The Articles of Organization

a proposed constitution for STF


Introduction
by Commodore Mike Ballway, author, the Articles of Organization

For a very long time STF has been without a single, central document that we can call "the Law." For years this was not a problem; any time a member approached the "wrong side" of STF standard, an older member could tell him what the tradition was. Nowadays, however, with the membership of the WeBB increasing all the time and a much lower ratio of older officers to new ones, I feel that it's high time STF got around to codifying its laws.

There are only three earlier attempts that I know of to do this: The first is the original STF Constitution, which has been lost to the winds of time; the second and third are constitutions written by myself and former President Randy McCullick in 1996, both of which are hopelessly out of date now, and were never ratified in the first place anyway.

Some Notes on This Document

Article I, Role-Playing


Section A, Rules for Role-Playing.
STF is centered around role-playing, and as such the rules that follow -- guidelines for conduct in RPG situations -- might be the most important in this document.
p1. What's Written Is True.
Most STF RPGs are led and guided by a Game Master (GM), who sets the stage, announces new events, and provides plot twists. During RPGs STF members are expected to take what the GM says as true, as "what really happened." Additionally, the members of the crew are sometimes (or, in Self-RPGs, always) required to state what they are seeing, doing, hearing, or thinking. Accept all of this as true as well.
p2. Character is Important.
STF RPGers should stay in character at all times. This means that crewmen must remain true to the age, race, and gender that they have selected, among other things.
p3. Natural Laws Apply.
Because STF deals in science-fiction, not fantasy, the laws of physics (and, to a lesser extent, the laws of probability) apply.
p4. Obey Authority.
All members are expected to act in manners befitting "real" Starfleet officers, especially in their conduct towards superior officers and civilians. Disobediance of Authority is grounds for demotion or dismissal from the club.
p5. Post Often.
STF asks its members to contribute to the RPG by posting often. Officers who sign up for a job but then slip into inactivity without resigning are labeled "AWOL" (for Absent WithOut Leave) and taken off the ship's roster so a new officer can be assigned. Each individual fleet sets its own standard for activity.
p6. Have Fun.
Don't take every comment seriously, even if it appears so. Don't take offense easily. STF hopes to provide a very laid-back atmosphere, so try to keep a carefree attitude during your tenure with us.
Section B, Characters.
This section describes how to create a character, and other characters you may encounter.
p1. Character Limitations.
All STF members are required to use an RPG character. Since most of the membership are not members of Starfleet in real life, the RPG character cannot be the same person as the real member. However, there is a great deal of lenience in options relating to character creation. Each character's species must, however, be plausible -- no supermen or Qs. Your character must also be believable for a Starfleet officer. The Commanding Officer and the GameMaster are the final arbiters of the acceptability of a character.

(Note that the name of your character does not necessarily have to be different from your real name, nor does the RPG character have to be completely different in every way from your real-life self -- just sufficiently different to be a believable member of Starfleet, e.g. over 18 years old, in good physical condition, etc.)

p2. Your Character's BIO.
It is suggested that a BIO (Biographical Information Overview) be prepared for each of your RPG characters. Often COs and GMs request a BIO when a character first joins (even though it's not constitutionally required). It's good to have this information handy when roleplaying; A BIO consists of the character's name, rank, position, species, gender, and anything else the member finds relevant, such as service records or back stories.
p3. Multiple Characters.
Each STF Roleplaying character can only be in one place at a time. The same requirement does not extend to members, however; the number of roleplaying jobs that a member can hold is limited only by that member's ability to perform adequately in each. If a member holds more than one RPG post, however, it is required that he create for each job a new character with a different name.
p4. Non-Player Characters.
Menial jobs such as Flight Control, Security Ensign, and Transporter Operator are not staffed full-time by STF members, but during certain times in certain RPGs it becomes necessary to have some STF member "act" as one of these people. The term Non-Player Character (NPC) describes these officers, often called "Nameless Ensigns." Any member may "control" any number (any plausible number) of NPCs. It is suggested that a Department Head with no "dash-one" should have an NPC as his assistant.
p5. GameMasters and Self-RPGs.
There are two varieties of RPG: RPGs, and Self-RPGs. GameMasters are a phenomenon specific to normal RPGs. In a normal RPG, the GameMaster describes the situation and sets the stage. If an officer looks in a cave, the GameMaster tells that officer what he sees. The GameMaster also throws in plot twists, like alien attacks. In a self-RPG, all the characters act as GameMasters, describing what they see and occasionally throwing in plot twists of their own. Self-RPGs are recommended for experienced crews only.
p6. Where Do I Use My RPG Character?
The RPG Character is used in RPGs only. In matters relating to club government, real names are used (although the rank of that member's highest-ranked RPG Character is generally added to the real name). In OOC areas, it is generally the member's choice whether to use real or RPG names.
Section C, RPG vs. OOC Areas.
Because STF is a club of friendmaking as well as a club of Roleplaying, certain areas of the club are designated as "non-RPG" areas. This section serves as an introduction to the "physical layout" of the club.
p1. Government Areas.
STF Government areas are non-RPG areas. Ranks don't carry any weight -- members may sign off with their ranks, but no orders are given on the basis of rank. No ranks are associated with any Club Government positions, with the exception of Fleet Admiral and Vice-Fleet Admiral for the Prez and Veep. Even those two ranks, however, are only used within an RPG context. Anyone is free to visit the Government areas (they are open to the public) but members are asked to keep their comments on-topic and not create unnecessary subjects or post unnecessary notes.

Placement Note: On the WeBB, Government Areas are located in the OOC; on Prodigy, they are in the subjects beginning with "STF - "

p2. O.T. or OOC Areas.
STF "Off-Topic" or "Out-of-Character" areas are also non-RPG. Here members may "own" a "bar" or any other gathering spot. Contrary to the Government area, useless subject creation is actually encouraged in the O.T., although not-so-useless discussion areas ranging from politics to Deep Space Nine and beyond are encouraged also.

