Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 06/20/2020 in all areas

  1. Let me preface this by saying that drawing like this is an entirely new area for me and I've never really put much of an effort into any other drawing before. Perspective, shading, all of that? No idea how to nail it right. With that out of the way, this is what I have done. I thought to myself, "What can I draw? There is no way I can draw people yet, but I want to be able to put my own spin on it." That's when it hit me. I'm no stranger to nitpicking the design of the welder in this game. This is not to criticize the spriter, they did pretty good and it looks just right. It's just that...it's a cutting torch. So I decided to create my own interpretation, and I will now explain it because some of you may be trying to figure out how to interpret whatever the heck I just scribbled. The welder itself is a mixture of a MIG welder and cutting torch. It is then connected to a wheel of wirefeed, which is used in MIG welding to provide filler metal for the joint. Of course, the filler needs a shielding gas to protect it from that nasty oxygen, otherwise it will be too weak once it cools off. The welding fuel tank attached to the wire feed drum serves this purpose, but it also can be used for cutting. The user switches between the two modes by pushing the Nanotrasen logo on the side up or down. In Welding mode, the fuel is redirected into a chamber where a focused beam and some space magic turns it into a shielding gas for the wirefeed. Also, I do not have a pen, I do not have better paper. Just letting you all know. Anyway, onto the art. Look upon my works, ye mighty, and despair. Like I said, this is all entirely new to me and I genuinely have no clue how to do much of anything related to drawing So please, if you have feedback, I want it.
    4 points
  2. I'm also trying out a new drawing program, Paint tool SAI 2. I'm really liking its shading, and the ability to modify lines after you draw them. To test it out I drew a toaster-head I've been seeing around a lot, and who seems to be carrying medbay on their back a few times. Wyldcard! They're a neat player. I think it came out pretty nice. I think I'll try to use SAI 2 for a while. Also I love an appreciate all your comments and reactions. Honestly I don't get much reply when I post up my art on other platforms, which is likely why I mostly post on this forum with my art now you guys, honestly, are so kind, and your feedback is astounding!! JEEZE
    4 points
  3. I've never tried 4th edition, so I can't provide any sort of expert opinion there. That said, I'd say SR 5e's rules are written and organized poorly in the book, but make sense when they're put into practice. Between D&D and SR, it felt like Shadowrun's rules and character creation were thought-through a little better than D&D. One of my pet peeves with D&D 5e is that the races all follow Star Trek logic, in which the full gamut of dwarves, elves, etc. can be described as, "Just like humans, except considerably better in numerous ways with no real tradeoffs compared to humans" whereas Shadowrun's metatype system balances typically 'superior-than-human' fantasy species by forcing players to compromise on starting resources or attributes in order to select a fantasy species. There's also things like Shadowrun's authors have put a lot more time and consideration into how magic has influenced the development of their world from a lore perspective, while D&D just has world-breaking magic lying around that apparently nobody really thinks about. That said, it took me about a solid year of deciphering SR5e's rulebook before I finally understood enough to properly GM it, while in comparison I had D&D 5e figured out in about a week, so I might just be falling into a Sunken Cost fallacy. I hope everyone's staying safe and well-supplied these days. I actually ran out of sketch paper due to social isolation--while that was disappointing at first, I think you'll agree it was a net positive. You'll see what I mean. Just a practice picture. By this point I don't feel like I'm uploading a 'full' set of pictures unless at least one of them features Cecilia looking annoyed. Swarmers are annoying. Hostile wildlife. As I mentioned earlier, running out of paper to sketch on prompted me to dust off a tablet I'd left neglected for some time. I'd given tablet sketching a try quite a few years ago but I think I let myself get discouraged from it too easily. This first sheet just includes various SS13-related doodles that I made to get used to the tablet. A picture of Cecilia I made using ArtRage, a program intended to emulate markers and paints. I felt like I had to fight the software every step of the way, though I'm impressed by how the image looks convincingly like a crappy paint-and-markers art on canvas rather than something made using a program. "Does SoP say I can't use my desk as a footrest? No. No it doesn't." I give IAA a try whenever I want to play, but don't feel like I'm in the right headspace to try a 'proper' HoS round. I think the reason a lot of players have difficulty with IAA is that they approach it with no prior experience in security, and see their relationship to the security department as one based on conflict rather than cooperation. To get security to do anything as IAA, you need to have mutual respect. To have security respect your opinion as IAA, you need to know when it's practical to emphasize SoP and when it's not. The job is much more about earning security's trust that you've got common ground with them rather than trying to get officers fired for incompetence or reduce prison timers. Epic fight music of your choice goes here When the Nuke Ops get whittled down to their last squad member, don't get cocky. There's usually plenty of good reasons why that last man standing outlived all their squadmates, such as being an unstunnable sith lord with a shielded hardsuit who's been on a meth-fueled rampage since reaching the station. Something about the position of the Nukie's right arm is bothering me. I might have to fix that later. Command roles are not suitable for players with an inferiority complex or an easily-bruised sense of pride. There are plenty of AI players who seem to relish making new Command staff go utterly berserk over relatively minor slights or small acts of insubordination. Spark 5.5 has made it into an art form. This was meant to help setup the 'crazy captain' exchange above, though I felt having the context-less version there helped set up the joke better than leading with a sketch that 'gave away' the joke so to speak. I wanted to add dialogue here, but I think it would've taken away from the picture: this is the "I demand to speak to your manager" face, the "I'll get what I want if I just get angry enough" face, adding text would really just be reduntant. Cecilia's "I'm listening respectfully, but I still think your opinion is dumb" face. Like I said, I think giving the tablet a try was a net positive overall. Don't get me wrong, I was happy where I was before, but this feels like a whole new level.
