damaged and its effect cannot be turned off, or maybe the anomaly is something totally different than a standard one... - Artifacts, called "Minor artifacts" on the ore detector. Artifacts are easy to come accross (especially since we got these shiny new ore detectors that can detect them). They are basically your standard archeological finds, bowls, tools, weapons, ornaments. They are GENERALLY static, which means that they have nothing special. Some, however, can be active, or anomalous, and they will show unexpected behavior. Once again, I won't spoil, but this can range from funny items to nightmare-inducing horrors. They are always found along with anomalies, but you can also find many sites that hold only artifacts. - Lost crates. You may have come across them already, especially if you're a miner. There's nothing special about them, crates locked behind a code that you just ignore as you smash it open with your emitter, but perhaps this find is linked to your dig site somehow? Maybe this crate DID belong to the ancient civilisation that left that Anomaly next to it. - Sites. I won't spoil too much right now, but basically... Sometimes, more than asteroids can crash on this rock. Some times, there are small wrecks, pods, things like that... Some times, there's much, much more interesting. I won't tell much, and these are very, very rare find, even if you do your best to try to find them... Buuut know that you can come across some surprises here and there. Remember to always know how to identify your anomalies. (this image is a shitpost, please don't take it too seriously)
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Right, I'll be quick: we'll need Science tapes, just like Engineering and Security does. Gameplay-wise this will be quite useful. There are no real ways for Science to mark areas or prevent people from walking in. As an Anomalist main I use crayons on station and light beacons in space to mark anomalous AOE and dig site position respectively, but that's only for me, and a miner coming across this may not truly understand what it means, it doesn't quite carry the sense of "FORBIDDEN AREA" of tapes, especially without the soft block they effect they have... Roleplay-wise, most importantly, it's a great tool. Marking an area under the effects of an anomaly or some Golem hunkering down there, science tapes seem more appropriate than engineering or security ones. Said tapes could be put here and there on the map too, like around the bomb range, to prevent some overly curious Xenoarch or Miner to get on it without knowing. When it comes to where we could store it, either in the research storage that was added recently, left of the conference room, and/or in the locker in the telescience room, just above the rad-suit one and in Xenoarcheology's storage room (I believe Xenobiology has some storage area too...? Not sure). It's not incredibly revolutionary, but I think it can be quite a useful little thing. PS: Spriting is already covered. sciencetape.dmi
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Sezrak's lighter / Imperial 16th Zippo
Captain Gecko replied to Captain Gecko's topic in Completed Items
Maybe I'll do more than just that as the character evolves, got some things planned for how he could change, maybe... And also maybe when I'll get better skills at spriting. Also thankiesss -
Finally, time to apply for a custom item! *** Byond key: Captain Gecko Discord key: CNEGecko#9618 Character Name: Sezrak Han'san Item name: "Imperial 16th zippo" Item function(s): It's just a zippo reskin, works like your usual lighter. Item description: "A zippo lighter given by the Empire of Dominia to the men of the 16th Regiment of the Imperial Army, also known as the "Suicide Regiments", that would manage to survive more than a dozen deployments. The Imperial 16th is a regiment deployed by Dominia during battles that cannot be lost, their men ensuring victories through the use of unusual and highly dangerous tactics, resulting in extremely high losses during almost all of its engagements." Why is your character bringing this item to work?: Sezrak gets easily attached to objects with history. His red coat, for instance, comes from a Strelitz Veteran and friend of his family... But this lighter is particularly important to him. Sezrak doesn't smoke, at most, he'd use it for some light in the darker corners of the station (or somewhere else), or use it to trigger some anomalies, but that's it. The main reason why he keeps it is mostly emotional, his father handed it to him. Sezrak's father, Kar'sani Han'san is a widely respected individual (at least, among the ones that know him); for many reasons, but most importantly for having survived 12 deployments in the Imperial's 16th after, just to prove to some other officer wrong some officer that dared insult him, only stopping after losing an arm during his 12th battle in the suicidal regiments, and then moving to higher ranks and becoming a superior officer. There, among some medals, he earned this zippo. When Sezrak and his brothers went through their military service (that was just before Sezrak would decide to become an Anomalist instead of working for the Imperial Army like most other Han'sans), Kar'sani handed them each a gift from him, both to inspire them and to give them something from home that they could keep with them, something to keep them remembering their