Placement: On Prodigy, "STF "; on the WeBB, in the OOC

p3. Fleet Command Areas.
The Command subjects in the fleets are where the Fleet Commander's office and other "local" offices are. These offices are generally located on the flagship or primary starbase of the fleet, which may or may not also be an active ship itself. In these subjects, rank does not matter except when orders are being given to a ship's crew in an RPG context.
p4. Ship RPG Areas.
Subjects such as the Bridge, Brig, Main Engineering, Landing Party areas, and Sickbay are all official RPG areas where Starfleet behavior is expected. A few jokes are also expected -- this is a club of friends, after all -- but overkill is bad taste.
p5. Ship O.T. Areas.
Subjects with odd names -- "XO's Hot Tub" and others in that pattern -- are most likely Off-Topic; Some ships differentiate between the OT and RPG areas through use of hyphens or extra spaces. In these areas, just be yourself. Jokes are expected in excess here.
p6. Ship O.T. & RPG Areas.

Some subjects seem to be both OT and RPG at the same time: Ten-Forward, Crew Quarters, Rec Room, and others. Use the behavior of others as a barometer, on a thread-by-thread basis. One note may be a serious chat between the CO and an alien delegation in Ten-Forward; the next may be a Jello (Jell-O) fight.
Article II, Ranks and Positions


Section A, The Commanding Officer, Executive Officer and Second Officer.
This section details the jobs of the CO, XO and 2O on each ship and starbase in STF.
p1. Commanding Officer (CO) and Base Commanding Officer (BCO).
The CO's primary RPG duty is to command the ship or starbase and take charge of every situation as it develops, applying Federation law and good judgement in order to resolve each crisis in the best way. By way of "paperwork," he is in charge of making sure the crewmembers stay active, submitting an active crewlist to his FComm or PDir whenever requested, and keeping a Ship's (or Base's) Log if he so desires. The CO reports directly to his FComm. The CO has the power to promote his crew to ranks including but not exceeding Lieutenant-Commander. Most COs hold the rank of Captain, although there is no rank prerequisite and no rank is conferred automatically upon becoming a CO. The CO is responsible for maintaining both the Ready Room of his ship (as an office where his subordinates can voice their concerns) and an optional personal quarters for character development.

(Note that though the COs for starbases and ships have separate titles, they are essentially the same at this level and the ship job is used as shorthand for both; thus, when something is stated as a duty of the CO, it's also a duty of the BCO.)