    3 points
  4. When you get to be the unholy combo - A vampire and a changeling at the same time: Also that action bar did prove to be a hindrance when trying to look up...
    2 points
  5. A piece I did for some SPESS people! The commissioner asked for some interesting looking characters on the poster, but wasn't descriptive on who exactly, so I got to make up some different likely spess adventurers. The little red dots make up the constellation for Scorpio, as it's a project that the commissioner is working on, and I'm wishing them luck! This was enjoyable to work on, I got to draw space which I always enjoy, and I got to draw just some... different sorta characters!
    2 points
  6. Tl;dr version: Currently, Seccies have to juggle low-speed stuff like "teach a baldie how to not hit himself" and "toss the Clown out of Medbay again" alongside high-speed stuff like "harmbaton a vampire" and "cremate changelings." These two roles don't gel very well, so let's split them into two complementary positions. Introduction: As a job, the Security Officer is easily one of the most thankless ones. There is no learner position, no easy way to get into the job, and lethal consequences when you make a mistake. You're thrown into the deep end right from roundstart and expected to swim, and it's no surprise that few people do. Even for those who figure out how2redshirt, the role remains an extremely demanding one at all times; "quiet Sec round" is a contradiction in terms. This also makes the game much more stressful than it needs to be for everyone involved. For Seccies, it means calls of "FUCKIN SHITSEC GO HOME" at the same time they're getting calls of "HALP VAMP SCI MAINT," which tends to leave the redshirt in question burned out and uncaring. I've heard this phenomenon discussed in real-life law enforcement, where it's referred to as "paradoxical policing:" law enforcement is derided for their misbehavior over minor crimes like noise complaints at the very same time they're being called out for not doing enough to stop major crimes. For the crew, it makes calling Security a dubious proposition, as you aren't liable to get a rapid response and might well get complete shitcurity if you do. Another major issue is of gaining experience and learning the role: as there isn't any new place to learn how2redshirt, new Sec Officers are left trying to figure things out on the go. This is a problem with other roles as well, but a lesser one since other jobs are ultimately trying to help. A Medical Doctor or Roboticist might get some LOOC salt if they're taking a while in fixing someone, but that's a much more rare thing since they're ultimately still trying to assist the person. A Sec Officer is virtually guaranteed to get insulted, especially if they appear new, because much of their role is messing with other players' fun. Even taking too long to strip someone in Processing will get people complaining on comms, let alone if the other player manages to unbuckle themselves. Given that sort of problematic learning environment, some sort of intervention to help newbies would be very useful. One of the solutions used IRL is something I think we could adopt here, which is splitting the people handling major crimes apart from the people handling minor ones. As of now, Sec Officers are a single murderblob tasked with handling both "halp baldie beating me" and "HALP LING ABSORBING ME MAINT," which tends to leave them responding with either too much force to the first incident or too little for the other. It also leaves a more "low-speed" Security role for both baldies trying to learn the game and more experienced players looking for an easier round, and provides a much more tangible sense of little-s security to the crew (since a Constable will likely respond when you call, as opposed to the Sec Officer busy battling antags in Sci Maint). New position: Constable Scope: Limited. New code needed: Minimal. The key requirements are adding the new job with its starting text, equipment, and access. Starting text: "You are the Constable. Your job is to assist other crew and safeguard the station." Access: Brig, Holding Cells, Maintenance (similar to the Detective, does not have 'Security' access at roundstart). Starting location: Sec Briefing Room. Starting numbers: 4 (can be changed by HoP). No whitelist, fewer hours requirements than the Sec Officer (meant to serve as the intro to the Sec Officer role). Equipment: Security jacket, handcuffs, flash, pepperspray, energy bola, standard SecHUD, belt with seclite, non-bowman Security headset. Starts with a grey Sec uniform and a black Corporate ballcap (all Sec headgear has the same stats as the Helmet). Has mindshield. The uniform, esp. the jacket, ballcap and SecHUD, would provide Constables with a clearly different 'look' than regular Sec Officers while still providing protection. The regular SecHUD and non-bowman headset would provide a meaningful in-game difference between Constables and Sec Officers (in that Constables can still be taken down by flashes and flashbangs), while allowing for easy correction by more experienced players (modding their SecHUDs with regular sunglasses to get flash protection, and wheedling a bowman headset out of the many spares in the Sec Gear Room). Lacking a taser and stunbaton would force Constables to both play more conservatively and