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Romana T. Colgate

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About Romana T. Colgate

  • Birthday 12/14/1994

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    romanatcolgate

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Cargo Technician

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  1. He's a gorram Chaplain. He's a religious man who's morals aren't really all that dependent on his religious teachings unless he's particularly devout and believing. His actual, true belief in his higher power, real or not, empowers him to do minor miracles through either divine intervention or incredibly force of will, such as blessing water, healing those in need, and the other minor things the Chaplain can do. He even has a holy relic or two.
  2. While I haven't played Captain a ton on this station specifically, I have played it quite a bit on other servers, so I feel semi-qualified to speak on this. I've played all the other heads of staff on this station in excess, at least, and this is the head of heads. So: 1) The Captain is commonly seen as a figurehead of the station, someone with little effective power who doesn't actually really have any control of anything. In some cases this is true, if the Captain isn't doing his job properly, he doesn't have any power. What the Captain has to do to be effective, first and foremost, is delegate, and second they must facilitate communication between departments. They have a few tools for this which I will talk about in a moment. As a secondary role, they need to get personally involved in critical situations sparingly as to have them resolved cleanly and effectively, though not so much as to ignore their best tools. Beyond those, their responsibilities are involving knowing the ins and outs of about everything, they need to know what threats and situations are the most important, and what needs the most focus and attention at any given time, they also are the ultimate authority on any dispute or problem in the station, from petty to major. If IA isn't doing their job, for example, it usually falls to the Captain to resolve those types of issues, since the HoS and HoP are rarely asked to and/or fail to. 2) Tools. The two major ones of any note are the Captain's Headset, which has access to every communication channel that the normal crew has, and their heads of staff. The proverbial cabinet. The command channel is powerful, and when used and applied properly will by itself lead to fixing any problem on the station. This of course requires at least a semi-competent collection of heads under you, but if you can get them to listen to you when it's needed, you can make miracles happen, sometimes even when they don't listen. Say a department blows up, the Captain will hear about it before anyone else and can tell the CE to handle the situation. Say the Captain hears suspicious activity being talked about on medical comms, they can relay this to the head of security, or to sec directly. These are seemingly benign examples, but on the surface the Captain's core role is benign. Having a dedicated person to give orders, make decisions, and relay information is vastly important to the station's functioning. Sec and Medical can't communicate except over general or in person, science and cargo just yell at each other over general comms and fail to hear each other, engineering is so isolated that they need someone to tell them where structural damage happens or they'll just get drunk in the lobby and ignore everything. The heads of staff can only communicate with each other so well, especially when they're focused on doing their own jobs and talking to their own team, the Captain is the unifying voice of all these departments, that when done skilfully will make them actually work together, which is an immense feat. The Captain, beyond that, has all access. They have absolute authority on anything barring CC intervention or the Magistrate overruling them on Spess Law. They can authorize executions, they can fire anyone on a whim, they can override their own head's of staffs decisions (Ill advised to do, especially in excess, you generally want to work with these people). They have a nice gun, though they should avoid combat, and can take initiative and get personally involved in anything they need to with their access, authority, and ability to get powerful tools. They need to do that sparingly, though, they are but one man. 3) If Captain could antag, they would succeed. Easily. Easier than HoP antags can. He really should be one of the few men that you can trust absolutely, adding Poe's law to the Captain's actions (Can't tell if comdom or tator) would just be abysmal for everyone involved. 4) The station doesn't function half the time if the Captain doesn't. This depends, if the rest of command staff are competent and can communicate themselves, then the Captain is somewhat redundant, and can be shit. That's a big if though, and an explicitly bad captain can drag a station down unless CC gets involved, or all the heads of staff actively oppose his rulings. (Important to note that a unanimous vote from heads of staff can get a Captain deposed, though not everyone in a head role knows/uses this.) 5) In closing, the Captain is an administrative role above all else, despite the fact that no one plays them as such. They can do their entire job from their office if they were a good enough coordinator and were so inclined, such is the result of their combined authority, knowledge, and access to information. While they can't do much if their command staff is trash, they can still always make a substantially positive impact by coordinating various departments by themselves, taking over for missing authority figures as needed and delegating jobs and situations as appropriate. Played right it is the most powerful role on station, next to the AI and HoS. Here's hoping this rambling mess of Captain mechanics was somewhat coherent.
