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PostPosted: Sun Aug 24, 2003 8:11 am
by Taneth
Zania Jaarda wrote:
taneth wrote:The only crystal that is part of the Golden Gauntlet is the Crystal of the Golden Gauntlet. All the rest can simply be attached. They need only be held to be used, but they do have a limited usage before they break down, and can only be regenerated by the Golden Gauntlet, giving them even greater value and a sense of urgency in collecting the whole set.


Definitely sounds interesting! This has a lot of potential for a storyline. I'm all eager to try this one out. Great suggestion!

Do you have any more ideas that we might be able to use?


Quotes I'd like to see in that plotline:


"Take the gauntlet off"
"but..."
"are you refusing to comply with a direct order?"
:: tries desperately to remove it ::
"what's wrong?"
"having a hard time complying..."

*******

"you just don't get it... I don't want to take it off"

*******

"we've tried everything short of surgically removing his/her arm"
"we'll hold that option in reserve"

*******

"Do you know how to access the crystal's functions?"
"I'm not sure. I get flashes of light, but it goes away"
"So, that's the crystal of vision there. Interesting, I expected that to be blue, not green"
"So the spots do go all the way down!"
"Hey!"

PostPosted: Sun Aug 24, 2003 8:20 am
by Zania Jaarda
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PostPosted: Fri Aug 29, 2003 10:20 am
by Zania Jaarda
Here are some more ideas (mainly for characters), which could be used for stand-alone ideas, or integrated into a different storyline to create a larger one.

This is broken down by species, so let's start with the

ANDORIANS

Weaponsmaster: The Andorian weaponmaster is known as a duelist. Most often found on Andor, he is a professional champion putting his considerable skills at hand-to-hand combat in the service of others. Andorians look up to him as a paragon of their dueling culture, a wandering philosopher-warrior in the classic sense. The duelist could be found among any large community of Andorians as a pseudo-cleric or unofficial leader.

Mystic: Andorian mystics study the esoteric aspects of Lor'Vela's Code of Dueling. Some mystics wander Andorian society as "bringers of justice" by seeking vengeance in the name of social order, traditionally against corrupt officials, con men, and corporate thieves.

Rogue: The Andorian crime syndicate known as the Volna Vrinia sees itself as an Andorian protection society, though most often others need protection from them. Andorian rogues can be found running protection rackets throughout the Alpha Quadrant. The Volna Vrinia contracts itself out to the Orion Syndicate most often as enforcers and assassins.

Spy: Brutally efficient and doggedly determined, agents of the Andorian espionage branch, the Ahm Tal, are feared throughout the quadrant. Alien spies, double agents, terrorists, and moles have been known to simply disappear; Andorian citizens attribute this to the Ahm Tal - and they are almost always right.

PostPosted: Fri Aug 29, 2003 10:22 am
by Zania Jaarda
ANTICANS

Rogue: The Antican rogue can be found throughout the quadrant, knocking around the space lanes. The Zealous could encounter him at a starbase bar, itching for a fight. He might be an asteroid prospector in need of rescue or supplies. On board a tramp freighter, he might be among the crew, smuggling Romulan ale.

PostPosted: Fri Aug 29, 2003 10:32 am
by Zania Jaarda
BAJORANS

Mystic: Follows the way of the Prophets, and guides other Bajorans in living a sacred life like a shepherd leads his flock. The Zealous might encounter him on Bajor or a Federation colony, leading the community both spiritually and secularly. He might get in the way of the Zealous crew's mission, advising his flock to be uncooperative or preaching the opposite of what the Zealous wants, or he could side with the Zealous, convincing his congregation to help the crew. With the end to the Cardassian occupation and the Dominion War, more and more Bajoran mystics venture out into the wider Galaxy, perhaps to spread the word of the Prophets or search for missing orbs.

Smuggler: During the occupation, numerous merchants smuggled weapons to the resistance. They know all the best hiding places in the Bajoran system.

Mercenary: Those Bajoran resistance fighters who didn't return to their farms make their way as mercenaries. They can be found in any number of systems providing their expertise to local conflicts.

Rogue: Bajoran resistance fighters who lacked formal military training were actually rogues. After their lengthy experience fighting the Cardassian occupation, Bajoran rogues usually find employment as terrorists and assassins.

Starship Officer: With the end to the Dominion War, more and more young Bajorans join Starfleet. Unlike most Federation worlds, who disband their home fleets or turn them over to Starfleet, the Bajorans keep a home defense fleet out of a sense of wariness - understandably so, given their past experiences.

