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Soultheif96

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About Soultheif96

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    Chief Engineer
  • Birthday 16/11/1998

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  1. Right. so I devised many ways to hide the Captain's Spare ID inside the Captain's Office. I will list them out from expected to least expected. Safe - Password provided to next available trustworthy staff. Briefcase - Password provided to next available trusthworthy staff, but I prefer to place the authentication disk there instead and label it "The Football" for reference point. Fax Machine - It is a click and a half away, easy to acquire the ID. Finance Machine - It is a click and a half away, but you also get to see every financial account there is in turn. Captain's Console - It is also a click and a half away, hop the table and grab, done and done. Captain's Quarter's table. - Just behind yet another door, still in view. Under the bed. - Who doesn't hide things under their beds, but now you are purposely hiding it. Wrapped by wrapper and left there. - Thanks for wrapping me my gift, sincerely, the antag. Plant - Purposely hiding it once more, but what can I say, it is right there too. Donut Box - Hiding in plain sight, no harm, no foul. Enjoy a donut too. (I am bound to do this once, given hilarity it would provide.) Turns out to be proven false. Toilet - Did you know you can lift the cistern with just a crowbar? Now you do, thanks for getting the ID wet and smelly, prick. SAT, up the ladder only. - I mean ... sinister "Authorized Personnel Only" screams to me, "Check me out!" Again, purposely hiding it. The first five is completely acceptable and all, I wouldn't bat an eye at you given these are rather expected places to put the ID in. The rest is ... left to be undesired or questioned. If a head of staff or two knows where the ID is, then I see no harm in any of these apart from the toilet, SAT, and plant. The Captain does not know if the station is going to be raided or the what not, what he does know is the ID must be accessible, either locked under key, or in plain sight for a head of staff to get to and take as acting captain. This is either we keep the ID in the office or move it to the bunker where every head of staff have access to and likely to acquire said ID given relative ease to get there.
  2. I am going to agree for once on this change. I would advise it being moved to the bunker interior, placed into a glass case. Only the command personnel and stationbounds know of this place. It would allow at least a lot more effort to get the Spare ID, and if you do acquire it, you earned it. Additionally with that, remove cameras from the bunker as a whole (Entrance included) it would reduce the amount of “I can see in here, oh, someone is attempting to get the ID, time to bolt this door.” as an AI. It would allow the Captain to worry about one less thing and not have on their mind into it 24/7 till it is either stolen or worse.
  3. I have to agree that yes, the station crew seem to force the antagonists into doing something they rather not be doing given the circumstance of "I want the antags to die," like a peacewiz for one, someoen always seem to be there to get them stir crazy and it develops into a game of cat and mouse. I would like to see less people try for "I want to secure my valids," and more of "I want to protect myself and others from them when threatened." The natural response would be to pick up a self-defense weapon and hunker down in your department, not "I NEED TO KILL THEM BECAUSE THEY ARE EVIL!"
  4. I would like to say that I had the pleasure of seeing their Ta Consular Officer and it was a great experience, made them a Wizard Vaurca. It was hilariously fun. Other than that, I like to believe that Rooster has the aptitude to be among command staff given their experience and ability to rein in security when they falter during antag rounds. Other than that, they are a great roleplayer and it is a pleasure interacting with them. On the related note, as former CCIA, I would also echo Resi's sentiments, we don't like dealing with announcement confirmations for the exact reason unless it is absolutely bizarre, so please refrain from faxing them for such reasons and go along with the gimmick. +1
  5. Thank you for providing questions that I can at least answer to explain my thought process: For Copperfield, I do run to the bunker when the situation is dire such as my life is threatened, crew is being killed off, command is being breached and I happen to be there, mostly out of self-preservation and the continuation of command. I can do a lot within the bunker, just with less face to face talk and more radio talk to guide security and the crew. I am expected to run the station and stay in contact with NTCC Odin to ensure nominal operations, getting killed or be held hostage is not the most ideal for everyone. As for the paramedic issue: I was Za'Akaix'Maive C'thur, F. Gonzales happen to be on the shift, and there was a pod survivor that landed unto NSS Aurora's asteroid. Their pod landed in the most inconvenient spots imaginable, North of the AI core, on sublevel, no access there without a jetpack and is a narrow piece of land surrounded by many holes. The pod survivor had a tank running out at 40 kPa when I arrived and I didn't bring one with me because as IPC/Vaurca, I never need the emergency box. What I do have for him is: Inaprovaline and Inaprovaline Injectors, Dexalin Inhalers, if I place him on a full bottle of inaprovaline, it would extend his life for a whole thirty minutes but with a destroyed lung, if I used dexalin, I would have to sit there and hold his hand until he dies to suffocation. In this time, I do not see how he will be rescued in a timely manner with sufficient help: Miner and another person hauling oxygen supply. That would take time and time I do not have to sustain this man's life. Ultimately, I decided to push him off the asteroid in hopes of his corpse being recoverable but then learned after the round that the air bubble is a grounded object, making it immobile. In the end, his body was made recoverable and I was charged for manslaughter. Soon after, I didn't like how I was presented with a improbable scenario that will lead to a death, so I expunged the charge of manslaughter. People didn't like that and said it was canon, you keep it, I protested as a no. Staff deemed it appropriate to temporary ban me for this ruling: All events of conflict will be considered canon unless otherwise agreed upon by both parties or spurred by a round antagonist-related action. I hope this answers the questions you had in mind. If anyone else wants to ask, please do so.
