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Everything posted by Captain Gecko
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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. -
BYOND Key: Captain Gecko Character Names: Romeo Watari (Scientist), Dagga Bloedwurm (Lab Assistant), Sunette Jagter (Freelance Journalist), Narrator WINGMAN (pAI) Species you are applying to play: Unathi What color do you plan on making your first alien character: Light Orange/Yellow ("Sand Colored") Have you read our lore section's page on this species?: Yes. Why do you wish to play this specific race: I really want to play as an alien, most importantly, a Unathi. I am very interested in playing a character that comes with different mechanics (but not too different, so I doubt I'd be interested in playing a Dionae or a Vaurca anytime soon), but also different ways to express themselves as I am also interested in roleplaying as much as possible. Other than the fact that I just love reptiles in general, I'd rather play a Unathi because I am very interested in the way they think and interact with others. Identify what makes role-playing this species different than role-playing a Human: As I said, I am very interested in playing a character that thinks and acts differently. Other than taking into account the different mechanics like how to react to temperatures, their superior strength to most, etc. As a Unathi, may they be from the Hegemony, Dominia, or another place, is a strong and proud individual, proud brawlers of some sort, with their own culture and such an EPIC HISTORY. Most importantly to me, a Unathi comes with their own social cues, from the orientation of their head to show their mood, the tail thumping, how they call people by their ranks and how such apparently little things to humans like pointing at them can have stronger meaning to them... etc... etc... You get it. Character Name: Sezrak Han'San Please provide a short backstory for this character: Sezrak Han'San hatched in 2436 in the pirate ship Sel'Exis, also known as the Malediction, part of S’kraskin Seryo's fleet. Mere weeks after the day he hatched, along with his two brothers, Stanislav Olkhovsky, a human from a planet named Moroz contacted S'kraskin Seryo, and the rest is history. Kar'Sani Han'San, Sezrak's father, took part in the initial assault on Fisanduh. Kar'Sani was a highly respected raider, and later, soldier, as, after the official creation of the Empire of Dominia, he would enlist right away in the Imperial army. Years later, would come an even that would mark Sezrak and his brothers for life, and make them who they are today... In 2444, a superior officer insulted Kar'Sani Han'San, calling him useless, weak, and without honor. In response, Kar'Sani initiated a duel with his superior to defend his honor and won. Then, in a display of glory and strength, he enlisted voluntarily in the Tribunal Commandos. Kar'Sani Han'San survived 10 deployments, then proceeded to take part in 2 extra engagements before losing his left arm, and retiring. After this, Kar'Sani Han'San would get back in the Imperial army and become a superior officer, taking a role of leadership, rather than one of fighting. Having such a father was a catalyst to Kar'Sani Han'San's three sons. All Unathis may aim for a life of honor and glory, but Sezrak and his brother saw their father do the impossible, just to show off his valorous, strong, and honor-bound he was, and they aimed to be like their father. However, the three brothers aimed to mimic their father in their own way... Kezka Han'San, the strongest of the three brothers simply assumed that to be as great as their father, he had to do what he did to prove his worth; and so, in 2454, at age 18, Kezka enlisted in the Tribunal Commandos despite the warnings of his family. He died during his first deployment. To this day, Sezrak refuses to mention his brother Kezka. The second brother, Naazix, deemed that his father's greatness came from his discipline, the values that made him a good soldier before all, and enlisted in the Imperial Army at age 18. He is still a soldier to this day. Sezrak, however, interpreted this greatness differently... Surprisingly, especially for a Unathi, Sezrak didn't link his father's greatness to anything related to his strength or his military values. He rather interpreted this as pure bravery. Kar'Sani Han'San while a good soldier, wasn't physically or mentally exceptional for a Unathi, and if he made it to survive 12 deployments among the Tribunal Commandos after joining their ranks by himself, surely, more could be able to do such a thing. but those other ones who could be physically able to do such a thing weren't mentally fit... Said in another way, having the skills is a thing, but few have the balls to engage in such acts. Sezrak Han'San's father had the bravery to engage in what was supposed to be a suicidal career with no fear, looked at the death in the eye, and proceeded to challenge it 12 times before surviving. But Sezrak, there was worse, things more terrifying to challenge, the very thing that made death so intimidating: The unknown. And so, to challenge the unknown, to prove his bravery, his honor, Sezrak Han'San engaged in a career that was strange to most Unathi, but legitimate and logical to him: Xeno-Research. At age 18, in 2454, Sezrak became a student at the Holy University of Domelkos. There weren't many courses that would allow Sezrak to access the career he was aiming for; in fact, there was only one at that time. In 2452, two years before Sezrak would begin his studies, Emperor Boleslaw Keeser entered talks with NanoTrasen Company, and after having banned the company from interacting with Dominia 5 years earlier, these new talks allowed NT to start trading with the Empire; among other things. This is why the Holy University of Domelkos allowed following an 8-year course called "Xeno-Archeology and Research for the Understanding of Anomalous and Alien Materials" (or XARUAAM), a course sponsored by Nanotrasen. The idea was that the course was free (as long as the student showed he had the interest and skills to be efficient and talented enough to stay in the course), but, by its end, would have the once students have to spend 8 years working for Nanotrasen in exchange. Sezrak took the course, and 8 years later, in 2462, at 26, left with a PhD in the study of Anomalous Materials. He now stands ready to get to work, to prove what he is made of, if not to his father, to himself. He is now awaiting for Nanotrasen to tell him where his workplace will be. He heard someone mention the name of a station named "Aurora", but nothing is sure, and the decision lays in the hand of his higher-ups. What do you like about this character? Sezrak could be described as "Scientifically Unathi". He is moved by the same reason that motivates many of his kin: Honor, Glory, Pride; yet, instead of proving it on the battlegrounds of through their noble blood, Sezrak proves it by manipulating unknown items that could vaporize anything in a 5-meter radius the moment they touch an atom of Oxygen. It wouldn't be rare to see Sezrak ready to sacrifice himself just to conclude the analysis of some 1200-year-old alien bowl. This also means that, despite, his choice of career, Sezrak is still animated by a warrior's heart, and would challenge anyone who would dare to insult his honor too much to a duel straight away. Note however that for a Unathi, even a Dominan one, Sezrak isn't so... Well, Dominian minded, mostly due to his 8 year-long course, sponsored by NT, which slightly introduced him to the galactic way of life. While rather mindful of synths, he doesn't seem to be overtly hostile to them. Notes: As Sezrak just finished his studies, he is still relatively un-experienced, and will often look up to his co-workers and obey to them, treating them almost like military superiors if they are more experienced than him, and don't show themselves to be overtly hostile to him. Also I didn't mention it, but yes, obviously, he follows the words of the Holy Tribunal of Moroz; he is neither a zealot, nor hostile, but simply worships the godess as he has been raised to do so for all his life.