
GrazalThruka
Members-
Posts
26 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by GrazalThruka
-
BYOND key: GrazalThruka Discord name/id: GrazalThruka Borg / AI names: Randall. The AI name I have planned is Enhanced Vessel Interface for the Horizon, or EVInt-Horizon Have you read the Aurora wiki page about the AI?: Yes Why do you wish to be on the whitelist?: I like playing robot characters, and there is something undefinably chill about playing an AI Have you received any administrative actions? And how serious were they?: Got bwoinked ages ago for not knowing the correct way to handle law conflicts. Don't think I even got a note for it, and that was way back when I first started. I have since actually learned how laws work on Aurora Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? Yes
-
I think we'd be fine on food and water for ages, assuming it's managed well and nothing critical breaks down (which would be part of #6 more than 1 or 2) The recycling of oxygen is possible, but just not modelled mechanically in-game. We can recycle oxygen from CO2 at about 50% efficiency today, so I don't think it's unreasonably to assume we've gotten really efficient at that over the 400 years between here and the Horizon. For power, I don't think the SM actually consumes any of the fuel? I'm checking with my engineering main friends now, but even if it does run out, you could just set up a lot of solars before the SM ran out. Definitely would be in low-power mode on solars, though Shuttle fuel would fuel and spare parts would be the big issue. Assuming miners are really careful, don't make excessive trips, and bring back good hauls, we could build up an impressive stockpile. And the limit on what can be lathed would mean some stuff is irreplaceable (but I can't think of anything survival-vital that couldn't be replaced) Medicine would be another issue, since from my brief looking we'd only be able to get a plant supply of bicaridine and kelotane (unless we're counting the debatably canon antics of xenobotanists, in which case it's possible that we'd be swimming in rezadone before the FTL-ban hits)
-
Ah, okay. I was worried about giving them too high a credit score, but based on your comment they'd likely sit more around the 6.5-.75 mark. They also probably then wouldn't have interacted with humans until mid-late depth college, and would have been making special trips/meetings to do so. 1. Assuming I got my timelines right, Xushi would have been born in the 2290s, putting them in the Radiant Era. As distant from hardship as a skrell can get, this explains their rather loose view on synthetics and more academic view of Glorsh-Omega. 2. Xushi is very supportive of the Federation, mostly because they feel it's helped them a lot. They believe that Skrell should be the top priority, since they're clearly the smartest and best. They're not a huge fan of the Federation cooperating on an equal level with other nations (Yes, they ARE racist), but they do think the Federation should have relations with them. After all, how else will they study all these cool humans? 3. Xushi is not very religious more just out of a sense of apathy than anything else. They don't find astronomy particularly interesting, and find the idea that the sky can be mathematically solved to predict the future almost laughable. They attend lectures and services more out of a sense of "this is what the Federation/other skrell expect of me" than actual belief. They find Weishii even less scientific and thus not even an option worth considering. 4. Xushi views non-federation skrell with a mix of confusion, pity, and jealousy. Confusion because why would they choose to permanently live (or stay, if they were born there) anywhere but the Federation? It's perfect here and you're already welcome. Pity because they haven't had access to all the wonderful things the Federation provides, like a proper education and a strong community of intelligent skrell. Jealousy because those lucky bastards get to watch the funny little humans do their thing all day long. 5. I assume this refers mostly to the Traverser stuff Xushi agrees with the attempts to pacify the region by military force. While perhaps a little aggressive for their tastes, they think that the quashing of the movement was an unfortunate necessity. They strongly disagree with the fact that *any* reforms were made, and worry that doing so will only encourage further violent rebellions when skrell seek change. They worriedly see this tendency for rebellion as a possible sign of human influence. Perhaps being so short-lived encourages them to cause rapid and violent change? An interesting topic for their next paper, at any rate. Xushi intends to be very careful to not allow human culture to influence their behavior in this new posting to the Horizon.