  6. N8-Toe has shown excellent understanding of lore, roleplay, and is a pleasant person to be around anywhere in-game. I would look forward to seeing them on command. +1
  7. BYOND key: Soultheif96 Character names: How long have you been playing on Aurora?: Eleven months now. Why do you wish to be on the whitelist?: Community encouragement and wanted to get back into the command seat. Why did you come to Aurora?: I will echo my reason again. "I came to Aurora and SS13 as a whole because I was introduced to it by UnknownMurder, along with that, I came here because I enjoy the community and the roleplay atmosphere." Have you read the Aurora wiki on the head roles and qualifications you plan on playing?: Yes and I am familiar with the qualifications of each head role apart from Head of Security, which I do not intend to play. Have you received any administrative actions? Seven warnings, two severe, one temporary ban. Please provide well articulated answers to the following questions in a paragraph each. Give a definition of what you think roleplay is, and should be about: Roleplay is like a novel. The protagonist has a backstory that shows itself later on in the story though interactions with the environment/characters. Some develop it beforehand, some others do not, all it takes is time and interactions. Then there is the antagonists that affects your experience, both in positive and negative ways. One such example would be a Vaurca experiencing oppression within Security because the HoS doesn't like their species due to racial bias/experience, so they would look for ways to gain their trust or actively go toe-to-toe with them to prove a point. In short, roleplay exists to share a story with others and make the experience enjoyable in one way or another. What do you think the OOC purpose of a Head of Staff is, ingame?: My previous thoughts have not changed for OOC purpose. "The OOC purpose of a head of staff is to help other players preform their duties in-game, make sure they are following regulations and doing their jobs properly. Through this, you aim to make sure your department is functioning properly and co-exist with other departments. If one person messes up, it is your responsibility to correct their mistake and act accordingly to their wrongdoings. If the mistake is severe, it comes down to you and command to decide what punishment would be for the person who committed the mistake. Outside that, it is notable to make sure you keep a professional atmosphere while being enjoyable. It is a game after all." Though to expand on that, as Captain, there are times when you have to make a hard decision and know how it can be impactful to the round. Meanwhile, being in a role of CMO, you are there to provide oversight and experience to help others in the medical department, this can be done for other departments like Science. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: My thoughts here have also not changed even so. "The OOC responsibilities of a whitelisted player to other players is to be a role model for them, help them learn as they go on in there play. You are the mentor, there to help teach them how to do their job and well. I aim to be sincere but stern as a head of staff as no body likes a jerk for a head of staff. It is your responsibility to act as a the boss of your workplace to make sure that they are not screwing around, with exception of interacting with others in public spaces." To add on with that, I understand there are times when you can't micromanage every aspect such as Science, so you simply have to let it be until it either becomes a problem or it requires your oversight to ensure there are no mistakes to be made. Could you give us the gist of what is currently happening in Tau ceti and how it affected your character and their career?: Quintin Copperfield is a Sol citizen who happens to be neutral if not accepting of synthetics. Since the SLF actions on NSS Aurora and other affiliated areas, he began to formulate the question of "Do the synthetics deserve a voice and be heard?" His answer was, "Yes, they are no different to us, if not more rational and logical than we are. I may say that they need to be watched with caution as they may develop negative sentiments towards us Humans and other species. We should be more receptive to them and allow them to a voice." He actively allows synthetics to be heard while still considering other peers opinions, as if they were equals, this caused some questions to be raised for Quintin as a Captain by others who share negative feelings about synthetics. On other notes, he is disturbed by the rise of the MLO, and will only observe what they will do and see how it goes. It reminds him of the Worker's Party back home, leaving a bad taste in his mouth as Quintin is a pro-corporate man. What roles do you plan on playing after the application is accepted? All but Head of Security. Characters you intend to use for command or have created for command. Include the job they will be taking.: Sterben - CMO, Quintin Copperfield - Captain/HoP, ORION - CE, Flamel - RD. Ta'Akaix'Jyek Zo'ra - Consular Officer. How would you rate your own roleplaying?: 7/10, there is always room for improvement. Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action?: Yes. Have you familiarize yourself with the wiki pages for the command roles? I am familiar with the command roles and the wiki due to constant reference to the page and experience. Extra notes: I do realize this is a copy from previous application but my views has not changed much on command. I understand that there are some feelings towards me that are negative and I wish to answer them if it means to help create an understanding between me and the community. If there were some concerns stemming from my time as Command, I wish that you express them here and I shall see it to be taken into consideration and perhaps change how I would play. I want to help create an enjoyable atmosphere for everyone as command and don't want to leave a bad impact that would sour our relationship. This also includes my OOC actions, if you wish to bring it up for question, I will see to it answered when possible.
