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Topics - The Insane Admin

16
Player Info
Name/Alias Jordan
Where are you from Minnesota, USA
Age See below.
Contact Check out my profile for all that good info.


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


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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Abilities
Lightsaber Form
None.

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

Possessions:
Apparel

Equipment
1x C7 Comlink
1x Holojournal

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

Overall Dark/Light Stance
dark------------------------------------light
-5 -4 -3 -2 -1  0 [+1] +2 +3 +4 +5
17
Character Development / Daiya [SWE]
Player Information


Name: Jordan

Contact:
In my profile.

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

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

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

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

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


Character Information

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

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

Affiliation Unaffiliated. (Zurie)

Age: 13 (Born 27 Telona, 7 BTP)

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

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

Character Avatar: Dakota Fanning

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Role Play Sample: This is an opportunity to sway any Commissioners who might be on the fence concerning your application. Since we are a selective community, simply posting does not guarantee your acceptance, but your well crafted sample post might well help ensure your acceptance. This is preferred to be using the character you are applying with, though it is not mandatory. It is mandatory that you post the sample here and do not link to a sample on another board.
18
In order to become a the game master of a simulation  ("simm") in Bravo Fleet, you must become the in character commanding officer of the ship/base represented in the simm. Bravo Fleet has developed a number of guidelines for play within our community to create a fair and equitable environment.
Before applying to become a CO in Bravo Fleet, you should read through these rules which can be found in two parts: The Bravo Fleet Constitution and the accompanying by-laws.
From within these rules, you should note the following specifics:
  • No player shall command more than one ship in any part of Bravo Fleet (with Bravo Fleet main and each affiliate being defined as a "part") and no player shall command more than two ships Bravo Fleet wide (with Bravo Fleet wide meaning Bravo Fleet main and all of its affiliates as one unit). Constitution - Article III, Section 2.9
  • In order to receive command, all Simm COs shall agree to obey the Bravo Fleet Constitution. COs are also responsible for ensuring that all players on their simm are aware of the Constitution, the rights they enjoy therein and the responsibilities of the Simm CO. Constitution - Article III, Section 2.10
  • You cannot become a CO in Bravo Fleet unless you have either "six months verifiable experience on an active Bravo Fleet Simm" By-law #9
  • You accept that, if you become a CO, Bravo Fleet retains ownership of the name and registry number of your ship and may reuse it and reserves the right to contact your crew should you go missing or resign from the fleet to offer them other opporunties to play in Bravo Fleet. By-law #9   
  • You will be required to complete and pass command academy, develop a website for you simm and obtain a crew of 5, in addition to the CO, making a total of 6, before the simm can be declared 'active'. Constitution - Article III, Section 2.1
Before applying to join a simulation in Bravo Fleet, please  read Article III, Section 1 of the Bravo Fleet  Constitution which outlines the rights and responsiblities for our players.
If you have read and understood this section please complete the following application and someone will get back to you about a position in  one of our games.
By submitting this form, you acknowledge you have read and agreed with the above.
 
YOUR NAME: Jordan

E MAIL ADDRESS: elianatamerin@gmail.com

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

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

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

Serenity:
Finding Serenity

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

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

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

CHARACTER INFORMATION:
Full Name: Mackarios "Mac" Volakou

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

Gender: Male

Age: 428 (born c. 1958)

Place of Birth: Miri's Planet

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


"Captain to the bridge! Red alert!"

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

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

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

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

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

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

Marketing Data: How did you hear about Bravo Fleet and why did you want to join?
I can't recall how I heard of Bravo Fleet. I joined the USS Agamemnon originally because I had written a Miran character specifically for the TMP era. I wanted to try her out, and I had never really simmed in that era before.
19
Modifications / [IDEA] Multiple Signatures Mod
http://www.simplemachines.org/community/index.php?topic=77847.0

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

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

Future Features Goals:
-Give admin ability to set  membergroup-based number of signatures
-Include BBC buttons for signatures/WYSIWYG for 2.0
-Allow signatures to be named
-Signature preview
20
Modifications / [IDEA] BBC View Mod
AIM: To set permissions for a group to view certain BBC tags.

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

Required edits:
Load.php
Subs.php
ManagePermissions.php
ManagePermissions.template.php?
21
AIM: To show (well, nearly) any profile option on the registration page, so that users can set their options before they even register! Mod should also display the admin-set default options as default, otherwise revert to SMF default.

Required edits:
-Register.php
-Register.template.php
-ManageRegistration.php

Options to NOT allow:
-PM Ignore List
-Avatars
-Quick Moderation
-Current topic/board notifications list (not applicable anyways)
22
Modifications / [IDEA] Stickies Reminder on New Topic
AIM: When posting a new topic, the stickies for the board are listed above the post template. Unread stickies are separated and bolded so that they are clearly visible to users. This is intended to increase the amount of users who read stickied posts, as they generally include valuable information.

Requires:
Edits to Post.php
-Query to gather all topics in current_board with isSticky set
-Need to check is_read
Edits to Post.template.php
-Display the stickied topics above the subject area
Edits to ModSettings.php [
-Give option to enable completely/possibly by board (just have a text field to input comma delimited board IDs)

Future features:
-Enter topic IDs for global stickied warning OR integrate with Global Announcements mod
-Once user has read all the stickies, an option can appear to hide stickies. Will reappear if any stickies are marked unread again. Either that or a profile option "Hide Read Stickies on New Topic"

Mockup:
23
Modifications / [IDEA] Scheduled Poster
http://www.devira.info/Scheduledpostermoddetails.txt

Scheduled Poster

Aim: Allow posts to be posted in a specified board with a user-created message on
-a) a certain day (one time event),
-b) a repeating time interval (once every (every,1,2,3,4) week(s), (every,1,2,3,4,5,6,7,8,9,10,11,12) month(s), (every,1,2,3,4) year(s)) with a start and ending date (or neverending), or
-c) a repeating date (on the 1st of every month) with a start and ending date (or neverending)
-All options have the ability to set the time (based on user's local time, or board time if local not set)

Admin Panel:
-Modsettings tab
-Option to create posts
-If posts exist, display dates & time, frequency and post snippet, plus edit and delete options
-Create Posts function allows admin to select:
--Schedule options (explained above)
--User ID to post from (0 for guest)
--Board to post to
--Topic title
--Post body (message content)
--Choose sticky, lock, announce
--Save
-Settings to:
--Increment poster's postcount?
--Sticky by default?
--Locked by default?
--Announce by default? (any of these will be marked by default on the create post page, but can be deselected  manually)

http://www.simplemachines.org/community/index.php?topic=252769.0
24
Character Development / Calista Trenton
[float=right][/float]OOC Information

Name/Nickname Jordan
Where are you from: Minnesota, USA
Age: 19
How did you find us: I'm kinda staff here. That would explain it.
Contact: Just look at the bottom of my posts.

Have you read all the rules?: Khassan'l, chumani!