p2. Executive Officer (XO).
The XO, in RPG situations, is most often the leader of landing parties. While it is the CO's duty to safeguard the lives of his crew, it is the XO's duty to watch out for the CO. The XO is also responsible for suggesting promotion prospects to the CO and serving as a liaison officer between the CO and the rest of the crew. If the CO becomes unable to discharge his duties, the XO steps in and assumes the role of aCO, "acting Commanding Officer." The XO's major areas of posting include any Away Team site as well as optional quarters, and of course the Bridge.
p3. Second Officer (2O).
Mostly just a formalization of succession, the Second Officer is usually the most senior Department Head, whose job it is to basically take a leading role in educating younger officers about RPing. When the XO takes the job of aCO (acting CO), or if the XO is unable to do his job, the 2O steps up and adds aXO to his list of duties. The 2O's areas of activity vary in accordance to his "other" job, as 2O is not a full-time position.
p4. First and Second Officers on Starbases.
STF Starbases do not have the position of Second Officer, and the title of "Base Executive Officer" (BXO) is conferred upon a trusted Department Head in the same manner as 2O on starships. Like the 2O position, BXO does not carry any extra duties, only a formalization of succession.
Section B, The Department Heads -- Starships.
This section details the duties of the various Department-Head positions aboard an STF starship.
p1. Chief Engineer (CE).
The Chief Engineer is responsible for maintaining the infrastructure of the ship. The CE is expected to know every detail of the ship on which he serves. The CE is expected to maintain, for purposes of RPG advancement, either a "Chief Engineer's Office" subject or a "Main Engineering" subject. The CE may also maintain an Engineering Log if he so desires. Chief Engineers rarely report in person to the Bridge unless Main Engineering has been contaminated.
p2. Chief Medical Officer (CMO).
The Chief Medical Officer is the head doctor on board the starship, and is responsible for the health of every crewmember. The CMO may, with the concordance of the XO, pronounce the CO "unfit for duty" if he exhibits odd or dangerous behavior. The CMO should maintain a "Sickbay" or a "CMO's Office," and can maintain a CMO Log if he wishes. The CMO is almost never on the Bridge, but often on landing parties because of his medical expertise.
p3. Chief Science Officer (CSO).
The Chief Science Officer is (in general) responsible for maintining the sensor system of the ship and aiding in Starfleet's mission of exploration. Because of the varying facilities on each class, the CSO's duties are different throughout the fleet. On Heavy and Light Cruisers, the CSO normally has his hands full with the many experiments and data-gathering projects in operation. On Dreadnoughts, such as the Nimitz class, the CSO often works with the CE and the Chief of Security in maintaining the readiness of some of the more high-tech weapons, in addition to some research. In both Dreadnoughts and in smaller Destroyers and Scouts, the CSO takes on all of the duties of the Operations Manager. The CSO is usually found either on the Bridge or in an optional "Science Lab" or "CSO Office" subject he could maintain, if he so wishes, for RPG purposes.
p4. Chief of Security (COS).
As with the CSO, the COS's duties vary depending on the type of ship. On a Cruiser or Science vessel, the COS is in charge of both external and internal security, with a large support staff to help. On ships primarily for defense, Dreadnoughts, Destroyers, and the like, the COS is only in charge of internal security. Areas of posting for the COS include the Bridge, the Brig, and the Security Office, the last two of which are optional and the COS's responsibility to maintain.
p5. Chief Tactical Officer (CTO).
On warships -- ships built primarily for defense, not exploration -- the Chief Tactical Officer takes up the role of studying the sector(s) in which the ship is traveling, advising the CO on treaty law, political and social reality, and Federation interest while planning strategy, and operating the ship's weapons in battle. In short, the CTO complements the COS by being the chief of external security. The CTO is almost always on the Bridge, and, unlike the COS, is rarely on Landing Party detail.
p6. Counselor (Cslr).
On exploratory ships where First Contacts, or any diplomatic events, are likely, a role- playing Counselor is included on the ship's roster (the only current exception to the rule is the Trafalgar class). The Counselor is an expert in psychology and, in addition to handling the emotional well-being of the crew, the Counselor offers invaluable help to the CO regarding alien races and advises him on diplomacy. The Counselor is frequently on the bridge but is also responsible for maintaining an optional "Counselor's Office."
p7. Operations Manager and Flight Control (Ops Mgr, Conn).
The two forward positions on a Galaxy-class ship, Ops Mgr and Conn, are not staffed in STF. Most of the duties of the Operations Manager are divided among the Chief Engineer, Chief Science Officer, and Chief of Security/Chief Tactical Officer. Operations Manager does not exist on STF ships; the related position of Chief of Operations on starbases is, however, staffed. Flight Control (Conn), the ship's pilot, is "staffed" by Non-Player Characters (see Article I, Section B, Paragraph 4).
Section C, Department Heads -- Starbases
This section details the various duties of the Department-Head positions aboard an STF starbase.
p1. Chief of Operations (COO).
The head Engineering officer on a starbase is the Chief of Operations. The COO is responsible for maintaining the infrastructure of the base and overseeing all docking, shipbuilding, construction, transportation, and cargo-moving operations. The COO's duty station is on the Bridge or Operations Center of his base.
p2. Base Medical Officer (BMO).
The BMO is responsible for the physical and emotional well-being of the crew and can, with the concurrence of the BXO, declare the BCO unfit for duty (if the BMO is the BXO, then he can declare the CO unfit for duty with the concurrence of the next-senior officer on the base, by rank). In some cases, the BMO may also be called upon to serve as Starfleet's liaison to civilian hospitals on the base. The BMO works in an "Infirmary" on smaller starbases or a full-fledged "Sickbay" or "Hospital" on larger ones.
p3. Chief of Station Security (CSS).
The CSS is in charge of the internal police force of the starbase. Operating from his office, usually located near the center of civilian activity on the base, he is responsible for the safety of both Starfleet officers and civilians on the station, as well as the inspection of materials imported to the station.
p4. Base Science Officer (BSO).
The head of the station's Science department is called the "BSO." He maintains the internal and external sensor systems (with the help of the COO, CSS, and SOO) and operates any Science Labs on-board, although his main duty station is on the Bridge or Ops Center.
p5. Strategic Operations Officer (SOO).
The SOO's job is similar to that of the CTO on STF warships, but obviously less mobile. Because the SOO's starbase does not change sectors like the CTO's warship, the SOO has more in-depth knowledge of the political, economic, and strategic situation of his home sector. Also like the CTO, the SOO is in charge of the station's external security system. The SOO is almost always on the Bridge or in the Ops Center while on duty, unless he is inspecting the defense arrangements.
p6. Civilian Liaison Officer, Planetary Liaison Officer (CLO, PLO).
In starbases that have substantial civilian or non-Federation populations, Starfleet often sends a CLO or PLO. These liaison officers are ordinarily either Starfleet officers with some connection (e.g. birth, childhood home, long-term diplomatic assignment, etc.) to the particular civilian or foreign culture, or members of the planetary or national military or political organization, in cases of Planetary Liaisons. Starbases located on, near, or in orbit of a planet are assigned PLOs; starbases with large civilian populations living on the 'base but no nearby planet recieve CLOs.
Section D, The "Dash-Ones."
This section details the duties of the Assistant Department Heads, or "Dash-ones."
p1. Dash-One Justification.
While the jobs of the Department Heads are easy enough that only one officer is required, oftentimes another officer -- an Assistant Department Head -- is assigned to the same department on the same ship. There are only two reasons why any officer should be assigned a Dash-one position:
  1. All Department-head jobs in the field requested by the officer involved are full, and there aren't enough members to justify a new ship (the officer involved should be encouraged, but not ordered, to join another department); or
  2. The officer involved is a new recruit. In this case, the Department Head under which the recruit is "studying" also takes on the role as something of an "RPG coach," serving as a role model for how to conduct oneself in an RPG. Any Department-head officer may request to not be assigned a dash-one, but if there is no other ship to send a recruit, the Department Head's request may be ignored.
p2. Engineering (Eng-1, Ops-1).
The Eng-1 is the Engineering understudy, who often serves as the CE's liaison to the bridge, sitting at the "Engineering" station. The Eng-1 is, of course, in charge of Main Engineering and the well-being of the ship should the CE become incapacitated or should the CE go on landing party duty. The Ops-1 officer is the assistant to the Chief of Operations on a starbase and therefore has a larger range of duties, including dock management and shipbuilding.
p3. Medical (Med-1).
Depending on medical knowledge, the Med-1 may be either another Doctor in sickbay or a nurse. If the ship or starbase has no counselor, the Med-1 may also serve as a psychologist.
p4. Science (Sci-1).
The assistant to the Science officer.
p5. Security/Tactical (Sec-1, Tac-1).
On multipurpose and science ships, the COS may decide to split internal and external security jobs between himself and the Sec-1. Alternatively, the Sec-1 could be used as another internal policeman. The Tac-1 only appears on warships and starbases where a Strategic Operations Officer or Chief Tactical Officer takes over external security.
p6. Dash-Twos & -Threes.
During times when there are many more members than Department Head and Dash-One positions in a given field, Dash-Twos are acceptable, as are Dash-Threes, but at this point the Presidency should consider commissioning a new ship or two.
Section E, Transfers.
This section defines "transfers" and provides a protocol for them.
p1. Definition.
A "Transfer" is any movement of any crewman from one job to another. A move from Eng-1 to CE on the same ship is a transfer, as is a move from CE on the USS Acme to XO on the USS Foobar.
p2. Same-Ship Transfers.
Most transfers within a ship follow the pattern given above, of a dash-one being "promoted" to Chief Engineer, or of a Department Head being made XO. For a same-ship transfer to be official, there must be a vacancy in the "to" position and the CO must advise the Personnel Director and the FComm that a transfer is being made. Note that if a Department Head goes AWOL (Absent Without Official Leave, or Absent WithOut Leave), any dash-one serving under him becomes an acting Department Head; Official confirmation by the CO is necessary to make the aDH a permanent DH. All transfers are subject to veto by the Fleet Commander. No member may be transferred against his will, except in the case of a ship decommissioning.
p3. Two-Ship Transfers.
The reasons for two-ship transfers are very much the same as those for same-ship transfers (advancement), and the qualifications are the same also. Note, however, that for a two-ship transfer both COs must approve and the FComm can veto. If the transfer involves two fleets, either FComm may veto the transfer.
p4. Transfers Because of Decommissionings.

