Foreword
The following is, hopefully a complete
guide and handbook to working in Starship Avalon. It will go
over positions, scenarios, and will probably never be completed. As
such I'll always be adding stuff to it in all likelihood. Grab
a drink and make yourself comfortable.
This'll probably be a really long read though it's quite a
valuable one. I've sorted the handbook into each division. In
it each job is described to the best detail possible.
Table of Contents
Job
Descriptions
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| Command |
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| |
Commanding Officer (CO)
Maximum Rank:
Minimum Rank: 
Minimum Hours of Service: 250 (of which 75 must be chief hours)
Job Description: The Commanding
Officer is the top of the command chain on board a ship.
Their duty is to receive orders from command headquarters, determine
the best way to carry them out, and then notify the Executive Officer
how to carry the orders out. They provide the final say on all
matters aboard ship, even if a higher officer comes aboard they are
not legally authorized to issue orders as to the operation of the ship
but -can- issue command level orders to the Commanding Officer who
then determines how to carry them out. A Commanding Officer usually
has years of experience under his belt and knows the ship inside and
out.
They generally do not 'buddy buddy' with the crew but maintain
a life of modest isolation.
A Commanding Officer of any vessel (including shuttlecraft though
this is argued against by many naval crew) is always referred to as
Captain regardless of rank.
A Commanding Officer will not be
the one singing the songs of victory. He will be the one
notifying the next of kin that his orders resulted in their
Training: A
Commanding Officer is trained on all parts of a vessel (or command).
They receive special briefings on all parts of the vessel and may take
several weeks in simulators or onboard another ship of the same class.
Quite often an Executive Officer of a vessel is promoted to Commanding
Officer when the former retires, transfers, or is killed. By
the time someone reaches Commanding Officer the checklist is mainly
as follows:
- Self Destruct Command Codes
- Vessel Capabilities
- Crew Briefing
- Command Code Transfer
- Move Into New Quarters
Stations: The Commanding Officer is a roving position though
they have a ready room (office) and the Captain's Chair which is
the Northwest chair on the main bridge and the Center chair in the
second and tertiary bridges.
Battlestations - Battlestations is a modified version
of red alert in which the ship is going into battle and so a few
assumptions are automatically made. During this alert the Commanding
Officer will report to the bridge unless otherwise predisposed to
issue orders to the vessel.
Red Alert - During Red Alert the Commanding Officer,
unless otherwise predisposed, reports to the main bridge to issue
orders to the vessel.
Yellow Alert - A heightened state of alert, the Commanding
Officer may or may not go to the bridge depending on the situation. It
is more an informative alert to the crew and sets computers into
a diagnostic mode so to be ready if an alert is called.
Condition Green (Normal Conditions) - The Commanding
Officer may be on the bridge or otherwise working in the vessel or
his ready room. During normal days the Commanding Officer performs
the following tasks:
- Issues orders to the vessel
- Performs evaluations of the crew
- Takes part in ceremonies
- Performs ambassadorial functions to VIPs
- Examines tactical reports and analyses
- Plots courses of actions
- Takes part in briefings
- Performs disciplinary actions
- Adjudicates any conflicts
Blue Alert - During Blue Alert the ship is in an
unusual configuration. As such the Commanding Officer usually
is on the bridge unless otherwise predisposed.
Job Protocol: The Commanding Officer issues orders to the
Executive Officer who determines who is required to carry out the orders
and what operational status the vessel is required to be in to carry
out the orders. On the bridge the Commanding Officer issues
orders to the Executive Officer who issues them to the various stations
except in battle where they will usually issue directly to the staff. Occassionally
they will simply ask a station directly for information or give an
order.

Executive Officer (First Officer) (XO)
Maximum Rank:
Minimum Rank: 
Minimum Hours of Service: 200 (of which 70 must be chief hours)
Job Description: The
executive officer is in charge of ensuring that the vessel is capable
of completing the orders issued by the Commanding Officer. They
receive orders from the Commanding Officer then determine who is
required to receive the orders, what stations will require to be
notified, and what configuration the ship will need to be in (although
all of these may be in the orders themselves.. if not the XO makes
the determinations). They are also in charge of handling personnel
issues. If the issues can't be handled or are severe they
are taken to the Commanding Officer.
A good executive officer is an extension
of the Commanding Officer's authority.
Training: An
Executive Officer is trained on all parts of a vessel (or command).
They receive special briefings on all parts of the vessel and may take
several weeks in simulators or onboard another ship of the same class.
By the time someone reaches Executive Officer the checklist is mainly
as follows:
- Self Destruct Command Codes
- Vessel Capabilities
- Crew Briefing
- Move Into New Quarters
Stations: The Executive Officer is a roving position though
they have a ready room (office) and the Executive Officer's Station
is either one of the unmanned seated stations or standing/checking
areas of the bridge
Battlestations - Battlestations is a modified version
of red alert in which the ship is going into battle and so a few
assumptions are automatically made. During this alert the Executive
Officer will report to the bridge unless otherwise predisposed.
