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DiscountDan

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About DiscountDan

  • Birthday 04/12/1997

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    Courtesy Clerk

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    hymir

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  1. I for one support this in full. Antagonists contribute to the round and add a certain spice to the game for me. If I have to play a cultist or a ninja from time to time (despite my qualms with it) I'll do my duty, Cap'n. Thanks for the notification on it, boss.
  2. Thank you! I will do my best to make the rounds as interesting as I can.
  3. I most certainly understand. Kept it in department for that reason, and I generally keep to my own job once I have selected in regardless of qualifications. I spoke with furrycactus on this topic. I don't think it'll be of concern. I look forward to any future inquiries, whether they be from you or other members of the forum. I'll be sure to shoot a message OOC tomorrow when I get the chance. Thanks for your input and advice!
  4. A good question as well. Jroobi shall primarily be a Biochemist. While general treatment and surgery are valuable assets, there's a certain beauty to the structure of a disease, and once it is understood, there's a great feeling of accomplishment to being able to find the cure to it and administer it. Similar to that of when you finish a jigsaw puzzle or crossword puzzle. This isn't just a simple pursuit of knowledge. This is a passion as well, one she deeply enjoys.
  5. I'm curious as well. I'd like to see how this pans out, if it does and whatnot. Most of my characters are IPCs. Mike Michaelson would do some good from this, and it could certainly make playing Roboticist for me, personally, more fun. It's kinda a job I avoided due to a relative disinterest but this kinda piques it to some degree.
  6. Good questions. Jroobi's feelings on the Izweski Hegemony were originally that of mistrust and slight concern. The Jargon Confederation has more of an authoritarian structure. It is an oligarchy and has the few handling the many. Whereas the Izweski Hegemony is more feudalistic in nature. To Jroobi, it's a step backwards. There's too much fragmentation in a Hegemony, and more chance of a lack of cohesion. This is only further proved by the Contact War and the Ouerea situation. It's a society that is frequent with religious and political strife. This also influences her beliefs on the Unathi as a whole. While some can certainly demonstrate intelligence, many to her seem to be simple-minded. Easy to talk to in small talk, but not suitable for an "at length" conversation. This belief is somewhat alleviated on Ouerea. The people of that colony are, at the time, under Skrell and human control. They have a chance to improve! A chance to see that bigger picture and progress as not just a colony, but a species too. This is somewhat dampened when the Hegemony lays claim to Ouerea, but she reserves hope for them yet. As for the Aut'akh, it's the worst of both. Religious strife mixed with a big bottle of transhumanism. The transhumanism wouldn't bother her if it weren't for their "god" being an AI/OS that all Aut'akh are connected to. It's really a terrifying notion to her, and if she were in charge, this would be stopped immediately. However, it is not, so she tolerates it, albeit barely.
  7. BYOND Key: Hymir Character Names: Dan MacMillan, Mike Michaelson, Clover Wood, Fiximus, Cuffs, Archon, Liko Byrnes, Sar'kai Arkata, Que'zar Kal'zarama Species you are applying to play: Skrell What color do you plan on making your first alien character: Dark Green Have you read our lore section's page on this species?: Aye, that I have read. Why do you wish to play this specific race: I find a unique interest in alien races. Namely, I like to see how they fare in comparison to other races. In terms of structure, Skrell are bizarre when compared to, say, Unathi or a standard human. Their amphibious nature intertwined with the psionic capacity and their pursuit of technology reminds me of the Old Ones of 40k in some respect, however clearly more tame than that. Playing alien races also allows for a sort of stretching of the mental muscles. Playing a human is easy. We do it every day. However playing a squid-frogman hybrid with psionic herd mentality and a sort of Icon-based society structure? I'm in. Identify what makes role-playing this species different than role-playing a Human: As stated before, there's the factor that this race is certainly different than a run of the mill human. Its physiology is peculiar; whether it be the gelatinous-like structure to its skin with the pairing of color changing heavily on diet and the local ecosystem, or the fact that they are sterile mostly due to the AI Singularity from hundreds of years ago. That's only scratching the surface, mind you. They'e psionic, and their whole Dream setup is rather bizarre as well. It makes for a race that comes into its own. Finally there's also the factor of their personality. As stated in the Information Uplink, Skrell famously struggle with conveying emotion to Non-Skrell due to a lack of understanding on the Non-Skrell behalf. As such, this can make for interesting roleplay, something that I can get down with. Character Name: Jroobi Vurae Backstory: Jroobi grew up on the homeworld of the Skrell; Qerrbalak in the year 2376. At an early age, her family picked up on the fact that she was more of a Listener than anything. This did call