  3. Well at least I got a response to the xenoarch when mhelps.
  4. Arguable, is getting kidnapped, having a gun put to your head, and told you're going to get shot if you don't give your bank pin considered someone's fault normally?
  5. Spess Pirates, much like their terran counterparts, tended to be about two things. The first, independent privateering in rebellion to poor wages and treatment by their country, is likely why they would be antagonist in the first place. The second, as it follows, it dosh. So, I feel the most sensical main objection for space pirates to have would be to accumulate physical wealth, which in this game is nominally valued in credits. There's a few way to steal credits from the crew, mostly involving kidnapping, hostage taking, and extortion. Get a crew member to give you their ATM info and you can drain their account, get the HoP or Captain to give you the Cyberiad's info and you drain the station. Robbing the vault well give you some dosh as well. I feel a general objective like that (Possibly adding a few other things, perhaps giving them say a machine on their ship that turns valuables like plasma, gold, silver, the like, into credits.) would give spess pirates a rather free form, open ended objective that they could decide how to carry out in a manner of ways. Finding a way to make it so the hoP wasn't allowed/couldn't just freeze everyone's account when they hear of pirates would help this too.
  6. Radium, in high doses, produce the antigens to any virus. This is how virology can easily cure any disease, put it in a monkey, pump full of radium, get antigens, profit. It just also, you know, tends to kill people because it's fucking poison. It's dangerous to do to a person live, but effective and quicker than doing the whole viro song and dance if done carefully.
  7. In which teleportation technology is surprisingly efficient in apprehending criminal scum. Shift started like any other, I got on board at the start, and the fuckers at NT felt the need to put me in xenobio. Again. I don't even like slimes what is this shit. I of course immediatly leave and pop on over to engineering, where upon I call someone to their desk, and get a very confused looking engineer. I ask her for a radiation suit¹. She goes to look, doesn't know where to find it. Alright, I ask to be let in and I grab one of the two from next to the engine, and pop on back out. Then, I pop back to science, and make sure no one has tampered with my telesci room. No one has, I smile, and do some initial testing to get the offset of this particular calibration. -9 to the bearing and 0 to the power or so. Lovely. I then consider exactly what to test today, and the thought occurs to me that I should probably get around to helping medical sometime. I nab one og the GPSs and label it DEAD, as appropriate for its function. I scurry on over to medical and call for the CMO, they eventually come around, just as confused when I offer to teleport dead bodies into the cloning lab in exchange for a crew monitor, but they agree, get me a crew monitor, and leave the DEAD GPS in the cloning lab. I run back, do a test to make sure I got the proper X, Y coordinates of the cloning lab, and save them. Later some fucker moves the GPS anyway², the dick. So, some times passes, I learn a few interesting X, Y coordinates, of note the location of the medical EVA suits. This is important. A little bit in, I hear a lot of shouting over the comm lines about how the acting captain is a traitor, and the CMO is a mindslave. Alright, neat I think, the former HoP even admits this is the case. Sooo, being the clever girl that I am, I check the crew monitor. Sure enough the Acting Captain only has binary sensors, but the CMO has their tracking beacon on. They're in the captain's office. I grin, and do a bit of quick math, and after two tries I manage to teleport the CMO right into my lab. They look around confused, and I stroll over to the blast doors button, punch it, and lock them in. They knock on the windows very confused while I inform security I have the mindslave'd CMO locked in telesci for them. With the AI's intervention Detective Bright comes in, arrests the CMO, and resolves that. Time passes, I fuck around seeing if I can get into EVA proper with telesci, not have enough power, and realize robotics has plasma, diamonds, ect... but is hoarding all of them to themselves, making mechs, not doing R&D, and not filling the protolathe with any. They even have the gall to tell me to get artificial bluespace crystals, which aren't even any good, from the protolathe when I ask when THERE ARE NO DIAMONDS OR PLASMA IN THERE YOU FUCKING IDIOTS! Anyway, I get no bluespace crystals, at any point during that, and go as far to steal their stupid fucking Gygax from robotics. Fuck those guys. I think one of them was a syndicate agent anyway. Lather, Detective Bright and his pAI hack in the maintence door to telesci, "Lynn!" he calls, "I have a very important job for