Red Alert - During Red Alert the Executive Officer,
unless otherwise predisposed, reports to the main bridge to issue
orders to the vessel.
Yellow Alert - A heightened state of alert, the Executive
Officer may or may not go to the bridge depending on the situation. It
is more an informative alert to the crew and sets computers into
a diagnostic mode so to be ready if an alert is called.
Condition Green (Normal Conditions) - The Executive
Officer may be on the bridge or otherwise working in the vessel or
his ready room. During normal days the Executive Officer performs
the following tasks:
- Issues the Commanding Officer's Orders to the crew
- Performs evaluations of the crew
- Takes part in ceremonies
- Performs ambassadorial functions to VIPs
- Examines tactical reports and analyses
- Plots courses of actions
- Takes part in briefings
- Performs disciplinary actions
- Adjudicates any conflicts
Blue Alert - During Blue Alert the ship is in an
unusual configuration. The Executive Officer will report to
the main bridge
Job Protocol: The Executive Officer's position is a unique
one. Their job is to both issue orders to the proper divisions
and provide a sounding board and counter-point to the Commanding Officer
in private. Crew will almost never see the Executive Officer
disagree with the Commanding Officer in public and once the Commanding
Officer has made up his mind the decision is always final and a good
Executive Officer will carry out the orders without question. During
battle the Executive Officer is in charge of managing Damage Control,
External Operations (SAR), and monitoring battle readiness and informing
the Commanding Officer if they are distracted.

3rd In Command (Second Officer) (3IC)
Maximum Rank:
Minimum Rank: 
Minimum Hours of Service: 150 (of which 65 must be chief hours)
Job Description: The
3rd in Command is a unique position. Their job is mainly relief
of the Executive Officer and usually commanding shift. When on the
main bridge the 3rd In Command will fill in wherever necessary if
both the Commanding Officer and Executive Officer are present. They
also have their own station directly behind the Commanding Officer
and Executive Officer on the Command Pedestal Beam. Unlike
the Executive Officer, when they are filling in for the duties of
the Executive Officer the 3rd In Command will only perform the basic
duties as such.
Training: A
3rd In Command is trained on the job on the majority of ships systems.
The training is not as intensive as the 3rd In Command usually does
not have to take total command of a vessel and when they do they're
assisted by the section heads. Training Checklist is as follows:
- Self Destruct Command Codes
- Vessel Capabilities
- Crew Briefing
- Move Into New Quarters
- Additional Protocol Training (If Required)
Stations: The 3rd in Command is a semi-roving position. Usually
they will be on the bridge but it is acceptable for them to inspect
various parts of the ship being sure not to intrude on section heads' jurisdictions.
Battlestations - Battlestations is a modified version
of red alert in which the ship is going into battle and so a few
assumptions are automatically made. During this alert the 3rd
in Command is expected to be on the main bridge or commanding the
Tertiary bridge.
Red Alert - During Red Alert the 3rd In Command,
unless otherwise ordered, reports to the main bridge to relieve any
crew as needed.
Yellow Alert - A heightened state of alert, the 3rd
In Command is required to report to the main bridge unless otherwise
ordered.
Condition Green (Normal Conditions) - The 3rd In
Command may be on the bridge if they are on their duty shift. They
also may be running auxilliary bridge duty in which case they will
be on the Tertiary Bridge. Performed Daily Tasks Include:
- Performs Command Duty
- Takes part in ceremonies
- Performs ambassadorial functions to VIPs
- Examines tactical reports and analyses
- Takes part in briefings
- Relieves sick/injured crew members
- Away Missions
Blue Alert - During Blue Alert the ship is in an
unusual configuration. The 3rd In Command will report to the
main bridge.
Job Protocol: The 3rd In Command is not a position of command
as much as a position of relief. They're trained to know
the ship enough to help out wherever needed and command if required
but naval tradition is that the 3rd In Command is not to offer advice
like an Executive Officer unless asked directly and is not to partake
in the counter-point "Devil's Advocate"
exchange that a Commanding Officer and Executive Officer enjoy. The
3rd In Command usually will not attend staff meetings unless it involves
them, instead they will take command of the bridge.

Chief Helmsman
Maximum Rank:
Minimum Rank: 
Minimum Hours of Service: 75
Job Description: The
Chief Helmsman is in charge of navigating the vessel to its destination
safely. They control the speed, destination and engaging the
ship to warp speed. They are intensely trained and must have
a good memory and ability to map read. They are responsible
for maintaining personnel or a satisfactory personnel readiness level
on all helms aboard ship. All helmsmen are responsible to the
Chief Helmsman and the Chief Helmsman is responsible for training
new helm cadets.
