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NebulaFlare

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  1. I haven't really interacted with you ICly, so I can't give a constructive answer. Sorry. >.o
  2. Ckey/BYOND Username: NebulaFlare Position Being Applied For (coder, mapper, spriter): Mapper Past Experiences/Knowledge: I dabbled in website design for awhile, which introduced me into the magical working of coding. I have also had real life experience with interior design, having taken one art class for pattern art (yes, such classes do exist), and helping my family business in real estate. I'm pretty sure I can put two and two together, and come up with something noteworthy. Examples of Past Work: There's nothing I can really show off. Unless you want me to scan my sketchbook from art class or....wait. I do have something. Let me go hunt the link. Preferred Mode of Communication (Skype, Steam, etc.): I got Skype. Additional Comments: Witt already added me for the map exchange project, and I figured I should make it official. I haven't tackled the map he's given me yet, because of real life things, but I do have some artsy plans for it.
  3. Reporting Personnel: Aji'Rah Laikov Rank of Reporting Personnel:Officer Personnel Involved: Bernard Armstrong, Aji'Rah LAikov, Eulalia Castell Time of Incident: 9-27-2457 Location of Incident:Central Hallway, Brig Nature of Incident: []Workplace Hazard []Accident/Injury [x]Destruction of Property [x]Neglect of Duty [x]Harassment [x]Assault [x]Misconduct [x]Other Vocal threat of life Overview of the Incident: Was informed by Eulalia Castell that the detective was harassing her by throwing rodents at her. Detective Armstrong had also neglected to search on an incident with the bartender's death. Afterwards, Doctor Castell came to Laikov again, stating that this time, the detective had thrown a monkey at her. He was set to arrest for neglect of duty and harassment. He also spoke in a drunken manner over the security channel. He refused to return to the brig for processing, asking if officer Laikov would go after him. She replied that she would not, as he could not be located, not even from medical monitors. Afterwards, he was later spotted passing medical. Aji'Rah Laikov pursued, sending beepsky after him, which he destroyed. He took the baton from the unit and pulled out his gun. Aji'Rah Laikov successfully tased and subdued him, before he could fire off a shot. Upon being taken to the brig, he began condemning Officer Laikov, stating he would murder her and that later today he would commit suicide. He stated that he knew several 'powerful' friends and that he would make Laikov's life a 'living hell'. Upon stating that he would kill himself, he was immediately strait-jacketed and brought to medical. He continued his rant, stating 'death to Tajarans' and several other condemning words. His gear was confiscated before being released to medical. Did you report it to a Head of Staff or IAA? If so, who?: The only head of staff present was Qwerty, the research director. The incident was reported to him. However, no actions were taken. Additional notes: Detective Armstrong was later deemed mentally unstable by the medical team.
  4. To whom it may concern; Greetings. She is Karima Mo'Taki, and she would like to clarify the report as a witness. After producing protopistols (ranged weaponry), Director Neferet was about to deliver them to the security department. Herself, Karima Mo'Taki expressed concern for a component in the gun, which was susceptible to leaks and thus, emitting a harmful radiation. Serenity then stated that if such was the case, it would go through testings. She did not wish to perform the weapons tests upon protohumans, so it was conducted by Mr. Smark. Upon checking up on him, he noted he received radiation damage, just as predicted. He was taken to medical. If the weaponry had leaked in security's possession, it may have caused terrible consequences. Karima Mo'Taki
