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Savage Star Trek

Space, the final frontier...

Setting Rules
Starfleet campaign

The base assumption is that the Star Trek campaign will be centered on the
players begin members of Starfleet Command, assigned to a starship or space
station. To this end, player characters are given the Starfleet Officer Edge (see
below) for free at character creation; but they must have the appropriate requirements for it. If the
campaign is similar to a Starfleet campaign but based on another culture, such as the Klingons, then
simply change the name and descriptions to the appropriate name (such as Klingon Naval Officer) and
use as written.

In a Star Trek game based in Starfleet, player characters have a rank equivalent to the type of ship or
station they are assigned to or the needs of the campaign. The typical ranks for larger ships such as
cruisers include Lieutenants and Lieutenant Commanders; with Captains being the commanding officer.
Smaller ships such as scouts would have Non-Commissioned Officers and Lieutenants as typical ranks,
with a Commander being the commanding officer. A player character will have to have the Command
Officer Edge (see below) in order to qualify to command a starship or space station. The process of
assigning ranks is meant to be rather informal, as the military-like nature of the shows and movies was
minimal compared to other aspects presented.

If the campaign is set in the Star Trek universe, but the player characters are not part of Starfleet; then the
players build their characters using the usual character creation rules; they simply don't recieve the
Starfleet Officer Edge for free.

Arcane Backgrounds

The only available Arcane Background in a Star Trek campaign is Psionics. These abilities are usually
only available to certain races, such as Vulcans, and generally not available to other races. It should be
very unusual for a character to have Psionic abilities unless its' a racial ability and the Gamemaster
should not allow it unless appropriate to the game.

Languages

All players start with an understanding of the Federation common language and the language native to
their planet or the region of the planet they come from. If a player character tries to communicate with a
language they don't understand, they can make a Common Knowledge roll a -2.

Races
The races available to players in a Starfleet campaign are listed below. Some of them, Androids and
Holograms particularly, are rare and should be approved by the GM before a player selects one to play.
The NPC section below details races that aren't typically members of Starfleet, but a creative player might
find a explanation for their inclusion.

Androids
Info on StarTrek.com
Construct: +2 to recover from being Shaken, do not suffer wound penalties, and are immune to
poison, disease, suffocation. They gain +4 to resist the effects of heat, cold and radiation..

Psionic Immunity: Being artificial lifeforms, Androids are immune to psionic powers.

Database Knowledge: Androids are programed with vast amounts of information and can make
any untrained skill roll at base attribute with no penalty.

Artificial Lifeform: Androids can't heal and must be repaired if damaged.

Rare: Androids are rare and getting parts could be difficult. Plus, they tend to attract attention due
to their rarity and unusual appearance.

Electrical Susceptibility: Androids take an additional d6 of damage from electrical attacks

Outsider: Androids are emotionless and have difficulty relating to organic beings, they start with
a -2 to their Charisma.

Andorians
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Antennae: An Andorian's antennae aids with hearing, adding +2 to Notice rolls based on hearing.

Redundant Circulation: Andoria is a cold planet and it's inhabitants are somewhat adapted to
chilling effects. They get a +2 to Vigor rolls to resist cold temperatures.

Betazoids
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Telepathy: Betazoids have telepathy, the ability to communicate and read other's minds. This
ability has great range, perhaps hundreds of miles and doesn't require face-to-face contact. To use the
ability, the Betazoid makes a Smarts check (which acts as their Arcane Skill roll); if they get a success
they read the targets' surface thoughts, a raise means they can read deeper thoughts. They have 5 power
points, it cost one power point to use with a duration of 3 (1/round).

Bolians
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Dedicated: Bolian characters start with one free Edge during character creation

Holograms
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Projection: +2 to recover from being Shaken, do not suffer wound penalties, and are immune to
poison, disease, suffocation. They gain +4 to resist the effects of heat, cold and radiation.

Psionic Immunity: Being computer creations, holograms are immune to psionic powers.

