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Cptn Corizon

STSF GM
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Everything posted by Cptn Corizon

  1. Class: Guinevere (Gwens) Type: Heavy Fighter/Bomber Unit Run: Commissioned: 2375-PRESENT Dimensions: Length : 14.7 Beam : 13.9 Height : 5.3 Mass: 29 Metric Tons Crew: 1 Pilot/ 1 Gunner Armament: 2 x Dual Class II rapid fire phaser pulse cannon 1 x Type IX Phaser Array 1 x Gravitic Charge Launcher (10 Charges) 2 x Ventral Plasma Bomb Launchers (30 Bombs) 2 x Micro Photon Torpedo Launcher (20 Rounds) Defense Systems: Standard Shield System, total capacity 75 ,000 TeraJoules Standard Duranium/Tritanium hull plus 3 cm Ablative Armor. High level Structural Integrity Field Propulsion / Power Systems: Warp Power Provided by one Micro-WarpCore Impulse power provided by two multi-vectored impulse engines powered by one fusion reactora encased within engine housing. Maneuverability provided by a series of six surface mounted retro-thrusters pods [10 retro-thrusters per pod] and a series of four embedded RCS thruster quads Speeds (TNG scale)" Warp: Average Cruise : Warp 3 (10 Hours) Max Cruise: Warp 5 (3 Hours) Impulse: .4 x c Atmospheric Cruise (Mach) : 3 Atmospheric Max (Mach): 10 Expected Hull Life: 20 Years Refit Cycle Minor : 6 Months Standard : 1.5 Years Major : 4 years
  2. ::points:: I have 2 inches of snow... ...I hate winter...
  3. Just 50? ::blinks::
  4. Happy Birthday Atragon 9
  5. Talin Sector Vorta Central Command Station On the Vorta Command Center, located deep in Dominion Space, Keevan set brooding in the dark silence of the council chamber. He often came here to say his prayers to the Founders. Each day he knelt on one knee, placed his wrists together and opened his hands to either side and faced the window. Yet their guidance seemed to elude him. And he desperately wished for it. Rumors were beginning to spread of a growing resistance against the purge, among Vorta, Jem’Hadar and Citizens alike. On the small mining world of Regash, production of ore had ground to halt as workers demanded better treatment from the Jem’Hadar. They’d even killed the Vorta Liaison in charge of the facility. Keevan sighed. The entire work force had been purged. Yet production at the mine had yet to resume. The local populace refused to work. It was maddening. And with out the wise guidance of the Founders, he was lost. His thoughts were interrupted by the swish of the door directly behind him. “Keevan,” a female Vorta’s voice called out. “I am sorry to interrupt you.” He closed his eyes and finished his prayer quickly. Gathering himself, he turned to face the visitor. His pale amethyst eyes searched her out. “Ahh,” he said letting a small, weak smile cross his thin lips. “Eris.” Eris emerged from the darkness into the pale moonlight that bathed a small section of the room. “I do apologize for interruption,” she said. Her own pale eyes finding his. “You must have much to speak to the Founders about.” “They are wise in all things.” “If only you could commune with them now,” her tone sympathetic. “Yes, but that is not possible. I will not break Odo’s orders. By doing that, I would be no better than those…heretics.” He seemed to convulse outwardly at the very thought of the growing rebellion. Eris nodded as she made her way to stand next to Keevan, who had now turned to look at the moon which the station circled. “The order is that you may not break the glorious seclusion that they have entered, correct?” Keevan glanced at her for a moment, she’d been there when the order had been given. “Yes.” “Perhaps there is another way.” Keevan turned to her, his eyes locked on her. Eris had been a trusted advisor to his predecessor Javin 7. And her voice carried much weight in the council. “What do you mean?” “Not all the Founders have gone into the Glorious Seclusion of the new Great Link.” Keevan’s mouth opened, then closed. Could it be that Eris had joined the Hundred? He glanced at her more intently now. “Surely you do not speak of the Hundred?” Eris turned to him with a certain playfulness in her eyes. “Don’t be silly. They may be Founders, but they are not wise.” Keevan released a sigh of relief. “Then who do you speak of Eris?” Her head swiveled back to the window. “There is one other Founder who can be consulted. Though thousands of light years and a wormhole lie between us and her.” Surprise again returned to Keevan’s face. “Surely you joke. The Federation would never allow it, and if they did the Romulans and the Klingons would invade with in a week.” Shaking her head, “Untrue. Weyoun actually thought up the idea. Rather cleaver for a ninth generation of the original. You’d think he’d start to fade by now.” “What a pity he hasn’t,” Keevan said lowly. It was widely believed that Weyoun was responsible for the disaster in the Alpha Quadrant, and few Vorta chose to associate with the newest iteration of the once legendary Weyoun. Iris ignored the remark and continued. “He, as you remember, is stationed at Starbase Camelot.” Keevan nodded. “What of it?” “He has contacted the Federation Ambassador their about the idea. She is in negotiation with her government now, but expects the request to be approved.” Keevan’s eyes flashed. “How dare he! With out the Approval of the Council!” “I approved the request myself.” Keevan’s fury faded as he glanced at Eris. “Next time, I suggest you bring the matter before the entire Council.” “You know it’s the only option we have.” “And that’s why I am not having you executed. Make no mistake, these are dangerous times, and we can ill afford to have such…breaches of protocol to happen at such a high level.” Iris wasn’t surprised by the threat. In fact, she’d assumed he would actually have her activate her implant. “I give you my word it will not happen again.” “See that it does not,” he said dismissively. “Inform me as soon as you have word from Weyoun 9.” “Of course…”
  6. Author's Note: Backdated from before we arrived at Camelot. Enjoyeth! _____________________________________________ Exile of the Heart Ah-Windu Corizon stared aimlessly into space as stars flicked by as the Morninstar hurried home to Starbase Camelot and the safety of the veil of Avalon. But no serenity would come to the steward of the Morningstar. Five days passed since they left Al-Ucard in the wake of the mighty Intrepid-class starship. And he was glad to leave the tidal monsoon of emotional scaring it left upon him behind; though he knew his experience with Victria would leave a lasting imprint upon his thoughts and dreams for many years to come. His gaze glanced into the darkness. His thoughts called to it, for in the darkness of space, his emotional exile continued. His entire life, he walled himself off from everyone else. Exiling himself, making unto himself an isle, but inside a torrent of emotions stirred, like a resting volcano sleeping, hiding it’s wrath. And so easily, Victria had penetrated that wall. In a very strange way, he felt a very deep connection with her. So easily he had offered to give himself to her, and yet he barely knew her. He had felt at ease with her, and his heart had stirred in the darkness of his soul. But as the Morningstar distanced the planet, the embers that stirred in his cold heart flickered and dulled as the warmth escaped. And again he was cold, and frozen. _____________________________________________ Long Long Journey The journey to Camelot seemed, at glance, an eternity. Though he knew he would find know respite, he wanted desperately to be someplace familiar. His heart was far from home though, and even the skies of his home planet would not quiet the rising shadow he saw in his mind, and felt in his heart. Twenty Days. He’d repeated the phrase over and over to himself in his quarters on the first day of the journey home. And every day after that, he repeated the number of days left till the reached journey’s end. But it didn’t seem to help; though light years seemed short