cause for concern in some of her family, as their cohesiveness with Jroobi was at stake, or at least that's what some of them were concerned with. This fear proved to be unfounded, as despite her capacity to not be easily influenced, she took a peculiar interest in the pursuit of health and medicine at a young age, much to the joy of her family. She would carry out her education, and eventually move onto The Grand University to gain degrees in Biochemistry, Surgery, and General Medicine, while not particularly in that order. That isn't to say that her education was lackluster or summarize it briefly. She certainly did have a blast doing what she did best. When she completed her studies in Biochemistry, she visited the Frontier for a while to assist with an outbreak within a colony, and learned firsthand of the harshness and dangers of the frontiers of Skrell space. It was also around this time that the Skrell came into contact with humanity, which Jroobi took great interest in. A new race! One with vastly different biological setup from her own, yet some minor similarities and the very obvious "bipedal" appearance. It was all so exciting! Jroobi would work alongside her many colleagues to bridge a friendship between humanity and the Skrell, and all in her eyes seemed well. Although she may have been one doctor in all of this, it was something she was proud to assist with, and allowed her species to also gain some knowledge on their newfound spatial friends. However in the year 2437, the humans got their golden ticket, a one way pass to artificial intelligence, and eventually, the IPC. Jroobi was not alive for the heinous years of Glorsh, however she had heard many tales and read thoroughly on it. This stirred concern in her heart, and as she observed the addition of IPCs and AI to human workspaces over time, she would eventually leave to work with her people in other systems and across their known space, finding her discomfort with the horrors of the past being a bit too close for comfort. Years would go by without much cause for concern, and in the year 2457, Jroobi was working alongside the Sol Alliance with her colleagues in an effort to micromanage Ouerea, an Unathi colony that is growing exponentially at the moment. While it had been a while since working with the humans, she managed to mostly avoid any synthetics she came across, and kept to herself. In the company of other Skrell and certain humans, she found peace and quiet, and a sense of companionship. This sense of comfort extended to the Unathi on Ouerea as well. Sure, they were simple at times, but there was a kindness to them that was not present in the ones from the homeworld, the ones from the Hegemony. In short, all was well, and all was somewhat balanced out in her life. This semblance of balance in her life would not last for too long however, as on June 23rd, the Hegemony demanded the colony back. Surely the Hegemony weren't serious? The colony was running fine as is in her eyes. However, she would learn the tenacity and barbarism of the Hegemony, as they launched an ambush on her people. She fled alongside them, and with that, her contact with many of her colleagues became spotty at best. It seemed that wherever she went, there was always something to bother her. Whether it was the AI or the Hegemony, there's always something to be a bother. She reflected on this, and carried on as a doctor elsewhere, ultimately accepting that it is impossible to have everything go smoothly. If something can go wrong, it will go wrong. Jroobi had not much of a goal, or an idea of where to go next. Over the course of the next few weeks, she found that one of her sisters had moved to Tau Ceti, and had invited her to have a place to stay, a place of comfort and safety. Despite the presence of synthetics in Tau Ceti, Jroobi did find an interest in the massive amount of cultures coming together there. It was a learning opportunity. A chance to see how all of the races get along, and a chance to see how they tick, something she couldn't resist. Sure, there'd be IPCs and the sort about, but there were also Tajarans, Unathi, and other species to drown out their annoying metallic humming. Thus, there she went, and found her way into the employment of Nanotrasen. What do you like about this character?: Good question! There's a lot that I like here. The character of a paranoid but good-intentioned Skrell that is in a new space, with new people. Equally optimistic, equally concerned for the future. Someone that doesn't nap as much as she should, as to avoid anything slipping up in the Dream. A character that has a deep-seated distrust of the IPCs, not out of personal prejudice, but valid concern tied into past events with well recorded records and such. A character that over the course of my writing I've come to be interested in. It's giving me nostalgia to my creation of Sar'kai Arkata from my Unathi app. It's something that clicks. The RP potential here is potent. I can taste it, and look forward to it. How would you rate your role-playing ability?: I've done over 5-6 years of tabletop roleplay, and mounds more in terms of text-based RP. In addition to this, I've been on Aurora for a while. Not the most active, sure, but I make my presence known. I do my best to make sure I'm remembered in a good way. I'd give myself a solid nine out of ten in the roleplay department, with a CCIA stamp of approval (I'm not CCIA though so clearly someone spent some telecrystals this round, didn't they?). Notes: None. If you have questions, feel free to ask. I'm all ears.
