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Topics - The Insane Admin

1
Roleplay Threads / Forge Sagas
ESCAPE! A dangerous criminal is on the loose
from the prison world of Oovo IV. Dreks Falstom,
notorious murderer and gangster, has been tracked
back to his home base on the planet Selsor. There,
he plans to reunite with his former lover, and
one-time partner, Mon Iika, who has desperately
tried to put the past behind her.

In order to protect her from the dangers of Falstom,
the Jedi Council has dispatched Jedi Knight Beck,
and his padawan Tawrrowaldr, to keep Mon Iika safe
from harm.


Blue engines flared as the T-6 Shuttle exited hyperspace, altering course for the system's inhabited planet. Through the transparasteel windows the arid world of Selsor appeared to rise, its bronze appearance turned white by winter's empbrace. A pair of tawny-furred hands worked the shuttle's controls, manipulating the vessel's flight path to approach the surface. The small Wookiee glanced from his instruments to the windows as he entered the final commands, prompting a voice beside him to speak up.

"Adjust your flight angle, Tawrrowaldr," came the deep bass of Jedi Knight Beck from the co-pilot's seat. A broad smile appeared under his bulbous nose even as his tone warranted caution, "We want to enter the atmosphere, not skip across."

The young Wookiee called Tawrrowaldr looked up from the controls to glare at the Jedi Knight. A hint of bitterness coursed through his voice as he blustered a retort, his voice issuing as the series of growls and warbles that constituted his native tongue, "I got this, Master."

"Patience, my young padawan," Beck said in a quiet, but firm tone, leaving little room for interpretation.

That didn't seem to stop the young Jedi from trying, anyway. "You did ask me to fly."

"I asked you to learn."

Tawrrowaldr bristled at the rebuke, his cheeks glowing hot under their thick fur. He turned towards the window, narrowing his eyes as if that would let him see more clearly. Beck had no right to criticize him, the padawan told himself, he had but only a few weeks of training under the Jedi Knight. How could he be expected to get everything right the first time?

In a low growl, the Wookiee padawan asked, "And I'm not?"

Beck's response hurt more than the young Jedi was prepared to believe. "That remains to be seen."

The padawan kept his face turned away for the rest of the flight. He was still fuming as the pair disembarked from the ambassadorial shuttle, stepping foot onto the cold, frozen ground of Selsor. The thick pads on the bottom of his feet protected the young Jedi from contact with the frigid earth underfoot, but his master had donned a heavy, warm outfit to protect against the cold. There were some advantages to being a Wookiee, the young padawan noted to himself, as the entirety of his garments consisted of a utility belt to keep his lightsaber and comlink close at hand. The cold didn't bother him in any way.

As he scanned the icy tundra, the terrain broken occasionally by pockets of structures huddled together, Tawrrowaldr searched for signs of importance on this world. His eyes flicked from structures to the terrain, trying to imagine what value they would have to a convicted gangster. He kept up his search as Beck motioned for them to walk, examining his surroundings with an open mind. Keeping an open mind was the first step to accomplishing one's objectives, or at least that was what Master Ulthas had taught him so many years ago.

Impatience found him at last, after a fruitless search on his own, and the young padawan piped up in a high-pitched yip, "Why would he come here?"

The knight seemed to find this question amusing, for he issued a deep chuckle that almost echoed in the calm, frigid air. "My young padawan, Dreks Falstom is many things, but practical is not one of them." Before Tawrrowaldr could inquire as to what part of Falstom's nature would bring him here, his master provided that on his own, "He came back for love, Tawrrowaldr. It is a powerful emotion, but it can easily be a man's undoing."

TBC...
2
Roleplay Threads / Animorphs
Then the creature came forth from the ship, and Theo's mind went wild.

This guy looks like he stepped right out of Middle Earth. Totally Tolkien-esque. I do like that word, Tolkien-esque, that's a word right?

It's totally a word.

What is this thing? He's like a centaur, kinda?

But centaur's don't have knives on their tails.

And they don't have four eyes. What are those, ugh, on stalks?

Okay, whoa. Whoa, whoa, whoa, whoa, whoa! He's got no mouth! How can he not have a mouth? Everything has a mouth of some sort.

He looks like the Silent Hill girl. Fuck, that game was awful, I had nightmares for a week.

So, is that what this is? A nightmare? Nah, I stopped having nightmares when I was nine.

Okay, so not a nightmare. And I know I'm not crazy.

Then it has to be...

Oh, maybe its...

Yes, I think it is...

IT'S THE MOST AWESOME VIDEO GAME TRAILER EVER!

No, really, think about it. The technology's there, it could certainly be done. Holograms, makeup, animatronics. I'll bet that centaur-thing's not even real, it's probably a robot.

The ship? Well, we didn't exactly see it crash did we? It could have been here all this time.

So what about the voice in my head? Duh, omnidirectional speakers, probably using ultrasound or something to vibrate the bones in our ears instead of using sound in our hearing range. Boom, instant-telepathy.

That's it, that's gotta be it.

But why would they do it out here? Wouldn't it be cooler to do in New York or Boston?

No, I suppose there'd be too many people there. They'd go crazy. Better out here where you can control the media better.

So are there cameras around here? Mics in the bushes?

Hmm, I don't see anything, but there's no telling how small they could be. Wireless mics and cameras can be hidden easily.

This is so cool, I'm going to be on TV. Maybe I'll even get a free copy of the game. Jeremy's going to be so jealous.

Oh, the centaur-thing's speaking again. Now he's issuing a warning. We're in danger, oh boy, how terrifying.

I'll bet it's aliens. It's always aliens, right. No doubt about it.

How cliche.


From his place at the edge of the group, the freshman boy could be heard chuckling softly. The chuckling grew louder, and eventually he was full-out laughing. Theo stared at the centaur-thing, the War Prince Nierefiem-Istriff-Shaylik, ignoring everything else, and laughed. He glanced around, turning to each of the others in turn, and asked, "Don't you see? Don't you get it?"

"It's all fake."
3
Name: Tawrrowaldr

Age: 13

Gender: Male

Race: Wookiee

Appearance:

(Credit: Lucasfilm Animation, Cartoon Network, The Clone Wars)

Home Planet: Kashyyyk

Personality: Tawwrowaldr has a strong sense of identity, he is a very grounded individual, he knows who he is and where he's going. He is a high performer, and he finds many of the skills he is taught come naturally to him. Others, he is able to feel out by experimenting and doing things a little differently, sometimes with positive results. Doing is Tawrro's main method of learning. He is cocky and sure of himself and his abilities, sometimes to his own detriment. When something goes wrong, however, it is almost never Tawrrowaldr's fault. Some of his peers resent him for this attitude, but Tawrro believes that if they only performed on his level there would be no problems.

Force Alignment: Jedi

Alignment: Republic

Lightsaber(s): An orange-bladed lightsaber with a carved, wooden lightsaber hilt casing.

(Credit: Source Unknown)

Style of Combat:
Form IV, Ataru (preferred style, skilled)
Form I, Shii-Cho (trained)
Form V, Djem Sho (trained)

Primary Force abilities:
In addition to the basic Force abilities that any Padawan needed to master, Tawrrowaldr was trained in the use of the following:
Force Body
Force Leap
Force Persuasion
Force Stealth

Amazing Feat: Force Stasis

Skill focus: Lightsaber-focused; Guardian

Bio: The story of Tawrrowaldr began like it did for any other Wookiee, amidst the pained cries in a dark room among the wroshyr treetops. Like any proud parents, Tawrro's dame and sire were pleased to see their pup outpace his peers, running faster and climbing higher than most any Wookiee pup would dare to go. It wasn't until a tribal sage remarked on Tawrro's quick reflexes and abilities that his parents gave any thought to their special nature.

Weeks later, a representative from the Jedi Temple arrived to examine the pup. It did not take him long to agree with the old sage's assessment, that Tawrrowaldr was uniquely tuned to communicate with the Force. The decision was a point of honor for Tawrro's parents, and for his clan, to be represented among the distinguished minds and bodies of the Jedi Order. The young Wookiee could not fathom what this change meant for his future, only that he was being taken from the only home he knew, from his family and his friends. Even as a pup, Tawrro could inflict injury on the Jedi Representative. It took a strong word from his father to calm him, and a soft word from his mother to assuage his fears and let the Jedi take Tawrrowaldr to his future home.

At the Jedi Temple, the young Wookiee Tawrrowaldr soon found himself immersed in his new life. Placed in Clan Gundark with other younglings, under the tutleage of Master Ulthas, he quickly rose to the top in their physical training courses. When the time came for the younglings to begin practicing with a lightsaber, Tawrro gained new skills almost as easily as breathing. Most of his instructors found the Wookiee impatient, and Master Ulthas despaired over the pup's need for extra time to grasp specific concepts or mental talents, but within the Combat Training Chamber Tawrrowaldr was the instructor's shining star.

Tawrrowaldr was not intentionally unkind, but his singular devotion to topping the unofficial rankings of the younglings' sparring matches made him a fierce, sometimes ruthless, opponent. It was this ruthlessness that attracted the attention of the Jedi Knight Beck during one of the annual apprentice tournaments. Shortly thereafter, the Wookiee was approached by Beck and Master Ulthas, who offered an apprenticeship under Jedi Knight Beck. To Tawrrowaldr, Beck was a hero of the Jedi Guardians, a starfighter ace, and was known as a fearsome opponent who had won recognition for his valor during the Stark Hyperspace Wars. He readily accepted and became Beck's Padawan Learner.
4
Character Development / Jerek Zenduu [RPG: Jedi Exile]
Jerek Zenduu


Cole Sprouse


Name: Jerek Zenduu
Age: 14
Species: Human

Height: 5' 6"
Weight: 105 lbs.
Hair Color: Sandy Blond
Eye Color: Hazel
Handiness: Right

Appearance: Arguably, the first thing one tends to notice about the fair-skinned boy is not his softened facial features. Nor is it the freckles that dot his face and body, or his lean and tall build. Rather, it is his wild, blond hair. Reaching almost to his shoulder, Jerek likes to keep his hair out of his hazel eyes, but little else is done to tame it. Its natural straightness doesn't keep it from looking like a mop, and its dishwater color only serves to add to the comparison. The boy's lanky frame further compounds the distinction, and is most effective in making most standard-sized clothing look baggy on his slender figure. His figure belies the boy's strength, slimming trained muscles that stretch along the adolescent's five and-a-half foot height. His physical progress, compounded by his training so far, seems to predict a well-built figure by the time Jerek enters adulthood.

Level: Padawan
Class: Sentinel

Force Abilities:
Force Stun
Force Speed
Telekinesis
Force Sense
Basic Mind Trick

Non-Force Related Skills:
Basic unarmed combat
Survival skills

Lightsaber Form:
Form III Soresu
Form I Shii-Cho
Although Jerek was trained in several styles, Soresu remains his preferred and most adept style. Jerek is moderately proficient in Soresu, while somewhat proficient in Form I, Shii-Cho.

Lightsaber(s) hilt(s) and colour(s): A single green-bladed lightsaber.

Other Equipment:
Comlink
Jedi Padawan Robes
Civilian clothes
Elias' training saber hilt (unpowered)

Personality - Being half of a twin pair tends to lend itself to something of a split personality, with each twin carrying a part. Jerek and Elias were just such a pair. Where Elias was confident and aggressive, Jerek was more cautious and passive. He had a calm approach that his brother envied, eschewed grudges and focused on analyzing problems rather than jumping headlong into the fray in the hopes of finding a solution.

With the loss of his twin brother, Jerek suffered for years from having half a personality. His lack of self-confidence and over-cautiousness betrayed him and left him open to bullying and disappointment. Raw intelligence has done some to help Jerek overcome the problem, while a rivalry with a fellow student in the Jedi Temple helped to bolster his self-confidence. Still, Jerek's caution and tendency to over-analyze an issue can still stop him short of achievement.

History: It was most unusual for the Jedi to discover a pair of force sensitive twins. Thus, Jerek and Elias Zenduu were brought up in unusual circumstances. In a different life, they would have grown up together and shared many experiences, but the life of a Jedi forbids such strong attachments. Shortly upon their arrival at the Jedi Temple as toddlers, the Zenduu twins were separated into different clans, taught by different instructors and slept in different wings.

Still, the twin shared a unique bond, one even the Jedi could not break. Jerek was aware of his sibling, the twins did see a good deal of each other passing through the halls and encountering each other during free times. So even if the two did not share every waking minute of their life together, Jerek knew things about his twin brother that even the Jedi Masters were unaware of, and there were times when it felt as if, just before he went to sleep, that Jerek could touch the mind of Elias and share his deepest, inner feelings.

The bond between the twins progressed as they grew older. Soon one or the other began to sneak away from their clans to join the other in classes, which was soon noticed and corrected. The Jedi Masters could not, however, keep the boys separate during their free periods, try as they might. Ultimately, it was if the two had never been separated at all, it became unusual to see one Zenduu boy without the other, much to the Masters' chagrin.

When Jerek was ten, his twin brother fell victim to a terrible sickness. The Jedi Healers could not repair Elias' withered body, and he lay weakened in bed for days as Jerek sat close by, watching his brother fade away. Eventually, Elias was taken to a private Coruscanti hospital, the cost of which was paid for by the Supreme Chancellor, where he was given the finest care and comfort. Despite all the best efforts, Elias passed away just hours after Jerek's last visit, as he was later told. The news left the twin broken, as if he had lost half of his soul.

The loss of his twin weighed heavily on the youngster's heart, and Jerek did poorly in his studies after that. He became a prime target for taunts and pranks, a task quickly picked up by one Vul Abaan. Spotting Jerek's intellect, Vul admonished him whenever possible, keeping Jerek feeling small. Without Elias, the boy did not feel confident enough to confront the bully, and his torture continued for months.

Eventually, Jerek's pent-up frustration hit boiling point, and he lashed out at Vul. The argument devolved into a full-fledged brawl. Despite his small size and his depression, Jerek nearly came out on top, only falling to Vul's blow as the Jedi Masters discovered their fight. Though punished severely by the Temple's masters, Jerek's attitude reformed and he became a worthy student. Jerek and Vul continued to be rivals, though on a much less dramatic scale, throughout Jerek's Initiate years.
5
Name: Daiya T'aemin
Species: Human
Age: 14
Planet of Origin/Birth: Coruscant
Force Sensitive Y/N:  Yes
 
Appearance:
Passing Daiya on the street, one would think she looked like a typical Human teenager. Her blonde hair normally falls past her shoulders where she often lets it fly loose. Her fair skin has a warm complexion, rosy against the golden color of her hair, and it freckles in the sunlight, leaving a swath of dots across her nose and upper cheeks. Her azure eyes are bright and intelligent, they see more than most assume. As a teenager, Daiya's dress can range from fashionable to utilitarian, but generally she assumes a practical attire of pants, a shirt and jacket of some sort. At times a messenger bag can be seen slung over her shoulder for extra carrying capacity.

Skills/Abilities:

Equipment:
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.

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.

