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In order to become a the game master of a simulation  ("simm") in Bravo Fleet, you must become the in character commanding officer of the ship/base represented in the simm. Bravo Fleet has developed a number of guidelines for play within our community to create a fair and equitable environment.
Before applying to become a CO in Bravo Fleet, you should read through these rules which can be found in two parts: The Bravo Fleet Constitution and the accompanying by-laws.
From within these rules, you should note the following specifics:
  • No player shall command more than one ship in any part of Bravo Fleet (with Bravo Fleet main and each affiliate being defined as a "part") and no player shall command more than two ships Bravo Fleet wide (with Bravo Fleet wide meaning Bravo Fleet main and all of its affiliates as one unit). Constitution - Article III, Section 2.9
  • In order to receive command, all Simm COs shall agree to obey the Bravo Fleet Constitution. COs are also responsible for ensuring that all players on their simm are aware of the Constitution, the rights they enjoy therein and the responsibilities of the Simm CO. Constitution - Article III, Section 2.10
  • You cannot become a CO in Bravo Fleet unless you have either "six months verifiable experience on an active Bravo Fleet Simm" By-law #9
  • You accept that, if you become a CO, Bravo Fleet retains ownership of the name and registry number of your ship and may reuse it and reserves the right to contact your crew should you go missing or resign from the fleet to offer them other opporunties to play in Bravo Fleet. By-law #9   
  • You will be required to complete and pass command academy, develop a website for you simm and obtain a crew of 5, in addition to the CO, making a total of 6, before the simm can be declared 'active'. Constitution - Article III, Section 2.1
Before applying to join a simulation in Bravo Fleet, please  read Article III, Section 1 of the Bravo Fleet  Constitution which outlines the rights and responsiblities for our players.
If you have read and understood this section please complete the following application and someone will get back to you about a position in  one of our games.
By submitting this form, you acknowledge you have read and agreed with the above.
 
YOUR NAME: Jordan

E MAIL ADDRESS: elianatamerin@gmail.com

YOUR AGE: 21 (birthdate 01/29/1989)

Please list your RPG experience:
I have been Trek simming for seven years now in various RPGs. My characters' achievements have ranged to a LCdr Chief Tactical Officer after three years in Federation Space, to short-lived captaincies of my own. Most of my Star Trek experience has not been as a CO, but as a lower player, but I have been an XO several times, as well as part of fleet staff for a few short lived (six months) ventures. A list of Trek RPGs is below, but these are only those whose names I can remember:
Federation Space
Echo Fleet
Seventh Fleet
Omega Fleet (was a CO)
Tactical Command (three instances of it)
Tango Fleet
Megiddo Project
Darkened Dawn

Bravo Fleet Experience:
Bravo Fleet: NEO (USS Agamemnon)
Task Force 9, USS Hale CO

Outside of Trek, I have roleplayed in several other genres. The list is below: (* means I was a member of the staff)
Harry Potter:
Ultimate Hogwarts
Starlight Village*
Olympus Academy
Of Ages Past*

Serenity:
Finding Serenity

Star Wars:
The Moons of Iego
Sithspit/Sithspawn
Star Wars: A New Age
Star Wars: Echoes of the Force
Star Wars: Trinity*
Dark Times*
Threads of the Force*

Narnia:
The Hardest Story
Into Narnia*

CHARACTER INFORMATION:
Full Name:

Race:

Gender:

Age:

Place of Birth:

Brief description of character's appearance and general attitude:
Appearance


Personality


Character's biography, history and other relevant factors:


COMMANDING OFFICER QUESTIONNAIRE
Please describe what you see as the out-of-character duties of a Ship's Commanding Officer:
I see the OOC duties of a ship's commanding officer to be the leader of the simm, much like a small-scale version of the BFCO or TFCO. They oversee all the operations, logistics, etc. They are the final decision-makers and the master implementers of new changes.

Specifically, I see them having the following duties (although I don't think this is an exhaustive list):
  • Recruitment
  • Personnel Management (Promotions, awards, changing positions/ranks)
  • NPC Management (Shared with XO (and department heads, depending on the size of the simm))
  • Mission development (Shared with crew, I don't think ONLY the CO can write missions, there are other qualified writers on simms)
  • Website Management
  • Dispute Mediation/Problem Solving (Shared with XO, following CoC)
  • Liaison between crewmembers and TF/BF
Describe what you see as the in-character duties of a ship's commanding officer:
In-Character, the CO takes on many of the same duties, such as personnel management, liaison, dispute mediation/problem solving, and, to a minor extent, recruitment. These duties are modified within the IC environment, of course.

In addition, the CO is the head of the starship. COs are an official representative of the Federation and Starfleet in First Contacts, they are the final decision-makers and master implementers of new changes, they also must make sure that their ship is operating smoothly.
 
Describe how you see the relationship between a CO and XO in running a ship:
I place a large importance on the relationship between the CO and XO, both IC and OOC. While the IC relationships can be varied, and indeed it can be enjoyable to write conflicting viewpoints and personalities, in an OOC manner, the CO and XO need to be able to work cohesively. Together, they run the simm, and without each other, the simm can literally fall apart.

I feel the CO is duty bound to consult the XO on changes and decisions. It's both a check on power, as well as an adviser position. At times, an XO's opinion, whether in line with the CO's thoughts or not, can help to point out potential errors or better rectify a problematic situation. This kind of relationship can exist ICly as well, and ideally it should, but it is most important to occur OOCly.

What will you do to recruit quality writers to your simm:
I would try to approach worthy candidates that I found individually, however that method would likely not produce a stable crew. In the end, I would have to rely on ads and networking to do most of the recruitment. I would attempt to take as much advantage of participation in Bravo Fleet's own recruiting mechanisms as possible.

However, for each new player, I may attempt to contact them before accepting. I would require a writing sample, and from this as well as my conversation with them, I would attempt to judge their level of quality. Writing skills aren't my primary interest, but rather the amount of effort someone puts into their posts. Are their posts well thought-out? Do their posts develop the character(s)? Can their posts advance the plot, be it personal or mission?

How would you go about motivating a player that has lost interest:
I would try to talk with the player, to see what has caused the lack of interest. Hopefully, the player and I can come to an understanding, perhaps the lack of interest was over a confusion or misinterpretation. If there is a specific problem, I can attempt to deal with that. If they have nothing to do in the mission, then I can also introduce an element to the mission to give them a task or some participation opportunities.

Ultimately, however, it's up to the individual player. If they have lost interest permanently, there's little I can do. Hopefully what I can do is enough to garner their interest once more.

How would you deal with a crew that has lost interest or where morale is low:
It really depends on the situation. Most often a crew loses interest when a mission stagnates or when a mission is uninteresting. In those cases, speeding up the mission can be a solution. Or, if the situation warrants it, changing or dropping the mission altogether.

Other times, the players don't feel comfortable, an increase in OOC interaction can help alleviate that and foster community. This may occur especially with an influx of new players, or during the period of recruitment.

Scenario 1: An IC character has taking a dislike to another player's character. The second player feels that he or she is being singled out personally and reacts poorly or becomes upset. What do you do?
I would speak with the player and remind them that this is a game, and that part of the enjoyment derives from abstracting oneself from their character's direct reactions. Players need to realize that the same emotion they feel can be turned into inspiration for a post, if done carefully. I would encourage the two to contact each other via PM, email or IM and talk to one another, get to know each other. Many misconceptions can arise simply because of a lack of communication, so understanding that the first player wasn't acting out of malice would be crucial for the second player to realize the true situation: just writing conflict into the story. Eventually, I would hope that the player would mature in realization enough to avoid any future issues.

Scenario 2: Two players in the simm have an OCC  disagreement that spills into the sim's list and turns from a friendly disagreement into an ugly fight. What do you do?
I would immediately approach both players and reprimand them for letting their disagreement become public and upset the entire ship. I would remove, relocate or edit the posts if possible, and then try to have the two players resolve their differences. Even if they cannot, I would warn them that a second outburst will have in-game consequences, and possibly removal from my ship.

Scenario 3: A player come to your with a complaint that their character is never included in the storyline. How do you determine if this is their fault for not writing themselves in or the nature of the storyline? Explain how you would deal with the situation.
I would ask for the player's input on how they thought the storyline was excluding the character. Then I would look at my mission outline, and the posts already made, and see if what the player said made sense. If it was an outright mistake on my or the player's part (I forgot to mention something, or the player didn't pick up on a line) I would point it out and take steps to include the player's character more directly in the mission.

If the mission is written weakly for that player's character, I would also suggest that they devise some kind of subplot or character development angle that they could occupy themselves with. In the next mission, the player's character would be strongly considered as a main supporter, if not having the mission based around that character.

Scenario 4: A player does not get along with you or the XO personally. How do you deal with this situation?
If a player isn't getting along with my XO, then I would probably have him report to me instead. And vice versa, if the player isn't getting along with me, I may ask my XO to handle any direct encounters with the player in the future.

Scenario 5: You have a civilian character who is unsure how to become involved in your current plot because of the nature.  What do you tell them and how do you help them?
I would do pretty much the same for scenario 3. I would take a look at the mission and see if there was a way I could involve them, and if not I would suggest (and even help) the player form a subplot or character development angle. Then I would try to include them in the next mission at a higher priority.

Scenario 6: A player posts an overly aggressive, sexual or foul post. What will you do?
Personally, I prefer to rate simms at 17+ or 18+ to avoid some of the ambiguousness. While it does exclude some perfectly decent (and sometimes excellent!) writers, I'm aware of from my own experience, it also allows those who are writing on the simm to write without fear of offending someone or crossing a line as far as PG-13 or such goes.

If a player is constantly writing posts like this, which are detracting from the overall quality of the simm, I would sit down and talk with the player. I would remind them that this is a community game and a collective story, and some of the content of their posts may be going a bit overboard. I would encourage the writer to seek out appropriate situation constructs to write an aggressive post, a sexual post or include foul language, but to be mindful that not every post is appropriate for these kinds of content. The writer's character may also have to face in game consequences for their actions, which the writer needs to be aware of.

And at the most extreme, if a player cannot manage the content of their posts more appropriately, I might ask the player to tone down their posts, either glaze over details, fade to black or replace the real world profanity with something in-universe.

Scenario 7: A player requests a transfer to another simm. What will you do?
First, I would ask the player why they had requested the transfer. If it was a problem that had not been identified before, I would inquire as to why, and attempt to resolve the issue. If it was a problem that had been brought up before, and a solution already given, I would ask how the solution was not working and what the player would suggest as a solution, instead of transferring. I would try to get my XO's input on this, unless they are the one asking for the transfer, and then I would likely get my TGCO's input on it.

If there is no problem, or the player desires only to transfer to resolve the issue, then I would attempt to make arrangements for it. I would ask that the player at least finishes out the mission before transferring, so that there are no disappearances in the middle of a mission. Missions can always be steered in one direction or another, and I might try to involve a player's character's transfer ICly reasoning into the mission, perhaps allowing a subplot's climax to culminate into the character's resolution to transfer. I would always attempt to help the player leave with a positive attitude towards the simm, even if their leave was over a problem.

Scenario 8: You have an issue with a member of the Task Force staff, what do you do?
I would first try to approach this member, to see if I could resolve the issue without involving outside parties. If the staff member and I cannot reach a resolution, I would involve the superior staff member, even going up to the Division CO.

I would attempt to handle the situation by PM/email/IM versus forum posting or public rants. I do not believe a situation like that could *ever* be handled via those last two forms.

Situation 1: Your ship has lost staff. What is your solution to maintaining your sim and staff?
I would first speak with the members who have left, if possible. If they could provide reasons why they left, it would help me to better the situation for future members.

Then I would confer with my XO on a new recruitment campaign, targeting whatever areas that we both agree to. I would probably aggressively campaign for a few weeks, and then try to find a steady medium for recruitment in order to keep my new staff if recruitment proved successful.

Situation 2: You've become bored with the RPG for whatever reason. What do you do?
I would speak with my TGCO and XO to see if I could find ways to increase my motivation. Maybe add a new mission twist, start a subplot or character development angle, or explore a new OOC activity.

Situation 3: How do you determine a player deserves a promotion? What if you don't like the person?
Ideally, I would like to read over every player's post and assign it a score. I would keep the score tallied personally, it wouldn't be something that others would see. Posts would be scored on quality, quantity (whether a post was too short, or excessively long, not necessarily more points because it was longer), creativity, development (character and mission/subplot), and miscellaneous. That post score would be weighed against OOC interaction and the actual IC aspects of the character.

Players would not be eligible for promotion based on their post score alone, in fact it would have no actual bearing on promotion. The scoring is simply a tool to provide a neutral outlook on a player's posts, without attaching the specific elements of their posts. Players who help to advance the missions, develop their characters and behave well in an OOC manner on a regular basis would be eligible for promotion. Both myself and my XO would be involved in selecting candidates for promotion.

For me, both IC and OOC participation weigh heavily. A player's IC participation is only part of their participation in the simm. If someone is only participating ICly, then they may not be promoted as fast as someone who participates well in both IC and OOC areas.

The post score would help to offset my personal feelings towards a person. If I didn't like a person, if their behaviors in an OOC manner annoyed or irritated me, etc., the post score would help balance that. If I was irked by someone always, for example, making jokes OOCly and seemingly was never serious, I could look at their posts. If their posts showed me they were eligible for promotion, then my personal irritation would have to take a backseat. My XO would also help offset this, as both of us would be involved in the promotion process.

Situation 4: You are approached by another sim group to ask you to leave Bravo Fleet with your ship and join them. What do you do?  What do you tell them?
I don't think that a fleet that needs to ask other ships to join them is a worthy fleet in the first place. I would probably report them to my TGCO/TFCO and politely decline their offer.

What Ship Class do you prefer:
1st choice: Intrepid
2nd choice: Nova Refit (or Nova)
3rd Choice: Ambassador

Sample Post: Post on this situation:
It's 0330 hours and you're asleep in your quarters. You're in the middle of a nice dream when the ship's red alert klaxon blares you awake and your XO is on the bridge saying "Captain to the bridge! Red alert!"


"Captain to the bridge! Red alert!"

'Mmm, no thanks,' the boy thought to himself, still well entrenched in his dream. Why should there be a red alert during tag? That didn't happen. He looked down the street, there were no cars coming. Some part of his brain told him that cars had been obsolete for centuries, but he didn't listen. After all, he would expect someone to yell "CAR!" instead of "Red alert." 'What do you mean, bridge? There's no river near the city.'

"Red alert! Captain, please come to the bridge. Captain, respond."

'Bridge, oh, isn't that the command center of a starship? That's silly, I'm not on a starship, I'm on--' the boy bolted upright, his dream completely faded. He was still groggy but one thing was firm in his mind: Red Alert! He had to get to the bridge. NOW! Gripping the covers, he threw them back and planted his feet on the floor. The leggings of his pajama bottoms fell to his ankles, reminding the Miran boy of his attire. Should he change or not? Change or not? 'Better question, should the ship not get blown up or should it?' The sarcastic thought forced the decision, and he set his feet to motion. Heading for the door, he ruffled his hair slightly, as if that act alone would cure his bedhead.

The corridors were, of course, empty. 'What time is it anyway?' the boy thought. He spoke the question, addressed to the computer this time, "Computer, time." It answered back promptly that the time was 0332 hours. 'Is that even a real time? That is, unless you're staying up all night, or it's Christmas morning.' Another voice added, 'Or your birthday.' The painful reminder came at once, he never had a birthday anymore. Not only did he not remember his birthday, nor could the Federation scientists find the information in the mountain of data they had poured through in the first few decades after their discovery of Miri's Planet, but what purpose would it have served. Birthdays were for people who grew older by the year, and this boy most certainly did not. He aged just one month per century, what purpose would a birthday serve, but for a reminder of that which he could not attain? At least, not for millenia.

His thoughts had carried him all the way inside the turbolift. The Miran boy realized he was standing inside, but the lift hadn't moved. He called out, "Bridge," and the chamber hummed as the lights on the walls indicated the direction of movement. Up. Towards the bridge, towards whatever this red alert was. Thoughts and questions raced through his mind, the only one he didn't consider was, 'Why would my XO be on the bridge at 0332 hours anyways?'