Database Knowledge: Holograms are computer programs and have access to vast amounts of
information and can make any untrained skill roll at base attribute with no penalty.

Artificial Nature: Holograms can't heal and must be repaired if the computer that creates them is
damaged. If their projection is damaged beyond 3 wounds, they destabilize and disappear; returning
1d4 rounds later as the computer regenerates the image.

Need Holoprojectors: Holograms require holoprojectors to exist and can't leave a holodeck or
area with holoprojectors.

Outsider: Holograms, being computer-created characters, have difficulty relating to organic


beings, they start with a -2 to their Charisma.

Humans

Adaptable and Spirited: Human characters start with one free Edge during character creation.

Tellarites
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Gruff and Determined: Tellarite characters start with one free Edge during character creation.

Trill, Joined
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Experience: Trill have the memories of previous hosts and their experiences. When they make
Common Knowledge rolls no subject is considered foreign.

Vulcans
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Strong: Vulcans are strong and start with a d6 in Strength instead of a d4.
Intelligent: Vulcans are intelligent and start with a d6 in Intelligence instead of a d4.

Telepathy: Vulcans have telepathy, the ability to communicate and read other's minds. They must
have physical contact and take one full action to establish contract before making a roll. To use the ability,
the Vulcan makes a Smarts check (which acts as their Arcane Skill roll); if they get a success they read
the targets' surface thoughts, a raise means they can read deeper thoughts. They have 5 power points, it
cost one power point to use with a duration of 3 (1/round).

Nerve Pinch: By making a Fighting roll at -2 (modifier representing targeting a specific location)
they can attempt to stun an opponent. On a success, the target makes a Vigor roll or become
unconscious; on a raise the target makes the roll at -2. The next round the target can make a Vigor roll at
-2 to recover consciousness.

Emotionless: Vulcans control their emotional state and cannot express emotion.

Code of logic: Vulcans follow a strict adherence to logic and believe only that which can be
explained by science.

Outsider: Their emotionless and logical nature tend to make non-Vulcans uncomfortable. They
start with a -2 Charisma score.

Pon farr: Vulcans must mate every seven years or they will die.

Skills
All of the Skills listed in the Savage Worlds: Explorer Edition are available to characters is a Star
Trek game, in addition to a new skill:

Systems Operation (Smarts)


This skill represents the characters ability to use the various systems present on starships and space
stations; and also some hand-held devices that are much like these systems. These systems include:
cloaking devices, communications systems, computers, deflector shields, environmental suits, holodecks,
medical systems, navigation, sensors, tractor beams, transporters, tricorders, universal translators, and
weapon systems. The Pilot skill covers starships, shuttlecraft and moving space stations.

Hindrances
All of the Hindrances listed in the Savage Worlds: Explorer Edition are available to characters is a Star
Trek game, except for Doubting Thomas. Several Hindrances wouldn't be appropriate for a Starfleet-
based game, since the organization only takes the best and brightest applicants; unless the Gamemaster
approves and there is a good backstory to justify it's inclusion. Those inappropriate would include: All
Thumbs, Bad Eyes, Blind, Bloodthirsty, Clueless, Delusional (Major), Elderly, Hard of Hearing, Illiterate,
Lame, Obese, One Arm, One Eye, One Leg, Wanted and Young.

Edges
All of the Edges listed in the Savage Worlds: Explorer Edition are available to characters is a Star
Trek game, except for: Champion, Holy/Unholy Warrior, and Wizard.
Professional Edges

Command Officer
Requirement: Starfleet Officer, Knowledge (Tactics) d6
The character has undertaken advanced training and is qualified to be the commanding officer, first or
executive officer or the department head of a starship or space stations. The character gains a +2 to
Knowledge (Tactics) rolls and a +2 to Persuasion rolls in situations where command situations apply. A
player character can not have a command position aboard a starship or space station unless they have
this Edge.
Starfleet Officer
Requirements: Smarts d6
The character is a officer (either commissioned or non-commissioned) in Starfleet Command. With this
skill the character gets a +2 with Common Knowledge rolls for rules and regulations issues or questions
that come up; including the Prime Directive. When taking this Edge, the player must select a specialty as
listed below, essentially, what job they are train for aboard starships or space stations, gaining the bonus'
listed (This Edge could be purchased multiple times, each time the player would select a different
specialty):

