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RyverStyx

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Everything posted by RyverStyx

  1. This should say, “I do not expect people to believe…”
  2. BYOND Key: RyverStyx Total Ban Length: Permanent Banning staff member's Key: Alberyk Reason of Ban: You have proved yourself to be a bad character. Despite being given more chances than you ever deserved in this community, you shit-talked us behind our backs and acted in bad faith towards your peers. You may appeal this when you decide to act like the person you pretend you are, which is unlikely. Reason for Appeal: Over half a year ago, I was banned. At the time I did not realize the severity of my actions but as time passed I have grown and reflected on what I have done. As a staff member, and as a community member, I should not have been engaging in any shit-talking whatsoever. I’m aware that even if I think no one will see it, it is wrong and can be hurtful. I believe this was a much needed break for me as It gave me time to reflect on my behavior on the server, in the discords, and outside of the community. I am actually quite embarrassed that I let a game affect how I treat other people. My time away allowed me to realize that I had an unhealthy connection to SS13 as a whole. Over the past half-year I’ve worked on myself and reflected on these behaviors. These behaviors are not something I am seeing in myself anymore and they are not something I will tolerate within myself in the future. It was wrong of me to talk about and say the things that I did (both about my team and the community). I know that I unfairly voiced my frustrations regarding the server/community in a way that was unhelpful, dismissive, and aggressive. This is NOT how I should have acted. Whether this appeal goes through or not, I do want everyone affected to know that I am sorry for the things that I had said and I’m open to any conversations you would like to have on the subject. I would love to be a part of this community again and if this appeal were to be accepted I do not expect things to immediately go back to normal. I know that I would have to back up my words through actions. I do not people to believe I have changed without seeing any proof. I am willing to put in that work to show that I have changed and that I can be a member of this community once again. Thank you, Ryver
  3. Hello! Some questions: 1. If their criminal past came to light with a Federation Consular there is a very real chance they could be deported. How do you feel about this? 2. Are their records with NanoTrasen (employment, medical, security) real or forged? If they are forged, what is listed as prior employment? What is their citizenship listed as? 3. Being from the Traverse still technically means they are a Federation citizen. If their records are real and list them as from the Traverse this means they do have a social credit score. What would their social credit score be while on the ship?
  4. Zi’Quarq Members Receive Orders Translated to Tau Ceti Basic With the Zi’Quarq being deemed fit for operations by Federation enforcement- The vessel is now being tasked with locating and intercepting the rogue Zi’Pluax generation ship. Assisted by tracking and investigative expertise from the Nlomkala and Ruupkala, the Zi’Quarq is confident in its attempts to recover their home ship. Within Nralakk, many scientists from the fleet are also working in conjunction with Federation researchers in fields related to the Nlom and the Srom. The Containment Zone and its success in stopping psionic Nlom “poisoning”,described as an intense negative psionic energy that impacts both the local Wake and the Srom, is being actively studied to see if a widespread use is possible for Federation purposes should it be needed. Scientists from the generation fleet are also well versed in the Srom due to their unique experiences within cryo pods for extended periods of time. This experience in the Srom is crucial when paired with the Containment Zone’s need for Srom manipulation to combat the effects of Nlom poisoning. Those on the Zi’Pluax still loyal to the original Fleet Command were able to send an encrypted message just before their internment in the Containment Zone, revealing that a former Containment Zone member by the name of “Jul-Dronoq Viix” has taken control of the ship; although not without bloodshed as previously thought. Much of the Zi’Pluax is steeped in negative psionic energy due to the former Containment Zone members being allowed to roam freely aboard. During the initial mutiny, many groups from within the Containment Zone struggled to fill the power vacuum. Various gangs from the zone used what crude weaponry they had to establish a hierarchy through violence. The Dronoqs, named after Jul-Dronoq Viix themself, were the ones to finally seize control of the Zi’Pluax bridge and establish themselves as the dominant faction on the Zi'Pluax. There are concerns that the Marauder-aligned Zi'Pluax will use their connections to continue the Cultural Exchange programme by utilising Ti'Rakqi connections. Jobs abroad in human space can be secured through fake documents and other illegal means, allowing the Zi'Pluax to fund itself and its new allies. Federation citizens working abroad are expected to report any suspicious activity to their nearest Federation Representative. Those who are caught harbouring criminals or otherwise knowingly assisting them will see social credit score deductions, deportation, and criminal charges leading to rehabilitation. In the meantime, Captain Qua’Sar has allowed any Zi’Quarq crew, or members of the Zi’Pluax who escaped during the initial mutiny- either aboard the Zi’Quarq or through using escape pods, to extend their cultural exchange indefinitely. This invitation is only to members who are in good standing with both the Fleet and the Federation. These members are also allowed to freely travel between the Zi’Quarq and their work abroad when convenience and scheduling provides. Captain Qua’Sar does warn that cryo pod space is limited aboard the Zi’Quarq and members are expected to schedule their return with Zi’Quarq Fleet Command. The Zi’Quarq does however ask that returning members make a donation that is in some form intended to help the ship’s continual efforts and goals.
