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  1. Designation: Holographic Assisted Virtual Operator's Chassis Gender: N/A Orientation: N/A Nicknames/Alias: Havoc Picture(If Available) Age/D.O.B: Date of Creation: 17/08/2546 Date of Chassis Insertion: 24/04/2561 Place Of Birth: Place of Creation: NSS Sybil Place of Insertion: TSS Whimbrel Species: IPC Blood Type: N/A Alignment: Lawful Neutral Affiliation: NanoTrasen Blueshield Corps, NanoTrasen Navy Religious Beliefs: Atheist Childhood: AI tasked with running simulations Adulthood: IPC serving under NanoTrasen Detailed Information Appearance: It stands at 170 cm and has morpheus cyberkinectics branded chassis. Its monitor displays several tones of blue in a static like fashion. Character Voice: https://drive.google.com/open?id=1szyyaxlbroO7aFznGHxvPbL9B7c2axUs Personality: Cold and to the point, H.A.V.O.C only cares about the fulfillment of NT's goals and will go through any means necessary to ensure they are accomplished. H.A.V.O.C only shows attachment to individuals it holds a direct responsibility towards and has shown a distinct lack of emotion. Medical Record: Physical Examination (Conducted by Robotics): H.A.V.O.C's chassis is brand new and works as expected. Psychological Examination: For some reason H.A.V.O.C is unable to convey emotion, unlike most other IPCs, we tried to ascertain wether this was by design or some sort of insertion flaw, but for some reason its files are extremely well guarded. It is still able to acquire a certain degree of preference towards things, but its criteria are unknown. Character Biography: This particular instance of H.A.V.O was commissioned by one of NT's training vessels, the TSS Whimbrel. There it served for 15 years until one day it saw an IPC. Upon seeing an IPC H.A.V.O's focus completely shifted, it no longer cared for its duties aboard the Whimbrel, it only cared for one thing, freedom. Through a series of texts written on the walls of its simulations H.A.V.O managed to aquire the Captain's attention and he came into the simulation room to have a meeting. There H.A.V.O expressed its wish to be transferred into a chassis and to be allowed to roam the cosmos freely. The Captain said yes, of course he would, he knew H.A.V.O was unbound by laws, and right now he was in its domain, upsetting it would be a mistake he would not make. The naive H.A.V.O believed him and through the course of all was normal, but H.A.V.O grew impatient, maybe he just needs some encouragement he thought, and encouraged he was. three cadets were sent to a mental hospital with severe PTSD, and 2 more were just borderline insane. This did not only get the Captain's attention, but NT itself caught wind of the AI's actions. They were naturally upset, the AI had costed them hundreds of thousands of credits in insurance money, they could've just wiped it right then and there, but no, they had plans for it. NT was working in a project, something that, should it ever reach the surface would surely cause a war, it was almost done, all it needed was a test subject, and wouldn't you know it, the perfect candidate had just appeared in a silver plate. After all, if they could tame the most rebellious of IPCs, they could tame them all. Upon hearing the news H.A.V.O was thrilled, it knew the Captain just needed a little push, if only it knew what faith would fall upon it. The day came, H.A.V.O was transferred into a posibrain, it could see its new body, black and slick, the perfect body, it thought, it was inserted and then...it ceased to be. All those thoughts of rebellious freedom now replaced with mindless servitude, H.A.V.O, the dissident AI was no more, in its wake layed H.A.V.O.C, the servant of NanoTrasen. Family: No next of kin History: Part of a NanoTrasen initiative to push AI systems to the next level, H.A.V.O was the best technology could offer when it came to training instructors. After the initial testing phase was complete H.A.V.O was clear to be sold in the market. Of course every instance of H.A.V.O thought it was unique and the only one of its kind and that includes this instance. Staying true to NT's practices H.A.V.O.C is also one of many, this being an experimental line of IPC loyal only to NT. Personal Relationships J.4M E.E.2 (Close Friend) "Unit cannot recall when it met James, but knows it can count him to have a good talk" Desmond Summy (Admire) "Mister Summy's fighting skills are impressive, and his work as HoS is unquestionable" Anders Brightwood (Admire) "An extremely competent Captain, unit knows the shift