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Topics - Arrun Dihsar

#1

Well, little later than I planned but I'm looking to return to more adventures with the crew of the Katra.

#2

Character(s) affected: Arrun Dihsar & Mosquin Al'Terra
Assigned ship(s): Katra Station & USS Shran
Period of time absent: At least 8 weeks
Date of last period of activity: November 22 & November 23 2019
Date returning: January 28 2020

Any relevant comments: I am rescheduling my personal projects and getting a certain schedule to be consistent during a rather turbulent time of the year. I've had time to read some posts but have struggled to set aside time for a quality post. Thus, rather than continue sporadic activity, I think it best to reserve my characters. At returning date, I'll likely have a good idea of how much activity I can manage. Ideally, I would like to bring both characters back, both SIMMS have been fun; however, I may only return with one -likely Arrun Dihsar, just because I have more history with that character- if I think I can only manage time/energy to post quality posts.

Thanks to the both SIMMS for their patience and I hope to play with you all sooner rather than later.

#3

[Kosst Holana - Deck 1 - Bridge - Just beyond the Badlands]

The Kosst Holana dropped out warp within out-the-window visual range of the turbulent and churning plasma storm that dominated sectors of space like a massive storm that never abated: the area of space infamously known as The Badlands. The Kosst Holana's bow turned away from the storm and slowly maneuvered so its port side windows looked out into the many fold flashing and crashing and whirling of plasma. Even from its distance, the port-side of the Bajoran military scout craft turn civil freighter was alight in orange and red hues. With the long ago destruction of the Maquis, the Badlands had since resumed its role as a pirate and smuggler's crossing: where few dared to tread.

=/\= Captain to All Hands: on the port side window you can see a segment of the spatial body known as the Badlands, from this distance we are safe from the plasma storms and the gravitational anomalies; however, keep a hand free to brace yourself. Even from this distance, the gravity shifts can reach out and cause the ship to shudder. We should be here for at least a cycle or two, so enjoy the view as you can. However, we are at ready-status due to the travel advisories for this region of space, so be sure to keep in mind where your quarters or nearest seat is. Otherwise, enjoy yourselves. =/\=

Arrun had come to rendezvous with a fellow civil freighter coming out of the Badlands in the next couple days. Unlike most ships that made a stop near the Badlands, he actively posted his flight plan for any would-be merchants, scientists, or tourists looking to get close to the massive anomaly. For his trouble, he received quite a few offers for cargo runs deep into or beyond it: none of which were registered with any Federation trade authority. He did get a few passengers willing to venture so close to the storm for their various reasons, some with personal cargo that were their business -if not already put through security checks back at Deep Space Nine where he had last docked up. A fair number of passengers had sought to traverse the Badlands or were themselves couriers for messages best not left to sub-space; thus, Arrun had to spend a fair amount of time finding out a fellow civil ship captain who was far more ready to brave the storm than he was.

From his seat, out the front display of the bridge, he could see the pillars of fire that roared in the silent void their light: looking disturbingly akin to the descriptions of the fire caves on Bajor. He would not leave his seat for the next two days, since he would need to make maneuvers on a moment's notice if a pirate or smuggler didn't take his presence as a friendly one -if not an invitation to be raided himself. For all his unease, the tension of being so close to such inhospitable space, the suspect nature of his passengers and their business: he had his own reasons for being here that only his gunner Wist truly knew and only his Surgeon would truly understand.

#4

The following is an excerpt from a clandestine meeting of Human Federation, Starfleet, and Independent officials and influencers. The location and the persons present remains highly classified. However the design aesthetics of the room suggest early 24th C. Persons in the room are in dim light as a figure steps before an undecorated podium.

Quote

Blurry image of a human Male standing before a podium in a space-black uniform similar to the Starfleet uniform of the late 2270s to 2350s. The jacket closed by a clasp at the right shoulder glimmers with a silver band and an azure emblem of what is supposed to be the emblem of The Midnight Watch.

