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Topics - Rhymus Cleroux

#1
LOA Archives / LOA- Rhymus Cleroux
October 05, 2021, 08:02:05 PM

Character(s) affected:Rhymus Cleroux
Assigned ship(s): Challenger
Period of time absent: 7 days
Date of last period of activity: 10/05/2021
Date returning: 10/13/2021

Any relevant comments: Getting dental surgery on the 6th, will need some time for R&R.

#2
Mission Submission Board / Art is Life
September 12, 2021, 12:02:50 AM

Mission Title: Art is Life

Synopsis: A famous artist takes temporary residence aboard the SIMM to find new inspiration on the frontier of space. As the SIMM travels to their next destination, however, the struggling painter's abandoned projects come to life and attack the ship and the crew. The crew must find a way to stop these artistic abominations before they draw their last breath.

Starting Point: The crew is introduced, or otherwise meet, a famous artist. They have requested to stay aboard the SIMM for a time to see the frontier and gain inspiration for a new piece.

End Goal: Either by discovering the source of the art abominations' power, or fighting them directly, the crew defeats the monsters and foes the painter had inadvertently created.

Story points that must be passed?:

1.   The SIMM comes under attack from strange monsters, enemy warships, stellar phenomena, or other dangers of random design.

2.   The SIMM begins noticing strange aspects or patterns in these attacks. Perhaps each art piece has a similar energy signature. Or they all look painted.

3.   The SIMM, through wit, cunning, and determination, must hold the myriad enemies back while simultaneously learning how to stop their foes.

4.   Having learned how to successfully defeat the art-based enemies, the crew must enact their plan before the ship and crew are destroyed.

Departments: (To make sure everyone has something to do.)

- Flight: With stellar phenomena and enemy warships a constant threat during this mission, flight crews must carefully guide the SIMM ship, and perhaps also the shuttlecraft, through these dangers.

- Engineering: Monsters running around the ship tend to break things. A monster could also be inside some technology, requiring rerouting or isolation.

- Operations: It is possible computer records might hold answers to the question of spontaneous life given to the art. Or the tractor beam could be of use for outside the ship.

- Security and tactical: Fighting monsters, shooting globs of paint, protecting those who can not protect themselves.

- Medical: Monsters, warships, and phenomena have a way of hurting people.

- Science: Learning and understanding the paint monsters in order to defeat them or contain them.

#3

Mission Title: The Prime Predicament

Synopsis: An independent alien species has lost contact with one of their ships after it made an emergency landing on a long-dead Tomb World, and they have asked Starfleet for assistance recovering the craft and crew from the irradiated surface. Unknown to Starfleet, however, the Tomb World is anything but dead. And when they arrive it becomes apparent that much of the ship has been salvaged by an indigenous sentient species, who have begun using the advanced technology to rebuild their shattered civilization. Or to continue the war that left their world destroyed in the first place.
With the Prime Directive well and truly broken, the crew of the ship must decide whether to right the wrongdoing and remove the technology, leaving the indigenous population to continue eking out hopeless lives. Or make the best of a bad situation and attempt to usher the indigenous peoples into a more prosperous era.

Starting Point: The Crew of the SIMM are notified of a crashed ship on a Tomb World. Their mission is to save the ship and the crew as best as they are able.

End Goal: The Crew of the SIMM must decide to take back the technology and leave the indigenous peoples to continued suffering or damage their natural evolution even further by helping them adapt.

Story points that must be passed?:
1.   The Crew of the SIMM is introduced to the crashed ship and its general location on a Tomb World. This Tomb World is thought to have no life signs, as the background radiation disrupts attempts at long-range scanning.

2.   The Crew of the SIMM must find the crashed ship. With the background radiation disrupting long-range scans, a closer look is needed. Understanding this was an emergency landing means the Crew can narrow down the search to a few likely landing zones, from there teams can be sent to search for the ship on foot. Flight control crews might also scout in small-craft.

3.   Once the ship is found, it should be obvious the ship has been salvaged/ransacked for technology or supplies. Replicators, scanners, weapons, power sources, medical supplies, rations, clothes. Anything of value would be taken by the salvagers. It is possible that salvagers are still in or around the crash site, where they might fight for their salvage or flee at the first sign of resistance. The crew of the alien craft are, frankly, irrelevant to the story. Most likely they would be killed by radiation, mutant creatures, or salvagers. They might have been disposed of according to the customs of the indigenous people. Or they might have been taken as prisoners or slaves.

4.   The Crew of the SIMM must decide how to proceed from here. At this point, the natural evolution of the indigenous peoples would be irrevocably damaged with the introduction of truly lifesaving technology such as replicators and 23rd-century medicine. The indigenous peoples might also risk wiping themselves out in one last final war with the introduction of modern weapons. The Crew must decide whether to repossess the salvaged technology and supplies and return these people to their former lifestyles or begin First Contact Protocol to help them along the way.

