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J. St. Peter

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re: Starfleet Index of Races-Library File

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Do not post in the library unless posting an approved Alien Race for cataloging. Thank you. If at all possible, I would like this thread to be stickied in this forum as well. Thank you. Again.


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re: Quick Table of Contents

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1) MIN'KARIN
2) OZA
3) THOSIAN
4) VOSHK


Last edited by J. St. Peter on 06/10/10 17:13; edited 3 times in total


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re: Oza

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The Ozem
"This is what we do, little one, for we are Ozem."

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Ozem are characterized by a massive size and the lack of a nose.

The Ozem were one of the first races subjugated by the (Imperial) Vinrali Dragon in the Andromeda Galaxy. Standing some 2 meters in height on average and possessing incredible strength, it is fitting that the Ozem are a race of warriors. Unlike the Klingons, who developed a culture based on the glory and passion of chaotic warfare, the Ozem civilization was built on a more unified foundation. It is often said that looks can be deceiving, and it is very true when describing the Ozem. A very patient and calm people who speak slowly and deliberately, it is easy to dismiss an Oza as slow and dimwitted. But when you come face to face with them in combat, you quickly realize how wrong this assumption is; the Ozem are fierce, quick-thinking combatants who have the added bonus of long endurance, allowing them to remain in a fight for much longer than any other race they have come in contact with. Since the Vinrali Dragon's alliance with Starfleet in Andromeda, several Ozem have joined Starfleet, mostly in roles in Tactical, Security, or Marines.
Currently, an Oza named Wirstowx serves on the 7th Fleet Starship Rafale as a tactical officer.

How to make your own
Ozem are physically similar to humans, so creating them isn't too difficult.
In Character Creator, on the Head option:
    1) Category = Smooth Nose (remember, your Oza character does not have a nose)
    2) Skin Type will be grayed out, but you can still pick a color. Ozem have an orangish skin color. From color 1x1 (black), go up one row (color 2X1). Any of these oranges up until you hit 2x13 (white) can be used for skin tone.
    3) Overall Pattern = Solid Color
    4) Base Complexion = Tellarite 02 (required, as it removes the nostrils from the face)
    5) Forehead Detail = None OR Arctus Baran. Set the slider anywhere between notch 3 and all the way to the right. Color is 3x1 (a dark red/maroon color)
    6) Nose Detail = None (no nose, remember)
    7) Tattoo, Scar, Etc. = whatever you want. For scars, remember that Ozum blood is dark reddish/purple in color. Tattoos should be kept to earthy colors (forest/olive greens, browns, and blacks)
    8) Eyes = Humanoid. Initial color is 1x13 (white). Second color may be picked from rows 7, 8, or 9.
    9) Ears = Humanoid
    10) Earrings = None
    11) Hairstyle = None. Ozem are bald.
    12) Eyebrow = Any Unibrow. Color 16x24
    13) The three final options (Mouth, Eye Attach, and Head Attach) are all None.

As far as head sliders, keep in mind that these are supposed to be very strong, proud people. Basic scaling options are as follows:
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For the Body option:
    1) Base Height = 2.00 m to 2.08 m
    2) Stance = Standard, Stern, or Thoughtful

Scale somewhat like this:
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Enjoy your Oza character! Randomly generated names should work, but stay away from hyphenated names or names with apostrophes. Think of the Oza personality as being a mix between Klingons and Vulcans; love for battle and strong (both physically and in heart), but very calm and patient, speaking in a very slow, deliberate manner.
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re: Thosian

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Thosians
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Thosians share similar skin pigmentation as Andorians, with the addition of an ammonia complex which gives them additional UV resistance. The actual color of the skin can be anywhere between light purple to dark blue. Additionally, many Thosians have skin abnormalities in the form of skin spots that cover the face, scalp and upper torso. Eye color is almost always red due to a lack of pigmentation, very similar to the albinism condition in humans. All Thosians receive cybernetic implants to compensate for this, which in most cases include light amplification and zoom functions. Muscle density is 140% over human standard and is often visibly notable, with women tending to be tall (Average is about 6 foot) and have large skeletal muscles. Thosians also have an advanced cellular reproduction system, giving them an unknown life expectancy, though it is thought to be over four thousand Sol-standard years. Finally, they have 23 chromosome pairs and require only two parents, meaning that procreation with many Alpha and Beta quadrant species is possible without genetic modification.