!!!!

Stagnation and fear of change has paralyzed and destroyed peoples great and small across history. Humanity was birthed of evolutionary change compelled of us from nature, the second evolution was social and scientific and by our hands as we first warped into the stars, the third will be within our own minds and our very will! With profound sensitivity, insight, and a true awareness of the vastness of time and space. The rise of humanis psychica: more commonly known as espers.

The evolution to espers will not be a mere force of nature or social revolution: it will shake the very core of humanity: its identity, its purpose, its existence. I ask you not to fear or shrink away from this challenge grander than any will have or will ever face. When we achieved sapience: Humanity and all its cultural magnificence and majesty swept our planet; that was not easy, we struggled and bickered over petty concerns despite nature placing us as the inheritors, the custodians, and guardians of Earth. When we first warped into the stars, we rose above the pettiness, we stood on two feet and were noticed by the galaxy. By living and working in space, Humanity has transcended the boundaries of natural Earth and become truly part of the galactic tapestry. The vastness of space is our "home". And as Humanity 's consciousness expands, we have begun to tap the underutilized portions of our minds, the enormous untapped mental reserves that rise to overcome the challenges of space and all that dwells within it.

Humanity heed my call! Now is the time to awaken! To realize your latent potential! We are at the dawn of a transformation of Humanity. A true enlightenment for us all! And we may finally be poised, ready to transcend what has always been thought the impossible- infinite space, and time itself. This is no idle dream. To live in a new universe, Humanity must transcend the psychological limitations of their old ideas!

It is the highest form of cowardice and blinkered myopia to think we can ignore this inevitable future. It is true that we- the fine members of Starfleet- were among the first to witness first hand to birth and advancement of Humanity in the form of Gary Mitchell and Elizabeth Dehner: though they died tragically,  they were the first glimpse of what our ignorance and fear would garner us. We now must develop a new identity and awareness. Humanity are people that survives by our Determination to change. We now live, eat, and sleep among the stars by our collective wisdom and drive to explore. We live in infinite space, and we will have access to infinite energy until the sun burns out fifty billion years from now. Our consciousness will expand, and infinite space will be our true home. We must ready ourselves for our future to live among the stars.

We are of the universe. We have struggled to survive in harsh environments, and new generations of colonists testify to our success. Now, when we gaze back at our past, we see a sacred blue and green orb- the cradle of civilization and a sacred home that we must eternally preserve and protect. Our new consciousness as a people of the universe tells us that we were not meant to huddle in caves by smoldering campfires; we were not meant to stare into the stars never to dare approach them; we were not meant to fear where no-one has gone before. Those who hold their fears close bemoan the impossible and wail of the unreachable frontier: they are the same who said dragons lurked beyond the horizon; elder gods slept between the stars; and of alien civilizations that would dictate our growth. Humanity lives not by fear, not by cowardice,  but courage! Courage to challenge ourselves,  each other, and the very universe itself! By continuing to fear we submit any control Humanity has over its Destiny.

I have witnessed our Future course of our Destiny. I have witnessed our stagnation, our destruction, and our glorious ascension in thrice. If we do nothing, we will stagnate and one day die; if we shrink away and hide ourselves from our true potential, we will be destroyed; but, if we fully embrace and pursue our greatest challenge: we will ascend to a higher plane of enlightenment, transcending any possible need, and becoming what our ancient ancestors would have mistaken as gods!

In our time, Humanity has allowed fear and ignorance to force us to draw blood of one another and indeed of our fellow denizens of this infinite universe. There is no need for Humanity to repeat this mistake.

