Storyline suggestions!

A PBEM sim taking place on a Prometheus Class vessel. The cutting edge in Federation technology with a good sized crew and a great deal of excitement.

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Postby Zania Jaarda » Fri Aug 29, 2003 12:47 pm

LURIANS

Rogue: A typical Lurian Rogue is not a hardened criminal. He has knocked about Alpha quadrant for a while as a laborer or a cheat freighter pilot - not a terribly distinguished life, and one that's placed him in some questionable company. He's picked up some unfortunate habits and had some misadventures from hanging around with the wrong crowd in bars and spaceports, but he's really not a bad fellow.
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Postby Zania Jaarda » Fri Aug 29, 2003 12:50 pm

MEDUSANS

Starship Officer (Flight Control): The Medusan navigator, while not a Federation member, is still a valuable officer; intuitive sense of subspace allows the navigator to safely guide any physical ship far more effectively than the crude senses of material beings. A Medusan officer serves out of curiosity or a sense of adventure, since material weath is meaningless to it.
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Postby Zania Jaarda » Fri Aug 29, 2003 12:57 pm

NAUSICAANS

Rogue: The typical rogue made a place for herself in a small Nausicaan smuggling ring or pirate group, but almost inevitably runs afoul of someone tougher. The rogue could be found working extortion or protection rackets, temporarially filling in bouncer duty, or just jumping from tramp vessel to nearly-derelict freighter.

Mystic: Nausicaans have a primitive sort of spirituality, based on animisms (natural spirits) but focused upon conquering nature and bending it to the will of the mystic. The mystic would combine formidable combat skills with a predatorial instinct, as a sort of hunter-shaman.

Soldier: By the 24th century, many Nausicaan mercenaries have learned to work in small military groups, to hire out for dangerous grunt work. Civilizations that lack standing military forces, or need cannon fodder, can hire on Nausicaan groups. The Nausicaans aren't too reliable, of course, but they are certainly intimidating.

Starship Officer (Command): Someone has to run the few starships that the Nausicaans own. A command officer is tougher, more cunning and more tricky than anyone else on his ship. He looks out for his crew (because he can't be bothered to replace them) and always looks for the next weak victim.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:04 pm

OCAMPA

Explorer: Equipped with a small scout ship, either purchased from an alien trader or recently constructed by the Ocampa, this individual seeks out new worlds and new civilizations to satisfy her own curiosity. While it may seem unlikely for her to be encountered in the Alpha or Beta Quadrants, it's possible her explorations could take her through a wormhole or temporal rift.

Envoy: As they journey even farther out into their quadrant, the Ocampa need people trained in first contact with alien species. An Ocampa envoy might require transportation to a new world, or he might be found living amongst an alien species.

Inventor: After the Caretaker's death, the pressure is on to develop new technologies takes place - starships, energy sources, hydroponics, replicator technology, and so forth. Ocampa inventors journey to other worlds to acquire vital technologies.

Merchant: This character might be a "relic hunter" searching for information about Ocampa society prior to the arrival of the Nacene. Although the Caretaker protected the Ocampa from large-scale attacks, it is possible raiders from other worlds successfully looted Ocampa sites.

Mystic: An Ocampa dedicated to the betterment of his or her comra, through meditation and charitable acts. He may have learned to hearness incredible latent psychokinetic powers.

Starship Officer: Those Ocampa who have departd their world to seek out new life-forms and new civilizations. Ocampa do not have a Starfleet to train them, though they likely learn from their records (and with help from friendly alien crewmates).
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Postby Zania Jaarda » Fri Aug 29, 2003 1:12 pm

ROMULANS

Starship Officer (Command): The subcommander on board a Romulan starship, this individual could be encountered in a variety of ways. He may command a Romulan listeninig post hidden on the wrong side of the Neutral Zone. He could lead a "diplomatic" mission to a non-aligned planet, to "negotiate" mining rights or "persuade" the government to ally with the Star Empire. Alternatively, he and his crew could require rescuing from some stellar or planetary catastrophe.

