
FlamingLily
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Everything posted by FlamingLily
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Honestly, I'm not sure I want this to be changed, or at the very least, not as a retcon. (Have it be an IC lore development). I think having the name be solely centered on Biesel is a nice little subtle way to hint at the idea that Biesel is getting too big for its own good and not focusing on the new planets that it's taken under its wing.
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I personally think this is a good thing. I find nothing appealing about a 6 pixel animation loop, honestly, and it's difficult to roleplay around the grunge factor because on one hand, a realistic reaction to seing the grungiest, grossest kinda person is "holy shit please go home and shower and take your smoking somewhere else." which, if said directly to a character, is a dick move, and if indirectly done by moving away from the character etc. is even WORSE because now they don't even know why people try to avoid them, so the natural in-game reaction to smokers is just ignoring the fact that they're smokers. Not to mention so much of the time people are smoking is solely chosen for the aesthetic. I have, on multiple occasions with multiple characters, had one of my characters express distate at someone smoking near them and they just went "oh sorry" and put it out as if they didn't just spend 80 credits on a pack of six, or as if they weren't consuming an actual narcotic. When people go to the bar and booze up, they're not going to just stop because someone politely asks, that's all I'm saying
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It's not that it's an issue, and there doesn't need to be a reason, It's just that some people treat smoking as an accessory, part of an outfit or style, without really putting much thought into it. They'll just put a cigarette in their mouth, light it, and go about business as usual, which literally any smoker can tell you isn't how it works, both becuase in real life people can smell when you smoke, and also the whole point is to stop and slow down, right?
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I disagree. Currently smoking is more of an aesthetic, as opposed to an actual RP choice. Giving it a dedicated area means anyone doing it has to consciously choose to, leading to more actual RP about smoking and less "I put ciggie in mouth :)" "
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It's late and I haven't really thought this through a lot but I wanted to get a forum post out while I remember I might come back and touch it up later but here we go Also disclaimer, as with all my suggestions, I'm willing to make it myself, just posting for a gauge of interest This one's a big one so two parts 1) Transponders A device in every ship detailing a ship's designation, owner, vessel class, parent vessel (for shuttles) and maybe even an optional mission field (Simple things, like "Diplomatic" "Medical Aid". Would not be mandatory [ICly] to broadcast unlike the other fields for safety reasons [you don't want a transport ship broadcasting that it's transporting valuable goods]). They would be laid out like: Designation: SCCV Horizon Owner: Stellar Corporate Conglomerate Class: Cruiser [This is apparently what it is in lore] Parent Vessel: N/A (For the Intrepid, this would be "SCCV Horizon") Mission: Withheld (Or: Exploratory) Transponder details can be seen when running a scan of a ship using sensors. Transponder details are pre-configured and unchangeable, (The mission field is changable at any time), but can be turned on or off to prevent details being broadcast. Antagonist ships have hacked transponders and freely change any field details. 2) Hangar Codes When a ship wishes to land in another ship's hangar, or dock with another ship (Currently I believe only the Horizon can be docked with, away sites not included), they must first gain access via contacting the bridge crew, who can set hangar codes at a hangar control terminal. When attempting to dock in a restricted docking location/hangar, the pilot must input a code or be unable to dock. When docking with the horizon, an automated announcement of imminent docking will occur, informing people to clear the docking port or hangar deck, and will share the transponder details of the docking ship. Optionally, antagonist ships could have a silent landing feature, or a silent docking feature, (Or a semi-silent docking, where they can dock, but the airlock will not open without being forced, and they cannot land at hangars without codes.). Personally, I think the semi-silent docking should be the only case, antagonists should have slight difficulty docking quietly, or social engineer their way in. Hangar/docking codes are required for arriving and leaving, and bridge crew can set a different code for both The default status for hangar codes is empty, however, so if there are no bridge crew or command online, the hangars are unlocked. Also add a shadow where a ship is landing for hangar techs to get nice and up close, for marshalling wand purposes
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It's late and I haven't really thought this through a lot but I wanted to get a forum post out while I remember I might come back and touch it up later but here we go Also disclaimer, as with all my suggestions, I'm willing to make it myself, just posting for a gauge of interest An on-ship merchant is, as the name implies, a merchant, on the ship. Not the same as independent ones, who come and go with exotic goods; The role of an on-ship merchant is to sell domestic goods and appliances to the crew for their dorms, condos, and corapts. They will be a member of service or operations (i'm undecided) and have their own commissary near cargo (this is to encourage cooperation, as maybe cargo wants to sell some warehouse contents and can give them to the merchant). In the commisary will be a small storeroom with 4 or so crates, spawning with various domestic goods such as clothes, toiletries, small appliances like PAIs and accessories etc. Nothing that would impact game flow, nothing contrabandy, kitchen-y, bartender-y or hydroponics-y. They'll also have a civilian style autolathe, capable of recieving plastic and fabric (and beakers of flouride) and can print some clothes, towels, toothbrushes and toothpaste, various simple domestic goods. More complex stuff can be sourced by cargo or can spawn in the storage room. (Optionally) The merchant will have a similar immunity to contraband laws that the warehouse does, anything not being used but instead stored or displayed for sale is not in breach of contraband regulations