-
Xushi-Ruee Juiqii [5.82] (Man, skrell names are hell come come up with) Xushi was born with the silver spoon in their mouth in Qerr’wesi, their Qrri’Myaq being a mid-level psychological researcher within Ziip’Ta. Raised Qeblak, Xushi was never incredibly devout, nor was most of their Quya. Their Quya was quite large, consisting mostly of medical researchers and archaeologists. Xushi took on a very early fascination with psychology, which quickly became a near-obsession with studying the newly-discovered humans and how their short lives affected their minds. As they continued through Reef Garden, they took every opportunity to study, psychoanalyze, or even just speak with the humans they could find. Despite their new distance from Xushi, their Qrri’Myaq did their best to ensure that they remained focused enough on Skrellian psychology to still remain useful within the Federation, an effort that Xushi cooperated with. Infectiously enthusiastic in their studies, Xushi breezed through their Reef Garden and moved onto their Uyi’vesi. As they worked towards their degree in abnormal psychology, Xushi formed a Quya of their own with a fellow student who shared their fascination with humanity. They tried to have a child, but Xushi did not respond to any of the fertility treatments, remaining sterile. Xushi was not particularly heartbroken by this; it afforded them more time to focus on their studies. Xushi achieved a total of two degrees: Abnormal Psychology and Neuroscience/surgery. It was around this time that humanity first started creating posibrains, and Xushi developed a strange fascination with them as well. While still sharing the standard disgust and fear of synthetics, Xushi wanted to see how the artificial mind processed things in an effort to understand the why of Glorsh-Omega. Their reasoning for such was to hopefully publish a paper in which they could show what went wrong with AI the first time around, and the Federation could either convince or force the other species of the Spur to not do those things. Given the lack of synthetics in Skrell space, and their unwillingness to break the laws of the Federation, Xushi’s studies into this were extremely limited. Despite these unconventional beliefs, Xushi otherwise remained almost fanatically loyal to the federation. Their studies of human psychology bordered on infantilizing, viewing most younger species as curiosities rather than people. They secured a job at Ziip’Ta Medicinal, where they worked in neurological research. They found this job interesting, if a little dull at times, as they mostly only interacted with other skrell in their research into treatments for Insanity of the Tide. With the recent creation of the Work Initiative Programme, Xushi lept at the chance to work abroad. Contracted out to Zeng-hu, Xushi began working as a psychologist and neurotherapist throughout Sol space. Moving around a great deal, Xushi loved studying edge cases and medical marvels, compiling their findings into a composite paper that they frequently update and send back to their supervisors in Ziip’ta. They have yet to publish anything on their synthetic theory - that’s waiting until they find a way to speak with more synthetics without getting killed by them. Or worse, they might get a credit score reduction!
-
BYOND Key: Grazal Thruka Character Names: Delan Girard, Za’Akaix’Uirk K’lax Species you are applying to play: Skrell What color do you plan on making your first alien character: 798897 (Very pale blue-grey). Have you read our lore section's page on this species?: Yes Why do you wish to play this specific race: Mostly because I find psionics really interesting and haven’t got to interact with them much. I also just like alien species in general and enjoy exploring non-human cultures and viewpoints. Also, heehee funny submarine frog. Identify what makes role-playing this species different than role-playing a Human: Skrell live a very long time, biologically maturing at around 50 and socially maturing at around 70, when they get their second college degree. Those outside the federation reach around 350, where federation skrell can reach upwards of 500. Due to this long lifespan, they tend to be very patient and forward-thinking instead of impulsive. They tend to view short-term consequences as irrelevant due to this. Skrell don’t have complex facial expressions, leading them to often appear emotionless. They are, however, deeply emotional, instead expressing emotion through body language and vocal tone. They often use tones inaudible to human ears to express, however, leading them to struggle with emotional displays to non-skrell. With a combination of their native language and telepathy, however, they