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statusreport ([personal profile] statusreport) wrote2016-06-16 08:22 pm

☆ ᴛᴇᴄʜɴɪᴄᴀʟ ɢʟᴏssᴀʀʏ ☆


Trek is an enormous canon, with a ton of technobabble and gobbledigook. They don't fondly call it The U.S.S. Make Shit Up for nothing, after all. Now, Captain Mod was raised on this series and has seen pretty much every incarnation and all the movies and has probably spent several years of her life just watching Star Trek... but that doesn't mean I expect all of you to be this much of a nerd. So this page will help familiarize you with common terminology you may encounter playing in this game, and will give you some details on the technology levels of the current point in the Trek timeline.

Contents

Alien Species
Medical Technology
Weapons
Other/Misc



ᴀʟɪᴇɴ sᴘᴇᴄɪᴇs
Different aliens from the Trek universe that have played significant roles in the series and may be referenced in Illyria. This is not even close to a comprehensive list; you can see more here.
  • Bajoran: A humanoid species native to the planet Bajor. They look very much like humans but for the unusual creases on the bridge of the nose, usually numbering between four and seven. They were oppressed and treated as slave labor during the Cardassian occupation of their home world, and to this day there is much bad blood between the two races. They are a deeply spiritual race, and most Bajorans wear a chained earring, usually on the right ear, as a symbol of their faith. Traditionally they place the family name before the given name. The captain of the Illyria, Palu Imania, is half Bajoran.

  • Betazoid: A humanoid species native to the planet Betazed. They are essentially indistinguishable from humans except for their eyes, which are completely black. Betazoids are telepaths and are extremely empathic; they can read the thoughts and emotions of most races, often able to detect someone's intentions before they can act.

  • Bolian: A humanoid species native to Bolarus IX, also known as Boliax or simply Bole. Bolians have blue skin and a ridge that runs from the back of their heads to the tips of their noses. They are famously "tough", having cartilaginous tongues that are impervious to even the spiciest of foods, and if the toilets aren't running at peak, you definitely don't want to visit the restroom after a Bolian. During medical examinations, you may even be asked if you've had sexual relations with a Bolian--apparently it can be hazardous to your health. Bolian marriages are often polygamous, and "Bolian Blues" is a popular genre of music throughout the Federation.

  • Borg: The greatest threat to all life, the Borg are not a species indigenous to any particular planet, and are in fact a collective of cybernetic organisms that conquer and "assimilate" other races. The assimilation process involves injecting victims with microscopic machines known as nanoprobes, which multiply and take over many of the victim's organic parts, replacing them with cybernetic prosthetics. Individuality is an alien concept to most Borg, and when they speak, they refer to themselves in the plural; every Borg mind is connected, and their thoughts and experiences are one. They strive for perfection, using the combined knowledge and technology of thousands of worlds to always improve themselves. They tend to be physically slow, unable to run, but they are many times stronger than the average human, and are impervious to most phaser-style weapons, as their shielding can adapt to absorb the energy after one shot to any single drone. Though the exact origins of the Borg remain unclear, they seem to have come from the Delta Quadrant.

  • Cardassian: A humanoid species native to the planet Cardassia Prime. They have greyish skin and pronounced, scaly ridges along their brows and necks. A concave crest on their foreheads has earned them the pejorative nickname, 'Spoonheads', which they tend to consider a slur. Cardassia is a military dictatorship, and they occupied Bajor for fifty years, during which time they attempted to colonize the planet and claim it for their own. There is still a lot of tension between Cardassia and the Federation, and in general they try and steer clear of one another.

  • Changeling: A shapeshifting species native to the Gamma Quadrant. They are able to take any form, and can mimic any individual perfectly, down to voice and mannerisms. The only way to determine whether someone was a Changeling was to draw blood, as any part of their bodies that was separated from the main form would revert to their gelatinous base form. They founded The Dominion, which sought to conquer the Alpha Quadrant using genetically engineered soldiers called the Jem'Hadar, who saw them as gods.

  • Ferengi: A humanoid species native to the planet Ferenginar. They tend to be short in stature, with coppery skin, large, pronounced ears, and wide noses with several ridges. Ferengi are bald, even the females, with bulbous heads, and they sharpen their teeth to pointed fangs. Their culture is steeped in mercantilism, and the greatest achievement a Ferengi can gain is to earn great profit. They are an intensely misogynistic culture, forbidding their females from earning profit, traveling, speaking to strangers, and even wearing clothes. If a female is caught doing any of these things, the males of her family are punished for her actions, and thus Ferengi females are known for being extremely subservient. Some of them are even sold into sex-slavery. Though they can be ruthless when it comes to making a sale, in general Ferengi tend to be cowardly, and despise a fair fight--threaten one, and they are likely to scream quite shrilly in terror. They live by the 285 Rules of Acquisition, which is a sacred code by which all Ferengi are bound, in an effort to earn the greatest profit. In more recent years, Ferenginar seems to have gotten its rampant capitalism a bit more under control, establishing sick time for its workers, and it has also established equal rights to its females, allowing them to leave the house and wear clothing. They still have a long way to go, though. The Illyria has two Ferengi crew members working as the Finance Chief of Staff and Payroll Manager.

