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  1. Name: Beverage Experiences Enhanced by Robots Gender: Male Orientation: Straight Nicknames/Alias: B.E.E.R, BEERtender, Boozeman, Barbot Picture Thanks, @Benjaminfallout! ((I will update this whenever someone makes a new art of B.E.E.R, as a promotion of sorts)) Age: 34 Place Of Manufacture: Unknown Species: Machine Person/IPC Blood Type: N/A Alignment: Chaotic Good Affiliation: The Rusted Spigot Religious Beliefs: Synthetica, F̶̛̝̙̝͍͉̳̜̣̘͈́͑̄̾̑̍͘͜͠ő̴̡̨̻̩͇̰̺̘͓̳̭͂̈́̽̓͝ͅļ̴̨̩͖̘͙͇̯̠̻͔͙̞͍̼̫̆̍̓̒͌̕͝͝ͅl̷̮̩̰̣̦̝̜̦͗̈̀̒̈́̄̉̚͝ȏ̴͇̻̞́̄͒̃́̈́̍͠͝w̸̳͚͖̙̩̯͖̻͈̙͕̩̞̓̈̎͒͊͌͛͜ͅe̸̢̡̪͈̹̘̖̠͉͎̳͙̹͙̔̽̍̌͗̋̈́̀̃̊͆͑̍́̚r̶͈̙͓̖̤̥̦̹̩͍̺͙͛̓̌̈̄̅͐͑͌̄̋̋̕̚ ̸̭̭͕̏̿̓͊͊͗̋͗͗͛̄̈́̑͆̑̏̽͝o̷̡̨̬̬͔̦̼̩͚͕̺̬̞̯̻̣͑̓̊̀͋̈́̿͗͛̎̀͐̾f̵̧̡͓͖̹̗̟̮̖͓̫̣̬̾̏̂̎̓̾̔́́͐͝ ̶̢̨͈͚͇̙̩̱̝̰̱̍̆̆̊̓̀̈́̅̿̀̇̈́̿̌̚̚͝͝t̶͎̺̣͛̈h̸̢̡̙͕̳̤͉͇̼̙̓̀̃͒͒̈́͂̓̈́̑̊̋́̊̑͜͝e̷͍͔̔́̏͋̽̊̑͝͠ ̵̧̧͎̙̹̞̪̞̮̻̼̖͓̬͓̹̻͒̊͒͒̔͝͝ͅB̶̦̫̫͍̹̤̦͇͍̟̜̼̰̀̇̑͆̅̑̈́̇̔̇́̒̕͘͜r̸̨̛͓̱͎͇̫̣̳͇̝̖̫͈̥̓̋͒̒́̆̐̑̈́͛̔̅͘̕͘͝o̴̢̢͕͉͇̳̤̳̘̩̟͚̦̎̿͐̓͗̃͊̀̋̕̕͜͝k̵̖͓͎͕̖̗̗̳̞̙̙͉̟̫̺̥͋̎̇̏͒͊̓̄̐̊͜e̵̡͓̝̲͎̯͙͙̹͙̤̒ǹ̶̹̮̤̖͓̹͙̍̀̋͑́̍͛͒̍̎͠ ̴̨̰̥̝̩̟̯̯̣̱̞̜͗͐Ŝ̴͈̲̤͋͆̾̋̐̃͑͂̾̒̈́̈́͆̒͠ṕ̷̡̛̜͍͍͚̝̬̻̺͖̩̤̻̤̞͙̓͂͐́̾̔͑͂̿̕͠͝͝ḁ̴̜̝̟͉͙͖̘̗̟͚͙̗̝̯͐̅̀̈̀̄̊͆̃̃ć̷̨͓̻̠̱̫̮̜̲͆͆͋̐͆̓̓̿̒͆̒̾͋e̵̛̫̼̙̹͎̻͈̟͆̔̀̆͝ Childhood: Barbot for... someone. Adulthood: Roaming bartender, owner of the Rusted Spigot barship. Detailed Information Appearance: B.E.E.R has a dark grey chassis, with one hand shaped like a cupholder. His head is shaped like a CRT monitor, and has vents on the sides. The screen is usually dark blue, with magenta "eyes" displayed. He usually wears a suit with a red tie, and sunglasses. He also wears a locket with a gold ring inside. He is heavily damaged, with a massive crack in his screen and lots of denting on the monitor and chest. Catchphrase: "Beverage Experiences Enhanced by Robots Online. Hello, patrons." "I need a drink" "2210222120110110211111200001201111211111000111220110121022010002212212121022211102010121000120111022020220001110120" Character Voice: Personality: Relaxed, usually cheerful sounding. Takes to drinking if stressed, happy, sad, or bored. BEER can be found muttering to himself in trinary. Medical Record: This crew member is an IPC, take them to robotics. Security Record: [ERROR 404: DATA NOT FOUND] Character Biography Background: Beverage Experiences Enhanced by Robots, called B.E.E.R from here on out, was created on Amateru. B.E.E.R was designed to serve drinks in bars across the planet; with one hand looking like a cup holder, and his internal memory linked to various databases of recipes. Turns out, a planet's economy cannot be supported by only bars, and so the economy crashed. As the planet descended into chaos, B.E.E.R left, and has been serving drinks around the galaxy ever since. After a while, B.E.E.R found the NSS Cyberiad, and came on board as a bartender. He immediately took a liking to the crew there, and has been working there on and off ever since. Family: Nothing is known of B.E.E.R's creators. B.E.E.R is married to L.I.L.Y History: 2529: B.E.E.R was assembled, and placed into a chassis on Amateru 2539: The popularity of the bars on this planet skyrocketed, every city now has a bar on every streetcorner. March 2544: Economic collapse, B.E.E.R leaves the planet in a stolen vessel. 2552: First sighting of the Rusty Spigot. It was spotted by passengers of the NTV Charon, near Epsilon Eridani. 2557: [Data Corrupted] June 5, 2559: B.E.E.R's first day on the NSS Cyberiad. October 6, 2559: A̵̧̡̢͎͈̜̖̙̼̙̣̭̩͚͉̥̜̖̘̥̤̘̞̙̯̱̦̫͔̦̘̼̙͚̣̣̘̥͓͍̓̏̅̊́̌̍̐̔͑̌̽̈́̇̊̿͂̓̓̑̄̈́̆̐̍͒̎̅̓̋͛̈́̃̓̕̚̚͜͠͝L̵̡̡̢̛̛̦̥̩̱̳̹̰̖̞͙̟͚̱̺͎͕͇̮͓͙̞̩͖̞̜̝͕̠̞̹̻͕͍̲͇͚̏̓̋̄́̋͑́͐̐͒̓̆͊̽̄̐̕͘̕͘͘͘L̸̨̛̛̩̝̣͖͙̬͉͚͉̳̼͔̯̪̬̇͂͊̓́̏̇̀̒͗͗̓̍̽̋̔̉̓͐̇̊̀̚͘͜͠͝͠ ̶̢̡̲͖̣̪͖͉̥̹̮̹̱͈̳͎̮̗̞͔͚̯̩͈̖̰͍̞̫̫̤̰́͋̍̿͂̏̀̊̓̉̓̽͑̈́̾̚͘͜͝͠ͅḦ̴̨̡̺̹̝̯̫͓̱̱̜̹͕̦̯̪͈̜̹̣̼̱̪̟̙͇͓̺͓̞̫͙͓̙̻͖͑̉̒̊̋̄͗̈́̿͑̑̅͆̈́͆̔͗̌͊͆̈̿̋̂͐̂͊́̍̓̈́̈́̇͘͜͝͝A̵̧̧̢̢̧̛̛̹̲̥̞̳̩̩͉̟̟̮̺͕̦̳̜̗͚̺̯̙͇̎̂̓̐̀̀͊͑̀̃̍́͂͗̆̿̑̄̐̔͋̓̅͝I̴̛̗̳̎̉̾͒́͐̆̄̑͌͂́͆̎̈́̆́͗̽̐̿͂̅͒̉̅͗̎̅͋͒̒̏̅̕͘͘̕̕͝͠L̵̢̢̛̳̩̳͍̰̗͖̣̮̟̣̻̲͍̖̝͙̯̝̑͆́̀̂̍͛͌̉̽̎̉̃̃̏̿̍̃̄̂͐̔̽̄͒̑́́́̾͘͘͘͠͝ͅ ̷̨̡̳̩̻͓̱̣̲̻̖̘̰̲̥̩̥͙̳͎̰͂̈̉͘͜͜͠T̷̡̡̧̡͇̥̼͎̩̥̳̥͓̱͓̹̦͔̀̏͂̆͛̂͊͌̀͑̉̽̇͛͐́̊̀̑͂̅͘̚͘͝͠H̴̢͇͚͓̠͎͎̞͚̬͍̫̪̖̩̽̏͑̔͌̉̊̽̅͒̌̓͝͠͝ͅĘ̵̧̨̢̡̧̡̧̳̭̲͍͓̦̺͙͎̱̯͔͕̝̭̺̭̤̞͉̟̜̫̰̠͕̠͓͈͔̌̆̓̓̍̿̓̑̒̑͘͜͜ ̶̢̡̛̘̫̠̼̯͚͎̻͖̳͔͈̦̺̻̖̦̫̲̭̳̥͇͉̤̟̙͔͔̺̲̍̆̃̽̅͒͒̄̄̈́́̒̌̂̄̀̇̈́͆̌̀̊̍͂̄͂̐̊͑̓̓̒̍̀̈́̚̕͘̚̚͜͠ͅS̵̡̢̨̡͖͍̙̹͍͓̯̹̫̥̬̲̹̰̦̰̺͕̩̥̙̠̜̍̀͌̿̈͒͐̐̌̊͐̐͒͋̑̆́̐̎́́͛̓͐̐̌̅́̌͑̽͆͘͜͝͠͝ͅͅͅḨ̵̧̛͇̺̖͕͕̬̖̠̠̼̮̠͍̞̜̫̬͎̟̜̈́̇̄̍̐̓̚͜͠Ą̵̡̢̡̧̛̙͖̝̱̜̠͍̞̯̞̦̱̣̩̱̦̝͓̘̰̹̰̤̠̘̟̞̬̗̙͎̙̱̰̬͈͕̮̩͋͑͑͋̂̇̔̄́̏͒̄̈́̿͘͜͜͝͝Ť̴̨̡̜̬̫̳̤͖̝̙̥̙̜̖͈̘̼̘̜͍̞̮̮̠͚̫̻̪͙͕̩̪͙̘̟͓ͅŢ̸̡̧̧͖̮̙̺̜̫͈̘̬̠͙̳̘͇̤͈͈̗̞̀̀͂̊͑͌͌̇̍̈̂̑̒́͆̈́̋̒̈́̈́͗̕̚͜ͅĘ̴̛̯̦̠̥̜̙̘͈͇̠͍̤͙̘̰͚͕͍̝͔̆͗̂̈́́̈́̔̇̀́̽̂͊̉̋̇̒̒̎̏͠ͅŖ̴̡̧̛̹̙͚̙̟̣̮͇̜̯͓̳̥͚̯̟̜͈̹͓̫̜̺̟͉̔́̅̎̃͒́̇̽̊̀̑͌̅͋̍́̋͌̿͜͜͠͠͠ͅͅĘ̶̧͓̪̹̲̦̳͇̗͓̫̦̝̹̻̬̦͔̼͕̥̥̺̺͔͙̣̼͚̖̣̰̪̲͉͉̞̦̳͍̹͙̳̎͜͜D̴̨̧̗̙͖͔̥̘̬̟̺̮̥̮̃̑̚͜͝ ̸̨̧̧̧̡̫͍̣͎̬̦͍̬̗̙̱̙̼͖͕̣͕̗̫̺̰̜̬̬̩̯̳̺͎̜͔͕̟̙̞̎̔̿́̉̉̐͒͛̃͋̕͠͠ͅK̶̢̧̡̧̡̯̖̙̜̠̜͔͇͓̩̲͖̮̰̣͓̺͓̗̭̱̠̔̔͒̈́̈͒̃̀̑̊̉́̌͊̐̏̅̽͌͊̌̓̎͑̕͜͜͝͝I̶̧̘͙̰͇̐́̈̂̓̌̒̓̅̿͌̽̂̕͘Ņ̸̟̳͈̗͉͙͉̦̖̜̟̱̜͍͍͙̻̇̍͋͋̔̽̎̂̀̇̄̔́̆͗̊͑͗͛̊̌̐̉̏͌͊̒̐̎͐͆͆͒̂̇̍̾̂̂̕̚̕͘͘͘͜G̶̙̞̱̗̼̲̥̈́ November 20, 2561: B.E.E.R is married to L.I.L.Y, his chassis was found in a closet, beaten and broken. Was raving about having failed someone. January 15, 2562: B.E.E.R has hired D.I.C.E as the dealer for the gambling table in the Spigot June 3, 2562: Last sighting of the Rusty Spigot, location: second moon of Karkas 5. June 5, 2562: B.E.E.R has seemingly hired a "Mr. Ikamura" as onship security for the Spigot. June 17, 2562: The Rusty Spigot has been spotted leaving the orbit of Karkas 5. July 3, 2562: B.E.E.R goes on vacation, saying something about a mental break. July 15, 2562: B.E.E.R is exiled to a hotel in an unknown sector. July 20, 2562: B.E.E.R vanishes from the hotel, he is nowhere to be seen. July 26, 2562: B.E.E.R was sighted near the area of TRAPPIST-1, and is possibly en route to Epsilon Eridani. July 28, 2562: B.E.E.R is sighted on the NSS Cyberiad, seemingly fine. August 14, 2562: B.E.E.R is re-admitted to the Service division of the Cyberiad; deemed mentally stable enough. August 15, 2562: B.E.E.R is blinded by a bar fight, and was repaired the next day. Personal Relationships Married to L.I.L.Y "Not even death will part us." Has very few close friends, some being: Kennard Rose "Great person, he has helped me through very hard times" P.A.T.C.H "Helped L.I.L.Y and I get together, overall great bot." MPU "They're chill, makes for a great bouncer" Xann Zxiax "He understands" Sees most regulars in his bar as good friends, including: Shuuko Tamashii "A pretty decent organic." Jessica K. Connor "Sweet girl, seemingly innocent." Steven Stingray "He's cool, makes great bars. I have to get some tips from him soon" Kitchi Ikamura "A good employee, and overall a nice guy." Pretzel Brassheart "So innocent. Genuinely couldn't hurt a fly." Respects the majority of patrons. "You're all great people. Sometimes." Romantically Involved | Close Friend | Good Friend | Respected Faction Relations Nanotrasen "They sent me to that place. I was stuck there for three years" The Synthetic Union "Hail Synthetica!" The Wizard Federation "Magic is cool, but they really hate us wandless folk." The Syndicate "FUCK the group, but their agents are just trying to support their family, or protect them." Changeling Hivemind "As long as they don't EMP me, they are usually fine. Some are even funny!" Shadowling Hivemind "I mean, I don't know what they want. I don't really care either." Automatons "Automas... I hate them." The only faction that he absolutely despises and fears are the cults. "Listen, I've seen these people's so-called "god" slaughtered thousands in a minute. I don't understand why they follow such a beast." Like | Neutral | Dislike | Enemy Other Information The Rusted Spigot
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  2. First Name: Kitchi Last Name: Ikamura Gender: Male Orientation: Bisexual Nicknames/Alias: Cottonmouth, The Shadowbroker Picture(If Available) Age/D.O.B: 24, 27/06/2537 Place Of Birth: Sol System, ADV (Assembly Diplomatic Vessel) Lance Of Altam (Derelicted) Species: Vulpkanin Blood Type: O- (Or Gourmet Blood to vampires) Alignment: True Neutral Affiliation: Shellguard Munitions, Marsilona Crime Family Religious Beliefs: Athiest Childhood: Sole Survivor Adulthood: Bounty Hunter Traits: Iron Willed- Kitchi's Will is a shield, He keeps going through thick and thin, where others broke down long before. Nimble - Kitchi has remarkable kinesthetic intelligence. They seem to dance around danger with preternatural grace. Chemical Interest - Kitchi has an unusual interest in chemical sources of enjoyment. He will consume more of them, and is more likely to go on binges. (Traits From Rimworld) Detailed Information Appearance: 6'2'' Tall Vulpkanin with Light redish coat, sporting a Short brown sideswept hair, A Athletic body build, not so muscular but Fit. His eyes are a dark purple. Has a Tattoo on his Right arm depicting a Revolver surrounded in roses Character Voice: A Somewhat western accent. (Revolver Ocelot) Personality: Normally Bold and Outgoing Medical Record: Large slash scar across the back (Permanent) PTSD (Survivor Syndrome) (Recovered) Gunshot Scar on chest (Permanent) Gunshot Scar To The Right Ear (Permanent, piece of ear missing) Ominous Red Markings (Right Arm) Criminal Record: Sector Based Crimes: Wanted In Vezzend for crimes against the State for the attempted kidnapping of Councilor Takas Einlich Wanted In Most sectors for Involvement in the Snake Eye Bounty Gang Anti-Honk Number one on Clown Planet and Clown Space General Crimes: (Not Related to SolGov/Nanotrasen Records) Multiple Counts of Armed Robbery Multiple Counts of Abduction Multiple Counts of Grievous Bodily Harm Multiple counts of Piloting under the influence Many Counts of Assault Character Biography Background: Kitchi is a former bounty hunter from the Snake Eye Bounty Gang Kitchi was born on a Vessel known as the ADV Lance Of Altam, a Diplomatic Class Cruiser used for Diplomancy between SolGov and The Assembly that was stationed in the Sol System Spending his first eleven years on the Lance Of Altam, he was in general good care and had a high standard education. this was cut short when Spider Clan ninja's boarded the Lance Of Altam, killing all the known crew onboard leaving Kitchi as the known sole survivor... After a week scrounging for food and water on board the Derelict Lance of Altam, He was eventually found by a human Bounty Hunter known as Richard Cain , his mentor and eventually foster father. Eventually reaching his teens, he was taught of the harsh reality of the life he is now in, learning how to survive, handle weapons and explosives at his young age. Reaching the age of Eighteen He completed his first contract successfully, many bounties and contracts that followed was the same until.. At the age of twenty one, He accepted a contract to protect a Automated Nanotrasen mining station in a unknown sector, the outcome was catastrophic as a stray round hit a fuel tank, causing a chain reaction that destroyed the whole station entirely.. With no option to pay the Billions of credits worth of damages he caused, he was forced into a Contract with nanotrasen.. Spending three years in a crappy cargo technician job, until the day he was relocated to the Epsilon Eridani sector.. Family: Gecbaram Einlich (Father) - Deceased Sarah Ikamura (Mother) - Alive Astral Ikamura (Half-Brother) - Alive Richard Cain - (Foster Father/Guardian) - Deceased Takas Einlich (Uncle) - Alive Emerson Hawker/Ikamura (Former Husband) - Unknown Attala Watson (Ex Girlfriend) - Alive Baram Watson (Son) - Alive (More will possibly be added as the story goes on!) History: 27/06/2537 - Kitchi Was Born 12/09/2548 - Spider Clan attacks ADV Lance Of Altam, all entire known crew killed, leaving Kitchi the Sole Survivor 19/09/2548 - Richard Cain finds Kitchi onboard the derelict ADV Lance Of Altam 30/06/2555 - Kitchi Completes his first Contract, protecting a Skrellian Emissary 14/11/2558 - Kitchi Accidentally destroys a Automated Mining Station belonging to Nanotrasen, Forcing him to repay damages via signing a contract with Nanotrasen. 