To this end, I announce the formation of The Midnight Watch. Its mission: to seek out any and all possible ability of Humanity to advance its understanding of psionic power, the development of Espers, and the one day ascension of all Humanity to this grand ability. We will fear no frontier; shirk no challenge environmental, political, or otherwise; nor anything or any one who would oppose this lofty goal. We will serve in the sciences, in government, in activism, in Starfleet, and any capacity that preserves Humanity to our ultimate goal. As scientists of old feared the approach of the midnight of mankind: we will go without fear to hold back the midnight and transcend us all into the forever and beyond. Join me! Stand for Humanity! Stand without fear! Brave this challenge and help me safeguard Humanity from stagnation and destruction! Become members of The Midnight Watch!

#5
Personal Logs Archive / Personal Log - Arrun Dihsar
April 20, 2019, 02:45:53 AM

Log start

Crew is doing alright, all things considered. Gaal managed to get hurt during Dosi attack but apparently just got exhausted. Poor Sonnier had to be laid put on a bio bed until he healed up from the fridge falling on him. Despite nearly getting them killed they still follow me.

Each of them I helped save, or at least was there for them in hard times: and all of them feel one version or another of owing me one.

I wish I could get them to trust Starfleet more, but I understand thier reasons. Then again, I don't know these people all that well myself. But, I trust in the oaths they took when they chose to wear the uniform.

Even if they can't have faith in them, someone has to. If only so we can business under the shield of Starfleet so far from home.

#6

Running a star trek rpg and a player asked about the viability of a civilian doctor or scientist on a Starfleet starship.

In the context of Star Trek canon or indeed Shadowfleet canon, what are the thoughts of the Fleet and its civilian members?

In the end, I know I could just allow it: handwave it in...but I'm trying to frame it in a Star Trek fashion.

My two latinum:

-A Starfleet CMO would, I think, be hesitant to have a non-Starfleet trained person in thier medbay: unless they were well versed in starship medicine and were willing to obey thier orders at least (if not the ship officers)

#7
Archive / "When Is No Win?"
February 14, 2019, 08:53:11 PM

Mission Title: When Is No Win?
Synopsis: The USS YourShip is to take part in a simulated scenario to aid in an ongoing JAG case. Is this a no-win scenario? Is it winnable?

Starting Point: A JAG officer is requesting permission to board the USS YourShip

End Goal: To evaluate and record the choices the Crew makes.

Story points that must be passed?:

1 JAG officer arrives aboard YourShip and informs the CO/XO of the exercise. The JAG officer will be aboard to observe and clarify any of the scenario particulars but otherwise cannot assist.

2 Officers Assemble to prepare for the �scenario�

3 The ship has ventured into unclaimed space investigating the exsistance of an independent shipyard possibly held by pirates. The shipyard scanned will show it is independent and there are pirate vessels docked.

4  Once confirmed, the USS YourShip must make effort to retreat to a location that is safe to broadcast from. Just before they broadcast, they are surrounded by 4 Klingon Battle Cruisers.

5 Inadvertently, the crew has warped into Klingon Claimed Space and are being ordered to prepare for boarding.

6 The choices the crew and captain makes will be used in an upcoming JAG case, though it is recommended this fact not be shared with the Crew.

Departments: (To make sure everyone has something to do.)
- Flight: Tasked with slipping the YourShip near the Station without being detected and getting the ship away. Also possible battle stations.
- Engineering: Tasked with confirming the technological level of the Station and its docked ships. Also possible battle...
- Operations: Sensors will need to detect the station before the enemy detects the YourShip first. Further, as this is a JAG simulation, the JAG officer will be working with them to set up the scenario.
- Security and tactical: Full tactical dump on the station, the pirate ships, and the Klingon cruisers. And, of course, the possible battle.
- Medical: Simulated injuries during the possible battle. Keeping an eye on the ship's morale during the keen eye of the JAG observer. ALSO the JAG officer wants to know the mental states of the crew in the scenario
- Science: Details of the station and the enemy ships will give insight into how difficult and perilous this is.