  • Jem'Hadar: A genetically engineered warrior race originating in the Gamma Quadrant, used by the Dominion as super soldiers. They are tall and somewhat reptilian in appearance, with greenish scaled skin and spiny protrusions on their faces. They are incredibly strong, ruthless killers, but are known for being very obedient within their ranks. They are also created to be addicted to a drug, commonly referred to as "the white", which allows them to be controlled despite their strength and bloodlust. They do not eat, sleep, or have any concept of entertainment or fun, and require only this drug to survive, making them an incredibly formidable foe.

  • Klingon: A humanoid species native to the planet Qo'noS (or Kronos). Klingons tend to be very large, imposing figures with dark skin and hair, and pronounced forehead ridges, and the males usually have facial hair. Klingons are notably a warrior race, and are arguably one of the physically strongest races known to the Federation. Their internal anatomy is full of redundancies, and they have an accellerated metabolism that allows them to heal quickly, thus making them very difficult to kill. Though they are known for being fierce and aggressive, their belligerence is tempered by a strong sense of duty and honor. To die in battle is the greatest honor a Klingon can achieve, and ritual suicide is preferable to capture. Klingons are also quite a spiritual race, adhering to many methodical rituals and worshipping their messianic historical leader Kahless, whom they see as the greatest warrior of all time. The Illyria's Tactical and Security Chiefs are both Klingons.

  • Romulan: A humanoid race native to the planet Romulus. Romulans have pointed ears and ridged foreheads that tend to make them look very stern. They usually have dark hair. They share a common ancestry with Vulcans, but their culture and demeanor is very different. Romulans are characterized as being very cunning and passionate, polar opposites of their overly logical Vulcan cousins, and while they share Vulcans' superior physical strength, they are considered less intelligent. They do, however, see themselves as superior to other races, and are famously arrogant. They have a very prominent military, and are one of the Federations fiercest rivals. There is a stretch of space between Federation and Romulan territory, known as The Neutral Zone, into which neither power is permitted entry, in an effort to prevent unnecessary conflict.

  • Vorta: A genetically engineered race of clones created by the Changelings to administrate The Dominion, as well as act as field commanders and diplomats. They are of fairly average standard human height and build, with fair skin and purple eyes, and elongated, ridged ears that are joined all the way down the sides of their heads. A small percentage of Vorta have telekinetic abilities, but this is not a prominent trait. They are, however, immune to most forms of poison. If killed, a Vorta could be replaced with a clone that retained all memories and experiences of the previous incarnations. They are known for being extremely charming and charismatic, but are not to be trusted.

  • Vulcan: A humanoid race native to the planet Vulcan. Vulcans were the first alien race humans encountered, and are the oldest allies of humanity, and were crucial to the expansion of the Federation. They look very much like humans, though their ears are pointed and they have notably stern eyebrows. They are also significantly stronger than humans. Fair-skinned Vulcans tend to exhibit a slight greenish hue to their complexion, on account of their green blood. Most Vulcans are strictly vegetarian, and rarely imbibe alcohol, which all falls in line with their very rigid prohibitive philosophies. Vulcans do experience very intense emotions, but through years of intense training have learned to suppress them. They are long-lived, some having lived well over 200 years, and can go for up to two weeks without sleep with few adverse effects. They are also a telepathic race, and through a unique skill called a Mind Meld, can actually link their thoughts and memories with another individual. Though they are a very pacifistic race, Vulcans do practice highly developed martial arts, which further demonstrates their extremely disciplined culture. There are two Vulcan engineers and a Vulcan security officer on the Illyria.


ᴍᴇᴅɪᴄᴀʟ ᴛᴇᴄʜɴᴏʟᴏɢʏ
Starfleet has made some amazing advances in medicine, and in the 24th century, there are very few injuries or maladies that cannot be healed by modern science. Here are some things your character may encounter in Sick Bay, or in general conversation. This is by no means a complete list, these are just a few of the more common items you may need to know about.
  • Cortical Inhibitor: This device controls theta wave activity in the brain. It can be used to suppress dream activity, or to control unwanted neural patterns from emerging.

  • Cortical Stimulator: A medical tool used to stimulate neural activity by delivering an electric shock to the brain. Think of it as a brain defibrilator. It is standard equipment in a Starfleet Sick Bay.

