Star Trek



                    WRITERS/DIRECTORS GUIDE



















SERIES  CREATED  BY:                                                                                               THIRD  REVISION
GENE  RODDENBERRY                                                                                                April  17,  1967

                                                     A  PARAMOUNT  TV  PRODUCTION
                                                                in  Association  with
                                                         NORWAY  PRODUCTIONS







_______________________________________________________________________________








                                             
T H E   S T A R   T R E K   G U I D E






                                                                   
















                                                                                                           THIRD  REVISION
                                                                                                            APRIL  17,  1967







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                                              TABLE  OF  CONTENTS



STAR  TREK  FORMAT......................................................................................Page 1


SCRIPT  FORMAT.............................................................................................Page 6


THE  U.S.S.  ENTERPRISE..................................................................................Page 7


CAPTAIN  JAMES  T.  KIRK................................................................................Page 10


MISTER  SPOCK................................................................................................Page 11


DR.  LEONARD  (BONES)  McCOY........................................................................Page 12


OTHER  RUNNING  CHARACTERS......................................................................Page 13


STANDING  SETS.............................................................................................Page 15


IMPORTANT  EQUIPMENT  AND  TERMINOLOGY................................................ Page 19

QUESTIONS  AND  ANSWERS...........................................................................Page 27





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                                                                                                                                                                   1.


CAN  YOU  FIND  THE  MAJOR  STAR  TREK  ERROR  IN  THE  FOLLOWING
"TEASER"  FROM  A  STORY  OUTLINE?
                           

             The scene is the Bridge of the U.S.S. (United States
             Spaceship) Enterprise. Captain Kirk is at his command
             position, his lovely but highly efficient female Yeoman
             at his side. Suddenly and without provocation, our
             Starship is attacked by an alien space vessel. We try
             to warn the alien vessel off, but it ignores us and
             begins loosening bolts of photon energy-plasma at us.

             The alien vessel's attack begins to weaken our deflectors.
             Mister Spock reports to Captain Kirk that the next
             enemy bolt will probably break through and destroy the
             Enterprise. At this moment we look up to see that final
             energy-plasma bolt heading for us. There may be only
             four or five seconds of life left. Kirk puts his arms
             about his lovely Yeoman, comforting and embracing her
             as they wait for what seems certain death. FADE OUT.
             (END TEASER)


PLEASE  CHECK  0NE:

             (   )
Inaccurate terminology. The Enterprise is more
                        correctly an international vessel, the United
                        Spaceship Enterprise.

           (   )
Scientifically incorrect. Energy-plasma bolts
                       could not be photon in nature.

           (   )
Unbelievable. The Captain would not hug pretty
                       Yeoman on the Bridge of his vessel.

           (   )
Concept weak. This whole story opening reeks
                      too much of "space pirate" or similar bad science
                      fiction.



_______________________________________________________________________
                                                                                                                                                            2.


NO, WE'RE NOT JOKING.  THE  PRECEDING PAGE  WAS  A  VERY  REAL AND IMPORTANT TEST OF YOUR APPROACH TO SCIENCE FICTION.
HERE'S WHY.

                     (   )        
Inaccurate terminology. Wrong, if you checked
                             this one. Sure, the term United States Space-
                             ship" was incorrect, but it could have been
                             fixed with a pencil slash. Although we do
                             want directors, writer, actors and others to
                             use proper terminology, this error was cer-
                             tainly far from being the major STAR TREK
                             format error.

                     (   )        
Scientifically inaccurate. Wrong again; beware
                             if you checked this one. Although we do want
                             to be scientifically accurate, we've found that
                             selection of this item usually indicates a
                             preoccupation with science and gadgetry over
                             people and story.

                   (   )         
Concept weak. Wrong again. It is, in fact,
                             much like the opening of one of our best episodes
                             of last year.  “Aliens", "enemy vessels", "sudden
                             attack" and such things can range from "Buck
                             Rogers" to classical literature, all depending
                             on how it is handled (witness H. G. Wells' novels,
                             Forrester's sea stories, and so on.)


UNDERSTANDING THE RIGHT ANSWER TO THIS IS BASIC TO UNDERSTANDING THE STAR TREK FORMAT. THIS WAS THE CORRECT
ANSWER:

                  ( x )
 Unbelievable. Why the correct answer? Simply
                             because we've learned during a full season of
                             making visual science fiction that believability
                             of characters, their actions and reactions, is
                             our greatest need and is the most important angle
                             factor. Let's explore that briefly on the next
                             page.



________________________________________________________________________
                                                                                                                                                      3.


NOW, TRY AGAIN. SAME BASIC STORY SITUATION, BUT AGAINST
ANOTHER BACKGROUND.

                               The time is today. We're in Viet Nam waters
                               aboard the navy cruiser U.S.S. Detroit.
                               Suddenly an enemy gunboat heads for us, our
                               guns are unable to stop it, and we realize
                               it's a suicide attack with an atomic warhead.
                               Total destruction of our vessel and of all
                              aboard appears probable. Would Captain E.
                               L. Henderson, presently commanding the U.S.S.
                              Detroit, turn and hug a comely female WAVE
                              who happened to be on the ship's bridge.