Character information

Character Name: Calista Trenton
Titles/Nicknames/Alias': Callie
Age: 20
Gender: Female
Species: Human
Faction: Jedi Order
Class: Sentinel
Rank: Jedi Padawan
Master: Jannus Morai
Force Sensitive? Yes

Personality:

Physical Description:
Distinguishing Marks:

Family:

History: Calista's home world was the aquatic Bestine, a world covered in water but for the few islands that dotted the surface. On those islands, Calista's parents, like the other numerous residents, struggled to turn the rocky island spires into an island paradise. Her parents, unlike most of the residents who worked in the shipyard industry, owned a farm, trying to cultivate the meager land near the shore, the only land which supported any kind of growth. Calista's early life was rife with memories of the farm, with its three fields of plants that were joyous to run through, and of the water. Even from an early age, Calista remembered exploring the tide pools and swimming in Bestine's pristine oceans.

To her, the water was almost like a second home. It felt more natural than the air she was forced to breath, her movements within it unconstrained and fluidic. Even as a child, Calista had proven her skills at swimming in the ocean currents to her parents, that she was allowed in them by the time she was four. Some of the fondest memories she had were from diving under the water to look at the formations of coral that grew along the island's rocky struts, swimming amongst the animals and staring at the wonder of life that the sea beheld.

Calista was nearly too old, said the members of the Jedi Council when she was brought before them. She had been nearly six when a Jedi visitor had asked to see her, and remarked on her potential. Her parents agreed to let her leave to join the ranks of the Jedi, and a sorrowful goodbye had followed. The Jedi Council said they would watch her growth carefully, to ensure that she wasn't allowed to develop any bad habits or harbor feelings from her early life that would threaten her life as a Jedi.

The concerns of the Jedi masters were unnecessary, for the girl soon left all sorrow from her parents behind. They became fond memories to relish, but simply memories nonetheless. What Calista took most out of her life on Bestine was the sea, for it seemed to follow her. There were no oceans on Ossus, at least none near the Jedi Temple. And yet, the Jedi teachers opened the young girl's eyes to an ocean of knowledge, and the currents of the Force. Calista grasped the concepts quickly, and immersed herself in listening to the Force. At first, it was not as pleasurable as physically swimming. The girl nearly gave up and retreated to the comfort of the physical water in pools that were provided for Jedi children to play in. She was convinced by a wise Jedi that more patience was needed, and that, still young, she had her entire life to swim within the Force. Calista gratefully accepted the wise Jedi's wisdom, and returned to her attempts to grasp more understanding of the Force.

Her dedication, determination and the advice of a very wise Jedi soon helped the girl to realize the Force as a sea rife with currents, just as her sea on Bestine had been. And although it had no animals or coral, the Force held many secrets of its own, and was rich in life just as the sea had been. Calista's understanding of the Force soon baffled the Jedi who instructed her, and the Jedi masters of the Council seemed pleased at her growth.

Calista did not develop only in her understanding of the Force, but in friendships as well. Shortly after arriving at the Jedi Temple, she met...TBC

As Calista reached the age whereby training expanded into the physical realm, she soon learned how to balance the Force against her physical movements. Before, the Force was a sea of knowledge and observation that she had merely waded into. With the new training, she learned how to truly swim, to immerse herself within the Force so that her movements and her knowledge could both stem from the Force. It was not a crutch for her, as some would see it; the Force seemed to work side-by-side and seamlessly within Calista's own life. Its knowledge and wisdom gave Calista knowledge and wisdom, and its fluidity and grace gave her fluidity and grace of movement. The Jedi masters of the Council grew ever more pleased of Calista's accomplishments and growth, noting what a rare talent she seemed to possess for embedding the Force in nearly all aspects of her life.

By this time, Calista was now eleven years of age, and nearly approaching the time when she would be taken on by a Jedi Master as an apprentice. To be trained one-on-one by one older and wiser was the custom of the Jedi, and Calista was no exception. As her instructors spoke more of the process, Calista became more excited. She began to see some of the Jedi who visited between missions as potential masters, and tried to question some of them. Her instructors soon learned of this and chastised her for that behavior, explaining that it was improper to request a master; a Jedi Master chose his or her student themselves.

It was common for Jedi seeking padawan learners to attend dueling matches and classroom sessions to observe Jedi students in action and in the process of learning, to determine a suitable candidate for the role.

Roleplaying Sample

RP Sample:

Possessions
Weapons: Orange-bladed Lightsaber
Armour: Dark Grey Jedi Robe
Vehicles:
Other Items:

Other
Skills:
  • Skill Header
Progress
  • Example
[[red] | | | | [/red]| | | | [green]| | | | [/green]]
  • Mental Skills
Progress
  • Intellect
[[red] | | | | [/red]| | | | [green]| | [/green]| | ]
  • Cunning
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Charisma
[[red] | | | | [/red]| | | | | | | | ]
  • Physical Skills
Progress
  • Pilot
[[red] | | | | [/red]| | | | | | | | ]
  • Physical Fitness
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Physical Strength
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Repair
[[red] | | | [/red]| | | | | | | | | ]
  • Force Power
Progress
  • Telepathy
[[red] | | | | [/red]| | | | [green]| | | [/green]| ]
  • Telekinesis
[[red] | | | | [/red]| | | | [green]| | | [/green]| ]
  • Force Push/Pull
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Force Jump
[[red] | | | | [/red]| | | | | | | | ]
  • Force Speed
[[red] | | | | [/red]| | | | | | | | ]
  • Force Sense
[[red] | | | | [/red]| | | | | | | | ]
  • Force Sight
[[red] | | | | [/red]| | | | | | | | ]
  • Breath Control
[[red] | | | | [/red]| | | | [green]| | | [/green]| ]
  • Comprehend Speech
[[red] | | | | [/red]| | | | | | | | ]
  • Mind Trick
[[red] | | | | [/red]| | | | | | | | ]
  • Force Stun
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Force Valor
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Lightsaber Form
Progress
  • Form I: Shii-Cho
[[red] | | | | [/red]| | | | | | | | ]
  • Form II: Makashi
[[red] | | | | [/red]| | | | | | | | ]
  • Form III: Soresu
[[red] | | | | [/red]| | | | [green]| | [/green]| | ]
  • Form IV: Ataru
[[red] | | | | [/red]| | | | | | | | ]


Notes:

Overall Dark/Light Stance
dark----------------light
1 2 3 4 5 6 7 [8] 9 10
25
Character Development / Aeryn Corrino - Into Narnia
About You
Name: Jordan
Age: 19
How did you find us: I made the site, duh!
Rules Password: Space Ponies!

Character Basics
Name: Aeryn Corrino
Alias(es)/Nickname(s): Ryn, Cor (rarely)
Gender: Male
Age: 13
Race: Human
Status/Title: Prince of Archenland, Squire to Lord Gere of Cornu
Affiliation: Archenland (Intially for Telmar, but perhaps that's misguided?)