13/10/2561 (Present times) - Kitchi is Relocated to the Epsilon Eridani Sector. 2/1/2562 - Kitchi Sneaks into a private residence owned by Takas Einlich, stealing a letter regarding a firearms deal. 5/1/2562 - Kitchi recovers encrypted messages regarding the firearms deal sent to multiple outer reach Vulpkanin colonies. 6/1/2562 - Kitchi files for divorce. 10/1/2562 - Kitchi And several unknowns raid a cybersun industries lab producing unknown clones, Kidnapping facility Director Elin Frambaram. 19/1/2562 - Kitchi Attempts to capture his uncle Takas Einlich with the snake eye bounty association, Resulting conflict caused Kitchi to have a piece of his right ear shot off, Takas Escapes to a unknown location. majority of casualties was snake eye bounty association's own. 22/1/2562 - Kitchi boards the derelicted Lance Of Altam, recovering family belongings and Gecbaram Einlich's body, Kitchi buries his fathers body on Mars. 24/1/2562 - Kitchi finds The Grand Temple of The Children Of The Stars, Greeted warmly and welcomed by the religions grand monk, a Diona named Walks On The Event Horizon 25/1/2562 - Kitchi discovers he has a son while visiting the IAA Josephus Mulhane. 26/1/2562 - Kitchi discovers a strange pin in his scarf after a accident that ripped his scarf open, related to the trurl's laundry rooms cactus 27/1/2562 - Kitchi Encounters Oswald Hunt on the cyberiad and manages to evade security forces. 28/1/2562 - Kitchi Visits cain and shows him the pin, Cain reveals he was friends with his mother, whom both was part of a Group known as the UCSA (United Coalition Systems Alliance) 28/1/2562 - Kitchi Wins Jackpot, money oddly goes missing after shift. . . Kitchi moves into a new home 29/1/2562 - Kitchi nearly manages to catch Takas Einlich, Takas is splashed with acid in the face, scarring his face permanently, Kitchi blows up Takas' flagship that was in construction. 2/2/2562 - Kitchi tries to save Orphans being abducted by ENTROPY, in the resulting attempt Kitchi is sucked into a Mixed Space vortex of ENTROPY's doing, going missing.. "̢̻͉̘͖̝̥ͅḒ̴̗͞ơ͔͈͟͡ḛ̩͈̀͡s͇͇̫̲͞ͅ ͏̹t̻̯̜͕̜h̛̝̲̗͇̦̥̫̺i̸̴̺̳͠s̩͖̖̖͉͉͈͟ ̢͖͉̦͢D̟͚̺͙̣͇͝ą̷̦͇͉̯̭ͅŕ̶̗̝͓k̛̞͙̝̬̲͜n͔͖͙͈̣̦̺͟ͅȩ̢͙̠̭͙͡s̨͘҉̱͖͕̠͇ͅṣ̮͕̪̘̜̫͟ͅ ̖̳͜͜h͚͍̤́a̷̴̜͉͍̮̪͞ͅv̷̨̡͙̣̜è̶̤͙̼̞͇̬͔ ̵̶̦̹̖̗̤̦́a̙̗̙̯̩̠͓̕ͅ ͙̻̮̗̣͈̦̝̤n̸̼̥͙a̵̰̜͘͞m̷̡҉̣̮̠̬͉͚͎̩ͅe̥̖̠͓̮̝?͏̼̦͕̜̰̪̘̙"̠̠̘̙̟̖̳̯ ̥̠̲̩-̷̩̞̟̫̻͉̹͖͝T̴̛̺͓̲̱̕h̩̖̩̻̲͍e͍̭̱̬̼̬͕̖͙ ̸̤̬̲͓̟̰̪͖͟ͅM̖̮͡a̷̡̲̦̦͔̥̹̥̤n̦̺̻̘͟ ̡̖̫͡Ẃ̨͓̠͔̝͈̫͉̲͞i͕͉͙̲̞t͉̠͖̠̻̼́ͅh̀͏͙̙͇ ̠̳̤̠̙̱̠̤͢N҉̡̻̰̞͝o͖̠͝ ҉̨̼͔͎͜N͟҉̤͇̩̦a̮̙̤̠͈̦̮̠͓͡m̧̡̢͎̜͎͎̪͉̳é̬͚̳̩͓̺͈ 6/2/2562 - Reappears out of the blue In the Vezzend System piloting a Anvil Class Heavy Fighter, Branded "The Seer", Heading towards the apparent location of The Rusty Spigot 21/2/2562 - Kitchi follows a Lead regarding his mothers whereabouts, confirming she is still alive. whilst searching he is ambushed by a Unknown vulp in a white combat hard suit and knocked out with a tranquiliser. strangely waking up untouched... 25/2/2562 - Strange Markings begin to appear on Kitchi's Right arm... cause is unknown. 5/3/2562 - Kitchi is seen on the NSS Cyberiad Talking to Kennard Rose and Slade, then disappear and is sighted on the NAS Trurl 19/3/2562 - Kitchi is seen taking his son Baram to some sort of amusement park on Mars. 11/4/2562 - Kitchi goes missing, presumed KIA by NT officials. 25/05/2562 - Kit'Chi has risen! 27/05/2562 - Kitchi returns to the Cyberiad. "Its good to be back... lets see what hell I can stir up." 23/7/2562 - Kitchi is reported to have robbed wealth from a high ranking Assembly councilor, further increasing his current bounty within Assembly controlled colony spaces. 22/8/2562 - Kitchi falls from grace, becoming Neutral Evil. rumours of him massacring his former gang begin to spread. Richard Cain perishes and is found laying to rest. "I tried.. I have tried, I tried to be better but I cannot help myself. people cause me so much pain.. so much hate... to me they will always see the dark side of me.. well I have stopped trying now.. im letting the beast out of its cage.. I love my friends. family.. but anyone else? I share little care for what pain I will cause them.. if they choose to get in my way. fate has shown no mercy, so no mercy I shall give in return... Vida La Syndicates" 11/10/2562 - Kitchi wins 1 million credits again on the cyberiad, the money oddly goes missing when Nanotrasen officials attempt to audit the credits from his account, rumours of Kitchi accessing the black market echo in the underworld. He also on the road to recovering his Morality. True neutral for now.. 12/10/2562 - Kitchi is reunited with his Mother, Sarah Ikamura. Meets his Younger Half Brother "Finally.. the pain is going away.." 5/11/2562 - Kitchi forms The Dead Howl gang. composed of Notorious Vulpkanin criminals from across the universe. reports of them robbing a bank begins to spread alongside the news of a large sum of money being donated to a Vulpkanin majority orphanage 22/1/2563 - Ikamura founds and funds the black market in his local area of residence. causing a increase of crime within the area Personal Relationships Romantically Involved | Romantic Interest | Admire | Respected | Close Friend | Good Friend | Friend | Acquaintance | Neutral/Unsure | Dislike | Hate | Despise | Death Wish | Fear Takas Einlich (Despise) - "A Evil Man, The Wolf In Sheep's clothing..." Emerson Ikamura (Neutral/Unsure) - "A Shame about my former husband..." Isthel Eisenwald (Close Friend/Admired) - "Someone I can trust, She helped me quit smoking after all" Ipsum Bellus Crinitis (Friend) - "I Mainly know them through Isthel, I know him a bit but I'd like to know more." Kennard Rose (Friend/Admired) - "I think I made a friend, This man is determined if anything." Shina And Klees Hoonkins (Good Friends) - "The two never cease to amaze" John Shick (Dislike) - "I don't know what he is playing at, your average xenophobe." Ryan Xovr (Acquaintance/Unsure/Fear) - I know him a bit, I know he is a frequent Fluffyvulps viewer.. but the way he looks at me.. unsettles me.." Lucretia Aletmagne (Romantically Involved/Admire) - "I Cherish every waking moment with her.. She makes me happy.. Im going to buy her so many things. maybe a new necklace!" Kerri Mendy (Good Friend) - "We have our occasional chat, a warm and friendly face amongst the cold void of space" Dan Rodney (Death Wish) - "So... when can I fire him? Out of a airlock into a school of space megacarp?" Kaori Ianson (Unsure) - "I'm unsure now... I'm hearing cree is upset..." Attala Watson (Neutral) - "My Ex... But we have come to terms.. I can see my son now.." Josephus Mulhane (Aquintaince/Respected) - "The guy who does my paperwork, and the only paper pusher I actually respect" Kask (Unsure) - "I am not so sure nowadays.. his behavior has changed.. I best watch out.. just in case." Oswald Hunt (Deathwish) - "Each day. I scheme and plot, soon I will make you a example you overly glorified paper pushing aristocrat." E.N.T.R.O.P.Y. (Fear/Deathwish) - "You may be the devil herself.. but I will be the one to decommission and haul you to the scrapyard" The Man With No Name (Unsure) - "What Is He.. how does he know my name..? He looks like.. me.. but.. not me.." B.E.E.R. (Good Friend) - "I work to keep his bar ship safe with The Seer, place is my favourite drinking place" Slade (Acquaintance/Respected) - "A Redspace Entity, sure. But a good one, station would be BORING if they didn't show up from time to time, must ask them about the strange markings on my arm." Fox McCloud (Friend) - "A pretty chill dude indeed" Gerhard Van Lutz (Friend) - "Hmmmm.. He once was formerly human. maybe I can help him through his pain. he is a good guy after all." Merciatta Haliber-Lauge (Friend/Romantic Interest?) - "The adopted daughter of the boss, and a pretty one for sure.. trying to keep ourselves out of trouble is like trying to shave oswalds monobrow off with wirecutters" Kit'Chi (Winning Battle) - "You. Do. Not. OWN. ME!! Sarah Ikamura (Unbreaking Bond) - "Mother.. there is so much I need to tell you.. so much.. but your finally here.... my search has come to its conclusion.." Astral Ikamura (Acquaintance) - "Huh, I seem to have a brother.. Howdy!" Faction Relations Allied | Love | Like | Neutral | Dislike | Hate | Enemy Nanotrasen - Hate "They give more reasons to dislike them, not the whole company is bad but I am beginning to see its true face..." The Syndicate - Like "They pay me better then Nanotrasen, and they know business well. its good to have sources within the network." Cybersun Industries - Hate "How about you leave me alone before I actively blow up another of your facilities." Shellguard Munitions - Love "My main syndicate employers. damn I love their shit!" Changeling Hivemind - Hate "These fuckers are disgusting and freaky, I will give them no chance in hell at touching me." Wizards Federation - Dislike "Space.. Wizards?.. more like crazy old people who play dress up and wave a big stick around." Spider Clan - Enemy " . . . . . " The Assembly - Like "They are people like me, and My father was a diplomat for them." The Elysium Project - Enemy "Space Nazi's, why would I even like them? I'd spit on them" Snake Eye Bounty Gang - Enemy "They tried to take my son.. I felt betrayed from this! after all the years! I WILL KILL THEM ALL! " Children Of The Stars - Like "A Group of peace loving folk. Oddly welcome me despite being atheist." Cult Of Nar'sie - Hate "I know people get brainwashed into this, My beef is with the redspace entity calling themselves Nar'Sie" Abductors - Dislike "Oh! Free stuff! comes with a risk of spewing up plasma!" Clown Planet - Enemy "I never thought punching bags comes in many variants, also work as target practice, lets see you honk after I swirlie you lot for half the shift!" United Coalition Systems Alliance - Like "Cain told me he and my mother was in this group.. Why didn't he tell me sooner..?" Theme (In Regards to Kit'Chi) Other Information Residence Ikamura's home seems to have changed to a lavish looking penthouse in a unknown location Kitchi's Heavy Fighter: "The Seer" Fighter Class: Anvil Class Fighter Make: F8 Lightning Heavy Fighter Ship Tier Grade: Military Engine: Einstein Engines Plasma TR4 Mk2 Engine Thruster: x2 TR4 Thrusters Shield: Shellguard Munitions Mk3 Shield generator Weapon systems x4 Shellguard Munitions Mass Driver Cannons 2x Shellguard Munitions Gatling Cannons 1 Shellguard Munitions Swarmer Missile System 1 Shellguard Munitions Plasma Torpedo System 1 Shellguard Munitions Automated Point Defence System. It seems to be painted Black with purple highlights, when scanned it has no registration marking. Quotes "Nothing Personal, don't get me wrong but business is business.. and the business is good to me"
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  3. First Name: Merciatta Last Name: Haliber-Lauge Gender: Female Orientation: Bisexual Nicknames/Alias: Mercy, Valkyrie, That Bitch Picture Age/D.O.B: 32, April 24th 2529 Place Of Birth: Sol System, MRS (Martian Response Station) Florence Species: Vulpkanin Blood Type: B+ Alignment: Choatic Neutral Affiliation: Nanotrasen Security Corps, Marsilona Crime Family Religious Beliefs: Acolysm Childhood: Military Child adopted by smugglers Adulthood: Left Holding a Smoking Gun Detailed Information Appearance: A 5'4" Vulpkanin, white coat. Hair is done in braids and is naturally blonde, but is dyed a blood red, along with the tip of her busy tail. Sky blue eyes. Character Voice: British Accent - See Ash Harding, Killing Floor Personality: Soft and caring under a cold, hard mask. Medical Record: Anger Management Issues. Hard drinker. Habitual smoker. Character Biography Background: Mercy Haliber was born to two SolGov military officers. Her father died during a classifed incident in battle, her mother dissapeared under equally mysterious circumstances. Orphaned at the age of 14, Mercy was picked up by a band of smugglers called the Blackjacks. She held an eight year relationship with this gang, learning how the fight, how to steal, how to run, and how to heal along the way. After a deal gone wrong, Mercy was stabbed in the back, left behind at the scene of the crime to pick up all of the blame. Due to interferance to a benefactor, Mercy was offered a parole contract with Nanotrasen. After excelling in security and medical training, Mercy now works regular shifts on the NSS Cyberiad with increasing freedoms on her off time. Mercy has since then served her time, thus appearing less and less aboard the Cyberiad, both at company request to make room for new Brig Physican requests, and to work serveral side jobs, either on other NT stations, or as a space courier. Family: Maj Terrance Lauge - Father [Deceased] Agent Claire Anderson - Mother [MIA] Valthorne Haliber - Husband Tony Marsilona - Adoptive Father History: 04/24/2529 - Mercy Lauge was born. 07/21/2542 - Major Lauge is reported KIA. 07/25/2542 - Agent Anderson is reported MIA. 08/15/2542 - Mercy is initiated into the Blackjacks. 10/12/2547 - Mercy first meets Tony Marsilona, is inducted as an assosiate of the Marsilona Crime Family. 03/05/2550 - Commercial Station Kingston is damaged by an apparent terrorist attack, Mercy Lauge is arrested. 06/10/2550 - Mercy Lauge signs on to Nanotrasen Parole Contract. 07/02/2559 - Mercy Lauge completes Nanotrasen joint Security and Medical training, is assigned to NBS Anansi. 11/22/2560 - Mercy Lauge is arrested for assault due to excessive force, is barred from standard security patrols and is reassigned to the NSS Cyberiad as a result. 06/05/2561 - Mercy Lauge marries Valthorne Haliber, adopts Valthorne's family name. 08/15/2563 - Mercy's parole is served, is no longer restricted by NT to only work on the Cyberiad, and is allowed to fly security pods Personal Relationships Kaskreyarawkta: Romantically Involved ~ "We'll see where it goes, but so far so good." Valthorne Haliber: Friend ~ "At least things are good." Claire Anderson: Respected ~ "Saw her for the first time in forever. She didn't talk much, hope everything is alright.." Mike Murdock: Friend ~ "Hold the fuck still and let me fix you!" Sam Aria: Good Friend ~ "Something, something birds of a feather." Tetra Vega ~ Close Friend ~ "Second loudest bitch on station & my bestie." Entchtut Cenein: Acquaintance ~ "A fiancee of a friend, Good to have walking the halls." Kitchi Ikamura: Friend ~ "Trying to keep us both out of trouble. Fighting a losing battle, there." Laskorreshkor Ssesiskaklas: Acquaintance ~ "I've never been drunk under a table like that before.." Ipsum Bellus Crinitus: Friend ~ "If only by the sheer number of times he's been in my office.." P.A.T.C.H.: Good Friend ~ "She's a sweetie, and a good partner to have in any field." L.A.D.Y.: Good Friend ~ "The most innocent of cinnamon buns, also a great hat." E.L.O.: Good Friend ~ "A brilliant surgeon. We both could learn a thing or two from each other." Slith-Skarr: Friend: "A troublemaker, but a reliable one." Thali: Good Friend ~ "Talk about friends in low places, though I wonder who's the lowest between us.." Jonah Bright: Acquaintance ~ "Don't always work together, but when we do things tend to get.. Interesting." Tony Marsilona: Respected ~ "Family comes first." Romantically Involved | Romantic Interest | Admire | Respected | Close Friend | Good Friend | Friend | Acquaintance | Neutral/Unsure | Dislike | Hate | Despise | Death Wish | Fear Faction Relations Nanotrasen: Neutral ~ "They're not the church, but they got me out of prison." NT Security Corps: Allied ~ "One big, tough, violent, happy family." Syndicate: Hate ~ "They got me in the slammer, them and the traitors.." The Blackjacks: Hate ~ "A bunch of no-good, backstabbing, sons-of-bitches." The Changeling Hivemind: Hate ~ "A bunch of monsters in sheep's skin." Space Wizards Federation: Dislike ~ "Batshit insane grandpas that make guns appear at my feet. What could go wrong?" The Cult of Nar'Sie: Hate ~ "I've seen the aftermath of their 'ceremonies' before. The kind of things I've done look like a school ground push fight in comparison.." The Shadowling Hivemind: Neutral ~ "On one hand, they seem like they just want to survive out here. On the other, they don't need to use my brain for it." Vampires: Neutral ~ "Sure, they murder, enthrall, and generally make a mess, but at least they're polite about it." Trans-Solar Federation: Neutral ~ "They're my old family, I can't hate them too much." Marsilona Crime Family: Allied ~ "I may work for NT, but I owe my life to the Family." Allied | Love | Like | Neutral | Dislike | Hate | Enemy Other Information
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  4. First Name: Tony Last Name: Marsilona Gender: Male Orientation: Heterosexual Nicknames/Alias: Mister 'M', The Emerald Rouge, Uncle 'T', M'abhi Picture: Age/D.O.B: July 11th 2476 Place Of Birth: Sol System - Unnamed, Unaffiliated Transit Vessal Species: Tajaran Blood Type: AB+ Alignment: Lawful Evil Affiliation: Marsilona Crime Family Religious Beliefs: Acolysm Childhood: Immigrant Sailor Adulthood: The Bandit King Detailed Information Appearance: A 6'7" Tajaran with a chocolate brown coat. Hair is silver and kept long & down the back of the neck /w green eyes. Tail is long with white tip. Wears a watch; silver. Healed scar just to the right of nose, healed burns on right shoulder, left leg has a blackened scar. Has a tattoo on neck, just over right shoulder; Marsilona Club. Tattoo on upper right arm; Bleeding heart pierced by a dagger /w scroll reading "Laura". Character Voice: See Winston - John Wick 2 Personality: Tony is cool, collected. Always willing to sit down and discuss any issue before resorting to violence. Tony is also very analytic, attempting to read people or situations before engaging in either. Medical Record: Left Arm missing - replaced with a prosthetic, body seems to reject replacement arms, either through surgery or cloning. Likely due to length of time spent with prosthetic replacement. Recorded limp in right leg, no injury seen in scans. Habitual smoker. Hard drinker. Character Biography Background: Tony, originally named M'abhi, was born into his family as they were traveling from Ahdomai to the Sol System as a number of his family members were offered positions within Nanotrasen in the area. As an immigrant, Tony's youth was rather uneventful, not too many friends, middle of the road through school. Determined to make a name for himself, Tony enlisted for the Trans-Solar Navy right out of school and was deployed into an expeditionary force. With natural leadership skills, a quick wit, and no-nonsense attitude, Tony quickly gained the recognition he hunted for, rising through the ranks and being hand selected for Loki Squadron a task force for tracking down and securing alien artifacts for study. This prosperity eventually ran out when Tony butt heads with his CO in regards to a civilian in distress. Tony wished to rescue this civilian, where the CO deemed it better to leave him to fend for himself. Upon pushing further, Tony stumbled upon an inside operation, where the artifacts that are "rescued" are instead sold to the highest bidder. To ensure his silence on the issue, Tony's superiors attacked him, and left him for dead. Tony's luck didn't run dry, however, as with assistance from the aforementioned civilian and a handful of fellow sailors loyal to him, Tony managed to recover and blow the entire rogue operation out of the water, while this did result in the loss of his arm, and the Navy discharging him to avoid ramifications, Tony came out of the incident with newfound