Diplomat: In addition to the standard diplomat, this Romulan could be a senator, or senator's aid. He could bear a peace initiative for the Federation or Cardassians, or be a dupe in some new, elaborate invasion scheme.

Rogue: Nto everyone is happy with the Romulan way of life, though they're smart enough not to say so where others can hear. Some seek peaceful reunification with their distant Vulcan cousins, while others simply want freedom. These malcontents hide and conspire to change their society - and not all of them peacefully.

Scientist: Romulan scientists are just as interested in learning about the universe as those in the Federation. Their aims, however, are less altruistic. Many don't want to expand the frontiers of knowledge, instead supporting the Romulan military-industrial complex.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:15 pm

SELAY

Scientist: This Selay engages in some form of scientific research, perhaps searching for a new form of energy or an improved propulsion system. The Federation sends the Zealous to assess his invention's viability and arrange to acquire it. Motivated by self-interest, the Selayan has invited others to make offers - the Ferengi, Cardassian, Orions, and perhaps even the Romulans.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:18 pm

SPECIES 8472

Infiltrator: This rogue joined the force established to infiltrate Starfleet and spent time training on a Species 8472 terrasphere in the Delta Quadrant. When the USS Voyager encountered the terrasphere, the rogue had already become skilled in mimicking nonfluidic life forms. A peace conference at the terrasphere delayed planned deployment but heightened interest in the Federation. Now infiltrators of this sort might be found anywhere in the galaxy, examining the different life forms in nonfluidic space.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:20 pm

SULIBAN

Saboteur: This Suliban is an operative for the Cabal. The Zealous might encounter him attempting to infiltrate the Vulcan High Command or Starfleet Command, either on a mission of assassination or disinformation. His mission might be to "be at the right place at the right time," to change the course of history at a vital time.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:28 pm

TALAXIANS

Mercenary: A veteran of the Haakonian War, this Talaxian is cynical, suspicious, and aggressive. In the Delta Quadrant, she might be found as a bodyguard for a Talaxian merchant, or resisting the puppet government on Talax. In the Alpha or Beta Quadrants, she is an oddity, just another alien face in the crowd at a starbase bar, a member of some little-known species or a refugee of some interstellar disaster. She might try to make her way home, or make her way in the quadrant in a variety of jobs.

Diplomat: This individual could represent the Talaxian government in political or trade negotiations, or she might offer her services on a freelance basis. As a representative on behalf of the Haakonian Order, she might be the target of Talaxian assassins out to eliminate collaborators.

Explorer: A refugee from the Haakonian War, the explorer travels the Galaxy in his rattle-trap starship, trading goods for a bit of dilithium, befriending aliens, and generally leading a vagabond's life. He may be a source of exotic, anachronistic technology ("I don't know where I got that Iconian dolmen") or require rescuing from some belligerent species.

Mystic: A cleric spreading the gospel of the Great Forest, or philosopher advancing a particular philosophy (liberal democracy, love conquers all, do unto others...). He or she might tend to a group of exiled Talaxians, or set herself up as a holistic healer.

Rogue: A Talaxian rogue might make his way as a con-man, perhaps posing as a reputable merchant only to sell fakes and sub-standard goods. Alternatively, he may hold a grudge against a particular Haakonian (a war criminal? A general?), and plot to assassinate him.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:32 pm

TELLARITES

Starship Engineering Officer: An expecially introspective Tellarite, the engineer eschewed the family business for Starfleet. When the Academy denied her application, she swore to join all the same - and to become an officer. She enlisted, found a home among the engineers, an went on to become one of Starfleet's leading young troubleshooters.

Her capable nature and willingness to work on any problem garnered her promotions and finally a commission. Her quick rise up the ranks has made her less of a loner, but she still perfers the company of machines to people. She has developed a very definite interest in other cultures, however, and tours sites on every planet she visits. She might be found on board a ship, micromanaging its maintenance work; or she could be helping an engineering survey on an unexplored planet.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:33 pm

THOLIANS

Envoy: The Tholian envoy makes contact with outsider species, from the safety of a containment suit. Bringing the occassional Tholian demand or enigmatic message, the envoy is not so much a first-contact specialist as a harbinger of why no contact is a better policy as far as Tholians are concerned.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:38 pm

TRILL

Envoy: Some Trill wander the Galaxy, experiencing as much as life has to offer. Over many lifetimes, they gather a great deal of information about other species, which gives them a broad perspective on sapient behavior. The envoy might work officially for the Federation as a first contact specialist or diplomat, or could be a gadfly who appears on the scene to provide his copious advice.