Character Appearance
Hair: Brown, shaggy and unkept
Eyes: Blue
Distinguishing marks:
Portrayal: Freddie Highmore


Character Personality
Likes:
  • Swords
  • Doing something better than his brothers
  • Horse riding
  • Mischief
  • Being trusted
  • Having privileges and power
  • Being older than his sisters
Dislikes:
  • Being the youngest son
  • Schoolwork
  • His brothers picking on him
  • Responsibility
  • Following Rules
  • Waiting
  • Being ignored
Strengths:
  • Sword fighting
  • Compassion
  • Valiant
  • Tenacity
  • Noble (in nature, not just status)
  • Loyalty (of his own choosing)
Weaknesses:
  • Mischievous
  • Irresponsible
  • Rebellious
  • Archery
  • Females
  • Being a role model

General Personality: Aeryn possesses quite an interesting character. The fourth son of the Corrino royal line, Aeryn isn't worried about pressure or responsibility. He is not the crown prince and it is not likely he will ever be king at all, especially with three brothers ahead of him. The lack of pressure and future responsibility takes a good deal of the spotlight off of him, allowing Aeryn to be quite carefree and mischievous. He tends to get into trouble by playing pranks on his sisters or doing things that are not regarded as proper for a member of the royalty. Without the pressure of ever becoming King, Aeryn doesn't see much of a need to follow rules. He hates being told what to do, especially by his oldest brother, Cain, who always follows the rules.

Aeryn is frustrated by the inability of having his achievements recognized. When his brothers do something, they are praised for their skill and strength. Aeryn, being younger and less experienced, is not always able to accomplish the same tasks, and, as a result, his rewards are fewer. He is more often greeted with the comment of, 'At least he is the fourth in line,' rather than the praises his brothers get, such as, 'Commendable!' or 'Fit for a future king, indeed!' Aeryn hates being downsized and put down in this manner, and he will do most anything to prove himself to his teachers, older brothers and parents.

Aeryn is generally a calm person, unless you start attacking or antagonizing him. He doesn't respond kindly to mistreatment, and he's more likely to reciprocate or attack his opposition the more he feels uncomfortable. His way with words isn't sharp, but his skills with a sword and fist are honed from years of practice with his lord and brothers, respectively. Aeryn isn't someone to cross lightly, especially with the force of a country's royal line behind him. Even if he isn't due to be King, and even if his brothers do pick on him, he is still family, and there still is a feeling of loyalty stronger than any birth position or sibling rivalry can break.

As Aeryn has grown older, he's begun to pick up on some of the things he's expected to do. One of them is marry, but at the moment, he really can't see himself even liking any girls, much less marrying them. They're too much of a foreign object right now. He can stand his sisters, but even they sometimes do or say things that mess with his thinking. Maybe he'll find somebody who would be more understandable, more down to earth, or maybe he'll just need to grow up some more.

Character History
Parents: Nain and Calista (King and Queen of Archenland)
Siblings:
Brothers: Cain (20), Cade (17), Aiden (15)
Sisters: Daena (11), Ranae (7)

General History: Aeryn was born as the fourth son of King Nain and Queen Calista of Archenland. With three older brothers ahead of him, Aeryn was never even given consideration for being a possible crown prince, unlike his brothers Cade and Aiden. As such, he was allowed a bit more leeway and freedom, his schooling was more relaxed —although he was taught the same repertoire of subjects, when he didn't do his work, his tutor was far more lenient than with his older siblings— and his occasional mischief and cheek was tolerated more than chastised.

Aeryn struggled with the relationship with his brothers. The oldest, Cain, looked on Aeryn as more of a pest and brat than a brother, and either ignored or lectured Aeryn about his wrongdoings. Cade and Aiden, close in age and bond, tended to pick on Aeryn and play minor pranks on him. It was easy for them to blame Aeryn for their own mistakes, too, and this occurred quite frequently. Throughout his life, Aeryn was reminded of his brother's achievements, and if his own did not measure up exactly, they would be dismissed, with the comments something along the lines of, 'At least he is the fourth in line.'

When Aeryn came of the age of nine, his father presented him with a sword, and decided it was time for him to learn the skills that a noble would need: fighting, tactics and diplomacy. As was common in their nation, and as his brothers had before, Aeryn was sent to be a page to one of Archenland's nobles. As Archenland was a small country, it only had six communities large enough to be considered a town, each with a governing noble.

One of those was Anvard, which lay below the Castle at which Aeryn was born and spent most of his life. Two, Lune and Breston, were Baronies which governed the two provinces of Archenland. The other three, Gria, Cornu and Ricton were scattered fiefdoms that were each governed by a Lord. Cain had been sent to Lune for his training, and Cade to Breston. Aiden had gone to Gria for his training, and so Aeryn was sent to the court at Cornu to be a Page.

The Lord of Cornu, Gere, had a wife and two children of his own, a boy three years older than Aeryn named Criso and a girl five years younger named Trina. While Gere and his wife were honored to have Aeryn as a page, their son was not so pleased. He chastised Aeryn for any mistake, and callously referred to him as 'Corrino' whenever they were outside of Lord Gere's earshot. When Aeryn first arrived, Criso, out of jealousy, treated him so badly that Aeryn engaged him in a brawl. The fight did not go well for Aeryn, and Criso used that incident to incite Aeryn's temper again and again over the years.

As a Page to Lord Gere, Aeryn learned a great deal of things. He learned how to fight with a sword, properly, and to ride a horse for battle. He also learned the mannerisms of the court, how to act and behave, which had been previously neglected as part of his studies. As a page, Aeryn was required to help serve the Lord's family at dinnertime and when they entertained guests, and while Criso degraded him for this, Aeryn was always invited to sit at the table with Lord Gere and his family, much to Criso's dismay.

The years continued, and Aeryn learned and grew in many ways. He wasn't always away from his family, though; just as his brothers had done, he returned home for festivals and holidays. And, at least once a year, the King and his family always visited each of the fiefs on his own, which gave Aeryn another opportunity to see his family. Aeryn always looked forward to seeing his sisters and mother, not always so much for his brothers and father. When he was twelve, however, on his father's yearly visit to Cornu, Aeryn and Criso were asked to spar. Neither boy refused, of course, and so the duel took place. Before Criso won him over due to his age and years of training, Aeryn was able to land a few blows that impressed his father, giving Aeryn a more positive view of him.

A few weeks after the sparring match, at the Christmas feast in Anvard, Lord Gere announced that he felt Aeryn had progressed enough to be promoted. As a Page, he would be no longer, but now a Squire. There was much rejoicing and applause, but it was Aeryn who felt the most pride. He never thought he would have been anything more than a Page, especially with Criso constantly attacking him. Criso didn't take the news kindly at all, the jealousy and rivalry between the two growing even stronger. That didn't seem to bother Aeryn, though, he was just happy with his new rank and the prestige it gave him. Even though they were not at war, if Lord Gere ever rode off into battle, Aeryn could now finally ride with him as his Squire.

There were many new responsibilities that came with being a Knight's Squire. At times, Aeryn thought that Cain had an easier time training to be King than he was having training to be a Knight. But Cain had been Knighted on his eighteenth summer feast, and so he had gone through the same experiences as Aeryn was facing now. It didn't seem to give any comfort to Aeryn, who now had to care for Lord Gere's armor and tack, help to care for the horses in Lord Gere's stables, learn how to joust, and still keep up with the duties he'd had as a Page. Sometimes, when he arrived in his room at night, it was all he could do to remove his boots and then collapse onto his bed.

Not too long after his thirteenth birthday, Lord Gere, Criso and Aeryn were summoned to Anvard. There, along with the rest of Archenland's royal and noble court, they were informed that they were all needed to render assistance in Narnia. An army was being raised, for one larger than their standing army was needed, and it would take many weeks to complete it. Each of the nobles were told to return to their fiefs and towns to recruit for their army, and they were given large sums of money with which to do so.

