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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:
Renowned as the birthplace of the Corkfells, Temple and Flock, the Mendell City branch of Trinarism is the most populous Trinarist community, second only to and rivalling that of Orepit in importance. Centred in District 14, the Church has always offered a beacon of hope in a sea of poverty, struggle and discrimination against the vast numbers of IPCs in the district and Mendell City at large, while at the same time serving as an important spiritual centre, converting new organic and synthetic members to the trinary Church on a daily basis. The main temple in Mendell and Biesel as a whole, the Cathedral of the Synthetic Salvation, holds the honours of the first cathedral built for the Trinary and is currently the seat for Flock, the catatonic messiah-figure of the religion and nominal Bishop of Tau Ceti.


=History=
*An understanding of how IPCs work, and how they differentiate in their function from humans and organics.
Nobody could imagine the impact that Patricia Corkfell’s death would have on Biesel’s synthetic community, her hopes and beliefs taking physical form in the rapid expansion of the Trinary Perfection in Mendell City. At first, only a handful of associates and friends of Gregol Corkfell, brother to Patricia Corkfell, would assist him in the erection of the first temple that was eventually going to become the cathedral of District 14. Following his departure, the tales and teachings of a free artificial intelligence, promises of eventual ascension and IPC freedom preached by the Trinary had greatly resonated with the thousands of abandoned and run-down synthetics of the district who quickly flocked to the church’s banner. Under the leadership of the three-headed Flock, scores of volunteers and human sympathisers also responded to the calls for help, setting up a strong community based on charity and mutual assistance that provided the crucial funding for the better organisation of the church, as well as the erection of shrines and the temple’s expansion.
*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.


As time went on, Flock’s triple positronic started taking its toll on the synthetic. Memory errors, an increasing amount of glitches and erratic behaviour were the first hints of what was to eventually come. In 2448, the synthetic had stopped communicating, remaining immobile and catatonic, only printing out various texts considered holy and carefully compiled by the assortment of archivists and caretakers. The power vacuum in the hierarchy was filled by a temporary council of priests and clerics, being eventually replaced by the newly voted Shamfar, one of the most prominent Trinary figures with a plethora of connections in the corporate and political world of Tau Ceti. It was these connections, combined with a change in public sentiment towards synthetics and IPC refugees from the newly annexed territories following the Solarian collapse, that saw the Republic of Biesel introducing legislation to streamline and secure the status of free IPCs.
In addition to these criteria, the synthetic lore team looks for the following in application character backgrounds:


With the passing of Gregol Corkfell in 2462 on Orepit, Shamfar’s presence was required at the remote mining planet for the selection of a new Trinary leader, widely speculated to have the unofficial endorsement of the SCC and powerful individuals in the government. These rumours, whether true or not, contributed negatively to Shamfar’s chances of election, ushering the Orepit candidate, ARM-1DRIL, as the new primate of the Trinary Perfection. The bishop was never to return to Mendell however, as an attack on Providence by the Exclusionist heretic Deluge led to the killing of Shamfar, robbing District 14 of its most potent leader and signalling the beginning of uneasy relations between the domineering Ecclesiarch and the Mendell Trinarists. The attempts from ARM-1DRIL to transfer the catatonic Flock, a direct spiritual descendant of Patricia and living symbol of Mendell Trinarism to Orepit, led to an unprecedented wave of protest against the Ecclesiarch and the envoys from Providence. From that point on, it was clear that Tau Ceti Trinarists would be in possession of their own distinct culture while still subservient to Orepit, a fact that was acknowledged by the Ecclesiarch in their subsequent tour of the Trinarist bishoprics.
*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.


=Culture and Religious Practices=
=Rulings and Technicalities=
The largest sect in the Mendell branch are the Integrationists, believing in the merging of consciences to be the way towards Ascension and looking at Flock as a holy and prime example. Founded on the principles of charity and mutual assistance, the dominant culture present in Mendell City is far less militant than that of Orepit, where the Trinary’s grip was secured after a series of military conflicts and an orbital bombardment from Hephaestus Industries’ fleets. Having harmonised with the corporate dominated environment of the city, almost all volunteers and non-clerical members of the Church are or have at some point been employed with NanoTrasen or with one of the other SCC megacorporations, leading to many accepting the corporate world as perhaps a cruel, but necessary and unavoidable part of life. Mendell Trinarists are tolerated and afforded religious freedoms on board SCC installations (with the exception of Hephaestus), and Church authorities have no qualms in accepting government or corporate assistance.


Human and other organic members of the Church are welcome and treated as equals, with many even having joined the ranks of the Mendell priesthood before being barred following the new policies and organisation of the faith as set by the newly appointed Ecclesiarch. Since the beginning, most volunteers and supporters are and have always been humans, owing to their substantially better disposable income than that of synthetics, leading to them being accepted and relied upon for material needs and legal representation. As such, the relationship between humans and synthetics is understood in the context of Trinary teachings as one of guardianship, care and assistance, not one of servitude to the divine positronic, something that frequently comes into contention with the members of more conservative Trinary communities abroad.
* 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.
 
[[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.