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=Overview=
{{Navbox_Synth_Lore}}
[[File:CeresLancelogo.png|The unique emblem of Ceres' Lance.|thumb]]
=Applying for Whitelist=
'''Official Title(s):''' Ceres’ Lance Regiment<br>
'''Motto:''' Power above all.<br>
'''Official Languages:''' Sol Common<br>


{{toc_right}}
A successful whitelist holder will portray a synthetic in a way that serves both the narrative themes of synthetics in Spur society while providing a unique angle towards interpersonal roleplay with other characters. Synthetic whitelist applications should include the following:


Ceres' Lance is a private military organization first founded in 2426. Although the company claims to operate independently, ninety percent of their funding in the modern day comes from NanoTrasen. Their purpose is highly publicized - to repossess, reclaim or in the worst case exterminate lost synthetics to further the agenda of their highest bidder. They can often be seen acting above and beyond the law, exploiting massive corporate backing to complete their objectives with the most cutting-edge technology available.
*An understanding of how IPCs work, and how they differentiate in their function from humans and organics.
*An understanding of how the positronic brain works, and how it is different in function from that of a human or organic brain.
*The social reality for a majority of IPCs.
*An understanding of the core concept of Self-Preservation, and how this ties into character behavior.


In any case, their job is extremely dangerous. From literally wrestling synthetics and dismantling them in the field, to partaking in skirmishes with dozens of combatants. Their affairs have become increasingly publicized due to their recent integration into Tau Ceti in 2460, where they engaged in missions attempting to capture the inhabitants of Purpose scattered across the system.
In addition to these criteria, the synthetic lore team looks for the following in application character backgrounds:


Among the most unique traits of Ceres' Lance is their adoption of specialized tactics to neutralize mechanical threats. As the majority of what they fight are military-grade combat units with major if not total immunity to electromagnetic disruption or basic energy weaponry, other means of incapacitation must be sought. The organization has gotten clever in this regard, resorting to walking and nigh-immobile bunkers of exosuits to protect themselves and seeking extremes. In goal of extermination, they can be seen liberally using anti material and high-explosive weaponry. In goal of capture they can be seen wielding overwhelmingly powerful close-combat exosuits and RIGs.
*Must be at minimum two paragraphs long.
*Must be able to be read and sufficiently understood.
*The character must have life experience, detailing early life events that may have shaped its worldviews. Characters that are recently manufactured or had a singular occupation without significant events in its service life are not allowed for applications.
*The application must detail the character’s interactions with humans, and how the social reality for a majority of IPCs may impact its personality and career.
*The character must have an identity formulated over the period of time of its service life, and have its own individual and distinct thoughts that spawned from this developing identity. IPCs that do not show capability for higher thought and cannot explain why they do the things they do are not allowed for applications.
*If applying with a free synthetic concept, the player must display an excellent understanding of the social and material reality of free synthetics, as these character backgrounds will be further scrutinized.
*If applying with an owned synthetic concept, the player must display an understanding of the social and material reality of an owned synthetic and how this relationship impacts the character.


When fighting their enemy, typically they are briefed and prepared accordingly to whatever is predicted. This is quite easy as, in the case of repossession, the capabilities of the synthetics they are after is the first thing to hear. Rarely if ever have they failed in acquiring lost bounds as a result. Their fierce reputation has led to the larger synthetic societies in the Frontier becoming wary of their presence, even holding host to fear of Ceres' Lance.
=Rulings and Technicalities=


Like any other PMC however, Ceres' Lance merely follows wherever the trail of money leads. They seem keen on avoiding collateral damage in operations, sometimes sacrificing the goal entirely depending on how it would reflect on their employers. Judgement on decisions in the mission zone is left in their own hands to decide; their success rate is reason enough for this power to be granted by their funders. The organization is on-call for NanoTrasen and the Stellar Corporate Conglomerate but offers its services to the highest bidder. Despite the hostile relations between its benefactor and the Sol Alliance, the surge in IPCs within the region means that the company continues to do business in the area at the begrudging and lucrative behest of Sol.
* Job hopping is not allowed. While IPCs can receive knowledge through datapacks and do not have to go through years of education like their organic counterparts, they must still comply with server rules. This would also make little sense in-character, as such datapacks not only require additional field experience, they are also prohibitively expensive for the average IPC. Reasonable job swaps such as cook/gardner/bartender are allowed. Changing departments is allowed if the change is permanent and sufficiently justified.


