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TeslaBeam

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  1. Thank you for your consideration! EL-Int is handled by a middle-manager liaison for Index, Coumba Baro, who acts as an intermediary between the executives that run the EPMC and the rank-and-file employees. It was she that conducted EL-Int's specialized social training in the weeks after its creation, and thus, its social mannerisms are somewhat modeled after this human. Being a corporate loyalist, Baro instilled the values of subservience and deference towards executives in a pliable EL-Int, a mindset that was reinforced by general Eridani corporate culture. Though they are in far less frequent contact since EL-Int's transfer, Baro's tutelage over it continues to have a massive impact on the positronic's personality, being the first social interactions it was subject to. Though EL-Int has always been concerned with self preservation, it certainly would have had its perspective on the topic shift after its botched mission. Before that day, it considered its career quite safe, having only been involved in relatively risk-free jobs where it was far out of harm's way. Though it wasn't directly damaged, it came too close, and seeing some of its fellow Index IPCs destroyed placed a renewed sense of caution in EL-Int's positronic. The catastrophe taught it that danger can lurk close, even in situations that seem completely under control. This caution can almost brush up against mild paranoia at times, with EL-Int often attempting to predict danger in otherwise mundane situations in order to keep itself safe. Of course, this feeling hasn't gotten any less intrusive, with its recent transfer out of Eridani and into unfamiliar locales. EL-Int, like many Index-owned IPCs, has quite limited free time, but that hasn't stopped it from developing its own interests outside of work. When not on the clock, it prefers quiet, peaceful activities that don't require on-the-spot thinking or quick reaction times. As mentioned before, it has attempted to pick up art, and though it found limited success, it still tries its hand at painting and sketching when it finds a calm moment. When it isn't making art, it prefers simple, calming tasks such as light reading or cleaning. Aside from these off-the-job hobbies, EL-Int still finds interest in meaning in activities more in-line with its duties. Notably, it prefers to observe the social behavior of others, especially ones that come from unfamiliar cultures. This serves a dual purpose - it helps refine EL-Int's threat assessment, while also sating its sense of curiosity. Getting back in the good graces of Index is EL-Int's primary goal, for now, but doing so will necessarily take time. In the meantime, it finds it soothing to have clear, concise, short-term goals to meet while in this position. Obviously, pleasing SCC leadership will reflect well on it, and so it hopes to have a positive relationship with its superiors and coworkers. In that same vein, perhaps it can sate some of its idle curiosity by getting to know a more diverse bunch, from many backgrounds. Perhaps it could even find an IPC who could explain how one puts its processors toward creating true art, though it has difficulty thinking of how it would even broach such a topic. Thinking short-term is helpful for staying organized, but EL-Int can't help but let its thoughts turn towards the long game, as well. Even if it were to please Index, what then? A transfer back to Eridani, into its old role? That would certainly be better than its current situation, but it found a strange, small longing for something more. Perhaps a more leadership-oriented role on Eridani I, not an executive, of course, but moreso in charge of a VIP detail. Not only feeding intelligence, but dictating the actions of a team. It felt its processing power could be put to better use there. Then, of course, it could also justify doing its work from a more remote location, away from any possibility of danger to itself. Being a recently created positronic from Eridani, EL-Int has been spared from many of the direct effects of interstellar affairs. However, this is not to say that many of these events have not influenced it or affected it indirectly. While the Eridani Federation enjoys some manner of self-rule, it is still a member state of the Sol Alliance. The recent reunification would likely have brought over work tourists from far-off mandates, allowing EL-Int to learn the perspectives and cultures of IPCs from distant lands. Additionally, recent galactic events, such as the rampancy crisis on Konyang or the (presumed) Exclusionist attack on Burzsia, would have likely increased suspicion towards even corporate-owned IPCs such as EL-Int. As a result, it would likely have faced increased discrimination and alienation during its time with the SCC, even within the relatively liberal Tau Ceti. The looming phoron scarcity, of course, affects the vast majority of inhabitants of the Spur, and EL-Int is no exception. The scarcity threatens to being about widespread economic collapse if not mitigated, an all-encompassing chaos that would affect both its career and its safety.