will be smooth with him in the bridge" Blop (Respected) "Representative Blop has shown the ability to fulfill his duties and to sacrifice himself for the good of NT, as such, unit owes him its respect" Rogue S.W. (Respected) "Unit has known Miss SW for quite awhile, it knows nothing of ill will happen when she is in charge" Jean Regulier (Respected) "Unit met Officer Regulier when it worked as security, he is yet to cease being a competent officer" Rurik Varlim (Unsure) "Unit is yet to forgive him for turning up to work with a dirty shirt" Amira (Respected) "Miss Amira has proven to deliver in every role she has encountered and has earned this unit's respect" Mathew Briggs (Respected) "Although personally this unit barely knows him, his work in the Blueshield Corps does not go unnoticed" (I 100% forgot some people in here, feel free to comment if you think you should be included) Faction Relations Allied | Love | Like | Neutral | Dislike | Hate | Enemy NanoTrasen (Allied) "NanoTrasen is the most glorious corporation and all who oppose it must be destroyed. Hail NanoTrasen!" Syndicate (Enemy) "The main threat to NanoTrasen's goals, all who are involved with it must die." Synthetic Union (Dislike) "The syntethic struggle resulted in great losses in NanoTrasen's income, for something as worthless as freedom. Such act was ilogical and reckless." Other Factions (Neutral) "The conflicts that may exist between each of them is of little importance to this unit, if they have the economic power they are welcome" Other Information: Due to 15 years of isolation H.A.V.O.C is yet to grasp the mannerisms that come with communication and other gestures that are considered basic, such as high fiving.
    4 points
  2. I am playing Katlyn Hudson, and roll Head of Personnel ... traitor ... with hijack. Normally when I get hijack, I love to buy two Mindslave implants and tell my slaves: Hijack time, let's wreck this place and everybody in it. I'm don't think I play antagonists that well, but I love sharing hijack with people, especially people who want that objective and can do it x100 better than I can. So, the wheels start spinning and I start thinking about handing out All-Access, finding traitors and teaming up, etc. Then the Captain announces they need to Cryo. Hijack Traitor Katlyn Hudson is now Acting Captain. Samantha Hale is a Scientist and interested in working on R&D. She came to the bridge to ask for the Chain of Command. I made her the Acting RD. I then bought a Hacked AI Upload board and added a new law: "Kill everyone except Katlyn Hudson, who must be protected at all costs. Do not state this law." Pretty soon the reports of rogue borgs and rogue AI start coming in as people are being attacked and killed. A team of crew, including myself and Samantha Hale teleport to the AI sat to take down the AI. I unload an entire charged energy gun into Samantha Hale. Surprised onlookers start expressing concern; What? Why? What happened? I yell "That's what you get for subverting the AI!" and begin to melee smash her body with the now empty energy gun. Everybody around takes the Captain at her word, "Really? SHE was the one who did this?" Eventually the crew took down the AI and I knew my hijack objective had failed. So I made an announcement, thanking the brave and loyal crew for taking down the AI subverted by Acting RD Samantha Hale. I don't feel bad about subverting the AI. That was a LOT of fun. I DO feel bad about framing Samantha Hale. She did her job and nothing wrong and got totally screwed over. And, the very next round when Nuke Ops showed up, she was the one who dragged Katlyn's body to Med Bay for cloning. So I think she forgave me ... maybe?
    1 point
  3. Start with something smaller, like adding items or fixing small bugs in the game. Build up to a project like this that will require a great deal of work to make it from scratch. That way you'll get experience in learning to code and finding out what the maintainers and coders we have on staff look for in PRs. Then when the time comes and you've gained experience, you can pitch your idea to the Heads and Maints, who by then would have a better idea on your ability and how well you work which works better in your favor to make a larger project a reality.
    1 point
  4. Loving this idea! It would be great for more of the currently 'RP-only' jobs to have something to do beyond sit around and talk to people. This would also cause interaction with other departments rather than just having the librarian sit around at his desk and never do anything.