The double doors of the turbolift split to reveal the ship's bridge. The boy half-stumbled out, still slightly groggy from being woken just minutes before. His right-hand officer, the Executive Officer, stood at his arrival. The Miran said nothing but simply nodded, and the Executive Officer began to report. The words only half-registered on the Miran's brain, it was occupied by only one real thought: 'Oh boy, this is gonna be a long day.'

Marketing Data: How did you hear about Bravo Fleet and why did you want to join?
I can't recall how I heard of Bravo Fleet. I joined the USS Agamemnon originally because I had written a Miran character specifically for the TMP era. I wanted to try her out, and I had never really simmed in that era before.
22
Character Development / Re: Mackarios Volakou [USS Galaxy]
Last post by The Insane Admin -
[float=right][/float]Name: Mackarios "Mac" Volakou
Species: Miran
Birthdate: 1956
Birth: Souda Bay, Crete, Miri's Planet
Height: 4'8"
Weight: 81 lbs.
Languages: Greek, English, Federation Sign Language
Interests: Fixing or tinkering with technology, Ocean surfing, Legos
Written By: Jordan

Awards:
2312- Starfleet Academy Graduate

Reprimands:
2358 - Reprimanded by Commodore Stephen Baker for dereliction of duty.
2358 - Demoted by Commodore Stephen Baker for insubordination and conduct unbecoming of an officer.

Education:
circa 1960 - Partial primary education, Miri's Planet
2293 - Enrolled, Miran Institute
2307 - [CDT1] - Starfleet Academy, First Year Cadet
2308 - [CDT2] - Starfleet Academy, Second Year Cadet
2309 - [CDT2] - Starfleet Academy, Super Second Year Cadet
2310 - [CDT3] - Starfleet Academy, Third Year Cadet
2311 - [CDT3] - Starfleet Academy, Super Third Year Cadet
2312 - [CDT4] - Starfleet Academy, Fourth Year Cadet
2382 - [ENS] - Starfleet Academy, Master's Program Junior Year
2383 - [ENS] - Starfleet Academy, Master's Program Senior Year

Service Record:
2312 - [ENS] - USS Paraguay, Engineer
2314 - [ENS] - Transfer - USS Edgar Allen Poe, Engineer
2316 - [LTJG] - Promoted to Lieutenant, Junior Grade - USS Edgar Allen Poe, Engineer
2320 - [LTJG] - Transfer - USS Pioneer, Warp Core Specialist
2322 - [LT] - Promoted to full Lieutenant - USS Pioneer, Power Distribution Supervisor
2325 - [LT] - Transfer - USS Corus, Assistant Chief Engineer
2331 - [LT] - Transfer - USS Princeton, Chief Engineer
2336 - [LCDR] - Promoted to Lieutenant Commander - USS Princeton, Chief Engineer
2338 - [LCDR] - Transfer - USS Agamemnon, Executive Officer
2346 - [LCDR] - Transfer - USS Agincourt
2358 - [ENS] - Demoted to Lieutenant, Junior Grade, and transferred - USS Bermuda, Engineer
2359 - Retired from Service
2382 - Voluntary reactivation, enrolled in Starfleet Academy Master's Program
2384 - [ENS] - Posted - USS Prominence, Tactical Officer
2385 - [ENS] - Transfer - USS Galaxy, Tactical Officer

Background:
On another Earth, in the mid-20th century, a boy was born to Elias and Calista Volakou, whom they named Mackarios. They were a quiet family, living on another European continent, attending school and jobs, for many years.
 
Unfortunately, their son Mackarios, was a bit of a hothead. He got into arguments in school, and fights after school. In their neighborhood, though he would play somewhat well with the other kids, if a dispute arose, Mackarios would use his fists before his mouth, or feet. This worried his parents to the point of seeing a doctor, who told them that it was normal for boys his age.
 
In one instance, when Mackarios was eight, he got into an argument with his father, and tried to hit him. His father dragged him into a closet and locked Mackarios in until he was calmed down. The closet had a light, which was lit immediately so he wouldn't sit in the dark. There inside the closet, was an old radio and some tools, apparently thrown away while in the process of an attempted repair. Since there was nothing else to do, Mackarios began to work on the device to pass the time.

His parents had all but forgotten about their son when they heard music wafting through the house from the closet. When they opened the closet, they found Mackarios, beaming from ear to ear, proud that he had fixed the radio of his own doing. When his parents realized his constructive abilities, they immediately set about teaching him how to use tools around the house and do a bit of woodworking in the meantime. Most of all, however, Mackarios loved to take electronic devices apart and see if he could put them back together. A few early attempts failed miserably, which resulted in his mother always having to wake his father for work from then on, but his skills improved over time.

And then, one day, the whole world came crashing down. Mackarios was eleven when the outbreak of a dangerous virus occurred. The teenagers at school began to get sick, his teachers got sick, even his parents. The madness that struck the adolescent and adult inhabitants of that other Earth was terrible to watch, and worse to consider what was next. Mackarios and the rest of the neighborhood children soon learned that death quickly followed, leaving them orphaned and stranded. They banded together with several other neighborhoods, children of all ages, though most were at least aged five or so. The couple of three and four year olds were younger siblings of older children, most others, they figured, probably didn't know enough to get out of their houses and join them.
 
Mackarios later learned the origin of the virus, though not for many centuries. He and the other children banded together, becoming the Onlies, one of many such groups scattered throughout the planet. They played foolies --games and pranks, for "fooling around"-- and scavenged the many abandoned areas of their city for food and other groups. Once in a while, they would meet another group, which would prompt an ongoing series of foolies between the two, until one group moved on to allow the other to scavenge there. Over time, the children's memories began to fade, forgetting their parents, their deceased siblings, and their lives before the virus. All that remained was play, and for the Onlies, play was life.
 
Unlike his memories, Mackarios's love of tinkering did not cease. Every time their group would happen upon some electronic piece, he would collect it for later practice. When working batteries began to get scarce after the first century, Mac expanded to mechanical devices, making odd contraptions, much like his combination of kitchen utensils and a crank phonograph which would deliver a punch to the face of whoever cranked it.
 
After their encounter with a group of Onlies in 2266, the Federation began sending medical teams and personnel to help the children recuperate. Many resisted at first, having no desire for their world of endless play to be over. Mackarios was one of those children, and he continued to play with his much-diminished group of Onlies. The Federation tolerated their behavior at first, but after an incident in the 2290s, most of the remaining pockets of Onlies were brought to the Federation Institute of their planet, designated by the Federation to be Miri's Planet.

The Federation Institute of Miri, also called the Miran Institute and sister to the adjacent campus of the Miran Foster Home, instructed the Miran children with a standard education that Federation citizens received. By the time Mackarios attended, the curriculum had been mostly set with many successful results, but it still took the instructors several years to overcome the conditioning of the children, set in place by centuries alone without the presence of adults. Adjusting to a new way of thinking, new knowledge, and most of all, a new era, was difficult for Mackarios. His lessons proceeded slowly, and often he required private tutoring to stay at the pace of his classmates.

In his free time, Mackarios began to tinker with some of the modern gadgets that the Institute provided him. Sometimes he would check the refuse bins to fish out equipment that had been thrown away, then to tinker and toy with it. Sometimes he would take them apart and try to put them back together, but after learning how Federation equipment worked (and the parts were generally standardized, making it simple to construct a toaster or a clock from similar parts) the excitement of that method began to fade. Sometimes he would salvage equipment for parts or just try to repair it.

His instructors began to take notice of his hobby, and they soon developed an angle to better teach Mackarios. He was given a curriculum optimized for his learning style, which greatly increased his success in school. Within a few years, he had passed his classmates in his studies, finally completing his schooling at the institute in three years less time than the average.

Like most of the Mirans, Mackarios worked with a counselor during his time at the Institute. The counselor helped him with behavior and similar issues at first, but as he progressed, the counselor began to focus more on helping Mackarios with interactions on a more adult level. By the end of his schooling, as he and his instructors, counselor and the Institute's commandant, met to determine what would happen to him next. A suggestion was made to become an engineer, due to his hobby, and his counselor encouraged Mackarios to apply to Starfleet, recommending that he would pass the required assessment of Miran children with ease, because of the success he'd had with the counselor.

Mackarios was finally accepted into Starfleet academy in 2307. There he worked hard, but the classes were not tailored for him, and he soon fell behind. It took all of his determination and working with a counselor and several tutors to keep him from failing. He didn't graduate near the top of the class, or with his original classmates, but finally became a Starfleet Officer in 2312.

His first assignment was to the USS Paraguay, a training vessel. He stayed there for two years, learning all he could and growing in maturity. His commanding officer, by the time he finally transferred to a permanent assignment, still put down on his record, "Likes to play minor pranks and frolic if not attended carefully. Recommend bunking with seasoned officer or regular visits with the counselor."

The USS Edgar Allen Poe became his next home in 2314. On the Edgar Allen Poe, Mackarios received his first promotion, a full four years after graduating from the Academy. By 2320, he had transferred once again to the USS Pioneer, still as a regular Engineering Officer. He stayed aboard the Pioneer for five years, earning a promotion to full Lieutenant after two.

His next assignment was his first in any sort of higher position. Mackarios was recruited to the USS Corus as the Assistant Chief Engineer, which he would serve in for six years. While he was slowly advancing, the greatest obstacle to promotions was his immaturity and childish behaviors, including pranks. Several of his Department Heads and Executive Officers remarked that an officer like Mackarios would likely never make it past the rank of Lieutenant or serve in any great position of authority. His behavior, they reported, was simply too unpredictable, and Mackarios was faced with threats of demotion or reprimands for disorderly conduct.

Mackarios defied those odds in 2331, transferring to the USS Princeton as its Chief Engineer. There, he met a then-Lieutenant Commander Alexander Morin, the Chief Helm Officer and the ship's Second Officer as well. The two quickly formed a friendship and spent a great deal of time together, their friendship becoming a true bond. This bond tested itself when the Commanding Officer accepted a promotion to the Admiralty, promoting his Executive Officer in his place. The new Commanding Officer, a Tellarite, took an immediate dislike to the friendship between Morin, whom she'd promoted to Commander and her Executive Officer, and Mackarios.

After several years, Morin convinced his superior officer that Mackarios was worthy of a higher post, and she promoted him to Lieutenant Commander, and to Second Officer of the ship. His new position didn't last very long, as two years later, in 2338, Morin took an offer to be the Commanding Officer of a ship, on the one condition that he could choose anybody to be his executive officer. To no surprise, he chose Mackarios, and both of them transferred to his new ship.

Morin's ship was an aging Miranda-class vessel. Even though the class had been refit once already, the Agamemnon was still ancient in terms of modern technology and equipment. Their missions were generally to backwater Federation worlds, resolving issues that didn't need fancy flying or a dazzling show of phasers and torpedoes. Still, Mackarios enjoyed his time aboard the Agamemnon, until 2346, when Starfleet decided to mothball the ship to allow for new ships to combat the Cardassian threat.

For nearly twelve years, Mackarios served under newly-promoted Captain Morin on his new ship, the Cheyenne-classed USS Agincourt as his executive officer, as he had on the Agamemnon. Those long years, the two formed a very workable bond. Morin understood Mackarios' personality, his quirks, and did his best to tolerate some of them. And Mackarios knew Morin's seriousness, and tried to balance that out with his erratic behavior. If he had wanted to, Mackarios could have landed a captaincy anywhere with Morin's recommendation, and it was his goal to eventually do so. However, Mackarios couldn't bear to leave Captain Morin, not with the kind of team the two made.
 
On a mission to help resolve a dispute on a Federation world, Captain Morin was fatally wounded on an away mission. Instead of commanding the ship and trying to resolve the conflict, Mackarios stayed by Morin's side until he passed. The bond they had, the years and experiences they had shared, were too great to allow himself to follow his duty. After Morin died, Mackarios did his best to finish the mission, but ultimately Starfleet sent a member of the Admiralty to do what he could not accomplish. Commodore Stephen Baker was sent to resolve the dispute, after which he assumed command of the Agincourt.
 
Baker and Mackarios were immediately at odds. Baker's first action was to reprimand the Miran for not completing his mission properly, putting too much time into staying next to Morin's deathbed. Mackarios was shocked at the senior officer's demeanor, and their relationship only deteriorated from there. When, several weeks later, Mackarios pulled one of his pranks on the crew, programming the mess hall replicator to turn anyone's dish into a plate of dead gagh, Baker demanded to know who was responsible. One of the crew, knowing Mackarios' fondness for the pranks, implied that it might be him, and Baker immediately summoned the Miran.
 
Mackarios admitted playing the prank, reasoning that the crew needed a laugh after their Captain's death. The Commodore would hear none of it, warning that another prank would result in severe consequences. Mackarios scoffed at Baker, thinking that it would only be a short time before another Captain was assigned to take over the Agincourt. It wasn't for a few more days until another prank occurred, and again Baker summoned Mackarios. Instead, this time it was not his doing, but another crewmember's, one who shared the First Officer's notion for light-hearted pranks. Baker immediately demoted Mackarios to Lieutenant. When Mackarios tried to protest, Baker demoted him again, all the way down to Ensign, and informed him that he would be reassigned.
 
Crushed by both his former Captain's passing, and humiliated by his demotion and reassignment, Mackarios spent only a few months on the USS Bermuda before giving up. He resigned his commission and retired from Starfleet, leaving behind the life he had known for over fifty years.

Mackarios found an apartment on Risa and relocated there following his retirement. Risa had most every form of entertainment, which kept him busy and interested often enough. The entire planet was essentially a giant amusement park, and the child in him was let out full-force. For years, nothing drove him but the daily games with other children, exploring a new part of the planet, and even growing comfortable enough to play pranks on other inhabitants, even those in his own building. Although engineering was still a hobby of his, Mackarios had been in a command position for over twenty years, far too much time out of the engine room. Even his few months on the Bermuda couldn't do enough to update his knowledge, there were so many changes, new ideas and methods. The games occupied most of his time anyway, so even as a hobby, engineering would have been slow going.

It was on Risa that Mackarios learned how to surf. He grew to love the sport and began to enter competitions. It was in these competitions that he became known for stealing other surfer's waves, and gained a notorious reputation for arrogance. In the final round of a heated competition, his closest competitor stole a wave from him, costing him the tournament. Angry and defeated, Mackarios gave up competition surfing.

After five years, Mackarios grew bored of life on Risa. He journeyed to Miri's Planet on vacation, to see what his homeworld was like a half-century after his departure, and found a very different world. Most of the Mirans had been educated through the Miran Institute now, and it stood mostly defunct. Some Mirans had left, but most stayed, resuming the normal course of life for them as in the past few centuries. Of course, now the Mirans had new technology, and instead of foolies in the streets, they played foolies in state-of-the-art holodecks. They raced atmospheric shuttles and pranked each other with random transportations to far-off cities. Mackarios became enthralled in the life of a Miran again, and absorbed himself into the world once more.

The years passed again, and Mackarios grew bored with endless play. He had experienced work, a life in Starfleet, and accomplishments. Play, although enjoyable and something to be passionate about, didn't quite give him the satisfaction that Starfleet had. Miri's Planet was governed by a legislative body, the Council of Youngers. Though the elections were generally just popularity contests between best friends, Mackarios ran. And surprisingly, he won his first time.

The Council of Youngers was really nothing more than a playhouse with little work actually being done. Mac's first session determined that ice cream would be served daily at 3:00 PM instead of 4:00 PM and that any remaining bedtimes would be completely eliminated. Future sessions ensured that the children were never involuntarily served any vegetable that was green, yellow, red or purple, and absolutely forbade the import of Lima Beans and Cod Liver Oil. Still, amidst the play, some work was being done. Mackarios still didn't feel completely satisfied, but his terms in the Council felt more comfortable than endless vacation on Risa or outside the Council on Miri's Planet.

While on Miri's Planet, Mackarios began to teach other Mirans how to surf. Several of his students became quite talented in their own right, and Mackarios decided to hold a competition. During the competition, one of his brightest students decided to begin stealing other surfers' waves, forcing Mackarios to disqualify him from the tournament. The episode hit Mackarios hard, and as the competition drew to a close, he pondered the real reason he had lost the tournament on Risa, and why he had lost his career in Starfleet. Mackarios discovered some hard truths about himself, and because of them, he committed himself to returning to Starfleet.