When a ship is decommissioned or otherwise taken out of active service, all personnel aboard the ship must be reassigned. Because the President is actively involved in the decommissioning process, he will normally take a role in finding a new ship for the victims of the decomm, but it is ultimately up to the FComm of the fleet to find the necessary openings. Note that certain officers (ordinarily the CO and XO) may need to take subordinate positions on their new ships.
Article III, Ranks and Recruiting


Section A, Ranks, Promotions and Demotions.
This section details the ranks available for advancement in STF and the procedure for changing an officer's rank. Note that all changes in rank must be reported to the Personnel Director as soon as possible. The abbreviations given here are just one STF standard, and are not exclusively "official."
p1. Cadet (Cadt).
All new Academy students are immediately given the rank of Cadet, which they keep until graduation from the Academy.
p2. Ensign (Ens).
Ensign is the lowest rank held by a crewman on a ship or starbase. All new recruits are immediately promoted to Ensign simply by registering with the Personnel Director and reporting for duty on their new ship.
p3. Lieutenant Junior-Grade (LtJG).
Any CO can promote an Ensign to Lieutenant Junior-Grade, subject to veto by the Fleet Commander. In addition, all Cadets are automatically promoted to Lieutenant Junior-Grade by the Academy Commandant upon graduation from the Academy (see Article V, Section E).
p4. Lieutenant (Lt).
Lieutenant is the rank immediately above Lieutenant Junior-Grade. Any CO can promote any Lieutenant Junior-Grade under his command to Lieutenant, subject to veto by the Fleet Commander.
p5. Lieutenant-Commander (LtC).
Lieutenant-Commander follows Lieutenant on the rank scale. The rules for promotion are the same as those for Lieutenant.
p6. Commander (Cmdr).
Any CO can promote a Lieutenant-Commander to Commander with the approval of the FComm.

(Note that this is not the same rule as for LtC., Lt., and LtJG. Here the FComm must give prior approval; he must be an active part of the decision-making process.)

p7. Captain (Capt).
A superior in the specific chain of command holding the ranks of Commodore or Admiral can promote a Commander to a Captain, subject to veto by the President or Vice-President.

(Note that "in the specific chain of command" means "in the succession of authority"; The FComm-1 (if he holds one of these two high ranks) can promote Commanders in STF1 but not any other fleet; the CO of the Dresden, if he is a Commodore or Admiral, can promote a Commander within his own ship but not on, for example, the Brooklyn.)

p8. Fleet Captain (FCpt).
Any Admiral superior in the specific chain of command can promote a Captain to Fleet Captain, subject to veto by the Vice-President or President.
p9. Commodore (Cdre).
Commodore is the lowest rank in the "Admiralty" and only the President may promote a Fleet Captain to Commodore, and normally with the counsel of the others in the Admiralty.
p10. Admiral (Adm).
Admiral is the highest regular rank in STF. Only the President may promote Commodores to Admiral.
p11. Fleet Admiral (FA) and Vice-Fleet Admiral (VFA).
FA is the rank, used only for RPG purposes, bestowed upon the sitting President for the duration of his rule; Vice-Fleet Admiral, VFA, is the corresponding rank for the Vice-President. These ranks are only used in clubwide RPGs or when giving orders to STF RPG characters in an RPG context.
p12. Out-of-Sequence Promotions.
All officers' promotions must follow the order listed above. Exception: The President of the Club may skip ranks in promoting an officer (e.g. promoting an Ensign to Commander) if there is good cause (e.g., the Ensign is an experienced officer in another club who has applied for membership and the President thinks the Ensign's strengths would be best utilized at a higher level of command). Additionally, no officer may be promoted twice within one six-week timespan.
p13. Demotions.
A "demotion" is the opposite of a "promotion"; only the President may strip a member of any rank, and only with good cause. If the President feels it is necessary, he may skip ranks (an out-of-sequence Demotion) and demote an officer all the way down to Ensign. No officer shall be demoted to cadet unless that officer gives up RPG duties and becomes a full-time Academy student.
p14. Dismissals.
If a member is acting extremely rude or malicious, the President may, with the support of every superior officer to the member, dismiss that member from STF. (Example of "every superior officer": If an Eng-1 is acting up, the Prez must have the approval of the VP, the FComm, the AFComm, the CO, the XO, and the CE assigned to that Eng-1's ship. If it's a CO who's acting up, the Prez only needs approval of the Vice-President, Fleet Commander, and Assistant Fleet Commander.)
Section B, Admission of New Members and Readmission of Old Members.
This section details the admission and readmission protocols within the club, to be administered by the Personnel Department.
p1. Recruiting.
The Personnel Department shall be responsible for conducting all recruiting activity (i.e. advertising the club elsewhere on Prodigy, the Internet, or any other media).
p2. Admission of New Members.
The Personnel Department shall maintain a subject in STF Command for new recruits to voice their desire to join the club. The Personnel Department, though use of its Personnel Listings, shall assign all new recruits to a position on a ship (with the rank of Ensign) or, if the recruit so desires, a class at the Academy (with the rank of Cadet).
p3. Readmission of Retired Members.
Any retired member with a rank equal to or lesser than Commander shall be allowed to re-join STF at the same rank at which he left. Members who retired with ranks of Captain or Fleet Captain shall be readmitted at the rank of Commander. Members who retired with the ranks of Commodore or Admiral shall be readmitted as Captains.
p4. Readmission of Nonretired Former Members.
Members who went AWOL are considered "nonretired" and becuase they failed to notify STF of their resignations, the readmission procedure for Retired Members is followed but with a one-rank penalty. Thus, if a member left STF as a Commander or Captain, he would re-enter as a Lieutenant-Commander. If he left as an Admiral, he would be granted the rank of Commander upon re-enlistment.