History:
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 grew up in the Middle City of Coruscant, a world of apartments, skywalks, and levels of buildings of which she saw neither the very top or very bottom. No older siblings tormented Daiya, but she was joined by two younger siblings within a few years of her birth.

Her early years were highlighted by an ease in schoolwork, which came to an abrupt halt during her eighth year. A succession of financial problems due to job loss forced the family to move, priorities to shift, and Daiya to begin experiencing a series of strange dreams. Her teachers grew concerned for her behavior, which was exhibited by answering a question before it was completed, or surprising a classmate with a tissue before they were about to sneeze. When she was confronted about it, however, Daiya simply evaded their questions and provided unhelpful answers.

Inwardly, however, she was just as confused as her parents and teachers were. 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.

Frustrated with the endless stream of odd jobs and family stress, Daiya's father decided to head offworld in search of a better job. He promised to send money once he started making some, but the months passed, the letters stopped coming and no money appeared. To make ends meet, Daiya began a deliver job with a small, local businessman named Eiko. 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 appreciated how easily Daiya seemed to remain unscathed. Over time, Eiko began to trust Daiya with more important deliveries.

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 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 come under fire. After that encounter, Daiya was far more on edge. The territory was thick with rival gangs and crime rings, yet Daiya survived by the gift of her dreams and her progressing skill with a blaster. It was just then that fate decided to tip the tables on her. Her dreams, which came during sleep, began to present themselves during the day, first in idle moments or daydreams, yet over the course of several months, they shifted from dreams to full blown visions which assaulted her any time they pleased.

Both her mother and Eiko started to notice this change. Daiya's mother 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 flee and fight for survival on her own.

Daiya's flight was not far in galactic terms, not even stepping off of Coruscant. She soon established herself as an independent courier, adopting a similar role as she had with Eiko. Her youth granted her the ability to hide in plain daylight, which was ideal for clients who needed to keep a low profile. In a few months, Daiya was eating well. But 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.

Escaping back to her small but cozy apartment, her first task was not to pack for another planet. Instead, Daiya surfed the HoloNets, passing the endless postings for jobs and combing through the myriad of information, entertainment and miscellaneous filth polluting the Nets, looking for someone who could help her. After a few days of lying low on the Nets, Daiya wired a hefty sum into the account of an entity known only as Scorpius. It didn't take long to receive a reply back, the name of the person who wanted her dead.

Phelaan was a successful crime boss, and well-feared, but he boasted proudly about never taking work home; he was a family man. Daiya's information led her to his family's home, a well-secured mansion with a luxurious view of the planet's sun. It was easy to find accomplices from the lower levels who were willing to help Daiya watch the home and track the patterns of its inhabitants. Phelaan employed no living security, only droids and computers served to watch the home of his family, including a very young wife and a toddler son. Harboring no ill will against his family, Daiya waited until Phelaan would be home alone. She spent the last of her credits to pay the Scorpius hacker to reconfigure Phelaan's security systems to recognize her as a houseguest.

When Phelaan arrived home that night, he was ushered into his sitting room to meet with a guest. Little did he expect it would be Daiya waiting for him, a blaster sitting open on her knee. In the aftermath, Daiya fled straight to a cargo transit station in the Middle City and snuck onboard an ore freighter bound offworld.

From there, she hopped from planet to planet as a gunslinger mercenary, hiring out her services to whomever needed it. Eventually she heard of a crisis on Tengaru and caught a transport to the area to see if she could find worthy employment.

Relationships and Acquaintances:
Scorpius: Daiya has utilized the services of a hacker named Scorpius on occasion, but she is oblivious to his real name and identity.
Galactic Empire: Officially, there is an arrest warrant out on Daiya for the murder of Phelaan. Unofficially, as a minor and as the killer of a crime boss, an Imperial judge would more than likely give her a simple slap on the wrist for the crime.



6
Name: Evangeline Erinth
Nickname: Eva
Real Age: approx. 340 years
Apparent/Body Age: 11 years
Gender: Female
Species: Miran
Homeworld: M-2553 or Miri's Planet (Name given by Captain James T. Kirk who discovered the planet on Stardate 2713.5, real name long forgotten by remaining inhabitants More Information)

Height: 4' 11"
Weight: 90 lbs
Eye Color: Cerulean Blue
Hair Color: Dark Brown
Physical Appearance: Slim body, medium build, appears similar in age to a human child of 11 or 12
Skin Tone: Light Tan
Distinguishing Marks: None, which made it almost impossible to tell Eva and her twin sister apart.

Appearance: A slender frame with a medium build, Evangeline looks similar to a prepubescent child of ten or eleven. Her fair complexion gives little indication of a life spent outdoors until quite recently, but coupled with her cerulean blue eyes and dark brown hair she appears pale and unhealthy. Nothing could be further than the truth, a fact easily discerned by even the most casual witness to the child's exuberance and energy.

Status: Single
Spouse: None
Father: Augustine (deceased)
Mother: Rebecca (deceased)
Sister(s): Jenna/Jani (11 - Eva's twin sister), Katherine (16, deceased)

Personality: Eva is a creature of strong will and determination. She will do just about anything to get what she wants, no matter how long it takes. Her tenacity is followed by her fierce loyalty to those around her, especially her family, whom she would place above herself whenever the need should arise.

The Miran girl is terribly viscous when her age or people come under attack. While she is often mistaken for a human child, Eva does not easily dismiss the confusion, and rallies on under the banner of eliminating ignorance of her species and situation. 

When she is angered or defending her age or race, Eva often employs a wide range of sarcasm to put her point across. Not able to exercise physical prowess to make her point, she instead uses her mental and intellectual abilities to do that instead.

Strengths and Weaknesses: Her strong will and determination makes Eva a reliable crewmember, and friend. Her loyalty compliments her persistence, but can also be perceived as stubbornness if taken too far.

One of Eva's many flaws is her aggressiveness towards anyone who makes the mistake of mistaking her for a child. This carries over into her daily life of, even after the initial confrontation, being mistaken and misunderstood, to which she responds in a most impolite manner.

Ambitions: Eva's greatest ambition is to see the return of her twin sibling to the reality of their situation, to accept the life they had before, and not be blinded to the life they experienced for centuries alone.

Hobbies and Interests: In her free time, Eva does exhibit some of the qualities of the children she is often compared to. While typically professional on duty, she prefers games and romping around to just sitting and talking when she can. Her free time is often taken up, then, by imagination, and engaging others when she can.

When forced to take up more conventional hobbies, Eva enjoys reading, primarily history. She is fascinated by all that went on during the years that she and her cousins were trapped in a state of eternal youth in both mind and body.

Service Record:
2290 - [CDT] - Accepted into Starfleet Academy
2295 - [ENS] - Graduated and Commissioned as an Ensign. Assigned as a junior Helm Officer on the USS Bjornke
2296 - [ENS] - USS Bjornke decommissioned.
2296 - [ENS] - Assigned to the USS Agamemnon as Assistant Helm Officer
2296 - [ENS] - Promoted to Chief Helm Officer
2298 - [LTJG] - Promoted to Lieutenant, J.G.
2300 - [LTJG] - Transferred to USS Nautilus as Chief Helm Officer

Background: None of the children knew just what to expect when the group of blue-shirted Starfleeters swirled into being before their eyes. Fear and anger were rampant as the unruly mob swarmed around the Federation relief personnel, the dirty and poorly clothed children led by a pair of twin girls who looked to be no more than eleven human years. As the dust and emotions settled, the Federation workers began to piece together the lives the children once knew and the identity of the girl known as Eva.

She was born as Evangeline, the name written on some ancient piece of paper. The name meant nothing to the girl, nor its age. A year was the same as fifty or a hundred to her, this girl who, with her twin and her merry band of misfits, had made a deserted planet their home. Once, they knew, there had been something here. A city, a world, a people, some of whom they might have called 'mother' or 'father'. That was all gone, destroyed by the hubris of some scientist who thought to tempt fate and control his own destiny, only to destroy himself and his world in the process. The irony of the disaster of the Life Prolongation Virus, or LPV, was that it did truly work. The LPV did was it was supposed to do in the mass of the world's children, permanently altering their DNA and lengthening their lifespan to the point where milennia felt no different to these children as a single year did to the average human. But the virus bound their bodies with a curse as well, for any member of their race who entered puberty, who forged the righteous path to adulthood and the wisdom it brings, would be destroyed in a swarm of aching sores and irrational madness.

Eva had witnessed her family dissolve into this debilitating state, according to some dusty records, that had been first her mother, then her father. There was no record of what happened with her sister, older than the twins by just four years, but it wasn't difficult to figure out. That experience gave Eva a healthy disrespect of grown-ups, a trait not uncommon among the remaining survivors, so much so that 'grup', their term for an adult, was a four-letter word. The Federation grups, Eva felt, were no different and could hardly last very long. Yet they persisted, the Federation sent more people to her world. Doctors and nurses, psychiatrists, teachers and administrators all came out of sympathy, curiosity, or both. They built a school, with dorms for the children to live in, with playgrounds to climb and green fields to run through and new toys to play with. Eva, her twin sister Jenna, and the children of their orphaned band were brought to this place, the Miran Institute, and here Eva encountered others like her from all over her homeworld.

At first Eva wanted nothing more than to be returned to her deserted city, to run with her sister and their pack of children. For several years, she and Jenna formed a bloc against the Federation intentions, resisting the counseling sessions, refusing to pay attention in classes or complete any homework assignments. That wasn't their life, Eva argued again and again. They just wanted to be free, to live as they had been, to play.

Eventually, something changed in Eva. She saw children making it through the Institute, graduating out of the lower classes she seemed doomed to perpetually attend. Some found themselves placed with families who could bear no children themselves, or cared not to. Some took up professions from what meager offerings there were, as most Federation species looked upon the Mirans as little more than children, too immature for all but the most basic tasks. Eva saw these Mirans succeed, and soon she saw her life for what it was. Realizing that it was going nowhere, Eva decided to turn it around. Even if she was doomed to childhood for the next few thousand years, she would endeavor not to waste them; it was time to accept that the life she had lived for the three centuries prior to Starfleet's arrival was over, Eva was a different person and had a different life to live.

The bond of sisterhood was more dear to Eva than anything, but even as she came to realize that her life must change, Jenna held stubbornly to tradition. Jenna continued to resist the Federation attempts to educate her, to resolve what feral tendencies had developed over the course of the centuries. Eva and her twin argued constantly about the shift in their perspectives, both sides failing to sway the other. Eventually, tired of arguing and fed up with what she perceived to be her sister's betrayal, Jenna began to ignore Eva and her arguments. The group they once both directed, though smaller in number than it once was, now obeyed Jenna completely and absolutely, joining her in the admonishment of Eva and her ideas.

Banished from her own enclave, Eva felt that she could do no more for herself on Miri's World. The girl began to explore the options with Federation counselors, trying to find what kind of life might lie beyond the confines of her homeworld. Her counselor took in everything she said and weighed the possibilities, finally coming up with four options. Eva could stay on Miri's World and return to her lifestyle of play and games. This, the life she had known and now rejected, was immediately discarded. The second choice was to stay on Miri's World to help other children learn about and accept their past lives, if any information could be found, and assist them in the transition to a 'normal life.' Another choice would be to find a foster family in the Federation who would accept Eva as a child of their own, and she could live with them until she reached puberty. The last choice was to apply to Starfleet Academy and to join Starfleet.

The second option was intriguing, but limited. Eva wanted to leave the environment of Miri's World and start her own life, to remove herself from a society that no longer understood her. The third option seemed no better than the first. The fourth option was the one that sparked Eva's interest, and she sent in an application for Starfleet Academy. The message came back almost immediately. Application denied. The reason: Starfleet Academy applicants had to be at least seventeen years old. Eva was furious. Her life had thus far spanned four centuries, and yet Starfleet rejected her because she was too young?

Eva tried official channels, but the numerous Federation diplomats and government officials just laughed at her or referred her to other departments. She played a chase game for the next two years, filling out forms, submitting them and being told to go to another department where the same thing occurred. Nothing seemed to be working, so she asked the counselors again for help. Going up through their official channels, one was able to find a connection to a legal service. The firm was interested in the case, and took up the sword for Eva, and for all Mirans.

It was a long and arduous journey, but in the end, it was worth it. For the next few years, the firm researched the Miran's situation, their background and medical data, the facilities and rehabilitation services that it offered to the Miran inhabitants, and then going through the Federation legal system. It took some time before the case appeared in a Federation court, and even longer still to argue it out. The case took just four months, but the entire process took a total of four years. The finished product, however, was that any Miran would be viewed as a legal adult under the Federation laws so long as they passed an assessment by the Federation officials manning the planetary base. Inspections would be held to see that certain qualifications were met, but after all that work, it finally meant that Mirans, and especially Eva, would be allowed to attend Starfleet Academy.

The assessment test, at the time, was really just three medical officials, including the base's commanding physician, to sign off on a document that would declare her a legal adult. It was not fancy and time consuming, but Eva was not disappointed. For her legal documents, Eva adopted her full name, discovered by the Federation workers to be Evangeline, and paired it with a name she found in a directory of Earth residents. Evangeline Erinth, the newly-minted legal adult of the Federation, immediately sent her resubmission to Starfleet Academy for acceptance. This time, Starfleet did not have a choice in the matter. The courts, in addition to their decision, had laid down an injunction on the Academy's denying power to Mirans for the next three years, enough time for any Miran to get through the assessment tests and submit their application.

Eva struggled through the Academy for a while, failing several classes, most notably her physical education class. She never faltered or gave up, as many times as she wanted too. Motivation came in the form of a picture of Jenna that graced the desk of her room on campus. As she progressed through the academy, Eva tried to find what career path she fit best. Her small size was terrible for security, and although it was almost perfect for engineering, she didn't have the interest in fixing or creating things. Communications was soon ruled out as well, however, as she could barely master the second language that Starfleet required their students to take. Science was too picky for her, and she could never sit still enough to focus on the experiments being made. The solution was found in piloting, or helm control. Eva found she did well during her flight lessons and astrophysics came easily to her. So her career was chosen for her and finally Eva graduated, not on time but a year later in the class of '95.

The first posting that the young Miran received was to the USS Bjornke, an aging Bonaventure-class ship, as a junior Helm officer. The old ship was usually slow in speed and sluggish in response, forcing the fresh Ensign to learn, on the fly, how to anticipate maneuvers and obstacles before the response time would be too late in implementing commands. Eva received invaluable experience from the posting, some that would have taken her years, if ever, to learn, yet was learned over a period of eight months.

The Bjornke's last assignment was as a training vessel in its later years, and had been so for the past ten. But even training ships get replaced, and so it was with the Bjornke as well. Almost suddenly for its captain, the crew was notified in early 2296 that their ship would be decommissioned in a few months. The last few missions were carried out and when at last the ship pulled into port over the Martian landscape at Utopia Planitia, the captain was in such grief that he neglected to hold a farewell event. The crew abandoned the ship without ceremony, and headed on for their next assignments.

