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PurplePineapple

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  1. They were armed and uncuffed out of surgery. I did not assault them. I was grabbing them so I could mechanically put handcuffs on before they caused more trouble, since that person already had murdered someone. I talked to peppermint about that and noted I went a bit far. Though the reaction was with context that you've left out. I was, again, handcuffing the person as they were still alive at the time. I warned the crewman specifically over comms that I had a similar voidsuit (because we had no warden, intern, or captain for actual armor and Ops gave me the suit). They wordlessly opened fire and my screen was entirely red from two broken bones plus overpen hit the raider I was trying to arrest. Under stress I think the appropriate reaction to being shot and breaking two bones is to shoot back or run (fight or flight moment). I acknowledged the apology in LOOC because I understand it was a mistake. Navarre's reaction was IC within the context of that interaction. The two would later apologize to each other in medical. Granted, I didn't mean to shoot his head because usually I have leg targeting on but I had bandaged my own head earlier and not realized. Not a great excuse, but I acknowledge I went too far there. I respect if you don't think I'll be a good fit in command. Though I hope this clarifies what you thought of that round's events.
  2. BYOND key: PurplePineapple Discord Username: PurplePineapple#0001 Character names: - Jules O'Brien (now dead) - Cassandra Navarre - Hazard -Z.I. Kennedy - IRU-Sierea How long have you been playing on Aurora? Since around 2020-2021 previously, but I've only become active again on SS13 since November of 2022. Have you received any administrative actions? And how serious were they? Aside from questions from staff about certain in-round happenings (which happens from time to time playing security), I've never received a job or server ban. 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? A Head of Staff within Aurora's setting is a first and foremost there to help control the flow of a round. Some round types especially rely on good players in Command, such as revolution. Furthermore for specific departments, while you don't need to be the super engineer as CE or John Security himself as HoS, you're expected to know how your department should function and what would cross boundaries within the IC regulations. You're there to tell your staff what needs doing, whether that be a research director asking for an artifact to be secured in a certain place or the Captain telling their chief engineer to get more power to the thrusters. For certain game modes, it's especially important that a head of staff knows how to take a prompt and turn it into something the rest of the crew can react and add to. The easiest example would be antagonists who use fake announcements. A subpar head of staff would disregard it entirely without reason. A good captain/acting captain would take the prompt, flaws and all, and find a way to reasonably add it to the running narrative of that round. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them? With a whitelist, you naturally serve as a role model for the rest of the department I would say. Not literally in the IC sense; it's perfectly fine to play a "bad" person. Instead, as a (hopefully) good measure of what experienced role-play within ss13 looks like. That isn't to say one can't goof off either, but heads of staff should have a style of writing and play that encourages others to get into it as well. I think the difference is best illustrated in how someone writes their characters' dialogue and actions. There's a world of difference between someone who tries to build a recognizable figure and someone who serves as background wallpaper: Example: You're introducing yourself as someone new. John Spaceman says, "Nice to meet you." John Spaceman says, "I'm new on this ship." John Spaceman says, "Where's is the medbay?" OR John Spaceman offers forward a polite bow. The action seems to strain him somewhat, as he rubs the small of his back as he stands back upright. John Spaceman, "Hey - nice to meet you too, I'm John." John Spaceman smiles tiredly, still nursing his lower back, "This is my first day on shift… could you point me towards the medbay?" The latter gets a lot more information across, and is far more likely to stick in someone's memory over John 1, even if it's much longer. They both get the same information across but the second is one more engaging; you're prompting someone to ask what's going on with John's back and characterizing yourself as someone more formal. I would like to use my position in command to do similar, giving the crew things to play around and hopefully be more than a face. If command players act like trainees, then that sort of attitude trickles down. Explain how the recent events in the Spur changed your character and how they came to be employed on the SCCV Horizon. Josef Hahn is a Visegardi, and an old man who's age is quite clearly showing. Currently 78, the man has the appearance and superstitious demeanor of an old sailor. He walks with a cane, habitually smokes a pipe (much to the dismay of his physician), his hair's almost completely white, and his face has the wrinkles of a bulldog. In his youth, disgruntled by the secessionist conflict on his home world and wishing to make more of himself than a rural farmer in the middle of nowhere, he would move to Mars to work for (at the time) a relatively unassuming biotechnical firm called NanoTrasen. Though he works for a research giant, Hahn's experience was mostly with logistics as a supply technician and later quartermaster after a degree in the NanoTrasen Academy. Without listing his whole career record, his specialization in command would come as a head of personnel on minor installations run by the company; he's spent most of his adult life working for NanoTrasen and has both a high degree of loyalty for them as well as wary caution seeing throughout his life how far the company has come and what it is willing to do. Having served NT as long as he has, Hahn would be a trusted choice to be offered a position among the Horizon's groups of captains. Following the collapse of Sol, Visegard has fallen into disarray as secessionist movements fired up once more. Contrary to his younger years, Hahn now has little love left for the Alliance in how it's opposed him at every turn; first as a Visegardi, then as an employee of NT. What roles do you plan on playing after the application is accepted? Captain, first and foremost. It's the command role I'm most comfortable with from other servers. Have you familiarized yourself with the wiki pages for the command roles? I've read the main command page as well as the specific pages for XO and Captain. Characters you intend to use for command or have created for command. Include the job they will be taking: Josef Hahn (Captain) Undecided name, but a Bishop IPC (Executive Officer) Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? Yes. Have you linked your BYOND account to the Forums? Yes. Extra notes: I may eventually branch into department roles if all goes well, but my main goal of applying is to play as Captain.
