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About NewOriginalSchwann

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  1. Verified gamer +1 To be more serious he's got good characters from a variety of perspectives - I have no doubt he'll be ripping his hair out like the best of us as HoS shortly, and anything else I would say here has already been said above.
  2. Was my fellow command member as Fish King Dol Qotav (I was Hypatia, CMO). Had a lot on his plate and handled it very well from my perspective, and kept checking to see if medical was doing okay despite being understaffed. Didn't once insult me for being a synthetic, either! Great at PR! I rate Fish King as a good head of personnel that's able to handle bad situations effectively, and would love to work alongside him more.
  3. Good sprites, good character, good lore. I always want to see more Scarabs, and this will definitely help the character be more unique. The clothes make the (space)man, after all. This has my full support.
  4. Walter. I've known Matt for, give or take, half a year now and have always been impressed with his characters (despite his anime avatars). He's a certified cool guy and I enjoy playing with him despite his third world time zone as a result of riding in some place in West Africa called "Eetaly" or something. I'm an American, I don't understand geography okay? This application gets my support due to playing a mostly untouched subset of the "species," sold enough answers, and my own trust in Matt to not play an oddly emotional robot. Please do not abuse this +1 by making an emotional female shell and enjoy having to scavenge for suit coolers and the abuse you get from the rest of the crew, you rustbucket.
  5. Type (e.g. Planet, Faction, System): Frontier Alliance planet Describe this proposal in a single sentence (12 word maximum): Hephaestus drops colony on planet, colony deals with their hell planet. How will this be reflected on-station?: It adds a new planet of origin for Frontier Alliance characters, particularly those involved in engineering or mining. It also expands upon the involvement of the Technoconglomerate and Scarabs in the Frontier Alliance. Does this faction/etc do anything not achieved by what already exists?: It adds in new backstory possibilities for Frontier Alliance characters, including those from the offworlder fleets. It also adds in more lore regarding humanity’s early colonization efforts of the frontier, and the outbreak of the Interstellar War. Why should this be given to lore developers rather than remain player created lore?: It is a new contribution to the Frontier Alliance, an area we are currently attempting to expand upon in our lore. 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?: Yes. Long Description: oh boy Timeline is in the spoiler below, due its size. Overview: Himeo (Hephaestus Industries Mineral Extraction Operation) is an economic powerhouse of the Frontier Alliance originally founded as a mineral extraction operation by Hephaestus Industries in the 2200s. The largest city, and arguable capital of Himeo, is Magnitogorsk – a sprawling underground city built beneath the landing site HBF/CS Magnitogorsk after it landed on the planet. The primary export of Himeo is steel, along with other processed industrial materials, and much of its materials go to market in Xanu. The primary language of Himeo, unlike much of the Frontier Alliance, is Solarian Common – though isolation from the proper Alliance has caused language drift over the centuries. Citizens of Himeo speak a dialect of Sol Common referred to as “Himeo Common” that has integrated vocabulary from Freespeak, and features a distinctive accent (imagine the divide between Dutch/Afrikaans). Environment: The surface environment of Himeo is extremely harsh at the best of times. While it features an easily breathable atmosphere, distances from its star means that Himeo is quite cold at the best of times: temperatures are, on average, roughly −58.2 °C (−72.8 °F) before factoring in wind chill. The local climate is further characterized by its extreme windstorms, usually featuring snow, that whip down from its mountains and bracket the tundra of Himeo with high-speed winds. Himeo has an orbital period of fifteen months and two seasons due to its unusual orbital pattern: winter and deep winter. Deep winter refers to the period during which Himeo is further from its star, while winter refers to when it is nearest to its star. Deep winter lasts ten months, while winter lasts five months. The extreme weather of Himeo has necessitated an atypical method of construction on the colony: everything is built either underground or sunken into the ground. The pressure and gravity on Himeo are similar to Earth, due to their comparable sizes. Days on Himeo are 30 hours long, and years are 15 Terran months. Architecture and Construction: The architecture of Himeo is very distinctive and is essentially unique to Himeo, though other architects have copied the planet’s techniques for building underground. The major settlements of Himeo are all built belowground due to the environment of Himeo itself, and feature a