  8. I am in full support of Titan, appearance wise. However, that is just my take.
  9. Well, I'm certainly late to the party. I think, personally, I would like to see Psionics on Aurora. Now of course, I read through the powers presented. While I love the idea of them, I personally think that it'd be best to start with basic abilities as a whole. Psychokinesis, i.e. lifting objects, a sort of Empathy (to detect people), and various other smaller abilities, and allow someone to progressively expand upon the strength of the smaller abilities. The problem I present, however, is that these sorts of things might lead to people becoming rather powerful. However, I've noted that someone in R&D for example, can get things such as energy glaives, force gloves, and other things to bolster their powers. In that case, R&D naturally has Security to constrict the average researcher from becoming a powerful warrior who validhunts antags. So, being a HRP server, it would likely be in our best interests to: One: Add in a job that works to monitor the Psionics on a station (has been mentioned) Two: Create rules in IC and OOC on Psionics in the workplace (has been mentioned) Three: Make it in such a way that if it does get used in a bad way, admins can see it and take action to stop it (hopefully has been mentioned) Four: Be lore friendly (has been mentioned?) Five: Be limited to simple abilities for players, and anything such as mind control, or stronger forms of psionics that are obviously pretty hefty be left to antags. So I'd say that telekinesis, telepathy, empathy (perhaps a name for being able to detect lifeforms, and psionic healing be the main focal points of normal players. Perhaps they have ways to make their abilities stronger, but not through easy means, and overall it's something that is kept an eye on. I trust Aurora's community to be able to RP psionics correctly. I've been on SS13, particularly /tg/station and Goon for a long time, which I've seen act unruly at times. Despite that, I see the good in people, especially Aurora. I trust the admin team to be able to enforce rules for it efficiently, and I trust the lore team to, well, lore it up. I don't particularly see an issue with this, other than perhaps the occasional summertider or greytider attempting to take advantage of it, and then promptly getting into trouble for it. Now, if I had any feedback of my own? I think Psionics should be monitored IC by some new job in Medbay. I think it shouldn't be based on a tier system either, and perhaps based on certain people being limited to certain Psionic abilities. For example, if one person is capable of Psychokinesis, they shouldn't also be a telepath. Now, perhaps the job in Medbay could have an ability to suppress this power with medical procedures, or technology of the sorts. However, suppression would not be necessary unless the user uses their psionics to break Corporate Policy, and maybe the Medbay job has the ability to, much like a forensic technician, check for psionic residue of sorts to see if it was used in the area, thus allowing them to put two and two together. Overall, I think this can work if people simply keep a close eye on it, and roleplay properly. In addition, I think it'd be nice to see a test run of it, at the very least. We can't know for certain unless it's attempted. We can postulate, and postulate, but the best form of testing is to jump right in. I know not if I can +1 this, so I'll just throw my thoughts out there and see if anyone bites. I'd hate to see an idea die out like this.
  10. I'm inclined to agree with this one. There's been times where I've flashed someone as Security and lo and behold they've managed to overcome this seemingly blinding light within seconds, either running off or fighting back. Given, as Sec you can likely stun baton them as they make a break for it or drop them with a taser, but it feels like it lacks the...oomph.
  11. Good name on the first try! When did his family make the trip? Were they one of the very early colonists? Did they move to escape the war as the violence spilled out across Moghes? Did they move as refugees, or pilgrims?? What circumstances lead the Clan to make the trip to a whole new world? What exactly did his father do? Being a local entrepreneur, he sounds like a locally important individual. Did he work as a guildmaster? The aesthetic of the Clan can be very important in establishing the character you are presenting. It is harder to know what expectations he has placed on him if we don't see where his father is coming from. This is phrased as if the rest of his family are either atheists or of another religion. What faith does his family follow? Hephaestus Industries? I think it would be difficult for you to play a character employed by a rival corporation - do you mean here that he was picked up by NanoTrasen? Answer One: Sar'kai's family would have left as one of the 350 initial colonists. I am unsure if there's any qualms with that, but it's the idea I had. Sounded like a nifty start. As for the why of why they left, it was to seek new opportunities. The spirit of colonization. New people to sell to, new ways to bring pride to their family. After all, who wouldn't want to seek partnership and business interactions with one of the original settlers? Being an OG of sorts can really set your name in stone if you play your cards right. Answer Two: His father was renowned in his community as a well tailored...well, tailor. He was skilled in the dying of clothing and design of outfits. His father had more of the outlook of, "They say dress for the job you want, and in my line of work, I'm the best at dressing you for it." Guildmaster? No, he was his own independent salesman, which I believe can be more stressful, as his father sought to be the best at what he did, which but strain on Sar'kai to be even better, at times. Answer Three: That was bad phrasing on my behalf. They all share the same faith, however Sar'kai chose to make it his calling. The rest of the family did not. Answer Four: Right, it would be NanoTrasen, my bad. After all, they had a small hand in the Contact War with constructing a rocket to Ouerea, so that makes more sense. A mistake on my behalf, I apologize.