family. Sezrak got the zippo lighter. How did your character obtain this item: From his father, as stated just above, so he would remember his family, and most importantly, be inspired to do his best, to prove his worth against impossible odds just like his father did. What value does this item have to your character, and what story does it tell?: To Sezrak? This lighter is very, VERY important. If he somehow forgets it on station, he will stay there, no matter if the shuttle is leaving, but that's assuming he somehow left the lighter which is itself highly improbable. He will take it with himself everywhere he goes, and he would probably get very angry if someone was to take it from him for some reason. He'd open it and light it up in moments of doubt, fear, or solitude, remembering where he comes from, and what he lives for. About his story? As said before, his father's, and in the end, his own, as he spent most of his life trying to do just like his father, albeit in a different career entirely, doing his best, facing seemingly insurmountable odds and cheating death a bunch of times (although, that last part, that's mostly thanks to the NSS Aurora's medical department), and in the end, proving his worth to all, or, at least and most importantly, to himself. Sprites: It's basically a Dominian Zippo lighter, but black, with the outlines of the Dominian Standard barely noticeable. I also tweaked some other colors and remade the flames with a slightly different color. The idea behind this design is that this lighter is supposed to be given to veterans of the 16th, but it doesn't mean that said veterans are no longer in active service. Assuming these men could bring the lighter with them on the battlefield, giving them a bright red thing would be a great way to get them spotted, and possibly killed; so instead, they would go for a dark, discreet color (or rather, lack of color). righthand_Sezrak_Zippo.dmilefthand_Sezrak_Zippo.dmiSezrak_Zippo.dmi Additional comments: Sezrak's story changed a lot. The Dominian lore rework sure made things a bit better, the Empire makes slightly more sense and all, but Sezrak's story had to adapt. One of the main changes being his father's. Kar'sani Han'san had always been a model for Sezrak, giving at least that initial push to go prove himself as an anomalist, but he was considered a hero for having survived 10 deployments in the... Imperial Commandos. With the Imperial Commandos now retconned, the Imperial 16th became a logical replacement... Sounds close enough, supposedly lore-friendly, yet not the Commandos. Sezrak already has a lighter in his loadout, but it's just a regular Dominian lighter. The story behind it is mostly the same as this custom item, but it felt wrong to have just a random Dominian lighter be given to a veteran of some regiments featuring ridiculously low survival rates. Plus, having played Sezrak for more than 6 months now, and many other characters and players knowing him, I feel confident in giving him a custom item to expand a bit on his story, and give him more character. *** Sooo, that's pretty much it. This is my first custom item application, so you know, if I messed up some part, tell me, we'll try to fix it, yeah?
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Wait, so "Remove security" is serious, it's not a meme phrase? More seriously, I played antag a few time, although I wouldn't call myself an antag main. I don't think there is much problem with the security department itself, although there is, and always will be, problems with some characters and/or players (I'm not giving names and I cannot anyways since I don't remember them), but I think I see one big problem, and that's not really Security's fault. Imagine a perfect world where all sec players are not here for the sake of hunting antags but to play correctly, and where antags don't nuke the station outright and keep a good gimmick. Now the antags and security meet, what do? As security do you: - Not stop the Antags risking them causing harm which is basically defeat for security gameplay-wise? - Not stop the Atangs because you wanna let them express their gimmick (which is basically Antag RP heaven), despite this not really making sense for you gameplay-wise or even in character? - Stop them because you have to and basically end the Antag business as you are intended to do and crush the Antag's planning? I could keep going but you get my point. For Sec and Antag to have as much fun as possible, they need to, somehow, get to understand each other OOCly and try to know how much RP vs gameplay they want to achieve... and RP wise, do they want something that fits their characters? That fits the lore's logic? Or maybe try to work together to have it culminate in some super dramatic round? Anyways, that's a level of understanding that is basically impossible to achieve, assuming all of the players would agree in the first place. I believe the best way to avoid this is to stick to the lore, and a bit to the characters. By sticking to the lore in this context, I mean corporate laws, things like that. If you do something that warrants an arrest, then expect to be arrested, if you do something that warrants investigation or doubt, then there will be. Now, on Sec's side, if there is no such thing then they should not ask Cargo for the Entire Sol Army armory. So yeah, TLDR; this is more of an Antag/Sec relationship problem.