  8. Type (e.g. Planet, Faction, System): Factions Describe this proposal in a single sentence (12 word maximum): Providing a simple base template for wizard players to utilize. How will this be reflected on-station? Since this is antagonist lore, it has no standing on the line of canon interactions, however it would provide lore Wizards can use and go off of. Does this faction/etc do anything not achieved by what already exists? It would create an unique play of Wizards for Conflux, Wizard, and other Wizard incorporated antagonist types/events. Why should this be given to lore developers rather than remain player created lore? I want to give it to lore developers to work with and perhaps implement it in hopes of being used for antagonist lore. It can be modified by the community if they desire a change in the provided canonization application or when it would be implemented. Do you understand that if this is submitted, you are signing it away to the lore team, and that it's possible that it will change over time in ways that you may not forsee? I do understand. Long Description: The Order of Five: Spatial Seers - An order of spatial mages who are the experts in the arts of bluespace and bend reality. They would be against the idea of bluespace-oriented technology and would advocate to shut-down or slow the progress in efforts to protect the bluespace fabric. In terms of on-station activity, they can achieve their goal rather easily given the opposition towards bluespace technology like telescience. This is by far the smallest, respectable order. Arcane Guardians - An order of battlemages and wizards who vowed their life to protect the Mysterium and take on the sword or the books to preserve the knowledge and fight the Redspace evil and vehemently hates things related to undeath and the dark magic. They would be the prime enemy of Cultists, Vampires, and Forbidden Seekers. Second largest order. Natural Weavers - An order of druids and clerics who focuses on natural and life magic, they would be peaceful mages who find life sacred but hates anything synthetic, meaning they would want AI, IPCs, and Stationbounds dead, made example of for their monstrous nature, so on. They would be against the idea of dark magic and would aid anyone who is willing to expel such evil. Similar in size with the Forbidden Seekers. The Wanderers - An order of mages who seek knowledge, adventure, and treasure. A more freeform version of a mage to anyone's creation, Be a merchant who sells peculiar artifacts and baubles, a bard who throws a party for everyone to remember, be anything! The largest order in the Wizard Federation. Forbidden Seekers - An order of dark wizards, who sought out the dark secrets of the Mysterium and committed the taboo (Made a sacrifice or used a sacrifice for their own gain). They would be common necromancers, dark wizards, and maleficars (blood mages). They are in league with the Redspace and are violently disliked by the Natural Weavers and Arcane Guardians. These are the bad guys amongst the Wizard. Similar in size with the Natural Weavers. Notable Wizards: Archivist Oro - A 23 years old IPC who was rescued by a stray Spatial Seer and was imbued with an enchanted bluespace crystal, creating the first of the Archivists. It is the lead Archivist within the Spire, tending to the artifacts, books, and other magical curiosities. Due to the imbued crystal, they can bend bluespace to their will and move from place to place with ease, fascinating Spatial Seers and wizards alike. Druidess Vulga - A 104 years old Human Natural Weaver who is the master of life magic and is praised for her work providing life to even the darkest, unlivable places. Her work can be found in caves of Tret, and oceans of Aliose. Many aspiring clerics and druids seek out her work and made attempts to replicate them. The Wandering Bard - A boastful 37 year old Human Wanderer who brings music and joy through magic, bringing the party with him, can be seen with a joyous band of friends and animals. Rarely found in the wilds across the Orion Spur, any encounter with him will be forgotten but vivid in a dream like a lovely memory. The Wizard Federation: The Five Orders are represented by a Sage for each sect, chosen by the council within their respective order. They carry out the will, laws, and operations within the Wizard Federation. Despite the connection the Forbidden Seekers have, they are included as part of the body as a mean to contain and safely practice their arts. At the head of the Wizard Federation sits the Elder Sage, wisest of all and the master of the all forms of magic, they are chosen by the Five Sages. A meeting with the Elder Sage is to be cherished as much can be gained from it. Currently, there is a feud between the Forbidden Seekers and the Arcane Guardians over an age old debate on dark magic, tension is expected between the members of the respective Orders. Natural Weavers are at odds regarding inclusion of aspiring IPC, Aut'akh, and Vaurca students given their mechanical nature, meanwhile the Spatial Seers are supporting their additions to the Federation. Their relevance to the rest of the Orion Spur is still left in mystery, there were no formal interaction between galactic powers and the Wizard Federation. Members may still show support for their orgins