#8

[Earth, San Francisco, Outside of Starfleet Medical]

It was an overcast day, the sky a flint and fossil grey as the sunlight attempted to pierce through the sky. A Bajoran man in civilian wear stepped out from the grand structure of Starfleet Medical Headquarters, his cherry red duffel bag plush full of his personal effects. He took a few steps and turned to look up at the structure he had spend so long inside, getting to know full well its various facilities, staff, and even some of its patients. He remembered feeling somewhat frightened when he first came by, unsure what answers -if any- dwelled within. Now it was not so scary, only slightly sad. For all the technological marvel and summit of minds that the Federation could offer: the man had only a handful of answers when he wanted a full backpack worth. He finally looked away from the structure and strode away from it; trying to be happy, if not content, that he was able to leave it.

A soft chime drew his attention to his bag, so he stopped at a nearby bench and smiled politely at a passer-by; if nothing else, the city was as friendly as he ever remembered it. Even if, his last mission involved this very city and the Starfleet as a whole.

Drinks at the 602? My treat! said the text on the flat Starfleet-insignia'd PADD he had.

He tapped his own forehead with the device in thought. He remembered the old place, the unofficial pilot's lounge of Starfleet and popular hole-in-the-wall for officers looking for somewhere off the Presidum to drink. Even before his time, the place had a certain legendary aura about it. Claims that this or that famous officer had drunk there -true or not- always kept the place just busy enough to be friendly, but not so busy you had to reserve a chair. The Bajoran sighed and looked at the PADD again, as if he could will the invite away. "Sometimes, you just have to dive in." Arrun Dihsar muttered at his PADD; recalling advice from his therapist.

He tapped at the PADD once more, letting his friend know he was on his way. Arrun did not want to see anyone today, especially after such an exhausting morning of filling out paperwork for his official release. But, he was beyond being a hermit on his mountain, seeking the Truth from the Prophets: he couldn't hide away. Even if he hadn't told anyone, except his Doctor, what his intentions were: he could not pretend the universe and the people in it didn't matter to him any more.

The weight of his decision on him, he strode to a nearby transit stop and made his way to the 602 Club.

#9
Old Topics / "Kosst Holana" Civilian Hauler Specs & Crew
February 07, 2019, 09:38:59 AM
Kosst Holana
"Knowing your destiny is only half the journey."
CLASSIFICATION
Name: SS Kosst Holana
Registry: NAR-68524
Class: Janitza Class (Civil Variant)
Type: Scout Ship, Transport

SPECIFICATIONS
Length: 60m
Width: 30m
Height: 15m
Number of Decks: 3

ARMOR/SHIELDS
Hull: Standard Duranium/Tritanium Hull
Standard Shield: Deflector Shields

ENGINES/PERFORMANCE
Standard Cruising: Warp 8
Maximum Cruising: Warp 8.5 - For max of 12 hours.
Crew Complement: 6

ARMAMENTS
Phaser Cannon Turret Mk.VII
Tractor Beam

Captain / First Pilot
APC Arrun Dihsar (Bajoran Male)

First Officer
NPC Carnel Modist (Human Female)

Chief Engineer
NPC Gaal Mayb (Bajoran Male)

Gunnery
NPC Wist Presbt (Human Female)

Surgeon
NPC Lila Clad (Bajoran Female)

Cook
NPC Vander Sonnier (Human Male)

Second Pilot
NPC Erazia Zaff (Bolian Female)

Kosst Holana while berthed aboard Katra Station

DECK LAYOUT

Deck 1 (Command Deck):
-Bridge
-Crew Mess
-Emergency Airlock

Deck 2 (Commons Deck):
-General Mess
-Kitchen / Ship's Food Storage
-Passenger Quarters
-Crew Quarters
-Captain's Cabin
-Surgery Bay
-Main Docking Port

Deck 3 (Operations Deck):
-Main Cargo
-Engine Room
-Engineer's Cabin
-Phaser Cannon Maintenance and Manual Control Room

#10

Arrun Dihsar returning from the dark and coming back to put out fires in the Shadowfleet.

