A-Z Guide to Fitting into Talon's World

We've noticed on occasion that some writers have difficulty fitting into the Starfleet role. Whether it is from a desire to write totally emotional characters, or a simple lack of knowledge as to how Star Trek works that causes this, we hope that you will take knowledge from the items below and apply them to your characters in order to help them fit in:
dataoops
[This was written specifically for the USS Talon RP. Usage anywhere else is prohibited.]
~~#~~
25th Century: Remember, this is the 25th Century! It would be very odd for someone in this century to make references to 21st Century TV shows/movies/music/books. If you have a question as to something that may or may not be be in the 25th century, please PM the admin account. The Federation does not utilize money. Earth does not utilize money, so therefore there is no poverty on Earth. Other cultures may still use money or trading.

~~A~~
Aescan: (non-canon) The population of the planet Aesco decreased to just a handful following a planetary nuclear devastation three hundred years ago. Today, the growth of their culture is stagnant, with the planet living in a near Medieval society. However, underground, scientists and engineers have survived, augmenting the society above with pure water and other necessities to keep them going, all while remaining hidden. The females of the species go into 'heat' seasonally, and huge Festivals are held to allow them to choose their mates. During the Festival, women are expected to bring 'Presentations', food items for the feast. If they do not bring it, they are placed at a table where they must remain until all the other women have chosen their mates (this involves making a plate of food and offering it to the male). Family is extremely important to the society, and elders are held in high regard. Inadvertently, the away team of the Talon set in motion a renewed sense of community, and those underground plan on reintegrating into the society and move them forward. Species encountered: Snapper: A vicious creature that is hunted and kept alive during a Festival. "Squishie": A small, cute creature that bit Lt. Hunter and is attracted to the scent of Oxytocin.

Alcohol: The following is a quote from Memory Alpha: "Synthehol is a chemical variant of alcohol. It appears to have the same taste and smell as "real" alcohol to most individuals, but none of the deleterious effects associated with alcohol for most humanoids, such as debilitating intoxication, addiction, and alcohol poisoning. Most humanoids have an enzyme which breaks down the alcohol-like compounds in synthehol. According to Data, synthehol's "intoxicating effects can be easily dismissed". It is a regular ingredient in the drinks served on Starfleet vessels and starbases, but some bartenders like Guinan and Quark kept a supply of alcoholic beverages for customers requesting such. The slight chemical difference between synthehol and real alcohol is an annoyance to lovers of alcoholic beverages. On some replicators, a synthehol button was available for easy manual input." Aboard Talon, neither the replicators nor the kitchen will serve real alcohol that was not brought aboard by a member of the crew. If you open a bottle on a shelf there is a chance it can be real alcohol but you'll be stealing from another player unless your character brought it aboard. Each member of the crew has a weight allotment that they can fill with whatever they want. But they had better be ready to explain why they need EXTRA space for alcohol. You need a bottle? Take out a pair of shoes. Of course the weight allotments are higher for ranking officers. If you replicate a drink either in the kitchen or lounge or even your room it will be made with synthohol. If you request a drink made with real alcohol in the mess hall, you might not get your wish, depending on whether or not the lounge host keeps it in stock, and supplies will be limited. Because of the readily available synthehol, and the deleterious of real alcohol, the keeping of alcohol in the mess hall, and the drinking of such, isn't highly encouraged. The Talon crew should be ready for duty at any time, even if they are off-shift. It's fine to RP your character getting drunk once in a while, but let's keep it to a minimum. Who knows when an alien's going to attack, right?

Aquiran: (non-canon) The people are sustained by unusual harmonics from the planet. However, over the years, the population has grown, requiring planetary amplifiers to keep the population healthy. Aquirans are Humanoid with almond-shaped blue eyes, pale skin, no hair on their heads. A single raised ridge runs from between their eyebrows over their head to the base of the skull. Ears are large and can move independently. Style of clothing is all over the map. This is a deeply creative society. Buildings are all shapes and sizes, more artistic than functional. In the center of the main city is a huge amphitheater. Technologically, they are at the same level as Earth. Names tend to start with vowels. The inhabitants of Aquira are generally non-threatening. Their level of technology is roughly equivalent to Earth but the planet provides harmonics on which their life depends so they have not ventured into space. They are largely artistic people and as their population has grown they have created ‘Amplifiers’ to spread more of the naturally occurring harmonics to the additional populace. These amplifiers broke down and the USS Talon helped to repair them. Humans are only mildly affected by these harmonics but other species may have adverse reactions or euphoria.

Away Pack: (non-canon) This is a pack that members of an away team can carry with them when beaming into an unknown situation. This is in addition to the kits normally carried by medical, ops, and engineering. The pack contains basic supplies necessary in survival situations. Please DO NOT add items to the pack unless you have cleared such items with the admin. Suddenly pulling out an item that has never been mentioned before, just because it can be helpful in your situation, can disrupt the plans the admin team may have had for the plot. Don't be spoilsport! Also, if you are going down to a known situation (an existing city, a colony, etc) the wearing of a survival pack would probably be seen as rude. If you don't know if a pack is appropriate, ask. The pack is lightweight, aerodynamic, hard-cased and meant to be worn for long distances, thus heavy supplies are not included. Your pack contains the following: Fire starter, small knife, signal mirror, compass, flare, plastic bags, water bag for collecting water, water purification tablets, whistle, matches (waterproof), candle, snare wire for catching game, small folded reflective blanket (folded to 5"x5"), finger ring saw, fishing kit, 2 small tubular containers of water, small first aid kit containing basic supplies, sunscreen, ready to eat meals (MREs), flashlight, survival manual, glow stick, length of rope, one pair of extra socks, goggles, collapsible pot, collapsible drinking glass, fork and spoon. If you don't see an item here that should be included in a basic kit, please alert the admin.