you!" He explains that the HoP/Acting Captain/Criminal Scum is hiding out in the small amount of space that exists between the gravity generator and the captain's office. How he got there and how Bright learned of his position I have no damn idea, but he asks me to teleport him out. I politely inform him that for one, no, I cannot, because ROBOTICS IS HOARDING ALL THE MATS AND I DON'T HAVE ENOUGH POWER IN THE COMPUTER TO REACH THERE. Bright joins my excessive fury and we bully robotics into eventually getting us diamonds and plasma. I get a single artificial bluespace crystal. As incredibly disappointing as it is, I manage to get juuuust enough power to be able to teleport out to that area. However, the man doesn't have their suit sensors maxed, still, I even asked him earlier to do it, he said no. I give Bright a GPS (Labled LAW appropriately), and tell him to place it aft of the area he was in, after which I furiously guess at about every single possible space there, having to calibrate again at some point, and constantly fail to catch this man at random. It's a damn hard act, one he's likely on to because of the noise it makes. So Bright and I devise a new plan, one that involves Bright running off to EVA, getting suited up, and offering to go in himself. I am terrified because I don't even know if I'm hitting space proper at this point, but he insists on the act, and I sent him. He calls out that he got him a bit later, and I prepare to receive him. Miss. I try again. Miss. I check the GPS I gave Bright, he keeps moving for some reason. I recalculate and try again. Miss. I yell at him to stay still over comms. Miss. It's at this point his pAI informs me that the criminal scum managed to get out of his cuffs through a freedom implant, and cuff Bright instead. Fuck. Fuckfuckfuckfuckfuck. I am panicking and constantly trying to receive Bright, but he keeps gtting moved. Again and again I try but nothing, I'm just too slow, there's too much latency between knowing his position, doing the math to get the bearing and elevation and power, and the telepad powering up to have a chance at catching him. I even have to go print a new GPS to calibrate the crystals again at some point³. The plan crosses my mind to send someone else in to save Bright, and I call for security, but no one ever comes. A few more pointless tries, and an oddity happens. Bulma Briefs starts calling over communications that she's stuck in space or some shit, has a GPS, and wants to be saved. I ignore this for a moment, I'm busy desperately trying to get lucky and receive Bright by guessing where he's going to end up in space. I have a quick back and forth with her before it clicks in my head. I do the math, call Bulma, and have the most brilliant stroke of commanding in my life. "BULMA, BULMA, I AM GETTING YOU EVA GEAR, GO SAVE BRIGHT." Smooth. She is appropriately confused and I steal the medical EVA gear with the telepad, I force her to hurriedly get suited up, and throw an e-tank at her. She complains for a bigger one, I tell her to deal. Before she even has time to set internals, I send her. What follows is a long back and forth of Bulma teleporting in and out of the area, trying to save Bright, bitching at me several times and throwing various bits of equipment, including a pair of fuzzy pink handcuffs, around. At one point I even had to calibrate the crystals again on her return and yelling at someone to GET OFF THE FUCKING PAD SO I CAN CALIBRATE WHILE SHE INSISTS I SEND HER BUT CAN'T BECAUSE IT'S NOT CALIBRATED, and by calibrate I mean find the new offset, is frustrating. Eventually another officer comes in, I try and get him medical EVA gear to suit up and help too, but by the time I get it, Bulma, Bright, and the now dead HoP come back into telesci, the former two in good condition. Many hugs are shared, celebration is had for we did it. Also Bright spontaneously combusts for some reason. I have zero idea why he did but I'm guessing it was a telesci glitch. Shit happens. Bright, later, gave me his hat on the shuttle, as a thank you gift. It's a nice hat, I'm keeping it. The moral of the story is, ladies and gentlemen, is that you all should work with telesci more. It's fucking awesome. Lynn Cordelia ¹ I would like to note here that telescience, as a whole, is not terribly safe. One of the dangers is that the telepad itself emits radiation as a result of the constant opening of rifts into bluespace, and for some reason the science division doesn't get a radiation suit. I understand perfectly well the biosuit has some radiation shielding and should be perfectly fine for telescience use, but I don't trust it. I really don't. ² If you see a GPS -anywhere- on the floor, for the love of Lord Singuloth don't fucking move it. Especially if it's labeled something like 'TEST'. Thanks. ³ Boys and girls, don't fire the teleporter when the crystals aren't properly calibrated. Just don't. Everyone you know and love will die horrible painful deaths. It's just inevitable.