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[Connecting...] [Connection complete!] [Opening discussion with user: "FARK"] >Fark here. >Market for anomalies is growing. >There's money to be made. >Problem is, everything on the market comes from the people with pros working on it, IE, big corpos. Actually there's only big corpos SMH. >Anyways, I need one of these. Old ass spoons or ancient death machines I don't give a fuck. >I just need something to put on the market. >There's no precise reward, but whoever manages to bring me something gets a percentage of what I get when I sell it, so bring valuable stuff for your own sake, or rather, profit. >I don't want any lose ends by the way, I ain't taking anything from you if you've got NT or some shit after you. >I don't care, I don't want to know about how you extract it, just do your fucking job. Bring me interesting stuff, and no loose ends. >Once you're somewhere safe and with the stuff, contact me, I'll get to you, I pick up the good stuff, and we never ever see each other again. >You'll get the payment straight to your Idris bank account. >See ya. >Or not. [User: "FARK" disconnected] [Disconnecting...]
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If your character had a theme what song would it be?
Captain Gecko replied to Daemon's topic in Off Topic Discussion
Sezrak Han'san : Romeo Watari / Anyone who works for Zavod : -
Yes please, we need a place to store our things, just like in the Xenoarcheology Atrium with the Long Term Storage room. Because seriously, having a full team of productive scientists is great, but by an hour and a half, RnD quickly ends up filled with guns and other contraptions, Circuitry is filled to the brim with drones, and there isn't any place to store those, really. I guess we can always search around maintenance for a crate and use it to store the smaller items, but bigger ones like large assemblies require other solutions. Also, not only does the existence of such a room would make sense (I mean, once again, the Xenoarcheologist has a room to store his things, why would the other scientists not have their own too?), but this could also give more roleplaying opportunities. For instance, an antag could try to steal from this sort of science vault and leave with new prototype weapons, the room could become the last bastion of a besieged, rebellious science team, or it could be the hiding spot of a changeling, waiting for an unlucky scientist to come by, alone, in the privacy of this tiny room... TL:DR: It's a good idea, please add this.
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[ACCEPTED] FieryTech's Command Application
Captain Gecko replied to MEDTECH's topic in Whitelist Applications Archives
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[Accepted] Gecko's Unathi Application
Captain Gecko replied to Captain Gecko's topic in Whitelist Applications Archives
Hey there! Well, to be frank, when making the first draft for Sezrak, I had a hard time trying to decide if he was to be from the Hegemony or the Empire. I do love the history of the Hegemony, especially the tragedy that is the Contact War, but I really have a thing for Dominia. I am not sure what makes me love the Empire so much, but I think the sort of "Unathi Society lite" side of it plays a role, like, how the Dominian Empire is some sort of middle-ground between a human-made culture and the Unathi way of life, a sort of hybrid nation. I don't know if this is spoiling his story, and to be frank, I don't really care. There is a lot to this character, and his surroundings that I didn't mention, mostly because I assumed this was rather unnecessary in his backstory, but we'll have to mention those parts to answer those questions: 1) The very reason why Sezrak's parents left Moghes was because of religion in the Hegemony (more on that in the answer to the 2nd question), so, both Th'akh and Sk'akh were frowned by both Kar'Sani Han'San and Selathis Han'san (Kar'sani being his father, and Selathis his mother). Even though the Holy Tribunal bears many similarities with Sk'akh, Sezrak's parents accepted to follow this religion, and thus, their sons were taught the ways of the Empire's religion, and how to worship the Goddess. Out of the three sons, Sezrak was the one that... Let's say, thought the most, and quickly developed his own point of view, a point of view that evolved even more during his NT-sponsored course as he was exposed to the rest of the galaxy. So while he doesn't "explain events or phenomena would be through religious explanation", among other things, he does follow the Holy tribunal and has his own way to make this cope with