|
The
headings on Posts
should look like this:
Rank and NAME
What you are
Where you are at
IE
Cptn Jason Delke
SG soldier
In his room
Things characters do and
places they go
at Headquarters—
(there’s a map)
|
Procedure and Protocol |
|
A solider
is bound to keep procedure and protocol.
If they do not, it can
jeopardize the program and their position in the Shadow Guard.
1) When outside HQ, a solider must conduct him
or herself with up-most caution, not allowing the public to know of
their existence or allowing the public to know the existence of Dark
Ones.
2)If the patrol unit sees a potential SG solider in a civilian,
they are to bring them back to base for interrogations. Any solider
not following procedure and protocol could be made to face a
military tribunal, depending on the severity of the transgression.
3)An officer may not fraternize with a soldier. Relationships are to
be kept within the boundaries of work relations, nothing more.
4) If a female solider becomes pregnant, she
will be removed from active duty. Her chores will be reserved to
desk work or dispatch until she comes to full term. At this point,
she will be reassigned from the Quarters area to the outside
facility that houses Guardian Soldier's families.
5) It is PROHIBITED under any circumstance to
bring a Dark One back to Headquarters. There are no exceptions or
excuses.
6) You are
to follow the chain of command. Not obeying an officer or a
superior will result in jail or military tribunal, depending on the
severity of the transgression.
|
|
Stuck At HQ! |
|
You cannot leave HQ
unless you are on mission or it is O (Out) day or you're in a class
that requires outdoor training. O day comes once a week, and it is
usually done all at once for everyone (PC that is). The GM will tell
you when it is O day. The classes that require training will be in
the form of outdoor ocean exercises (deep sea scuba diving, boating
lessons, etc). If there is a special circumstance that a
character needs to leave HQ beyond these two allowances, the player
must clear it with the GM. They can either do this in game, coming
up to a superior officer (their group Captain which is usually Jason
Delke) or email the GM. Otherwise, you cannot leave. Your character
IS NOT allowed to sneak out. That is
HIGHLY impossible, since it is highly
guarded and regulated. |
|
All soldiers take classes.
|
|
This is to keep the SG educated.
Some soldiers are in lower classes, depending on rank. If your
character is new in game terms, they'll take classes with other
newbies.
|
|
All Soldiers are enrolled in
physical fitness programs |
|
There are a few gyms located in the
facility. There are also a few Olympic sized pools and an indoor
track. There is also a sparring/wrestling room equipped with
everything your imagination allows. Soldiers are encouraged to keep
themselves in peak physical condition. |
|
There
is a Mess Hall |
|
A soldier must eat! At the mess
hall, you’ll find it is like a mall eatery. A lot of different foods
to choose from, some indoor trees and a lot of tables to sit and eat
at. This is to accommodate the various tastes of each SG. Since the
SG HQ is underground, the ceiling in the mess hall is holographic,
depicting that of a summer sky at daytime and a night sky at night.
|
|
Your Personal
Quarters (map) |
|
There is a hallway in which the
soldiers are housed in HQ. It has four floors and are connected by
stairwells on either side. The hallway walls are made of stainless
steel. It looks as though there are no doors at all down the
hallway. The only signifier that there is something there is the
room numbers slated on black a key pad in which you enter a secret
code to enter your room, and a red glass in which you place your
hand over to scan your prints. No one can enter your room but you—or
an override by a higher officer.—unless you program it into your
entrance mechanism to have someone else be able to enter without you
present. This is for your security. In your room, you’ll find a
bed, a desk and chair, a lap top, a closet, a bathroom, shelving,
and a small weapons compartment. |
|
Armory |
|
This is where one goes before a
mission deployment. In the armory is your personal locker, your
locker is same number as your Quarters room. Your locker will always
be filled with everything you need for the mission. The Armory
personnel are debriefed on which solider will need what, and fill
your locker accordingly depending on what mission you are sent out
on. You turn in your weapons at the end of a mission, except your
personal ones. |
|
Automobile
Bay |
|
The auto bay is filled with top of
the line vehicles ranging from small BMW to large Hummers. You are
usually assigned a car when a mission begins. The car will fit all
on your patrol unit. If the unit is bigger than the normal 2-3
persons, then an additional car will be assigned. You are to pick up
your keys from the soldier attendant in the car bay. When the
mission is over, an attendant will come to your car to observe it,
see if there was damage, etc and then take the keys. You are not
allowed to take a car without permission/assignment and will be
punished for doing so. The SGs are highly trained and will take you
down before you leave the car bay. The cars are highly equipped and
carry an extra arsenal for your mission. The car will also have
things for your mission, as the attendant would have stocked it
according to the report he received about your patrol assignment.
Again, be creative on what toys you have to play with. Our Research
and Development department are working hard to give us a lot of nice
trinkets. |
|
Report Time! |
|
After patrol missions, a solider
must fill out a report. This can be done within your patrol team or
by yourself. Make sure your character makes note of this
occasionally. |
|
Socialize! |
|
Breaks between patrol shifts and
story threads is a great opportunity for your character to meet
other characters. Take advantage! There are a lot of great
characters in the game; you do not have to stay with the same ones
all the time. This is where the term “fluff” posts come into play.
They are an intricate part of any PBEM, helps with character
development. |
|