leave very dangerous antags to the Sec Officers, and also make them use the other bits of the Security repertoire. Flashes, pepperspray, recruiting bystanders, and the old expedient of "just set them to arrest and let Beepsky handle it" are all viable options when you aren't expected to take down a fully-powered vampire. FAQs: 1. The Constable has less gear and access than the Sec Officer. Why do you think anyone would play the role? I'm suggesting the role because I would like to play it: more specifically, I would like a Security job that actually lets me be Officer Friendly instead of 24/7 ASS TO THE GRASS BALLS TO THE WALL HARMBATON IN FREEFALL YEEHAW. I'd like a job where I get to laugh when the Clown slips me, instead of going "Damnit, that vamp's gonna get away!" when I fall over. Some rounds I want to pound face into plating with a cut-off riot shotgun, and some rounds I'd like to gently shoo the Clown out of Cargo without having to murder anyone in the process. 2. The Constable lacks a ranged stun, and can't easily catch someone if they decide to run. How do you expect them to stop anyone? I'm planning on them being able to stop a baldie on the run with an energy bola; if in-game practice shows that Constables truly do need some form of ranged stun, I'd suggest a disabler (harder for newbies to screw up with disabler shots than a taser, still plenty effective, already in code, differentiates them from Sec Officers, etc). However, I'd like to keep the role based around the non-combat portions of the Security role, and "set the baldie to arrest and have him picked up by other redshirts" seems very appropriate for the position. 3. The Constable is a role meant for newbies, but still has useful gear. What's stopping people from just murdering Constables for their stuff? Circumstances, co-workers, and conscience. Constables aren't meant to be running deep into Maintenance areas, and should be leaving the high-level threats for other Seccies. While I'm sure some baldies will merely take the role as a stepping-stone to being a bonafide redshirt and will go haring down into Med-Sci Maint, they're knowingly putting themselves at risk in the first place. The ones who stick to public areas will be kept much more safe by their circumstances. Secondly, the Constable role is meant to be much more community-oriented than the Sec Officer one. While Sec Officers are meant to carry out a high-level conflict with antags, Constables are supposed to be Officer Friendly, who gets close and familiar with the rest of the crew. This should provide them with some protection in practice, as the crew they've befriended will doubtlessly help them much more than an unfamiliar face in a Sec uniform. Thirdly, Constables are meant to be a beginner's role. While murdering a Constable will certainly be doable, their gear is differentiated from standard Sec Officer kit, and should mark you out as someone who killed an 'Officer Friendly' on the station. Lacking flash/hearing protection, flashbangs and Armory weapons, and a taser/stunbaton, Constables are also a much less appealing target than an actual Sec Officer. None of this is ironclad protection, but then again, it really shouldn't be. Taking on any Sec role is accepting your position in the round as valid-salad, and you might just get axed anyway - them's the digs. However, if you play the role as intended as a Nice Guy(tm) who sticks to public areas and makes an effort to actually help out crewmates, you'll be fairly well-protected from the inevitable game of murderbone throughout the round. 4. What else can the Constable do aside from 'Being Officer Friendly?' A) Dispatching: Watch comms and cams, keep a handheld crew monitor with you, and monitor other Seccies for their own safety. Call out when someone's in trouble, pinpoint a hostile's location, and ensure that calls for help are being properly responded to. B) Desk-jockeying: Man the Brig front desk, staff Processing, and watch over the holding cells. Assist the Warden with moving prisoners, question 'tiders and antags, and help keep Sec records updated. Work as a bailiff in the event a court case is called. C) Training: Work with other Constables - or baldie Sec Officers - to get them oriented in how to safely handle a cuffed person, dangerous gear to confiscate, the ins and outs of Space Law, and so on. Other roles such as the Warden, IAA, or regular Sec Officers can do these jobs, but they all suffer from either overwork (Warden, Sec Officer) or severe understaffing (IAA). A Constable looking for something to do should be able to slot in to camera duty or training fellow Constables with minimal difficulty, and with a positive benefit to the round as a whole. 5. What else would you like to see implemented with the Constable role? Departmental checkpoints. While it's not required for the role to function, I would definitely like to see Constables having basic 3x3 places to work across the station. I know that this question has been hotly debated before, so I'm not going to try and scratch off everything on my redshirt wishlist, but if possible I'd definitely like to see Constables having places to update records, get replacement gear (flashes, cuffs, etc.), and watch cameras. Thanks for taking the time to read this suggestion. If you've comments, ideas, or thoughts on how to improve it, I'm all ears.