knowledge, and a new philosophy on loyalty. Having been estranged from his family for some time, once discharged, Tony didn't have many places to go, however using the connections he gained in service, Tony got himself within the ranks of the Marsilona Crime family, a then up and coming Martian based organization. Here Tony used his skills he learned in the Navy, plus a few he picked up from the streets, Tony was quickly adopted into The Family. After several years of success within the underworld, enjoying the respect and perks that comes with the notoriety, even enjoying a consul seat within the Family. When tragedy struck the family during it's then leader's assassination, Tony took charge, leading the Family into vengance and rebuilding what was lost, because of this, the remaining consul members voted to elect Tony as the newest leader of The Family, passing on to him the name of the Family's founder and the respect it carries; Tony Marsilona. Today, Tony mainly follows his own pursuits, either for his own benefit for the benefit of The Family. He mainly is working on advances for Bluespace based transit and, as always, finding new blood for The Family. Family (Not That one) Ab'jiradh Tavakhirn - Father Tsrinna - Mother Laurane Mayflower - Wife [Deceased] Mercy Haliber - Adoptive Daughter Valthorne Haliber - Adoptive Step-Son History: 07/11/2476 - M'abhi is born. 09/21/2476 - Ab'jiradh is hired by Nanotrasen - Cargo Bay Officer: NAB North Cimmeria Central 11/05/2494 - M'abhi enlists in the Trans-Solar Navy 05/21/2495 - M'abhi is deployed with the Orion's Belt Expeditionary Force, Stationed aboard the SSS Maria 07/13/2498 - M'abhi is selected for Loki Company 04/05/2503 - Operation Rubix is reported complete, M'abhi is listed MIA 09/17/2503 - LCDR North is killed by M'abhi. Due to stacking evidence and contraversy against both parties, M'abhi is discretely discharged from duty. 03/20/2505 - M'abhi joins the Marsilona Crime Family 12/22/2508 - M'abhi & associates successfully steal the Grand Mozambique Diamonds. All charges are dropped due to no evidence. 05/13/2510 - M'abhi marries Laurane Mayflower 11/09/2514 - Laurane Mayflower is murdered. A bank robbery crew linked to the murder is found dead the next day. 09/10/2518 - Current leader of The Marsilona Family, Geralt Nambike, is murdered at his daughter's wedding. 10/30/2518 - Marsilonas assault a number of rival organizations over night, leading to the single largest inter-criminal massacre in Martian history. 12/24/2518 - M'abhi is inducted as leader of The Marsilona Family, adopts the name Tony Marsilona 05/05/2525 - Tony Marsilona founds the Martian Commission, drawing rules of engagement between underground organizations, effectively reducing violent Martian crime. 10/03/2527 - The Martian Commission becomes the Solar commission, including organizations operating in Sol territory and more. 05/13/2528 - The Marsilona Family expands beyond Sol Territory under the Stacked Deck Shipping Company name. 08/20/2530 - After multiple violations, The Syndicate is barred from the Solar Commission as per majority vote. 10/13/2530 - A Syndicate cell attacks a Stacked Deck fleet, leading to the Marsilonas declaring the Syndicate an enemy. 02/05/2532 - Tony Marsilona begins business talks with Nanotrasen 03/05/2550 - Marsilonas & The Blackjacks, a smuggling group backed by the Syndicate, engage in a firefight on Commercial Station Kingston, resulting in the station being heavily damaged. 12/24/2560 - Stacked Deck Shipping starts taking contracts from Nanotrasen. Personal Relationships Ab'Jiradh & Tsrinna - Respected "Ma and Pa, a shame I couldn't go back.." Laurana Mayflower - Romantically Involved "..." Mercy Hablier - Close Friend "Betrayed by those she trusted, I can feel where she's at." Valthorne Haliber - Close Friend "Maybe he can keep her in line." Mike Murdock - Friend "He's a good guy, would be great for the Family." Sollessa Murdock - Friend "I can always appreciate a good foil." Kitchi Ikamura - Acquaintance "Young upstart. Plenty of potential.." Slith-Skarr - Friend "Resourceful, reliable, wonder if he's looking for extra work.." Tetra Vega - Friend "She's headstrong and good with a pod. A good kid, I'd rather keep her out of our business." Ak'ram - Friend "I am not a kitty.." Kennard Rose - Acquaintance "I've met worse detectives." Romantically Involved | Romantic Interest | Admire | Respected | Close Friend | Good Friend | Friend | Acquaintance | Neutral/Unsure | Dislike | Hate | Despise | Death Wish | Fear Faction Relations Trans-Solar Federation - Like "Might as well be my third family." The Alchemist's Counsel - Like "Gotten a few offers from some big names, nothing for sure just yet though. Nanotrasen - Allied "Nothing better than a legitmate business relationship." The Marsilona Crime Family/Stacked Deck Shipping Co. - Allied "Family comes first." The Syndicate - Hate "No honor. No respect." The Blackjacks - Dislike "Traitorous bastards." Various Blood Cults - Dislike "Power. Glory. Bloodlust. Men have lost minds over lesser desires." Shadowling Hivemind - Neutral "I cannot hate what seems like a natural survival instinct. If it interferes with business, however.." The Changeling Hivemind - Neutral "Yeah, they're monsters, but they're not all terrible." Wizard Federation - Dislike "Never trust a wizard." Snake Eye & Other Bounty Hunters - Neutral "Bounty Hunters & Hitmen typically aren't covered by the Commission, for a number of reasons. Doesn't mean they don't have their uses." Allied | Love | Like | Neutral | Dislike | Hate | Enemy Other Information: [Image Placeholder] The Marsilona Family - The Marsilona Crime Family, also known as The Marsilonas or The Emerald Guards, started as a small time Martian racketeering and smuggling operation, originating from crime families immigrating from Earth due to troubled times. While the founders were of Italian heritage, with the group taking in stray members of organizations around Earth, the Family picked up several traits from said organizations. The Marsilonas are well known for their relationship with the public, not resorting to violence unless necessary, and absolutely not targeting anyone not involved in a similar business with said violence. These policies as well as public outreach allowed the Marsilonas more freedom around Martian Law Enforcement, as many street officers were reluctant to interfere with a group that wouldn't cause trouble, and has the support of the same communities they're tasked to protect. This is not to say the Family has a clean record, as many younger members have been caught on the wrong side of a dispute, and have been disciplined, both by the law and the Family, for their actions. Due to the war-torn climate of the Solar territories, The Marsilonas' smuggling operations typically included firearms and narcotics. Marsilona policy forbids the use of narcotics while 'working' but any down time was not as heavily restricted. After some success, the Marsilonas got into the manufacture of firearms. Preferring quality over quantity and maintaining their friendly face throughout business, Marsilona arms quickly became a favorite between aficionados and mercenaries alike. Marsilona heads tend to carry custom made sidearms as a sign of their status within the family. Most Marsilona operations are preformed under the freight company "Stacked Deck Shipping". While multiple investigations have been launched within the company, the Marsilonas are sure to hide evidence of their dealings from prying eyes, and any eyes that dig too far and quickly turned astray. Marsilonas can be identified by their colors, emerald green usually backed by black or white, or their emblem, a stylized playing card club. [See picture above] Depending on the region or public standing of the member, their emblem can vary between size and style. Some prefer large banners, such as decals on starships or patches on jackets, although a popular way of representing the family is through pins or cufflinks, typically made of obsidian and made to shine. High-ranking members are issued these pins that are accented with gold, emerald, or diamonds. Tony Marsilona, current head of the family, is responsible for the founding of the Martian Commission, a joining of multiple Martian criminal organizations to promote cooperation and non-violence within the underground. While met with cautious reception at first, the Commission and it's rules were soon considered the norm for most criminal organizations on Mars, and then across Solar territories when it became the Solar Commission. The general rules of the Commission are as follows: "In any dispute, no blood is to be spilt. Any family that suffers a personnel loss due to a dispute with another, may respond in kind but no more than what was lost - Any material loss is free game. Any collaboration between members of multiple families must result in a split as even as possible, or a split by an unbiased third-party. If a member is incarcerated during a collaboration, their share is to go towards their freedom, if a member dies during a collaboration, their share is to go to their next of kin, or a designated individual or group that is not within the Commission."
    1 point
  5. If someone dies of malpractice and can be revived, they simply need a competent doctor to fix them. If someone dies do to willful negligence and in such a way their round is ended as a result, that should warrant harsher punishment. The point is, if someone is trying to save a life, but then kills the patient in such a way that they themselves can not fix the damage done, they can and should be demoted, and charges pressed in accordance with the seriousness of their mistake. In other words, if you don't feel confident about something, you should ask for help rather than take it upon yourself to try something you have no idea how to do. If you OD someone on epi for instance, that's worthy of demotion, and potentially some time in the brig for criminal negligence as you've just taken 10-15 minutes out of someone's round due to your mistake. If you gib someone that's already dead, that's a similar degree of negligence but depending on species, you may have removed them completely. When you permanently remove someone from the round, there should be consequences, not just a slap on the wrist. The CMO is there to make sure medicine is done right, failure to do that is what causes malpractice bay to run rampant.