to the heart longing for home—his mind swirled with thoughts and misgivings. And always the burning of his ever fading heart, constantly reminded him of the path that lay behind him. Never before had insecurity crept into his mind like it now did. Not only did he now question himself, but he questioned the future of peace and security in the Galaxy. And though Camelot would provide security, it would not stop the tide that seemed destined to crash against the land. The Dominion stood, ready to fall. Divided and leaderless. And so, at the end of this long long journey there would be no blessed relief. There would be no lake of silver glass, no boats to carry them on home. Only the fires of war awaited at the end of this journey, he feared. And so no rest would come to him, not yet. _____________________________________________ Broken Embers Why had Victria broken the walls of his heart? Why could she chisel through the solid rock he sheathed that which he showed to none? Corizon spent an entire day, recouping from the incident in meditation. His past, a closely guarded essence came to him often in the meditated trance he sought. A lost moment in time surfaced to haunt his dreams. There was a day when his heart was open, but when the day turned into night, his heart grew cold. Someone said goodbye, and he never understood why. Since, he’d looked for meaning, though he did not know why. But all the time, he kept believing, though he didn’t know why he couldn’t say goodbye. Even when the sunning was shining, he could never see the golden sky. His heart turned cold, because he couldn’t say good bye. And he didn’t know why would his broken heart had began to cry. He didn’t know why, he didn’t know why. _____________________________________________ In Dreams Corizon stood once more, perched against his windows, staring into space. Wondering and thinking. Twelve days had passed. Journey’s end was now in sight. And he’d concealed the weakness in his emotional armor once more. He easily rebuffed attempts by the crew to consol him. Dismissing the need for help, saying it had only been a short captivity and one he’d rather forget. All of which were true. And he thanked the stars they didn’t have a counselor aboard. And so, only his dreams, did his thoughts turn the moments which had shaped his heart, and broken it into cold embers. As he stood by the window, preparing to go on duty watch, he sung lowly and softly to himself the song that had came to him in his dreams. Making his way down the corridors, the song faded into a hum with occasional words, and the hum into silence as he approached the bridge; with the melody, faded the appearance of sorrow in his heart. The outward façade reappeared, and once again walled himself off.
  7. Mission Brief: The Morningstar has arrived back at Camelot, the crew has been given a day of leave untill they are given new orders. Commander Corizon has ordered everyone to get some rest, while he meets with Captain Sorehl. 112705.txt
  8. Mission Brief: The Morningstar crew has mounted a search and rescue mission of the commander, who's been taken deeper into the forbid zone by Victria, who's only now come to realize she made a mistake. Now the crew must hope to find him before someone else does, and meanwhile that Engineering can get us ready for lift off. :lol: 112005.txt
  9. Mission Brief: The Morningstar has continued to make repairs, meanwhile Corizon has gone missing. 111305.txt
  10. My own updated picks. :D AFC East *1. New England (Injuries across the board have hampered this team, however they haven’t played well enough regardless. Despite that, this weak division leaves them as the only credible playoff team, and thus they get the nod, but don’t look for them to make it past the first round, as the Wildcards in the AFC should both be better than them.) 2. Buffalo (A work in progress that improves every week.) 3. Miami (Another work in progress that needs a QB to match what is other wise a yong and talented team.) 4. NY Jets (Like the Pats, injuries have ruined this team, especially in the QB area. Don’t be surprised if the Jets go after a rookie QB early in the draft.) AFC North *1. Pittsburgh (If Ben is healthy, as he is supposedly now. This is still the team to beat in the AFC North, and can play with anyone. That said, if Ben is not healthy, this team becomes very average and may only be a wild card at best.) W2. Cincinnati (They lack a running defense, and have to make a trip to Pittsburgh late in the season. However, if Ben is not healthy they can certainly move up, however, if they have to see Indy again or the Broncos, they won’t go far.) 3. Cleveland (Another work in progress that lacks a solid QB.) 4. Baltimore (The Ravens’ biggest problem is no QB and injuries on Defense. Raven’s fans are drooling at the mouth at the opportunity to draft say maybe USC’s Lienart, or may also try and make a trade to get Matt Schuab from Atlanta.) AFC South *1. Indianapolis (10-0, but with a tough remaining schedule. They’ll likely be 13-3 or 14-2 entering the playoffs but may have to see the Patriots in the second round. Still if they can beat Denver in the AFC Championship, they’ll be favorites to win it all..) 2. Jacksonville (A very blah team that lacks starpower.) 3. Tennessee (An aged team that has question marks all over.) 4. Houston (Terrel Owen’s next home?) AFC West *1. Denver (Denver has a great shot to be back in the Super Bowl. Mike Shanahan may be doing his finest coaching job yet) W2. San Diego (Despite an early schedule that left them having to win games late, they will make I to the wildcard, though KC might sneak up on them..) (Wildcard 2) 3. Kansas City (The same story as last year…DEFENSE.) 4. Oakland (A work in progress that improves every week.) ------------------------------------------------------------ NFC East *1. Dallas (Big D is back. And don’t be surprised if they’re playing Indy in the Super Bowl) W2. N.Y. Giants (Eli’s came. Just think about this possible SB match up…Eli vs Peyton!) (Wildcard 2) 3. Washington (A vastly improved team that with a little luck, will make this the toughest division in football…next season) 4. Philadelphia (This entire Franchise is in disarray. They have some serious issues to address in the off season.) NFC North *1. Chicago (In retrospect, this is probably the best team the in Conference. Kyle Orton makes great choices, and the defense is outstanding for Lovie Bush.) 2. Minnesota (Surprisingly, this team could end up competing for a playoff berth. But don’t expect it.) 3. Detroit (Detroit is a real paradox to me. They have talent all over the place but can’t do anything with, nor can they stop shooting themselves in the foot. As much as I like Mooch, this may be his last season.) 4. Green Bay (Bret Farve shouldn’t go out this way.) NFC South *1. Carolina (A good team that has made us forget last season. They can challenge Chicago and Dallas on any day.) W2. Tampa Bay (Chris Simms has certainly proved himself, and the defense is good again. They need a healthy Cadillac though, and that doesn’t look likely. Wildcards at best. ) 3. Atlanta (They lack consistency.) 4. New Orleans (A forgettable result in an unforgettable year.) NFC West *1. Seattle (A solid team that could also play Indy in the SB.) (1st Seed) 2. St. Louis (Bulger out, Martz Out…injuries galore. This team would really like a mulligan for the year.) 3. Arizona (They need a QB and a Running Back. Look for them to maybe target USC’s LenDale White.) 4. San Francisco (Reggie Bush’s next stop?) *= Division Winner W= Wildcard Playoffs (winners in bold): Round 1 AFC- San Diego at New England Cincinnati at Pittsburgh NFC- Tampa Bay at Carolina NY Giants at Dallas Round 2 AFC San Diego at Indianapolis Pittsburgh at Denver NFC Carolina at Seattle Dallas at Chicago AFC Championship Game: Denver at Indy NFC Championship Game: Chicago at Seattle Super Bowl 40 Chicago at Indy The Midwestern Superbowl should have a Midwestern flavor. 