    1 point
  7. Name of Event:Construction Mania One Sentence Description: Everyone comes together to build a station. Map Changes: Yes(but limited) delete the Nss Cyberaid, add a small cargo and arrivals shuttle bay area and fill the map with lattice Code Changes: Yes (but limited) Cargo has infinite points and people spawn with hard suits, oxygen, tools and metal and glass. Suggested Number of Players: High pop Full Description of Event: "Nanotrasen has hired you on as part of their station construction crew, build a new station." Or alternatively "Nanotrasen has decided that the NSS cybernaid is outdated and a new station should be constructed." The new map should contain a cargo shuttle with infinite points and and an arrivals shuttle that leads to a giant lattice structure. Everyone spawns with an engineering hard suit, oxygen, tools, metal and glass The layout should turn into an awful mess of everyone's creative input. A theme or purpose could be added to the station such as, Build a mining station, defense station, research station or galactic hotel. (welcome to suggestions here) Random events like radiation should be toned down until at least 30 minutes into the round where people can hide in maint, but aggressive carp attacking a construction crew would be funny. I recognize that not all people want to play engineering so if the round was extended perhaps people could play the job they really wanted to play, So first they build a bar and then bartend, same with science. At the end of the round perhaps the map could be saved and turned into a space ruin. Anything and everything is up for change I would really love to see this played out. So if there is something you would change to make it more palatable please tell.
    1 point
  8. This is a suggestion for our discord, instead of the game. I feel an 'Art' discord channel would do wonders in helping the players of our community express their work! Sure, you can use the forums, but sometimes you have sketches or works in progress that you want advice on and don't want to post on the forums. In addition to the more low effort art pieces that are funny, but in no sense forum worthy. I've spoken to many people on the discord, and the overall opinion of this idea seems positive. I think it would help foster creativity in the player base, and I always enjoy seeing other peoples work. Unlike PRs it would be pretty easy to add/remove. I would like to at least try it for a week or two, and if it doesn't work we can always get rid of it! What do you think?
    1 point
  9. And not worrying about it being flooded out with a much of memes. xD
    1 point
  10. When the idea of an art channel for the server was suggested months ago I personally thought it wasn't too necessary because people can post artworks pictionary. But honestly having an art section could help encourage more people to either start taking up art themselves or feel more confident/comfortable sharing in a channel rather than the forums.
    1 point
  11. Just stayed long enough on the stream thing whatever, to hear you talk about this. Regarding it, I would think it would be a great idea!
    1 point
  12. SGW, He visited the station again today. He's getting bolder with his attempts to recruit people, and he actually succeeded this time. We need to get KR and the others to rally together soon, before he gets any more followers or souls. I've written a report of what happened; hopefully it helps us figure out what we need to do to stop him. If he gets any more powerful, we might be too late. I'll keep in touch. Adrien Volvol Date: 20th June 2564 | 8:10AM Location: NSS Cyberiad Subject(s): Chill; Shaun Bode; Rube Koster; Duke Silver Incident: As I boarded the station with the clean-up crew between shifts, I headed to the Chapel. Apparently someone had set up an elaborate sigil and placed candles in the center. I couldn't get concrete prints for who made it; seems like a bunch of people's blood ended up mixed in with the original lines. According to witness reports, a floating raven mask appeared in the middle of the rune and began spouting his usual jargon. Well, usual to us - I'm sure the crew had no idea what to make of it, at first. It seems the Chaplain was convinced that it was his Void god initially, but he was twigged off to birdbrain's true identity by the fact he made them pledge their souls to him. He got the mime to remove the candles trapping him in the ritual, and...well. The poor Chaplain didn't stand a chance after that; video recordings of the Medbay indicated that the mime and two civilians turned allegiances on a dime, beating the guy to a pulp. In the chaos, it looks like all of them got away unpunished. The mime even dragged the guy back to show off the corpse to crowface. I can't believe what people are saying happened next, but guards on the Trurl seem to verify it - and those guys don't lie, generally. Chill turned into a goddamn xenomorph, got on the escape shuttle, and survived the trip back. I assume that was his reward for being a loyal servant, but - how? What was the goal, here? I didn't know the demon was able to transform his followers like this. The more I look into this, the more I wish I'd stayed out of it. I'm not a demon hunter; I'm a detective. Thank you for the great event! It was nice to do something as a reward for someone's hard work setting up an interesting set-piece. Hopefully it was fun for those involved. This is the kind of thing I want to do, and I'm excited to share some of the stories and characters I have in mind with those willing to see them.