  5. Zi’Pluax Press Conference w/ Quvs. Qua’Sar Translated to Tau Ceti Basic Former Zi'Pluax Fleet Command member Za'Sha Qua'Sar has just finished their press conference, conducted jointly with Kala members, regarding the mutiny on the Zi'Pluax that resulted in its disappearance, as well as the miraculous recovery of the fleet's lost guidance vessel, the Zi'Quarq. Outlined below are key points from the conference: Quvs. Qua'Sar: What exactly was the guidance vessel that Fleet Command evacuated on? Were there any survivors on the Zi'Quarq? What can you tell us about the mutiny aboard the Zi'Pluax? How was the mutiny successful? What happens now? Representatives of the Kala have confirmed that the Zi'Quarq is close to being fully repaired, and it is expected that the vessel will be put to work on locating the Zi'Pluax as soon as possible.
  6. Zi’Pluax Tracked to Marauder Territory Translated to Tau Ceti Basic New information has been made available regarding the Zi'Pluax (translated to Basic: The Fleet of the Srom), a generation ship that has been missing since July last year. The Zi'Pluax had fled Q'elpi space around the same time as an increase in Marauder activity, resulting in them being suspected of aiding the Marauders in some way and fleeing Federation authorities to evade punishment. Kala agents have worked tirelessly to investigate the matter, attempting to find the ship based on information acquired from fleet members abroad as well as flight patterns from just before contact was lost. Authorities have now revealed the discoveries made from their investigations, shedding light on what has been described as a peculiar series of events. The Federation has recently revealed that before its initial escape last year, the Zi’Pluax had rendezvoused with a small vessel, the origins of which have not yet been made public yet. Many of the ship’s Fleet Command and auxiliary crew were evacuated from the Zi’Pluax using this vessel and immediately sought out the nearest Qukala detachment. Those fleet members who left the Zi’Pluax were cooperative with Qukala agents and played a critical role in helping Federation enforcement in their investigation of the rogue Zi’Pluax. While most information is classified, Federation authorities did reveal that the reason behind the Zi'Pluax's disappearance was related to a mutiny aboard the vessel. A press conference with Zi’Pluax representative Za’Sha Qua’Sar and Qukala enforcement is expected to take place in the coming days. The loyal members of the Zi'Pluax have been cooperative for the last year as they have been held by authorities while they were still under investigation. A representative of the Ruupkala, which has been the main branch heading efforts to discover the location of the missing generation ship, confirmed that the Zi'Pluax's Fleet Command have been cleared of any criminal charges, and that members of the Zi'Pluax that were off ship at the time will have their restrictions lifted: The Zi'Pluax's Fleet Command were able to give their own comments shortly after this announcement, promising a press conference in the coming days to provide more details on the situation. It has been stated that Zi'Pluax representative, Za'Sha Qua'Sar, will be heading this conference. Quvs. Qua'Sar has been one of the leading voices aboard the Zi'Pluax since the ship was first rediscovered in 2560. Officially, the fleet runs on a democratic system within its command system, with no one central authority figure, yet many members of the fleet claim Quvs. Qua'Sar as the closest thing to a Captain the Zi'Pluax has. Za'Sha Qua'Sar has been given credit for implementing the "Containment Zone", a controversial method to house those deemed dangerous within the Fleet, as well as the exchange programme that has allowed the Zi'Pluax's crew to work abroad. Members of the fleet that are currently on their cultural exchange programme have expressed joy at the news of the rediscovery, but are also concerned regarding the news that there has been a mutiny amongst the crew. Save for a select few members and the majority of Fleet Command, the status of the remaining crew is unknown at this time.