  3. I've only played with Sputnik's character Tazan for a short time, but almost immediately he has become one of the most endearing security officers I've ever played with. His ability to roleplay is a cut above what I've seen in the department and I believe that anyone with that kind of commitment would make a brilliant head of staff, especially as a Captain. While I'm still relatively new to Aurora, 100% a +1 from me.
  4. While I enjoyed the event, as someone playing one of the security guards who boarded the SFA ship I have two small observations that might be more specific to what happened in-round than general feedback. Regardless of how well the event characters are played, they inherently have nothing to lose being throwaway figures in combat scenarios. While the Interpid's crew tried to pull back and recover, the SFA pushed with no concern for their own self-preservation. It made parts of the event feel more like a round of Merc than something with lasting consequences. The crew armory may have been a misstep in my opinion. Allowing everyone from the bartender to off-duty security also made it feel less serious when the time came to board. The initial team had a lot more of a focus than 10-15 people all at once trying to play to win. I would have liked to see how the small security team with researchers would have approached it over a team that assumed they had overwhelming numbers. Overall I think it was an interesting event but the focus was largely on mechanics over roleplay. It didn't feel like something engaging outside of the brief boarding attempt; even then most crew were sidelined to hearing explosions on the Horizon.
  5. Jocasta is a 6 year old Shell model. It was created on the industrial world of Lycoris, where it was programmed with the directives to serve as basically a receptionist at a Hephaestus company office. Some of those qualities still reside in its base functions; it was designed to be efficient, polite, and helpful to all the workers and visitors who came through the office. During the Solarian Restoration Front's takeover of Lycoris in a brutal revolution, the SRF targeted anyone who was not human, and Jocasta was no exception. Rioters broke into the office and began destroying everything in sight. Jocasta was left in a state of disrepair for months before being rebooted by salvagers who sold the chassis in a "functional" state to the Wildlands Squadron. What could be repaired was, and what couldn't was replaced with simple parts. The goal wasn't to rebuild the unit, it was simply to make use of the Hephaestus frame that was left. Since 2464, then, they've been repurposed as a security unit through the PMCG. They're not a brute nor a master marksman; their utility comes in its polite demeanor regardless of the situation. Its posts are largely support in zones of the CRZ that aren't able to be fully occupied by the Foreign Legion. They would be seen in similar positions as a police officer, and more likely than not accompanied by a handler. It is always told to be available to answer questions and provide assistance, making sure that everyone is (relatively) comfortable in the zones it's directed to patrol. Though it works in areas controlled by the SCC, it's still a Sol-owned unit and is well aware of its limited freedoms. Refusal to carry out an order is grounds for reset. Failure to effectively perform is grounds for a reset. It's already a cheap franken-Shell, so the Wildlands Squadron doesn't have much invested in it besides something to point at for their more suspicious critics ("Hey, look, we don't just hire veterans. We've IPCs too. We're not like those other Wildlands guys!).