  11. The USS Excalibur/Morningstar will sim on Sunday, November 27 as scheduled. Enjoy Turkey Day. :huh: (And for our Canadian members...uhhh yeah...sorry for your luck :D )
  12. Sim Guidelines and Policy Packet Current: February 24, 2009 Version 3.92 Welcome to the world of advanced simming! You may have demonstrated to the Academy staff that you can sim at or beyond the basic level, but there are some things you need to know to continue at the advanced level. You probably know the core differences already (you create a character, the missions continue from week to week with the same crew, etc), but there are some things you may not know. Following are five items of which you’ll need to be aware. These items apply specifically to the Excalibur sim; other advanced sims may follow different guidelines. These guidelines supplement the STSF rules, so make sure you are familiar with those as well. Attendance You weren’t required to attend every Academy of a certain timeslot; you could attend whichever ones you liked as frequently as you liked. On Excalibur, this is not the case. You now have a crew that you’re going to be working with on a permanent basis. They’re going to be relying on your presence every week, and if you fail to attend without notice you may end up disrupting their plans. Real life happens. No one can be expected to attend 52 sims a year. All your fellow crewmates ask is that you send an e-mail out if you know you aren’t going to be able to attend an upcoming sim. This way, any plans that involve you and your character can be postponed or changed. If you are, for whatever reason, incapable of sending out advance notice, don’t sweat it; send an e-mail afterwards explaining your absence so we know that you didn’t simply miss the sim because of lack of interest. Absences should not be frequent. If you find that you’re missing many sims because of real-life distractions, you may want to question whether you are able to commit to the sim; even with plenty of advance notice, inconsistency on a player’s part can be detrimental to the game. If you’re not interested enough in the game to attend, either start attending to allow it to grow on you (it eventually will) or leave--a player with no desire to sim is simply taking up roster space. If you have to take some time away from the sim, you can request a Leave of Absence. Generally, a LOA should not last longer than three months. Beyond that time, the command team reserves the right to relinquish your position to another play, reduce your rank, or remove you from the roster entirely. Note that attending, for example, only three sims over a three month period could be treated as a three month LOA. If you miss four sims in a row, you are automatically placed on LOA or removed from the simulation. ALL ATTENDANCE matters shall be the purview of the First Officer. The XO is the assistant simulation host and is to be accorded all due privileges. Attendance, cont As such, the following measures are included in this policy. Please be aware of them. --A player absent for 3 consecutive weeks without notification to the Commanding or Executive Officer will receive a 1-week warning. --If notification is not made, that player shall be placed on leave of absence after the 4th week and that member’s data will be forwarded to the host string to notify future hosts. --After an additional two week period, if the host team has not been contacted by the player, a second e-mail will be sent by either the Commanding or Executive officer, if no reply is received within five days, the player will be removed from the roster and any future assignments to the Excalibur simulation will require approval from the Command team. --Vacations, emergency leaves are always available. Please notify the Commanding and the Executive Officer as soon as possible as a courtesy to the crew and for the continuation of a smooth story line. Rank and Promotions All STSF Academy graduates shall assume their positions at the rank of Ensign. Promotions to the next available rank will be assigned as the Commanding and Executive Officers warrant. Sim attendance, involvement, and logs are all points considered when deciding promotions.. The rank structure allows us to maintain a clear chain of command. Players who demonstrate a solid command of the Problem Solving guidelines below make more effective senior officers, while junior officers are expected to input more of the ideas that the senior officers work with. In addition to this, solid attendance, consistent log writing, and good sim etiquette are all considered before a player is promoted. The Excalibur rank structure follows. Note the abbreviations in parenthesis. - Ensign (Ens) - The rank you start with. Many players enjoy playing Ensigns most and actually ask to not be promoted. Ensigns have few responsibilities and are allowed a lot of creativity. You got here simply by graduating the Academy... or maybe you got here by finding that you didn’t like the responsibility of the senior officer ranks. - Lieutenant, Junior Grade (LtJg) - The easiest promotion to receive. To reach this rank, you need only attend a few sims, be on your best behavior, and write a few logs. - Lieutenant (Lt) - The top of the junior officer ladder. To reach this rank, you should demonstrate a solid grasp of the Problem Solving guidelines. Input ideas, preferably ones that allow a lot of room for other players to contribute. Develop those ideas with logs as well as simming. - Lieutenant Commander (LtCdr) – A Lt is likely to become a department head (aka chief). A department head receives ideas offered by the assistants and coordinates both with the command staff and with other department heads to translate ideas into action. This is the life of the senior officer, and it carries heavy responsibility. If a player handles that responsibility well, he will be promoted to this rank. The LtCdr’s (referred to as “Commander” for short) are leaders even among the senior officers. Within the Excalibur rank structure, this rank is reserved almost exclusively to those in the Senior Officer positions of Department Head. The rank may, however, be given to any non-department head at the discretion of the command team. NOTE: As ascension to this rank is a requirement for GM recruitment, it will be the policy of the command team to consider this when promoting non-department heads. Further promotion to the next rank will be limited to the provisions listed in the Commander rank. - Commander (Cdr) - Under certain circumstances, the Command Staff may choose to waive the restriction of this rank for senior players who have dedicated themselves to the game for a long period of time and who do not wish to, or are otherwise ineligible for GM-status. - Second Officer - Under certain conditions, a Second Officer can be officially appointed by the command team. This player’s role will be defined by the command team and the player. The player holding this position will not have the full authority vested in gamemasters, however they will be given limited ACTION authority based on need. In normal simming conventions, even if this position remains unofficially filled, there would be a second officer aboard the ship, regardless of OOC structure. - Command Staff - The CO and XO are GM’s assigned to the sim. A player can not be promoted to the command staff without becoming a GM and applying for an open command staff slot. The command staff ranks are usually Commander, Captain, Commodore, or Admiral. The following is a Marine rank equivalency chart for reference. Fleet Rank - Marine Rank Ensign (Ens.) - Second Lieutenant (2Lt.) Lieutenant, junior grade (Lt.,j.g.) - First Lieutenant (1Lt.) Lieutenant (Lt.) - Lieutenant Major (Lt.Maj.) Lieutenant Commander (Lt.Cmdr.) - Major (Maj.) Commander (Cmdr.) - Lieutenant Colonel (Lt.Col.) Captain (Cptn.) - Colonel (Col.) ALL PERSONNEL matters shall be forwarded to the ship’s XO for resolution (CC all ship’s business to the CO), pending the Commanding Officer’s final approval. This includes division and ship-to-ship transfers. A roster shall be posted to all crew members and the director of STSF personnel and periodically updated. Exceptions: On accepted transfer, and with the Commanding Officer’s consent, a new member may be allowed to retain his/her former rank. The same may be accorded to any veteran STSF officer depending on the circumstance. Simply because a member creates a screen name with a specific rank DOES NOT imply