variety of unusual design elements as a result. While the initial cities were dug out of mine tunnels and intended to last mere decades, rather than centuries, the tunnel systems have been expanded and revamped over the centuries to resemble kinds of subterranean metropolises built on top of one another, with some of the larger cities stretching as far vertically as they do horizontally. Some major tunnels on Himeo can be several hundred feet in diameter, with so-called “Himeo Skyscrapers” on either side of the tunnel – generally large apartments or governmental buildings, along with larger manufacturing centers. A typical residential tunnel in an underground city tends to have a clearance of around twenty feet, to allow for rail traffic. Light is a constant issue in the tunnels below Himeo, and many areas feature slightly dim lighting conditions. As such, many citizens of Himeo suffer from light sensitivity to varying degrees. Cities on Himeo, as a result, universally feature extremely well-maintained, advanced, and robust atmospheric systems that are maintained around the clock by the individual city’s Civil Atmospherics Service (CAS). Air is brought in from the surface, heated in massive steamers, and then pumped throughout the underground settlements. Atmospheric technicians trained by the Civil Atmospherics Service are regarded as being valuable hires, but are generally rare: the C.A.S. pays well and more hires are lifelong, assuming major issues do not emerge with the employee. As a result of their underground existence, fuel-burning generators or machines are looked upon poorly in Himeo: the most common method of transit underground is via an extensive underground rail system that connects all major cities. More municipal rail lines connect districts within a city to one another, and industrial areas outside the city to facilities within the city. Electric power is often provided by burning the local ore deposits in factories, which vent their waste gasses to the surface via vents – some of which can stretch for hundreds of meters as they snake their way to the surface. All cities on Himeo are connected by this exceedingly complicated and very well-developed rail network, in which tunnels can stretch for thousands of kilometers as they snake around the planet. A job in the railway service is seen as very prestigious on Himeo, and its staff are known for their high quality. What buildings that are on the surface of Himeo must, by demand, be extremely sturdy or built into a natural wind shield. Surface buildings are typically rounded to avoid wind damage, and feature very few windows. The tallest buildings on the surface are, generally, shuttle port traffic control towers – sturdy buildings that can reach the impressive height (for Himeo) of three stories, and almost four stories if one considers the electronic equipment atop the towers. The shuttle ports of Himeo are generally built upon its plains, and are mostly underground. A wind shield typically surrounds a heavy-duty “wind gate” in the middle of the shields, which opens or closes to let vessels in. These wind gates are extremely heavy and, interestingly, feature heating coils beneath their surface to avoid freezing in Himeo’s infamously bad weather. In order to better communicate with incoming pilots wind gates feature high-visibility lights that change color from red to orange when opening, and produce a loud claxon when in the process of opening. Travel on the surface of Himeo is generally done in extremely durable tracked vehicles that keep themselves low to the ground to avoid tipping over in the wind. A plow is absolutely necessary for vehicles, as snowdrifts can reach to multiple meters in height. Air travel aside from interstellar traffic is generally advised against, due to the severe weather of Himeo. Large tracked vehicles featuring repurposed shuttle engines are sometimes used by the government to clear snow drifts from aboveground complexes. These vehicles are generally known as “howlers” by their crews due to the extreme amount of noise and heat they produce during operation. A group of relics that remains in use on Himeo to this day are the massive Hephaestus Industries tunneling and mining machines that the original colonists embarked with. These machines were built to last, and are still in use to varying extents to this very day – with, of course, a great deal of modifications to keep them operational and effective. The drills and tunneling machines typically fall under the authority of their individual cities, though some factories operate them, and have storied histories. The machines are typically named and given some form of identifier on their chassis, in order to better distinguish them. Population and Major Cities: The population of Himeo stands at roughly 1.5 billion citizens on the planet and 200 million in various orbital facilities as of the 2460 census, with the majority of its citizens residing in or around Himeo’s various urban centers. The most populous and oldest of these urban centers are the cities that emerged from the four original colony ships: Magnitogorsk, Highland City, Cannington, and Kiruna. Of