Professional Documents
Culture Documents
DE ESPECIES DE
STAR TREK
INDICE DAS ESPECIES
ACAMARIAN (2 VERSOES) BETAZOIDE BETAZOID MIRROR DENOBULAN MIRROR HUR Q
AENAR (2 VERSOES) BETEUGELSIAN DENOBULANO HYSPERIAN
AKARU BOLIAN (2 VERSOES) DEVORE (2 VERSOES) ICONIAN
AL-LEYAN BORG (2 VERSOES) DOLPHIN IDANIAN (2 VERSOES)
AMAZARITEE BORG DISCONNECTED DOMINION IKAARAN
ANABAJ BORG LIBERATED (2 VERSOES) DOPTERIAN (3 VERSOES) IOTIAN (2 VERSOES)
ANDORIAN MIRROR BORG LIBERATED XB (2 DOSI ITHENITE
VERSOES)
ANDORIANO DRAI IZARIAN
BOSLIC (3 VERSOES)
ANDROID (2 VERSOES) DRELLA JEM HADAR (3 VERSOES)
BREEN (2 VERSOES)
ANDROID COPPELIUS DRIZZITIAN JYE
BREKKIAN-ORNARAN
ANGOSIAN EDOAN (2 VERSOES) KAELON (3 VERSOES)
BRIKAR (2 VERSOES)
ANKARI EDOSIAN KAFERIAN
BRUNALI
ANTANAN EFROSIAN (3 VERSOES) KAREMMA
BYNAR
ANTEDEAN (3 VERSOES) ELASIAN KASHEETAN (2 VERSOES)
BZZIT KAHT
ANTICAN EL-AURIAN (3 VERSOES) KAZARITE
CAIRN
ANTOSIAN ELAYSIAN (2 VERSOES) KAZON
CAITIAN (2 VERSOES)
APERGOSIAN ELLORAN (2 VERSOES) KELPIEN (4 VERSOES)
CAL MIRRAN
AQUAN EMINIAN KERELIAN (2 VERSOES)
CALDONIAN (2 VERSOES)
ARBAZAN (2 VERSOES) EXCALBIAN (2 VERSOES) KLAESTRON
CAPELLAN
ARCADIAN (2 VERSOES) EXOCOMP (3 VERSOES) KLINGON AUGMTD (2 VERSOES)
CARDASSIANO (4 VERSOES)
ARCTURAN FERASAN KLINGON (4 VERSOES)
CATULLAN
ARDANAN FERENGI (5 VERSOES) KLINGON CHO HA
CENTAURAN
ARGELIAN FLAXIAN KNORMIAN
CETACEAN (2 VERSOES)
ARGRATHI GALLAMITE (2 VERSOES) KOBALI (3 VERSOES)
CHAKUUN
ARIOLLO (2 VERSOES) GIDEONITE KREETASSIAN
CHALNOTH
ARKARIAN GNALISH KRENIM
CHAMELOID (2 VERSOES)
ARKENITE GOLEM KRIOSIAN (3 VERSOES)
CHANDIR
ARTEMISIAN GORN (3 VERSOES) KTARIAN
CHANGELING (4 VERSOES)
ASSIGNED AGENT GRAZERITE KZINTI (3 VERSOES)
CHELON
AURELIAN (2 VERSOES) HALANAN LER
CLICKET
AUTOMATED HAIIAN (2 VERSOES) LETHEAN
CORIDANITE
AXANAR (2 VERSOES) HAZARI LIGONIAN
CYBER ENHANCED
BA KU HERMAT LISSEPIAN
CYBORG
BAJORIAN MIRROR HIROGEN (2 VERSOES) LOKIRRIM
CYGNAN (2 VERSOES)
BAJORANO HOLOGRAM (2 VERSOES) LOMPAC
DALIWAKIAN
BANDI HORTA LUKARI
DEFERI
BARZAN HUMAN AUGMENTED LURIAN (2 VERSOES)
DEIAN
BENZITE (2 VERSOES) HUMANO MAGNA ROMAN
DELTAN (2 VERSOES)
BETA ANNARI HUPYRIAN MALCORIAN
MALON (2 VERSOES) QOFUARI TAMARIAN (3 VERSOES) VISSIAN
MARI R ONGOVIAN TARLAC (2 VERSOES) VORTA (2 VERSOES)
MARKALIAN RAKHARI TEENAXI VOTH (2 VERSOES)
MAZARITE REMAN (3 VERSOES) TELLARITA VUDAR
MEDUSAN RIGELLIAN (3 VERSOES) TELLARITE MIRROR VULCAN MIRROR
MEGARITE RISIAN TERRELIAN VULCANO
MENSAEN RODULAN (3 VERSOES) TERRAN MIRROR WADI
MIRADORN (2 VERSOES) ROMULAN (5 VERSOES) THOLIAN XAHEAN (2 VERSOES)
MIZARIAN (2 VERSOES) RUTIAN TIBURONIAN XELATIAN (3 VERSOES)
MONEAN SAURIAN (3 VERSOES) TOSK XENEXIAN
MYNIENI SELAY TRABE XINDI ARBOREAL (2 VERSOES)
N TAKU SHELIAK (2 VERSOES) TRIBBLE XINDI INSECTOID (VERSOES)
NACENE SIKARIAN TRILL XINDI PRIMATE (2 VERSOES)
NAPEAN (3 VERSOES) SILVERBLOOD (3 VERSOES) TRILL MIRROR XINDI AQUATIC
NAUSICAAN (3 VERSOES) SKOLEAN TRISKELION XINDI REPTILIAN
NIIDAEN-MEDUSHAN SKOORR (2 VERSOES) TROYIAN XYRILLIAN (2 VERSOES)
OCAMPA SKREEAA TUREI YATHOO
ORANTAKU SON A TYRELLIAN YRIDIAN
ORION (3 VERSOES) SPECIES 116 TZENKETHI (2 VERSOES) ZAHL
OSNULLUS SPECIES OF M113 ULLIAN ZAKDORN
OVERLOOKER (2 VERSOES) SULIBAN (3 VERSOES) UNDINE ZALDON
PAKLED (3 VERSOES) SULIBAN ENHANCED VAADWAUR ZALKONIAN
PANDRONINAN (2 VERSOES) TAKARAN (3 VERSOES) VAKLURAN ZARANITE
PARADANS TALARIAN (4 VERSOES) VAKSIAN ZURI
PENDARI TALAXIAN VENDORIAN
PHYLOSIAN TALEMSTRA VIDIIAN
PRELLARIAN TALOSIAN VINSHARI
ACAMARIAN
THE NEXT GENERATION ERA ONLY
STEAL TO SURVIVE
REQUIREMENT: Acamarian, with a Gatherer background.
Whenever you are using multiple Minor Actions during a Turn, the use of Draw Item
has an effective cost of zero.
CLAN LOYALTY
REQUIREMENT: Acamarian.
Acamarians are very loyal to their clans. If you belong to an Acamarian Clan, when you
assist another member of your clan, you may re-roll the d20 from the assist.
2
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AENAR
ENTERPRISE AND THE ORIGINAL SERIES ERAS ONLY
TRAIT: Andorian, Aenar. These traits may reduce the Difficulty of Tasks to
resist extreme cold, or Tasks impacted by extremely low temperatures. Their
antennae aids in both balance and spatial awareness, and a lost or injured
antenna causes dizziness until it regrows. Andorians have a high metabolism
that means they tire quickly and are more vulnerable to infection from
certain types of injury. Many Aenar are born blind yet have the ability to
“see” people and objects via their innate telepathy. However, operating
terminals or using view screens is more challenging.
TELEPATHIC INTERFERENCE
REQUIREMENT: Aenar, or Gamemaster’s Permission
Your skills at telepathy can interfere with the ability of others to read minds,
send telepathic signals, or sense thoughts and emotions. As a Minor Action,
you can shield the minds of others, preventing the detection of surface
thoughts and emotions, as well as blocking telepathic communication.
Attempts to push past your block is an Opposed Task. Additionally, you can
assist other creatures in resisting having their mind read.
3
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STAR TREK ROLEPLAYING GAME
Stamina test. On a failure or complete they are covered with cataracts. Their physiology is
failure, the character receives -1 Vitality but nearly identical to their Andorian cousins, save for
can continue working (uncomfortably!), a larger brain with a higher level of intercon-
though it now takes twice as long as normal nection, making the species psionic.
(12 hours); on a disastrous failure, the
character receives -2 Vitality and the resin is Homeworld
ruined, resulting in the need to vomit the Andoria, a frigid world that circles a Type J gas
spoiled mass. The Vitality is healed normally. giant. The Aenar live underground in the Northern
The second stomach is roughly half a liter in Wastes.
volume, so most objects will require either an
extended Craft test or series of Craft tests to
History and Culture
complete.
• Bonus Skill: Craft (Clothing): Aaamazzarites The Aenar retreated into seclusion early in
gain Craft (Clothing) skill at level 1, and can Andorian history, and were considered a myth until
advance that skill as a professional skill. the 22nd century when they were “rediscovered.”
• Bonus Skill: Craft (Shelter or Furniture):
Aaamazarites gain Craft (Shelter or Furniture) Language and Names
skill at level 1, and can advance that skill as a Names are similar to those of Andorians. They
professional skill. speak a form of Graalen (Andorian).
Species Abilities
• Antennae: The constantly waving pair of
antennae atop an Aenar’s head provides a
wealth of information about their surrounding
environment. Aenar gain a +2 species bonus
to tests involving sensation of their immediate
surroundings (anything within 3 meters), such
as finding secret doors, reacting to surprises,
Observe (Listen) tests, and similar occur-
rences. Aenar who lose an antenna become
disoriented and suffer painful migraine
headaches (-2 penalty to most tests).
• Blindsense: Though the Aenar are blind, their
antennae and psionic ability allow them to
function almost as though they had “normal”
sight. They do, however, receive a +5 TN to
all Spot tests.
• Bonus Edge: High Pain Threshold: The rigors
of Andoria’s climate suffer few weaklings.
AENAR •
Aenar characters receive the High Pain
Threshold edge for free.
Bonus Edge: Skill Focus (Compassionate):
The Aenar are, well, a compassionate people.
Personality • Bonus Flaw: Pacifist 2: The Aenar are
strongly pacifistic.
An offshoot of the Andorian race, the Aenar are a
• Bonus Skill: Telepathy: Aenar gain Telepathy
peaceful and reserved group, the polar opposites of
skill at level 2, and can advance that skill as a
the Andorians.
professional skill.
• Redundant Circulation: With a twin-layered
Physiology and Appearance
circulatory system, Aenar are less vulnerable
The Aenar have a skin color of whitish-blue. to cold (ignore TN modifiers for uncom-
They are blind, and their eyes appear as though fortable and extreme cold; see Table 6.3, Star
4
ALIEN COMPENDIUM
Physiology and Appearance
OPTIONAL AENAR TRAITS These icthyohumanoids are aquatic, with scale
The following species traits can be added to the Aenar tones from blue-white to purplish-silver. They have
species profile, depending on the circumstances of a particular
series. a fin on their head which aids in swimming, and
o Bonus Edge: Increased Range (Telepathy): The character
they possess a pair of feelers under their mouth that
can reach farther than most species with his psionic aid in finding the shellfish and bottom-dwelling
abilities. (+2 picks) invertebrates that comprise their main food source.
o Lesser Status: The character is thought of as belonging to an They have webbed hands and feet.
inferior species and begins all social tests with unfamiliar
Andorians with a hostile stance (as opposed to indifferent).
Social modifiers for other species begin at indifferent.
Antedeans find space travel disorienting and
(NOTE: This trait should only be used in a series populated travel in a catatonic state, a trait that once was used
almost solely by Andorians, and only during the 22nd or 23rd to avoid starvation in times of food shortage or
centuries.) (-2 picks)
climatic disturbance. Awakening from this catato-
nia takes several hours, after which they must eat
large amounts of food to recover. When traveling
Trek RPG PG). They are, unfortunately, more out of water, they require environmental suits to
vulnerable to toxins, which spread through cover the gills in their shoulder areas.
their bodies more quickly (-1 to Stamina tests
against poisons). Homeworld
• Strong Psionic: Aenar receive the Psi attribute
with a starting level of 8, and can advance it Antede III, a large world possessing vast oceans.
as a favored attribute. The Antedeans live on the wide continental
shelves, where their homes are created in reefs
Picks made by coral-like creatures.
22 ([+5] +1 Vitality, [+3] Antennae, [-2] History and Culture
Blindsense, [+2] High Pain Threshold, [+2] Skill
Focus (Compassionate), [-4] Pacifist 2, [+4] Antedeans have a rich oral history, but written
Telepathy 2, [+0] Redundant Circulation, [+12] language is still new to them. They have a mostly
Strong Psionic). contemporary understanding of the sciences, but
their technology lags behind due to a societal
ENT “The Aenar” distrust of change as well as the consideration that
mechanical advancement is “unnecessary.” Their
contact with galactic civilization has been intermit-
tent over the course of the mid-24th century.
The primary endeavors of the Antedeans are
fishing and undersea agriculture. Their political
structure is based on representation of their local
settlements, which rarely have populations above
the tens of thousands.
Favored Profession
Rogue or Scientist. Most Antedeans encountered
will either be highly curious or suspiciously advent-
urous.
5
THE NEXT GENERATION ERA ONLY
A sentient humanoid species indigenous to the planet Setu within the Shackleton Expanse, the Akaru are
relative newcomers in developing warp technology and are only just starting to explore nearby systems and the
interior of the Expanse. They are a highly competent and curious species, and are eager to meet and trade with
beings from other cultures and worlds. Their global leader and religious icon, Iryax Nedaon, actively encourages
technological development oriented toward space travel and stellar exploration, and regional universities have
increased the number of degree programs in related elds of study.
While a population of 1.3 billion generally should not be described by one word, a common note through all
Akaru society is that of e ciency. Their cities, vessels, farms, and processes are all designed toward maximizing
resources, space, and personnel. That dedication to communal e ciency permeates Akaru relationships as
well, sometimes to a given relationship’s potential detriment. If a family determines that the whole would be
rendered more e cient by adding or removing speci c individuals, adjustments are carried out, often with
the assistance of trained counselors, in order to mitigate potential complications and ensure a successful and
e cient family unit.
TRAIT: Akaru. The Akaru are a bipedal, mammalian species that resembles
Romulans and Vulcans to some extent – possessing copper-based blood and
slightly pointed ears – but as a whole have more widely-set eyes, more robust
physical frames, and generational instances of digital fusion or vestigial webbing
between ngers and toes. Their mindset is something of a blend of Romulan and Vulcan
perspectives – Akaru are an enthusiastic and passionate species who embrace e ciency of
thought and operation, with a keen focus on the betterment of all,
be it the individual, the family, or the entire Akaru culture.
Akaru tend to have a proper name and a secondary name that represents one of their parents or a beloved
member of their extended family; the individual’s profession; or perhaps a location relevant to the individual,
whether it is a speci c continent, region, island, or city.
SAMPLE NAMES: Curate Belar, Dajala of the Mallan Valley, Postulant Herikhet, Gravek ir’Loval, Mediator
Ruia, First Engineer Wallea
STAR TREK ROLEPLAYING GAME One of the reasons for this cautious approach could be
explained by the fact that for many generations, areas of the Al-
SPECIES PROFILE Leyan landmasses were uninhabitable as a result of toxic,
gaseous emissions from volcanic strata beneath the surface.
While plant-life and some insects were able to evolve in these
AL-LEYAN
locations, some of which are exotic in appearance, it was not
possible for humanoids to colonize the areas concerned until
the gases naturally dissipated.
Homeworld
Aaamazzara. The planet is the fifth of seven
orbiting a Type A giant, and the only M-class planet
in the system. It is shrouded in clouds and has a
high average humidity due to its large ocean
masses.
The locals call their star Aaamazzara – also the
name of a god of antiquity – and their world
Therbia, but have accepted that offworlders use the
two interchangeably. There are settlements on the
fourth world (K-class) for mining and penal pur-
poses.
AAAMAZZARITES
commanding the U.S.S. Constitution.
3
STAR TREK ROLEPLAYING GAME
Stamina test. On a failure or complete they are covered with cataracts. Their physiology is
failure, the character receives -1 Vitality but nearly identical to their Andorian cousins, save for
can continue working (uncomfortably!), a larger brain with a higher level of intercon-
though it now takes twice as long as normal nection, making the species psionic.
(12 hours); on a disastrous failure, the
character receives -2 Vitality and the resin is Homeworld
ruined, resulting in the need to vomit the Andoria, a frigid world that circles a Type J gas
spoiled mass. The Vitality is healed normally. giant. The Aenar live underground in the Northern
The second stomach is roughly half a liter in Wastes.
volume, so most objects will require either an
extended Craft test or series of Craft tests to
History and Culture
complete.
• Bonus Skill: Craft (Clothing): Aaamazzarites The Aenar retreated into seclusion early in
gain Craft (Clothing) skill at level 1, and can Andorian history, and were considered a myth until
advance that skill as a professional skill. the 22nd century when they were “rediscovered.”
• Bonus Skill: Craft (Shelter or Furniture):
Aaamazarites gain Craft (Shelter or Furniture) Language and Names
skill at level 1, and can advance that skill as a Names are similar to those of Andorians. They
professional skill. speak a form of Graalen (Andorian).
Species Abilities
• Antennae: The constantly waving pair of
antennae atop an Aenar’s head provides a
wealth of information about their surrounding
environment. Aenar gain a +2 species bonus
to tests involving sensation of their immediate
surroundings (anything within 3 meters), such
as finding secret doors, reacting to surprises,
Observe (Listen) tests, and similar occur-
rences. Aenar who lose an antenna become
disoriented and suffer painful migraine
headaches (-2 penalty to most tests).
• Blindsense: Though the Aenar are blind, their
antennae and psionic ability allow them to
function almost as though they had “normal”
sight. They do, however, receive a +5 TN to
all Spot tests.
• Bonus Edge: High Pain Threshold: The rigors
of Andoria’s climate suffer few weaklings.
AENAR •
Aenar characters receive the High Pain
Threshold edge for free.
Bonus Edge: Skill Focus (Compassionate):
The Aenar are, well, a compassionate people.
Personality • Bonus Flaw: Pacifist 2: The Aenar are
strongly pacifistic.
An offshoot of the Andorian race, the Aenar are a
• Bonus Skill: Telepathy: Aenar gain Telepathy
peaceful and reserved group, the polar opposites of
skill at level 2, and can advance that skill as a
the Andorians.
professional skill.
• Redundant Circulation: With a twin-layered
Physiology and Appearance
circulatory system, Aenar are less vulnerable
The Aenar have a skin color of whitish-blue. to cold (ignore TN modifiers for uncom-
They are blind, and their eyes appear as though fortable and extreme cold; see Table 6.3, Star
4
Embed Egg: As an
action, a female Anabaj
may embed its eggs in
another humanoid’s throat.
This lizard-like species has reptilian eyes and a frilled This action may only be
membrane that pops up from around its neck. It also has performed if the humanoid
pointy teeth and a forked tongue which allows them to smell is unconscious. The
with a modi ed Jacobson organ. eggs require a Di culty 3
Control + Medicine task
Anabaj often seek humanoid hosts to lay their eggs in and to be removed safely.
can make people think that they look humanoid in order to Allurin Vision: The Anabaj
gain their trust. Some Anabaj have even developed telepathic looks like a humanoid
abilities which makes them dangerous enemies for a weak- species that the person
minded individual. observing it feels
comforting. The observer
TRAIT: Anabaj may attempt a Di culty
2 Presence + Command
task to ignore this e ect.
STRESS: 12 RESISTANCE: 0
Most Anabaj are considered dangerous to Star eet, though there
ATTACKS: may be some instances where they have joined the Academy or
Curved Fangs (Melee, 4 , Piercing 2) have been invited onto ships for other reasons. With their telepathic
abilities and the ability to climb on walls, Anabaj make great spies.
SPECIAL RULES:
Telepathy: The Anabaj can sense the surface thoughts and ATTRIBUTES: +1 Control, +1 Fitness, +1 Insight
emotions of most living beings nearby and can communicate
telepathically with other empaths and telepaths. TRAIT: Anabaj. Anabaj have sticky pads on their feet and hands that
allow them to climb vertical surfaces without needing a task to do so.
This trait only works if the Anabaj isn’t wearing hand and feet coverings.
ANDORIAN
ALL ERAS OF PLAY
The Andorians and Vulcans had long fought over their borders but never quite
descending into open warfare. This changed in the early 22nd Century, when a
Vulcan ship entered Andorian territory while attempting to avoid an encounter
with hostile ships from the Terran Empire. This action set in motion a chain of
events culminating in open warfare between Vulcan and Andor. At the apex
of this short war, the Vulcans’ homeworld was occupied by the Terran Empire,
forcing their withdrawal from the conflict. The Andorians welcomed the Terrans
as allies against the Vulcans, and signed a nonaggression pact. However, the
Terran Empire soon betrayed the Andorians without warning, violently subduing
the warrior people. After a few decades of rule, the Andorians accepted their
place in the Empire, acquiescing to the superior strength and warrior instincts
of the Terrans. The Andorians became willing vassals, willingly serving in the
vanguard of fleets of conquest. For a century, Andorians were the shock troops
of the Terran Empire, dispatched to quell insurrection or pacify populations.
This changed when the Klingon-Cardassian Alliance began its assault of the
Empire. Initially, the Terrans kept the Andorians at the front lines, sacrificing
them by the thousands. Many Andorians resisted, deriding their people as
becoming “the attack dogs of the Terrans.” A large percentage of the anti-
Terran resistance was Andorian. Numerous rebellions against the empire
were instigated by the Andorians, and Spock’s coup d’etat was supported by
Andorian forces who witnessed Captain Kirk’s brutal treatment of the Halkans.
Despite this time weakening the Empire, when the military forces of the
Klingon-Cardassian Alliance broke through the Empire’s lines a few decades
later, the Klingons brutally punishing the Andorians for their collaboration. By
the middle of the 24th Century, the Andorians had been reduced in number to
a few hundred thousand.
WARRIOR’S SAVAGERY
REQUIREMENT: Andorian, or Gamemaster’s Permission
When you sense victory, you press the attack to better land a decisive and
crippling blow. When you use the Re-Roll Damage Momentum spend, add an
extra 2 A to the re-roll.
RESIST INDENTURE
REQUIREMENT: Andorian, or Gamemaster’s Permission
Your personal sense of honour makes you reluctant to owe someone a favour
or debt, pushing you to repay obligations large and small. After someone
assists you with a Task, the next time you assist them before the end of the
mission you can re-roll one d20.
SPECIES
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
TODAS AS ERAS DE JOGO
TRAIT: Android. While Androids mimic the Human form they are stronger than
Humans, and immune to virtually all diseases and toxins, including many forms
of radiation. Androids are typically functionally immortal, being unaging, but do
require regular maintenance to maintain their parts. However, it’s possible to
design Androids that mimic human aging, and even die after a random period.
Furthermore, as an artificial being, treating one with the First Aid task or removing
Injuries requires the Engineering Discipline rather than Medicine.
INTERNAL DATABASE
REQUIREMENT: Android, or Gamemaster’s Permission
Your internal memory contains a wealth of knowledge of a variety of subjects,
When you succeed at a Task using Insight or Reason, you gain one bonus
Momentum, which may only be used for the Obtain Information Momentum
Spend.
LIMITED EMOTIONS
REQUIREMENT: Android, or Gamemaster’s Permission
You either lack emotions, or your emotions are an imperfect copy of
humanities’. You reduce the Difficulty of all Tasks to resist coercion, mental
intrusion, pain, and other mental attacks by 2.
REROUTE SYSTEMS
REQUIREMENT: Android
You have automated repair protocols that can reactivate your
systems after you have received damage. Once per mission,
while Injured, you can attempt a Control + Engineering Task, with a
Difficulty of 2. On a success, you recover, removing that Injury, but
must still undergo repairs to fully remove the damage. You can perform this Task despite
being Injured.
Trait: Coppelius Android. Since they are derived from Noonien Soong’s android designs, the Coppelius
Androids share some of the same properties, especially those related to their positronic brains. However,
reaching closer to the Human ideal form that Soong always intended for his creations, the new Coppelius
Androids trade constructed body components of metal and plastic, for systems made of artificial living tissue,
carrying out all the usual Human metabolic processes. This makes them appear as normal Humans, to all
but the most invasive procedures. Some obvious differences between Humans and Coppelius Androids
remain: The androids’ minds cannot be sensed at all by telepaths and empaths; they have superior strength
and speed; and their brains remain susceptible to certain strong electromagnetic fields and highly ionized
atmospheres. Additionally, for purely cultural reasons, many Coppelius Androids have what Humans would
consider unnatural skin and eye colouration, in tribute to their Soong-type predecessors. In principle, a
Coppelius Android body could be made (that is, grown) to look like any humanoid species, but their cultural
norm seems to be to mimic their original Human creators. Finally, the symmetrical nature of the fractal
neuronic cloning process that generates new positronic brains from previous ones, always creates these new
brains in identical pairs, and so it has become normal to place these two matching positronic brains into twin
bodies. Each Coppelius Android has (or had) an identical twin. While they are created identical, they can
begin to mentally develop in separate directions from the moment they are first activated, and their
personalities can differ more over time.