~~B~~
Bacohl: (non-canon) The Bacohl inhabit the area of the Gamma Quadrant known as the Great Void. It is an artificially constructed void, made to hide the Bacohl from an as yet unnamed foe that devastated the Bacohl race. The Bacohl are the engineers of the region and have produced the grand spires of Etimon and the domes of Ribeniam. Until the Talon met them, the Bacohl were scavengers, preying off of damaged ships that had come out of a wormhole and smashed against a ball of floating debris. They tried not to kill and, instead, sent the survivors of the destroyed ships to a world in which time progresses faster than normal. In the past, the Bacohl have been allies to Etimon. They are currently living in a structure within the void and are constantly adding to it as parts and equipment allow. Part of it was constructed from pieces of Romeo, a shuttle belonging to the Talon. They possess a fleet of small black ships, perfect for navigating in the black of the void and the ships are propelled with bursts of oxygen. The Bacohl have perfected the technology necessary for temporal distortion, bending space in on itself, for their needs. Culture: Debates among the Bacohl are handled with much roaring, shouting, and head butting, but the current ruler, Drass, hopes that someday they will outgrow such primitive displays. When submitting, they lower their bodies until they appear smaller than their adversary. Deep submission involves bending at the knees and waist, with arms outstretched. They have taken to wearing rough clothing that can withstand the rigors of their jobs, but will decorate themselves with gears and other parts, symbols of their trade. Their foreheads are tattooed with an symbol individual to each Bacohl, their trademark. This mark also appears on their belongings. Much of their language is interspersed with technology-related slang. For example, it is popular to say that one is "torqued" when in trouble. A common insult is calling someone a "screwknob." Physiology: Like many species of the gamma quadrant, the Bacohl possess the ability to see energy that normal humans cannot. Their skulls are extremely thick to withstand the repeated abuse that occurs during arguments. They have no lips, just a thin slit of a mouth that puckers and stretches depending on the emotion. Their eyes are red and their chins have a forked aspect. Their bodies can withstand a sizable stun by a phaser and, even at a high setting, they are still conscious. Noted individuals: Choth, Whull, Thoy, Brils - Bacohl who were captured by the Talon. Phot - The figurehead of power. Drass - The real ruler of the Bacohl, and father of Whull.

Blue Alert: A Blue Alert can be enacted by the Commanding officer under the following circumstances: environmental hazards to the crew, main power failure, docking and separation maneuvers, and landing protocols. In the event of docking, crew responsible for docking procedures would report to their stations. No action is required by the rest of the crew. During a blue alert, blue alert lights illuminate in all areas, and computer terminals show constant blue graphics.

Bridge Officers: A Bridge Officer is a crew member who has taken the Bridge Officer's exam and has proven that they can handle the stresses that Command of a vessel can bring. A Bridge Officer is highly trusted by the Captain and the position is not given lightly.

~~C~~
Canon: I'd like to take this opportunity to remind everyone that Memory Alpha is our bible for this site. We would prefer that members stay away from information obtained from books, RPG modules, graphic novels, etc., as this information is vast and on many occasions contradicts itself. Many of our members do not read the novels and are therefore not privy to the information therein. It isn't fair to them to expect them to know the entire Star Trek genre, which is why we primarily focus on what is included ONLY in Memory Alpha. If you do want to include something from a novel, something that is not mentioned in Memory Alpha, please run it by the Admin before adding it to your post or bio. We'd like to keep everyone on a level playing field. This will also help quell any disagreements when it comes to anything canon related. Thanks. http://en.memory-alpha.org/wiki/Portal:Main

Chain of Command: While the Captain is in charge of the vessel, each individual is required to report to their immediate supervisor. They are to go over the head of their supervisor only if they cannot find a resolution of a matter, or if they feel there is an issue with that supervisor. So, for most, reporting to the assistant chief is the first step. The chief does not need to be bothered with the minutia of a department. The decision of a superior is final, and most officers take that decision without question. If they feel the officer is in error, they may address the issue, but, in the end, need to follow the orders of their superior.

Children: At the moment, we do not allow RPing a child on the starship as a separate character. We do allow characters to have children, but they will only be NPCs and must only be used occasionally. The child cannot be all your character thinks or talks about.

Code of Conduct: It is the responsibility of every member of the crew to behave respectfully toward all members of the ship, regardless of rank. At no time should physical assault be taken out on another, and such action will result in prison time and the expulsion from Starfleet. All graduates of Starfleet Academy have endured the equivalent of boot camp and university training, along with psychological evaluation on many levels. No one graduates the Academy if they cannot function well with others. They cannot "hide it". The training they have undergone breaks one down and builds one up as a strong individual. There are no wall-flowers, no overly emotional graduates. Every officer knows how to take criticism and use it to improve their performance. Every officer projects professionalism. Xenophobic tendencies are not allowed. You must be able to function among a variety of alien species.