Training: The
Chief Helmsman receives advanced training in all flight capable systems
onboard ship including auxilliary craft. The majority of training
for the Chief Helmsman will be done in a warp capable Auxilliary
craft, a shuttlecraft, or with attending instructor on the main bridge. The
Training Checklist is as follows:
- !Navstats
- !Setdest
- !Setwarp
- !Engage
- !AllStop
- Order of Commands
- Local System Navigation
- Combat Navigation
- Docking Procedures
- Orbits
- Basic Flight Principles
- Any Additional Training Required
Stations: The Chief Helmsman, when onduty and not training
others, will station themselves at the main helm console on the main
bridge. During any alert situation they should report to their
station relieving any crew member present unless otherwise ordered.
Job Protocol: The Chief Helmsman receives orders from the
Executive Officer. They will acknowledge the order. [Please
perform command functions before acknowledging the order so as to save
time]. In a battle situation the Commanding Officer will issue
orders directly to stations. The Chief Helmsman will again acknowledge
the order [after inputting commands].

Chief Air Group (CAG)
Maximum Rank:
Minimum Rank: 
Minimum Hours of Service: 75
Job Description: The
Chief Air Group or CAG is responsible for the operational status
of all auxilliary craft aboard ship. All Auxilliary Craft Pilots
are responsible to the Chief Air Group and they determine the flight
status of said pilots. They receive orders from the Executive
Officer and then determine the appropriate pilot and/or craft for
the mission and then brief the individuals involved.
Training: The
Chief Air Group receives advanced training in all flight capable
systems onboard auxilliary craft. The majority of training
for the Chief Air Group will be done in a warp capable Auxilliary
craft or shuttlecraft. The Training Checklist is as follows:
- !Navstats
- !Setdest
- !Setwarp
- !Engage
- Order of Commands
- Local System Navigation
- Combat Navigation
- Docking Procedures
- Orbits
- Basic Flight Principles
- Any Additional Training Required
Stations: The Chief Air Group, when onduty and not training
others, will station themselves in the shuttlebay control room or.
Job Protocol: The Chief Air Group is responsible for keeping
craft available for missions. They must keep this in mind when
authorizing training missions or leisure cruises. Although a
section head the Chief Air Group will only attend staff meetings when
asked. The Chief Air Group must receive clearance from the Commanding
Officer via the Executive Officer or 3rd In Command before authorizing
flights.
Helmsman
Maximum Rank:
Minimum Rank: 
Minimum Hours of Service: 15
Job Description: The
helmsman is responsible for the safe navigation of the vessel.
They are responsible to the Chief Helmsman but will usually take orders
from either the Executive Officer or the Commanding Officer when performing
their duties on the bridge.
Training: Helmsmen
receive comprehensive training in the flight systems onboard the
vessel. They will usually take their training on a warp capable
auxilliary craft, a shuttlecraft, or with a sitting instructor on
the main bridge. The checklist is as follows:
- !Navstats
- !Setdest
- !Setwarp
- !Engage
- Order of Commands
- Local System Navigation
- Combat Navigation
- Docking Procedures
- Orbits
- Basic Flight Principles
- Any Additional Training Required
Stations: Helmsmen report to their assigned station. This
varies by each crewmember and will be assigned by the Chief Helmsman. If
unaware of their station they should contact their Chief Helmsman.
Job Protocol: Helmsmen are a basic position. Although
prestigious by the fact they are on the bridge the general rule is
not to speak unless spoken to. They will be present in front
of the Command Staff and it's bad naval tradition and ediquette
for a basic position to make 'small talk' with the Command
Staff.
Pilot
Maximum Rank: 
Minimum Rank: 
Minimum Hours of Service: 15
Job Description: Pilots
onboard Starship Avalon spend most of their time sitting around waiting
for assignments. When on normal status pilots will perform training
missions and patrols, however because there are currently no fighter
craft aboard Starship Avalon, during alert periods it is rare to launch
the auxilliary craft.
Training: Pilots receive
comprehensive training in the flight systems onboard the vessel. They
will usually take their training on a warp capable auxilliary craft,
a shuttlecraft, or with a sitting instructor on the main bridge. The
checklist is as follows:
- !Navstats
- !Setdest
- !Setwarp
- !Engage
- Order of Commands
- Local System Navigation
- Combat Navigation
- Docking Procedures
- Orbits
- Basic Flight Principles
- Any Additional Training Required
Stations: Pilots report to their assigned station. This
varies by each crewmember and will be assigned by the Chief Air Group. If
unaware of their station they should contact their Chief Air Group.
Job Protocol: Pilot is a basic position and as such should
be treated as such. When dealing with senior staff it is best
to remain silent until spoken to.
Pilots must receive clearance from the Chief Air Group before any flights.