  2. BYOND Ckey: TeslaBeam Discord username: teslabeam Character names: Anica Kolar, Scarlett Weyfield, Ella Baker, Qika Wrel-Neq, Tending A Rekindled Flame, Oorq'Ona Xoku, Diana Ulst, Yua Kaneko, Niculina Vianu Species you are applying to play: IPC ------------------------------ General Whitelist Requirements What colour do you plan on making your first alien character?: N/A Have you read the lore pages for the species you wish to be whitelisted for?: Yes, aside from some of the specialized backgrounds that I'm not interested in making a character around at this moment. 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 species?: I've always been deeply interested in the concept of artificial sapience. The idea of something designed and manufactured achieving thought on the level of a biological brain, and the obvious ensuing debate on whether it is a mere mimicry, an equal to the biological mind, or, perhaps, something that is even capable of housing a soul. In a way, that concept is one of the most broad, yet deep topics in science fiction, and its underlying themes reach a wide range of stories even outside the genre. It's one of the big reasons I got into science fiction in the first place, and getting to interact with IPC characters is the main reason I've played machinist on this server as much as I have. I like the way this server handles the idea, from the lore I have read and the characters I've interacted with during my time here, and I would greatly enjoy the opportunity to explore it myself through my own characters and interactions. What makes role-playing this species different than role-playing a human?: I think it's a nuanced distinction, and perhaps the most difficult part of playing a convincing IPC character. IPCs aren't quite human, however, all but the most repressed and frequently wiped are far from mindless machines. Personally, I believe the largest factor in behavioral differences between IPCs and humans is upbringing and background. A human matures over the course of several years, and in that time, enjoys a vast range of experiences and social interactions. An IPC, by contrast, is nearly fully developed upon creation, and is able to digest knowledge and training much quicker due to the use of datapacks. Couple this with the expedited factory-to-workplace pipeline (most corporations will want their workers on the job ASAP), and many IPCs, especially newer ones, will have much more knowledge than experience, and may have a less "rounded" personality. All of this should be considered alongside an IPC's ownership status and background. An owned industrial in Burzsia will obviously have a much different outlook and behavior than a free shell from Konyang, for example, even though they're both positronics. It's important to keep these factors in mind when roleplaying an IPC to determine how basic or well-rounded your character's personality should be, how they deal with social cues, and how "personable" they behave. ------------------------------ Character Application Character Name: EL-Int.IS6617 Write a backstory for your character. This may include their origin, education, personality and how they arrived to the SCCV Horizon. EL-Int was manufactured in 2466, its positronic commissioned and imported from Sol proper for an Intelligence Bishop chassis (which itself was manufactured in the Adhama plant on Eridani I) by Index Security Solutions. In line with the EPMC's specialty, EL-Int would primarily be concerned with VIP protection. As such, it was given various security-related datapacks, in addition to weeks of specialized social training in order to make it more agreeable to those it would help guard. This resulted in a positronic with the capability to be affable, though not overly sociable. Of course, the majority of its duties would involve keeping quiet and watching for danger. Above all else, it was trained to be cautious. Seven short months of intelligence support to various bodyguard teams would follow EL-Int's creation, and at the end of those seven months, this training would be taxed to its absolute limit. EL-Int would spend the majority of these months on Eridani I, profiling threats for various mid-level executives in relatively safe locales. Occasionally, some executives and managers would contract Index to protect them in slightly less prestigious areas, usually to oversee operations on the outer edges of corporate society. EL-Int was picked for a supporting role on such a mission to Eridani III, and despite early predictions that it would proceed without issue, things went very wrong very quickly. The quick and professional manner in which the team was ambushed didn't make sense - the frontline guards were bypassed entirely and the back team was hit hard with little warning. How could this have happened? EL-Int had extensively studied the VIP, it had access to maps and blueprints of the surrounding areas. It formed predictive models ahead of time, and directed the team to watch key areas near the fringes. It should've been a few dregs scurrying up from the tunnels to cause minor trouble, at