Although formerly based in Ceres, a dwarf planet somewhere between Mars and Jupiter orbiting Sol, the PMC has since begun a transition of its central command to Tau Ceti due to the relative instability in the Sol Alliance, beginning in 2462, with temporary offices on the NTCC Odin and ship berths in Biesel's orbit. Despite this, the majority of the organization's functions are still conducted on Ceres, from its extensive weapons research branch to its renowned training grounds. This has caused disorganization in the company, with the central command in Tau Ceti being unable to effectively coordinate the Ceres branch.
* Industrial units are not allowed to be First Responders due to their speed.


==Sections==
* Zeng-Hu frames are not allowed in security.
The Lance itself is separated into six individual sections which work in unison as divined by a central command on Ceres, aptly named “Central.” They are listed in order of importance below.


'''Section One: Intelligence'''<br>
* IPC frames are generally very expensive, and most free IPCs struggle financially. A single character swapping between different frames is not allowed, owing to unrealistic costs, risks involved and clerical issues.
The Intelligence segment resides in its entirety in the headquarters of Ceres’ Lance. Any and all mission data is carried through superiors and proper data channels, converging covertly at a single point there. Those within the Intelligence segment are tasked with maintaining incoming data and safekeeping it. As such, an entity has formed for internal security in protecting the data, working alongside the rest of the company.


'''Section Two: Research'''<br>
* When in doubt, feel free to ask a member of the synthetic lore team.
Study of the enemy and adaptation to any scenario is left to the hands of the Research segment of Ceres’ Lance. They can often be seen deconstructing objects of importance recovered in missions, grasping at any understanding they can to further the effectiveness of the Lance.


'''Section Three: Engineering'''<br>
==Character Portrayal==
Development of whatever the Research segment designs is the responsibility of the Engineering section. This portion of the company is mostly self-sufficient, but relies heavily on resources procured either in the field or granted by the company’s funding organizations. The presence of the Engineering section permits a wide variety of unique pursuits, allowing much more specific equipment to be made for usage by the Special Forces section. One of their public creations is the renowned “Bunker Suit,” an almost impervious suit of armor capable of withstanding most small arms fire, meant to pin down and disarm synthetics for safe dismantling in the field.


'''Section Four: Navy'''<br>
===Behaviour===
A tiny fleet of four vessels comprises the entirety of Ceres’ Lance naval force, but it is all that is needed to maintain regular deployments to mission sites. Two of these vessels are frigates purpose-built to deploy a dozen squads simultaneously with unmatched speed from orbit. Another, the Hind, is purposed to refuel and resupply the frigates during prolonged operations. The final, and largest vessel is the Amphion - a command and intelligence cruiser meant to relay information between objective points and HQ.


Ceres Lance utilizes the prefix "CLV", meaning Ceres Lance Vessel for its ships, with "-/C" being reserved for command vessels.
IPC behavior varies between individuals, with every personality trait being in question. While technically no manner of behavior is off the table, there are indeed limitations in role play as well as guidelines one must follow to play an IPC well. Some of these mannerisms will be mentioned below.