(Note that the President can promote recently-joined members using the "Out-of-Order Promotions" rule if he feels these rules do not fit the exact circumstances of the moment.)

Section C, Commissioning and Decommissioning Ships.
This section lays out the procedure for commissioning new ships and retiring from the service old ones. Both procedures are duties of the President, although he may delegate these powers to the Vice-President on a case-by-case basis if he so desires.
p1. Commissioning New Ships.
No new ship shall be commissioned, nor any old ship recommissioned, if in the same fleet as the commissioning there are less than six positions filled in any ship. The President has the final say, within Constitutional limit, on when new ships are commissioned, but the President must consider commissioning a new ship if "Dash-Twos" are employed in more than one department in a fleet.
p2. Classes of New Ships.
All new ships in STF shall be of classes designed by STF members. Thus: ships from the Star Trek TV series are not acceptable. The Engineering Department is in charge of drawing up new ship plans. It is the President's decision which classes should be used on new ships, but he must decide on a class already approved by the ED.
p3. Names of New Ships.
It is the President's duty to name all ships being commissioned for RPG use. In order to maintain a "motif" in the naming of ships, a ship designer may submit through the ED a list of ship names appropriate to his class (as with other ED matters, this is subject to veto by the ED leadership). The President must choose from this list, if one exists.
p4. Decommissioning Ships.
It is the President's responsibility to decommission ships if the membership is spread thin as a result of membership losses. In the event that this becomes necessary, the following rules apply: The President may not decommission any ship with more than five active members. The President is required to decommission one of the three least-active ships in the club. No ship may be decommissioned within one month of the commissioning of another ship in that fleet.

(N.B. that this means that if the Prez wants to decomm a ship wihin that one-month timespan, it has to be the one he just created. Note also that this rule applies only to the other ships in that fleet, meaning that what happens commissioning-wise in Fleet Three does not affect downsizing, for example, in Fleet One.)

Article IV, Club Government


Section A, The President.
The duties of the elected President of STF are many; The Prez is the focal point of change in STF. This section details the President's job.
p1. Source of All New Club Policy.
The President (Prez) is entrusted with the day-to-day operation of STF as well as long-term planning for its future. As supreme executive, legislator, and judge, all reforms and initiatives, all enforcements, and almost all dispute settlements within the club come from either the Prez or members of his cabinet. The President's tool for shaping club policy is the Presidential Edict, any letter issued to the club -- distributed such that every member of the club can see it and publicized so that every member knows it's there -- with which he states the change he is making in the club. The only law higher than the Presidential Edict is this document.
p2. Commander-in-Chief Position & Fleet Admiral Rank.
The Prez acts as military commander-in-chief during clubwide RPGs and when he dictates RPG-related policy to a CO or an FComm. These are the only times when he uses the rank of Fleet Admiral. During all other times -- while serving on a shipboard RPG post, with his RPG character, for example -- the Fleet Admiral rank is not used; the President acts using the rank of his RPG character. The President may not promote any of his RPG characters.
p3. Appointment of the Cabinet.
The President of STF appoints his "cabinet" (except the already-declared Vice-President) upon election. The Cabinet includes all Fleet Commanders, the Department Directors, and the Academy Commandant. If at any time the President wishes to change his cabinet, he has the power to dismiss members of that body also. The President may not be a member of his own cabinet, nor may any President hold any Command-level job other than President. The President is reponsible for dismissing such members of his Cabinet as are acting in manners unbecoming of governmental leaders.  The term "Cabinet" refers to all those who are appointed by the President to hereinafter-stated governmental positions.  The term "Command" refers to all members of the aforementioned Cabinet and the direct sucessor therto.
p4. The President's Offices.
The President is required to keep, in the Club Government area in all sections of the club, a President's Office to serve as a place where members can approach him. The President is expected to deliver, on important occasions, speeches and Edicts (including discussion thereon) in a President's Address area.
p5. Foreign Relations.
The President is in charge of all foreign relations (i.e. relations with other clubs or websites). The President may appoint and recall ambassadors to other clubs, recieve ambassadors from other clubs, and make and break treaties with other clubs.
p6. Other Duties.
Other Presidential duties are described elsewhere in this document: commissioning and decommissioning ships (Article III, Section D), promotions and demotions (Article III, Section A), creating departments (Article IV, Section D), and approving amendments to the Charter (Article V, Section D).
p7. Naming Proxies.
The President may defer any of his duties to another member of STF command, but any action committed by that member under the auspices of the Office of the Presidency reflects on the President.
p8. Duty to STF and the Membership.
By accepting the position of President, the elected leader of STF is expected to make all official decisions with calculated forethought and care for the well-being of STF and its members. The President must not, whenever avoidable, make decisions that diminish or tarnish the club's reputation or cheapen the club's experience. Similarly, the President must treat all members of STF with respect and civility when carrying out official duties. In short, the President is expected to be a noble and almost-ideal STF member.
Section B, The Vice-President.
The Vice-President is not as important as the President, and his duties and responsibilites not as broad, but he is still an integral part of STF Command. This section describes his role in STF.
p1. Assistance to the President.
The Vice-President is the President's chief official advisor, and helps formulate the views of the Administration. The Vice-President fills in for the President when the President is on Leave or otherwise not able to command.
p2. Supervision of the Fleets and Cabinet.
The Vice-President (Veep) is the direct commanding officer to the Fleet Commanders and their fleets. The Veep is responsible for representing the President in communications with the Fleets. The Veep is also the direct superior to all Department Directors and the Academy Commandant, and represents the President in dealings with the Academy and the Departments.
p3. The Veep Office.
The Vice-President must maintain a Vice-President's Office in all STF Command Areas, for use as a suggestion box for the membership.
p4. The Vice-Fleet Admiral Rank.
The Vice-President holds the rank of Vice-Fleet Admiral in his dealings with the Fleets and in clubwide RPGs. The ranks of any RPG characters belonging to the Vice-President are unaffected. The Vice-President may not promote any of his characters.
p5. Other Command Offices.
The Vice-President may serve in one additional Command-level position.
p6. Duty to STF and the Membership.
The Vice-President is expected to behave in a manner becoming of a President-in-training: courteous, respectful, dignified. The Vice-President has the same committment, especially when acting as the President's proxy, to uphold the image and experience of STF.
Section C, The Fleet Commands.
STF is built around fleets, divisions subordinate to the President yet superior to the ships. This section explains the rules regulating Fleets and Fleet Commanders.
p1. Size & Placement of Fleets.
A Fleet consists of any number of ships greater than zero and fewer than seven. RPing starbases count as ships. No Fleet may exist in more than one medium.