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| Operations |
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| |
Chief Engineer
Maximum Rank: 
Minimum Rank: 
Minimum Hours of Service: 100 (Must Have Assistant Chief Engineer
Experience)
Job Description: The Chief Engineer
is reponsible for maintaining the ship's mechanical systems. They
monitor systems, repair, modify, maintain, and optimize every system
on board the vessel. To assist them, two assistant chief engineers
report to them along with the engineering staff. The Chief
Engineer is responsible for training their staff and maintaining
an operational readiness.
Training: The
Chief Engineer has already undergone training for the section head
positions as Assistant Chief Engineers.
Stations: The Chief Engineer has several areas they may go
to for a station. The main two are the Operations station on
the main bridge and Main Engineering on deck 5.
Battlestations - Battlestations is a modified version
of red alert in which the ship is going into battle and so a few
assumptions are automatically made. During Battlestations the
Chief Engineer will either be in main engineering or on the bridge.
Red Alert - During Red Alert the Chief Engineer will
be in Main Engineering or on the Bridge.
Yellow Alert - A heightened state of alert, the Chief
Engineer may decide to go to an engineering or the bridge or remain
ready to do so.
Condition Green (Normal Conditions) - The Chief Engineer
may be running a duty shift during normal conditions. Other
tasks the Chief Engineer may perform are:
- Perform routine maintenance
- Repair Damaged Systems
- Run System Diagnostics
- Replace Old, Failing, and Failed Equipment
- Modify Systems to Improve Performance
- Optimize Systems
- Research and Design new Equipment
- Provide Repair Expertise to other ships
- Train Staff Members
- Away Missions
Blue Alert - During Blue Alert the ship is in an
unusual configuration. As such the Chief Engineer will be in
one of the engineering sections.
Job Protocol: The Chief Helmsman is the Commanding Officer's
link to the vessel's mechanical health. They are responsible
for explaining limitations, providing logistical options for missions,
and keeping the vessel capable of performing the Commanding Officer's
Orders.

Assistant Chief Engineer
Maximum Rank: 
Minimum Rank: 
Minimum Hours of Service: 70
Job Description: Assistant Chief
Engineers are responsible for assisting the Chief Engineer as well
as performing the role of Chief Engineer when in separate sections
or when the Chief Engineer is not available.
Training: Assistant
Chief Engineers receive training in managing power flow and training
staff.
Stations: Assistant Chief Engineers always go to one of the
engineering sections unless performing duties somewhere on the ship. The
Chief Engineer usually goes to Main engineering while the assistants
will go to the other two engineering sections unless they're the
only one on duty in which case they generally go to Main Engineering.
Other tasks the Assistant Chief Engineer may perform are:
- Perform routine maintenance
- Repair Damaged Systems
- Run System Diagnostics
- Replace Old, Failing, and Failed Equipment
- Modify Systems to Improve Performance
- Optimize Systems
- Research and Design new Equipment
- Provide Repair Expertise to other ships
- Train Staff Members
- Away Missions
Job Protocol: The Assistant Chief Engineers report to the
Chief Engineer unless they're not present in which case they report
to the Executive Officer or 3rd In Command. Assistant Chief Engineers
are not commissioned officers so they do not take part in staff meetings
unless invited. Naval tradition also requires them to maintain
a minimal appearance unless required by their duties. They should
work through the Chief Engineer, not around them.

Engineer
Maximum Rank: 
Minimum Rank: 
Minimum Hours of Service: 15
Job Description: Engineers help
maintain, repair, modify, and optimize the mechanical systems of
the ship. They are assigned all sorts of jobs from the menial
such as cleaning plasma conduits, to complicated, such as realigning
the warp core and repairing hull breaches.
Training: Engineers
are trained in the basic operational mechanics of the vessel. The
checklist is as follows:
- Basic Warp Mechanics
- Warp Plasma Flow Control (!Setflow)
- Jeffries Tubes/Conduit Junctions
- Restarts / Power Failures
- Multi-Core System
Stations: Engineers are assigned a section by the Chief Engineer
when they graduate cadet training. They are to report here for
any alert status or duty shift.
Other tasks Engineers may perform are:
- Perform routine maintenance
- Repair Damaged Systems
- Run System Diagnostics
- Replace Old, Failing, and Failed Equipment
- Modify Systems to Improve Performance
- Away Missions
Job Protocol: Engineers are the grunts of a starship. As
such they usually can be found complaining about the less popular duties
such as scrubbing plasma manifolds. Generally they either fear
or are somewhat jealous of the officer corp.
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| Medical |
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| |
Chief Medical Officer
Maximum Rank: 
Minimum Rank: 
Minimum Hours of Service: 100 (Must Have Asst. Chief Medical
Officer Experience)
Job Description: The Chief Medical
Officer is responsible for the health of the crew. They perform
regular examinations of the crew, provide basic practioner help for
any sort of medical problems that come up, as well as perform surgery
on advanced problems. They provide triage and emergency medical
care to ship's crew as well as any passengers that may come aboard.