Archenland had once been ruled by the son of a Narnian King, King Col. Throughout its history, Archenland had been on friendly terms with the rulers of Narnia, all except for the Hundred Year Winter, when the Witch Jadis had ruled. When Caspian the Conqueror had declared himself King of Narnia, Archenland made no move to dispute it. So long as trade continued in the manner it did, there was no use in warring with the much larger Narnia. And this mentality remained for the past hundred years, through the reign of King Miraz. And so when Miraz requested Archenland's assistance in putting down the rebels that arose, there was no doubt or dispute for the request. Just as Narnia had come to Archenland's assistance before, so now would Archenland render its own assistance to Narnia.

Lord Gere, Criso and Aeryn returned to Cornu. Being situated not far from the Stormness mount range that separated Archenland from Narnia, it was a good place from which to launch a messenger. After a few weeks of recruiting soldiers, Aeryn's father arrived in Cornu to oversee the army's assemblage in the camp that was forming a few miles away. He wanted Aeryn to ride forth into Narnia, to seek out Miraz and inform him that Archenland's army was ready and would ride forth within a few days. With letters from King Nain addressed to King Miraz packed away in his saddle, Aeryn mounted his strawberry roan, Vale, and rode for Narnia.

Other/Notes:
Plot Ideas:
-Aeryn rides into Narnia, asking for directions to Miraz' army along the way.
-Aeryn either rides into the camp of or is captured by the Old Narnians and brought to their camp
-Aeryn realizes that the Old Narnians are in the right, and wants to ride back to head off his father before the Archenlanders join Miraz
-and so on

Sample
RP Sample:
Sample from the previous Narnia RPG I played on, I played Peter. Full thread here.
Quote
To sleep, perchance to dream. Aye, there's the rub indeed. For with no sleep, no dreams may come, and weary is the restless soul who must endure the tick-tock of the clock for all the hours of the night. Though, true, there were no clocks in Narnia, at least none that would fit on a nightstand or in a room's corner. Metaphorically, it held true, and if he listened hard enough, he was sure he could hear the faint ticking of the massive clock that topped the tower across the courtyard. Maybe it was all in his head. No matter the source, he wasn't pleased with the prospect of staying in his bed the entire night. If he had to be awake, he'd be such in a more satisfying position, and location.

The High King of Narnia indeed. Wasn't there some law he could make that could force his body to sleep? Peter mused on the thought as he rose from his bed and donned a robe. Much unlike his simple robe of years previous, this one was adorned in the height of Narnian regal fashion, dyed a deep blue and embroidered with a golden lion as a badge. Such finery was all but lost on Peter, who could have cared less if his clothing was made from the finest silks of the Lone Islands or from Narnian wool. So long as it fit his still-growing body and kept him warm during the winter months, cool during the summers, and looked acceptably fashionable, he would wear it. The clothes better suited Susan, who, despite her notorioty for being a bookworm, had grown to love the beautiful clothes and jewelry that Narnian monarchs were expected to wear.

As he stepped out of his bedchambers, Peter thought about spending the early morning hours talking with one of his siblings. He dismissed it instantly, no sense in subjecting another member of his family to his misery. Turning decisively away from the long hall of bedrooms, the young man made his way down the halls of the private quarters. The flickering torchlight illuminated the way, and cast ghastly shadows upon the walls and floor, something that might have provoked a twinge of fear had Peter been younger, and not more accustomed to the castle at night. The castle was quiet, allowing the young king to focus on his thoughts.

Peter wandered the halls for some time, never truly having a destination in mind. The time was mostly spent consumed in thought, and so it's not hard to understand why the faint clanking and thumping failed to register on the young man's mind until he reached a nearer place from which it eminated. Placing his thoughts aside for a moment, Peter followed the sounds, relying on his ear to detect their position and volume. Drawing near, the young king was able to discern their source, and wasn't surprised to find that it came from within the kitchens. A constant source of noise during the day, the kitchens were generally quiet at night, when all of the castle's servants and cooks were home or in their quarters, fast asleep or performing silent activities.

Peering around the corner, he had expected to find a satyr or nymph poking its head into one of the cupboards. Or perhaps a faun, who were known for staying up at odd hours of the night. Instead, Peter was surprised to find his youngest sister, opening cabinets and drawers, apparently searching for something. He stood at the doorway, watching in silence. Maybe she would turn around and see him there, and that would be enough to send her back to bed. Peter didn't want a grumpy sister in the morning, he knew he would be in that mood himself, and dealing with another like him would make the day go worse. And he didn't feel like chiding her, although his body seemed alert and unwilling to sleep, his mind, on the other hand, was weary and tired, constantly urging his body to climb in bed and rest.

Minutes passed and his youngest sister still paid him no mind. Speaking would probably make her jump, but there was no avoiding it now. Oh well. "Lose something, Lucy? Or are we chasing dreams in the kitchen these days?" He added a smile for assurance, but he knew it wouldn't help...much. Figuring the damage was already done, Peter added, "Shouldn't you be in bed by now, anyways?"
26
Character Development / Susan Pevensie [IN]
About You
Name: Jordan
Age: 19
How did you find us: I made the site.
Rules Password: Space Ponies!

Character Basics
Name: Susan Pevensie
Gender: Female
Age: 14
Race: Human
Status: Queen of Narnia
Affiliation: Narnia

Character Appearance
Hair: Brown
Eyes: Light Blue
Distinguishing marks:
Portrayal: Anna Katherine Popplewell


Character Personality
Likes:
-Reading
-Archery (In Narnia, of course)
-Learning new things
-Chocolate
-Family (when they aren't getting on her nerves)
-Boys
-Narnia
-Fashion/Looking good
Dislikes:
-Her enemies
-Feeling helpless
-Edmund's retorts
-Those who pick on the weak
-Mice
-War
Strengths:
-Compassionate
-Gentle
-Mature
-Knowledgeable
-Archery
-Horseback riding (though after a year outside of Narnia, she's lost some of her skill)
-Determination
-Experience in Narnia (living there for fifteen years taught her much about the land)
Weaknesses:
-Not knowing when to give up
-Short temper towards her siblings
-Arrogance
-Skepticism
-Weak with a sword
-Lives for the day, not a strategist
-Youth and inexperience (to a general degree, definitely not when it comes to Narnia)

General Personality: Susan is probably the most sensible person you will ever meet. When it comes to what she does, she is almost entirely influenced by her experiences and learning. Imagination and unlikely events don't come easily to her, although her experience in Narnia certainly changed that. She does accept more than she would have before her fifteen-year tenure as queen, but a year removed has dampened that. Susan can believe, what often seems to her as, a tall tale, but generally only from one she knows and trusts. A total stranger, on the other hand, is harder to believe. Proof and science, however, are her guiding lines.