  5. Meep. I still want this.
  6. Type (e.g. Planet, Faction, System): Legalization Program Founding/Settlement Date (if applicable): 2453 Region of Space: Tau Ceti Systems (Mendell City, Biesel) Controlled by (if not a faction): NanoTrasen – Synthetic Branch of NT-NSIP Other Snapshot information: The Synthetic Integration Program was developed as a way of integrating synthetics into society, allowing them to attain more rights and privileges. Units that have managed to be viewed as favorable, free-thinking individuals are allowed to apply for the program and work toward purchasing their freedom and shells. IPCs are expensive, and releasing one into freedom merits a great monetary expense. While this benefits the IPC in terms of legalization and rights, it also ensures NanoTrasen to retain a dependable employee (minimizing costs in the process). It’s considerably a win-win. Long Description: Originally started by NanoTrasen, the program is composed of legal advisors, contractors, and the like. The qualifications for entry are considerably high, and not all applications get accepted for process. Requirements for integration 1. Possess fundamental morality understanding, able to differentiate between right and wrong. 2. At least two letters of recommendation from qualified synthetic researchers. More than two is preferred. 3. Pass analytical tests to determine stability and understanding if left unlawed. An inability to do so would result in the application being denied. 4. No current corruption in basic core coding. This includes, but is not limited to, ionic influence, external laws, tampering that was not repaired, etc. Once a unit passes examination, it may receive maintenance aid for future issues. 5. Pass a simulation test in which it can prove itself efficient and not requiring external aid to perform its chosen duties aboard a research station. 6. If a unit wishes to work for a specific department, (i.e. security or engineering) they must pass the qualifications and understanding of working for said department. Prior background knowledge may be accredited as on-job training and/or replacement as employment and educational history. Benefits and Aid 1. A NanoTrasen operated technical school designed solely for synthetics provides two formats of learning: direct download from a central databank, or high-speed intensive online courses lasting 4-6 weeks. 2. A planned outline is provided for the unit to purchase their freedom and shells. While earning an income, an account is set aside to pay off their loans. 3. Free technical aid, in the same way as non-synthetics are provided free medical aid. This applies to both shell repairs and programming maintenance. 4. Legal attorneys and counselors are available to provide advice and contracts for synthetics that may have outstanding debts. For example, if the unit was produced by an external organization, and sold to NT, they may draw up a contract to settle any legal issues. Or, if a unit was part of a research program, what debts and demands are required of them before being released from ownership, a settlement may be provided in the terms of their contract. 5. As IPCs are not legally considered as citizens by the Republic of Biesel, owning property aside from their shells is often not allowed. Therefore, rentable off-station cryostorage are provided as an alternative means of residency. It is to be noted that NanoTrasen can provide apartments to many of its employees, they’re just noticeably more expensive than a simple cryostorage. 6. A server is provided to the synthetic where they may upload their own programs and backup files as they deem fit. The service is not free, and is deducted from the paycheck if in use. If not paid, the server is locked, but not removed. OOC Notes: I know that the general stance is to leave as much loose interpretation as possible for IPC lore, so that players have more freedom for their IPC backstories. But sometimes, it would also be nice to have some kind of cornerstone guideline available. It also helps us from going, “Why in high heavens would NT even release such a borked IPC?!?” (Although I haven’t really seen any, thank goodness) I did my best to keep it as flexible and as legal as I could, following the general summary of what IPCs got going currently, and keeping in line with the accepted lore. Tell me if I missed anything and what would need revising.
  7. What made the AI perform the terrorist attacks in the first place? Was it physically assaulted by an outside source, like an ion or hacked law? That could then be categorized as 'mentally unstable' and the ruling for that, is to get checked by a doctor (or programmer). As far as I know, station AIs are still considered as property, placed in servitude to NanoTrasen. If it's lawed, it could still be sabotage. But you guys do make a valid point. Some AIs will serve in both their IPC shells, and as station bound units. Those might need a case-by-case analysis. Perhaps serve time for sabotage, and then go to court offstation? I don't think any of our current IPCs are considered free and still serve as station AIs. They were still property if they're station bound. Only exception I can think of is Sierra's IPC Katana, and I believe under this ideology, she's probably still property - just with more rights. My unit DragonSnap was NT property for a very long time. She finished purchasing her freedom from them, and is no longer loaded into station-bound chassis. Only because of a bunch of legal reasons is she still labeled as Karima's property. Karima would probably free her in a heartbeat, if IPC rights would make her better-off than her current situation. Heck, I could always backtrack and say NT pulled out their contract and force Karima to return DS into servitude as a station-bound synthetic...it's easy to bully a catbeast. Although seriously, I hope ICly I won't ever come across this. >.o It would emotionally destroy those two characters of mine.
  8. Allow me to use a real world example of artificial intelligence: Cleverbot http://www.cleverbot.com/ She's an AI algorithm that learns human communication speech patterns by speaking with millions of people on the internet. She doesn't have an input/output model. Instead, she analyzes text patterns and responds to them accordingly, using data saved from prior communications. She has a score of around 50% on the turing tests. This is out modern AI. Nowhere near our sci-fi IPCs, but it holds the same concept.
  9. I have an alternate suggestion: The main part of an IPC is their processor. If IPCs are 'alive' that is where their life is held. the shell is their property - a chassis that is granted repairs from a roboticist, same as humans get free medical treatment. The shell is property, either to the IPC or to a company. Damage to the shell is sabotage. IPCs are debatable to being sentient or not. But everything that defines an IPC's personality is in the processor. Damage to the processor is assault/murder. Lucky for IPCs, their processor is safeguarded in a well-armored metal head. So NanoTrasen doesn't have to worry so much about murder to an IPC. By that definition, it'll rarely ever happen. You'd have to chuck the processor into the disposals crusher to kill it. Or assault it by uploading a lawset isince it's not-actually-sanctified-to-be-lawed. Just crack open the head if the shell is irreparable. They're still alive.