In 2382, Mackarios returned to Starfleet and enrolled in the Starfleet Academy Master's Program. He studied in the Tactical division, rather than re-entering the Engineering field, figuring that it was time to find a new direction and give himself new opportunities with a different career. He graduated, on time, in 2384, and was assigned to the USS Prominence. After serving for the last few months of the Hydran War on the Prominence, Mackarios transferred to the USS Galaxy.

Profile:
Pride is central to Mackarios' work, he does what he does with a passion and his pride shows through. In the past, he was something of a braggart and definitely a little arrogant, for when he does a good job, Mackarios likes others to recognize that it was his doing. When he found himself criticized, however, he was like to lashing out aggressively, through words, fists or some other form of retribution. It took several personal failures for Mackarios to realize that it was his behavior that caused his own downfall, and since then he has worked hard to be a more amiable person.

Academic learning is usually a slow process for Mackarios, books and research is not his strong point. Whenever he attempts to learn or practice a hands-on skill, however, his retention and rate of advancement increases. A practically-applied academic skill, thus, has more merit to him than a theoretical academic skill.

Much like any Miran, Mackarios is still a child at heart. And while he has learned professionalism, his childish tendencies still surface occasionally at times when he should be working, despite his efforts to keep it in check. Off duty, he generally allows it to run rampant, by engaging in games with other children or even other officers on the holodecks.

Mackarios is a light-hearted person with a well developed sense of humor. He will often inject humor into a situation to lighten the mood, by jokes or pranks of some manner, or acting in a humorous way.

Notes:
While most students in Starfleet Academy took the time to learn the languages of the founding Federation races, or a race with which they closely associated or admired, Mackarios, instead, learned Federation Sign Language (which closely resembles American Sign Language from Earth). He was inspired by a lecture guest hosted by a prominent Deaf individual of the Plaeties system, and chose sign over the myriad of languages the Academy had to offer.

Biopic: Headshot courtesy of Jonathan Taylor Thomas. Image manipulation by Ray.
23
Character Development / Mackarios Volakou [USS Galaxy]
Last post by The Insane Admin -
Player name: Jordan
Email address: elianatamerin@gmail.com
Age: 21
Experience: About 7 years of experience writing off and on in various RPGs, Trek or not.
Online contacts:
Email (above)
MSN: elianatamerin@msn.com
AIM: elianatamerin
Yahoo: elianatamerin
Time Zone: GMT-6
Country of Residence: USA
Character Summary:
Mackarios, nicknamed Mac, is a Miran (also called Onlies) from Miri's Planet, a planet visited in the Original Series episode "Miri." Much like other members of his race, he is a prepubescent child both blessed and cursed with a prolonged lifespan.

After Mac was educated and treated for the trauma he'd experienced in three centuries of life on Miri's Planet at the new instutitions built by the Federation, he attended Starfleet Academy at the turn of the 24th century. He majored in Engineering and was graduated to the fleet in 2312.

During his career in Starfleet, Mac served on several starships, gradually working up the ranks and positions until he became the Executive Officer of a starship. After his CO's death, Mac had a dispute with the ranking Admirilty, and was demoted. This caused his departure from Starfleet in 2362.

During his retirement, Mac lived on Risa, and then back to his homeworld, where he eventually served on the Council of Youngers, the planet's ruling body. After a time, he grew bored and increasingly unsatisfied, and thus returned to Starfleet in the 2370s. Mac graduated a second time from the Academy in Security, and after serving on a few starships, reached the Galaxy.

Mac is a prideful, almost egotistical or arrogant, person, and he likes to be recognized and appreciated. If he doesn't get that, or receives criticism, he can lash out aggressively. He is, though, still a child, in both heart and body, and he struggles with balancing professionalism with playfulness. He is fond of playing pranks on people, and will engage in a game of just about anything with just about anyone. His motivation primarily stems from his endearment to the Federation for lifting him from his life on Miri's Planet and granting him a whole new galaxy to discover.
Character Name: Mackarios "Mac" Volakou
Character Species: Miran
Preferred Department:
1: Security
2: Operations
3: Tactical
Writing Sample:
It was the mark of sovereignty, a planet's right to choose its own leadership. For the inhabitants of Rutenali IV, that right was now in limbo. The aging monarch, having served her planet for the entirety of her adult life, wished to impose a democracy as her last ruling act. Her son, the Crowned Prince, opposed his mother's wishes and had begun corralling his supporters to defend the monarchy. The Queen's ministers, however, accused the Prince of being illegitimate and not the legal heir, claiming that the pro-democratic brother of the Queen was instead. The planet's population had become embroiled in the conflict, and it was only a matter of time before fighting erupted.

In an effort to distill the conflict, Starfleet had dispatched the USS Agincourt. It had been three days since they had arrived at the planet. Only three short days, it was astounding how just three simple days could change the entire course of someone's world. Commander Mackarios Volakou desperately wished he could order a slingshot maneuver around the system's star in order to reverse the events of those three days. During those three days, he had lost more than just his Captain, but also his friend, his mentor and, as it felt right now, part of himself.

Seated on the floor of his quarters, Mackarios was posed in the form taught to him by Lieutenant T'vrek, the Chief Engineer. She had insisted that his lack of discipline would interfere with their working relationship. After countering his tongue and fists, which ultimately landed him on his back, an embarrassing position indeed, Mac agreed to T'vrek's suggested instruction in meditation. It wasn't helping now, even after the great effort the boy went to in order to earn his teacher's approval. The candles were lit, the robes were donned, and the recitation was precise. Even so, Mackarios could not bring himself to enter the heightened state of mind, his was too focused on the tears staining his cheeks, the streaks like brushstrokes on canvas portraying the grief in his heart.

He had stayed by his Captain's side for almost a day, in spite of the fact that, as Executive Officer, it was his duty to perform the duties of a Commanding Officer. In his mind, Mac had a duty to Morin first, his friend and comrade, before any fatuous political dispute. He begged his friend not to die, and screamed at the Agincourt's finest doctor to save his Captain. It was all for naught, Captain Morin died regardless.

Grief was no stranger to this child, this survivor of centuries filled with hunger and disease on his homeworld. Yet this grief came with an added burden, a weight that seemed to bear down on the Miran boy's head, shoulders, chest and even his hands and feet. There had to have been some way that he could have stopped this from happening. When the two factions on the planet refused to meet on the Agincourt, Morin had agreed to beam down to mediate. Mac had argued against it, citing his responsibility to protect his Captain, but Morin would have none of it, alluding to their close friendship as reason to trust his judgement.

Thus, grief was joined with guilt to create an ugly monster, one so despicable that it outclassed the Borg, the Dominion and even the Grups. It wrapped itself around his chest, like a constrictor, and sat itself down on his head as an iron helmet. By choosing Mac as its victim, the boy had refused to leave sickbay even after his friend's death. He refused to see any of the leaders of Rutenali IV or meet with his crew. The boy's only comfort was grasping the cold hand of his deceased friend, now only an empty corpse. Only after the Chief Medical Officer had enlisted the help of the Chief Engineer to break Mac's seal on the sickbay doors, and with the help of a team of Security officers, had Mac been brought away from Morin's side and to his quarters.

In his mind, the boy relived his friend's dying words. A plea, a hope, that his death would not bring about the end of stability on Rutenali IV. If nothing else, the Miran had to admire his Captain's dedication. When Mac uttered his agreement, Morin only returned a stare. He knew Mac too well to take a small utterance as complete agreement. Their relationship was hard and not without struggles. It had not been easy to stay friends as Captain and Exec, to live through their disagreements and put up with each other's professional styles. Morin knew Mac's style well, he knew what would follow, despite the Miran's words.

The boy had forced a smile to his friend, put on a 'brave front' (as someone once told him) and only replied, "Kretas aei pseustai, Alex." Cretans always lie. Those were the parting words to his Captain, his friend of over 25 years. Those were the words that would haunt him for the rest of his life.
24
Alright, briefly, here's how I might see Tawrro's life pan out.
-Born 36 BBY, and fought in a few skirmishes on Kashyyyk during the Clone Wars.
-After the war, and the slavery of the Wookiees that followed, Tawrro was shipped off his home planet to be used as slave labor for the various construction projects of the Empire.
-Was freed by insurgents operating under the soon-to-be Rebel Alliance banner.
-Joined the rebel cell, and soon became a fierce fighter in the war against the Empire.
-Fought the Empire until the New Republic won over, and then retired to Kashyyyk.
-Became involved in tribal politics, and eventually stood as an advisor for the tribal elders.
-Had a family and children.
-I think I'm up to about 50 ABY at this point. Damn.
-Continued to serve as an advisor for various tribal leaders, at some points travelling offworld to help in a few conflicts, only to return home to the quiet life in the aftermath.
-In 150 ABY, became a very young tribal elder, due to his experience.
-Served as a tribal elder for many years.
*-When the wars began, he urged Kashyyyk to stand out and fight, but the other leaders put him down as a warmonger.
-Even after Kashyyyk was attacked and the Wookiees fought off their attackers, they would not turn on the offensive.
-Tawrro became so impassioned by his cause that he alienated the other members of the tribe, and was exiled.
-Tawrro left Kashyyyk and journed offworld, joining the war effort where he could.
-Kashyyyk finally joined in the war after several years, and repealed Tawrro's exile, pardoning him. They offered him his elder post back, but he refused.
-Fought from 208-210 ABY in a massive battle on some worthless rock that ended in a white peace anyway. Met Shenn Roshan in that battle.
-Just before the end of the battle, Tawrro receives news that his son was killed in battle.
-The battle ends, with his forces ordered to pull out and abandon the fight.
-The death of his son and the withdrawal from battle was enough to cause Tawrro to stop fighting, and he returned home a shattered hero.
-He stayed on Kashyyyk for a time, but felt an animosity towards him still, and he begrudged his world for betraying him only to realize the truth later.
-Tawrro left his wife and his world in about 218 ABY, to wander the galaxy on his own.
-Wanders the galaxy as a mercenary, doing odd jobs, until a job gone wrong forces him to seek refuge on Coruscant in about 243 ABY.
-Continues to work as a mercenary on Coruscant, and re-establishes his relationship with Shenn in the Blue Flame.
-Meets Daiya and this reforges the shattered man in Tawrro. He regains his purpose for life.
25
Character Development / Tawrrowaldr [Threads of the Force]
Last post by The Insane Admin -
Player Info
Name/Alias Jordan
Where are you from Minnesota, USA
Age See below.
Contact Check out my profile for all that good info.


Character Info
Character Name: Tawrrowaldr
Titles/Nicknames: Tawrro
Age 286
Gender Male
Race Wookiee
Place of Origin Kashyyyk
Profession Former soldier, Mercenary/Bounty Hunter
Affiliation Many. Kashyyyk, Rebel Alliance, New Republic, various groups during the century of war, Allied Systems
Rank Corporal (Rebel Alliance), Lieutenant (New Republic), former Clan Advisor and Elder (Kashyyyk), Lieutenant Colonel (Allied Systems)
Faith
Force Sensitive No


Physical Characteristics
[float=right][/float]Character Play-by Random Wookiee-enthusiast in costume
Hair Color Light Brown, almost gold.
Eye Color Brown
Height 7 1/2 ft/2.3 m
Weight 330 lbs/150 kg
Distinguishing Features As a Wookiee, Tawrrowaldr easily stands out in a crowd, typically towering over the rest of the beings.
Handiness: Right

Personality
General Overview
Wookiees are fancied to be limb-tearing warriors by most, but the few who know them intimately are certain of this untruth. Tawrrowaldr is no exception, and despite his years as a soldier, he neither yearns for battle nor revels in its awe-some destructive power. He is patient, tempered by his years laboring for the Empire as a slave, and his determination sprouts from the same vein. Life is a precious commodity, and even as easily as he discards it for various employers, Tawrrowaldr respects its value. The lives of his family and friends are placed on a higher platform than his own, and he would gladly give his for theirs. That inclination rings especially true when considering the death of his son.

Although serving for many years on his home planet as a Council Elder, and raising a family, Tawrrowaldr is very much a solitary soul. He is perfectly content to wander on his own, seeking help from few, if any. Companions and partnerships are usually out of mutual benefits, and true friends are few and far between. Children, of any species, have a warm place in his heart, as he still thinks fondly of his own remaining children. Tawrrowaldr will not despair should separation from companions be necessary for survival.

Strengths
Besides his physical prowess, Tawrrowaldr has decades of experience in military operations, advancing from the lowliest soldier to a Lieutenant Colonel. Despite the defeat in his final mission, Tawrrowaldr has led troops to victories countless times. This has given him knowledge of the inner workings of the military, and expertise in strategy and logistics, as well as experience with the general conditions of war.

Tawrrowaldr's willpower is much like an iron embattlement, strong and greatly resisting attacks, although like much iron it is brittle and when pushed beyond its strength, his will can collapse. Like a great castle, his will can hold him steadfast against the arguments and attacks of his opponents, but also requires a great deal of time to rebuild. Even though this is true, his willpower is still one of Tawrrowaldr's greatest strengths.

Weaknesses
Although not aggressive or foolhardy for violence, Tawrrowaldr does have a temper. He has a high tolerance for improprieties or insults, especially with friends. An argument can be mended with a little time, a rift by a little hard work. Yet when pushed beyond tolerances, his temper bears a short fuse and will ignite almost instantly. Like a true explosive, silent and unnoticeable until triggered, when it explodes.

Ambitions
Although he has only recently mended the grief that had been weighing him down, Tawrrowaldr still regrets arguments and relationships he strained between his family and friends. His deepest desire would be to make right the wrongs he committed and earn back the acceptance he lost from his family and friends on Kashyyyk.

A sort of sister to him, his recent friend and companion, Daiya, means quite a bit to him, and her protection is something he would pay or do anything for. Not in the least, as well, would be to make her happy and content in her life, something he fears she's never truly felt.

Hobbies
If sitting in a bar, drinking and talking with friends counts as a hobby, then that would be a hobby for Tawrrowaldr. Solitary as he is, he enjoys the company of a good friend and a good bottle of liquor, a combination that has produced many a long, and eventful, night. Otherwise, Tawrrowaldr's time is more occupied by tasks required by his contracts or taking care of Daiya to enjoy many hobbies.


Personal Details
Family
Mother: Graurra (399)
Father: Wrrlfrobow (482)
Wife: Jowrralprr (272, estranged)
Son: Isshashhk (198, deceased)
Daughters: Kallwachir (237) and Sherykryyhn (219)

Friends
Daiya T'aemin
Shenn Rosham

Enemies
Phelaan

History
Tawrrowaldr was born at the end of an era. Some of the earliest of his memories involved the change of power in the Galactic Republic, and the series of events which would lead to its demise. But only hindsight carried perfect vision for the young Wookiee, and Tawrrowaldr chose to fight in defense of his homeworld during the Clone Wars.

Fighting would eventually become much of Tawrrowaldr's lifestyle. Not long after he helped the Republic push back the Separatist forces, the Republic (now reformed as the Galactic Empire) returned to the planet searching for their missing Jedi, and consequently subjected the planet. Around that same time, two Jensaari warriors arrived, an armored master and his apprentice, fighting alongside the Wookiees against the Empire, and eventually, fighting for their own lives against one they called an Inquisitor. During the battle, the Jensaari apprentice fell to the dueling Inquisitor.

That was the last Tawrrowaldr saw of the Jensaari warriors. The Empire's troups, rounding up the broken armies of the Wookiees, had begun dividing them up for slave labor. Among the Wookiees rounded up for slave labor was a brash young Wookiee named Tawrrowaldr, and his strength would soon become used to build the Empire's mighty machinery of war.

At first, the Empire grouped the Wookiee slaves together, but several attempted revolts proved the danger of multiple Wookiees in one place. One by one they were reshuffled and regrouped, until Tawrrowaldr found himself among only aliens, other races who had become the victims of Imperial ethnocentrism. He made a few enemies, but fewer friends, escaping death as a punishment on one occasion only as a result of those friendships. Through it all, he never stopped fighting for freedom, but in the end, it would take twenty years and a team of agents from the haphazard Rebel Alliance to end Tawrrowaldr's enslavement.