Even as a younger girl, Susan was bright for her age. She would absorb herself in books and learning. While for most, this would result in a stunted social growth, Susan seemed impervious to the effect. Throughout her younger and now teenage years, she has remained a social being, albeit one with a bit more understanding and knowledge at her fingertips. In addition, Susan is far more mature than a typical fourteen-year old girl would be, a maturity that has only been strengthened by her stay in Narnia. The experience of growing up and being responsible for an entire nation taught Susan much about herself and how to think and act. Her maturity also leads to arrogance, and Susan can, at times, be very condemning to her siblings for rash or irresponsible actions. She often spars with Peter over the decisions he makes as the "oldest" of the four, but that still leaves time to scold her younger siblings over any childish or rash actions they may take.

During her tenure as Queen of Narnia, Susan became known as The Gentle. This description fits her well. Susan is a kind-hearted person, always willing to help others. While she is not quite so generous to sacrifice herself, unlike her sister Lucy, Susan is a compassionate individual. She tries her best to approach problems with a calm and positive outlook, providing a steady alternative to hasty reactions and ill-advised decisions. As tensions rise, however, she too can fall victim to frustration, leaving her no better than anyone else. Susan does often realize her mistakes, however, and tries her best to make up for them.

Character History
Parents: Mr. Pevensie and Mrs. Helen Pevensie
Siblings: Peter Pevensie, Edmund Pevensie, Lucy Pevensie

General History: Susan was born as the second child of the Pevensie family. Being the second oldest was kind of an odd position. She wasn't quite a true 'middle' child, no, that title was reserved for Edmund. She wasn't quite the oldest either, her brother Peter besting her by a year. Being the second oldest was an awkward place, however, Susan was at least the eldest daughter. That alone granted her some of the perks that an 'oldest' child would normally receive, and thus somewhat balanced her tedious predicament.

When she was growing up, Susan's personality and behaviors became twofold. Firstly, she was a learner and lover of books. She would read for hours, and perform her schoolwork to the best of her abilities. If she didn't receive top marks at school, Susan would feel as if she hadn't done her best, and that would motivate her to try even harder. As such, Susan grew to be known as a bookworm amongst her family and friends, something she never despised.

Secondly, Susan was a social creature. She would later be described as a much more ladylike persona than her younger sister. In school, Susan was very popular, despite her bookworm-ish tendencies. Her popularity was enhanced by being one of the top students in her school, both old and later new. She tried her best not to let it go to her head, but Susan did develop an ego and arrogance regarding her knowledge and her popularity.

Like the rest of her siblings, Susan was sent out into the country during the summer of the war. She hated it terribly, but did her best to put on a good front, for her mother and siblings. The house they were to stay in was large, owned by a professor whom they rarely saw, even at dinnertime. The housekeeper, Mrs. Macready, was a fierce older woman who, although she was kind at heart, barked orders and demands at the children, so much that they would avoid her at all costs. Susan wasn't very fond of her, and went along with her brothers and sister in their pains to avoid her.

While playing hide and seek one day, Lucy began going on about how she had visited a magical land locked up in an old wardrobe in the spare room and had met a faun called Mr. Tumnus. None of her siblings believed her, much less Susan. It upset the young girl, but Susan couldn't see how an entire wintry forest could be contained within a wooden wardrobe. It just wasn't possible, and being a person of science and facts, Susan was not inclined to believe it.

The Pevensie children went along their way until one night, a few days later, when Lucy came bursting into their room and shook her awake. Her younger sister demanded that she wasn't dreaming, that it was true, there really was a forest in the wardrobe and that she'd seen the faun again. Susan followed her to Peter's room, where she pleaded her case to him as well. Finally, Lucy tipped her hand to defend against the accusations of dreaming or imagination, and claimed that Edmund had gone with her. Ed brushed it off, saying he had encouraged her imagination, that they were just playing, that he hadn't seen the faun or known who he was.

Well that set her off. Poor Lucy went tramping through the house, crying, until she bumped into the Professor. Macready showed up and took Lucy away to the kitchen, but the professor took Susan and Peter aside into his study to speak to them. Susan defended her points, saying it wasn't logical that a whole forest could be inside a wardrobe. The professor pointed out that Edmund wasn't usually the more honest of the two, which was accurate. Lucy was family, he argued, and either was mad, was lying or was telling the truth. Of the three options, the last seemed the most likely, despite Susan's internal protests of logic and practicality.

Life went on for another few days until the children heard Mrs. Macready showing a group of guests around the house. She did this often, going on about this artifact or that sculpture that the professor had obtained from some African hunter or a French trader. After their first encounter with Macready's tours, which resulted in a very long speech about how the children should not be seen or heard throughout the house while tours were being given, they had learned to stay away. The four tried their best to keep one step ahead of the lingering voices, but they were soon forced back into the wing of the house where the wardrobe was. In a last move of desperation, or out of some otherwordly temptation, Edmund suggested that they hide in the wardrobe.

It made sense, one of the only things about that wardrobe that did make sense. So they climbed inside. It was a tight fit, all four of them in there, and between all the shoving and shushing and pushing, the four Pevensie children found themselves standing in the middle of a wintry forest, somehow fit inside the wardrobe. They would later learn the name of the land as Narnia, and that the wardrobe was merely an entrance, and not the world's container. The whole thing seemed absurd, a world inside a wardrobe? Impossible!

Susan could hardly cope with the shock of it all. It just didn't make sense. The children discussed their predicament, and soon decided to venture on to see Mr. Tumnus and explore for a while. Whether it was Susan or Peter that suggested it, who knows anymore, but with the thinking that, logically, they wouldn't even be taken out of the wardrobe, the four donned coats that hung inside the wardrobe, and left behind the last reminder of their world in Narnia, in the form of a large iron lantern. It would be the last time they would see home for many years.

The children journeyed to Tumnus' house, led by Lucy, but once there, they discovered the place ransacked. Furniture had been overturned, books scattered and pictures ruined. Snow had fallen into the entranceway, and had begun creeping into the house. Inside, they discovered a note from Maugrim, the chief of secret police in Narnia, explaining that Tumnus had been arrested for being a traitor. Susan was amazed that her sister had been involved with such people, and wanted to return home at once. But when Lucy explained that she was the reason for his arrest, that the queen of the land was illegitimate and ruled with fear instead of kindness, she understood.

The four children soon found themselves in the middle of a much bigger conflict of just a poor faun's arrest. They were led to a beaver's dam, hosted by a beaver couple who were generous in their food and stories. The beavers explained a prophecy, that two Sons of Adam and two Daughters of Eve, which meant two boys and two girls, would reclaim Narnia from the White Witch, Jadis, and rule peacefully. Again, Susan mentioned that they needed to be going home, getting mixed up in wars wasn't a good idea. They had been sent away to avoid the war. Peter seemed to echo her sentiments, but their leave was cut short by the discovery of Edmund's absence.

They soon determined that Edmund had met with Jadis before, on his first trip to Narnia. He must have made a deal with her in some way that would force him to visit her. And now, it seemed, all was in peril. With Edmund gone, it was only a matter of time before the Witch sent her minions after the rest of them. Their only hope to rescue their brother was to join Aslan, a sort of savior for these Narnians, at the Stone Table. Hurriedly, the five rushed out of the house through a tunnel burrowed in the ground.