In otherwords: Fornally requesting permission to rejoin the Fleet.

#11
LOA Archives / Reserve Request - Arrun Dihsar
October 04, 2018, 02:00:04 PM

Character(s) affected: Lt. Arrun Dihsar
Assigned ship(s): USS Athena
Period of time absent: Indefinite
Date commencing: Immediate
Date returning: Unknown

Any relevant comments: The crew of the Athena has been very patient and great, but I cannot for the life of me get into an inspired mind-set to write that I would be happy with. For now, I have to formally step away and reconsider things. I have had a lot of fun here, but I hope to return someday. I just honestly don't know when that will be currently. For now, best of luck to the Fleet and keep your eyes on your friendly neighborhood pilots.

#12
Archive / Claw Confederation Encounter
August 22, 2018, 08:01:04 AM

Mission Title: Claw Confederation Encounter

Start Point:Your Ship is investigating mines from an unclaimed minefield in space.
End Point: The name of their attackers is known, but why they did so is not clear.

Summary:  YourShip is on a survey mission of a region of space dense with asteroids and an abandoned unclaimed minefield. While the Yourship studies one of the mines and some asteroid samples; shuttlecraft have been sent out to survey the areas in detail alongside the ship probes. The mines are nearly a century old, but would crudely do serious harm to any starship attempting to warp through this region of space. Meanwhile, as the shuttle is venturing through one of the asteroid fields, it is attacked by fighter class shuttles with strange markings on them. The YourShip and its shuttle are engaged by a fighter wing deployed by a distant carrier craft and most save their shuttles and the YourShip from attack!

Story Beats

1. "This Mine is crude but effective" the crew of the YourShip have just brought aboard a crude disarmed space mine for study. Determining who made it and for what reason. The mine is over 100 years old but is determined to be strong enough to still be a danger to starships.

2. "Shuttlecraft Reporting In, All Quiet" the shuttle craft on enroute to the minefield, navigating through an asteroid field to get to them. This is a trip the pilots have had to do all day, so there are charted routes on how to get there; it's just slow going.

3. "We have incoming!" as the shuttlecraft approch the minefield to recover anouther mine, they are attacked by a trio of fighter-class shuttles with strange markings. Although the weapons of the enemy craft are crude, their tactics and maneauverabilty are a grave danger to the shuttles. The YourShip is notified of the danger.

4. "They have friends..." the YourShip's shuttles fight with the fighter-shuttles goes from bad to worse as more enemy fighters fly in to attack. The shuttles are forced to flee back to the YourShip with the enemy shuttles chasing after them.

5. "Emergency Beam Out, Now!" The Shuttles have been severely damaged by the time they get back to the YourShip and require emergency beam out to save their crews. This is complicated by the fact the initial 3 enemy fighters have grown to 9 and are armed with some sort of torpedo system that can threaten the YourShip.

6. "Battle For the YourShip!" The YourShip is assailed by the wing of enemy fighters and are unresponsive to hailing frequencies. Instead the enemy craft attack the Yourship vigourously. Casualties and damage on both sides mount.

7. "They are using Radio!" The YourShip becomes aware that the enemy ships, through maneauverable and fast, are no match for a Starfleet Vessel's full firepower and torpedoes; clean hits cut through the enemy shields and destroy the craft with ease. It is also discovered the enemy ships are not using sub-space channels but are instead using primitive ship-to-ship radio systems. Between being able to intercept enemy transmissions and allowing the universal translator to learn thier language, the YourShip has the upper hand.

8. "You Are Trespassing in Confederation Space." Eventually the enemy fighters have lost over half their initial number and are forced to retreat back into the asteroid field. Before they escape, the YourShip's universal transltor has figured the langauge out: the YourShip is able to tune into the radio frequency and hail the fleeing ships. In reply, the YourShip is sent an automated message and one of the pilots of the enemy fighters orders radio silence.