Combadge: The combadge is worn on the left chest, usually four finger widths below the clavicle (collar bone). Touching the badge activates the communications system and allows 'person to person' or 'person to department' communication. Touching the badge again breaks the connection. The combadge also acts as a homing device, with a signature that identifies the individual. Transporters can lock onto the badge for emergency transport.

Counseling: Counselors are available 24/7 for any mental health issues, no matter how small. Therapy sessions may include holodeck simulations, talk therapy, and other such methods. A counselor may relieve a member of the crew from duty should that individual pose a threat to the safety of himself, the crew, the ship, or the mission.

~~D~~
Diplomatic Meal: (non-canon) Analysts had found common denominators among every species' preferred choices, and put together a recipe that accommodated as much as the majority as they could. It is recommended that new species be given this meal until thorough analysis of their biology can be made. [Our thanks to member Alyssa, who came up with this great idea!]

Duty: It is the duty of an officer to perform their job without fail, to protect the ship and its Captain, and to work as a team with their department. Duty is an obligation to do what should be done without having to be told to do it. Civilians, unless children, will have a function/job on the ship. No one gets a free ride.

~~E~~
Ea'n'Dra: (non-canon) The Ea'n'Dra are humanoid, with long, flowing hair down to their knees, tied back in every manner of style imaginable. They have a golden sheen to their skin, with very pale gray eyes. They are easily understood, their language already in the database, and are well spoken. They prefer not to wear anything on their feet and their toenails are elaborately decorated. Fashion: Formal wear consists of white robes, ornately detailed along the seams. Common gestures and cultural notes: A bow, while keeping the spine straight, is a symbol of respect. Patting the pockets, then turning the hands outward and back again before inserting them, indicates that there is nothing to fear. Individuals rarely travel alone and are most frequently seen in groups of three or more, hands clasped in front of them. Utensils: "There was something that was clearly akin to a spoon, although it had weird bumps on the bottom of the part you put in your mouth. There was another thing that looked like a cross between a fork and a rake, as it had too many tines, and those tines pointed perpendicularly rather than straight ahead. And then there was… well… Xeira wasn’t sure just how to describe it. There was one part that was cylindrical, and clearly that was the obvious choice for where to hold it. But the cylinder split into three pieces, which seemed to be somewhat flexible." Foods mentioned: Na'largh (unknown), Paan (a crunchy item usually paired with poon), Poon (While inappropriately named in the human vernacular, this pink pudding is a delicacy and cause of much delight. However, copious consumption can cause gastric distress in other species), Sharrod (A food on a stick, with two red marks in the middle. It should always be shared with another. The first person to eat to the red mark wins the extra bit in the middle). Notable individuals: Da'n Ma Zeed is the Ruler of Ribeniam, the Da'n Ma his title. Blonde hair. Mu'n Di Siata, the chief female, and companion of Da'n Ma Zeed, the Mu'n Di indicating consort. Blonde hair. Ef'Ano'Aevo, the witness of the tragic crash of a Ribeniam ship into the Talon. Ef'Ano means 'honored one' and is used when introducing someone for the first time. Deceased. Zaan, ex-Fleet Captain. Transportation: Small, personal craft, similar to a narrow hoverboard are used almost exclusively for travel. The Ry’n Lif is a conveyance in a structure to carry groups to the higher levels like an elevator. Other words: Numes = years. Da’n Ma Hoom = (King's Home? King's Feast? Still under investigation.) Joon = The pet name of a large creature with impressive teeth. It looks like a cougar, but bigger and a lot paler with large long ears that stick up. It has very thin hair and a long tail, but interestingly, half-way through it breaks off into three smaller tails, similar to a type of whip. Um = indicates a challenge.