Positronic Brain
Requirements: Soong-type or Coppelius Android. Character creation only.
A Coppelius Android is normally created with a positronic brain that allows it to process information made
available to them considerably quicker than a Human. The character gains one automatic success on all
Tasks using Reason, in addition to any generated by rolling.
Fractal Recollection
Requirements: Coppelius Android. Character creation only.
Fractal neuronic cloning gives each Coppelius Android a new positronic brain that is “grown” from a neuron
of a predecessor android’s positronic brain. This can give the new android partial recollection of memories
and skills from their predecessor. Once per mission, you may declare that your predecessor android had
expertise in a relevant skill or field of study; you gain a single Focus for the remainder of the scene, as you
draw upon those memories. Additionally, you gain a Trait with the name of your immediate predecessor
android; this reflects potential Advantages and Complications of the fractal neuronic cloning process,
11
STAR TREK ROLEPLAYING GAME LANGUAGES
SPECIES PROFILE Angosians have their own language, which is remarkable
similar to the native Betazoid language. Angosians
prefer to use Federation Standard to communicate with
off-worlders, however.
SPECIES NAME: ANGOSIAN COMMON NAMES
VISUAL REPRESENTATION Angosian names are also very similar to Betazoid
names. Both male and female names have an exotic
sound to most humans. Roga Danar (male) and Beata
Leyoro (female) are well-known Angosians.
HOMEWORLD
Angosia is a highly industrialized Class-M planet on a
technological par with most Federation member-worlds.
A member of the Federation it's self, as of 2369, Angosia
is a prominent exporter of machines and manufacturing
material.
FAVORED PROFESSION
The average Angosian will be virtually anything but a
Soldier.
LANGUAGES
Augments will speak the same languages as their non-
Augmented counterparts. However, due to their
improved memories, Augments find it easier to learn
languages. It is not uncommon for an Augment traveling
off-world to quickly pick up, if not the language, a great
deal of any local dialect they encounter.
COMMON NAMES
Augment names are in the same style as non-Augments.
Although, some Augments will call each other by their
designation numbers, as displayed on their identification
tattoos, as a way of recognizing and identifying with
fellow augments.
HOMEWORLD
Angosia, for the Augments, is the same world it was
before the Tarsian war. But often they feel as if the world
SPECIES ADJUSTMENTS
it's self is rejecting them.
+2 Strength, +3 Vitality, +1 Perception, -2 Presence
Angosian Augments living off-world will be most
PHYSICAL DESCRIPTION comfortable on planets with a lot of plant-life, few
Angosian augmented soldiers appear as other animals, and a reasonably advanced technological level.
Angosians – essentially identical to humans. But they
are all almost unnaturally physically fit and in excellent FAVORED PROFESSION
medical health. Angosian Augments are Soldiers. And they will choose
this profession over all others.
Despite over nearly 2 decades of research, no method of
reversing the manipulations done to these soldiers has Some serve in Starfleet, as Security or Tactical officers.
been found by Angosian scientists, or Federation Others make their way as Mercenaries; freelance
medical personnel who have worked with the Angosians
soldiers fighting for the highest bidder. And the bidding
can be quite high for a soldier as strong and virtually
indestructible as an Angosian Augment.
SPECIES ABILITIES
Military Conditioning: The crux of what makes these
people who they are. Angosian Augments gained several
physical and mental advantages from the chemical and
genetic alterations done to them to prepare them for
military service.
SAMPLE NAMES:
Feminine Names: Baeta, Erbrun, Marjmacl, Marvhild
Masculine Names: Chritezbr, Cragweis, Nayrok, Wagnor, Roga, Zayner
Gender-Neutral Names: Davgrant, Derwarn
Family Names: Danar, Leyoro
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THE ORIGINAL SERIES AND THE NEXT GENERATION ERAS
The Ankari are a reptilian-humanoid species native to the Delta Quadrant. While warp capable, they
prefer to use a form of FTL drive, believed to phase their craft into a parallel realm – similar to, but
distinct from, subspace. This realm is also home to a unique nucleogenic lifeform, whose bodies contain
signi cant amounts of nucleogenic energy. Much like traditional subspace/warp-based civilizations,
most forms of Ankari technology interface with this nucleogenic realm. As this technology is so rare, few
species can accurately detect or track Ankari vessels.
Despite this strategic advantage, the Ankari are not a warlike people. Their relationship with the
interdimensional beings, whom the Ankari consider heralds of good fortune, has created a unique cultural
dynamic. While technologically and scienti cally advanced, the Ankari are traditionally a deeply spiritual
people and the interdimensional beings factor heavily in that belief system. The Ankari
are welcoming of strangers and are open to trade, often celebrating the conclusion
of successful endeavors with a summoning to bid their new allies good fortune.
TRAIT: Ankari. Ankari are reptilian humanoids and possess many of the
biological attributes common to those species. Their skin is coarse and thick,
with light to dark brown coloring. Like most reptilian species, the Ankari do not
possess body hair – though they do have soft spines that run along the back of
their skulls. These, along with their brows, provide the Ankari with the ability to
detect faint vibrations and act as a form of sixth sense. Their native, harmonic
language likely developed due to this additional sense
Ankari names are generally single syllable and typically combinations of soft and hard sounds.
Ankari do not use surnames or family names and instead trace their genetic lineage to a particularly
important ancestor, usually one believed to be favored by the nucleogenic lifeforms called “spirits of
good fortune.” There is no cultural requirement for o spring to assume the Ancestor name of their
parents, though most tend to do so until they come into adulthood, at which point they can choose
a new Ancestor to identify with, which is given after their personal name.
SAMPLE NAMES
Masculine: Rhal, Jrek, Mait, Kast, Hurn, Tolk, Byst, Lurr, Vurt, Pulc, Yrul
Feminine: Lalri, Ghama, Yruki, Demre, Whagi, Sahme, Clema, Pulre, Tili, Ulua
Gender-Neutral: Atla, Fela, Nahl, Bole, Whet, Fila, Koste, Hirfa, Valit, Mal, Nulna
Ancestor: Ohnyt, Amkut, Efna, Ursuk, Ahzur, Etol, Ofmat, Skaa, Ratka, Vulin
Antaran
ALL ERAS OF PLAY
The Antarans are a humanoid species native to the Alpha Quadrant. During
their history they were subjects of several particularly brutal military
campaigns that were initiated by the Denobulans that nally ended during
the mid-19th century. At the time, the Denobulans demonized the Antarans,
turning them into a faceless enemy that fell victim to a series of battle
tactics which resulted in the deaths of twenty million Antarans. It was also
during this time that Denobulan doctors were accused of alleged war crimes
that would have allowed them to “know a great deal about” the Antarans
anatomy.
These series of wars established a complicated history with particularly
bitter disputes remaining between the two species which fueled prejudices
that lasted well into the mid-22nd century. Much of this was due to the fact
that neither side had tried to reconcile with the other, and, in fact, it
was believed that every Antaran, from childhood on, was taught
that Denobulans were enemies to be feared and reviled.
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Attributes
Fitness 1 [4]
Strength (-1)
Vitality (-2)
Coordination 1 [5]
Intellect 2 [5]
Presence 2 [5]
Psi 0 [5]
Skills
Artistic Expression (choose) 2 (3) OR Craft (choose) 2 (3)
Athletics (Diving) 2 (3)
(Swimming) (4)
Culture (Antedean) 2 (3)
History (Antedean) 1 (2)
Language
Antedean (2)
Persuasion (Storytelling) 1 (2)
Planetary Survival (Ocean) 1 (2)
Science, Planetary (Hydrology) 1 (3)
(Oceanography) (3)
World Knowledge (Antede III) 1 (2)
Typical Traits
Intolerant (Non-Icthyohumans) (-3)
Although the Antedeans are capable of spaceflight, they find space travel disorienting and
extremely unpleasant, and survive the ordeal by entering a self-induced catatonic state. Their
half-shut eyes fully open upon awakening, a process that takes several hours. Upon revival at
the end of the voyage, Antedeans require large amounts of food to replenish their bodies.
Society
Seen by very few Terrans, Antedeans are introverted with little outside interests, very few ever
leave their homeworld. Living in cities beneath the wide oceans of their nearly landless planet,
their level of technology is surprising considering their limited resources and barely
amphibious lifestyle.
Antedean culture centers on their environment and communities. Practical and conservative
they are a pragmatic people, unwilling to trust or embrace new ideas or lofty concepts. Despite
their high level of technology they prefer simpler ways over mechanically based advancements,
which they believe conflict with the balance of nature.
Living much as they did a thousand years ago, simple fish farming and kelp cultivation are the
planets major industry, universal material for tools is stone, supplemented by bone and shell.
The visual arts are practiced with great vigor by all people of Antede, but little evidence of their
prehistory has survived, as the materials used謡ood, ochers, shells, feathers, and clay預re
short-lived. Nevertheless, Antede is enormously rich in the arts of sculpture, and architecture,
as well as in such highly refined crafts of pottery, weaving, and matting.
There is no marriage, and reproduction is decided based upon the needs of the community and
resources available to support an addition to the population. The community raises the children
and as a result no Antedean knows who their relatives really are.
Political Structure
Ruled by a senate (the leader of which is the planetary Prime Minister), communities of no
more than ten thousand individuals are scattered over Antede. Elected representatives are
chosen every year to govern these communities in accordance with ecological law.A small
group of progressive government leaders were able to gain enough support to petition for
Federation membership, but a resistance movement disrupted the negotiations and eventually
re-established conservative leadership within the government.
Submitted by Unknown
Favored Profession
Rogue or Scientist. Most Antedeans encountered
will either be highly curious or suspiciously advent-
urous.
5
STAR TREK ROLEPLAYING GAME
minutes in open air before testing for are considered ‘open source’ by human standards.
asphyxiation. On their world, everyone hears you when you
• Bonus Skill: Athletics (Swimming): Antede- speak. They are, however, very protective of their
ans receive Athletics (Swimming) skill at level private space – touch is a privilege rarely given.
2, and can advance that skill as a professional
skill. Physiology and Appearance
• Fish Out of Water: When on land, Antedeans Arcadians are a cetaceous species who can
suffer from -2 Agility, cannot sprint, and must survive on land for short periods of time. They have
make an Athletics (Run) test when running pale white rubbery skin, large flipper-like hands,
whether or not they’re engaged in other human-like faces, and some have hair that grows
activity. from head to tail along their dorsal side. While on
• Natural Swimmer: When swimming, land they move slowly, balancing on their strong
Antedeans move at the same speed land- tail (which they can use to ‘stand’), and ‘walking’
dwelling species normally do (‘Walk’ 6m, by using their arms and tail. Being cetaceans, they
‘Jog’ 12m…). They don’t normally need to breathe air, requiring that they surface every 20
make Swim tests, only doing so under the minutes or so while in the water.
same circumstances that land-dwelling spe-
cies make movement tests (e.g., running Homeworld
during combat).
Arcadia, a world of warm seas and lush jungles.
Picks Arcadian cities are a new invention, primarily built
to facilitate interaction with land-dwelling off-
9 ([+5] +1 Vitality, [+5] +1 Perception, [-5] worlders.
Aquatic, [+4] Athletics (Swimming), [-5] Fish Out of
Water, [+5] Natural Swimmer). History and Culture
TNG “Manhunt” Arcadians live on their own or in small pods,
coming together to breed. They have a long history
of complex intellectual and philosophical inquiry,
but little technological advancement. First contact
with the Arcadians showed them to be more than
capable of handling the idea of alien cultures, and
their understanding of the sciences was sufficiently
advanced that they were made a Federation
protectorate in 2250.
Favored Profession
Diplomat or Scientist.
Species Adjustments
+1 Vitality, +1 Strength.
6
Antedian
THE NEXT GENERATION ERA ONLY
Antedians are a reclusive aquatic species from Antede III. While they are
capable of interstellar space ight, they usually nd the experience
traumatic. Because of this, they limited their space exploration to unmanned
and remote-controlled drones. After making contact with the United
Federation of Planets, it became necessary on occasion to travel on
starships. The Antedians survived the ordeal by entering a self-induced
catatonic state. Upon arrival at the end of a voyage, they would however
require great quantities of food to replenish their bodies.
Because of their magnetosensitivity, it is di cult for Antedians to exist in
environments with di erent magnetic elds than their homeworld. However,
with su cient training, it is possible to overcome this discomfort. After
being o ered Federation membership, progressive factions on Antede III
began training for exactly that.
Antede III is known for its large aquatic harvesting complexes.
Both the technology and the produce are popular export goods,
making Antedians a sought-after trading partner not only by the
Federation but also the Ferengi Alliance and even the Klingon
Empire.
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Antican
THE NEXT GENERATION ERA ONLY
The Antican society is based on a "pack" concept. They do not posses
large cities but rather live and move around as some type of tribal pack. A
central pack was the closest know thing to a government gure, as a leader
from each pack would join and form this central pack, though they would
not possess any real power they served as information clearing house.
Although they have established several very small cities, these were the
focal point of their science and technology. They live mostly for the hunt and
ceremonial consumption of their prey.
Despite the fact they are mostly a nomadic society, they have achieved
some technology, such as laser knives. Their scientists are fairly advanced
by the 24th century and they seem to adapt quickly to new technology.
They never yearned for space travel until engaging in the war with
the Selay.
Their home planet’s climate is rather cold, with an average
temperature of under 15° Celsius.
Communal (Grazerite)
Keen Senses (Aurelian)
Nomadic Heritage (Monean)
SAMPLE NAMES:
Every Antican had two names, a social name and a private name. Typically
social names could include Badar, Bagar, Graden and more. Typical private
names can include Gor, Rar, Raag and more. Antican surnames consist of a
series of single capital letters, which are combined with an apostrophe.
These symbolize past pack a liations or accomplishments. For example,
Badar is an accomplished hunter and diplomat, so he is known as Badar
N’D’D. These additional letter usually only appear in written form, as their
pronunciation is often too di cult for conventional Federation languages.
Social Names: Badar, Bagar, Graden
Private Names: Gor, Rar, Raag
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STAR TREK ROLEPLAYING GAME usually lasts for 3 days. This will include the entire family,
extended family, friends and anyone else who can find time to
SPECIES PROFILE join them. The baby and his mother are the guests of honour
and everything is done for them.
ANTOSIAN
A wedding celebration will continue until the bride and groom
finally collapse from exhaustion. This can normally take from 3
to 7 days. When they do collapse they are carried to the bridal
suit by what ever guests are still capable of performing the feat.
At this point they will be left alone for 10 days to make the
wedding legal in the eye's of their families.
PHYSICAL DESCRIPTION During medical school, they use a very unusual teaching
method. In order to show how various illnesses affects their
The Antosian people are tall slim humanoids who stand species, they inject one of the med students with a highly
on average 5'10" to 6'6". The one feature that everyone aggressive virus, and quarantine all the students to the same
notices first about them is their hair. It is past shoulder area so they can tell the difference between directly affected
length on men and women and ranges in color from blue (injected) and those infected by exposure (which was a weaker
and green to purple. While the color range covers all infection). Since they have such aggressive white blood cells
possible shades or combinations of these colors they tend and a highly adaptive immune system this normally fatal and
to be mostly bright in nature verging on neon. Strangely cavalier method of instruction tends to be a safe teaching
enough the individuals eye color will always match their method.
hair color exactly.
LANGUAGES
They have pointed ears like Vulcans but tend to smile and
laugh a lot. Their clothing style is wide and varied and Antosians learn languages easily. And they usually manage to
may include just about any style worn by any race they speak any lanuage with an appealing inflection. Ofcourse they
have ever encountered. speak their native tongue. And most Antosians will speak
Federation Standard, and at least a few phrases in Vulcan.
CULTURE
COMMON NAMES
Pleasure in all it's forms are the driving force behind their
race. They enjoy art, music, dance, social gatherings, Antosians have beautiful, lyrical names befitting their language
celebrations, wine, food, thrill seeking and trying new and culture. Antosians have both a proper name, and a
things. Almost any thing can be an excuse for a party, as surname traced from the patriarchal or matriarchal line.
long as it includes most of the above items.
Male names: Anjar, Eoghan, Shelther, Tarsii
Ba'vira - This is the term given to that one special Female names: Alosia, Solara, Devenis, Selene, Sundassa,
Antosian who is the perfect soul mate. All Antosians Earlina
dream of finding their Ba'vira. Common surnames: Freymott, Androsia, Thoran, Faranfey,
Faranster, Taaveti, Asmara
The birth of a new life results in a large celebration that
HOMEWORLD The Antosians military vessels are a wonder to look upon. They
Proper Name: Antosia have been designed to look aesthetically pleasing with gentle
Diameter: 11,973 km (7,483 miles) flowing lines that seem to convey the image of great speed and
Gravity: 0.98 standard gravity with a density of 5.7 power. The most common ships are frigates, destroyers and
Axial Tilt: 11%, minor seasonal effects (less than Earth) cruisers. They have 1 dreadnaught which serves as the flagship
Orbital Period: 537 days of their small fleet.
Rotational Period: 31 hours
Classification: M Antosians can be found wandering just about anywhere within
Surface Water: 47% the Alpha and Beta Quadrants.
Atmosphere: 0.96 is a standard pressure with 77%
nitrogen, 21% oxygen, 2% argon FAVORED PROFESSION
Climate: Tropical with temperatures being on average 38 Antosian will follow any profession that interests them, and in
Celsius (100 fahrenheit) at the 30th parallel with a night which they believe they can make a difference as a member of.
time low of 27 (80) and a mid-day high of 49 (120)
Population: Just over 2 billion Many Antosians have joined Starfleet over the years. And most
of these serve as Medical, or Command officers. Antosians also
The Antosian people have never engaged in any hostility make excellent Counselors.
with any other member of their own race. In fact a search
of all their records show that there is no record of any Civilian Antosians are usually found in the Scientist, or
violent crimes or confrontations anywhere within the Merchant profession, with Explorer, Inventor, or Free Trader as
recorded history of their people. common elite professions.
However about 480 years ago they were invaded by the
SPECIES ABILITIES
Egans. They did not resist at this time. They suffered
under a military dictatorship for close to 50 years before Antosian are tall, strong, and beguiling people.
they rose up and fought back. It took them 5 years but in
that time they not only drove the invaders off their home They enjoy a +2 to both their Strength and Intellect attributes,
world but pushed them back to their own home world. and a +1 to their Vitality, and Presence scores.
The war ended when they had destroyed every ship,
production facility and major city on the Egans home Excellent Metabolism: (bonus edge) Due to their innate
world. resistance to sickness, and disease receive this edge as a
species trait. Antosians gain a +4 bonus to Stamina reactions
Since then they have worked hard to remove every made to resist the effects of disease or poison.
physical reminder of that period in their history.
Friendly: (bonus edge) Antosians are a people that are easy to
The world is divided up into various regions. Each region like. Hay have a very easy-going style about them. They
has a representative on the central council. This council acquire this edge as a species trait. Antosians gain a +1 bonus
has 11 members and will debate and then vote on any to all Social tests.
and all issues. These deliberations are broadcast and can
be viewed by anyone on world. Also any citizen may Skilled: Antosians undergo an extensive training program.
bring an issue to the attention of the council or speak on During the Personal Development step when creating an
any issue in front of the council. Antosian character’s background, they gain extra skill picks.
After choosing the package and picking skills, Antosians can
They have warp drive technology that is close to that add +2 skill-levels to any one skill or +1 to two skills.
employed by the Federation. Any of their vessels that
have been seen are always well designed. They seem to Hedonist: (species flaw) Antosians enjoy luxuries and pleasures
be designed both for visual enjoyment but also for of all sorts, from fine food and drink to more earthy delights.
comfort. They do not have transporter or replicator Whenever presented with an opportunity to enjoy herself, have
technology. Some interest has been shown in transporter fun, or take pleasure in something, the character must make a
tech but none for replicator tech. In fact they prefer real Willpower reaction roll, or be unable to resist and indulge
food to anything materialized out of a replicator as they herself for 1d6 rounds.
claim it ruins the taste.
They are totally self sufficient and import very little. What
they do import tends to be luxury items like exotic foods,
rare wines, expensive cloths and unique novelty items or
devices that they have taken an interest in.
The Aquans are a piscine humanoid species native to of the planet Argo.
Centuries ago, the Aquans were a highly developed people known for their
engineering and biological sciences. Aquan medicine remains particularly
refined, and they are capable of altering memories and physiology. The
residents of Argo lived on the surface of their world until a cataclysmic seismic
disturbances shifted the majority of landmasses to lie beneath their planet’s
oceans. To survive, the majority of the Argo people converted their biology
to be aquatic. This unfortunately led to conflict with the few who did not
become water breathers, and after many years of warfare the remaining
land dwellers died out. Following an encounter with a Starfleet exploratory
vessel in 2270, the Aquans returned to the surface, reclaiming and
restoring their ancestral cities. Following this, Aquans chose to be water
breathing, air breathing, or amphibious ambassadors between the two
groups. Currently, the Aquans are governed by a Ruling Tribunal of the
Aquans, which was made up of a Water Tribune and a Surface Tribune.
After centuries of peace, Aquans are adverse to killing, even when
confronted by presumed enemies and favoured non-lethal weaponry
such as nets.
3-DIMENSIONAL THINKING
REQUIREMENT: Aquan, or Gamemaster’s Permission
You are adept at maneuvering and shifting in multiple dimensions. When you
succeed on the Evasive Action Task, you can spend 1 Momentum to increase
the Difficulty of attacks against you by 1.
PACIFISTIC
REQUIREMENT: Aquan, or Gamemaster’s Permission
You have received specialized training in Aquan forms of combat, allowing
you to effectively use weapons designed for killing in a non-lethal manner.
When you attack with a Deadly weapon, the Difficulty does not increase
when using it to make non-lethal attacks.
EXAMPLE VALUE: Propriety First and Always REQUIREMENT: Arbazan, or Gamemaster’s permission.
Arbazan are naturally adept at the subtleties of social
ATTRIBUTES: +1 Control, +1 Insight, +1 Presence protocol, and often come to rely on it heavily during social
interactions. To many other species, the Arbazan’s focus
on such rules and guidelines is often viewed as obsessive,
but to the Arbazan, it is simply the natural way to engage in
interactions. Whenever a character with this Talent attempts
a test during Social Con ict, they may re-roll a d20 so long as
they succeeded at an earlier Test relating to the recollection or
research of appropriate social graces, protocols, or faux pas.
HOMEWORLD
SPECIES NAME: ARBAZAN Located in the Kzinti Patriarchy, Arbazan is a lovely planet,
and a popular vacation spot despite the reserved social
VISUAL REPRESENTATION structure of the locals.
FAVORED PROFESSION
An Arbazan can succeed in any profession they put their
mind to. But they prefer to work as Diplomats, or in some
administrative position.
LANGUAGES
They speak their native language of Arbazanic. And
Arbazans who have dealings with off-worlders, or
spend a great deal of time off of their home planet will
learn the languages and dialects of the people they
deal with commonly.
COMMON NAMES
Arbazans use a single name and trace their family line
STAR TREK ROLEPLAYING GAME
minutes in open air before testing for are considered ‘open source’ by human standards.
asphyxiation. On their world, everyone hears you when you
• Bonus Skill: Athletics (Swimming): Antede- speak. They are, however, very protective of their
ans receive Athletics (Swimming) skill at level private space – touch is a privilege rarely given.
2, and can advance that skill as a professional
skill. Physiology and Appearance
• Fish Out of Water: When on land, Antedeans Arcadians are a cetaceous species who can
suffer from -2 Agility, cannot sprint, and must survive on land for short periods of time. They have
make an Athletics (Run) test when running pale white rubbery skin, large flipper-like hands,
whether or not they’re engaged in other human-like faces, and some have hair that grows
activity. from head to tail along their dorsal side. While on
• Natural Swimmer: When swimming, land they move slowly, balancing on their strong
Antedeans move at the same speed land- tail (which they can use to ‘stand’), and ‘walking’
dwelling species normally do (‘Walk’ 6m, by using their arms and tail. Being cetaceans, they
‘Jog’ 12m…). They don’t normally need to breathe air, requiring that they surface every 20
make Swim tests, only doing so under the minutes or so while in the water.
same circumstances that land-dwelling spe-
cies make movement tests (e.g., running Homeworld
during combat).
Arcadia, a world of warm seas and lush jungles.
Picks Arcadian cities are a new invention, primarily built
to facilitate interaction with land-dwelling off-
9 ([+5] +1 Vitality, [+5] +1 Perception, [-5] worlders.
Aquatic, [+4] Athletics (Swimming), [-5] Fish Out of
Water, [+5] Natural Swimmer). History and Culture
TNG “Manhunt” Arcadians live on their own or in small pods,
coming together to breed. They have a long history
of complex intellectual and philosophical inquiry,
but little technological advancement. First contact
with the Arcadians showed them to be more than
capable of handling the idea of alien cultures, and
their understanding of the sciences was sufficiently
advanced that they were made a Federation
protectorate in 2250.