PostPosted: Fri Aug 29, 2003 10:38 am
by Zania Jaarda
BENZITES

Adept: Although very few Benzites exhibit psionic potential (most likely because the Birthing Chambers do not select for it), the few who do often recognize their psionic ability as a talent that sets them apart and offers an opportunity for rapid advancement. Psionically skilled Benzites almost always spend some time studying the mysticism and traditions of other species with more ingrained psionic traditions, such as the Vulcans, and adapt those systems for personal use. The successful development of strong psionic talent, because of its rarity, carries a comensurately high Andragov score.

Rogue: While the culturally-ingrained Doctrine of Andragov makes underachievement and social deviance nearly suicidal, a few breakaways do happen. A Benzite rogue may have gone through an improperly attuned Birthing Chamber or may simply have wildly divergent ideas about progress, perhaps inspired by contact with other species.

Scientist: The Benzite competitive drive leads intelligent and educated members of the species to heights of academic achievment. Benzites strive to be the first to prove a theory or document all permutations of an idea.

PostPosted: Fri Aug 29, 2003 10:45 am
by Zania Jaarda
BETAZOIDS

Rogue: A consummate gambler and raconteur, this Betazoid uses his telepathic abilities to skew the odds in his favor, and if he gathers some useful information from his marks so much the better. He could be encountered in any starbase dive, or anywhere else ne'er-do-wells congregate.

Aristocrat: Many noted members of Betazed's great houses offer their services as diplomats and statesmen, or embark on fact-finding missions on behalf of the Betazed government (or for themselves).

Mystic: Unknown to most Betazoids, and certainly the rest of the quadrant, a secret mystical society continues to pass down Khrysaros' hidden teachings, said to result in fantastic psionic abilities. Sword to protect Betazed from the "demons of pain and anger," these mystics travel throughout the galaxy, searching out their enemies.

Scientist: As students of the mind, most Betazoids can be found throughout the Galaxy, furthering their personal research or understanding of the Galaxy and its mysteries. A Betazoid psychologist could be found working in a Federation penal colony or studying exo-psychology. A sociologist might join a Starfleet monitoring team as it covertly investigates an alien society, or he might serve as a first-contact specialist aboard a Federation survey vessel.

PostPosted: Fri Aug 29, 2003 10:48 am
by Zania Jaarda
BETELGEUSEANS

Diplomat: A follower of Doban, this Betelgeusean serves her people as a diplomat. She may join the entourage of the Betelgeusean ambassador to the Federation Council, or she could travel to another world on a fact-finding mission or to attend a diplomatic conference. Because she refuses to do anything other than her assigned role, she requires protection from Altaa soldiers or the Zealous crew.

PostPosted: Fri Aug 29, 2003 10:54 am
by Zania Jaarda
BOLIANS

Ops Officer: The Bolian operations officer keeps everyone working efficiently on a starship. Allocation of power and resources, communiations flow control, and coordination of crew efforst - these all place the Bolian in the middle of the ship's vital team effort. Every team eventually coordinates through the efforts of the ops officer. Whenever the ship succeeds, it's a reaffirmation of the importance of that team effort, and of the operator's contributions.

Diplomat: The idea of working in a team that makes even larger team efforts possible holds strong appeal for Bolians. As gregarious, chatty creatures, the Bolians certainly have no trouble opening dialogues, and their desire to find ways of working together helps them to make necessary compromises.

Envoy: The same qualities that make Bolians excellent diplomats also lend them skill as envoys. A Bolian envoy has no trouble making new friends among alien cultures, and excels at gathering a team of envoys to seek out new life forms and new civilizations.

Merchant: A Bolian merchant makes one of the most amicable dealers around. The Bolian love of recognition ensures that they'll settle good deals for customers who are happy and outgoing with them - a self-feeding process, as the happy customers keep coming back and bringing in more good business.

PostPosted: Fri Aug 29, 2003 11:01 am
by Zania Jaarda
BORG

Typical Drone: The typical Borg drone could come from nearly any base humanoid species. Its Borg modifications make it a tireless worker in whatever field it is assigned.

Diplomat: On rare occasions the Borg may assimilate an individual as a diplomat specifically to bring the recalcitrant race to heel. Often, a persuasive, well-respected authority figure can sway resisters who might be willing to die rather than suffer assimilation. Locutus, the assimilated version of Jean-Luc Picard, was one such unit, given a level of special autonomy in order to better attempt to sway the Humans into accepting their new existence in the Collective. Of course, this can backfire when an autonomous diplomatic unit manages to assist its former species, or provokes outrage as a martyr figure. Diplomatic drones are typically autonomous.