Etimonian: (non-canon) The Planet: Etimon. Physiology: Body organs contain no visible liver. Heart is six-chambered and the stomach is two- chambered. There are two unidentifiable organs located in the brain. Otherwise, similar body structure as a human. Spots across face, no eyebrows. They move faster than humans and have good reflexes. Their hair is always dyed some kind of bright color, usually red, blue, green or purple, unless they are in mourning. They all have purple eyes. As they age, the number of spots increase, expanding outward. The spots on the back of an Etimonian are similar to the front, running down the center. They have the ability to "see" energy signatures and part of their mating ritual begins with the give and take of their mate's energy. Etimonians can see an 'aura' around everyone. It's different for all species and it can indicate a person's mood or physical condition. Plus, if an Etimonian mates with another, passing his or her energy (an action called Bre'anah), there is an energy signature that allows others to see whom they have done it with. This mark stays with them forever. The population is mainly vegetarian, except the soldiers who eat meat from time to time. By human standards, they age slowly; a young adult still looks like a child by human standards. Etimonians today do not resemble the Etimonians of generations past. Their genetic code keeps changing, due to the mating of the ruling class with those of other species in order to strengthen the line. Bananas cause a reaction similar to drunkenness. Just days after mating, the Etimonian female passes a small orb, called an aumo, which is then placed into an amber gel (at which time the word becomes 'aumu'). This gel is collected from wells in the rocky hillsides and placed into tanks. The aumu will remain there until the child is sufficiently grown. The same gel also has healing properties, which was demonstrated on Stetson Griffon when he had his heart attack and it has been discovered that the gel is actually a sentient being called the Ohrna. An Etimonian can hold someone in 'stasis' for a short period of time, by placing a hand on the person's forehead and chest. They must not break contact and it takes a tremendous amount of energy to maintain the stasis. When an Etimonian dies, their body slowly dissolves into a gelatinous state and they join the Ohrna, mixing their memories in with those who have gone before. Culture: Pilots are at least 50. Before they become pilots, they must fulfill family duties first or become soldiers. When couples are joined, they spend an entire year in celebration before they are required to go back to work. During this time, they are expected to produce offspring. At death, the memories of the individual are passed on to another, usually a family member. To die without doing so is a great loss to the people. Promiscuity is rare on Etimon. The ruling family is the one who promotes the enhancement of the genetic pool. No Etimonian would want to display more in their aura than the ruler. There ARE those who do, but they are pretty much shunned in the society, and they do NOT live in Retanya. Clothing and hair color is as vibrant as can be, however, without the coloring, an Etimonian's hair is pure white. The only time it is left natural is when they are in mourning. During that time, clothing is also white. While in mourning, individuals enter a period of solitude. Etimonians are usually very polite and reserved. Young females are not allowed alone with a male. When a female Etimonian has passed her 19th birthday, she wears a bracelet on her left hand to symbolize her entry into womanhood and her availability for mating. The females of the ruling family wear jeweled headbands while the males sport ornate jeweled medals over their heart. Physical deformity is shunned. Such rare individuals live on the outskirts of society. Greeting includes placing the fist of the right hand on the left chest, flattening the fist slightly, and bowing. Usual greeting is "we ask for peace" to which the reply is "peace is yours." Not flattening the fist symbolizes surrender. Using the left hand is considered an insult. The ruler of Etimon passes the mantle of authority down to his or her children at the time of death. When the child has lived eighteen seasons, they are sent away for a season of training where they discard all childhood play and begin to learn to rule the planet. The female child of the Ruler is expected to make many "alliances" (mating) with other species as a way to either seal a contract, or to enhance the strength of the genetic code. Food's mentioned:Portah fruit - like a pear. Bananas - cause a drunken state in an Etimonian. Dhukarn berry - causes drowsiness. Tahkla snacks - crispy and salty.

~~F~~
First Aid: Every crew member has been trained in basic first aid. First aid kits are available in every department and can be used by any crew member. Do not call Sickbay for a simple scrape or bump. They are busy tending to more seriously wounded crew.

First Contact: A first contact scenario is extremely exciting, but also very sensitive. The culture of the new alien species has not been learned and it is easy to insult them accidentally. During a first contact situation, it is best to keep your mouth shut and follow the lead of your superior. At no time are you to make your own decisions whether something is allowable. Do not offer food or any other item to a new species and do not accept items without the approval of your superior. Do not try to play diplomat. Leave that for the trained professionals. If the species is hungry, a Diplomatic Meal has been developed by Starfleet [see separate entry].

Florixian: (non-canon) Florixians hail from the planet Florix in Sector One of the Gamma Quadrant. They are known for their huge basalt structures, xenophobia, and light sensitivity. They are friendly once their trust has been gained and are allies of Etimon. Technologically, they have only recently ventured off of their planet to establish trade routes. When off-planet, they wear dark goggles to protect their eyes. They are the ultimate travelers of the star streams, seeing better than any other species in the quadrant. Their communications with Etimon had ceased and the Talon had been sent to investigate.

Fluid Time: Some RPs use fluid time, but this site does not. Fluid time involves allowing players to RP their characters in many different locations and times all at once. While it can help keep the board active, we have found it to be confusing and detrimental to the flow of our RP and the continuity of the storyline. Characters on the Talon all move ahead in time together and no character can be in two threads at the same time.

~~G~~
Ga'rik Alahr: (non-canon) Once a peaceful civilization on the planet Enola, the Ga'rik Alahr were involved in an ecological disaster which exposed the population to decades of chemicals and ultraviolet light which altered and switched on genes that had not been previously present in the biology of the species. They found that they could tolerate colder temperatures and immediately spread out across the once unused frozen wastelands of their planet. The species used to have short life spans of only a decade. However, the switched on genes enabled them to live longer, well into their thirties and forties, and they soon faced overpopulation. The species reproduce asexually. A single skin cell, a single strand of hair, any genetic dropping can meet up with another from the opposite sex and then go through two larval stages before becoming an adult. It is a species like no other. Homes, streets, areas of business, are receptacles for the initial larvae. As soon as one is detected, it is placed in an incubator until it is old enough to move on its own. It is not uncommon for one home to house thousands upon thousands of larvae. It is a crime to willingly destroy even one future Ga'rik Alahr, a religious conviction which is forcing the species to look to the stars for future growth. Their main goal is the survival of the species. They have little care for those who stand in their way. The capture of the Talon, with its rich knowledge of the planets they have encountered, is a prize. Brain development and body size is swift, the species acquires language and learning rapidly, a necessity in a quick growing organism. Each Ga'rik Alahrian keeps a journal of knowledge which is passed down to the next generation, input into their journal where duplicate information is eliminated. The chain of knowledge has allowed the species to leap ahead in technology, medicine, and their journey to the stars.

Greeting a superior officer: When entering a department, an officer should address the senior officers. This can be done verbally, or with a single nod of the head as long as eye contact has been made.

Gray Mode: Gray Mode is a state in which the starship or station cuts system usage drastically, usually as a result of a major system failure or extreme need to conserve resources. A number of ship systems were either reduced to a lower operating status, or shut down completely. For more information, visit Memory Alpha's Gray Mode page.

