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Cptn_LoAmi

STSF GM
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Everything posted by Cptn_LoAmi

  1. Arcadia crew and the Greenian warp travelers prepare for first contact. chatlog2016-5-8.txt
  2. Bulwir and Loriv (on the capsule) explain that Greenia is about to enter a nuclear war. chatlog2016-4-24.txt
  3. Arcadia picks up the crew of the warp capsule. chatlog2016-4-17.txt
  4. A warp-capable ship launches from Greenia into interstellar space, Arcadia intercepts. chatlog2016-4-10.txt
  5. Arcadia encounters a sublight probe from Greenia. chatlog2016-4-3.txt
  6. USS Arcadia visits the edge of planetary system where the inhabited planet is (unbeknownst to them) on the verge of warp travel. chatlog2016-3-27.txt
  7. According to the accepted lore passed down through generations of its commanders, USS Arcadia has been simming for exactly 22 years as of today, with its first sim having been on Dec 14, 1992. Please join me in wishing the old Arc a very happy birthday, with thanks to the commanders and crew who have continued its mission, bringing it onward to glorious strife (whatever that means)!
  8. USS Arcadia congratulates Ens Felix Sward, who started a few weeks back as a cadet in training, and will now join us as a full crewmember in the medical department.
  9. Thanks! We are always looking for new players. If there's anyone who's interested who can make this timeslot, but not the old one, feel free to come in and watch!
  10. After repairs are completed at a Federation civilian base, Arcadia heads back to deep space to investigate a "heavy gas nebula" scanned to have an oxygen-nitrogen (class M) atmosphere. The only other Federation presence in the area was a 23rd century ship that was lost in the area after having been dumped there by a moving wormhole (theorized by us to be related to the Icarus wormholes). After arriving near the nebula and launching probes, Arcadia scans a oddly-shaped, foundering ship just near the edge of the nebula. The ship resembles a cylinder with a set of sails and some exhaust ports that resemble scramjets pointed in the wrong direction. The probe detects lifesigns aboard, but cannot get any more details because of the sensor interference inside the nebula.
  11. The Arcadia crew and Ariom board the Trapeze and continue preparations to go into the nebula, working in 0G and in EVA suits.
  12. The Arcadia crew prepares to enter the nebula in the Trapeze. Captain Lo'Ami and Cmdr Daena continue to figure out how to fly the ship and how to read the paper charts that were on it. Security and engineering design and field test new projectile weapons systems that will be usable inside the nebula.
  13. With all the away teams back home, science uses scanners to get a detailed map of the Flying Trapeze while security and engineering fashion period-appropriate weapons so they won't go into the nebula unarmed. Counselor Sema'J tries to get information from Ariom, but first teaches him how to use a replicator.
  14. The charts from the Trapeeze are digitized and the crew begins trying to decipher them. The yacht emerges from the nebula. Unable to navigate on its own, and with barely functioning comm systems, the yacht is tractored back to Arcadia. With the yacht unable to navigate inside the nebula, the captain and crew begin to make plans to take the Trapeeze back into the nebula to return Ariom to his home.
  15. The team on the Flying Trapeeze returns to Arcadia with the charts they got from the ship's bridge. The team in the yacht begins recon inside the nebula, but is unable to go too far because of electrical system failures. They are unable to get their bearings back to Arcadia. Cmdr Daena uses the yacht's phasers to send pulsed messages back to Arcadia and receives a response from Arcadia's phaser array. However, the phaser beams become incoherent and unfocused inside the nebula, limiting their usefulness as a weapon.
  16. Ariom is debriefed in the ready room. After finally being convinced that the Arcadia crew does not want to take him and ransom him, he tells them where he comes from (Eshborke, just beyond Landia). The crew learns about the dangers in the nebula and that Ariom's ship may have navigational charts. Two away teams are formed: Cmdrs Hegan and Daena go in the captain's yacht to try to do recon further into the nebula. Cmdr Marx and Ens Arizhel beam to the Flying Trapeeze (in EVA suits, given that it does not have atmosphere) to find the astrogation charts and other information. Ariom is given guest quarters.
  17. The yacht crew tows the ship to Arcadia, which engages its tractor beam and holds it in place. The man, named Ariom - the ship's cook and surgeon - is rescued. He tells the Arcadia crew that the remainder of his ship's cargo and crew were "taken" by Barrett (a pirate?) but he, the chickens, and the ship were left because they were not useful to the captors. He is taken to the ready room to meet the captain and (new) XO. The chickens are temporarily placed in a cell in the brig.
  18. Science determines that the captain's yacht can make it to the outer edge of the nebula. A rescue team takes the yacht to the ship and beams aboard its 14 lifesigns -- 1 man and 13 chickens. The ship is towed toward Arcadia.
  19. Arcadia arrives at Starbase 254, a starbase in a mineral-rich territory with no nearby class M planets. Starbase engineers arrive to repair the ship. Leave is arranged for the crew.
  20. With the computer in the asteroid field destroyed, the freighters leave and Starbase 254 complains to Arcadia that most of their crew has disappeared, and is informed that they were likely hallucinations affecting the entire sector. Arcadia leaves the sector for repair.
  21. The away team disables some of the electronics, which eventually heat up and set on fire. The hallucinations change, and eventually disappear. The away team beams off the asteroid back to Arcadia. New crew member Ens. Arizhel battles a "Klingon" in a corridor on Arcadia and loses, only being saved at the last minute by another Ensign. The Klingon turns out to be a hallucination and eventually disappears along with the rest of them. The remaining miners in the area begin communicating with each other as the hallucinations disappear; they are all afraid to use transporters, fearing that use of transporters destabilizes the latinum in the mines.
  22. The Monday academy will run as scheduled, assuming I have power, internet connection, and enough players...
  23. After a rest, the captain visits the station commander's office and finds that the commander is acting suspiciously overworked. More crew hallucinate meetings with people, and it becomes apparent to the crew that at least some of them are experiencing hallucinations. Sickbay is baffled. Repair work proceeds much slower than expected.
  24. The crew relaxes in one of the few open establishments on the station, the food is sub-par. Lt Pilot sees an old friend and begins talking to him, the others with him think he is talking to himself. Cpt Lo'Ami finds that he is exhausted and returns to the ship for much needed rest.
  25. Both GMs are AFK this week, so, there will be no official Arcadia sim. See you next week...