Synthetic Whitelist Application
Personal Information
Byond ID? Mistfrag
Discord ID? Mist#4059
Marine Name Sabriyya Al-Faheem, Mira A.W. Lazar, LZ-###
Other Whitelist Applications N.A. I've drafted a mentor application but not submitted it.
Character Information
Name of the Synth Character you wish to play Talia.
What is your Synthetic's Personality? Stringent: An expected trait from any synth, though one, that even by their standards is excessively followed by Talia. She’s quite keen on following regulations- Not for herself, but exceptionally so for the crew she serves with. This has been reported as a newer trait, stemming following Talia’s time on the Alliston doing patrols alongside the Neorid sector.
Obsessive: An easy to notice trait by anyone who spends even the most superficial amount of time with Talia. She’s far less capable at multitasking than other synthetics, especially compared to more updated and modern synthetics. Talia tends to hyperfocus on one patient or problem at a time, working on them before beginning on her next set. While leading to exemplary performance in whatever she performs in, it can, and has caused minor issues before.
Body Language: One of the feats boasted during the design and manufacturer of the Talia line of synthetics. Talia understands body language in the same level as most expert police interrogators and psychologists, if not better than either do. She’s keen on initiating body language of marines, something she uses to humanise herself more to the personnel around her and distinguish herself from other synthetics.
Prideful: An odd trait, though not one that’s unheard of- Especially among some of the synth generations like Bishop models that are found commonly spread throughout the colonies. A trait that was developed, rather than ingrained into the programming written for Talia as a result of her exceptionally long run time for a synthetic unit. Talia is quite prideful of herself and her abilities, alongside the more intricate nature of her personality.
Sociable: Interested is interesting is what they say and by Talia’s behaviour, you’d believe that phrase was hardcoded into her personality matrix. While holding back from talking a little too much, Talia is avidly curious - Mostly in the marines around her, though it’s a simple faucet of her overall mannerisms that comes out heavily in how she socialises with others. While firm, to a degree, she’s quite friendly with marines and enjoys small talk.
Mature: Something found particularly within USMC models. Talia, as a synthetic line is designed to replicate an older figure in order to assist with their duties as psychologist and the such. While friendly with the Marines she works with, she’s distinct from them in any conversation. If not by her synthetic nature, then by her older interests and nature.
Why do you want to be a synthetic/why should we whitelist you? I've been interested in synthetics in the scope of CM due to the interesting writing opportunities available to them. I like that they can communicate and RP with both sides in a normal round. Alongside the fact that usually, marines are inclined to RP more around and with a synth.
Also, I just really like support gameplay.
What is your most memorable interaction with a synthetic? I remember a synthetic, although I can't remember their name because it was a while ago helping me as a new doctor. They escorted me to Solaris hospital, guarded the O.R in there and taught me how to surgically remove larva. Letting me still play my part as a doctor while assisting still as a synth.
Synthetic Character Story
Experience
How familiar are you with Engineering? I've played ComTech and C.E both frequently for engineering roles. Although, I haven't touched M.T much since the role simply has not captivated my interest in any of its gameplay compared to either C.E or ComTech. The bulk of my time as ComTech has been building the F.O.B, with Bravo-- And typically, when I roll C.E it's in order to be another engineering designing the F.O.B structure.
- I know the principles of F.O.B design. Using unbreakable walls to save on resources, cading walls that can be broken, creating as many sight-lines as possible. Three tile wide plasteel cades for A.P.C. Cade exit routes and keep them open, rather than RWALLing is my philosophy in-case the F.O.B falls and I or others need to make a last ditch attempt at escaping via the alternate LZ.
- A.P.C repairing, of both types. I've played enough vehicle crewmen out of curiosity to be familiar with removing and repairing the various A.P.C components, alongside repairing hull integrity. For typical, power APC related repair- I learnt mostly due to hijack and repairing TCOMMs APC after hijack. I typically carry spare power cells and enough metal to fabricate a new APC frame if an APC is completely broken. I used to struggle with it, but from hijack, alongside playing I.O I've gotten very familiar with the steps to repair power.