Grennart: (non-canon) [Created by Robin Star] Though on a technology basis that rivals the federation, their ideals are very medieval, socially and religiously. They have little regard for their own lives and the lives of others which has been tuned into there growth by the on going sacrifice rituals to their believed Gods, their religion having influenced there culture immensely. The Gods that they worship are imagined as two Gods, a male and a female God that resembles the form of their own species (obviously). The male God is named Tamaius (Ta-My-Is) and the female, Mellainus (Mel-lane-nus). The sacrificing rituals would take place once week, one man and female would be sacrificed (times the factoid of how big the community was, a village would probably have 1 set whilst a large city would have up to 20 sets of men/women sacrificed). The ritual entails that the subjects (man and woman) would be given 5 cuts small cuts over their body, 2 on each of their arms (lower and upper) and the same for their legs along with one cut on their chest, just above the heart. The body of the Grennart could be compared to a man with warts all over his body. There bodies are a dark green, the women being a slightly lighter shade and both sexes being covered in little bud looking bumps, these serve as an important sensory part of their anatomy mainly due to the fact that they have no ears or nose and their ‘wart sensors’ fulfill both organ’s tasks. The sensory buds are also quite physically sensitive, giving Grennart a great sense of touch. The eye colors of Grennarts are generally silver, red, orange or a rare teal. Both genders are bald, their build being rather similar to humans and their innards also quite alike except for the extra heart that is positioned just under their main, larger heart. Note: They tend to get themselves caught up in the slave market (being the ones buying, and stealing) and have a tendency to kidnap people from weak vessels.

~~H~~
Holodeck: Complex holographic worlds can be created or you may pull up existing programs written by others who have designated them for “free use”. No one may turn off the safety features. Only high-ranking officers have the authorization to override those protocols and when it is overridden, a report is logged.

Holovids: Holographic videos that can be watched from the comfort of your quarters.

~~I~~
Intruder Alert: Unlike the major alert status levels (red, yellow, etc.), an Intruder Alert can be sounded by any member of the crew to announce the discovery of an intruder to the ship or station. The computer can also announce this alert if it detects an individual in a restricted area. The announcement should include the possible location of the intruder. "Intruder alert, Main Engineering." Security would respond immediately, converging on the location. Other officers may respond if they are in the area, but should use caution and wait for security if at all possible.

~~J~~
Jefferies tube: Also called access tubes, access tunnels, service chutes, and service crawl-ways. These tunnels run throughout starships and starbases, allowing access to areas 'behind the scenes' (system conduits and engineering controls). They can also be used to traverse from deck to deck. They can be horizontal, vertical, or diagonal, and usually are illuminated with motion sensitive lighting. Non-horizontal tubes have handholds and ladders. These tubes are usually small and cramped. Tube junctions were larger rooms containing access panels and exposed system controls/conduits.

~~K~~


~~L~~
Love: Love on a starship/station happens. It should not be surprising that amorous thoughts/feelings occur when working in close contact with others. Usually, Command turns a blind eye to fraternization between officers, however they will not tolerate any activities/emotions that interfere with an officer's duties. Please remember, though, that many plots can take several months in real time, when only a day has passed in-character. It is easy to fall into the trap of having characters fall in love way too quickly. Try to keep in mind the RP time when planning such events.

~~M~~
Mae: (non-canon) The Mae are a peaceful race, technologically advanced. They value a pursuit of knowledge and so most Mae will choose an area of study and continue to improve on it throughout their lives; almost everyone you meet will be an expert in something or other, though not usually to the detriment of basic knowledge in a wider field of interest. They are a warp capable civilization, but recently have not ventured out into the stars much as they've felt they should remain on their planet where they can best protect it. They have no specific cultural religion, though some Mae will cling to remnants of the 'old ways', including a number of sayings which reference the old rituals and tendencies to arrange furniture in their houses to face towards the rising sun. These days, the Mae live by a belief similar to the idea of Karma; they believe if they lead good lives, good will come to them and their descendants, and if they do evil they and their children will bear the comeback for generations to come. Fair to all, they have very few instances of discrimination in their culture, as they believe every being, whatever race, age or gender, has an equal chance of doing well or badly in the world, dependent not on their genetics or circumstance but purely on the basis of their choices. Their planet is rich in mineral ores which they have mined to further their civilization's growth. Unfortunately, the Mehtak found out about their planet's resources and began to attack them. Their people built protective technologies but very little to retaliate with, and so over time the Mehtak wore down their defenses and wiped entire cities from the face of the planet. The remaining Mae regrouped, pulling back into a single colony on the planet's southern continent. Despite their dire situation, the Mae have continued their positive outlook on life and remain determined that they will outlast in the end until the tide turns in their favor. The Mae are for the most part short and slender. They have wide, almost child-like eyes which are very expressive; it is easy to tell if a Mae is happy or sad just from their facial expression. Almost exclusively their eyes are blue and their hair black, which they usually wear long and straight. Elder Mae will have dark grey hair, and will usually cut it short when they lose their color. Otherwise, the Mae look outwardly quite similar to humans, though they lack the variation in shapes, sizes and colors that humans have. Internally, they have less in common; Mae have three lungs, a larger brain than humans, an extra organ that processes the tough wheat found on their planet (similar to, and instead of, an appendix, though in Mae the organ is not redundant), a more complicated bone structure and two wombs in females which allow a woman to be pregnant with two children at the same time. As a result of the latter, multiple births are not uncommon on Maeri, though twins are usually non-identical.