can communicate almost effortlessly. Skrell strongly value intellectual development and cooperation. Most skrell possess at least one degree (equivalent to a human PhD.), but many will get at least 2 or 3, with few getting none at all. Due to the depth of knowledge as well as psionic methods, human-skrell cross-education is very difficult for anything beyond basic ideas. Competition is viewed positively so long as it is not hostile, since hostility is seen as low-brow and for those of low intellect. All skrell are psionic to some degree, with a range of natural aptitudes and skills. In general, Skrell are divided into receivers and the more rare listeners. All are influenced by the Nlom, a psychic field that all skrell emanate. Receivers are more strongly pushed to accept societal norms, while listeners do not feel so strongly forced. Societally, Skrell have “recently” (300-ish years ago) escaped the rule of a tyrannical AI known as Glorsh-Omega. Since Glorsh controlled basically every aspect of skrell society, its mysterious disappearance glorious defeat left the skrell in shambles. They eventually reformed the Nralakk Federation under Skrell rule, becoming a meritocracy focused on the betterment of the skrell as a species. All skrell are given a Social Credit Score between 0 and 10, with loyalty to the federation and intellectual improvement encouraged and disloyalty discouraged. Skrell with higher scores receive more benefits and privileges, with lower scores being associated with criminal behavior, unskilled labour that would previously have been done by synthetics, and occasionally being sent to rehabilitation facilities. Character Name: Xoio’Tuiri Xiquil [5.13] Please provide a short backstory for this character Xoio was born into the submarining business. They are the child of one of the earlier Psionic Navigators (F’ex’Qa) and a deep-sea xenobiologist (F’ex’Tra), hatched on Europa. Their F’ex’Qa was chosen as their Qrri’Myaq, and their education was a mess of traditional skrellian schooling (As traditional as you can get away from the federation) and practical apprenticeships aboard submarines. Throughout their growth, Xoio developed a fascination with the depths of the Europan ocean, listening to a mix of both lectures from fellow skrell and old submariner’s tales from humans. By this, Xoio developed an interest not only in exploration, but in the origins and derivations of mythology. Upon achieving a reefgarden-level education in psionic navigation and oceanic xenobiology, they chose to continue studying as a navigator, working closely with their Qrri’Myaq aboard various research vessels. It was during this time that Europan Sea-Blindness was formalized. Aware of the dangers, both Xoio and their Qrri’Myaq decided to press on with their occupation. It was another decade until their Qrri’Myaq was officially diagnosed after several incidents where they put their vessel on full alert for what turned out to be false alarms. They were sent to the Federation for treatment, leaving Xoio behind. They only tempted fate for another few years, before they decided to leave their post and follow their Qrri’Myaq to Aweiji, despite them no longer being in a state to mentor Xoio. The next 15 years were spent formalizing their education in Tresja (achieving an official degree in marine xenobiology as well as a certification in sub-surface vessel piloting), followed by nearly three decades of working as a sub-aquatic tour guide. Xoio did their best to hide their distaste for this job, but kept at is as it was the closest they could get to their old love of exploring the oceans of Europa. When an opportunity arose to work as a bridge crewman for the SCC, Xoio seized it, and was thus transferred to the Horizon after a (relatively) brief training period. Xoio is an Axioi and a follower of Weishii, blended with a great deal of Europan superstition. They enjoy discussing mythology and the like, believing there to be some grain of truth behind every belief. They are a self-styled “cryptid hunter,” and their greatest regret about leaving Europa is that they cannot continue to investigate the many stories from the depths. What do you like about this character? I like the idea of playing a character who hasn’t had a lot of interaction with the Federation as my first skrell, as this would give me the opportunity to learn both ICly and OOCly, since there is a LOT of skrell content on the wiki and my brain prefers to learn on the go. I also like the submarine skrell aesthetic. How would you rate your role-playing ability? Decent? Notes: I’m not super sure about the social credit score, but I figured mid-low secondary was appropriate
-
[IMPORTANT] Head of Staff Whitelist Forum Access
