Difference between revisions of "Sandbox:WilliamMurdoch"

From Aurora Information Uplink
Jump to navigation Jump to search
(Lore introduction. Commented out the old one incase I need to re-rewrite it. Waiting for mechanical details to continue writing)
(New project)
 
(18 intermediate revisions by the same user not shown)
Line 1: Line 1:
Psionics is a catch-all term for abilities that are granted through a developed '''Zona Bovinae''', which the vast majority of species do not have in a usable form. These abilities are somewhat available to [[Skrell]], the only playable sapient species with a developed Zona Bovinae, but can be granted to players through antagonist status or equipment, such as a Loner’s cerebro-enhancer helmet or a [[Borer|cortical borer]] infestation.
The alert system is a standardized system of 5 security levels that details the status of the ship, the dangers it faces, and the permissions and access granted to certain parts of the crew. The alert level is chosen by the Command team as they see fit to address any issues aboard. This is done via the Communication program on command-level devices, or, for higher levels, the Keycard Authentication Device.


In the game itself, psionic abilities come with significant limitations, but can also be quite powerful or useful at higher ranks. All psionic abilities have a cost upon your psionic stamina, which slowly regenerates over time. In addition to this, each psionic ability has a cooldown after it’s used.  
==<span style='color: green'>Green Alert</span>==
A green alert status indicates that the ship is operational without any present danger or elevated privileges. This is the status that the ship is expected to be running under, and Command must work towards a return to this status should it ever change.


==Nlom==
During a green alert, all privacy laws are enforced and no additional privileges are provided to personnel. Security staff must not have weapons visible, may not conduct searches or arrest crew members without an applicable authorised warrant (exceptions apply). Camera access for non-Command personnel are limited to their own department. Suit sensors are not mandatory, and may be set to any setting based on the individual's personal preferences.
Everyone who has an active Zona Bovinae, regardless of how developed, is connected to the [[Skrell#Nlom|Nlom]], also known as a Psionic Wake. Skrell have gained a naturally developed Nova Bovinae which allows for interaction with the Nlom, however this also means Skrell are significantly influenced by it in turn. This influence can result in harm if used incorrectly, or if used in a hostile way. The end result is pain, [[Skrell_Ailments|disorders]], and other negative effects. Misuse of the Nlom, as a result, is restricted and may even be considered [[Corporate Regulations|Battery or Assault]] if they target isn't psionic themselves.


<!-- Lore-wise, everyone who has an active Zona Bovinae, developed or otherwise, is at least partially connected to the [[Skrell#Nlom|Psionic Wake]], otherwise known as the Nlom. Only Skrell have naturally developed enough Zona Bovinae to be able to interact with it, and in turn, be significantly influenced by it. However, if someone experiences repeated psionic assault or connection, they can be both influenced by it and [[Skrell_Ailments|develop certain disorders]] because of it. Due to this, most psionic actions against non-psionic sentients are considered to be battery or assault, with exceptions being made for two-way psionic communication. !-->
==<span style='color: blue'>Blue Alert</span>==
A blue alert status indicates that there is a high potential or unknown danger on the ship, or high potential for hostile encounters. This alert is used to assist Security personnel with identifying a potentially major threat, or to prepare the ship for hostile encounters. Security personnel are authorized to wear complete armor sets, helmets, and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault, or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.


=Psionic Ranks=
Blue alert unlocks additional access privileges for personnel. Security will obtain access to the entire ship's camera network, and maintenance airlocks will lose their access restrictions.
Mechanically, there are four ranks of psionic abilities. These ranks are called Operant, Master, Grandmaster, and Paramount, in ascending order of strength. People at the operant level can typically perform mild feats of psionic ability, such as lighting a cigarette with their mind, reading surface thoughts, or sensing nearby psionic signatures. Masters can perform more impressive feats, such as generating EMPs and manifesting psionic tools. Grandmasters are typically the highest you’ll ever see in-game, as well as representing the peak of psionic power, only available with admin intervention and special events, being able to utilize telekinesis or perform psionic assaults on everyone around them. Finally, Paramounts are nigh-godlike in their ability to wield psionics, able to mind control others, raise the dead, and blast people with lightning. For this reason, you're guaranteed to almost never see any in-game.