Soldier: While most drones serve highly generalized functions, some Borg ships serve specifically as tactical cubes. On such vessels, drones may be refitted with more offensive hardware and less repair and maintenance material. A drone refitted for soldier duty typically possesses skill in energy weapons and armed combat, using specially designed and implanted weapons and blades.

Special Forces: Very rarely, the Borg Queen may require a special group with autonomous capability for an infiltration mission. Enemies that the Borg can't attack directly can still be suborned. Drones outfitted for special forces duty usually have a modicum of individual personality and are autonomous.

PostPosted: Fri Aug 29, 2003 11:09 am
by Zania Jaarda
BREEN

Instigator: This lone Breen figure is notable for his solitariness. He works solo, although his schemes do seem to aid other Breen, so he is doubtlessly working for the Breen government. Since he is an independent agent, however, the Breen can (and have) refused to take responsibility for his crimes, claiming he is a rebel. Starfleet Intelligence has given him the moniker "Breen Agent Provocateur," for they believe he is behind the ignition of certain conflicts designed to make it easier for the Breen to secretly set up mining operations in war-torn sectors.

Assassin: The combination of inscrutability with their total lack of any sort of relationship to other common races of their quadrant makes the Breen naturals for dirty work. Most Breen woudln't feel any more remorse about shooting a Human than they would for dusting their EVA suits. Breen who actually take up the assassin's craft can be frighteningly efficient.

Scientist: The Breen's formidable starships and energy dissipators didn't spring from a vacuum. Breen scientists prize utility for its own sake, and because they typically work in very low temperature climates, they learned conductivity secrets early in their development. Breen scientists may sell technology to the highest bidder, often specializing in fields that other races in the Alpha and Beta quadrants don't study - gravitic weapons, reversed particle flows, and other strange technology.

Soldier: Due to their environmental sensitivities, Breen don't make very good shock troops. To make up for this, their soldiers must be very well trained. Breen soldiers might work for a Breen government, a starship, or the highest bidder; typically, they excel at using cover and support formation fighting, to keep enemies from having a chance to damage their EVA suits.

PostPosted: Fri Aug 29, 2003 11:12 am
by Zania Jaarda
CAPELLANS

Weaponmaster: The Capellan Weaponmaster takes his position seriously. He may work as a bodyguard to an important ambassador or merchant as he pursues his business on other worlds. The Orion Syndicate has been known to use them as debt collectors, knowing the debtor doesn't want to pay and will likely resort to violence to make his point. Alternatively, he may be a Teer in his own right, serving his people as leader of a tribe.

PostPosted: Fri Aug 29, 2003 11:27 am
by Zania Jaarda
CARDASSIANS

Spy: This Cardassian began his career as an operative of the Obsidian Order, watching his fellow Cardassians for signs of disloyalty. After receiving training in the order's famed Intelligence Order, he became a full-fledged spy. He might pose as a Maquis terrorist in order to get closer to and assassinate the ringleaders. Or he might be disguies as a Starflet officer. Whatever his mission, he doesn't make much of an impression, often being passed over in the resulting investigation.

Explorer: Considered vital to the preservation of Cardassian culture, the explorer seeks out new planets to exploit. Assigned to small, 30-man scout ships, they can be found ingratiating themselves to local leaders or offering the friendship of the Cardassian people.

Merchant: An antique dealer selling cultural artifacts from the First Hebitian civilization to earn money for his family; a simple textile merchant offering Tholian silks and Mintakan tapestries. Of course, any of these could be fronts for the Obsidian Order. Alternatively, he could work for the government, acquiring resources and transporting them back on his military freighter.

Rogue: Because Cardassians frown on disobediance, criminals lead especially dangerous lives. Rogues are willing to do anything to achieve their ends, however - particularly convenient for the Obsidian Order. Most are spies, saboteurs, or assassins in training (and frequently go into these elite professions).

PostPosted: Fri Aug 29, 2003 11:44 am
by Zania Jaarda
DELTANS

Medic: This Deltan considered herself a late-bloomer on Delta IV, with her pheromones not kicking in until she reached her late teens. Her slow development left her feeling a little left out and helped spark an interest in alien races. Always a compassionate person, she found the idea of travelling through space to heal the sick especially enticing. Despite the hardships imposed by the oath of celibacy, she joined Starfleet and only rarely regrets her choice. The Deltan medic could be found on a Starfleet vessel, or perhaps planetside studying alien physiology.

Diplomat: As with Betazoids, a Deltan's natural empathy for others makes the species naturals in diplomacy.

Mystic: Like other strongly psionic races, Deltans have a tradition of mysticism. Deltan mystics in particular tend to be concerned with healing and spreading techniques and education for more fulfilling sexuality.

