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Skull132

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  1. It's missing an important as ass note, the most important note: communicate. Talk to people as you're arresting them/handling a situation, talk to your team mates, talk to your commander, etcetera. A team like security lives off of communication.
  2. BYOND Key: Skull132 Character Names: Erec Bellard, David & Kimberly Riden, June Sonnberg, Hugo Vanleer, Talon Keir, Reesh Hugh, Imani Otieno, Yulianna Fyodorov, Zander Willey How long have you been playing on Aurora: Since creation + 4 months on Old Apollo Species you are applying to play: Integrated Positronic Chassis 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: One word: options. Okay, we are dealing with created consciousness, and to that extent, you, as a storyteller, would have a lot of freedom to orchestrate a lot of things. You aren't exactly bound to the preset sets of moralities and understandings that a normal, sentient, fleshy being would have, these can be replaced by directives and code. Can, being the operative word. You can also have a relatively human character, should you choose. To summarize, again: the sheer amount of options you can employ while playing an IPC, when it comes to personality definition. Identify what makes role-playing this species different than role-playing a Human: The above-mentioned note: they are not human, they are not carbon based, and they gained sentience through the will of another being. Basically, they are machines, there's no other way to put it. Machines can be programmed, reprogrammed, enslaved, let loose, etcetera. However, it is a personal belief that no machine can never gain true freedom, so I also feel that unlike even the Tajaran, IPCs are probably the most... Not submissive, but they are slaves to their own laws and directives. Why does this species in particular hold your interest? It'll most likely end up being the whole, "Let's throw a human like bot, with no expectations, into the mixed bag that is NSS Aurora," concept. Basically, next to the Dionae, they are probably the most different from humans when it comes to mode of thought. And mode of thought, and the differences between multiple, different modes of thought, is what interests me. Character Name: H.A.M.R. Please provide a short backstory for this character, approximately 2 paragraphs H.A.M.R. has always been a positronic entity. Originally started up as a general service borg, it soon found itself deployed on various NT stations and civil branch facilities. It is most usually equipped with tools to perform tasks for the medical or engineering department. Following decades as a dime-a-dozen protocol droid, it developed a wanting to do more, a simple enough desire. With the integrated chassis buy-out program in place, and a few friends to assist in the matter, it was soon able to gain its wish. Personality wise, H.A.M.R. comes off as a simple enough protocol-droid: its actions are dictated by directives, orders, hierarchies. However, through-out the years of observing the more carbon-based lifeforms, and their interactions, it has developed an understanding of social interaction. Would this mean that it prefers the concepts it has learned to the concepts its creators imprinted upon it? Perhaps not. But said understandings do enable it to exceed the capacities of a standard cyborg, be it a positronic entity or an MMI based construct. Upon being ripped from the massive web of information that it had access to as a cyborg, H.A.M.R. elected to limit its knowledge to a clutter of, seemingly, useless tasks. How to operate MULEbots, clean floors, maintain low-complexity electronics, etcetera. The positronic equivalent to a 40/50 year old employee under the Head of Personnel's command. Why? Its reasoning was to be as efficient as it can be with the saving of information, and the less complex tasks were thus ranked higher, when it came to database consolidation and cleaning. What do you like about this character? It's a bit of an experiment, so do bare with me. Basically, I haven't seen very many hardcore protocol droids. Even less so for IPCs. And I'd like to count that as something I like about H.A.M.R.: he's a hardcore protocol driven entity. I'm looking to get into odd situations with this one, mainly. How would you rate your role-playing ability? Always improving? As I always have? Okay, no, I probably can't say that anymore, as it's stagnated. Urr. Okay, there I things I dislike roleplaying out, specially that concern negative emotions. So those are my weakspots. I also have a tendency to try and control any situation I am pulled into, and at least try and ensure in my own survival. Because some of my characters aren't meant to survive things that I, as a player, can make them survive, I end up running away from a lot of things. But yeah, generally? Good? Oh, and 75% of my characters are seen through verbal interaction, I suck at using emotes. No clue why, but I prefer words, coupled with creative punctuation and emphasis. Notes: If anyone wants to read about a syndicate/hacked IPC, check this out: http://auroraserver.freeforums.net/post/16789 ((No, you will not be seeing Astartes on station. If I ever use it again, outside of Talon's background, it'll be an event/traitor character only.))