Homeworld
Thosia is located in the Hromi Cluster, almost exactly at the intersection between Federation, Romulan and Klingon territories. Thosia is a Matura-class planet, very similar to Earth. It is about 20% larger and heavier than Earth, with the corresponding 20% higher gravity and Atmospheric pressure levels. The planet’s surface is currently 67% landmass with a variety of terrain types, including tundra, desert and rain forest.

The surface is littered with 10,000 year old ruins from Thosia’s industrial age. The ecosystem has adapted to use these ruins, with trees using the buildings as supports to reach previously unattainable heights.

Technology
Thosians have warp capability, but tend not to use it. Instead they use Hyper Dimensional Window (HDW) technology, which opens up a “window” into hyper dimensional space (Space that has five or more dimensions as opposed to the four of normal space) that allows the user to “fold” space and instantaneously transports him or her to whatever coordinates they wish. This method of travel requires a Dimensional Integrity field in order to prevent the travelers from “folding” as well.

As they have been around for some time, Thosian weapons technology is more advanced than that of the Federation and Klingons. Though the idea is dated, most Thosian weapons are based on Mass Driver technology. Everything from Assault Rifles to the main cannon on the flagship use Mass Accelerators. Ground weapons often come with attachments that phase the round, allowing it to pass though personal shields on a specific wavelength and then de-phase; causing full energy transfer. Larger ground weapons are often mounted to advanced and maneuverable bipedal mechs, giving much needed armor support to the Thosian infantry forces. In space Mass Accelerators are used due to the fact that they are modular. The Thosian flagship has the ability to fire solid projectiles, super heated plasma and even tricobalt devices at near light speed with very little reconfiguration. Combined with many advanced plasma beam arrays and smaller mass drivers, as well as a contingent of some 300 plus fighters makes her one of the most powerful weapons platforms in the galaxy.

Due to trace elements in Thosia’s atmosphere you cannot transport down to its surface. For this reason they have never developed molecular transport technology. Aside from shuttle transport, Thosians will often use Orbital Drop Pods that can drop a single solider behind enemy lines which, due to the fact that it’s an uncommon tactic, is almost always successful.

Thosians also have access to Quantum Matrix technology, a way of creating AIs. This method of AI creation can be mapped to organic brain scans, essentially creating a cloned mind, though with its own quirks. An AI may or may not have the originals memories but more often than not shares its personality with the template.

Culture and Traditions
Thosians have a clan based society. Each individual clan has their own citadel and their own focus. One clan may specialize in war craft; others may specialize in philosophy, artistry, science, medicine, etc. Citadels fill up other requirements by exchanging members through the pilgrimage, a rite of passage each Thosian undergoes after they have met the requirements of adulthood within their own clan. They travel the planet and the various clans and eventually pick one to stay with. They then undergo that particular clans training and pick up a second focus. For most Thosians, birth place and the pilgrimage focus training takes about a century, this can be accelerated if a particular initiate shows particular skill or ability; “Grade” progression often has a particular rite before the next grade is achieved and the rite can be attempted at any time with no consequence for failure.

Women are much more dominant than men in Thosian society. Up until 2234, Thosian males had little say within the Thosian hierarchy, often filling out the equivalent “Enlisted” ranks within the Thosian military or laborers, while females attained junior officers rank almost instantaneously after completing a second focus. While this is changing, females still outnumber males in the higher ranks. The pilgrimage was affected by this as previously only males left their birth clan for their new clan, now all can pick and choose.