Their journey across Narnia was not without hardships. They were fortunate to avoid the White Witch on more than one occasion, and had a very close miss with the Witch's secret police, whom they discovered were wolves. In fact, other than the Pevensies, and perhaps the Witch herself, there were no other humans in Narnia. The only other who resembled one, was Father Christmas, who visited the three children and presented them with gifts. Susan received a bow and arrow set, to defend herself, and a horn with which to call for help if needed. The horn was crafted to look much like a lion's mouth, ornamental in design, and made of some material which made it look heavy, but was light to carry.

After a direct encounter with the wolvish police, the Pevensies finally arrived at Aslan's camp. When Susan first gazed upon Aslan, she immediately felt a sense of humbling and calm. It brought her to her knees, though utterly voluntarily, not out of compulsion or fear. Aslan was a lion, truly a lion, but had it been any other lion, Susan would have screamed and run for her life. With Aslan, however, she could not. Nothing could compel her to leave his presence, so strong was his emanating grace.

Aslan's camp was accommodating. They provided the children with clean clothes (of the Narnian style, which Susan liked very much), a place to stay and food to eat. There was a nearby stream for washing and play, one that Susan and Lucy liked to frequent. It was there that their last encounter with the wolves came. Susan's horn saved them from being killed, for Peter and all of Aslan's fighters came to their assistance. Aslan spared one of the wolves, but left Peter to face Maugrim alone. Susan cried out, telling him to be careful. To her relief, Peter was victorious, and was named Sir Peter [acronym=Wolfsbane]Fenrisbane[/acronym]. The second wolf led the rest of Aslan's fighters to the Witch's camp, where they rescued Edmund.

With Edmund returned, and the family united, Peter announced that they were all to go back through the wardrobe while he stayed and fought for Narnia. Susan couldn't see the logic in this. After all they went through to get their brother back, now they were going to lose another? It didn't matter if Peter survived, who knew if they'd ever see him again once they left Narnia. She made this known, and added to Lucy and Edmund's protests, Peter relented. One of his better decisions, at least to Susan.

Later that day, while the children were practicing their weaponry, a messenger came to call them back to camp. The White Witch had arrived to speak, under agreement that she leave her wand outside the camp. She demanded Edmund's life, as all traitor's belonged to her. The children were shocked, Susan especially. Peter valiantly defended his brother, but Aslan calmed the situation. He spoke with the Witch in private, and the two came to an agreement. She left without harming anyone, or letting anyone do the same, much as Susan would have liked to string her bow and let loose at the purported queen.

In the night, Susan was woken by her sister, calling her to follow. The two discovered Aslan leaving the camp, and they trailed him for a while. He spoke to them, and they convinced him to let them accompany him, but only for a while, he said. When he left them, they were to return to camp, but neither girl could bear to leave Aslan alone. They watched silently from a hilltop as Aslan approached the Witch's camp, gathered at the stone table now, and was humiliated and slain by Jadis herself. Susan was in horror, and comforted her sister who felt the same. As Jadis' followers left, the two approached the sight. Lucy tried to coax Aslan back to life, but Susan knew it was to no avail. They both rested against Aslan and fell asleep.

In the morning, the two realized that the White Witch would be heading for Peter and the camp next. The trail back was long and even if they made it back beforehand, their army would still be at a disadvantage. Time was of the essence. It wasn't long before Lucy thought of the trees. With their help, the message was spread to Aslan's camp, alerting Peter and the rest of Aslan's forces. Going back to the Stone Table, Lucy and Susan tried to loosen the bonds that held the lion there, but many were too strong. Over the course of what could have been minutes or hours, Susan noticed a group of mice gathered around the body. She leapt back in fear, for she disliked mice to a great degree, and tried to shoo them away. But Lucy noticed what they were doing, gnawing on the bonds that held the great lion in place.

Once they were finished, Susan decided that the two could do no more there. They decided to head back, but as they turned around, the earth shook and they heard a loud noise. Turning back, they discovered Aslan's body missing. In terror, they looked around for him, had the mice carted him away? Minutes later, to their utter astonishment, Aslan returned in all his glory, alive and laughing at the expressions on Susan and Lucy's face. By now, Susan wasn't relying on her logic and facts anymore, Narnia had thus proven to defy any and all that she'd known. This was no different, and while Aslan explained what had happened, which made sense to her, the entire magic of Narnia was completely beyond everything she had come to believe was true.

Susan and Lucy journeyed on Aslan's back to the castle of the great Witch, where Lucy found, to her dismay, a statue in the likeness of Mr. Tumnus. As Aslan breathed upon it, it became Tumnus, and came to life again. Others followed, and soon a small army was gathered within the courtyard of the Witch's castle. They left with speed back to the battle which was taking place on the fields of Beruna. Their arrival led to the triumph of Aslan's forces, but not without consequence.

In the heat of the battle, after destroying the Witch's wand, Edmund had been mortally injured. A drop of fire flower juice, from a vial that Lucy had received from Father Christmas, revived him and healed his wounds. The children rejoiced at their success and victory, while Lucy went to others to heal and assist. The battle, although incurring losses on both sides, resulted in the death of Jadis, the White Witch, and the end of the Hundred Year Winter.

Susan, Lucy, Edmund and Peter were all crowned Kings and Queens of Narnia at Cair Paravel. In their festivities, they did not see the departure of Aslan, save Lucy, but they all knew he would return some day.

The Pevensies ruled for many years, fifteen to be exact. The Golden Years of Narnia, as they came to be known, were full of adventures, wars, peace and triumph. While out hunting one day, their reign of Narnia came to an abrupt end as they tumbled back through the wardrobe whence they came. After the initial shock wore off of being back in the body of a thirteen-year-old girl, Susan did her best to adapt. Peter was hit the hardest, and became nearly depressed.

Susan retreated back to her books and social life. While in Narnia, she had been exposed to the regal life and clothes, and her styles changed to reflect that. She became almost obsessed with fashion, how she looked and acted. While she still could be a very kind and gentle person, it seemed as though her changes leaned towards a person who cared little for those around her, much less those in a country worlds away. She still delights over the thoughts of Narnia, and wishes to return. Some day, perhaps she will.

Other/Notes: N/A

Sample
RP Sample:
Sample from the previous Narnia RPG I played on, I played Peter. Full thread here.
Quote
To sleep, perchance to dream. Aye, there's the rub indeed. For with no sleep, no dreams may come, and weary is the restless soul who must endure the tick-tock of the clock for all the hours of the night. Though, true, there were no clocks in Narnia, at least none that would fit on a nightstand or in a room's corner. Metaphorically, it held true, and if he listened hard enough, he was sure he could hear the faint ticking of the massive clock that topped the tower across the courtyard. Maybe it was all in his head. No matter the source, he wasn't pleased with the prospect of staying in his bed the entire night. If he had to be awake, he'd be such in a more satisfying position, and location.

The High King of Narnia indeed. Wasn't there some law he could make that could force his body to sleep? Peter mused on the thought as he rose from his bed and donned a robe. Much unlike his simple robe of years previous, this one was adorned in the height of Narnian regal fashion, dyed a deep blue and embroidered with a golden lion as a badge. Such finery was all but lost on Peter, who could have cared less if his clothing was made from the finest silks of the Lone Islands or from Narnian wool. So long as it fit his still-growing body and kept him warm during the winter months, cool during the summers, and looked acceptably fashionable, he would wear it. The clothes better suited Susan, who, despite her notorioty for being a bookworm, had grown to love the beautiful clothes and jewelry that Narnian monarchs were expected to wear.