Instead of going aboard another training ship, Eva was surprised to find that her next assignment was to a newly commissioned vessel, the Excelsior-class USS Agamemnon. Dutifully, she headed to the ship to encounter what waited for her aboard. Soon after embarking, Eva was swept into a whirlwind of events which resulted in her reassignment as Chief Helm Officer. As she struggled to learn the handling of such a large ship, alongside a new set of responsibilities, the crew of the Agamemnon were swept from one crisis to the next. Along the way, she became fast friends with the ship's XO, Commander Josias Toban. Toban soon recommended her for Lieutenant Junior Grade, a rate that Starfleet awarded with some hesitation.

The sudden transfer of Commander Toban from the Agamemnon in 2299 left Eva uncertain and disconnected. Although she could perform her duties well, the motivation to improve and succeed had faded. The Agamemnon crew, many of whom Eva had never grown close to, seemed to stare at her wherever she went. She no longer had a friend she could turn to for help, and to Eva, the new first officer was a stranger. Little by little, she grew withdrawn from the crew, and eventually her duties. When Captain Robinson could not figure out how to help her, he issued a formal complaint on her record. Embarrassed and ashamed, Eva requested a transfer from the Agamemnon to a new ship.

With Eva's record, Starfleet decided to assign her to the USS Nautilus. The stories of her time there have yet to be written.
7
[float=right][/float]Character Information
Name: Jonathan "Jack" Mantell
Position: Chief Flight Control Officer
Assignment: USS Arizona
Rank: Lieutenant
Species: Miran
Date of Birth: c. 1956
Place of Birth: Miri's Planet
Nicknames/Aliases:
He has been called Jack for as long as he can remember. He might respond to variations, such as Jackie or Johnny, but he knows himself as Jack.

Physical Appearance
Height: 4'7"
Weight: 71 lbs.
Hair Color: Dirty Blond
Eye Color: Blue
Handiness: Right
Physical Description:
Standing at a little over four and a half feet and weighing in slightly over seventy pounds, Jack appears to be a normal ten-year-old Human boy. He has a fair complexion, a scattering of freckles on his face, and dirty blond hair, which he wears in gelled-up spikes on most days. His body betrays the appearance of an active child, Jack is limber and solidly build for his slender frame.

Family
Spouse: None
Children: None
Father: Kent Mantell (34, Deceased)
Mother: Susan Mantell (33, Deceased)
Brother(s): None
Sister(s): Catherine (16, Deceased)
Other Family:
Adoptive Father: Franklin Gault (107, Deceased)
Adoptive Mother: Marissa Gault (92, Deceased)

Personality & Traits
General Overview:
Jack is not typical officer material. In fact, his dossier is stamped with several instances of "not command material" and "do not promote" from the various bosses and COs that he has served under in his career. Jack often behaves in a childish, immature manner, owing to the unique properties of his race. His mind is often more focused on his next pet project, or mastering a particular maneuver than an issue within his department. Nevertheless, his mind is sharp, and he can respond to situations in uncannily short order. He does seem to understand the deep responsibilities that underlie his leadership positions, for he feels regretful when he fails to accomplish them. The few ship captains that have recognized his potential and understanding took the time to nurture Jack's growth. Perhaps another such captain can help Jack to grow as an officer as well as a person.

Strengths:
Jack has the learning capability of a child, he picks up new ideas and methods quickly and readily absorbs and adapts to different environments. He is resilient and thick-skinned, enough to brush off a hurtful remark or an insult, or to weather through an unsympathetic superior. Jack does understand responsibility, and that he has it. Jack is quick to think on his feet, and responds well under pressure.

Weaknesses:
Jack struggles in adhering to the responsibilities and duties that he has. His first priority in the morning would be play, while for others it would be work. While Jack tries his best to maintain professionalism on the job, when off-duty he lets his childish tendencies run rampant, eschewing the responsibility of performing as a role model while off-duty. Jack is reluctant to assume leadership, he's more comfortable in choosing a follower position than one of a leader, despite his capability to be one. This lack of self-esteem is played off as humility, but Jack would definitely be excited if someone went out of their way to recognize his accomplishments.

Ambitions:
Jack's ambitions are mainly short-term goals. He hasn't planned out his entire Starfleet career, he doesn't aspire to be the next great politician, thinker, inventor or anything like that. Many of his ambitions include getting a certain computer program he may be developing to work properly, or finding a way to beat a particularly difficult opponent at Kadis-Kot.

Hobbies and Interests:
Of Jack's many hobbies, some he finds more exciting are tinkering with computer programs and systems,

Likes:
-Jack is a sucker for sweets, anything from chocolate cake to marshmallows will delight this Miran.
-Jack is just at the age where he is beginning to find a fondness for girls, and though he would never consider even holding hands with one, he might enjoy the company of female coworkers a bit too much.

Dislikes:

Linguistic Abilities:
Jack is fluent in English, and the major dialects of Vulcan, Cardassian, Romulan and Klingon, as well as several computer languages. However, he has neglected using many of his non-English, non-computer language skills for so long that many have fallen into the forgotten realms of memory.


Personal History
Personal History:
The boy known as Jack was once named Jonathan Mantell. It's unknown whether he existed for a time as Jonathan, or perhaps John or Johnny. For the entirety of his memory, his name has been Jack. According to records recovered from the collapsed rubble that was the hall of government in Jack's region, his parents were Susan and Kent Mantell. They had an older daughter, Catherine, who was six years Jack's senior. All three of them were presumed dead in the wake of the Life Prolongation Virus that swept across another earth, a doppelganger nestled lightyears from its living, breathing cousin in the Alpha Quadrant. Whether the original name of the planet was also Earth, or something else, has been lost to time and decay. The centuries that decayed the records of the world also obscured the minds of those survivors, those who called themselves the Onlies. For whatever classification reasons, the Federation now refers to this race as the Mirans, and their world as Miri's Planet. (See TOS Episode 8 "Miri" and BF Infobase article Miran)

All those centuries ago, Jack was a normal ten-year-old boy living in a suburban community. He might have been rich or poor, or perhaps he was the popular or cool kid at school. None of that matters now. What matters was that in the middle of the 1960s, scientists on his world accidentally unleashed a product, a virus, that was designed to prolong the lifespan of the humanoid creatures. Fortunately, any crisis that would have surmounted following such a disaster was short-lived, as any sexually mature creature was corrupted with a terrible affliction, causing unavoidable death. The scientists who created the virus, the world leaders, schoolteachers, doctors, police, members of the military and even Jack's parents and older sister, all succumbed to the terrible and violent affects of the disease. Ironically, the virus did its job to perfection in the bodies of those children who had not yet begun the onset of puberty. It slowed their physical development to a rate of one month per century, virtually increasing their lifespan an infinite number of times. Barring injury or illness, Jack and the rest of the Mirans could live another 80,000 years or more, depending on the kindness of medicine.

During those centuries, Jack and the other Mirans struggled for survival. With a crumbling infrastructure and no sustainable food supply, the children were forced to scavenge for food or haphazardly attempt to grow it themselves. As they lived and played foolies, their name for games, their small numbers eventually dwindled even more. Death became a common phenomenon, there were at least a few every decade. The school-aged children soon became haughty survivors, desperately clinging to life. It was in that state they were found by the Federation relief workers, who came following the discovery of their world by Captain Kirk and the USS Enterprise, NCC-1701. The Federation teams quickly set up shop, establishing a group home, a teaching institution and a medical facility to treat the traumatized children for centuries of PTSD. Jack soon found himself living among the Federation establishments, attending school once more and shirking his counseling visits as much as possible.

Some of the Miran children found homes with researchers and doctors from the Federation who came to their world to assist. Jack, eager to fill the hole in his heart left by his parents' death, consented to adoption by an older couple, Franklin and Marissa Gault. The Gault's doted on their new son, for their family was small and Jack was now an only child with few 'aunts' or 'cousins' to speak of. Eventually, the enjoyment of his family waned, while his parents remained steadfast in their love, their relatives grew bored of hosting a young child annually as they continued to grow older with each passing year. His adoptive parents stayed fond of him, and for a while, Jack convinced himself that was enough.

While under the care of the Gaults, Jack discovered his interest in computer systems. He began to spend hours in front of his desk consoles, puttering away at different code combinations and programming mechanisms. Sometimes it was days between periods that he spent outside. The Gaults initially worried about Jack's newfound obsession, but as he exhibited a greater proficiency and, more importantly, pride regarding his work, they began to encourage him instead. Eventually, the Gaults encouraged Jack to enroll at MIT to study his passion academically. Yet Jack's organization skills and wandering attention span cost him in several terms of failed classes, and he dropped out, discouraged. For a time, he put away his computer programs and took up other hobbies.

Jack's timeless youth had been an advantage to him since the day he had come to live with the Gaults. There were times when it became hard for others to understand why he didn't always go to school --though he did attend a few times to be with neighborhood children he grew fond of-- or that he stayed as the same picture of youth as when the Gaults had first adopted him. Some responded warmly to his eternal childhood, and indeed Jack retained friendships with kids he had played with who had since grown into adults, even after they began to create their own families. Some were less receptive and grew cold to the Gaults, even to the point of moving from the neighborhood the Gaults lived in. Yet Jack's youth came with a perilous downside.

The Gaults were not a young couple when they adopted Jack, and their rate of aging did not slow, no matter how much Jack willed it. Over time, family friends and relatives were asked to come in to help care for Jack, younger individuals capable of keeping up with the centuries old ten-year-old. And though Jack wished as much as he could, he could not will youth back into his parents. For the Gaults had become like real parents to him, more than his biological ones had ever been to him. In 2325, Marissa Gault passed away while she slept. Jack took it badly, shuttering himself into his room and refusing to eat or let anyone in for a day. His caretakers were finally able to coax him out, to take part in life again, but for a few years Jack remained a hollow child. Try as he might, Franklin Gault could not always devote the amount of adoration that his child needed. He found it difficult to express his love to Jack, and their relationship grew apart. In 2331, Franklin finally passed away, leaving Jack an orphan once more.

This time, Jack went into a total relapse of his first days after his homeworld had withered and died. His parents were dead, and he refused to recognize any of his caretakers or other family members. The visits of old friends, those who he had played with when they were children, brought him to the surface for a brief time, until he realized that they, too, were old men and women and not their youthful selves. Jack withdrew, giving his caretakers great concern. They brought him to see several doctors and psychologists, even a few Starfleet Counselors, until one recommended sending him back to Miri's Planet for treatment. His caretakers agreed, and Jack was returned to Miri's Planet, to the Miran Institute to get treatment. There, the Federation's Miran specialists addressed Jack's case as an acute resurgence of the Post-LPV Traumatic Stress, and ordered a contingency of medications and therapy for the boy.

The counselors on Miri's Planet were troubled by Jack's state. His situation called adoptions to a halt, believing that more Mirans might end up like he did. Their best Betazoid minds tackled his case, only to find themselves rebuffed. Even the Vulcan counselor could not break Jack's anxiety. After repeated attempts at therapy and medications, the puzzled administrators of Miri's Planet called out for help from across the Federation. Their call was answered by a most unusual individual, a Tellarite. Out of all the therapy approaches that the counselors had attempted, none were as radical as this Tellarite Counselor's. Yet somehow, when he talked, Jack listened. The Tellarite, Skrav, turned his culture's penchant for insults into a means of therapy, to which the closest analogy to conventional Federation therapeutic techniques would be playing the Devil's Advocate. For whatever reason, where others failed, Skrav got through. Within a few months, Jack was responding again and even playing with other Mirans for short periods.

At Skrav's advice, Jack returned to his hobby of programming computers and making complex systems. His room was soon littered with memory chips containing dozens of programs. After a while, his skills transformed beyond the level of a hobby, and Jack found himself making improvements to the Institute's systems, often without the approval of the administration. Yet when Jack's tweaks and improvements led to the facilities saving a significant percentage of their energy outputs, Jack's case was once again reviewed. It was suggested that Jack take up a career, perhaps Starfleet, where his skills could be put to good use. When Jack rejected the suggestion, his case workers found new projects for him to work on, even transporting him off Miri's Planet a few times to assist with improving systems on other worlds. Every once in a while, someone would make an off-hand remark about joining Starfleet or someplace where his skills would be highly valued. Though he rejected the idea every time, the seed was planted in Jack's mind. After that, sometimes he would daydream about being in Starfleet, and some of his games with other Mirans revolved around this. His case workers took note, but did nothing to further pressure the boy.

In 2348, the Federation was shocked by the massacre at Setlik III. There had been crises during Jack's time in the Federation, certainly, but never had a foreign body so violently struck out against the Federation. War drums pounded across the quadrant, and Starfleet ships were readied for the conflict they had unwillingly been dragged into. The news was sparse on Miri's Planet, for the administrators were unsure how the children would react to the war. Those small snippets that escaped lead Jack to do his own research. He was shocked by the violence of their Cardassian attackers, and found himself displaying a patriotism he had never before known. The seed of suggestion planted by his case workers grew and flowered, and Jack decided he wanted to join Starfleet. With a few rounds of discussion and a flurry of signed papers, Jack's legal status was transferred to Starfleet pending his completion of the Academy, which he would enter that fall.

Education:
c. 1960 - Partial primary education, Miri's Planet
2268 - Enrolled, Miran Institute
2294 - Enrolled, Massachusetts Institute of Technology
2296 - Dropped out of MIT
2332 - Re-enrolled, Miran Institute
2348 - [CDT1] - Starfleet Academy, First Year Cadet
2349 - [CDT2] - Starfleet Academy, Second Year Cadet
2351 - [CDT3] - Starfleet Academy, Third Year Cadet
2352 - [CDT4] - Starfleet Academy, Fourth Year Cadet

Medical Information
Medical Profile:
Jack has an altered metabolism caused by base-level RNA modifications from the man-made Life Prolongation Virus or LPV. While the active form of the virus was neutralized by an antidote created by Doctor Leonard McCoy, his blood is still contaminated and should be treated like that of an HIV/AIDs patient in the late 20th/early 21st centuries to prevent accidental exposure, especially by other children.

He has type A+ blood, but no transfusions should be attempted to non-Mirans. (See above.)

"Other than the chronic ailment of the LPV and its affects of longevity, Jack is a very healthy young man. Apart from a few poorly healed broken bones, likely obtained during the centuries of isolation on this planet, which are scheduled to be reset and healed properly with 23rd century medicine, I can find nothing critically wrong with Jack's health. Barring any kind of reversal of the LPV's affects that would allow Jack to live a normal life, I predict that he will outlive us all."
Stardate 6157.4
Doctor James Beiring, Chief Medical Officer
Federation Outpost on Miri's Planet.