It is traditional for a Clan member to tattoo the left side of their face, adding to it as they increase in rank and achieve.

Government
Individual clans have different ways of political progression. Militant clans' councils are populated by high ranking generals; others are populated by elected officials or leaders in their own particular fields. These clans then form alliances which, due to their role in the high council, are referred to as parties, with each clan having the highest ranking clan council member (High Matriarch/Patriarch) as a representative. Each party shares a seat in the high council, because each party only has one vote and only particular clans vote on particular issues. For example, a defense issue can only be voted on by militant clans, while health care issues can only be voted on by clans with a medical focus. In this way each vote is made on an informed platform.

Extra National Relations
Before about 4,000 years ago Thosians were quite active within the Alpha quadrant, with regular exploration expeditions and alliances throughout the quadrant. As the Klingons and Vulcans entered the stage Thosians began to limit contact to avoid conflict, eventually cutting off all ties to other races. The only contact that other nations have had (Aside from ambassadorial envoys) was with the militant clans, and more often than not in border disputes. Due to this, Thosians have a reputation as legendary warriors within Klingon lore. Due to their proximity to Federation, Klingon and Romulan territories, border disputes are a common occurrence.

Thosians have a particular distaste to the illusive Federation organisation known as Section 31. Section 31 has caused numerous problems for Thosia in the hope that they would run to the Federation for help. Thosia has, so far, been able to resist.

Known Clans:
    Har’cos: Long standing reputation as the strongest, proudest and best trained warrior clan. They are known as the last hunter clan. They are trained in all aspects of combat, particularly in tactics that end an engagement quickly and quietly. They follow a code of honor that forces them to avoid combat if possible, but to show no mercy once committed, and to assist any comrade in any issue as they are all family. As far as policy is concerned they are very nationalistic, pushing for segregation from the galactic community.

    Lo’tar: Another warrior clan that was almost completely decimated during a border dispute in which Kel Zor’ah Har’cos (Currently a Starfleet captain) fired upon their fleet when they rushed the aggressors. With the recent power change to High Patriarch Nolan Vadam Lo’tar, the clan has been pushing for an alliance with the Klingons. With the decimation of their fleet they lost their way somewhat and have embraced a more Klingon-esque honor philosophy.

    Jolinar: A philosopher clan with strong ties to Har’cos. High Patriarch Harnor Ka’mar Jolinar is the current leader. They are highly respected within the academic community.


How to make your own:
    (1) Category = Humanoid
    (2) Skin type will be grayed out; skin color is either a shade of blue or purple
    (3) Overall Pattern = Spots 1. Normally a light-pinkish hue
    (4) Base Complexion = Normal
    (5) Forehead Detail = None
    (6) Nose Detail = None
    (7) Tattoo = Tribal (Black color; Left side of face)
    (8) Eyes = Humanoid. 1st color White, 2nd color Red
    (9) Ears = Pointed
    (10) Earrings = Whatever (Different clans have different traditions)
    (11) Hairstyle = Anything
    (12) Eyebrow = Anything
    (13) Everything else is None

Female bodies
    (1) Not a ridiculous bust size (I mean come on, if you’re a soldier 36 E’s are going to cause you massive balance issues and then back problems): About a C-cup
    (2) Body aspects about 3/5ths of the way up

Male Bodies
    (1) Body aspects between 3/5ths and 4/5ths of the aspect bar

As far as abilities are concerned, you should pick the strength race abilities. As there are many differing types of clans, pick abilities that suit the clan's focus and the individual's sub focus. For example; Jolinar is a philosopher clan, so go towards the Spirituality trait. As Thosians are extra national they can be part of the KDF or Starfleet.