(that last bit means that it's unlawful to have a Fleet half on Prodigy and half on the WeBB, or even half on one BB and half on another within Prodigy)

p2. Non-RPG Duties of the Fleet Commanders.
Each Fleet is headed by a Fleet Commander (FComm), who serves as a government representative to the Fleet. All transfers, same-ship and two-ship, must be approved by the FComm. The FComm is also responsible for the outward image of the Fleet: Maintenance of a web site, publication of a fleet newsletter, and other non-RPG activities in this vein are examples of the duties an FComm may take on or defer to another Fleet officer.

Note that because FComm is primarily a Government, not RPG, position, the FComm uses his real name (not RPG name) in this job, and for most duties does not need to use his rank.

p3. RPG Duties of the FComms.
In RPGs, the FComm is responsible for assigning missions to ships (a responsibility that should be incorporated into each GM's storylines) and maintaining the Fleet Headquarters (usually a Starbase). The FComm is the direct commanding officer to the COs of his Fleet. Article II provides further elaboration on the FComm's duties with regards to promotions.
p4. Assistant Fleet Commanders.
Each Fleet Commander is responsible for choosing an Assistant Fleet Commander (AFComm). The AFComm is normally the senior CO (after the FComm) in his Fleet. That sole duty of the AFComm is to take over from the FComm if the FComm becomes incapacitated.
p5. The Non-Crewed Fleet (NCF).
In addition to its ships crewed by STFers, each Fleet shall have a "non-crewed fleet" of ships for use in RPGs. These ships are considered "commissioned" by the ED but are not crewed by members. The maintenance of each fleet's list of NCF ships is the joint responsibility of the fleet's FComm and the Club Engineering Department.
p6. Eligibility for FComm.
The FComm of a Fleet must either be an ex-CO or -XO of one of the fleet's ships or the current CO or XO of one of its ships. Additionally, the FComm can only hold one other Command position.
Section D, The Departments.
An intership, interfleet controlling authority for various bureaucratic actions within STF is realized in the STF Departments. This section details the various "Permanent Departments" and the duties of their leaders. The internal rules of the Departments are the responsibility of the various Directors.
p1. Internal Structure of the Departments.
Each department of STF's club government is led by a Director (QDir, where "Q" is a one- or two-letter abbreviation for the department -- which itself is abbreviated "QD") and an Assistant Director (AQDir). "Director" and "Assistant Director" are command positions. The Director reports directly to the Vice-President. The Assistant Director becomes acting Director (aQDir) if the Director leaves abruptly. The President appoints all Directors. The internal workings of the Departments are not regulated by this document, only the jobs of the Permanent Departments.  The President may, at his discression, appoint either a single QDir for all of STF or a Co-QDir for the each media in which STF is active, or multiple QDirs each covering any number of media, who will be expected to coordinate their actions as appropriate.  The appointment of seperate offices should be used only if the desired QDir is unable to fulfil his duties in all of the aforementioned media.
(This is like how we currently have a PDir for the WeBB and a PDir for Prodigy.)
p2. Engineering Department (ED).
The ED's primary purpose is the cataloging and management of STF's ships and ship classes. The ED is a forum for all Engineers to decide what technologies are acceptable for RPG use in STF. The EDir's office is also open to new weapons, sensor, and medical equipment suggestions, in addition to ship designs.
p3. GameMaster Department (GD or GMD).
The GameMaster Department's job is simply the training and deployment of all STF GameMasters. The duty of the GDir is to keep RPGs alive on each STF ship. A GameMaster Department Office in the Command area is to be kept so the membership can comment on its GMs or on possible future RPG stories.
p4. Internet Department (ID).
The ID is responsible for maintaining all STF web pages and serving as a liaison among the Internet and the Prodigy fleets. It maintains an Internet Office in STF command where members can offer critiques and suggestions about the STF web pages.
p5. Personnel Department (PD).
The STF Personnel Department is in charge of all recruiting activities in STF as well as keeping an up-to-date list of all currently-enrolled STF officers. The PD also processes all new recruits. The PD keeps a space in STF Command for the processing of new recruits and the posting of personnel manifests.  The President may, at his discression, appoint either a single PDir for all of STF or a Co-PDir for the WeBB and a Co-PDir for Prodigy, who will be expected to coordinate their actions as appropriate.  The appointment of seperate offices should be used only if the desired PDir is unable to fulfil his duties in both media.
p6. Other Departments.
Engineering, GameMaster, Internet, and Personnel are the "Permanent Departments": no President may disband any of these Departments, nor discontinue one of the abovementioned positions, nor change signifigantly their jurisdictions. If the need should arise for another department, the President may create one by Edict. These non-Permanent offices may be disbanded at will.