his career. Sezrak believes in the Goddess, souls, the spirits, and all of the things the Tribunal speaks about; and science, today, does not deny the existence of the Goddess, nor questions the truthfulness of the words of the Holy Tribune. For instance, it is said that some of the higher priests are gifted psionic powers from the goddess -and Sezrak belives it-, or, Psionism is a thing, and no research, today, denies the fact the Goddess could've given those priests these powers. In truth, science may be a way to get closer to the Goddess, in explaining their actions and discovering more about them. 2) By the time Sezrak was born, his parents had already left Moghes. Selathis, Sezrak's mother, suffered from a rare strain of the Rot. Contrary to its most common counterpart, this strain rarely led to death, being way weaker than the Rot, but still provoked massive damages to the hide of its victims, generally leading to long-lasting consequences to the muscular tissue. Thankfully, this disease being a weaker strain of the Rot, Selathis was cured, but not before she would lose the use of most of her legs' muscular mass. Selathis was still able to walk, albeit slowly and often needing support to avoid falling, even after being cured. Kar'Sani, her husband, couldn't stand this and searched for help. He eventually found a lone doctor, who accepted to heal Selathis' legs through the use of biological augmentations. This led, however, to a big problem. They lived in a settlement that predominantly followed Sk'akh, a religion that has a strong stance against biological modifications of any kind. Officially, the words the Sk'akh priests are that biological modifications can be tolerated if used for "medically necessary reasons", but such a broad term often leads to different kinds of interpretations... Not only that, but Kar'Sani, while not engaging in acts of heresy, proved to be a rather... Passive worshipper, often showing more interest in combat and war than in the worship of Sk'akh, and leading to disdain from more zealous worshippers. Those two factors led to the local priest deeming that the use of biologic modification was not justified, as the disease itself had been cured, and that the body would heal from its damages "eventually". He deemed that these biologic modifications were used for the sake of comfort, and the consequence of a lack of patience from the couple. For such acts, the priest said that the couple (as the husband is responsible for his wife) was to be shamed and mocked for having dishonored themselves in such an act. Kar'Sani dared to protest this decision and started arguing with the priest. The argument devolved into a strong dispute... The dispute devolved into a fight... And soon enough, the priest laid dead at Kar'Sani's feet. He may have protested his decision, but he knew that having this old priest was one of the worst things he could've done, a most disgraceful act, even to his eyes. For such an action, Kar'Sani should've become a Guwandi, and he would've eagerly walked into the desert, fighting 'till death, to expiate his sin, and, maybe, find back his honor... But there was something that kept him from doing so. His wife, Selathis was pregnant, she held in her their eggs, the fruit of their relationship... And he refused to leave her behind, alone with his children. He also refused to become a Guwan and doom his family to a life of shame because of his own crime... And so, they fled. When Sezrak and his brothers hatched, Moghes was already far behind. side note: This also explains why Kar'Sani would later join the Tribunal Commandos. It wasn't so much to prove his worth to the officer that insulted him (he already had won a duel against him) but to prove to himself that he still had the honor, even after what happened back on Moghes. ALSO, Sezrak doesn't know much about this. His parents told him that they had to flee, and that's all. Such a story could be included in the game as exploitable information... I wonder how a traitor (or another kind of antagonist) could use the story of Kar'Sani, seen by Sezrak as such a glorious and honorable figure, murdering an old priest... And what this could lead to... 3) Sezrak doesn't know much about Not'zar Izweski, and, in truth, doesn't care that much about him, as he sees Dominia as his home, and Moghes as the birthplace os his species, and nothing more. He does, however, read news about the Hegemony from time to time, generally out of sheer curiosity. Putting this aside, Sezrak respects Not'zar for having survived the tumultuous political climate of the succession crisis and accessing the throne without engaging in dishonest acts. Sezrak, while not being particularly interested in politics, knows how those kinds of intrigues go, as he is himself part of one of the noble houses of Dominia, and he often witnessed shameful actions being committed in the same of power. He also respects the Hegemon for his commitment to doing what he deems best for his kin, and not simply being drawn toward personal gain or glory. 