Consular: +2 to Knowledge (Psychology) rolls and Persuasion rolls relating to diplomatic situations.
Communications Officer: +2 to System Operations rolls when using communications systems and can
attempt to use a language they don't know at a base Smarts roll instead of the usual -2.
Engineering Office: +2 to Repair rolls when working on starships or space stations systems; a raise on
such rolls means it takes the engineer one-quarter the time necessary to accomplish the task. They also
gain a +2 to System Operations rolls when trying to modify or alter Warp Drive Engines.
Flight Control / Helm Officer: +2 to Piloting rolls and System Operations rolls when using weapons
systems. Note that if the character has the Ace Edge, then that Edge only applies to non-
starship/shuttlecraft rolls.
Medical Officer: +2 to Healing rolls and System Operations rolls when using medical systems and gear.
Navigation Officer: +2 to System Operations rolls when using navigation systems and deflector shields.
Operations Officer: +2 to System Operations rolls for damage control, power distribution and sensors.
Science Officer: +2 to Knowledge (Science) skill checks and System Operations skill checks with
sensors and Tricorders.
Tactical Officer: +2 Knowledge (Tactics) and System Operations rolls with weapons systems and
deflector shields. Note that if the character has the Command Officer Edge, the bonus to Knowledge
(Tactics) does not stack and remains at +2.
Security Officer: +2 to Knowledge (Security Procedures) and System Operations rolls when using
security systems.

Gear

Hand Phasers
Personal Hand Phasers do damage equal to how they are set. For the ease of play, Phasers have nine
settings (as noted in the tables below), though in the various TV shows and movies they where seen to
have several more. There are three general groups of settings (Stun, Thermal and Disrupt) and three sub-
settings for each (Light, Medium, and Heavy). The Duration/Energy value represents power available and
each sub-setting has a power consumption value to make a single shot (indentified by the number in
parentheses). Once the weapon has used enough energy per shot to equal the Duration/Energy value the
weapon needs a power cell; it takes a standard action to reload.

Changing a setting to another level is also a standard action. Each of the general settings have special
rules for their use as follows:
Stun: When a target is hit by a Phaser set on this setting, they must make a Vigor check with a negative
modifier as indicated in the table. Light Stun is a unmodified roll, Medium Stun is a Vigor roll at -2 and a
Heavy Stun is a Vigor roll at -4. There is no extra effect if the shooter scores a raise on their Shooting roll.
If the target fails the Vigor roll, they fall unconcious for 1d6 rounds for Light Stun, 2d6 rounds for Medium
Stun and 3d6 rounds for Heavy Stun.

Thermal: This is a standard setting for inflicting damage. It works much like any other ranged energy
weapon and has no other special rule. Note that this setting can be used to heat objects, start fires and
cut through metal like a blow torch.

Disrupt: The deadliest setting, if a Extra takes more damage than a Shaken result, they are
disintegrated. If a Wild Card takes four or more wounds from a Phaser at this setting, they are also
disintegrated.

The remaining game statistics are generally the same for each kind of Phaser:

RoF: 1, except 24th century Phaser Rifles which have a 3 RoF.


Cost: Unavailable outside Starfleet Command
Weight: Pistols weigh 1 and rifles weigh 3
Min. Strength: Pistols have no minimum Strength and rifles require a d6 Strength
Notes: All Phasers have AP 4.

Other uses of Phasers

Wide-beam Stun: Each stun setting can be set to wide-beam, which affects a area adjacent to the
shooter the size of a Medium Burst Template; though this uses five times the energy required for a
standard shot.