    1 point
  13. Now, many of you may not know. But the infamous esword's E actually stands for eggnog. Here is why: as you see the image attached has arrows of different colours. Now please turn you text books to page 792 and have a look at the red orb, that's jelly or Jello, the nuclear version that explodes with the heat and power of 700 suns: the pink lines are normal plasma and the purple is hot plasma. They go through the jelly and get heated to a insane temperature (turn your text books to page 605 for more details). Then because of the gas expanding due to heat they go up a one way pipe into a eggnog reactor. They move beside the eggnog in the plasma pipes and heat it up. Now this is a fact not many know, but eggnog can be heated infinitely, this causes the eggnog to spiral and make many mini spirals, why? Because bluespace, when the eggnog and plasma go up further they get compressed in the mixing chamber, and when they both are forced out and get exposed to air, they react to make sharp hard light (see page 145), causing a esword blade to form. Now that is how the esword works, and why eggnog is in its name, next time you murder someone with your favorite esword, remember what I said here and be scarred for life. Also remember to read this on Christmas and Christmas eve for extra effect. (I also regret writing this but it is great entertainment.)
    1 point
  14. You are getting much better! I love the color choice!
    1 point
  15. Is that bishop industries I see I use that for ANGELICA too, looks really nice. Drawing is good, too! New software seems to be working great for you.
    1 point
  16. Hey, I think I've seen them around a few times while I was in medbay! Also, looks like that new program works pretty well for you.
    1 point
  17. Wyldcard? Good little cyborg. Saved little Pikkil from being diced meat.
    1 point
  18. Name: Adam Lev Cohen Age: 28 Gender: Male Race: Human Blood Type: B+ General Occupational Role(s): Miner, Security Officer, Chemist. Biography: Born on September 18th, 2535 on New Aviv to a family of Jewish colonists, Adam Lev Cohen spent his early life going through the educational system - he mainly excelled at chemistry and physical arts. His family did not have the funds to pay for a private education required for chemistry, he joined the Trans Solar Army at 19 years old, after a year of unsuccessfully applying for scholarships. Cohen was assigned to the 29th Infantry Division, 3rd Battalion 'Yehudim', 5th company, 2nd platoon, 3rd Squad. He bonded closely with Corporal Michael Nehai and Private Samuel Abelman. He took part in the invasion of Galixis in 2557 after it suffered a massive communist rebellion, attempting to defect to Space Russia. He took part in the uphill combat in the planet's forested and mountainous region, where his unit among the others suffered heavy casualties against uphill assaults. He was awarded the Gallantry Medal for advancing out of cover to retrieve Samuel Abelman, wounded by machine-gun fire, throwing a grenade in the process that would kill or wound 5 insurgents. Samuel Abelman would die a few hours later due to the severity of his wounds, and the unavailability of cloning meant that Abelman was permanently dead. At the end of the occupation in 2558, Cohen exited the armed forces. Qualifications: Adam Lev Cohen is excellent at following orders. His combat experience can be of use against human enemies, and he is educated in how to produce rudimentary chemicals. Employment Records: Adam Lev Cohen has been a Nanotrasen employee since July 9th, 2561. He has worked on the Cyberiad since August 20th, 2561. Clearance: Medical, Security. Cohen went on to earn a 2-year degree from Temple University on his home planet. The presence of more qualified NT chemists means that when this route is unavailable, he works as a shaft-miner or a security officer. Personnel Photo (Appearance text): The picture depicts a 25-26-year-old Adam Cohen in a nanotrasen jumpsuit, taken at the time of his initial employment in 2561. He is a pink-haired, average built man. Other Notes:
    1 point
  19. PSA 2: Weapons on Patrol The annoying thing is that the Sec players who need this advice the most are the ones least likely to listen to this advice: Running around with your weapons unholstered makes you considerably more vulnerable and liable to be attacked than if you're patrolling with holstered weapons. "But Machofish, having my weapon holstered just means I have to click more buttons when I see a threat! That split-second could be a life-or-death matter!" And yes, that is a strong argument. Unfortunately, SS13 logic causes it to be false. Wins often go to wheoever has the drop on their opponent, and an officer with their weapons out without knowing specifically who they're trying to shoot/baton means that anyone hoping to take the officer down gets that much more bang for their buck with their opening move, since something as simple as an un-telegraphed melee disarm can cause an officer to lose their stun weapons and usually their life as a result. From personal experience, most of the crimes stopped by security occur when security responds to a third-party being attacked, not by an officer being attacked on their own and somehow fighting back: If you identify a threat, it's easy enough to backpedal while drawing your weapon of choice, then move in. Alternatively, if you're responding to a distress call, only draw your weapon only once you get close to a department or station area that the distress call came from, to minimize the chance of losing your gear to butterfingers before you even arrive at the scene. And now for something completely different: I'd explain more, but I genuinely don't remember the context. Perhaps that's for the best. And some more sketches from GM'ing Shadowrun: Trying to come up with thoughtful image descriptions while sleep-deprived at 1:00am on a Friday night is difficult, so I'll probably be editing the caption text continuously over the next day or so.