Psychological Profile:

Professional History
Service Chronology:
2348 - [CDT] - Joined Starfleet, enrolled in Starfleet Academy
2352 - [ENS] - Graduated Academy, posted to USS Excalibur, Communications Officer
2354 - [ENS] - Promoted to Assistant Chief of Communications
2356 - [ENS] - Transferred to USS Richmond, Transporter Manager
2358 - [LTJG] - Promoted, Transferred to Computer Systems Manager
2361 - [LTJG] - Promoted to Assistant Chief Engineer
2365 - [LTJG] - Transferred to USS Gettysburg, Assistant Chief Flight Controller
2369 - [LTJG] - Promoted to Chief Flight Controller
2372 - [LT] - Transferred to USS Charlemagne, Starfighter Pilot
2374 - [LT] - Transferred to USS Cavell, Supplies and Transport Pilot
2376 - [LT] - Transferred to Jupiter Station, Research Engineer
2381 - [LT] - Transferred to USS Seleya, Chief Flight Controller
2387 - [LT] - Transferred to USS Arizona, Chief Flight Controller

Service Record:
In the Academy, Jack's organizational skills once again became his greatest weakness, but his mind was tempered by years of projects of his own. It was difficult, at first, for him to adapt to the many small pieces of classwork, most of which had no bearing in the grand scheme of things, but Jack was spurred on by his newfound patriotism. Finding Engineering too meticulous for his liking, Jack chose a path in Communications. His technical skills in computers greatly aided him, for learning spoken language was not too diverse from computer languages, if only less structured. In the spring of 2352, Jack graduated from the Academy. In the stands at the ceremony were his caseworkers, Skrav, and the children of several of his neighborhood friends.

Jack's entrance into the full realm of Starfleet launched a whirlwind of events. He was assigned to the USS Excalibur, an Ambassador-class ship only recently out of her first refit. Upgraded and reinforced, the cruiser was often employed against Cardassian warships. Jack got his first taste of battle only weeks after his arrival on the Excalibur. From then on, during his time on the Excalibur, his life was a see-saw between wartime battles and resting periods. The Excalibur was battered, scarred, rattled and shaken, but she remained in one piece for his time on the ship. The young Communications officer didn't have much to do when it came time for ship-to-ship encounters, but his skills were put to work intercepting and deciphering Cardassian communiques on the field. His efforts caught the attention of the ships' Chief of Communications, Lieutenant Matthews, who promoted Jack to his assistant after only two years.

Though their relationship started out well, Jack and Matthews never found a good working dynamic. Their relationship devolved into a facade, and then a struggle. Prior to becoming an open wound, in 2356, the Excalibur's Executive Officer offered Jack a transfer. Believing his best interests were being looked out for, Jack accepted and was transferred to the USS Richmond. The Richmond was a newer starship, already implementing Starfleet's restructured department scheme. This unfortunately meant that the duties of Communications had been folded into Operations and Engineering. His orders becoming somehow mangled along the way, Jack wound up being assigned as the Richmond's Transporter Manager in the Engineering department, bringing with it a promotion to Lieutenant Junior Grade.

Despite not knowing much about Transporters, Jack learned quickly. He found the experience radically diverse from the meticulous and monotonous work that the Academy had made Engineering out to be. And, to his surprise, Jack found he liked working with his hands. The war with the Cardassians continued, though the Richmond was far from its front, being a smaller ship designed to support cruisers like the Excalibur in large engagements, not take on warships by itself. By this point, Jack didn't seem to mind, he had found war not particularly to his liking. The childhood games and foolies he had played were unrealistic in comparison to the perils and terrors of war. After a single away mission against Cardassian forces, Jack begged, pleaded and tricked his way out of further ground engagements with their forces. The Richmond's duties were usually behind the lines, still carrying the Federation banner and principles to worlds that requested aid.

After a couple years as the Transporter Manager, Jack was able to request a reassignment as the Computer Systems Manager. Building on his earlier love of computers, a passion that had brought him into Starfleet in the first place, Jack approached his role with renewed excitement. His managerial style began to take shape then, Jack began to focus more of his time on pet projects than on leading his team. Nevertheless, when the role of Assistant Chief Engineer opened, the Richmond's Chief Engineer suggested Jack for the position. Jack readily accepted, eager for a new challenge. Jack was full of ideas, some more extreme than others, but far less concerned with the drama and politics that seemed to converge on the engine room. He was well liked by the Chief Engineer, and given enough room to manage a team of his own within Engineering, but his mannerisms were despised and his position was hotly coveted.

During this time, Jack began taking shifts as a relief pilot. He'd excelled in his flight lessons at the Academy, but since that time he'd found little opportunity to put the skills to good use. While the Richmond was present at the battle for a Federation outpost in late 2362, many officers were pressed into bridge duties. Jack volunteered as a pilot during this conflict, and afterwards continued serving occasionally. He quickly learned that piloting a starship is vastly different than the smaller shuttles, but Jack's quick learning abilities dissolved this obstacle in a few weeks. During a Cardassian engagement in 2365, the Richmond was heavily damaged and the crew was forced to abandon ship. With Starfleet's focus shifting away from the Cardassian front, which had largely stagnated in the past half-decade, the crew was left fragmented, broken up as no dedicated ship was available to reassign all of them to. Jack was assigned to the USS Gettysburg as their Assistant Chief Flight Controller.

It was a position Jack served in with some disdain. Though flight itself was exhilarating, the job of Assistant Chief Flight Controller didn't entirely capture his attention nor challenge his skills. Regardless, the Gettysburg was a ship with a well-seasoned crew, and there was little lateral movement, to Engineering or anywhere. So Jack persevered and stuck out the role, serving with distinction for four years. To his surprise, when the Chief Flight Controller retired in 2369, Jack was offered the position. His role as a leader during this period became well-liked, in contrast to his tenure as Assistant Chief Engineer on the Richmond, the pilots in his department preferred his laid back style. Often, Jack served on the Beta or Gamma shifts as opposed to the Alpha shift, and would ferry out away team assignments to others while he focused instead on his own pet projects.

The year 2372 brought another sense of urgency to Starfleet, with the outbreak of war against the Klingon Empire. Their tactics were vicious but predictable, and the Federation's new weapon was also an old one, fighter pilots. Starfleet was offering commissions for new pilots, and promotions for current offers who would transfer into the new roles. Encouraged by his CO, and the chance for something new, Jack took the promotion to full Lieutenant and transferred into what would eventually become known as the Starfighter Corps. Following a six-week intermediate training for all transfers, Jack was assigned to the USS Charlemagne as a Starfighter Pilot in the 45th Transfers Squadron.

Jack as a fighter pilot was an exhilarating experience. His love of flying combined with the excitement of doing something new, but that excitement quickly wore off. What remained was a grind, pilots pushed to their limits both physically and mentally to gain even a small edge over an enemy who had spent the past 70 years learning how the Federation fought. Resorting to stims to boost his flights, and meds to help him sleep, it was clear to his squadron commanders that Jack was not well adjusted for the life of a fighter pilot. Near the close of the war, Jack was transferred to the USS Cavell to serve as a pilot shuttling supplies and personnel around the battlefields, especially in the few ground battles in which the Federation engaged.

Peace lasted no time at all before war returned, this time with the Dominion. This new enemy from the Gamma Quadrant fought hard, and Jack found his assignments growing more dangerous. Routinely he found himself ferrying supplies to worlds under siege, and once flying into a battlezone to shuttle a recon crew close enough to take accurate readings of a Jem'Hadar battleship. Relieved of the need to shoot down his enemy and stay in a formation, Jack was quickly recognized for his cunning and quick-reflexes on missions.

The war went badly for the Federation, and victory came at a price. For Jack, many of the men and women he had served with, some friends, died in the line of duty. For his efforts during the war, Jack was awarded with a few medals for valor or bravery and the like, but he cared little for them, and the medals wound up on some shelf. Though offered several roles following the war's conclusion, including a few department head positions and even the command of a starfighter squadron, Jack turned them all down. Instead, he applied for a transfer to Jupiter Station as a Research Engineer.

War had been hell but Jupiter Station, so far removed from the conflict, escaped untouched. Jack found an immense new freedom in his work, and the return to mechanical tinkerings was, for the time, a relief. Though Jack had deadlines, he was free to work on whatever passed his fancy, whether or not it related to the current project of the facility. Jack's creativity went rampant, and he enjoyed creating all sorts of computer programs, gadgets and designs for devices that would likely never be greenlit or even built. That didn't seem to matter to him. Jack enjoyed plenty of free time on Jupiter Station, and its proximity to Earth allowed him plenty of vacations on warm beaches or in little parks where children play. It was almost the perfect balance of fun and work for Jack, and for a time it suited him well.

Like many things with Jack, he began to grow bored of Jupiter Station and its unstructured work. He missed the adventures, exploration and, yes, even the danger on starships. Pining for a new chapter, Jack surprised himself by asking for a piloting position, and he was unconcerned with the exact ship Starfleet would post him to. In 2381, his request was finally able to be put in motion, and Jack was assigned to the USS Seleya, under the command of Captain T'Prev. The Seleya, a Norway-class ship, was unique in the fact that it was one of few vessels crewed almost entirely by Vulcan crewmembers.

At first, the contrast between Vulcan and Miran was great and difficult for many to get accustomed to. Indeed, some of Jack's subordinates immediately put in for a transfer when they learned how Jack conducted his department. Over time, T'Prev grew to like Jack's unpredictable style and spontaneity. It may have clashed directly with her logical style of command, but T'Prev herself once conceded that logic alone could not always anticipate every solution to every problem. It was for this reason that, in 2383, Jack was offered a promotion to Lieutenant Commander.

He turned it down, insisting that he wasn't interested in the extra responsibility and that no ship captain would ever be interested in a Miran command officer. Some members of the crew were shocked by this response, and even tried to have Jack examined by a Starfleet Counselor for being "logical reasoning issues". The effort was halted when Jack began pretending to be a stoic and logical figure for a few weeks, and the humorless Vulcans actually believed him. For several years, Jack served T'Prev happily. She was forgiving of his childish nature and his difficulty with attention, though that didn't exempt him from a stern warning once or twice about "realigning his priorities to better anneal his duties as a Starfleet Officer and Chief Flight Control Officer." By that time, Jack knew enough not to laugh, endeavoring himself to improve his focus instead. He even asked T'Prev to teach him how to meditate, something counselors on Miri's Planet had once tried as a therapeutic technique.

The USS Seleya experienced a change in command in the year 2386, as Captain T'Prev took a transfer to the Vulcan Defense Force to support the growing calls for Vulcan-Romulan Reunification. The new commander, Captain Spreyn, was much less forgiving than T'Prev. He constantly questioned Jack's actions while on duty, and overrode many of the Miran's departmental decisions, mostly on the basis of being illogical. Whenever Jack confronted the wizened Vulcan on the issue, Spreyn would label his reaction as emotional and dismiss him. Sick of the mistreatment, Jack put in for a transfer, but was denied by Captain Spreyn for being, once more, illogical. So Jack bided his time. It so happened on one mission that Captain Spreyn fell ill, and the ship's XO had to step up for several weeks. During this time, Jack resubmitted his transfer request, and the XO, who subscribed to a different flavor of logic than Spreyn, approved it.

That is how Jack became the Chief Flight Controller for the USS Arizona in the year 2387. The stories of his time there have yet to be written.

Reprimands:

Miscellaneous
Notes:
8
Character Development / Elizabeth Conté
[float=right][/float]BASIC PERSONNEL DATA
Name: Elizabeth Maria Gilbey Conté
Species: Miran
Homeworld: Miri's Planet
Place of Birth: London, Miri's Planet
Date of Birth: April 30, 1953
Academy Year: 2385-2388
Date of Commissioning: N/A
Assignment: USS Galaxy
Position: Security Trainee
Rank: Cadet (Senior Year)
Date of Rank:
  • 2385-2386 - Cadet (Freshman Year)
  • 2386-2387 - Cadet (Sophomore Year)
  • 2387-2388 - Cadet (Junior Year)
  • 2388-PRES - Cadet (Senior Year)

 
EDUCATION
  • Primary Education on Miri's Planet, circa 1960's
  • Primary and secondary education at Miran Institute, 2298-2329
  • Private tutoring under the Contés, 2300s
  • Starfleet Academy, 2385-2388
  • Cadet Cruise, 2388-PRES

 
HISTORY OF ASSIGNMENTS
  • 2385-2388 - Starfleet Academy
  • 2388-PRES - USS Galaxy (Cadet Cruise)

APPEARANCE
Unlike most Mirans, Elizabeth has the appearance of a thirteen-year-old girl. Standing at five feet, two inches (a little more than 1.5 meters), she has a slim build and the clear shape of a young teenager. She has red hair that is naturally curly, and is usually kept it in curls. Her skin is a warm cream color, a testament to 24th century skin care products and lucky genes. Her vanity is strong enough to encourage the use of makeup, hair products and fashionable accessories, so it is not uncommon to see Elizabeth adorned with makeup and lipstick, with her hair styled or wearing glistening metal objects from her ears, neck or wrists.
 
 
PERSONALITY
General Personality
Elizabeth's personality is a double-edged sword. Her upbringing instilled in her proper values of high society, while the centuries of survival tested her mettle and hardened her emotions. Throwing in premature teenage hormones and mood swings into the mix has created something of a polarized mix of behaviors. Not unlike Dr. Jekyll and Mr. Hyde, in one moment Elizabeth can be professional, polite, respectful and poised, the epitome of the blended 20th and 24th century lady, and in the next she can be a vicious cynic, a sardonically sarcastic snotty conceited prig of a brat.
 
Strengths
Elizabeth has a high sense of identity, she knows who she is and what she is. She will not stand to conform or change to anybody elses' standards, though she will pretend to. She is intelligent, and self aware of her intelligence, even to the point of flouting it indirectly.
 
Weaknesses
Elizabeth has the need to be the focus of attention, and accepted. She will do almost anything to get the attention turned to her, and in turn, she hopes, be accepted. Her ultimate goal is to regain her adoptive mother's acceptance, and gaining the acceptance of others can be viewed as stepping stones or practice. Subconsciously, however, she wishes to maintain the status quo, she is used to being an outcast. She may unknowingly sabotage her attempts for acceptance to maintain her status.
 
Her standards for interactions are high, if she suspects that someone is not worth her time or is beneath her, she will play off her arrogance and act like a true brat to get rid of the person. She refuses to tolerate those she does not deem worthy.
 
Ambitions
Elizabeth desires her adoptive mother's acceptance above all else. She doesn't care much about her Starfleet career, it is merely a means to the end.
 
Hobbies & Interests
During her centuries on Miri's Planet, Elizabeth escaped into books. She loves to learn and reading is still a passion for her, when it suits her. When accepted into a circle of friends, she enjoys playing games and, especially with other girls, gossiping. She is currently a member of the Alpha Chi Omega sorority at Starfleet Academy.
 
 
BIOGRAPHY
Born to Sierra and Keldon Gilbey on what would eventually become known as Miri's Planet, Elizabeth was born and raised, for the most part, in her planet's counterpart to London. She attended school like a normal girl, and had many friends and enjoyed play. Her parents were very proactive in her childhood, and Elizabeth was given a strict regiment of activities. After school she was instructed in music, particularly the violin, which she grew to enjoy for a time. Then a tutor would cover the assignments she had been given in school that day, and after that was finished, would proceed to instruct her further. Sometimes her tutor would cover lessons that her school would eventually get to, and Elizabeth would become bored at school, for she knew more than even what the teacher was sharing.
 