  3. Perhaps we can make it out to be something else? Right now, the only concept of Nar'sie that exists is the one brandished by the Cult of Nar'sie. Objectively, as they actually have the capability to summon the lord, they are correct. But religion is rarely about being correct. So the interpretation that non-cultists give to Nar'sie could be something different. Despite Satan being portrayed as an antagonistic character by the Catholic church and the Bible, he is viewed as a liberator. The perception of Nar'sie could be made equally two fold: one side the Cult of Nar'sie believes in, the other is what the followers believe in.
  4. To clarify: momentum was used to describe the influx of new ideas in the form of RP moments, characters, and ideas. Concepts, and so on, those will be handled with care and tact, as always. To use an analogy given to me by someone else: You're still going to the chess club (Aurora) to play chess. But to play chess against the same opponents using the same movesets for months on end would get tiresome. So something new, a new opponent perhaps, is welcome. And as it stands, we're looking at a hidden weekend every weekend. And see how that works out.
  5. Okay, so this rose from the pits of MSay today. Basically, should simply following Nar'sie as a deity be slotted under having antag knowledge, and thus metagaming, or not? Because, here's my point of view: Nar'sie, while praised as a non-antag, would just be a darker lord to follow. Much like satanism, Cthulhu, etcetera. It doesn't inherently make you an antag, and it should not be assumed that every followed on Nar'sie is looking to summon him, bathe in people's blood, and so on. Infact, non-antag followers shouldn't do that. Pretty much, it should be treated as a darker lord, for whatever purposes. A non-antag follower wouldn't even know that the cult of Nar'sie exists, nor would he know of the artifacts. And further still, it might make interesting roleplay to have a non-antag Nar'sie follower shy away from joining the cult, after the realizes that the evils he praised are actually very real. Now, for a cultist, they know the whole nine yard. And thus, pursue to summon their lord. Summary: I don't think that following Nar'sie as a non-antagonist should be explicitly slotted under metagaming/having antag knowledge. If it's done in a manner which does not provide one with the incentive to conduct bloody murder, violently convert people, identify/purse relics of the cult, or things like that, but is instead done in a manner that provides a good story, then I don't see harm in it.
  6. The Kocasslani have been, effective today, discarded as a race available to the players outside of events. We apologize for the inconvenience, and will make sure that the information will be made available. And something else new might be in the works, at some point.
  7. My persona quarrle has, hopefully, been settled with this. Basically, understand that even the smallest of comments, and especially the smallest of comments, made like that are bad form in a command staff. It serves only to undermine the command of the head of the department you are commenting about.
  8. Right, take this as the opinion of Skull132, the SS13 player. And excuse if I get slightly offensive. Tainavaa, you play only one character, so I have only seen you in this light. But, from what I've seen, Tina is perhaps not the best fit for CMO. Basically, a doctor is someone to be trusted, and a CMO even more so. But Tina falls under the category of medical doctors with whom I'm not exactly sure if they'll be around to help me, and conduct their duties, or run off with their other half/halves.