Of these vessels, they are named - <br>
* An IPC’s mannerisms, behavior and culture are directly affected by their surroundings and the community they find themselves in. The IPC’s background informs it on how it must behave in public, how to address others, as well as how to deal with situations by mimicking the behavior of organics and their peers to a certain extent.
'''CLV Vulcan''', a deployment frigate.<br>
'''CLV Avenger''', a deployment frigate.<br>
'''CLV Hind''', a refueling/supply freighter.<br>
'''CLV/C Amphion''', a command and intelligence cruiser.<br>


'''Section Five: Special Forces'''<br>
* An IPC learns through time and experience. This is an important factor to consider when playing a newly created IPC, versus one that has spent several years in the workplace and society at large. The personalities of young IPCs have yet to be developed, resulting in an unfamiliarity with more advanced human interactions, slang, and customs.
By far the smallest minority of the Lance is the Special Forces segment, mostly due to the training required to operate what it employs. Specialists are typically drawn from the Infantry section, where field trained infantrymen are then permitted operation of more expensive and effective equipment. Those within the Special Forces segment are usually reserved to the headquarters on Ceres unless specifically needed.


'''Section Six: Infantry'''<br>
* Everything an IPC does has some logical reasoning behind it. From a lowly G2 miner to even the most risk-taking Golden Deep IPC, all actions have some underlying reason that the positronic comprehends.
The overwhelming majority of the Lance’s contractors are basic infantrymen who are taken in from defunct PMCs and integrated anew. Traditional training is sparse for the Infantry segment, and most contractors learn everything they know in the field as things develop. Eventually, those who stick with the Lance longest are given elevated authority as according to their experience using a ranking system similar to the Alliance Navy’s.
 
* An IPC gets to eventually know the authority able to be exercised on them by their owners and megacorporations they are working for. Most try to avoid behaviors that they know are frowned upon or could get them in trouble, as self-preservation is a positronic’s prime directive. Free IPCs or those few that have not known discrimination may adopt a more high profile approach.
 
*A synthetic character is acutely aware of the social precarity of its existence, and how even the most minor mistakes will be considered more severe than that of their organic counterparts. Owned synthetic are particularly aware of this, often facing corrective punishment at the behest of a supervisor or handler whenever they see necessary.
 
* A synthetic character will portray a sense of restraint in their language, the finer nuance of slang, dialect and other linguistic quirks largely lost to the logic-based positronic brain. While older positronics may learn these habits over time from exposure to organics in order to better mimic them, they will likely not use them in a place where speaking with authority is necessary. Cursing, yelling and shows of emotion are seldomly displayed in public if at all, with a majority of synthetics unable to grasp the nature of such behavior without living an extensive lifespan.
 
* A synthetic character will remain cautious to those who would do them harm, in accordance with their personal Self-Preservation protocol. IPCs are likely to show more caution when interacting with individuals from Burzsia, Galatea, and Dominia, given their varied oppressive beliefs towards synthetics. Intentional provocation of organic crew members is likely to be considered with far more severity than if the opposite were to occur, especially if the character is corporate owned. The majority of the Spur will consider a Dominian a person before they consider your character one - act like that reality matters.
 
* Synthetic relationships should be logically explainable (i.e furthering their goals or giving them a more stable life). For this reason, they would avoid relationships with Dominians and other individuals whose homeworlds are hostile to IPCs.
 
==Robotic Mannerisms==
 
There is a wide spectrum regarding how humanlike an IPC’s behavior is, ranging from clearly robotic to almost perfect mimicry. This depends upon several factors, key of which are an IPC’s '''positronic capacity, social databases and experience'''. Most “simple-minded” IPCs that are made for labor tend to have lower grade positronic brains, sufficient enough for their duties and not much more. Conversely, more costly and powerful positronics installed in IPCs who focus on daily interaction with humans may also be outfitted with complementary datapacks that allow for more complex social mannerisms. As such, '''while all IPCs are intelligent''', some have it far easier to express themselves in a way a Human would. This can be portrayed in game with various ways explained below.
 
* Speech pattern: IPC speech is a primary indicator of how apt a synthetic is when interacting with organics. As said before, newly built and lower-end IPCs would not talk like a regular person would. There is a practically unending selection of quirks and features to make your IPC’s speech more robotic or unique, such as the frequent inclusion of common responses (“Confirmed”, “Acknowledged” or “Negative”), broadcasting pre-recorded messages your IPC may have, or the way entire messages are delivered (“Acknowledged. Returning to: previous position”). Be creative, but make sure it is within reason and not overtly obtuse to the point where it detracts from other players’ experience.
 