Memory Alpha: memoryalpha.com is the Bible for this RP. Please make use of it. If, for example, you are searching for information on Bolians, put bolian memory alpha in a search engine and it'll usually be the first listing.

Mehtak: Not much is known about the Mehtak just yet. Ahska has mentioned them several times as warlike and only concerned with their own goals. They have surrounded the planet of Etimon with satellite outposts, all in an attempt to eventually take over the planet and its great wealth of energy. They are buying Federation technology from the Ferengi and Cardassians. The Mehtak's skin is constantly regrowing, causing the outer layers to slough off. These layers are high in energy, and the Mehtak use it for sustenance in times of battle.

Missing Characters: If a position hasn't been filled, the ship is not operating without someone in that position. So, for example, if we don't have someone playing the Chief of Operations yet, that doesn't mean that there is no chief on board. For this, we use NPCs.

~~N~~
Non-Player Characters (NPCs): These are characters that are not played by any member of the board and are used to fill gaps in a plot. If you are on the bridge and no one has put their science officer on the bridge, you can pick an NPC from the list in the sidebar and use them in your RP. However, NPCs are for short-term use, to help move along a story. They are not there for you to constantly use.

~~O~~


~~P~~
Pelebian: (non-canon) The Pelebians are allies of Etimon and allow the crew shore leave. They have no other loyalties, and often allow the enemies of the Federation access to their planetary pleasures. The bodies of the species are similar to humans, but their short, pale hair does not grow more than just a fine covering on their heads. They decorate their bodies with paint in vibrant hues and their manner of dress is equally colorful. The species has a way of walking that speaks of ease, relaxation, and a carefree attitude. They have the ability to transfer energy into someone by placing the heels of their palms across the eyes of another. Peleb is a natural retreat. While Etimon is beautiful, Peleb allows free-thinking and open-mindedness. Very little shocks the Pelebians and they prize relaxation for its restorative properties, thus much of the planet is tranquil. There are no holodecks, no avenues for brutality. Discarded clothing becomes the property of anyone, so keep track of your belongings if you want to see them again. It is not uncommon to find a Pelebian wearing your lost trousers, probably newly painted a bright color. It is an insult to refuse hospitality. Just go with the flow. The Blue Building - access is granted only by way of an ornately carved silver square with notches in the side of it (the key). The building is surrounded by a block-long blue wall and the building's spirals reach into the sky, the color causing them to appear as if they disappear. After the key is inserted into a receptacle near a doorway, it pops back into the owner's hand before the door opens. Soft fabric, suspended above the square, blows in the gentle breeze, filtering the sunlight, the rainbow colors above the visitor casting a visual feast on the smooth tiled courtyard floor and the occupants. "This is a sanctuary of spirit. No harsh words will be spoken here. Throw away your cares and be free of anything artificial." After intimate activities visitors are presented with two glasses of orange liquid, then, without words or ceremony, a Pelebian will pull out a mister and begin spraying a gentle, cooling vapor over the pair. As it settles on one's skin, the drops bead up on the flesh for just a moment, then absorb rapidly, the botanicals within the liquid causing a rejuvenating effect.

Personal Assistance Data Device (PADD): The PADD is a portable device which is connected to the main database, allowing you to pull up information in an instant. Information may be restricted based upon your character's security clearance.

Pets: Pets account for part of your personal belonging weight allowance. All pets must be examined by the science department before being allowed on the ship, and only small animals are accepted. The animals must remain in your quarters at all times unless you are taking the to the lab for kenneling or care. They are NOT allowed in duty areas at any time. All pets must be small, under 50 pounds. Owners are responsible for feeding and cleaning up after their pets. It is not the job of the environmental service team to clean up your dog's poop. The character is NOT to post one-person RPs that involve just them and their pet. All pets will have an electronic chip implanted under their skin so that they may be found at a moment's notice should they get away. The animal specialist will see that this is done. In a crisis situation, your pet is not to take priority over your duties. Non-Federation alien species are not to be exposed to your pet without express approval from the medical staff. All pets must be neutered/spayed. There will be no puppies, hamsters, etc born on the Talon.

Phasers: Phasers are the weapon of choice for Starfleet Officers. There are several types and you can find out about them in Memory Alpha.

Physical training: A graduate of Starfleet Academy is considered valuable property of the Federation, and, as such, they must maintain themselves in peak condition. Periodic physicals and mental health evaluations are mandatory.

Possessions: Every crew member is allowed a certain amount of possessions on the ship, based upon weight and size of the items. Higher ranking officers are allowed higher allowances. The cargo bay can hold a small portion of your allowance. No crew member is allowed to have their own ship. There simply is no room for it.

Promotions: Promotions are given based upon experience, job performance, and professionalism. No officer with a recent reprimand may be promoted. Promotions are at the discretion of the Chief of the Department, with approval of the Captain.

~~Q~~ Quarters: Crew quarters vary depending on the individual's rank and family situation. Showers are sonic showers, unless you are the Captain, Commodore, or First, Second, Third Officer or a Chief. (Perk of the job) Quarters contain a kitchen, bathroom, bedroom and a living area that includes a personal computer, holovid generator, adjustable lighting and music. A simple voice command can adjust the levels of lights, open the door, or play music. “Computer, lights to fifty percent,” for example.