(Note that these restrictions on Presidential authority over the departments can be sidestepped simply by amending this document, so if there really is a compelling interest to create a new "Permanent Department" or disband an existing one, the Prez can put the matter to a referendum as described in Article V.)

Section E, The Academy.
Starfleet Academy is a training ground for new recruits. This section tells how the Academy runs.
p1. The Academy Commandant (ACmdt).
The Commandant is appointed by the President and is assigned the task of keeping the Academy in working order. Specific duties include assigning students to classes, assigning professors to classes, filling in as teacher for absent professors, submitting to the Personell Director data regarding graduating and enlisting students, and reporting on the status of the Academy to the President and Vice-President.
p2. Justification for the Academy.
The Academy does not have to be open at all times. If demand for a class is low (e.g., if only one recruit wants to learn Engineering), or if no member can be found willing to teach a certain subject, the Academy Commandant can close the Academy completely or just for that subject.

(N.B. that on-the-job training is also available through the Dash-One system.)

p3. Mission of the Academy.
Each Academy Professor is expected to impart on his students the basics of the "profession" he teaches -- everything the Cadet needs to function normally in an STF RPG. Additionally, each Professor should teach basic RP theory, so that Cadets are (theoretically) qualified for a Department-Head position immediately after leaving the Academy. Individual syllabi are the responsibility of the Professors and the Commandant.
Section F, Ambassadors and Liaison Officers.
No man is an island -- and no club or website, either. While it is the President's duty to conduct all "foreign policy" of the club, the President has the power to appoint Ambassadors to speak for him in other clubs, and Liaison Officers to speak for him in other fleets within the club.
p1. Liaison Officers.
One requirement of the President is that he maintain a President's Office in each Club Government area, but a President, once elected, may at some point find his access to one portion of STF blocked off. In this case, the President could appoint a Liaison Officer to read and forward notes to him from the affected area, and to post Presidential Edicts in his proxy. Ideally, the Liaison Officer would be the Vice-President or another member of the Cabinet, but it could be any STF member in good standing with whom the President has a close relationship.
p2. Ambassadors to Other Clubs.
The President has the authority to appoint another member of STF to maintain an official STF presence in another club, at the request of that club's government. These ambassadors are responsible for portraying STF in a good light and reporting back to the President on the status of the club to which they are assigned.
p3. Ambassadors from Other Clubs.
The President also has the authority to recieve ambassadors from other clubs. These ambassadors shall be given an embassy in the STF Club Government area. One advantage of having ambassadors is that the President is able to communicate with another club's leader without leaving the WeBB or the Games BB.
Article V, Crises, Amendments, and Elections


Section A, The Judicial Council.
Because of the importance of the Presidency in STF, it is necessary to have a judicial body to act as a check against the possibility of a bad President ruining STF. The Judicial Council is that body.
p1. Independence and Emergency-Based Nature of the Judicial Council.
The Judicial Council (JC) is totally independent of the main branch of STF's government. Any move by the President or Vice-President to unduly influence the JC is unlawful. The JC exists to check the President and only meets when one of the laws in this document has been violated by the Prez.
p2. Membership of the JC
The JC consists of one Representative Justice (RJ) from each ship, plus the Presiding Justice (PJ). Each XO and BXO in STF appoints the RJ from his ship. The CO or BCO, however, must be consulted before the (B)XO can appoint himself as RJ. No member of STF may serve as RJ from more than one ship. No member of STF may be picked as RJ for his ship against his will. The PJ is the most-senior member of STF who is not the President or Vice-President and who wants the job. The PJ may be removed by unanimous vote of all of the RJs; the succession then follows the same rules as if the most-senior member had turned down the position. Ship RJs may be removed by joint decision of the XO and CO of the ship.

What that bit about the "most-senior member" means is that if the senior member doesn't want the job of PJ, the second-most-senior member gets it, and if he passes, the third-most-senior -- and so on.