Favored Profession
Diplomat or Scientist.
Species Adjustments
+1 Vitality, +1 Strength.
6
ALIEN COMPENDIUM
rather than every round). They must also
keep their skin wet, and most wear special
moisturizing robes while on land. An
Arcadian without any way to stay wet must
make a Stamina test every 4 hours; a failure
causes a loss of -1 Vitality (cumulative).
• Natural Swimmer: When swimming,
Arcadians move at the same speed land-
dwelling species normally do (‘Walk’ 6m,
‘Jog’ 12m…). They don’t normally need to
make Swim tests, only doing so under the
same circumstances that land-dwelling spe-
cies make movement tests (e.g., running
during combat).
• Resistance: Arcadians are highly resistant to
cold and pressure. They make Stamina
checks versus cold and higher pressure at -5
TN.
• Sonar: Arcadians have sensitive nerve end-
ings that allow them to ‘see’ using sound. As
a result they gain +2 Perception in water, +1
Perception in air.
• Subsonic Communication: Arcadians have
the ability to hear (and speak) in the ultra-low
frequency range. In open air, close range for
ARCTURANS
this ability is equal to Perception x 10m;
medium range is Perception x 100m; long
range is Perception x 1km; extended range
increments are equivalent to medium range.
In water, these ranges are 100 times greater
(so x 1km, x 10km, x 100km). Arcadians use Personality
this sense like other humanoids use “normal” A dour and practical race, the Arcturans reject
speech and hearing, thus making Observe the notion of individuality, instead prizing com-
(Listen) checks in the subsonic range as for munity. They prefer strong hierarchies and feel
normal hearing. most comfortable in structured environments. They
are militant, and combat and survival skills are
Picks taught from early childhood.
17 ([+5] +1 Vitality, [+5] +1 Strength, [-7]
Beached, [-5] Cetaceous, [+5] Natural Swimmer, Physiology and Appearance
[+2] Resistance, [+7] Sonar, [+5] Subsonic Arcturans display the standard deviation in
Communication). height, mass, and muscular development of most
humanoids. They are hairless, and have loose,
ST IV: The Voyage Home rubbery skin which is generally of a grey to bluish-
gray color.
They also have a standard male/female gender
breakdown, but viewing sexual reproduction as a
distraction, have cast it off in favor of cloning.
Homeworld
Hega (meaning “Earth”), or Arcturus II, a harsh
M-class desert planet orbiting a Type K1 giant. The
Arcturans have constructed massive cities in recent
history – some that span entire coastlines.
7
ARCADIAN
THE ORIGINAL SERIES AND THE NEXT GENERATION ERAS ONLY
Arcadians are a peaceful species from the planet Arcadia, the fifth planet in the Vellun
Gamma system. They are aquatic, and lived both underwater and on islands, some
artificial. They were the first species to discover protomatter. They have a communal
society. Rare individuals who have dorsal spines are treated with respect and
deference.
Ø TRAIT: Arcadian. Arcadians have large, broad heads with two distinctive lines of
hair and pointed ears. Their noses are small, their eyes wide-set, and no eyebrows.
They are an aquatic species that live on plankton, but are also able to use
photosynthesis to obtain nourishment. They have a lifespan of 40-60 years, and
raise their newborn in marsupial-like pouches for the first three to six months of life.
Arcadian skin colour ranges from pale yellow to light blue. Their eyes have a thin
membrane that protects them from solar radiation. Their skin protects them
against sudden temperature changes.
Ø TALENTS: The character must take the following talent at character creation.
ARCADIAN SKIN
REQUIREMENT: Arcadian. Character creation only.
Your skin has a smoothness to it that allows you to move through water easily, and it
makes you resistant to rapid changes in temperature. When not burdened by an
environmental suit, you may lower the difficulty of Tasks underwater by 1. Also,
Complications from heat or cold do not affect you until the end of your next Turn.
ARCTURANS
this ability is equal to Perception x 10m;
medium range is Perception x 100m; long
range is Perception x 1km; extended range
increments are equivalent to medium range.
In water, these ranges are 100 times greater
(so x 1km, x 10km, x 100km). Arcadians use Personality
this sense like other humanoids use “normal” A dour and practical race, the Arcturans reject
speech and hearing, thus making Observe the notion of individuality, instead prizing com-
(Listen) checks in the subsonic range as for munity. They prefer strong hierarchies and feel
normal hearing. most comfortable in structured environments. They
are militant, and combat and survival skills are
Picks taught from early childhood.
17 ([+5] +1 Vitality, [+5] +1 Strength, [-7]
Beached, [-5] Cetaceous, [+5] Natural Swimmer, Physiology and Appearance
[+2] Resistance, [+7] Sonar, [+5] Subsonic Arcturans display the standard deviation in
Communication). height, mass, and muscular development of most
humanoids. They are hairless, and have loose,
ST IV: The Voyage Home rubbery skin which is generally of a grey to bluish-
gray color.
They also have a standard male/female gender
breakdown, but viewing sexual reproduction as a
distraction, have cast it off in favor of cloning.
Homeworld
Hega (meaning “Earth”), or Arcturus II, a harsh
M-class desert planet orbiting a Type K1 giant. The
Arcturans have constructed massive cities in recent
history – some that span entire coastlines.
7
STAR TREK ROLEPLAYING GAME
and industry. A young race, the Arcturans never-
theless reached a galactic-mean level of technology
in only a few centuries. They developed massive
megalopoli, cloning and advanced genetic engi-
neering, computer and materials sciences to rival
any of the local species.
The Arcturans encountered humans in the late
22nd century and were one of the first members of
the United Federation of Planets, providing many
ground troops in times of conflict – they can clone
thousands of their people in days. They are fixated
on efficiency in a way the Benzites could never
hope to match: technology, economy, and eugen-
ics are their watch words. They were the last
Federation race to give up monetary systems of
ARIOLO
economy.
8
EXAMPLE VALUE: Nothing Is More Beautiful Than a
City in the Sky
THE ORIGINAL SERIES AND THE NEXT GENERATION
ERAS ONLY ATTRIBUTES: +1 Fitness, +1 Presence, +1 Reason
Ardanan citizens have a long history of societal division. The TRAIT: Ardanan. Ardana natives from either caste are
two castes that still hold sway over an Ardanian’s potential hardy individuals, whose duality of art and culture,
are the city-dwellers of the oating city, Stratos, and the and resource mining and management, make them
surface dwelling Troglytes. While anatomically no di erent, excellent all-rounders. Without the exposure to zenite
for years the Troglytes su ered from conditions and mental gas many Troglytes reach a level of academic and
di culties that reduced their higher brain functions. This artistic ability on par with the city-dwellers, making
was due to exposure to the zenite mines where they labored the Ardanans both a people of stout endurance and
and, once the Federation Bureau of Industrialization got cultural excellence.
involved, breathing apparatus was quickly made mandatory.
In contrast the beautiful City of Stratos, oating in the lower TALENTS: The character receives access to the
atmosphere of Ardana, is home to a people entirely devoted following talents:
to art, government and culture.
FAVORED PROFESSION
More active in Federation affairs in the late 23rd century
than the 24th; most Argelians preferred positions as
Merchants or Explorers. Some served in Starfleet, usually
as Communications Officers. And by the late 24th century,
several Argelians hold positions as Ship's Counselors.
Argelians are not cut out for military careers, beyond those
that allow a pacifistic individual to perform their duty
without much risk of being forced to take a life or harm
another.
SPECIES ADJUSTMENTS
+1 Agility, +2 Presence Argelians serving outside the Counseling, or
Communications elite professions will most often be found
in Operations, or Science Officer positions.
PHYSICAL DESCRIPTION
Argelians are outwardly indistinguishable from SPECIES ABILITIES
humans. Their physiques, coloring, and physical
characteristics are almost identical to Terran humans. Some Argelians have limited Psionic abilities. These rare
individuals receive the Psionic edge for free, but can only
There are some slight internal differences, most develop one Psionic skill; usually Empathy, or Telepathy.
notably in the configuration of their brains. This is Psionic Argelians begin with 2 levels of their chosen
what makes even non-Psionic Argelians so receptive Psionic skill.
to emotional stimuli, and so often prone to
nightmares, and vivid dreams. All Argelians will have the Pacifist flaw at level 2.
LANGUAGES
The Argelians speak their own language, Argelian.
Most Argelians also learn Federation Standard. Some
Argelians speak it with a slight accent that sounds
vaguely Arabic.
EXAMPLE VALUE: The Law is Blind But Also Fair
ARIOLO
economy.
8
ALIEN COMPENDIUM
Species Abilities
• Bonus Edge: Sherpa: As quadrupeds, Ariolo
can carry a great deal of weight, and receive
the Sherpa edge for free.
• Bonus Skill: Craft (Cooking): All Ariolo love
food and the preparation of the same. They
receive Craft (Cooking) skill at level 2, and
can advance that skill as a professional skill.
• Large size: As large creatures all Ariolo have
the following characteristics: +1 Strength; +1
Vitality; 1 extra level of Healthy; movement
speeds as follows: Walk 9m, Jog 18m, Run
36m, Sprint 60m, Travel 15 km/hr.
Picks
31 ([+5] +1 Vitality (species), [+5] +1 Presence,
[+2] Sherpa, [+4] Craft (Cooking), [+15] Large
size).
ST IV: The Voyage Home
Favored Profession
Any.
Species Adjustments
-2 Agility, +2 Perception
9
Ariolo are a mammalian species resembling the centaurs of Earth legend, with four legs and
two arms. They are large beings, massing nearly a half-tonne, and are covered in fine hair
ranging in colour from mottled grey through brown and black. They have a slow metabolism,
but when necessary can move extremely swiftly.
Ariolo are hedonistic, and very social. Pleasure is the central goal of individual Ariolo, and they
love to throw and attend aferio, or parties, although the word "party" is a very weak translation.
Ariolo have discriminating palates, and expend much energy both eating and cooking.
Attributes
Fitness 2 [5]
Intellect 2 [5]
Coordination 1 [5]
Presence 1 [5]
Empathy +2
Psi 0 [5]
Skills:
Artistic Expression (Cooking) AND (Music) 2 (3) (3)
Culture (Ariolo) 2 (3)
History (Ariolo) 1 (2)
Language (Ariolo) 2
Material Engineering (choose Specialisation) 1 (2)
Physical Science (choose Specialisation) 1 (2)
World Knowledge (Fillandia) 1 (2)
Typical Traits:
Artistic Ability (Cooking) +2, Engineering Aptitude +5, Excellent Chemoreception +2,
Hedonist -1, Phobia (Claustrophobia) -3
Notes:
Ariolo appeared in Star Trek IV: The Voyage Home in the Federation Council Chamber. This
writeup is a conversion of the FASA statistics published in the Star Trek IV Sourcebook.
SAMPLE NAMES:
REQUIREMENT: Arkarian, or Gamemaster’s permission. Female names: Bracha, Achan, Teres, Arat, Sibinis, Urus,
The increased bone density of the brow and nasal areas are Latash, Saksah, Hannah, Kamala
also found throughout the rest of their physical frame and Male names: Pemten, Vivik, Kopnon, Raksab, Navanat,
provide Arkarians with superior protection from blunt trauma. Natsan, Imis, Anat, Hagan, Vilim, Sachan, Feder.
ALIEN COMPENDIUM
Species Abilities
• Bonus Edge: Sherpa: As quadrupeds, Ariolo
can carry a great deal of weight, and receive
the Sherpa edge for free.
• Bonus Skill: Craft (Cooking): All Ariolo love
food and the preparation of the same. They
receive Craft (Cooking) skill at level 2, and
can advance that skill as a professional skill.
• Large size: As large creatures all Ariolo have
the following characteristics: +1 Strength; +1
Vitality; 1 extra level of Healthy; movement
speeds as follows: Walk 9m, Jog 18m, Run
36m, Sprint 60m, Travel 15 km/hr.
Picks
31 ([+5] +1 Vitality (species), [+5] +1 Presence,
[+2] Sherpa, [+4] Craft (Cooking), [+15] Large
size).
ST IV: The Voyage Home
Favored Profession
Any.
Species Adjustments
-2 Agility, +2 Perception
9
STAR TREK ROLEPLAYING GAME
skill picks. After choosing a package and Homeworld
picking skills, Arkenites can add +2 skill Bosala II, an M-class world on the edge of the
levels to any one skill, or +1 to two skills. Cardassian Union.
Picks History and Culture
7 ([-10] -2 Agility, [+10] +2 Perception, [+2] Skill Boslic society is comparable in age to that of
Focus (Keen Hearing), [+2] Magnetic Sense, humans. They have had two distinct eras: pre-Fall
[-1] Poor Sight, [+4] Skilled). and Reconstruction. The pre-Fall era, ending
ST IV: The Voyage Home roughly 2000 years ago, saw Bosala rise to a level
of industrialization comparable to pre-World War
III Earth. A collapse of civilization followed a global
war that nearly destroyed the ecosphere. The
Reconstruction era saw a rapid recovery of
technology and an interest in space travel.
The Boslics were contacted by Ferengi traders in
the 22nd century and quickly rose to a stellar-level
society. They have warred with both the Ferengi
and Cardassians – intermittently with the Ferengi
over trade disputes, and once with the Cardassians
who sought to conquer them, but were stretched
too thin in their war with the Federation.
Boslics are capitalists and individualists who
view freedom and civilization as intrinsically
connected to personal property.
Favored Profession
Merchant or Rogue.
Species Adjustments
+1 Presence. Most Boslic cultivate their social
skills because it’s good for business.
10
ARKENITE
THE ORIGINAL SERIES AND THE NEXT GENERATION ERAS ONLY
Arkenites are a humanoid species native to Arken II, members of the Federation. They
are an aquatic race with the ability to function outside of a marine environment. They
have complex sensory organs that are able to detect magnetic fields and changes in
pressure and temperature. Their culture is based around a group mentality called the
Sia Lenthar. The more diverse their Sia Lenthar group, the more pride an Arkenite pack
member feels. Arkenites are gifted in the fields of geology, astronomy, and physics.
Ø TRAIT: Arkenite. Arkenites are aquatic humanoids that can also breathe air and
function out of water. They have three cranial lobes and pointed ears. Their
sensory organs permit them to detect changes in pressure, temperature, and
magnetic fields. Arkenite eyes are green in hue and lack an iris. When in a non-
aquatic environment, Arkenites wear an Anlac’ven device that helps them keep
their balance. The repayment of debt is a concept ingrained in Arkenite culture.
SENSORY EXCELLENCE
REQUIREMENT: Arkenite, or Gamemaster’s permission.
Your sensory organs allow you to detect more about your environment than other
species. When you succeed at a Task to perceive or analyze your immediate
environment, you will gain one bonus Momentum, which may only be spent on the
Obtain Information Momentum Spend.
PRIDE IN DIVERSITY
REQUIREMENT: Arkenite, or Gamemaster’s permission.
Your efforts are bolstered by pride when you work in tandem with a diverse group.
When attempting or assisting a Task, and two or more other characters are involved in
the Task, you may re-roll one d20.
Because of their higher radiation resistance, they are 2374: The Artemisians contact the Federation. They have
slightly more resistant to phasers and similar chosen to apply for membership, and would like a ship to
weapons on lower settings. They are still affected by be sent to finalize the necessary negotiations. Final
them, but they recover more quickly. negotiations have to be done in person, by Federation law,
so that they can determine in person as to whether what
By necessity, their medical people have become they have been told is true or not. They have been deceived
experts on the effects of radiation on Human in the past by others, so this law was enacted to minimize
physiology, and have even found ways to improve the the possibility of the Federation from becoming allied with a
effectiveness of hyronalin and its derivatives. They are species that doesn’t uphold the ideals of the Federation.
still affected by other damage, such as chemicals or The Federation is in the middle of the Dominion War, and
biological infections. they don’t have many ships to spare. But they also can’t
deny that they need allies at this point in time, and are
Because of their higher resistance to radiation, they approaching a number of species to help bolster their
have been sensitized to radiation, and as a result, they numbers. Although the Artemisians can’t supply much in
can detect decay products from it, and with training, the way of manpower, as their population is just over
they can even determine what kind it is, be it fission, 16,000, they are in a strategic location that would serve as
fusion, antimatter annihilation, or even ordinary an excellent staging area against Dominion forces.
nuclear decay. It has to be above a certain level and in
a certain concentration for them to do this. LANGUAGES
Artemisians do not have a “native language” per se. As a
When they die, their enhanced healing ability also
colony of Earth, they brought with them, to Tau Cygna V,
causes their cellular necrosis rate to increase
their own languages. And there are several languages that
exponentially, so unless they are put into stasis
were in use on the colony.
immediately upon death, their body will disintegrate
within hours. As a result, they don’t have burials, and
Among them were English, French, German, Gaelic,
Spanish, and some Native American dialects. Most Civilian Artemisians are likely to be found as Merchants,
Artemisians will speak Federation Standard (basically Diplomats, or Scientists. Few Rogues, and fewer Soldiers.
American English), although some speak it with a
more archaic dialect. Artemisians also speak There are a few Artemisians who have applied to join
distinctly, and this distinct style of speech could be Starfleet in the 20+ years since first contact with the colony
considered an “Artemisian accent”. on Tau Cygna V.
COMMON NAMES
Artemisians will gravitate towards the Elite Professions of
Artemisian names come from a variety of Earth
Free Trader, Inventor, and Explorer.
cultures. Some Artemisians have both aersonal name
and a surname, and some only have one name. Of the
Artemisians interacted with most closely by Lt. SPECIES ABILITIES
Commander Data in 2367, three were mononymous Artemisians are a naturally curious, and very hardy people.
and one – Ard'rian McKenzie – had both a first and last But, due to the isolation of their colony they did not develop
name. as a people with the most personable of social skills.
Other Artemisians mentioned in Data's logs of the Some Artemisians, such as Gosheven, are stolid and vert
incident include Gosheven, the leader of the colony, set in their ways, while others, such as Ard'rian McKenzie
and two other males – Haritath, and Kentor. are curious and outgoing, almost to a fault.
It may be significant within Artemisian culture that Artemisian character receive a +1 species bonus to both
Ard'rian McKenzie, the only female interacted with Perception, and Vitality scores, but suffer a -1 species-
directly by Data, is also the only Artemisians with a based penalty to their Presence attributes.
surname. All the prominent males seem to use the
mononymous forms. In addition to attribute modifiers, Artemisians have the
following traits inherent to their species.
FAVORED PROFESSION
As with Earth humans, Artemisians are suited for just
about any kind of work. They enjoy challenges, and
will usually chose a profession likely to offer them
one.
AURELIAN
Species Abilities:
·Racial Ability:Flying*
·Pacifist
*On worlds of 0.7 G or less the Aurelians have the ability to fly. On worlds up to 1.1 G
they may glide for some distance. This ability varies with atmospheric conditions.
Aurelians are roughly humanoid in shape, with bird like features. They have large wings
that provide flight. Feathering has been observed in a variety of colors, from solid yellow
to a black-and-grey pattern. They shared a strong physical resemblance with the
Skorr(see below). They have a lifespan of more than a hundred Earth years.
Aurelians make their homes in the high peaks of their planet's mountain ranges.
Aurelians are excellent stone crafters, thier natural, flowing architecture is known across
the Federation.
Aurelians are noted historians and mathmaticians. As of 2269 the Aurelian Academy of
Science is examing the Guardian of Forever on the Time Planet.
Aurelia is the second planet of three planets of the Xi Herculis system, a giant red star. It
has a slightly lower gravity than Earth (0.7 G), allowing the Aurelians true flight there and
on worlds with similar light gravities.
The Aurelians became members of the UFP in 2244. The Aurelians also claim the third
planet in their system as theirs. This planet is a ringed gas giant with 12 moons, two of
which provides mineral ores the Aurelians use in their industry.
Description
The planet of Aurelia is home to a bipedal, avian race known as the Aurelian. Although
resembling birds, the Aurelians do have humanoid arms and legs, and are perfectly
capable of using devices like a tricorder.
They live in mountainous regions of their world, building their homes in caves that they
excavate themselves. They are excellent workers in stone, and some have become
famous throughout the Federation for their finely executed sculptures. They are very
interested in history, especially Federation history, and make excellent additions to any
corps of scientists and/or historians.
They shared a strong physical resemblance with the Skorr(see below). They have a
lifespan of more than a hundred Earth years.
The Aurelian females are larger and the males were noted as being 8 foot tall. The
females grow to 9 foot and the males between 7 and 8 foot. Note, that the height of an
Aurelian can be deceptive because they normally walk in a slight slump. They reserve
their fully upright stance for conditions when they are thinking of standing up straight
(like being at attention) or when they are attempting to intimidate or frighten.
A mated pair of Aurelains will lay 2 or 3 eggs in a single brood. The volume of the egg is
like the Earth bound Ostrich, around one and a half liquid gallons.
Most Aurelians are a solid yellow-gold in coloration (known simply as the golden
Aurelians) however another species has been encountered as well. These are brightly
colored in a series of gray, black, orange and white. It appears that the two species have
developed on separate continents of their homeworld but are otherwise the same.
Aurelia is the second planet of three planets of the Xi Herculis system, a giant red star. It
has a slightly lower gravity than Earth (0.7G), allowing the Aurelians true flight there and
on worlds with similar light gravities.
The Aurelians became members of the UFP in 2244. The Aurelians also claim the third
planet in their system as theirs. This planet is a ringed gas giant with 12 moons, two of
which provides mineral ores the Aurelians use in their industry.
Aurelian names usually comprise song-like syllables with the individual’s name rst and the
familial or clan name second. The familial name, however, is included for tradition’s sake
only – as clan divisions have long since been abolished on Aurelia.
SAMPLE NAMES:
Female names: Manika-Esp, Sutrial-Jon, Loisma-Ne, Pipadi-Par, Inroha-Fe, Evaasa-Al
Male names: Jorenber-Le, Aleek-Om, Pealo-Dix, Tarieel-Er, Lovalga-Li, Dueyyit-Ne
Automated Personnel Unit
THE NEXT GENERATION ERA ONLY
Automated Personnel Units are a type of android constructed by both the
Pralor and Cravic around the early 23rd century.
Programmed to ght in a war being waged between the two groups, both
types of units were of a virtually identical design.
Eventually the Pralor-Cravic war came to an end and both sides
agreed to deactivate their Automated Personnel Units. The units
on both sides, sensing a threat to their existence, turned on
both the Pralor and Cravic, exterminating both races, and
resumed the war.
In 2372, the USS Voyager discovered a non-functioning Pralor
unit. B'Elanna Torres reactivated the unit, and was able to
determine a means to reproduce the chromodynamic power
module such that other androids could be powered. When she
realized that allowing the Pralor units to procreate would vastly
alter the balance of power in the con ict (and possibly the
quadrant), she destroyed her work and allowed the remaining
automated personnel units to continue their war.
8
𝚫
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AXANAR
ANY ERA
The Axanar (or sometimes called Axanarri) are one of the first alien species
encountered by Earth Starfleet. They are androgynous. Some hostile species forcibly
harvest trigobulin from the Axanar. They are long-lived, with some living to 400 years
old. They eventually joined the Federation.
Ø TRAIT: Axanar. The Axanar are androgynous. Their blood is green. They produce
triglobulin from their zymuth gland, and the substance is an aphrodisiac for some
species, and also has medicinal uses. They prefer a nitrogen-methane atmosphere.
They have a long lifespan, with the average being 400 years.
TRIGLOBULIN EXPERTISE
REQUIREMENT: Axanar.
You were taught early on about the uniqueness of your Axanar physiology, and also
how triglobulin affects other species. Once per mission, if you are able to use a sickbay,
you may create an Advantage for free, related to a medical use of triglobulin.
Axanari are hardy, energetic humanoids that inhabit the planet Axanar III
(Beta quadrant). They are the only species to have joined the Federation after
going to war with it. They are an androgynous humanoid species with an
average lifespan of 400 years. Their eyes are reptilian in appearance & their
grayish skin is wrinkled. They have 2 narrow ridges that run down the center
of their heads to split at the nose & finish on both sides of their mouth. They
resemble tall humans with a varying degree of complexions. Many have an
overly developed chip on their shoulders & a propensity to act before
thinking. When asked a question, an Axanari will always have a definite
answer, even when there is insufficient evidence, & will be absolutely certain
that he is correct.
Names: They have a given name & a surname that they inherit through the
paternal line. Male: Meyas, Neroun, Davak, Harklos. Female: Kelisa, Nerisar,
Sevahin, Yelgara. Surname: Kagim, Kuyan, Sozenn, Bayli.
Talents:
Axanari, or with GM's permission.