                 As simple as that. This is our standard test that has
                 led to STAR TREK believability. (It also suggests much
                 of what has been wrong in filmed sf of the past.)
No,
                 Captain Henderson wouldn't! Not if he's the kind of
                 Captain we hope is commanding any naval vessel of ours.
                 Nor would our Captain Kirk hug a female crewman in a
                 moment of danger, not if he's to remain believable.
                 (Some might
prefer Henderson were somewhere making
                 love rather than shelling Asiatic ports, but that's
                 a whole different story for a whole different network.
                 Probably BBC.)

AND SO,  IN EVERY SCENE OF OUR STAR TREK STORY...

                 ... translate it into a real life situation. Or,
                 sometimes as useful, try it in your mind as a scene
                 in GUNSMOKE, NAKED CITY, or some similar show.
                 Would you believe the people and the scene if it
                 happened there?


 IF YOU'RE ONE OF THOSE WHO ANSWERS: "THE CHARACTER
 ACTS THAT WAY BECAUSE IT'S SCIENCE FICTION", DON'T
 CALL US, WE'LL CALL YOU.




____________________________________________________________________
                                                                                                                                             4.


THE  STAR  TREK  FORMAT...


     A  CAPTAIN  -  Jim  Kirk


     A  FIRST  OFFICER  -  Mister  Spock


     A  GROUP  OF  REGULARS  -  who make up our "television
     family" (Doctor McCoy, Scotty, Uhura, Sulu, Nurse
     Christine, and others as detailed later).


     GUEST  STARS  -  if the story demands it, but with
       a story which also emphasizes our Series Leads.


     ON  A  GIANT  STARSHIP  -  a familiar "television home
     base" (The U.S.S. Enterprise).


     ON  PATROL  OF  A  SECTION  OF  OUR  GALAXY - our vessel
     representing Earth and the Federation (assisting
     colonists, aiding in scientific exploration,
     putting down conflicts, helping those in distress,
     regulating trade, engaging in diplomatic missions.,
     and so on.)



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                                                                                                                                                 5.

                                                                                                                                  
YES, THE STAR TREK FORMAT IS ACTUALLY THAT SIMPLE. IF YOU'RE
A TV PROFESSIONAL, YOU ALREADY KNOW THE FOLLOWING SEVEN
RULES :

      I.         Build your episode on an action-adventure frame-
                 work. We must reach out, hold and
entertain
                 a mass audience of some 20.,000,000 people or we
                 simply don't stay on the air.
           
   II.         Tell your story about
people, not about science
                and gadgetry. Joe Friday doesn't stop to explain
                the mechanics of his .38 before he uses it; Kildare
                never did a monologue about the theory of anes-
                thetics; Matt Dillon never identifies and dis-
                cusses the breed of his horse before he rides
                off on it.

   III.        Keep in mind that science fiction is not a separate
                field of literature with rules of its own, but,
                indeed, needs the same ingredients as any story
                -- including a jeopardy of some type to someone
                we learn to care about, climactic build, sound
                motivitation, you know the list.

   IV.        Then, with that firm foundation established, inter-
                 weave in it any statement to be made about man,
                 society and so on. Yes, we want you to have some-
                 thing to say, but say it entertainingly as you do
                 on any other show. We don't need essays, how-
                 ever brilliant.

      V.       Remember always that STAR TREK is never fantasy;
                 whatever happens, no matter how unusual or bizarre,
                 must have some basis in either fact or theory
and
                 stay true to that premise
(don't give the enemy
                 Starflight capability and then have them engage
                 our vessel with grappling hooks and drawn swords.)
   
      VI.     Don't try to tell a story about whole civilizations .
                 We've never yet been able to get a usable story
                 from a writer who began... "I see the strange
                 civilization which...".
           
      VII.    Stop worrying about not being a scientist. How
                 many cowboys, police officers and doctors wrote
                 westerns, detective and hospital shows?


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                                                                                                                                               6.

THE STAR TREK SCRIPT FORMAT.
        
   
THE TEASER
                      We open with action, always establishing a strong
                      jeopardy, need, or other “hook". It is not
                      necessary to establish all the back story in the
                      teaser. Instead, we tantalize the audience with
                      a promise of excitement to come. For example,
                      it can be as simple as everyone tense on the
                      bridge, hunting down a marauding enemy ship...
                      then a tale-telling blip is sighted on the screen.
                      and the Captain orders “ALL HANDS TO BATTLE STATIONS."
                      Fade out, that's enough.

        
THE ACTS
                      Four acts in length. Act One usually begins with
                      Captain's VOICE OVER, Captain Kirk dictating his
                      log. Necessary back story should be laid in here,
                      not in the teaser. The Captain's log should be
                      succinct and crisp... in ship commander "log"
                      language.

                      Opening Act One, we need some form of orbit,
                      establishing or other silent shot to give us time
                      for both Captain's log and opening credits.

                      We must have a strong ending to Act Two, something
                      that will keep the audience tuned to our channel.