~~R~~
Red Alert: This is the highest alert status on a starship or starbase. Off-duty or sleeping crewmembers report to their stations and prepare for action. Extraneous items on counters are stowed, medical prepares for casualities, etc. Doors between bulkheads are shut and security is increased around sensitive areas such as the bridge and engineering rooms. Shields and weapons are brought to full power to prepare for battle. During a red alert, lights are dimmed, alarms sound, red alert lights illuminate in all areas, and computer terminals show constant red graphics. A Commanding officer can sound the red alert, or it can be triggered automatically when certain ship sensors detect a danger. In rare instances, a red alert can be activated in localized sections of the ship if it is a contained problem.

Replicators: Replicators are located in just about every department on the ship as well as in personal quarters. Replicators can be programmed for personal preferences. Be specific when ordering. Don't just say, “tea,” as you never know what you'll get. “Tea. Earl Gray. Hot,” is better, though some replicators have their own idea as to what “hot” is. As stated in other parts of this document, replicators DO NOT produce alcohol or weapons. Once a meal is done, the remnants are placed back in the opening and “recycle” is said. (Optionally, one can push the “recycle” button on the unit itself).

Rosetta Disk: (non-canon) This disk contains the language of many races found in the gamma quadrant. A copy of the information was given to the Federation as a gift from Etimon. It does NOT contain information about the species, only the language. This is a plot device to allow us to avoid the tedious, time-consuming RPing of having to get past language barriers with every species we encounter in the gamma quadrant. The information has been added to the vast data utilized by the Universal Translator (see separate entry).

~~S~~
Salorri: (non-canon) Salor is a Matriarchal society to the extreme. Men are but givers of seed with no more thought spent on them after the deed is done. They perform the hardest, most dangerous, labor on the planet. As far as the women are concerned, alien men are even lower than Salorri men. Both alien men and women felt the call of the Sirens until the USS Talon deactivated the underwater amplifier and threw the society into turmoil. The Salorri spend a great deal of time in the water and can remain submerged for long periods of time. They communicate underwater using a system similar to that of fish (emitters and receivers along the body) and an extra organ in the throat. They enhanced this organ to transmit subliminal messages to alien races and enslave them. The USS Talon destroyed the transmitter, sending the Salorri into global chaos.

Security Clearance: Not all information is available to all officers. A high security clearance is needed to access a patient's medical records, for example. So, not everyone can see why someone was in Sickbay or read transmissions from Starfleet. Certain areas of the ship are off-limits to most of the crew and require security codes to obtain access.

Serankla: (non-canon) History: They are wanderers, throwing themselves into space in a state of suspended animation, never knowing where they will end up. The ship is programed to wake them after a specific period of time. Their faces are very smooth. According to Ahska, their music is really bad. Aliens of note: Tran (traitor and murderer)

Sh'shnsha: (non-canon) Non-corporeal entities that passed through the Talon during a trip through the wormhole. They are 'memory gatherers' and usually return the memories that they take. However, it took them a while to find the Talon, which caused many tense hours while the crew thought they were ten years younger. A small device has now been set up on either side of the wormhole that the creatures pass through, thus alerting ships that they will be moving through the anomaly and to stay out until they are through. They are otherwise harmless and fun-seekers. The wormhole is akin to an amusement park ride to them. They communicate with very short sentences, usually single words. Their trip through the wormhole can be translated to, "Fun. Fun. Ride."

Shydran: (non-canon) The only contact that the Talon has made with the Shydrans thus far is when the alien race visited Etimon to host a Carnival for the completion of SGE. They are a fun-loving race, open and accepting of others. Their bodies can bend in unique ways, making them extraordinary acrobats and athletes. The Shydran Troupe are nomads, having lost their world to an asteroid impact many years ago. Though they technically have no home world anymore, they use the planet of Peleg, in cooperation with the Pelegians, as their base, where they store equipment, train, and regroup. They have chosen to celebrate life, rather than live in the memory of their prior tragedy.

Shifts: The USS Talon operates on a three-shift schedule, each shift consisting of eight hours. For the purpose of the RP, it is not necessary to follow this, otherwise your character may never get a chance to play. If you want in on the action, we all assume that your character has switched shifts if he appears in the scene. There really is no need to explain it in the RP. All departments are manned at all times. There will never be a time when you walk into a department to find it empty. It just doesn't happen.

Shore Leave: While on Shore Leave, it is expected that you perform with decorum. You represent Starfleet and the Federation.

Showers: Most of the crew utilize sonic showers to stay clean. Those in the higher command structure have the luxury of a water shower installed in their quarters. A sonic shower cleans you using sonic pulse vibrations which shake away debris.

Starfleet Academy: Anyone entering the Academy has passed the entrance exams and is over the age of 18 (some exceptions have been made, but it is not often that it happens). Cadets go through a four year program and, when they graduate, have a profession and the rank of Ensign. Training involves lectures, simulations, psychological testing, and physical assessment. Once a Cadet leaves the Academy, Starfleet has assured itself that the individual can handle their duties both mentally and physically. No one graduates with emotional problems that would jeopardize their team.