  7. I’ve played command with 50noob since they started their trial and I think they have a unique dynamic when it comes to being a head +1
  8. I enjoy roleplaying with 50. I’ve played with them in Engineering, Research, and Operations and their characters are engaging and fun. +1
  9. I’m inclined to agree with what Peppermint and Lly2 said here. It’s a bit strange to go from Bartender to Security to HoS so soon. On the side, I feel that Kira can get rather aggressive when it’s unwarranted. I’m not sure if the character has proper restraint for the HOS role (although I don’t mind being proven wrong)! I would have to give it a -1 for Kira -> HOS but a +1 if another character is utilized for command.
  10. +1 I was in engineering and XO Levine called me up after reading my records to promote me to interim. It felt very natural and exactly what an XO should be doing.
  11. Hello there! Just a couple questions for you. 1. Was Buu’Mbo raised to follow any of the Skrell faiths? If so, which ones? If not, why? 2. How does Buu’Mbo feel about working with other species while on the Horizon? 3. Small question: What is their SCS at the time of joining the Horizon?
  12. I talked with some staff about this before and it's been a "hard no" sadly due to the association with clowns.
  13. What other alt-titles would people be interested in for Assistant? I agree with some other comments here that the generic "Assistant" title normally has a negative connotation.
  14. The whole point is they should be the ones to initiate the RP.
  15. As I mentioned in the discord channel; nobody ever goes to the library without a librarian there. Rounds with a librarian; there is foot traffic in the library. When you know it's someone's JOB to be there and RP with you it makes it a lot more appealing to wander on up there and roleplay.
  16. So I'm not going to sugarcoat it, the holodeck, pool, and gym see almost zero use outside of random gimmicks; but, they take up such a huge portion of Deck 3. If we had a role that would make going to these areas of the ship more engaging and fun it may breathe some fresh air into the locations! The Recreational Attendant role would be in charge of maintaining and ensuring the facilities on Deck 3 are fully operational and utilized. Ideally they would be trained in all the gym's equipment, different life-guarding techniques at the pool, and how to properly utilize the holodeck (even though it's just a simple button press). A big part of this role would be making these areas appealable by bringing some mechanical aspects that are backed with roleplay. Maybe your character needs some physiotherapy after their femur was snapped by an antag? Head to the gym with the Fitness Coach or Physical Therapist. Maybe you want to relax on the beach? Let the Recreational Attendant whisk you away to a sandy wonderland. Perhaps you want to swim but your character has never been in a pool in their life? The lifeguard can give you floaties and make sure you don't go under. Possible Alt Titles Lifeguard Fitness Coach Physical Therapist A big positive of this, in my eyes, would be moving traffic to the D3 recreational rooms that barely see any use. It also opens up more opportunities for interesting characters and roleplay! And, if anything, this would only need a small locker room/office for the role that can easily be mapped into the existing area. Edit: Also- This necessarily wouldn't NEED to be it's own role. Perhaps alt-titles for assistant? Open to either
  17. I quite like this. I think it'd be good for service players because it always feels like the XO is barely around.
  18. Tozan would be weary of judging off-world Unathi without knowing their story. If they left Moghes for a "good" reason then he would be more understanding and sympathetic. A good reason in this case would be something similar to his own, or perhaps those with intentions to return after a short work stint. While he is not proud of his choice he is not a hypocrite. However, those who are non-Moghesian would be met with a sense of sadness. These poor Unathi cut off from their ancestral ties; he feels sad that they no longer have a genuine connection to the planet and feels grateful that he was able to. He would be especially confused by those who were integrated into human culture- seeing it almost as an offense to their ancestors. Tozan's family are for Hegemonic progressivism. They view the Traditionalists and the atomic exchange as an affront to their Th'akh beliefs. The creeping wastes are desecrating the sacred nature of Moghes at an alarming rate; and any group that could do such a thing has committed a grave crime against the ancestors themselves. Not to mention the propaganda during the war that lead many to believe that traditionalists were backwards savages had Tozan's family fearing the "others". While they may have been lower class, at least they weren't "those savages". This is why they would rather work a humble lifestyle in the Fishing League of Teht as opposed to join the brutish Traditionalist's way of thinking.