        
STYLE
                      We maintain a fast pace ... avoid long philosophical
                      exchanges or tedious explanations of equipment.           
                      And note that our cutting technique is to use the
                      shortest possible time between idea and execution
                      of it .., like, for instance, Kirk decides that a
                      landing party will transport down to a planet ...
                      HARD CUT to lights blinking on the Transporter
                      console, PULL BACK to REVEAL the landing party
                      stepping into the Transporter.

        
PAGE COUNT
                      First drafts can run up to 70 pages, if you
                      intend to trim and tighten later. But for
                      final polished draft
absolutely no more than
                     65 pages, please
.

         
ANOTHER PLEASE
                      Cast and set lists with your draft. Thank you.


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                                                                                                                                               7.

THE U.S.S. ENTERPRISE
   
   
THE VESSEL
               The U.S.S. Enterprise is a spaceship, official
               designation "starship class"; somewhat larger
               than a present-day naval cruiser, it is the
               largest and most modern type vessel in the
               Starfleet Service. It has a crew of 430 persons,
               approximately one-third of then female.

               The purpose of the U.S.S. Enterprise is to give
               our audience a "home base", a familiar and com-
               fortable counterpoint to the bizarre and unusual
               things and places we see during our episodes.
               Where possible we try to emphasize and play to
               the size, complexity, and varied functions of
               the Enterprise. This does not mean you must
               always use the Enterprise or start every story
               there.

               The "Saucer Section" of the vessel (at the top
               of which is cur command bridge) is eleven decks
               thick at the middle. The Engineering Section
               (to which the two engine nacelles are attached)
               is equally large and complex, contains at the
               rear a hangar deck large enough to hangar a
               whole fleet of today's jet liners. Turbo
               elevators,
which can run both vertically and
               horizontally
, interconnect every deck and
               compartment of this huge vessel.

               Included in addition to our bridge, sickbay,
               Captain's cabin and other familiar standing
               sets, are the widest possible variety of labs
               and technical departments, computer rooms,
               storage facilities, passenger accommodations,
               and cargo facilities.

     
THE CREW
               International in origin, completely multi-racial.
               But even in this future century we will see some
               traditional trappings, ornaments, and styles
               that suggest the Asiatic, the Arabic, the Latin
               etc. So far, Mister Spook has been our only
               crew-man with blood lines from another planet.
               However, it is not impossible that we might
               discover some other aliens or part aliens
               working aboard our Starship.

               We like ways of using the crewmen (extras as well
               as actors) to help suggest the enormous diversity
               of our vessel. For example, playing a scene in
               leisure attire as our people pass in sports gear




__________________________________________________________________________
                                                                                                                                                     8.

   
THE CREW (CONTINUED)
             obviously going to or coming from a gymnasium,
             or such. Life aboard the Enterprise (
believably
             again, as in a present-day naval cruiser) is not
             all hard work and stern devotion to duty.

   
SHIP'S POWER
             The Enterprise engines (the two outboard
             nacelles) use matter and anti-matter for
             propulsion, the annihilation of dual matter
             creating the fantastic power required to warp
             space and exceed the speed of light.

             The Enterprise has a secondary propulsion
             system. These are impulse power engines
             (same principle as rocket power), located
             at the rear of the "saucer section". Vessel
             speed, when using the impulse engine is, of
             course, less than the speed of light. In
             case of total failure of all engine power
             sources, the vessel's gravitational and life
             support systems can be switched to battery
             power, with a full-load capacity of about
             one week.

             Hyper-light speeds or space warp speeds (the
             latter is the terminology we prefer) are
             measured in WARP FACTORS.
Warp factor one is
             the speed of light -- 186,000 miles per second
             (or somewhat over six hundred million miles per
             hour.) Note: warp factors two, three and four
             and so on are based upon a geometrical formula
             of light velocity. Warp factor two is actually
             eight times the speed of light; warp factor
             three is twenty-four times the speed of light;
             warp factor four is sixty-four times the speed
             of light, and so on.

            Maximum safe speed is warp six. At warp eight
             the vessel begins to show considerable strain.
             We have established in preceding episodes that
             warp seven or eight are used only in emergencies,
             in hot pursuit and so on, and can be highly
             dangerous.

   
SHIP'S WEAPONRY
             The main weaponry of the U.S.S. Enterprise is its
             banks of "ship's phasers", which are artillery-
            sized versions of the hand phaser and phaser pistol.
             From the Bridge, phaser power can be aimed in any
             direction and our Optical Effect here is "blips"
             or "squirts" of blue phaser fire, which are emitted


_________________________________________________________________
                                                                                                                                      9.


   
SHIP'S WEAPONRY (CONTINUED)

             from the top or bottom of the saucer section of the
             vessel. These can act directly against target very
             much as hand phaser fire, but on a much larger scale.
             Phaser fire can also be set for proximity explosion
             and act somewhat like "depth charges".

             The Helmsman, Mr. Sulu, acts as weapons officer,
             under the Captain's direction, he coordinates the
             fire from the phaser rooms, using the vessel's
             navigational aids to lock the phasers on target
             and, on the Captain's order, engaging the circuits
             which fire these weapons.