that this rank shall be accepted on assignment to a simulation. On many ships there is often a member who serves in a different rank or capacity on a different ship/sim. That rank is NOT carried over to the Excalibur except when specified as above. Therefore, the Captain on another sim may not necessarily be allowed that rank or those privileges on a second simulation. On Excalibur we are fortunate to have several seasoned veterans who participate in other capacities because they enjoy this venue of entertainment Logs It’s easy to assume that any given Advanced sim, just like any given Academy, is a 1 hour per week activity. This is not the case. The advanced sims introduce logs, and both writing logs and reading logs written by others could make a sim a 5 hour per week activity. You should allot enough of your free time every week to read your crewmates’ logs and write one or two of your own. You could just ignore the log-writing aspect of the sim altogether, but this would hurt your ability to both understand and enjoy the sims. Why are logs so important? There are a number of reasons. The most basic log is the duty log. Despite its simplicity, it’s also the most important type. The shortest duty log (a single paragraph) can be nothing more than a summary of the last sim from your character’s point of view. A more complex log could include analysis of events that occurred, speculation as to why they occurred, suggestions as to how the crew could react to them, and plans for the next sim. Such a log accomplishes quite a bit. By reading it, your crewmates can enjoy an extensive recap of everything that happened during the last sim, especially events that they weren’t paying direct attention to. In a busy sim, there can be over five separate events occurring around the ship and possibly off of it, all at the same time, from the integral events that drive the mission to the subplots that occupy the departments; even an experienced player can have difficulty keeping track of all those plot threads. Without duty logs, the only recap available is the recording of the chat session, but reading this is boring and still requires separation of the plot threads, though many players find reading the chatlog (which is posted weekly) helpful. A duty log also sets the stage for the next sim. By recapping a previous sim and indicating what your plans are for the next sim, you won’t be lost when the sim starts. Additionally, your crewmates will be aware what you plan to do and make their own plans accordingly. Keep your eyes open for the mission briefing, usually written by the CO; while other logs may set the stage for various plot threads, the briefing sets the stage for the central plot thread. You were encouraged to make a “stock” character in the Academy--less personality, more attention to duty. In the Advanced sim, where you’re simming with the same group every week, creating and developing a unique character and his/her relationships makes for a much more vibrant game. To start, you should write a character bio. Your bio can be as simple as a short list of attributes (name, age, gender, etc) or it can include more detailed background information--childhood history, education, personality, medical records, or anything else you can think of. It doesn’t need to be this detailed at first since your bio can be updated as you sim. Whichever your preference, your character can be developed further in the sims and through use of personal logs. You are asked to create a biography within a month of being posted to the simulation. All Biographies should be sent to the CO and the XO for approval before being posted into the Bio’s folder on the Excalibur boards. The host team reserves the right to modify all biographies to fit the simulation regulations, and will be subject to the “magic bullet” rule. Personal logs usually have very little to do with the mission, instead focusing on your character. You can define your character’s feelings for another player’s character, detail an important lesson your character recently learned, recount moments from the character’s past, describe strange hobbies, habbits, personality quirks, emotional struggles, mood swings, or anything else you can think of to give your character extra dimensions. But be careful--don’t get so wrapped up in your personal logs that you disconnect your character from ship business. If you plan to write a lot of personal logs, mix in enough duty logs to create a healthy balance. Sometimes, logs are made for two... or three, or four, or five, etc.. This is where joint logs come in. Joint logs are a collaborative effort by one more than one log writer. They can be duty logs featuring several officers discussing and brainstorming a plot thread (same as a standard duty log, only with several people offering input). Or they can be personal logs, recounting an off-duty hangout such as a poker game, movie night, a friendly stroll through the arboretum, or even something a bit more intimate. If you have an idea for a log, and you think it would involve some of your crewmates, send them a PM or E-mail to arrange a joint log. Joint logs are usually simmed out in a PM or chat room and converted to a more log friendly format afterwards, but a few are exchanged by e-mail with each writer contributing a piece in turn. Check out the Advanced sim forums on the STSF message board to get ideas of what sorts of logs are written and how they are written. Logs also let the command staff know you’re following along with the storyline and enjoying it. It also helps you focus on the events of the last sim and how to prepare for the next one. It doesn’t need to be a novel, just however much you want to put down to express your thoughts at the moment. All logs should be sent to the entire crew as E-Mail and posted to the Excalibur boards. This ensures that everyone aboard receives the mail and allows everyone in STSF the ability to see what is happening aboard our vessel. This is often helpful for newly assigned crew members who can read the boards to get up to speed on the current mission. One more reminder on logs: Please, make your logs readable. In other words, try and use standard grammar, spelling, punctuation, etc. Read a few of the other crewmember’s logs. You’ll get the idea. DO NOT SEND MAIL WHICH WILL AFFECT THE SHIP WITHOUT THE CO OR AND XO’S APPROVAL. DO NOT SEND MAIL WHICH WILL AFFECT ANOTHER CREW MEMBER WITHOUT THEIR PERMISSION. Etiquette For most people, this is not a major issue. We can all respect each other as gamers and enjoy the sims together. But a reminder of the various points here can be helpful in avoiding problems between players. These are simply basic rules of conduct. You’ll see the term PM (Private Message) used a lot. PM’s are the “magic lamp” of player etiquette, useful for both resolving disputes and for getting to know your fellow players better. Don’t take your rank too seriously. Rank is only a convenience that allows for a more smoothly run sim. A Lieutenant does not have a right to “talk down” to an Ensign, unless they’ve both agreed by PM that it’s appropriate (see OOC and IC below), and junior officers are just as important to a sim as senior officers. Our characters may outrank one another, but as players we’re all on a level playing field and we can all at least role-play seniority in a respectful manner. Keep in mind that a fine line exists between what goes on out of character (OOC) and what goes on in character (IC), and that that line can sometimes become blurred, leading to confusion and conflicts. Sometimes a character can be *very* different from the player behind it--rude, bitter, and ill-tempered, for instance, whereas the player is far more amiable. And sometimes arguments and fights can take place between characters whose players are actually very good friends OOC. If you see something like this in a sim, assume that it’s exactly what it is... a staged performance by online actors. If you think you’d like to sim a little tension or even hostility between your character and another player’s character, first be sure to let that player know what you want to do and make sure it’s alright. Any physical violence between characters, no matter the circumstances, should be cleared by PM. PM’s are useful for many other reasons. Sometimes, a character speaks to another character in sim but isn’t answered. Don’t assume you’re being ignored if this happens. Sims can be busy, and chat lines can be missed. Simply