these cities Kiruna is generally seen as the governmental and education center, Cannington as an industrial center, Highland City as a major off-world port due to its location, and Magnitogorsk retains the largest population of any city on the planet. Most residents of Himeo are humans, either baseline or off-worlders, with some light populations of other species. Tajara are one of the most commonly seen alien species on Himeo, and are held in high regard on the planet: Zhan-Khazan and M’sai have found success on the planet as workers and surface scouts, respectively. Unathi and diona, due to the frigid temperatures and often dark conditions, are rarely seen. Skrell, as with most locations outside of the Federation, are rare. Vaurca are nearly unheard of. As with most areas in human space IPCs are an aspect of life on Himeo, with the proximity of the Techno-Conglomerate leading to a higher number of free IPCs in Himeo and its affiliated systems. Magnitogorsk: The largest of all cities on Himeo, Magnitogorsk is home to almost everything one could hope for. The city features a booming ore processing industry famous for its high-quality produces, and is hope to the largest theater on Himeo. Magnitogorsk is where the headquarters of the Civil Rail Agency is located, and features a massive underground rail depot built into a natural cave. Highland City: Home to Himeo’s largest interstellar port, Highland City has comparatively moderate weather by the standards of Himeo. A nearby mountain range shields the city from much of the planet’s hostile weather, and provides exceptional mineral wealth. Highland City’s location on these comparatively temperate plains means that it features more shuttle ports than any other city on Himeo, and features a port capable of receiving frigate-sized vessels. Cannington: A major industrial center on Himeo, Cannington features expansive mines in and around itself that produce a significant amount of the mineral wealth the planet is known for. Streets in Cannington are generally a bit less well-organized than other cities as the city tends to rely more on pre-existing mineshafts for municipal development, rather than digging new tunnels. As a result, many districts in Cannington have been described as “somewhat confusing,” to navigate by foreigners. Kiruna: The center of government and academic life on Himeo, Kiruna is renowned for its academies and longstanding tradition of civil service. Most government agencies have their headquarters within the city, particularly along the Street of Himeo’s People – a major tunnel full of government structures along its length that features a rare sight on Himeo: Terran flora. Danzig Station: An old, outdated, and entirely functional spaceborne processing facility that now serves as the main hub of trade in Himeo, and the dockyard of its fleet. Danzig Station has a population of roughly 200,000 with a mix between off-world humans, baseline humans, and some rare aliens. The station itself has been slowly expanded over the centuries, and now finds itself the home of Himeo’s admiralty. Clothing: Clothing on Himeo is, by demand, practical and extremely rugged – clothing designed to endure a harsh environment and last for a long time. Much of it features multiple layers, and very little skin is left exposed. The roots of many miners in Scandinavia and the Soviet Union are reflected in their fashion – synthetic furs are common, with Himeo’s furs being commonly referred to as “fish fur” on the galactic marketplace. Despite this semi-discriminatory name, Himeo’s clothing is prized for its ability to keep in warmth and its low-maintenance designs. Coloring and dyes are generally quite muted due to scarcity, though reflective materials are common for practical and aesthetic purposes. Many citizens of Himeo make patterns on their clothes using reflective material, causing their clothes to vibrantly light up in the low-light environments of Himeo’s cities. The recent introduction of alien species such as the tajara has seen new styles of “fur” coats emerge in the traditional Adhomaian style with Himeo touches – tajaran peacoats with reflective PRA flags are common amongst certain immigrants. Society: The society of Himeo is, by requirement, one that is very tightly-knit. Citizens grow up in close proximity to one another and depend on one another for support in the dim tunnels beneath Himeo. One’s culture of origin – at least, amongst the original settlers and their descendants – is largely irrelevant in the face of adversity within a city. However, due to distance, the cities have developed slightly different cultures: those from Highland City are seen as more open and welcoming, those from Kiruna are seen as intellectuals, those from Cannington are seen as hard workers, those from Danzig Station are seen as resourceful and somewhat strange by other citizens (due to their requirement for more light), and those from Magnitogorsk are seen as the “average” citizen of Himeo. Off-world humans are a common sight and typically originate from either the Scarab Fleet or Techno-Conglomerate, though minor fleets and unaffiliated offworlders are a common