On the weekends, if she had been well behaved that week, her parents would let her have some free time or, if she was lucky, would let her accompany them to various events. Her father was a regional executive in an international corporation, which afforded the Gilbeys attendance at high class parties, openings and private parties at theatres and museums and the sort. Generally, quite a comfortable life. Their house reflected their money, and the couple's good tastes. The ability to accompany her parents was something that Elizabeth took to greatly, and she lauded about her experiences in school or to her playmates. She was a popular girl in her class because of it, and Elizabeth thoroughly enjoyed that status.
 
When she was nine, her father received a promotion at work, to become a full executive at the companies headquarters...in America. Elizabeth was so excited, until she learned that she would have to move and change schools. She argued with her parents and cried, but nothing could change the move. Yet on the day of the move, she was excited to be able to fly in an airplane, something she had heard her father talk about, but never had been on one. The move went smoothly, and soon Elizabeth was attending her new school, and the Gilbeys were back in their high flung life, just in a different location.
 
School took an unexpected turn for Elizabeth. Where in London she had been popular in school due to her connections, her American schoolmates shirked her braggart tendencies and mocked her accent. When she became bored in school, it was suggested that she was dumb instead. That was, until her peers discovered that she knew more than the teacher in some lessons, and she then became the teacher's pet. It was a miserable existence for Elizabeth, who had enjoyed her status and popularity at her old school. She pleaded with her parents to return, or to send her to private school, as she'd heard from some other children who attended similar events as her parents. Her parents refused, insisting that they wanted her to be raised as a 'normal' girl. In time, they promised her, her troubles would pass.

After a year, however, Elizabeth saw no sign of change. She had few friends, and was still considered an outsider at school. The rejection by her peers had only made her more resilient, her stories became exaggerated and wild, her attitude more resolved, and her nose held higher. None of her efforts did anything to placate her peers, rather, the opposite occurred. The friends she once had became more distanced, and when they would congregate with others at playtime or lunch, Elizabeth could hear them laughing about her.

It was around this time that the news reports began to trickle in. A strange disease began to appear, far from her city at first, and then it spread. Soon the news reporters were informing their audiences that there was an epidemic, and the entire world was at risk. The Gilbeys stopped going to parties, and restricted themselves to home, school and work for the most part. When the blue blotches started appearing on teachers at school and they began to act out of the ordinary, Elizabeth's parents pulled her out. Then one day, the blue blotches began appearing on her parents as well. She was terrified as her parents began to turn crazy, as they suddenly aged well beyond their years, as they no longer behaved like humans. With no one to turn to, Elizabeth hid in a closet in the house for days while her parents raved and screamed, and finally succumbed to the disease.

When Elizabeth was sure that she was safe, she left her hiding place. She found her parents in the bathroom, or what was left of it, and quickly shut the door. She hurriedly collected what she wanted, some clothes, food and a few other things, and packed them into a bag, and then left the house. She didn't look back as she ran away, far away from that terrible horror. On the streets, Elizabeth encountered other grown ups in similar states, in the throws of death. And even teenagers, just a few years older than she, beginning to look ill and act strange.

She found her schoolmates at the school, they had taken it over as a fortress of sorts. Most of the children were older, like Elizabeth herself, but some had brought their younger siblings. The noticeable lack of younger children told the painfully obvious, that the younger children were too young to understand that their parents were dead and wouldn't survive on their own. Elizabeth soon settled into the school, but her status as an outsider was still well known. When some of the classrooms were turned into bedrooms for large numbers of children, Elizabeth found none of them willing to allow her in, barring the group of youngest children. Rejected, she converted an entire room of her own into a sleeping area.

Months passed, years passed. Eventually more rooms were needed for storage or miscellaneous activities, and Elizabeth was kicked out of her classroom-turned-bedroom. Her final roost became the library, a last refuge for her, and the one room that few of the other children ever frequented. She found comfort in all the books and the rows of shelves provided the satisfying illusion of a smaller enclosure at night.

As the years and decades passed, the status quo remained. Elizabeth retained her accent, her attitude, her stories, and her nose held high above all others. Her status as an outcast survived similarly, she was rarely invited for foolies, and was often taunted by other children. Of all her qualities, only her nose changed status, as she buried it into books to occupy her time.

As the year 2266 came and passed for the children, Federation response teams began landing on the planet, establishing facilities and contacting groups of children. For those who had not yet been touched by them, like Elizabeth's group, foolies and life continued as normal. It was during that time that Elizabeth was invited to play foolies with the other children, a rare occurrence, and a chance that she jumped at. The game used a simple cloth ball, made from scraps of clothing found and discarded over the years. At one point in the game, it rolled outside of the bounds, close to Elizabeth and another player. They both approached the ball, but Elizabeth reached it first. As she bent down to pick it up, her sleeve rose, exposing a small, bluish blotch on her arm. The other child quickly froze, but soon called over the rest of the children. They examined the blotch, and found similar ones on her other arm and legs.

The children were merciless, and began taunting Elizabeth. "Lizzie Grup," they called her. "Go away, grup," they told her. After a few days, she could stand no more. Grabbing a few items of worth to her, Elizabeth fled the school building, running deep into the city for protection. She tried to scavenge for food, but there was little to be found. Her stomach grumbled at her as the days wore on, and the blue blotches began to spread. Whether from hunger or advance of the disease, or both, Elizabeth found herself slipping from lucidity, and sometimes from consciousness. When she would awaken, she would be in an entirely different area, and once she found herself naked, with her clothes in shreds nearby. Over a week after the children had expelled her, Elizabeth succumbed to her delirium, and her world went dark.

She woke up a week later in a stark white facility, something the Federation response teams had built themselves upon arriving. Her body was mostly covered in bandages were the blue blotches, the sores, were healing. She was terrified to find herself attended by grups, fully grown grups in a mix of white and blue outfits, all without the blue sores characteristic to grups. But what most terrified her is that she looked different. As she grew to accept the presence of the unaffected grups, and came to know them as doctors and nurses, they were able to explain. Her group of children were found by a search team, and when one of them mentioned Elizabeth, the search team turned their focus to finding her, in hopes of saving her.

It seemed that in the advanced stages of the disease, the affected victim aged several years within a matter of hours. By the time the search party had found her, secured her in their facility and administered the vaccine, it was too late to reverse any of the affects. Most of the doctors estimated that she had aged a few years, three or so at the most. A more detailed scan revealed that her body was an approximate age of 13.5472 years, according to a human female average. The reality was, Elizabeth was no longer a child, she was a teenager. In the eyes of the children, she was no better than a grup.

Reluctantly, Elizabeth agreed to rejoin her group of children. Suddenly, the social awkwardness she had felt became physical awkwardness. She towered above those she had once considered friendly, and the shape of her body and chest were a new target for attacks from others. Rejected once more by her companions of three centuries, Elizabeth tried to find the group of children she had gone to school with in London. However, once she was recognized, appearing some five years older than when she had left, the majority of children in her old school group rejected her as well. A few remained loyal, but even those few could not make up for centuries of abuse and torment, and two failures of acceptance in the present. She was a freak, an oddball, an outcast.

Elizabeth took up residence at one of the Federation facilities, and soon sank into depression. Only one of her so-called friends visited her during this time, and Elizabeth all but turned her away. She met with many counselors, but none could get through. Her existence looked very bleak indeed.

That was, until the Federation decided to set up a school for those they called Mirans, the children of the world they now called Miri's Planet. The Miran Institute, as it was called, provided the means for Elizabeth to rise from her depression. She jumped at the opportunity to be in a school setting again, and as it progressed, she found herself even ignoring the awkwardness and being a social outcast. It still hurt, but after three centuries of abuse, the high she found in school and learning gave her enough to enjoy herself.

By some time after the turn of the 24th century, some Mirans were offered the chance to be adopted by families from the Federation. When a couple came searching for an older girl, the administrators of the Miran Institute approached Elizabeth. She agreed to meet with the couple, and upon meeting them, thought they were all a match made in heaven. Andrew Conté was a well-respected scientist, a physicist. His bride, Wilhelmina Conté, came from a family of Starfleet admirals and Federation politicians, giving her, even if not monetary, wealth and access to power if needed. The lifestyle the two led were so much like her parents, that Elizabeth immediately desired to leave with them. The paperwork was attended to and signed, and Elizabeth was taken aside by another counselor and asked if she truly wanted to become a part of the Conté family. The girl agreed fervently, and so the adoption was finalized. Elizabeth Maria Gilbey became Elizabeth Maria Gilbey Conté.

Elizabeth quickly settled into the lavish and luxurious lifestyle of the Contés. Her schooling accounted for, twice now, she was freed from those responsibilities. And without a gaggle of younger schoolchildren to deal with, she quickly fell into her own crowd. Like her biological parents, her adoptive parents attended social events often enough to, as her adoptive mother put it, "Remind them who we are and that we aren't dead yet." There, Elizabeth met daughters and friends of other astute figures, some close to her age, and she quickly befriended them. She found her niche in gossip and regaling stories of her life before the disease on Miri's Planet, and her life with the Contés. And while she was not the most popular of the group, or the leader, she felt comfortable in what she needed, acceptance.

The Contés gave Elizabeth almost everything she wanted. From clothes to jewelry, books to art, and toys and gadgets galore, Elizabeth was surrounded by luxury that soon surpassed what her birth parents had provided for her. The Contés were unlike the typical Federation citizens, they still adhered to an older view of material wealth, a lifestyle which Elizabeth slid comfortably into.

As the decades passed, and as those around her aged, though she did not, Elizabeth returned to her high-classed attitude, her snobbish arrogance, and her attitude. The cluster of friends of similar status grew ever older, and new eventually replaced the old. The cycle continued for years, decades, never seeming to end. There were times when Elizabeth was more accepted, others when she was almost repugnant. Yet there were always future years to look towards, and different friends, which came eventually.

And eventually, her adoptive parents grew older. While most in their inner circles knew of Elizabeth's species, her history and why she never aged, new inductees into their class were surprised by her. It became more awkward to introduce Elizabeth as their daughter without some sort of explanation. The Contés grew tired of spending their evenings sharing their daughter's life story with others. Elizabeth felt her parents excluding her more and more, and indeed her accompaniment to their events slowed down. Soon she was attending an event just a few times a month. It wasn't until one of her friends pointed it out that she realized what was happening.

Elizabeth never said anything to her adoptive parents, but continue to let them believe that they were fooling her. Finally, one night, she showed up to an event her parents had not asked her to attend, conspiring with her friends to make it happen. She surprised them and confronted their actions. Hostility raged in the Conté household for weeks, until another event superseded it. On November 14, 2382, Andrew Conté passed away in his sleep. Elizabeth reached out to her adoptive mother for comfort as the family grieved, only to be pushed away. She approached her group of friends, and found compassion, for a time. Eventually, as her adoptive mother stopped attending events and Elizabeth, naturally, stopped as well, her friends began to detach themselves. They didn't want to be associated with someone who had fallen from favor.

Outcast by her mother and ostracized by her friends, Elizabeth turned to an unusual place, Starfleet. There, she hoped, Elizabeth could regain the attention that her mother had lost in her. Her adoptive mother's family was filled with Starfleet officers, a few of them admirals, and they ensured her acceptance in the Academy. She struggled with the coursework and her grades wavered, she was not the best student at Starfleet Academy. It was difficult to adjust to the social constructs of the Academy; they were worlds apart from the dinners and galas she had enjoyed in her life of privileged. Yet through the years of study, Elizabeth discovered a direction, a passion that excited her. She found herself majoring in Security, and with it, a renewed tenacity in graduating and becoming a Starfleet Officer.

During her junior year at the academy, Elizabeth was approached by a member of Starfleet Headquarters' staff. He recognized her determination, and of her own merit, recommended her for a training cruise, placement aboard a starship or base instead of completing her final Academy Year. While the cruise could extend her schooling beyond the year she had left, it often gave the participants a fast track to promotion. Elizabeth accepted, and was stationed onboard the USS Galaxy as a Security Trainee.

NOTES
  • A bit of trivia (for anyone who cares): Elizabeth's name comes from the book The Golden Compass/The Northern Lights by Philip Pullman. The main character in the story, Lyra, uses the cover name Lizzie Brooks in one part of her adventure. Later she uses the name Lizzie Ransom. In the film adaptation of the book, Dakota Blue Richards (the actress portraying Elizabeth Conté) plays Lyra, and thus the name fit perfectly.
  • A second bit of trivia (for anyone who cares): Conté is a Romantic language name derived from the Latin comptus, meaning 'order or control.' This evolved from the Roman Empire, in which comptus applied to officials administrating a small region, into a title of nobility, and still today is used in the Italy (spelling: Conte) as a noble title. The French and English versions are Comte and Count respectively. The use of the word as a surname ties directly into Elizabeth's personality.
9
Character Development / Lady Vicar Yora [Threads]
Character Info

Character Name: Sankt Yora
Titles/Nicknames: Princess of House Shuixin, Lady Vicar of the Church of the One Force
Age 78
Gender Female
Race Falleen
Place of Origin Falleen
Profession Church Disciple, fallen Jedi Master
Affiliation Church of the One Force, (formerly) Jedi Order
Rank Disciple
Faith Church of the One Force
Force Sensitive Yes




Physical Characteristics

Character Play-by
Hair Color Black
Eye Color
Height
Weight
Distinguishing Features
Handiness:


Personality

General Overview


Strengths


Weaknesses


Ambitions




Hobbies




Personal Details

Family


Friends


Enemies




History





Abilities
Lightsaber Form
A blend of Ataru and Makashi.

Force Powers
Legend/Example[||||||||||]
Telekinesis[||||||||||]
Force Stealth[||||||||||]
Telepathy[||||||||||]
Force Sense[||||||||||]
Force Defend[||||||||||]
Force Lightning[||||||||||]
Force Persuasion[||||||||||]
Force Fear[||||||||||]
Force Wound[||||||||||]

Possessions:
Apparel

Equipment
1x Imperious-class Star Destroyer

Weapons
1x Single-bladed Lightsaber with a Magenta crystal
 


Overall Dark/Light Stance
dark------------------------------------light
-5 [-4] -3 -2 -1  0 +1 +2 +3 +4 +5
10
Character Development / Vanetia Belsante [HiddenRealms]
[float=right][/float]
Player: Jordan

Name: Vanetia Belsante
Nickname(s): Net or Nettie (commonly used by her father, sometimes by her brother and friends, rarely by her mother)
Race: Human
Origin: Miriel, the capital of Andúnë
Age: Fourteen
Gender: Female
Alignment: Neutral Good
Religion and Diety: Talos (for Luck) and Selune (for Beauty and Love)
Occupation: Well-to-do Wanderer (with dwindling funds)
Class: Rogue


Family:
-Father: Steffan Belsante, a businessman of forty-one years from the city of Miriel. As a boy he worked as a tavern keeper of his father's hotel, but now he owns a modest array of hotels, shops and warehouses in Miriel, with business connections in cities of Andúnë and beyond. He is a sharp businessman with an eye for smart investments and a penchant for risky ploys.
-Mother: Ivonne Belsante (née Leycester), a thirty-two year old woman originally from the farm country near Stillwater, she moved in her childhood years to attend school in Miriel. She fell in love with Steffan Belsante and married him, becoming the mother of two children. She is an educated woman, clever and intelligent for her stature, she has given her husband sound business advice on more than one occasion.
-Brother: Lucian Belsante, seventeen years and just one away from becoming a knight. He is currently squiring for Ser Rodrik, a Knight sworn to the Regent of Ronand.
-Future Husband: Jarad Felwyn, a sixteen-year-old young man of promising influence; the second son of a shipping family, his family owns a moderate fleet of ships that the Belsantes could use in their business. Under the agreements of their betrothal, the Belsantes will be able to use the Felwyn's shipping business at cost. Jarad is a regal young man, proper and polite in normal attendance, but his facade disguises a more brutal creature underneath. Despite his flaws, and disdain for Vanetia's lack of more feminine talents, Vanetia finds herself falling in love with him.