send a PM to the player pointing out that you’re trying to get his/her attention. If you’re confused about something (you’ve lost track of a plot thread, you’re not sure why someone’s doing something, you’ve forgotten how a certain technology works) PMing the appropriate person can help. PM’s are exchanged regularly during a sim to ensure that everyone is on the same page. Avoid clogging the chat room with excessive << OOC statements like this >>. A few such statements are ok, but back and forth discussions should be moved to PM. If you write a log that involves another player’s character extensively, send the log to the player for approval first. No one wants a character misrepresented in someone else’s log. If you’re planning a log that involves another player’s character extensively, you may want to consider contacting the player for a joint log. Finally, if you have a dispute with another player, take a simple two-step approach. Politely contact the player by PM and try to resolve the dispute yourselves; if this doesn’t help the situation, notify the command staff. The best way to avoid disputes is to get to know your crewmates. How can you do this? Simple... send them PM’s. But please, please be aware that each of us has “feelings.” Out-of-character attacks upon another crew member will not be tolerated. There is absolutely nothing wrong with two “characters” arguing, but make sure that each person understands it is a “character” interaction. If the hosts feel the interaction is disrupting the simulation, we will warn you via IM or email. Continued disruption will be dealt with under the Terms of Service. In addition to your play on Excalibur, we expect you to maintain your behavior across the board at STSF. This includes any other games you may participate on, Academies and the general boards. If you are reprimanded by another GM, or caught behaving poorly, this is not only a reflection of yourself, but also the entire Excalibur simulation and the GM-team. Any incidents reported to the command team will be dealt with under the terms of service and may result in the player(s) being demoted, held back from promotion, removal of the game or any other methods deemed appropriate by the command team. Excalibur’s command team takes great pride in the simulation and we would ask that you would show this same pride by abiding by standard behavioral conventions. Problem Solving and Game Play In the Academy, you weren’t expected to do much--follow the chain of command, watch out for and react to ACTIONs, don’t lose focus of the mission, keep busy, and interact with others. You graduated past all of that. In the Advanced sims, with missions continuing from week to week, problems will tend to be a bit more complex, but this will offer you the opportunity to be more creative. You’re now expected (rather than encouraged) to chip in with observations and ideas about a mission. But you also have to be mindful of the limitations... Excalibur’s missions are generally series of problems to be solved. You have the one central problem (first contact with a new species, exploring a new system, investigating an anomaly, etc) that must be ultimately solved, and several smaller problems that crop up along the way (not all of them related to the central problem). A common misconception by an inexperienced simmer is that the goal of simming is to solve these problems. Actually, the goal is to have fun role-playing the effort to solve the problems... possibly failing miserably along the way. In fact, not all missions end with a positive result, but as long as the players had fun, the game was a success. Sometimes a player will try to be a superhero, coming up with and executing the one action that quickly solves everything (usually involving the character performing a feat well beyond his/her capability or the use of some technobabbical innovation that no one understands). The problem with such a solution (aside from possibly not making sense) is that it will cut any given mission down to one or two sims, which means no one will have any opportunity to enjoy pitching in. You want to contribute ideas, but how can you do it without going overboard? Here are some suggestions: -Practical solutions - If you go before your chief or the CO suggesting that we escape the nebula with a baryon/tetryon deflector pulse combined with a phaser beam modulated to an alpha wave frequency, you’re going to get some glazed expressions... at best. At worst, your idea will actually be used, the problem will be solved, and there will be no room to come up with anything more creative. Use of technobabble is appropriate to fit the Trek setting, but it should not be the sole solution to any problem. Rather, it should be used to embellish a more practical solution to a problem. Ask yourself... what, exactly, does the baryon/tetryon pulse do? Or the modulated phaser beam? Would they push the ship, create a protective bubble around the ship, open a rift that the ship could use as an anchor? Outline what they do, and your superior officers will be able to figure out what sorts of consequences would arise (more of those “smaller problems”) and how those consequences could be addressed. If you’re not sure yourself what they would do... you might not have the best solution. It’s often best to start by putting the problem in practical terms. If the ship is trapped in a nebula... what exactly does this mean? What smaller problems are posed? Can you draw analogies between the problem and real-life scenarios (maybe a car being stuck in mud during a hurricane)? When you have the problem in practical terms, come up with practical solutions, then put the solutions into a Trek context. - Imperfect solutions - Should your solution be the immediate answer to everything? Of course not. If it is, you have something to learn about teamwork. Simming is a team game, and the best players are the ones who find ways to involve others. When coming up with a solution, don’t say “I think it will work.” Instead, say “it could work, but there are a lot of elements that need to be addressed.” Maybe the baryon/tetryon pulse would create radiation harmful to the crew. Maybe the phaser modulations would require direct modification of the phaser arrays. Maybe the nebula would have to be monitored for dangerous particle concentrations. Make your solution full of even more smaller problems, and the rest of the crew will have ways to become involved. If another player is presenting a solution that isn’t full of holes, put some holes in it yourself (especially if you’re a department head). The solution wasn’t your idea, but your character is an expert in areas that the other player’s character is not, so you might know more about some of the problems that would be posed. On the other hand, don’t simply say “no, that won’t work.” That’s just negativity. Indicate that the solution could work but that there are a lot of gaps to fill first. - Believable solutions - Obvious enough and something that any Academy graduate should understand. You’re not going to move the comet off its collision course by detonating the system’s star, and you’re not going to send a command that makes the consoles in Engineering come alive and fight off the intruders as if Excalibur has become Fantasia. Some solutions are not quite that exaggerated but are still outside the realm of possibility. But don’t even respond to a solution like this with “no, that won’t work.” Take the solution presented, acknowledge that the idea has merit even if the method does not, and offer alternatives. You’re not going to blow up the star... but maybe you can create a smaller shockwave significant enough to push the comet. You can’t make the Engineering consoles pop up and fight... but you might find a way to surround them with electricity fields. - One tree, many branches - If a solution to a problem is being worked on, do you... a) lend a hand and/or your brain to help develop the solution or come up with a completely different solution? Saying “I’ve got a better idea” is a signal that you’re ignoring your teammates and trying to become the focus of attention. Contribute to solutions that have already been presented. If you’re a department head, develop the solution by presenting problems that need to be addressed (as indicated above). If you’re an assistant, and you’re not sure how you could pitch in to the problem solving effort, ask your superior officer what you can do to help. Don’t scrap