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Reporting Personnel: Lillian Nyström Job Title of Reporting Personnel: Engineer Game ID: ciF-a96D Personnel Involved: Evita Vides, Freelance Journalist - Offender Song Hyo-Ju, Captain - Witness Kei Nakai, Security Officer - Witness (Note, the IR is not filed against Officer Nakai, as their misconduct was punished accordingly within the shift.) Clark Coldsmith, Investigator - Witness Secondary Witnesses: Mari Wu-Jeong, Bartender - Witnessed the offender discuss the leaked materials Theodore Godwin, Security Officer - Present for the arrest of Nakai after the bribery was uncovered Emmet Seile, Security Cadet - As above Time of Incident: Unknown Real Time: Shift started 0630 UTC 29/06/22 Location of Incident: Unknown, likely within the security department Nature of Incident: [ ] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [ ] - Neglect of Duty [x] - Harassment [ ] - Assault [x] - Misconduct [x] - Other: Bribery (Place an x in the box that applies. If other, replace line and specify.) Overview of the Incident: At some point during the indicated shift, journalist Vides bribed an officer, Kei Nakai, to release the security records of myself. These records were used as part of an ongoing harassment campaign against myself, having my place of residence off-ship be publically shared, and the publication of materials designed solely to slander and embarass. As mentioned above, Officer Nakai was charged with a breach of regulations, and I have listed them as a witness, not a co-offender. Submitted Evidence: I was not able to gain any evidence personally, however Officer Nakai's charged breach and the financial records used as evidence for it by Captain Hyo-Ju should be sufficient if attainable. Would you like to be personally interviewed?: [x] - Yes [ ] - No Did you report it to a Head of Staff or a superior? If so, who? If not, why?: Song Hyo-Ju, Captain Actions taken: Captain Hyo-Ju was unable to punish the offender for anything, both due to a shift change and due to an apparent lack of corporate regulations addressing the issue of bribery.
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Lore Impact: Small Species: General Short Description: Change "Independent corporations are literally illegal in Biesel" to "Independent corporations are legal enough to create, but don't last long if the SCC doesn't want them to." How will this be reflected on-station?: People can talk about independent corporations, Freelance journalists are allowed to exist, KOTW doesn't contradict the rest of the lore Does this addition do anything not achieved by what already exists?: I think most people have not realised this was even a thing. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team? Yes. Long Description: This section of the lore, on the wiki page for the Republic of Biesel, is incompatible with more recent lore developments, not compelling in a storytelling sense, and just bad for RP generally. First of all, compatibility: How did Einstein found and presumably register a shell company if they legally weren't allowed to? Keep in mind the shell company was called Republic Flight Interstellar, so it was clearly Biesel based. This section cannot coexist with the KOTW arc, the more recent 'Nanotrasen recovers Phoenix Port' arc, and everything those arcs create. Also, various pages mention independent stores existing in Mendell, such as D6. Next: Freelance Journalists. how? How can they be freelance if they're not legally allowed to be an independent corporation? Independent Chaplains get a pass they're chaplains and not really corporate. (It also explicitly talks about Nanotrasen as if the rest of the SCC doesn't even exist, let alone be in a corporate conglomerate, how old is this paragraph?????) And finally, my main point: This isn't compelling. It's boring. It doesn't conduct RP in any way. No one can go around talking about how they're a failed businessman, or their favourite shop got bought out by Nanotrasen and the quality declined severely, it's just. "Sorry, this doesn't exist." In my eyes, a much better paragraph would be: The Stellar Corporate Conglomerate has an almost exclusive monopoly within the Republic of Biesel. The Free Trade Zone established shortly after independence in 2452, as well as the Corporate Reconstruction Zone created after the Solarian Collapse, served to only reinforce their foothold. Almost the entirety of all business in the system is performed directly by the SCC's constituents, or a branch of them. Business that does not affiliate with the megacorporations are legally foundable; This does not mean they will survive long, however. If an independent business is seen by a megacorporation to be a good investment, that megacorporation will use a variety of above-board and below-board methods to take ownership of it, ranging from simply purchasing the business, to opening a competitor in the vicinity to steal the business' customers, even occasionally going so far as to sponsor power grid maintenance work, shutting off the power to the area while maintenance is carried out, and all the while negotiating for a sale with the business' owner. Rumours even exist of megacorporations paying some less-than-savoury elements to harass, steal from, or vandalise these businesses, and bribing local authorities to neglect to investigate. These rumours, of course, are unconfirmed.