Training: The
Chief Medical Officer receives no special training as they've
received all their training when they became a doctor and advanced
training when they became Assistant Chief Medical Officer.
Stations: The Chief Medical Officer can usually be found in
their office in the main medical bay on deck 4. However there
are times they may be in one of the other two bays or on a call somewhere
if they're onduty.
Other tasks the Chief Medical Officer may perform are:
- Elective Surgery
- Therapy
- Physicals
- General Practitioning
- Research
- Mission Preparations
- Away Missions
Job Protocol: The Chief Medical Officer is the authority for
medical matters onboard a ship. They legally outrank the Commanding
Officer when it comes to medical matters except in cases of Empire
Security or extreme ship danger.

Assistant Chief Medical Officer
Maximum Rank: 
Minimum Rank: 
Minimum Hours of Service: 70
Job Description: The Assistant
Chief Medical Officer is the delegated chief doctor for the Chief
Medical Officer. They perform all the functions the Chief Medical
Officer does in the other medical bays or in the absence of the Chief
Medical Officer
Training: The
Assistant Chief Medical Officer receives training on how to train
staff.
Stations: The Assistant Chief Medical Officer is usually assigned
to a medical bay but may be at various places in the ship depending
upon the need.
Other tasks the Assistant Chief Medical Officer may perform are:
- Therapy
- Physicals
- General Practitioning
- Research
- Mission Preparations
- Away Missions
Job Protocol: The Assistant Chief Medical Officer is responsible
to the Chief Medical Officer. If the Chief Medical Officer is
not around the Assistant Chief Medical Officer has just as much authority
as the Chief Medical Officer.
Doctor
Maximum Rank: 
Minimum Rank: 
Minimum Hours of Service: 45
Job Description: Doctor's
are responsible for providing basic medical care to members of the
crew. They are not trained surgeons and as such will not perform
surgery unless in extreme circumstances. Their general duties
are performing basic medical care and therapy. They will also
work with nurses on the job.
Training: Doctor's
are trained on basic ship functions as well as basic medical training. The
checklist is as follows:
- Emergency Medical Transport
- Medical Bays
- Bed Types
- Protocol
- Nurse Training
Stations: Doctors are assigned to a medical bay when they
start as nurses and continue to work in that assignment unless transferred
by the Chief Medical Officer. At alert Doctors should report to the
station they have been assigned.
Other tasks Doctors may perform are:
- Therapy
- Physicals
- General Practitioning
- Away Missions
Job Protocol: Doctors are a qualified mid-level position. However
most are still quiet fearful of senior officers due to the minimal
experience they have.
Nurse
Maximum Rank: 
Minimum Rank: 
Minimum Hours of Service: 15
Job Description: Nurses provide
absolute basic medical care. They assist the doctors by providing
triage examination, determine who requires the most help and then
notify the doctors. They also provide basic medical treatment
under direction of a doctor. Most nurses onboard ship are in
training to be doctors.
Training: Nurses
are trained on basic medical skills. The Checklist is as follows:
- Medical Bays
- Bed Types
- Protocol
- Triage Care
Stations: Nurses are assigned a medical bay by the Chief Medical
Officer when they graduate from cadets.
Other tasks Nurses may perform are:
- Triage
- Therapy
- Post Operative Care
- Equipment Calibration and Maintenance
Job Protocol: Nurses are the entry level position onboard
ship. Anyone wanting to be a doctor or surgeon has to start as
a nurse. Their job is to assist doctors, not to provide
medical care without supervision beyond very basic treatment.
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| Takimora
Marine Corps Detachment |
 |
| |
Marine Commanding
Officer
sm Maximum Rank:
Minimum Rank: 
Minimum Hours of Service: 100 (Must Have Marine XO Experience)
Job Description: The Marine
Commanding Officer is responsible for maintaining the ship's
security as well as the combat readiness of the security forces aboard
ship. The Marine Commander is also responsible for manning
the offensive &
defensive weapons systems aboard ship.
Training: The
TMC Commander is trained on the tactical weapons systems aboard ship. The
checklist is as follows
- Shields
- Weapon Types
- !Fire
Stations: The Marine Commander is both a roving and stationed
position. Because they serve as tactical officer as well they
may be on the Main bridge or providing security response thoughout
the vessel.
Other tasks the Marine Commander may perform are:
- Tactical System Diagnostics and Calibration
- Staff Training
- Drills
- Security Response
- Patrols
- Away Missions
- Tactical Briefings
Job Protocol: The Marine Commander is issued orders by the
Executive Officer when working as security. They are responsible
to the Executive Officer. When serving as tactical officer they
follow standard bridge protocol and work through the Executive Officer
except in battle or when the Commanding Officer chooses.