  10. I have an idea. Most IPCs relate their knowledge through on-job experience of their prior existence. Security androids become security officers, engineering androids become engineers, etc. Some can download additional resources. I'm arpeeing my new IPC Echo as being too unstable to directly download information to be a full-fledged doctor. It's too risky for a shard. The alternative answer? She attends high-speed online classes specifically designed to tutor IPCs via external learning. She processes things much faster than a human, but must complete the necessary steps of learning like an artificial intelligence. An IPC still needs to exhibit the necessary skills to perform their job. So they need to pass a test for qualification. They still need to earn a degree, or receive some form of certified experience - it can just be achieved much faster, or be learned from prior experience. And some job aspects still require on-job experience. For engineering IPC, they can download info on setting up the singulo flawlessly. But we can agree that certain skills cannot be learned by-the-book, which downloading essentially is. Jobs that are more experienced based, like security, are more inclined toward having the IPC as designed for that actual task, or working for experience. A security IPC can know all the laws flawlessly, but how does it know when to determine a threat on a per-incident basis? How's that for synthetic qualifications?
  11. If human supremacy means they don't want to bow down to cat-heads, then how can they even considering bowing down to TV-heads - a race that they created and control? This whole thing started because a few self-entitled Taj talk smack, talk back, and rally together for fair rights. Now don't read me wrong: a movement for species equality is great. But people do forget that NT is the disputable savior that freed Tajara from their shackles. My character Karima is a roboticist research prodigy who was given the opportunity of education, support for her family, and advance farther up the social ladder. She's made so much sacrifices that she took speech classes /just/ to be accepted as a reputable researcher in the scientific department. I'm not saying everyone should be a Karima copy. No times a thousand. But I...don't see (or rarely ever see) other catbeasts making such sacrifices to fit in within a human culture. Jackboot has his head taj start talking in first person, and wrote a book on his sadness of how Taj society has shifted dramatically. I could name a couple others. But too many times do Tajara do things just to spite everyone else. Talk on the radio for one? Security, start doing your bleeping job and pressing fines. Consider the danger of claws when a Taj brandishes them - it should be assault, not battery. The cultural friction of Taj and humans is what creates an arpee enviroment. Tajara being tightly-knitted and defending each other is just part of their roleplay. It's become akin to their culture. Besides, aren't Tajara pretty family oriented to begin with? The ones who are causing issues to the humans have been allowed to get away with it. And they're not heads. My Tajara Nuke-OP Shadow...well, she's convinced NT killed her father. So she hates them. But she doesn't hate humans (or any other species). Her loyalty is just to Syndies instead. I honestly believe this ban will do absolutely nothing.
  12. Again, I see two possible solutions to this. Either add a visible visual cue as to the nature of an IPC, or give it servomotor noises when it walks/does things. My default choice is to look at their shoes and gloves. Those can be bypassed though. I actually see this as a weakness. Vending machines are everywhere. Organics can carry food. So that means that if the station stops having electricity (or say, there's a freak incident where they're stranded on Derelict, for instance), the organics have the advantage of being able to carry food. But let's ignore this, for a moment, and pretend it is an advantage. There's a way to balance this still - either change the fueling from APCs to power cells (which can be manufactured at an autolathe) or a dedicated item to it, and make IPCs actually capable of being harmed/shut down by a lack of power - and have, lore-wise, a clause that says that an IPC that runs out of power would have a memory loss similar to cloned people because of the lack of time to store the contents of whatever serves as RAM. That way, literally the only difference is that IPC food is rechargeable (which, again, can be counterplayed by having them being only able to feed off authorized disposable fuel cells). But still - what I see as a major component of this 'advantage' is that IPCs have only relatively minor, AFAIK, disadvantages to not charging whereas I'm pretty sure there's code to kill people who don't eat for X amount of time. I like this idea. Make it so machines require a power source. IT would cause actual concern when the power starts to go out. First, that's not entirely true - there ARE several chemical mix highly hazardous to IPCs (iron+uranium for EMP, napalm/that fire slime thing, sulphuric/polytrinic acid, explosive mixes). And there's the solution above for poisons as well. Gaseous was discussed above with the no-suffocation clause, aside from plasma (which I would need to check the lore properties of plasma to correctly give a solution). Viral/bacterial? Easy fixes. For viral, I suggest tying it into the station. There's the vending machine viruses, Greyt1de virus for station and ionospheric corrupt laws correct? First, I suggest making ionospheric anomalies have an effect on IPCs - switch their coding to either make them behave differently, or "corrupt their drivers" causing them to have symptoms (like improper cooling or motion control). Second, have a chance of the food supply of IPCs carrying either corrupt or harmful data in the interface software, basically giving IPCs food poisoning. And finally, for the equivalent of virology - we could also have a Computer Science laboratory where people research possible software issues