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I support the purpose of this, but I don't think this much of a de-canonization is a requirement. Golems I think are perfectly fine, they have plenty of RP potential provided players actually RP them out properly, which is an issue for the players, not the mechanic. That being said, Artefacts are a very different story. I was under the impression that they followed antag canonicity rules, being that they're canon within the round, but not following rounds (including extended rounds). In my eyes this is the best course of action, as allowing them to remain canon fundamentally breaks the lore of the server in ridiculous ways. Like, there's one that makes infinite Phoron. during a Phoron Crisis. We can't let that remain canon, that's just ridiculous. In game, they should be beholden to antagonist canonicity rules. Outside of the game, I.e. lore on the wiki, I think both golems and artefacts are fine to keep existing, just have it be that artefacts are so rarely found that nothing lore-changing has been found yet, and golems are in a fine position for RP and lore as it is. Keeping artefacts canon on an out-of-game basis also keeps the potential for horizon artefact discovery events.
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The space I was thinking of got absorbed into the main stairs so ignore the pictures but the idea is still something I want to pursue
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This system would still rely on atmospherics to send gas to refueling, it would just also allow for hangar technicians to also be involved (where as currently it's basically just atmospherics)
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I propose a refuelling room next to the Intrepid's hangar, specifically, to the left of it, in the lower maintenance area (where the firefighting stuff is currently stored, and further into maintenance here) In my eyes, the layout of the room would be like this The room would contain two connectors, one for a phoron canister (only one) and one for a CO2 canister (on the intrepid), as well as some other assorted supplies such as firefighting tanks and tools. Maintenance would be changed to solely be the door on the left (indicated in yellow), leading to the maintenance areas below, and the orange doors lead to the hangar and the hallway inbetween operations and the hangar. The pipes lead to atmospherics, however they do not continuously flow unrestrained. Atmospherics has two pumps, leading to the hangar fuel room, and they default to being off. This maintains the inter-department cooperation that fueling is, without making it far easier for atmospherics to just do the job for the hangar techs (who will be the only ones to access the fuel room [other than mining but honestly I wouldn't hate if hangar techs had to fuel the mining shuttle too]) Note: I am more than happy to, and probably will, make the PR and map the changes myself. I make the suggestion to gather preliminary feedback and offer an opportunity for other ideas for locations and such before I map it all out and PR it. Some alternative ideas: The second fuel (for the wall mounted fuel tanks on the intrepid) is not Phoron, but Hydrogen, as it is allegedly accepted by the secondary thrust (blame cybs if this is false I'm pretty sure they told me this) The Phoron Canister that connects to the pipe to atmos does not start in the fuel room, but Operations Secure Storage, as I believe there is currently one stored there.
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To be honest I have no strong feelings either way, just let kitchen goers have access to an actual cutlery dispenser so they can eat food without just cramming it all in their face.
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The removal of the service manager is a huge mistake, in my eyes, the only explanations given were "It added nothing" (It's an RP role by that logic neither does Psych) or "It got abused by the players" (Just moderate it properly?). The service manager filled the role that the QM does now, a non-whitelisted, middle management position. And seeing as QM no longer functionally exists, as it's replacement is also whitelisted, that leaves anyone wanting to play a QM type role and not whitelisted out of luck. It also leaves existing QM characters to be either: Demoted where it doesn't make sense, retired, or promoted/Keep their position, which is only an option for whitelisted players. Whereas the SM and QM skillsets are fairly similar, and characters could easily transfer over. On a similar but different note, this absolutely screws over any characters made as SMs. "Why make a character for a testing role?" Because they wanted to test the role. And now, because the tests were explicitly canon, the players have nothing to do but retcon their characters or retire them outright, neither of which are any fun for the players. Re-add the service manager.