your “better idea” entirely--maybe it can somehow be integrated into the solution already being developed, or maybe it can be saved for a similar problem further down the road. - Imperfect characters - You’re sitting in the holding cell in the middle of the mysterious alien lab... but you’re not about to stand for this! You bust open a wall panel with your bare hands and disconnect the circuits inside, shutting down the force field. Out of your cell, you overpower the four guards, managing to dodge all of their pulse rifle blasts. You move over to the nearby computer terminal and start accessing all of the lab’s systems, even though this terminal is only meant to access the brig. You seal off all the doors, lock the aliens out of the computer, and send out a distress signal for Excalibur to pick up. After a few seconds, you remember to release your crewmates from their cells. By the way, did I mention you’re a medical officer? This is called “god moding” and it’s inappropriate because if one character can do everything you don’t need any other characters. This was an exaggerated example, the kind of thing that would hold you back about 10 sims in the Academy (not to mention invoking a swift GM ACTION killing your character off). But god moding can always creep up in more subtle ways. Try to remember... you’re not here to solve problems, you’re here to have fun making the effort. Avoid the mindset that the sim is a challenge to be overcome and put more emphasis on what you’re *not* capable of doing. Flaws encourage teamwork and are a lot more fun to role-play. - In-Character Romantic Relationships - While the Excalibur Command staff does not discourage romantic relationships “in-character;” we strongly advise against jumping into them the first week you’re on a game. And while they can certainly ad depth to a character, and realistically romance would be a normal part of any fleet officer’s life, we advise extreme caution. Some pointers: -Don’t turn it in to “Days of Our Lives: Excalibur,” a little drama now and then is okay, but melodrama isn’t a way to win points with anyone. And besides, most people really don’t want to read it, if they did, they’d check out a V.C. Andrews book. -Take care to make sure that both parties are aware that relationship is IN CHARACTER ONLY. When OOC becomes involved, things tend to get messy -Please keep the in-sim relationship to a minimum. After all, in-game is usually while characters are on duty, and this a military ship where flirtations would not be looked upon kindly. - Gamemasters Actions - It was once said that if everyone had a perfect life, it would be boring. Occasionally, the command team might decide… at random… to throw a huge monkey wrench in your characters plans. If this happens, don’t panic! Just like real life, not everything should work out the way we plan it. In fact, it usually doesn’t. If a GM decides (or their dice decide) that something is going to go wrong, just go with the flow. If you have a problem with something, talk to the GM in private and ask them about the situation. Generally a GM isn’t going to turn your character’s life upside down without asking you about it first, but even if they do… go with it. You might find that a little bit of strife once in a while can be far more fun than being June Cleaver. Also keep in mind that you can, and most likely will at some point, die. - Telepath Players - In regard to telepaths, please note that as with logs, permission MUST be obtained from other players before your character can sense any particular thought or emotion that is not explicitly spelled out on screen. For example, without permission, the following is NOT acceptable Corizon> ::throws chair across the room:: Telepath> ::senses Corizon’s anger:: Since I simply may like throwing chairs, the following IS acceptable: Corizon> ::is extremely angry:: Telepath> ::senses Corizon’s anger:: - A Final Reminder on Role Playing - This is a game, played for enjoyment; it is natural to assume that a variety of circumstances will occur. However, please understand that while this simulation is not real we still expect an atmosphere of realism. Thus, it is expected that your character will not engage in actions that exceed the bounds of what can be called realistic. There are no “super heroes,” just a team of dedicated officers. Likewise, the ship does not heal herself. Any damage the ship receives must be repaired. Please note, repairs take time, they are not instantaneous: no “magic bullets.” Finally, while 24th century technology is quite advanced, Star Trek has its limits, and we work within them. ---- The USS Excalibur is a sim of Star Fleet Simulation Forum. This document is an internal policy packet intended only for the USS Excalibur simulation. The command staff of the Excalibur reserves the right to modify this document at any time without notification. Sim_Guidelines_and_Policy_Packet.pdf Sim_Guidelines_and_Policy_Packet.txt Sim_Guidelines_and_Policy_Packet.doc
  13. ExcaliburWeb Excalibur's CafePress shop, Excalibur Quartermaster
  14. A Guy I went to school with...does a scary christmas lights display, he's upto to over 3 million lights now. It's really frightening. The power company loves him so much, they had to put in an extra transformer directly to his house! Especialy the year he spelled out "Merry Christmas and Happy Holidays" in bold 5 foot tall leters in his field.....oy vey...
  15. Happy Birthday Moosy
  16. Corizon fluttered his eyes as Victria held him by the throat. "Where is your mark?" Yanking his shirt up higher, Victria ran her hand over his chest without regard for personal space or privacy, her brows furrowed in frustration as she sought something that was not there. "This is not possible." He let out a half laugh. "What mark?" "The mark of the Lucam. Every slave is born with the mark." Her gaze snapped up to his, angered by his laughter. "I told you," he growled. "I am not a bloody Lucam... I am a Dameon of the Alpha Quadrant!" Mentally, she compiled his list of excuses – unknown race, from an unknown area of space, unfamiliar with the Al-Ucard, touring the common area, purchasing a necklace he believed to be only jewelry, bearing no mark, and with several differences from fully grown Lucam – and she formed a conclusion that she did not like. She hissed, fangs glinting through partially open lips. "Slaves will say anything to be released. Why would I have believed you?" Now doubting herself, she threw a glance back to the bloodied street, ears catching the sounds of approaching guards. "You've killed Imperial Guards. The punishment for that is death, Lucam or no. They will not care you are a stranger to this planet." His eyes glinted, having not thought about that when attempted his escape. "I suppose it doesn't matter I was falsely imprisoned?" "No." She glanced back to him, her hands working to free him from the restraints. She snarled as if angry with herself for what she was about to do. "If you wish to live, follow me. But if you can't keep up, I won't stop to save you." "You got me into this," he growled moving to follow her. "If I am captured, my crew will hold you responsible, know this..." Her lip curled upward at the threat, revealing her fangs again. "See that you don't leave a trail of blood for them to follow." Sliding past him, she broke into a run, heading away from the four dead guards and in a different direction than the Imperial Palace. He ripped his shirt, making a quick but crude bandage over the wound and took off at gallop on all fours after her. Catching up to her he asked, "Where are we going?" To her word, she never glanced back to see if he was following. Picking her path through the dim alleyways, she ran easily along, neither sweating nor breathing heavily. Without peering in his direction, she muttered. "A safehouse." They reached a dead end and she vaulted to the top of the wall, taking to the rooftops. Corizon followed into the alley, finding himself at the dead end. Though not as nimbly as the female Al-Ucard, he used his claws to clamor to the roof. "Keep as low as possible," she hissed back at him. Skulking along, she made good use of overhangs and the closeness of the city's buildings, moving quickly along the flat roofs until they reached an older, less maintained district. The buildings here were old, some of them scheduled for demolition and most of them abandoned. Corizon, like many Dameon's, were actually quite adept at sneaking through darkness. They