  19. BYOND Key: RyverStyx Character Names: Qorqi Spinqs, Olru Qlunq, Zuoi Poxxi, Peps'Qa Xori-Equa Species you are applying to play: Unathi What color do you plan on making your first alien character: Teht Mint Have you read our lore section's page on this species?: Yes Why do you wish to play this specific race: Personally, I like that Unathi are considered to be an "honorable" species which brings a new take on roleplay for me (see below). I have also worked with the Unathi lore team on some joint projects in relation to Skrell before this which has gotten me slightly interested in the past. Although lately, the amount of amazing Unathi that I see in round have really drawn me to the species. The way they interact, communicate, and express themselves is super fascinating; whether it be from Unathi to Unathi or from Unathi to human. The clan system and their naming convention and naming norms are also very fascinating (keeping the first name for those close to them). Identify what makes role-playing this species different than role-playing a Human: A human is more likely to stretch the truth to get their way. A Unathi, on the other hand, has a strict code of honor that holds what they say accountable. Where a human may try to weasel out of a scenario... A unathi will meet it head on and solve it accordingly. Following this theme, if my character were to make a mistake on station- they would own up to it and let those in charge know while also reassuring that it would not happen again. They would not try to escape a just punishment. Unathi also love to stare. A lot! Staring at whatever is interesting.... Staring at whoever is talking.... Just staring a whole lot! My character will break all human social norms by staring at whatever they like. Someone is acting crazy? They will be stared at. Something scares me? More staring. A shy, timid human is speaking to me. They will have a hole bored straight through them with my eyes. This may get them into some uncomfortable scenarios with other species but if that were to happen then I would simply tell them that I meant no disrespect and merely found them interesting. And while Unathi may try to mimic human emotions; I won't. Since this can often lead to mixed signals with humans! Instead, they will tail stomp when appropriate; showcasing their intense emotions (whether that be joy or agitation). They will chuff or exhale air from their throat when that human assistant is just annoying them; or possibly when someone calls them by their first name by mistake. And if something is incredibly funny? They will let out a short barking sound to show their amusement! Character Name: Tozan Vorkesh Please provide a short backstory for this character: Vorkesh hails from the southern side of the Moghresian sea close to Teht; hatched with his three siblings just three years after the dropping of the atomic bomb. His family living under Lord Eizde was once full of proud fisherman. And while they were lower-class, with many in his family having hereditary frills, they made do with what they had in Teht. Vorkesh was originally going to become a fisherman, much like his family before him. He was being trained at a young age on how to maneuver a boat and even how to catch fish using tools and even his hands when necessary. It was hard work, but Vorkesh was very fond of it; he showed more promise than his siblings (something he was often teased for). At a young age the rough lifestyle started to show on Vorkesh's body by way of scarring and missing scales. Vorkesh's family was strictly Th'akh, placing high importance on the ancestors that came before him and the reincarnations of ancestors that would follow. His family taught him from a very young age that his ancestors lived in the waters of Teht, the ground of Teht, the nature of Teht. Their ancestors came from Teht and in Teht they should remain. He would often pay respects before a fishing trip in hopes that they would have a bountiful haul. Not only would the ancestors provide- they would keep him safe and sheltered from harm. This was something he believed deeply; and this belief was of great importance to him. However, as Vorkesh grew older he saw the writing on the wall. With the wastes creeping ever closer their simple way of life would soon no longer be sustainable. They needed to break their family tradition and find a more sustainable line of work. It took many years for Vorkesh to convince his family that their area would soon be unsafe. And even then, he was the only one who was willing to leave their ancestral home. His family begged him not to leave. They wished for him to remain in Teht, continue fishing, and carry on the family trade. His three siblings were most hurt by this "betrayal" with many of them still refusing to talk to him. While his parents understand that such a life away from Teht could be "better" they do not think it is a life worth having. They still care for Vorkesh deeply and try to keep in touch but they can't help but feel scorned by him. Vorkesh's plan to leave relied on a company called "Hephaestus Industries". Offering many different employment opportunities across the Spur it was the perfect way for Vorkesh to leave Teht while also making money to support his family. Through Hephaestus he was able to start an engineering apprenticeship; learning the ropes to many different types of engines and mechanical features aboard a small vessel owned by Hephaestus. At first it was very overwhelming for Vorkesh, he was not familiar with things like humans, spaceships, and other xenos. Even though he was uncomfortable, and