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1) (I cry 😭) I'll probably end up converting the clan to Th'akh, but in an effort to be as comprehensive as possible, I'll answer as if they were Sk'akh faithfuls, as well, with the disclaimer that this is not the 'canon' answer more like a Marvel's What If...? series. Clan Kukssal, as believers of the Sk'akh faith, do not believe that a soul can be misaligned with the body under normal circumstances, as Sk'akh's creations are pefect. Yet Clan Kukssal maintains that Aeiszk Kukssal is a warrior, despite his birth. To do so without running contrary to doctrine, Clan Kukssal maintains that the misaligned spirit is due to a malevolent spirit, escaped from the Chained Wastes, attempting to draw them away from the beliefs of Sk'akh towards Th'akh. A flimsy excuse by itself, however the clan also cites the poor conditions of their slum, increased levels of crime (that any non-Unathite sociologist would just attribute to slum conditions), and other such details to support this rationalization. This does lead to alienation between clan Kukssal and the greater community around them in the slums, as well as most fellow Sk'akh practitioners- and due to the adherence to Sk'akh, most Th'akh, as well. (again, my actual answer would be to just convert them to Th'akh, but for the What If they were still Sk'akh, there's my answer) 2) Being determined to prove himself, Kukssal leans heavily into the Warrior's code, especially taking the chances to be Courageous whenever he can. Of course, as a young sinta from the slums of Skalamar, while not sheltered by any means, he's unfamiliar with combat, and has had little ability to train in a realistic fashion, and as such, may buckle under pressure. However, Kukssal is headstrong and determined to a fault, and a failure once is a lesson for later. The rest of the code will be followed with just as much determination, especially when he gives his word to others. A promise will be fulfilled if it is made, not a matter of if, but when. 3) As mentioned above, Kukssal has not had much experience with actual combat, and a large part of this (outside of being a slum-bound peasant) is being both Th'akh faithful in Skalamar, Sk'akh heartland, and being born into the body of a healer. That's not to say he has not tried, however anyone offering any practical experience almost always refused him on the basis of body and faith (and at least one of them have gathered a frustrated (and far younger) Kukssal declaring duelling intent, which has been promptly denied due to a difference in sex). In this way, leaving for Tau Ceti might even be a blessing in disguise.
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To be FAIR D12 does say "This single district has over twenty-five universities, fifteen colleges, thirty high schools, four training centers, and three NanoTrasen research facilities, as well as other corporate research laboratories." While I definitely agree with you generally, to play devils advocate slightly, there's definitely not *no* sense of scale here.
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map map map map map map we meed a mendell map there's like 15 districts and we have no idea how much is where is D1 the centre of the city just geographically or is it also the biggest, D3 is the most populous, but how does that translate size-wise? How much of the city is a literal warzone in 6/9/11? Even just percentages of how much is what would be good imho.
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0) Correct in that he was born female (Or as he'd put it, a male soul into a female hatchling), but nothing physical due to his family clan's poor upbringing and inability to access modern medicine -- which could, of course, change as he enters human space, but perhaps not. 1) Aeiszk believes in Sk'akh, and while quite devout, attending church sessions regularly and praying, is nowhere near a fanatic, and would not be shy to prioritize honour or survival over the faith. 2) Aeiszk does not hold any innate talents, at least not ones relevant to a strong career, though he does find himself a naturally skilled musician, if the circumstances ever allow. He will be, however, very professional and respectful when it comes to the workplace, making an ideal employee. 3) Aeiszk was born late 2445, making him 18/19 in 2464. Too young to remember the worst of the Contact War, his only knowledge of it was that imparted to him by others in his clan. This has left him with a warped view, a very anti-traditionalist biased one, and one that both under estimates the severity of the war in some regards, yet demonizes it almost *too* much in others. One thing is for certain, however. Atomic weaponry is quite frightening to him, possibly one of the few things to cause his devotion to honour to waver.