=Types of Psionics=
It is an expectation for Command staff to raise the security level to blue if there is a suspected danger aboard the SCCV Horizon, however if the situation can be handled through warrants and is not evolving rapidly, then green alert should be preferred over blue.
There are four types of psionic faculties, each having its own separate ranking. It’s entirely possible to be an operant in one area and a grandmaster in another. Each faculty specializes in different areas and has different abilities related to their field of expertise.


==Coercion==
==<span style='color: red'>Red Alert</span>==
Coercion is the faculty built around mental interaction, both positive and negative. This faculty contains the secrets of mental assaults, mind reading, and psionic senses.  
A red alert status indicates that there is a confirmed and immediate threat to the ship. Authorising a red alert status requires two Command personnel to swipe their ID cards on keycard authorisation terminals located within their offices simultaneously.  


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;"
Red alert provides additional expectations and privileges to personnel. All on-board staff are required to set their suit sensors to maximum, and may be charged with Failure to Execute an Order if they are deemed non-compliant. Security may now have weapons unholstered at all times. Tau Ceti Basic is '''required''' on public channels.
! scope="col" style='width:150px; background-color:#eeffee;'|Name
! scope="col" class="unsortable" style='background-color:#eeffee;'|Rank Required
! scope="col" class="unsortable" style='background-color:#eeffee;'|Description/Use
! scope="col" style='background-color:#d5eaff;'|Cost
! scope="col" style='background-color:#f7f4cb;'|Cooldown
|-
|Psi Ping
|Operant
|Activate an empty hand on help intent to detect nearby psionic signatures. This does not work on mindshielded personnel or synthetics, as they lack an active Zova Bovinae to target.
|5
|30
|-
|Commune
|Operant
|Target the mouth and click on a creature on disarm intent to psionically send them a message. This does not work on mindshielded personnel or synthetics, as they lack an active Zova Bovinae to target.
|15
|10
|-
|Assay
|Operant
|Grab a patient, target the head, then use the grab on them while on disarm intent, in order to perform a deep coercive-redactive probe of their psionic potential.
|15
|100
|-
|Read Mind
|Operant
|Target the head on disarm intent at melee range to attempt to read a victim's surface thoughts. This does not work on mindshielded personnel or synthetics, as they lack an active Zova Bovinae to target.
|30
|150
|-
|Agony
|Master
|Target the chest or groin on disarm intent to use a melee attack equivalent to a strike from a stun baton.
|8
|50
|-
|Spasm
|Master
|Target the arms or hands on disarm intent to use a ranged attack that may rip the weapons away from the target.
|15
|100
|-
|Focus
|Master
|Grab a patient, target the mouth, then use the grab on them while on disarm intent, in order to cure ailments of the mind. At Grandmaster ranking, this removes hallucinations, awakens patients, and cures paralysis. Otherwise, it is purely an RP effect.
|10
|80
|-
|Blindstrike
|Grandmaster
|Target the eyes on disarm intent and click anywhere to use a radial attack that blinds, deafens, and disorients everyone near you.
|8
|120
|-
|Mindslave
|Paramount
|Grab a victim, target the eyes, then use the grab on them while on disarm intent, in order to convert them into a loyal mind-slave. The process takes some time, and failure is punished harshly. This does not work on mindshielded personnel.
|28
|200
|}


==Energistics==
A red alert status may only be used if there is a confirmed, active and immediate danger aboard the ship, and Command are expected to work towards lowering the status and resolving the danger as soon as possible. If the ship remains on Red alert for a significant amount of time, a situation report must be faxed to CCIA to provide an update.
Energistics is the faculty built around pyrokinesis, electrokinesis, and electromagnetic manipulation. If it burns, shocks, or makes an EMP, it’s in here.