Marine Executive Officer
Maximum Rank:
Minimum Rank: 
Minimum Hours of Service: 40
Job Description: The Marine Executive Officer
is responsible for managing the Marine Detachment when the Marine Commander
is working as tactical. They also provide training and assistance
to the Marine Commander in the normal performance of their duties,
as well as support administrative duty for their department.
Training: The Marine Executive Officer is trained
on staff training and drills.
Stations: The Marine XO is responsible for
dispatching staff when the Marine CO is on the bridge. As such
they report to the Marine CO's office during any alerts.
Other tasks the Marine XO may perform are:
- Staff Training
- Drills
- Security Response
- Patrols
- Away Missions
Job Protocol: The Marine XO is responsible
to the Marine Commander. When they're not around they serve
as TMC Commander. Marine XO's are generally the leaders of security
squads as the Marine Commander is required to provide strategic control
of them.
Rifleman/JO/NCO
Maximum Rank: 
Minimum Rank: 
Minimum Hours of Service: 15
Job Description: Team Members provide all types
of security. They are guards, patrols, crisis response, VIP protection,
as well as combat troops. The TMC is the most combat oriented
division and is purely focused on combat and Personnel and Asset Protection.
Training: Team Members receive training in
the following areas:
- Hand to Hand Combat
- Weapons Training
- Close Quarters Combat
- Open Combat
- Sniper Combat
- VIP Protection
- Security
- TMC Training Manual
Stations: Team Members, unless guarding
a position, should report to the TMC Briefing Room during alerts.
Daily Tasks an Team Member may perform are:
- Drills
- Security Response
- Patrols
- Away Missions
- Combat Briefings
- Tactical Scenarios
- Recurrent Training
Job Protocol: Team Members are the 'gungho' combat
troops onboard ship. In their offduty hours you can find them
usually getting drunk in the lounge and bragging about how many people
they've killed. They avoid officers usually, not because
they are afraid of them but because their attitudes usually will
get them in trouble.
 |
| Crew
Support (Civillians) |
 |
| |
Chief Lounge Contractor
Rank: 
Minimum Hours of Service: 60
Job Description: The Chief Lounge
Contractor is the authority in the lounges aboard ship. They
have the authority to deny service to crew who have been rowdy or
disrespectful. They manage stock levels and keep track of the
food inventories aboard ship. They are
also trained counselors and as such provide psychological counselling
to anyone who requests it. The Chief Lounge Contractor also
trains cadets in protocol. Things such as standing to attention when
a senior officer enters the room, how to address officers and such.
Training: Morale Masters receive training
in the following areas:
- Psychology Basics
- Staff Training
- Basic Medical Training
Stations: When working the Chief Lounge Contractor
may be behind the bar in the lounge or going between lounges to check
on staff.
Daily Tasks a Chief Contractor may perform are:
- Inventory
- Bartending
- Counselling
- Staff Training
- Cadet Evaluations
- Cadet Protocol Training
Job Protocol: The Chief Lounge Contractor is a civillian position
and as such only naval tradition governs how they are to deal with
members of the crew. Officers are addressed by their rank, enlisted
are addressed as sir or by their name. They, being onboard a
naval vessel, are still governed by law to obey the Commanding Officer
of the vessel or their delegates.

Senior Server
Rank: 
Minimum Hours of Service: 45
Job Description: Senior Servers
provide bartending and serving for the mess staff. They also
provide supervision to junior servers and cadets who are training
in protocol.
Training: Senior
Servers receive training in staff training and cadet supervision.
Stations: Senior Servers work in one of the lounges depending
on where assigned by the Morale Master.
Daily Tasks a Senior Server may perform are:
- Inventory
- Bartending
- Staff Training
- Cadet Protocol Training
Job Protocol: The Senior Server is a civillian position and
as such only naval tradition governs how they are to deal with members
of the crew. Officers are addressed by their rank, enlisted are
addressed as sir or by their name. They, being onboard a naval
vessel, are still governed by law to obey the Commanding Officer of
the vessel or their delegates.

Junior Server
Rank: 
Minimum Hours of Service: 0
Periodic Hour Requirement: None
Job Description: Junior Servers
provide bartending and serving for the mess staff. They also
provide supervision cadets who are training in protocol.
Training: Junior
Servers receive training in cadet supervision.
Stations: Junior Servers work in one of the lounges depending
on where assigned by the Morale Master.
Daily Tasks a Junior Server may perform are:
- Bartending
- Cadet Protocol Training
Job Protocol: The Junior Server is a civillian position and
as such only naval tradition governs how they are to deal with members
of the crew. Officers are addressed by their rank, enlisted are
addressed as sir or by their name. They, being onboard a naval
vessel, are still governed by law to obey the Commanding Officer of
the vessel or their delegates.