enough sight. Aliens are relative newcomers to the planet compared to their human counterparts, and have adapted to varying degrees. Tajara have found success on the frigid planet due to their tolerance of the cold, though many remain in their own districts. However, these districts can be found throughout major cities in Himeo. Skrell are generally a rare sight on Himeo, but most can be found in Highland City or Kiruna. Religion on Himeo is, more often than not, a secondary matter. Most citizens are atheist or agnostic, though there is a notable population of Christians and a limited amount of other human faiths. A few religious institutions belonging to other species can be found in Highland City, though generally not outside of foreign districts. Cannington, as a major center of Zhan-Khazan populations on Himeo, also has several tajaran religious institutions. Cuisine: The traditional cuisine of Himeo is very sparse. The traditional diet of a Himeo resident was primarily composed of plants until trade was opened with Xanu and the Scarab Fleet, causing the amount of available food to increase dramatically through new hydroponics techniques. The underground and orbital hydroponics farms of Himeo are able to produce a variety of common Terran foods, though meat remains a relative rarity due to the resources it consumes during production. The diet of citizens of Himeo is, however, less plant-based than an Eridanian’s diet – mining is, after all, intensive work that requires a lot of calories. Education: Education on Himeo is provided at a municipal level, and is generally regarded as high-quality for the frontier. Himeo is famous for its ability to produce talented civil servants, doctors, engineers, and atmospheric technicians. However, most of these individuals remain on Himeo – due to the lack of a corporate presence in the system, graduates of municipal universities are rarely immediately hired. Primary education generally instructs students in Ceti Basic in addition to Himeo Common, meaning that most citizens of Himeo are well prepared to communicate with others if they leave the planet. Freespeak is another commonly taught language, though it is de-emphasized due to the similarities between Himeo Common and Freespeak – the languages are, generally, mutually understandable. Military: As a member of the Frontier Alliance, Himeo fields its own navy and military forces. The fleet of Himeo is the Himeo Defensive Fleet (HDF), with vessels being referred to as Himeo Defensive Vessel(s) (HDV). The fleet is headquarted on Danzig Station, and its current flagship is the HDV Norilsk, a Hephaestus Industries-produced cruiser that accompanied the original colonists that has been slowly retrofitted and improved over the years. The HDV currently fields 30 vessels, though most of these are non-warp capable local patrol vessels. The HDV can actively project a strength of roughly ten vessels, including five military-grade vessels: the three original Hephaestus Industries vessels (a cruiser and two frigates), and two captured Sol Alliance naval vessels dating back to the Interstellar War (a missile corvette and destroyer leader). Most of the remaining ships are former civilian cargo vessels retrofitted to be “Himeo corvettes” – cargo ships with enough armor, guns, and engine strength to serve as improvised ships of the line. The ground army of Himeo is referred to as the Planetary Guard, and is based on a municipality-by-municipality basis. Magnitogorsk possesses the largest Planetary Guard division, and all sworn to defend one another in the event of an invasion. An invading force assaulting Himeo would face extremely difficult odds, due to the underground nature of the cities themselves giving an extraordinary home advantage to the forces of the Planetary Guard. Due to the environment of the caves, most Planetary Guard soldiers are defined as “rail infantry” – units that are transported along the significant rail lines beneath Himeo’s surface. Motorized vehicles are uncommon due to the underground environments of the cities, and shotguns are common weapons in the hands of Planetary Guard soldiers. The arrival of tajara on the planet has seen many joining the Planetary Guard and serving in its new surface units – volunteer structures that patrol along the surface of the planet and rescue the crews of downed spacecraft. Due to the extremely harsh nature of the surface, animals imported from Adhomai are highly valued by the troopers of the surface units, with M’sai and Zhan-Khazan tajara often seen caring for them. Government: The government of Himeo is, to external observers, a somewhat odd one. Himeo is a direct democracy in which the planetary leader, termed the First Speaker, is elected by pure majority vote for a maximum of two five year terms (barring emergencies such as war) and answers directly to Himeo’s citizenry. The First Speaker is assisted by the Council of Representatives – officials elected at a rate of one per city, orbital facility, ship, or other facility over 10,000 citizens. These Representatives answer directly to the citizens of where they were elected. In order to pass legislation impacting