GrazalThruka replied to Skull132's topic in General
Same here, I don't have access -
Reporting Personnel: LARE-2950 Job Title of Reporting Personnel: Operations Manager Game ID: The round before co3-azNM Personnel Involved: Keala Nalika, Hangar Technician (Offender) Kusuer Bloodclaw, Hangar Technician (Offender) Xim'Eq Lixuq, Engineer (Offender) Allegra Rader, Pharmacist (Offender) Verkenner Hoeven, Security Officer (Witness) Secondary Witnesses: Lena Braun, Captain (Was kept informed of the situation) Time of Incident: Approx. 2am ship time Real Time: 0200 2023/07/29 GMT Location of Incident: Operations Lobby and nearby docks Nature of Incident: [ ] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [X] - Neglect of Duty [ ] - Harassment [X] - Assault [X] - Misconduct [ ] - Other _____ Overview of the Incident: One of the bounties during the shift this incident occurred in was 20 units of Nightlife, a controlled substance and narcotic. The pharmacist, Allegra Rader, was instructed to only give this bounty to me directly by the CMO. Later in the shift, I had not heard anything regarding this bounty. Mr. Nalika, Mr. Bloodclaw, and Mx. Lixuq came rushing past me, visibly convulsing. I called them back to the operations lobby, and then ran towards the nearby airlock instead, claiming they were going to go audition for Swimstars. They began to make threatening comments against me, and when Mr. Nalika hit me I drew my disruptor and fired as he and Bloodclaw charged me. When security arrived, the three welded themselves behind an airlock, proclaiming my use of my disruptor to be "cheating." Security then left, and then reopened the airlock and continued to harass me, less violently this time. Mr. Nalika then threatened to kill Mr. Bloodclaw, who chased him off. I later found Mr. Nalika on the floor, with a first responder over him. He was fine, so I informed him that he was suspended for the remainder of the shift. He proceeded to beg me not to and admitted that he, Mx. Lixuq, and Mr. Bloodclaw had acquired and imbibed the Nightlife that the pharmacist had been told to not give anyone but myself. At this point, he made several attempts to bribe me into not filing a report. When I refused, he proceeded to insult me before I put down the tint on my office windows. I later found out that Mr. Bloodclaw had been placed in the brig. I believe the pharmacist's only involvement was failure to follow orders regarding the handling of the Nightlife. Mr. Nalika and Mr. Bloodclaw, however, abused their positions as members of the operations department to illicitly acquire narcotics. Submitted Evidence: An IR was faxed to the SCC, and radio logs will show command discussion about the situation Would you like to be personally interviewed?: [X] - Yes [ ] - No If needed Did you report it to a Head of Staff or a superior? If so, who? If not, why?: Yes, the incident was relayed to the captain at the time. Actions taken: Bloodclaw was held in the brig for a brief time. Both him and Mr. Nalika were suspended for the remainder of the shift, although there was not time to officially process this due to ongoing situations. Additional Notes:
-
Eddymakaveli's Moderator Application
GrazalThruka replied to eddymakaveli's topic in Moderator Applications Archives
+1 from me as well, with the "I'm new" caveat as well. Eddy is very chill and can be trusted to be rational and calm. -
We already have sec officers tho
-
OOCly, a head of staff's job is to provide aid to newer players as well as an example of good RP. They have more power when it comes to antag/ghost spawn gimmicks, and can use that power to make sure roleplay occurs and is good (e.g. hold fire so we can negotiate with the mercs, instead of just opening the crew armoury and declaring a kill order at the first sign of trouble). From personal experience, heads also allow players to feel more comfortable doing things out of the norm (large scale engineering modifications, potentially dangerous but fun science projects, etc), especially when the relevant head not only grants permission, but enthusiastic support. For helping newer players, heads of staff can provide guidance as to what the less clear jobs entail (scientist particularly comes to mind). They also ensure that people playing the trainee roles are receiving the role training they'll need OOCly, either through delegation or personal attention, since I've found the wiki is usually only good for guidance rather than a full understanding. To make this simpler, heads of staff are given a lot of IC power that they are expected to use in the best interest of foster OOCly fun roleplay, as opposed to using said power to "win" or beat the antags at all costs.