PostPosted: Fri Aug 29, 2003 11:54 am
by Zania Jaarda
EL-AURIANS

Starship Counselor: Young when the Borg destroyed El-Auria, this generation joined the refugee fleet fleeing the collective. Some counselors came from business franchises, others from mystical orders; over time, quite a few evolved into shipboard friends and family to a variety of crews. The starship counselor could be a Starfleet officer who acts as a sounding board for the crew, or a battle-hardened holodeck programmer on a Klingon ship, ready to stand with honor next to an adopted family. In either case, the counselor trades the loss of a homeworld for a life in the spacelanes.

Diplomat: With their long lines, well-traveled experience, and ability to listen well, El-Aurians make excellent diplomats. Often, they can help parties in conflict to determine the real root causes for differences.

Mystic: Unsurprisingly, the El-Aurian attunement to the natural flow of spacetime means that many of them recognize the universe as a growing, living thing, and not just a collection of scientific phenomena. Particularly reclusive El-Aurians use meditation and introspection as a means to tie themselves ever closer to this cosmic pulse.

Scientist: The El-Aurian penchant for keen observation and their excellent work on long-term projects means that they have both the patience and the affinity for science. They often notice elements of experimentation or theory that others might miss, and develop highly detailed theories and processes in other specialities.

PostPosted: Fri Aug 29, 2003 11:57 am
by Zania Jaarda
FLAXIANS

Assassin: On Flax, this individual works for one of the planet's asassins' guilds, tracking down those against whom a complaint has been officially filed. THis could become problematic if the person targeted is the Zealous crew's contact. Traveling off-world, the Flaxian is in the employ of the Obsidian Order, Tal Shiar, or Orion Syndiacte. He often crafts beautiful sculptures coated with a contact poison (which he makes himself) and sends them to his marks.

PostPosted: Fri Aug 29, 2003 12:05 pm
by Zania Jaarda
FOUNDERS

"Overlord": The Founders are harsh masters, ruling over the "solid" races within the Dominion with an iron hand, although secretly through their intermediary races. They show themselves only to the Vorta and occasionally the Jem'Hadar, this way ensuring that their mystery remains legendary.

Occasionally, it becomes necessary for a Founder to take a more active involvement in rulership affairs, especially if a recalcitrant "solid" has eluded the justice meted out by the Jem'Hadar. In this case, an "Overlord" appears, taking personal command of an elite squad of warriors and hunting down the rebel himself. An Overlord is all busines, though sometimes a Founder of this sort may infiltrate enemy ranks to gain a better understanding of the opposition before destroying it.

Merchant: Usually, the Founders simply take what they want by force. A foundling without the backing of the Dominion might use shapeshifting skills to fit in more comfortably with potential clients. Similarly, the Dominion might send a changeling specifically to deal with a technologically-advanced race that the Dominion doesn't want to antagonize, but needs to purchase materials from.

Smuggler: A Founder who needs to bring in special materials - like Ketracel-white - must learn not only to disguise himself, but also his cargo. The smuggler's skills are especially useful to the Dominion when moving in supplies, materials, and troops.

Spy: Shapeshifting abilities make for natural spies. So long as a changeling stays away from telepaths, the ability to disguise as just about any sort of humanoid means that the Founders have an incredible advantage at infiltration. As one changeling noted, just six of the Founders on Earth was enough to bring Starfleet to the edge of panic.

PostPosted: Fri Aug 29, 2003 12:11 pm
by Zania Jaarda
GORN

Warrior: Many hatchlings go on to regular duties within Gorn society, herding livestock, building new homes, transporting goods around the planet, but a sizable number find military far more to their liking. While in the military, representatives of many different factions keep an eye out for strong soldiers. Warriors of great skill receive opportunities to travel offworld, perhaps to visit Cestus III or see other species. Many warriors enjoy testing their skills against other aces, perhaps to discover how a week Human could defeat a Gorn.

Rogue: A Gorn who's too impulsive, or who doesn't obey the decisions of the social councils, may decide to take up the spacelanes as a tramp, thug, or sometime petty criminal.

Scientist: In spite of their deliberate natures, the Gorn developed warp technology on their own. Their scientists pursue theories with single-minded abandon, often spending decades in the intricate details of making some strange notion into a practical device.

Starship Commander: A Gorn starship commander has all of the responsibilities of the Gorn government, compressed into a tiny culture (the ship's crew) and often forced into rapid decision making. Such individuals, like Human starship commanders, are thus by nature the best and most adaptable of the species.