all of Himeo, it must pass a majority vote by all citizens of the planet. Legislation only impacting a certain area only needs a majority vote from that area: i.e., if legislation would solely impact Danzig Station, only Danzig Station votes on it. The cities, towns, and stations of Himeo directly elect their majors and representative, with the ships of Himeo electing a representative to the city they work the closest with (generally Highland City or Danzig Station). Foreign Representatives of Himeo are appointed at a rate of one per municipality over 100,000 citizens, and serve on the Council of Foreign Representatives. The CoFR follows the same manner of legislation passing that the CoR follows. The CoFR is however, due to its foreign diplomacy nature, more independent than the CoR. Foreign Representatives answer directly to the citizenry of the municipality that elected them, but receive their orders from the First Speaker. Visa: · Unlike most planets in Frontier Alliance space, visitors must register with the Department of Foreign Affairs before they are allowed onto the planet. · Corporate-sponsored entities are universally denied entry as per the rulings of the Council of Representatives. Department of Foreign Affairs officers that deliberately allow a corporate-sponsored entity into Himeo are liable to lose their job and be fined. · Work or travel visas are free, and allowed for upwards of ten years before renewal. · Dominians are not allowed in Himeo’s space. Citizenship: · Planetary citizenship on Himeo requires an application fee of 50 Credits for most species, 25 Credits for tajara. · Must pass a background check. · Must swear loyalty to Himeo and the Frontier Alliance in a formal ceremony. · Must reside on Himeo for two months out of the year for five years. · If Dominian or Izweki, not allowed to apply for planetary citizenship. Characters from Himeo are Likely to: · Have light sensitivity. · Have worked in mining, or a related industry. · Be loyal to their coworkers. · Have a distrust of Hephaestus Industries.
  6. Borya is a very good roleplay and what I would define as a pretty cool guy if asked. I honestly cannot recall a single bad experience with one of their characters and have greatly enjoyed my interactions with Borya both on the server and outside of it, despite the fact that Borya lives in Novosibirsk or Blizzardograd or some other city with a giant statue of Lenin in front of every building more important than a McDonald's. Maybe they have the Lenin statues in front of McDonald's. I don't know, I don't live in the Russian Federation. Borya, please help. I am confused. Anyways, I'm supposed to be talking about roleplay. I'm eager to see Borya tackle the medical department, and rapidly start going grey during the course of that, and we could always use more consular officers that are not either from Sol or played one time and then forgotten. Really Swell Gamer (RSG); Big +1
  7. Hello, I'm here to support this suggestion in its entirety. Today I shot a man in the head (with .38 rounds) six times and he didn't even collapse into crit, or even start stammering. As a malformed caveman that craves human suffering frequent security player, I want combat to feel dangerous and maybe die. Taking a bullet to the head should cause a significant amount of damage, assuming you aren't wearing any armor. You shouldn't be standing up perfectly fine after taking three .38 bullets to the cranium, and the fact you can do so really cheapens the thrill of the (valid) hunt versus the bad men.
  8. Good questions. 1). As for interactions with normal tajara, we'll have to wait and see. I anticipate most of the interactions are going to be along political lines, rather than religious lines, but we won't see until he's in-game. 2). Nikandr is a dogged atheist and Hadiist loyalist, viewing the cult in his city as a symptom of counter-revolutionary elements undermining the worker's republic through heinous means: in this case, hedonistic activities associated with what more religious tajara would term the "Cult of Excess." Note that he refers to them as "subversive cults" rather than "religious cults." The connection to counter-revolutionary activity is, additionally, something of a rationalization by Nikandr: the fact that these cults have existed for thousands of years, and are now reemerging due to the second revolution, is a bit too much for one to understand all at once 3). Due to rationalizing the cult within Hadiist ideology, he was not alienated and was able to continue his work for the People's Republic. He even managed to receive official backing - to an extent - in order to continue his investigations. Praise Hadii indeed. 4). Nikandr loves his job, his party, and his Republic. He's a patriot through and through - a true product of the People's Republic, and a Hadiist hardliner. This is, as a note, something of a character flaw: he has a difficult time seeing members of the NKA and DPRA as anything other than monarchistic counterrevolutionaries and terrorists, respectively. I've been stalling on this for two days, and I'm not sure if I'm satisfied with these answers, but hey! They're here.