Special thanks to RampantArc for submitting his Thosians to the index.
J. St. Peter

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re: Min'karin

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Min'karins
"We will join your .. Federation... ONLY... if I get to spend an evening with you.. Ambassador Picard."
-Jin'Tarr Ron Lindara, current ruler of the Min'karins

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The Min'karins are a race made up entirely of female-like humanoids.

The Min'karin System is 1 light year inside the Federation-Romulan Neutral Zone, on the far edge near the Hromi Cluuster. It consists of Min'kara(home planet) , Min'kara II, and Min'kara III, so named by the Min'karins.

The Min'karins are an entire race of women. They produce asexually, producing both eggs and sperm, but have families consisting of both a mother and "father" figure. Only one in 1,300 births are male-like. Men are scorned from birth, but are raised in the family until they turn 13 (coming of age in Min'kara society), then banished to a small continent, where they are provided for but generally left to fend for themselves. These individuals are genetically altered to stay bald so that their male-class tattoo, which is branded onto their head, is visible.

Min'kara society is divided into three distinct classes, or "sects," indicated by middle name and a tattoo on the face.
Ron= Ruling class
Domor= Middle class
Jin= Lower class

Min'karins aren't born into a class, but rather go through testing at age eight to determine which class they will ultimately belong to. Regardless of class, they are allowed to stay with their parents until they have come of age, and are then sent off to the appropriate schooling facilities until the age of 25. During this time, through superior bioengineering and gene splicing, they are made to "look the part" of their class. It takes this long for the women to be fully prepared to assist their world in whatever they wish to accomplish and, having life spans almost as long as Vulcans, they can afford to take their time. Jin-class women are hardly touched by gene therapy and splicing, as they are deemed unworthy; only their hair and body type are changed to fit the class. Later in life, if a Jin-class citizen has enough Di'marins (the Min'karin currency), they can get splicing to be made into a Domor-class citizen. The class tattoo is changed, but a scar is left behind as a reminder to the woman and to show everyone else that she used to be in the Jin class.

The Ron class is the smallest of the three classes. There is one Ron family "clan" per planet, and an overall ruler who resides on Min'Kara. Each family has roughly 70-80 members in its family. The Ron class differs from the other two in that women born into the Ron class stay in the Ron class throughout their life. They are the most beautiful of the classes, being altered to be tall, voluptuous, and sensual in nature, extremely sexual in movement and dress, with long hair as well as exceptionally sized breasts.

The Domar class is the largest of the classes, consisting of almost all of the Min'karins military, security, and higher industry postitions. While not as grand as the Ron class, the Domar class is engineered to an "in between:" Not as exceptional as the Ron leaders, but still pleasing. Their body types fit their positions; agile and flexible, light but strong, shorter hair then the Ron class but enough to flow, and the equivalent of human C-sized breasts to be subtle, yet still look good.

The Jin class houses the bulk of the Min'karins workforce, both in agricultural and industry positions. Hardly altered by genetics, the Jin class won't catch your eye as you walk down the street as they are plain, normal women you would see almost everyday. Short hair cropped close (so as to not get in the way while they work) and bodies that are not as eye-catching. The breasts, as with all individuals, are altered; however, this alteration is to keep them from growing any larger then an A- or B-cup to not get in the way of work.

First Contact with the Min'karins was in 2390, when the USS Midnight stumbled across a distress beacon just inside the Neutral Zone and investigated. They arrived in time to see the flag ship of the Min'karin Navy arrive to assist their distressed ship, and things went forward from there. They joined the Federation in 2394, after talks with Ambassador Picard. After they joined the Federation, males were allowed to return to society, but it is still predominated by women to this day.


The Min'karins are highly advanced both in ground and space. Both the Federation and Romulans were astounded that such a culture had existed in the Neutral Zone without their knowledge for so long. The Min'karins are very advanced in the fields of genetics, being able to create what they see as perfect beings, but do not wish to do so because "then everyone would be the same, and no one would get anything done or have any fun," one Min'karin bio-geneticist said. They are also highly advanced in agriculture, being able to sustain thousands more than the average population with perfected cloning techniques, augmented growing fields, and bio-domes.