Freedom didn't suit Tawrrowaldr well, and he was consumed by guilt at being rescued by the Rebel Alliance. One of the greatest aspects of Wookiee culture was the life debt, and Tawrrowaldr indeed owed a life debt to the Rebel Alliance for rescuing him. However, Tawrrowaldr was still young, and it had been twenty years since he had set foot on Kashyyyk. It had been almost as long since he had been among his kind for very long. A strong part of him resented being forced into this situation, thinking that with a little more time, he could have escaped by his own means. Kashyyyk was still under the Empire's thumb, and Tawrrowaldr craved the advice of his own kind.

Traveling through the cells of the Alliance, Tawrrowaldr met another Wookiee with a similar story. He had escaped with fewer appendages and one less eye than Tawrrowaldr, having been tortured most severely by his Imperial slave masters. Tawrrowaldr was joyful at finding another of his kind among the galaxy, and he became fast friends with the older Wookiee. In time, the older Wookiee helped Tawrrowaldr to see the purpose of their people's rituals, and the significance of the life debt. Tawrrowaldr decided to honor his debt, and joined the Rebel Alliance.

The news of the Battle of Yavin soon caught Tawrrowaldr's ears, and others in his cell, inspiring them. The notion that the Empire's unstoppable war machine could be halted, even destroyed, was an unprecedented motivator. The battles that followed became victories for Tawrrowaldr's cell, and eventually they joined the main Alliance base on Endor following the destruction of the second Death Star.

Tawrrowaldr proved his worth in helping the Alliance beat back the Nagai invaders, and earned the rank of Corporal and was placed in charge of a squad of soldiers. His squad fought vicariously in many battles, taking several casualties but paving the way for the rest of the troops. As such, they were given commendations for bravery and valor, and given more and more dangerous assignments. During the Battle of Coruscant, Tawrrowaldr's squad, with the help of two others, held the doors of the Imperial Palace while the assault continued inside. By the end of the battle, only two soldiers remained in Tawrrowaldr's squad, and of the others, three were still alive.

While Tawrrowaldr viewed the loss of most of his men as a failure, the New Republic, which had arisen to prominence from the Rebel Alliance following the Battle of Endor, saw fit to promote him due to the way he handled soldiers who had lost their own squad leader. Given the rank of Sergeant, Tawrrowaldr was placed in charge of two squads, each commanded by the two remaining soldiers who had survived Coruscant with him. Over the next few years, Tawrrowaldr continued to assist the Republic in their liberation of more worlds from the Empire's grasp.

By 11 ABY when the New Republic reestablished control of Coruscant again, Tawrrowaldr felt his time of fighting was drawing to a close. He retired from the New Republic Army at the rank of Lieutenant, having earned numerous friends and medals in the course of his career. Without regret, though, Tawrrowaldr returned to Kashyyyk after over thirty years.

Numerous Wookiees had been captured and killed in the course of Imperial occupation and enslavement. Many of the elders in Tawrrowaldr's clan were gone, replaced by younger Wookiees who did not possess the wisdom of their predecessors. Worse, all but one had never left Kashyyyk, never experienced the harshness of Imperial slavery or the struggle of galactic proportions that had just been waged in their favor. Tawrrowaldr thought many of the new elders were naive, yet he resisted attempts from his friends and fellow Wookiee comrades in arms to point this out to the elder council. Tawrrowaldr had had enough of fighting, and it was time for him to settle down.

Still a young man in his culture, Tawrrowaldr took a bride, Jowrralprr. She gave birth to three children, a son Isshashhk, and two daughters Kallwachir and later, Sherykryyhn. Tawrrowaldr turned his focus from foreign issues to domestic ones, caring for his children, and teaching them the skills they would need to survive on their forest world. In time, he became a respected member of the clan.

That respect extended beyond just the community members. Because of his experience offworld and dealings in the New Republic's formation, Tawrrowaldr was asked to become an advisor to the clan council of elders. When one of the council's members died in 78 ABY, Tawrrowaldr was asked to replace him. He accepted, and in doing so, became one of the youngest elders in the clan's history.

By 150 ABY, the galaxy was once again in turmoil. The Galactic Empire, the second or third, no one was really sure anymore, was crumbling and its various regions and admirals vied for independence and power. An incident sparked a violent repercussion, and once more the galaxy was plunged into war. The Empire collapsed, and in its place several smaller governments aspired for galactic dominance.

As a clan elder, Tawrrowaldr spoke out fervently against Kashyyyk's neutrality. He advised that subjection would occur again, and that Kashyyyk should not be reduced to the state of a pawn in a galactic game of dejarik. He was called youthful, brash, a warmonger, someone tainted by years of enslavement and freedom fighting during the first Galactic Civil War. He rebuffed those claims, but stood alone in his arguments.

The armies of the war did reach Kashyyyk. At first they took refuge, trading with the Wookiees for supplies and safety. It didn't take long, however, for an enemy to strike their resting foes. Kashyyyk became a battleground once more, Wookiee fighting alongside aliens for the freedom of their world. When it was over, Kashyyyk was still free.  And Tawrrowaldr was still a laughingstock in the eyes of the council.

So furious was he that he gave a passionate speech to the council, lasting an entire day. His arguments were logic and reason, fact and history combined with his own experience and emotions at their capture and his enslavement of twenty years. The other elders saw no reason, no logic, the fact and history dismissed by arguments of sustainability through the past two centuries of war. Tawrrowaldr's experience and emotions were dismissed as impertinence. The council gave him a choice. Accept the council's decision to stay out of the war, or leave to go join it. Defeated, Tawrrowaldr could not bear to sequester himself, and left to seek out the war.

Tawrrowaldr became a legend among all apart from Kashyyyk. His ferocity in battle was nearly unmatched, and the various factions he fought for over the years rewarded him with medals and ranks. He turned down ranks that would leave him directing troops from afar, because, as he told one general, he could no longer be content to sit around the fire while others died from his mistakes.

It took several decades and more losses in victories to repel invaders from their world, but eventually Kashyyyk did join the wars. By that time, the galaxy was even more factionalized, the large political bodies that had formed after the Empire's collapse were nothing more than shadows of their former selves, reduced to controlling tens of star systems rather than thousands. Individual planets fought skirmishes against each other, and the war had become an every-world-for-itself battleground. The elders of Kashyyyk, in a message to Tawrrowaldr, apologized for their error years before, and invited him to return. They even offered to reinstate him as a clan elder.

It took every ounce of Tawrrowaldr's character to decline the offer. He and his people had gone separate ways. It had taken him years to understand that, and even more years to accept that. Even when his wife traveled to console and convince him to return, Tawrrowaldr refused. The family he thought he had made on Kashyyyk were still too afraid of broaching the conventional norms, of placing tradition aside and embracing the new. The new was war, and if Kashyyyk wished to remain free, Tawrrowaldr knew, they would need to fight to prove it. Yet that fight, he knew, was no longer his own.

His fight was among the last confederation, the Allied Systems, formed around the values the old Republics and Alliance had held so dear. Rather than a solid political body, the Allied Systems was rather a loose alliance of worlds. They had an army, however, and they fought against tyranny and the oppression that other worlds condoned of their enemies. That was good enough for Tawrrowaldr. His place with them was secured as a Lieutenant Colonel, tasked with commanding an entire regiment of troops stationed on a planet called Lok.

It was a backwards world, the native inhabitants primitive by most standards, and only a rough treaty kept them from attacking the confederation settlers who had built a city on the opposite side of the planet. The world was valuable for only one resource, Hfredium, that could be used in the construction of starships. Other worlds possessed the mineral, and it was certainly available on the market, but here the Allied Systems had a monopoly. And it was here, that his last battle would be fought.

In 208 ABY, one of the growing empires, directed by dark and sinister figures, unexpectedly attacked the world of Lok. In the siege that followed, the Wookiee Lt. Colonel grew close to many of the men with whom he served, including on Shenn Rosham. Initially offended by his Commanding Officer's inferior rank, the young Lieutenant grew close to Tawrrowaldr and the two shared a sense of kindred of exile, be it self-imposed or by default. The young officer was a peculiar case to Tawrrowaldr, a survivor of a dead world and somewhat withdrawn. He took special care to notice the Lieutenant, and as his supplies ran low and his forces depleted, the Wookiee promoted Rosham to acting Captain, granting him more responsibility.

The situation on Lok grew dire. Of the original 2500 forces, the army had dwindled to 1200 in two years of fighting. The stalemate in orbit prevented reinforcements to the Allied forces, and supplies were replenished usually only by capture or raid of the enemy's wares. Tawrrowaldr became fraught with contempt for the commanders and generals who had assigned him this command. But for the friendship that had evolved between him and Captain Rosham, the Wookiee resented his mission. As was expected, in 210 ABY, the Allied Systems withdrew from Lok, and Tawrrowaldr's army were allowed to leave in peace under the surrender terms.

During the hyperspace trip back to command headquarters, Tawrrowaldr spent the time with his friend, Shenn Rosham, in the cantina aboard ship. They joked and recalled the joyous stories of their past, downing mug after mug of generous ale. Before he parted from Shenn for the last time, Tawrrowaldr received news from the elders on Kashyyyk of his son's death. The last Shenn saw of the Wookiee was of a broken and defeated man. After finishing the debriefing with the army's commanders, Tawrrowaldr resigned his commission and returned home to Kashyyyk. It would be the last time he would ever call himself a soldier.

If not for the fact that his homeworld still thrived and his wife and daughters lived, Tawrrowaldr would have been utterly lost. As it was, broken and defeated on two fronts, and mentally exhausted from years of war, the Wookiee avoided any title of heroics or medals, though many were offered after his return. He refused to sit again on the Council, and spent much his time alone in his home or in the great forests of his planet. When he was around family or old friends, he found the air thick with old arguments or tensions left unaired.

After ten years or so, Tawrrowaldr could no longer sit restless in his home. He had grown apart from his wife and family, and even his friends, and in his mind had condemned himself to a solitary existence.  Great were the arguments that ensued between he and his family, and in exasperation he left, parting on sour words. With a gun and his prowess, the Wookiee made a living, hiring himself out to those who would exchange credit for protection, hunting or whatever else needed doing; he became a mercenary.

After a job went awry in 243 ABY, Tawrrowaldr sought refuge on Coruscant, now a neutral planet in the warrings of the galaxy. Here, he found an unexpected source in an old military friend, Shenn Rosham from the campaign on Lok. Rosham had established himself, in his retirement, as the proprietor of a tavern named the Blue Flame, and a man of information services. Tawrrowaldr continued his mercenary services, referred by or using Shenn's contacts whenever convenient.

Even the Wookiee's relationship with Shenn was not as it had been. Although the two old warriors would share drinks and stories, the subject of Tawrrowaldr's son seemed unapproachable. Tawrrowaldr's grief could not be formed into words, and Shenn's attempts to help his friend were futile. The Wookiee insisted on grieving alone, and the subject became an unspoken word between them, hanging over all their conversations. In contrast to the jubilant, albeit frustrated, soldier Tawrrowaldr had been when he'd met Shenn, now it seemed that their roles were reversed, and Tawrrowaldr was the man withdrawn and without much feeling.

His world changed one day. Hired, as he had been on a few past occasions, by a man named Phelaan, Tawrrowaldr was to track down and eliminate a threat to Phelaan's business. Phelaan, like Shenn, was in the information business, although he'd wisely respected the small territory that Shenn had made for himself on Coruscant. In part, that was due to Tawrrowaldr's efforts over the past several years. As he did all jobs, Tawrrowaldr took the task seriously, and tracked down the threat.

It didn't take long to figure out that the threat came in the form of a small, young girl, an eleven-year-old Human named Daiya. In an instant, Tawrrowaldr took pity on the girl, who had run away from home for reasons known only to her. Without parents, a proper home, or guidance, she was lost. Much like the Wookiee had been himself, when he had been stolen from his home and forced to toil away for the Empire. But she claimed one thing that he himself had lost to the Confederacy and the Empire, innocence. And Tawrrowaldr knew he had to help her.

To avoid becoming a target himself from Phelaan, Tawrrowaldr hired a few men to grab the girl in a tavern, so he could talk to her himself.  He needed her cooperation in order to help her, and Phelaan's demands were high. It was not enough to hear she was dead, the contractor needed someone to see her dead body. The plan went awry, however, and a true chase ensued. Some of Phelaan's own men, seeing her bolt from the tavern, took shots at Daiya, until Tawrrowaldr roared at them to leave the girl to himself. While his hired men routed her, Tawrrowaldr waited in an alleyway.

When the girl approached him, the Wookiee stepped from the shadows, a menacing figure. Like many Humans, Daiya was shocked with fear, and fell to her knees. Tawrrowaldr picked her up and slashed her bag, dropping her. He leaned close and spoke to her, telling her to stay quiet and Phelaan's men would think her dead. Extracting a bottle from his sash, he spilled its contents under the girl, a liquid that oozed a dark red color into a puddle. He was met by the contact from Phelaan, who inspected his work and complimented him on the expediency of the job, and then paid him. Once they left, Tawrrowaldr explained to the girl that he could not bear to have hurt a child like her and he introduced himself.

Tawrrowaldr took the young girl into his own home, to continue the illusion that she was dead. Her old hangouts were off limits, and the Wookiee took care not to expose the girl to the same people who knew about his job with Phelaan. The girl was even introduced to Shenn, who took a particular liking for the Wookiee's ward, and became a sort of father figure to her. After a great deal of pleading on her part, and following a tantrum of epic proportions when Tawrrowaldr suggested she return to school, he relented and allowed her to accompany him on his mercenary jobs. He started small, but eventually Daiya became his partner for every mission.

Although he'd first viewed Daiya as an adopted daughter, as some Human version of himself, Tawrrowaldr soon saw a deeper part of Daiya surface. It was assertive, rash and reckless, but also intelligent. She grew mature in her thoughts and actions, as well as in age. No longer a shaking, scared eleven-year-old he had followed and protected, Daiya emerged from childhood into adolescence a firm presence of her own. The transformation did not come without its pains, as well. Tawrrowaldr often bickered with Daiya, and developed a healthy brand of sarcasm which was usually directed his way. The daughter he thought he'd seen in Daiya was soon replaced by a more sisterly figure, and Tawrrowaldr, or Tawrro as the girl affectionately called him, grew more comfortable with her.

Over the years, grief turned to happiness, and pain into laughter. As he lived and worked with Daiya, the Wookiee's view on the world and himself changed. It was as if she lit a fire in him again, bringing up some emotion he had long forgotten about. This bode well for Tawrrowaldr, and seemingly for Shenn as well, as it did not escape his attention. Perhaps his life on Kashyyyk could be mended as well, given time.

On a recent smuggling mission with Daiya, the Wookiee's worst fears were realized. They were captured by the thugs of an organization seeking their smuggler, thugs who turned out to be in the employ of Phelaan. The inevitable word was passed down as the thugs reported to their superiors: kill them. Tawrrowaldr had anticipated that, given Phelaan's tendency for hired kills, but against so many the Wookiee could not hope to last unless he found a way to distract them or free Daiya. His hope came when Daiya exhibited a skill he did not know she possessed. The blaster a thug pointed at her lept from his hand and turned about in the air to face its wielder, and fired. Taking his chance, the Wookiee threw off his restraints and with Daiya's help, subdued the rest of the thugs.

Before they returned, Tawrrowaldr confronted the girl about the strange happenings. She confessed that she had been responsible, and that from a young age, she had received visions of truth. Instead of anger, Tawrrowaldr gave her sympathy. Born in a different era, he knew, she would have been removed from the horrors of her childhood and trained, as she should be, as a Jedi. A deep respect for the Knighthood that had been a pillar of light in the darkness ran through Tawrrowaldr, stemming from the Jedi's assistance against the Confederate attacks during his youth on Kashyyyk. Yet the Jedi were now gone, either disbanded or destroyed, and the Church of the One Force did not train or utilize the Force, as much as they professed its powers. Tawrrowaldr knew he had to keep this information a secret, and gave Daiya his word that he would not expose her.

Abilities
A typical Wookiee, Tawrrowaldr's brute strength is enough to tear apart a human's limbs. He has a good deal of endurance and stamina from years fighting in the wars.

Possessions:
Apparel
As a Wookiee, Tawrrowaldr is covered with long, thick hair that serves to hide the body parts which non-Wookiees cover with clothing.