    1 point
  20. Here's some tips as to how to do Internal Affairs at a reasonable manner that will at least help you be listened or not be considered as incompetent. Appearance: As a IAA, appearance is able to make you look more credible and less likely to be ignored, keep in mind the following: Name, clothing, and body appearance. Name: A name that isn't memey or isn't too weird will make you less likely to be seen as a joke. Clothing: Dos Wear muted color clothing, such as suits - Darker clothing, especially business suits or similar variations will help you look more that you are intending to work and not waste time. Recommended clothing includes: All dark colored suits, suit jackets, laceup or brown shoes, white gloves, leather satchel (grey satchel is also a alternative, but may make you be associated with assistants). Don'ts Do not wear clothing associated with civilians or other departments - Civilian clothing tends to look unprofessional (especially the grey jumpsuit), along with other department clothing which will make you look less competent or not serious at all. Avoid gloves that are not white gloves. Wearing insulated gloves, which is not part of the IAA description, makes you seem more like greytide. Avoid hats all together. If you have a somewhat reasonable hat, such as bowler hat, fez, boater hat or similar, do not use it while attending to business. Avoid shoes that are not the brown or laceup ones. Avoid the grey backpack, it seems too ugly and usually associated with assistants. Avoid accessories that stand out too much. Avoid wearing belts. None of them will go with any suit. Avoid any armor/jackets that are not the suit ones. Body Appearance: Don't stand out too much, never use neon or overly bright colors for your character's body, along with any overly large, spiky, or weird hair/facial styles. A bright green neon vulpkanin, with a huge neon pink afro, IAA is less likely to be listened to compared to a vulpkanin with light brown colored fur and a short or normal looking hairstyle that is a also a IAA. Cases As a Internal Affairs Agent, you are expected to see to certain cases. Unfortunately, cases tend to last too long or information ends up not being given or it's sources goes missing, you have to remember to be both efficient as best as you can, along with making sure that you don't waste time with unreasonable cases. Remember to get as much information as possible, and quickly, before it goes missing and record it! All involved parties should be interviewed or it may look biased! Remember the following points to ask for at the beginning of the investigation for all parties: Who is involved, when did this happened, where did this happened, what exactly happened, how can it be resolved, and why did it happened? Reasonable Cases: These are cases that have some merit on being investigated and will most likely get results if investigated and dealt properly. Command Incompetence: Usually a command member doesn't know what they are doing, are breaking Space Law and or Standard Operating Procedures, or has done no work at all. Recommendations for how to deal with it includes, depending the severity: Demotion, reprimand, or having the Captain, or a higher level official, to speak to the command member. Crew complaint: Usually done because two or more parties are at a conflict, usually at the expense of the other. These recommendations includes: Exchange of money, having the parties involved to talk it out, demotion (if the conflict is caused within the same department for the involved parties) or brigging (if a crime is actually involved). Break of the Standard Operating Procedures: With exception of certain circumstances, SOP should be avoided on being broken. If there is a emergency, the breaking of SOP is fine as long as it doesn't have a severe effect on the station or the crew. Recommendations for a illegal SOP break includes: Brigging (if a crime is involved), demotion, or a reprimand. Unreasonable Cases: Dumb or unreasonable complainer: Usually the one who is complaining is straight out salty, an example is a legal brigging, and clearly wants revenge for having faced a legal procedure. It is recommended to at least listen to them, but at most you could just make a note of it to the relevant staff and/or tell them there is no grounds to continue the case. Legal Break of Standard Operating Procedures: In extreme cases, SOP is fine to be broken as long as there are severe circumstances present, such as a bio hazard and guns are needed for the crew to deal with it. Please note however that certain SOP should not be broken at all, due to the consequences it may have on the station. Examples include the bio hazard handling procedures and unmerited tampering with the AI (such as giving them dumb free form laws). Central Command: You have access to a fax machine that can contact Central Command, remember the following tips. Dos: Keep your forms short and concise, remember that Central Command (aka admins) usually are busy seeing to other things, keep it short with a quick summary, along with a quick recommendation, request of action, or question. Remember to stamp, sign, and add a time stamp. It makes your forms more official, along with making it more credible to be read. Remember to label your paper. By default, the normal paper shows up as 'paper', by right clicking it, you get the option to relabel it. It is recommended that you give a title that includes: The station's name, the department it is from, and what the paper will be on. (e.g. NSS Cyberiad - Internal Affairs - Captain Incompetence). Dont's Never EVER send a butt picture to Central Command, you