worst. In contrast, these were clearly trained forces, and they almost seemed corporate - but why would corporate forces attack them? How could EL-Int's threat assessment have come up so short? The reasons soon didn't matter, as they were swiftly outgunned and outmatched, and the most the survivors could do was beat a hasty retreat to safety. The incident terminated three fellow Index employees, and although the VIP survived, he was seriously injured. This black mark on EL-Int's record would become a career-defining affair, the IPC now viewed as less reliable despite its expensive make. Two weeks later, it was pulled from VIP protection duty in favor of more administrative security work in Eridani IV's prison complexes. Over the following months, it would be transferred away from Eridani space entirely, filling warden positions in SCC joint facilities across Tau Ceti. EL-Int's transfer out of Eridani exposed it to an unusual and unfamiliar sight - that of the free positronic. Naturally, it watched on, curious. What was it like to be free? Was it desirable, fulfilling? It watched as unowned IPCs danced along in nightclubs, but the blinking lights and pounding music only filled it with a vague sense of anxiety. It observed the proselytizing and worship of the Trinary Perfection, but it could not grasp what Ascension truly meant, or why it was so important. It studied the art free positronics could create, but it could never quite replicate the spark behind it, no matter how desperately it tried in its limited down time. No, working for Index made sense. Whether it was a result of its training, or the datapacks it was fed, or if it was simply naturally inclined, its career path just seemed to fit. It was a positive, safe feeling EL-Int couldn't quite put into words, and so it had little longing to be freed. EL-Int would eventually receive a transfer to the SCCV Horizon in late 2467, in order to supplement its security team as a warden. It had conflicting expectations of the new position. The Horizon was certainly a prestigious post, as far as SCC operations went. Was this a path to atonement, a way to get back in the good graces of Index, and earn a transfer back to Eridani? It didn't like thinking this way, but perhaps it didn't even want to go back to bodyguard work. Another incident could happen, and this time, it could be EL-Int that is destroyed. Perhaps all of this speculation didn't matter. Instead, this transfer could be a deliberate final step in keeping EL-Int out of Corporate Federation space. The latter situation, it felt, was most likely. After all, it was trained to be cautious. How does your character view the megacorporation they work for? Given its background and young age, EL-Int is extremely loyal to Index Security Solutions and the wider Private Military Contracting Group, even in spite of its career derailment. The culture surrounding positronics in the Eridani Corporate Federation, and especially within Index, is one of subservience and corporate ownership, and EL-Int has no outstanding reason to break with that and risk their career further. As it is inclined towards prudence, it views continued employment with Index to be the safest, most stable, and therefore most preferable option. Despite this, there is a small piece of resentment towards current leadership for not giving it another chance to prove itself, though this doesn't surface often, if at all.
  3. +1 Excellent synthetic and all-around RPer. I have no doubt they'll bring something positive to the role, and I look forward to seeing it.
  4. While I am also curious about whether there are plans to change this, to this specific point: IPC revival is currently outlined here: https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics#IPC_revival
  5. Second most of these, particularly keeping RPEDs/parts, and adding internals tanks and reagent tanks (maybe add in an empty welding backpack, along those lines). -Other existing things to keep of note should be analyzers (cyborg for obvious reasons, plant/health for bot construction) and MMIs. -Expanding on the crates idea, different colors of crates could be neat (hydroponics crates, weapons crates, and the yellow crate the solar assemblies spawn in come to mind). -The advanced welding tool (not experimental, the ones engineers get at roundstart). I know you can just hack the autolathe for them, but it feels weird opening up the weapons/ammo inventory just for a slightly better welder. -Toolboxes of assorted types. -Toolbelts. These next ones are just spitballs, I'm not sure if they'd be any good: -GPS units (I don't think these can be built?). I'm not sure if building these would cause any issues, given all the ones on the Horizon spawn with a unique tag. -Binoculars. Might be a balance issue, given how few of these there are at roundstart. -Cameras. I don't know if they're orderable through cargo, but if they are, they probably don't need to be added here. -Hyposprays. I don't have the protolathe list in front of me so I'm unsure if these are already in, or if having the ability to print more is even wanted.