_________________________________________________________________________
                                                                                                                                                       10.

                            
CAPTAIN JAMES T. KIRK

Played by William Shatner, Kirk is about thirty-four, an
Academy graduate, rank of Starship Captain. A shorthand
sketch of him might be "A space-age Captain Horatio Hornblower",
constantly on trial with himself, a strong, complex personality.

With the Starship out of communication with Earth and Starfleet
bases for long periods of time, a Starship captain has unusually
broad powers over both the lives and welfare of his crew, as
well as over Earth people and activities encountered during
these voyages. He also has broad power as an Earth Ambassador
to alien societies in his galaxy sector or on new worlds he
may discover. Kirk feels these responsibilities strongly
and is fully capable of letting the worry and frustration
lead him into error.

He is also capable of fatigue and inclined to push himself
beyond human limits then condemn himself because he is not
superhuman. The crew respects him, some almost to the point
of adoration. At the same time, no senior officer aboard is
fearful of using his own intelligence in questioning Kirk's
orders and can themselves be strongly articulate up to the
point where Kirk signifies his decision has been made.

Important -- Although Kirk will often solicit information
and estimates from Spock, never does the first officer act
as Kirk's "brain". Our Captain is a veteran of hundreds of
planet landings and space emergencies. He has a broad and
highly mature perspective on command, fellow crewmen, and
even on alien life customs, however strange or repugnant
they seem when measured against Earth standards.

On the other hand, don't play Kirk like the captain of an
1812 frigate in which nothing or no one moves without his
command. Speck, McCoy, Scotty, Sulu and Uhura are a trained
team and are well able to anticipate information and actions
Kirk needs .

Aboard ship, Captain Kirk has only a few opportunities for
anything approaching friendship. One exception is Mister
Spock, a strange friendship based upon logic, high mutual
respect and Spock's strong Vulcan loyalty to a commander.
Another is with ship's surgeon, Dr. McCoy, who has a
legitimate professional need to constantly be aware of the
state of the Captain's mind and emotions. But on a "shore
leave", away from the confines of self-imposed discipline,
Jim Kirk is likely to play pretty hard, almost compulsively
so. It is not impossible he will let this drag him at one
time or another into an unwise romantic liaison which he
will have great difficulty disentangling. He is, in short,
a strong man forced by the requirements of his ship and
career into the often lonely role of command, even lonelier
because Starship command is the most difficult and demanding
task of his century.


_______________________________________________________________
                                                                                                                              11.


                            MISTER SPOCK

Played by Leonard Nimoy. This is the ship's Science Officer,
in charge of all scientific departments aboard. As such, he
is the ship's Number Two ranking officer and now holds the
rank of Commander.

His bridge position is at the library-computer station which
links the bridge to the vessel's intricate "brain", a highly
sophisticated and advanced computer which interconnects all
stations of the ship. From his central panel Spock can tap
resources of the entire computer system -- including a vast
micro-record library on man's history, arts, sciences,
philosophy, plus all known information on other solar systems,
Earth colonies, alien civilizations, a registry of all space
vessels in existence, personnel information on any member of
the U.S.S. Enterprise, or almost anything else needed in any
of our stories.

In addition, all of the ship's various types of "sensor
systems" (never identified except as "sensors") feed into
Spock's hooded viewer and he can read from it almost any
type of information necessary to a story. He is an expert
on Earth history, even more so than the humans aboard.

Mister Spcck's mother was human, his father a native of the
planet Vulcan. This alien-human combination results in
Mister Spcck's slightly alien features with the yellowish
complexion and satanic pointed ears. Thus he is biolcgically,
emotionally, and even intellectually a "half-breed". He is
considerably stronger than his human crewmen, he can endure
lack of water and higher temperatures for a longer period.
His hearing is particularly keen. He also has a strange
Vulcan "ESP" ability to merge his mind with another intel-
ligence, read the thoughts there. He dislikes doing so since
it deprives him of his proud stoic mannerisms and reveals too
much of his inner self. Also, the physical and emotional
cost of this is quite high.

We now realize that Spock is capable of feeling emotion, but
he denies this at every opportunity. On his own planet, to
show emotion is considered the grossest of sins. He makes
every effort to hide what he ccnsiders the "weakness" of his
half-human heredity.



__________________________________________________________________
                                                                                                                                            12.


                       DR. LEONARD "BONES" MCCOY

Played by Deforest Kelley, Dr. McCoy is Senior Ship's Surgeon
of the U.S.S. Enterprise, head of the Medical Department. As
such he has medical responsibilities for the health and physical
welfare of the crew of the Enterprise and broad medical science
responsibilities in areas of space exploration.

As Senior Ship's Surgeon, "Bones" McCoy is the one man who can
approach Captain Kirk on the most intimate personal levels re-
lating to the Captain's physical, mental and emotional well
being. Indeed, he has the absolute duty to constantly keen
abreast of the Captain's condition and speak out openly to
Kirk on this matter. McCoy is portrayed as something of a
future-day H. L. Mencken, a very, very outspoken character,
with more than a little cynical bite in his attitudes and
observations on life. He has an acid wit which results in
sometimes shocking statements -- statements which, under close
scrutiny, carry more than a grain of truth about medicine,
man and society.