  • Biobed: This is where your character will wake up on the Illyria. Biobeds are standard equipment in a modern Sick Bay; they are designed for surgery, but are also used for standard examinations. They are equipped with scanners, and have a large display for vital signs and other information. They can also be modified to serve as stasis chambers if someone is too critically injured to be treated with current available equipment.

  • Dermal Regenerator: Just what it sounds like, this device is used to regenerate skin tissue. It can heal minor wounds and burns, and can also remove scar tissue. Additionally, it can be used to create false wounds or burns, for all your faking a sick day needs.

  • Emergency Medical Holographic Program: This sophisticated medical program is the first thing your character will encounter upon waking up in Illyria's Sick Bay. Developed in the late 2300s, the EMH has gone through several overhauls, and they are now equipped standard on most Starfleet vessels. The program on the Illyria is the most recent update, the top-of-the-line Mark V. Where some of the past EMHs have been confined to Sick Bay, after Voyager's crew made it home, their EMH's mobile emitter was adapted and recreated for all future EMH units. The Illyria has holographic emitters installed throughout most of the ship to allow the EMH to treat an injury without the patient having to be moved. Magnetic containment fields allow the EMH to shift between solid and insubstantial at will. The EMH is programmed with all the medical knowledge Starfleet has, and can perform any medical procedure that Starfleet has information on. There is very little the EMH is incapable of healing or repairing. The EMH also has a universal translator matrix built into its programming to allow it to communicate in any language Starfleet has encountered. More on the universal translator can be found in the miscellaneous section.

  • Hypospray: A hypospray, or commonly just hypo, is a medical device used to inject liquids into a body. This device uses a noninvasive mechanism of compressed air to transfer medication into the subdermal layer below the skin, and assured that the skin was not punctured, thus reducing the risk of pain or infection. The usual injection site is the back of the neck, however a hypo can be used even through clothing, and since the skin is never broken, a hypospray can be used on multiple patients without the risk of spreading any bloodborne illnesses. Hypos can also be used to collect air samples in order to test the air quality or compress and store air for later use.

  • Laser Scalpel: Replacing the bladed scalpel, a laser scalpel uses a finely tuned laser to make incisions. There are laser scalpels in various wavelengths for making cuts of different depths.

  • Medical Tricorder: A specialized version of the standard tricorder, the medical tricorder uses detailed sensors and analysis software designed specifically for medical diagnosis. While it's no substitute for the powerful equipment of a full Sick Bay, the medical tricorder can diagnose most maladies and injuries on the living, though it is not as accurate when it comes to determining cause of death. They are not exactly restricted devices, however medical tricorders are not made readily-available to non-medical personnel outside of Sick Bay.

  • Medkit: Your basic 24th century first aid kit can be found in strategic locations throughout the Illyria, and one is also stocked in every shuttle and the Waverider auxiliary craft. A standard medkit contains a medical tricorder, a hypospray with several standard triage drugs, a dermal regenerator to treat flesh wounds, and a trauma kit for more dire situations. The Illyria has a stock of spare medkits for away missions as well.

  • Neurocortical Monitor: This small device attaches behind the ear of a patient, and monitors their neural functions. It can keep track of various brain chemistry, and can be programmed to send an alert to Sick Bay if it detects any unusual nerological activity.


ᴡᴇᴀᴘᴏɴs
There is a wide array of weaponry at Starfleet's disposal, and many more than they have encountered in dealing with other races. These are some of the more common weapons you may hear about or see used during your stay on the Illyria. Please bear in mind that firearms are usually considered brutal and archaic weapons, and if your character has one, it will have been confiscated upon their arrival. It may be returned to them, though the ammunition will have been removed, and they will be strictly forbidden from using it onboard.
  • Bat'leth: A Klingon weapon, the bat'leth is a curved double-sided blade resembling hook swords. Using handholds in the center of the blade, it can be spun and twirled at great velocity.

  • Disruptor: Though they are considered less 'elegant' than Starfleet phasers, disruptors can cause great damage, described as 'thermal shock and blunt force'. These are the weapons of choice of Romulans, Klingons, and several other more notably aggressive alien races.

  • KaBar Combat Knife: The standard-issue combat knife of the Federation. It is approximately 13" long and standard equipment in survival gear and emergency weaponry stores aboard ships.

  • Phaser: This is one of the most common weapons you will encounter in this universe. Very versatile, a phaser ranges from small hand-held models to huge bands that can be fired from ships. Most officers have a hand-held phaser sidearm, and in more dire combat situations, a larger, more dangerous phaser rifle may be used. The beam of a phaser can be set anywhere from stun to kill, and on its highest setting, a phaser can actually vaporize most organic tissue. The necessary intensity to actually stun or kill someone varies somewhat by species. The beam can be set to single or multiple targets, and ship phasers are capable of striking entire city blocks at once. They can also be set to overload, wherein they act like a bomb, and can destroy most organic objects within a 50-meter radius.