Phasers set to overload: A Phaser (at least those from the 23rd and 24th centuries) could be set to
overload and explode; effectively making them grenades. When set (which is a standard action) on the
players next turn it explodes doing 1d10 for every 100 Duration / Energy (rounded up) the weapon has
left; to a maximum of 10d10 in a Large Burst Template based on the weapon's location. A Phaser can be
set and thrown, with a range of 3/6/9 and requiring a Throwing skill roll.

24th Century Phasers

Weapon Range Duration Light Medium Heavy Light Medium Heavy Light Medium Heavy
/ Energy Stun Stun Stun Thermal Thermal Thermal Disrupt Disrupt Disrupt

Phaser I 10/25/50 160 Vig Vig-2 (2) Vig-4 1d6 (5) 2d6 (8) 3d6 (12) 2d8 3d8 (40) 4d8
(1) (3) (15) (70)

Phaser 10/25/50 1,000 Vig Vig-2 (2) Vig-4 1d6 (5) 2d6 (8) 3d6 (12) 2d10 3d10 4d10
II (1) (3) (20) (50) (80)

Phaser 20/50/100 2,000 Vig Vig-2 (2) Vig-4 1d6 (5) 2d6 (8) 3d6 (12) 2d12 3d12 4d12
Rifle (1) (3) (30) (60) (90)

23rd Century Phasers

Weapon Range Duration/ Light Medium Heavy Light Medium Heavy Light Medium Heavy
Energy Stun Stun Stun Thermal Thermal Thermal Disrupt Disrupt Disrupt

Phaser I 5/10/20 100 Vig Vig-2 (2) Vig-4 1d6 (5) 2d6 (8) 3d6 (12) 1d8 2d8 (35) 3d8
(1) (3) (14) (65)

Phaser 5/20/40 350 Vig Vig-2 (2) Vig-4 1d6 (5) 2d6 (8) 3d6 (12) 1d10 2d10 3d10
II (1) (3) (17) (45) (75)

Phaser 10/30/60 1,000 Vig Vig-2 (2) Vig-4 1d6 (5) 2d6 (8) 3d6 (12) 1d12 2d12 3d12
Rifle (1) (3) (25) (55) (85)

22nd Century Phasers

Weapon Range Duration Light Medium Heavy L ight Medium Heavy Light Medium Heavy
/ Energy Stun Stun Stun Thermal Thermal Thermal Disrupt Disrupt Disrupt

Phase 5/15/20 200 Vig Vig-2 (2) Vig-4 1d6 (5) 2d6 (8) 3d6 (12) 1d6+2 2d6+2 3d6+2
Pistol (1) (3) (14) (25) (50)

Phase 5/25/40 500 Vig Vig-2 (2) Vig-4 1d6 (5) 2d6 (8) 3d6 (12) 1d8 2d8 (55) 3d8
Rifle (1) (3) (25) (85)

Disruptors
The ranged energy weapons frequently used by other cultures (such as the Klingons and Romulans) are
Disruptors. Again, to keep things simple, use the rules for Phasers above for these weapons. Some
sources suggest Disruptors don't have a Stun setting; but this is really the decision of the Gamemaster as
to whether this is appropriate for the campaign.

Hand Weapons

Weapo Damag Weigh Notes


n e t

Bat'leth Str+d8 5 Parry +1, Reach 1, 2 hands

D'k tahg Str+d4 1 AP 1

Lirpa Str+d6 8 Reach 1, 2 hands


Starships
(to be included)

NPCs
The NPCs listed below are grouped together by general and specific examples. The General NPCs
section contains the basic templates of characters players may encounter. More detailed NPCs are
grouped together by their racial type; with more specific examples that players might meet in a Starfleet-
based campaign, such as soldiers. Each racial group contains information for players to create characters
based on those races and the point values for eac racial ability are designed using the system found in
Pinnacle Entertainment's Slipstream setting. The specific NPCs are individuals of renown deserving of
their own section, such as characters from the various Star Trek TV shows and movies.