  9. As a random comment, this is something I can get behind. At least, as far as additions go.
  10. Okay, let's talk. A little bit of preface before we start this off: for many months I have been avidly against going hidden for any length of time. Be this for two days or forever. You can notice this attitude if you browse the right threads on the old forums. But, even with that stance in mind, I was surprised. I had three things I expected to see: Lower/more stable population count throughout the day More extended rounds Longer rounds The reality, with respects to those three categories? The population curve was eerily similar to what it had been, minus less people on at deadhour Extended was picked with normal frequency Antag rounds were still voted out of after 2 hours What does this mean? To me, point one, that I need to reassess the size of the stable and dedicated members of this community (peak number on record during hidden: 57). Point two, attempt to figure out some semi-frequent schedule for going hidden, and honestly, for the sake of experimentation, see how pushing it will affect the experience. However, despite the, from my point of view, success of hidden weekend, I am not looking to go hidden forever. Why that last comment? Okay, allow me to present something I am deathly afraid of, a word that I utterly despise in all of its forms and usage: stagnation. Right now, we have steam. We have a lot of energy, and this is why going hidden didn't have a major, negative effect. However, that momentum can be lost. And once lost, regaining it is a very gruelling and tiresome battle. And to talk specifics, I am referring to new players, and the influx there of. A month or two with a stagnant playerbase will get disinteresting. And going hidden will more than likely cause that. Perhaps, perhaps not. I cannot gauge whether or not we'd survive on word of mouth alone. But it will take a braver man than I to test those limits, and to accept potential failure on that count. These musings aside: what did you all think of the hidden weekend? Was there any noticeable effect?
  11. The following is an approximation of what Erec Bellard looks like (Is actually my EVE character, but because the two are eerily similar in wished appearance, let's roll with this!):
  12. Welderbombs are amazing improvised explosive devices. Most specifically because they cause a hullbreach. They're a lazy-man's C4 charge, essentially. So, I'm just going to bunk up with FFrances' opinion here. They're useful, and any grief done can be stopped easily enough.
  13. Very simple line: messing with airlocks and inhibiting escape -- fine venting escape, making it unsuitable and killing dozens -- nope. That's my opinion, will wait for official word on FFrances.
  14. Okay, let's see. As far as your reckoning on scale goes, you would be correct. However, looking at the way a RIPLEY and related mechsuits are constructued, both sides of the house would be partially familiar with these, let's call'em middle class, suits. Basically, the FedArmy uses exoskeleton-like suits, that very tightly hug the human body and resemble powerarmour from Section 8/Fallout/CoD:AW. So, both sides would have new things to learn, when applied onto NT's suits. On the note of operation. I am not exactly sure how the NT suits are operated. If there is a closed cockpit where the pilot sits/stands, then the ROs/CROs would be most familiar with the interface. If they're like the Powerloaders from Alien, then the Army Techs. Honestly, we can just call it that both would know how to basically move an NT suit, with minor training. And the note is that they are not pilots, still. The best either a CRO or an Army Tech could do is safely manouver the thing into another place, safety/release weapons, and so on. Advanced usage, such as scaling buildings in powersuits or actually engaging hostiles in a mech, they would most likely fumble and fail through. Focusing on the Army Techs now. The Eridani Federal Army is purely a defencive force. They rarely leave the planetary holdings of the ECF. However, because the Fed operates on the premise of having a very thin state presence, so to speak, the army finds itself lending a helping hand to the civil law enforcement whenever necessary (usually when dealing with the more 'exclusive' brand of opposition: bank robbers, hostage takers, terrorists). Not only does it keep up the trust between the civil government and the FedMil, but also helps the soldiers of the army gain experience in real confrontations. What would this mean for an army technician? Simple: they would lack proper combat experience or an operational history, at least one comparable to what a normal member of the Federal Navy would have. However, it is likely that they have been called to a field base set up in proximity of a more overt operation aimed at enforcing the peace. Plus, field training exercises help keep knowledge of conventional warfare fresh. Now, onto age, rank, schooling. If they follow the three tiered system of the Eridani Corporate Federation, and went straight into an Army contract, then they'd end up in an army academy for mechanical engineering at the age of 18, and have the appropriate degree by the age of 21. Following this would be actual enlistment and basic training. If they went to another civil school for the third tier, then they'd enlist and go through basic training at a time of their choosing, and run through refresher/adjustment courses in an army academy to learn the specifics of what they need (this is assuming that they have at least a 3 year degree in some form of mechanical engineering). This would take maybe a year, and they'd be on active duty after that. Bottomline: in active duty, at a rank of Apprentice Soldier, at the age of 22. Now, let's look beyond that. If your character is content with just staying as a follower, then he wouldn't be seen past the paygrade of N0-4, Soldier Second Class. If they wish to become involved in administrative and leadership duties, however, it is possible to enter a junior leader's course at about the age of 26. If done, by the age of 27 they'd have a rank of Soldier First Class, with a paygrade of N0-5. One can also enter the Sergeant's course, which would take more time. At that point, the contract would also be lengthened, because losing a freshly gained senior leader is bad. Paygrade of N0-6, Sergeant, would be applicable in the last case, until about the age of 30. Commissioning is also an option, but generally speaking, for techs, would take a lot more time/hoops to jump through. Hopefully I managed to be as clear as possible. If not, keep asking! Also, I can help you set up a full background for the character, to include schools, a place of origin, etcetera. And give you a rundown on how life would be in the ECF, depending on the character's history.