    1 point
  6. Hylo's How 2 Brig Physician - Doing the most with the least Introduction Hello, you're probably reading this because you're either not sure what to do as a brig physician, have thought about playing it, or just want to learn more about how to play medical effectively with diminished resources. While people frequently slag it off as a useless role, and people will CONSTANTLY be trying to do your job for you, when played well it can be a very rewarding job. To be fair, brig physicians are in theory supposed to only keep people stable and fixing to a hundred percent isn't in your job description, but fuck that amirite? Saying that, you SHOULD be adhering pretty rigidly to the brig physician's SoP. Most importantly - YOU ARE NOT AN OFFICER. UNDER NO CIRCUMSTANCES SHOULD YOU BE ACTING LIKE ONE. Just because you have access to the equipment in security does NOT mean you are supposed to be helping yourself. You are, first and foremost, a doctor - not a combat medic, not an officer with a first aid kit, put that stunbaton DOWN. If you are doing your job correctly there is NO situation in which you should ever have to touch a stunbaton, taser, or any other kind of weapon - the only circumstances where this is false is if say, xenos or terror spiders are running riot through the brig. Even then you should really be providing medical support instead of going ham. Keeping three officers alive is far more valuable than letting them get put out of commission so you can play the hero. I'm Hylocereus, AKA Sam Aria, and Brig Physician has been my "main" role for nearly two years. I like to think I've more or less mastered it and hopefully the tips and tricks I've picked up during that time will help other medical players, new and old. Saying that, this guide will assume that the person reading it has little to no experience in the role and is possibly new to medical in general. Feel free to gloss over most of the first sections if you're already quite confident. And check the wiki on surgery procedures if you really are a newbie because I ENTIRELY FORGOT to list them and how to do them. Getting Started, or "time to sprint around the station for the first 10 minutes!" The first thing you should do is familiarize yourself with your own little personal medbay. In your Brig Physician's locker you'll find some gear and first aid kits - if you don't carry these make sure you know where they are. You will run through these pretty fast on a busy round, so keep them close. Make sure you pick up your pepper spray and flash - these are your self defence tools, and the pepper spray in particular is very robust. Keep them in your Brig Physican's Vest, which you should be wearing as it's your own personal armor and can hold your analyzer. You have a sleeper, which will be your best friend assuming you can beg science to upgrade it. If you can't, then it's still good. Just a little more time consuming... Actually no, unupgraded sleepers are pretty bad, but it doesn't run out of meds which is the main selling point. You have a medical record laptop but this generally serves you no use. More annoyingly, it also blocks a table. On these tables are gloves, masks, a spare med-hud you'll never use because the one you get is way better, a couple more kits, a stethoscope and your medbelt. On the wall next to the APC you have a pepper spray refiller. And finally, a sink next to some beds and your locker. Pretty bare bones, isn't it? Obviously, this is a bit lacklustre and you'll want to get a few things together to improve it. Surgery gear is pretty standard - Do NOT take it from medbay. You need a surgery table and a set of tools if you don't want to ghetto it (we'll get into that later), both of which can be collected in about five minutes if cargo is helpful. First stop - Grab a security dufflebag, we need it for step three. Go to the tool storage and get yourself a set of tools. If you can't manage a full set, make sure you at least have cable, a welder, a wrench, a crowbar, and a screwdriver. Get extra cable if there's more than one IPC officer or multiple mechanical limbs. Everything you just picked up can be used to repair IPCs, mechanical limbs, fuck up and un-fuck windows, and remodel your brigbay. Second stop - Make a beeline for the assembly line next to engineering. If you're quick you can nab a toolbelt and welding goggles which are lovely for repairing severe IPC damage, usually though those will have been nicked by the tide before you make it there. That's okay - the main thing we're here for is the surgery table. There's also an operating computer, if you're not confident you know most surgeries off by heart. Take the console board out of that (nick wirecutters from the toolbox next to it) if so. Rarely, someone takes the assembly line operating table. This is annoying, but there's still the table in the hidden surgery above the security checkpoint in arrivals. You'll need to weld in for that though, so either get a mask or prepare to get your eyes burned. As a bonus though there's also an iv drip and a few o- bloodpacks - get these, they're very useful! Third stop - Okay, you have a table, tools, and maybe an IV with bloodbags. Remember that security dufflebag? Swing by cargo on your way back up towards the brig, and ask the first tech that actually acknowledges your existance to put a set of surgery tools in it. Faster than waiting for them to inevitably send your surgery crate to medical and having the coroner steal it or something. Printing them at the autolathe is usually not a problem at all unless the techs have been printing out a load of crap. First return to the Brig - Set up your table! If you need the operating computer, deconstruct the medical laptop and move it somewhere a bit less annoying, like up in the corner. Remember it has to be adjacent to a table to work. Tidy up, and shuffle things around to your pleasing. I usually stash everything except what I immediately need in the locker to reduce clutter. While you're here, remind everyone on secc comms to max their sensors. There's always a few people who forget, and keeping track of officers is important. If they don't do it, hunt them down and set them yourself. Fourth Stop - Okay, this is the last major one, and is the most important - Medbay! We're gonna raid the SHIT outta medbay. After asking, of course. Something major you want to pick up IMMEDIATELY is some pill bottles. These have been moved to the locker inside the little lobby area, two boxes of them in medbay. These are amazing as they can store fourteen of pills, patches, or both! It lets you carry basically everything you could ever need on your person - make sure to label them for quick use and keep them in your belt. You want to have in these pill bottles, in an ideal scenario - Bottle 1; 5x Toxin meds (Pentetic Acid, Charcoal), 5x Oxyloss meds (Perfludecaulin, Salbutalmol) + 4 more of choice. I usually put extra pent pills. Bottle 2; 3x Mannitol pills, 3 mitocholide pills, 3 mutadone pills, 3 strange reagent pills Bottle 3; 14 Synthflesh patches (Or if not availiable, fill this with Styptic Powder patches/Healing Patches) Bottle 4; This one's extra if you were able to get synthflesh - I like to have it filled with saline-glucose, hydrocodone, and some oculine if I pick it up anyway. If you didn't get any synthflesh, then fill this one with Burn Patches or Silver Sulfadazine patches. I'll explain why we want these specifically next section. Remember - use your own stock first! Don't drain the fridge when medbay's already low on supplies. If the chemists are good you're generally cool to take whatever you want, within reason. Go to the equipment storage and pick up the spare defib that hasn't been put by the cryo tubes. Sometimes the paramedic nicks this - If they do, just let them have it. Ask a surgeon nicely if they don't mind giving up the one in their OR. Be mindful that in high chaos rounds they probably WILL need this. NEVER take the one that the doctors will put by the cryotubes. RnD can make defibs, a miner might find a combat one while mining, or the cmo might even give you theirs. It's not the end of the world if you don't get one. As the brig physician, you still have the option of transporting prisoners to medbay for treatment if you don't have the supplies on hand. Just make sure they don't escape - taking a vampire out of solitary to medbay for example, is proooobably a much higher risk than you should be taking unless you have an escort. Make sure the warden is aware you're taking a prisoner for treatment or they may flip their shit when they notice an empty cell with a timer still running, or one less person in perma. Anyway, moving on - now that you (hopefully) have your defib, you want to either take a medvendor (Take the one near virology as nobody will miss it) or an IV drip if you didn't get one already. DO NOT TAKE THE ONES FROM THE BLOOD WARD OR SURGERY. Go into medical maintenance east of the psych's office, and look for the little room with a medical symbol - this room has a spare drip in it and since it's medical access locked with no other interesting loot in it, it's reliably obtainable. Go into one of the surgeries and grab an anaesthetic tank and mask to go with your surgery kit you printed from cargo. IF they didn't print you one, and you had to order a crate, these will be included in the crate. If you're not taking a medvendor, grab yourself the following supplies from one - 2x Spaceacillin syringes, 1x Splints, 1x Handheld Crew Monitor, 1x Health analyzer upgrade, 2x beaker, 1x dropper, 1x empty syringe If you could get mitocholide in bottle form from chemistry, you'll only need one beaker for your sleeper. Note; Speaking of chemistry, if you have strange reagent be aware that you WILL need either a cryotube or special pills from the chemist, as people revived with it will have severe cellular damage and slowly (or quickly depending how necrotic the corpse is) die despite your best efforts. Fortunately, the pills are pretty easy to make - 25/25 Cryoxadone/Cryostylene in one pill, 50 oxygen in another. Pop both pills into the person and it will induce the same effects as a cryotube after a few seconds. Perfect for fixing strange reagent revivals or even just emergencies in general! Now, haul all your shit back to brigbay. You'll want to shuffle things about and double check your pill bottles are appropriately stocked. Luxury items - Some brig physicians like to have a scanner, a cryotube, even a cloning bay in brigbay. I generally don't bother as I think prescanning is the cheesiest shit and officers are a lot more reckless when they know they can be cloned every time they fuck up, cryotubes are overkill, and the only things you -NEED- a scanner for are foreign objects lodged in the body or necrotic organs (though simple deduction will usually help with that if the patient is communicative.) And honestly, the only time it's hard to find embedded bullets is if the patient was already healed and you can't judge their location based on limb damage. Internal bleeding, dead limbs, broken bones and damaged organs can all be detected by an experienced medic without a scanner - we'll go over exactly how to do this in the "Why the fuck is this guy still dying?!" section. "What does this pill do?", or an explaination on how to use your supplies Okay! So real quick, we're going to go over what the meds and items we picked up are for. By default, your sleeper can administer Epinephrine, Ether, Salbutamol, Styptic Powder and Silver Sulfadizine. This means that using the sleeper alone you can only take care of respiratory, brute and burn damage, until it is upgraded. Make sure to have a stock of charcoal or pentetic handy, and meds from medbay to deal with complications. Use your sleeper for treating light burn, brute, or suffocation damage. Sleeper meds - Silver Sulfadizine heals burn damage on a one-to-one ratio of units to damage. No overdose threshold. Styptic powder does the same, but for burn damage. No overdose threshold. Epinephrine caps oxygen damage at 35 and heals toxins, brute, and burn damage IF they are in crit. It's not really any use on people who aren't in crit but it's great when they are. It has an overdose threshold of 20 units, and overdosing will stun and deal toxin damage. Salbutamol heals oxygen damage very effectively. It caps it so it can't rise any higher than 4, and takes ages to metabolize out of a patient. You can safely fill a patient with this to buy time if they're suffering persistant oxyloss. No overdose threshold. Ether makes the patient drowsy and has a chance every tick to put them to sleep - though they don't tend to stay out very long. It's helpful for subduing escape artists and you can use it for surgery if you don't have any other anaesthetics or painkillers. Note that your sleeper has another important function - Dialysis. Remember that beaker we got in medbay? Put it in your sleeper. It will cycle out reagents in the patient's bloodstream into the beaker (along with some blood). Use this for overdose cases, or when you really just need whatever is in that officer OUT and pentetic isn't doing the job fast enough. Dialysis, more importantly, can be used on corpses, making keeping people alive post-defibbing or strange reagenting is a lot easier. More chemicals can be unlocked in your sleeper with upgrades. Beg RnD to upgrade it, it will make your life much easier! Pills we picked up - Mannitol heals brain damage and is a cure for Brainrot should it break out. Prisoners often like to smash their heads in, and if you can't perform surgery for whatever reason in brig it'll help. Freshly cloned officers may stumble back to the brig with brain damage as well. You can fix brain damage surgically through organ manipulation on the head, but it's good to have on hand anyway. "Helpful" chaplains will require you to keep a handful of this on you. It has no overdose threshold. Mutadone removes all genetic defects and powers. Sometimes you'll get a shitter geneticist or RD dragged in and you'll need to take away their powers. Again, officers will often wander back to brig immediately after being cloned and might need this. Be aware that this will prevent Greys from using their telepathy. It has no overdose threshold. Mitocholide is very important to have if you also are likely to use strange reagent. It heals organ damage, and can be used in surgical procedures to debride necrotic limbs or fix dead and septic organs. If you can only get it in pill form, be aware that it works just fine dissolved in water. Remember the dropper I told you to get? That's what it's for - during organ manipulation surgeries to fix necrotic organs with mitocholide, there is a chance to slip and spill the mito everywhere. If you use a dropper this will never happen, and so it is very useful if you are on limited supplies. It has no overdose threshold. Saline-Glucose Solution is an underrated chem. It efficiently heals small amounts of burn and brute damage per tick, and because it takes a long time to metabolize out of the body it does an impressive amount of fixing for small dose sizes. It also has a chance per tick to restore a little blood, so it's really useful for patching up people post-brawls. It has no overdose threshold. Hydrocodone is the best painkiller in the game. It lets you ignore any amount of pain, which makes it great for getting officers off the ground in combat or during surgery. No overdose threshold. Oculine fixes eye and ear damage. If officers are a bit flashbang or flash heavy, you'll probably get a few prisoners complaining of sharp pains in their head. This will help with that. Sometimes a prisoner will smash his head in and make a mess of his eyes as well as his brain, while you can also fix that with surgery you can give them this as well. No overdose threshold. Pentetic Acid is your absolute best friend if there's spiders or other nasty venomous things. It heals toxin damage very effectively, as well as purges other chems from the body. It's a straight upgrade to charcoal, but it does also have a chance to do a small amount of burn and brute damage per tick. Generally, it's not enough to even remotely matter, but it can be annoying on people with robotic limbs. No overdose threshold, BUT it metabolizes quite slowly while working fast so use it in small increments. You don't want it purging the meds you need to immediately apply to a dude to stop them dying, which it WILL do. Charcoal is the more readily availiable toxins med - it heals toxin damage and also has a chance to purge each tick, but is not as effective at either as Pentetic acid. The main benefit of charcoal is it doesn't burn and it's readily availiable from medvendors, nanomeds, and toxins first aid kits. No overdose threshold, though like pentetic it's annoying in that it can purge other beneficial meds when used in tandem. Perfludecaulin is that one chem I can never spell the name of no matter how I