4) Sezrak is mindful of synthetic life. He doesn't outright fear them nor hate them, mostly thanks to the course he took, yet he still believes in the words of the Tribunal. He, however, will act respectfully toward synthetics, especially on the Aurora, for three reasons: - The Twelfth Edict of the Holy Tribunal of Moroz says "All synthetic life forms within Dominia space shall be sought out and destroyed where found". This edict thus only applies to Dominian areas, and there is no reason to desire the destruction of a synthetic outside of it. - The Thirty Third Edict of the Holy Tribunal of Moroz says "Respect the laws of other Empires but worry not as they shall soon be brought into the Tribunals benevolent reach". Thus, it would be unacceptable to be hostile toward synthetics, a move that would be seen as disgraceful by his co-workers, if not outright illegal. - MOST IMPORTANTLY: According to Sezrak's own philosophy, if Synthetics are dangerous beings, then this is great. Trying to reject or outright harm a synthetic would be nothing but a show of fear, a proof of weakness of mind. By, however, living alongside a synthetic, one is proving their bravery and self-control. -
[Accepted] Gecko's Unathi Application
Captain Gecko replied to Captain Gecko's topic in Whitelist Applications Archives
Alrighty then! So, Sezrak will be 30 years old, then. Which means some minor changes: - He was born in 2432. - He spent his first 4 years in the pirate ship Sel'Exis. This could add some itty-bitty things to his character, and how sees Dominia, less like "just his birthplace", and more like some sort of miracle land that allowed him and his family to move from a life of piracy to one of comfort as a Primary (Of course, of comfort but of duty too). This, however, isn't such so important for him as a character, considering this all took place when he was still very young (at less than/at 4 years old), and Sezrak's education would still mostly be the one of a Dominian. - Pretty much all of the dates related to his brothers are to be pushed back four years in the past (so, for instance, his brother Kezka wouldn't have died in 2454, but in 2450). - He would join his university at 20, in 2452, instead of 18, and his course, then, wouldn't last 8 but 10 years. -
[Accepted] Gecko's Unathi Application
Captain Gecko replied to Captain Gecko's topic in Whitelist Applications Archives
Hey there! Firstly, thanks! Secondly, about the age, the first draft had Sezrak be around 30 years old, but then I saw the wiki page for Xeno-archelogists/Anomalists which says "at least 25 years of age" (https://wiki.aurorastation.org/index.php?title=Xenoarcheologist). I can still make him 30 or something and tweak all the dates if it's just the wiki page not being up to date. As for the more lore-related questions: - Sezrak is rather neutral toward Unathi hailing from the Hegemony, and to the dismay of many of them, would treat them like any other Dominian Unathi; which means: treating his elders and superiors with the respect they deserve and treating the others as equals until they prove they deserve more (or less) respect through their actions. Despite that, discussions with Hegemony Unathi can quickly get tense, as it isn't rare for them to question Sezrak's honor, among other things, due to his origins; accusations that are often met with our Dominian Unathi asking for a duel, or any other kind of trial to prove that he is a "true Unathi" too. - To Sezrak, the act of piracy is not inherently dishonorable. Just like in any action, Honor can come, or be lost depending on how piracy is done. He was told the pirates, under S’kraskin Seryo's command followed the Star Code (https://wiki.aurorastation.org/index.php?title=Unathi_Honor#The_Star_Code), and for that, Sezrak considers his parents and their crewmates preserved their honor, even as pirates and raiders. As for the rumors of the dishonorable practices and tactics the Imperial fleet would engage in, they are, to Sezrak, just that: Rumors. He doesn't think much about it, but obviously, if these were to be confirmed, he would feel greatly insulted as a Dominian. He wouldn't, however, see his own honor harmed, as he sees both House Kazhkz and House Zhao as the ones responsible for the Imperial Navy's actions.