Possessions:
  • A seven-year-old pony mare named Petra. She is a bay roan with a broad blaze down her nose, standing 13.3 hands tall. She has a somewhat stocky build from being well fed and a lack of regular exercise. Her tack includes a saddle built for a young girl, bridle and halter.
  • A short recurve bow made of yew, wrapped in leather strips for grip.
  • A quiver made of hickory, with an oilskin case, filled with steel-tipped arrows.
  • A wardrobe of dresses ranging from linen to cotton to velvet. It also contains a couple silk dresses for special occassions.


Languages:
  • Common Tongue:
    Like most Humans in Andúnë, Vanetia was taught the Common speech and is fluent in its usage.
    • Speaking: Excellent
    • Comprehension: Excellent
    • Writing: Good
    • Reading: Excellent
    • Overall: Native Proficiency
  • High Elvish:
    Vanetia's father deals with various races, but by far the most common are High Elves, and he deemed it prudent for his children to be taught their language. However, Vanetia has had little opportunity to practice in a real world scenario.
    • Speaking: Fair
    • Comprehension: Fair
    • Writing: Good
    • Reading: Fair
    • Overall: Limited Proficiency
Appearance:
  • Height: 5'2" (157.5 cm)
  • Weight: 98lbs (44.45 kg/7 stone)
  • Eye color: Blue
  • Hair color: Brown
  • Handiness: Left
Vanetia is a petite young lady, measuring only up to her father's chin. Her slender figure and small stature makes her quick and nimble, a quality Vanetia is quick to exploit. Her skin is fair, and dotted with freckles, though they mostly concentrate on her long face. Falling to her breastbone, her long hair with just a hint of a wave is a rich brown threaded with a variety of shades; in a particular light it can even appear auburn. Vanetia usually keeps her hair down, or pulled back so that it fans out from her neck.

From within the curtain of her long face, her eyes pierce the marriage of browns with their porcelain-blue color, their cool pallet the only contrast to warm tones of her face and hair. A long nose rises above her small, pink lips, peppered with freckles that spill over onto her cheeks and forehead. She does not trim or pluck her brown-colored eyebrows as a noblewoman would, but they are not so unruly in their natural state.

Vanetia's wardrobe consists mostly of dresses, ranging from winter wools or velvets to summer linens and cottons. She has a couple silk dresses for very special occassions as well. Within the city, Vanetia will gladly wear a dress, but she dislikes the feel of road-dusted apparel. When riding or walking, she will generally wear more masculine clothing, riding leathers or breeches in place of a wide skirt. Vanetia will tend to wear long sleeves for as long as temperature allows, to cover up a nasty scar on the underside of her right arm.


Personality:
If Vanetia had been born a commoner, or a noblewoman of the countryside, it is likely that she would have been a tomboy all her life. From an early age, she has cared more for physical activities, horse riding, archery, climbing, running, than for the proper talents of the daughter of a middle class family. For years, her parents indulged her, let her compete with her brother in some activities (though she was never allowed to handle sword), and roam the city of her own accord with or without friends. In more recent years, however, Vanetia has felt less of this freedom, and was asked to begin taking up the proper activities of a young lady of her class. Though it comes with some dislike and regret for her younger, carefree days, Vanetia has played the part of dutiful daughter well these past few years. Now she wears dresses, practices needlepoint and rehearses courses with a tutor indoors.

Vanetia is not a submissive young lady. She is loyal to her family, friends and those who earn her trust. She would never think ill of her caregivers or friends, which is something of a naive holdover of loyalty. She is quick to act, with a tongue sharp but tempered by her courtesies. As intelligent as she is, her impulsiveness often leads to problems when a more critical, strategic approach would have been a smarter choice. This has the advantage of delivering her from situations where fear may have paralyzed the actions of another person.

She takes a pragmatic approach to life, eschewing morality or tradition when it becomes an inconvenience, so long as the end result is positive; and so long as she can see the endgame for someone else, she won't mind what methods they use to obtain it. On the other hand, Vanetia is sentimental and prone to hold a grudge if someone causes her affront for not apparent reason. Her pragmatic approach doesn't mean she's completely unconscionable, however, Vanetia is still able to feel guilty about actions she's taken, but if she can rationalize their practical usage, the guilt doesn't debilitate her.

In the right company, Vanetia is fairly haughty and self-confident. She feels comfortable enough to boast and maneuver around her friends and family, but this can disappear in the face of a stranger. This comes off as a combination of shyness and courtesy, as she will speak and act with the utmost politeness in this situation, but her demurred disposition in these circumstances has more to do with trust than the social graces.


Skills:
  • Marksmanship - Moderate Proficiency - Vanetia is a skilled archer...when the targets are stationary. Her training was held in the sterile environment of her home, she was not allowed to try her skill at the archery range or in a more realistic environment.
  • Dagger - Low Proficiency - When Vanetia roamed the docks, she would often carry a knife or short dagger on her person for protection. Though she never has had to use it against someone, if she did, Vanetia would know little more than to stick them with the pointy end.
Abilities:
  • Climbing - Vanetia has always had the natural talent to climb. Trees, buildings, it makes no difference, although it is much easier to climb in breeches than a dress.
  • Athletics - Vanetia is a natural athlete, and with proper training could transform her innate agility and grace of movement into fully realized acrobatics and vaults to efficiently maneuver through her environment.


Knowledge:
  • Literacy - High Proficiency - As the daughter of a merchant, Vanetia was taught how to read, write and do her numbers. She can also manage some basic figures for accounting and finances.
  • Etiquette - Moderate Proficiency - Vanetia was trained in the social graces as is proper for an upper middle class lady. While she wouldn't likely be taken for a noblewoman amongst other nobles, she's familiar enough with airs to make most commoners regard her as nobility.
  • Needlepoint - Low Proficiency - Vanetia's mother tried her best to teach her needlepoint, but her work is sloppy and lacking detail.
Magic:
Vanetia has a small amount of psionic magic potential. At the moment, the most she can do is enhance her visual accuity, but she may be able to learn or develop further abilities down the road. It won't make her into a full-blown mind mage, though.
  • Name: Perception
    • Type: Mental Augmentation
    • Casting Time: 1-3 seconds
    • Casting Method: Focus and concentration on the target/area
    • Range: Vanetia's line of sight + 20-30 feet.
    • Area of Effect: Focused to Vanetia's direction of sight
    • Duration: As long as Vanetia holds concentration, generally under 10 seconds
    • Usage/Energy Drain: The longer she concentrates, the heavier Vanetia's eyes grow, simulating sleepiness. After about 30 seconds, Vanetia will lose her concentration and be somewhat fatigued.
    • Description: Enhances and focuses Vanetia's visual accuity. She is able to pick up small details that someone may normally miss and extend her range of sight by a small measure. She can even see a flicker of someone's aura if she concentrates properly, allowing her to detect if someone is lying, ill, pregnant, etc, but this doesn't always manifest properly.
Strengths & Weaknesses:
  • Social:
    • Strengths: Vanetia is polite and courtious in strange company, but relaxed and bold among friends and family. She is also skilled at lying, which she's willing to use if it accomplishes some good down the line.
    • Weaknesses: Dressing a tomboy in gowns and skirts does get rid of the tomboy. While Vanetia may have accepted the need to 'grow up' and put aside the rougher aspects of her childhood, she still favors physical activites. While this endears her to younger boys, it makes her something of an outcast among girls of her age and social class, who care little for Vanetia's masculine quirks.
  • Career:
    • Strengths: Vanetia's rough-and-tumble childhood gives her some advantage in the uncivilized stretches between towns and cities. She also has inherited the business sense from her father and, coupled with her own pragmatism, gives her a chance to survive without the financial cushion of her youth.
    • Weaknesses: Vanetia's softer upbringing has left her unprepared for the harsh realities of the world beyond her city walls. Long saddle rides leave her sore, poor food leaves her sick and lack of practical knowledge about the ways of the road leave her vulnerable.
  • Racial:
    • Strengths: Being a Human gives Vanetia the ability to travel almost anywhere without much suspicion.
    • Weaknesses: Being a Human woman means that Vanetia looks out of place on her own, or without a male traveling companion. Her race is also far weaker than the more brutish races, and Vanetia is no exception.
  • Combat:
    • Strengths: Vanetia is quick and nimble, lightfooted, which gives her an advantage against bigger or armored opponents. She's able to dodge some attacks at close range, and finds a bigger advantage at long range where her bow is more effective. Her impulsiveness also gives her an advantage over someone who might be too cowardly or frightened to fight back.
    • Weaknesses: Vanetia is not strong or physically built. She has only moderate stamina for a close-quarters fight, and a stronger opponent could easily overwhelm her indoors, especially when her escape routes are slim to none. She also has no practical combat experience, despite understanding the basics of the weapons she uses.
  • Intelligence:
    • Strengths: With the combination of schooling and a private tutor, Vanetia is well educated for her years. She is a quick learner, and one who can hone her skills and knowledge well with practice.
    • Weaknesses: While smart and clever, Vanetia is quick to act, which can lead to impulsiveness when a more deliberate approach would be smarter. Her focus on a positive outcome can lead to making stupid mistakes or employing unwise measures in an attempt to pragmatically advance her progress toward a goal.
History:
The tale of Vanetia Belsante begins in a birthing room of a modest house in the West Corridor of the City of Miriel, capital of Andúnë. She was born the second child of a middle class family that owned a sprawling complex of hotels, taverns, shops and warehouses scattered around the West and South Corridors, and the Docks. Thus, Vanetia's early childhood years were often spent roaming with her father from one property to another, and learning the lay of the city from all their travels.

As she grew older, Vanetia started sneaking, then venturing (with permission) off on her own. Her brother, Lucian, three years her senior, was at first a guide and protector. Eventually, as a small, seven-year old, Vanetia made her first foray into the city by herself. She began to befriend the boys of the South Corridors and the Docks, though their groups were often at odds. It didn't take long for Vanetia to pick up their skills in slipping among the shadows, scampering across narrow bridges or ropes and squeezing through impossible crevices in-between buildings or tiny tunnels.

It was during this time that Vanetia noticed her ability to make out details that her friends could only glimpse at. It was this ability that allowed her to spot the City Guard advancing through the crowd and made her an invaluable part of the street crews. Knowing she was allowed around for only that reason didn't bother Vanetia, she loved the thrill of being a shadow or narrowly escaping a big guardsman. She later honed her perception spell to allow her to see a flicker of their aura, which was most useful in telling if someone was lying, at least when it worked.

In her ninth year, a great illness befell the Docks area, and Vanetia was confined indoors by her parents for fear of catching it. It was in this time that she first picked up a bow and set an arrow to the string. While at first her attempts to hit a target were pathetic, earning her the laughs and jeers of Lucian, Vanetia didn't let it affect her. She persisted, strengthening her arms, practicing her aim, until she could easily hit the target. It didn't take long after that before she could outpace her brother in any informal contest between the two. Lucian's arms instructor, at first wary at the idea of a girl attempting archery, showered her with praise after this, and proclaimed Vanetia his best student of the bow.

When she was allowed back outside months later, Vanetia went armed with a knife that their arms instructor had show her how to use. It was a practical thing, for the city was still leery of the City Guard after the quarantine of the Docks and the mysterious death of the King's Steward. A showdown in the street was likely to be avoided by passersby and left unannounced to the Guard, and a fight in the alley even more dangerous. Her friends were less endeared to her cause, as well, feeling bitter by her absence during the Quarantine. Still, they allowed her to join them on their escapades and jaunts around the city, and soon it felt to Vanetia as if she had never been gone at all.

By the time Vanetia was ten, her parents began to exercise caution against her daily trips into the city. Her brother, Lucian, had been staying close to home for nearly two years, readying himself for the squire-ship their father had arranged for him. Vanetia resisted at first, feeling a certain kinship for the children she spent her days with, and none at all for the dusty tome of books and quiet parlors of needle-stitching girls her parents offered. With her older years and increasingly-feminine appearance, along with the city's more distressed attitude, it wasn't long before Vanetia was forced into an ugly situation out on the streets of Miriel. On her way back home one day, she turned down a deserted avenue, only to be confronted by a trio of young men who looked at her in a peculiar way. Before she could run, one of them grabbed her, and Vanetia drew her knife in response. A moment later, the knife had left her hand, and was digging across the underside of her arm to the chorus of three deep guffaws. In panic and a whirlwind of pain, Vanetia rammed into the man holding her, throwing him against a wall, and made her narrow escape. After that fateful day, Vanetia decided to acquiesce her parents' request, realizing the wisdom of their concerns. It was time for the tomboy to grow up.

Her parents were delighted at the change, and hired a private tutor to assist Vanetia with her studies, in addition to catching her up on the proper practices of a young woman of her class. Vanetia learned her courtesies, how to be polite in proper company, the way to stand and sit, and what to say to whom. She also learned centuries-worth of history, a glimmer of finances from her father, and the painful art of needlepoint from her mother. Over the years, Vanetia transformed from a rough-and-tumble tomboy into a respectable lady of her station.

As the years went by, so did things change. Her brother, Lucian, left to go north to squire for Ser Rodrik of the Northern Legion in Valgard. When she was thirteen, her father announced that he had arranged a marriage between Vanetia and the son of well-to-do family of ship owners. Vanetia accepted the match with the grace and courtesy she had been taught, but it wasn't until she met her future husband that she warmed to the idea. Jarad Felwyn was, in her eyes, a beautiful lad just two years older than her. And, though he passed harsh judgement on Vanetia's marksmanship skills, her poor needlepoint, the rough edges of her courtesies and even the freckles of her face, Vanetia fell deeply in love for her betrothed.