  8. Name: Kahira Majin Age: 23 Gender: Female Race: Tajaran Blood Type: AB- General Occupational Role(s): Service, Cargo, Genetics Biography: A strange woman from Mars, she speaks near perfect galactic common, and has even gotten over the normal Tajaran propensity to speak in the third person. She just feels the strange need to shove 'yes' into every sentence. Qualifications: Basically none. Employment Records: General work aboard the Cyberiad as various service and supply roles, and odd skill as a geneticist. Security Records: Majin has very rare interaction with security personnel save when she feels the need to report a crime, which seems to not be the case unless it's happening to her. Low watch priority. Medical Records: Cybernetic eyes make her overall unqualified to work near the engine, and any area at risk of being EMP'd. Her health is rather poor for her age, she suffers from high blood pressure, and a very high risk of her DNA changing violently from her constant self-exposure to radiation in her line of genetic research. Liable to suffer from OCD given her strange inability to not add the word yes at the end of every sentence. Recommend for psych eval. To be watched. Personnel Photo: A very confused looking blue haired Tajaran is in this picture, her fur and hair mangy and long, her eyes a little dark and wide from what seem to be a lack of sleep. She seems to have no idea what she's doing. Commendations: Reprimands: Other Notes: Yes.
  9. Name: Alica Irocen Age: 33 Gender: Female Race: Human Blood Type: B+ General Occupational Role(s): Security, Science Biography: An incredibly cocky woman, one with an ego the size of the guns she likes and mechs she makes, she has never in her life been afraid to speak her mind. Born with a silver spoon in her mouth, daughter to a technology mogul, she picked up the toys her father played with and quite often learned to reverse engineer them. She got great at research and robotics quick, and her toying gave her quite a bit of practice sharpshooting. She joined the Cyberiad to try and make a name for herself, make money, fight the badguys, all that stuff. Qualifications: Proficient with many forms of weaponry, including illegal weaponry such as energy swords, energy crossbows, the like. Strong knowledge of Space Law, SoP, Forensic Science, Robotics, and R&D. Employment Records: Beyond general employment in her father's company, her record aboard the Cyberiad includes her as the Head of Security, Warden, Detective, Officers, Robiticist, and Scientists. She insists on being an 'investigative journalist' sometimes. Security Records: Irocen is a massive risk when not loyalty implanted. She has known connections to various syndicate and terrorist groups, and deals with them on a semi-regular basis. She is to be watched -very closely-, it's only through her raw skill in her fields and her father's ties to NT that she gets a job in the first place here. Medical Records: Iroen is not recommend to work anywhere near the engine room, or any room with a risk of an EMP going off, her cybernetic eyes will break almost immediately, and replacing them or fixing them on station is a massive pain. Beyond that she complains of occasional migraines, likely as a result of poor implementation of her cybernetics. Personnel Photo: A cocky blond hair woman in a full Head of Security's outfit, grinning widely at the camera, hip cocked, green eyes staring with no sense of doubt. She kind of looks like a bitch. Commendations: Reprimands: Other Notes:
  10. Name: Glistening Water Under A Blistering Sun On A Windswept Barren Planet (Or Glistening Water, for short) Age: 17 Years (Really 2 but don't tell anyone.) Gender: Female Race: Diona Blood Type: N/A General Occupational Role(s): Command, Medical Biography: A diona gestalt formed aboard the Cyberiad, one that drew blood from several medical and command staff, Glistening Water has an eternal respect for paperwork, healing, and SoP. In addition she possess a very strong inherent defensiveness for those directly under her command, as a CMO she ruthelessly defends her medical staff that show competency, same as a HoP, or as a Captain. While slow to act