SPECIES
BA’KU
THE NEXT GENERATION ERA ONLY (2375 AND LATER)
Once a warp-capable species, the Ba’ku left their war-torn planet and found a planet
within the Briar Patch where they could settle and live a life of peace. They abandoned
technology and created an agrarian society. The planet’s rings gave off metaphasic
radiation that allowed them to stay young and live for centuries. A group of their
youngsters left the planet and became the Son’a. They refuse to use weapons even in
self-defense. They will not use any but the simplest machinery. Some are also able to
slow down the passage of time in a small area around them.
Ø TRAIT: Ba’ku. The Ba’ku are physically similar to humans. Due to the metaphasic
radiation, they may live for a very long time and resist aging once they reach
maturity. They heal quickly and have clarity of the mind. This protection will
diminish the longer they are away from their planet. They prefer a slow pace of life.
They are genetically identical to the Son’a.
METAPHASIC HEALING
REQUIREMENT: Ba’ku, or Gamemaster’s permission.
The cost for you to Avoid Injury is reduced by 1, and attempts to heal you reduce in
Difficulty by 1. This ability is always active if you are on your home planet, but off-
planet it will only work a number of times equal to your Fitness. To regain the ability,
you must return to your home planet and spend one week there.
PERFECT MOMENT
REQUIREMENT: Ba’ku, or Gamemaster’s permission.
You are able to slow time in an area around you (and allow one other person within
Reach to share the benefits of slow time). Spend one Determination to activate this
ability. You both regain your ability to Avoid Injury. Also, until the end of your next Turn,
Swift Tasks (for you and the person in the Perfect Moment) cost one less Momentum.
A SIMPLER LIFE
REQUIREMENT: Ba’ku, or Gamemaster’s permission.
When you attempt a Task without using any technology, and receive no assistance
from technology (or assistance from someone using tech), gain one bonus Momentum
if you succeed. The bonus Momentum may not be saved in the group pool.
In the middle years of the 23rd Century, the Terran Empire reached the
planet of Bajor. Seeing the world’s rich resources and strategic location near
the Cardassian Union, the Empire quickly occupied the world. The Imperial
Starfleet easily defeated Bajor’s forces, and all Bajorans who fought back
were rounded up and publicly executed. Over the next half-century, over a
hundred million Bajorans would be killed. The Bajoran religion was heavily
suppressed, with all suspected priests killed and all icons and relics seized
and destroyed, including all known Orbs of the Prophets. Eventually, the
Klingon-Cardassian Alliance freed Bajor from its occupation. Grateful for their
liberation, Bajor immediately joined the alliance, enslaving any remaining
Terrans and putting them to work rebuilding their world. With the aid of
the Cardassians, the Bajorans constructed a space station around their
world to aid in mining and the restoration of their world. Terrans from
adjacent sectors were relocated to the station, Terok Nor, to perform
hard labour in its uridium processing facilities. Many Bajorans relished
the opportunity to repay the Terrans for generations of suffering. In
2372, the station was seized by Terran rebels, who threatened to
irradiate the planet’s surface if Bajor took any aggressive action. After
Alliance attempts to retake the station failed, Bajor reluctantly accepted
the rebel’s presence.
FAITHLESS
REQUIREMENT: Bajoran, or Gamemaster’s Permission
After your world’s occupation, you have lost your faith in the Prophets
and hold few things sacred, being either highly rational or deeply
cynical. You may challenge a Value to gain a point of Determination
twice during a mission rather than just once.
SPECIES
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SOMENTE ERA DA NOVA GERAÇÃO
Most Bandi are of slightly leaner build than the The Bandi have a steady trade agreement with both the
average human, causing them to appear taller and Talarians, and the member-worlds of the Coalition of
more gaunt. A tall Bandi male can even have a Madena.
deceptively intimidating appearance, by appearing to
be taller or more imposing than their actual size.
Bandi have tanned skin, of the human Caucasian tone. FARPOINT STATION
And they usually have dark hair that turns silver, to
gray or white in old age. Farpoint Station was a station built in extremely short
time on Deneb IV. The Bandi, a species inhabiting
Bandi usually have dark eyes, although some will have Deneb IV, offered this station to Starfleet. The Bandi
gray, or even blue eyes. were not a very advanced civilization and Starfleet was
intrigued by this engineering performance.
In civilian Bandi society, most males ware their hair
long, but will often bind it into a “pony-tail”, or tuck it Groppler Zorn kept a model of Farpoint Station in his
under an elaborate head-dress that looks, ironically, office in the old Bandi City.
like a wig made of a type of coarse fabric designed to
resemble long, unkempt hair. In 2364, the crew of the USS Enterprise-D investigated
this station and found out that it was, in fact, a
CULTURE spaceborne entity enslaved by the Bandi. Following its
liberation by the Enterprise, Captain Jean-Luc Picard
The Bandi have a very artistic and intellectual culture.
worked with the Bandi to schedule the reconstruction
They enjoy learning, but do not readily embrace all
of the station.
forms of technology. This has caused their own
technological development to be somewhat slow in
catching up to that of their neighbors.
Bandi also tend to be slightly more frail than a human of the
LANGUAGES same size, age, and apparent health.
The Bandi have their own native language – Bandish –
The commonly gaunt, and often disheveled appearance of
and most Bandi encountered will also know at least a
most Bandi tends to hamper them to some degree, as far as
functional amount of Federation Standard. Well-
socializing with other species is concerned.
traveled Bandi will normally be able to communicate in
Talarian, Stralebic, and Atlecish.
But, Bandi are very astute and observant.
COMMON NAMES
Bandi have short, monosyllabic names. The Bandi While they suffer a -1 penalty to both their Presence and
leader at the time of the Farpoint mission – Groppler Vitality attributes, all Bandi receive a +1 species bonus to
Zorn – has a very standard and actually quite common their Perception scores.
Bandi name.
Other abilities common to members of the Bandi species
Groppler is a title, roughly translating to “president”, include:
or “governor”. Not part of a proper name.
Psionic: Some Bandi can develop powerful Psionic abilities,
HOMEWORLD even to the level of a Betazoid. A Bandi who takes the
Deneb IV was the fourth planet in the Deneb star Psionic edge at character creation will begin with 1 free
system. This M-class planet was the homeworld of the level of Empathy skill, and 2 levels of Telepathy. A Bandi will
Bandi. also receive a +1 to their Psionic attribute. And Psionic
Bandi may advance this attribute as a Favored Attribute,
Deneb IV was visited by Starfleet personnel as early as and one of their Psionic skills as a Professional Skill – but
the 2260s, but in 2364, it was still at the edge of "the the Bandi may only chose one Psionic skill to advance in
great unexplored mass of the galaxy". this way.
Deneb IV is a planet located in the Alpha Quadrant, Curious: All Bandi receive this Edge as a Species Trait.
and is the fourth planet in the Alpha Cygni (Deneb)
system. This system is 3,230 light years from Sol, in Gullible: Bandi will also have this Flaw as a Species Trait. A
the Alpha Quadrant. This planet, with a population of Bandi may “buy off” the Gullible flaw, but only if they intend
450 million Bandi in 2378, signed a treaty with the on working, and traveling off-world. If a Bandi intended to
United Federation of Planets in 2364. This treaty join Starfleet, for example. And normal rules for buying off
stipulated that Starfleet would operate Starbase Flaws do apply.
Farpoint Station. Another attraction was the Old City,
adjacent to the station. Ambitious: A Bandi species-trait; although not definable as
a Flaw, or an Edge. Whether an individual Bandi's tendency
Aside from the Old City, and the Farpoint station, the to be ambitious is a good thing, or a bad will depend on the
planet is unremarkable in its features. It is a largely personality of that individual. Some Bandi may simply be
barren plant with a low level of surface water. Despite driven to succeed; a good quality for a Starfleet officer.
this, the Bandi have managed to develop a functional Others might be inclined to self-advancement, or selfish
agriculture, and have also developed several benefits regardless of the consequences.
industries that thrive in the planet's limited resources.
When a Bandi character is created he must chose whether
The climate of Deneb IV is generally mild, to warm; his interpretation of the ambitious nature of the species is
and dry. selfish, or laudable. If the former, the Bandi suffers a -1
penalty to either Savvy or Willpower reactions. The latter
conveys a +1 bonus to either (but not both) reaction scores.
FAVORED PROFESSION
Bandi are most comfortable in the Merchant
profession, and also make excellent Starship Officers
– several Bandi serve in Starfleet by the mid 2380s, a
decade after the end of the Dominion War.
SPECIES ABILITIES
The Bandi are, in most respects, a very average
people and very similar to humans on both a physical
and intellectual level.
EXPERT QUARTERMASTER
REQUIREMENT: Barzan, or gamemaster’s permission.
The Barzan have long had to make do with less, and this has
taught them to be especially considerate of all resources at
their command. When needing a rare element or device to
accomplish an action, a Barzan may reroll a d20 in their task
roll to determine if another element or device can be used in
its stead. The Barzan are also aware of most of the alternate
uses any piece of personal equipment they possess can
do should the need arise, such as substituting a tricorder’s
memory module to repair a terminal.
CHAPTER 05.10
091
THE NEXT GENERATION ERA ONLY
REQUIREMENT: Benzite.
When you succeed at a Task using a computer console
(including a bridge station), you gain one bonus
Momentum. This bonus Momentum cannot be saved into
the group pool.
SAMPLE NAMES:
Male names: Mendon, Mordock
Female names: Hoya
BENZITE
THE NEXT GENERATION ERA ONLY
TRAIT: Benzite. Benzites have distinctive tendrils near their mouths and
skin that comes in shades of blue or teal. They have two opposable thumbs
on each hand. Benzites are unable to comfortably breathe oxygen-nitrogen
atmospheres and require a respiration device to provide additional
necessary gases, moistures, and salts. As they breathe substances fatal
to many other species, Benzites have an innate resistance to many toxins.
Similarly, they are capable of digesting a wide range of substances
inedible to most species, but when off-world most limit themselves to the
menus of the non-Benzites out of politeness.
COMPETITIVE DRIVE
REQUIREMENT: Benzite, or Gamemaster’s Permission
You do your best work alone and without assistance. When you succeed on
a Reason, or Control Task without another character assisting, you gain an
additional Momentum that must be spent on that Task.
THOROUGH WORK
REQUIREMENT: Benzite, or Gamemaster’s Permission
You work slowly but methodically, careful to avoid making mistakes.
Whenever you roll one or more complications on a Science, or Engineering
Task, roll 1 A. If an Effect is rolled, you cancel out 1 complication.
Beta Annari
TNG era only
Trait: Beta Annari. This reptilian, humanoid species has a naturally tough, scaly hide, strong claws on each
finger and toe, and small but sharp, carnivorous teeth. But perhaps the most notable aspect of Beta Annari
physiology is that they possess 1 253 olfactory glands, giving them an exceptionally sensitive sense of
smell. Some urban myths exist about exactly what this sense of smell allows them to sense, but they
certainly have the ability to sense things about a person that most humanoids would consider strange and
unusual. At the same time, there are definitely certain types of chemical camouflage that can be used
against the Beta Annari sense of smell, to varying degrees of success.
Reptile Hide
Requirements: Beta Annari. Character creation only.
The skin of a typical Beta Annari is remarkably tough. It is composed of multiple layers of reptile-like scales
of varying sizes, evolved for absorbing the teeth and claws of ancient predators. While this hide is no match
for modern energy weapons or explosives, it is still useful against less energetic cutting weapons. You gain
one extra point of Resistance, but only against weapons with the Piercing Damage Effect.
10
SOMENTE ERA DA NOVA GERAÇÃO
Conquered by the Terran Empire early in the 23rd Century, the subjugation
of Betazed resulted in surprisingly few casualties, but instead the Betazoids
paid a heavy cultural price, becoming corrupted by power. A largely peaceful
species unaccustomed to conflict and duplicity, the Betazoids surrendered
quickly to the initial Terran invasion. As the occupation unfolded, the Betazoids
used their psychic powers to wage a silent campaign of sabotage and
assassination. Rather than employing the usual tactics of public executions
as reprisals for rebellion, the Terran governor began employing Betazoid
collaborators to counter the insurgents, offering prestige and great wealth
to those willing to work with the Empire. The usefulness of telepaths was not
lost on the Emperor and Starfleet’s admiralty, and Betazoids who volunteered
to serve in the Imperial Starfleet were richly rewarded. Slowly, over a
generation, Betazoids ceased their resistance and embraced the values
of their occupiers, seizing chances for power and an escape from poverty
and oppression. Flush with their new prestige in the Empire, Betazoid
culture rapidly shifted from one of openness to a secretive police state that
produced some of the most feared spies and interrogators in the Empire.
Because of its remote location and important position in the empire,
Betazed was one of the first worlds targeted by Cardassian forces. The
planet was “liberated” by Alliance forces who occupied the system
until a new government could be formed, which was conveniently
subservient to the Alliance. But to civilian Betazoids, the shift in
leadership has led to few changes to daily life.
MENTAL FORTITUDE
REQUIREMENT: Betazoid, or Gamemaster’s Permission
Through intense mental training, you can erect psychic barriers that shield your
thoughts from being read or your mind from being influenced or controlled.
When you attempt a Task to resist unwanted telepathy, psychic attacks, or
mental influence, you reduce the Difficulty by 2.
INDUCE DISTRESS
REQUIREMENT: Betazoid, or Gamemaster’s Permission
Instead of merely emphatically reading emotions, you have learned to induce
them, instilling a creature with feelings of stress, panic, and anxiety. This is
typically an Insight + Control Task with a Difficulty of 2 that can be performed
at Medium range. Until your next Task, all Tasks made by the target increase
in Difficulty by 1.
SPECIES
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
STAR TREK ROLEPLAYING GAME They still have minimal flaps beneath their arms as a result.
SPECIES PROFILE They still retain the enhanced reflexes and senses they had
from earlier in their evolution, making them superb
predators.
SPECIES NAME: BETELGEUSIAN Since they have abandoned all planets and live on colony
ships or stations, they view all life as ephemeral. They live
VISUAL REPRESENTATION life to the fullest, hoping to earn enough glory and
experience to be able to return to their clan and be
considered an adult.
The more exciting the activity, the more they like it. The
Earth term for their cultural choice is ‘adrenaline junkie.’
This includes most athletic activities, including such things
as free-climbing, parkour, and even an activity as strange as
bungee-jumping down a turboshaft. They enjoy challenges
and don’t back down from them.
The once-frigid small planet B'halar was made Easily Distracted: Due to their impulsive nature almost
habitable only through extensive climactic alteration. anything can attract a Betelgeusian's attention. They have
Even after those changes, it was subject to wildly this Flaw as a Species Trait. (see p. 140 of the Player's
powerful storms; to avoid them, most B'halaran cities Guide).
were constructed underground.
OPTIONAL EDGES
Forced to abandon their homeworld, and home-
Betelgeusians will often have several of the
system long ago due to the Betelgeusian star
following Edges, and only need spend 1
morphing into a red giant; the Betelgeusians now do
Advancement Pick to acquire any of them:
not call any world or system their home. They live,
instead, on massive colony ships.
Alert, Competitive, Confident, Courageous,
Excellent Metabolism, Fit, Great Stamina, Great
FAVORED PROFESSION Vitality, Healthy, Lightning Reflexes, Quick Draw,
Betelgeusians can easily function in any profession, Sense of Direction, Speed.
but do to their reckless, adventuresome natures often
choose professions that satisfy this urge for thrill- OPTIONAL FLAW
seeking and risk-taking.
The competitive nature of Betelgeusian society
Civilian Betelgeusians are most often encountered as makes all Betelgeusians potential rivals of each
Soldiers, or Scientists; with Mercenary, or Explorer other. Some Betelgeusians (especially those with
being common Elite Professions. the Competitive Edge) will have the following Flaw:
SPECIES ABILITIES
Betelgeusians are extremely agile, and suited for an
athletic lifestyle. They also have an uncanny sense of
their own surroundings. As a result they receive a +2
Species Bonus to their Agility and Perception attribute
scores. They are also a surprisingly hardy species,
receiving a +1 bonus to their Vitality attributes as well.
9
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THE NEXT GENERATION ERA ONLY
From the planet Bolarus IX, Bolians are well known for
their hospitality and outgoing personalities. Identi ed by a
cartilaginous ridge that extends down their head, vertically, down
the center of the face to the chest, with skin color ranging from
light blues, to dark greens and muted purples with darker banding
across the head. They are predominantly bald, though some
females are known to have hair on their heads. Bolian marriages
have more than two partners, of both sexes, but procreation
with other species isn’t all that common, given the Bolians’
incompatibility with others. Humans, in particular, have noted
several side e ects of inter-species relations, including nausea,
fatigue, and in ammation.
SAMPLE NAMES:
Male names: Ardon, Hars, Boq’ta, Brathaw, Chell, Rixx, Zim
Female names: Golwat, Lysia, Mitena
Family names: Adislo, Arlin, Brott
BOLIAN
THE NEXT GENERATION ERA ONLY
TRAIT: Bolian. Bolians are typically bald and have skin in shades of
blue. They have a corrosive internal chemistry that allows them to
ingest many things that would be unpleasant or even deadly to other
species, including decaying meat and strong corrosives such as acid.
Because of this, intimate relations with non-Bolians can be challenging.
GREGARIOUS
REQUIREMENT: Bolian, or Gamemaster’s Permission
You selflessly support the actions of your fellow crew members. Whenever you
assist another character with a Task outside of combat, the character you
assisted gains 1 bonus Momentum if they succeed.
OFFER ADVICE
REQUIREMENT: Bolian, or Gamemaster’s Permission
You are happy to make suggestions for how to best execute a course of
action and quick to work as part of the team. Whenever you spend the
last Momentum in the group’s Momentum pool, roll 1 A when you transfer
initiative. If you roll an Effect, add 1 Momentum back into the group’s
Momentum pool.
MARKET SAVVY
REQUIREMENT: Bolian, or Gamemaster’s Permission
You have learned the basics of economics and trade, possibly with a
connection to the Bank of Bolias. Increase the Difficulty of all rolls in a
Social Conflict made to persuade you by 2. This Difficulty increase is
removed as soon as a fair and equitable deal is offered.
ATAQUES:
Golpe Desarmado (Corporal, 3 Derrubar, Tamanho 1M,
Não Letal)
Agravamento Tubos de Assimilação (Corporal, 5
Intenso, Tamanho 1M, Mortal, Debilitante)
REGRAS ESPECIAIS:
TRAÇO: Borg. Borg são extremamente fortes e resilientes, Protocolos de Ameaça: Zangões Borg não atacarão ou
graças a sua siologia tecnologicamente aprimorada. tomarão qualquer outra ação tática ou hostil a menos que
Eles não têm autodeterminação e intuição, dependendo sejam atacados primeiro, ou ordenados a isso pela Coletivi-
de diretivas e protocolos da Coletividade, e a consciência dade. Durante qualquer cena, custa 1 de Ameaça para per-
coletiva de incontáveis outros zangões Borg. mitir que um zangão realize ataques/faça ações hostis pelo
restante desta cena; esse custo é suprimido para todos os
zangões presentes na cena (inclusive reforços que cheguem
durante a cena) se qualquer zangão for atacado.
PdMs Borg comumente usam as seguintes regras especiais.
lIH
CONN 01 ENGINEERING 01 MEDICINE – X Threat Protocols: Borg drones will not attack or take any other
hostile or tactical actions unless attacked rst, or directed to do
STRESS: 11 RESISTANCE: 3 (Exoplating) so by the Collective. During any scene, it costs 1 Threat to allow a
drone to make attacks or take hostile action for the remainder of
ATTACKS: this scene; this cost is waived for all drones present in the scene
X Unarmed Strike (Melee, 3 , Knockdown, Size 1H, Non-lethal) (including reinforcements arriving during the scene) if any drone is
X Escalation Assimilation Tubules (Melee, 5 , Intense, attacked.
Size 1H, Deadly, Debilitating)
SPECIAL RULES:
X Adaptive Shielding (see Borg Characters sidebar)
X Assimilation (see Borg Characters sidebar)
X Immune to Fear A Borg medical drone is almost indistinguishable from other
X Immune to Pain members of the Collective except that they are equipped
X Machine 3 with surgical devices able to make cybernetic modi cations
X Night Vision to those they have assimilated.
X Threat Protocols (see Borg Characters sidebar)
This pro le represents an assimilated Cardassian, as their
orderly minds and retentive memories make them well-
suited to precise technical roles. It can be adjusted to
represent other species by changing the second species trait
(examples of other species traits may be found on pages
Almost identical to other drones, the Borg technical drone 349, 351, 353, and 355).
is tasked with the assimilation and modi cation of any
technology the Borg wishes to add to their Collective. TRAITS: Borg, Cardassian
ATTACKS:
X Unarmed Strike (Melee, 2 , Knockdown, Size 1H,
COMMAND – SECURITY 01 SCIENCE 02 Non-lethal)
X Escalation Assimilation Tubules (Melee, 4 , Intense,
CONN 01 ENGINEERING 02 MEDICINE –
Size 1H, Deadly, Debilitating)
Freed or “liberated” Borg are not a true species, but members of another species—
such as Human, Klingon, or Romulan—who were assimilated but have regained
their individuality. They have been removed from the Borg Collective: the gestalt
consciousness of all Borg drones. Freed Borg typically have most of their cybernetic
implants laboriously removed, but some components are so integrated with their
bodies that removal would mean death. Similarly, many are missing organs or
limbs and are forced to make due with the Borg replacements. Freed Borg do
not have a society or culture of their own, but rather a shared trauma that unites
them with other freed Borg. Some still identify them as members of the species
they were prior to assimilation, especial if they try to rejoin that culture. Sadly,
many societies and people reject freed Borg, being unable to shake their fear of
the cybernetic beings. The vast majority of the trillions of Borg drones remain a
part of the Collective, but there are a few small groups of freed Borg who have
developed their own organizations or sub-cultures, such as the Independent
Nation of Borg, the Wardens, and the Borg resistance movement of Unimatrix
Zero.
TALENTS: The character receives access to the traits of the species prior to
assimilation as well as the following talents:
COMBAT MODIFICATION
REQUIREMENT: Borg, or Gamemaster’s Permission
One of your limbs has a dangerous tool that can be used as a weapon,
perhaps including a circular saw, drill, or sharpened blade. You add the
Intense effect to your Unarmed Strike and it no longer has the non-lethal
quality.
REGENERATIVE NANITES
REQUIREMENT: Borg, or Gamemaster’s Permission
Borg molecular machines remain in your bloodstream, healing your wounds
and curing your illnesses, but continually attempting to reactivate dormant
Borg implants. When you avoid an Injury by adding Threat, you also regain 3 Stress.
SENSOR IMPLANT
REQUIREMENT: Borg, or Gamemaster’s Permission
You have a multi-spectrum sensory array built into your body that you can use to scan
an area as if you were using a tricorder. Using this implant is a Control + Science Task with
a base Difficulty of 0. Success generates one bonus Momentum, which must be used on
the Obtain Information Momentum spend. The question asked must be related to the scan.
The character becomes Immune to Pain and Fear, gaining Grants the character Resistance 2.
+3 Resistance to non-lethal attacks and immunity to being
intimidated or threatened.
The character can scan the environment, like a tricorder, and
Tasks do not su er an increase in Di culty due to darkness.
Allows the character to interface directly with technology. When
the character gains assistance from a ship, they may reroll the
ship’s d20.
THE NEXT GENERATION ERA ONLY
The true power of the Borg comes from the nearly in nite number of
drones that have been assimilated into the collective, like slaves of ancient
civilizations. Thousands upon thousands of species have been forcibly
pressed into service, their individuality stripped away in the most horri c
way imaginable. For centuries, these poor souls had no hope of escape,
condemned to a life of servitude aboard Borg ships, installations, and planets.
Worse, once fully brought into the hive mind, they would seek out and visit the
same fate upon anyone and everyone unfortunate enough to cross their path.
But in the last few decades, more and more drones have been separated from
the collective – either intentionally or by some twist of fate. Once removed
from the grip of the cacophony of voices speaking as one, the identity of
these lucky few can begin to resurface, and they have the opportunity to try
and regain the life that was taken from them. Liberated Borg, as they have
become known, are as di erent and distinct from each other as any other
individual member of a species. Some want only to return to the simplicity
of existence that the collective o ers, and will work tirelessly to become one
with the Borg again. Others, invigorated by their release, embrace life with
exuberant abandon. Regardless of their response to their new-found freedom,
all must contend with the di culties that their new life brings: rehabilitation,
reintegration, and reintroduction to life as a solitary individual.
The Borg have existed far longer than the Federation, Star eet, or even
humanity’s ventures into space. However, for nearly all of that time, they
remained far beyond Federation space. Aside from a single encounter in the
mid-22nd century, Star eet had no contact with (or even real awareness of) the
Borg Collective prior to the fateful encounter, precipitated by Q, with the U.S.S.
Enterprise-D near the J-25 system.
That said, as the Borg have existed for centuries, the Borg could be a terrifying
adversary for games set during the Enterprise or The Original Series eras.
Such encounters could, in theory, lead to the capture of a Borg drone and
subsequent introduction of a Liberated Borg character into such games. The
Next Generation Era-only restriction is intended to represent when this species
becomes readily available.