PostPosted: Fri Aug 29, 2003 12:17 pm
by Zania Jaarda
HIROGEN

Guerrilla: Just about any Hirogen can qualify as a guerrilla warrior; the practice of stalking prey, hiding and attacking from ambust makes them a species of such fighters. A few Hirogen, though, resort to unusual tactics: Explosives, traps, incapacitating weapons. Such guerrilla fighters not only excel at killing prey, but also at infiltrating and learning more about prey species.

PostPosted: Fri Aug 29, 2003 12:23 pm
by Zania Jaarda
HUMAN

Scientist: With a grant from the Federation Science Council, this individual ventures to expand the frontiers of knowledge. From his isolated starbase laboratory, he researches stellar decay, searching for new particles that may hold the secret to a new form of energy, a super-strong metal, or the origins of the universe. His work might take him to the location of a star about to go nova, or his lab might be raided for the secrets it contains.

Alternatively, the scientist could be an exobiologist studying the mating habits of Klabnian eels, an archeologist plumbing the depths of a Debrune tomb, or a microbiologist searching for a cure for Rigellian fever.

Diplomat: Human diplomats most often represent the Federation, though in the 22nd century they might speak for the united Earth government. They might be a government official sent on a fact-finding tour to an alien world or on their way to a conference on Parliament.

Envoy: Most often working for Starfleet, the Human envoy introduces Earth and the UFP to alien civilizations. He's eager to contact strange new cultures, learn from them, and participate in an exchange of ideas.

Merchant: Human merchants search for curiosities they can bring back to Earth - Altairian glow water, crystalline roses, tribbles. By the 24th century they are rarer than Ferengi and Orion merchants, but can still be found in unusual places.

PostPosted: Fri Aug 29, 2003 12:25 pm
by Zania Jaarda
JEM'HADAR

First: Each Jem'Hadar unit has a First, the ostensible uit leader. A First gains respect for his daring, siill, and readiness to die for the Founders. First have the scars to show their experience in battle, as well as the cunning necessary to be good leaders in spite of their short lifespans.

PostPosted: Fri Aug 29, 2003 12:37 pm
by Zania Jaarda
KAZON

Wanderer: While Kazon who wander space are by no means common, they do crop up from among the disenfranchised or hunted. A Kazon wanderer typically has no love lost for his former people, and nowhere to go. Rarely do such outcasts bother trying to work up a new home or reputation; usually they survive by lying, cheating and bullying their way across a sector.

Scientist: Few Kazon have the patience or education necessary to pursue a career in the sciences. Nevertheless, possession of advanced technology is one of the routes to power among the Kazon. A Kazon scientist could do well to attach himself to a Maje as a technical advisor.

Soldier: A rare few Kazon have the discipline necessary to actually function as soldiers. These sorts typically don't rely on the deceits common to Kazon society, so they're rarely leaders. Instead, they're the ones who actually gets things done when the fighting breaks out.

Spy: Taking a cue from Seska, the Kazon might send insurgents and spies to learn more about enemies. Certainl they're capable of a great deal of subterfuge, so long as they feel that they ultimately have the secret upper hand.

PostPosted: Fri Aug 29, 2003 12:39 pm
by Zania Jaarda
KELVANS

Slavemaster: With an incredible lifespan, the ability to shift into variant forms, and technology that trumps just about anything known in this galaxy or any neighbor, a Kelvan conqueror has a multitude of advantages over most other species. Given the Kelvan drive for conquest it's not unusual to run afoul of a slavemaster, who keeps subject species in line and barters slaves to other Kelvans from a position of uneasy neutrality.

PostPosted: Fri Aug 29, 2003 12:44 pm
by Zania Jaarda
KLINGONS

Soldier: The typical Klingon soldier can be found throughout the Alpha and Beta Quadrants. He might be a crewman of a Raptor-class scout ship raiding for goods and glory, a loyal soldier of the empire subjugating Earthers on Sherman's Planet, or fighting alongside his mates against Jem'Hadar warriors. THis Klingon is young and brash, and is an example of a typical guard or skirmisher.

Diplomat: A warrior with words, a Klingon diplomat approaches negotiations as verbal combat. He might be found negotiating dilithium mining rights on Capella or arguing a case before a Starfleet judge.

Merchant: Klingon merchants can be found throughout the galactic hemisphere, operating restaurants, ferrying goods, or generally trying to live with the shame of failing to be a warrior.

Mystic: A cleric devoted to Kahless, the Klingon mystic might be a wandering aesthetic looking to test his mettle as Kahless did, or he might search for the legendary Sword of Kahless.

PostPosted: Fri Aug 29, 2003 12:45 pm
by Zania Jaarda
KTARIANS

Merchant: The archetypal Ktarian travels from system to system hawking pleasure experiences, be they holodeck novels, games, narcotics or illicit substances.