Of all the men aboard our starship, McCoy is the least military.
He is filled with idiosyncracies which fit the character and are
his trademark. For example, he loathes the Transporter System
of "beaming" personnel from the ship to planet surfaces and
loudly proclaims that he does not care to have his molecules
scrambled and beamed around as if he were a radio message.

McCoy is highly practical in the old "general practitioner"
sense, rates pills except when they are vitally needed, is
not above believing that a little suffering is good for the
soul and the maturity of the individual. He has a great fear
that perfect medicine, psychotherapy and computers may rob
mankind of his individuality and his divine right to wrestle
a bit with life. He's a superb physician and surgeon -- often
seems to be treating the wrong ailment -- but usually is
proven right in the end.

Dr. McCoy is 45 years of age, was married once ... something of
a mystery that ended unhappily in a divorce. He has a daughter,
"Joanna", who is 20 and in training as a nurse somewhere.
McCoy has provided for her, hears from her as often as inter-
galactic mail permits, but his duty aboard the starship keeps
them apart. We will suspect that it was the bitterness of this
marriage and divorce which turned McCoy to the Space Service.
He was born in Georgia in the United States and can be something
of the gallant Southern Gentle-an in social life, particularly
with females. When the moment is right, a trace of his Southern
accent will be heard.

There is something of a "feud" between Dr. "Bones" McCoy and
Mister Spock. The Doctor, like most cynics, is at heart a
bleeding humanist. Spock appears to regard McCoy as an archaic,
bumbling country doctor, usually achieving cures through luck.
On the other hand, McCoy likes to regard Spock as little more
than a sometimes useful piece of computer equipment. But,
while disagreeing constantly, they do work well together when
it becomes necessary and we're never but that there could be
some affection hidden behind their constant battles.


________________________________________________________________
                                                                                                                                        13.

                    OTHER RUNNING CHARACTERS

SULU -- Ship's Helmsman, played by actor George Takei. Mixed
oriental in ancestry, Japanese predominating, Sulu is contemp-
orary American in speech and manner. In fact, his attitude
toward Asians is that they seem to him rather "inscrutable".
Sulu fancies himself more of an old-world "D'Artangnan" than
anything else. He is a compulsive hobbyist; one week may be
fascinated by botany with the intention of that becoming his
lifelong avocation, then another week we'll find he has switched
to a determination of acquiring a galaxy-famous collection of
alien firearms. And like all “collectors", he is forever giving
his friends a thousand reasons why they, too should take on the
same hobby.

Although these bursts of enthusiasm make him something of a
chatterbox, Sulu is a top Officer and one of the most proficient
Helmsman in the Starfleet Service. When the chips are down,
he immediately becomes another character, a terse professional,
whose every word and deed relate solely to the vessel and its
safety. This pleasant and effective "dual personality" results
in an Officer of rare equanimity, one whose personal life
never intrudes on his job. He has never had to receive the
same order from Kirk twice.

ENGINEERING OFFICER SCOTT --- Montgomery Scott, rank of Lt.
Commander, Senior Engineering Officer on the U.S.S. Enterprise.
Portrayed by James Doohan, he is known to most as "Scotty”,
and with an accent that drips of heather and the Highlands.

Scotty came up through the ranks and his practical education is
as broad as his formal training in Engineering. He has rare
mechanical capacity, many claim he can put an engine together
with baling wire and glue . .. and make it run. He regards the
U.S.S. Enterprise as his personal vessel and the Engineering
Section as his private world where even Captain James Kirk
is merely a privileged trespasser.

Engineering and spaceships are his life. His idea of a pleasant
afternoon is tinkering in any Engineering Section of the
vessel; he is totally unable to understand why any sane man
would spend reading time on anything but technical manuals.
He is strong minded, strong willed, and not incapable of
telling off even a Starfleet Captain who intrudes into what
Scotty regards as his own private province and area of
responsibilities.

Kirk understands his Engineering Officer's fierce love of his
vessel and his engines, will take more “guff" off this Officer
than almost any other aboard the ship. Regarding him, Kirk
has one rule: "If it doesn't run, take it to Scotty. If he
can't fix it, it's irrepairable."



___________________________________________________________________
                                                                                                                                               14.

LIEUTENANT UHURA--- Communications Officer, played by
attractive young actress
Nichelle Nichols. Uhura was born
in the United States of Africa. Quick and intelligent, she
is a highly efficient officer and expert in all ships systems
relating to communications. Uhura is also a warm, highly
female female off duty. She is something of a favorite in
the Recreation Room during off duty hours, too, because she
sings -- old ballads as well as the newer space ballads --
and she can do an impersonation at the drop of a communicator.