All Liberated Borg are mixed-species characters, with their additional species
being whatever they were before they were assimilated – they receive the Traits
from both species. Thus, they may use the attributes of either the Liberated
Borg or their original species, and may select Talents from both their original
species and the Liberated Borg Talents that follow.
The Borg have perfected the integration of arti cial When the character gains assistance from a ship, they may
components into biological frames. More than any other reroll the ship’s d20.
culture, the Borg are as much machine as they are organic,
and drones come with a staggering amount of cybernetics to CORTICAL ARRAY (NEURAL SUBSPACE TRANSCEIVER)
improve their e ciency. Borg drones have unique functions Provides the character with a built-in short-range subspace
within the collective, and as such, the implants they are communications device that cannot be removed without
equipped with can vary considerably. surgery. If the character also has the Ocular Sensory Enhancer,
the character can “see” data transmissions as well as the
ADAPTIVE SHIELDING entire EM spectrum.
Each time the character is Injured by an energy-based
weapon, roll 1 . If an E ect is rolled, the character becomes CYBERNETIC ARM (TACTICAL)
immune to that type of weapon for the remainder of the scene. The character gains the Assimilation Tubules weapon (Melee,
5 , Intense, Size 1H, Deadly, Debilitation).
CARDIOPULMONARY STRENGTHENER
The character reduces the Di culty of any Fitness Task CYBERNETIC ARM (MEDICAL)
relating to fatigue and endurance by 2. The character gains the Assimilation Tubules weapon (Melee,
5 , Intense, Size 1H, Deadly, Debilitation). The character also
CORTICAL ARRAY (BIO-SYNTHETIC GLAND) has built-in medical equipment, equivalent to a medkit.
The character becomes resistant to diseases and poisons,
reducing the Di culty of any Task related to overcoming their CYBERNETIC ARM (ENGINEERING)
e ects by 1. The character gains Assimilation Tubes (Melee, 5 , Intense,
Size 1H, Deadly, Debilitation). The character also has built-in
CORTICAL ARRAY (CORTICAL NODE) engineering equipment, simile to an engineer’s toolkit.
The character becomes Immune to Pain and Fear, gaining
+3 Resistance to non-lethal attacks and immunity to being EXO-PLATING
intimidated. Grants the character Resistance 2.
O
nce assimilated or manufactured by the borg collective, the Liberated Borg
(Former Borg, “xBs”) of Ohniaka III are individuals that have been recovered and
rehabilitated by the Reclamation Project. Spanning a myriad of sapient species,
xBs are identified by the augments and cybernetic implants that litter their bodies, an
inherent understanding and prowess with Borg technology, and body modifications the
individual might make during their Reclamation. Although all xBs share the inherent
trauma of once belonging to the Borg Hivemind, their paths into reclaiming their
personhood are what keep xBs united, and xBs can forge longstanding, meaningful
relationships with other characters and crewmembers.
Liberated Borg rehabilitated on Ohniaka III (or through the Reclamation Project) are
immersed in a fledgling society and culture made entirely of xBs. Established by the
xB enclave that made contact with the Enterprise in 2368, this small settlement made
themselves known to the Alpha Quadrant in 2378, and allied with the Federation in
the following year thanks to signing The Ohniakan Accords of 2379. Since the signing
of these Accords, xBs who were veterans of Borg-related conflicts and escapees of the
Collective rapidly immigrated to Ohniaka III’s rich and burgeoning culture, thanks to
galaxy-wide disdain against xBs for their previous lives as Borg. While there aren’t many
Ohniakan xBs in Starfleet yet, every individual brings with them unique technical skills,
a treasuring of their personhood, and determined ambition to see and experience as
much of individual life the Collective once kept from them.
› TRAIT: xB. Due to their Borg-given enhancements, xBs possess strength greater
than an average humanoid, with the possibility of some specific limbs or body parts
being cybernetically reinforced or replaced. xBs are uniquely skilled in dealing with
situations or technology relating to the Borg, thanks to their once-shared Collective
consciousness. While xB bodily functions are altered by the Collective for adaptability,
the character might need to recharge in a regeneration alcove (even if sleep and/or
eating and drinking can be overall shirked), depending on the xB’s physicality.
TUBULE TETHERING
REQUIREMENT: xB, and Gamemaster’s Permission.
All xBs retain their assimilation tubules- located in one hand on the knuckles, wrists,
or distal joints of fingers. During the Reclamation process, these tubules are converted
to serve as emergency medical reparations to comrades, or can be used to uplink with
various technologies (or between fellow xBs) in a phenomenon called “Tethering.”
The medical dosage roll can be used twice in two separate occasions until the xB’s
next regeneration: on a loss the nanoprobes might only restore +1 Stress (with critical
failures possibly adding Stress), on a hit the nanoprobes restore +4 Stress, and success-
level rolls may completely remove an injury. Connections to technology may vary on the
success of an Insight roll, GM discretion, or Complications from a Task. Be warned: some
technologies may have programs that could harm the player, other characters might
not want the player connected to them in such a way, and medical dosage Tetherings to
other non-xB characters might lead to Null Assimilations (if the Tethering lasts too long).
A GREATER UNDERSTANDING
REQUIREMENT: xB, or Gamemaster’s Permission.
As an xB, the player possesses cranial augments that can store programs in their
matrices, allow for heightened senses regarding the immediate area, abilities to scan
and record subjects, or even be able to sense the nearby presence of the Borg Hivemind.
Depending on a Science roll’s results, the player may ask a specific question of the GM:
on a success-level roll the GM will directly answer the question (and possibly be asked
another), a hit will vaguely answer the question, and on a loss the question will be
ignored (or the Collective might look back and start to add Stress on the player).
SPECIES
ART BY SMOOTHANDROID || KO-FI.COM/SMOOTH
TEXT AND LAYOUT BY HYE MARDIKIAN || THEOHNIAKA3PROJECT.COM
Golem
TOS and TNG eras
xB
TNG era only
12
STAR TREK ROLEPLAYING GAME
skill picks. After choosing a package and Homeworld
picking skills, Arkenites can add +2 skill Bosala II, an M-class world on the edge of the
levels to any one skill, or +1 to two skills. Cardassian Union.
Picks History and Culture
7 ([-10] -2 Agility, [+10] +2 Perception, [+2] Skill Boslic society is comparable in age to that of
Focus (Keen Hearing), [+2] Magnetic Sense, humans. They have had two distinct eras: pre-Fall
[-1] Poor Sight, [+4] Skilled). and Reconstruction. The pre-Fall era, ending
ST IV: The Voyage Home roughly 2000 years ago, saw Bosala rise to a level
of industrialization comparable to pre-World War
III Earth. A collapse of civilization followed a global
war that nearly destroyed the ecosphere. The
Reconstruction era saw a rapid recovery of
technology and an interest in space travel.
The Boslics were contacted by Ferengi traders in
the 22nd century and quickly rose to a stellar-level
society. They have warred with both the Ferengi
and Cardassians – intermittently with the Ferengi
over trade disputes, and once with the Cardassians
who sought to conquer them, but were stretched
too thin in their war with the Federation.
Boslics are capitalists and individualists who
view freedom and civilization as intrinsically
connected to personal property.
Favored Profession
Merchant or Rogue.
Species Adjustments
+1 Presence. Most Boslic cultivate their social
skills because it’s good for business.
10
BOSLIC
ANY ERA
Boslics are a non-aligned spacefaring species from the planet Cort. They often serve
aboard freighters or captain them, but sometimes they also act as smugglers or even
more disreputable professions such as slave-traders. A few have joined Starfleet.
Ø TRAIT: Boslic. There are two different Boslic morphologies. One has smooth
foreheads and angled brows that meet at the top of the nose. The other has ridged
foreheads, wrinkled noses, and prominent cheekbones.
HEALTHY MISTRUST
REQUIREMENT: Boslic.
You mistrust others, but it is a healthy mistrust that’s an instinct has saved you time
and time again. When someone initiates an Opposed Social Task against you, you may
re-roll your dice pool.
FLIGHT PLAN
REQUIREMENT: Boslic.
You are an expert in getting away. When using the Sprint Task, you reduce the
Momentum cost for additional zones of movement by one, to a minimum of zero.
10
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TRAITS: Breen. This Trait may reduce TRAITS: Russth Gorn or Ssessekh Gorn. Gorn are large and powerfully-built,
the Di culty of Tasks to resist extreme even more so than other mighty species such as Klingons or Nausicaans. They
temperatures (as long as the Breen is in their are many times stronger than a Human, and resilient enough to ignore massive
suit) or Tasks impacted by extremely low or blunt force trauma or even short periods in hard vacuum. However, Gorn are not
high temperatures. Any Stress removed from especially agile or fast. Gorn are ectothermic – cold-blooded – with their body
a Breen character, because of attack damage, temperature varying by external factors, and thus favor warm environments
is halved (rounding up) – re ecting the Breen where they can be most active and e ective. Russth Gorn are the smaller of the
extremely resilient nature. They are also immune two Gorn species and are less commonly known outside Gorn space.
to empaths and telepaths, feeling very little to
nothing compared to other humanoid races.
Breen believe themselves ultimately superior to TRAITS: Nausicaan. Nausicaans are a tall, very strong species hailing from
all other creatures. They take what they want Nausicaa. They are generally stronger than an average Human, though often
and always take prisoners – why would they somewhat less intelligent, preferring brute force over nesse and direct
waste a valuable resource when prisoners can methods as opposed to subtlety. They have little patience for organized forms
be sold for credits to the highest bidder? of government, though they will tolerate following a captain for as long as that
captain earns their capricious loyalty. Nausicaans are somewhat resistant to
pain and injury, and almost never back down from a challenge, especially when
TRAITS: Ferengi. Ferengi possess acute it involves games that carry the potential for serious bodily harm to themselves
hearing far beyond that of other humanoid or their opponents.
races and are able to hear both higher and
lower frequencies. This allows them to hear
things that others cannot but also means that TRAITS: Tzenkethi. This Trait may reduce the Di culty of Tasks requiring
they experience severe pain at intense sound (extreme) exibility. When not in combat or stressful situations, they naturally
and any physical trauma to their enlarged ears. regenerate at extremely fast speeds as long as they have at least 1 Stress.
They also possess hardy immune systems, Tzenkethi are singularly focused on excellence and moving up the Echelons,
rendering them immune to many common therefore they will do anything they can in order to complete the task ahead of
diseases. However, their small stature makes them and succeed, even if this means dying in the process. Other Tzenkethi
them ill-suited for intense or prolonged physical authority gures are holy to them and they would never go against direct orders.
exertion and many consider them weak. To Due to a history of dealing with alien invaders the Tzenkethi are extremely
add to this, Ferengi try to avoid hard labor and mistrustful of aliens and believe they are without morals.
direct confrontation, leading to a reputation
for cowardice. The structure of Ferengi brains
renders them immune to telepathy.
Few powers in the Alpha Quadrant are as secretive and reclusive as the Breen.
Shrouded in mystery, even the true appearance of the Breen is unknown,
and it is rumoured that no one has seen what they look like beneath their
sealed environment suits and lived. It’s believed these refrigerating suits are
necessary as the Breen hail from a frigid homeworld, but the truth of this is
unknown. The Breen have always displayed hostility towards other species
and powers, and had a well earned reputation as one of the most warlike
species in known space. Breen mercenaries rivalled Nausicaans and
Klingons in toughness, but were more reliable and loyal... so long as they
were paid. While the Breen responded harshly to any infringement of
their territory, they declined to respect others’ borders: Breen privateers
freely operated in neighbouring territories, indiscriminately capturing
foreign vessels and using the crew as forced labour. Small bands of Breen
marauders have been known to travel to such distant reaches as the far
side of Romulan and Klingon territory. Despite their bellicose nature, until
the mid-2370s the Breen remained content with their empire’s current
borders. This changed 2375 when the Breen allied with the Dominion,
demonstrating expansionist desire and a willingness to openly engage
the Federation.
ICY FORTITUDE
REQUIREMENT: Breen, or Gamemaster’s Permission
You are surprisingly hard to knock unconscious and kill. When you spend
your Determination to ignore the effects of an injury, you also regain your
ability to Avoid an Injury.
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
Brekkian & Ornaran
THE NEXT GENERATION ERA ONLY
The Brekkians and Ornarans are humanoid species native to the planets
Brekka and Ornara, respectively, located in the Delos system. The Ornarans
were a relatively technologically advanced civilization until a plague crippled
their society in the 22nd century. It was found to be mitigated with the
medication felicium from the planet Brekka, which was later found to
have powerfully addictive narcotic e ects, with the result that all
Ornarans had become addicted to the drug. The Brekkians
exploited the situation, selling felicium to the Ornarans, while
concealing from them the fact that the drug was no longer
needed to control the plague.
Generations of drug addiction on Ornara resulted in loss of
intelligence and technical knowledge, and by 2364, the
Ornarans no longer had the ability to maintain their
interplanetary freighters that they needed to transport felicium
from Brekka to Ornara. Since the Federation declined to render
aid, citing Prime Directive considerations, both the Brekkians
the Ornarans were forced to reevaluate their symbiotic (or
parasitic) relationship. Since the 2370s, both civilizations
operate their own interstellar vessels. While many Ornarans
seek outside treatment for their addiction and the civilization is
in the process to recover, the drug trade from Brekka continues
to be a lucrative endeavor.
Brekkian
EXAMPLE VALUE: We Are Dependent On Each Other
SAMPLE NAMES:
Feminine Names: Langor, Nangam, Pragor (Brekkian), Jalan, T’Maran,
Zonti (Ornaran)
Masculine Names: Asemi, Hibon, Sobi (Brekkian), Margan, Romas, T’Jon
(Ornaran)
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As introduced in the Star Trek 'New Frontier' and 'Starfleet Academy' series of books with the
character of Zak Kebron. The work here is an amalgamation of information and images found
on Kurt Danhausers New Frontier encyclopaedia web pages and an adjustment of the Brikar
species template by Alan Shock and previewed on the Trekrpg website, bringing the species
more in line with the beings as I see them.
Physically Brikarians are bipedal, roughly humanoid beings possessed of very tough hides and
dense physiques making them appear like living rock statues. Unlike most other species that
come from low-gravity worlds, the Brikar are immensely strong and heavy. Other low-gravity
species such as the Elasians are lithe, relatively frail beings who can hardly stand in gravity's
such as Earth normal. Yet the Brikar are powerfully built and quite dense. This apparent
disparity lends credence to the common belief that the Brikar have genetically altered their
physical make-up over the centuries, and have in effect bred themselves for physical strength.
In the relatively higher Earth gravity, Brikarians appear more flattened vertically than on their
home-world, and they experience some difficulty in moving. However, they retain their
incredible strength. The average Brikarian is capable of lifting several tons, even in Earth
gravity. Although fairly rigid in physique Brikarians can be capable of unexpected quickness.
They have large lung capacities, slow metabolisms and airtight mouths, allowing them to hold
their breath for 20 minutes at a stretch. They have the well- deserved reputation for being hard
to scare, owing to their size, strength, and tough hides which can withstand phaser blasts that
would kill ten humans. In appearance, Brikarians have chiselled features and the surface of
their bodies are covered in facets like rough crystals. They have small all-black eyes, two
vertical slits for a nose, a simple slit for a mouth, and have two small circular ear holes on
either side of their proportionally small and compact heads. They have three-fingered hands
featuring two fingers in a V-shape and an opposable thumb.
Attributes
Fitness 4 [6]
Strength +1
Vitality +1
Co-ordination 2 [4]
Intellect 2 [5]
Presence 2 [5]
Empathy -1
Psi 0 [5]
Skills
Culture (Brikar) 2 (3)
History (Brikar) 1 (2)
Language
Brikar 2
Unarmed Combat (Wrestling) 2 (3)
World Knowledge (Brikar homeworld) 1 (2)
Typical Advantages/Disadvantages
High Pain Threshold +2,
Toughness +2,
Medical Problem: Gravity Intolerance -2,
Rapid Healing +1
Treatment: Gravity Harness +2.
Gravity Compensation Harness. A small device worn over the Zak Kebrons uniform that
allows him to function within normal gravity conditions. Created by Lt. Robin Lefler,
specifically for Lt. Kebron although a similar device would be easy to construct. If the harness
breaks down however the wearer is left floundering unable to move in a strong gravity field. It
should be noted that this device would be able to work in reverse lessening the inherent
strength and speed of individuals from a higher gravity world or increasing the strength of
standard gravity dwellers, as long as their internal bone structure would be able to withstand
the enhanced strength.
Based around the character of Zak Kebron from the 'New Frontier' series of novels. And using
information found on Kurt Danhauser's New Frontier web pages.
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BYNAR
THE ORIGINAL SERIES AND NEXT GENERATION ERAS
Bynars are native to the planet Bynaus, in the Beta Magellan system. Shorter than Humans,
Bynars have lilac-coloured skin, enlarged skulls, and asymmetrical ears. Their defining
characteristic is that the entire Bynar race is cyborgs connected to their master computer
on their homeworld, allowing them to near-instantaneously share information.
Bynars work and live in pairs, being genetically bonded to another for life. Pairs
of Bynars communicate using complex binary code. When they do speak
other languages, they alternate phrases and finishing each other’s sentences.
If one of the pair dies, it’s traditional for the survivor to return to Bynaus to be
paired with a new Bynar. Bynar that choose not to return are seen to have
rejected Bynar society and have their personal identification code removed
from the computer network. The Bynars’ constant exposure to computers
makes them quick to learn new operating systems and programs, and
their ability to recall data and process new information makes them
highly valued to organizations such as the Starfleet Corps of Engineers
and the Daystrom Institute. Bynars have practiced their cybernetic
augmentation for centuries: as early as the 2150s they began
replacing the parietal lobes of newborns with a synaptic processor.
Bynar workers and security forces once employed supplementary
physical augmentations, but these have become rare since Bynaus
allied with the Federation. Initially, Bynars seldom traveled far from their
homeworld, as the range of their network was limited. By the late 2200s,
subspace communication had improved enough that they could travel
throughout much of the Federation.
TRAIT: Bynar. Despite their small size, Bynars are physical robust and
durable. Their augmentations allow them to communicate
instantaneously with their twin while in the same system, sharing all
sensory input. However, they are vulnerable to electromagnetic pulses,
which can disable or destroy their implants, leaving them disoriented or
even disabled.
NETWORKED
REQUIREMENT: Bynar, or Gamemaster’s Permission
You are connected to either the Bynar master system or your ship’s
mainframe. Provided the computer is in communication range and there
is no interference, that computer can assist you on Tasks where its
Communication, Computer, or Sensor Systems would apply to the Task.
PAIRED
REQUIREMENT: Bynar
You are genetically paired to another Bynar on the crew. This Bynar is a support character
that does not count against your Crew Support for the mission. Once per scene, you can
use their Disciplines on a Reason or Insight roll in place of your own.
UNPAIRED
REQUIREMENT: Bynar
Your genetic pair is dead or is otherwise unavailable, and can’t be replaced during your
current mission or deployment. Mentally alone, you are compulsively driven to aid others.
When you assist another character with a Task, one d20 related to that Task can be re-
rolled.
Bzzit Khaht are a communal species and often have problems with the concepts of leadership
and hierarchical organisation.
Attributes
Fitness 2 [5]
Intellect 2 [5]
Perception +1
Coordination 1 [5]
Presence 1 [5]
Empathy +1
Psi 1 [5]
Skills
Athletics (Swimming) 2 (3)
Culture (Bzzit Khaht) 2 (3)
History (Bzzit Khaht) 1 (2)
Language (Bzzit Khaht) 2
Life Sciences (Ecology) 1 (2)
Receptive Empathy 1
World Knowledge (Althos IV) 1 (2)
Typical Traits
Excellent Chemoreception +2, Excellent Hearing +2, Synergy +3, Medical Problem (Skin
requires soaking daily) -2, Medical Problem (Offensive smell) -1
Notes:
Bzzit Khaht appeared in Star Trek IV: The Voyage Home in the Federation Council Chamber.
This writeup is a conversion of the FASA statistics published in the Star Trek IV Sourcebook.
Favored Profession
Diplomat. Bzzit Khaht are most comfortable in
some form of liaison work.
Species Adjustments
+1 Perception.
Species Abilities
• Bonus Edge: Coordinator: Bzzit Khaht work
well in groups.
BZZIT KHAHT
• Power Jumper: Bzzit Khaht leg structure
allows for powerful jumps. Double the range
for jumping.
• Synergy: Bzzit Khaht receive a +1 bonus on
combined tests.
Personality
Bzzit Khaht are a communal species that have a Picks
hard time adjusting to hierarchical structures. They
12 ([+5] +1 Perception, [+2] Coordinator, [+3]
work well in groups where all are equal and
Power Jumper, [+2] Synergy).
leadership is more amorphous.
ST IV: The Voyage Home
Physiology and Appearance
An amphibious species, the Bzzit Khaht have a
heavy pelvic area and powerful legs that allow
them to jump impressive distances in normal or low
gravity. They have acute eyesight and the feelers
around their mouths can pick up changes in air
pressure and movement with incredible accuracy.
They must use special lotion on their skin to keep
CHAMELOIDS
from drying out when not in damp conditions or in
fresh water. They emit a protective scent that most Personality
species find mildly offensive. Long regarded as myth, Chameloids are a species
of shapeshifters. They are an alert, suspicious, and
Homeworld manipulative race – a result of heavy competition
Athos IV, a rainy and cool world with heavy for survival on their homeworld. They change
tectonic activity. Bzzitian cities are constructed in shape to protect themselves, not for pleasure, like
marshlands and along lake areas. the Founders of the Dominion.
11
STAR TREK ROLEPLAYING GAME early development. The concept of harmful struggle
SPECIES PROFILE between Cairn had never even occurred to them.
HOMEWORLD Psionic: The Cairn are some of the most powerful telepaths
ever encountered by the Federation. While most Psions
The Cairn live on the world they call Vair; a mysterious
begin with a starting level of 4 for their PSI attribute, a Cairn
worl of endless forsts and woodlands, Vair is the
begins at a level of 6. Cairn can advance their Psionic
fourth planet in the Visium system.
attribute as a Favored Attribute. And their PSI score can
reach as high as 14.
None of Visium's other planets can support humanoid
life. Vairite animal life evolved psi powers early in its
Mental Imagery: Due to their advanced form of Telepathy,
evolution. Even Vair's plankton is capable of reacting
the Cairn do not project words with their minds, they
with the mental energy of organisms around it in a
communicate in mental images. All Cairn begin with a level
rudimentary way.
of 6 in the Telepathy skill, with a Mental Imagery specialty.
And they may advance this one Psionic skill as a
Only a tiny minority of Vairite species learned to
Professional Skill. This may seem unusually high, but this
communicate through sound. Instead of the calls and
skill is as basic to a Cairn as speech is to most humanoids.
cries typical of most planets' fauna, Vairite animals
When a Cairn child projects his first images it is the
send simple, mental messages to one another when
equivalent of a human baby speaking his first word.
they wish to mate, warn of approaching danger, or
signal the location of food. Vairite forests overwhelm
The Cairn can only project their images to other Cairn and
visitors with their eerie silence.
other Telepaths skilled in Receptive Telepathy. Any non-
Cairn attempting to understand a Cairn image does so with
The Cairn evolved from these silent, psi-active
a -4 penalty to their Psionic skill roll.
animals. Where sapient species of other planets took
their first steps toward intelligence when their hominid
forebears developed spoken language, stimulating the CAIRN PSIONIC SKILLS
enlargement of their brains, the proto-Cairn developed
their minds when they became the first animals to The Carin can learn Psionic skills from among the
mentally transmit complex images instead of simply full range of those available. However, they can only
instinctual cues. advance their Telepathy skill as a Professional Skill.
All other Psionic skills are advanced as non-
Staggering quantities of brainpower were required to Professional skills, at a cost of 2 advancement picks
summon up and receive detailed images. The Cairn per level.
not only evolved much more quickly than hominids
elsewhere, but experienced extremely rapid social and Ranged & Focused: Carin characters receive both the
technological development thereafter. Psionic Coverage and Psionic Focus edges as Species
Traits. (see pages 136-137 of the Player's Guide). The
FAVORED PROFESSION Psionic skill effected by both edges is Telepathy. The Cairn
Despite their shortcomings in the area of personal cannot be Ranged & Focused with any other Psionic skills.
communication the Cairn make excellent Diplomats.
Scientist, and the Explorer elite profession are also Mute: Cairn cannot speak, unless fitted with an artificial
commonly favored by the Cairn. voice-box and taught how to use it. They can only
communicate effectively using a Mental Image
Some Cairn do serve in Starfleet. And in the decade Communicator, or MIC. But they are completely physically
the Cairn have enjoyed membership in the Federation, mute. Cairn suffer a -4 species-based penalty when trying to
at least one Cairn officer has advanced in rank to use a skill that requires speech (Debate (Oratory) for
command his own Starship. example); in a situation where they are expected to speak, if
they do so without the benefit of the MIC.