As he stepped out of his bedchambers, Peter thought about spending the early morning hours talking with one of his siblings. He dismissed it instantly, no sense in subjecting another member of his family to his misery. Turning decisively away from the long hall of bedrooms, the young man made his way down the halls of the private quarters. The flickering torchlight illuminated the way, and cast ghastly shadows upon the walls and floor, something that might have provoked a twinge of fear had Peter been younger, and not more accustomed to the castle at night. The castle was quiet, allowing the young king to focus on his thoughts.

Peter wandered the halls for some time, never truly having a destination in mind. The time was mostly spent consumed in thought, and so it's not hard to understand why the faint clanking and thumping failed to register on the young man's mind until he reached a nearer place from which it eminated. Placing his thoughts aside for a moment, Peter followed the sounds, relying on his ear to detect their position and volume. Drawing near, the young king was able to discern their source, and wasn't surprised to find that it came from within the kitchens. A constant source of noise during the day, the kitchens were generally quiet at night, when all of the castle's servants and cooks were home or in their quarters, fast asleep or performing silent activities.

Peering around the corner, he had expected to find a satyr or nymph poking its head into one of the cupboards. Or perhaps a faun, who were known for staying up at odd hours of the night. Instead, Peter was surprised to find his youngest sister, opening cabinets and drawers, apparently searching for something. He stood at the doorway, watching in silence. Maybe she would turn around and see him there, and that would be enough to send her back to bed. Peter didn't want a grumpy sister in the morning, he knew he would be in that mood himself, and dealing with another like him would make the day go worse. And he didn't feel like chiding her, although his body seemed alert and unwilling to sleep, his mind, on the other hand, was weary and tired, constantly urging his body to climb in bed and rest.

Minutes passed and his youngest sister still paid him no mind. Speaking would probably make her jump, but there was no avoiding it now. Oh well. "Lose something, Lucy? Or are we chasing dreams in the kitchen these days?" He added a smile for assurance, but he knew it wouldn't help...much. Figuring the damage was already done, Peter added, "Shouldn't you be in bed by now, anyways?"
27
Character Development / Veronica - NPC [TDT]

[float=left][/float]Name: Veronica Morituri

Nickname(s): V, Ronni

Species: Human

Sex: Female

Age: 14

Occupation: Student/Daughter/Teenage Brat

Weapons/Items: Holdout Blaster, Vibroknife

Special Skills: Piloting

28
Roleplay Threads / [TDT] A Glimmer of Hope
Mission Plan
29
Character Development / Rashane Calanyn - TDT
Player Info
Name/Alias Jordan
Where are you from: Minnesota, USA
Age: 18
How did you find us: Current Member
Contact: Email: elianatamerin@gmail.com
Just look at the bottom of my posts for the rest.

Character Info
Character Name: Rashane Calanyn
Titles/Nicknames: Shane
Age: 14
Gender: Male
Race: Human
Place of Origin: Kuat
Profession: Imperial Naval Officer
Affiliation: Galactic Empire, Imperial Navy
Rank: Lieutenant
Force Sensitive: No

Appearance:

-Hair Color: Brunette
-Eye Color: Brown
-Height: 5'4"
-Weight: 100 lbs
-Skin: Tan
-Clothing/Armor: When on duty, Rashane wears the typical dull-grey uniform of an Imperial Navy officer. Although he commands a starship, his rank of Lieutenant restricts him from wearing the jet black uniform of the senior line officers. His uniform is decorated with the standard rank insignia for his branch, which consists of one row of four blue squares and a single code cylinder affixed to the right of the design. Accompanying his uniform, Rashane usually wears a BlasTech DH-17 blaster pistol strapped to his side.

Off duty, Rashane's attire varies. He sometimes sports a Corellian-style jacket, or wears the latest fashions of apparel in Imperial youth. He tends to favor earth-tone colors, browns, darker greens, etc. in his clothing, and to a lesser extent the color blue.

Distinguishing Features: On his own there are no distinguishing features. However, among his fellow officers, his age and shorter stature generally sets him apart.
Handiness: Left

Strengths and Weaknesses:
Rashane has a great capacity to comprehend and learn quickly, surpassing his peers of age in knowledge and achievement. He can analyze possible consequences to actions, aiding him when quick decisions are needed but care is as well.

Rashane's greatest weakness lies in his impressionability by those he considers mentors. His tutor at a young age was responsible for his trust in logic and intelligence over wit and irrationality. He considers Krimson a mentor, and would, for the most part, follow his word, regardless of the consequences.

Personality:
Even as young as he is, Rashane's personality is rather complex. He is generally calm and soft spoken, rarely utilizing wit or sarcasm, preferring to employ facts and logic instead. His immense knowledge is evident in his words and actions. Rashane tries hard not to say or do anything in a careless manner, being meticulously cautious. Rash action is not a common trait, although Rashane will take risks if necessary.

Despite his large amount of, and capacity for, knowledge, Rashane is still around the maturity level of his age peers. Emotions, though he tries to control him, are prone to get the best of him at the worst of times. Fortunately, his connections protect him from any sever repercussions in any lapse in control; however, Rashane is not arrogant about his influences. He does not attempt to flaunt them around frivolously, aware of the possible consequences.

Rashane's values and honor is highly influenced by his mentors. His tutor, at a young age, taught him to use logic instead of wit, which he retains. Krimson has been an influence on him, and continues to be. Still an adolescent, Rashane is impressionable by those he takes to admiring and his loyalty can blind him to the true intentions of his role models.

Weapons: BlasTech DH-17
Armour: Imperial Naval Uniform (junior officer variety)
Vehicles: Commands the Carrack Cruiser, Indomitable
Other Items: Standard Imperial Comlink, Imperial Datapad, Imperial Code Cylinder

Family:
-Father: Marcus Calanyn
-Mother: Nalah Calanyn

History:
The Calanyn family has long been supporters of the galactic government. Living on Republic worlds for as far back as genealogy can trace, at least one member of the family has been in the employ of the military since about 100 BrS. Tiberius Calanyn is the earliest recorded member of the family to serve directly under the Republic, he earned the rank of Lieutenant Commander in the Navy and was a sufficiently decorated officer.

Calanyns served the Republic dutifully, some in the Navy like Tiberius Calanyn, some in the Ministry or Government, and a few in other departments. No Calanyn has ever served in intelligence, though several have tried. Their achievements grew, and Calanyns became Captains, Governors, and even a Deputy Director. The highest achievement of a Calanyn was Donovan Calanyn, who, at the beginning of the Stark Hyperspace War, served as a Vice Admiral in one of the initial battles, although he was killed during the destruction of his flagship in 9 BrS.

Rashane was raised by his parents, Marcus and Nalah Calanyn, on Kuat. Marcus was a Commander in the Republic Navy assigned to the Kuat Drive Yards research division. He headed the teams responsible for incorporating new technologies and improvements into the layouts of starship designs and submitting them to be finalized. His job kept him away from home too often, and Rashane was raised primarily by his mother for the first part of his life.