  15. If I may nick this one from the lore-folk. The offensive arm of the Eridani Federal Military, armed forces of the Eridani Corporate Federation, is built around power projection and amplification through the usage of assault mechs and similar platforms. The two fleets of the Eridani Federal Navy have assault carriers as the main element, which are fitted not for carrying fighters to wage a spess-ship war, but instead boast large mechbays and hangars for dropships required to actually deploy the beasts. The mech themselves are similar in concept to what the Mechwarrior universe has: large, bipedal beasts, equipped with miniature reactors. As far as someone with the qualifications you seem to be looking for, there are a few opportunities: RO - Recovery Operator - A member of the Eridani Federal Navy who is deployed as a field technician. Their primary duties include rapid response to damaged mechs, with intent to repair, salvage or scuttle, depending on situation. These are most usually enlistedmen, who pass through the Oran Naval Academy and combat training on SEN Apex. Deployed in squads, usually with an armed escort of members from the Marine Combat Group, or the FedNavy itself. CRO - Chief Recovery Operator - A member of the Eridani Federal Navy who is deployed as a field technician, in charge of multiple teams of ROs. Basically, this would be a platoon level senior enlisted. And while normal ROs would only know the basics of mech operation (such as walking, depowering, weapon/core jettison), Chiefs would be higher trained in that field. They would run through advanced leadership training and more specific speciality training on SEN Apex. MM - Mechatronicist's Mate - Unlike the Recovery Operators, these dudes never leave the mechbays. They have the basic naval combat training one would acquire on the main planet, without the requirement for training programs provided on SEN Apex. However, like the ROs and CROs, they do spend a minimum of 3, most usually 5 (akin to a master's degree) years in the Oran Naval Academy, if they lack prior degrees in engineering. Army Technician - Mechs are primarily a thing for the FedNavy, the army does not field large beasts like their brothers in the sky do. However, the Army has a collection of smaller powered suits. Think something slightly more advanced and capable than a standard hardsuit. However, these are mansized and not deployed in vast numbers. As such, a technician would be rather specialized. I actually have a shitload more lore written up abut the FedMil, to include ship names, ranks, etcetera. So any questions you have, I can most certainly answer!
  16. You haven't offended me, nor have I taken offense. It's simply a point of view that I personally disagree with, and I felt it necessary to debate the issue.
  17. Okay, I'm just gonna. Right. Entropy - "Inevitable and steady deterioration of a system or society." - "The tendency for all matter and energy in the universe to evolve toward a state of inert uniformity." Okay, why is this important? Because this literally places a hard cap on how old we can grow. At some point the amount of energy required to maintain the functions of an aging human body will be beyond what our organs, even with assistance, can produce. And as such, we still age, and we still die. Now, the question is, hooow far is that cap? I would wager, not terribly far. Because, and feel free to correct me if I'm wrong, as I dealt with entropy about a year or two ago, I think exponential growth is involved.
  18. BYOND Key: skull132 Player Byond Key: LetzShake Reason for complaint: Incompetence in a command role Basically, I was rather infuriated by the way I was treated as a fellow leader in this situation. And I do not think I'm being inconsiderate while saying this. He assumed acting captain and control over a situation without me, the only other acting head of staff, being aware or having provided any input. What irked me the most was an unnecessary comment regarding the usage of surgery lights in the operating theatre. Why am I raising this up? Because you do not step into another head's lane unless absoloutely necessary. It completely and utterly, even small comments like that, undermines the authority of the original head and it can create confusion in the original team. You do not do this. Potential powergaming in Science Ran around with a chameleon suit set to CC officer most of the round. I do believe they also had a Lawgiver in their possession until the very end of the round.