fascinated, by these many differences he continued to push on. He did not want to let his family down even more by dropping out of his apprenticeship program. Through his strict perseverance and unwillingness to disappoint his family further, Vorkesh was able to pass his apprenticeship placement with Hephaestus and become a full-fledged engineer. The vessel he trained in was small; not big enough to support another engineer staff-member. He would need a new placement, and what better than the flagship of the SCC? At first Vorkesh was worried that the distance from Moghes would be too much- But he quickly changed tune when he saw just how much an SCCV engineer made. He signed on in-part because the thought of being that far from Teht fascinated him... and in-part due to the amount of money he would be able to send back to his family. This is where Vorkesh's story starts on the ship: Fresh out of his apprenticeship placement and onto the Horizon. What do you like about this character?: I like that this character is exploring a new side of lore for me that I haven't been super exposed to. The way Unathi act when compared to humans is so different. They are also very different when compared to Skrell which is normally what I main. This character is exploring some themes of lore that I have previously never touched on but always wanted to. To be honest, before writing this I did not read much Unathi lore and I think I was severely missing out! I would like to be able to interact with the Unathi on ship from a new perspective. How would you rate your role-playing ability?: Good I suppose. I always hate evaluating this question. Notes:
  20. The main draw for the shortening isn't to get people to play extended. It's to get more rounds in the day and have them move quicker. Plus, it's a lot easier to keep track when the minimum time they can run is 2:00 give or take a minute.
  21. I understand wanting to leave people with enough time to do their research/upgrades/RP/gimmicks but is 15 minutes really going to make or break it? The round will still be 2 hours at least with the option to continue. The vote would just happen 15 minutes earlier. Plus if the antag is still in-action the round will almost certainly be continued.
  22. I don't think leaving is a great experience for those who have a busy schedule. Most want to be able to finish the round out. This vote would happen at 1:45 with the round ending around 2:02, The change is not major and given the time-frame you mentioned mining would be unchanged.
  23. I think this may be more of an issue with xenoarch than with round time (something that should be independently fixed). I feel for these roles and wouldn't want to harm them but at the same time we shouldn't balance the server on the needs of these roles (definitely in favor of giving them their own fixes though). As for antag gimmicks- I had a round just last night where we were on station before the 30-min mark and we had substantial crew involvement, a stand-off, and a shoot-out that ended just over the hour mark. It's definitely doable and I think a lot of people currently just sit and brainstorm for an eternity instead of getting their gimmick going in a timely manner.
  24. This is what I’m thinking too. People will adapt to the quicker times and peform as needed with the added bonus of getting more rounds into the day.
  25. This may be slightly controversial; but, I think that the current vote only being available at 2:00 is somewhat detrimental to our current play style. If the vote were to be available earlier with the end of the jump coinciding with the two-hour mark it would be a lot more friendly to individuals who work full time or have a busy schedule (of course we keep the option to continue). This is anecdotal on my end- I work nine hour days most of the week. When I finish, I eat dinner and sometimes go to the gym. I know this is my lifestyle and I choose to do these things but it would also be nice for rounds to be just a liiiittle bit shorter so that I can experience more antags, RP, and play different characters. Regarding some concerns I expect to see: Antags won't be able to do anything with shorter time. Antags should be doing something BEFORE the 1 hour mark anyways. In our current balance antags either die very quickly or get captured and spend the rest of the game in medical or in perma. Most either die at 1:00 or are lame ducks by 2:00 When this happens the round just turns into extended with dead crew. I haven't seen a lot of rounds with the antag engaging for ALL two hours of it (unless it's just playing catch the shadow stepping vampire). There won't be enough time to RP I think this actually will increase the amount of people who vote extended; allowing more RP to happen in place of continual antag rounds People won't see extended and go "Oh great over two hours of bar rp". They'll see the shorter rounds as times to play extended and hop on to talk before the next round of chaos. I think this will also help our crew manifest from looking like a skeleton. If you hate extended then IDK it would still be good for population health ¯\_(ツ)_/¯ I'm open to hearing others thoughts on this. I think it'd be great to just shave off that little time and have it actually END at two hours (unless continued). More people who are busy will hop on, extended may get some more votes, and it should keep rounds from getting that stagnant half-afk feel that happens when an antag is caught and the ship is FUBAR or there's nothing left to do. PROPOSED NEW VOTE TIME WOULD BE 1:45
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