- Power generator repair. It's all basic. Blowtorch > Wirecutters > Wrench. Do as many as you can at one time in order to conserve time rather than doing one at a time.
- Setting up computers and machines. While I've not found a use much for machines, I am very familiar with setting up computers. Mainly, since you can get 2x crew monitor chips from lower engineering on the east side of the Almayer. While the powernet code can be funky with these monitors on maps like Trijent. I typically set up a crew monitor in the APC and on the FOB, alongside setting up a body scanner at FOB from the crate in east memorial.
- Front line engineering work is something I've begun working on and I think I've got down well enough. My philosophy tends to focus around using cades for one of two matters. Either A, to set up a triage area wherein medics can safely work on patients behind the front without being harassed by lurkers and the sort. B, setting up cades alongside the flanks. While flank cades are less noticed than cades that go along the front lines - In my opinion, they're much more important than triage or sentry placement since these can buy enough time for someone to notice a flank and prevent a full marine wipe.
How familiar are you with Command? Command is my least played role of all these fields on the synthetic application. For the reason, that I rarely enjoy it. Nonetheless, I've unlocked all command roles and tried my hand at several roles - X.O, S.L and S.O. Out of all them, I'd say my favourite, and the one I've put the most time into is S.O. It's my belief, on C.M when it comes to command (with the exception of SLs) generally what you need to be doing is providing information and empowering your managers beneath you. For example, a C.O B.E'ing a rowdy riflemen in order to empower an S.L.
- I've done enough command, alongside played enough roles in order to be able to sort through the chaos of having all comms without becoming flustered or confused. Mainly, besides experience, I tend to use highlights a lot in order to make messages a lot more digestible when looking at messages and set up a second chat tab that only has radio messages when I'm playing staff officer.
- I'm very familiar with all elements of the overwatch consoles that staff officers used. Both by my own experience, and by simply tips that I've gotten from some of the more experienced C.O player I've done command under like 50 and Soomis. I've dialed and shot several O.Bs before, alongside used the supply pad launch feature with R.Os. If needed, I learnt how to do offsets with x and y, though it's certainly not my preference when it comes to calling in orbital bombardments due to the well- Higher risk involved in it. Besides that, I've familiar with tips like hiding marines and setting marines being captured, or otherwise killed to ASL in order to ensure their recovery.
How familiar are you with Medical? Asides from riflemen, medical is the department that I have the most total hours in. With a total of 50 hours between both doctor and squad hospital corpsmen, alongside a few more from C.M.O and researcher. It's where I'd consider myself most knowledgeable in Cm, as medic was the first real I really got into trying other roles outside of riflemen.
- Recognizing organ damage without the need of a body scanner. A niche skill, but one I'd imagine is very useful for synth. I used to struggle with recognizing what was organ damage and what was simply other afflictions. But, now, I've got it down very well. I've figured out from playing doctor that typically heart damage is the first organ damage people will receive, manifesting in negligible levels of oxygen damage. My methods for checking organ damage if I suspect it and there are multiple factors that could cause such damages like oxy or toxins:
-- Give them an M.R.E alongside I.S in order to stabilize their blood if they have low blood and oxy damage. After their blood is back to a normal level, I'll give them a dex + shot and see if oxy damage rises. More or less, the same methods is how I check for kidney failure with groin damage. I check for O.D, then wait for it to clear if there is one. If it's still rising after the passage of any O.Ds then I know they likely have kidney or liver failure.
- Manning chemistry line is something I've done more times than I'm willing to admit. While I've got the basic recipes memorized off the back of my head, I still keep my own record of the recipes I use. I can make I.S, I.A, MB, KD, Dex + and NW without needing to look up any guides. I typically split the more niche meds like dex + and I.A into two bottles, as very rarely will medics ever use more than eight of either medication.