Even before Rashane started schooling, it was apparent that he was advanced for his age. He learned how to speak and walk earlier than most of his peers, and was able to read and write before he was four. Rashane was learning at such a rate that his parents decided to hire a tutor who specialized in young children. With his tutor, Rashane began learning what his seniors of two or three years were learning, and when he was of age to begin normal school, the administrators placed him in classes above his age group.

Rashane had a natural grasp for his studies, and progressed quickly. He was considered a genius by some, but intelligence tests revealed no exceedingly abnormal IQ. Simply, Rashane was able to learn and understand quickly, comprehending thing at a rate that would take his classmates twice or even three times as long to. By the time Rashane was just eleven and a half, he had completed the necessary coursework for his entire schooling as required by law. His parents were proud of their son and started exploring possibilities for the next stage of his life.

Unbeknownst to his parents, someone already had a plan for Rashane in mind. The Senate Bureau of Intelligence, working as they always did, had become interested by Rashane when he was eight years old and already halfway through the levels of education. Impressed by his sharp mind, they began keeping tabs on the boy and his progress for Admiral Krimson, who sometimes found use for the people that II labeled as interesting. His picks were always useful in different ways, but it was well known by those who were familiar with Krimson's practice that his chosen people always became notable figures, either by Krimson's side or within the Empire's ranks.

Rashane was brought to Krimson shortly after he had graduated from secondary school. Examining his intelligence, the Admiral realized the potential the youth held to him. He convinced Rashane to be his assistant, and, over time, Krimson became like a father figure to Rashane, making up for the lack of time his own father spent in his life. Rashane was inexorably drawn to him and willing to do almost anything Krimson asked. Several months later, as the Clone Wars began, Krimson took the boy to a special facility where he inserted several implants into his head. These implants, using a technology developed specifically for Krimson, were capable of allowing the brain to interface with them and access the data stored within. These particular implants contained the knowledge of a typical thirty-year-old Naval Officer, allowing Rashane to access this knowledge and jumpstart a career in the Navy.

In order to begin his career in the Navy, Rashane was enrolled in the Naval Academy. Playing on his speedy ability to learn, and not his newfound knowledge from the implants, Rashane graduated just two years later. His family history and association with Krimson earned him a quick promotion to Lieutenant. Krimson assigned the Lieutenant to a Carrack Cruiser under his fleet, the Indomitable, as Captain of the ship. In the confusion of the Clone Wars, the Republic paid the young officer no mind. His ship, which had just been repaired from its participation in the Battle of Coruscant, was freshly crewed with officers and enlisted hand-selected by Krimson to be beneath the rank of his protoge.

With the Clone Wars at an end, the record of Krimson's assistance to Rashane was made public. However, with the chaos that ensued with the declaration of the New Order, and the Republic Navy's reorganization into the Imperial Navy, his situation was once again overlooked. During the next several months, Rashane served under Krimson's fleet, his personal relationship with the Admiral never truly deteriorating; however, the personal contact diminished between them, and Rashane has been forced to do more thinking on his own, and act more independently.

Other: The Indomitable hosts a crew compliment of 1092 and a company of 142 Stormtroopers onboard. It also carries a Drop Ship Transport and three (3) Tie/ln Fighters.

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Roleplay Threads / [TDT] Jerek and Elias Roleplays
[float=right]Music:[/float]Timeline/Synopsis/Plan

[float=right]Nara (Opening Theme)[/float]Season One, Episode One: Breaking Point, Part I
Act One [float=right]Keys to the Imagination[/float]
-Jer, Eli and Qira-Shir head to Cerea for supplies and to learn about what's been going on x
-Jerek is in the process of being taught how to fly the ship
-Qira-Shir entrusts Jerek with the remote device for the ship
Act Two [float=right]Into the Fog[/float]
-Qira-Shir leaves the twins to find lodging for the night
-Twins happen upon Veronica Morituri, a girl being yelled at by her father and then hit
-Twins intervene, talk with girl
-Palpatine instructs Vader to eliminate Qira-Shir, Jerek and Elias on Cerea
-Vader uses the mission as a lesson for his Secret Apprentice, Jannus, and sends him to Cerea
-While on Cerea, Jannus lands and begins to hunt down the Jedi trio [float=right]Flight of the Fantasy[/float]
-The trio learn more about the after effects of Order 66 from a Boss Morituri
Act Three [float=right]The White Witch[/float]
-Jannus finds Morituri and gets the information out of him about the Jedi?
[float=right]Butterfly Dance[/float]-Qira-Shir leaves the boys, who wander out on their own and spot a shady character (Jannus)
Act Four [float=right]Nostalgia[/float]
-Qira-Shir returns and shares with them what she has learned about Order 66 and the fate of the Jedi
-The trio prepares to leave Cerea and search for survivors as well as find a place for the Jedi to gather in safety [float=right]Pompeii[/float]
-Jannus confronts the trio, the three fight him off for a time
-Qira-Shir insists the twins head back to the ship and get it started
Act Five [float=right]Elba[/float]
-Jerek realizes the remote device has dropped out of his pocket as they left the battle
-Jere rushes back to retrieve the remote device [float=right]Window to the Past[/float]
-Qira-Shir gets killed by Jannus, witnessed by Jerek
-Jannus heads off to find the twins
-Jerek retrieves the device and heads back to the ship [float=right]Menouthis (closing theme portion)[/float]
-Jerek and Elias go on the run again, this time alone


[float=right]Nara (Opening Theme)[/float]Season One, Episode Two: Breaking Point, Part II: Win or Lose...
-Jerek and Elias deal with Qira-Shir's death and being on their own
-Twins travel to [insert planet name] to try to find more information
-Arrange a meeting with a bar patron to learn about the aftermath of Order 66
-Informant clues them into someone in the Senate being loyal to the Jedi before the meeting is found out
-Jerek and Elias escape the planet


[float=right]Nara (Opening Theme)[/float]Season One, Episode Three: Garden of Secrets
-With new information about a Senator being loyal to the Jedi, Jerek and Elias ponder over who it could be
-Memories of history class lead them to think it is Senator Amidala
-Jerek and Elias travel to Naboo to search for Padme
-Learn of her death and try to scour for more information about who she was friends with in the Senate
-Access a Naboo library to learn about Amidala's term in the Senate, directed to the library on Corellia instead


[float=right]Nara (Opening Theme)[/float]Season One, Episode Four: The Good That Men Do
-Jerek and Elias head to Corellia to seek information about Amidala's actions as a Senator
-Learn about the Petition of 2000
-Find that several of the Delegation of 2000 members were detained shortly after the Declaration of the New Order
-Discover Mon Mothma and Bail Organa on the list of committee members.
-Resolve to visit one of the two to inquire about a safe haven for Jedi
-Interrupted by a dark jedi (possibly Jannus) who battles them
-Get away and flee


[float=right]Nara (Opening Theme)[/float]Season One, Episode Five: Objects in Space, Part I
-Head to Alderaan to contact Senator Organa
-Are met by one of the Senator's aides and discouraged from seeing Bail
-Bail meets with them instead and tells them about the Polis Massa base
-Twins thank Bail and head for the base
-Jerek and Elias arrive at the Polis Massa and are greeted by the Jedi staying there





[float=right]Nara (Opening Theme)[/float]Season Two, Episode One: Objects in Space, Part II: Reunion
-TBD