Starstreams: (non-canon) Essentially tunnels, very much like a wormhole or slipstream, though unlike slipstreams, the phenomenon is natural. These energy tunnels allow ships to move through at tremendous speeds, for example at warp 9 a distance of 1 light year would take approximately 12 hours whereas the same distance in a star stream would only take 10 minutes. Starstreams are not canon and have been created for this RP.

~~T~~
Tardigrades: In this Universe, tardigrades remain the small microscopic creatures we know on Earth. There are no gigantic, dimensional shifting tardigrades here as seen on ST: Discovery.

~~U~~
Uniforms: An officer's uniform must conform to the color of their department. There are several styles and the officer is free to choose. All uniforms and footwear must be clean and presentable. Boots are the preferred style of shoe. Religious/Cultural decorations may be worn if they do not interfere with the individual's job (ie. Bajoran earring, wedding ring, etc.), however, all other jewelry is discouraged while on duty. Medals and awards may be worn only with the dress uniform. The Talon RP Starfleet uniform consists of a black tunic with quilted grey shoulders, and a 1cm wide branch colour stripe on the wrist. The tunic is worn with matching black trousers and black ankle-height boots. A high-collared branch colour pullover is worn under the tunic. Branch colours are red for Command, gold for Operations and blue for Sciences. All personnel within a department wear the branch colour of the parent branch. Variants include a black and grey vest to be worn in place of the tunic, and a one-piece black jumpsuit with grey shoulders favoured by many female officers. Other specialised uniform items are available, including cold-weather, desert and athletic wear.

Universal Translator (UT): The UT uses complex algorithms to quickly discern and translate a new language. While not flawless, it gets the job done most of the time. The UT is built into a crewmember's combadge and the ship's computers.

~~V~~
Vacations: Starfleet acknowledges that the crew deserve time off occasionally. While they hope that the crew will take this time during routine shore leave, it is not unheard of for an officer to request time off to take care of family business or to unwind. Vacation time should be requested well in advance of the date, so that a replacement officer can be made available.

Voyager: Much of what happened on Voyager is not relevant to this RP. Theirs was a unique circumstance which created unique solutions. Just because something was done on Voyager does not mean it is acceptable Starfleet procedure.

~~W~~
Weapons/Combat: The main weapon of a Starfleet officer is the phaser [see separate entry]. Most officers do not carry phasers with them at all times, unless they are a security officer. Weapons lockers are available on all decks should an emergency arise. Weapons cannot be replicated, due to security reasons. Non-Starfleet issued weapons are not to be worn unless permission has been granted by an officer's superior. All graduates have been trained how to shoot a phaser, how to engage in unarmed combat, and how to survive on a planet alone. They may not be as proficient as a security officer, but they do have the skills to react to a situation.

~~X~~
Xenophobia: This is a fear of other races. No member of Starfleet ever graduates with a disdain or fear for other species. However, with the recent Starfleet/Federation schism, it has grown more popular. They will, though, probably encounter other races in their travels who exhibit xenophobic tendencies.

~~Y~~
Y'angdar: (non-canon) Inhabiting the planet Gimund, the Y'angdar are a curious species. Physiology: They suffer from a muscle condition, which is called myotonia congenita. Under extreme stress, the Y'angdar feeze, oftentimes falling over. This is a condition which occurs in many species, including humans, but it affects the Y'angdar heavily. They do not truly "faint" in any sense of the word, as they never lose consciousness because of their myotonia. They remain fully conscious. Their bones are extremely light with a very wide cortical matrix. The Y'angdar do not venture from their world, but have recently solicited to join the Therys Coalition out of need for protection by a superior force. Each body is a various shade ranging from light tan to dark brown, some sporting spots, others plain, and each one is very thin almost skeletal looking. A short, upturned nose sits above a small mouth. Some of the species sport whiskers, while others have lost that function over time. Their hair is unruly, partially covering large ears. The hair continues down their necks and back to end at a tail of the same color hair. The tails are different lengths depending on the individual. With humanoid hands, they have no problems completing even the most delicate task.

Yellow Alert: This is the second highest alert on a starship or starbase and it indicates that the crew should remain at a state of readiness. Deflector shields are brought to full power and defense fields are energized. Weapons remain off-line unless ordered online by the Commanding officer. A yellow alert would be activated by the Commanding officer, or automatically if the ship sensors detect a potentially dangerous situation. Off-duty crew can remain where they are, but should be prepared to respond should the need arise. During a yellow alert, alarms sound, yellow alert lights illuminate in all areas, and computer terminals show constant yellow graphics.

Yoomutat: (non-canon) The Yoomutat of the planet Kivus have developed distinctive survival mechanisms over the course of their evolution. Living in a hostile environment, they have gained the ability of autotomy (losing and regrowing) for their limbs as well as for a very specialized stinging apparatus located at the base of their cervical vertebrae. The stingers retract along the spinal canal until needed. When threatened, the Yoomutat can extend the stinger out through stomas, one on each side of their necks, in a whip-like manner. Depending on the height of the individual Yoomutat, the stinger can extend out from 2-3 feet in front of them. Each extension has a stinger, which embeds in the skin of the victim due to tiny, almost microscopic barbs, tearing it clean from the extension and making it hard to remove. The Yoomutat will regrow a new stinger over the course of a few days. The stinger has its own ganglion that keeps the musculature of the sting shafts moving (thus embedding the sting deeper) and the venom sac pumping for several minutes after it detaches. Culturally, they are a fearful society, not trusting strangers and quick to attack.

~~Z~~



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