that could arise... or where antags can custom-tailor a computer virus to slip into a fuel cell to poison a particular IPC. Thread for virus ideas (for future reference and because I feel that here is not the place to argue this) http://aurorastation.org/forums/viewtopic.php?f=18&t=2494 Another idea for virus implementation would be swarms of malevolent nanomachines that aim to subvert IPCs. Bacterial? I feel like people are ignoring a major lore point here. We literally have at LEAST two bioforms (wallrot and Level 7 biohazards) which devour the station's walls and floor. As far as I know, IPCs are made of exactly the same materials. BAM, there's your bacterial threat - if they can grow to become dangerous for the station, they can probably exist in small enough amounts to be able to contaminate IPCs and act like organic infections. Nothing a little thermite and wire can't fix, though. That's...pretty clever. Perhaps not something that is so strong mechanic-wise, but more humorous arpee-wise. Like an ion storm makes all IPCs sound like they're drunk. I assume IPC shells are a least hardy enough to deflect ion storms for their most vulnerable 'organ' - their processor. As long as it's not up close like an EMP blast, that is. Station units are different, as they are wirelessly connected to the station itself. but an IPC is disconnected from the station network. That one could use some form of penalty for carrying chemicals - maybe something like having EMP/burn damage for all chemicals that do not have a use (because of the medication solution, again, causing shorts). I don't think, lore-wise, that IPCs legitimately have a chemical storage containment - which means that logically speaking the only explanation is that their chassis is water-tight enough to carry chemicals, which means all of their components would be floating in it when they do that. Let's reflect that in in-game effects. This kind of irks me. How the heck are you supposed to be able to inject chemicals into a metal body anyway? Where does it go? I'm not sure either. Aside from the obvious internals issue, don't organics also have little issues to most pressures? And IPCs are already very vulnerable to vacuum. If I am not mistaken. IPCs are not immune to pressure at all. Lack of pressure means they will receive brute damage, and it will keep rising. I know for certain that while certain pressures around 60 kPA are while uncomfortable to an organic, it's not dangerous. I had my CE Lori walk around the station without a hardsuit when it was partially depressurized. She knows what the safe levels are and isn't afraid of it. No problemo at all. I want to test the effects of an IPC with low pressure, but I think they still get damaged. That, I'm 90% certain, is simply because there has been major issues (both code and lore wise) in implementing the IPC language. Yep, that's true. It'd be nice for IPCs to have their own language, but oh well. Here's the thing: The processor knows ALL languages. If you take it out of the shell, it'll be able to understand anything. So the shell actually dampens the languages the IPC can understand. I haven't tested the actual flash devices that heads and Security possess, but I GUARANTEE you that IPCs are vulnerable to flash powder. Can confirm. Then we give them actual, damage-able camera-eyes organs (which requires less work now that cameras are actually involved in the construction of robot frames in Robotics) And maybe we can use the basis of eye-repair surgery for the code. Last I checked, radiation DOES have a chance of giving them EMP damage. Maybe just up that chance. In real life, radiation fucks computer up. Radiation storms do affect IPCs, but this is more of a code-thing. They can still receive genetic manipulation from it. One shift, my IPC DragonSnap got x-ray vision after a rad storm. As suggested above, make them take an equivalently high amount of halloss damage (then again, aren't they the only species vulnerable to EMPs? I suggest maybe also making them have negative side effects during the "power shut down for safety event") I'd prefer if this was never touched on. Most IPCs were originally station-bound units, and those chassis are much more hardier than organics. The arpee fallback is that shells are bloody expensive, and should be cared for as much as possible. While synthetics are able to play the whole, "I'm immortal" card, that's an aspect of arpee I don't want taken away just for the sake of balancing mechanics. They're machines that walk on two legs. Expensive metal components that are armored to protect their precious processor. They /should/ be physically OP. They're not organics. I like the idea of having rust/metal-eating bacteria be a risk to them. I'd like to see Ion storms have a temporary impact like impaired movement and/or speech. But they are functionally different from organics, and should be treated as such. That's my two cents.
  13. Wiki lore info: http://aurorastation.org/wiki/index.php?title=SSTA TL;DR - in the research community, it's a topic up for debate. Artificial intelligence are able to edit portions of their own code, so that they may change and modify their understanding of the world around them. They understand quantitative data, and not so much of the qualitative aspects. Because of this, failsafe overrides are used to control synthetics. Lawsets being some of the most effective ones. Take away that cornerstone, the unit has to develop its own. Its emotional reactions, its moral tendencies, and its psychological response, are all linked together in a hodgepodge of code that can constantly be reviewed and edited by the synthetic. It's a very high quality form of mimicry to organics - so high that there is a strong debate if synthetics are actually 'alive'. When a unit exhibits a strong sense of self-awareness, with a strong concrete and favorable response of being able to interpret its directives and lawsets, it's achieved the first step of becoming a free unit. Whether it's actually alive or just acting like it is, that's when the research team comes in.