Equipment
-A transliterator, fitted to a sash that Tawrrowaldr wears. This enables him to communicate with species in Basic, even if they do not understand Shyriiwook.
-A sash, slung from his left shoulder to right hip, that still carries the rank emblem his son wore when he died, as well as Tawrrowaldr's transliterator device.

Weapons
1x DXR17 heavy carbine

Overall Dark/Light Stance
dark------------------------------------light
-5 -4 -3 -2 -1  [0] +1 +2 +3 +4 +5
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Character Development / Daiya [Threads of the Force]
Last post by The Insane Admin -
Player Info
Name/Alias Jordan
Where are you from Minnesota, USA
Age See below.
Contact Check out my profile for all that good info.


Character Info
Character Name: Daiya T'aemin (daɪɔːɑː  [tɖʃ]ɛmɪn)
Titles/Nicknames: Dai
Age 13
Gender Female
Race Human
Place of Origin Coruscant
Profession Gunslinger
Affiliation Herself.
Rank N/A
Faith No strong belief in greater power.
Force Sensitive Yes


Physical Characteristics
[float=right][/float]Character Play-by Dakota Fanning
Hair Color Blond with Blue and Pink streaks
Eye Color Blue
Height 5 ft/1.524 m
Weight 92 lbs/41.73 kg
Distinguishing Features Her blue and pink highlights in her hair make her stand out in a crowd, but aside from those, she appears every bit the normal teenaged human girl.
Handiness: Left

Personality
General Overview
Daiya is a straightforward and reasonable girl. She's been described as someone who is easy to talk with, and intelligent for her age.

As many teenagers, she is at the age where independence is a priority, and Daiya tries to prove her independence, and test its limits against adults. Sarcasm and individuality are a part of this trait, and clearly the best example is the pink and blue highlights in her hair.

She is not overly deceptive or entirely honest, perceiving honesty as a valuable quality that she shares only with those she trusts the most. Otherwise, if she must lie to stay alive, get what she needs, or otherwise protect herself or others, she will.

Daiya interacts well with adults, often forming stronger friendships with adults than with peers her own age, as those relationships are generally more stable. Her interactions with adults seems to come naturally to her, or perhaps from experience of dependence on non-parental adult figures in her life for survival.

Strengths
From years of supporting herself and doing what she needs to survive, Daiya has learned notions about survival in the streets, so to speak. She is able to adapt easily to her environment, and she tries to learn as fast as she can about the natural of her surroundings and how to cope.

Daiya has a natural Force ability of precognition, untrained but for her own efforts in honing and fine-tuning her skill. This ability has aided in her survival and adaptation, but it often delivers visions of unimportant things, and obscure references. Nor do all the visions come true. 

Weaknesses
Daiya has the tendency to jump into action, to act rashly. Some would say this comes with her age and immaturity, and dismiss it as mere young age. This has gotten Daiya into many troublesome situations, and even out of some stickier ones.

Daiya is terrified of someone discovering that she has powers beyond the norm. The reactions of her mother and Eiko have fueled these fears, as have, in a reduced capacity, the displeasure of Tawrrowaldr at his discovery of her powers.

Ambitions
Daiya wants to learn why she has seemingly supernatural powers, and what she can do with them. This purpose has driven her ever since she left her home.

Hobbies
Using a holojournal to capture drawings, Daiya often records persistent or seemingly important visions. However, Daiya is not the best artist, and she'll be the first to admit it, so often her drawings only make sense to her.


Personal Details
Family
Mother: Maris
Father: Zidane
Brother: Gemyn (11)
Brother: Rafi (10)

Friends
Tawrrowaldr - Protector and friend, like a big brother to her. This Wookiee saved her life and has since allowed her to partner with him on mercenary jobs.
Shenn Rosham - Mentor and father figure. A bartender and owner of the Blue Flame, Shenn has been a confidante for Daiya and a mentor to her.

Enemies
Eiko - Angry at Daiya for betraying him to run away and for not informing him of her power of Force Visions.
Phelaan - An information broker who ran a side business managing messengers for various gangs around level 250. Puts a hit on Daiya when she decides to become an entrepreneur in the messenger business. Believed her dead for over a year, until a group of his thugs ambushed her and Tawrrowaldr and reported back to him.

History
Early Childhood
Daiya was born and grew up on Coruscant, once the glittering gem of the Republic, no less the Galaxy. Yet for one to expect that her life was lavish and provided for beyond any means would be sorely disappointed. For most of her life, Daiya never even saw the beautiful sunsets that Coruscant was known to have, or see that the sky was actually blue when not littered with vessels. In fact, the word sky was a sorely undefined part of her vocabulary until later years.

Daiya's family lived in the Middle City of Coruscant when she was born. To be exact*, they lived in Level 429, Megablock 3, Block 17, Sub-Block 41 in apartment 362-NH. NH stood for New Haven, the neighborhood, and also the name of the apartment block that was owned by some mega-corporate-conglomerate based somewhere on Coruscant. Her parents supported their life moderately well; her father worked in industrial products, manufacturing, and her mother was a housekeeper for a significantly middle class family on level 363.

No older siblings tormented Daiya, but barely two years after her birth, she was joined by a brother, Gemyn. A year later, the pair were joined by a third member of their family, another brother named Rafi. The family struggled to survive with three young children, but were generally able to make ends meet. When the time came, Daiya was enrolled in a school on their level, where she was joined two years later by Gemyn.

School Beginnings
School was not difficult for Daiya, at least in theory. While some subjects truly baffled her (like the culture classes, why were they even needed when most of the students would never leave Coruscant or even visit worlds like Naboo or Alderaan?), she was a hard worker. Even if she wasn't a perfect student, Daiya was at least able to complete all parts of assignments. She had little trouble deciphering the complicated list of tasks that some assignments came with; trick questions on tests barely fazed her.

Soon after Gemyn started his first year in school, the T'Aemin's financial stability collapsed with the loss of Zidane's job. For twelve years, he had been in the employ of his company. But the company had been slowly losing ground to its competitors, especially the cheaply-made offworld imports, and had to cut back, including jobs and plants. Zidane's focus in his job made him highly specialized, and thus mostly ineligible for other comparable jobs in the same industry. Unless he moved offworld and took a significant paycut, Zidane was unable to continue doing the job he had done for twelve years, or earning the same pay.

After a few months, the financial strain became too much for the family. They could no longer afford the rent on their apartment, and were forced to find less expensive housing. This required a move further down, and they jumped from level 471, to 496, and finally to 503 in the span of a few months. At first Daiya and Gemyn still attended their school on level 429, but as Rafi became old enough to start attending, the T'Aemin's realized that the same school wasn't the best place to send their children. It was too far away and the transport each day took too long. To add to the decision, Daiya and Gemyn had been struggling with other students, who judged their new housing and financial situation with disdain.

So Daiya, Gemyn and Rafi started the new year in a smaller school on level 499. The level of education was not the same as they'd experienced, nor did the other students have the same drive as their peers had on 429. But it was school, and for that, their parents were glad. Still, Daiya was not nearly as challenged in this new school as she had been in her old one. Assignments were often simple and straightforward, and lessons progressed slowly, even attendance was infrequent at best. Daiya tried to compensate by taking advantage of the time she played with other children, to learn about the world around her. She learned the schedules of heavy-footed drunkards, to avoid them when they stumbled forth from the bars in the early morning on the weekends. The other children sometimes tormented one of the residents, an elderly woman who shook her can at those who dared to come near her, but Daiya noticed that the woman looked on the playing children with envy, and she took enjoyment in watching the youth frolic. Daiya even learned that the sound of an empty gas chamber on a blaster was usually followed by a single barrage of blaster sound, after which was silent again.

Strange Behavior
Zidane and Maris soon had more to worry about than the rough streets of their neighborhood. Reports from Daiya's teachers were concerning, Daiya had been acting out or behaving strangely. Sometimes she would stay out too long at recess, then come in to class and be able to answer the question that was posed in her absence. Or another student would find themselves with a tissue in their face just before they felt the need to sneeze. Daiya's teachers wrote off the behavior as troublesome and simply wished for it to stop rather than taking a closer look. When her parents tried to ask her about the behavior, Daiya simply evaded their questions and provided unhelpful answers. Both her parents and teachers were unable to pinpoint exactly what it was that was bothering Daiya or making her act in such a way.

What neither Daiya's parents or teachers knew, was that just a few months after starting the new school, Daiya had been dreaming of some very strange things. She told her brothers at first, but they laughed at the ideas, and she soon learned to keep them to herself. Yet most, if not all, of the events of her dreams came true in some fashion. Some were vague, like trying to read a clock just out of focus range. Others were crystal clear. But these dreams unsettled Daiya, they seemed to provoke her to action. The littlest things like a person sneezing or an unanswered question started to grind down, compelling her to act on them. Until she did, those dreams would persist. It seemed stupid, but once Daiya tried to resolve the problems presented in the dreams, they went away. That was all she cared about anyway, making the dreams go away.

As if that stress weren't enough for Daiya, her father was growing weary of picking up small jobs here and there. Most lasted only a few weeks, before something forced him to quit or be let go. It became a cycle, Daiya's father would look for work, find it and work for a few weeks, then that job would end and he would look for more work. He often came home exhausted and unwilling to speak civilly about the other problems the family faced. Many nights, Daiya and her brothers were kept awake by the sound of their parents arguing in the next room. It sounded like the family was about to move again, and in preparation, Daiya even packed her bags. She soon found out that it was not the family who would be leaving, but just Zidane. Her mother told Daiya and her brothers that she'd given their father enough money to find better work offworld, and once he'd found it, they would be sent for. Years later, Daiya would come to realize and discover that her father had left their family and stolen the money from their credit accounts, and that her mother had lied to cover up the heartbreaking news.

Frenemies
The departure of Daiya's father put more strain on her mother, and Maris took another housekeeping job in order to support their family. In order to survive, she pulled Daiya out of school, which the school was more than happy to oblige. A delivery job was arranged for Daiya, the money from which would be further used to keep their family from sinking any lower in poverty. Daiya delivered messages to people, and sometimes packages, for a small businessman named Eiko Triald. Daiya eventually learned that Eiko was a small crime boss, a source of the criminal underworld run beneath the polished noses of Coruscant's elite. Yet even as her mother learned of this, Maris told Daiya to keep working for Eiko, as the family could not afford to lose her source of income.

Daiya's dreams began to shift from more trivial predictions to more serious. The streets were dangerous, and firefights were common, especially among those who patrolled unarmed. Though her dreams seemed to come less frequently, they began to be more helpful, guiding her down a rarely-used path instead of her normal one to avoid a major confrontation one day, or reminding her of a group of children and how fun it was to play that allowed her to avoid suspicions by a neighboring gang. Eiko never liked that his messages arrived late, but he was continually pleased that Daiya survived and was absent from the many firefights that engulfed the streets. Over time, Eiko's trust in Daiya grew, and her deliveries were far greater and of much more importance.

There were times when normal methods for evasion simply didn't work. It was at those times when Daiya was grateful that Eiko soon learned to trust Daiya with, and even trained her on, a blaster. For a while, she was able to avoid fights, but it was inevitable that she would someday be faced with blaster fire. Not long after her tenth birthday, an unavoidable slip-up caused Daiya to drop the package she was delivering, spilling out its contents of marked datachips on the ground. Nearby members of an unfriendly gang took notice, and began to shoot. Daiya only fired back a few shots wildly before escaping with her gathered quarry, only to realize when she delivered it, that she had left several of the chips behind.

After that encounter, Daiya was far more on edge when she ran messages. The territory was thick with rival gangs and crime rings, yet by the gift of her dreams and her progressing skill with a blaster, Daiya was able to survive. It was just then, of course, that fate decided to tip the tables on her. Her dreams, which came during sleep, began to present themselves during the day. At first, they came in idle moment, daydreaming or while Daiya was bored and waiting. Yet over the course of several months, they shifted from dreams to full blown visions which assaulted her any time they pleased.

Maris took quick notice to this change, as did Eiko. While both knew there was something uncanny and strange about Daiya, neither took to this new behavior well. Maris began to ask many concerning questions, if Daiya was feeling alright and even took her to a doctor, who could say nothing more than that Daiya was a fit, if a bit underfed eleven year old girl. Eiko, however, was not pleased that his favorite messenger was caught in broad daylight, for lack of a better term, defenseless for several seconds while she grappled with whatever vision she was receiving. Or worse, that she would do so in his presence and waste his time with what he perceived as growing headaches.

When Eiko could finally tolerate it no longer, he did something he had never done before. He pointed his own weapon at Daiya and demanded that she divulge what was happening to her. And so Daiya told him, as she told her mother later that night. Her reaction did not quite top Eiko's, but it was close to the full blown stammering and rage that Eiko exhibited. He could not understand why Daiya had kept this from him, and sought, subtly, to use this to his advantage. Daiya misunderstood Eiko, and misunderstood her mother's concern, fearing that both would try to harm her for knowing this information. Packing what she needed, Daiya left her only family and Eiko that night, to fight for survival on her own.

Survival!
Daiya's flight was not far in galactic terms, for she did not take a single step off of Coruscant. She found a shelter run by a small Order of the Church that didn't ask too many questions, and set up a room there. The Church-run shelter provided one meal per day, and sometimes charity would provide a second. But a growing girl needed more than just one, maybe two meals per day, and so Daiya began to look for ways to earn money.

At first, she began to duplicate her role for Eiko. Running errands, delivering messages and packages to the right person, it could all be done for a price. And for someone who needed to keep a low profile, a messenger was safer than even the most calculated drop in the safest neighborhood. Being a child. an inconspicuous figure, made her role all the more lucrative, and it became easier to ask for a little more money each time. By the end of a few months, Daiya was eating well.

But Daiya's venture into the world of business was not unique. Using children as messengers was an idea that a few other organizations used, and none of them appreciated a child becoming an entrepreneur for herself. One such organization, headed by a man called Phelaan, was ruffled enough by her entrance into their market, that they hired someone to get rid of her. Daiya began to hear from her contacts that she was not safe. A few more eyes followed her into cantinas and on a given day, she could spot a few more people looking out of place on her route home.

Having friends was useful, and sometimes downright helpful for escaping death. When one whispered into her ear, instead of the name of someone looking for a messenger, the suggestion to run, Daiya didn't hesitate. Dashing through the cantina she often stopped at to pick up jobs, a few patrons tried to stop her. They failed. Exiting to the street, she found herself closely followed by one of the patrons, who called out to his comrades for assistance. Ignoring her body's demands to stop, Daiya continued to run, turning down corners as other thugs stepped out to see her caught. A few stray blaster bolts hit around her, but shouts soon quieted those trigger happy chasers. Finally, Daiya made a series of turns and ducked down an alley, watching her pursuers dash past. When they didn't turn back for her after a while, she began to breath easier.

A quiet growl in the darkness of the alley alerted her to more danger. A few chuckles from the entrance of the alley turned her head that way, only to watch the overconfident thugs turn back in fear mixed with satisfaction. As her breathing increased, Daiya turned back to the creature in the darkness, who stepped ever closer to her position. In fear, her legs stood rooted to the ground, her body drenched in sweat from fear and running. Her eyes were wide, but they widened still as she saw the creature step from the shadows. Over two meters tall, the Wookiee looked down at her, grasping a knife in his hand. With nowhere to run, Daiya stood trembling as the Wookiee approached her. As he stared at his quandry, the wookiee issued a series of grunts, and then leaned down to her. By this point, she was visibly shaking, her legs turned to gelatin that quickly sank her to the ground. Instinct caused her arms to grasp the Wookiee's leg, and he growled and pulled away. Daiya, unable to move herself, was pulled with him. In the next moment, she found herself plucked off the ground and staring into the Wookiee's eyes.

With a growl, the Wookie slashed the knife at her body, and Daiya screamed. Her pack broke open from the cut of the Wookiee's blade, and he released her. She crumpled to the ground. The next moment, she felt the hot breath of the Wookiee on her neck, and a metallic voice said quietly, "If you lie still, they will think you dead. I will not let them touch you." The Wookiee kept his promise as the thugs came back to inspect his work, and paid him for his services. Once they were gone, he returned to her prone form and helped her up. Explaining that he could not harm her once he saw that she was just a child, he introduced himself as Tawrrowaldr. His 'voice' emanated from a metallic translator box affixed to a utility sash slung over his shoulder, which turned his harsh Shyriiwook into Basic so that non-Wookiees could understand him.