will die, be demoted, cluwned, or worse: Be ignored for the rest of the shift. Don't send trivial cases to Central Command, such as a complaint of the clown calling a crewmember as fat, such issues can be deal with the station command staff. Don't ask for stuff that are not bureaucratic in nature (a good example is asking Central Command to have the Captain to comply for a legal investigation, a bad example is asking for a bike from Central Command). Do not let any other crewmember use your fax machine. Only authorized personnel, such as yourself, the Magistrate, Head of Security, Captain, Head of Personnel, and Nanotrasen Representative, should be given the chance to use it. Any other crewmember usually has no business contacting Central Command. Chain of Command: Remember that all legitimate issues, especially severe ones, should be dealt with on the station first, specifically by the command staff. If a command member doesn't resolve the issue, despite having the time and resources to, the issue should be taken the Captain, the issue becoming a failure to perform their duties within a reasonable window. If the Captain fails to deal with it, then it becomes a failure to peform their duties on remedying their command staff and should have Central Command informed about it. Example: A issue of constant workplace harassment within the station can become more and more severe towards the command staff if not dealt with, as they have failed to managed their department. Note! Reporting a failure to perform duties of a command staff should avoided if the initial issue is not severe enough (the janitor not using signs when mopping in green alert is a bad example, station engineers not working at all to deal with severe damages, the Chief Engineer ignoring it, and the Captain also ignoring it is a good example).
    1 point
  21. Sihsse's Tips and Tricks of Being a Professional Internal Affairs Agent First and foremost All Internal Affairs Agents must remember that your greatest asset in performing your duty is that the crew sees you as someone who is professional and can be trusted to handle their issues. If you act biased, unprofessional, or you lack sufficient knowledge in Space Law or Standard Operating Procedure, the crew are less likely to seek you out to resolve their issues or even ignore you outright. At worst you can be deemed a hindrance to productivity and may lose your position. Make the crew aware that Internal Affairs is open and operating. This can easily be accomplished by stopping by the Head of Personnel's Office and asking them to broadcast a station wide message on your behalf. Failing that putting up a few papers on the airlock can also let crew know that Internal Affairs is there to help, not as effective as an announcement however something is better than nothing. Get in contact with the Magistrate and NanoTrasen Representative.The former is your boss and can often refer cases to your office or asking you to keep an eye on things, your boss is also a very good source of information and will provide their own opinions on Space Law and Standard Operating Procedure when you're unsure of how to proceed. The NanoTrasen Representative is very interested in Standard Operating Procedure and making sure the Station functions properly, if you have complaints about a member of Command its always important to forward those to the Representative to handle if there is one on board before attempting to handle it yourself. They can also be an excellent source of cases should something between crew is brought to their attention or a department needs checked in on. Standard Operating Procedure: Guidelines for a better Station. Standard Operating Procedure is definitely important, however you have to remember first and foremost that they're A Set of Guidelines and Not a Checklist for Firing Someone. While someone can be fired for violation of Standard Operating Procedure you have to look at the context in which it is broken. If Genetics are handing out genetic powers to civilians without authorization, is it because they're giving them to friends for fun or is it to help bolster the crew against the Terror Spiders that are currently rampaging. Context is king in assessing a situation and the two questions you should ask yourself are always "Is the effect for the benefit of the station?" and "Is this action hurting the station and causing issues?" Politeness, the Strongest Weapon in your Arsenal. Being polite and cordial when approaching someone will have a multitude of effects. Not only will you often receive a much more open reception when asking questions and investigating, if an individual is being unreasonable and hostile towards you it strengthens your position when you need it. Nobody enjoys someone who screams and tries to flout authority, make sure you don't slip in to this category. Knowledge is Power. One of your greatest assets is the extensive library of Standard Operating Procedure and Space Law within your Office. You're expected to have a firm grasp of Space Law and Standard Operating Procedure for various departments however no single agent can remember every single procedure for every single department. If you need a refresher or you haven't memorized the SoP for a particular department it never hurts to carry a few books with you, especially Space Law and Legal Operating Procedure when you're hanging around the Brig. Legal Therapist with Paperwork. Sometimes an issue that crew brings to you isn't sufficient to warrant an investigation or even intervention from you and they're just looking to complain to you about it. Be open and receptive to their