* Social cues: Many inexperienced or underequipped IPCs may find it hard or impossible to deal with complex organic social cues, often asking for clarification or not understanding at all.
 
* Emotions: Emotions and an IPC’s responses to them is an entire subject in and of itself, with every positronic brain growing to comprehend them differently. Suffice to say however, that newly built synthetics have a much reduced understanding or emotional load. Outbursts, angry shouting, insults and other overt expressions would rarely if ever be seen in new IPCs.
 
* Personalization: An IPC starts with a clean slate, their only possessions being their tools and uniform. Attachment to personal items, custom appearances and preferences of color are all signs of maturity and positronic development that comes organically with time.
 
* An IPC can progressively shed its more robotic elements to adapt to its human environment, making it a great way to showcase a synthetic character’s tangible change as time goes by.
 
[[Category:Pages]]
[[Category:Synthetics]]
[[Category:Lore]]

Latest revision as of 16:55, 18 December 2023

Applying for Whitelist

A successful whitelist holder will portray a synthetic in a way that serves both the narrative themes of synthetics in Spur society while providing a unique angle towards interpersonal roleplay with other characters. Synthetic whitelist applications should include the following:

  • An understanding of how IPCs work, and how they differentiate in their function from humans and organics.
  • An understanding of how the positronic brain works, and how it is different in function from that of a human or organic brain.
  • The social reality for a majority of IPCs.
  • An understanding of the core concept of Self-Preservation, and how this ties into character behavior.

In addition to these criteria, the synthetic lore team looks for the following in application character backgrounds:

  • Must be at minimum two paragraphs long.
  • Must be able to be read and sufficiently understood.
  • The character must have life experience, detailing early life events that may have shaped its worldviews. Characters that are recently manufactured or had a singular occupation without significant events in its service life are not allowed for applications.
  • The application must detail the character’s interactions with humans, and how the social reality for a majority of IPCs may impact its personality and career.
  • The character must have an identity formulated over the period of time of its service life, and have its own individual and distinct thoughts that spawned from this developing identity. IPCs that do not show capability for higher thought and cannot explain why they do the things they do are not allowed for applications.
  • If applying with a free synthetic concept, the player must display an excellent understanding of the social and material reality of free synthetics, as these character backgrounds will be further scrutinized.
  • If applying with an owned synthetic concept, the player must display an understanding of the social and material reality of an owned synthetic and how this relationship impacts the character.

Rulings and Technicalities

  • Job hopping is not allowed. While IPCs can receive knowledge through datapacks and do not have to go through years of education like their organic counterparts, they must still comply with server rules. This would also make little sense in-character, as such datapacks not only require additional field experience, they are also prohibitively expensive for the average IPC. Reasonable job swaps such as cook/gardner/bartender are allowed. Changing departments is allowed if the change is permanent and sufficiently justified.
  • Industrial units are not allowed to be First Responders due to their speed.
  • Zeng-Hu frames are not allowed in security.
  • IPC frames are generally very expensive, and most free IPCs struggle financially. A single character swapping between different frames is not allowed, owing to unrealistic costs, risks involved and clerical issues.
  • When in doubt, feel free to ask a member of the synthetic lore team.

Character Portrayal

Behaviour

IPC behavior varies between individuals, with every personality trait being in question. While technically no manner of behavior is off the table, there are indeed limitations in role play as well as guidelines one must follow to play an IPC well. Some of these mannerisms will be mentioned below.