While the short-term effects of the Crew's decision should be mostly obvious, the long-term effects should be nigh impossible to calculate. It is unknown to anyone whether these people will survive another solar cycle in these conditions. At the same time, the inherent risk of brings what is basically a pre-warp species up to modern standard in the span of a lifetime carries its own considerations.

Departments: (To make sure everyone has something to do.)
- Flight: With the background radiation causing havoc with long-range sensors, modern travel via transporters may be impossible. In such conditions, it will be up to the pilots aboard the SIMM to transport people, technology, or other interests to and from the SIMM. They will be working in harsh flying conditions in the upper atmosphere, with radiation storms and strong turbulence. There might also be salvaged indigenous atmospheric craft looking to bring them down.

- Engineering: Should the Crew of the SIMM decide to repossess the advanced technology, Engineers will be responsible for preparing the crashed ship for extraction, either by bringing it back into flying condition or preparing it structurally for the tractor beam. Should the Crew of the SIMM decide to make First Contact, Engineers will be responsible for helping the indigenous peoples integrate the new technology into their own. What technology level the indigenous peoples are at is up to the GM. They may be surprisingly modern or downright ancient.

- Operations: Operations crew might try and clear up the radiation disruption on sensors, allowing the Crew of the SIMM a better picture of the surface of the Tomb World. Afterward, the Operations crew will be responsible for making sure each piece of technology taken from the alien craft is returned for repossession. If First Contact is taken, the Ops crew can use their administrative skills to help the indigenous peoples survive and thrive on their world.

- Security and tactical: Sec/Tac crew will be responsible for protecting the others from myriad threats. On an irradiated Tomb World, there are doubtless many mutant monstrosities seeking to investigate all the activity around the crashed ship. They might also have to defend the crew or more peaceful indigenous peoples from their more aggressive counterparts. Lastly, Sec/Tac crew can train the defense forces of the indigenous peoples in how to protect themselves, assuming First Contact is taken.

- Medical: On the Tomb World, Radiation Sickness, Radiation burns, and the infected wounds from mutants are common injuries.  They should also be ready for casualties injured by the indigenous peoples. Finally, if First Contact is taken, the Medical crew can help the wounded indigenous peoples with their own injuries and afflictions.

- Science: The Tomb World represents wonders in xenobiology, xenoecology, and radiobiology that many scientists would not have access to. Furthermore, their understanding of the sciences might help them track down lost pieces of technology for repossession, or help them teach the indigenous peoples about their world to help them survive.

#4

Requesting Reactivation for Sec/Tac Chief Petty Officer Rhymus Cleroux.

I was feeling a lot of nostalgia for this group, and saw Kirok had apparently messaged me a few times recently (Like 2 months ago recently, sorry!) asking if I'd be interested in coming back. If you'll have me, you can just plop me down wherever I can do cool Sec/Tac things.

#5
LOA Archives / Reserve - Rhymus Cleroux
May 01, 2019, 01:35:48 PM

Character(s) affected: Rhymus Cleroux
Assigned ship(s): U.S.S. Shran
Period of time absent: ≥1 month
Date of last period of activity: 22 Apr 2019
Date returning: Unknown

Any relevant comments: Life just kinda got me down I guess. Looking for some time to think about my character and their place, amongst other things.

#6
LOA Archives / LOA Request - Rhymus Cleroux
February 15, 2019, 01:57:34 PM

Character(s) affected: Rhymus Cleroux
Assigned ship(s): U.S.S. Shran
Period of time absent: Approx. 2 weeks
Date commencing: 2/15/2019
Date returning: 3/1/2019

Any relevant comments: The old creative juices are not flowing as intended. Requesting quick leave to remove writer's block rather than going IPC.

#7

Hi. It's been a good bit since I last showed up. I can't say I left as I had wanted to, or in the best conditions, but I'm hoping I can come back now as a productive member of the community.

I'll take the junior janitorial position on the oldest junk heap that flies, should it be available. Anything that'll let me back in with you guys.

#8

Hey guys. I think... it's time to return. Life has calmed down to a point where I have to ability to sit down and just write, and right now the exercise in imagination would be good for me. I'll take whatever position is available to this humble Sec/Tac Crewman if you'll have me back.

#9

Character(s) affected: Rhymus Cleroux
Assigned ship(s): U.S.S. Challenger
Period of time absent: 2-3 weeks?
Date commencing: Effective Immediate
Date returning: 11th of June

Any relevant comments: This month has been a very busy month for me, ending off the year and such. I've talked with Dylan, and the best course of action right now seems to be taking a step back. I've chosen a date that should be well after I'm done being busy, just to be safe.