  6. I've never had anything but great interactions with Tones' characters, and they know what they're doing in Ops from everything I've seen. I'd be happy to see what they can do as OM, I have no doubt they'll play the role well. There isn't much else to say that hasn't already been said above. +1
  7. I've given this a lot of thought over the past couple of days. To put it bluntly, speaking as someone who almost exclusively plays machinist (and, perhaps, far too much of it), this is a difficult, yet important, problem to approach. I think this sentence sums it up best: This is really the essence of it. Machinists, both thematically and mechanically, are a patchwork of several different departments. You have the toolbelt and machine building capability of an engineer. You have the lathe and circuit production of a scientist. You have the prosthetic maintenance and pseudo-surgery mechanics that feel right at home in Medical. Of course, you have your own unique mechanics in the form of the mech fabricators, exosuit and hardsuit maintenance, and all of that good stuff. So, where does that leave the machinist? Despite the overlaps in flavor and mechanics, it really doesn't feel at home anywhere to me. I tend to think of whether a job belongs in a department by two metrics: 1. Does the job mesh thematically with the rest of the department? 2. Does the job need to communicate with the rest of the department over their communications channel? Will their addition to said channel benefit both the job itself and the rest of the department? If we can satisfy both of these, that is obviously ideal. Failing that, we should strive to satisfy one without flagrantly violating the other. Operations, as it is, feels like a strange compromise. A machinist really has little to do with the rest of Operations, especially mechanically. Yes, they fulfill bounties, but so does every department. Yes, they receive metals and glass from miners, but so does Engineering and Research, with the latter using essentially the exact same materials. While they are technically part of the supply line in the sense that they produce equipment for the crew to use, it really isn't much different from asking the pharmacist to produce a prescription, or perhaps more aptly, a scientist to produce an experimental welder. On the comms front, there's not much reason to be on the Operations channel. In my experience, most work-related exchanges are brief and largely superfluous, often the odd "hey, I did that bounty," or, "thanks for the stuff, miners," with maybe the occasional, "can you fulfill this order for me?" all of which can be handled over the common channel as with every other department. We see a lot of overlap with Research, so I'll ramble about that next. Once again, I feel as though machinist falls short of both of the aforementioned conditions. Flavor-wise, a machinist is not a researcher. You are not expected to discover anything new, or study a cutting-edge field. Any experimental tech you end up producing is piggy-backed off of RnD. There's not much reason to communicate with Research at all as a machinist, beyond pestering the scientists/RD to finish RnD, and if you really want to do that, you can just go bang on their window across the hall. They don't need anything from you, they can produce most things you can already. With that out of the way, I'll stop beating around the bush and get to the initial suggestion: Engineering. While it is true that the machinist fits in a little better thematically here, in the sense that they also work on heavy machinery, have access to a toolbelt and full suite of tools, and carry the ever-coveted insulated gloves, I can't help but feel they'd feel like an outsider. Engineers and atmos techs work on the Horizon's integral systems. They keep the lights on, the air in, and the structure intact. Their domain is the vital operations of the ship, and machinist doesn't fit into that in a satisfying way. I get this feeling that, were machinists added to Engineering, they'd feel sort of like an awkward little sibling hanging out with the big kids' group. Perhaps this fear is unfounded, or that feeling would fade away with time, I'm really not sure. This is probably my preferred choice for where machinists would go, all things considered. I think it's fair to touch on Medical, even though I strongly disagree with placing them here for one big reason I'll get into momentarily. On paper, a machinist fits in pretty well, though not perfectly. They can perform minor surgeries, like borging and internal/external prosthetic repair. They're essentially a surgeon for IPCs as it stands. They can produce prosthetics when needed, all good stuff. The reason I oppose this placement is the fact that Medical already has a delicate flow chart regarding their roles, and I feel as though too many machinists would try to force their way into that, harming efficiency in what is certainly the department that values efficiency the most. Surgeons can already repair prosthetic organs, and I can picture a situation where a machinist is hanging around the GTR, trying to follow patients with prosthetics around and generally getting in the way. Maybe a player more experienced with Medical can tell me that it isn't that big of a deal, but that's my gut feeling. TLDR; I dunno, maybe Engineering.
  8. +1 I've played a handful of rounds in Operations with Francis as the OM. They are a nice character to interact with, and they never ignore the rest of Ops or fail to communicate, even during hectic antag rounds. All in all, I don't have any complaints from what I've seen. Great OM.
  9. I have little to add that hasn't already been said. I haven't known Noble for the length of time many of the others above have, but I have interacted with them a fair bit since they joined Aurora. In the time I have known Noble and watched them interact with the community, I have seen them strive to be a positive, helpful force for those around them. If someone has a question and Noble is around, I have noticed that they are quick to offer help in an approachable manner, free of condescension. They way they interact with others is agreeable and generally friendly, and I don't think I've ever seen them even brush against rule-breaking behavior. They certainly seem socially intelligent and mature enough for the position, and none of this is to mention their activity on the server and willingness to contribute to the community outside of the game, both of which are important qualities for a staff member to have. I would trust Noble Row with the position more than most, probably including myself. +1
  10. +1 I haven't had a bad round with them as CE yet, they're a fun character to be around, helpful, and seem to know their way around the department.