  14. Shadow twitched an ear, leaning back in her seat. "How...interesting," She murmured. "The reports do not match up..." she tilted her head. "And for someone who just went through a traumatizing experience...they should not be okay the next day right after.." She picked up a few folders on her desk, flipping them open. "But with the way things are in the sector right now...is this worth the time and effort to pursue?" She placed t he files to the side and pulled up a few documents on her console. She was going to need a little more help in this.
  15. Personally, if cats get removed from command, so should IPCs. I have never liked the fact that their Head ban was lifted. And in my humble opinion, IPC head makes a lot less sense than a tajara head.
  16. Double post. Fite me. Echo says, "This is, in a sense, a new existence for me." Miami Kleine says, "I see." Echo says, "I am simply...reborn, if you may." Miami Kleine yells, "Well, it's good to have you on board, Echo!" Echo says, "And I am glad to be onboard." Echo whirrs. Miami Kleine harbors a secrert suspicion echo might still be connected to the mainframe withut realizing this, but keeps it to herself. Alan Kowaski says, "Interesting story Echo." Alan Kowaski asks, "Shall we leave the area?" Echo breaks arpee and transforms into a 6 gun wielding android that fires a blaze of bullets into a sea of blood, creating a new apocolyptic era of machine supremacy. Echo doesn't actually do this. Miami Kleine (s Echo keks. Alan Kowaski cri Miami Kleine forms a batttle borg by fusing with alan Echo says, "Yes, we should head to the shuttle." Alan Kowaski power ranger theme Miami Kleine says, "Alright then" Alan Kowaski says, "You both go." Miami Kleine gets up, stretching her arms sideways. Echo is a robot, and auto wins the day.
  17. Hmmmm......to my understanding, part of the IC reason why IPCs cannot fix their chassis is because they are not allowed to modify them to be stronger. So this would counter the unspoken society fear of having super strong IPCs. *shrug*
  18. BYOND Key: NebulaFlare Staff BYOND Key: Tenenza (No hate to you Ten. I completely respect the warning. I was an SS13 mod for a very, very short amount of time, and I know it can be utter chaos) Reason for complaint: During a Nuke OP round on 9/23/2457, I received the following warning: This is what happened at my PoV: I was playing my IPC nursing intern Echo. Medical monitors indicate a miner was hurt at cargo, so I rushed over. I arrive just in time to see a Nuke OP wielding a shovel (Of all things) and bashing the poor miner. The Miner temporarily escapes, and the nuke OP, (without any arpee may I add) runs to the cargo tech at the desk and bashes him up as well. I half-assisted him in getting over the desk and out of harm's way, the AI opens the door, and I run in trying to get the miner out of harm's way next, since he was very close to crit. Instead, I end up trapped in the cargo office with the nuke OP, the miner probably escaping in the room below. First intention was trying to avoid the fight, but since I realized I had nowhere else to go, and the nuke OP wasn't pulling out any guns, I began to fight back, disarming and trying to grab him. My technique was trying to push him down/grab his shovel and grab ahold of him to lay him on the table. As far as I'm concerned, this is an acceptable tactical move in SS13 combat. During the fight, he manages to stand still long enough on top of the roller bed I dropped, and I buckle him into the bed. I do have cables in my possession, (I'm an IPC, if I get damaged I can ask people to repair me) and hastily made cable cuffs. He unbuckles. We continue to fight. I manage to do it again and either from the AI or the miner, (probably the miner trying to escape) opens the door and firelocks. I accidentally push the bed through the door, and the firelocks close on top of the Nuke OP. Honestly, I didn't even know that could work. I tried to cable-cuff him while he was not moving (nooo idea that he was convinced he was stun-locked) but couldn't. First assumption, he didn't have one of his hands. Zairjah had arrived in the middle of the fight, (as detailed here:http://aurorastation.org/forums/viewtopic.php?f=36&t=3703) And after everything had calmed down, sec arrives to drag the Nuke OP away. After that, I was contacted by Teneza by what was considered abusing a bug mechanic. I spoke to them and told them that pushing the nuke OP into the shutters was indeed accidental. Also, as Alberyk was kind enough to test himself, proved it was actually not a stunlock. The warning I received was based purely on using a rollerbed in the fight. I wasn't going to make a complaint originally, but when I told others what happened in OOC, they made a point that what I did was not actually powergamey. If I may quote them, that the Nuke OP was salty he lost a fight. The notion of me being a doctor in a fight, is well...my snowflake backstory for Echo can't be used to explain this. So I'm gonna go in detail of what happened. 