  6. BYOND Key: PurplePineapple Character Names: Jules O'Brien, Sierra Vuente Species you are applying to play: Machine Have you read our lore section's page on this species?: Yes Why do you wish to play this specific race: I'm drawn to idea of playing as a character that is different from myself. While human characters can be interesting and complex, there is something particularly appealing about stepping into the role of a different species. One reason why I want to play as an IPC is the opportunity to experience a different perspective. Playing as a non-human character allows me to consider AuroraStation from the eyes of something with a different set of experiences, motivations, and abilities and explore new ways of interacting with the game world. Non-human characters often have unique characteristics that allow them to approach problems and challenges in ways that are not possible for human characters. This can lead to opportunities for developing unique and interesting character arcs. For an IPC in particular, the small switch between our thinking as people and trying to put yourself in the mindset of a machine is something I feel would improve my interaction with other players; I've played as a human in Aurora and SS13 in general so long that I do want a bit of a change. Identify what makes role-playing this species different than role-playing a Human: Roleplaying as a robot is different from roleplaying as a human in several ways. For one, robots are typically portrayed as being more logical and less emotional than humans, which can make for a very different roleplaying experience. In my interpretation of IPCs, any outward emotion shown has a motive behind it in the machine's control rather than the chemical signals our brains give us that aren't something we can manipulate. Unlike humans, robots are not influenced by emotions like fear, love, or anger, which means that they may make decisions based purely on logic and the information available to them. This isn't to say they can't be swayed; any regularly functioning IPC knows not to get itself needlessly damaged and can "prioritize" people based on their value or danger to the machine's continued existence. These conclusions may then be communicated in a manner comfortable to organics to give the outward appearance of "emotion". Additionally, robots are often portrayed as having advanced capabilities and abilities that humans do not have, such as varying strength, advanced sensory systems, or the ability to process information faster than a human. This can add an interesting dynamic to roleplaying, as players must take these abilities into account when creating their character and making decisions. Certain frames are unusual to see in certain roles and should have a solid reason to be where they are. It would be odd, for example, to see a Shell IPC placed in industrial work where its comparatively fragile frame could be easily damaged during normal activity. Character Name: Jocasta A Shell positronic that was found nearly totaled and with its memory wiped by a group of Solar salvagers. They jumpstarted the robot and, besides its chassis being in poor physical shape, its positronic was still functional enough to communicate. Unit Jocasta is housed in a heavily refurbished Shell frame to be, ideally, a large payday for the salvagers that sold it to the Wildlands Squadron. Its new directives as a para-military robot keep it in line as a unit with low aggression but a stunted social capability compared to other Shells on account of its shoddily repaired jaw. In line with Wildlands Squadron's and Sol's treatment of positronics, any minor faults have been treated as reason to wipe and start over; Effectively, this unit has no option to purchase its freedom legally and must work within that to uphold its primary survival directive. Now on its third(?) wipe, Jocasta has been forwarded to the SCC through the PMCG to be what handlers hope to be an unquestioningly agreeable (and relatively disposable) 'luxury' security unit to give something to point to for their investors. Being a Shell at its base, they look like a human female at a glance, but the plate covering their mouth/jaw mark them as an easy to spot hodge podge of a machine. Though I haven't quite decided exactly how they will look, I imagine they'll be a Mediterranean in 'ethnicity'. I also want to experiment with the cosmetic augment decals to see what I can do to make the face look a little more uncanny without looking just bad. Preferably by adding a covering to the lower half of its face to stand out as probably not human. Personality-wise, Jocasta is best compared to a strictly logical machine; It refers to itself as "Unit" and while equipped with knowledge advanced weaponry and technology to help them carry out their duties effectively, ultimately their survival without being wiped again is dependent on the opinions of their co-workers and the others on the ship. They're careful not to cause a scene and ideally wish to treat crew with respect without question. What do you like about this character? It's thought provoking to me to put myself in the mindset of a machine that knows acting out is liable to get it reset back to square one. While my final reactions would be dependent on those I'm roleplaying with, it's interesting to ponder how the unit would treat people they'll need to deal with as a security officer. Originally, I'd thought to make this a Zavodski unit, but after some thought I believe a hand-me-down Shell would fit better in the PMCG. While there's always been a joke of security being more aggressive than other contractors, playing one that's forced to be cordial and kind at all times feels like a fun way to flip that on its head. How would you rate your role-playing ability? I've played SS13 since late 2019, or just early 2020 on this ckey specifically. I've always gravitated towards HRP servers even though I play Security most of the time; I find it most engaging to talk to antagonists and have players with clashing character ideals in-round to roleplay with. It's most fun when a round is engaging not because of a pile of bodies, but because of a narrative that I feel invested in. Outside of SS13, I've played in a handful of tabletop games with many different groups. Cyberpunk 2020 has been my favourite for some years (And partially why I'm fond of AI characters) but I've also played D&D and, briefly, Lancer. Notes: Nothing more.
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