YEOMAN --- Played by a succession of young actresses, always
lovely. One such character has been well established in the
first year, "YEOMAN JANICE RAND", played by the lovely
Grace
Lee Whitney
. Whether Yeoman Rand or a new character provided
by the writer, this female Yeoman serves Kirk as his combination
Executive Secretary-Valet-Military Aide. As such, she is always
capable, a highly professional career girl. As with all female
Crewman aboard, during duty hours she is treated co-equal with
males of the same rank, and the same level of efficient per-
formance is expected. The Yeoman often carries a small over-
the-shoulder case, a TRICORDER, about the size of a small
handbag, which is also an electronic recorder-camera-sensor
combination, immediately available to the Captain should he
be away from his Command Console.

NURSE CHRISTINE CHAPEL --- Introduced in an early episode and
returning on several other occasions, Nurse Chapel is played
by
Majel Barrett. She is Dr. McCoy’s Head Nurse, a skilled
Surgical Assistant, as near to a professional confidant as
the irascible "Bones" McCoy is likely to have. That relation-
ship never transgresses onto the perscnal and an unspoken
bond is that fact that she, too, is in a Starfleet Service
because of a tragic romance. Although she herself holds
several university degrees in Research Medicine, she has
found a measure of contentment in this life as a Starfleet
Nurse and wanderer.


_________________________________________________________________
                                                                                                                                         15.

                            
STANDING SETS
Herewith a list of existing and projected U.S.S. Enterprise
sets.

     
INT. BRIDGE -

               a circular, platformed set where Captain Kirk
               presides over the whole ship's complex. Access
               is achieved to this set by means of a turbo-
               lift elevator which opens directly into the set.
               Kirk sits in his command chair in the inner,
               lower elevation facing the large Bridge Viewing
               Screen. Directly in front of him, also facing
               the Screen, sit the Navigator and the Helmsman
               at their individual console. In the outer
               circular elevation of the set are various
               positions for Communications Officer and
               various Technician Crewmen and other ship's
               officers. Mister Spcck, our Science Officer,
              presides over a console which is known as the
              “Library-Computer Station".

     
INT. ELEVATOR -

               All through the ship are turbo-lifts which
               can be programmed for lateral and/or vertical
               movement. One can reach most any section
               aboard by activating its control vocally.

     
INT. SHIP'S CORRIDORS -

               Curved corridors with various inter-connecting
               sub-corridors. Various doors and hatches open
               upon a variety of areas within the Enterprise
               proper. We play these as existing on the
               different decks and levels of the ship and,
               of course, all have connecting turbo-elevators.

     
INT. TRANSPORTER ROOM -

               We assume there are various Transporter Rooms
               through the vessel. The one we use has access
               from a corridor. Within, there is a console,
               free-standing, which is controlled by the
               Transporter Officer and a Technician. They,
               in concert or singly, can transport up to
               six people at a time and, of course, the
               return of said people. At certain times,
               objects out in space which are in close
               proximity can be brought aboard also, providing
               their mass and size are not too great. At
               one end of this set is the Transporter Chamber
               itself. It is a circular platform with several
               steps leading up to its six positions. Each
               person to be transported stands upon one of six
               light panels. There is a light panel above each
               position also. Within this chamber, people are




___________________________________________________________________
                                                                                                                                           16.


   
INT. TRANSPORTER ROOM (CONTINUED)

             made to disappear and appear optically as they
              are "beamed" to and from vessels or planet
              surface.

   
INT. SICKBAY AND DOCTOR'S OFFICE -

             A three-room complex. The Doctor's office
             has direct access to a ship's corridor. There
             is access from his office to an examining room,
             also a Sickbay proper. Access to the Sickbay
            proper can also be made directly from the
             corridor. Within the Sickbay, there are
             built-in bed positions with a complete
             diagnostic panel above each. This medical
             device scans the patient continually, takes
             readings and registers same upon the diagnostic
             panel instrument face. Thus, blood pressure,
             pulse rate, heartbeat, respirations and various
             other readings are continuously recorded and
             displayed for each patient without the necessity
             of physical contact between doctor and patient.

   
INT. ENGINEERING DECK -

             A section of the ship's innards, wherein we
             find the basic components of the ship's motive
             force and energy. This is a large set, the
             main province of the Engineering Officer (Scott).
             Access to the main feed of the starship's
             circuitry is available here.

  
 INT. BRIEFING ROOM -

             A large set where Kirk and Spock can convene
             all Department Heads aboard for briefings,
             discussions and staff meetings. A large table
             with sufficient chair positions. There is a
             Viewing Screen device on the table. This set
             can double as a Wardroom. Access directly into
            a main ship's corridor.

   
INT. RECREATION ROOM

             A redress of other sets to give us a variety
             of mess and recreation facilities. In these,
             crew members can relax and enjoy their leisure
             time. Various games such as three-dimensional
             chess can be played here.


______________________________________________________________________
                                                                                                                                                   17.
     
CAPTAIN’S QUARTERS -

             Captain Kirk has a two-room complex. One
            room contains his working area when he is
            away from the bridge. There is access from
             this room to the next room where his sleeping
             quarters are. There is direct access to the
             ship's corridor from either room. There are
             viewing and communications devices here as in
             most major sets.