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BYOND Key: FlamingLily Character Names: Lillian Nyström, Mira Tilton, S.A.R.A., Ayah Nasri Species you are applying to play: Unathi What color do you plan on making your first alien character: Orange-brown, something like #A15A1A, maybe darker (or whatever's close as it displays in-game) Have you read our lore section's page on this species?: Yes, most of them in detail, though some pages have been lightly skimmed. Do you want to apologize to the Unathi lore team for how long this application got: Yes definitely 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: Out of all the species on Aurora, Unathi have been one of the few I would put as most appealing, up with Dionea and IPCs, due to primarily their different physiology, aesthetics, and definitely without a doubt social cues. I won't go into TOO much detail here, as that's for the next question, but the differing social cues play a big part in my interest in playing Unathi. The different social structure does definitely carry my interest as well, especially the honour focus, warrior's code, and Guwan(di), as well as their religions (trans people real!!!) and ancestor worship. A minor thing is them being carnivorous. I've always loved having characters with differing dietary requirements, no idea why, but it makes everything feel more immersive. Also, when I first joined Aurora I did a dumb dumb thing and made an Unathi (NP)Character without being whitelisted and I want to correct that mistake. Identify what makes role-playing this species different than role-playing a Human: There are a lot of features that make Unathi different, and to me, they can be broken down into three parts. The physiological, the beliefs, and the society. First up, the physiological. Obviously, Unathi are not human, they are lizards with horns and frills and tails. Appearances are a big difference in any species, and come with social expectations, (such as fatter tails = usually noble cause more eating). On the topic of eating, Unathi are carnivorous, and only carnivorous, yet can still eat vegetables and fruits for flavour or garnish. Also, no ethanol, it's toxic, while they get drunk from butanol. A big part of the physiological is physiological social cues, such as staring at whatever induces interest, moving slowly or sluggishly until work or threats need to be respond to, to the more intimate, such as twining necks/tails or touching foreheads and snouts. Tail stomping can be used to show frustration or joy, or even grief, the bristling of scales to show colder temperatures, sluggishness when confortable, swaying, sampling the air and hissing when in unknown places. There is also Chuffing, for mild annoyance to amusement, barking, as akin to laughter, and rattling the throat as an alternative or accompaniment to tail stomping. Next, the beliefs. This can be further separated to religion and honour, so I will start with the religious half. Unathi have four big recognized religions (not including the holy tribunal), though two of them are declared as heretical, that being the Aut'akh and Si'akh, by the major two, Th'Akh and Sk'akh (Admittedly I don't know Th'Akh's stance on Si'akh, but I can't assume they're approving). Th'Akh is focused on the worship of ancestors, believing that their spirits can interact with, and alter, the material world. There are multiple branches, such as ones that believe a spirit embodies the ideals of good or evil, or ones that believe a spirit is one ideal of four, growth, decay, energy, and time. Th'Akh also believes in reincarnation, and that if a soul has not been strongly associated with an ideal as mentioned above, they will be not made into zo'zyola (Spirits in the spirit world). Even zo'zyola may sometimes be reincarnated to preserve the balance. Next, there is the Sk'akh, who, similar to Th'akh, believe in ancestor worship, however the religion diverges in that, Sk'akh believe that all spirits become one great spirit, called Sk'akh. Sk'akh as a religion is the unofficial state religion of the Izweski nation, to such an extent they have their own holy military order. Of note, Sk'akh does not believe in reincarnation. Next, Si'akh, founded from Sk'akh in nuclear hellfire, Si'akh preaches that the contact war was cleansing fire that lead those who perished under it to salvation, and the remaining Unathi that survived are damned into eternal reincarnation until they can reach salvation by being personally forgiven by Si'akh himself, or by following his doctrines. Si'Akh is hunted down by Sk'akh, being decryed as heretical, and for an understandable reason. Finally, the Aut'akh, who's core tennet is that while yes, a body is the vessel of a spirit, said spirit is also constrained by that body, and as less of that body exists, the spirit's power grows, and they are appeased. For this reason, augmentation and cybernetics are very widespread in Aut'akh communities. They are also strong believers that power is the great evil, and build their societies as- ideally, at least- leaderless communes. All of these religious factors can come into play when playing an Unathi, and that's without touching on Honour, which I will do now. Honour is one of the strongest concepts in Unathite culture, with every person, clan, and nation having their own code of honour, which they follow strictly. The big two are the Warrior's