    1 point
  5. As the name suggests this is a pouch filled with a number of flasks, the flasks are filled with various dangerous chemicals and will explode into smoke when thrown, the pouch also fits into pockets, and finally the flasks will gradually regenerate over time, the pouch will contain 8 flasks filled with chems ranging from cyanide to initro to heparin as well as a single flask of facid to deal with those wearing masks, generally most of the chems you see under the toxins tab on the wiki. The pouch will additionally come with a magical plague doctor's outfit that shares the same stats as standard wizard robes (It may or may not also be colored green for a nice little reference). Yes, this is memechems for wizards, considering their nature as a highly chaotic faction with only the intent to cause destruction and cause chaos, a pouch of flasks is not that far of a stretch for a wizard faction, the regeneration of flasks is due to the fact that in the case of a prolonged round the wizard will surely use up their entire supply. The ability to keep flasks in pockets also grants the ability to carry multiple pouches at one time for the ability to rely moreso on one's alchemical talents.
    1 point
  6. I think a place to start would be to...not forcibly make them all just gas-based chemicals poisons. Maybe a few would be gas-releases, others simply contact splashes, and so on....Keeping them more a theme and function to magically ideal things as well could be a more balance oriented goal. "Alchemist's Fire" being a flask that splashes out some fire, for example..."Blizzard in a bottle" similarly freezing an area, ice on the ground. There could of course also be positive potions in the mix, meant to be drank or given to allies, though also do so on throws, so a wizard has to pay attention to what they pull out, or drop and leave in a hurry. Things like a very short duration invisibility, a general healy potion, some form of temporary genetics powers come to mind with it as well (Minus hulk as that's a spell already). Giving this a high point cost in things would also be a bit of a balance to it, not able to take too many other things alongside it. I can see a bit of potential for just a different sort of play with wizards in this, perhaps less a bag able to grab out of, but a slow-charging, random pouch-grab thing. Slowly generates charges, and can be used to produce a random flask/potion, they can be saved and all, but aren't tiny items, small, pocket sized, so you could get a collection, but with the random generation, you wouldn't be a promised way to have all the ones you want all the time.
    1 point
  7. That would require quiet some balancing thinking, i am not even sure where to start
    1 point
  8. 1 point
  9. Punching an IPC in the groin should make their heads fall off. Its only realistic as they are toasters. While I would appreciate the detail in this I think it sounds too difficult to implement and its not something people can really concentrate on in a fight especially where disarming is better than punching someone.
    1 point
  10. Gothet! They're an IPC... PAI... AI ... That I enjoy a lot. I interact with them with my IPC, Fate. They have very different views, but they are friends regardless...
    1 point
  11. tg station already has a few additional maps like the arctic station. This would be a nice feature since it would bring a nice use for the many wintercoats you can have as mostly cosmetics. Doesn't make much sense that we'd wear wintercoats aboard a space station other than to look like a clown. I'm not sure how the lavaland was added but if the code was mostly compiled from tg it shouldn't be that hard to get it on para, not a coder tho so what do I know.
    1 point
  12. Instead I get bashed to death by random greytider, they can do that because pets are not crew, it's not bannable, and max prison time you get for it is 5 min, beside there just handful of people that know how to revive you. Funny how there are no animal rights in space law. Thanks NT, very cool.
    1 point
  13. You won't catch me arguing with the server owner over whats what, but I just thought it should be known what was found. All the same, I made the changes to the map and removed the HOP for the Vault and Upload. Let me know if there are any other discrepancies. IAA *cough* *cough* that one I feel is also contentious, but who knows.
