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Marris Krax

And what sort of forehead bumps do *you* have?

34 posts in this topic

Okay, so I've been wondering for a while why you folks pick the races you pick for your characters, especially you Vulcans out there. Did you pick the race because it was your favorite? Because you thought it would be a challenge? Because those forehead bumps/funky ears/whatever look really, really cool? So c'mon, spill...what are ya and why'd ya pick that race?

 

As for me, I cannot honestly remember why I decided to play a Ferengi/Human mutt, especially since I had to warp the all important canon a bit to make *that* happy marriage work. I think perhaps it had something to do with wanting a change of pace after three years as a very serious Bajoran, because after all the Ferengi are the comic relief of the Trek universe ^.^

 

Oh, I do remember why I decided on the mixed parentage...I just couldn't fathom a female full-Ferengi submitting herself to the horror of clothing, and there was no way in Hades I was going to be (or Vixis and Day would allow) a naked officer :rolleyes:

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Actually my character was created when I was very young, long before I started simming. I wanted to be a movie director and I had written a number of scripts about a new Star Trek series. Ervin Xiang was one of the characters, a floating dolphin :rolleyes:

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Since we are dishing secrets...I chose a Vulcan because I am VERY emotional...(almost a girl..I swear..its sad..anywho) I enjoy simming for the roleplaying..and as an emotional person, the greatest stretch is playing a Vulcan..or Borg...but I hate sharp objects.

 

The name is from Kirks adventures on the Indian planet with the Obilisque ..or just plain Kirk and Spock..Ki'rok. The betazoid bloodline was from a conversation I had with a buddy talking about odd marriages...talk about opposites.. :rolleyes:

 

But its cool to be able to mind-meld without physical contact.....but dont tell anyone..its a secret...

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But its cool to be able to mind-meld without physical contact.....but dont tell anyone..its a secret...

And this would be an example of what would not be allowed on some ships...

 

And I'm not trying to dump on you here Ki'Rok, I think it's great that you're starting to work out some of the things you want to develop. Usually, that's seen in those that become good simmers!! The Trek fans I work with, we've been discussing this all through lunch and they agree.... it wouldn't be more heightened.... but, that's our opinion.

 

::just some food for thought::

 

And this is my take based upon various text sources. I had wrote up a big do-hah on this before years ago, and if I find it, I'll post it. But...as I said, this is my take, and how we approach things on the Republic and Talon.

 

Realize if you would, that Vulcan telepathy, is something that is learned, and that they can only read those with whome they are very close too, without touching. i.e., family or best friends. Again, this would take years of practice and study.

See "Spock's World", "The Vulcan Forge", "Vulcan Glory", and Last Unicorn Games "The Way of Kolinahr - The Vulcans" for some very good references on this.

 

Here's also an excerpt from 'Memory Alpha' A Star Trek Resource:

Many Vulcans are natural touch-telepaths, though considerable training is required to utilise this ability fully. {Stronger minds are capable of non-contact telepathy, usually over short distances and in a limited fashion; occasionally Vulcans have emerged whose telepathic abilities are far stronger than the norm. The rigorous mental training all Vulcans are given often allows such individuals to develop such abilities as emotional compulsion and psychic image projection.

 

Same goes with the Betazed. They are foremost "empathic" and only those who are strongest, who again have spent years performing this type of communications, such as Lwaxana Troi are going to be able to just walk up to someone and try to read them. Even in the show, Lwaxana was not able to read all species, and in one species, it even gave her headaches to do so. Deanna, stating she was only part Betazed, says she's only empathic. (though, not totally true as we have seen her having converstations with her mother this way, but again, it's the close family bond that allows this). From StarTrek.com:

A Federation race basically humanoid except for the solid-colored dark pupils and mental power of telepathy within the race. They also have varying empathic links to other races.