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;"
'''Warning: Red Alert blocks any vote to end the round. Only remain on Red Alert for as long as is strictly necessary.'''
! scope="col" style='width:150px; background-color:#eeffee;'|Name
! scope="col" class="unsortable" style='background-color:#eeffee;'|Rank Required
! scope="col" class="unsortable" style='background-color:#eeffee;'|Description/Use
! scope="col" style='background-color:#d5eaff;'|Cost
! scope="col" style='background-color:#f7f4cb;'|Cooldown
|-
|Spark
|Operant
|Target something in melee range on harm intent to cause some sparks to appear. This can light fires but does no direct harm to any living target. If you target someone who has a cigarette in their mouth, it will light the cigarette.
|1
|1
|-
|Electropulse
|Master
|Target the right hand while on harm intent and click an object to use a melee attack that causes a localized EMP. This activates the EMP function on things, but it takes a while and applies a long cooldown, in addition to being expensive.
|40
|100
|-
|Lightning
|Master
|Use this ranged lightning attack while on harm intent. Your mastery of Energistics will determine how powerful the lightning is. Be wary of overuse, and try not to fry your own brain.
|20
|20
|-
|Electrocute
|Grandmaster
|Target the chest or groin while on harm intent to use a melee attack that electrocutes a victim.
|15
|25
|}


==Psychokinesis==
==<span style='color: orange'>Yellow Alert</span>==
Psychokinesis is the faculty built around manipulating items and creating items. If you want to make your own sword, make your own tools, or manipulate items from afar, this is the choice for you.  
A yellow alert indicates a confirmed biological hazard onboard the ship. All crew are to follow command instruction in order to ensure a safe return to standard operations.


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;"
Code Yellow should be used for hazards such as carp, greimorians, vines, drones, blobs or any other hazard on the ship. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a greimorian outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving the Security Department the means to arrest/search crew without a warrant.
! scope="col" style='width:150px; background-color:#eeffee;'|Name
! scope="col" class="unsortable" style='background-color:#eeffee;'|Rank Required
! scope="col" class="unsortable" style='background-color:#eeffee;'|Description/Use
! scope="col" style='background-color:#d5eaff;'|Cost
! scope="col" style='background-color:#f7f4cb;'|Cooldown
|-
|Psiblade
|Operant
|Click on or otherwise activate an empty hand while on harm intent to manifest a psychokinetic blade. The power of the blade will vary based on your mastery of the faculty.
|10
|30
|-
|Tinker
|Master
|Click on or otherwise activate an empty hand while on grab intent to manifest a psychokinetic tool. Use it in-hand to switch between tool types.
|5
|10
|-
|Telekinesis
|Grandmaster
|Click on a distant target while on grab intent to manifest a psychokinetic grip. Use it to manipulate objects at a distance.
|5
|10
|}


==Redaction==
==<span style='color: indigo'>Delta Alert</span>==
This is the faculty to do with biokinesis and healing. If you’re looking to be a portable health analyzer, heal wounds, or purge radiation, you’ll be right at home here.
The ship has been compromised, and is beyond saving. This alert level can only be issued by the captain and admins, by following the protocol outlined on the [[Captain|Captain's page]]. Regulations are sidelined, security and command may do whatever is necessary to guide people to the escape pods and contain the threat long enough for the ship to be destroyed. Pray you might survive.
 