In the autumn of her fourteenth year, her father, a successful but somewhat reckless businessman, got into a row with a Knight Captain of the Knights of the Crown. It seems that the Knight Captain offloaded a great deal of goods, picked over from a recent seizure of a disloyal nobleman's estate, into one of Steffan Belsante's shops. Among them, a priceless medallion bearing the crest of the old Andúnë Emperor's house. Being a keen businessman, Vanetia's father quickly found a buyer for the medallion, a soul from the City of Narim, and sent it on the earliest shipment. The Knight Captain accused her father of theft, but having sold the item willingly, he couldn't find an ear among the bringers of justice of the city.

Warned by a friend that the Knight Captain intended to strike on his own, Steffan began to gather his family and belongings for a fast escape. Entrusting his properties to the safety of his friend, Steffan and his family, even a grumbling Jarad, ventured forth before daylight the next day to leave the city. Having bribed the proper officials, it seemed as though the Belsantes would make it through the city gates unopposed. At the gate, Vanetia and her mother were waved through, as were a pair of bodyguards for the road, but when her father approached the guard, chaos erupted. The Guardsmen threw off their cloaks to display the raiment of the Knights of the Crown and quickly seized her father. Without any choice, Vanetia was forced to leave behind her father and future husband, and the small party fled into the dawning lands beyond Miriel.

Now Vanetia and her mother head north for safety, cut off from their friends and funds, they are alone and vulnerable. The Knights of the Crown have not pursued them, but agents of her father's enemies are less scrupulous in their prey. Perhaps the Belsante women will find haven in Ivonne's homelands, or further north with Lucian's knight master. Steffan's business associates range across the cities of Andúnë and the eastern lands, but it remains to be seen whether they will be trustworthy or loyal to his wife and daughter. Their fate is uncertain, but their goals are clear.

Now let the tale unfold.


Additional Notes:
11
Character Development / Jerek Zenduu [Legends]
Jerek Zenduu


Cole Sprouse


Birth Year - 40 ABY
Species - Human
Group - New Jedi Order
Rank - Padawan

Height - 5' 6"
Weight - 105 lbs.
Hair Color - Sandy Blond
Eye Color - Hazel
Handiness - Right

Appearance - Arguably, the first thing one tends to notice about the fair-skinned boy is not his softened facial features. Nor is it the freckles that dot his face and body, or his lean and tall build. Rather, it is his wild, blond hair. Reaching almost to his shoulder, Jerek likes to keep his hair out of his hazel eyes, but little else is done to tame it. Its natural straightness doesn't keep it from looking like a mop, and its dishwater color only serves to add to the comparison. The boy's lanky frame further compounds the distinction, and is most effective in making most standard-sized clothing look baggy on his slender figure. His figure belies the boy's strength, slimming trained muscles that stretch along the adolescent's five and-a-half foot height. His physical progress, compounded by his training so far, seems to predict a well-built figure by the time Jerek enters adulthood.

Personality - Being half of a twin pair tends to lend itself to something of a split personality, with each twin carrying a part. Jerek and Elias were just such a pair. Where Elias was confident and aggressive, Jerek was more cautious and passive. He had a calm approach that his brother envied, eschewed grudges and focused on analyzing problems rather than jumping headlong into the fray in the hopes of finding a solution.

With the loss of his twin brother, Jerek suffered for years from having half a personality. His lack of self-confidence and over-cautiousness betrayed him and left him open to bullying and disappointment. Raw intelligence has done some to help Jerek overcome the problem, while a rivalry with a fellow student in the Ossus Academy helped to bolster his self-confidence. Still, Jerek's caution and tendency to over-analyze an issue can still stop him short of achievement.

Education & Training - Besides normal schooling during his early years, Jerek has been a student of the Ossus Academy since he was eight. There he was trained with many of the Jedi's techniques. His natural intellect and curiosity did much to help Jerek achieve high marks in his theory and academic classes. Jerek showed himself to be almost as equally attuned to Force techniques as in physical moves, sliding quite easily into the role of a Jedi Sentinel.

Force Powers:
-Augmentation - 7%
-Perception - 8%
-Telekinesis - 15%
-Telepathy - 5%

Lightsaber Form - Form III Soresu
Although Jerek was trained in several styles, Soresu remains his preferred and most adept style. Jerek is moderately proficient in Soresu, while somewhat proficient in Form I, Shii-Cho, and partially trained in Form II, Makashi.

Notable Possessions:
Green-bladed Lightsaber
Comlink
Jedi Padawan Robes
Civilian Clothes

Key Background Events - Jerek Zenduu was born as one half of a pair of twins. His identical twinned brother, Elias, was born roughly 45 minutes before him, a trait that Elias held high above his younger twin's head throughout their childhood. Though born in an era of uncertainty, the Galaxy soon stabilized. Peace took hold, leaving Jerek and Elias to a relatively quiet childhood, filled with typical childhood endeavors.

Yet life on the Outer Rim is unequivocally unstable, regardless of the Galaxy's best intentions. It was on the Outer Rim that the Zenduu twins grew up, and this was the fact that would soon destroy their home, their family and irreparably damage their lives. When the boys were just eight years old, their hometown was razed by a party of raiders. By the time the dust had settled, Jerek's father lay dead and Elias was nowhere to be found.

Though tested, as customary, by the Jedi when they were small, Jerek's parents refused to give up their boys. With the loss of her husband and one son, his mother made the heart wrenching choice to send Jerek to the Jedi to study and be safe from the perils of life on the frontier. Despite his screams of protest, Jerek was taken from the last vestigates of home that he had, and brought to the Jedi Academy on Ossus for training.

Jerek struggled in his first few months at the Academy. The sudden transition from his home, the death of his father, being dragged from his mother and the loss of his twin brother weighed heavily on his heart. The Jedi's training was interesting, and while it appealed to Jerek's natural curiosity, the constant physical and mental exertion required by the Jedi Masters had a punishing effect on the already-battered child.

To make matters worse, Vul Abaan, the Academy's top student in Jerek's initiate class, was a bully who had set his sights on Jerek by the first few weeks. Spotting Jerek's intellect, Vul admonished him whenever possible, keeping Jerek feeling small. After several months, the boy's pent-up frustration had finally hit boiling point, and Jerek lashed out at Vul. The argument devolved into a full-fledged brawl. Despite his small size and his depression, Jerek nearly came out on top, only falling to Vul's blow as the Jedi Masters discovered their fight. Though punished severely by the Academy's masters, Jerek's attitude reformed and he became a worthy student. Jerek and Vul continued to be rivals, though on a much less dramatic scale, throughout Jerek's Academy years.

By the time Jerek was fourteen, the Masters of the Ossus Academy decided that Jerek was fit to move on to the next portion of his training. Now a Jedi Padawan, Jerek searches for a Jedi Master.
12
Character Development / Jonathan Mantell [USS Arizona]
[float=right][/float]Character Information
Name: Jonathan "Jack" Mantell
Position: Executive Officer
Assignment: USS Arizona
Rank: Lieutenant Commander
Species: Miran
Date of Birth: c. 1956
Place of Birth: Miri's Planet
Nicknames/Aliases:
He has been called Jack for as long as he can remember. He might respond to variations, such as Jackie or Johnny, but he knows himself as Jack.

Physical Appearance
Height: 4'7"
Weight: 71 lbs.
Hair Color: Dirty Blond
Eye Color: Blue
Handiness: Right
Physical Description:
Standing at a little over four and a half feet and weighing in slightly over seventy pounds, Jack appears to be a normal ten-year-old Human boy. He has a fair complexion, a scattering of freckles on his face, and dirty blond hair, which he wears in gelled-up spikes on most days. His body betrays the appearance of an active child, Jack is limber and solidly build for his slender frame.

Family
Spouse: None
Children: None
Father: Kent Mantell (34, Deceased)
Mother: Susan Mantell (33, Deceased)
Brother(s): None
Sister(s): Catherine (16, Deceased)
Other Family:
Adoptive Father: Franklin Gault (107, Deceased)
Adoptive Mother: Marissa Gault (92, Deceased)

Personality & Traits
General Overview:
Jack is not exactly what one might call 'command material'. Jack often behaves in a childish, immature manner, owing to the unique properties of his race. His mind is often more focused on his next pet project than an issue within his department or on his ship. Nevertheless, his mind is sharp, and he can respond to situations in uncannily short order. He does seem to understand the deep responsibilities that underlie his leadership positions, for he feels regretful when he fails to accomplish them. The few ship captains that have recognized his potential and understanding took the time to nurture Jack's growth. Perhaps another such captain can help Jack to grow as an Executive Officer.

Strengths:
Jack has the learning capability of a child, he picks up new ideas and methods quickly and readily absorbs and adapts to different environments. He is resilient and thick-skinned, enough to brush off a hurtful remark or an insult, or to weather through an unsympathetic superior. Jack does understand responsibility, and that he has it. Jack is quick to think on his feet, and responds well under pressure.

Weaknesses:
Jack struggles in adhering to the responsibilities and duties that he has. His first priority in the morning would be play, while for others it would be work. While Jack tries his best to maintain professionalism on the job, when off-duty he lets his childish tendencies run rampant, eschewing the responsibility of performing as a role model while off-duty. Jack is reluctant to assume leadership, he's more comfortable in choosing a follower position than one of a leader, despite his capability to be one. This lack of self-esteem is played off as humility, but Jack would definitely be excited if someone went out of their way to recognize his accomplishments.

Ambitions:
Jack's ambitions are mainly short-term goals. He hasn't planned out his entire Starfleet career, he doesn't aspire to be the next great politician, thinker, inventor or anything like that. Many of his ambitions include getting a certain computer program he may be developing to work properly, or finding a way to beat a particularly difficult opponent at Kadis-Kot.

Hobbies and Interests:
Of Jack's many hobbies, some he finds more exciting are tinkering with computer programs and systems,

Likes:
-Jack is a sucker for sweets, anything from chocolate cake to marshmallows will delight this Miran.
-Jack is just at the age where he is beginning to find a fondness for girls, and though he would never consider even holding hands with one, he might enjoy the company of female coworkers a bit too much.

Dislikes:

Linguistic Abilities:
Jack is fluent in English, and the major dialects of Vulcan, Cardassian, Romulan and Klingon, as well as several computer languages. However, he has neglected using many of his non-English, non-computer language skills for so long that many have fallen into the forgotten realms of memory.


Personal History
Personal History:
The boy known as Jack was once named Jonathan Mantell. It's unknown whether he existed for a time as Jonathan, or perhaps John or Johnny. For the entirety of his memory, his name has been Jack. According to records recovered from the collapsed rubble that was the hall of government in Jack's region, his parents were Susan and Kent Mantell. They had an older daughter, Catherine, who was six years Jack's senior. All three of them were presumed dead in the wake of the Life Prolongation Virus that swept across another earth, a doppelganger nestled lightyears from its living, breathing cousin in the Alpha Quadrant. Whether the original name of the planet was also Earth, or something else, has been lost to time and decay. The centuries that decayed the records of the world also obscured the minds of those survivors, those who called themselves the Onlies. For whatever classification reasons, the Federation now refers to this race as the Mirans, and their world as Miri's Planet. (See TOS Episode 8 "Miri" and BF Infobase article Miran)

All those centuries ago, Jack was a normal ten-year-old boy living in a suburban community. He might have been rich or poor, or perhaps he was the popular or cool kid at school. None of that matters now. What matters was that in the middle of the 1960s, scientists on his world accidentally unleashed a product, a virus, that was designed to prolong the lifespan of the humanoid creatures. Fortunately, any crisis that would have surmounted following such a disaster was short-lived, as any sexually mature creature was corrupted with a terrible affliction, causing unavoidable death. The scientists who created the virus, the world leaders, schoolteachers, doctors, police, members of the military and even Jack's parents and older sister, all succumbed to the terrible and violent affects of the disease. Ironically, the virus did its job to perfection in the bodies of those children who had not yet begun the onset of puberty. It slowed their physical development to a rate of one month per century, virtually increasing their lifespan an infinite number of times. Barring injury or illness, Jack and the rest of the Mirans could live another 80,000 years or more, depending on the kindness of medicine.

During those centuries, Jack and the other Mirans struggled for survival. With a crumbling infrastructure and no sustainable food supply, the children were forced to scavenge for food or haphazardly attempt to grow it themselves. As they lived and played foolies, their name for games, their small numbers eventually dwindled even more. Death became a common phenomenon, there were at least a few every decade. The school-aged children soon became haughty survivors, desperately clinging to life. It was in that state they were found by the Federation relief workers, who came following the discovery of their world by Captain Kirk and the USS Enterprise, NCC-1701. The Federation teams quickly set up shop, establishing a group home, a teaching institution and a medical facility to treat the traumatized children for centuries of PTSD. Jack soon found himself living among the Federation establishments, attending school once more and shirking his counseling visits as much as possible.

Some of the Miran children found homes with researchers and doctors from the Federation who came to their world to assist. Jack, eager to fill the hole in his heart left by his parents' death, consented to adoption by an older couple, Franklin and Marissa Gault. The Gault's doted on their new son, for their family was small and Jack was now an only child with few 'aunts' or 'cousins' to speak of. Eventually, the enjoyment of his family waned, while his parents remained steadfast in their love, their relatives grew bored of hosting a young child annually as they continued to grow older with each passing year. His adoptive parents stayed fond of him, and for a while, Jack convinced himself that was enough.

While under the care of the Gaults, Jack discovered his interest in computer systems. He began to spend hours in front of his desk consoles, puttering away at different code combinations and programming mechanisms. Sometimes it was days between periods that he spent outside. The Gaults initially worried about Jack's newfound obsession, but as he exhibited a greater proficiency and, more importantly, pride regarding his work, they began to encourage him instead. Eventually, the Gaults encouraged Jack to enroll at MIT to study his passion academically. Yet Jack's organization skills and wandering attention span cost him in several terms of failed classes, and he dropped out, discouraged. For a time, he put away his computer programs and took up other hobbies.

Jack's timeless youth had been an advantage to him since the day he had come to live with the Gaults. There were times when it became hard for others to understand why he didn't always go to school --though he did attend a few times to be with neighborhood children he grew fond of-- or that he stayed as the same picture of youth as when the Gaults had first adopted him. Some responded warmly to his eternal childhood, and indeed Jack retained friendships with kids he had played with who had since grown into adults, even after they began to create their own families. Some were less receptive and grew cold to the Gaults, even to the point of moving from the neighborhood the Gaults lived in. Yet Jack's youth came with a perilous downside.

The Gaults were not a young couple when they adopted Jack, and their rate of aging did not slow, no matter how much Jack willed it. Over time, family friends and relatives were asked to come in to help care for Jack, younger individuals capable of keeping up with the centuries old ten-year-old. And though Jack wished as much as he could, he could not will youth back into his parents. For the Gaults had become like real parents to him, more than his biological ones had ever been to him. In 2325, Marissa Gault passed away while she slept. Jack took it badly, shuttering himself into his room and refusing to eat or let anyone in for a day. His caretakers were finally able to coax him out, to take part in life again, but for a few years Jack remained a hollow child. Try as he might, Franklin Gault could not always devote the amount of adoration that his child needed. He found it difficult to express his love to Jack, and their relationship grew apart. In 2331, Franklin finally passed away, leaving Jack an orphan once more.