code, and the Matriarch's code. The warriors code demands, in order of priority, Righteousness, Mercy, Integrity, Courage, Loyalty. Similarly, the matriarchs code prescribes certain things, however unlike the Warrior's code, it has often been construed as a copycat of the warrior's code, or a cashgrab by Ouerean scholars. It decrees that a noblewoman must be Loyal, dutiful, graceful, knowledgeable, and tactful. If there is an honour dispute, an Unathi may incite a duel, which is not a spur of the moment thing, and takes a week of preparation, as well as planning from both parties, and are usually not to the death, though it is not off the table. Honour takes a strong part in any Unathi's life, and this is without mentioning the Gwandi or the Guwan, those who have lost their honour and been stripped of a clan, and in the case of the former, destined to reclaim it by roaming the wastes and dying in honourable battle. One last thing, as clan members, it's proper form to refer to an Unathi by clan name first, unless you are close as a friend. Finally, there is the society. There is a lot to cover, so I will restrict myself to the social hierarchy, unless requested to expand upon things. At the top of the hierarchy, there is naturally the Nobility, Sanza, the Lords, Clan Lords, and even some Clan members. One rank below, there are the Shamans, the Akh, and the Healers, the Riz'akh. Shamans are the religious leaders, though 'priest' is reserved to refer to Sk'akh clergy. Healers, logically, are doctors. They traditionally tend to the medical needs of one clan, though in recent times they have been extending their services away from allegiances, due to the effects of the Contact War. One level down, is the Warriors, Saa'[Clan], and the Spies, Zo'kaa. Spies, while sometimes performing espionage, are usually what humans would consider investigators and detectives. They do not attach to clans, instead working for spymasters, as discussed below. Warriors, as the name implies, are warriors, fighting for their clan under their Lord. They can attach themselves to a clan, including clan Izweski, where they become Saa,Izweski, or Kataphracts. They are the Hegemony's army, and often spread out around the galaxy, waiting until they may be recalled to do battle. However, just attaching yourself to clan Izweski does not make you a Kataphract, you must still be appointed by the hegemon. An Unathi who was pledged themselves as a Kataphract, but has yet to be appointed, is a Kataphract-Hopeful, or a Zo'saa. Similarly, they may spread out around the spur, to prove themselves. Kataphracts can only be male, however this is open to those claiming the soul of a man. Spymasters are also often working with the Hegemony, however they are not attached, like Kataphracts. Instead they take up work, and delegate to their suboardinate spies. Guildsmen and women are the 'middle' class of Moghesian society, running businesses under a guildmaster (who is themself of this class). Finally, there are the brunt of society, the Peasants, who perform simple labour for guilds and surrender half of their income to their lords to live on their land. Oh, there are also the non-people, Guwans, the clan-less, lowest of the low, criminals, murders, and the honourless. Unable to own property or ever advance in society, ending up as one is a surefire way to be doomed to a life of misery. Even outside of Izweski space, Guwan are persecuted by their brethren, and even abused for cheap labour by human corporations. Character Name:Aeiszk Kukssal Please provide a short backstory for this character Aeiszk of clan Kukssal, a backwater family clan with next to no sway living in the slums ofSkalamar. Clan Kukssal was, naturally, not content with this life, as no one would be. However, the eldest of the clan, Szhakz Kukssal, had a plan. He thought that, by providing a warrior to his Lord, he would earn his clan good favour and hopefully, better living conditions. Not a particularly original plan, but one he was trying for none the less. That is where Aeiszk Kukssal comes in. Eager to be a warrior since birth (into the body of a healer, despite his soul), he volunteers, and after a plea, the overlord approves. However, not without proof. And so, Kukssal needs to prove himself, and seeing as there is little grounds for heroism in the slums of Skalamar, he was shipped off, into the greater spur. Specifically into Tau Ceti, where a keen eyed Hephaestus Liason saw promise for the Sinta. Or perhaps, they saw cheap labour. There's nothing particularly heroic about working the hangars of the SCCV Horizon, but nonetheless, the Liason span a good story, Hephaestus naturally appeals to the mind of a young warrior, and the Horizon IS the big thing in the Spur right now, or at least, in Tau Ceti space. So, it was a foregone conclusion, and Kukssal signed up. Time will tell if this was for the better, or if, like many before him, Kukssal would be trapped in a dead-end job in Tau Ceti, used as cheap labour and returned to the slums when his use had expired. Kukssal is young, and dedicated to the warrior's code, will follow it to a fault. What do you like about this character? I enjoy the strong reliance on the warrior's code, and believe it to have plenty of RP potential, I also enjoy the level of naievete that Kukssal has, a young Izweski national way out of his depth in Tau Ceti. I also enjoy him being an Unathi to begin with, as I discussed earlier, and I think it will be very fun to be unknowing of human customs. And finally he's trans How would you rate your role-playing ability? Think it's gone up since I started here, maybe an 8 now. (up from 7, out of 10) Notes: Sorry again for the length