complaints, let them know they you're there for them and that you'll try to do something to curb the problem that they're having or even offer advice to them on how to avoid or resolve their conflict with a co-worker who is an asshole. Not only will they appreciate being able to complain but they'll thank you for your time and you'll build a stronger more positive relationship with the crew. Reputation is Important. If you're fresh and new to the Internal Affairs game, you won't get a lot of cases to handle. Keep your nose to the grindstone and build your reputation shift by shift and eventually you'll be known as that Agent who not only crew will listen to but even Security will come and ask for your opinion regarding things they're unsure of. With a good reputation for impartiality, friendliness, and strong knowledge in your field, you can even have Command seeking you out for issues that require your solid judgement. Demotions and Where You Fit In. A good Agent never threatens someone with demotion or demands the demotion of crew. If you believe an individual is a detriment to the department and is violating Standard Operating Procedure in a way that harms it, the best course of action is to seek out their Department Head and speak to them about your concerns. If you're unable to or they're busy, writing a simple report and faxing it to the appropriate Command member for their review will let you accomplish the same thing. Staving off Boredom. One of the biggest issues Internal Affairs have is what to do between cases. Brush up on Standard Operating Procedure and Space Law while sitting in processing. It gives you a chance to see how Security is performing and offers opportunities to give advice if you see something that perhaps a new Security Officer is doing that could be done better. Visit departments and watch them work, get a feel of when a department is operating good and when a department is operating poorly. You can even send a status report to Central Command if there isn't a NanoTrasen Representative to do so or just shoot off a pleasant message to inform them that you're there. A Final Word. Internal Affairs Agents are there as problem solvers on behalf of Central Command and NanoTrasen, you're there to make sure the station functions properly and that the crew are at least doing their jobs to a reasonable extent. A good Internal Affairs Agent can handle a myriad of issues on station without Central Command even knowing there was a problem to begin with and knows when to shoot off a fax to the big bosses when the problem is beyond their capabilities. Always exhaust every option available to you in contacting the appropriate Command Members before grabbing the attention of the big guys at Central Command. Having the Magistrate and/or NanoTrasen Representative add their signature and stamps to your report can also lend it considerable weight and show its something that needs their attention.
    1 point
  22. More? More. It's certainly been a while. I'm not as sure about these ones - either I'm out of practice, or I'm expecting more of myself than I used to. Interpretation of Sly Bashline participating in what I can only assume to be some sort of ancient and venerable east European meditative crouch. Unfortunately I ran out of paper as I got to the legs and feet, so there's a bit of a body proportion issue - I'll pretend it's 'stylized' instead, though. Since ExGame went through all the hard work of finding that painting, I did this as a request - this was from a round sometime in 2015 (I think?) where Katiki got arrested with Sleeping Carp, broke out in processing, and proceeded to beat the crap out of most of the security department before Warden Pablo showed up with the krav maga gloves. As far as the sketch, I found this pretty challenging: I had a bit of trouble sketching a convincing martial arts pose, let alone figuring out how a vox would look doing it. I wasn't really satisfied with how the previous image turned out - the linework was pretty rough, plus I think I made a mistake trying to throw Cecilia in as a foreground element (reference to Saving Private Ryan, by the way), THEN I tried adding Pablo on the right - hauling a dead officer out of the way (cropped out because I didn't finish that part), which ended up making it look like I was working with 3 different perspective vanishing points at once. Overall, I wasn't particularly impressed with my own work, so I did another sketch of Katiki to make up for it. Sketch done on request for Mystery of Darkness (If I'm remembering the username right), of their character Draacthorn Shaantiid (I probably spelled that wrong, too). I had a lot of trouble trying to draw Unathi from the front, and I think this turned out alright. I think I wasn't supposed to draw him in security officer gear, so that's probably my fault too - it's a good thing I'm not getting paid for this, or I'd be in trouble. Contrary to common belief, it is possible to take down a fully-powered vampire - even if it's an enormous pain in the ass. For context: back in 2017, vampires were a bit simpler and had a different skill set. They had a midgame ability "Chiropteran screech" would stun everyone inside of an area-of-effect and shatter all glass nearby (lights, windows). Shouting or screaming expressions in particular always gave me trouble, so I figured I'd practice. Just to make things even more complex, I tried doing something wonky with the perspective again causing the characters to look a bit strange when compared to each other size-wise, but I can pretend I did that intentionally.
    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use