were, after all, creatures that once preyed on lesser animals, much as the woman who was but a mere four feet in front of him. He watched her drop into yet another alley and followed her, crouching beside her as she examined the surroundings and the building in front of them. It was taller than most of the others around it, though seemed to be in the worst shape of them all. Several floors were completely open to the elements. "A lovely vacation spot," he muttered loud enough for her to hear. She threw him a sharp look and then rose to her feet, trench coat flapping about her boots. Crossing the alley, she disappeared into the gloom of the building without waiting for him. It was extremely dim with very little light filtering in from outside and no other source of light. Once she passed beyond the outer passage, it was pitch black. She didn't stop for a light, however, her eyes automatically adjusting to compensate. Corizon followed along, happy not to have to run on all fours to keep up. He could see well enough, his yellow eyes adjusting to the lower light of the building. He imagined that by now, the Morningstar crew was either throwing a party, or out looking for him. In either case, he knew there'd be hell to pay. When they reached a flight of stairs, she took them two at a time, boots thudding lightly. Up they went about seven or eight floors and she led him down another corridor, around a corner, through some sort of common area, and finally into an intact suite of rooms. They were completely furnished with various pieces of furniture, different types of equipment, and several medical instruments. "An interrogation room," he observed, taking in the surroundings. "Occasionally. Also a base of operations. Many of the slaves I Hunt attempt to hide in the Old City. I found it prudent to have a base here. I have several of them, in fact. All Hunters do." She slipped out of her coat and threw him a look, her gaze traveling to the bloodied bandage on his wound. Moving closer, she pulled the bandage aside to take a look. He winced as she touched the wound. He'd never cared for physical pain in the least, though he rarely showed it. "One of the other prisoners... he told me of your people's history." "This should be interesting," she said dryly. Guiding him to one of the metal interrogation chairs (though not strapping him in), she unwrapped his wound to take a better look at it. "And what did he tell you?" "Great hunters he said, Hunters for a Dark Race that made you," he paused searching for words, "made you...and them...what you are..." "And when they left," he continued, not waiting for her to verify or deny, "You took to hunting for food... or for pleasure. And now... you are Death Dealers. Hired fangs for service." Her mouth parted slightly and she ran her tongue over her fangs, nostrils flaring as she inhaled the scent of his blood. His wound began to bleed sluggishly when she removed the bandage. She shifted her gaze to his face briefly as he spoke, though her hands were busy tending to the deep cut. "And your point?" "Just curious," he said leaning back, relaxing only slightly. "My people," he paused, "My Federation... we are explorers. We like to know about the people we encounter." "I've never heard of your Federation, but it seems to me that you should be more careful where you stick your nose." Inserting some sort of medical device into his wound, she filled it with a strange foam substance that dulled the pain. Putting a new bandage over that, she fixed it tightly, though not tightly enough to cut off his circulation. Her fingers were covered with his blood. With a slight smirk, she licked them clean. "Mmmm, you taste differently than a Lucam." "I would hope so," he smirked. "And we really didn't have a choice in the matter." He leaned back again, as the pain eased, closing his eyes briefly, but opening them again. "You know, I am not at all disgusted by your... diet... or disturbed by your fangs," he grinned showing his own. Moving back to perch upon one of the tables, she studied him with her strange ice-blue eyes. Her gaze traveled the length of him, still searching for differences between him and her prey. Eyebrows arching at his show of pointed teeth, she snorted. "Why should it? It is the way we survive. The only way. Though, perhaps, some choose only to feed but not to kill their meals. There is a difference. And others do not prefer to eat the newborn younglings. Nevertheless, it was how we were made." "By a virus," he reminded her. "I too eat raw flesh by choice... the taste of blood is appeasing. But you'd be surprised how many people are... repulsed by it." His own yellow eyes taking her in, measuring her. She snorted with contempt. "Many have tried to cure that virus, but it is not possible. And even if it were, there are those that would not wish it." She shook her head. "None of that matters now, however. How do you plan on escaping back to your people?" "They will come looking for me," he said, though it was clear he didn't intend to escape that way. "Have you transporter technology?" "Transporter? You mean teleportation?" She shook her head. "We possess it, but it would not help you. Such centers are heavily guarded and the use of those devices is monitored." He growled lowly. "And what of shuttles?" "Ground transports are available, though they are coded to the owner. Faking signatures can be done, but it takes time. More time than you have." She was still peering at him, though her gaze kept drifting to his bandaged shoulder. "Hungry?" "Overdue." Her eyes narrowed slightly, lip curling back to bare her fangs in an unconscious gesture. Corizon considered the situation. "Can I contract the virus?" "That depends entirely on your biological makeup." She waved away the thought with a flick of her hand. "Lucams usually survive, though there are those that will die if bitten. You need not concern yourself with it. I've self control enough to keep myself from lunging to rip your throat out." Her grin was slow and wicked. "I seem to have done enough damage on your person." "Actually," Corizon said quite honestly. "I was going to offer you myself if you needed to feed." "I know." Her eyes widened slightly, pupil contracting to nearly nothing. After a few moments of struggling with the urge, she regained her composure and her breathing slowed. "Do you have pity for the Lucam?" "My own people, the Dameon," he said in measured tones. "We once enslaved whole worlds, for no other reason than galactic conquest." "My great, great, great grandfather..." Corizon's eyes drifted into the past. "He was a general that put to death thousands of Gorn to feed the war machine. Is it ethical to enslave a race? No. Does it have its uses? Certainly." "So, you have never before been a slave?" Victria slid from the table, landing silently in front of him. “I have. That Lucam slave did not tell you the entire story. Every hundred years or so, the Lucam work up enough courage to actually rebel. Unlike us, they breed quickly and already outnumber us. Battles for their freedom are always bloody and full of carnage. Sometimes, they succeed. When they do, we are enslaved to fulfill their whims – to be their prey. I was born in such a time.” She growled low. “Now I kill as many as I am able in order to prevent that from happening again.” Skirting his chair, she kept her gaze upon him as she moved, pulling free her bloodied throwing star as she reached another workstation. "How did you enjoy that muzzle?" "As much as you'd enjoy a nice clove of garlic shoved down your throat." She chuckled as she dropped the silver weapon into a container of cleaning solution, circling him around the other side now. She moved slowly, still studying him. "And who are you to your people? Why would they be concerned with your fate, or do you treat all of your clan in such a way?" "I am a Commander," he said watching her intently. "I am the Second in command of my vessel. As for treatment, the Federation is a peace loving organization abhorrent to violence." That brought a hearty laugh from her. She closed in on him, placing her hands on the armrest of his chair and leaning in until they were only inches apart. "And you? Are you a peace lover? You who seem to be built for killing and death? Whose people were once the Masters of all?" "I am a tactician," he said, meeting her gaze and refusing to back away. His eyes were sad though, the pride running through his blood showing. "That was long