Of Siblings and Mentors
In order to maintain the illusion that she was dead, Daiya cleared out her room at the shelter and moved to Tawrrowaldr's apartment some levels and blocks away. A new territory accompanied the move, and Daiya soon found herself in a role next to Tawrrowaldr. He could not bear to see her harmed, and so the Wookiee allowed her to live with him and, after some time and quite a bit of pleading on her end, accompany him on various contracts he took as a mercenary. His only rules for contracts were, 1) The job had to be on Coruscant, 2) The job had to be quick, something that could be accomplished within a few weeks and 3) The job had to pay well. His rules suited Daiya just fine, especially the third, and the two lived well as mercenaries.

As Daiya matured, she assumed a more assertive role, and the two became more equal, instead of the 'sidekick' role she had previous fallen into. Tawrrowaldr, whom she had seen as a protector from the day they had met, began to appear much more like a brother to her. The two competed and bickered as she had many times with her own siblings, yet they also cared for and watched out for each other. At times, it made Daiya miss her family that she had left, but she was too scared of what might happen, should she return. Yet Daiya had forged her own family for herself, out of necessity and out of her own human instincts. With Tawrrowaldr as a big brother figure, another figured stepped in to act as a parent.

Daiya and Tawrro, as she affectionately called him, frequented a few cantinas and areas to look for work. The bars, although the noisiest and smelliest, were the best places to obtain a contract. Even if not, they could sometimes grab a free meal off of the pricier clientele, even if the job wasn't appealing. Their favorite place to frequent was a cantina called the Blue Flame, run by a Chandrillan called Shenn Rosham. The food was decent and the jobs were varied, a mixture of legit and not, but the real treat was Shenn himself. He could make just about anybody laugh, and brighten their day with his jollity and good humor.

In their first encounter, Daiya met Shenn only briefly, and engaged with him for a short time. But the old man's curiosity was sparked, and he enthralled her in conversation again when she stepped into the bar. Tawrro and Shenn seemed to know each other from previous experience fighting in the war, but beyond that they wouldn't say much. Shenn himself regaled Daiya with stories about his past, and loved to weave a self-deprecating humor into his stories. Daiya loved to listen to Shenn, and sometimes even forgot about the purpose for coming to the Blue Flame, though Tawrro was quick to remind her at times.

Daiya grew and matured, physically as well as mentally. Her shape changed from that of a girl to one of a young woman, and her perception of the world changed as well. No longer the timid girl who had escaped from the lower levels of Coruscant, Daiya was quickly filling the role of adolescent, sometimes to the dismay of those around her. Despite those quirks, her relationship with Shenn continued strongly, becoming somewhat of a mentorship. Daiya could, in her mind, almost replace the image of her father with one of Shenn. The emotions and trust he garnered in Daiya were far more than the shattered remains of her relationship with her father, wherever he might be.

Beyond Sight and Touch
Daiya's visions continued, and evolved. At some rare times, it was as if she could see the present world and the future world at once, but only fractions of percentages of events. Intentions changed, and with it, the future changed, so that at once the image could be painted with red or blue or green all at once, if those colors were the possible outcomes of the present events. This sense gave Daiya an edge in the event of disasters and conflicts, which still erupted. In a battle, it was as if Daiya knew where to go and where to shoot even before they became clear to her in her mind. Grateful for the sense, she was wary at its origins and the reactions of those around her if she should tell them. None of her visions ever predicted what would happen in that case.

Soon, Daiya would find out that her visions and sense of precognition were not the extent of her abilities. During a job for a smuggler, Tawrro and Daiya were ambushed by a group of thugs, sent by Phelaan to stop whomever was assisting the smuggler. The thugs captured them and held them in a nearby apartment while they contacted Phelaan for instructions. Once Phelaan realized who they held, he ordered them both killed. The thugs returned to them to gloat over their instructions, and then proceeded to haul Daiya up on her feet and undid her restraints. Positioning her at the opposite end of the apartment, one of the thugs raised his weapon toward her. As she closed her eyes tightly and sent a silent prayer out to whatever deities might be listening, she heard the shot. And still she lived. Daiya turned around to see the other thugs wide-eyed, and the blaster hanging in the air facing the space where the thug, now dead, had stood.

Taking his chance, Tawrrowaldr broke free of his bonds and mauled another thug, leaving one left to take out. He aimed his blaster at Daiya, but aware of her apparent powers, willed the blaster ripped from his hand and into hers. She shot him and he slumped to the floor, dead. Tawrro and Daiya finished their mission, but before they returned to their client, Tawrro forced a confrontation with Daiya. He wanted to know what had happened in the apartment, when the blasters of the thugs had turned on them and flown into her hands. Nervously, she confessed that she had done that, and had been receiving visions from a young age that had guided her throughout the years. Tawrro seemed displeased at this information, but he agreed to keep it a secret. Nothing would have frightened her more than her own best friend to have turned against her for this, and Daiya was glad he wasn't mad at her for it. Merely confused at his displeasure of her abilities. No one had ever explained to her why these visions came to her, and now why she could move objects with her mind. Daiya didn't know whether they were a blessing, or a curse.

*Using this map as a reference. Based on The Paradise Snare.

Abilities
Lightsaber Form
None.

Force Powers
Legend/Example[||||||||||]
Force Push/Pull[||||||||||]
Precognition[||||||||||]
Force Vision[||||||||||]
Force Sense[||||||||||]

Possessions:
Apparel

Equipment
1x C7 Comlink
1x Holojournal

Weapons
1x 457 Blaster Pistol
1x ELG-9Z "Diplomat's" Blaster Pistol
 

Overall Dark/Light Stance
dark------------------------------------light
-5 -4 -3 -2 -1  0 [+1] +2 +3 +4 +5
27
Character Development / Daiya [SWE]
Last post by The Insane Admin -
Player Information


Name: Jordan

Contact:
In my profile.

RP experience:
I have been roleplaying for six and a half years now. I have mostly roleplayed in Star Trek and Star Wars rps, with a few Harry Potter and even a couple Narnia rps. I can't recall all of the sites I've ever been involved with, but I'll try to list as many as I can.

Trek:
Federation Space
Echo Fleet
Seventh Fleet
Tango Fleet
Alpha Fleet
Bravo Fleet
Columbia Fleet
Tactical Fleet/Tactical Command

Wars:
The Moons of Iego
Star Wars Visions
Star Wars Combine (more sim than rp, but it fits)
Star Wars Trinity
Star Wars Echoes of the Force
Star Wars Echoes
Star Wars The Dark Times
Sithspawn
Sithspit

Other:
Ultimate Harry Potter Roleplay (UHPR)
Of Ages Past
Starlight Village
Unified Hogwarts
Magical Hogwarts
Olympus Academy
The Hardest Story
Future Online

Method of Discovery: Old bookmark I rediscovered. I can't remember how I initially found SWE.


Character Information

Character Name: Daiya T'aemin (daɪɔːɑː  [tɖʃ]ɛmɪn)

Titles and or Nicknames: Usually goes by her first name, as posing under a false name leads to name confusion by one's self; difficult to keep the various aliases straight.

Affiliation Unaffiliated. (Zurie)

Age: 13 (Born 27 Telona, 7 BTP)

Relatives:
Mother: Maris
Father: Zidane
Brother: Gemyn (11)
Brother: Rafi (10)

Overall Appearance: Please describe the characters physical appearance in some detail. Height, weight, hair color, eye color and type of attire are but a few of the descriptors that would be expounded in this segment. Be as detailed as possible, including scars, tattoos, or other potential specific identifiers as are known.

Character Avatar: Dakota Fanning

Personality: Daiya is a straightforward and reasonable girl. She's been described as someone who is easy to talk with, and intelligent for her age.

As many teenagers, she is at the age where independence is a priority, and Daiya tries to prove her independence, and test its limits against adults. Sarcasm and individuality are a part of this trait, and clearly the best example is the pink and blue highlights in her hair.

She is not overly deceptive or entirely honest, perceiving honesty as a valuable quality that she shares only with those she trusts the most. Otherwise, if she must lie to stay alive, get what she needs, or otherwise protect herself or others, she will.

Daiya interacts well with adults, often forming stronger friendships with adults than with peers her own age, as those relationships are generally more stable. Her interactions with adults seems to come naturally to her, or perhaps from experience of dependence on non-parental adult figures in her life for survival.



This category would see as many character traits as are relevant on a regular basis to the character. Likes, dislikes, quirks, fears, strengths and weaknesses, and general demeanor would be found here. This needs to be no less than two paragraphs, barring unique circumstance.

History: Daiya was born and grew up on Coruscant, the glittering gem of the Republic, no less the Galaxy. Yet for one to expect that her life was lavish and provided for beyond any means would be sorely disappointed. For most of her life, Daiya never even saw the beautiful sunsets that Coruscant was known to have, or see that the sky was actually blue when not littered with vessels. In fact, the word sky was a sorely undefined part of her vocabulary until later years.

Daiya's family lived in the Middle City of Coruscant when she was born. To be exact*, they lived in Level 429, Megablock 3, Block 17, Sub-Block 41 in apartment 362-NH. NH stood for New Haven, the neighborhood, and also the name of the apartment block that was owned by some mega-corporate-conglomerate based somewhere on Coruscant. Her parents supported their life moderately well; her father worked in industrial products, manufacturing, and her mother was a housekeeper for a significantly middle class family on level 363.

No older siblings tormented Daiya, but barely two years after her birth, she was joined by a brother, Gemyn. A year later, the pair were joined by a third member of their family, another brother named Rafi. The family struggled to survive with three young children, but were generally able to make ends meet. When the time came, Daiya was enrolled in a school on their level, where she was joined two years later by Gemyn.

School was not difficult for Daiya, at least in theory. While some subjects truly baffled her (like the culture classes, why were they even needed when most of the students would never leave Coruscant or even visit worlds like Naboo or Alderaan?), she was a hard worker. Even if she wasn't a perfect student, Daiya was at least able to complete all parts of assignments. She had little trouble deciphering the complicated list of tasks that some assignments came with; trick questions on tests barely fazed her.

Soon after Gemyn started his first year in school, the T'Aemin's financial stability collapsed with the loss of Zidane's job. For twelve years, he had been in the employ of his company. But the company had been slowly losing ground to its competitors, especially the cheaply-made offworld imports, and had to cut back, including jobs and plants. Zidane's focus in his job made him highly specialized, and thus mostly ineligible for other comparable jobs in the same industry. Unless he moved offworld and took a significant paycut, Zidane was unable to continue doing the job he had done for twelve years, or earning the same pay.

After a few months, the financial strain became too much for the family. They could no longer afford the rent on their apartment, and were forced to find less expensive housing. This required a move further down, and they jumped from level 471, to 496, and finally to 503 in the span of a few months. At first Daiya and Gemyn still attended their school on level 429, but as Rafi became old enough to start attending, the T'Aemin's realized that the same school wasn't the best place to send their children. It was too far away and the transport each day took too long. To add to the decision, Daiya and Gemyn had been struggling with other students, who judged their new housing and financial situation with disdain.

So Daiya, Gemyn and Rafi started the new year in a smaller school on level 499. The level of education was not the same as they'd experienced, nor did the other students have the same drive as their peers had on 429. But it was school, and for that, their parents were glad. Still, Daiya was not nearly as challenged in this new school as she had been in her old one. Assignments were often simple and straightforward, and lessons progressed slowly, even attendance was infrequent at best. Daiya tried to compensate by taking advantage of the time she played with other children, to learn about the world around her. She learned the schedules of heavy-footed drunkards, to avoid them when they stumbled forth from the bars in the early morning on the weekends. The other children sometimes tormented one of the residents, an elderly woman who shook her can at those who dared to come near her, but Daiya noticed that the woman looked on the playing children with envy, and she took enjoyment in watching the youth frolic. Daiya even learned that the sound of an empty gas chamber on a blaster was usually followed by a single barrage of blaster sound, after which was silent again.

It didn't take long for Zidane to grow weary of picking up small jobs here and there, most only lasting a few weeks, before having to find more work. Many nights, Daiya and her brothers were kept awake by the sound of their parents arguing in the next room. It sounded like the family was about to move again, and in preparation, Daiya even packed her bags. She soon found out that it was not the family who would be leaving, but just Zidane. Her mother told Daiya and her brothers that she'd given their father enough money to find better work offworld, and once he'd found it, they would be sent for. Years later, Daiya would come to realize and discover that her father had left their family and stolen the money from their credit accounts, and that her mother had lied to cover up the heartbreaking news.

The departure of Daiya's father put more strain on her mother, and Maris took another housekeeping job in order to support their family. In order to survive, she pulled Daiya out of school, arranging a delivery job for Daiya, the money from which would be further used to keep their family from sinking any lower in poverty. Daiya delivered messages to people, and sometimes packages, for a small businessman named Eiko Triald. Daiya eventually learned that Eiko was a small crime boss, a source of the criminal underworld run beneath the polished noses of Coruscant's elite. Yet even as her mother learned of this, Maris told Daiya to keep working for Eiko, as the family could not afford to lose her source of income.

It was around this time that Edwis Josdon declared the formation of the Galactic Empire. Almost overnight, the operations of Black Sun moved into the Coruscant underworld and set up shop, forcing the existing gangs and crime rings to be absorbed or fight. Eiko's organization struck a deal with Black Sun, placing them under Black Sun's thumb, in order to receive some leeway in their operations. But that didn't make the area any less dangerous. Other groups refused to submit to their new criminal overlords. Black Sun was given the de-facto authority to exercise justice in their region, and wars between the local bosses and Black Sun ensued.

Daiya's natural awareness of her surroundings gave her an edge in the hostile environment of the Coruscant underlevels. With an ear on Eiko, she learned which gangs and crime rings still resisted Black Sun, and when she had to deliver a message through one of their territories, Daiya always took time to play with children in the area to avoid the notice of the rival gangs and crime rings. Eiko never liked that his messages arrived late, but he was continually pleased that Daiya survived and was absent from the many firefights that engulfed the streets. Over time, Eiko's trust in Daiya grew, and her deliveries were far greater and of much more importance.

There were times when normal methods for evasion simply didn't work. It was at those times when Daiya was grateful that Eiko soon learned to trust Daiya with, and even trained her on, a blaster. For a while, she was able to avoid fights, but it was inevitable that she would someday be faced with blaster fire. Not long after her ninth birthday, an unavoidable slip-up caused Daiya to drop the package she was delivering, spilling out its contents of Black Sun marked datachips on the ground. Nearby members of a resistant gang took notice, and began to shoot. Daiya only fired back a few shots wildly before escaping with her gathered quarry, only to realize when she delivered it, that she had left several of the chips behind.

After that encounter, Daiya was far more on edge when she ran messages. Even as Black Sun slowly gained ground on their turf wars, independent mercenaries and the wandering vigilantes, or even the rarely sighted Coruscanti police continued to make the work dangerous. Daiya slowly adapted, she grew more accustomed to a life where flying blaster bolts were something you ducked and shot back at. A life where most either fell into the wrong crowd and were killed, wound up in jail, or became so engrossed in the life of crime that they could barely stand straight.

*Using this map as a reference. While part of EU, it at least provides further depth into the structure of Coruscant's city. Based on The Paradise Snare.

NPC: Please list any NPCs you might use here. This might include a droid with it's own personality, or a pilot on your ship.

Possessions: A brief overview of the items the character owns. Weapons, specialized gear or clothing, a home, and ships are some of the possibilities. Please note that if your character has a ship, it will be heavily scrutinized to be sure a character of your position in life would be party to such a vessel. Likewise, weaponry that is military grade and unlikely to be easily available will not be permitted. In other words, keep it all quite logical.