 

Their empathic/telepathic contact leads to a natural trait of complete honesty, somewhat troubling to outworlders when practiced fully. The telepathy is not inborn but almost always comes on with adolescence. There are also cases of over-empathic abilities, and those who suffer from such extremes must be counseled and trained to avoid insanity, but are almost always affected throughout their life.

 

 

Romulans. In the Diane Duane book "The Romulan Way", which virtually all Rihannsu based sims follow as a guide, they state who they've managed to lose the ability that they're distant relatives the Vulcan's have maintained. A limited number of people left Vulcan on the 10 ships, and the strongest of the Savants used their telepathy to guide the ships. As the ships were lost to attacks and accidents, and new births were down on the voyage, it came to a point where there were finally nobody else that understood the process or possessed the ability. It was in essence, lost though the loss of the savants and the gene pool.

You'll also find this noted in Last Unicorn Games "The Way of D'era - The Romulans".

 

So in short, unless you're an older character, you've most likely not had much time to develop too much of the talents yet, and more so for the Betazed side, which emerges later. ::shrugs:: But dont' get discouraged...perhaps, develop instead, that you key 'onto' a certain feeling in others more keenly than other feelings....just a thought.

 

You'll find that many sims will put some sort of limit on telepathic ability. Mainly due to past incidents where one person has taken things too far, and sadly, it does end up effecting everyone. But, as time goes, often GM's will allow more and more as the character develops. Again, that all depends upon the sim.

 

Anyway, I'm sure there will be plenty of arguement on this, but...as I said, this is how we do it on Rep and Talon, and I do know a few others I've been on, that also have some limits...that is up to you and your GM team.

Edited by STSF_BluRox

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LOL....I baited you, Blu.... :rolleyes: I have reliable sources..(so I dont need telepathy). They told me of your extreme hatred ..er...disgust...uh.....how you didnt care for telepaths... ^_^ Just wanted to see to what degree...say for instance, a person was planning on applying to the Republic or Talon...this would be need to know information, right?

 

And as for the whole long distance mind meld, while I feel it well within the realm of possibility, its certainly not an issue Im unwilling to bend on...

 

Im easy like Sunday mornin... :lol:

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But... but... That takes away all the fun! :rolleyes:

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::agrees with the Blu one::

 

As someone who plays a telepathic/empathic charcter it is hard not to fall into the traps that exsist. As Blu has said, it often makes simming unpleasureable if you have some who is going all telepathic bullcrap on everyone.

 

This is coming from the person who made a Telepathic Commbadge out of Jaruq once :lol: Of course, he is 1/4 Betazoid so we would be ever so slightly compatible.

 

Then too--if it weren't for telepathy (and a good dose of Moose Action...the squidys would still be around...)

 

I again, would just be careful on how muhc stock you put into telepathic characters.

 

 

Anyway...

 

I built the Romulan N'Dak as sort of my more evil personality traits. I think he is unviersally loathed by everyone but his brother who is too dumb...i mean...err...well who looks up to him becuase if he didn't he'd be thrown out an airlock :rolleyes: The actualy core basis for N'Dak has been around for le me see at least four years, in different itterations--depending on when you met *him*.

 

The closest any of the STSF itterations come is Koshic "Good" N'Dak of the Arcadia. he is half Elasian half Betazoid. B) I think the orignal version was half El-Aurian half betazoid...but being half-el-aurian is to cliche on the Arcadia ^_^ so he got a new history, but with the same basic premises :)

 

As for my other Alter-Ego's they have been recent creations. Apollo Link is a character i created based on Link from Zelda and Cosmo Rex...well he is a new creations and the only Human I have ever played :)

Edited by Ern_Ndak

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OK, here is my take on Vulcan telepathy.

 

It's like running. Not everyone can win marathons, but almost everyone can get from point A to point B. Those who do it more often will naturally get better at it but, just as some people are natural athletes, the learning process comes easier to some than others.

 

Perhaps by "touch telepaths" what is meant is that it requires very close proximity. Of course if they are actually touching the distance between them is zero, which is when the telepathic bond is strongest and a mind-meld is possible.

 

As to whether Vulcans can be empathic, I don't think so. There were some times when Spock seemed to have this ability, especially with V'ger, but you have to remember that he was half Human, and most Humans have the ability to sense someone's mood without being empathic. However, if someone thinks "I feel sad" as a conscious thought then a Vulcan, as a telepath, could sense that thought and know the person is sad.

 

As to whether a Vulcan/Betazed combination would have higher telepathic/empathic abilities, I don't think so. Such a person would have half the abilities of one and half the abilities of the other. Could the two work together so that, for example, the Betazed half senses emotions and the Vulcan half analyzes them? Sure. But I think this would be an additive effect and not a multiplier.

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I definately do agree with you all about Vulcans, and their telppathic abilities, these I took into consideration when I made Tar'Mok (even though he has yet to have an oppurunity to utilise his abilities), but when I applied to the Excalibur, I wanted the challenge to play an emotionless Vulcan. Since my other three characters are human. :rolleyes:

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I personally dont think Vulcans should have telepathy. But thats just me.

 

I've always considered that whatever character you choose to be, it should have 1 major strength. That's it.

 

For example, my Xiang character has changed his strengths from time to time. I used to have him slightly telepathic, but later tossed that idea. I've experimented with alot of different skills and traits.

 

I think what my character's strength is at this point is just his logic.

 

But for the most part I prefer my characters to be weak on many levels. It's changed over time. I used to have a phaser built into his AGU unit, because obviously he couldn't hold a phaser in his fin...but later removed it and I just let him go without any weapons.

 

He used to have telekinesis, because obviously he needed some way of picking up things, but I later phased it out and added some long tentacle-like protrusions from the tips of his fins that he could wrap around things.

 

He's a floating dolphin...completely reliant on technology to move, not physically mobile in combat, and dependent on the other crewmembers to have his back.

 

Most of my character developments have been focused on his weaknesses, not his strengths. At least in the later stages of his development. Because the more weaknesses you have, the more you will rely on teamwork in your sim.

 

So when you combine a Vulcan and a Betazoid...maybe because of the two races he CANT do a mindmeld, or he's physically weak like a betazoid but he has those ears! Instead of combining strengths from each of the species, combine their weaknesses.

 

A quick comment about some sims not allowing certain characters. Its all about personal preference. I think simming is about creativity in developing a character that is unique. Others prefer to use only canon species. If one sim won't allow your character, another sim thats just as good will. You're not at a loss :rolleyes: Just find a sim that fits your personal preferences and simming style. I've been on a TON of sims and very few of them fit just right.

Edited by Vex Xiang

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But for the most part I prefer my characters to be weak on many levels. It's changed over time. I used to have a phaser built into his AGU unit, because obviously he couldn't hold a phaser in his fin...but later removed it and I just let him go without any weapons.

 

He used to have telekinesis, because obviously he needed some way of picking up things, but I later phased it out and added some long tentacle-like protrusions from the tips of his fins that he could wrap around things.

 

He's a floating dolphin...completely reliant on technology to move, not physically mobile in combat, and dependent on the other crewmembers to have his back.

Why not just make him a Borg Dolphin? It sounds like he is pretty close to that already.

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What a tangled web I weave...I just wanted to test the waters with BLu..not start a fight..er debate between you guys.....lol

 

 

I'm such an instigator.......... :rolleyes:

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Why not just make him a Borg Dolphin? It sounds like he is pretty close to that already.

 

Well he's not bound to technology ::scratches head::

 

At this point the AGU just lets him move around. He wouldn't be much of a useful character if he just flopped around complaining that he's getting dry would he :rolleyes:

 

I just wanted to test the waters with BLu..not start a fight..er debate between you guys.....

 

Nothing wrong with a healthy debate on a subject.

Edited by Vex Xiang

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i agree with the previous post about floating Dolpins and Vulcans, i choose this species because ..... i liked the pointed ears :rolleyes: and my major strength is ..... the additive to engineering things.

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Okay, so I've been wondering for a while why you folks pick the races you pick for your characters, especially you Vulcans out there. Did you pick the race because it was your favorite? Because you thought it would be a challenge? Because those forehead bumps/funky ears/whatever look really, really cool? So c'mon, spill...what are ya and why'd ya pick that race?

Ok, so, back on topic.

 

I'm playing three Humans currently on three different sims. If you want to know why I'm playing them, simple, I know what being Human is about.

 

Some of you might know this, but I was on the USS Reaent for a good 6 months I believe. I played a Klingon security officer. Soon however, I had timing conflicts and have to leave the ship.

 

Being Klingon was a challenge. It's hard to do things you wouldn't normally do in real life. It's also hard when you're still learning to sim. Untill you've been simming for a few years, you're new. Simming is like anything else, practice improves you.

 

I think that being Klingon at the time was hard and frustrating. I didn't understand fully how I could play my character. I think that now, if I went back and tried again, I might do a better job than I did.

 

So, after I was forced to leave the Reaent due to time conflicts, I decided to stay with human, but create some interesting traits in them. My Lakota character had illegal genetic engineering done to him. He's forced to keep that a secret or else he could be exposed. (I only learned about Bashir's genetic engineering after I created my Lakota character, no connection there)

 

In time, I may try to be another alien character, but I'm enjoying playing humans. We have more challenges than most people. It's helped me to learn about myself and grow.

 

On telepathy, I would never pick a character who is a telepath. To complicated. Plus, I don't really like telepaths. It creates conflicts in sims that can cause larger problems if rules are not followed. Now, if you've been simming for several years, perhaps then a person has the ability to be a reasonable telepath, but it has to be done carefully.

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1) Being Klingon was a challenge. It's hard to do things you wouldn't normally do in real life. It's also hard when you're still learning to sim. Untill you've been simming for a few years, you're new. Simming is like anything else, practice improves you.

 

2) I think that being Klingon at the time was hard and frustrating. I didn't understand fully how I could play my character. I think that now, if I went back and tried again, I might do a better job than I did.

1) While I agree that generally it's hard to do things one wouldn't normally do in real life, sometimes you can get into some interesting...facets of your personality through simming. I have a character on an independent sim who is a total b****, mouths off all the time, temper like you wouldn't believe (trust me, it works in this sim, though she would be booted out the nearest airlock on Excal :rolleyes: ), and I don't believe that this is in my real nature at all ^.^ But Mel is one of the coolest and easiest characters I've played. Now, my other experiment in b****iness was a dismal failure, and we shall not mention that character further.

 

2) This is probably one of the reasons I quit playing my Bajoran character. First year, I really didn't know what the hell I was doing, and the second and third years I'd painted myself into a corner based on the first year. Now, I'm hoping to reintroduce the character on another sim, and I think I'll do the character a greater service now that I've had some time to sit back and reassess her personality.

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Now, my other experiment in b****iness was a dismal failure, and we shall not mention that character further.

 

My dreams are still haunted by that character...

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Well, considering one of my character's is Caitian, well, furry. The human, the typical.

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One reason I've heard people wanting to play a human is that it allows them so much freedom.

 

I suppose you could consider a human the "catchall" species in Trek. But that's only because we need to apply stereotypes to these other species in order to make them culturally distinct.

 

I see no reason for not having a cowardly Klingon, an emotional Vulcan, etc. I think the personality of a character is somewhat guided by the species they belong to, but should be no more limited than a human.

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you have to be pretty twisted to ask people about their bumps on a public message board. Honestly. There are children present. Hmph.

 

Seriously though...

 

I chose my race because I could, I had the freedom to design my character and species around that character. It isn't for everyone to do what I did, and if I were to go back and advise myself five..six years ago I would have called myself an insolent snert, told the younger me off and fully advised him not to even consider creating such a race. I've grown though and so has my species and character, changing with my exprience, learning limits.

 

Limitations are what make characters interesting, nobody wants to play with superman because it defeats the purpose of playing at all.

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nobody wants to play with superman because it defeats the purpose of playing at all.

Unless you are Superman. :rolleyes:

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Unless you are Superman. :rolleyes:

Being superman becomes boring when no one will play with you.

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1) While I agree that generally it's hard to do things one wouldn't normally do in real life, sometimes you can get into some interesting...facets of your personality through simming. I have a character on an independent sim who is a total b****, mouths off all the time, temper like you wouldn't believe (trust me, it works in this sim, though she would be booted out the nearest airlock on Excal :rolleyes: ), and I don't believe that this is in my real nature at all ^.^ 

Interesting sounds like My romulan Character.....

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But for the most part I prefer my characters to be weak on many levels.

I thoroughly agree with Vex on this point, even if it's wandering a bit off point (Sorry Krax, but this is a fun topic too : ) )

 

The core to drama has always been a charcter's struggle to overcome their weakness. Omnipotent characters are a drag. No guts, no glory they say ... but also no danger, no excitement. Sorry folks, but strife is good for business.

 

Omnipotent species who enter one of my games will at some point find their powers restricted or removed, not as punishment but just for the drama. Over time, they may get them back, or new traits will emerge. But no one gets to play Superman for too long.

 

N'Dak talked about using Jaruq as a transmitter. Once that story ended, his character was ordered into therapy to learn how to reign in an out of control psychic ability. Did he know his ability was 'out of control'? No ... but there was the point of drama in that story.

 

When I was an ensign, telepathic characters were everwhere. So I made Moose into a "psycho-phobe" and made him paranoid about telepaths. When that path was explored to death, I exposed Moose to a "psionic amplifier" which turned him into a telepath. He then had to deal not only with the imposing ability, but the disgust of what he'd become and the shame from actually liking it. It was a fun time.

 

Vex is right. Design your weaknesses, not your strengths.

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2) This is probably one of the reasons I quit playing my Bajoran character. First year, I really didn't know what the hell I was doing, and the second and third years I'd painted myself into a corner based on the first year. Now, I'm hoping to reintroduce the character on another sim, and I think I'll do the character a greater service now that I've had some time to sit back and reassess her personality.

Sometimes I think that new players develope their characters way to quickly these days. I see them hopping into sims and shoving right off into the tradgedies of their characters lives.

 

Sure, it's great, but I think that it might make things harder on fitting into the crew. Not only are you dealing with moving into a new ship, with a new crew, who has in jokes and friendships, but you're also advancing to a new level of simming. I don't really believe that's the greatest time to be devleoping your character.

 

When I joined the Manticore, I left my character alone. He was human. His bio stated he was born in Iowa, knew he wanted to go into Starfleet, and was an intelligent person. Beyond that I left it empty, on purpose. I didn't want to have a bunch of information previous that I couldn't explain later on.

 

I gave myself 6 months before I began to actually develop my character, going into his past and all. Slowly, I carefully took things in the right direction that I had figured would work.

 

If I had rushed into things, trying to develope my character to quickly, I would have had difficulty adjusting to life on an advanced sim. Not to mention made mistakes with my character that I wouldnt' like later on.

 

Since I started developing my character, I've taken my time. Over the processes of several months I explored how he reacted to the supposed death of his brother (who is really in the Delta Quadrant, on the IKC-Qob Lakota). Then, I've moved on, exploring his spiritual side. I've been very carefully, slowly moving in. Testing the waters so to say. This way, I get an idea of what I want to do before I do it.

 

I haven't touched my Arcadia character. He needs to be developed, but I've been unsure of how to procede. I've been slowly thinking about it and in time I will begin to work with him, but I think as of this point I need more time before I hop in.

 

There is no rush to developing your character. Take your time. Enjoy it. Quality over Quantity with character information is a good slogan.

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