ago. My people fell from the grace of the Great Makers. Now we are but members of the Federation, our passions dulled by their peace they cherish so much." Corizon shifted uncomfortably, the topics cutting to quickly to his heart. "You know, I never learned your name" She'd leaned further in, her breath warm upon his neck as she took in his scent. She seemed intrigued by his smell, most likely drawn by the subtle differences of his blood. To her, he would be an exotic vintage that she only just tasted and now craved. Drawing back finally, she reached for her coat and shrugged into it. "Victria. Hunter of the House of Mordan." Her own, subtle scent lingered in his nostrils. "I am Ah-Windu, of the House of Corizon." "I remember from your previous ramblings." Pausing near the door, she watched him for a moment. "I must hunt to feed. I suggest you stay here until we know that there are no searches in the area. And, of course, there are always Hunters out prowling that may not be as hospitable." "I am more than capable of defending myself," he curled his fingers, showing the sharp claws. "And... thank you." As her dark figure slowly disappeared into darkness, Corizon sighed deeply, he only hoped that he could hold out until he could devise a way to escape, though he reminded himself that he 0 for 1 on that front. Most likely, as much as he hated to admit it, he would have to wait for his crew to rescue him. There would be no living with them after that…
  17. It can also be found in the Excal Policy Pack
  18. And be sure and check out: http://www.stsf.net/forums/index.php?act=ST&f=32&t=9623 :rolleyes:
  19. ::Pet's AD-Ware-SE::
  20. Corizon remained in solitude for a few more hours, though in the restraints it seemed to last for days. When two of the guards finally did come to check on him, he really wasn’t sure how long it had been since he last saw someone. “I see this one’s finally calmed down,” one of the guards said as he looked over Ah-Windu. “I suppose we can take of the muzzle now.” His eyes, which had grown dull and melancholy, suddenly flashed with hope again. He’d never realized how desperate a situation could really turn until this sordid affair. “That seemed to cheer him up,” one of the guards jeered, as if Corizon was to dumb to understand. He assumed, quite correctly, that the barb was intended to test him, so he only sighed. The guards looked at each other then nodded. The taller one of the two, a youngish male Al-Ucard produced a small remote, one that had become all too familiar to Corizon, who instinctively winced when the guard pressed a button. But instead of a jarring jolt of energy, the muzzle fell lightly on the ground. Corizon sighed deeply, relieved to have that heinous device off his face. “If you can behave,” the taller guard said, picking up the muzzle. “You will be fed.” “Thank you,” Corizon said lowly. It was sometime later that he was finally allowed to eat and drink. The same two guards came for him, and removed the restraints that bound him to the wall, though they were quick to restrain him through other means. They brought him to a small room, where a simple table and chair had been set up for him. “You will eat here.” Corizon nodded and entered the room. Solitude once more…it was beginning to drive him crazy. The taller Al-Ucard entered the room with a plate of raw meat and pitcher of water, placing it before Corizon. “Thank you,” Corizon said with a nod. At least the food didn’t look half bad. “I will be just outside the door,” the guard said, turning to leave. Corizon looked up from his meal, “May I ask you something?” The guard turned back, “What?” “What is to become of me?” “You know as well as I do,” the guard said. “The choice rests in the hands of your master.” “Of course,” Corizon lied. “What is usually the punishment for my offense?” The guard looked skpetkically at him, “It depends on how favored you were. If your master liked you, and you have not angered him too deeply, you may only get off with a lashing of the silver whips.” Corizon gulped. “And if not?” “Death,” the guard said with an eerie smirk. “Now finish your meal. Laheir’s personal guard will be coming for you soon.” Corizon nodded and returned to his meal…which if he couldn’t think of a way out of his mess, could be his last.
  21. After the muzzle firmly affixed to Corizon’s face, his conscious mind drifted away, as if the entire experience confronted it with more than it could reasonably assimilate. When it finally did manage to piece together the torrent events, Corizon found himself cold and alone along a dark wall in the basement of a massive structure. Blinking his eyes, he glanced from side to side getting his bearings. His arms were bound, and so were his feet. Rather primitive, he thought at first, but after a few minutes of stuggling in vain, he saw the genius and the technological advancement in his restraints. On either wrist, black organic chains limited his range of motion, and the harder he pulled against them, the harder they pulled him back. And being organic, meant they were able to contract with ease unlike metallic restraints, and provided less free motion than a Federation brig cell. His legs were similarly bound, with the addition—from what he could tell by trial and error—that if you pulled to far on your leg restraints, they zapped you hard enough to knock you back to your knees. It appeared that escape was not an option. Sighing to himself, he leaned back against the cold walls of the basement…or for lack of a better term…dungeon. He’d been isolated from the other prisoners. Two guards set across the room, closer to the others, monitoring them for any signs of resistance and occasionally heckling the others, but him…they’d kept their distance from…perhaps because he’d been to out of it to be worthy sport, he presumed. “Look at that one,” Tyxen, one of the Guards said lowly, pointing off handedly towards Corizon. “Victria brought him in about three hours ago. Hasn’t said a word since.” The other guard took a few glanced at him and smirked, “Look at him, rather punny for a Lucam…must be some sort of half-breed.” Tyxen scoffed, “His tags say he’s a slave of the Imperial Court, of Laheir.” “Perhaps they shaved his body to make him look more appeasing?” They glanced at each and laughed heartily. “If you’re going to talk about me,” Corizon’s gruff voice, though pained by the muzzle, echoed against the hard, cold walls. “Come over here and say it to my face.” The two guards glanced between each other again, bemused. “The mutt can talk!” “I am not mutt!” “Certainly fooled me,” Tyxen said as he approached Corizon with an air of superiority. “Let’s see how tough you are, doggy.” The hair on Corizon’s neck stood straight up, and though it pained him, he growled deeply at the approaching Tyxen, who had taken a small remote, much like Victria’s from his pocket. He smiled and pressed a button, almost immediately, the restraints restricted pulling Corizon flush against the wall. He thrashed wildly against them, but the more he did, the tighter their grip against him strengthened. “Why do you fight?” All Corizon could do was growl. “I’ll tell you why, mutt…it’s because your too stupid to know better. That’s why you are slaves and we are your masters. You act only on impulse and instinct, you disgust me. Your not even a pureblood, or was it that you were so vile and hairy they shaved you?” Corizon stopped resisting, the man was correct…at least about resisting. “I see you can teach them tricks after all,” Tyxen said with a positively vile grin, as he tapped the button loosening the restraints. “Now if you’re a good boy, I’ll think about taking off that muzzle of yours.” A glimmer of hope shot through him, if he could get them to listen him, he could explain how this entire mess was a misunderstanding. Obviously they could see he wasn’t a “Lucam” or what ever it was he was supposed to be. Tyxen, satisfied with himself, walked away leaving Corizon alone once more.
  22. Hiya, and welcome to the Fleet. :lol:
  23. Welcome to the Fleet, hope to see you around :lol:
  24. Mission Brief: The USS Morningstar has landed on the mysterious and rainy planet of Al-Ucard to conduct repairs and the crew not working on the ship, to get some much needed leave. 110605.txt
  25. Mission Brief: The wounded Morningstar is limping into a planet named Al-Ucard. Meanwhile, Commander Corizon and Lt. Summers are exploring, hoping to find a a source of dilthium crystals. 103105.txt