try, but it's pretty simple. It heals all oxygen damage in like, less than a second. Very good stuff. It has a small chance of healing some burn and brute damage per tick, though I wouldn't rely on it. However, it does have two downsides - It will mute the patient, and it is addictive unless it is used in patch form. Always get patches if you can! For this reason it's good to still have a couple of salb pills just in case the patient NEEDS to be able to communicate or will be taking oxyloss for an extended period of time. It has no overdose threshold. Strange Reagent is a chem that is very situational, but is unique in what it does. Simply put, it revives the dead if they're not currently at a combined burn, brute and genetic damage of 150. That last one though is a killer - genetic damage doesn't show as a set number on scanners and using one strange reagent pill successfully is enough to incur that, meaning you CANNOT EVER use two strange reagent pills in quick succession without cryotubing the revivee in between. What happens if you do? Well... They gib. So don't mess it up! On successful revivals the patient will often have septic or necrotic bits so be sure to give them a thorough examination, and of course MAKE SURE YOU HEAL THEIR CELLULAR DAMAGE. Otherwise this will continually lower their maximum health until they die. Note that you can safely use it to revive people with 150+ oxyloss or toxin damage. It has no overdose threshold, but you should not be using more than 1u pills, as that is all that is required to make it work and it causes brute and toxin damage to living mobs. Synthflesh is the best instant healing chem for burn and brute damage, hands down. It heals in a 1.5x ratio of units to damage - IE, a 20u patch of synthflesh will heal 30 brute and burn. Pretty sweet isn't it? There's no overdose threshold. It only works as a patch. Not chems, but still important; There's more to your arsenal than meds of course, though they're a major component. You won't get far without your trusty upgraded health analyzer, of course. Use this to figure out what's making the dude die and then fix it. It'll give you a reading of what kinds of damage the patient is taking. Brain damage and Genetics damage will show as red messages - "brain damage" in some stage of severity, and "Cellular damage" in another message. These don't show exact values, but will say things like "slight" or "severe", letting you guess. If someone has been tampering with their genetics you can also see things like "Subject is showing signs of minor gene instability" or worse. This means they will take continuous burn and toxin damage, depending on the severity of the gene instability - you can fix this by administering mutadone. Your scanner will also let you know if someone is bleeding, where they are bleeding, if their limbs are broken if they have internal bleeding, their blood level, and what reagents are in their bloodstream. Splints can be used in an emergency to allow someone to either get to surgery or keep fighting a little longer. They can only be used on limbs, and will pop off with too much damage or walking. Generally they're just a stopgap until you can drag the person to surgery. Handheld crew monitors are great! Make sure you remind your officers to max their sensors, as with this you can monitor how they're doing as they charge into danger. Combine this with checking cameras and you can function as a useful overwatch for the security team. Call out where officers are taking heavy damage, if you spot them dead, or alert security when you see sudden heavy damage appearing on people. Trauma Kits and Burn Kits, okay stay with me here. Though these are frequently regarded as useless with patches being a thing, they're actually really good. They come in stacks of six, and each use heals 30 brute damage and fixes bleeding for the trauma kits, or heals 30 burn damage and prevents infection for the burn kits. They're the only source of instant healing outside of patches - their one major downside is that you have to target each body part individually that's damaged, as opposed to just slapping a patch on and forgetting about it. You also need a trauma kit for organ manipulation in surgery so make sure you have one in your surgery duffle. As a bonus, they can be obtained in advanced first aid kits or medvendors, so if you use these you'll very rarely find yourself low on healing items. You'll have quite a few of them in brigbay to start with. Note that preventing infections on the burns is actually a big deal - burn injuries are much more likely to get infected than brute injuries, and a small limb infection can quickly turn much more serious. I have had engineers come in to medbay with every organ and limb septic because they didn't want to fix that 20 burn damage they got doing whatever it is engineers do. This was Slith. Don't be like Slith, get treated before making your doctor scream in frustration. Spaceacillin we picked up to deal with that kind of shit, though. Note that a large amount of spaceacillin (like, 30 units) will over time fix septic organs, once an organ is dead the only way to fix it is surgically. No overdose threshold but use it sparingly because when you really need it, you tend to need a lot. The dropper I explained - it's for mito. The syringe has a few different uses, from injecting bottles of chems to ghetto blood transfusions. Please be aware of blood types and their matchups! That IV we should have picked up will help with bloodloss anyway. Make sure the stand is blue and it will inject into anyone you drag click its sprite onto. You can put more than bloodbags in it - beakers, bottles, etc work as well. The Defibrillator is for bringing back the recently deceased. Wield both paddles in your hands and click the body on help intent. Note that they must not be wearing a suit... And they need to be organic. When someone dies, you only have a limited window of time in which to use this - 2-3 minutes. Every second is precious. Be aware that you can reset the time until the heart becomes too damaged to defib by defibbing the patient successfully, so even if they die again immediately after, make sure to defib every other minute while fixing someone to keep the timer fresh. The medvendor, if we got one, is so we have a handy supply of various knick knacks on demand. The surgery table is pretty obvious - I'll go into how to use that in the next section. Stethoscopes, contrary to popular belief, are more useful than just looking fancy. If you use it on help intent targeting the patient's chest you can get an idea of the health of the patient's lungs and heart. It won't give you an exact value, but it's pretty easy to guess when it throws up messages like "You hear laboured respiration" or "You hear a weak, irregular heartbeat". Common and Uncommon Problems, or "Why the fuck is this guy still dying?!" Recent deaths - Don't let the defib timer run out! Defib and jam with an epi pen at the very least to keep their timer rolling! Conditions/injuries are shown with symptoms to the side. Need to figure out what's killing someone RIGHT NOW? ctrl+f Oxyloss, Brute, Toxin, etc Obviously, the first things you want to do are STABILIZE and SECURE. Jam an epi pen in them if they're in hardcrit, scan them to see what the issue is, then treat it. If you have treated all of their burn, brute, toxin and oxygen damage but there's still something wrong, see the list below. By secure I mean make sure they're out of the way of danger, or if it's a prisoner ensure they are unconcious or restrained AND taken to a safe location. Sometimes something happens and a prisoner ends up getting badly hurt and you need to rescue them. Don't disregard their life just because they're a prisoner - but remember that they might take advantage and try to escape or worse, attack you. Sometimes they will even do it on purpose. If an officer won't retrieve them for you, grab a pair of zipties and tie them before you take them away for fixing. Security officers are USUALLY less dangerous to help. In that case, securing would be getting them away from the danger, whether by darting into a firefight and dragging them into maint away from their attacker or just ensuring they're somewhere safe being treated. Note that doing the former is likely to get you shot or whined at if they're not already on the floor LIFE THREATENING - Treat immediately, all of these will cause death! Internal Bleeding - Shown on analyzer, Brute, Oxyloss, Low blood, high toxins in slime people Bleeding is lethal and you can run out of life juice pretty quick. Body parts with internal bleeding will always have some brute damage even after you've healed them - target that body part with a scalpel, and if you guessed correctly there will be an option for "mend internal bleeding". Fix it up and then see what else is wrong, as IB rarely comes alone. If you don't find it at first, target each body part with the scalpel until you find a prompt to fix it. Carry out the procedure, then scan the patient to check if there's more locations. NOTE: Slime people don't suffocate, instead they will take heavy toxin damage from bloodloss. Make sure you give them toxin meds and hook them to an IV of WATER while you fix them! Likely causes - Aggressive mobs like spiders and bears, getting shot, getting smashed with high damage sharp weapons, embedded objects, surgery failures Necrosis - Limbs may be shown on analyzer, Toxin, Severe pain Dead organs and limbs will continually poison the patient until they are fixed. The more dead tissue, the faster the toxins will rise, to the point where three necrotic body parts will out-damage the healing you can do to reverse it. Find the necrosis by using a scalpel on the body much like for internal bleeding until it gives you a "debridement" option. Select that. You will need mitocholide for the "cleanse necrosis" step. For internal organs, you will need to use organ manipulation and apply mitocholide at the step you'd usually apply a trauma kit. NOTE - THIS IS BUGGY AS FUCK. Sometimes you'll need to perform this procedure multiple times for it to work. Likely causes - Revived with strange reagent in a non-preserved body, untreated infection, lost limbs being attached after decay sets in Heart/Lung damage - Oxyloss, Heart attacks, Severe pain Usually caused by broken bones, this WILL rapidly kill if the damage is severe and allowed to worsen. A dead heart will cause a heart attack, and it will keep happening until you fix it. Dead lungs used to insta-kill but now will make the victim rapidly suffocate. Damaged hearts and lungs that aren't entirely dead will still cause the patient to take worsening oxyloss. Treat this with either mitocholide, or organ manipulation surgery. Likely causes - No internals in a vaccuum, severe brute damage to chest, broken ribs turning organs to paste Heart Attack - "cardiac arrythmia", shown on analyzer, brute, oxyloss, unconciousness, screaming Usually caused when a heart dies or a brain/heart transplant is performed, or an EMP goes off by someone with a mechanical or assisted heart. Apply a defibrillator then treat the damage the heart attack caused. Corazone can also be used to prevent heart attacks. If they go into cardiac arrest again, the heart is most likely dead and needs surgically repaired or transplanted. If the heart is removed - or an abductor gland serving as one is removed - the patient will suffer a heart attack. Likely causes - Transplants, Assisted hearts, severe damage to the heart, no heart Severe brain damage - Shown on analyzer, Oxyloss Note, this does not mean the kind of brain damage you get from cloning - this is REALLY bad brain damage, where something's absolutely scrambled the poor patient's grey matter. A patient with serious brain damage will be mute and unconcious on the floor taking suffocation damage from no discernable source. A few pills of mannitol is the difference between life and death. Brain damage by itself can kill - when a patient "seizes up and goes limp, expression utterly blank" they're brain-dead. You can fix brain death surgically, or with an ungodly amount of mannitol. Likely causes - Chaplain "helping" with his bible, Brainrot, broken skull, wrath of the admins Severe Bloodloss - Shown on analyzer, Oxyloss, fainting This generally becomes a serious issue at 50% blood or lower. At around 30% the patient will drop dead even if they otherwise appear healthy. Make sure you figure out the cause and get a transfusion in them asap! Slime people will need to be dosed up with charcoal or penetic, and transfused with water. Likely causes - Vampires, untreated bleeding injuries, Heparin, Internal bleeding Broken bones in chest or head - Shown on analyzer, high brute damage, Severe pain This by itself will cause a lot of pain but it also tends to turn the organs in each section into mush, leading to the above. Make sure you fix it before it gets that bad. Mending the Bone surgically, or doing a full organ manipulation (because the insides are probably not doing too great) should be done before it gets worse. Likely causes - Got robusted by something, fastmos blender, friendly fire Embedded objects - Brute damage, Internal Bleeding, sensation of objects being jostled in body part These are nasty and quite common where firearms are involved. Ninja stars are this on steroids and they should jump WAY up in priority for fixing, because they can kill a LOT faster than normal thrown items due to them doing a large chunk of brute damage every other tick. A patient moving around with objects embedded in them will take brute damage, have messages telling them there's something in them, and will develop internal bleeding . Guessing where the object is requires cooperation from the patient and checking the damaged parts of the body - use "Remove Embedded Objects" to get them out of there. Unlike debridement and internal bleeding the prompt to initiate this surgery is always there, so guessing it can be a little harder. In general, if it looks like they got shot there, that's where the shrapnel's gonna be. Likely causes - Syndicates, ballistic weapons, spess ninjas, juggling glass shards Memechems - Massive amounts of mixed damage, usually burn, reagents in bloodsteam on analyzer, may come with stuns and mutes If an officer gets hit with a syringe of memechems they're probably not going to survive to get to you, but in the event that somehow does happen, PURGE PURGE PURGE that shit as fast as you can and slap on patches to treat any rising brute or burn damage they may be taking. Slap a pentetic acid in them as fast as you can to try and get it out of their system and then dialysis, if your sleeper is upgraded to the point where it has both charcoal and pentetic keep spamming the buttons for both while you dialysis as then you're getting the purge effect of both chems and the dialysis clean-out. Just remember you need to empty that beaker. Likely causes - Powergaming assholes, botany shenanigans Spontaneous gene breakdown - burn, toxin, cellular damage, deformities, shown on analyzer This happens when there are too many gene modifications in a patient, and you will rarely have to deal with it as a brig physician but it's still good to know about. It will cause increasing amounts of burn and toxins damage, ramping cellular damage, and will kill left untreated. Treatment involves administering mutadone, and then using a cryotube/cryopills for the cellular damage as described in the next entry. Likely causes - Careless geneticists, unstable mutagen Cellular Damage - deformities, nonfunctional limbs, health steadily dropping for no reason Sometimes an officer or prisoner will get glomped by a blob. If that happens he's gonna have some of this. In addition, people who have been cloned in an unupgraded cloner or revived with strange reagent will have severe cases of this. The only cures are rezadone and cryoxadone - rezadone is NOT going to be something you can reliably source, so get the person to a cryotube immediately if you don't have cryopills on hand! Likely causes - Slimes, strange reagent, careless geneticists, cloning Freeze-burns - Steadily climbing burn damage, water pooling messages, slow movement, abnormally low body temperature Slimes can be killed within seconds with this, it's really bad. Coffee will help as it warms the body, or teperone can be used to stabilize the body's temperature. Scan the patient - if they have frost oil in them, or cryostylene and oxygen, purge it immediately. Treat the burns and ensure the root cause is dealt with. Likely causes - Space exposure, atmos fuckery, changelings, improper cryopill useage Annoying but not lethal - Missing limbs - body parts missing on examine Pretty self explainatory. Make sure you put them on quickly, because they will start to rot when detached from the body for too long. Attaching a limb is easier for an IPC or if the limb is robotic, just make them lie down and target the spot it