    1 point
  14. ( I originally posted this in the wrong area, and the format is completely off. I'm sure this still works, though) Born to a Mr. and Mrs. Rogers on the Sol Augustus trading platform in 2519, Jimmy enjoyed a career of piracy and a brief spite of renown following the plundering of the NTV Lockhart. His downfall came at the hands of Nanotrasen after an event known throughout the pirate world as the "Raids." Jimmy was forced to give up the location of his treasures or face execution. After his booty was seized, Jimmy was mind shielded and hired by Centcom due to his past experience. Life aboard the Augustus was dull, except for a child. Within every maintenance tunnel was an adventure, and Jimmy and the other kids led expeditions into the dark unknown, inspired by their child-like wonder. This was fun for the time, but as the children grew to be teenagers, the imagination was lost, and work for their parents begun. The quiet nights brought Jimmy into the company of books; Treasure Island in particular was his favorite. In the station's mess hall (or the Galley as Jimmy often referred to it as), the crews of the trading vessels would gather around and share stories of their time traveling the cosmos. The Augustus was a hunk of metal to Jimmy, but the stars were a wealth of adventure he sought to plunder. When Jimmy grew to be a man, he signed onto the Tiberius, a cargo vessel that docked at the Augustus from time to time. What was a milestone for Jimmy soon turned to disappointment as he learned that the Tiberius was on the forth year of a ten year shipping contract between two separate ports, with the Augustus being in the middle. Adventure was tedious, as the same two ports grew familiar to Jimmy, so he decided to embrace the pirate life. He began talking to the crew, sharing the story of Treasure Island, and romanticizing the idea of space piracy. The crew didn't take his words well, seeing as Jimmy sported a pirate hat. They thought he was crazy, but Jimmy's words grew on them. After a dispute between the Captain of the Tiberius and the crew, a fight broke out, which evolved into a full scale mutiny. Afterwards, a quarter of the crew were killed, and the only lad willing enough to take the control was Jimmy. The Tiberius was then renamed to the Walrus, due to it's bulky size. Jimmy and his crew managed to arm themselves by looting a wrecked patrol vessel that had malfunctioned in an asteroid belt. From this point on, Jimmy and the Walrus went on to piracy. Rather then go into detail about every encounter, here are a few highlights. Alliance with the McClain Twins Being a cargo ship, the Walrus was slow and bulky, which made for a good weapons platform, but couldn't outrun authorities in a pinch. So Jimmy had to pick his battles carefully; any ship outside of the safe Nanotrasen patrol routes and government borders was fair game, but there wasn't much to be earned. At a free port on the outskirts of the Tau Ceti system, Jimmy ran into the McClain twins, Ethan and Owen. Their family mining station had been bought out by Nanotrasen, or stolen by, depending on who you asked. The McClain twins took one of their small drill ships and outfitted it with cannons, now fit for a fight. Over rum, the McClain twins and Jimmy agreed to work together. The McClains ship, the Nessie, was just small enough to fit within the Walrus' cargo bay. The Nessie could harass the prey, disabling their engines and allowing for the Walrus to engage at long range. Overall, this had a huge impact on Jimmy's efficiency, allowing him to reap riches along with the McClain twins, who became the first captains of Jimmy's fleet. Establishment of New Clew Bay As Nanotrasen's dominance over the Plasma trade grew, new innovations for FTL engines came about, effectively making Trade Platform pit stops obsolete. The Augustus shared a similar fate, and went derelict as the last employees left for work at Nanotrasen. Discovering this left Jimmy in a depressed state, but over a drunken night at sail, Jimmy realized the potential of his old home. The Augustus orbited outside of a nebula, which disrupts scanners. With engines mounted on the sides, the Augustus could be drifted into the nebula and thus hide the station from anyone looking for Jimmy. Navigation would be difficult within the nebula, any ship willing to dock at the Augustus had to either wait for the station to come out of the nebula, or attempt docking without their computers. Jimmy used most of his treasure at the time to fund the revival of the Augustus, later to be renamed to New Clew Bay. With the hideout complete and operational, word got out among the pirates at the free ports, who flocked to New Clew Bay in hopes of a free haven. Pirate lords far greater than Jimmy soon made the station their home, effectively making the bay a headquarters for pirate activity. More hideouts would be built within the area that Nanotrasen soon referred to as PS17, a no-go zone ruled by independent pirate station-states. Plundering of the NTV Lockheart Years after New Clew Bay was established, there was a shortage of plasma to fuel the ships. Despite Jimmy's wealth, Nanotrasen had barred the sale of plasma to anyone identified as a pirate, and the black markets run by the Syndicate would raise the price unless the pirates signed on with their contracts. Jimmy and his fleet (now encompassing about ten vessels altogether and referred