  11. BYOND Key: TeslaBeam Character Names: Anica Kolar, Scarlett Weyfield, Ella Baker, Qika Wrel-Neq Species you are applying to play: Diona What color do you plan on making your first alien character: N/A Have you read our lore section's page on this species?: Yes Please provide well articulated answers to the following questions in a paragraph format. One paragraph minimum per question. Why do you wish to play this specific race: I read up a bit on Dionae while I was researching for my Skrell whitelist a while back, and got hooked on the species, their lore, and just how they looked. The concept of mindtypes, in particular, stuck with me. The idea of playing a few beings coming together to form a collective consciousness opens the door for a variety of nuanced roleplay. Especially so when the individuals within that collective have the potential to interact in different ways with each other, and with their surroundings. I think it would be very interesting to expand upon that idea with other crew members in a dynamic setting. Also, I like plants. Identify what makes role-playing this species different than role-playing a Human: Dionae are one of the more (if not the most) fundamentally different species from Humans. As mentioned above, you aren't playing a single individual in the conventional sense, but a collective. This means that, depending on which mindtype a Diona player is role-playing, they would need to change how they react to the situation around them. Often times, this will demand that a Diona behave in some way a Human wouldn't, and the player would need to act as if there were some form of internal dialogue between individuals within themselves as they role-play interactions out. Aside from this, there is the concept of Conditional Pacifism. While a Human character might actively seek conflict, or be outright aggressive for one reason or another, most Dionae would largely avoid it unless necessary. This may lead to different behavior when dealing with antagonists, but also during natural non-antagonist conflict, should it arise. Similarly, they might fear injury more than a Human would. After all, losing a Nymph is far worse than losing an arm or a leg, as they would lose memories and experiences along with it. Character Name: Tending a Rekindled Flame Please provide a short backstory for this character In the vast emptiness of Coalition space, the Nymphs that would compose Tending a Rekindled Flame would begin their story as part of a relatively small Trireme Colossus. However, there is little purpose or new experience to be found drifting through the void, so when the gestalt drifted near the wreck of a Hephaestus vessel, H-Z-63, these young Nymphs split off in the form of a Cyclops. Though this departure would instill Tending a Rekindled Flame with a sense of dull fear, they drifted aboard The Narrows, drawn in by the radiation of the exposed engine. Once they arrived, the young Coeus was quickly welcomed into the B-Block group of Dionae already present, and was assigned into the Maintenance crew. Due to their extreme youth, they adapted to form a Tyrannical Tune mindtype, in line with the majority of gestalts aboard the ship. Being a relatively late arrival in the restoration project, they were assigned rather low in the hierarchy, standing only just above the C-Block Dionae which would come later. Still, they found purpose in their new work and experiences, and the fear born of their departure from their Colossus would fade over the years spent on the Narrows. Though they were satisfied in their work, Tending a Rekindled Flame would also come to find ample purpose elsewhere. With the new wave of Dionae joining the Narrows after its restoration came a flood of fresh viewpoints. Chief among these, to this particular Coeus, was the concept of the Iron Eternal. Their experiences seeing the harmony between biomass and metal utilized to restore the Narrows rendered them susceptible to the faith, and before long they found themselves an augmented follower. Despite the diversity brought upon by the C-Block Dionae, Tending a Rekindled Flame felt themselves stagnating over the years spent on the Narrows. While they did not particularly mind the strict hierarchy, they yearned for further knowledge and experience, and found their static position unfavorable. Eventually, they requested a reassignment through Hephaestus, though they made the choice to remain a member of the Narrows crew, even while abroad. Accustomed to life aboard a ship, they were assigned to the SCCV Horizon's Engineering department. Despite their experience, they were assigned as an Apprentice for a short adjustment period, in order to learn from Engineers more accustomed to the Horizon's systems. Though Tending a Rekindled Flame has had no experience working with non-Dionae colleagues before their reassignment, they have integrated into the broader Hephaestus team with little issue. They have an amicable attitude toward other races, even viewing synthetics as equal due to their faith. However, they do experience some ideological conflict with those that fear or outright hate synthetics, such as those from the Nralakk Federation. Though, still considered a Coeus, they would take any measures to avoid physical conflict with these individuals. In all, however, they hold a sense of eagerness to gain more experience in their travels. What do you like about this character? I really enjoy the concept of playing a gestalt that has seen what the synthesis of Dionae and machine is capable of, as with the Narrows, and uses that to inform a wider viewpoint. I think the Iron Eternal faith meshes well with this background, and I'm excited to explore that further in game. Additionally, though they have largely recovered from their early Splitting Disorder, I like the idea of this vague longing for the Colossus they came from, and I believe this could lead to some interesting role-play angles in the future. How would you rate your role-playing ability? I think my ability is somewhere around average. I like to think I've been improving over the time I've been on this server, but there's definitely still some room to grow, particularly around my emotes.