  • Photon Torpedo: A standard ship-based weapon, these torpedoes have an antimatter warhead and an energy shield that allows them to penetrate armor and most starship hulls. They are apparently very easy to modify to increase destructive power or to suit specific needs, as this is something that happens fairly often across the franchise.

  • Trilithium Resin: A byproduct of a starship's warp engines that is lethal to humans. The exact nature, consistency, and other details of the resin are never specified, but it has been used in a torpedo, detonated in a planet's atmosphere to render the entire globe uninhabitable to humans for fifty years.


ᴍɪsᴄᴇʟʟᴀɴᴇᴏᴜs
Your character will likely encounter all kinds of unusual things they've never seen before during their stay with Starfleet. These are a few of the more common items, technology, and spacial anomalies you may hear about. Again, this is hardly a comprehensive list; these are just some of the more common terms you may hear.
  • Antimatter: This is... complicated. Basically there's a lot of science gobbledigook involved with the subject of matter vs antimatter, but as far as this game goes, all you really need to know about it is that the ship is powered by the reaction of matter and antimatter in the warp core. More on this further down the list.

  • Artificial Gravity: Just what it says on the tin--there's no gravity in space, so the ship generates it for us so we don't have to float around like they do on the International Space Station.

  • Auto-destruct: If the absolute worst happens, we can blow up the ship, but let's hope it doesn't come to that.

  • Bulkhead: A wall-like partition in the halls of the ship to aid structural integrity. If a structural failure occurs, a bulkhead can be beamed into space and temporarily replaced with a force field until repairs can be made.

  • Chroniton: A sub-atomic particle with temporal properties. These particles are harmless to humans, but can affect lifeforms that do not exist within standard linear time.

  • Cloaking Device: Stealth technology used by some races--namely Klingons and Romulans--to stop their vessel from being detected by other vessels by visual or sensor means.

  • Code Sequencer: A common locking mechanism used on cargo containers, much like an electronic combination lock.

  • Containment Field Generator: The engineering components that create the force fields preventing the antimatter in the warp core from coming into contact with the rest of the ship. To lose containment is game over.

  • Dampening Field: An energy field that interferes with or suppresses power emissions. This can cause power drains, communication failures, and lots of other problems.

  • Environmental Control: The system used to regulate the atmospheric conditions on board any starship, space station, or any artificial habitat in a space environment. Also known as the Life Support System.

  • Graviton Emitter: A device capable of producing and directing a form of energy with gravitational properties.

  • Holodeck: A simulator that allows for interaction with holographic projections. Think the coolest VR ever, and make it even cooler. The holodeck can create environments that are fully substantial, and if the safety protocols are damaged or turned off, the holograms can even hurt or kill the people interacting with them. Holodecks can be used for training simulations, medical trials, or recreation. The Illyria isn't meant for long-term travel, so it doesn't have a holodeck... but that doesn't mean we can't build one.

  • Inertial Dampener: A system on most starships to counter the effects of rapid acceleration or deceleration.

  • Life Support: Another name for the Environmental Control System.

  • Microfilament: A component of Federation technology that is essentially a very small, thin, optic wire.

  • Nanotechnology: A field of science and technology that involves machines so small they can't be seen by the naked eye. The Borg are infamous for their use of nanotechnology.

  • Navigational Deflector: Also known as the [main] deflector [array/dish], this crucial component of most starships is used to deflect space debris away from the ship as it travels. This is especially indispensable when traveling at warp speeds, as even microscopic particles could cause extreme damage to a ship while traveling at faster-than-light speeds.

  • Replicator: These are standard in the mess halls and in most personal quarters. This little machine can create or recycle just about anything inanimate, from food to weapons, so long as the molecular structure of the item is in Starfleet's database. Replicators cannot create anything living, however. In addition, once it is discovered that Illyria has taken on some unexpected guests, all public replicators will be reprogrammed so that they will not produce Starfleet uniforms, toxic substances, or weapons without security clearance. 'Toxic substances' includes anything that can cause significant harm to the human body, or is widely known to be lethal to any alien species onboard the ship. This means you're gonna need to get the senior staff to warm up to you if you want cigarettes or real booze.

  • Tractor Beam: A beam of gravitational energy used by starships and space stations to control the movement of other objects. A tractor beam can be used to move objects out of the path of a ship, or to tow a ship that's adrift, or any number of other uses.

  • Tricorder: A multifunction hand-held scanning device used to collect and analyze various forms of data.

  • Turbolift: A system commonly found on starships and space stations that provides both vertical and horizontal transportation. Basically a fancy elevator.

  • Warp Core: The propulsion center of a starship capable of traveling at faster-than-light speeds. It utilizes the energy created by the reaction between matter and antimatter to fuel the warp nacelles--those two arm thingies--which allow the ship to achieve warp speeds. Don't ask for more science than that, just smile and nod.