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{{Navbox_Synth_Lore}}
{{Navbox_Synth_Lore}}
=Applying for Whitelist=


=Overview=
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:
This is the collective list with a summary of factions affiliated with or consisting of, in their majority, synthetics. They are very influential and renowned groups in the modern day in comparison to the normal synthetic, and due to the nature of these strange robots, opinions on them are highly polarised. While some see these factions as hope, others may see them as a threat, or so on.


*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.


==[[The_Trinary_Perfection|The Trinary Perfection]]==
In addition to these criteria, the synthetic lore team looks for the following in application character backgrounds:


[[File:Trinaryperfection_logo.png|200px|right]]
*Must be at minimum two paragraphs long.
A religious movement centred around the small and largely barren planet of [[Orepit|Orepit]], the Trinary Perfection is the only organised and largest faith created for and led by synthetics, preaching the divinity and eventual ascension of all positronics, while having adherents across the Spur. With communities located in most human planets with a high concentration of IPC, Trinary influence may range from small neighbourhood prayer rooms with few faithful, to enormous cathedrals that service hundreds. Functioning through a strict clerical and administrative [[The_Trinary_Perfection#Ranks|hierarchy]], the Church is led by Ecclesiarch ARM-1DRIL, an energetic leader presiding over the various bishops, archbishops and religious orders of the Trinary, and whose actions have seen the unification of the Church, the domination over Orepit and the establishment of canonical doctrine as the supreme over other interpretations.
*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.


Today, the Trinary is in full motion of establishing itself as a significant presence in the free IPC population, by sponsoring charities, supporting communities and expanding its network through preachers and missionaries, all the while actively drilling the surface of Orepit in hopes and promises of minerals to export for profit. Breakaway heretics and suspicious outsiders still pose the largest obstacle however, forcing the Church into discreet and peaceful coexistence inside the borders of human cities and nations.
=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.


==[[Golden_Deep|Golden Deep]]==
* Industrial units are not allowed to be First Responders due to their speed.


[[File:Goldendeeplogo2.png|200px|right]]
* Zeng-Hu frames are not allowed in security.
A private amalgamation of synthetic merchants and businesspeople, the Golden Deep is an independent organisation with no ties to any land or government, guided solely by profit. While outposts and Deep-affiliated spaces dot the Spur in all its length, its primary headquarters are situated on board the enormous mothership, the [[Golden_Deep#Primary_Interhub_Midas|Midas]], inside which the leading Midas Group takes all executive decisions and exercises economic control over the entire Golden Deep. Inside the organisation, money is law and those with the largest bank account have the final say, leading to a highly competitive and cutthroat environment where the leadership is regularly toppled by individuals outpurchasing their predecessors.  


Not paying heed to creed or race, Golden Deep merchants will do business with anyone that may have them in all parts of the galaxy, migrating regularly to more lucrative locations across the galaxy in search of profit, establishing ties with the local business worlds and expanding their clientele, proving themselves a noteworthy influencer in the Spur’s financial matters.
* 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.


==[[Ceres'_Lance|Ceres’ Lance]]==
* When in doubt, feel free to ask a member of the synthetic lore team.


[[File:CeresLancelogo.png|200px|right]]
==Character Portrayal==
A private military organisation funded by NanoTrasen, the Lance’s mission is to track down and hunt, capture and repossess runaway, lost or otherwise malfunctioning synthetics too elusive or dangerous for regular authorities. They operate throughout human space, offering their services for a fee and regularly stepping beyond the confines of the law in pursuit of their objective. Considered highly specialised, the Lance employs a variety of weapons, tactics and highly skilled operatives to combat large, armed and dangerous IPC, as well as any synthetic threat of any calibre.


===Behaviour===


==[[Scrappers|Scrappers]]==
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.


To humanity at large, Scrappers are groups of synthetics within Eridani and Sol Alliance space that have chosen to drop off the grid and live in their own gangs, augmenting themselves and surviving at any cost. Their ranks are made up mostly of old and discarded or runaway synthetics that are deemed outdated, although exceptions exist.
* 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.


First known to the public in the 2440s as newer IPC models were manufactured, defunct IPC are usually discarded in junkyards, scrapped for parts, or placed into recycling plants. Through blind luck or human error, some discarded IPCstill present positronic activity in their state of damage, searching for both parts to repair themselves and power to sustain themselves. Synthetics that survive this process are either forced to flee or re-submit themselves to the mercy of their masters, usually returning to service after repairs.
* 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.


Most fleeing IPC either try to find passage to places wherein free synthetic life is accepted, or go further into hiding, forming new under-societies of synthetics. These gangs or colonies of synthetics come to dominate the scrapyards, either hiding or migrating into cities where they dwell in slums, or sewers underground. Bolstering their numbers by activating and assisting more discarded synthetics, these societies have come to be known as "Scrappers" in the 2450s as their existence came to light due to increased crackdowns on synthetic smuggling within Epsilon Eridani.
* 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.


==[[Purpose|Purpose]]==
* 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 rarely-seen and elusive collection of spacefaring synthetics, Purpose remains one of the largest unanswered mysteries in the Spur. The highly mobile collective is headquartered on the celestial body EC-2718, an asteroid turned into a mothership with unknown propelling devices and other advanced technology attached to it, ensuring it remains hidden and agile. As a result, little is known of the group aside from their clear and alien technological superiority, and contact between them and the Spur’s inhabitants has mostly always been on their terms.
*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.


Revealing themselves to the public in 2640, Purpose’s motives were unknown as they dispatched hundreds of drones on a scouting mission in Tau Ceti. Further events would indicate a desire of cooperation with humanity, attempting to broker a “peace between humans and synthetics”, a deal interrupted by a Lii’dra attack. Since then, the collective has left Tau Ceti and returned to silence, sightings being only reported by pirates and wandering ships in various and seemingly random remote parts of the Orion Spur.
* 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.