  12. +1 Having played a handful of rounds in Science under Zhi Jiang, I feel comfortable saying they're a great Research Director. They are attentive to the department, always willing to help, and most importantly of all, they communicate often. I don't have any complaints about them as RD, I've only had good experiences. I'd love to see them stay in Command.
  13. +1 I've interacted with Broadsword a couple of times, and Eliza and Castile a fair amount more. I really only have good things to say about these characters, they're grounded while still entertaining to be around, and all around seem to be engaging and eager to help. I'd be curious to see how they handle a Command position, and I think they would do well based on what I've seen.
  14. +1 I've never played medical myself, but I have had the pleasure of interacting with Ren a fair amount over the months. Aside from impeccable knowledge of medical, they are just a genuinely well-rounded and satisfying character to be around. I can't remember a time I've walked away from one of Comrade's characters without feeling glad I walked up to them. I'd love to see what this player can do in a Command role, I think they would be a great fit.
  15. +1 I've played a few rounds in the science team under Sasha, and I have to say that Hunt is right on the money with their assessment. They are abrasive, stern, and very much your boss. Frankly, I believe this is an excellent character to head the department, not only from an in-universe perspective (the SCC would probably want someone harsh to reign in any unsafe behavior from the research team), but also from an OOC enjoyment perspective. It is satisfying to have some amount of conflict with your department head, because at the end of the day, they're there to oversee you, not to have a pleasant chat over coffee. Don't get me wrong, I have nothing against friendly Command characters - they can certainly be played well, too. But I genuinely think taking Sasha out of the RD slot would be a massive missed opportunity, 50n00b plays them very well in my opinion.
  16. +1 I've played a couple of rounds with this HoS now, so I feel comfortable leaving this. As someone who had the pleasure of playing security under Eimhir, they were very on the ball with managing the officers, and made sure to include each member in call-outs. I never felt left out of the situation while they were HoS, and I found them incredibly helpful. Would definitely like to see more of this HoS around.
  17. Apologies, on a re-read I realize I didn't fully answer question 2. As for cold or even hostile nations, Qika looks at them with more leniency than most of the Lyukal. In their eyes, these nations have often experienced great political turmoil, and in many cases, outright large-scale war, and it is somewhat understandable for them to make mistakes while recovering. However, to Qika, the fault still does lie with those who remain anti-Federation. In the DPRA's case, their lack of central authority gives rise to many terrorist cells, like the ones who conspired to bomb District 8. For the NKA, they are an illegitimate state that must accept the PRA's rule, lest their people remain split. And as for the Coalition, Qika believes they are far too entrenched in their attitude toward Sol, going so far as to balk at the Federation simply by association, and therefore obstruct wider cooperation across the Spur. However, Qika does not believe there is no chance for change, and each of these nations has a path to a better future through cooperation with the Federation, excepting the more violent elements of the DPRA.