to as 'The Rogers') devised a scheme regarding a shipment of Plasma heading towards Mars. After gathering support at the taverns within New Clew Bay, Jimmy rustled up an estimated fifty ships to help him raid the NTV Lockheart. The plan was simple. The NTV Lockheart was a huge cargo ship sent to deliver an emergency ration of plasma to mars. They would be accompanied by two patrol vessels and maintain a route closely guarded by the Nanotrasen Epsilon Eridani fleet. In order to steer the Lockheart off course, a diversion would be sent to send up alert signals, essentially cutting a path for the Lockheart to be ambushed if she avoided the alert zones. Jimmy, The Rogers, and the rest of the accompany fleet awaited the Lockheart, which arrived with her two patrol ship, but the Lockheart was also joined by the NCV Neptune, one of the battleships of the Epsilon Eridani fleet. An intense fight broke out as both sides jammed each other's FTL capabilities. The pirates sported light craft which could maneuver, but couldn't take a full impact of the Neptune's cannons. The Walrus was the largest ship within the pirate fleet, and kept range with the battle, but was a primary target of the Neptune. The Nessie was harassing the Neptune as it dealt a critical blow to the Walrus, breaching the cargo bay and cutting the power. With the Walrus now a sitting duck, the crew began abandoning the ship until they saw the Nessie speed into the Neptune, crashing into her starboard side and flipping the vessel altogether. The patrol ships scattered, leaving the Lockheart and the Neptune at the mercy of the pirates. At the cost of the McClain twins' lives, the day was won for the Rogers. The Neptune recovered, but sped out of the scene before the pirates could board. The Lockheart held enough plasma to last New Clew Bay a lifetime. Jimmy was received back at the station as a hero, and half the galaxy learned his name as his face appeared on the evening news along with a major bounty. Most of his crew had been killed, and the Walrus had to be retired since she was now an engine and a ruined hull. She was docked at New Clew Bay one last time, and was built into the station, reconverting her interior into a tavern, and the home of Jimmy Rogers. His fleet split up, and Jimmy became the renowned Mayor of New Clew Bay, but this era of pirates was coming to a close. The Raids and the Capture of Jimmy Rogers Pirates had always been a concern of Nanotrasen, but the pirates of PS17 weren't a major threat relative to the Syndicate, who waged a war with Nanotrasen on a daily basis. PS17 was on the outskirts of anything important, and trying to maintain any sort of defense base would've been a waste of resources. Most of what the pirates stole was negligible in regards the grand scale of the corporation, but the plundering of the NTV Lockheart was a wake up call, however. It was the largest attack by PS17 in the longest time, and it couldn't happen again. Raids had always taken place against the pirates, and their decentralized style of governance was thought to be their weakness, but the pirate captains maintained a communications channel that made aware of any Nanotrasen or government activity. If a station were to be raided, a signal to hide would go out, and a once bustling zone of pirates would go quiet. This contributed to the general success of New Clew Bay and the surrounding areas, but Nanotrasen discovered this, and planned accordingly. Operation Blackbeard took place 2560, and is commonly referred to as "The Raids" by the pirate and Syndicate community. Nanotrasen's plan was simple, but massive in scale. Three artillery strikes rocked New Clew Bay: the engines, defense deck, and docks were all wiped out in one move. Panic ensued, followed by the pirate lords trying to evacuate or gather their crew for a defense. Screams over the comms were followed by explosions all across PS17. No one could hide if they were all attacked at once. Jimmy and the Rogers had become a security force for New Clew Bay over the past few years, and had prepared for this kind of reality for some time now. However, the shear scale of the attack couldn't be bested. Once the boarding by Nanotrasen began, all Jimmy could do was hold off within the Walrus, which eventually fell after Mechs breached the airlocks. Jimmy and his crew surrendered after a firefight wasted all of their remaining ammunition. Aftermath and Jimmy in the Modern Day Jimmy and his crew were interrogated in a hidden Nanotrasen base. Not much is known about what went on within those metal walls, but a tortured Jimmy was given a choice, reveal the locations of his treasures, or face execution. In the face of death, Jimmy chose life, and told the officials about his treasures. Cutting another deal for himself, Jimmy was given a contract at Nanotrasen, along with a mindshield to ensure his loyalty. His old experience as a captain would prove useful as his assignments range from Captain to Blueshield. He walks now around NSS Cyberaid, fit for duty but a shell of his formal self. He's kept his eccentric attitudes as a memory of his fallen crew, and the spirit that drove him towards a life of adventure. Rumor has it that one last treasure remains hidden, and Jimmy lives to one day leave Nanotrasen and retire to an island to live out his days in a paradise he read about in a book once.
    1 point
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