This time, Jack went into a total relapse of his first days after his homeworld had withered and died. His parents were dead, and he refused to recognize any of his caretakers or other family members. The visits of old friends, those who he had played with when they were children, brought him to the surface for a brief time, until he realized that they, too, were old men and women and not their youthful selves. Jack withdrew, giving his caretakers great concern. They brought him to see several doctors and psychologists, even a few Starfleet Counselors, until one recommended sending him back to Miri's Planet for treatment. His caretakers agreed, and Jack was returned to Miri's Planet, to the Miran Institute to get treatment. There, the Federation's Miran specialists addressed Jack's case as an acute resurgence of the Post-LPV Traumatic Stress, and ordered a contingency of medications and therapy for the boy.

The counselors on Miri's Planet were troubled by Jack's state. His situation called adoptions to a halt, believing that more Mirans might end up like he did. Their best Betazoid minds tackled his case, only to find themselves rebuffed. Even the Vulcan counselor could not break Jack's anxiety. After repeated attempts at therapy and medications, the puzzled administrators of Miri's Planet called out for help from across the Federation. Their call was answered by a most unusual individual, a Tellarite. Out of all the therapy approaches that the counselors had attempted, none were as radical as this Tellarite Counselor's. Yet somehow, when he talked, Jack listened. The Tellarite, Skrav, turned his culture's penchant for insults into a means of therapy, to which the closest analogy to conventional Federation therapeutic techniques would be playing the Devil's Advocate. For whatever reason, where others failed, Skrav got through. Within a few months, Jack was responding again and even playing with other Mirans for short periods.

At Skrav's advice, Jack returned to his hobby of programming computers and making complex systems. His room was soon littered with memory chips containing dozens of programs. After a while, his skills transformed beyond the level of a hobby, and Jack found himself making improvements to the Institute's systems, often without the approval of the administration. Yet when Jack's tweaks and improvements led to the facilities saving a significant percentage of their energy outputs, Jack's case was once again reviewed. It was suggested that Jack take up a career, perhaps Starfleet, where his skills could be put to good use. When Jack rejected the suggestion, his case workers found new projects for him to work on, even transporting him off Miri's Planet a few times to assist with improving systems on other worlds. Every once in a while, someone would make an off-hand remark about joining Starfleet or someplace where his skills would be highly valued. Though he rejected the idea every time, the seed was planted in Jack's mind. After that, sometimes he would daydream about being in Starfleet, and some of his games with other Mirans revolved around this. His case workers took note, but did nothing to further pressure the boy.

In 2348, the Federation was shocked by the massacre at Setlik III. There had been crises during Jack's time in the Federation, certainly, but never had a foreign body so violently struck out against the Federation. War drums pounded across the quadrant, and Starfleet ships were readied for the conflict they had unwillingly been dragged into. The news was sparse on Miri's Planet, for the administrators were unsure how the children would react to the war. Those small snippets that escaped lead Jack to do his own research. He was shocked by the violence of their Cardassian attackers, and found himself displaying a patriotism he had never before known. The seed of suggestion planted by his case workers grew and flowered, and Jack decided he wanted to join Starfleet. With a few rounds of discussion and a flurry of signed papers, Jack's legal status was transferred to Starfleet pending his completion of the Academy, which he would enter that fall.

Education:
c. 1960 - Partial primary education, Miri's Planet
2268 - Enrolled, Miran Institute
2294 - Enrolled, Massachusetts Institute of Technology
2296 - Dropped out of MIT
2332 - Re-enrolled, Miran Institute
2348 - [CDT1] - Starfleet Academy, First Year Cadet
2349 - [CDT2] - Starfleet Academy, Second Year Cadet
2351 - [CDT3] - Starfleet Academy, Third Year Cadet
2352 - [CDT4] - Starfleet Academy, Fourth Year Cadet

Medical Information
Medical Profile:
Jack has an altered metabolism caused by base-level RNA modifications from the man-made Life Prolongation Virus or LPV. While the active form of the virus was neutralized by an antidote created by Doctor Leonard McCoy, his blood is still contaminated and should be treated like that of an HIV/AIDs patient in the late 20th/early 21st centuries to prevent accidental exposure, especially by other children.

He has type A+ blood, but no transfusions should be attempted to non-Mirans. (See above.)

"Other than the chronic ailment of the LPV and its affects of longevity, Jack is a very healthy young man. Apart from a few poorly healed broken bones, likely obtained during the centuries of isolation on this planet, which are scheduled to be reset and healed properly with 23rd century medicine, I can find nothing critically wrong with Jack's health. Barring any kind of reversal of the LPV's affects that would allow Jack to live a normal life, I predict that he will outlive us all."
Stardate 6157.4
Doctor James Beiring, Chief Medical Officer
Federation Outpost on Miri's Planet.

Psychological Profile:

Professional History
Service Chronology:
2348 - [CDT] - Joined Starfleet, enrolled in Starfleet Academy
2352 - [ENS] - Graduated Academy, posted to USS Excalibur, Communications Officer
2354 - [ENS] - Promoted to Assistant Chief of Communications
2356 - [ENS] - Transferred to USS Richmond, Transporter Manager
2358 - [LTJG] - Promoted, Transferred to Computer Systems Manager
2361 - [LTJG] - Promoted to Assistant Chief Engineer
2365 - [LTJG] - Transferred to USS Gettysburg, Assistant Chief Flight Controller
2369 - [LTJG] - Promoted to Chief Flight Controller
2372 - [LT] - Promoted to Lieutenant
2373 - [LT] - Transferred to USS Charlemagne, Assistant Chief Engineer
2374 - [LT] - Promoted to Chief Engineer
2375 - [LT] - Stepped down to Assistant Chief Engineer
2376 - [LT] - Transferred to Jupiter Station, Research Engineer
2381 - [LT] - Transferred to USS Seleya, Chief Engineer
2383 - [LCDR] - Promoted to Lieutenant Commander, promoted to Second Officer
2386 - [LCDR] - Transferred to USS Arizona, Executive Officer

Service Record:
In the Academy, Jack's organizational skills once again became his greatest weakness, but his mind was tempered by years of projects of his own. It was difficult, at first, for him to adapt to the many small pieces of classwork, most of which had no bearing in the grand scheme of things, but Jack was spurred on by his newfound patriotism. Finding Engineering too meticulous for his liking, Jack chose a path in Communications. His technical skills in computers greatly aided him, for learning spoken language was not too diverse from computer languages, if only less structured. In the spring of 2352, Jack graduated from the Academy. In the stands at the ceremony were his caseworkers, Skrav, and the children of several of his neighborhood friends.

Jack's entrance into the full realm of Starfleet launched a whirlwind of events. He was assigned to the USS Excalibur, an Ambassador-class ship only recently out of her first refit. Upgraded and reinforced, the cruiser was often employed against Cardassian warships. Jack got his first taste of battle only weeks after his arrival on the Excalibur. From then on, during his time on the Excalibur, his life was a see-saw between wartime battles and resting periods. The Excalibur was battered, scarred, rattled and shaken, but she remained in one piece for his time on the ship. The young Communications officer didn't have much to do when it came time for ship-to-ship encounters, but his skills were put to work intercepting and deciphering Cardassian communiques on the field. His efforts caught the attention of the ships' Chief of Communications, Lieutenant Matthews, who promoted Jack to his assistant after only two years.

Though their relationship started out well, Jack and Matthews never found a good working dynamic. Their relationship devolved into a facade, and then a struggle. Prior to becoming an open wound, in 2356, the Excalibur's Executive Officer offered Jack a transfer. Believing his best interests were being looked out for, Jack accepted and was transferred to the USS Richmond. The Richmond was a newer starship, already implementing Starfleet's restructured department scheme. This unfortunately meant that the duties of Communications had been folded into Operations and Engineering. His orders becoming somehow mangled along the way, Jack wound up being assigned as the Richmond's Transporter Manager in the Engineering department, bringing with it a promotion to Lieutenant Junior Grade.

Despite not knowing much about Transporters, Jack learned quickly. He found the experience radically diverse from the meticulous and monotonous work that the Academy had made Engineering out to be. And, to his surprise, Jack found he liked working with his hands. The war with the Cardassians continued, though the Richmond was far from its front, being a smaller ship designed to support cruisers like the Excalibur in large engagements, not take on warships by itself. By this point, Jack didn't seem to mind, he had found war not particularly to his liking. The childhood games and foolies he had played were unrealistic in comparison to the perils and terrors of war. After a single away mission against Cardassian forces, Jack begged, pleaded and tricked his way out of further ground engagements with their forces. The Richmond's duties were usually behind the lines, still carrying the Federation banner and principles to worlds that requested aid.

After a couple years as the Transporter Manager, Jack was able to request a reassignment as the Computer Systems Manager. Building on his earlier love of computers, a passion that had brought him into Starfleet in the first place, Jack approached his role with renewed excitement. His managerial style began to take shape then, Jack began to focus more of his time on pet projects than on leading his team. Nevertheless, when the role of Assistant Chief Engineer opened, the Richmond's Chief Engineer suggested Jack for the position. Jack readily accepted, eager for a new challenge. Jack was full of ideas, some more extreme than others, but far less concerned with the drama and politics that seemed to converge on the engine room. He was well liked by the Chief Engineer, and given enough room to manage a team of his own within Engineering, but his mannerisms were despised and his position was hotly coveted.

During this time, Jack began taking shifts as a relief pilot. He'd excelled in his flight lessons at the Academy, but since that time he'd found little opportunity to put the skills to good use. While the Richmond was present at the battle for a Federation outpost in late 2362, many officers were pressed into bridge duties. Jack volunteered as a pilot during this conflict, and afterwards continued serving occasionally. He quickly learned that piloting a starship is vastly different than the smaller shuttles, but Jack's quick learning abilities dissolved this obstacle in a few weeks. During a Cardassian engagement in 2365, the Richmond was heavily damaged and the crew was forced to abandon ship. With Starfleet's focus shifting away from the Cardassian front, which had largely stagnated in the past half-decade, the crew was left fragmented, broken up as no dedicated ship was available to reassign all of them to. Jack was assigned to the USS Gettysburg as their Assistant Chief Flight Controller.

It was a position Jack served in with some disdain. Though flight itself was exhilarating, the job of Assistant Chief Flight Controller didn't entirely capture his attention nor challenge his skills. Regardless, the Gettysburg was a ship with a well-seasoned crew, and there was little lateral movement, to Engineering or anywhere. So Jack persevered and stuck out the role, serving with distinction for four years. To his surprise, when the Chief Flight Controller retired in 2369, Jack was offered the position. His role as a leader during this period became well-liked, in contrast to his tenure as Assistant Chief Engineer on the Richmond, the pilots in his department preferred his laid back style. Often, Jack served on the Beta or Gamma shifts as opposed to the Alpha shift, and would ferry out away team assignments to others while he focused instead on his own pet projects.

By 2373, Jack had been promoted again, to Lieutenant, and was faced with another transfer. With tensions mounting in the Bajoran sector and once again on the Cardassian border, this time with the help of the Gamma Quadrant natives, the Dominion, Starfleet was eager to refit older frames to newer designs, incorporate weapons with a bigger punch, and improve defenses. The Gettysburg was one such ship, and rather than reassigning the crew to desk jobs and near-Earth opportunities while the ship underwent its refit, they pressed them back out into the fleet. Jack opted for a transfer to the USS Charlemagne as its Assistant Chief Engineer, eager once more to get his hands dirty. He quickly formed a fast friendship with the Chief Engineer, Lieutenant Commander Tevis ch'Nalen.

The war went badly for the Federation. The Gettysburg was on the front lines more than once, and in one of those encounters, Jack lost his friend, the Chief Engineer. Saddened, he stepped up to the role of Chief Engineer for the duration of the conflict. With the war over, and personnel returning from the front lines, Starfleet recommended that another officer be assigned as the Gettysburg Chief Engineer. Still unsavvy in the world of politics, Jack agreed, and was returned to his former position of Assistant Chief Engineer. The new Chief Engineer, Commander Holstein, was a tyrant. He preferred to run his department with an iron fist, and Jack along with it. The boy found himself working long hours for little gratification, and no time at all to work on any projects of his own. A year later, he transferred to the Jupiter Station as a Research Engineer.

If work under Commander Holstein had been like living under a tyranny, working at Jupiter Station was the exact opposite. Though Jack had deadlines, he was free to work on whatever passed his fancy, whether or not it related to the current project of the facility. Jack's creativity went rampant, and he enjoyed creating all sorts of computer programs, gadgets and designs for devices that would likely never be greenlit or even built. That didn't seem to matter to him. Jack enjoyed plenty of free time on Jupiter Station, and its proximity to Earth allowed him plenty of vacations on warm beaches or in little parks where children play. It was almost the perfect balance of fun and work for Jack, and for a time it suited him well.

Like many things with Jack, he began to grow bored of Jupiter Station and its unstructured work. He missed the adventures, exploration and, yes, even the danger on starships. Pining for a new chapter, Jack put in for a transfer as a Chief Engineer again, unconcerned with the exact ship Starfleet would post him to. In 2381, his request was finally able to be put in motion, and Jack was assigned to the USS Seleya, under the command of Captain T'Prev. The Seleya, a Norway-class ship, was one of few vessels crewed almost entirely by Vulcan crewmembers.

At first, the contrast between Vulcan and Miran was great and difficult for many to get accustomed to. Indeed, some of Jack's subordinates immediately put in for a transfer when they learned how Jack conducted his department. Over time, T'Prev grew to like Jack's unpredictable style and spontaneity. It may have clashed directly with her logical style of command, but T'Prev herself once conceded that logic alone could not always anticipate every solution to every problem. It was for this reason that, in 2383, Jack was promoted to Lieutenant Commander and given the duties of the ship's Second Officer.

For several years, Jack served T'Prev happily. She was forgiving of his childish nature and his difficulty with attention, though that didn't exempt him from a stern warning once or twice about "realigning his priorities to better anneal his duties as a Starfleet Officer, Chief Engineer and Second Officer." By that time, Jack knew enough not to laugh, endeavoring himself to improve his focus instead. He even asked T'Prev to teach him how to meditate, something counselors on Miri's Planet had once tried as a therapeutic technique.

In time, the relationship between Jack and T'Prev grew quite close. Though only her Second Officer, sometimes she would seek his advice before the advice of her Exec, to the Vulcan officer's comical frustration. T'Prev began to encourage Jack to seek out further opportunities to grow. This advice culminated in the suggestion to apply for the Executive Officer spot of a newly minted starship. Jack debated for weeks on the decision, even calling up Skrav, though long retired, once more to ask the old Tellarite's advice. With positive feedback from all sides, Jack decided to throw caution to the wind and in 2386, he was rewarded with the position of Executive Officer on the USS Arizona, a Prometheus-class starship.

Reprimands:

Miscellaneous
Notes:
13
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.
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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.
15
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