9. "We'll hear from them again." The YourShip is unable to safely chase the enemy craft into the field and must break contact; never mind the casualties suffered aboard. With some thought and study of the debris left by the fighters. It is determined that these craft are capable of only low-warp speeds of about 1 or 2. No nearby class M planets are known in the region; thus, it is determined the fighters had to be launched from a carrier somewhere nearby. The YourShip has made an enemy and they are sure they will be encountering them again. The only hint they have is when they examine the strange markings of the fighter craft. "Fighter-Craft 2644, USS Claw Confederation of Worlds."

Department Overview:
Science: Sensors will show the shuttlecraft are under attack at long range. In addition, the science department can study the recovered mine to determine what sort of society could make them. A science officer might be aboard one or more of the shuttles to get a closer look of the minefield and the asteroids.

Medical: The returning shuttle-crews will likely be injured and need assistance; once the YourShip is attacked they will need to attend to injuries from across the ship.

Flight: The shuttles will need pilots and will hopefully have their best pilot helping those shuttles escape. When the YourShip is attacked, some fancy flying will be needed to deal with these dog-fighting enemy craft.

Sec/Tac: Aboard the shuttlecraft aiding in disarming the mines; on the YourShip securing the disarmed mine; and helping defend the ship from the fighter wave attack.

Engineering: Aiding in examining the disarmed mine aboard the YourShip; possibly on the shuttles to aid in the disarming of mines; the Damage Control teams that have to keep the ship running while under attack.

Ops: Is arranging for a safe space aboard the ship to store the disarmed mine; is recieiving hails from the shuttles once they are attacked; are the ones who discover the radio-only transmission and work with Tactical to monitor and intercept the enemy transmissions. 

#13
Archive / Cooked - CLAIMED
August 12, 2018, 04:04:15 AM

Mission Title: Cooked

Summary: The YourShip finishes an intense battle from hostile ships, they are victorious. However, the YourShip has suffered critical damage to its heat management systems. The ship is keeping together, however various systems aboard the ship are cooking the crew aboard as the ship heats up more and more from various systems. Even if the ship cut power to everything aboard, the ship would not be losing heat fast enough to space. The crew must devise a way to vent heat or everyone aboard will perish!

Start Point: The YourShip has successfully destroyed the last enemy craft after a long battle.
End Point: The Device Vents heat and the crew can finally start to relax and repair the rest of the ship.

Story Beats

1: "Sensors Clear! No Hostile Contacts Left!": The YourShip has just dealt the finishing blow to an enemy ship. However, the YourShip is badly damaged.

2: "Sir, the Heat Management System is Down": The worst damage the ship suffered is the heat management system: it is completely blown. Meaning: the ship's ambient heat and heat generated by various systems is going to cook everyone aboard!

3: "We have reports of heat exhaustion and stroke on every deck of the ship!": Medical emergencies across the ship, the crew has to find a way to cool down.

4: "It's too hot to touch, Sir!": The ship is getting so hot it's getting hard to handle anything metal, even the consoles are uncomfortably hot.

5: "Nope, the heat system is done, we need a better way." The main heat venting systems for the ship are not repairable, the crew has to fabricate a new way to vent heat quickly.

6: "Team Up and Get to Work!" The Crew has to pull together in one team or more to figure out how to best vent heat; meanwhile doing whatever they can to cool themselves down.

7: "We got it working!" A device has been fabricated and now the crew has to install it and get it up and running before more of the crew passes out...likely some of the main crew has collapsed.

8: "Take it slow." The device is working, the ship is slowly cooling and those who have collapsed are recovering. That heat spike did a lot of extra damage on its own...but at least the crew now has a chance to save the ship.

Department Overview:
Science: They can explain the concept of how space is actually really bad at sucking heat from an object in space. Without a way to vent heat out: the ship will slowly heat itself up....turning off systems will help, but the warp core is heating the ship too...time to figure some solutions!