Role Play Sample: This is an opportunity to sway any Commissioners who might be on the fence concerning your application. Since we are a selective community, simply posting does not guarantee your acceptance, but your well crafted sample post might well help ensure your acceptance. This is preferred to be using the character you are applying with, though it is not mandatory. It is mandatory that you post the sample here and do not link to a sample on another board.
28
Character Development / Bravo Fleet TF72 Command Application
Last post by The Insane Admin -
In order to become a the game master of a simulation  ("simm") in Bravo Fleet, you must become the in character commanding officer of the ship/base represented in the simm. Bravo Fleet has developed a number of guidelines for play within our community to create a fair and equitable environment.
Before applying to become a CO in Bravo Fleet, you should read through these rules which can be found in two parts: The Bravo Fleet Constitution and the accompanying by-laws.
From within these rules, you should note the following specifics:
  • No player shall command more than one ship in any part of Bravo Fleet (with Bravo Fleet main and each affiliate being defined as a "part") and no player shall command more than two ships Bravo Fleet wide (with Bravo Fleet wide meaning Bravo Fleet main and all of its affiliates as one unit). Constitution - Article III, Section 2.9
  • In order to receive command, all Simm COs shall agree to obey the Bravo Fleet Constitution. COs are also responsible for ensuring that all players on their simm are aware of the Constitution, the rights they enjoy therein and the responsibilities of the Simm CO. Constitution - Article III, Section 2.10
  • You cannot become a CO in Bravo Fleet unless you have either "six months verifiable experience on an active Bravo Fleet Simm" By-law #9
  • You accept that, if you become a CO, Bravo Fleet retains ownership of the name and registry number of your ship and may reuse it and reserves the right to contact your crew should you go missing or resign from the fleet to offer them other opporunties to play in Bravo Fleet. By-law #9   
  • You will be required to complete and pass command academy, develop a website for you simm and obtain a crew of 5, in addition to the CO, making a total of 6, before the simm can be declared 'active'. Constitution - Article III, Section 2.1
Before applying to join a simulation in Bravo Fleet, please  read Article III, Section 1 of the Bravo Fleet  Constitution which outlines the rights and responsiblities for our players.
If you have read and understood this section please complete the following application and someone will get back to you about a position in  one of our games.
By submitting this form, you acknowledge you have read and agreed with the above.
 
YOUR NAME: Jordan

E MAIL ADDRESS: elianatamerin@gmail.com

YOUR AGE: 19 (birthdate 01/29/1989)

Please list your RPG experience:
I have been Trek simming for seven years now in various RPGs. My characters' achievements have ranged to a LCdr Chief Tactical Officer after three years in Federation Space, to short-lived captaincies of my own. Most of my Star Trek experience has not been as a CO, but as a lower player, but I have been an XO several times, as well as part of fleet staff for a few short lived (six months) ventures. A list of Trek RPGs is below, but these are only those whose names I can remember:
Federation Space
Echo Fleet
Seventh Fleet
Omega Fleet (was a CO)
Tactical Command (three instances of it)
Tango Fleet
Megiddo Project
Bravo Fleet: NEO

Outside of Trek, I have roleplayed in several other genres. The list is below: (* means I was a member of the staff)
Harry Potter:
Ultimate Hogwarts
Starlight Village*
Olympus Academy
Of Ages Past*

Serenity:
Finding Serenity

Star Wars:
The Moons of Iego
Sithspit/Sithspawn
Star Wars: A New Age
Star Wars: Echoes of the Force
Star Wars: Trinity*
Dark Times*

I have also led my own Narnia-themed RPG, called Into Narnia. Currently it is suffering due to activity, but hopefully it will come back full force.

Please take a moment to explain why you have chosen to join us: I have chosen to join you, Bravo Fleet, TF72, because having simmed in NEO already, I like the kind of simming experience that Bravo Fleet provides. I'm certain I would find that in TF72 as well, and in any TF in Bravo Fleet.

CHARACTER INFORMATION:
Full Name: Mackarios "Mac" Volakou

Race: Miran (See: Miran Species Proposal for BF Canon)

Gender: Male

Age: 428 (born c. 1958)

Place of Birth: Miri's Planet

Brief description of character's appearance and general attitude:
Appearance
Mackarios is only four feet eight inches tall, standard for his apparent age, but shorter than most officers in Starfleet. His features are a marriage of browns, his eyes, hair and skin tone all display a shade of brown. He has a medium build, not stocky but also not too thin.

When off duty, he dresses in the typical clothes of his years, garments fashionable for young males in the galaxy. He tends to favor earth-tone colors, browns, darker greens, etc. in his clothing, and to a lesser extent the color blue. His attire on duty rarely wavers from the standard uniform, though sometimes he allows his uniform to look more casual.

Personality
Pride is central to Mackarios' work, he does what he does with passion, and his pride shows through. He is somewhat of a braggart, and perhaps a little arrogant, for when Mackarios does a good job he likes others to recognize that it was his doing. His pride can turn on the defensive, though, if someone criticizes his work. Mackarios tends to lash out aggressively, through words, fists or some other form of retribution.

Mackarios is, much like any Miran, still a child at heart. And while he has learned professionalism, his childish tendencies still surface occasionally at times when he should be working, despite his efforts to keep it in check. Off duty, he generally allows it to run rampant, from playing pranks on other crewmembers (with varied reactions) to games with other children or even other officers on the holodecks.

Humor is Mackarios' coping mechanism. When he feels negative emotions, or senses that others around him are, he tries to lift spirits by way of jokes, pranks or acting in a humorous manner.

Character's biography, history and other relevant factors:
Early Life
On another Earth, in the mid-20th century, a boy was born to Elias and Callista Volakou, whom they named Mackarios. They were a quiet family, living on another North American continent, attending school and jobs, for many years.
 
Unfortunately, their son Mackarios, was a bit of a hothead. He got into arguments in school, and fights after school. In their neighborhood, though he would play somewhat well with the other kids, if a dispute arose, Mackarios would use his fists before his mouth, or feet. This worried his parents to the point of seeing a doctor, who told them that it was normal for boys his age.
 
In one instance, when Mackarios was eight, he got into an argument with his father, and tried to hit him. His father dragged him into a closet and locked Mackarios in until he was calmed down. The closet had a light, which was lit immediately so he wouldn't sit in the dark. There inside the closet, was an old radio and some tools, apparently thrown away while in the process of an attempted repair. Since there was nothing else to do, Mackarios began to work on the device to pass the time.
 
His parents had all but forgotten about their son when they heard music wafting through the house from the closet. When they opened the closet, they found Mackarios, beaming from ear to ear, proud that he had fixed the radio of his own doing. When his parents realized his constructive abilities, they immediately set about teaching him how to use tools around the house and do a bit of woodworking in the meantime. Most of all, however, Mackarios loved to take electronic devices apart and see if he could put them back together. A few early attempts failed miserably, which resulted in his mother always having to wake his father for work from then on, but his skills improved over time.
 
Post-Virus Life
And then, one day, the whole world came crashing down. Mackarios was eleven when the outbreak of a dangerous virus occurred. The teenagers at school began to get sick, his teachers got sick, even his parents. The madness that struck the adolescent and adult inhabitants of that other Earth was terrible to watch, and worse to consider what was next. Mackarios and the rest of the neighborhood children soon learned that death quickly followed, leaving them orphaned and stranded. They banded together with several other neighborhoods, children of all ages, though most were at least aged five or so. The couple of three and four year olds were younger siblings of older children, most others, they figured, probably didn't know enough to get out of their houses and join them.
 
Mackarios later learned the origin of the virus, though not for many centuries. He and the other children banded together, becoming the Onlies, one of many such groups scattered throughout the planet. They played foolies --games and pranks, for "fooling around"-- and scavenged the many abandoned areas of their city for food and other groups. Once in a while, they would meet another group, which would prompt an ongoing series of foolies between the two, until one group moved on to allow the other to scavenge there. Over time, the children's memories began to fade, forgetting their parents, their deceased siblings, and their lives before the virus. All that remained was play, and for the Onlies, play was life.
 
During this time, like many other children, Mackarios took the nickname "Mac." Partially because the younger children had problems pronouncing his name, and partly to put aside his past, Mac became his primary name, while Mackarios faded into disuse, and eventually from memory altogether.
 
Unlike his name and his memories, Mac's love of tinkering did not cease. Every time their group would happen upon some electronic piece, he would collect it for later practice. When working batteries began to get scarce after the first century, Mac expanded to mechanical devices, making odd contraptions, much like his combination of kitchen utensils and a crank phonograph which would deliver a punch to the face of whoever cranked it.
 
After their encounter with a group of Onlies in 2266, the Federation began sending medical teams and personnel to help the children recuperate. Many resisted at first, having no desire for their world of endless play to be over. Mac was one of those children, and he continued to play with his much-diminished group of Onlies. The Federation tolerated their behavior at first, but after an incident in the 2290s, most of the remaining pockets of Onlies were brought to the Federation Institute of their planet, designated by the Federation to be Miri's Planet.
 
Miran Institute
The Federation Institute on Miri, also called the Miran Institute, instructed the Miran children with a standard education that Federation citizens received. By the time Mackarios attended, the curriculum had been mostly set with many successful results, but it still took the instructors several years to overcome the conditioning of the children, set in place by centuries alone without the presence of adults. Adjusting to a new way of thinking, new knowledge, and most of all, a new era, was difficult for Mackarios. His lessons proceeded slowly, and often he required private tutoring to stay at the pace of his classmates.

In his free time, Mackarios began to tinker with some of the modern gadgets that the Institute provided him. Sometimes he would check the refuse bins to fish out equipment that had been thrown away, then to tinker and toy with it. Sometimes he would take them apart and try to put them back together, but after learning how Federation equipment worked (and the parts were generally standardized, making it simple to construct a toaster or a clock from similar parts) the excitement of that method began to fade. Sometimes he would salvage equipment for parts or just try to repair it.

His instructors began to take notice of his hobby, and they soon developed an angle to better teach Mackarios. He was given a curriculum optimized for his learning style, which greatly increased his success in school. Within a few years, he had passed his classmates in his studies, finally completing his schooling at the institute in three years less time than the average.

Like most of the Mirans, Mackarios worked with a counselor during his time at the Institute. The counselor helped him with behavior and similar issues at first, but as he progressed, the counselor began to focus more on helping Mackarios with interactions on a more adult level. By the end of his schooling, as he and his instructors, counselor and the Institute's commandant, met to determine what would happen to him next. A suggestion was made to become an engineer, due to his hobby, and his counselor encouraged Mackarios to apply to Starfleet, recommending that he would pass the required assessment of Miran children with ease, because of the success he'd had with the counselor.

Starfleet Academy and Early Assignments
Mackarios was finally accepted into Starfleet academy in 2307. There he worked hard, but the classes were not tailored for him, and he soon fell behind. It took all of his determination and working with a counselor and several tutors to keep him from failing. He didn't graduate near the top of the class, or with his original classmates, but finally became a Starfleet Officer in 2312.

His first assignment was to the USS Paraguay, a training vessel. He stayed there for two years, learning all he could and growing in maturity. His commanding officer, by the time he finally transferred to a permanent assignment, still put down on his record, "Likes to play minor pranks and frolic if not attended carefully. Recommend bunking with seasoned officer or regular visits with the counselor."

The USS Los Angeles became his next home in 2314. On the Los Angeles, Mackarios received his first promotion, a full four years after graduating from the Academy. By 2320, he had transferred once again to the USS Pioneer, still as a regular Engineering Officer. He stayed aboard the Pioneer for five years, earning a promotion to full Lieutenant after two.

His next assignment was his first in any sort of higher position. Mackarios was recruited to the USS Corus as the Assistant Chief Engineer, which he would serve in for six years. While he was slowly advancing, the greatest obstacle to promotions was his immaturity and childish behaviors, including pranks. Several of his Department Heads and Executive Officers remarked that an officer like Mackarios would likely never make it past the rank of Lieutenant or serve in any great position of authority. His behavior, they reported, was simply too unpredictable, and Mackarios was faced with threats of demotion or reprimands for disorderly conduct.

USS Princeton
Mackarios defied those odds in 2331, transferring to the USS Princeton as its Chief Engineer. There, he met a then-Lieutenant Commander Alexander Morin, the Chief Helm Officer and the ship's Second Officer as well. The two quickly formed a friendship and spent a great deal of time together, their friendship becoming a true bond. This bond tested itself when the Commanding Officer accepted a promotion to the Admiralty, promoting his Executive Officer in his place. The new Commanding Officer, an Andorian shen, took an immediate dislike to the friendship between Morin, whom she'd promoted to Commander and her Executive Officer, and Mackarios.

After several years, Morin convinced his superior officer that Mackarios was worthy of a higher post, and she promoted him to Lieutenant Commander, and to Second Officer of the ship. His new position didn't last very long, as two years later, in 2338, Morin took an offer to be the Commanding Officer of a ship, on the one condition that he could choose anybody to be his executive officer. To no surprise, he chose Mackarios, and both of them transferred to his new ship.

USS Edgar Allen Poe
Morin's ship was an aging Miranda-class vessel. Even though the class had been refit once already, the Edgar Allen Poe was still ancient in terms of modern technology and equipment. Their missions were generally to backwater Federation worlds, resolving issues that didn't need fancy flying or a dazzling show of phasers and torpedoes. Still, Mackarios enjoyed his time aboard the Edgar Allen Poe, until 2346, when Starfleet decided to mothball the ship to allow for new ships to combat the Cardassian threat.

USS Agincourt and Demotion
For nearly twelve years, Mackarios served under newly-promoted Captain Morin on his new ship, the Cheyenne-classed USS Agincourt as his executive officer, as he had on the Edgar Allen Poe. Those long years, the two formed a very workable bond. Morin understood Mackarios' personality, his quirks, and did his best to tolerate some of them. And Mackarios knew Morin's seriousness, and tried to balance that out with his erratic behavior. If he had wanted to, Mackarios could have landed a captaincy anywhere with Morin's recommendation, and it was his goal to eventually do so. However, Mackarios couldn't bear to leave Captain Morin, not with the kind of team the two made.
 
On a mission to help resolve a dispute on a Federation world, Captain Morin was fatally wounded on an away mission. Instead of commanding the ship and trying to resolve the conflict, Mackarios stayed by Morin's side until he passed. The bond they had, the years and experiences they had shared, were too great to allow himself to follow his duty. After Morin died, Mackarios did his best to finish the mission, but ultimately Starfleet sent a member of the Admiralty to do what he could not accomplish. Commodore Stephen Baker was sent to resolve the dispute, after which he assumed command of the Agincourt.
 
Baker and Mackarios were immediately at odds. Baker's first action was to reprimand the Miran for not completing his mission properly, putting too much time into staying next to Morin's deathbed. Mackarios was shocked at the senior officer's demeanor, and their relationship only deteriorated from there. When, several weeks later, Mackarios pulled one of his pranks on the crew, programming the mess hall replicator to turn anyone's dish into a plate of dead tagh, Baker demanded to know who was responsible. One of the crew, knowing Mackarios' fondness for the pranks, implied that it might be him, and Baker immediately summoned the Miran.
 
Mackarios admitted playing the prank, reasoning that the crew needed a laugh after their Captain's death. The Commodore would hear none of it, warning that another prank would result in severe consequences. Mackarios ignored Baker, thinking that it would only be a short time before another Captain was assigned to take over the Agincourt. It wasn't for a few more days until another prank occurred, and again Baker summoned Mackarios. Instead, this time it was not his doing, but another crewmember's, one who shared the First Officer's notion for light-hearted pranks. Baker immediately demoted Mackarios to Lieutenant Commander. When he tried to protest, Baker demoted him again, to Lieutenant Junior Grade, and informed him that he would be reassigned.
 
Crushed by both his former Captain's passing, and his demotion and reassignment, Mackarios spent a few months on the USS Bermuda before giving up. He resigned his commission and retired from Starfleet, leaving behind the life he had known for over fifty years.

Retirement
Mackarios found an apartment on Risa and relocated there following his retirement. Risa had most every form of entertainment, which kept him busy and interested often enough. The entire planet was essentially a giant amusement park, and the child in him was let out full-force. For years, nothing drove him but the daily games with other children, exploring a new part of the planet, and even growing comfortable enough to play pranks on other inhabitants, even those in his own building. Although engineering was still a hobby of his, Mackarios had been out of the field for over twenty years. Even his few months on the Bermuda couldn't do enough to update his knowledge, so much had become outdated. The games occupied most of his time anyway, so even as a hobby, engineering would have been slow going.