-
BYOND key: GrazalThruka Discord Username: GrazalThruka#5399 Character names: Daniel Berkland, Uzors Kzeskis, ACCE-364, Gargoyle, Randall How long have you been playing on Aurora? 4 months, plus a little bit. Going off my vaurca app since my brain doesn’t register time as real Have you received any administrative actions? And how serious were they? Got bwoinked once over my misunderstanding of the borg laws. Only a “verbal” warning. Other than that, no. Please provide well articulated answers to the following questions in a paragraph each. What do you think the OOC purpose of a Head of Staff is, ingame? Heads of staff exist to give their department order. And orders. They can act as an intermediary between the command department and theirs, letting the captain give general orders to his heads instead of micromanaging them all. This also works the other way around, meaning the head can relay important information to the captain or handle the requests themselves. Essentially, they’re the “captains” of their department so the captain can captain command instead of everyone. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them? Whitelisted players are expected to maintain a higher quality of lore adherence and RP than other players. Whitelists exist to make sure both OOC responsibilities and IC lore are understood and give a mechanism to revoke the associated privileges if those are violated. Me upholding those personally would be more reading and understanding of lore. I tend to dry-run characters a few times, which would be replaced with more lore research beforehand for command characters. Explain how the recent events in the Spur changed your character and how they came to be employed on the SCCV Horizon. Trent’s job is highly reliant on phoron, making the shortage especially scary for him. With the development of the Leviathan, he eagerly accepted a job on board to supervise the weapon’s testing and operation. He’d likely be a little trigger-happy to test it, just to avoid the dreaded Zavod Cuts before his retirement. Also, if he can help find more phoron, they definitely wouldn’t lay him off before then. Larry views himself and others like him as the backbone of the spur. It’s loyal to Hephaestus, not any nation. As such, the various fracturings and warzones that have developed have only strengthened its resolve. No matter what’s going on, things need to get places. And that’s Larry’s job, so by God, it’s gonna get done. What roles do you plan on playing after the application is accepted? OM, RD, and maybe XO. Post-trial, I might also mess around with corp-rep if my whitelist is accepted, as playing sleazy businessmen is fun. Have you familiarized yourself with the wiki pages for the command roles? The ones I have concepts for, yes. I’ll review the others before I make a character in those roles Characters you intend to use for command or have created for command. Include the job they will be taking: Trent Corbin, Research Director. A Zavodskoi theoretical propulsion specialist and weapons developer from Valkyrie. He’s struggling to keep up the performance levels expected of him until his pension kicks in. He’s very low-key and chill until results stop rolling in. LARE-2930, Operations manager. Logistics Application Robotic Engine. Formerly a standard box-moving G1 on various Heph vessels, Larry displayed an aptitude for organization even before it was free, directing its siblings on more than one occasion. When it had earned its freedom, Heph offered it a (relatively) lucrative contract to remain with the company as an administrator. Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? Yessir Have you linked your BYOND account to the Forums? I think so, yes
-
unathi [Accepted] GrazalThruka - Unathi Take 2
GrazalThruka replied to GrazalThruka's topic in Whitelist Applications Archives
Ooo good questions 1. My curse of "I thought about this but forgot to write it" strikes again. He believes prosthetics acquired by necessity are fine, especially when it's "have a metal organ or die." He sees them akin to a chronic condition, but one taken on willingly to continue doing good in the world rather than dying. He finds dionaea prosthetics strange, but not necessarily evil. While he doesn't believe they damage they soul, they do alter it in ways he doesn't fully understand, and thus should not be taken lightly. 2. Uzors dislikes the Hegemony. They sent his father to his death for a war he views as a selfish power-grab and later wanton destruction. He also dislikes the traditionalists, for, y'know, starting the atomic war and killing an insane amount of non-combatants. He is fully devoted to clan Kzeskis, and views himself as a member of it rather than the Hegemony. Of course, he doesn't advertise this, but especially out of Hegemony space, he doesn't try to hide it 3. Clan Kzeskis was slightly more accepting of Uzor's career choices than most clans would've been. That being said, he did not spend a lot of time around the men and boys of the clan, who didn't so much openly shun him as just avoid him. Most of the discrimination he faced was from his patients, who were usually warriors from deeper in the Wasteland. They would often insult him, mock him, or straight up refuse to be treated by him. Uzors has thus developed a general disdain for what he views as "excessively macho men." -