The Min'kar Shipyards orbiting Min'kara is their largest producer of ship; military, commercial, or private. Their new class, the Jin'Tarr-class, can rival the power of the Reman Scimitar-class. Advanced warp technology has lead to the Min'karins actually having 4 systems, but at the time of negotiations only the main system was revealed. The Min'karin Navy, though not as large as the major players in the Alpha Quadrant, still packs a punch, and even the primary powers would think twice about an attack.

How to make your own:
    1) Skin= 2x17 can very slightly but light to light dark
    2) Tattoo=
      - Ron tattoo=Tribal 6 1x1
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      - Domar tattoo=Tribal 7 24x12
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      - Jin "tattoo"(more of a brand)=Tribal 5 2x19
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    (Ron and Domar colors can vary depicting family: Jin color MUST stay that way to match the skin so it looks more like a brand)
    3) Forehead Detail=Devore
    4) Nose=Idanian
    5) Eyes= Slit
      - Ron=dark blue shades
      - Domar=dark green shades
      - Jin=any

    6) Hair=
      - Ron Long styles Darker shades upper right corner
      - Domar=Shorter styles, but not shaved. Redder shades lower left corner
      - Jin= closed to the head styles maybe a short style(rare) any color but clown colors, although neon blue is ok, but a rare thing

    7) Ears=Humanoid
    8) Eyebrow=Thin


Body scales:
Ron:
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Domar:
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Jin:
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Special thanks to Anton Mercer for his submission of the Min'karins!
J. St. Peter

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re: Voshk

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The Voshk
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(Federation or Klingon/Romulan Faction)

Origin of the Race:
The origin of the Voshk as a race is unknown. They have no known home world, but they can be found living in several large enclaves.

    • K’Shan System, Tarod Sector (Romulan Space).
    • Aihai System, Devron Sector (Romulan Space)
    • Sierra System, Alpha Centauri Sector (Federation Space)
    • Pellme System, Vulcan Sector (Federation Space).


Physical Description:
The Voshk are a diminutive race. Males range in height from 5’0” to rarely more than 5’7”. Females range from 4’7” to approximately 5’0”. Males tend to be of medium build, while females are more slender.

The Voshk’s most significant trait is their skin complexion. To most other humanoid races, the Voskh appear to be infected. To humans, some even say they appear to look like “undead space vampires” (fictional creatures found in human cultural literature). Needless to say, the Voshk have found that their appearance has played a significant role in their interactions with other races.

Culture and Traditions:
The Voshk live primarily in small, isolated enclaves. These enclaves are similar to clans, being made up of several extended family groups. There largest enclaves (listed above) still do not reach populations of more than a thousand inhabitants. Throughout all of the known quadrants, the Federation estimates there are fewer than 1 million Voshk.

Life within the Enclave:
The Voshk live in a clannish society, where several extended family groups form up small, autonomous enclaves. They are egalitarian as it relates to gender and the leadership within the enclave is determined by the caste of the candidate. There are three tiers in the Voshk Caste System:
    The Vor’Pac, occupy the highest tier. These individuals are born with a special aptitude for mechanical understanding, specifically engineering. Voshk of this caste have the Techie character trait.

    The Kur’Pac, occupy the second tier. These individuals have been trained to be soldiers, they have this trait and they tend to be more aggressive than other Voshk. It is unclear whether their aggressive nature is why they were chosen to serve as soldiers, or if aggression is taught to them.

    The Tor’Pac, occupy the lowest tier within the Voshk caste system. These are the “common folk” and rarely if ever leave to enclave in which they were born.


Technology:
The Voshk are a warp capable civilization. It is believed that they gained their technology from their Romulan neighbors. A few generations after (about 120 years later) the Voshk had already arrived at the Sierra System in the Alpha Centauri sector, and they made first contact with the Federation at Star Base 39.