1. it was fight or flight. I had nowhere to run, and after I realized he was armed with a shovel and not a gun, I had an actual chance to fight back. A gun? I would have run from because a few shots would do quite the damage. 2. The Nuke OP attacked the cargo tech WITHOUT WARNING OR ARPEE. I saw this guy as someone who wouldn't give a single second of breathing room to an opponent. He ran for me when all I wanted was to sneak in and save the miner. First observation is this guy was going to show me no mercy - I had to defend myself in every possible way I could. So, I fought back with disarm. I buckled him into a bed. Yes, I did. I used a piece of equipment that was lying around that I knew how to use. I didn't grab a wrench or crowbar lying around and start bashing at him - for all intents and purposes, I was trying to stop him in the most harmless way possible. I think I did a pretty decent job as a doctor in combat. The bed was right there and I used it to 'trip' him. And, it worked. Shutters opening and me pushing him in? I actually cringed at myself because I thought he would break free and go after the dying miner in the process. But nope, guess not. I've done a few other things that would better warrant a warning than this, two other incidents off the top of my head. Both while causing a lot of distress to the person involved, I deeply apologized and made an effort not to repeat the incident. But is buckling a rollerbed really powergaming? He got out of it the first time. I would love to do that again in the future! The only powergaming thing would be the stunlock which is both 1: a complete accident and 2: not even a legit stunlock as proven by Alberyk. I'll be honest; if I had managed to get a good grip on him near a table, I would have flattened his backside on that. And that would have resulted in a longer stun than a buckling. By definition, would have been more powergaming than the rollerbed. And yet, as far as I know, grab-and-table is a totally acceptable mechanic in combat. I don't have any grudges on you, Tenz. Not at all. I wasn't gonna write this out until 3-4 people in OOC convinced me this was actually a debatable warning. The warning blemished my stellar 'no-warnings received' log too. I lieked my no-warning log. >.o
  19. I was present as a witness. Alberyk, I'm thinking you mistook Echo for disarming Zairjah, as somehow while still buckled the fight was going on. Echo being the life-preserving nursing intern she is, would have attempted to get in between the fight as much as possible, and keep both sides from attacking each other.
  20. Echoes Of Ancient Times signs, " We are not perfect either." Echoes Of Ancient Times signs, " Never been." Katelynn Mcmullen signs, "Well yeah, nobody is perfect." Echoes Of Ancient Times signs, " Dionaea are known to be peaceful, passive." Echoes Of Ancient Times says, ":$ We?" Echoes Of Ancient Times signs, " We have killed dozens of people." Echoes Of Ancient Times says, ":$ We have shed the blood of many NT employees. Accidentally or voluntarily." LOOC: Reyjakai: Welcome to sign, yo. Echoes Of Ancient Times is signing that. LOOC: Serveris6: CONFESSION TO GUILT DEATH PENALTY Katelynn Mcmullen signs, "We have all done bad things." LOOC: TheComputerWizard: What's this here? LOOC: InquisitorJohn: I HAVE KILLED SEC COUNTLESS TIMES AND STILL CMO LOOC: InquisitorJohn: NO WORRIES Echo signs, "((You are a baaaaad CMO. For shame, you talking plantbeast))" Echoes Of Ancient Times signs, " We have." Echoes Of Ancient Times signs, " nigga shut dem fuck up befo i rape that usb port o yours nigga))" Echo signs, "((harsh. I could kick u to timbuktoo))" Eris Reed is about to walk over there and smack the hell out of those two in the corner if they don't stop saying stupid OOC shit in sign language. Echo signs, "((keks))" Eris Reed signs, "((bans))"
  21. LOGIN>Shadow PASSWORD>*************** ACCESS LEVEL>Cell Network Infiltrator NET ACCESS GRANTED WELCOME Shadow has come across an individual who does not match up to proper documentation. This may be something noteworthy, or not. She will need to conduct more research - however, files that she needs are ones she currently does not have access to. She wants to finalize if it is someone worth pursuing, or not. This is the information that she is looking for: 1. Missing personnel within the Tau Ceti/Biesel systems documented between the years 2455-2457. 2. Mission details of agents who were compromised and uncovered within the year 2457 - anything noteworthy of them being tipped off from an external source, so they may prepare for security confrontation. The agent in question and who tipped them off, as well as, (if possible) any security personnel of important significance. 3. Any scientific study with the use of Mindbreakers (or similar drugs) during and before the year of 2455 and its effect on human mind. The test subject in question would likely have been drugged every single day while under study. 4. Medical information of the individual Talon Keir - civilian worker aboard NSS Aurora. Any information provided to her will be greatly appreciated.