- Surgery is something I used to struggle with but I'm well familiar with now. I've got fracture repair, organ repair and hugger removal down and memorized in my head. For surgery medications, I like to use QC as well as the standard oxycodone in order to cut down on time since I won't have to worry about clamping bleeders. I can typically take care of people quickly - I've never not done surgery whenever I deployed as F.O.B doctor one at a time. I've always done several surgeries at once, and learnt how to combine some of the jankier surgeries like organ repair into chest repair. If the map has one, I'll always ask for a marine I know to grab an I.M.S for me and as synth, I imagine I'd make it a habit to pick them up before they get destroyed by acid or O.B. (Common occurrence on Solaris)
- Squad medic is my 2nd most played role after riflemen, sitting at a comfortable 32 hours. More or less, I know all the basics and some of the more advanced sides of medical. I can remember the chems and their properties without needing to consult the wiki. I've learnt some of the niche tricks like using the satchel and taking medkits in order to optimise inventory space without slowing myself down by utilising a backpack. I've become more efficient with squad medic over time. I used to run through 2-3 defibs in one round, now I barely go through my first. I'd attribute this to mostly learning how to more efficiently heal heavy damage and making use of the revival mix -- Not only for revival, but using the inaprovaline within it and the instant use of it to jab crit marines to prevent them from dying in the first place. The only trick I can think of is really a mix of map knowledge and medical, but now I almost never have to evacuate marines for O.Ds since I'll run them to planetside sleepers.
- Healing heavy damage patients. Depending on their status, I'll have someone CPR them. Though, now that I've become more familiar with medical I can usually handle 2 greenline 600 burn patients at a time without one going perma alone. I do suture/synth > kit > epi > defib in order to heal those. The worst I've ever had to handle with heavy burns was 4 500 burn patients alone at LZ, in which I got three.
How familiar are you with Requisitions? I've unlocked R.O and played it a decent amount of times, suffering having to be ACO. I've played a bit less of req, lately, but it's still something I'm familiar with.
At roundstart, my priority is manning the reqlines and getting attachments out to the marines. Seeing as there's such a limited time span on when marines can get their limited guns, items and attachments that they desire for the round. Afterwards, around 12:20 I usually get working on the FOB crate. My go to for the first crate is
- 200 metal
- 100 plasteel
- 2 MREs
- Mortar/ammo (packaged in bag/belts)
- Bag of flares
- Bag of claymores
- Ammo crates from the ammo vendor.
Under 10K is what I consider emergency spending when I'm doing req, while above it more or less you can get the more niche requests marines have. I prefer to do things like spec ammo, or NVGs after first drop since by then I've got all FOB needs sorted out and can use the remaining budget for those kinds of requests. If I need to drop emergency supplies, I'll set it up on one of the squad pads and use the req telephone to call the corresponding squad OW.
Besides that, I'm familiar with some of the more esoteric knowledge of req.
- R.O stamp on crates gives back a small amount of funding.
- Each crate you send can only hold thirty items total. This does not include items within bags.
What are some scenarios that you can perform combat in? Give us a brief example. Synths can only perform combat in limited scenarios. While normally, they can perform combat to defend themselves against non-humans, they cannot chase down and kill combatants. It's expected synths stay behind the frontline and do not combat synth except for extradentary circumstances.
I know I can perform combat to defend myself, say, against a runner attacking me while I roller-stretcher a wounded patient back towards FOB. Otherwise, from my understanding, combat is only permitted during Delta alert. At Delta alert, combat restrictions are lifted asides from the hardcoded rule against Synthetics using firearms or indirect fire weaponry.
Delta alert only counts for shipside hijack, and during specific circumstances during a FOB siege. While a synth cannot perform combat during an entire FOB siege, if the siege has collapsed and Xenos are actively boarding the dropship then a Synthetic may perform combat is my understanding.
Confirmations
Are you familiar with the Synthetic Programming and Guidelines? Yes
Have you read the application process page? Yes
Do you understand that any player - donor or otherwise - can have their whitelist status revoked should they break our rules or the Synthetic Programming Guideline? Yes
Do you understand that you cannot advertise your application on any platform for votes. Do you also understand you may not edit this application 1 hour after it has been posted? Yes
Have you been banned from CM in the last month for any reason? Do you have any active jobbans? No
Are you currently banned from our Discord, and if so, why? No
Discord Ban Reason -
Other Information
Do you have anything else you would like to include about your application?