p3. Duty of the JC
The JC interprets this document with regards to Presidential actions. If a President is found guilty of acting unconstitutionally, the JC has the power to call for new elections.
p4. Procedure for JC Judgement
There is a strict procedure for calling for new elections:
  1. Someone notices that the President is behaving unconstitutionally. This person then tells the President about it, giving him time to correct his actions.
  2. If the Prez continues to act unconstitutionally even after being warned, the offended person notifies the Presiding Justice.
  3. If the PJ decides that there may be a case against the President -- the PJ does not need to be convinced, he must only be suspicious -- the PJ calls for a meeting of the JC.
  4. After discussion moderated by the PJ, who makes sure that both sides are heard (only the President, the PJ, and the RJs may make statements within the RC chambers), a no-confidence vote is called.
  5. If two thirds or more of the JC vote against the President, new elections are called. The PJ appoints an Election Coordinator (it could be himself) and the Monday after the next Friday is "Day One" on the Election calendar. If the two-thirds mark is not reached, the proposition dies.
p5. Location of the JC.
The JC meets in whatever OOC area of the club is most accessible to the PJ and the majority of the RJs.
Section B, Succession.
Unfortunately, it is sometimes necessary for a member to leave Command under less-than-perfect circumstances. This section outlines the procedures for succession.
p1. If the President resigns or goes AWOL.
If the President leaves the club for any reason, the Vice-President becomes President and he (the new President/Ex-Vice-President) appoints a new Vice-President.
p2. If the Vice-President or any Cabinet member resigns or goes AWOL.
If any Cabinet office is vacated, the President appoints a new person to fill the empty position(s).
p3. If the President and the Vice-President resign or go AWOL.
If both the President and the Vice-President leave at the same time, the most senior member of STF (the PJ) becomes acting President and immediately calls new elections. If a Cabinet member has also resigned at this time, the acting President (aPrez) appoints a new person to the empty position.
p4. If a Cabinet Member's Assistant resigns or goes AWOL.
If any position appointed by a member of the Cabinet leaves the club, his immediate superior appoints a new person to fill the role (e.g. if the AEDir goes AWOL, the EDir appoints a new one; If AFComm-1 resigns, FComm-1 chooses a new assistant, etc.).
p5. STF's Most Senior Officer.
The recognition of Most Senior Officer -- that which determines the PJ -- goes to the STFer who holds the highest nonelected rank and has held it for the longest time.
p6. Vacancies in Roleplaying Positions.
Vacancies in role-playing positions are handled by the club's Personnel Department, as outlined in Article II of this document.
Section C, Elections.
STF, being a democratic club, chooses its leader by plebiscite -- that is, by election. This section provides a framework in which to elect our leader.
p1. Length of the President's Term.
The President shall hold office in terms a maximum of 8 months long, though they could be shorter if the AC calls for elections under its Article V, Section A authority. There are no term limits; the President may serve for as many consecutive terms as the voters will allow. At the beginning of the last month of the 8-month term, the call for new elections is automatically made and the PJ appoints a new Election Coordinator (EC) from the pool of STFers who are not running for any office. Terms are rounded to the nearest month -- all "regular" (non-crisis-based) elections are carried out in such a manner as the President is installed in the first week of a calendar month.

(What the first bit here means is that if President Frederick J. Foobar serves 2 months before being called out for incompetance by the JC, but wins the subsequent election anyway, the next automatic election is another 8 months away, not 6.)

p2. The Election Coordinator (EC).
If the JC finds it necessary to call for elections (and has verified the need with a vote, as described in Article V, Section A), or if an automatic call has gone out, the PJ appoints an Election Coordinator. The EC is responsible for setting an election timetable and enforcing the Election Rules. He is also in charge of tabulating the votes and announcing a winner.
p3. The Election Rules.
All STF Presidential candidates must abide by the following rules:
  1. Each candidate is allowed to set up one "campaign headquarters" in each STF club OOC area (this means one per medium . . . not one per ship). All campaign propoganda are posted there, and nowhere else.
  2. Each candidate is allowed to attach one "bumpersticker" slogan, no more than ten words, to his signoff (e.g. "Lt. Frederick Foobar, Building A Better STF"). This slogan is expected, of course, to disappear after election season is over.
  3. No mudslinging: No character attacks, no politically-charged arguments outside of the political headquarters, and no dirty tricks.
  4. The candidates may NOT post "hey, go check out my campaign HQ" notes in RPG or OOC areas, but may make references to the campaign HQ in casual conversation in OOC areas.
  5. Candidates may provide opposing viewpoints or questions in their opponents' campaign headquarters, but they are not allowed to post entire ticket manifestoes except in their own HQs.
p4. The Election Timetables.
The Monday nearest to the first day of the 8th month of a Presidential term, or the Monday after the first Friday after the appointment of the Election Coordinator in the case of an JC-instigated election, marks the beginning of Election Season. This day is referred to as Day One.
  1. On Day 1 both Nominations and Campaigns begin. This day is the first day that Presidential candidates are allowed to set up campaign headquarters, and the first day that nominations are accepted. A member may not nominate himself. As soon as the member has accepted the nomination, he may begin campaigning.
  2. On Day 8, one week later, is the Nomination Deadline. No new nominations are accepted at this point, nor are nomination acceptances. Campaigning continues.
  3. On Day 15, a week from then, Voting begins. Voting is by secret, Email ballot, collected by the Election Coordinator and cross-checked against the latest Personnel Department report. One vote is allowed per member, no matter how many characters that member has.
  4. On Day 29, two weeks from then, both Voting and Campaigning end. Election month is over. The Election Coordinator counts the votes and announces the victor within the week.
Section D, Amendments to and Ratification of this Charter.
In the future new problems may arise for STF that these articles are not currently prepared to address, and in that eventuality the membership needs to be able to modify this document. Amendments provide a mechanism for doing so.
p1. Validity of Current STF Law.
All former Presidential Edicts that are not contradicted by more recent Edicts or this document are valid statutes of STF law.
p2. Origin of Amendments.
All amendment-candidates must first be discussed in the President's Office with the President, who must approve of the Amendment.
p3. Procedure for Voting Amendments.
Amendment-candidates must be sent to plebiscite. The PJ shall appoint an EC to supervise the referendum on the amendment; A 4/5 majority of voting STFers must ratify it, including at least 3/5 of the voting members of each fleet.
p4. Placement of Amendments in this Document.
New amendments shall be added as new Sections to Article VI ("Amendments").
p5. Ratification.

A plebiscite shall be held, with an EC appointed by the President, to ratify this document as the Charter of STF. This document must recieve a 4/5 majority of voting STFers, including 3/5 from each fleet, in order to be ratified.

The Articles of Organization -- a proposal
[ Article I, Role-Playing | Article II, Positions | Article III, Ranks & Recruiting ]
[ Article IV, Club Government | Article V, Crises, Amendments and Elections ]


Presented to the STF membership

Commodore Michael Ballway, principal author
Undersigned by Captain Larry Garfield

Stardate 98021.4



©1998 Zygweebil Mufasa Productions, Ltd.