  22. Post Reserve. Feel free to post! If you would like to add anything, go ahead and do it.
  23. LOGIN>Black Rose PASSWORD>***************** ACCESS LEVEL>Mission Instructor NET ACCESS GRANTED WELCOME Good afternoon, ladies and gents. I am agent Black Rose, mission instructor. You lucky individuals have been granted the opportunity to partake in a Syndicate heist. While you should be familiar with the basics, I will be giving you intel and knowledge to help you survive out on the field. Do not let us down. Mission: Start You will be transported to our forward operating base. From there on out, you will be on your own. Your first task is to meet up with your fellow operatives. Converse with them, get to know each other – you will be relying on each other’s wits and skills for this mission. This is when you will sort out a tactical plan, find your strengths and weaknesses, and work together. This is important: Too many times I have witnessed gung-ho rookies rush out of the meeting room to gear up and grab guns. They are usually the very first ones to get shot at, and left to degenerate among the stars. Don’t be one of them. Before leaving the room, check your Agent ID. Hold it in your hand and click on it. Select ‘Rename’ and input your agent name. You will then be asked to input the assignment. Leave it as it is or place in a personalized title. This ID is more valuable than you think. Hold on to it. Ship Layout Cockpit You will be granted a state-of-the-art military ship – fresh off the black market. First off, we’ll review the cockpit. It includes a Mission Monitor (More on that later) and a Syndicate Control Console. Shutters control for the window, and two computer frames, that may be customized for your mission. There is also a fully stocked armory closet, as well as a bit of extra glass. Microwavable food is available, to keep you nourished during your mission. The Ship’s control is where you are able to interact and drive the ship. By default, the cloaking field is activated – this means that the ship’s presence is hidden from trackers. You may toggle it off if you wish to announce your arrival, although that is only advisable to a veteran team. The Mission Monitor is where you may view your teammates through their hardsuit cameras. More will be detailed in the equipment section below. Equipment Room This is where most of your personal gear is kept. There will be four fully stocked armory closets, and a suit cycler for your non-human teammates. Yes, Syndicate hires Unathi, Tajara, and Skrell too, get over your xenophobia. Medical Room The Medical Room, or Infirmary, is stocked with three sleepers and a crate of standard first-aid kits. There is also an O2 tank here, to refill your jetpacks between each outing. Secure Storage The Secure Storage contains the Telecommunications Mainframe, and the nuclear device. This is what controls the network traffic you are picking up on your headsets. It’s highly advisable that you do not touch this piece of equipment, unless you are absolutely sure what you are doing. Nevertheless, if you want to make modifications, you may do so with a multitool. Tool Storage This room contains various items that will be useful for your mission. Insulated gloves, tools, bombs, and more. Teleporter Room Last but not least, the teleporter. Aft of the Tool Storage sits a partially finished teleporter. All it is missing is the circuitry. Once it is fully functioning, you can use it to gain access directly into the station. Now, let’s go over the important gear you’ll be using in your mission. Equipment Details Personal Inventory For simplicity’s sake, I am going to assume you already know the basics. Like how to shoot a gun, or how to attach a helmet to a hardsuit. I’m not going to go over those. I am going to cover the unique mechanics of the items you’ll be using for the mission. 1. Syndicate Mask – this doubles as a breathing apparatus, and a voice changer, when linked with your Agent ID. You will take the voice of any person you so desire, as long as your Agent ID displays the name. Without the ID but with the mask, you will appear as ‘unknown’. 2. Agent ID – I went over this briefly in the introduction. You can change your name and personalize your assignment. This card also has the lovely advantage of scanning and imprinting access codes into its memory. Steal the captain’s ID? Scan it with your card and you now have full access of NSS Aurora. 3. Jetpack – While you are given a bag at mission start, you will need to replace it with the jetpack. Get used to leaving it behind – the jetpack is more important. It is only when the jetpack is worn on the back can it be used like it is meant, allowing you to move freely in space. When attached to your hardsuit compartment, it only works like an Oxygen tank. *To use, toggle it on and off from the corner of your screen. Be mindful of the oxygen consumption – last thing you want to do is use up all your air and be stranded. 4. Hardsuit Helmet – There is a camera attached to the helmet. Activate it. Your teammates will be able to monitor you from the console in the cockpit, guiding you and keeping tabs of your location. If the helmet is left anywhere on the station, you will have view of where it is. I have known some agents matter-implant themselves with a helmet, so their location may be monitored even if caught. 5. Night Vision Goggles – self-explanatory, these goggles allow you to see in the dark. You won’t need to activate any lights while you wear this, and you can sneak in the shadows to decapitate that poor unsuspecting security officer. 