   
INT. MR. SPOCK'S CABIN -

             A redress of Captain Kirk's cabin. It will,
            of course, be distinctly "Spockian" in nature
            and suggest something of his homeland.

   
INT. PASSENGER QUARTERS -

             Again, a redress of Captain Kirk's quarters
            unless a larger area is required, at which
            time it will be constructed cut of a redress
            of briefing room.

   
INT. SHIP'S CHAPEL -

            Redress of Transporter Rocm.

   
INT. DINING ROOM -

            Redress of other sets as required.

   
INT. GYMNASIUM -

            A rederess of another set. It is sufficiently
            sized to allow various forms of physical exercise
             and limited area sports, such as wrestling,
             fencing, etc.

   
EXT. SHUTTLECRAFT -

            Full-sized mockup of' a six or seven passenger
            ship which can be sent out on intra-solar system
            missions. This craft can be duplicated in
            miniature.   

   
INT. SHUTTLECRAFT -

            Full-sized interior mockup of above craft.


_________________________________________________________________
                                                                                                                                          18.

   
INT. HANGER DECK -

                A miniature set, optically created to be a
                "huge football field" size area where our
                shuttlecraft or crafts are stored. It is at
                the rear of the thick cigar-shaped "engineering
                section" of our vessel and on the scale model
                is visible the huge hangar doors which roll open
                when a shuttlecraft departs from or returns to
                our vessel. Caution -- miniature and optical
                work like this is expensive and
must be a vital
                element in the story when used.

   
OTHERS -

                Obviously various stories may require specialized
                "one time” sets. Past examples of this have been
                a botany section, a computer bank area, an obser-
                vation deck (with stars visible through a window)
                and so on. Again, completely new and unusual
                sets are costly and should be vital in the story
                if used. If planet sets and interiors are
                required, then new ship sets should be minimized--
                the writer must use experience and common sense
                in keeping construction costs within a normal
                television budget.


________________________________________________________________________
                                                                                                                                       19.

            
IMPORTANT EQUIPMENT AND TERMINOLOGY

TRICORDER
   A portable sensor-computer-recorder, about the size of a
   large rectangular handbag, carried by an over-shoulder
   strap. A remarkable miniaturized device, it can be used
   to analyze and keep records of almost any type of data
   on planet surfaces, plus sensing or identifying various
   objects. It can also give the age of an artifact, the
   composition of alien life and so on. The tricorder can
   be carried by Uhura (as Communications Officer she often
   maintains records of what is going on), by the female
   yeoman in a story, or by Mr. Spock, of course, as a
   portable scientific tool. It can also be identified
   as a “medical tricorder" and carried by Dr. McCoy.

THE PHASERS
   Hand weapons. At present we have two phasers, (1) the
   "hand phaser", which is hardly much larger than a king-
   sized package of cigarettes and (2) the "phaser pistol",
   which consists of the hand phaser snapped into a pistol
   mount, the handle of which is a power-pack, which greatly
   increases the range and power of the weapon.
   
   The reason for two phasers -- in some instances, such as
   friendly calls and diplomatic missions, our landing party
   would not want to beam, down to a planet with the larger
   phaser pistols hanging from their belts. The hand praser
   (along with the communicator) is worn on a belt hidden
   under the shirt. At other times, the story does require
   that the landing party be conspicuously armed and the
   larger phaser pistol hanging visible from a weapons belt
   fulfills that requirement.

   A "phaser rifle" is presently being designed. It will
   consist of the phaser pistol adapted into a rifle mount,
   thus having even greater range and power.

   Both the hand phaser and the phaser pistol have a variety
     of settings. The ones most often used are "stun effect",
     which can knock a man down and render him unconscious
     without harming him, and "full effect", which can actually
     cause an object to dematerialize and disappear. The phaser
     is also capable of being set to cause an object to explode,
     or to burn a clean hole through an object. In some stories
     we have used the phaser as a tool, such as a cutting torch.
     Phasers can also be set to "overload", resulting in a
     power build-up and explosion which destroys the phaser
     and anything in close proximity.


_________________________________________________________________________
                                                                                                                                                           20.

COMMUNICATORS
          A portable "intercom", about the size of the hand phasers.
          Not generally used aboard vessel, since there are
          communications panels strategically located everywhere
          on the ship. The principal use of the communicator is
          between elements of a landing party on a planet surface,
          or from them to the U.S.S. Enterprise in orbit. The
          communicator, activated by lifting the antenna-grid,
          also pinpoints that person's position on the planet
          surface, so that the Transporter Crew aboard the vessel
          can beam that person or the entire landing party up
          aboard the vessel.

TRANSPORTERS
          As discussed and described earlier, it is essentially a
         device which "beams" crew or cargo to and from planet
          surfaces and/or other space vessels. It converts matter
          temporarily into energy, beaming that energy to a fixed
          point, then re-converting it back into its original
          matter structure. Its range is limited to about 16, 000
         miles .