Naval
Tradition (IC)
The following is a brief history of naval tradition along
with some tips, advice, taboos and other tidbits of valuable information. There
are many customs within the navy that most people think are petty and
meaningless but hopefully will be explained in this guide.
The Captain
Regardless of their rank, the Commanding Officer
of a vessel is always referred to as Captain.
For many this is one of the hardest concepts to grasp. Even
in other branches of the military the Commanding Officer is usually
quite involved with the staff. On board a navy ship the Captain
is the last word on all matters. Communications is not always
present so his judgement is quite often the final say on any matter.
Because of the isolation of ships mutiny or desertion
is always a concern.
Throughout history naval tradition has invoked harsh, sometimes deadly
punishments for simply expressing one's disagreement with the Captain.
The same is true in current times, it is extremely frowned upon to
the point of being rude, insubordinate, and shocking to anyone present.
This is hard for players who generally come from a democratic world
where majority rules and debate is considered healthy. However
on a naval ship debate will get people killed and once the Captain
says something it should be carried out without question.
The crew of a ship hold their confidence in the Captain. As
such if they see their senior officers expressing discontent or downright
lack of confidence in the Captain's it throws off their morale
and ability to focus on their work.
It is also considered improper to offer advice to the
Captain if he has not asked for it. This is partially because
it's jumping rank. The Executive Officer's duty is to
filter advice for the Captain and proper ediquette is for him to ask
for advice of the staff and then present options to the Captain.
The Captain should stay to themselves. It is inappropriate
for enlisted and even junior officers to invite the captain to a table
or to sit down at the table with them. This allows the captain
to remain objective when assigning crew or promotions.
Behavior
The behavior of a naval member is a reflection on their skill, professionalism,
and dedication to duty. If someone is constantly using broken
english they are considered to have a low english skill, and will probably
not be promoted to the command staff anytime soon.
If they routinely attack someone in conversation they are considered
to have poor diplomatic skills and will not make promotion very likely.
If they feel they need to be the hero constantly, they'll most
likely be held back for the sake of the safety of the crew. Remember
to always watch your behavior.
Lounge
Superstitions, unfortunately, can have a major impact on morale. One
such superstition is part of lounge protocol. For instance naval
lore states that a sailor will be lost with a ring of a glass, and
the devil will take two if someone stops the ring. Because of
this protocol forbids toasts aboard ship to involve 'clinking' the
glasses. General naval tradition also states that the officers
mess separately from the enlisted. Aboard Starship Avalon currently
we simply ask that the Officers don't get too 'buddy-buddy' with
the Enlisted while on duty.

OOC
Behavior
The following is a mix of advice along with some insight into Marshall
Lee or Gerolkae’s's preferences. If you're looking
to get on his good side or just to avoid his bad side these are probably
helpful. A lot of these may come across as rather anti-social or
maybe even rude.
Apologies if that's the case but it's an honest topic.
Work
Chase Tylor & Gerolkae want people who are going to help out and
do their jobs. This means showing up often, being reliable...etc.
Even joking about not wanting to work WILL annoy him even if he doesn't
tell you.
Loyalty and Truth
Don't lie to Chase Tylor & Gerolkae. They're -very good-
at seeing through people and if you've lied to him he will either
talk to you or you will never realize he knows and instead you'll
never make senior officer or council. This means lying about your
age, lying about a reason for not being around, lying about an incident
that happened...etc. Be loyal to Starship Avalon, any disloyalty
will result in you no longer being a member... this means advertising
your own guild in Starship Avalon, taking patch files, stealing ideas,
trying to get other members to join your guild, or even simply badmouthing
Starship Avalon in front of others.
Don't go around acting like you've always known Chase Tylor & Gerolkae. It
just annoys them and makes them think you're trying to use him to
raise your status with other crew.
If Chase Tylor & Gerolkae want your advice on GMing
they will ask for it
Chase Tylor & Gerolkae has a very specific idea of what he wants
most of the time. Although you might think offering him suggestions
or ooc help or advice on how to deal with someone wouldn't bother
him.... it does. Chase Tylor & Gerolkae like to do most
of the continuity work thierselves, mainly because he has an idea what
he wants and what's realistic.. quite often he does things certain
ways for a reason. However, there are certainly APPROVED exceptions
in a lot of exceptions, those they are put forth by Chase Tylor and
Gerolkae
Don't goof off in front of non-members
If you want to have fun so bad go inside and roleplay. Don't
twink RP in the lobby. People come in to the dream, have no concept
of what Starship Avalon is like and see a twink RP occurring. They
don't realize our lobby's ooc and you're just playing around. You've
now succeeded in not only making yourself look dumb but lowering the
image quality of Starship Avalon. Although you might not be spoken
to about it, if Chase Tylor & Gerolkae saw it you will definitely
have a result, even if you don't realize it.