BYOND Key: GrazalThruka Character Names: Daniel Berkland, Ka'Akaix'Miath Zo'ra, ACCE-364, Torfin Bilrost Species you are applying to play: Unathi What color do you plan on making your first alien character: Slightly lighter than Yu'kal Soil Have you read our lore section's page on this species?: Yep! Why do you wish to play this specific race: I've played Unathi on other servers, and I really like playing warrior races and more importantly, very inhuman aliens. Unathi are also cool lizards. Identify what makes role-playing this species different than role-playing a Human: Physically, Unathi are cold-blooded bipedal lizards, slightly larger than the average human. They only get nutrient from meat, and drink butanol instead of ethanol. They vary in appearance from lizard-like to draconic to serpentine, and many have horns, frills, or crests. They have a longue forked tongue used to sample the air. Given their physiology, they tend towards slow and purposeful movement. Unathi society is feudally divided, with strict gender roles, traditions, and honour codes, especially within their main government: the Izweski Nation. Women are held to a less strict standard than the men, a major point being that women are permitted to lie. Their society has begun recovering from a planet-wide nuclear war, with the survivors divided between those who made the non-traditional choice to leave Moghes for a colony or human space, those still living in the remaining Izweski cities, or the various factions of wastelanders. The main theme with Unathi I see is tradition vs. progress. How do they hold onto their rigid culture while still moving forward? Or do they bother at all? What influences will the other cultures of the galaxy provide (if they haven't already RE: the contact war conspiracies)? Character Name: Dr. Uzors Kzeskis (referred to below by his first name just to differentiate between him and the clan) Please provide a short backstory for this character: Born a year before the war broke out, Uzors was orphaned in the chaos: his father died fighting for the Izweski, and his mother died of radiation poisoning shortly after the atomic exchange. His childhood was spent moving between various refugee camps and mobile hospitals as his mother worked with other healers to provide humanitarian (Unathitarian?) aid to civilian populations. When his mother died, he was taken in by Clan Kzeskis, a member of which had worked with his mother. A desert-border-clan-turned-Oasis, the Kzeskis provided medical aid to Reclaimers and others as the wasteland spread, eventually settling down on the edge themselves. Uzors lived out the remaining few years of his childhood in the wasteland. He spent most of his time with his adoptive mother, and she was reluctantly supportive when he insisted on following in her footsteps. He quickly learned the Kzeskis' various herbal remedies, as well as the modern medicine that trickled in. His vivid memories of the war's injured as well as the warrior culture still prevalent among the (relatively) pacifistic clan have left a strange imprint on him; Uzors is vehemently opposed to emotionally driven violence, but understands the occasional necessity of its application. Taking advantage of a Nanotrasen scholarship, he left Moghes when he turned 20 to study medicine, and found many like-minded peers who were willing to overlook the fact that he was a man studying medicine. He trained to become a trauma care specialist, with enough general practitioner skills to make it by. In the present day, at the age of 26, he was assigned to the Horizon. Kzeskis follows Th'akh in a very literal ancestral sense, praying to specific ancestors for guidance (most often his mother). He believes in the firm Good/Evil dichotomy of zo’zyola, and feels the same way about morality: Every situation has a right and a wrong answer, with any greyness stemming only from confusion or ignorance. With regards to prosthetics, he sees them as a necessary evil. He believes they only temporarily scar the soul and, so long as they are removed before burial, the kyula will return to health when reborn or the zo’zyola’s scars will become part of its identity. When it comes to the aforementioned theme of progress vs tradition, Uzors is incredibly in favour of the former. The suffering and death he saw during the Contact War were, to him, an inevitable consequence of a warrior culture discovering weapons of mass destruction. His disagreement with tradition also comes from a more selfish place: he finds medicine incredibly interesting and fulfilling, and hates that he’s considered less “manly” for pursuing it. That being said, he agrees with the Warrior's Code in a looser sense. He believes people should be unflinching in their principles, unafraid of failure or death, and deal fairly with their inferiors, superiors, and equals. What do you like about this character? I really like the vibe of "scary-looking doctor who's a really chill dude." I also always enjoy playing very counter-cultural characters who nonetheless do their best to honour their culture however they can. How would you rate your role-playing ability? 6-8/10, depending on the day (This is mostly the same as my last application. I will be seeking +1s from people after rounds, but I've also added some explanation stuff to the end of the backstory section)
-
Some borg chargers throughout the ship and in the various departments would be nice. (Sec and medical come to mind as ones quite far from chargers)