  9. Thank you for your response (and the compliments), here are my answers: 1). Nikandr is very much the model of the new PRA tajara and is, as such, atheistic - religion being the opiate of the masses and a tool used by the feudal nobility to control the workers and peasants. 2). This does impact his views of Adhomai's dark mysticism: As a rational, new PRA man he is more prone to viewing the raskariim cultists as a sign of mass hysteria or, even worse, counterrevolutionary activity. Nikandr is an ardent Hadiist, and believes that most of these cults can be traced back to the failings of the Njarir nobility - after all, the leader of the cult ring he busted was a Njarir. Furthermore he views many mythological beings, such as S'Mara, with suspicion - hysteria, shell shock, or superstition. Due to being a M'sai born when Raskara was at its peak, he has a particular hatred for raskaren and Pan-Ahran myths. He is, however, a fan of Bolfurrrr films. 3). His parents were part of the first revolution, being urban intellectuals. They were less anti-religious than Nikandr is, but still viewed it with ambivalence - religion, to them, was a tool used by the Njarir to police the masses. As such, I would list them as contributors to his current new PRA man views on religion. 4). Detective Kolesnik is Nikandr's closest friend on Adhomai, and was his right hand (paw?) man in the investigations. Captain Mikhailov is another supporter, and is a major reason why Nikaner is now in Tau Ceti: his vote of support was enough to send Nikandr ahead of other choices for the position. Due to being born when Raskara was at its peak, Nikandr is not affiliated with the Kin of S'rendarr, Adhomai's famous anti-cult order.
  10. Despite being a weeaboo Matt is always fun to RP with, and I'm also excited to see what he can do with human characters. The only issue I have with the application is that he is playing a disgusting counter-revolutionary that supports the illegitimate dictatorship of the nobility over the workers and peasants of Adhomai. +1 but also DEATH TO ALL THOSE WHO STAND IN THE WAY OF THE WORKING PEOPLE
  11. BYOND Key: neworiginalschwann Character Names: OH BOY HERE WE GO AGAIN Species you are applying to play: Tajara What color do you plan on making your first alien character: Garfield color scheme silver 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'm a big fan of Russian history and was never taken to see the musical Cats! so this is as close as I'm going to get. On a more serious note I want to play a species of actual aliens, and the tajaran lore interests me - it's got a lot of motivation, from the civil wars to the dark folklore, to the half-remembered history of the species. There's a lot to work with here beyond "cat dude in a big coat that rolls his Rs." Identify what makes role-playing this species different than role-playing a Human: A lot of things, really. Most obvious is that the tajara possess a vastly different biology as a result of their evolution and generations of selective breeding (which has resulted in a racial caste system). Tajara are also the newest entrant onto the galactic stage, and the least-advanced species in lore presently. Tajara are, additionally, in a worse state than humanity is terms of how they are perceived. Honestly, their status as a species is somewhat similar to IPCs - they are second-class citizens with a tenuous grip on their status in most places they dwell. A tajara in Solarian space could be fired and sent home for a variety of reasons, while a human in Solarian space enjoys all the rights of the Alliance. In Tau Ceti things are better, but they remain mostly confined to the gang-filled streets of the Sixth District. Character Name: Nikandr Morozov Please provide a short backstory for this character Born to an urban M'sai family residing in what would become the capital of the PRA, Nal'tor, in the winter of 2420, while Raskara was at its peak, Nikandr is part of the first generation of tajara to be born in an interstellar Adhomai. He was, additionally, born into a world about to be thrown into war on a scale never seen by the tajara before. The young Nikandr never experienced the first revolution directly, the fortune of living in Nal'tor proper, but was raised in a highly pro-revolution environment. By the time he entered adulthood, he was dedicated to the idea of service with the Republic's police force as a detective. Social reforms passed by the Republic's new leadership allowed this, and the young M'sai joined the Nal'tor Police Service in 2446 as a junior detective. Detective Morozov's primary duties before one fateful day in 2451 consisted of the service in the Nal'tor police district's homicide and violent crimes division - a fitting assignment for one born under the peak of Raskara, according to his Lieutenant. While most of his assignments were simple open-shut cases, he began to notice an unsettling pattern in some cases. Initially, none would appear to be connected at all, but a closer