General NPCs
Merchant
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Guts d6, Notice d6, Piloting d6, Repair d6, Shooting d6, Streetwise d6,
Systems Operation d6
Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
Edges: -
Hindrances: Greedy (Minor)
Gear:

Merchant Captain
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Guts d6, Intimidation d6, Notice d6, Persuasion d8, Piloting d8, Repair
d6, Shooting d6, Streetwise d6, Systems Operation d8
Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
Edges: Command, Connections (Merchant Community)
Hindrances: Greedy (Minor)
Gear:

Starfleet Enlisted
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Notice d6, Shooting d6, Systems Operation d6
Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
Edges: -
Hindrances: Loyal, Vow (Duty to Starfleet Command)
Gear:

Starfleet Officer
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Healing d6, Notice d6, Persuasion d6, Pilot d6, Shooting d6, Systems
Operation d6
Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
Edges: Command, Starfleet Officer (Select a specialty)
Hindrances: Loyal, Vow (Duty to Starfleet Command)
Gear:

Starfleet Officer, Command


Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Healing d6, Knowledge (Tactics d6), Notice d6, Persuasion d6, Pilot d6,
Shooting d6, Systems Operation d6
Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
Edges: Command, Command Officer, Starfleet Officer (Select a specialty)
Hindrances: Loyal, Vow (Duty to Starfleet Command)
Gear:

Race-Specific NPCs
Bajorans
Info on StarTrek.com

Soldier
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Driving d6, Fighting d6, Guts d6, Notice d6, Shooting d6, Stealth d6, Survival d8
Charisma: +0; Pace: 6; Parry: 5; Toughness: 6
Edges: Strong Willed
Hindrances: Loyal
Gear:

Vedek (Religious Leader)


Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Skills: Driving d6, Guts d6, Intimidation d4, Knowledge (Religion) d10, Notice d6, Persuasion d8, Survival
d8
Charisma: +2; Pace: 6; Parry: 2; Toughness: 5
Edges: Charismatic, Connections, Strong Willed
Hindrances: Loyal
Gear:

Bajoran Characters

Paugh: Bajorans are highly spiritual people and start with a d6 in Spirit instead of the usual d4.

The Borg
Info on StarTrek.com

Drone
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Pilot d6, Shooting d6, Systems Operation d10
Charisma: +0; Pace: 6; Parry: 5; Toughness: 11 (4)
Edges: -
Hindrances: -
Gear: -
Special Abilities:
Cyborg: +2 to recover from being Shaken and they do not suffer wound penalties. They have 4
points of armor that only covers about 80% of their body; a called shot could be made against the Drone
at -4 to hit a unprotected location.

Adaption: The Borg can adapt to any attack, given time. When attacked by something they've
never experienced before, they adapt to it after 1d4 rounds; effectively becoming immune to it's effects.
The ability is highly free-form and must be handled by the GM with care.

Computer Hacking: A Borg Drone can gain control of a computer using their System Operations
skill at +2.

Infection: A Borg Drone can infect a organic being with nanites, forcing the victim to make a
Vigor roll at -2 each round until they fail the roll or are somehow freed of the nanite infection. If the target
fails the roll, they come under the control of the Collective and lose their free will.

Enslaved: Borg Drones are completely enslaved to the Collective and unable to act on their own.

Borg Characters

Experience: A freed Borg retains much of the knowledge they where exposed too as part of the
Collective. When they make Common Knowledge rolls no subject is considered foreign.

Cardassians
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Soldier
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Notice d6, Shooting d6, Stealth d6
Charisma: +0; Pace: 6; Parry: 5; Toughness: 6
Edges: Photographic Memory
Hindrances: Quirk (Devious ambition)
Gear:

Obsidian Order Officer


Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Lockpicking d6, Notice d6, Persuasion d8,
Shooting d6, Stealth d6, Streetwise d6, Taunt d8
Charisma: +0; Pace: 6; Parry: 5; Toughness: 6
Edges: Connections, Photographic Memory, Thief
Hindrances: Quirk (Devious ambition)
Gear:

Cardassian Characters
Photographic Memory: Cardassians are trained from birth to remember information they come
in contact with and report it to their superiors.

