The Life of a
Shadow Guard Solider
 

Procedure and Protocol

 

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.