examination began to reveal odd patterns: disappeared persons reappearing with fake IDs, his colleagues in organized crime and vice reporting hedonism and murders in some poorer areas (and getting him involved in the investigation), and cases of hysteria at random. Raskariim cultists had always been present in the city, but they now seemed to be growing at an alarming rate - Morozov, being a secular PRA-trained policeman, initially viewed it as isolated incidents of hysteria, dying noble hedonism, and postwar identity theft. Over time, however, he began to realize that there was something off - direly off. In the Winter of 2450 People's Police Detective Morozov launched a formal investigation into what, unbeknownst to him, would reveal itself as a Raskariim cult. However, he would not discover the truth behind his investigation for several years. The death of President Rhagrrhuzau in 2451 caused the entire Nal'tor police department to be re-tasked with defending the Republic from subversive elements, which did not initially include Raskariim cultists. Morozov padlocked counter-revolutionary after counter-revolutionary after subversive element for a period of four years, working on the cult case on the side. His breakthrough came in 2454, detailed below. Now something of a hero in the eyes of the Nal'tor People's Police Department, Detectives Morozov and his partner became lead investigators in regards to "subvertist cults" in the city. Morozov would continue his efforts - almost a man consumed with figuring out how these cults worked, spending more and more time investigating them - until, in 2459, he was selected by the city's police Commissioner to travel abroad to Little Adhomai. A dedicated, effective patriot, he was the perfect pick (in the eyes of his supervisors) to ensure the citizens of Little Adhomai remained proper patriots and that contracted workers with NanoTrasen remained ideologically dedicated. He, out of a sense of duty and patriotism, accepted. If he managed to earn a promotion out of it, or uncover more of the information he seeks, then all the better. But, of course, duty to the Republic is its own reward. What do you like about this character? Morozov is an older character with a long history in the capital of the PRA, is an ardent Hadiist, and is obsessed with the weirder occult aspects of tajaran society. He is, additionally, officially here on behalf of the People's Republic, leading to a tenuous relationship with many of the tajara on the Aurora. Morozov is very much a New Soviet PRA Man, and doesn't regard it highly - this is an interesting contrast to most characters I've seen that have an investment in the occult - they tend to be the religious sort. How would you rate your role-playing ability? I don't do fear RP, I just do ERP. 7.5/10. Notes: I investigate John. It's what I do.
  12. -1. All my reasoning has been listed above, so I have nothing else to add regarding that. Instead, I did this: This is my method of showing how absurd this suggestion is to me. Thank you for coming to my talk.
  13. I really don't want to see the red-headed security officer women fighting mercs in high heels and tango dresses. This is unneeded - security should be visually distinct at at passing glance.
  14. Reporting Personnel: Doctor Mirjam Lippmaa, Necropolis Industries - Kumar Arms Research Division Job Title of Reporting Personnel: Scientist Game ID: b3f-dnt4 Personnel Involved: (Name, Job Title: Offender/Witness/Other) - Officer Oscar Easter, Necropolis Industries Personal Security Professional (Witness - Officer Alesya Volkova, , Necropolis Industries Personal Security Professional (Witness) - Miss Mo Chou, Necropolis Industries Corporate Liaison (Witness) - Officer Lex Harkson, Necropolis Industries Warden (Witness/Victim) - Mister Vincent Goren, NanoTrasen Detective (Witness/Offender?) - Doctor Sabah El-Ahsan, NanoTrasen Scientist (Witness) - Doctor Ana Roh'hi'tin, NanoTrasen Crime Scene Investigator (Witness) - Za'Akaix'Crono Zo'ra, NanoTrasen Security Officer (Witness) - Mute, NanoTrasen Janitor (Witness) - Reese Fields, NanoTrasen Biomechanical Engineer (Offender) - Doctor April Sirek, Necropolis Industries Scientist (Offender) - Miss Samara Watson, NanoTrasen Station Engineer (Offender) - Mister Pierre Leonce, NanoTrasen Emergency Medical Technician (Offender) - Mister Oliver Roadman, Chief Engineer (Offender - also serving as acting Captain) Time of Incident: N/A Real Time: 18:00-19:00EST Location of Incident: Almost the entire NSS Aurora: particularly the science, security, and engineering departments. Nature of Incident: [ ] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [X] - Neglect of Duty [X] - Harassment [ ] - Assault [X] - Misconduct [ ] - Other _____ (Place an x in the box that applies. If other, replace line and specify.) Overview of the Incident: (General description of the incident, to include as much detail as is deemed necessary) Upon arriving upon the NSS Aurora I requested some materials from