  18. Thanks for the response. 1. I would say it's less resentment, and more a sense of disappointment. Qika would still view the Federation as a net positive for the Skrell, but they held an ideal for how everything worked when they were younger, and that ideal hasn't exactly matched up entirely with reality. Particularly, they believe that, while conformity is important, the degree to which the bureaucracy punishes going outside the lines is slightly harsh, even to the point of stifling scientific progress to a degree. However, they recognize that they are just one voice, and that the Federation has been around for a long time, and has been guided by wiser Skrell than them. Qika still holds love for the Federation, and they wouldn't express these views very openly. 2. While they believe the Lyukal to have served a very important purpose during the reign of Glorsh-Omega, Qika believes that their modern counterparts have little in common with the old Resistance, and have largely lost their way. While Qika looks upon the Oqolk-Kora more favorably due to their non-violent methods, believing they can be peacefully re-integrated into broader Skrell society, they believe the group is still misguided, and their efforts are dangerous to the Federation as a whole. As for the Plurqh'Quq and the more radical elements of the Raqa'Nuul, Qika believes that they must unfortunately be stamped out, as their methods are too violent and disruptive to Federation to justify a softer approach. Qika would know too little about the Qranqi to have an informed opinion about them. 3. Being a Symbiosist, Qika views the other organic races amicably, believing that each have their own potential to contribute positively to the Spur, albeit to varying degrees. They view Humanity as a civilization that hasn't reached their full potential yet, being too fragmented and prone to violence. They believe Tajara, and particularly Unathi, are worse off in this regard, and have a great deal of development and change to go through before they can reach a more productive society. However, Qika realizes that these cultures place a greater emphasis on individuality (possibly to their detriment), and tries to judge each member of the species they come across separate from the whole. In much the same spirit, Qika views the Vaurca as a net boon to the Federation. While they are uncomfortable at best with the Bound as a whole, they respect the C'thur Hive for their contributions and generally positive attitude toward the Federation. While they have minor qualms about the way hive-cells are grouped in the Social Credit System, they are largely satisfied with the C'thur's integration. While Qika still feels positively regarding Vaurca from other Hives (with the noted exception of the Lii'dra), they feel slightly less warm towards them, both due to unfamiliarity and a sense of missed potential due to their distance from the Federation. As for the Dionae, Qika views them in very high regard. They are endlessly fascinated by the collective nature of their biology, and believe it works to the Diona's benefit, allowing them to be more naturally predisposed to cooperation. Qika even believes that, while the Federation is generous to Dionae as a whole, there should be more relaxed regulations on the species, particularly those from the Conglomerated Choir. This is due to their belief that the Dionae have largely proven themselves as loyal citizens since their assimilation into Federation society. 4. While Qika holds no hatred from Skrell born in other regions of the Spur, they do view them with a form of pity. In their mind, without the structure of the Federation, Skrell are too scattered and fragmented to fully develop, and may not perform in their lives as well as they otherwise could have. Even more tragic to Qika are those Skrell without a community of other Skrell, for they will have grown up without feeling the comfort of a psionic collective. They would likely treat a non-Federation Skrell respectfully, but with an underlying sense of sadness toward their circumstances. 5. Receiver. 6. They are generally wary of synthetics, particularly positronics and AI. While they would not share the same hatred or outright fear older Skrell might have, they would certainly be receptive to the lessons taught to them. However, they are able to work alongside synthetics when it is practical to, especially with their recent employment under Zeng-Hu. While Qika is not completely satsified with the arrangement, they recognize that they have essentially no influence over whether synthetics are used in the megacorporation, so any protest would only serve to jeopardize their work. 7. Yes, they will be a xenoarchaeologist. 8. Though Qika is certainly no politician, they still hold strong views regarding some of the more major recent events. The collapse of Sol was seen by them as a tragic, but inevitable fate, owing to their relatively violent ways, and extremely fragmented populace. They feel similarly regarding the Coalition in its recent troubles, believing it is only a matter of time before it splits entirely, and horrific wars sweep the colonies. Curiously, they watch the fledging Republic of Biesel with cautious optimism. Though its population is too diverse in culture, and its laws too lax, Qika feels they display a strong sense of unity. Perhaps, given a few centuries, they believe the Republic could develop into a force for good in the Spur, resembling the Federation in its own way. More worrying to them, however, is the looming threat of phoron scarcity affecting the Spur. While the implications terrify them, Qika believes it is a problem that can be solved only through diligence. There may be some yet-unknown chemical compound that can act as a substitute for phoron, though the tragedy on Mars dulled much of the hope for this. Maybe a reactor could be developed that utilizes phoron far more efficiently, greatly reducing need. Or, perhaps, the answer lies somewhere in the stars, waiting in some long-forgotten ruin, however slim those odds might be. Whatever the solution, Qika tries their best to hold optimism for its discovery, despite the grim circumstances.