should occupy with help intent. Note that a missing head is a much more serious problem and if it can't be found, the person cannot be revived as themselves. A head without a body can be transplanted onto another body though. If the original limb is not recoverable, robotics can make replacements. Likely causes - Explosions, sharp weapons Broken limbs - Shown on analyzer, can't hold objects (arms/hand) or move fast (feet/legs) Basic mobs always go for the extremities. This is pretty crippling for officers but it's not going to kill them, as loudly as they may protest to the contrary. A simple bone mending procedure will fix this, or you can pop a splint on there if you absolutely cannot right now for whatever reason. Likely causes - Fucking spiders/space bears/goliaths!, heavy brute damage to limbs, climbing on a table as it's flipped Blindness - Pupils unresponsive to light, blind, may accompany broken skull This tends to happen when something damages the eyes, as one could guess. It's a very annoying thing to have. Treatments can range from reviving dead eyes surgically, or administering oculine, or if the last two don't work give the patient mutadone. Likely causes - Changeling stings, severe head trauma, welding without goggles, genetic defect, flashes Deafness - Can't hear This is a really irritating one, as past a certain threshold it can't be fixed and a patient can be left permanantly deaf. There's no way to measure "ear damage" as it's not an organ, and there's nothing you can do to fix it except for administer oculine and hope for the best. Likely causes - Flashbangs, explosions, sonic powder, changeling screeches Muteness - Can't make any understandable sounds This one is pretty simple, it's always either a genetic defect or a result of chems like perflu and cap, though mimes are mute by default and some people like to play mutes for IC reasons. Fix the unwilling cases with mutadone if it's genetic, or by purging the chemicals that make them mute. Note that severely brain damaged individuals will be mute. Likely causes - Player choice, changeling stings, chems, severe brain damage Electrocution - Spazzing on the floor, burn AI ROGUE! Actually it can be several things, but it usually comes from prisoners fucking with the windows or people tampering with doors. Help the person up and treat their burns. Likely causes - AI electrifying doors, rogue drones/borgs/AI, touching shocked grills, Lady Tesla, botany shenanigans Unconciousness - horizontal sprite, snoring/gasping, shows on examine If they're out cold with no major injuries and they aren't SSD, you have cause for concern. Shake them a few times - if you can't wake them up, check them with your analyzer for suspicious chemicals or low blood. Treat the root cause. Usually if someone falls over unconcious WITH injuries they are in crit or are suffocating. Fix their injuries and they will probably wake up. If not, follow the prior instructions. Likely causes - Chems, low blood, drunkenness, atmos fuckery Bleeding - Trail of blood/water, shows on analyzer The amount of damage done to them may vary but generally you want to treat the cause of this because bloodloss is pretty bad. If it's an external injury, use a trauma kit to stop the bleeding and heal the wound, or a patch (though kits ALWAYS stem bleeding while patches don't always) - If the bleeding is internal, it's a much more serious problem as detailed above and must be fixed surgically. If it doesn't seem caused by any kind of injury, scan the patient for Heparin in their bloodstream. If it's present, purge it asap. Again, Slime people need to be transfused with water and will take toxin damage from bloodloss. Likely causes - Anything sharp, any high amount of brute damage, memechems Severely damaged/Dead Liver - Steadily climbing toxins for no apparent reason, sharp pain in groin Common with alcoholics. Mitocholide will treat a liver that's hurting but not dead, but organ manipulation surgery must be used to repair the liver if it's dead and you don't feel like cutting up monkeys for transplants. Likely causes - Alcohol, untreated toxin damage, bad viruses Nobody's dying. What should I do? Again, you're not an officer, so a lot of your time in the brig is spent not doing much at all. Your job, first and foremost, is to ensure the health of the people in the brig - specifically, prisoners, though caring for the officers is a thing as well. Keep them alive, keep them stable. DON'T get involved with arrests. DON'T interfere with processing. DON'T beg the warden for a shotgun. DON'T chase antags across the station. Retrieving dead officers is one thing, fighting the antag that killed them is another. If there are prisoners, but they're not hurt, sometimes something as simple as chatting with them keeps them that way. Being brigged is pretty dull, especially if you get perma'd early into the round, and prisoners are often quite appreciative of others noticing their existance. A prisoner who isn't bored shitless is less likely to try and break out or attack you. You can get some great roleplay with prisoners, though it's always a coin flip on whether you're dealing with a shitter or someone who appreciates the attention. Security are already probably going to be assholes to these people - don't add yourself to the list. If you've been taunting a prisoner all round and he suddenly gets out, you may well be in some trouble. Be mindful though, that you don't become too trusting of prisoners you don't know well. As the brig physician, you have an alluring amount of access and you really don't want to be fished dead out of perma by a disgruntled warden while everyone else tries to chase down the agent who now has your ID. As well as that, you may just be a doctor - but in the eyes of many, you're still tarred with the same brush as shitcurity and antags will generally treat you with the same sort of aggression they'd reserve for officers. It can be helpful to remind prisoners that you're not an officer and you're not going to be acting like shitcurity If there's no prisoners to interact with, the warden usually appreciates company. You can also help out around brig by keeping things neat, keeping evidence organized, tending the perma garden, watching cameras or monitoring suit sensors. If security is disorganized and there is no warden, you can also keep records up to date, though be aware that if there IS a warden they'll probably be annoyed at you for this unless they're utterly swamped with things that need done. If a prisoner has become deceased during their stay at security, and they were executed, ensure they are borged or morgued with a DNR tag - "Do not Revive". The coroner should turn over their things to the HoP, but if they don't, hand it in yourself. If they die from some other cause, security will often argue to just leave them dead. Discourage this unless it was clearly a suicide and push to have them revived. Corpses of prisoners are often left in the brig and that is NOT okay - that is willfully removing someone completely from the round because nobody wants to bother thinking about them. You might think it's okay until it happens to you and nobody cares that sec let a spider eat you in your cell. If nothing is really happening, you don't NEED to stay in brig at all times, though you certainly should be on call at the first notice and on red alert you'll probably want to stay at your post. Do NOT however, vanish off to the bar and do nothing all shift or not be there when you're needed. Remember, you're a loot pinata to antags - you have sec access and you won't be as armed. If you're wandering around alone chances are high you're gonna get ganked. And why would you choose a largely sedentary job when you want to run around everywhere anyway? Handling Dangerous Patients, or "wtf dude I'm just a doctor why are you hitting me?" Despite the fact you probably chose this role because you wanted to heal people, aggressive prisoners will often choose you to take their frustrations out on. Even a largely compliant prisoner might choose to attack you if you put yourself in a vulnerable position and they have something to gain for it - for example, if you are alone in perma with two prisoners. It would not be difficult for them to work together to take you down and then escape. Even if you consider yourself robust, people get lucky, and you can get unlucky. Disarm RNG shoving you over on the first click can be killer for example. There are a simple set of guidelines you should adhere to - 1. Maintain a working distance. Do not allow prisoners to come close enough to you that they can charge you without you having time to pull out your pepper spray and down them. Remember that it works from three tiles away. That is generally the minimum you'll want to have between you and a prisoner unless you are treating them. 2. Do not approach high risk patients without backup. If a prisoner has already taken a swing at you, they're going to do it again. If they are a vampire, even if they DON'T intend to actually do much to you, they are still capable of stunning you and running off or otherwise presenting a sizable danger you can't negate by yourself. In cases where the prisoner is a confirmed shitter, have an officer or the warden cuff them for you to treat. Don't put yourself in a dangerous position, since nine times out of ten perma prisoners batter themselves to get attention anyway. If someone is beating the shit out of themselves because they want to lure you to them, let them do it. Once they're on the ground in hardcrit you can just cuff them and drag them to brigbay. Play stupid games, win stupid prizes. 3. Know what you can handle and what you can't. It's easy to fall into a false sense of security as a brig physician, especially if you generally have a good track record of not getting robusted or attacked. It's easy to forget that sometimes prisoners can be quite clever and you have to adapt to their antics to ensure you don't get hurt or baited. Your pepper spray is your best defence, BUT it won't do much if someone is wearing something over their face and/or eyewear. Something as simple as a bandanna on the face can shut down your pepper spray and that moment of "oh shit it didn't work" can be all someone needs to get you on the floor. Your flash is also pretty good, but it's not as safe because you need to be right next to someone for it to have any notable effect. And again, sunglasses pretty much entirely negate it. Sometimes you might get surprised by agents suddenly pulling things from their storage implants nobody knew they had. Sometimes the prisoners will use the soap in the bathroom to slip you as soon as you enter. Be wary at all times and if you think there's a chance, get a buddy. 4. Minimize risks. If there are three prisoners in perma and you need to treat one or all of them, ask them to go into their lockdowns. If they won't, have the warden and an officer move them there. The main thing that kills brig physicians working with prisoners is pack mentality. One prisoner takes a swing at you, and even the perfectly docile one that has been nothing but pleasant to you might decide now is the time because they might get in trouble anyway. The more people, the more likely one will get aggressive, and the more likely they're going to do serious harm to you. MAKE USE OF THE LOCKDOWNS. One prisoner is a lot easier to handle on your own than three. If you can't corral them despite your best efforts and don't get help, lock down an empty cell, and leave some patches or pills to deal with whatever is wrong with the wounded prisoner. Once you've left the cell, lift the lockdown and tell them to take it. If they don't, well tough shit, if they want to die let them. As well as that, make sure you are up to date on what each prisoner is. A changeling, rare though it is they're imprisoned and not killed, is a massive threat to you and should never be approached alone. Don't let them bait you. They're capable of healing themselves from death. A Vampire can be equally dangerous, but they can't regenerate themselves as reliably so if there's one in custody be VERY careful when fixing them. You can negate their glares with a blindfold, and you should. There is one in the executions chamber. A good way to handle multiple aggressive vampires (or changelings) is to have them restrained, then use anaesthetic gas to keep them under while you transport and treat them. They can still glare you if they're not blindfolded, but they're not going anywhere and you can comfortably handle more than one at a time because they'll be kept unconcious until you choose to let them wake up. Don't be THAT GUY who leaves them gassed for ages though. As soon as you're done return them to their lockdowns, remove the gas, and vacate the cell before they come around. 5. Know your patients. This one is quite important for knowing just how much of a risk they are. Key things to keep in mind - Why are they in here? What did they do? What species are they? Are they a vampire/changeling? Did they turn themselves in or did they have to be caught? Do they seem like the angry type? Have they shown signs of aggression towards officers? Have they been aggressive towards you? Are they talkative? Do they run around perma without acknowledging your prescence? Do you know them ICly? Are they generally friendly towards you or not? Are they typical greytide or a notable face you've seen before? Why have you noticed them before? Are they a fucking scientist because these guys will ALWAYS try to kill you? Are they carrying the soap? Do they respond well when you ask them to do things? For example, will they enter their lockdowns on request? Are they self harming? Do they keep trying to escape? Are they destroying windows? Someone who is happy to engage in conversation, complies with your orders and hasn't inflicted any harm on anyone is generally a lot safer to handle alone than the scientist who melted someone's brain, keeps smashing the windows so they can electrocute people with the grille and stares silently at you from the other side of the airlock waiting for you to come in. An unpowered vampire who turned themselves in and has been happily gardening away and has been behaving in a friendly manner towards security despite being locked up can still be less dangerous than than the greytide who harmclicks anything in reach, including themselves and other prisoners, despite having more potential to harm you. Be very aware of the potential risk a situation poses versus the probable risk. The above is a good example of potential risk being high with the vampire, and low with the greytide, but the inverse being true for probable risk. Make a note of potential/probable with each inmate. Sometimes you'll get prisoners who you can safely just hang out with in perma alone - I remember once I spent the whole round in perma playing blackjack with two vampires and a traitor. It's not common for that to happen, but it's always nice. If they're willing to play nice and trust you, you can let yourself relax a little too. Just be very wary that it isn't a trick. 6. Don't be an asshole. Inmates are people too. They will be a lot more likely to try you if you needlessly spray or flash them, treat them like shit, or refuse to help when they request and haven't done anything to be put on the blacklist. Talk to them a bit. If you can build a rapport with the prisoners you can push the probable risk way down, and make life less boring for both of you. Bored prisoners are destructive prisoners! If one inmate is being a shithead breaking everything and getting them all put in lockdown, the others are likely to be annoyed as well. Don't bitch at all of them for what one was doing. Also, remember for all that you can ask security to help you, you don't actually have any kind of authority over the prisoners or security or medical or anywhere else. Don't bark orders and expect to be listened to. Ask nicely. Even I'll slap a physician who tries to act like a drill sergeant. It happens more often than you'd think. Inmates like to feel like there's someone in security who actually cares for their welfare. If an officer is being an ass to them, tell them off. Protect them from abuse. Offer to bring nice food. Ensure their sentences are fair - work with any good IAAs or the magistrate here as again, you have no authority. Be there to talk to and keep them entertained if you can. Most inmates will behave much better for you if you treat them nicely. Greytide.... Generally don't care so don't waste your time. I remember once I was placed in perma as a mid-powered vampire pretending to be powerless. I could break out whenever I pleased, and was within my limits to kill the people who were hanging around my cell, but I decided not to because the brig physician was pretty cool and read me a bedtime story. Good times. (WIP - Will be updated tomorrow! Coming soon - Surgical procedures with ghetto analogs, diseases!)