Hopefully, this is the last LOA I need, I'm out of sequel names. :P

#10

Hey Naira. I have a small(ish) favor to ask.

Would you pretty pretty please replace the current image for Rhymus with this face? Everything else stays the same.

If you can, thanks a whole bunch! If not, or you feel it's better with the current face, just say so.

Image

#11

Hi guys. This is happening sooner than even my highest hopes could have imagined.

Ducks are all in a nice orderly row, I'm doing good, I've actually found myself contributing more and more outside of the SF site as of recently, so I guess it's finally time to take the plunge back into SF good and proper.

#12

Character(s) affected: Rhymus Cleroux
Assigned ship(s): Challenger
Period of time absent: More than a month
Date commencing: When convenient
Date returning: Unknown

Any relevant comments: I wish I could say I was posting this under better circumstances, but I'm not. Life is crushing me, and it's leaving me sad and with a massive writer's block. I don't know when I'll return, May at the very least, but I will. Shadowfleet is a second home to me, and even this temporary absence was decided only after significant deliberation. It was not an easy choice to make, but a necessary one. Good luck, everyone. And try not to break the site again before I get back. :P

#13
Mission Submission Archives / Time Saver - Claimed
November 08, 2017, 01:57:27 PM

Mission Title: Time Saver

Synopsis: The U.S.S. Woolf, a 29th Century Wells Class vessel, is sent through time to gather the members of the crew of the U.S.S. [ShipName] at the height of their careers for a special mission. Now on an advanced version of their old ship, the crew must save themselves from a time traveling menace come to end their lives early, and throw the Federation into chaos. Through their cunning and bravery, the crew must come together again to save themselves.

Starting Point: The members of the U.S.S. [ShipName], from different points in the timeline, are transported aboard the U.S.S. Woolf.

End Goal: The U.S.S. [ShipName] of the past is saved, and the future crew are sent back to their original times.

Story points that must be passed?:

  • The members of the U.S.S. [ShipName] are transported aboard the U.S.S. Woolf from different points in the timeline. From here they are given their new mission and ship.
  • Sent back to an earlier mission in the SIMM, the advanced ship and crew must find the enemy vessel before it finds them. (Their younger selves, that is.)
  • The crew must engage the vessel before they can be seen by the younger crew, and destroy it before they can complete their mission.
  • With their mission complete, the crew of the ship arrive in-time to see their old ship and younger selves complete their mission, before being transported back to their correct times.
Departments: (To make sure everyone has something to do.)

- Flight: The advanced ship includes several pilot controlled drones. These can be split between various flight operations crew or control from Flight Control. Pilot the ship in combat maneuvers.

- Engineering: The advanced ship includes a prototype warp core. Learn the capabilities of the new ship, keep her running. This may prove easy or difficult, as the ship is new and highly advanced.

- Operations: The advanced ship carries prototype transporters for transporting past shields and specialized sensors for detecting cloaked ships. Learn the capabilities of the new ship, provide operations data as needed.

- Security and tactical: Shoot the laser beams and such. Advanced weapons may prove greater than the officer in question is used to. Boarding action may also be necessary to destroy the vessel completely.

- Medical: The advanced ship carries many new and prototype medical equipment. Be careful what you stab into your crewmates. Provide aid to wounded members, especially if boarding the enemy ship.

- Science: The advanced vessel includes advanced scientific capabilities, such as using the deflector to drain a target's shields or to cause interference on enemy sensors, effectively cloaking the ship.

#14
Character Biographies Archive / Rhymus Cleroux
October 01, 2017, 03:49:03 PM
Personnel File: Rhymus Cleroux

Personal details

Basic profile

Name: Rhymus Cleroux
Date of Birth: August 20, 2370
Gender: Male
Species: Human
Height: 6'4", 1.93m
Weight: 170lbs, 77.11kg
Hair color: Black
Eye color: Blue
Additional features: Long hair, facial hair, scar from cheek to temple on the left side

Family:

  • Mother: Lucrece Boutet (Deceased, 2397)
  • Father: Pierre-Antoine Cleroux (Deceased, 2393)
Early life
Rhymus Cleroux is an Earth-born human male hailing from the Champagne-Ardenne region of Northeastern France in 2370. His mother, a doctor in Pediatrics in the region, met his father, a Starfleet Tactical Officer, during furlough 2 years prior to his birth. Pierre-Antoine believed his son was destined for greatness and began him on a regimented lifestyle similar to Starfleet in order to prepare him for a career there. His mother, however, did not agree. And when Pierre-Antoine left on active duty, Rhymus was allowed near free reign of his life. He explored, learned, and was punished of his own volition. He went to several schools throughout his childhood and early teens, exploring everything from ancient history to politics.