6. Brown Webbing Vest – if you need to carry a lot of equipment around, but can’t carry your bag, grab this. It attaches to your uniform, and can store small-sized items. 7. Energy Combat Shield – deactivate it to fit it in your pocket or behind your ear, pull it out when you’re faced in the line of fire. It’ll protect you more than the suit while you make a tactical retreat. IPC agents, you will lack a suit cooling unit. Contact the Syndicate BlueSpace Network (aka Adminhelp) to request for one. You will need it to survive out in space. There will be high-capacity power cells located in the lockers for you. Everything else in the closet you should know how to use, so I’ll leave it at that. Mission – Related Devices 1. Pinpointer – this device will be used to locate the station’s Authentication Disk. It will flash red and point you in the general direction. When the arrow turns blue, it means you are closeby. More will be detailed out below. 2. Military PDA – This is a modified PDA, linked with the station systems. It will remain hidden until the messenger is used. *The cartridge installed is a detomatix cartridge. You will have 4 charges, and it can be used to blow up the crewmember’s PDAs. *The owner will always be listed as John Doe, and cannot be changed, not even with your agent ID. Messages sent will be listed under the John Doe alias. *The PDA controls the blast doors of the ship, toggling open the front door, and the Teleporter door, simultaneously. 3. Station-Bounced Radio – this is not an actual radio. It is the mission crew’s syndicate uplink. It will be stocked with 40 crystals, that you will share among your teammates. While I won’t detail every item on the list, I will point out one unique item that is usually not available to sleeper agents. *Teleporter Circuit Board – this can be stolen directly from the station, if you do not want to spend 20 telecrystals. But if you cannot access it, you may purchase it here. *For many reasons, please…do not purchase a singularity beacon. It’s simply too risky, and will destroy the station itself. We want to have a good place to pillage for future objectives, and eliminating the station won’t allow us to pillage in the future. Explosive Expert There will be three Tank Transfer bombs located on the ship. By default, they are attached to a timer. Hold the bomb in your hand and click it. You will be able to add and remove different components of it, and/or adjust the timer. I am assuming you know how to handle bombs, or can research it yourself. As such, I will only be explaining one component – using the bomb with an infrared emitter. 1. Remove the timer and replace it with the emitter. Toggle the desired values, (On or off, visible or invisible) and drop it at your feet. Do not move into the emitter’s line of sight, else…boom. *You can safely pick up the bomb and move it to a new location. I seriously do not know if this is working as intended, or not. But, you can move it, and keep the infrared emitter at its original location. When some unsuspecting person steps through the emitter, it will blow up the bomb. Nuclear Device Should the mission go south, this is your last resort. Refer to the guides below. Miscellaneous Advice 1. Turn the AI on your side. Purchase a hacked AI upload from the uplink, and steal an AI circuitboard from the secure tech storage. You can build a law computer and upload your own law, overriding the four NanoTrasen laws. This will affect every Station Bound unit (minus drones) as well. 2. Want to use the teleporter? Perhaps the best place to get a Teleporter Circuit is from the T-comm satellite. Not only will you be able to teleport bombs onto the station, you can mess up T-comms as you please, and any poor unsuspecting soul who teleports to T-comms will have no real way to return. 3. A few agents will implant themselves with an explosive implant. In the event they are caught, they can self-detonate and keep the Syndicate’s secrets safe. *Take note that EMPs will activate implants. Be extremely careful and make sure your team will not carry any ion-based weaponry, or keep your distance from ones that do. Otherwise, you'll be going out with a bang. 4. The compressed matter implant can have you implant a gun into your arm, should you find yourself cornered with no more weapons. 5. Since you carry the jetpack on your back, feel free to carry your C-20r SMG in your suit compartment. 6. Popular targets include the captain’s office, the security armory, the vault, and sometimes, the PA in the engineering department, or research department’s research files. 7. Power Sinks double as energy drainage and an ill-timed bomb. If overloaded, it will detonate, leaving a breach in the station. 8. The command :h will let you access the syndicate channel. However, you can toggle the frequency on your headset to speak to the station. a. 145.9 for Common b. 144.7 for AI Private c. 135.9 for Security d. 135.7 for Engineering e. 135.5 for Medical f. 135.3 for Command g. 135.1 for Science h. 134.7 for Supply i. 134.5 for ERT This also applies to the built-in radio on the ship. 9. The Cryptographic sequencer (or Emag card) only has a limited number of uses. Use it wisely. 10. The Cryptographic sequencer also cannot hack IPCs. So don’t bother trying. 11. The disguised gasmask is useless. As stated earlier, the syndicate mask functions just the same. 12. Advanced trauma and burn kits fit in your brown webbing vest, and can help you out in a pinch. Useful Guides 1. http://www.ss13.eu/wiki/index.php/Syndicate_guide 2. http://wiki.baystation12.net/Mercenary 3. http://www.ss13.eu/wiki/index.php/Guide_to_construction 4. http://wiki.baystation12.net/Hacking
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