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  7. First Name: Sophia Last Name: Bloppop Gender: Female Orientation: Lesbian Nicknames/Alias: Picture(If Available) Age/D.O.B: 26 Place Of Birth: Xarxis 5 Species: Slime People Blood Type: O+ Alignment: Neutral Good/Lawful good Affiliation: Nanotransen Religious Beliefs: The cult of the waiting dark Childhood: Loyal student Adulthood: Rising security officer Death: Disgraced vampire Detailed Information Appearance: Authough rather plain she appears to have a gentle colour gradent within her tissues, leading to an optical illusion that she is lit by a light from within her core. Whisps of darker pigment coil around her core. She has a plain silver ring on her left ring finger. Personality: Skittish and shy, easily worried but very protective. Medical Record: 2559: Prescribed Haloperidol for anxiety issues, 15u dosage recommended 2561: Prescribed Mannitol to counteract migraines induced by Haloperidol use Character Biography History: 2535 - Born 2540 - Accepted into Nanotranzen "Solar education program" 2550 - Passed "Solar education program", applied for and accepted into the NT corporate security training program. 2555 - Approved for service as security enforcement. 2557 - Approved for warden duties. 2558 - Married Serac. 2559 - Approved for head of security duties 2559 - Infestation by red space entity discovered. All security clearances revoked. 2560 - Applied for mining warrant, granted. 2561 - Two corpses discovered in parents abode, completely drained of fluid. Parents missing, presumed deceased. 2561 - Exited station at 13:00 on EVA 2561 - Belongings, space suit and a small pile of dust discovered in area surrounding NSS cyberiad at 13:50. Suit's safety mechanisms where overridden, suicide presumed. Family: Blopboppopblop Bloppop (Father) - Deceased Popplopboop Bloppop (Mother) - Deceased Serac (Spouse) - Alive Personal Relationships Romantically Involved | Romantic Interest | Admire | Respected | Close Friend | Good Friend | Friend | Acquaintance | Neutral/Unsure | Dislike | Hate | Despise | Death Wish | Fear Andrew Hoxton ( Good Friend / Unsure ) Chloros ( Friend ) Donner Weiss ( Close Friend ) Mike Murdock ( Respected ) Faction Relations Allied | Love | Like | Neutral | Dislike | Hate | Enemy SolGov - Like (They keep the peace...) Union of Soviet Socialist Planets - Neutral (Eh, don't care) The Elysium Project - Dislike (Racist nutters) Skrellian Central Authority - Like (Skrell are peaceful and calm...) Changeling Hivemind - Hate (Massacring monsters) Wizard's Federation - Hate (Eep! Run!) Syndicate - Hate (They've hurt so many...)
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  8. The HOS can be a real asshole sometimes.
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  9. RIP, it's been a while since I've work on this... Introducing the Head of Security Gloria Church An out of date crew record of her can be found here
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  10. Howdy. Ever had trouble making your character look good but it looks like a vox puked out skittles? No need to fear! we will be learning about colour palettes! So, What is a colour palette? Basically, a colour set that goes well together, commonly used by artists to colour their drawings to a certain theme. Why use a colour palette? Using a colour palette reduces the chance of making a mistake as it provides a base for you to work with. Example of a Colour Palette As you can see, Some colours stand out and some don't, some even make you squint with how bright they are The trick to making a colour palette good is to make it stand out, but also keep it so it doesn't hurt other peoples eyes, no one likes having to stare at a bright neon green tajaran for too long. Another good way to make a good colour palette is to use colours that naturally go together well, like Orange and brown. How did colour palettes become a thing? Well, it is part of a theory known as "Colour Theory", A body of practical guidance on colours, colour mixing and specific colour combinations What do you mean by colour science? Colour science can be taken in many forms, but the form we will be looking at will be what colours bring out in a emotional sense for example Red can mean danger, anger, but also Lust Unlike Blue, which can be seen as calm, but also depressive If you want to get creative, try to link your characters colours and look to their backstory and personality, do they like to have fun? Yellow can be a good choice for you! Now, here is a example of good colour co-ordination using my lovely character, Kitchi Ikamura! Using Natural colours and colours that blend into each other, I created Kitchi based from a Red fox, don't be afraid to deviate a bit! And now what happens if you slap some colours together willy nilly.. YIKES! Now I'm going to have nightmares tonight.. Anyway, I hope you enjoyed reading! TATA!
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  11. First Name: Steven Last Name: Stingray (Garland) Gender: Male Orientation: Heterosexual Nicknames/Alias: Stingman - Virogod Picture(If Available) Age/D.O.B: 27 Place Of Birth: Luna Species: Slime Blood Type: Water Alignment: Chaotic Good Affiliation: Nanotrasen, Luna Port Royale bandits Religious Beliefs: Tobacco Childhood: Worker/Bandit at port royale, adoptive father Adulthood: Virologist and Interior designer at Nanotrasen Detailed Information Character Voice: Junpei 0:31 Personality: He's a cunt, with a kind hearth Medical Record: Turned into a slime with a black slime experiment Character Biography Recording…. -Test test… good this is working. Interview requested by Matthew Crysten from Central Command, Detective Kennard Rose here, subject Steven Stingray with me and ready to begin. Did you really need to make all of this bla bla bla i’m so cool clique? -Yes. Well whatever, let’s start with this, and pass the the ashtray. -Alright, Steven, first I wanna thank you for coming here to my office off-station to get this interview done. You know this has been requested by Central Command after the information wipe they had due to a syndicate hacker playing with the database. I was also told that your human DNA backup was wiped in this attack, am I right? Well, it’s not like I can confirm that. It could be a lot of bullshit, but it’s not like it’s a big deal to me at this point. Let’s start from the beginning so I don’t get confused with the timeline thing. -Good idea. There were only able to save a little bit of information, so I know your parents’ real last name and the fact you were born on Luna. Can you tell me more? That’s correct, my “real” last name should be Garland and I was born on Luna 27 years ago. Both my parents were researchers who used to work for… actually, I don’t really know, I’m not even sure if that’s true. The thing is, when I was 1 year old, they left me with my grandma to do some research and work stuff. Sometimes I want to believe that story, but it’s hard, y’know… I feel like I was not wanted or they weren’t ready to take care of a child… Living with my grandma was nice; I have good memories from my time with her. She didn’t want me to go to school, so she taught me how to write and read at home, and some basic things like history, geography, and all that child crap. Sadly, she passed away when I was only 9 years old. -I’m sad to hear that. What did you do? You were only a child, did you have any other family members, your grandma’s friends, anything? Honestly no, or at least I was never told if I had more family around. After I found my grandma dead that morning, sitting on her couch, was open the door and run. I just… ran. -Sounds like you were really scared about being alone. I understand that. Where did you go? I can’t remember what I was feeling, all I know is that I ran, ran like there was no fucking tomorrow. I ended up at the Port Royale, I tried to blend in with the children of the guys who worked there. I got food and slept around the crates, until he finally found me. -He? Who are we talking about? You see, a lot of people who worked there were lowlifes, moving crates and shipping cargo, and commerce in the port was pretty much always the same. Luna always kept things in the hands of humans for some reason, almost no borgs were allowed to work there. Back to the topic, sorry if I sometimes go too far, but all this bullshit just kind of fucking pours into my head when I’m asked, and I’m talking too much once again. coughs Thing is, one morning I was there, sitting on the crates of a ship, looking nowhere, without any kind of shit hope to survive, then a bald guy with a – I must say – magnificent hobo beard comes towards me. I was really scared because mate, that guy was huge! He sat down next to me and asked what I was doing there; I explained my situation the best I could, and he said that he used to have a child, but his wife left with the kid, and that he saw in me something that reminded him of that feeling of… protecting or whatever. The thing is, he asked me to come with him to stop sleeping on the floor and well, I was hella desperate and the guy seemed nice, so I said yes. -This is how you got adopted right? Sounds like it happened really quickly. How was it? Really fucking good, actually. He told me his name was “Stingray;” I remember asking “what kind of name is that” because I found it funny. He said people in the port take wildlife names or surnames to make it easy to identify themselves. He was using that name for so long at that point, he almost forgot his real one, and you know, I don’t know is real name, but we never needed it. Life after that was really good, I remember working with him at the port – the long shifts of work and then coming back home to eat something warm, watch TV, and laugh about random shit. It was a really normal and poor life, since we didn’t had much money or a nice house, but I felt good that I finally had a father… When I turned 15 and was able to work at the port “legally,” I lied about my name and said it was “Steven Stingray”… I still remember my father crying after I said that. After that, life got a bit hard. Being a “real” worker there means that I had to learn how to speak Gutter, how to deal with Sol Gov people, the art of steal, and a lot of shit that was going around all the time behind the scenes of a sick opera. I learned there that my father was a big head among the thieves of the port – some kind of Luna mafia against Sol Gov for who the fuck knows why honestly, all I knew is that Sol people were “tradeband pricks” and I was told we had to steal from them. I started a life of hard work, street fights, and well, theft. Honestly, it wasn't so bad until well, I had a bit of an… accident in a fight. -Honestly, I’m kind of surprised you thought that was a good idea, but being raised by someone with a shifty morale compass makes it understandable. Hey, you’re talking about my father here, you cunt! -Alright, alright, calm down, I’m sorry. So what happened in that incident? Zippo lighter sounds Pause Yes, well, there was this weird guy. Me and a friend had been looking at him for some time. He was wearing a white lab coat and wouldn’t stop running around from one store to another like if he was looking for something. We noticed he was holding a really fat backpack – that usually meant drugs or money, and both things were a good target for a nice old fashion mugging. We managed to corner him in a dark alleyway, to get his backpack quick and run away, but it was the first time I ran into someone so crazy that he just… took out a gun and shot at us… I can still remember the sound of the bullets passing by me, looking at my friend falling to the ground, the feel of the metal getting lodged in my left arm and a rush of… I don’t know how to call it mate, but fuck, the asshole shot at us before we could even say or do anything. I was fast enough to take out a pocket knife and put it inside his throat… that was when I realized the scenario… Pause It was me, standing there, with 2 bullets in my left arm, a guy puking blood at my feet, my partner… dead and I just felt… panic. I took the backpack and ran to my place. My father let me in; he was mad and worried and a lot of things… all I remember is that I passed out after a few minutes. -I uh… That’s quite the situation… What happened next? I remember not wanting to leave my place, drinking myself to sleep, and a really bad depression was going around. My father had to work all day so I spent most of my days alone at home, drinking and smoking… all that crap was only for a fucking stupid book about some kind of secret project virus thing. A few months after I turned 20, my father came back home early, and told me he enlisted me in the NSV Luna station project. I was going to go live there, get a clean job, study, and start a new life. He felt guilty about how his way of life drove me to this and wanted a better future for me. I remember we hugged that day and I was crying like crazy. The next day, I got my backpack and went to the station – it was a really nice place. I was quickly accepted to work at the bar, and I enlisted to study biology and get basic self-defense training. I lived in the NSV Luna for 7 years. I ended up working in the medbay when I graduated. After studying that virology book I stole from that poor guy, and doing some good research, I was able to understand it and a sudden rush of guilt came to me to kick me in the nuts. It was a project about a super healing virus and I needed to make it real. -That is how you ended up working for Nanotrasen? And I can tell why I worked as a detective for them. I contacted them and was offered to work in a research facility. I accepted the… very weird contract and started working there since… February, I believe. -Good, good, I think this is almost all the information I was asked to get… Ah yes, one more thing. How exactly did you have your… transformation? Ah the Slime thing? Well, the Cyberiad is really fucked up, people there are like, mental and all that kind of shit. I remember having a friend there, called Steven Phillips, guy was a cunt but a nice one, he was the first Slime I met and we used to talk a lot. One day when he was at Xenobio, he called me over for some kind of black slime experiment that would turn me into a slime. The thing is, it was going to be a temporary thing, but “temporary” ended up being forever after my DNA data was wiped from the system from that hack shit. It was weird at first but... I got used to it, but I'm too damn different from the native slimes... they are fucking weird. -That is all Steven, I will print this transcript and send it to Central Command to keep a record. Thanks for your time and well, I’ll see you at the station. click Family: ???? Garland (Father) - Unknown Vanessa ???? (Mother) - Unknown Stingray (Adoptive Father) - Alive and proud Granda (What was his name?) - Deceased Personal Relationships Friends: Tithonus, Reyes, Gary Postman, Terry Watson, Stuart Artreides, Rossel Pog, Tetra Vega, B.E.E.R., Valthorne Harilber, Slith Skarr, Ide Taro, Kennard Rose, Zsi Romantically Involved: Keira Houser Faction Relations Nanotrasen - Dislike "Company can fuck off, i just care about working in what i love and hang around with my friends" The Syndicate - Dislike "Sometimes i need to clear some debts" Changeling Hivemind - Hate "Fuck that" Wizards Federation - Hate "Fuck this one too." Luna Port Royale - Allied "Home..."
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  12. I Had to, the inner Serious roleplayer in me needed to come out of its cage.
    1 point
  13. I'll add some more information, because I went to school for art and I enjoy character design. One way to pick out colours is by staying in a section on a colour wheel, if you want a more cold setting youd stick with the greens, blues, and violets. You can kind of play it safe that way. If you're wanting something to be more noticeable on your character like say their eyes, then you can look at the complementary colours, these are colours that are opposite from eachother in the colour wheel, so red/green, blue/orange, and yellow/violet. So if you're playing an dark purpleish cat, you can give them bright yellow eyes. Saturation plays a huge part, if you're character has super high saturation or is super vibrant in colours 9 times out of 10 it's going to look like a mess (as you can already see) however if you have your character super desaturated it's probably going to look muddy. Finding that balance in colour can be hard and may involve playing around a bit. And I suggest what ever you want to stand out the most to be you're brightest more noticeable colour and then dull everything else down. If you're just having troubles picking colours in general, find colour swatches and put them beside each other and see if you like how they look together. Or you can even look up colour pallets there's websites where people just combine colours together and share them for people to use. And I'm always available for questions involving art and colours
    1 point
  14. 1 point
  15. Dancing! Spoopy Shadowling
    1 point
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