Rhymus left Earth for life in space in 2390, serving about the trader ship SS Greyhound. Where he made a living transporting goods to and from Vega Colony. However, in 2393 during the war with the Klingons, Rhymus's father was killed in an ambush during a routine sector patrol. After his funeral, Rhymus joined Starfleet against his mother's wishes. That same year, he traveled to Mars to begin enlisted training.

Additional Information: The SS Greyhound served as a refugee ship and blockade runner during both wars with the Iconians and Klingons. Rhymus saw combat first hand during this time; as well as the devastation wrought by them.

Starfleet career
At age 23, Rhymus Cleroux graduated from Sec/Tac training on Mars. He was assigned to the U.S.S. Challenger as an enlisted crewman. After one year of service, Rhymus was forced to take an extended leave from Starfleet, returning to Earth on personal business regarding the death of his mother. After 6 months of settling affairs, Rhymus returned to active service briefly aboard the U.S.S. Tempest. However, the structural and technological problems that the ship suffered forced her off the line, and he was reassigned to the U.S.S. Shran as a Security/Tactical crewman. However, following actions unbecoming of a member of Starfleet, Rhymus was transferred to Mars to work as an instructor. A position he held for almost 2 years. After which he was once again placed aboard the USS Challenger to continue work with the fleet.

Service history

Assignments

  • July 18, 2017 - Security/Tactical Crewman, U.S.S. Challenger
  • January 1, 2019 - Security/Tactical Crewman, U.S.S. Tempest
  • February 1,2019 - Security/Tactical Crewman, U.S.S. Shran
  • June 22, 2021 - Security/Tactical Crewman, U.S.S. Challenger
Effective dates of promotion
  • Petty Officer, Third Class - September 5, 2017
  • Petty Officer, Second Class - October 1, 2017
  • Petty Officer, First Class - October 29, 2017
  • Chief Petty Officer - December 3, 2017
#15
Mission Submission Archives / Faith and Duty
August 23, 2017, 12:09:59 PM

Mission Title: Faith and Duty

Synopsis: The Commanding Officer of the U.S.S. ShipName receives strange visions regarding a catastrophe happening in the near future. But when Starfleet Command sends orders countermanding the crew's ability to help avert this disaster, it comes down to the crew to decide their fate. Do they side with faith or duty?

Starting Point: The Commanding Officer is subject to strange visions only they can see. The visions detail a major catastrophe in a nearby system that they can help prevent. At the same time, Starfleet Command orders the crew of the U.S.S. ShipName to help in a minor emergency that would send them away from the point of catastrophe.

End Goal: The crew of the U.S.S. ShipName must have decided whether to follow the Captain or Starfleet Command and must live with the consequences.

Story points that must be passed?:
The Commanding Officer of the ship must receive visions detailing future catastrophe in a nearby system.
Starfleet Command sends orders to the U.S.S. ShipName regarding a minor emergency that works against the will of the visions.

The Commanding Officer must attempt to illustrate the veracity and importance of their visions, as well as convince the crew to go along with them, despite being the only person to see them.

The crew of the U.S.S. ShipName must decide for themselves who they support, and what they are willing to do about it.

After coming to a final decision on how to act, the crew of the U.S.S. ShipName must either stop the catastrophe from occurring or follow their orders from Starfleet and live with the consequences of either choice.

Departments: (To make sure everyone has something to do.)
- Flight: Pilot the ship to its next destination, either from the Commanding Officer or Starfleet. The crew of this department must decide whether or not they support the Commanding Officer or not.

- Engineering: Maintain the ship, and if required, take control. The crew of this department must decide whether or not they support the Commanding Officer or not.

- Operations: Provide communications, scanner data, and perform other duties related to the Starfleet Operations Division. The crew of this department must decide whether or not they support the Commanding Officer or not. If not, Operations can find a way to undermine their ship to bring her back on course.

- Security and tactical: Keep the peace, and protect the ship and crew from harm. The crew of this department must decide whether or not they support the Commanding Officer or not. This includes, if needed, detaining the Commanding Officer.

- Medical: Keep the crew of the U.S.S. ShipName in good health. The crew of this department must decide whether or not they support the Commanding Officer or not. It is, perhaps, possible the Commanding Officer's visions are of a medical concern. If it is felt this is true, look into it.

- Science: Science crewman and Officers can look more into these visions if they have the training. The crew of this department must decide whether or not they support the Commanding Officer or not. Officers and crew can support medical in their research, or perform their own in regards to these strange visions.

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