They quickly learned of Memory Alpha, and the Voshk made their way to the outpost. The Voshk quickly absorbed all of the knowledge they could gather from the public research and development that was being conducted at Memory Alpha.

The Voshk abandoned their own ship designs, in favor of Starfleet’s cruiser class ships. What the Voshk found most appealing about this class of ship was its incredible range, its durability and most importantly its crew capacity. As mentioned earlier, the Voshk live in small, isolated enclaves and the large cruiser class ships could easily accommodate an entire average sized enclave.

Although the Voshk moved to the Federation starships, they retained their expertise with disruptor technology and they quickly learned how to retrofit Federation ships to use disruptors as their primary weapon systems.

Interactions with other alien races and or organizations:

Romulans:
The Voshk live in several systems within the Romulan Empire (Former). Based on the Voshk appearance it is believed that they may be either a distant subspecies of Romulan, or an infected mutation of Romulans. Both of these possibilities are rejected by Romulans and Voshk alike.

In general, the Romulans and the Voshk coexisted fairly well. The Romulans did not often harshly treat the Voshk, and in return, the Voshk provided the Romulan Empire with skilled engineers at various weigh stations throughout the Tarrod and Devron Sectors.

Klingons:
The Voshk have had little contact with the Klingons and their empire. It is unclear how the two races would react to each other, outside of chance meetings on neutral Star Bases or at the United Federation of Planets facilities on Earth, Sol System.

Vulcans:
When the Voshk made first contact with the Vulcans in the Pellme System, the Vulcans were intrigued by the Voshk apparent insatiable desire to study all fields of engineering. At the same time the Vulcans found the Voshk to be brash and in some cases mildly aggressive. Just as with the Romulans, the Vulcans quickly rejected any suppositions that the Voshk were related to Romulans and by extension to Vulcans.

The Vulcans also confirmed that the Voshk were likewise not infected with any form of disease, to account for their appearance. Since the Voshk posed no significant threat, the Vulcan High Council allowed the Voshk to set up an enclave in the Pellme System, where they run a repair / space dock.

The United Federation of Planets :
Once first contact was made with the Voshk, and the UFP discovered the Voshk’s innate engineering skills, they sought to have the Voshk join the UFP. This decision was met with some trepidation, and the process was long.

The first stumbling block was the fact that the Voshk practiced a social caste system, where the lowest tier had few if any rights. Although there was no indication of mistreatment of this lower caste, the mere presence of a caste system was difficult for the UFP to disregard.

The second stumbling block was the aggressive nature of the Voshk (soldier) caste known as the Kur’Pac. This was eventually overlooked since there is no record of the Voshk ever waging a war, external or civil in nature. Furthermore, their aggression was attributed to the Voshk over protectiveness of their enclaves and what some Human sociologists referred to as a “Napoleonic Complex” due to the Voshk small physical stature.

Eventually the Voshk were admitted, primarily due to their excellent space efficiency and their engineering expertise.

How to make your own:
Category: Humanoid
Head Type: Humanoid 01
Skin Type: Skin
Coloration: Any variation of Row 1 (Sample: Row 1, Column 17)
Overall Pattern: Gradient Vertical
Coloration: Any variation of Row 2 (Sample: Row 2, Column 15)
Base Complexion: Infected
Forehead Detail: Boslic
Nose Detail: Hunter
Eyes: Reflective, any color variation (Sample: Black)
Ears: Pointed 01
Hair, Eye Brows and Facial Hair: None, hairless race.
Height and Build:
Male: 5’0” – 5’5”
Female: 4’7” – 5’0”
Build is typically medium to slim.

Racial Traits (Male and Female):
• Efficient Captain
• Evasiveness
• Soldier or Techie (depending on caste – see culture).
• Resilient


Special thanks to Ezreq Blodvaerd for his submission of the Voshk!
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