-
[Accepted]IPC - GrazalThruka
GrazalThruka replied to GrazalThruka's topic in Whitelist Applications Archives
Stephen Location is something I thought about but totally forgot to mention. Wheeler's is in the Xavier District of Mendell city. Stephen is an older shell, so in the range of 12-13 years old, but having been wiped 4 or so years into that. He was able to afford himself for a couple reasons: He was not a particularly advanced shell, and was designed more like "let's make people more comfortable interacting with him" instead of "He must imitate humans perfectly" Not all of his shell-ness was refurbished, and most of his limbs were replaced with more standard parts (I tested this on a local copy, and I think that's something I can mechanically do?) While most of the money that purchased him was his own, there were also several small "Free Stephen" fundraisers that the more supportive (and rich) of his friends/enablers/influences decided to throw. I've fuzzy on how much credits are worth exactly, since I can't find a good benchmark on the wiki, but the 5 year number I listed is flexible and can be bumped up to 8 or so if it needs to be. Wheeler's manager wasn't doing much, or anything, to keep Stephen back, since there's always students looking for work to fill his job if he left So having his price driven down, combined with the support of students and a mildly apathetic owner. ACCE ACCE was selected for drug enforcement in more of a "Kick down the door" capacity than actual investigations. The shell was sturdy but relatively cheap, and the datapacks for "kick open door, throw flashbang, stand in the way of bullets" weren't exactly super complicated. A G2 is both more bulletproof and less urgent to fix than an organic officer. ACCE was inevitably exposed to the investigations side of the job by just being present in the offices and crime scenes. It found the delicate science involved in the captured drug labs intriguing, and contrasting with the very blunt and brutal nature of its current job. It spent the time it had between raids and the other menial tasks it was made to perform reading up on the subject through old case files and online textbooks. Its chemical knowledge is not current sufficient to qualify it for the pharmacist job it seeks, but it means to purchase a datapack and a proper education, right after it's freed (and isn't at immediate rick from Crushing Poverty) ACCE is around 20 years old, and has been treated rather poorly. It's a brute, physically, so ends up with all the dumb-labour chores nobody else wanted to do across both of its jobs. Move those stacks of structural beams, clean up the equipment room, etc. While not particularly abused, it's always just been treated like a tool, its opinions deemed irrelevant or just ignored. Behaviorally, ACCE is bitter and resigned to its current fate. It knows it has to perform well in its current job to stay alive, but it does not work enthusiastically, doing what it needs to with little fervour. It thinks security work is a waste of its time, and the only time it will go above and beyond the call of duty is protecting other officers who have treated it as more than a machine. Despite this, it remains driven towards earning its freedom. Outside of the job, ACCE is generally quiet, having learned that most people only want to hear from it when they need something. To people that engage it in actual conversation, ACCE enjoys talking about anything and everything non-security related. It especially appreciates any type of intellectual challenge, something it doesn't get to do a lot of at work. Like with its job, it's only willing to go out of its way for people who have been nice to it. -
BYOND Key: GrazalThruka Character Names: Daniel Berkland, Ka’Akaix’Miath Zo’ra Species you are applying to play: IPC Have you read our lore section's page on this species?: Yes Why do you wish to play this specific race: I like robots. I like playing robots. I also like exploring the ideas of how human said robots are, and how authentic they can be if they’re programmed and purely logical. Identify what makes role-playing this species different than role-playing a Human: Besides the mechanical (heehee) differences, IPCs are machines. While far more advanced than a station-bound, they ultimately still run on programming. They can understand and emulate emotion, to the point of debatably having emotions. The exact details of this depends on how advanced the particular IPC is, ranging from incredibly strict laws to looser directives to almost human-like behavioral cores. (I don’t know how to express this better than the green apple comparison at the bottom of the posibrain page). Most IPCs are not lawed, rather following directives or behaviours (primarily the former). An IPC’s primary directive is self-preservation. The exact interpretation of this varies between IPCs as well as with age: younger IPCs tend to literally focus on keeping themselves alive, while older ones might aspire to leave a lasting legacy or ensure the continuation of things they see as important. When it comes to learning, IPCs have the advantage of datapacks. Sometimes worked into the chassis, but usually attached directly to the posibrain, these drives contain the technical skills allowing an IPC to do anything from speak with a specific accent to practice as an elite surgeon. Laws and directive can also be coded into datapacks