robotics, presently manned solely by Miss Fields, in order to jump-start research, which Doctor Sirek had been neglecting for half of the shift (she was also, as a note, breaking CCIA regulations by not being in uniform - I initially assumed she was a NanoTrasen employee until I checked her information in my PDA). I requested the following items: two energy relays (Einstein Engines model), and one phoron generator (Hephaestus Industries model) - simple requests that have almost certainly been made hundreds of times in the history of the Aurora alone. I was told to say "please" before my request would be filled. I stated that I would not say so, as this was merely doing her job: while it is polite, it is entirely unneeded - Martians always expect one to say "thank you" after the slightest thing, but I digress. I was then viciously insulted by Fields - I referred to as an "uppity bitch" on the science radio channel in front of my peers, then she threatened to physically stomp on me. This is unacceptable behavior from a janitor, let alone a member of a high-security research station's research department, so I requested security to science. Officers Easter and Volkova responded promptly, and I stated my desire to press charges of slander. Following this, a warrant for arrest signed by the warden in absence of a director of security was presented, and Miss Fields was taken to security. After this point, things become somewhat confusing to follow. Doctor Sirek began yelling at security over the general channel shared between departments following the lawful and authorized arrest of Miss Fields. She was eventually warned and then brigged for misuse of public communications by the ISD, though I only know about this through second-hand sources. Miss Watson began to vigorously insult the members of the ISD and myself, claiming that we were naught more than jack-booted thugs that get our jollies out of being threatened with physical violent and then having that person arrested. She was a constant distraction throughout the shift, and never answered to my calls for an engineer to come to our wing and do two things: fix broken machines in our conference room and deal with a metal-eating fungus. This would have taken no more than five minutes of her time, but she instead opted to devote it to screaming into her radio headset like a madwoman for around an hour. I had to get the janitor to repair our machines and destroy the fungus (Mute, named above). Officer Harkson was demoted and detained by the acting captain, Mister Roadman, for carrying out a legal arrest warrant. I have no information on this aside from discussions between myself and fellow Necropolis contractors following the shift, and seeing Officer Harkson cuffed in the shuttle's brig. I suggest speaking with Officers Easter and Volkova, along with Doctor Roh'hi'tin, in order to resolve this issue. A meeting was held between all Necropolis Industries contractors on the Aurora by our liaison to encourage teamwork. A meeting during which Doctor Sirek lied to the face of Miss Chou, stating that Miss Fields did not threaten to strike me. I sincerely apologize for the behavior of my colleague, and hope that she will be disciplined harshly within the Necropolis Industries human resources system. Did you report it to a Head of Department or IAA? If so, who?: Reported to Miss Mo Chou, Necropolis Industries liaison for the NSS Aurora. Actions taken: I am uncertain, so allow me to lay out my perspective: - Doctor Sirek and Miss Fields were brigged for slander, among other charges. The behavior of Doctor Sirek is particularly disgusting to me, and I would like to apologize on behalf of Necropolis Industries for allowing this disgrace of a scientist to pass her hiring exam. - Officer Harkson was demoted by the acting captain for following a legal warrant. I would like the charge of illegal detainment dropped from his record, as he has done nothing wrong. - The acting captain was not punished for this, though we were lacking in command staff throughout the shift. - Miss Watson slandered me throughout the entire shift, and did not receive any punishment for her actions to my knowledge. My colleagues at Necropolis Industries have informed me that this is "normal behavior," for Miss Watson. If her normal behavior is to harass contractors and NanoTrasen personnel at the drop of a hat, I suggest you seriously reconsider her employment. Additional Notes: I have already contacted my Necropolis Industries superiors in Tolyatti, my Kumar Arms superiors in Leningrad, and my regional supervisors in Mendell City. I have been informed that a thorough investigation is being launched into these events, and hope that the NanoTrasen investigation will be similarly rigorous.
  15. It looks good, and fits with the style set out by the EPMC beret. If NT and Idris both have caps, I honestly see no reason to refuse the EPMCs one and this isn't just because I play four of them ayy lmao.
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