The Cairn are an open and honest people, and are not
likely to be found in the role of Rogues. Also, since Intolerant (non-Telepaths): This is an optional flaw and if
they do not believe in religion, or understand theology, taken at character creation is balanced with a free edge.
mythology, or philosophy they tend to make terrible Some Cairn have had bad experiences with non-Telepaths,
Mystics despite their Psionic abilities. and attempts to communicate with them. As a result some
Cairn are wary, and even outright unfriendly to non-
Most Cairn PCs will, likely, be Scientists or Starship Telepaths. This is not the norm among these people; but a
few individuals have suffered the unfortunate
circumstances to have this flaw despite the Carin's
membership in the Federation and the galactic
community as a whole.
The Cairn are a very advanced telepathic species who have lost the ability to
communicate verbally, although they are capable of vocalization through vocal
enhancers. They send telepathic images. Other species may have difficulty learning
image telepathy. As a result of their telepathic mode, they have no concept of privacy.
They were hoping to join the Federation in 2370. They achieved membership in 2378.
Ø TRAIT: Cairn. The Cairn have large cranial enhancements above their ears and
below the hairline. They communicate almost exclusively telepathically through
images, and only to other Cairn or other telepathic species. Unless the other
telepath has learned Cairn-style telepathy, telepathic communication in this mode
is difficult. They have difficulty with concepts of deception and privacy, although
they can detect them. They use vocal enhancers to assist with speech.
Ø TALENTS: The character receives access to the following talent, and must take
Cairn Telepathy at character creation.
CAIRN TELEPATHY
REQUIREMENT: Cairn. Must be taken at Character Creation.
Similar to Telepath (Core Rulebook, page 105), but usable only with other telepaths.
Difficulty goes up by one if the other user does not have Cairn Telepathy. Because they
send images, they get 1 Bonus Momentum when they use Obtain Information to gather
information telepathically. Also, if they are attempting to detect deception or omission
of information telepathically, they may re-roll a d20 in their dice pool.
TRAIT: Caitian. Caitians are all slightly smaller in both height and weight than
average humanoids – with most reaching between 1.5-1.7 meters. They have
retained the retractable claws of their evolutionary ancestors along with a
exible tail. Caitians are carnivorous and prefer uncooked meat. While they
evolved from predatory felines, the Caitians are regarded as some of the
greatest poets and philosophers within the Federation.
Caitians derive their names from their familial units, to which they have strong
connections. Their names often have a near-musical quality, though most humanoid
species have di culty pronouncing them correctly – as the species generates
extremely low frequency vibrations that are at the far range of Human hearing.
SAMPLE NAMES:
Female names: J’Aana, M’ress, S’isha, K’irst, N’Simi, H’Lata, A’Ahia, P’Erone,
C’Nola, L’Eni
Male names: R’Than, C’horn, Ur’Barr, L’Enton, H’Sook, K’Raka, A’Outte,
V’Wilk, A’Mathi, Z’Thors
CAITIAN
THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY
CAT-LIKE REFLEXES
REQUIREMENT: Caitian, or Gamemaster’s Permission
During the first round of any combat, if you have not acted, you can
take a Minor Action on another character’s turn by spending one
Momentum (Immediate).
COORDINATED HUNT
REQUIREMENT: Caitian, or Gamemaster’s Permission
You have skill at felling large prey with a pack. Whenever you assist
another character making a Melee Attack, the character you assisted
gains 2 A if that attack hits.
KEEN HEARING
REQUIREMENT: Caitian, or Gamemaster’s Permission
Whenever you attempt to detect faint sounds, listen in on
conversations, distinguish tones, recognize voices, notice patterns or
background noises in recordings, or other tasks that involve your sense
of hearing, you gain a bonus d20.
TRAIT: Cal-Mirran. Cal-Mirrans are graceful, adaptive, persistent, and highly analytical. They
have strong logic skills and excel at long-term problem solving. Because their bodies can shift
states, they can tolerate extremes – heat, cold, pressure, vacuum – but are sensitive to vibration
and certain types of radiation, which can disrupt the cohesion of their consciousness. Since their
physiology is crystalline, physical injuries (separation of body mass) reduce dexterity and speed.
REQUIREMENT: Cal-Mirran
A Cal-mirran can learn to “glass” water on contact, i.e., harden it temporarily, similar to freezing, but
without expansion or temperature change. Glassing can create tools or be used for defense. It is a
skill that must be mastered, and requires concentration. Advanced glassers can harden anywhere
from their body volume of water, to large swaths of ocean, but the larger the volume and the longer
it is held, the greater the strain on the Cal-Mirran mind. Glassing requires a Fitness + Science
task, with a Di culty determined by the quantity of water being a ected. After a successful use
of this ability, the character is sluggish and will be unable to use this talent or change their own
body’s state for the remainder of the scene.
REQUIREMENT: Cal-Mirran
With training, Cal-Mirrans can absorb tachyon radiation and use it to refract space-time, bending
their surroundings slightly into the future or past. The more radiation, the further the slide, but
the greater the risk – too much refraction can result in severe physical or mental damage and
a weakening of their crystalline matrix. By spending a point of Determination and attempting an
Insight + Science task, the character can perceive a glimpse of the past or future as if they were
in that location at that time. The Di culty of this task is based on how far into the past or future
the character is looking; a glimpse of up to a minute earlier or later is Di culty 1, up to an hour is
Di culty 2, up to a day is Di culty 3, and longer durations have a higher Di culty at the gamemaster’s
discretion. Success allows the character to ask one question, plus one extra question per Momentum
spent, about events in that time and place. Glimpses of the future are subject to change, as future
events are not xed.
Cal-Mirran names tend to sound smooth and owing, like water. Hyphens are often used to splice
together imagery, as in Hal-yorith, meaning “coldest light.” Cal-Mirrans will typically adopt a color word
surname corresponding to the hue of the sky they saw when they rst awoke.
SAMPLE NAMES: Alodon Ray (awoke at the Ray), Tin-darinel Red (awoke in the Twilight Band),
Sorma-cue Prism (awoke under an aurora sky), Dal-tivoran Grey (awoke during a storm)
CALDONIAN
THE NEXT GENERATION ERA ONLY
Caldonians are native to Caldonia, somewhere in the Alpha or Beta Quadrant. They are
a tall species with prominent heads and three-fingered hands. The coloration of their
skin is normally dark brown. They are utterly devoted to research, but dislike anything
that distracts them from doing that research, such as administration duties and
recreation. For example, they were interested in the Barzan wormhole until they were
reminded that the administration of traffic through the wormhole would be a
gargantuan task.
Ø TRAIT: Caldonian. Caldonians are tall, have a large cranium, and three-fingered
hands.
A CALDONIAN MIND
REQUIREMENT: Caldonian, or Gamemaster’s permission.
Whenever you attempt a Reason Task that does not involve paperwork, administrative
duties, or governmental red tape, add a bonus d20 to your dice pool. However,
whenever you are perform an Insight, Reason, or Command Task where paperwork,
administrative duties, or governmental red tape is involved, add 1 Threat to the Threat
pool before you roll.
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reservations about using, extorting, and subjugating anything
or anyone if it brings prosperity to the Cardassian Union.
THE NEXT GENERATION ERA ONLY EXAMPLE VALUE: State – Family – Self
There are few species as disliked or mistrusted as
Cardassians. While they generate art, music, and poetry to ATTRIBUTES: +1 Control, +1 Presence, +1 Reason
match any other species – Cardassians are known instead
for their devotion to the State, aggressive military tactics, TRAIT: Cardassian. Cardassians are known for their
and absolute faith in their own superiority. Advancement in dedication and discipline – mentally and culturally. With an
Cardassian society is driven by capability and demonstrated emphasis on the superiority of the State, Cardassians are
success, resulting in an upper class of cunning and a xenophobic species, considering themselves superior
strategic individuals who expect complete devotion of to nearly all others. Many dislike them, viewing them as
their subordinates and families. While they may not be as arrogant, intolerant, and cruel. Physically, Cardassians are
technologically capable as the Federation, the ruthless similar to most species, save for slightly reduced hearing
e ciency of the Cardassian government and military has and a biological preference for hotter climates.
resulted in making them evenly matched with Star eet during
engagements over the last few decades. TALENTS: The character receives access to the
following Talents:
A suspicious people, the Cardassians boast one of the most
e ective intelligence agencies in the Alpha Quadrant, rivaling
even the Romulan Tal Shiar in its capabilities. To Cardassians, REQUIREMENT: Cardassian, or Gamemaster’s permission.
this suspicion is often equated to wisdom, and venerated When the character assists a superior, the superior gains a
elders ensure this value is passed on to subsequent bonus Momentum.
generations. While it may seem abhorrent to other powers in
the quadrant, Cardassians feel that any action is justi able
if it results in the desired outcome – and they have no REQUIREMENT: Cardassian, or Gamemaster’s permission.
When attempting to detect hidden enemies, traps or other
forms of danger, the character may re-roll a die.
Your last payment came up short and we won’t hold Daril for REQUIREMENT: Cardassian, or Gamemaster’s permission.
another week unless you send more money. When you came to When the character challenges a Directive, they gain a bonus
us un-wed and pregnant, we took you in out of the kindness of die – in addition to any other bene ts.
our hearts and now that you’re a prominent science minister, we
expect to be paid in kind. When you foolishly asked us to hide
your Bajoran lover, we only reported him, and not you, out of the Cardassian names consist of a personal and family name.
kindness of our hearts. Nor did we report your mixed-blood baby, However, Cardassians rarely, if ever, provide their family name
the poor thing can’t help his parentage. He’s already half-Bajoran; to those they do not share a close relationship with, giving
let’s not also add son of a debtor as well. their personal name almost exclusively. Male Cardassian
personal names usually are made up of two to three syllables
Oh, one last thing – as a baby his Bajoran heritage was easy to and tend to make use of harder sounds. Female Cardassians
hide, but now it is starting to show. If you don’t get him the required however, often possess soft, nearly melodic names.
surgeries soon to make him appear fully Cardassian, we won’t be
able to hold him any longer. Think of the scandal. SAMPLE NAMES:
Female names: Mesha, Eskei, Asha, Brocai, Zarale, Marata,
Your Mother, Itea, Risha, Gaska, Kosha, Alissa, Marei, Esha, Seam, Dearei
Danax Male names: Trula, Ganem, Jolort, Setem, Dukat, Meket,
Corak, Seltan, Revok, Ekoor, Hadar, Telak, Kovat, Yaltar
Family names: Priman, Aanrad, Drat, Rin, Liat, Moset, Tain,
Lang, Pa’Dar, Dal, Ghemor, Belor, Prin, Oddat, Zenal
CARDASSIAN
THE NEXT GENERATION ERA ONLY
Cardassian culture is hierarchical, with the State ruling public life and parents
leading the household. A Cardassian’s family is considered one of their
greatest assets, with two or three generations living together within the same
home. This emphasis on hierarchy generates intense rivalries between families
and individuals as the Cardassians compete for a higher position. This also
causes conflict between the independently minded and the government. As
a result, Cardassians are generally suspicious and regard those who are not
paranoid as somewhat foolish or naive. Despite their inclination to follow
their superiors, Cardassians enjoy a good debate and many play the
role of “Devil’s advocate.” Cardassian males lead a life focused on
military and political service, being the only gender to be drafted; while
women can volunteer to serve, most instead focus on the sciences and
engineering. Cardassians do not fear old age, and respect the wisdom
and dignity of their elders; as Cardassians respect authority and age,
they usual equate the two.
CULTURED
REQUIREMENT: Cardassian, or Gamemaster’s Permission
You enjoy a good argument, be it for five minutes or an entire half-hour. When
engaged in Social Conflict, and given an opportunity to speak at length on a
subject, you may re-roll your dice pool if you purchases any bonus d20s.
RUTHLESS
REQUIREMENT: Cardassian, or Gamemaster’s Permission
You are merciless and have few compunctions about shooting an
enemy in the back. You may re-roll any number of d20s in your dice
pool when making an attack against an enemy that is defenceless, is not
aware of your presence, or is unprepared for an attack.
lIH
The Cardassian Union was a once-peaceful civilization that X Loyal and Disciplined: Whenever a Cardassian Soldier
developed into a militaristic power to acquire new territories receives assistance from a superior on a task, the
to support their resource-poor world. The Cardassians Cardassian Soldier may re-roll a single d20.
have been at odds with the Klingons for decades, with the
Empire usually proving victorious in skirmishes and extended
engagements. More information about the Cardassians may
be found in the Alpha Quadrant Sourcebook.
Cardassians are tall, grey-skinned humanoids with pronounced
ridges on their bodies and faces. Their culture demands absolute
loyalty to family and to the state – with Cardassian morality plays
often depicting con icts between the two – and they prize individual
cunning, self-control, and the ability to endure hardship. Cardassians
Cardassian soldiers can be found operating in many di erent are a secretive people, even among close friends and family, and being
posts throughout the Union, such as ground troops, ship suspicious and skeptical of others is regarded as wise and prudent.
crews, or enforcing laws across their territories. They value educational attainment and knowledge, and they are fond
of conversation and lively debate. They are frequently regarded as
TRAIT: Cardassian domineering, ruthless, arrogant, and duplicitous. Cardassian characters
have the following modi ers:
ATAQUES:
Golpe Desarmado (Corporal, 3 Derrubar, Tamanho 1M,
Não Letal) FOCO: Força de Vontade, Táticas Militares
Pistola Disruptora (Distância, 5 Feroz 1, Tamanho 1M)
Agravamento Fuzil Disruptor (Distância, 6 Feroz 1, ESTRESSE: 12 RESISTÊNCIA: 1
Tamanho 2M, Preciso)
ATAQUES:
REGRAS ESPECIAIS: Golpe Desarmado (Corporal, 4 Derrubar, Tamanho 1M,
Armadilhas e Emboscadas: Sempre que um Cardas- Não Letal)
siano usa a Tarefa Preparar para preparar um ataque À Pistola Disruptora (Distância, 6 Feroz 1, Tamanho 1M)
Distância, esse ganha um d20 extra. Agravamento Fuzil Disruptor (Distância, 7 Feroz 1,
Leal e Disciplinado: Sempre que um Cardassiano rece- Tamanho 2M, Preciso)
ber auxílio de um superior em uma Tarefa, o Cardassiano
pode rejogar um único d20. REGRAS ESPECIAIS:
Armadilhas e Emboscadas: Sempre que um Cardas-
siano usa a Tarefa Preparar para preparar um ataque À
Distância, esse ganha um d20 extra.
Esperar Sucesso: Sempre que um glinn usa a Tarefa Dire-
cionar ou Auxiliar para ajudar um subordinado, a Tarefa do
subordinado sempre pode ter Sucesso com um Custo.
Leal e Disciplinado: Sempre que um Cardassiano rece-
ber auxílio de um superior em uma Tarefa, o Cardassiano
pode rejogar um único d20.
Cardassianos são humanoides altos, de pele cinza, com cristas ATRIBUTOS: +1 Controle, +1 Presença, +1 Raciocínio
pronunciadas em seus corpos e faces. Sua cultura demanda
lealdade absoluta à família e ao estado — com as peças sobre TRAÇO: Cardassiano. Cardassianos tem extraordinária
moralidade cardassiana frequentemente retratando os con itos disciplina mental e geralmente memória fotográ ca,
entre a lealdade familiar e a lealdade ao estado — e eles valorizam resultado do intenso treinamento durante a infância. Eles são
a astúcia individual, o autocontrole e a habilidade de suportar intolerantes com ambientes frios, mas cam bem confortáveis
di culdades. Os Cardassianos são um povo reservado, mesmo em temperaturas mais altas. A audição dos Cardassianos
entre amigos íntimos e familiares, e suspeita e ceticismo para é um pouco menos apurada do que a dos Humanos, e eles
com os outros é visto como sábio e prudente. Eles valorizam o cam desconfortáveis sob luz forte. Os Cardassianos têm
conhecimento e a conquista educacional e gostam de conversas uma reputação negativa entre muitas culturas do Quadrante
e debates acalorados. Frequentemente são retratados como Alfa, particularmente com os Bajoranos, cujo mundo natal eles
dominantes, impiedosos, arrogantes e dúbios. Personagens ocuparam por décadas.
cardassianos têm os seguintes modi cadores:
Centaurans are essentially human (with very minor internal differences), with
slightly stockier builds. They are native to the 4th planet of the Alpha Centauri
system, only a few light years from Earth. Organized into city-states, They
have developed a diverse range of cultures, which originally caused strife
between governments. They united after a devastating bio-warfare
holocaust that killed hundreds of millions of them, eventually becoming a
founding member of the Federation. They have a more long-term outlook
than humans do, & tend to analyze situations to a greater extent before
making decisions. They have great pride in their differences in culture, & have
long-since used competition (athletic & otherwise) to celebrate it. There
favored professions are in the Science or Medical fields.
Talents:
Centauran or with GM's permission.
Competitive
Requirement:
Centauran people are fiercely competitive. Whenever their abilities are
set against an opponent, the desire to win rises to the surface & surges
them on to victory. In these circumstances, you may add 1d20 to their
rolls.
Empathy
Requirement:
As / Betazoid talent. [E4]. A small % of the population ever present with
this ability. This talent functions only while the target is within your
Insight score in meters from you.
SPECIES
TAKAYA’S WHALE
THE NEXT GENERATION ERA ONLY
Ø TRAIT: Takaya’s Whale. Takaya’s Whales possess traits common to Earth whales,
such as size and physical capabilities.
AQUATIC CYBERNETICS
REQUIREMENT: Takaya’s Whale, or Gamemaster’s permission.
You may install aquatic cybernetics to assist you. Choose two Standard Issue (No
Cost) items to convert into aquatic cybernetic implants.
ECHOLOCATION
REQUIREMENT: Takaya’s Whale, or Gamemaster’s permission.
You are able to use echolocation to detect objects. When you are using echolocation
to perceive something through liquid environments, you may re-roll any number of dice.
NAVIGATIONAL INSTINCT
REQUIREMENT: Takaya’s Whale, or Gamemaster’s permission.
You may substitute Instinct in place of other Attributes when performing or assisting
with Plot Course or Chart Hazard Tasks.
Native to Earth, the cetaceans are one of circulate oxygen through their body before
numerous species indigenous to the planet. For expelling it from a nostril-like blowhole
much of the species’ history, they lacked means located on their back.
of verbal communication with land-dwelling
life-forms on the planet, a situation which may TALENTS: The character receives access to
have continued perpetually if humanity had not the following talents:
developed universal translator technology. As one
of the rst species to bene t from the advent of
extra-species communication, cetaceans were REQUIREMENT: Cetacean, or gamemaster’s
able to foster a better working relationship with the permission.
land-dwelling Humans. You possess a knack for navigating which
terrestrial species tend to lack, and can easily lend
Cetaceans are somewhat rare in the Federation, this grasp of maneuverability to starship piloting.
in no small part due to much of the Academy’s When you attempt a task utilizing your Conn
facilities still being tailored for terrestrial species, discipline, the complication range associated with
often lacking aquatic capabilities. Despite that task is always considered to be one less (2
this, cetacean species have found themselves instead of 3, 0 instead of 1 and so on).
valued contributors to starships; their sensory
capabilities and instinctive understanding of
navigating three-dimensional locations often REQUIREMENT: Cetacean, or gamemaster’s
nds their contributions to both navigation and permission.
communications vital. Despite this, few cetacean Your bio-sonar capabilities allow for communication
species ever care to leave the comfort of their across great distances. Even without technological
environmental chambers — when a cetacean lives assistance, you may freely communicate with any
their entire life in three dimensions, trying to move other species which possesses bio-sonar sensory
in two can cause excessive nausea even in the communication, even across the vacuum of space,
most adventurous-minded. up to a distance of 100 kilometers.
Talents:
Chakuun, or with GM's permission.
SPECIES
CHALNOTH
THE NEXT GENERATION ERA ONLY
The Chalnoth are a species of aggressive warriors from the planet Chalna. Their
society does not have a government, preferring total anarchy. Only the strong survive
among their people. They are no strangers to violence.
Ø TRAIT: Chalnoth. The Chalnoth must eat raw or living food, and can only go three
or four days without food. They are hairy and have sharp, curving teeth, and are
carnivores. Their eyes are red and yellow. Many are bad-tempered. They have
cranial ridges and lion-mane hair. They are fit and sturdy.
UNGOVERNABLE
REQUIREMENT: Chalnoth, or Gamemaster’s permission.
You are quite resistant to being ordered around. Unfortunately, no one may use the
Direct action on you. However, once per Combat or Starship Combat when acting
unaided, you may assist yourself with the same Attribute and Discipline. (Ship
assistance may still be used during Starship Combat.) You must spend a Prepare
Minor Action to activate this ability.
CHALNOTH MIGHT
REQUIREMENT: Chalnoth.
You are a powerful warrior trained in aggressive combat techniques, and have earned
much experience on Chalna. The cost for the Disarm Momentum Spend is reduced by
one for those with this Talent. Also, if you initiated a Melee attack, and you gained one
or more d20s by adding to Threat, you may re-roll your dice pool. (You may not use
this ability when defending against a Melee attack.)
TRAIT: Chalnoth. Chalnoth are wild and primal. They are not
solitary creatures and are used to roam the landscapes on
Chalna to hunt or wage war. Due to their high metabolism,
they require food at least every three days. Their diet requires
many meat or other animal products and they cannot survive on
nutritional supplements alone. Rage plays a major role in their society,
so this might cause problems when the character is part of a command
structure or when in a diplomatic setting.
14
ffi
ALIEN COMPENDIUM
Language and Names
Hhod. Bzzit Khaht names are strange
combinations of sounds that are frequently difficult
for other species to pronounce. They often take
nicknames from the societies around them.
Favored Profession
Diplomat. Bzzit Khaht are most comfortable in
some form of liaison work.
Species Adjustments
+1 Perception.
Species Abilities
• Bonus Edge: Coordinator: Bzzit Khaht work
well in groups.
BZZIT KHAHT
• Power Jumper: Bzzit Khaht leg structure
allows for powerful jumps. Double the range
for jumping.
• Synergy: Bzzit Khaht receive a +1 bonus on
combined tests.
Personality
Bzzit Khaht are a communal species that have a Picks
hard time adjusting to hierarchical structures. They
12 ([+5] +1 Perception, [+2] Coordinator, [+3]
work well in groups where all are equal and
Power Jumper, [+2] Synergy).
leadership is more amorphous.
ST IV: The Voyage Home
Physiology and Appearance
An amphibious species, the Bzzit Khaht have a
heavy pelvic area and powerful legs that allow
them to jump impressive distances in normal or low
gravity. They have acute eyesight and the feelers
around their mouths can pick up changes in air
pressure and movement with incredible accuracy.
They must use special lotion on their skin to keep
CHAMELOIDS
from drying out when not in damp conditions or in
fresh water. They emit a protective scent that most Personality
species find mildly offensive. Long regarded as myth, Chameloids are a species
of shapeshifters. They are an alert, suspicious, and
Homeworld manipulative race – a result of heavy competition
Athos IV, a rainy and cool world with heavy for survival on their homeworld. They change
tectonic activity. Bzzitian cities are constructed in shape to protect themselves, not for pleasure, like
marshlands and along lake areas. the Founders of the Dominion.
11
STAR TREK ROLEPLAYING GAME
Homeworld
Pollux VIII, a barely M-class planet filled with
predators.
DOPTERIANS
Chomo. Chameloid names vary in sound.
Favored Profession
Rogue or Spy.
Personality
Species Adjustments
This shy and timid species are a Cardassian
+1 Vitality
vassal species. They are quiet and generally
pacifistic, but happily turn on their oppressors given
Species Abilities a good enough opportunity.
• Exceptional Eyesight: Chameloids devoloped
good observational abilities as a survival trait Physiology and Appearance
and receive a +2 bonus to Observe (Spot)
Dopterians are a humanoid species that are
tests. They can also see well in dim lighting
distant cousins of the Ferengi. They have a four-
conditions, reducing total penalites for dark-
lobed brain that makes them immune to telepathy
ness by -2.
and empathy. They have a distinctive bony ridge
• Mimic: Chameloids can mimic any creature around the back of their head. They are usually a
they see, within limits. The creature must be dark brown or tan color.
humanoid, it must be no more nor less than
50% larger or smaller than the Chameloid. It
Homeworld
requires a Stamina test TN 15 (may be an
extended test) to take on the form, and a Dopteria, an M-class planet inside Cardassian
Stamina test at TN 10 to maintain it per day. space.
Favored Profession
Rogue or Spy.
Species Adjustments
None.
12
CHANDIR
THE NEXT GENERATION ERA ONLY
The Chandir are a species originating from Chand Aad, first encountered by the
Federation in 2327. They are frequently found near Cardassian and Federation space,
but are politically non-affiliated with either. They are a musical people. They are also
called ‘Tailheads’, meant originally by other races as a pejorative nickname, but the
Chandir have embraced the term for themselves, wearing the name as a badge of
pride. Some Chandir have joined Starfleet.