sometimes, when put into motion she can get a task done with ruthless efficiency, stretching the law a little thin in occasions but always being at least 'technically' correct. Qualifications: Extensive medical training for all species, intimate knowledge of physiology and a master surgeon. Very keen eye for talent, a penchant for keeping things alive, virology, and for identifying a problem and solving it in the best way possible. Employment Records: Exclusive employment aboard the Cyberiad as a Head of Personnel, Captain, Chief Medical Officer, Surgeon, Virologist, and Chemist. Not qualified to be a paramedic due to an inability to reach the afflicted in a timely manner. Security Records: Glistening Water has, as most Dionae do, shown a very strong propensity towards pacifistic solutions, favoring the path that includes the least force in any situation. This makes them a low security risk at best. Medical Records: No outstanding notes, the Dionae is in healthy condition for their species. Personnel Photo: The photo shows a mass of dionae coiled together, rigid and very tall and stiff, looking as professional as they can in the traditional uniform of a Chief Medical Officer. The mouth of the gestalt's piercing blue eyes shine through the lens. Commendations: - Reprimands: - Other Notes: Fuck yeah medicine.
  11. Name: Lynn Cordelia Age: 26 Gender: Female Race: Vulpkanin Blood Type: AB- General Occupational Role(s): Engineering, Science Biography: A very sarcastic, curt, and focused woman this one is, born in the urban sprawl that is Earth she grew up working in NT sponsored 'youth labor programs' that involved backbreaking engineering work most all day to help support her generally lower middle class family. Her family managed to save up enough money to send her off to an academy of science when she was 18, she doubled majored in engineering and bluespace research, minoring in biomechanical engineering, and acquired a doctorate in the science soon after acquiring her masters in engineering and chemical research. She's picked up a few other fields here and there on her stay on the Cyberiad, such as medical, robotics, chemistry, the like. She keeps one of Detective Bright's hats in her house. Qualifications: Doctor of Bluespace Research, certified engine technician and atmospherics technician, qualified biomechanical engineer. Learned to blow shit up once for some reason, no one entirely know why or where, but she can make a mean toxins mix. Employment Records: Professional employment has been almost exclusively aboard the Cyberiad. She has shown exceptional skill in telescience, robotics, engineering, and chemical research, and tends to have a high aptitude when employed in such roles as a result. Security Records: Cordelia is known to have a very loose interpretation of the law, and considers blatant theft in some cases to be perfectly acceptable, even when the acquisition of such items could be acquired through non criminal means. She has robbed departments of equipment on more than one occasion with telescience, her owns included over inner departmental fights. Quick temper, possibly a flight risk if left unattended. Medical Records: Blood type AB- Mild propensity towards radiation sickness and genetic deformities from the same cause, likely from prolonged interaction with bluespace related technology. Personnel Photo: The photo has her green eyes looking up and to the side, as if examining something off to the side. Her red hair a bit of a mess, and she's wearing a green lab coat, with a bowler hat on top of her head. Her fur is rather well combed, at least. Commendations: - Reprimands: - Other Notes: Generally incapable as a command role other than CE, she has a poor grasp of commanding as a whole. Occasional in other roles, such as medical, security (detective only), or service roles.
  12. So as it turns out Bulma has the supernatural ability to avoid any and all karma that she wishes forever. God help us.
  13. Adrkiller could become the next best thing to a dreadnought. INB4 He goes about in an exosuit punching things. As a side note, can't wait till Ard fights a Sectopod.
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