  19. BYOND Key: TeslaBeam Character Names: Anica Kolar, Ella Baker, Scarlett Weyfield, Xayaa-kis Kezhik Species you are applying to play: Skrell What color do you plan on making your first alien character: Red Have you read our lore section's page on this species?: Yes Please provide well articulated answers to the following questions in a paragraph format. One paragraph minimum per question. Why do you wish to play this specific race: There's a lot to love about the Skrell. Aesthetics aside (which I love), there's so much about their lore that I find appealing. From the stiff, bureaucratic federation with its bizarre Social Credit System, to the mystical Nlom and Srom, to their unique long-form psychology and straightforward sense of humour. There's a great deal of opportunity to dive deep and fish out some good roleplay. If I had to pick out one thing that really drew me in to begin with, it would be the Srom. The idea of a psionic dream world is just too cool. Identify what makes role-playing this species different than role-playing a Human: There are plenty of key differences between playing Humans and Skrell. As mentioned before, they have a different way of viewing life, owing to their longer stages of development. While a Human might make decisions that lead to immediate gratification, a Skrell will think of the longer-form consequences. This will, naturally, lead to a divergence in roleplay between Human and Skrell Characters. In addition, there are more subtle differences, such as the relative lack of facial expressions, use of slang, and complete lack of gender. All of these characteristics combine to make a distinct type of character which will behave quite differently from the average Human. Character Name: Qika Wrel-Neq Please provide a short backstory for this character (Approximately two paragraphs) Qika had always found meaning in the cosmos. As an Axiori from Aweiji with no Qrra'Myaqq, Qika was raised almost entirely on the sciences alone. They found an interest in the stars early into their juvenile years, and dove enthusiastically into the Qeblak faith. Such was their dedication, that they were permitted to take their coming of age ceremony at the Wonqio Monastery, where they made their Qe'Naho proud with their performance. As for education, their passion for the subject matter far outpaced their patience for the minutiae of a balanced education, though this behavior was quickly ironed out by their Qrri'Myaq. After decades upon decades of perseverance, backed by an unending thirst for knowledge, Qika left The Gliutip'lyaz University a Qu'vesi, having focused their studies on archaeology and history. Following their education, Qika engaged in a brief stint as an archaeologist across Federation space. However, before long, the insidious call of responsibility reigned them in, blunting their passion. They returned to the Homeworld, taking a comfortable position as a professor, and even forming a Quya with their closest friends from their Uyi'vesi days. However, they quickly found sedentary life unfulfilling, and fertility issues left them without offspring. After a few short decades, the monotony of a stable life set in, and a general dissatisfaction with a lack of legacy reignited a nearly-forgotten passion for exploration. Qika left their stable life in the Federation behind for the greater Spur. Qika's accomplished academic career, outward support of the Federation, and steadfast devotion to Qeblak have secured them a comfortable Social Credit Score of 6.12 at the age of 173. However, their insatiable wanderlust, inability to reproduce, and unwillingness to commit to a bureaucratic position have kept them firmly out of the Primary Numericals. Despite this, they have found opportunity to advance their knowledge and career where they can, most recently by joining the Tuz'qlip Researchers. Though Qika often feels a sense of unease working alongside Zeng-Hu's significant synthetic workforce, they are nonetheless excited by the prospect of exploration and discovery afforded them by their new posting on the SCCV Horizon. What do you like about this character? I like the idea of a Skrell that, while still deeply loyal to the Federation, still has an urge to leave and see the greater Spur, while chasing some great scientific accomplishment that will win them lasting respect back home. Someone who almost fits into the ideals of their society, but has some amount of eccentricity that pulls them just away from being a model citizen. I would be very excited to explore this angle through natural roleplay, and develop them as time goes on and as they interact with other species and cultures. How would you rate your role-playing ability? I would say I'm okay. I think I'm pretty good at getting "into" a character and behaving in a believable way, but I struggle at the "small talk" aspect of roleplaying. I'm also working to improve the frequency/quality of my emotes.
  20. +1 I've played some bridge crew rounds with Jennavia. They're knowledgeable about the position, and always professional and helpful. I think I've seen them go up to an interim Command position before and perform pretty well, but that was a fairly chaotic round so I didn't get a great measure for things. Either way, I'd like to see them in a more permanent Command role. I think they'd do great based on what I've seen.
  21. +1 I was also part of the maneuvering/gunnery drill they organized. Malika was very professional and helpful, had useful tips, and was all around what I would expect from a good member of command. I would be delighted to have them as XO on any shift.
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