  12. BYOND Key: Hymir Character Names: Cuffs, Mike Michaelson, Archon, Fiximus, Clover Wood, and Michael Crawford. Species you are applying to play: Unathi What color do you plan on making your first alien character (Dionaea & IPCs exempt): Green 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 wish to play this race to help further expand my knowledge upon the world of Aurora Station whilst also enabling me to roleplay new and exciting facets of the world. The Unathi's very feudalistic society is interesting to me. Well, to be frank the Ouerean society and it's more accepting attitude is much more preferable but the very idea excites me. The idea of the Sk'ath faith was also very interesting, and I found myself enamored when reading the Religion page supplement. The acceptance of cloning, and the view that one is ripped from the Spirit realm and put back into their bodies was something I found to be rather creative, in terms of writing that is. Both the Warrior Code and the Military structure were also good reads. I found more enjoyment in the Warrior Code, as such honor and structure was a real spotlight that made the feudalistic society aspect more apparent. I want to be these people. I want to walk a mile in their figurative shoes. Moreover, I've not seen many Unathi on the server, and I'd like to bring what I have to the table, for the sake of entertainment of others and good ol' fashioned roleplay all around! Identify what makes role-playing this species different than role-playing a Human: For starters, their society is a callback to the human societies of old. Feudalism, women as a subjugated class of society, strong beliefs in faith and traditionalism. It's far different from what one thinks of when considering a "normal" human. Then there's the people of Ouerean. More accepting, fighting back against the Hegemony, more individualistic in nature. It's rather interesting to read, and provides a great political landscape. I can envision such engagements. There of course is stating the obvious, that being that they're non-humans. However, this doesn't make them exactly too alien in nature. Their social cues, sexual dimorphism, and body structure is different, but it is close enough to be recognizable and comparable to other species and/or people we've seen in our day to day activities. For me, what makes them different is their culture, and their biological structure, but it's what makes them similar that makes them interesting. Character Name: Sar'kai Arkata Please provide a short backstory for this character, approximately 2 paragraphs: Sar'kai was hatched on April 6th, 2432 on the planet Moghes, but raised in Ouerean society. His mother remained at home and made sure all of her children were well cared for, whilst his father was local entrepreneur and held high expectations of his children. Born with 3 sisters, Sar'kai was deemed to be the one to carry forward his family's legacy, although this belief in traditionalism in the family began to slightly change over time due to frequent interactions between Skrell and Humans. Sar'kai, unlike his siblings, found joy around a local Sk'ath church. The faith brought comfort to Sar'kai in times of frustration or when he feared of his future. As he grew older, Sar'kai found his devotion to faith to be very devout, and sought out a desire to be closer to his faith. As he grew to adolescence, Sar'kai came under the teachings of this priest. Although he had concerns of his father's stance on it, his father approved the notion, seeing the path of the faithful as a way to truly honor his family. Sar'kai remained under the tutelage of the priest all the way to adulthood. During this time, he also became a man of the clergy, working as an aquatic farmer near his childhood home. However, for the people of Ouerea, strife was homeward bound. On July 7th, Ouerea was ceded back into the hegemony. While this brought some joy to some in Sar'kai's family, many people came to the church Sar'kai attended and worked alongside, seeking the advice and approval of their ancestors. Sar'kai heard varying responses. Some of fear, some of pride in the Hegemony, but it all lead to one conclusion: This victory wouldn't last, and there'd be bigger issues down the line. As the tension built, Sar'kai began to feel that to truly help the people in Ouerea in a meaningful way, he must not look to the land he walks upon, but to the stars. He sought the assistance of the Hephaestus Industries, and left his life behind on Ouerea. Now, he seeks to spread the word of the strife on Ouerea, and ask for aid, for the good of all. What do you like about this character?: When I read the lore bits and bobs, I took a liking to the faith bit. This character is a way for me to really encapsulate that and enact upon it, allowing me to see the interactions of others between both my character and theirs. I'd like to see how people approach this religion, and how it can have an impact on others. Moreover, I just like the Sk'ath faith in general. Their take on ancestral worship is entertaining. How would you rate your role-playing ability?: I'd say I'm proficient in roleplay. I spent 5+ years doing roleplay on a Terraria server (weird, I know), I do a lot of tabletop, and I've been on Aurora actively for a few months, with overall involvement being roughly a year and a half, maybe more. Notes: None to my knowledge, but I'd like to see what people think of this. Constructive feedback and whatnot! Cheers, and I love you all.
