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Q: SO, WHO'S IN COMMAND HERE, JARRAT OR STONE...?
A: Both. It's a partnership!
It might be
thought a little odd at first, that the carrier should have two captains ...
but after a very little thought it starts to make tremendous sense. Only the captain has
the rank to make life-and-death decisions that might affect a whole colony
or a trillion-dollar spacecraft, and those decisions might have to be made
on-the-fly, in the field or on the ship, at a moment's notice. The work these
NARC agents perform is incredibly hazardous. On almost all 'away missions,'
there are times when they almost don't come back alive; they can be out of
touch with the carrier and still have to make pivotal decisions involving
the future, and survival, of vast numbers of people and massive amounts of
real estate.
It's often absolutely necessary to have the command rank officer
in the field, buried in a deep-cover situation for weeks at a time ... but it's
also vital to have a command rank officer on the ship. Solution: have a pair
of command rankers (in this scenario, captains) who work as a team.
(The concept is revolutionary and daring, but
it's the logical answer to 'the Star Trek paradox:' in the original series they had
Jim Kirk off the ship every episode, in unbelievable peril, often leaving
command of the ship to junior officers ... in Next Generation, you had the
captain's executive officer always telling Picard he's too valuable, too
vital to the ship, to be allowed out on 'away missions,' yet in a lot of
instances, a command rank officer was actually desperately needed in the field. The
solution has got to be, have TWO command rankers who work in partnership. Two captains.
But since the Trek universe is
soundly based on contemporary military hierarchies (in fact, the Navy), Mel Keegan's elegant
answer to the age-old problem isn't available to the screen-writers. NARC, however,
is NOT the military, and it isn't based in 1960s hierarchical thinking. If you come
forward to Stargate SG1 in 2003-2005, they have a unit comprised of a civilian scientist,
plus two rankless alien mission specialists, and TWO COLONELS. Good golly, has somebody
in Hollywood been reading Mel Keegan ... or do brilliant minds think alike?! I should
think Gene Roddenberry would be spinning in his grave, but the solution is simple,
elegant ... and works. On an OT note, if you're wide awake when you watch Firefly,
you would swear Joss Whedon has read MK! And that's very cool indeed.
-Aricia Gav.
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Q: SO, WHAT IS ANGEL...?
What is Angel? It's a radical hallucinogen that produces the most
incredible flights of fantasy you can imagine, and a lot you can't!
Anything the user's mind can dream up comes to life, and while he or she
is on the trip, it's beyond anything you could describe.
There are two downsides. The fantasmagorical sensual fantasies of the
actual trip turn into your worst nightmares after you come down; and they
don't go away. Your brain wiring has already been altered. The nightmares
get worse until eventually you take another dose of Angel just to stay
sane ... and the treadmill starts again.
The second downside is,
prolonged usage causes organ damage; and it's instantaneous addiction,
so there's always going to be prolonged usage. Once you start, you just
can't stop ... like the game you can't stop playing even if it kills you.
Even so, many people choose to take Angel in a fit of depression.
Others are forcibly addicted (like Stoney), and
some are accidentally addicted. Angel makes a great weapon. It also
makes a really stupid prank the kind of prank college kids pull all
too often.
By one means and another, a population gets full of Angel.
It's not easy to make, so it has to be either smuggled into a colony
system, or it can be made there, from smuggled materials. It can be
made only in laboratory conditions; and when it hits the street it's
worth billions. Vast fortunes are made. It's been said Angel has built
empires and torn them down.
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