Post by Almighty Tallest Miyuki on Jul 5, 2012 5:55:03 GMT -5
The Massive
The Massive is the flagship of the Irken Empire, and personal vessel to the two Irken leaders, the Almighty Tallest. The Irkens, especially the Almighty Tallest, have an incredible love of food, mainly sugary snacks, such as popcorn and doughnuts, which is why the Massive's sidepods are full of snacks. However, this clever idea proves to be the Massive's one weakness, according to Lard Nar of the Resisty. The main chamber, where Almighty Tallest Red and Purple spend most of their time, is equipped with a large screen and a long distance communication system, which the numerous Invaders, and Zim, make use of. On Probing Day, an Irken holiday, the Almighty Tallest check up on the Invaders using this communication device. The Massive was designed by Vortian engineers when I, Almighty Tallest Miyuki, who commissioned the building of the ship, ruled Irk.
Smeets
Smeets are Irken babies, created in a large birthing facility known as "The Hatcheries". These are found beneath the surface of the Irken homeworld, Irk. Smeets are created by the Control Brains.
The Brains mix selected Irken DNA and fuse them together to make an Irken embryo. The embryo is placed inside a developing tube similar to a human womb. The time it takes for a smeet to fully develop is unknown. Seconds after they are 'born', a PAK is placed on their back and they are "activated" with an electric shock.
Smeets can speak as soon as they are born. When they are two minutes old, they are given a name, a personality, and the whole of Irken knowledge, which is transferred into their PAKs (save for military knowledge, as they spend much of their early lives learning battle tactics). They have few teeth, usually one or two, but when they hit growth they start to develop their full-grown teeth.
Irken PAK
The PAK is a backpack-like device that is grafted to the spine of every Irken upon their hatching. Serving as a secondary brain, the PAK contains all of an Irken's personality and statistics.
Purpose
The device contains all of the Irken's knowledge, effectively serving as a auxiliary brain, and it holds a great array of weapons and tools. It also contains the host's personality, charging cell, atmospheric processor, and a handy auto-reset that will 'reactivate' an Irken if they suffer a fatal injury. The Irken host's job is encoded into the PAK's programming, and can be changed instantly by a Control Brain (which can also delete all data in the PAK; such is known as deactivation).
Importance
Irkens can only survive 10 minutes without their PAK; once it has been removed, a 'Lifeclock' appears in their mind's eye, counting down how much longer their body shell can last. The longer the Irken goes without it, the more incoherent and uncoordinated they become, and it seems to take a lot of willpower for them to muster up any strength or logic in their PAK-less state. Given the chance, if a PAK is separated from its host, it will soon begin to seek out another, though it will at first attempt to reconnect with its original body shell.
If this fails, it will attach to the first being available, and will slowly begin to replace the new host's personality with that of the Irken's.
As well as containing the Irken's knowledge, it also contains their memories, so Irkens would be unable to get amnesia if they receive head injury.
Computers
Irkens have very advanced computer systems, which give them a wide variety of information, like most Earth computers. These computers have the ability to speak, and apparently cough, as shown in the episode Walk For Your Lives. Zim's computer is referred to simply as Computer, and is installed all over the house so Zim can talk to him at any time.
Because Zim was the first Irken to discover Earth, the Irken Computers are not programmed with any information on the human race. Because of this, Computer must often make eduacated guesses when asked a question concerning Earth. Computer also alerts Zim if there is an intruder in the house. Even Dib has a computer like Zim's. It doesn't seem to be as advanced, but it can somewhat overpower Zim's. His is pretty good with finding real info, as opposed to Zim's Computer's habit of making "educated" guesses.
The Massive is the flagship of the Irken Empire, and personal vessel to the two Irken leaders, the Almighty Tallest. The Irkens, especially the Almighty Tallest, have an incredible love of food, mainly sugary snacks, such as popcorn and doughnuts, which is why the Massive's sidepods are full of snacks. However, this clever idea proves to be the Massive's one weakness, according to Lard Nar of the Resisty. The main chamber, where Almighty Tallest Red and Purple spend most of their time, is equipped with a large screen and a long distance communication system, which the numerous Invaders, and Zim, make use of. On Probing Day, an Irken holiday, the Almighty Tallest check up on the Invaders using this communication device. The Massive was designed by Vortian engineers when I, Almighty Tallest Miyuki, who commissioned the building of the ship, ruled Irk.
Smeets
Smeets are Irken babies, created in a large birthing facility known as "The Hatcheries". These are found beneath the surface of the Irken homeworld, Irk. Smeets are created by the Control Brains.
The Brains mix selected Irken DNA and fuse them together to make an Irken embryo. The embryo is placed inside a developing tube similar to a human womb. The time it takes for a smeet to fully develop is unknown. Seconds after they are 'born', a PAK is placed on their back and they are "activated" with an electric shock.
Smeets can speak as soon as they are born. When they are two minutes old, they are given a name, a personality, and the whole of Irken knowledge, which is transferred into their PAKs (save for military knowledge, as they spend much of their early lives learning battle tactics). They have few teeth, usually one or two, but when they hit growth they start to develop their full-grown teeth.
Irken PAK
The PAK is a backpack-like device that is grafted to the spine of every Irken upon their hatching. Serving as a secondary brain, the PAK contains all of an Irken's personality and statistics.
Purpose
The device contains all of the Irken's knowledge, effectively serving as a auxiliary brain, and it holds a great array of weapons and tools. It also contains the host's personality, charging cell, atmospheric processor, and a handy auto-reset that will 'reactivate' an Irken if they suffer a fatal injury. The Irken host's job is encoded into the PAK's programming, and can be changed instantly by a Control Brain (which can also delete all data in the PAK; such is known as deactivation).
Importance
Irkens can only survive 10 minutes without their PAK; once it has been removed, a 'Lifeclock' appears in their mind's eye, counting down how much longer their body shell can last. The longer the Irken goes without it, the more incoherent and uncoordinated they become, and it seems to take a lot of willpower for them to muster up any strength or logic in their PAK-less state. Given the chance, if a PAK is separated from its host, it will soon begin to seek out another, though it will at first attempt to reconnect with its original body shell.
If this fails, it will attach to the first being available, and will slowly begin to replace the new host's personality with that of the Irken's.
As well as containing the Irken's knowledge, it also contains their memories, so Irkens would be unable to get amnesia if they receive head injury.
Computers
Irkens have very advanced computer systems, which give them a wide variety of information, like most Earth computers. These computers have the ability to speak, and apparently cough, as shown in the episode Walk For Your Lives. Zim's computer is referred to simply as Computer, and is installed all over the house so Zim can talk to him at any time.
Because Zim was the first Irken to discover Earth, the Irken Computers are not programmed with any information on the human race. Because of this, Computer must often make eduacated guesses when asked a question concerning Earth. Computer also alerts Zim if there is an intruder in the house. Even Dib has a computer like Zim's. It doesn't seem to be as advanced, but it can somewhat overpower Zim's. His is pretty good with finding real info, as opposed to Zim's Computer's habit of making "educated" guesses.