  13. I too give this man my +1. I loved reading it, but I do have one critical suggestion; it felt a bit short. But then again that is me and I'm spoiled by over lengthy shenanigans that my friends write in tabletop so, carry on!
  14. BYOND Key: Hymir Character Names: Simeon Wells, Natalia Wells Species you are applying to play: IPC and the general types of IPC with the exception of Synthetic IPCs. What color do you plan on making your first alien character (Dionaea & IPCs exempt): I guess I leave this empty. Have you read our lore section's page on this species?: I've read a decent amount of it. At the time I am writing this I am reading it as well. If need be I could spend all night reading it just to ensure I have the knowledge retained. Why do you wish to play this specific race: I wish to play this race, i.e. IPCs sheerly for the roleplay potential. Well, not entirely. You see I have an obsession with playable mechanical races. In any game I play, whether it be tabletop or a video game, I love robots, cyborgs, etc. However my obsession aside, I think playing robotic races is a vast pool of enjoyment to be had. It's always entertaining to think of how a sentient AI, or a synthetic lifeform, would think of the world. How would they behave? What would be their motivations in life? Would it be feasible for them to have religious beliefs? Do they have emotion, and if not, how does this pan out in an RP setting? In addition to this, the lore on IPCs in this world is interesting. The idea that true AI wasn't necessarily developed by humans but in fact an alien race only for their algorithms on the setup to be essentially leaked to the humans? It's almost like Prometheus granting the humans fire, but replace fire with AI and Prometheus with Skrell. I love it. Identify what makes role-playing this species different than role-playing a Human: Evidently I think that my answer to that was in part covered by the first paragraph, but I'll try to elaborate. For one, IPCs are mechanical. Not only does that mean a different physiology, but it also means a different mindset. What would an IPC think of humans opinions on the flavors of food? How would an IPC react to being stabbed? Would they scream or simply say "Ow" merely as an appropriate response instead of a nervous system notifying them, "Hey, you're hurt!" In addition to that, there's the fact that they adapt to other cultures and don't necessarily have one of their own. That could make for some interesting IPC characters. Imagine an IPC living amongst the clan-based culture of the Unathi, or the scientific masterpiece of Skrell society. That's what makes role-playing an IPC interesting, albeit I'd probably base it more on human society as it's easier to relate to. But experimenting is fun. Character Name: Archon Please provide a short backstory for this character, approximately 2 paragraphs Archon was created by one of the many individuals involved in AI research and thrust upon the world to essentially "be". Evidently, this "world" just so happened to be within the Sol system on a pleasant little planet called Mars. The not so pleasant part was having to adjust to the slums of the city and get by doing really low-end work to scrape for both a living and an education. Although it took time, Archon eventually got used to its living conditions and continued to work hard and smart until it got what it wanted. Archon, after years of hard work, had gotten his culinary education, becoming a rather efficient chef. Despite not really eating like the humans, Archon had developed a knack for the arts and over time, learned to make the best dishes out there, its favorite being a classic: spaghetti and meatballs. Archon worked in a hole in the wall diner for a few years. During this time, life was looking good for Archon. After a while of working on Martian soil, Archon decided to be a bit adventurous and go out and see the final frontier that is space. However Archon didn't know where to start, but an acquaintance of his recommended Archon try working with The Nanotransen Corporation as an stationbound chef. So, Archon signed up and after a short while, headed off into the stars above to make the best food these station dwellers would ever taste. What do you like about this character? I don't think I've seen an IPC chef thus far. I think it's a new and fresh idea and would love to make an attempt at it, at the very least. How would you rate your role-playing ability? Rating? I'd say I'm good at it. I've done Dungeons and Dragons, World of Darkness, Call of Cthulhu, Pathfinder, and other tabletop role-playing games. As far as online RP, I've done this on Terraria servers, Starbound, and some work on SS13, specifically Colonial Marines and this station, albeit I've not been on Aurorastation that often. I've been on and off but I do wish to make my stay here permanent. Notes: None, but I hope you like my work and I thank you for your time
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