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Topic of the Day: Republic of Biesel
FlamingLily replied to Caelphon's topic in Aurora Lore Club's Topics
The Republic's gun laws, to my knowledge, are totally missing, and I think it'd be a neat addition to know whether or not my chars are legally allowed to pack heat or not, as well as republic law and security in general, stuff like what Sol got with the SIIB etc (I'm assuming that's already on the burner, but it would be neat) -
FAYE - MODERATOR APPLICATION
FlamingLily replied to Faye <3's topic in Moderator Applications Archives
honestly there's not much I can say that hasn't been said. The vast majority of my interaction with Faye has been ICly in security, her as Shirin. The security/antag interaction is arguably the one where there is the most risk of rules being broken and players feeling like they've received unfair treatment (I don't know the actual stats on where ahelps come from, and I'm not staff, so get a grain of salt reading this) because it's one of the most unique, in that someone wins and someone loses. Everyone makes mistakes, even staff, and that can lead to people being upset, but I've yet to see faye do anything that in my opinion, would make me go "that seemed a little unfair" or anything of the like. When playing HoS, faye has been, in my eyes (though I don't play antags, so again, grain of salt), competently able to balance the line between doing a good job as HoS and countering the antags, not being totally unfair to the antags and giving them a fighting chance, and through it all, roleplaying when an antag wants to roleplay, or going full commando when they want that. In my eyes, someone who is able to balance that out in what is probably the most stressful job on the station would be able to balance personal interests with server policy, and balance both sides of a two-sided incident when it comes to staffing matters. tl;dr, +1 from me. -
+1 from me, just had them as CE during the trial period, Desker was great during it. Admittedly, not much happened, it was extended and there were only about 4 people in the department, however, during that they were good at it. They gave orders, they treated the position as one of command and authority (not just Engineer but with funny extra gear), without going overboard and sounding like an egotistical prick or a control freak. (i've heard) We need more CEs and as an engie main I'd be happy to have Desker as one of them.
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FlamingLily wants to be a funny robot (IPC app)
FlamingLily replied to FlamingLily's topic in Whitelist Applications Archives
Got clarification, "built relatively recently, 5 years ago, a few years after Top of the World was completed" is more accurate -
FlamingLily wants to be a funny robot (IPC app)
FlamingLily replied to FlamingLily's topic in Whitelist Applications Archives
Ah, of course. Like most species, there is an inherent need for members of the IPC species to preserve their lives, however, for IPCs this is arguably at it's strongest. Every positronic brain has one primary directive that lies above all else, that being self-preservation. However, this need can manifest in any number of ways for an IPC. Gathering wealth, taking a hobby, finding a new job, all things IPCs may do under the directive of self-preservation. Some IPCs may run away from their owners, while others voluntarily remain owned, each IPC's interpretation of self-preservation is unique, and has considerable sway on an IPCs decisions. S.A.R.A. was built relatively recently, 5 years ago (or less, Top of the World doesn't have a construction finished date (unless I missed it, lmk if I did) but I imagine she would have been made around that time), and served at Top of the World for all of them, up until 2463, of course. During her time there, she was sequestered away, having only minimal contact with life outside of the IPCs under her watch (and even then, usually only suppliers and the like). Naturally, she was left with an imperfect understanding of human social interaction, which of course is only made (and makes) more difficult her unique emotional and verbal tics. Likewise, her life surrounding the organization of materials, supplies, and teams, has only reinforced said disposition present in her starter programming. At work, she is very formal and orderly, yet cheery and not unfair when it comes to management. She treats everyone with her own brand of respect and tries to get on people's good side. When it comes to more casual engagements, she tends to be, as standard, still very formal and almost managerial, even treating social gatherings as if they were a cargo bay to be sorted and distributed. She didn't spend a long time with her roboticist, being shipped off to NT not long after she was made, however, the seeds that her roboticist left with her are still there, with humanisation, equality, a full spectrum of emotions, and less of a purely work-based worldview buried underneath, and perhaps after a bit of prodding, these traits may be able to come to life.