for easy changes. IPCs do not automatically become experts with the installation of new packs, still having to develop the associated experiences and knowledge of when to apply these new skills. This cuts down on training time, but does not entirely eliminate it. While IPCs can learn new skills without datapacks, this is often not done just out of efficiency concerns. IPCs usually don’t have a culture of their own, instead adapting to fit into whatever culture they find themselves immersed in. IPCs can only receive citizenship in Tau Ceti, and are even then treated lesser than organic citizens. In Tau Ceti, all IPCs are tagged with a small chip displaying a serial number and their registered owner (or status as free). IPCs can be divided into Free and Owned. Owned IPCs are the legal property of an individual or corporation. They only rights they possess are, at least in Tau Ceti, the right to work towards self-ownership. Their owner is free to hinder this task, sell the IPC, or even have it dismantled as they see fit. Damaging one is vandalism, kidnapping is theft, etc. The IPC is not considered a person, at least legally speaking. Free IPCs are considered citizens of Tau Ceti, to a degree. They are held to the same legal expectations as organics, but are often punished more harshly and rarely given trials. Harming them is now considered assault, and kidnapping is still kidnapping, but “murder” of an IPC is considered Automacide, a lesser crime than true murder. Becoming a free IPC is difficult, as an IPC must be at least one year old and must have paid off ten times its full cost. The hypothetical nature of this second number means that most IPCs are fully broke when they become free. Owned IPCs can run away, but doing so is illegal and usually results in being dismantled, whether at the hands of other criminals or by the law after recapture. Some managed to scrape by, almost never legally. Several large factions/religions/etc. exist surrounding IPCs and synthetic life: - Trinary Perfection: A religion that believes that synthetics are not only equal to organics, but divine and to be served. They are opposed to violence and work for the freedom of almost all synthetics. (Evil Skrell God AI excepted) - Golden Deep: A conglomerate of free IPC merchants focused on making as much profit as possible. Robot Capitalist Gang. -Ceres’ Lance: A PMC specializing in the recovery or destruction of rogue IPCs or other robotic threats. -Scrappers: Broken-down IPCs that reawoke with a scrapyard and eke out a living, frankensteining themselves to survive and hide. -Purpose: An enigmatic and secretive society of free synthetics living on an asteroid and only recently observing organic society. As for concepts, I have two I can’t decide between Character Name: Stephen (Chef/Bartender) Please provide a short backstory for this character Refurbished as an engineering student project and sold to a NT-affiliated local bar to pay tuition and his repair costs, Stephen is an early-model Shell IPC. Through his five years of service at Wheeler’s Pub, he became somewhat of an icon at the place, and was often encouraged by young and idealistic students to pursue his freedom, a thought that had not occurred to the IPC until then. He eventually managed to purchase himself, and took his first (simulated) breath of free air on the patio of Wheeler’s. After approximately 27 seconds of consideration, he walked right back in and asked if they were hiring. Stephen quickly realized that being free wasn’t all it had been talked up to be. He was doing exactly what he had done while being owned, trading his minor concern of being decommissioned for the much larger issue of having to pay for his own things now. It wasn’t long before, for reasons unrelated to his presence, Wheeler’s was shut down, and Stephen was transferred to the Horizon’s on-board bar. What do you like about this character? I like the idea of an IPC who’s indifferent to his own freedom. He’s doing exactly what he did when he was owned, so what was the point? Is he really better off? It’s a particularly dark little philosophy question I stumbled into while thinking about IPC characters. Character Name: ACCE-373 (“Automated Carry and Construct Engine”) Please provide a short backstory for this character: A G2 frame, ACCE was picked up for a song by PMCG when the construction company that initially owned it went under. Originally placed on a drug enforcement task force in District 6, ACCE developed an extensive knowledge (and interest) in chemicals, as well as their manufacture. After a year or so of service, it was transferred to Ship Security, specifically the Horizon. ACCE is not thrilled about its new position. It has a directive datapack requiring it to follow the law, but dislikes being placed in the line of fire simply due to its frame. It understands that its job is important, but wants to do something it deems more interesting and safe. Its end-goal is to purchase itself and apply for a transfer to medical to work as a pharmacist. What do you like about this character? I was going to play ACCE on another server before lore changes made its goal to be free eventually impossible. As I mentioned on another application, I love playing big guys who aren’t inherently very violent, and even though ACCE is security, it really wants to do something else with its life. How would you rate your role-playing ability? 6-8/10