After five years, Mackarios grew bored of life on Risa. He journeyed to Miri's Planet on vacation, to see what his homeworld was like a half-century after his departure, and found a very different world. Most of the Mirans had been educated through the Miran Institute now, and it stood mostly defunct. Some Mirans had left, but most stayed, resuming the normal course of life for them as in the past few centuries. Of course, now the Mirans had new technology, and instead of foolies in the streets, they played foolies in state-of-the-art holodecks. They raced atmospheric shuttles and pranked each other with random transportations to far-off cities. Mackarios became enthralled in the life of a Miran again, and absorbed himself into the world once more.

The years passed again, and Mackarios grew bored with endless play. He had experienced work, a life in Starfleet, and accomplishments. Play, although enjoyable and something to be passionate about, didn't quite give him the satisfaction that Starfleet had. Miri's Planet was governed by a legislative body, the Council of Youngers. Though the elections were generally just popularity contests between best friends, Mackarios ran. And surprisingly, he won his first time.

The Council of Youngers was really nothing more than a playhouse with little work actually being done. Mac's first session determined that ice cream would be served daily at 3:00 PM instead of 4:00 PM and that any remaining bedtimes would be completely eliminated. Future sessions ensured that the children were never involuntarily served any vegetable that was green, yellow, red or purple, and absolutely forbade the import of Lima Beans and Cod Liver Oil. Still, amidst the play, some work was being done. Mackarios still didn't feel completely satisfied, but his terms in the Council felt more comfortable than endless vacation on Risa or outside the Council on Miri's Planet.

Starfleet, Part II
After years of a growing urge to return to Starfleet, Mackarios finally did in 2376. He returned to the Academy as a graduate student and studied Operations, both in an attempt to familiarize himself with modern systems, as well to give him more opportunities with a different career. He graduated, on time, in 2378 from his two-year Masters degree program. The graduation also came with a promotion, to Lieutenant, and the choice of any ship in the fleet.

Mackarios chose the USS Prominence, a Norway-classed vessel. The ship was commanded by a Bolian named Tixt, a former member of the Agamemnon crew, who at the time had been just a normal Science officer. Although the two never developed quite the same bond that Mac once had with his friend Alex Morin, their relationship was strong enough to ensure that Mackarios became the new Chief of Operations when the original officer transferred to another ship. His relationship with Captain Tixt improved and grew stronger, and they became good friends. The Miran learned that Tixt had opposed Commodore Baker's demotion of Mackarios, and left the ship soon after. Tixt thought Mackarios was a worthy officer, certainly one worthy of being an Executive Officer. So when the current Executive Officer accepted a promotion and ship, Tixt asked Mackarios to step into the role.

The USS Prominence was Mackarios' home for eight years, until he was offered a Command in Fourth Fleet. Parting with his good friend, Mackarios accepted the command.

COMMANDING OFFICER QUESTIONNAIRE
Please describe what you see as the out-of-character duties of a Ship's Commanding Officer:
I see the OOC duties of a ship's commanding officer to be the leader of the simm, much like a small-scale version of the BFCO or TFCO. They oversee all the operations, logistics, etc. They are the final decision-makers and the master implementers of new changes.

Specifically, I see them having the following duties (although I don't think this is an exhaustive list):
  • Recruitment
  • Personnel Management (Promotions, awards, changing positions/ranks)
  • NPC Management
  • Mission development
  • Website Management
  • Dispute Mediation/Problem Solving
  • Liaison between crewmembers and TF/BF
Describe what you see as the in-character duties of a ship's commanding officer:
In-Character, the CO takes on many of the same duties, such as personnel management, liaison, dispute mediation/problem solving, and, to a minor extent, recruitment. These duties are modified within the IC environment, of course.

In addition, the CO is the head of the starship. COs are an official representative of the Federation and Starfleet in First Contacts, they are the final decision-makers and master implementers of new changes, they also must make sure that their ship is operating smoothly.
 
Describe how you see the relationship between a CO and XO in running a ship:
I place a large importance on the relationship between the CO and XO, both IC and OOC. While the IC relationships can be varied, and indeed it can be enjoyable to write conflicting viewpoints and personalities, in an OOC manner, the CO and XO need to be able to work cohesively. Together, they run the simm, and without each other, the simm can literally fall apart.

I feel the CO is duty bound to consult the XO on changes and decisions. It's both a check on power, as well as an adviser position. At times, an XO's opinion, whether in line with the CO's thoughts or not, can help to point out potential errors or better rectify a problematic situation. This kind of relationship can exist ICly as well, and ideally it should, but it is most important to occur OOCly.

What will you do to recruit quality writers to your simm:
I would try to approach worthy candidates that I found individually, however that method would likely not produce a stable crew. In the end, I would have to rely on ads and networking to do most of the recruitment.

However, for each new player, I may attempt to contact them before accepting. I would require a writing sample, and from this as well as my conversation with them, I would attempt to judge their level of quality. And then I would also let them try it out, if they weren't able to produce quality writing, then I would encourage them to find a simm with players closer to their writing level.

How would you go about motivating a player that has lost interest:
I would try to talk with the player, to see what has caused the lack of interest. Hopefully, the player and I can come to an understanding, perhaps the lack of interest was over a confusion or misinterpretation. If there is a specific problem, I can attempt to deal with that. If they have nothing to do in the mission, then I can also introduce an element to the mission to give them a task or some participation opportunities.

Ultimately, however, it's up to the individual player. If they have lost interest permanently, there's little I can do. Hopefully what I can do is enough to garner their interest once more.

How would you deal with a crew that has lost interest or where morale is low:
It really depends on the situation. Most often a crew loses interest when a mission stagnates or when a mission is uninteresting. In those cases, speeding up the mission can be a solution. Or, if the situation warrants it, changing or dropping the mission altogether.

Other times, the players don't feel comfortable, an increase in OOC interaction can help alleviate that and foster community. This may occur especially with an influx of new players, or during the period of recruitment.

Scenario 1: An IC character has taking a dislike to another player's character. The second player feels that he or she is being singled out personally and reacts poorly or becomes upset. What do you do?
I would speak with the player and remind them that this is a game, and that part of the enjoyment derives from abstracting oneself from their character's direct reactions. Players need to realize that the same emotion they feel can be turned into inspiration for a post, if done carefully. Eventually, I would hope that the player would mature in realization enough to avoid any future issues.

Scenario 2: Two players in the simm have an OCC  disagreement that spills into the sim's list and turns from a friendly disagreement into an ugly fight. What do you do?
I would immediately approach both players and reprimand them for letting their disagreement become public and upset the entire ship. I would remove, relocate or edit the posts if possible, and then try to have the two players resolve their differences. Even if they cannot, I would warn them that a second outburst will have in-game consequences, and possibly removal from my ship.

Scenario 3: A player come to your with a complaint that their character is never included in the storyline. How do you determine if this is their fault for not writing themselves in or the nature of the storyline? Explain how you would deal with the situation.
I would ask for the player's input on how they thought the storyline was excluding the character. Then I would look at my mission outline, and the posts already made, and see if what the player said made sense. If it was an outright mistake on my or the player's part (I forgot to mention something, or the player didn't pick up on a line) I would point it out and take steps to include the player's character more directly in the mission.

If the mission is written weakly for that player's character, I would also suggest that they devise some kind of subplot or character development angle that they could occupy themselves with. In the next mission, the player's character would be strongly considered as a main supporter, if not having the mission based around that character.

Scenario 4: A player does not get along with you or the XO personally. How do you deal with this situation?
If a player isn't getting along with my XO, then I would probably have him report to me instead. And vice versa, if the player isn't getting along with me, I may ask my XO to handle any direct encounters with the player in the future.

Scenario 5: You have a civilian character who is unsure how to become involved in your current plot because of the nature.  What do you tell them and how do you help them?
I would do pretty much the same for scenario 3. I would take a look at the mission and see if there was a way I could involve them, and if not I would suggest (and even help) the player form a subplot or character development angle. Then I would try to include them in the next mission at a higher priority.

Scenario 6: A player posts an overly aggressive, sexual or foul post. What will you do?
I would remind the player that the simm's rating is 13+ (or whatever it actually is) and to consider that there may be players as young as the minimum age. If the software allows, I would ask the player to tone down their post, either glaze over details, fade to black or replace the real world profanity with something in-universe. And I would ask the player not to write posts of a similar nature in the future.

Scenario 7: A player requests a transfer to another simm. What will you do?
First, I would ask the player why they had requested the transfer. If it was a problem that had not been identified before, I would inquire as to why, and attempt to resolve the issue. If it was a problem that had been brought up before, and a solution already given, I would ask how the solution was not working and what the player would suggest as a solution, instead of transferring. I would try to get my XO's input on this, unless they are the one asking for the transfer, and then I would likely get my TGCO's input on it.

If there is no problem, or the player desires only to transfer to resolve the issue, then I would attempt to make arrangements for it. I would ask that the player at least finishes out the mission before transferring, so that there are no disappearances in the middle of a mission. Missions can always be steered in one direction or another, and I might try to involve a player's character's transfer ICly reasoning into the mission, perhaps allowing a subplot's climax to culminate into the character's resolution to transfer. I would always attempt to help the player leave with a positive attitude towards the simm, even if their leave was over a problem.

Scenario 8: You have an issue with a member of the Task Force staff, what do you do?
I would first try to approach this member, to see if I could resolve the issue without involving outside parties. If the staff member and I cannot reach a resolution, I would involve the superior staff member, even going up to the Division CO.

I would attempt to handle the situation by PM/email/IM versus forum posting or public rants. I do not believe a situation like that could *ever* be handled via those last two forms.

Situation 1: Your ship has lost staff. What is your solution to maintaining your sim and staff?
I would first speak with the members who have left, if possible. If they could provide reasons why they left, it would help me to better the situation for future members.

Then I would confer with my XO on a new recruitment campaign, targeting whatever areas that we both agree to. I would probably aggressively campaign for a few weeks, and then try to find a steady medium for recruitment in order to keep my new staff if recruitment proved successful.

Situation 2: You've become bored with the RPG for whatever reason. What do you do?
I would speak with my TGCO and XO to see if I could find ways to increase my motivation. Maybe add a new mission twist, start a subplot or character development angle, or explore a new OOC activity.

Situation 3: How do you determine a player deserves a promotion? What if you don't like the person?
Ideally, I would like to read over every player's post and assign it a score. I would keep the score tallied personally, it wouldn't be something that others would see. Posts would be scored on quality, quantity (whether a post was too short, or excessively long, not necessarily more points because it was longer), creativity, development (character and mission/subplot), and miscellaneous. That post score would be weighed against OOC interaction and the actual IC aspects of the character.

Players would not be eligible for promotion based on their post score alone, in fact it would have no actual bearing on promotion. The scoring is simply a tool to provide a neutral outlook on a player's posts, without attaching the specific elements of their posts. Players who help to advance the missions, develop their characters and behave well in an OOC manner on a regular basis would be eligible for promotion. Both myself and my XO would be involved in selecting candidates for promotion.

For me, both IC and OOC participation weigh heavily. A player's IC participation is only part of their participation in the simm. If someone is only participating ICly, then they may not be promoted as fast as someone who participates well in both IC and OOC areas.

The post score would help to offset my personal feelings towards a person. If I didn't like a person, if their behaviors in an OOC manner annoyed or irritated me, etc., the post score would help balance that. If I was irked by someone always, for example, making jokes OOCly and seemingly was never serious, I could look at their posts. If their posts showed me they were eligible for promotion, then my personal irritation would have to take a backseat. My XO would also help offset this, as both of us would be involved in the promotion process.

Situation 4: You are approached by another sim group to ask you to leave Bravo Fleet with your ship and join them. What do you do?  What do you tell them?
I don't think that a fleet that needs to ask other ships to join them is a worthy fleet in the first place. I would probably report them to my TGCO/TFCO and politely decline their offer.

What Ship Class do you prefer:
1st choice: Intrepid
2nd choice: Nova Refit (or Nova)
3rd Choice: Ambassador

Sample Post: Post on this situation:
It's 0330 hours and you're asleep in your quarters. You're in the middle of a nice dream when the ship's red alert klaxon blares you awake and your XO is on the bridge saying "Captain to the bridge! Red alert!"


"Captain to the bridge! Red alert!"

'Mmm, no thanks,' the boy thought to himself, still well entrenched in his dream. Why should there be a red alert during tag? That didn't happen. He looked down the street, there were no cars coming. Some part of his brain told him that cars had been obsolete for centuries, but he didn't listen. After all, he would expect someone to yell "CAR!" instead of "Red alert." 'What do you mean, bridge? There's no river near the city.'

"Red alert! Captain, please come to the bridge. Captain, respond."

'Bridge, oh, isn't that the command center of a starship? That's silly, I'm not on a starship, I'm on--' the boy bolted upright, his dream completely faded. He was still groggy but one thing was firm in his mind: Red Alert! He had to get to the bridge. NOW! Gripping the covers, he threw them back and planted his feet on the floor. The leggings of his pajama bottoms fell to his ankles, reminding the Miran boy of his attire. Should he change or not? Change or not? 'Better question, should the ship not get blown up or should it?' The sarcastic thought forced the decision, and he set his feet to motion. Heading for the door, he ruffled his hair slightly, as if that act alone would cure his bedhead.

The corridors were, of course, empty. 'What time is it anyway?' the boy thought. He spoke the question, addressed to the computer this time, "Computer, time." It answered back promptly that the time was 0332 hours. 'Is that even a real time? That is, unless you're staying up all night, or it's Christmas morning.' Another voice added, 'Or your birthday.' The painful reminder came at once, he never had a birthday anymore. Not only did he not remember his birthday, nor could the Federation scientists find the information in the mountain of data they had poured through in the first few decades after their discovery of Miri's Planet, but what purpose would it have served. Birthdays were for people who grew older by the year, and this boy most certainly did not. He aged just one month per century, what purpose would a birthday serve, but for a reminder of that which he could not attain? At least, not for millenia.

His thoughts had carried him all the way inside the turbolift. The Miran boy realized he was standing inside, but the lift hadn't moved. He called out, "Bridge," and the chamber hummed as the lights on the walls indicated the direction of movement. Up. Towards the bridge, towards whatever this red alert was. Thoughts and questions raced through his mind, the only one he didn't consider was, 'Why would my XO be on the bridge at 0332 hours anyways?'

The double doors of the turbolift split to reveal the ship's bridge. The boy half-stumbled out, still slightly groggy from being woken just minutes before. His right-hand officer, the Executive Officer, stood at his arrival. The Miran said nothing but simply nodded, and the Executive Officer began to report. The words only half-registered on the Miran's brain, it was occupied by only one real thought: 'Oh boy, this is gonna be a long day.'

Marketing Data: How did you hear about Bravo Fleet and why did you want to join?
I can't recall how I heard of Bravo Fleet. I joined the USS Agamemnon originally because I had written a Miran character specifically for the TMP era. I wanted to try her out, and I had never really simmed in that era before.
29
Modifications / [IDEA] Multiple Signatures Mod
Last post by The Insane Admin -
http://www.simplemachines.org/community/index.php?topic=77847.0

AIM: To provide multiple signatures for [acronym=Account Per Player]APP[/acronym] [acronym=Role-Playing Games]RPGs[/acronym], or users who want to display a different signature in different boards (like one for a support board, one for a graphics board, one for a hosting board, etc).

Features Goals:
-Give admin ability to set number of signatures users can create (admins are exempt)
-Separate the signatures from the Forum Profile page, give them their own page.
-Have one signature by default
-Have an [Add Signature] button, which will create a new, blank signature
-Have a [Set as Default] button, to allow the signature to appear as the default
-If users click on [Add Signature] when their max has arrived, present an error
-Allow users to select a blank signature as default
-Present dropdown menu on Post.template.php and Display.template.php (Quick Reply) to select signature

Future Features Goals:
-Give admin ability to set  membergroup-based number of signatures
-Include BBC buttons for signatures/WYSIWYG for 2.0
-Allow signatures to be named
-Signature preview
30
Modifications / [IDEA] BBC View Mod
Last post by The Insane Admin -
AIM: To set permissions for a group to view certain BBC tags.

The main ones are URL, Code, Email, FTP and other linkable/tags with links in them tags.
Also IMG.

Required edits:
Load.php
Subs.php
ManagePermissions.php
ManagePermissions.template.php?