Ø TRAIT: Chandir. The Chandir have cranial trunks that extend from the rear of their
heads, similar to tails. The trunks are muscular, and full of sinus chambers that can
be resonated to amplify their voices. The face and trunk ridges have airways that
can be opened or closed, making the trunks into musical instruments.
CHANDIR VOICE
REQUIREMENT: Chandir.
Your cranial trunk can amplify your voice, and allow you to create unique music. You
are an expert in this regard. When you perform an Opposed Task with Presence, to
talk over someone or to impress them, add a bonus d20 to your roll.
The natural form of a Changeling is a viscous orange fluid. Changelings can alter their
texture and colour to adopt virtually any corporeal form, both animate and inanimate.
They did not seem to be able to exist as or change to forms of energy but they could
simulate its apperance. Once they reach maturity (or maximum mass) Changelings do not
biologically age. Changeling culture revolved around the Great Link and their
shapeshifting. While in the Link, a Changeling had little sense of time or individuality,
viewing itself as a part in a larger whole. Changelings dislike being separated from their
people, and will almost always seek out the company of other Changelings if possible
rather than remaining alone. Throughout their entire known history, no Changeling had
ever purposely harmed another. Above all else, Changelings want their people to be
safe and united in the Great Link, and renegades such as Odo were given ample
opportunities to return home with all transgressions forgiven. However, Changelings
are less tolerant of other species, whom they refer to derogatorily as "solids",
viewing all non-Changelings with suspicion.
• TRAIT: Changeling. All mature Changelings can shift into the form of objects and
creatures at will. As they only mimic humanoid biology they are immune to virtually
all diseases and poisons, and don't require food or sleep and can survive in a
vacuum. Even in humanoid form, Changelings have no sense of smell or taste.
Maintaining a solid form is taxing and Changelings had to periodically revert to their
natural gelatinous state to regenerate, roughly every eighteen hours.
FORM WEAPON
REQUIREMENT: Changeling
You transform a digit or an entire limb into a simple weapon, such as a club, whip, or
dagger. The chosen body part becomes a melee weapon with the following profile:
with 1 <!, Size 1 H. You can choose to add either the Deadly or non-Lethal Quality, and
also choose one of the following Damage Effects: Intense, Knockdown, or Vicious 1.
SHAPESHIFTIIG
REQUIREMENT: Changeling
You transform into an objects or creatures. When you change into another form you
gain an additional Trait related to your new form, such as its Species Trait. During
combat and other periods of stress, rapidly transforming necessitates skill and focus,
requiring a Control + Conn Task with a Difficulty of 0. On a success, you transform
into a simple inanimate object. You can choose to spend 1 Momentum to
instead become a complex object with many moving parts or an animal,
or spend 2 Momentum to become a generic humanoid. With the
Gamemaster's permission, you can choose to spend 3 Momentum to copy the
form of a particular individual whom you have observed.
Text by "Jester" David Gibson; With help and Talent suggestions from Nathan Dowdell
SPECIES a
Art sto !en from: http://nightwing1975. d e:viantart. com/gallery/389 56551/star-tre:h-characters
THE NEXT GENERATION ERA ONLY
EXAMPLE VALUE: Solids Fear What They Don’t Understand, and They Don’t
Understand Me
REQUIREMENT: Changeling.
This Talent is mandatory and must be selected by a Changeling character during
character creation. The character may spend 1 Momentum as a Minor Action
once per Turn to assume a di erent form, gaining an additional Trait to re ect
whatever form they have chosen, though they cannot yet mimic an individual,
and they must return to a liquid state for a few hours of rest every sixteen hours.
While in an alternate form, it is next to impossible (Di culty 5) to discern the
Changeling’s true nature, without separating some part of the Changeling’s
substance. The character also has a Resistance of 4.
REQUIREMENT: Changeling.
The Changeling may, when assuming an alternate form, assume the form of a
speci c individual, mimicking their appearance and personality su ciently that
even close friends may be unable to discern the truth. Further, the Changeling
no longer needs to revert to a liquid state in order to rest.
the secret of interstellar travel by taking on the form of
organisms that are able to enter subspace at will. Unlike other
shapeshifting species throughout the Galaxy, Changelings
THE NEXT GENERATION ERA ONLY are unique in that they can shift their molecules around and
To the people of the Gamma Quadrant, the Founders of the literally turn into the rocks around them, making it di cult for
Dominion are shadowed in myth and legend. Few realize them to be located by all but the most intensive scans.
that the mythical Changelings from the quadrant’s distant
history were in fact the same species that rules over all of Changelings are not unstoppable, however. Sensors can be
the Dominion. To the people of the Alpha Quadrant, the calibrated to try to nd their bioreadings and all Changelings
Changelings are a grave threat and one that is very di cult nd low-intensity phaser sweeps to be unbearable. A
to counter. They are an entire species composed of a Changeling can also not hold the same form inde nitely
morphogenic substance that allows them to not only take and must periodically rest in a gelatinous shape or their cell
on the appearance of what they are trying to mimic but the structure starts to decay into dark, brittle akes.
physical qualities as well. The simplest of them can assume
the forms of rocks, trees, and even simple animals like hawks EXAMPLE VALUE: The Founders Are the Will of the Dominion
and reptiles. The more experienced Changelings are able to
change their forms to completely appear like the species they ATTRIBUTES: +1 Control, +1 Fitness, +1 Presence
are mimicking, whether it is a Star eet o cer working in a top
secret space station or as a shower of light that oats gently TRAIT: Changeling. A Changeling is naturally a gelatinous
through a room. Some Changelings have even discovered orange-brown uid, which can adopt the form and
structure of any solid object, including other living
creatures and di use substances like fog. While they
cannot become energy, a Changeling’s ability to assume
other forms is limited more by skill and experience than
by physical capacity: it is theorized that they transfer
A Changeling has the potential to be a very powerful character mass to and from subspace in order to change size and
in Star Trek Adventures if the Gamemaster does not take care density. Many Changelings nd themselves persecuted
to make sure the Player is following consistent rules. Although by “solids” for their shapeshifting ability, and often crave
there are several examples of Changelings fooling ship scanners a sense of order and justice in the universe, with a rigid
and being able to travel through space on their own, the limits to attitude at odds with their uid forms.
what an individual Changeling can do is left to the Gamemaster.
A Changeling that was discovered outside of the Dominion has TALENTS: The character receives access to the
likely never encountered the Great Link and will not know how following talents. All Changeling characters must take
to transform into a space-dwelling organism, while a Changeling the Morphogenic Matrix talent during character creation
attempting to fool sophisticated sensor sweeps may not be able to
fool them for very long if they have not been taught how to mask
their physical appearance properly. REQUIREMENT: Changeling.
The character may spend 1 Momentum as a Minor Action once
There is also the xenophobia most races feel towards the per Turn to assume a di erent form, gaining an additional Trait
Changelings, especially in light of the Dominion War. The knowledge to re ect whatever form they have chosen, though they cannot
of who the Founders are has spread throughout the Alpha and Beta yet mimic an individual, and they must return to a liquid state for
Quadrants, and all governments have instituted measures on how a few hours of rest every 16 hours. While in an alternate form,
to test for Changeling in ltrators. Even on places such as Deep it is next to impossible (Di culty 5) to discern the Changeling’s
Space Nine they will still encounter distrust and outright hatred true nature, without separating some part of the Changeling’s
outside of the station’s command sta . substance. The character also has a Resistance of 4.
At a certain point in their lives all Changelings begin to feel the call
of the Great Link and will attempt to travel towards it at all costs. REQUIREMENT: Changeling.
The Great Link is the shared bond all Changelings possess when The Changeling may, when assuming an alternate form,
they are joined and allows for an instantaneous and instinctual assume the form of a speci c individual, mimicking their
sharing of thought and desire. Changelings do not often possess appearance and personality su ciently that even close friends
names outside of the Great Link, since they become one being may be unable to discern the truth. Further, the Changeling
when they merge with each other. When Changelings travel abroad no longer needs to revert to a liquid state in order to rest.
they prefer to be called by their title if they are within the Dominion
or whatever name they are given by other races. SAMPLE NAMES:
Masculine names: Odo, Holak
Feminine names: Lall, Chiree
The Founders of the Dominion are liquid creatures capable of changing their shape at will. The
Founders can each assume multiple shapes at the same time, including inorganic and unique
shapes in addition to mimicry of existing beings. This means that a Founder never needs to
worry about clothing; a Founder can appear to wear anything he or she wishes. This
shapeshifting ability is limited only by size – an individual Founder can only assume shapes of
his or her particular liquid volume. Note that a Founder’s shape shifting ability does not convey
any additional abilities to him or her, such as speed or strength. The change is purely one of
shape and appearance.
In their natural state, the Founders all coexist in a huge sea of living fluid they call the Great
Link. In the Great Link, there is no physical distinction between one Founder and the next, or
even individual identities, as humans understand it. All Founders within the Great Link know
everything all other Founders in the Link know, and are, in a way, a single entity. They only
take on independent personality upon leaving the Great Link.
Most Founders are never away from the Great Link for very long, but they do send out
members of their race to other, faraway worlds, to gather information. As they keep one
hundred of their kind scattered across the galaxy, these Founders are simply called the
Hundred. The Hundred are sent out with no knowledge of their home world, their race, or their
abilities. After fifty to five hundred years, the hundred instinctively seek out the Founders home
world.
Attributes
Fitness 2 [2]
Coordination 3 [3]
Intellect 2 [2]
Presence 2 [2]
Empathy -1
Psi 0 [0]
Skills
Any Science (choose Specialization) 2 (3)
Culture (The Great Link) 1 (3)
History (Founders) 1 (3)
Language
Dominion Standard 2
Shapeshifting (choose Specialization) 3 (4)
World Knowledge (Founders' Homeworld) 1 (2)
Typical Advantages/Disadvantages
Arrogant (-1), Domineering (-1), Medical Problem (must resume liquid form daily; -1 die each
to Fitness and Coordination, -2 dice to Presence) (-5), Shapeshifter (+6)
Author’s Notes
Since Founders can learn directly from the Great Link, they do not require a standard character
history. Founders leaving the Great Link should be generated by spending an additional 125
points on skills alone. Note that individual Renown is not applicable, as a Founder is not an
individual until he or she leaves the Great Link. Note also that since Founders do not develop
in the same way that other organisms do, they are very consistent in their attributes. Finally,
note that the cost of the Double-Jointed and Resistant advantages have been doubled in this
case to reflect the greater abilities of a liquid life form. Members of the Hundred are the only
Founders which should be generated according to the standard rules. Their Early Life History
package should be something like this:
Only members of the Hundred should be considered as player characters, and should be created
using the standard character history rules. They will know nothing of their home world, the
Great Link, or even their own species.
Editor's Notes
I have modified the Advantages of this Template as submitted by the author, and therefore
added a Science skill to adjust the point total for the Template. This Template refers to the
Shapeshifting Advantage and Shapeshifting Skill submitted here by the same author. Of course,
a Narrator should be extremely reluctant to allow any but the most disciplined players a
chance to play (and probably abuse) a Founder character or other shapeshifter.
The Chelons, sometimes also called Chelarians and Rigellians, are a peaceful race that
resemble bipedal saber-toothed turtles. They come from Rigel III in the Beta Quadrant,
and belong to the Federation. They have only one sex, reproducing by egg-laying.
Some may adopt male or female gender roles, but traditionalists scorn the practice.
Their fangs are highly effective in combat, though few have been trained in the art.
They no longer have shells to support their bodies, but some wear ceremonial armor to
compensate. Being the egg-layers the larger Chelon lords have attendants who care
for them. The smaller Chelon attendants are the ones with true power in their society.
Ø TRAIT: Chelon. Evolved from saber-toothed turtles, the Chelons are highly
resistant to ultraviolet radiation. They are skilled swimmers, and prefer warm and
humid weather. Some Chelons, in times of stress, may secrete a contact toxin
through their skin, often delivered through a claw strike.
CHELARIAN BITE
REQUIREMENT: Chelon.
You have trained to use your fanged bite in combat. The bite counts as: Melee weapon,
1A, Size 1H, Piercing 1.
CEREMONIAL ARMOR
REQUIREMENT: Chelon.
You own a set of Chelon ceremonial armor that only fits you or another Chelon. When
worn, it provides 2 Resistance.
CHELON TOXIN
REQUIREMENT: Chelon.
In times of stress, you secrete a toxin that may be delivered on contact. In combat, if
your current Stress is at half your maximum Stress or lower, your Unarmed Strikes
become Intense.
Formally a member of the Klingon Star Empire, TALENTS: The character receives access to
Clickets are an insectoid race who despise the following talents:
gratitude. In fact, the species often see gratitude
as an insult and even as an act of war.
REQUIREMENT: Clicket, or gamemaster’s
After decades of being insulted when the permission.
Klingons called them “Honorable,” the Clickets You have been bred to have an exoskeleton that
formulated a plan to leave their disrespectful can absorb tremendous force. This selective
masters. The Clickets used the distractions of breeding process is typically used to create new
the Klingon and Dominion Wars to build ships warriors. Your Resistance is increased to 2.
and nd a suitable home elsewhere. Knowing
how stubborn the Clickets were, the Klingons
decided to let them leave without interfering so REQUIREMENT: Clicket, or gamemaster’s
they didn’t have to deal with the exhausting war permission.
declarations that came every time the species While all Clickets can communicate using
was complimented. clicks from their mouthparts, some
have evolved a secondary ability to
EXAMPLE VALUE: Gratitude Shows Us We communicate using scent. These
Can’t be Successful on our Own pheromones are subtle and usually
require antennae structures for
ATTRIBUTES: +1 Insight, +1 Fitness, biological organisms to recognize. The
+1 Presence Di culty of tasks to understand this
language is increased by 1 unless
TRAIT: Clicket. Clickets live together in there is an organism with antennae
colonies on ships which they refer to as performing the task.
nests. Their exoskeleton is resilient and must
be shed once a year. The gamemaster may
rule that this means a Clicket has Resistance Clicket names are usual a series of
1, or avoids dangers that would pierce a clicks and chirps. The initial clicks
softer-skinned creature’s esh. represent the individual’s nest and
the chirps that follow are associated
with each individual Clicket. Star eet’s
universal translator has converted the
clicks and chirps into letters and syllables.
Clickets usually keep their shed
carapaces and display them as statues SAMPLE NAMES: Chk-trall, Krv-lill, Vrv-Jykk,
in their personal spaces. This is risky as Brk-Chuun, Mrd-Vikk
the larval form of the species loves the
taste of exoskeletons.
CORIDANITE ______
ALL ERAS OF PLAY
MINERALOGIST
REQUIREMENT: Coridanites, or Gamemaster's Permission
Mining dilithium, ore, and precious minerals has driven the economy of your world
for centuries. When you use the Obtain Information Momentum spend relating to
geology or mineralogy, you may ask an additional question in addition to those
purchased with Momentum.
Text by "Je:ste:r" David Gibson; Art Copyright Star Tre:h Online: and C ryptic Studios
SPECIES•
TRAIT: Cybernetically Enhanced. Though most cyborgs
CYBERNETICALLY still consider themselves to be members of their original
ENHANCED species, there are some who cannot help but face the
reality that every day they are alive is thanks to the
machinery installed in their bodies. They embrace their
reality with stoicism and with determination to prove
These individuals are not a species unto themselves but
to others that they are more than just a combination of
a classi cation. The Federation possesses advanced
organic and cybernetic parts but are living
technology that can be used to repair or improve the bodies
beings in their own rights. Some even come to fully
of those who have become injured or been devastated by
embrace the advantages their new components can o er
disease. These augmentations are often very risky, as not
them and use it to leverage an advantage over others.
every species is capable of undergoing the process of having
portions of their anatomy replaced with machinery. Other
TALENTS: The character receives access to the
species are not able to adjust to the process,
following talents:
with their own bodies rejecting the machinery
over time. These augmentations go beyond
SYNTHETIC PHYSIOLOGY
replacing a missing limb and involve large-scale
REQUIREMENT: Cybernetically Enhanced, or
replacement of the epidermis, musculature,
gamemaster’s permission.
and even portions of the nervous system
with state-of-the-art computers
Some injuries su ered by organic beings require extensive
and electronics that adapt to the
augmentations and improvements of an individual’s body.
individual’s physiology and replace
Some of these improvements leave the Cybernetically
their natural function. Though
Enhanced possessing physical abilities superior to their
these cybernetics do their best to
original capabilities, and allow them to achieve feats well
compensate for the loss of their
beyond what they once could. The Cybernetically Enhanced
organic components, some among
increases their Resistance by 1 against non-lethal attacks.
the augmented would prefer to
The Cybernetically Enhanced may also spend 2 Momentum
retain their original body parts.
(Immediate) to re-roll a single die for any task involving Fitness.
Cybernetically-enhanced
ANALYTICAL RECALL
characters are always mixed-
REQUIREMENT: Cybernetically Enhanced, or
species characters – their original
gamemaster’s permission.
species, and their new status as
a cybernetically-enhanced
Some Cybernetically Enhanced nd themselves able to
individual.
recall information faster than they used to and are able to
process crucial details to a greater degree. Three times per
EXAMPLE VALUE:
session, a Cybernetically Enhanced individual may ask the
Arti cial but Still Alive.
gamemaster for more information regarding data they have
ATTRIBUTES: +1 Control, recorded or situations they have personally seen, as if they
+1 Fitness, +1 Reason had spent a point of Momentum to Obtain Information.
Skills
Engineering (choose any 2 Specializations) 2 (3)
Computer (choose Specialization) 1 (2)
Culture (Cygnus) 2 (3)
History (Cygnus) 1 (2)
Language
Cygnan 2
Science or Engineering (choose Specialization) 1 (2)
World Knowledge (Cygnus) 1 (2)
The humanoid Cygnans are from a system with very low UV output and thus they lack the skin
pigments that protect against UV light. To offset this they need to regularly apply a long lasting
chemical sunblock to their very pale skin, which together with their totally black eyes, gives
them a very distinctive, albino-like appearance.
Known for their technological aptitude and abilities, Cygnans actually see technology as a form
of art - they are also renowned for their art. Cygnans have a well-deserved reputation for
lacking discipline - except for when it comes to technology. Part of their philosophy is to
spread their technology to others and their representatives on the Federation High Council
continue to be the most open in their objections to the Prime Directive.
Notes
The Cygnans are a conversion of the race that appears and is described in Prime Directive, the
role-playing game for the Star Fleet Battles universe published by Task Force Games.
Cygnans are renowned are software engineers, especially in the field of artificial intelligence.
They believe that computer systems should emulate humanoid personalities and regard
standard interface systems are terribly impersonal. In 2267, the USS Enterprise computer was
upgraded by a Cygnan team, who gave the computer a flirtatious female persona.
Attributes
Fitness 2 [5]
Coordination 2 [5]
Dexterity +1
Intellect 2 [6]
Logic +1
Presence 1 [5]
Empathy +1
Psi 0 [5]
Skills:
Computer (choose Specialization) 1 (2)
Culture (Cygnan) 2 (3)
Engineering, Any (choose any 2 Specializations) 2 (3)
History (Cygnan) 1 (2)
Language
Cygnan 2
Science, Any (choose Specialization) 1 (2)
World Knowledge (Cygnet XIV) 1 (2)
Typical Traits
Curious +1, Engineering Aptitude +3, Impulsive -1, Obsessive Tendencies (Technology) -3
Notes: Cygnans were referred to by name in Classic Star Trek, but were not definitively shown
- I have chosen to regard a race which appeared aboard the USS Enterprisein the episode
Jourbey to Babel as being Cygnans (this species also closely resembles the character of Trance
Gemini in the series Gene Roddenberry's Andromeda). This writeup is loosely based on the
Prime Directive game statistics.
Daliwakian men have soft voices. And both the men and
women are known for their fine singing voices and natural
SPECIES NAME: DALIWAKIAN talents.
To an untrained observer, the ridge patterns look very Daliwakians do not use a middle name.
much the same from person to person; and appear as
a singular ridge extending from the bridge of the nose Daliwakians do change their surnames when marrying, and
up to the hair-line, with two slightly wider ridges the husband traditionally takes the wife's name, as do the
forming a sort of semi-circle out from the central children. The family line is traced through the female.
ridge.
HOMEWORLD
Differing thickness of the ridges, different degree of Daliwak, the homeworld of the Daliwakians, is almost as
curve, and different lengths all serve to distinguish well-known as a resort-planet as Risa or Argellius. While not
one Daliwakian forehead from another. as popular among the Federation citizenry as either of the
other pleasure-worlds of the Alpha Quadrant, Daliwak
Daliwakians tend to be dark haired. Men wear their boasts a wide range of cuisine, and many luxurious
hair short, and often adorn their faces with mustaches comforts lost to old Earth but cherished by human
or trim beards. Women wear their hair long, but travelers.
usually pinned up in intricate hairstyles.
Daliwakian music is considered some of the finest in the
Daliwakian skin-tones range from a deep tan to an quadrant. And any good chef is required to know how to
olive-tone. And they have unusually smooth skin, fine
prepare a least one Daliwakian dish. receive a +2 species-bonus to all Negotiate (Entreat), and
Persuade (Oratory) tests.
Daliwakians are also known for their high fashions.
Many of the most highly regarded clothing designers Natural Talent: All Daliwakians have some kind of talent, be
in the Federation come from Daliwak. Ambassador it singing, dancing, playing a musical instrument, or
Lwaxana Troi, of Betazed is known to be fond of dramatic acting. A Daliwakian will begin the game with 2
Daliwakian designs, and has even employed a levels and 1 specialty in any one Entertainskill. She may
Daliwakian to work for her on Betazed designing advance this, and all Entertain skills as professional skills.
clothing.
Pacifist: Daliwakians will all have one level of this trait as a
At least that is the reason she gave, for his species flaw. (see page 142 of the Player's Guide for more
employment. information).
DALIWAK
Class: M
Moons or Rings: 2 moons
Gravity: 1G
Climate: Standard atmosphere, 73%
hydrosphere, warm / tropical temperatures
Demographics: Several million inhabitants.
Mostly Daliwakian, but some Orions, Ferengi,
Humans, and a few Bajoran refugees
Civilization: Initiative, and Openness. TL8.
Democracy
Resources: Clothing, fashion-design, fine
foods, wines; entertainment, and entertainers.
FAVORED PROFESSION
Daliwakians will always take on a civilian profession.
The only “Soldiers” to be found in Daliwakian society
are the Daliwakian Police.
SPECIES ABILITIES
Daliwakians are naturally charming and charismatic.
Most other races find them very physically attractive.
And this natural knack for the social graces has given
them a unique insight into what people are saying, and
what they are meaning.
Hailing from the Alpha Quadrant planet of Defera, the Deferi homeworld is
located between the Cardassian Union and Breen Confederacy. Because
of their world’s rich archaeological sites, they have been targeted by the
Breen several times during their history. These ancient ruins belong to long
forgotten empire with fantastical technology. Deferi philosophy is based upon
maintaining a universal balance, as inequality is said to lead to hatred and
misunderstanding. Before taking action, possible impact on balance has to
be evaluated. The Deferi governing body practices a complex system of direct
diplomacy, where the populace is consulted on major decisions and polls are
used to elect officials or remove them from office. Because of their philosophy,
the Deferi strive to remain neutral in galactic politics, but have diplomatic
ties with the Federation and Klingon Empire. While the Deferi possessed warp
technology for years, they preferred to remain on Defera rather than risking
imbalancing the region. Overpopulation eventually forced the Deferi to
expand beyond their homeworld, which attracted the attention of several
dangerous species.
TRAIT: Deferi. Deferi have light green skin that is smooth with darker mottled
patches. The top of their head features a pronounced cranium ridges, and
female Deferi have a large bony ridge between their eyes. Deferi are
descended from amphibians and dislike arid conditions, which leaves their skin
painfully dry. They retain the ability to breathe water for short durations, but
can function in the air indefinitely. They have a nictitating membrane that can
covers their eyes, keeping them moist and protecting them from blinding
chemicals and bright lights.
BALANCED APPROACH
REQUIREMENT: Deferi, or Gamemaster’s Permission
You live your life focused on maintaining balance, trying not to let any one
aspect become too dominant. When you buy an extra d20 with Momentum,
the cost to buy the next d20 is reduced by 1 if purchased using Threat.
SPECIES
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
Attributes
Fitness 2 [5]
Strength -1
Coordination 3 [5]
Intellect 2 [5]
Logic +1
Presence 2 [5]
Empathy +1
Psi 0 [5]
Skills
Culture (Deian) 2 (3)
Engineering (Choose Specialization) 1 (2)
History (Deian) 1 (2)
Language
Deian 2
Science, Any (Choose Specialization) 1 (2)
World Knowledge (Deia) 1 (2)
Background
The Deians are humanoids with pale blue skin and very little, or no facial hair. Indeed, they
have a cultural taboo against exposing any body hair except their head hair. Their appearance is
considered almost god-like in its beauty by humans, hence their name, such that those races
that find the human form attractive, often also find the slender, coolly, pristine and ethereally
angelic looks of an average Deian a distraction.