The Dominion
Info on StarTrek.com:
Changelings
Jem'Hadar
Vorta

Changeling
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d10, Guts d8, Intimidation d8, Notice d6, Persuasion d10, Shooting d6, Stealth d12,
Streetwise d6, Swimming d8, Taunt d8
Charisma: +0; Pace: 6; Parry: 7; Toughness: 8
Edges: Fast Healer, Improved Frenzy, Improved Sweep, Quick, Strong Willed
Hindrances: Quirk (Xenophobic), Vengeful (Major)
Gear:
Special Abilities:

Shape-shifting: A Changeling can assume any form, which is indistinuisghable from the imitated
form; even if scanned. Any Notice checks or any other check taken to find a camoflauged Changeling is at
-4. They can stretch their bodies to great lengths and can make attacks at a distance equal to their Vigor
trait.

Resistance: Changelings don't need to eat, drink or breath and they aren't affect by a vaccum

No sense of smell: Changelings don't have the ability to smell and are at a -6 on physical actions
requiring smell.

Must Regenerate: A Changeling must assume a liquid form every sixteen to eighteen hours or
begin to suffer intense pain. If they don't assume this form, the first hour they are Shaken and must make
a Vigor check at -2 to remain solid. The next hour (and every hour after that) they suffer a Wound, are
Shaken and must make a Vigor check at -4.

Changeling Characters

Changeling characters have the special abilities listed above, but must select two Major
Hindrances to "pay" for these abilities.

Jem'Hadar Soldier
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Driving d6, Fighting d8, Guts d10, Intimidation d8, Notice d6, Piloting d6, Shooting d6, Stealth d6
(d12), Systems Operation d6
Charisma: +0; Pace: 6; Parry: 6; Toughness: 8
Edges: Brawny, Combat Reflexes, Nerves of Steel
Hindrances: Loyal, Vow (Major, unquestionable loyalty to the Founders)
Gear:
Special Abilities:

Shroud: Jem'Hadar Soldiers can effectively turn invisibile, making Notice check to see them at
-6. When cloaked, their Stealth skill increases to d12.

Resistance: Jem'Hadar don't need to eat or drink and don't sleep.

Ketracel-white Addiction: The Jem'Hadar must take the chemical enzyme Ketracel-white every
day or die. After 24 hours, if they don't take another dose they are Shaken for 12 hours; after which they
die.

Jem'Hadar Characters:

Given their total loyalty to the Founders, Jem'Hadar are unavailable as Player Characters.

Vorta Administrator
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Guts d4, Intimidation d8, Knowledge (Battle tactics) d8, Notice d6, Persuasion d8,
Piloting d6, Shooting d6, Systems Operation d6, Taunt d8
Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
Edges: Jack-of-All-Trades
Hindrances: Bad Eyes (Minor), Loyal, Vow (Major, unquestionable loyalty to the Founders)
Gear:
Special Abilities:

Good Ears: Vorta have excellent hearing, gaining a +2 on Notice checks involving hearing.

Vorta Characters:

Given their total loyalty to the Founders, Vorta are unavailable as Player Characters.

Ferengi
Info on StarTrek.com

Businessman
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d6, Knowledge (Business) d10, Notice d6, Persuasion d10, Piloting d6,
Shooting d6, Systems Operation d6, Taunt d8
Charisma: +0; Pace: 6; Parry: 4; Toughness: 5
Edges: Rich
Hindrances: Code of Honor (Ferengi Rules of Acquisition), Greedy (Major)
Gear:
Special Abilities:

Four Lobed Brains: Ferengi brains are resistant to psionic attacks, giving them the Arcane
Resistance Edge against these attacks.

Ferengi Characters

Four Lobed Brains: Ferengi brains are resistant to psionic attacks, giving them the Arcane
Resistance Edge against these attacks.

Gorns
Info on StarTrek.com

Soldier
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Notice d6, Shooting d6, Stealth d6
Charisma: -1; Pace: 5; Parry: 5; Toughness: 8
Edges: Brawny
Hindrances: Habit (Minor, hisses when breathing)
Gear:
Special Abilities:

Size +1: Gorn are slightly larger than human

Gorn Characters:

Size +1: Gorn are slightly larger than humans

Stong: Gorn start with the Brawny Edge

Habit: (Minor, hisses when breathing)

Slow: Pace of 5

Klingons
Info on StarTrek.com

Warrior
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d6, Driving d6, Fighting d8, Guts d8, Intimidation d8, Notice d6, Piloting d6, Shooting d6,
Stealth d6, Survival d6, Systems Operation d6, Throwing d6, Tracking d6
Charisma: -2; Pace: 6; Parry: 6; Toughness: 7
Edges: Brawny, Nerves of Steel
Hindrances: Code of Honor, Mean
Gear:

Klingon Characters:

Tough: Klingons are durable and get the Brawny Edge.

Orions
Info on StarTrek.com

Orion Syndicate Operative (Male)


Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Climb d6, Driving d6, Fighting d6, Guts d8, Intimidation d8, Lockpicking d6, Notice d6, Persuasion
d6, Piloting d6, Shooting d6, Stealth d6, Streetwise d6, Systems Operation d6
Charisma: +0; Pace: 6; Parry: 5; Toughness: 7
Edges: Brawny
Hindrances: -
Gear:

Orion Syndicate Operative (Male) Characters:

Resourceful: characters start with one free Edge during character creation

Slave Woman
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Guts d8, Intimidation d8, Notice d6, Persuasion d10, Shooting d6, Stealth d6,
Streetwise d6
Charisma: +4; Pace: 6; Parry: 5; Toughness: 5
Edges: Attractive, Charismatic, Strong Willed
Hindrances: -
Gear:
Special Abilities:

Alure: Orion Slave Women have a subtle psionic ability to attract and control men. They have the
Puppet power and 5 Power Points to use it (which regenerate 1 per hour). They use their Spirit trait as
their Arcane skill.
Slave Woman Characters:

Alure: Orion Slave Women have a subtle psionic ability to attract and control men. They have the
Puppet power and 5 Power Points to use it (which regenerate 1 per hour). They use their Spirit trait as
their Arcane skill.

Romulans
Info on StarTrek.com

Soldier
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Notice d6, Shooting d6, Stealth d6
Charisma: +0; Pace: 6; Parry: 5; Toughness: 6
Edges: Alertness
Hindrances: Loyal
Gear:

Tal Shiar Officer


Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Lockpicking d6, Notice d6, Persuasion d8,
Shooting d6, Stealth d6, Streetwise d6, Taunt d8
Charisma: +0; Pace: 6; Parry: 5; Toughness: 6
Edges: Alterness, Connections, Thief
Hindrances: Loyal
Gear:

Romulan Characters

Strong: Romulan characters start with a d6 Strength

Suliban
Info on StarTrek.com

Cabal Operative
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Lockpicking d6, Notice d6, Persuasion d8,
Shooting d6, Stealth d10 (d12), Streetwise d6, Taunt d8
Charisma: +0; Pace: 6; Parry: 5; Toughness: 6
Edges: Alterness, Thief
Hindrances: Outsider
Gear:
Special Abilities:
Chameleon: DNA-modified Suliban have the chameleon-like ability to "meld" into the
background, giving them the Invisibility power. They have 5 Power Points (which regenerate 1 per hour)
and use their Vigor as thier Arcane Skill.

Suliban DNA-modified Characters

Chameleon: DNA-modified Suliban have the chameleon-like ability to "meld" into the
background, giving them the Invisibility power. They have 5 Power Points (which regenerate 1 per hour)
and use their Vigor as thier Arcane Skill.

Alterness: DNA-modified Suliban have exceptional senses, giving them the Alertness Edge.

Outsider: The Suliban are a nomadic race and the DNA-modified members of their species have
gained a reputation as dangerous.

Specific NPCs
(to be included)

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