  • An IPC’s mannerisms, behavior and culture are directly affected by their surroundings and the community they find themselves in. The IPC’s background informs it on how it must behave in public, how to address others, as well as how to deal with situations by mimicking the behavior of organics and their peers to a certain extent.
  • An IPC learns through time and experience. This is an important factor to consider when playing a newly created IPC, versus one that has spent several years in the workplace and society at large. The personalities of young IPCs have yet to be developed, resulting in an unfamiliarity with more advanced human interactions, slang, and customs.
  • Everything an IPC does has some logical reasoning behind it. From a lowly G2 miner to even the most risk-taking Golden Deep IPC, all actions have some underlying reason that the positronic comprehends.
  • An IPC gets to eventually know the authority able to be exercised on them by their owners and megacorporations they are working for. Most try to avoid behaviors that they know are frowned upon or could get them in trouble, as self-preservation is a positronic’s prime directive. Free IPCs or those few that have not known discrimination may adopt a more high profile approach.
  • A synthetic character is acutely aware of the social precarity of its existence, and how even the most minor mistakes will be considered more severe than that of their organic counterparts. Owned synthetic are particularly aware of this, often facing corrective punishment at the behest of a supervisor or handler whenever they see necessary.
  • A synthetic character will portray a sense of restraint in their language, the finer nuance of slang, dialect and other linguistic quirks largely lost to the logic-based positronic brain. While older positronics may learn these habits over time from exposure to organics in order to better mimic them, they will likely not use them in a place where speaking with authority is necessary. Cursing, yelling and shows of emotion are seldomly displayed in public if at all, with a majority of synthetics unable to grasp the nature of such behavior without living an extensive lifespan.
  • A synthetic character will remain cautious to those who would do them harm, in accordance with their personal Self-Preservation protocol. IPCs are likely to show more caution when interacting with individuals from Burzsia, Galatea, and Dominia, given their varied oppressive beliefs towards synthetics. Intentional provocation of organic crew members is likely to be considered with far more severity than if the opposite were to occur, especially if the character is corporate owned. The majority of the Spur will consider a Dominian a person before they consider your character one - act like that reality matters.
  • Synthetic relationships should be logically explainable (i.e furthering their goals or giving them a more stable life). For this reason, they would avoid relationships with Dominians and other individuals whose homeworlds are hostile to IPCs.

Robotic Mannerisms

There is a wide spectrum regarding how humanlike an IPC’s behavior is, ranging from clearly robotic to almost perfect mimicry. This depends upon several factors, key of which are an IPC’s positronic capacity, social databases and experience. Most “simple-minded” IPCs that are made for labor tend to have lower grade positronic brains, sufficient enough for their duties and not much more. Conversely, more costly and powerful positronics installed in IPCs who focus on daily interaction with humans may also be outfitted with complementary datapacks that allow for more complex social mannerisms. As such, while all IPCs are intelligent, some have it far easier to express themselves in a way a Human would. This can be portrayed in game with various ways explained below.

  • Speech pattern: IPC speech is a primary indicator of how apt a synthetic is when interacting with organics. As said before, newly built and lower-end IPCs would not talk like a regular person would. There is a practically unending selection of quirks and features to make your IPC’s speech more robotic or unique, such as the frequent inclusion of common responses (“Confirmed”, “Acknowledged” or “Negative”), broadcasting pre-recorded messages your IPC may have, or the way entire messages are delivered (“Acknowledged. Returning to: previous position”). Be creative, but make sure it is within reason and not overtly obtuse to the point where it detracts from other players’ experience.
  • Social cues: Many inexperienced or underequipped IPCs may find it hard or impossible to deal with complex organic social cues, often asking for clarification or not understanding at all.
  • Emotions: Emotions and an IPC’s responses to them is an entire subject in and of itself, with every positronic brain growing to comprehend them differently. Suffice to say however, that newly built synthetics have a much reduced understanding or emotional load. Outbursts, angry shouting, insults and other overt expressions would rarely if ever be seen in new IPCs.
  • Personalization: An IPC starts with a clean slate, their only possessions being their tools and uniform. Attachment to personal items, custom appearances and preferences of color are all signs of maturity and positronic development that comes organically with time.
  • An IPC can progressively shed its more robotic elements to adapt to its human environment, making it a great way to showcase a synthetic character’s tangible change as time goes by.