Ambassador: Trill ambassadors are assigned to the thorniest of negotiations. They can usually be found settling complex issues, such as peace between the Federation and Tholians.

Explorer: Although often in danger because they are often far from home, Trill explorers love to go where no one has gone before. they thrill at being accepted into an alien community, although the Symbiosis Commission frowns on symbionts engaging in this profession.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:44 pm

VIANS

Scientist: This individual is a malicious and enigmatic alien antagonist that could truely frighten the crew. They treat other people as insects compared to their highly advanced civilization, and so not worthy of compassion. They treat Humans and Vulcans the same way as a scientist might treat a lab rat. Ultimately, however, the Vians comprehend virtures like kindness, charity, and love; they do what they do with understandable motiviations. The way in which they go about championing these virtues, however, is less understandable, and so frightening.

A Vian scientist might set up an inter-dimensional arena where he experiments to find the most warlike species, with the intention of exterminating them for the good of the Galaxy.

Like the Q, the Vians might test a species. They might adopt a primitive culture and appear periodically to experiment on subjects, with the aim of weeding out bad tendencies and fostering virtuous behavior.

Vian scientists could abduct various species and create a paradise for them, then see who would abandon it to save others (perhaps the inhabitants of a world whose star is about to go nova).
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Postby Zania Jaarda » Fri Aug 29, 2003 1:46 pm

VIDIIANS

Researcher: This researcher believes the cure is out there, and he will stop at nothing to find it. Sure that the disease began on some other planet, perhaps even developed by an alien race as a weapon, he is determined to search the galaxy until he finds a cure. While few aliens like to deal with him, he deals with whomever he thinks he must.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:48 pm

VORGONS

Rogue: The rogue slips back and forth through the timestream, searching for valuable artifacts or information. This sort of rogue has little care for damage done to the time continuity, because Vorgon technology protects them from all but the most egregious breaches anyways.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:50 pm

VORTA

Ambassador: This Vorta, like many others, is a skilled front man for the Dominion. His mission is to visit races of the Alpha Quadrant and convince them of the benefits the Dominion can provide them, thus setting up willing outposts for Jem'Hadar warriors. If his hosts don't like what he has to tell them, he doesn't worry, for his elite unit of Jem'Hadar can handle ay problem that arises.
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Postby Zania Jaarda » Fri Aug 29, 2003 1:58 pm

VULCANS

Psionic Master: Despite their logical, scientific outlook, Vulcans retain a powerful awareness of mysticism. Their monasteries offer contemplative training as well as psionic instruction. Vulcans with strong psionic talent sometimes take up the mantle of monks or adepts; this sort of master has studied long and hard to harness the ultimate limits of Vulcan mental power. While most psionic masters remain on Vulcan to develop their individual skills privately, a rare few can be found teaching other species to control nascent powers, or instructing important Federation officials in means to foil telepathic spying.

Diplomat: Diplomacy and ambassadorial work have a long and honored tradition in Vulcan society. A diplomat could accompany a starship for first contact missions, or serve on a starbase as a mediator for cultures that want to come to a neutral territory for negotiations.

Merchant: The quest for profit is logical - it is a means to gain knowledge and material to advance the quality of life, which in turn improves the opportunity to provide positive influence on others. Vulcan merchants may not be the best hagglers, but they have a knack for administration and numbers that makes them excellent at accounting - and much in demand on merchant vessels for the ability to squeeze a profit out of the most gloomy accounts.