{{Guides}}
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;"
{{jobs}}
! scope="col" style='width:150px; background-color:#eeffee;'|Name
! scope="col" class="unsortable" style='background-color:#eeffee;'|Rank Required
! scope="col" class="unsortable" style='background-color:#eeffee;'|Description/Use
! scope="col" style='background-color:#d5eaff;'|Cost
! scope="col" style='background-color:#f7f4cb;'|Cooldown
|-
|Skinsight
|Operant
|Grab a patient, target the chest, then switch to help intent and use the grab on them to perform a check for wounds and damage.
|3
|30
|-
|Mend
|Operant
|Target a patient while on help intent at melee range to mend a variety of maladies, such as bleeding, or broken bones. Zone selection will affect which limb will be healed. Higher ranks in this faculty allow you to mend a wider range of problems. This does not work on prosthetic limbs.
|7
|50
|-
|Cleanse
|Grandmaster
|Target a patient while on help intent at melee range to cleanse radiation and genetic damage from a patient.
|9
|60
|-
|Revive
|Paramount
|Obtain a grab on a dead target, target the head, then select help intent and use the grab against them to attempt to bring them back to life. The process is lengthy and failure is punished harshly.
|25
|80
|}

Latest revision as of 04:12, 2 August 2024

The alert system is a standardized system of 5 security levels that details the status of the ship, the dangers it faces, and the permissions and access granted to certain parts of the crew. The alert level is chosen by the Command team as they see fit to address any issues aboard. This is done via the Communication program on command-level devices, or, for higher levels, the Keycard Authentication Device.

Green Alert

A green alert status indicates that the ship is operational without any present danger or elevated privileges. This is the status that the ship is expected to be running under, and Command must work towards a return to this status should it ever change.

During a green alert, all privacy laws are enforced and no additional privileges are provided to personnel. Security staff must not have weapons visible, may not conduct searches or arrest crew members without an applicable authorised warrant (exceptions apply). Camera access for non-Command personnel are limited to their own department. Suit sensors are not mandatory, and may be set to any setting based on the individual's personal preferences.

Blue Alert

A blue alert status indicates that there is a high potential or unknown danger on the ship, or high potential for hostile encounters. This alert is used to assist Security personnel with identifying a potentially major threat, or to prepare the ship for hostile encounters. Security personnel are authorized to wear complete armor sets, helmets, and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault, or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.

Blue alert unlocks additional access privileges for personnel. Security will obtain access to the entire ship's camera network, and maintenance airlocks will lose their access restrictions.

It is an expectation for Command staff to raise the security level to blue if there is a suspected danger aboard the SCCV Horizon, however if the situation can be handled through warrants and is not evolving rapidly, then green alert should be preferred over blue.

Red Alert

A red alert status indicates that there is a confirmed and immediate threat to the ship. Authorising a red alert status requires two Command personnel to swipe their ID cards on keycard authorisation terminals located within their offices simultaneously.

Red alert provides additional expectations and privileges to personnel. All on-board staff are required to set their suit sensors to maximum, and may be charged with Failure to Execute an Order if they are deemed non-compliant. Security may now have weapons unholstered at all times. Tau Ceti Basic is required on public channels.

A red alert status may only be used if there is a confirmed, active and immediate danger aboard the ship, and Command are expected to work towards lowering the status and resolving the danger as soon as possible. If the ship remains on Red alert for a significant amount of time, a situation report must be faxed to CCIA to provide an update.

Warning: Red Alert blocks any vote to end the round. Only remain on Red Alert for as long as is strictly necessary.

Yellow Alert

A yellow alert indicates a confirmed biological hazard onboard the ship. All crew are to follow command instruction in order to ensure a safe return to standard operations.

Code Yellow should be used for hazards such as carp, greimorians, vines, drones, blobs or any other hazard on the ship. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a greimorian outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving the Security Department the means to arrest/search crew without a warrant.

Delta Alert

The ship has been compromised, and is beyond saving. This alert level can only be issued by the captain and admins, by following the protocol outlined on the Captain's page. Regulations are sidelined, security and command may do whatever is necessary to guide people to the escape pods and contain the threat long enough for the ship to be destroyed. Pray you might survive.

Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Gunnery - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - Paramedic - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles