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Kyll mentor application - or how the newbies will have to listen to Katie's songs

Posted: Fri Jun 19, 2026 2:36 am
by Kyll

SS14 username: Kyll

Discord Username: Kyllano

How old are you? 24

Have you read the requirements, and ensured you meet them?

Yeah, though I barely pass for some (engie mainly)

How many hours do you have on Funky?

Playtime (roughly rounded, I might ve forgotten some hours while calculating)
Overall: 660h
Security: 280h
Science: 22h
Medical: 47h
Engineering: 20h (note that I had about a 100 hour of engie on wizden prior to joining Funky)
Command: 35h (excluding promotions)
Cargo: 90h
Service: 52h

Have you helped with whitelists before, or played Nanotrasen Career Trainer on New Player Weekend? Please elaborate on which one.

Didn't help on the whitelist front.
However, I've helped out as a NT Career Trainer. It's quite fulfilling when you've got someone to teach (without mentionning the LOOC tokens limit when teaching controls). Problem was that the people asking for help during a round were rare and few.

What tips you off that a player might be a good fit for Funky, if anything?

Any attempt at RPing situation even if it'll mean that the player will "lose". Someone who will willingly be lured into maints by a clown because there's a monkey doing "sick ass tricks" or someone who will find fun RP reason not to go there (like having sick ass monkey allergies or something else important to do).

Have you ever had an interesting or fun experience helping a new player? If so, tell us about it.

The most recent one was some newbit cargo named Machu. I showed her all the cargo ropes, and when she was a bit comfortable, I left her for a bit.
I learned that she died a bit after and did it all to save my protégé trainee. It was a survival hellshift, but I managed to get her up since med was overwhelmed. We spent the last of the shift trying to make it to evac with her in a wheelchair. It was very fun and I could teach her a bit about med too while I was tending to her.

How do you like to teach interns or new players, if at all?

Have you heard of Katie Boot Kamp?
Katie will make you a good secoffs by making you pass robust training (shooting the clown dummy), law 101 and SOP class (snooze). All the while, she'll blast you with songs (I love playing training montage songs like the Rocky theme or others).
In all seriousness, I've had nothing but positive feedback when training cadet. I try to adjust the content and songs when doing it in other dept.

What areas of the game would you say are your strong suit, if any?

Security by far.

What is your favorite department? Why is it your favorite department?

Must be security. My leaning toward Sec is twofold :

  • Security is deeply engaged with the round antagonists making for a different experience everytime. And since antagonists are probably the most creative and adaptable people on station, it makes for a very divers, high octane experience that I enjoy a lot.
  • Security is inherently a very RP focused role, and I like to think at SS14 as more of an RP game than a Sandbox. Being robust and knowing all the mechanics does not make you a good secoff, being social skills will. Even if you play an asshole, the connections you make (friendly or hostile) with people make the heart of the job.

Tell us a fun fact you know about the game. The more niche, the better.

You get to hear multiple :

  • Slimes have storage where they can hide stuff inside of them!
  • You can create actual digital clock in the game by hooking up two lights. Activation means the other toggles. Using this knowledge and the logic gates, you can technically make a computer in the game. (I have made a 2 bit adder once)
  • Picking up the first card of an unshuffled deck will grab a joker. The card are ordered.
  • This is a bug, but a funny one. As a secoff, put on armor, put on a shield and use the actions on the left of the screen to "pull up the shield". You'll have 15 attempts at it screaming at your screen. Fun stuff
  • The donk pockets in sec have omnizine in them when cooked
  • Here are all the places to get string instrument roundstart on station :
    • Bagel, SW maints tunnel in the little Outer Worlds room
    • Court and Box station, musician room there are maybe guitars sometimes. Else, it's
    • Core, ask a borg to get CE's guitar, it is visible from outside
    • The one for lower pop (forgot the name) only has a recorder... This is the worst one to get an instrument
  • All secoffs are failing at SOP. They must follow the security code of conduct as per SOP. The security rule of conduct rule 8 states "you shall not be incomptetent". Boom, checkmate secoffs, you're all fired.

Tell us about a roleplay moment you fondly remember.

This is later in a hellshift. I think it was an NTR or another head that had been confirmed dead, station was in a dire state.
So dire in fact that lil' old cargo tech Katie and assistant Sniffs the glue managed to get into bridge after it had been blown open.
Captain and other CC staffs were out of bridge, so no one was there to admonish them.
But what's that? A red phone? Katie picks up the phone and leaves a message.
"Hello, we'd like to order two large pepperonies and a large Smite please""
Phone starts ringing. Sniffs picks up
"Hello this is CC, we've received a message from station?"
"Oh uh, hi! We'd like to order some pizzas!"
"Tell them to add a large coke" whispers Katie
"And a large coke!"
"Uuuuuh.. Sure, if station is lacking some pizza, we'll order some"
Later that shift, when going back to CC, there was a pizza party waiting for everyone. Good times

Are you committed to keeping up with mechanics changes and learning them so you may teach new players, and presenting a friendly, helpful face in our community?

Of course, however, I cannot say I will become an atmos wizard overnight.

Are you willing to assist admins with whitelists by helping look over and pre-approve them?

Sure, occasionally. Although, high availability will not be guaranteed for I have a j*b