Series Profile - Star Trek: Icarus
Setting
Era: 23rd century (years 2268 - 2272 - mid-season two of classic Trek until just before Star Trek: The Motion Picture)
Region: Alpha and Beta Quadrants, primarily Organian Treaty Zone on Klingon Border
Traveling: Starship, transporters, shuttles
Crew
Organization: Starfleet
Missions: Primarily Exploration, Intelligence, and Military
Composition: Multi-species (predominantly human) starship officers
Base of Operations
Base Type: Mobile; Constitution-class U.S.S. Icarus, NCC-1071
Technology
Era Technology: 23rd century
Available Technology: Starfleet technology, specialized espionage equipment
Adversity
Threat and Opposition: Varied, primarily Klingon Empire
Crisis and Disaster: Various by episode
Feel
Swashbuckling adventure, cold war thrillers
The voyages of the Starship Icarus take place aboard a Constitution-class heavy cruiser, much like the [/i]Enterprise[/i], starting in the middle of and up to a few years after the famous five-year mission of the Starship Enterprise. This allows the crew to participate in follow-up adventures to various television episodes.
With the game starting in the year 2268, the Icarus resembles the Enterprise as seen in the classic Star Trek series. The familiar warp core of later eras is not yet present, instead there is the engineering set that Scotty so often dwelled in. We have food slots which give food which strongly resembles Styrofoam (which is also what the coffee cups are made of), briefing rooms with irregularly shaped tables, computers with flashing lights, and bright red railing on the bridge.
The uniforms are also brightly colored – the classic gold for command, red for operations, and blue for sciences. And in the words of Jadzia Dax, “women wear less”, with the miniskirt being an official part of the uniform.
Matching the bright colors and time period is the attitude. The frontier is still largely unexplored, Icarus will often be “the only ship in the quadrant”, the characters will long be out of range of Starfleet command, and the Prime Directive seems little more than a “general guideline”. The spirit of adventure seen in the classic Star Trek is full in force and the characters will routinely get involved in missions which would cause an interstellar war in the period seen in Star Trek: The Next Generation.
While this game has many of the elements seen in the classic Trek (horrible or misunderstood monsters, exploring Earth-like planets, etc.), many adventures will also evoke the feel of Cold War thrillers like the James Bond movies/novels or the works of John Le Carre (like The Spy Who Came in From the Cold, Tinker Tailor Soldier Spy). The Organians, powerful energy beings, have forced a peace treaty between the Klingon Empire and United Federation of Planets. They have created the Organian Treaty Zone, a vast region of largely unexplored space between the Klingons and Federation where contested planets are awarded to the side that can best develop them. The Klingons, as seen in episodes like “The Trouble with Tribbles” have shown they are not above using subterfuge to achieve their goals (and these are the non-ridged Klingons of the classic Trek – don’t ask why they don’t have ridges, they do not discuss it with outsiders!). The crew of the Icarus may find themselves performing intelligence missions on behalf of the Federation and has been outfitted with gear to help them in these missions. Though the Organians have shown they have the power to prevent full-scale war between the Klingons and Federation, they seem willing to allow skirmishes to take place. Many of the adventures will take place in the Organian Treaty Zone.
However, the spirit of the original Star Trek still shines through – despite espionage missions, in the spirit of the James Bond movies, there is no doubt who the good guys are. And these espionage missions are not the bulk of the missions of the Icarus, which is… to explore strange new worlds; to seek out new life, and new civilizations... to boldly go, where no man has gone before.