  19. No one has a unique place to come from. None of the old countries, anyways. I'd say it's more interesting that way. But regardless, you answered my question. And you're right, you are sounding rude and inconsiderate. But, you answered my question, and so, I'll leave it be. Regardless, the decision of whether or not this gets accepted, and in what form, resides with Tablespoon.
  20. You still haven't addressed the most important point I've been trying to raise. Okay, let's re-engage. Basically, arguments of lore feasibility aside, I'm arguing for the OOC point of view. The issue we've had with lore, beyond simply rewriting it all of the time, is that everyone kept adding to it. Addition is fine, but it was done without tact: new chunks were added when they could have been integrated with the already existing writings. Why is this bad? Because you would end up with as many state entities as you had contributors, but all of them would only have one side to them: they were all flat and lacted character. Had people worked with what they had, we would had a core group of nations populated by different societies and groups -- fleshed out nations. Instead, we had what I mentioned in the previous paragraph. Now, please answer the following question: why do you still wish to create a new nation, when a closed society of wealthy families (on the Luna) that adhere to old world values and heritage? Why create an entirely new piece, when the idea could be used to add flavour and another side to an already existing place? I get it, you want something that's your own and that you have made. But consider that everyone wants something like that, something to call their own. And most usually, they want it without making a compromise. And yet, compromise is necessary to achieve functionality in this setting.
  21. Very simply, I can do this: I am here, now, discussing this with you in English. This means, what? That national identity is a rather frail little thing. Or, at least, the way you describe it to be with this nation. I sincerely doubt that the EU, and the nations that it governs, will exist in their current form (something which your nation expects) for that long. Most likely a federalized state, will be what takes over. At which point, national identity will play an even lesser role. Further more, ultranationalism and isolationism, something which, again, your nation has as an expectation for existance, are very damning. Specially when we're talking about establishment of colonies in space. And this little gem, I am not insinuating. I based my reply on yours, which clambered to, amusingly enough, the paragraph written in a sarcastic tone of voice. Tell me something, how will we benefit from adding this nation to the lore? The existence of comparable alternatives already suggests that this would be redundant. The ultranationalistic approach would ensure that it only tailors to a very few individuals (chiefly, you, no?), which will result in this being discarded and never actually actively used (without a requirement for buy-ins, I guarantee, not many would have even taken note). For a moment, see the bigger picture here, Vittorio. What is the point of having lore, when everyone creates their own little piece of spess? There is none. Lore is a binding element, one which needs to be populated by player activity, and not expanded onto infinity. And if I come off as vindictive, or as an arse, then I apologize. But it's a point I believe must be battled over.
  22. That was sarcasm, Vittorio. Very heavy sarcasm. I mind because doing what I sarcastically said we would do would completely undermine the purpose of having consolidated lore and it would, to a degree, be unrealistic. Further more, I see that you did not actually consider my alternatives nor my offer. Simply blasted through and continued your own spiel. Disappointing.
  23. Acting like that goes against a count of fundimental principals that modern soldiers are taught. Never conduct action alone, unless it can't be helped - in this case it could be, by not initiating contact Civilians first - effective ROE would only grant permission to initiate contact when the opponent poses an immediate risk to a civilian.
  24. If you're wearing obvious military grade gear, you should not be hunted down by a self-armed scientist. This is something I promised I would job ban people for, and while that now falls outside of my jurisdiction, I hate this kind of behavior from research staff and it needs to be curbed. So, my personal suggestion, as a former regular member of science staff, is to job ban Delta until he appeals and figures out why scientists arming themselves and acting like this is: metagaming powergaming generally bad behaviour
  25. Yesss. Adventure very much, be good, yes?
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