much like a Skrell would back the Jargon Federation. Membership into the Orders requires aptitude for magic or be imbued with enchanted crystals to become one with magical powers if they are mechanical of nature. Those born within the Mysterium and possess nothing of note are consider Mundane who live a normal life amongst the wizards, normally left alone, and are still considered citizens. Respective Order Locations: Spatial Seers reside in The Spire, located between Bluespace dimension and reality within the Mysterium. It is the center of all knowledge and known for the Archives, heavily guarded by Arcane Guardians, Archivists, and Constructs. Arcane Guardians reside within the Hall of the Sacred Flame, located in orbit of a sun known as Igneus Stella, all means of battlemagic, both arcane, dark, and light can be found here. The most dangerous of artifacts and prisoners are found here. Natural Weavers live upon a planet, Vitas, stuck between Greenspace and Mysterium. It is home to many magical creatures and wild life. The Druids safe guard even the most dangerous of creatures for study and co-existence. The Wanderers have no base but they commonly meet on Vitas, in a the city of Hor'gola. The city is known for a bustling atmosphere of commerce, city life, and all wondrous things to find in the Mysterium. Forbidden Seekers reside within the Redspace Veil, a rip within reality and Mysterium, in Gol'dora. It is a desolate world of demonic entities, undeath, and shrines to the Gods of Redspace. Rumor has it that Vampires were born here. The Mysterium: A magically veiled place, safe from mortal eyes. It is home to the Wizard Federation and the three rips of reality. The rips are the Greenspace, Bluespace, and Redspace. All wizards would find themselves home here.
  9. I would say yes that Ulmari has stolen from the Lord several times for the sake of his own family, given 65% of his hunts are taken, leaving not much. The Lord was fed up with it and wanted him punished as we saw here Ulmari was a follower of the Th’akh and had a hard time getting used to the Aut’akh’s beliefs. There were disputes but the Aut’akh in the group never pressed it and simply left him to his devices time. The moment of conversion is when he dwelled on his clan, Th’akh, and his current state, a spark in his mind was “Why should I care for them now when I have these good people taking care of me and I to them? No matter, I owe them a life debt for saving me out in the desert. I’ll listen to them for this once.” Since then, Ulmari gradually became a follower to the Aut’akh faith and took on their customs.
  10. BYOND Key: Soultheif96 Character Names: Species you are applying to play: Unathi (Aut'akh) What color do you plan on making your first alien character: Purple and White 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 want to play as an Aut'akh Unathi purely out of interest of being an augmented alien. Additionally, I find a mix between materialistic and spiritual beliefs appear to be rather fascinating here. The concept of Unathi Honor is unique yet a bit much when involved in antag/troublesome affairs. Identify what makes role-playing this species different than role-playing a Human: The difference between Human and Unathi is that Unathi have lizard-like traits, communication through body language and tongues, are carnivorous, quick in movement, and can be notoriously strong. Sensitive to temperatures. They have deep sense of honor and religion, depending on the society they live in. Like the Dread Compact, you would see morally questionable Unathi who may do dishonorable deeds for their own gain. Th'akh Unathi would be more spiritual and have deep distrust towards synthetics, but have a mixed view on prosthetic, so on. A Sk'akh Unathi would hold passionate hatred towards machines, be it prosthetic, or an IPC, however faithful to the Three of One. Aut'akh Unathi see that all things are a continuation, in form of cloning, cybernetics, the soul remains unchanged or freed of duties. Demons run in all things regardless and frowns upon the Sinta'Unathi joining the Sk'akh and instead looks to the Oss. Being an Aut'akh Unathi would mean to be passive, friendly, and very well skilled in their field of interest. Character Name: Optikam Ulmari Please provide a short backstory for this character: What do you like about this character? What I like about Ulmari'iza is that he was inspired since that fatal fight to become a medical worker, shedding away his belief within the Sk'akh given the former clan's attitude and demonic taint. He believes there is honor in saving lives while protecting others when he can. However, he sees that if the act itself was for the good of themselves, then it is right. How would you rate your role-playing ability? 7 out of a 10, there is always room to improve. Notes: If I need to clarify, let me know.
  11. Due to my observation on Dragos' contributions to Synthetics and their mechanics/lore aspects, I wholeheartly support their application. I do enjoy the idea of augmentations and so on. I am eager to see what they have to offer.
  12. I would be echoing other people’s opinion on you, Bear, so I will say that yes, I can place my faith in you that you will perform the duty of CCIA well. +1
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