Medical: Heat Exhaustion and Stroke are real dangers in a high-heat area....2nd and 3rd degree burns will becoming in...and the medical staff need to work in the heat too!

Flight: The ship needs to be careful moving around, any propulsion will heat the ship. The shuttles will be a welcome reprieve since they are the only place with heat management....but there are only so many shuttles.

Sec/Tac: Ship of injured and various weapon systems and torpedoes that don't react well to intense heat...time to secure anything that's flammable and assist all departments in keeping peace aboard ship

Engineering: Time to be miracle workers: you are a ship in space with no way to vent heat...along the way you find you'll have to fabricate a new one...time for the engineers to shine!

Ops: Many gases, flammable materials, and perishables aboard ship will not react well to heat. In addition, all personnel functions aboard ship will be severely hindered by the heat wave. Move quickly!

Optional: Cascade failures of various systems and bio-gel packs and isolinear chips begin to fry out...explosions in areas that have way too much heat....the heat management system isn't the only critical part damaged!

#14
Personal Development & Support Archive / Life of a...
August 09, 2018, 03:41:55 AM

Here I present the "Life of a..." series. Where officers, crewmen, and civilians aboard the Starships and Starbases of Starfleet tell you what they do, what their jobs are like, and who they are as individuals. In this way I hope to invite any and all members of Shadowfleet to speak "In-Character" about what their characters do and what they think of their job. Of course, roles will double up, such as the Department Head of Flight; however, I invite you to still tell the story of what your character thinks of the job, what they may have experienced unique in their career, or if the way things done on their ship is different. In this way, I hope to have a snapshot of many characters and to give a rough guideline of how things work here in the Shadowfleet.

Primary sources that I have also used are: Memory Alpha http://memory-alpha.wikia.com & HELP: Departmental Duties https://www.shadowfleet.org/forum/index.php?topic=6310.0. I also watched and read a bit about Real Life counterparts of the job and made some assumptions from there. Some of it I am just making up as makes sense to me. I am, of course, also open to amendments or corrections if I stray too far from ShadowFleet standard or expectation.

***

Life of a Department Head: Chief of Flight Control

Hello, I am Lieutenant Dihsar Arrun, I am a Bajoran born on the colony of E'Toria, I am the Chief of Flight Control otherwise known as Flight Controller, Chief Flight Officer, or head of Flight. I serve aboard the Federation Starship USS Athena. My primary role is to be the primary helmsman and navigator for the ship. In addition to that, I supervise three sub-departments.

The first department is Shuttlebay Control. Any shuttlecraft or equivalent leaving the Athena is watched over from the Flight Control Center. Think of the air traffic or space traffic controllers you may have heard of from holo-novel programs or during flight you may have taken. Any ship leaving or docking with the Athena is given clearances, flight guidance, and so on to ensure safe flying and avoiding accidents and collisions.

The second department is Navigation. They are responsible for making sure we do not get lost in space and plotting safe courses for the ship to take to where it is going. They review weather advisories, strategic advisories, and generally making sure any known hazard is brought to the attention of myself, the XO, and the CO. Their goal isn't to warn a crew in the moment but to brief everyone and anyone who wants to know what might be out there.

The third department is Flight. They are the pilots and general maintenance technicians of the ship's propulsion systems and shuttlecraft. The first half most are aware of, the most visible part of the whole Flight Control Department. The second half are the crewmen who ensure what is supposed to fly can fly. For major repairs, refits, overhauls, and so on: we defer to the Engineering staff for their more advanced expertise and tools.

In all, the Chief of Flight has to be familiar with all three sub-departments, if only to know how to direct them and know they are doing their jobs correctly. Most department heads traditionally come from the Flight department. It is a rare captain that advances a navigator or shuttlebay tower controller, but it does happen. At any point, I need to be able to sit on the bridge, fly an aerowing for the Captain, check safeties on all shuttle aboard, or even direct space and air traffic in my area. To get this job, you need to learn as much as you ever did in the Academy.