Rogue: Some Vulcans still disagree with the cultural predilection toward emotionless behavior. Still, the powerful impact of Vulcan emotions renders these individuals dangerous or unstable. Vulcans who refuse the logic of Surak often become social pariahs and take to wandering the spacelanes in search of personal knowledge and fulfillment.
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Postby Zania Jaarda » Fri Aug 29, 2003 2:01 pm

YRIDIANS

Information Broker: The Yridian broker isn't above selling out his own mother's secrets to the highest bidder. He uses his web of connections to ferret out other peoples' secrets, then blackmails them for more secrets and contacts.
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Postby Zania Jaarda » Fri Aug 29, 2003 2:03 pm

ZARANITES

Scientist: Choosing to leave his homeworld, this Zaranite scientist works on the Federation's Strategic Planning Council, attempting to predict future threats and devise likely scenarios. He may ponder future Borg invasions, attempt to discern Tholian attack patterns, or devise wargame scenarios involving the Cardassians. In this capacity, he may need transportation to a conference, or visit a starship as a tactical consultant. His abilities and role make him a likely target for enemy assassins.
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Postby Ensign Vaskel » Fri Aug 29, 2003 4:31 pm

After Voyager helped them escape in the past few years the Vaudwaar have been using and L class planet to rebuild theri empire. After analysing scans of Voyager thay upgraded all their ships to have Voyager phasers and shileding. By using the subspace corridors they attacked other vessels and tool control of them adn intigrated the technology into their empire. By vene out numbering the smaller Borg ships like the one that is an even match for the intrepid they advance their wepaons and armour. With advanced Borg knowledge of tranwarp the have expanded their subspace corridors to the Alpha Quadrant. They seek to attack the Federation as comensation for the lives and ships lost because of Voyagers weapons are relaying their position to their enemies.

So far a Nebula, Defiant and Sabre class has been attacked and capture with their crews killed.
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Postby Zania Jaarda » Sat Aug 30, 2003 6:00 am

Interesting idea, but is this a plotline that you've already started within the game? I have to ask based on the fact that you stated that some ships have attacked and the crews killed. It might be too confusing to have more than one major plotline going on at the same time.
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Postby Zania Jaarda » Sun Sep 07, 2003 11:35 pm

While I was at work today, I came up with a couple of ideas for possible major or minor storylines, based on certain characters. I'll try to develop some more involving other characters soon and post them here.

If your character bio is a bit skimpy on details or the history of your character, please update it! Not only are bio updates a requirement for promotion, but it will help others to get to know your character better, plus provide ideas for possible storylines!
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Postby Zania Jaarda » Sun Sep 07, 2003 11:43 pm

Zane Dillard discovers that his symbiont is harboring a dark secret. There was another host along the lines, but those memories were purposely blocked - until now!

The information that Zane is now privvy to could mean life or death for the United Federation of Planets. If he decides to keep the secret, it could result in the demise of the Federation.

If he decides to reveal it to Starfleet, it could save the Federation, but in so doing he risks being labled as a traitor.

Zane must struggle with his conscious, duty to Starfleet, and the will of his symbiont to make a decision before time runs out!
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Postby Zania Jaarda » Sun Sep 07, 2003 11:48 pm

While researching the past, Starfleet uncovers some information about Murdock that could threaten his career in Starfleet.

There was evidence that suggested that Murdock may have murdered a superior officer. The matter is further complicated by other circumstances, including escaping from mental hospitals and participating in illegal activities under the guise of trying to help ordinary citizens.

Can Murdock find a way to prove his innocence? Is there someone purposely changing the data to make it look as if he's guilty? Or will he become the first Earth execution in almost 4 centuries?
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Postby Zania Jaarda » Sun Sep 07, 2003 11:55 pm

A ghost from Taneth's past resurfaces. The only problem - this individual was thought to have been long since deceased.

The individual has taken to "haunting" the ship, threatening to destroy the ship and kill the crew for the sake of vengeance against Taneth. This threat becomes all the more real when a crew member is severely injured, narrowly avoiding death.

What happened in the past to cause this person to try and seek revenge? Is the individual really alive, or is it some entity that has taken on a form familiar to Taneth?

The crew must get to the bottom of this mystery before the Zealous is destroyed!
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