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Psionics are the manipulation of metaphysical forces through concentrated effort employing the '''Zona Bovinae'''.<!-- Prior sentence from skrell page. Rewrite if permission is not given to use it !--> The manipulation of these forces is, in practice, the use of influence over a '''Psionic Wake''', also known as the [[Skrell#Nlom|Nlom]]. The only known sentient species with a naturally developed Zona Bovinae are the [[Skrell]]. However, some [[Borer|undiscovered species]] also possess a developed Zona Bovinae, and classified technologies exist which allow for [[Loner|other species]] to influence the Nlom as well.
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.


All organic life originating from the Spur possesses a Zona Bovinae, and sequentially, can be affected by Psionics.<!-- Prior sentence from skrell page. Rewrite if permission is not given to use it !--> Research into the field has show, however, that strong exposure to Psionics can cause long-lasting damage both mentally and physicially. As such, laws restricting the use of Psionics have been also universally adopted across the spur. Generally, the unconsented usage of Psionics on an individual is considered '''[[Corporate Regulations|battery or assault]]''', depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver.
==<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.


==Using the 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.
The fundamental elements in the use of psionics are '''Psionic Power''' and '''Psionic Abilities'''. Psionic Abilities use up Psionic Power, the latter of which represents, in essence, your Psionic stamina. As abilities are used, you Psionic Power lowers. Over time it will regenerate, however it is not at a rate able to keep up with constant Psionic use. Over use of your Psionic Abilities will lead to '''Psishock''', a state which stuns and damages you through overuse of your Zona Bovinae.


Keeping track of your Psionic Power is essential, as well as access the '''Psionic Shop''' to acquire Psionic Abilities. On the right of the HUD, a brain icon is present. Just below this icon is a number representing your current Psionic Power. By shift-clicking the brain icon, you can access the Psionic Shop.
==<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.


'''NOTE:''' Skrell cannot get any abilities from the Psionic Shop. All Skrellian Psionic Abilities can be found within the loadout.
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.


=Psionic Ranks=
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.
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=
==<span style='color: red'>Red Alert</span>==
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.
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.  


==Coercion==
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.
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.  


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;"
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.
! 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==
'''Warning: Red Alert blocks any vote to end the round. Only remain on Red Alert for as long as is strictly necessary.'''
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;"
==<span style='color: orange'>Yellow Alert</span>==
! scope="col" style='width:150px; background-color:#eeffee;'|Name
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.
! 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==
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.
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.  


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;"
==<span style='color: indigo'>Delta Alert</span>==
! scope="col" style='width:150px; background-color:#eeffee;'|Name
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.
! scope="col" class="unsortable" style='background-color:#eeffee;'|Rank Required
{{Guides}}
! scope="col" class="unsortable" style='background-color:#eeffee;'|Description/Use
{{jobs}}
! 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==
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.
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;"
! 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 Horizon
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