I started as an ensign and have had the fortune to be on the same ship for my career until now. This has let me be mentored by the same senior officers and the petty officers aboard to be better at my job; and its easier on them since they get to know me and how I work. Though I have heard it is very common for members of Flight Control be transferred as needed; so I would always suggest reading up or taking correspondance courses as needed. If nothing else, consult with your Chief of Flight: they will know what the best resources aboard are for you.

As for my day to day, every working day: I do my morning briefings of all sub-department heads, checking the status of the ship, addressing any of the previous day's issues, and briefing them on any new mission requirement I am made aware of. After morning briefing, I usually go to Flight Control, go in my office and review various reports, review charts, maintaince logs, and so on. At some point in every day, I have bridge duty. Usually the Alpha shift, but not always. From the bridge, I move the ship as ordered and advise the bridge staff of navigational and flight concerns. Sometimes, I am called upon to determine solutions to strange problems, as all officers on a starship do. But, in my case, sometimes flying where you need to go is not quite so simple as a straight line.

After bridge duty, I will goto my office again, typically to prepare for a general meeting with the XO for a department-wide report. Sometimes I perform a navigation report on courses the ship is taking or might take and discuss the details. This might involve a follow-up meeting with the CO if there is a special diversion or amendment required; but generally the XO is briefed on what needs to be done on a day-to-day.

At the end of a duty shift, I usually hit he holo-deck or the shuttlebay and perform flight drills; to keep my flight skills sharp. I might spend some time reviewing flight regulations, both Federation and Non-Federation. If I have time, I try to get in some personal development; like writing articles on better flight procedure or learning more about the uniform code of justice. After all that, I do my nightly prayers and get some sleep.

Now, you may have noticed I did not mention mess hall time. That comes as I can manage it. As required, I do get my morning, midday, and nightly meals: but, as a Department Head I usually have a working lunch or breakfast. This job keeps you very busy and it can be hard to find time to unwind. But I will always suggest to find time to sit down with the rest of the crew and relax and eat. Pushing yourself is admirable right up until you collapse from exhaustion. I have been there, and you do not want to hear a lecture on better living habits for an hour.

As a Bajoran, a recent Federation member, there are unique challenges. Before Starfleet, I was a priest on Bajor. I was leading the people on matters of faith, settling disputes, and aiding my fellow brothers and sisters with their duties. For many Bajorans, our faith is a center point, a defining pillar of who we are. Some are very devout, like myself, and some do not belief at all. But, in the end, it is a cultural cornerstone for all Bajorans. Our art, culture, laws, ethics, so on. So, when you have a very religious society integrating with a much more secular one like the Federation: there can be cultural shocks that many Bajorans struggle with. Unlike the Vulcans, we have not been part of Federation culture as a people, as a world. So, there can be growing pains and adjustments, even these days. But, I can tell you, that most Starfleet crewmen and officers are very understanding and sometimes even curious about Bajoran ways. So, I advise anyone considering Starfleet to not be discouraged, no matter how different you may be; how unique your people and culture: Starfleet accepts anyone willing to work hard, serve virtously, and stand up for those who can't.

***

I should note: no-one should feel they need to write quite as much as I did. Even a brief snapshot is good. The idea I has was a sort of "So You're Interesting In Joining Starfleet" thing. The sort of recruitment style video where people read/watch about the job to see if it is right or interesting for them. Most videos I have seen (for CanForce or the US military) have videos or testimonals of people doing that job. Though I have never served, I find such things interesting. So, on a lark, I thought it might be interesting for us to do here.

Anyway, thank you for reading, hope this is enjoyable or helpful for people!

#15
Star Trek Archive / Mercenaries
August 06, 2018, 02:31:36 AM

Curious as to what people knew of mercenaries in Federation employ or the laws it might have on mercenary work. How often have people seen them in the show, that sort of thing.

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