Don't Apologize, Just Do It
If you goof up, don't be apologizing over and over, all it takes
is a
"Alright, thanks! :)". If you're apologizing all
the time Chase Tylor & Gerolkae will assume you have no self-confidence
and just never give you a head position
Don't be a Hero
You don't -need- to be a hero when roleplaying. The best
roleplays are done with imperfect beings. If you roleplay constantly
as a hero who makes the perfect shot, or takes 15 minutes to fix the
warpcore even when every system on the ship is crippled, or saves the
man with the gaping burning hole in his chest, you're not only going
to never make senior officer, but don't expect to be too well liked
as a roleplayer.
Don't abuse your power
This doesn't just mean breaking the rules. Don't be using
your rank to lord over others. There's nothing that breaks
a new recruit's spirit quicker then having a senior staff member
point out what they did wrong and giving them 'life's advice'. Everyone's
been in the same spot as the recruit so follow the advice rule and don't
offer them advice unless they ask for it.
Chase Tylor & Gerolkae can talk on thier own
When Chase Tylor or Gerolkae say something he doesn't need your
approving comments, your helpful "yes it definitely helps. I
know it did for me"..etc. When he's giving information
out about the dream interrupting him with your comments is JUST as bad
as interrupting anyone else.. don't do it, it gets on his nerves.
Don't complain about being bored (or anything for that matter)
If you're complaining about it someone else is present.. which
means you could be off roleplaying with them. Complaining about
being bored will very likely get you suspended.. it's a contagious
problem and Chase Tylor & Gerolkae are not here to serve your personal
entertainment needs twenty-four hours a day.. They’ve done
the hours of building/maintaining the dream, it's now your turn to
help in roleplaying. Complaining about being bored is a subtle
way of saying
"I want an official RP that is organized, planned, and requires several
hours of work by Chase Tylor & Gerolkae but I'm too lazy to do it
myself". Don't do it.
Starship Avalon is provided as a free environment for everyone to take
part in. Chase Tylor & Gerolkae have put thier money into
it and provided it to you for free.
Complaining about a free dream that you've been given a free membership
in and allowed to play for free is a fast-lane one-way trip to
losing that free membership and finding yourself out on the street.
Respect, or die
Respect each other, respect yourself, respect non-members and above
all respect Chase Tylor & Gerolkae. If you ever get it in
your head to make a rumors about Chase Tylor & Gerolkae, make a
disrespectful comment, criticize or correct him. It would be a
good idea if you thought long and hard about it. Whisper him if
you think he's incorrect, he tries to do that for you most of the
time. Respect each other, don't be arguing or belittling each
other or you're going to find yourself demoted. Don't have
descriptions with disrespectful comments in them or you'll find yourself
without a job if it's serious enough.
Listen and Learn
Don't ignore what Chase Tylor & Gerolkae say.. if they said
it he obviously thought it important for you to know. If you're
told something then you should obviously take heed of it. They’lll
be doubly upset if you forget what you're told.
READ THE FREAKIN MANUAL - There is a ton of academy material for you
to read and learn what goes where and how stuff works..etc. Between
it and your superior officer you should be fine for knowing things. Probably
the quickest way to kill your career is to ask questions on stuff in
the manual rather then looking yourself, or to just go along without
thinking of what's going on and that something may be different. Don't
forget to reread everything once in a while.
Never Negotiate
Chase Tylor & Gerolkae's comments are non-negotiable. If
you start trying to negotiate something because you want it a certain
way you may as well give up on your career because it's not only
killing your promotions each word you say but you're immediately
in danger of simply losing your job
Don't Gripe About Discipline
Although an extension to Don't Complain, you should also remember
the cardinal rule of being disciplined.. If you break the rules
there are consequences. Don't complain about Chase Tylor & Gerolkae
being hard on you if you break the rule. Chase Tylor & Gerolkae
would LOVE to have every member be a perfect model crewman and promote
the perfect people to the perfect ranks.. however it seems that inevitably
there is always someone with an attitude problem. Check your attitude
at the door. Starship Avalon is not here for you to vent your frustrations,
don't be so selfish, we're all here to have fun and Marshall
Lee & Gerolkae's JOB is to make sure that you're not encroaching
on someone else's fun by being a grumpy Gus.

Character
Development
This Section has been Deleted and is now pending a redo.
There's over 400 races in Starship Avalon Continuities and we are working
on a databank to highlight the most common races.
The basic concept is simple. This is a science fiction base continuity,
We don't like characters being way over powered, if the character has
a special ability like Telepathy as Betaziods posess, keep in mind there
are reasonable limits and you must be able to describe how the ability
works while in role play... The Stronger the mind reading the more strain
it would take and thus the character would be weakened to some degree.
How ever we do use a lot of fantacy elements as there are Draconians
and Pheonicans. Both being Modified and adjusted to fit into the continuity
so it makes sense with in a sci-fi environment.
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