VIEWING SCREENS
        The most important of these is the Bridge Viewing Screen.
         This is
not a window; it is an electronic viewing screen
         which can be pointed outside in any direction and with
          various magnifications. Most often it is aimed in the
         direction of ship's travel and shows the stars passing as
         we make our way through space.

          In addition, intercom viewing screens connect most areas
          of the vessel. For example, Kirk in his cabin can call
          Sulu or Spock on the bridge, see them and be seen through
         his intercom viewing screen. Or think of it as simply
          a video-telephone hook-up such as a project alreaty
          being planned today.

          There is also a rectangular screen over Mister Spock's
          Library Computer Station, on which can be flashed
          visual information from the ships record tapes.

SENSORS
          One of our most useful devices. "Sensor" is our generic
          term for any equipment aboard the U.S.S. Enterprise
          capable of “sensing” or "reading" almost any kind of
          information needed in our stories. This can include
          composition of an object met, in space, its dimensions,
          if a vessel, the presence and number of human or alien
          life aboard, the geclogical age of a meteoroid, almost
          anything.  Mr. Spock is generally in charge of the
             ship's sensors and takes most of these readings from
          his hooded screen at his Library-Computer Station.


________________________________________________________________________
                                                                                                                                                        21.

SENSORS (CONTINUED)

       The tricorder includes small sensors for use on a
       planet surface. And there are specialized navigational
       sensors used by the men at the helm, medical sensors
       used in sickbay, and so on.
Never try to explain or
       describe the sensors, simply use them they're real
       because they are there and they work.

DEFLECTORS

       The primary "defensive shield" of the U.S.S. Enterprise.
       It is, in effect, an invisible force barrier around the
       Enterprise which protects the vessel from anything but
       the most sophisticated and powerful weapons. It is
       automatically activated by the ship's sensors when an
       unknown danger approaches. Note: The ship's Transporter
       cannot be used while the deflector screen is operating.

       If the vessel should be under attack, the power of the
       deflector shield can be considerably increased, but at
       a commensurate loss in ship's power and at maximum
       shielding can only be maintained for a limited time.

       The ship also has "navigational deflector beams" which,
       guided by "navigational scanners", sweep out far ahead
       of the vessel's path through space, deflecting from the
       ship's course meteoroids, asteroids, or space debris
        and ether objects which would cause damage should the
       vessel strike them at this enormous speed. These are
       all fully automated, operated by the vessel's computers.

TRACTOR BEAM

       Something of the reverse of the deflector, i.e., a beam
       that
grabs and pulls rather than deflecting and pushing
       something away. This beam has a maximum range of about
       100,000 miles. It can be used to hold a firm position
       alongside another vessel, pull a smaller vessel toward
       the Enterprise or tow another ship cut of danger. Also,
       the vessel's tractor beam can pull small space objects
       within transporter range, whereupon they can be beamed
        aboard into the Transporter Room. In short, the
       "grappling hook" and the “towing line" of our future century.

COMPUTER

       The logical scientific extension of a somewhat bulky and
       limited computer of our own 20th century. Deep in the
       heart of the vessel are rows upon rows of "computer
       banks", in effect a giant electronic brain which runs
       our vessel, setting course on command, automatically
       maintaining it, operated the "life-support systems" which
       include atmosphere and gravity, warn and take action
      against unexpected dangers and so on.


_____________________________________________________________________
                                                                                                                                                22.

COMPUTER (CONTINUED)
         Also, the computer banks of the U.S.S. Enterprise literally
         hold the entire body of recorded knowledge of the human
         race. The ship's computers can be connected into any
         intercom station or viewing screen and will (verbally or
         visually) analyze practically any known information in a
         matter of seconds. However, Mr. Spock's bridge position
         connects most directly and completely with the ship's
         computers.

COMPUTER VOICE
        When an intercom station on the ship is connected into
         the computer banks for a question, the answer is given
         in our COMPUTER VOICE. This mechanical voice comes directly
         from the vessel's "electronic brain" and deals only in
         
fact -- if an ambiguous question is asked, this voice
         will so inform the questioner. It can be a disconcerting
         experience for some, as it will also reject lies,
         misinformation and so on. It has, for example, been
         used in courtsmartial and other forms of trials, the
         COMPUTER VOICE sometimes interrupting the proceedings in
         order to correct a witness who has given wrong age,
         erroneous birthplace, or any false statement of library-
         record fact.

BEARINGS AND HEADINGS
         Obviously space knows no north or south; directions are in
         three planes rather than two. Our system for giving a
         heading, bearing or direction is, for example: "unidentified
         object ahead on a bearing of 37 Mark 211". Or the command:
         "Turn to a heading of 112 Mark 14".

MEASUREMENTS
         We use the metric system for most close and small measure-
         ments, such as distance of another vessel lying alongside,
         its size, etc. For long measurements, such as distance
         between stars, we use light year measurements. For
         example, the closest star to Earth is Proxima Centauri,
         which is 4.2 light years away. Other stars in our
         galaxy are hundreds or thousands of light years away.

         
NOTE: THE WRITER NEED NOT TROUBLE HIMSELF WITH COMPUTING
        OR STUDYING SUCH TERMS