First contacted in 2213, the Deians, or True Nerillar as they call themselves (they term each
race according to the order in which they were encountered, so Humans are Second Nerillar,
Vulcans are Fourth Nerillar and so on), had already laid colonies on three planets within their
own Paktar system and were on the verge of making contact with other races. These were in
addition to their homeworld, the third planet in the Paktar system, known as "Kal'Tyar Seterra
Nerillar", or "First and True Home".
Though they value their privacy - their monotheistic religion remains a secret to this day, many
Deians choose to serve in Starfleet. This tends to be in the science or engineering branches,
although others do serve as Federation diplomats.
Notes
The Deians are a conversion of the race that appears and is described in Prime Adventures 1, a
supplement for Prime Directive, the role-playing game for the Star Fleet Battles universe
published by Task Force Games For further information, see page 21 of Prime Adventures 1.
They were originally created by Christopher Allen and given statistics by Timothy Oleson.
REQUIREMENT: Deltan.
The character excretes a natural aphrodisiac pheromone.
Whenever they attempt a Task using Presence to in uence
an attracted creature, they gain one bonus d20. However, Andorian 1-2 1-2 1
they also increase their Complication Range Bajoran – – 2-3
by 2, as the e ect can be distracting or lead to unwanted Benzite – – 4
consequences. This talent can be switched o , losing Betazoid – – 5-6
both the bonus and the drawback, by applying chemical Bolian – – 7
suppressants. Denobulan 3-4 3-4 8
Efrosian – 5-6 9
Human 5-16 7-14 10-15
REQUIREMENT: Betazoid, Deltan, or Gamemaster’s Tellarite 17-18 15-16 16
permission. Character creation only. Trill – 17 17
The Deltan can sense the emotions of most nearby living Vulcan 19-20 18-19 18-19
beings, and can communicate telepathically with other Zakdorn – 20 20
empaths and telepaths, as well as those with whom they This table re ects most common rather than all Star eet races.
DELTAN
THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY
Deltans have a reputation for being distant and aloof—often being compared
to Vulcans—but they actually have a well-developed sense of humour
beneath their poised and dignified exterior. Their home-world, Delta IV, has
unpredictable tides and an inhospitable ecology that created a polyglot and
unified culture: while micro-cultures developed throughout their home world’s
expansive chains of archipelagos, they never remain isolated long enough for
the Deltans to develop pronounced cultural differences or xenophobia, and
the species is accepting of differing opinions and beliefs. A deeply sensual
race, Deltans savour physical sensations of all varieties: hunger pangs and
their satiation with exquisite foods, and both the caress of a warm breeze or
bite of a chill wind. Their pronounced sexual attractiveness can prove to be a
distraction for other species, which prompts most Deltans to swear an oath
of celibacy when working off-world or alongside non-Deltans, such as when
serving on Starfleet vessels. Renowned for their fashion and jewellery, Deltans
are known to wear elaborate head dresses, and their accessories are sold
throughout the Federation and neighbouring territories.
EXAMPLE VALUE: There are Limits to Self Indulgence, but None to Restraint
ANALGESIC TOUCH
REQUIREMENT: Deltan
You can carefully release your pheromones to induce a surge of endorphins,
relieving physical pain. After a successful First Aid Task, you can permit the
character to ignore the injury for the remainder of the scene, allowing them to
act normally. A character can benefit from this only once per mission.
INDUCE AGONY
REQUIREMENT: Deltan
You have learned to use your pheromones offensively, triggering random
pain impulses. Your touch counts as a melee weapon with 1 A, Vicious 1,
Size 1 H, and the Nonlethal quality. You may use Command or Medicine
instead of Security when attempting an induce agony Attack, and may
increase damage by your Command or Medicine Discipline instead of
Security.
In the first decades of the 22nd Century, the Terran Empire reached Denobula
and found the populace surprisingly willing to serve. Having seen the Empire
growing closer and closer, the Denobulans opted to surrender and welcomed
the Terrans rather than resist and risk extinction. Lacking a large fleet of
ships and with only a single continent housing their entire population, the
Denobulans were vulnerable and stood no chance against the Imperial
Starfleet. While other vassal planets occasionally rebelled, the Denobulans
were noted for their passivity and seeming loyalty to the Empire. From a young
age, Denobulan with skills useful to the Imperial Starfleet were identified
and sent off-world. These “volunteers” effectively surrendered to Terran
servitude. This regular sacrifice of skilled individuals allowed Denobula to
largely maintaining its independence and preserve the traditional tight knit
community-based lifestyle Denobula had maintained for generations. Those
Denobulans who offer their services to the Empire worked diligently to be
exemplary officers—loyal and fully committed to the ideals of the Empire—so
their planet and family would be left in peace. With their low opinion of aliens,
few Terrans recognize this deception, and believe Denobulans to be inherently
subservient. This worked to the advantage of the Klingon-Cardassian
Alliance: when Alliance forces neared that sector, Denobula betrayed the
Empire in exchange for freedom. The Alliance accepted and Denobula won its
independence.
CLOSE QUARTERS
REQUIREMENT: Denobulan, or Gamemaster’s Permission
With billions of inhabitants on its single continent, Denobula has a high
population density. You were raised in these crowded spaces and feel most
comfortable in groups. When you make a Task in the same zone as two or
more friends or trusted colleges you can re-roll a d20.
SUPPORTIVE
REQUIREMENT: Denobulan, or Gamemaster’s Permission
You respond quickly to orders and work well with others. When you are given
an order by a commander performing the Direct Task, you can re-roll a d20 on
the commanded task.
SPECIES
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
TODAS AS ERAS DE JOGO
The Devore have spread rapidly throughout their territory, with the Devore as senior sentient's
within the Imperium, their military is manned solely by the Devore, although absorbed worlds
are allowed to maintain local law enforcements and minimal planetary defence forces to
supplement the Devore navy.
Although maintaining a superior attitude to their member species, the Devore do accept and
understand them, treating them as lesser partners, over conquered foes.And this attitude
translates into a wary acceptance of peaceful travellers through their territory.
The Devore have one major dislike.They are rabidly intolerant of Psioncs, going out of their
way to hunt them down and incarcerate them.However such incarceration is often directly
connected to the Deaths of any who are captured, often leading to refugee's evading the Devore
authorities who often search vessels at random, even multiple times to ensure that all Psionics
are apprehended.This attitude even extends to Psionic capable species aboard vessels travelling
through their space, whether they are citizens of the Imperium or not.
This hatred stems from recent events on the Devore homeworld, after an abortive coup by
Psionic's over a century before.The small group was destroyed and in a fit of Paranoia all
Psionics were declared illegal by the Devore authorities, their leaders giving the Armed Forces
draconian powers resembling martial law and a free hand to enforce the laws against Psioncs
any way necessary.
This situation is compounded by the fact that the development of Psionics is the next
evolutionary step for the Devore. And slowly, over time they are developing Psionic abilities,
faster even than the authorities are able to hunt them down.
Attributes;
Fitness 2 [5]
Coordination 2 [5]
Intellect 3 [5]
Presence 2 [5]
Empathy -1
Willpower +1
Psi 1 [5]
Skills;
Any Science (Choose Specialisation) 1 (2)
Athletics (Choose Specialisation) 2 (3)
Culture (Devore Imperium) 2 (3)
History (Devore Imperium) 1 (2)
Language
Devore 2
World Knowledge (Deverone) 1 (2) (27)
Typical Advantages/Disadvantages;
Intolerant (Psionics) -3
+1 Courage Point.
SAMPLE NAMES:
Feminine Names: Minda, Taadoz, Taymik
Masculine Names: Cullos, Kashyk, Marnon
Gender-Neutral Names: Jerno, Prax, Teza
15
𝚫
ff
fl
fi
Dolphins are small cetacean mammals with beaklike snouts. They evolved along with humans
on the planet Earth, although for much of human history dolphin sentience went unrecognized.
Dolphins are peaceful, intelligent, curious, and friendly. They are aquatic beings, spending their
entire lives in water, although they breathe air. They possess a form of sonar which can reliably
sense an object's size, shape, texture, and density up to 20 meters away (in a liquid medium).
Since they have no appendages suited to tool use and other such typical humanoid
manipulation of their environment, dolphins tend to be introspective and contemplative.
Dolphins (and their cousin, the Whales) are valued in Starfleet for their outstanding
navigational abilities. Some ships, in fact (including the Galaxy-class) incorporate special
facilities to accommodate cetacean crewmembers and/or researchers. "Cetacean Ops" on these
ships is where theoretical topics in navigation are studied in depth.
Attributes
Fitness 2 [5]
Coordination 3 [5]
Intellect 2 [5]
Perception +1
Presence 2 [5]
Empathy +1
Psi 0 [5]
Skills
Acrobatics (Aquatic) 1 (2)
Athletics (Swimming) 1 (2)
Culture (Dolphin) 2 (3)
History (Dolphin) 1 (2)
Language
Dolphin 2
Planetary Sciences (Navigation) 2 (3)
Space Sciences (Astrogation) 2 (3)
World Knowledge (Earth) 1 (2)
Typical Advantages/Disadvantages
Curious +1, Excellent Hearing +2 (Sonar), Pacifism -3 (Self-defense), Physically Impaired -3
(No Fine Manipulators; Cannot Walk), Sense of Direction +1
TRAÇOS: Jem’Hadar
ATTACKS:
UGolpe Desarmado (Corporal, 3 Derrubar, Feroz 1,
Tamanho 1M)
Lâmina (Corporal, 4 Feroz 1, Tamanho 1M)
Agravamento Kar’takin (Corporal, 5 Feroz 1, Tamanho 2M)
Fuzil de Plasma (Distância, 6 Feroz 1, Tamanho 2M,
Debilitante, Preciso)
Os Jem’Hadar são formas de vida geneticamente alteradas, Os Vorta são formas de vida geneticamente alteradas, criadas
criadas para servir como militares para o Domínio. Gerados para servir como conselheiros, cientistas, diplomatas e
em câmaras de maturação em vez de naturalmente, eles supervisores para o Domínio, agindo como os servos mais
crescem até a maturidade em três dias, desenvolvendo próximos e principais representantes dos Fundadores. Vorta são
raciocínio complexo e domínio de idiomas um dia depois de clonados, em lotes de seres idênticos, com um novo clone sendo
nascer. Depois que amadurecem, eles não comem, bebem ou ativado e colocado a serviço quando um predecessor morre,
dormem, recebendo toda a nutrição da droga ketracel-branco, recebendo as memórias dos que vieram antes dele, embora cada
frequentemente conhecida apenas como “a branca,” que é clone ainda seja um indivíduo distinto. Os Vorta são extremamente
distribuída para eles por seu supervisor Vorta como forma de astutos e espertos, mas têm pouca criatividade ou senso estético.
garantir a lealdade. Poucos Jem’Hadar vivem mais de quinze Personagens Vorta têm os seguintes modi cadores:
anos devido a casualidades de batalha, com os que alcançam
os vinte sendo chamados de ‘Anciãos.’ Personagens Jem’Hadar ATRIBUTOS: +1 Intuição, +1 Presença, +1 Raciocínio
têm os seguintes modi cadores:
TRAÇO: Vorta. Vorta. Os Vorta têm uma audição
ATRIBUTOS: +1 Daring, +1 Fitness, +1 Insight extremamente precisa, mas uma visão relativamente ruim.
Eles são imunes à maioria das formas de veneno. Vorta
TRAÇO: Jem’Hadar. Jem’Hadar individuais são sicamente são absolutamente leais ao Domínio, reverenciando os
poderosos e bem mais fortes e mais resistentes do que os Fundadores como deuses vivos. Os que encontram os Vorta
Humanos. Eles também possuem uma visão excepcionalmente frequentemente os consideram falsos ou manipuladores.
DOPTERIANS
Chomo. Chameloid names vary in sound.
Favored Profession
Rogue or Spy.
Personality
Species Adjustments
This shy and timid species are a Cardassian
+1 Vitality
vassal species. They are quiet and generally
pacifistic, but happily turn on their oppressors given
Species Abilities a good enough opportunity.
• Exceptional Eyesight: Chameloids devoloped
good observational abilities as a survival trait Physiology and Appearance
and receive a +2 bonus to Observe (Spot)
Dopterians are a humanoid species that are
tests. They can also see well in dim lighting
distant cousins of the Ferengi. They have a four-
conditions, reducing total penalites for dark-
lobed brain that makes them immune to telepathy
ness by -2.
and empathy. They have a distinctive bony ridge
• Mimic: Chameloids can mimic any creature around the back of their head. They are usually a
they see, within limits. The creature must be dark brown or tan color.
humanoid, it must be no more nor less than
50% larger or smaller than the Chameloid. It
Homeworld
requires a Stamina test TN 15 (may be an
extended test) to take on the form, and a Dopteria, an M-class planet inside Cardassian
Stamina test at TN 10 to maintain it per day. space.
Favored Profession
Rogue or Spy.
Species Adjustments
None.
12
ALIEN COMPENDIUM
Species Abilities periods of time. They have wide-angle vision like a
• Bonus Flaw: Weak Willed: Dopterians are cow or horse, as well as poweful legs which can
easily dominated. either propel them at incredible speeds, or deliver a
• Cautious: Dopterians are naturally skittish. stunning kick to a predator. Kasheetan skin color
They receive a +1 bonus to Observe tests, as ranges through yellows, greens and browns. Most
well as a +1 species bonus to Quickness tests have a mottled color combination, with male
for initiative. coloration less bright than that of females.
• Four-lobed Brain: Dopterians have four-lobed
brains, which render them immune to psionic Homeworld
skills and psi-like abilities. Dopterians cannot Kaferia II. A lush, early-development M-class
acquire the Psionic trait, and all Psionic skill planet.
tests against them automatically fail.
History and Culture
Picks Kasheetan history is still very short. They had
8 ([-2] Weak Willed, [+5] Cautious, [+5] Four- developed early industrial-level societies on their
lobed Brain). own before they were discovered by the Orions in
the 20th century. They were exploited regularly as
TNG “Firstborn” slave labor; males culled by dominant females were
sold for service offworld in exchange for more
advanced materials and technology. With
increasing visits from Earth ships throughout the
22nd century, this practice gradually came to a stop.
Later the Kasheetan applied for protectorate status
with the Federation, and were admitted as a
member in 2260.
Favored Profession
Any.
Species Adjustments
+2 Strength, -1 Presence
Species Abilities
• Bonus Trait: Sherpa: Kasheetan can carry a
great deal of weight and receive the Sherpa
edge for free.
Personality
Strong-willed and arrogant, the Kasheetan are a
matriarchal society. They are herbivores that prefer
to be in groups.
13
DOPTERIAN
ANY ERA
The Dopterians are native to the Alpha Quadrant, from Dopteria (Kappa Coronae
Borealis), which was a binary system with two K-class stars. They are physiologically
similar to Ferengi, and like them, cannot be read by telepathy. Some Dopterians are
unscrupulous (like pickpockets and thieves), but there have also been luminaries such
as Dopterian gymnasts and ambassadors. They are known for hovering automated
attack weapons known as Dopterian interceptors. They are an independent system,
and have been known in the Federation much longer than the Ferengi, and have been
on Earth as early as 2245.
Attributes
Fitness 1 [5]
Coordination 2 [5]
Dexterity +1
Intellect 2 [6]
Logic +1
Presence 2 [5]
Willpower -1
Psi 0 [5]
Skills
Concealment (Choose spec.) 1 (2)
Culture (Dopterian) 2 (3)
History (Dopterian) 1 (2)
Language
Dopterian 2
Merchant (Choose spec.) 1 (2)
Science, Any (Choose specialization) 1 (2)
World Knowledge (Dopa) 1 (2)
Typical Advantages/Disadvantages
Multitasking +2, Telepathic Resistance +4, Toughness +2, Greedy -1
Natives of the Dopa system, which is within the Cardassian Union, Dopterians have many
Early Life experiences (and thus Background History Packages) which mirror those of the
Bajorans and other Cardassian subject races. Other skills and Traits common among Dopterians
include the following:
Language
Cardassian 1
Law (Cardassian) 1 (2)
Species Friend (Cardassian) +4
Obligation (Cardassian Citizen) -2
SAMPLE NAMES:
Masculine names: Inglatu, Mofala
Feminine names: Seketch, Zyree
Gender-neutral names: Ballu, Vish
REQUIREMENT: Drai.
The Drai consider the Hunt to be the most important thing
THE NEXT GENERATION ERA ONLY they will ever do in their lives, and their entire culture revolves
A reclusive race that prefers to spend their time out exploring around it. Whether it is pursuing the Tosk or other prey, the
the universe in pursuit of their prey, the Drai are known as Drai have structured the very way they teach their children to
the Hunters to the majority of the Gamma Quadrant. Unlike view the world to be from the mind-set of a hunter stalking
other races under the control of the Dominion, the Hunters their prey. This helps the Drai in every walk of life as they
are free to roam where they please and are given signi cant are able to approach each task with precision and careful
leeway into how they manage their own a airs. Masters in attention rather than blindly rushing into things. Once
the eld of cloning, the Drai are responsible for the creation per scene the Drai may ignore their Complications when
of the perfect prey and the perfect soldiers. It is through their determining the Di culty for a Task.
genetic mastery that they created the Tosk, which proves to
be the most challenging form of prey for them to stalk, and SAMPLE NAMES:
they have created the Jem’Hadar, who have proven to be Masculine names: Gilga, Horu
the domineering st of the Dominion for centuries. Proud, Feminine names: Sekma, Isett
vain, and focused solely on their own a airs, the Drai pursue Gender-neutral names: Netyr, Coziss
the Hunt as the grandest thing they can do with their lives.
While success is publicly shared so too is failure, and it is
not uncommon for failed Hunters to nd their names spread
throughout the quadrant as shameful examples for how
others are to do better.
THE NEXT GENERATION ERA ONLY
EXAMPLE VALUE: There Are No Challenges Like The Hunt Honesty and integrity are cornerstones of the Karemma way
of life. The uno cial merchant caste of the Dominion, the
ATTRIBUTES: +1 Daring, +1 Fitness, +1 Presence Karemma have been tasked by the Founders with regulating
trade across the Gamma Quadrant. Unlike the Ferengi, who
TRAIT: Drai. The Drai care only for the Hunt and each always attempt to leverage the rules to provide an unfair
one will wear the nest hunting gear that they can advantage with who they are dealing with, the Karemma
buy. Even their day to day clothing is focused more prefer to deal openly and honestly. That is not to say they are
towards being t for survival, with hidden pouches and naïve, and all Karemma must study hard in order to obtain
miniaturized survival equipment being commonly found high positions in the Karemma corporatocracy. Their shrewd
on Drai at all times. While they are on the Hunt they will business senses and honesty have given them a fair amount
often not change clothes and will spend every waking of trust by the Founders who allow them to maintain the
hour pursuing their prey. When they are not hunting, economic workings of the Dominion. If the Karemma have a
the Drai dedicate themselves towards maintaining fault it is that their pursuit of honesty can often force them to
peak physical tness and train to keep their eyes and enter into contracts against their will. No Karemma would be
re exes sharp. willing to dishonor themselves or their family by engaging in
dishonesty, though the Karemma will always pursue strongly
TALENTS: The character receives access to the worded deals that bene t themselves.
following talents:
EXAMPLE VALUE: I See Your True Worth
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change-of-heart taken into consideration.
Note: Vendorians may not be a player character species.
_______________________________________________________
GALLAMITE
Gallamites are short, averaging only 1.6m in height, and slender, averaging 50kg. They
have a slightly greenish cast to their amber skin. The hand has four digits, three long
slender fingers and an opposable thumb. The eyes are somewhat larger than Humans,
and have an epicanthic fold similar to eastern Asian Humans. The ears are small and
pointed like those of a Vulcan. The most distinguishing feature, however, is the fact that
the cranium is transparent, and the brain is twice the size of a Human brain. Some races
feel a mild atavistic discomfort at seeing a living brain pulsing inside the cranium, and
some Gallamites wear a close-fitting hood-like garment to avoid making others
uncomfortable.
Gallamite culture is quiet and contemplative for the most part. Gallamites excel in the
sciences, having a natural affinity for mathematics. Although not as well known as the
Vulcan Science Academy or the Daystrom Institute, the Campus of Mathematical and
Analytical Arts on Gallam II is widely respected in scientific circles.
___________________________________________________________
DRIZZITIAN
Species Adjustments: +1 Agility, +1 Intellect
Species Abilities: Psionic Drizzittians automatically possess the Psionic edge (see
PG. p.136)
Telepathy: Drizzittians gain Telepathy 2 at NO cost and can treat that skill as a
professional skill for the purposes of skill selection and advancement. Drizzittians
communicate mentally. They can read anyone's thoughts, and can project their own
thoughts.
Drizzittians are a dark skinned, white haired humanoids with silver reflective eyes and
pointed ears. They come from a planet in the Delta Quadrant that was destroyed by the
Borg in 2299 and arrived in the Alpha Quadrant in 2343, with only a thousand survivors.
The Drizzittians are telepathic (even with non-telepathic species). They can speak but
their voices are so high pitched that it can cause damage. Drizzittians are slightly smaller
than humans. They rarely exceed 1.7 meters in height and they average 55 kilograms.
__________________________________________________________
DEDDERAC
Orange-skinned humanoids with three arms and ridged brows, the Edoans are shy, reclusive
creatures but some have joined Starfleet where their abilities are well appreciated.
Attributes
Fitness 2 [5]
Strength -1
Coordination 2 [5]
Dexterity +1
Intellect 2 [5]
Presence 2 [5]
Psi 0 [4]
Skills
Any Science (choose Specialization) 2 (3)
Artistic Expression (choose Specialization) 2 (3)
Culture (Edoan) 2 (3)
History (Edoan) 1 (2)
Language
Edoan 2
World Knowledge (Edo) 1 (2)
Typical Advantages/Disadvantages
Ambidexterity +2, Multitasking +2
First contact with Edos III, the Edoan homeworld, was made
in the 22nd century, by Vulcan explorers. The Edoans
gained membership in the Federation in 2241. And they
have remained steadfast members ever since, contributing
to Federation culture.
Edoans have large heads on long, thin necks. They do The Edoan Curia is the primary governing and legislative
not have any hair on their heads or bodies. They have body representing the Edoan people; and politicians and
small noses that sit high on their faces and several diplomats serving the Federation who come from Edos are
ridges and cranial lumps on their foreheads, and the often former members of this Curia.
backs of their heads.
The Edoan head of state, most often a respected, elderly
Edoans also have a small flap of flesh, hanging from male, is referred to as the Supreme Magisterial Authority of
the chin. Edos.
Their three arms are long, and trim, with the third arm Edos III is a Tech Level 6 planet with limited warp capability.
protruding from the center of the Edoan chest. Their Edoans do have a military presence on their own world, but
three legs are positioned so that an Edoan can “sit” by eschew the development of military technology in favor of
leaning back on one leg. Although thin Edoan legs are art, science, and intellectual pursuits.
very strong, providing an Edoan with more natural
As a result, Edoans import much of the technology, light and can even see fairly well in close to total darkness.
and material needed to maintain a healthy planetary They receive the Night Vision edge (p. 138 of the Player's
defense, either from the Federation or from Guide).
independent sources, even including the Ferengi.
Reticent: Edoans are a quiet, reserved people. Often
Edos III's primary exports are artistic objects, and appearing shy, or reluctant to communicate, though they do
people – personnel who serve aboard Federation not come off as arrogant or aloof. Edoans cannot spend
starships, for the most part. Courage on Social Tests.
FAMOUS EDOANS
One of the best known Edoans to serve in Starfleet
was the Edoan navigator, Arex.
TRAIT: Endosian. With three legs, Endosians are somewhat slower than most
humanoids, but far more stable. With three multidextrous arms,
they are able to operate multiple stations or controls at the same
time. They are long-lived and capable of deep thought – which
others often mistake as antisocial behavior. Their long lives grant
them a perspective most others lack and they are often able to recall
details and facts from disciplines outside their areas of focus due to
decades of exposure and broad study.
Given their species evolutionary emphasis on three’s, Edosian names typically contain
three syllables – though two syllable names are not entirely uncommon. Edosians do not
traditionally use surnames to denote family lineages, though Edosians with the same
given name will often di erentiate between each other by citing their region, city, or
neighborhood of birth.
SAMPLE NAMES:
Female names: Nitemi, Besheri, Unora, Kribara, Zamare, Cayamen, Elanwa, Matawa,
Bodanie, Awiwa
Male names: Ainbelad, Arex, Ropetir, Elwomo, Cargarin, Manoko, Nusien, Joelpo,
Darame, Nileber
EDOSIAN
THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY
Hailing from the planet Edos, Edosians are a tripedal species, possessing
three arms, three legs, and three fingers on each hand. Due to their sensitive
hands and great manual dexterity they are among the best toolmakers in
the Federation. Meticulous about detail, Edosians make superb scientists
and technicians, employing their tetartosphered brain to simultaneously
perform two or three tasks. They are also renowned musicians, playing unique
instruments that require additional limbs. Naturally reserved, Edosians prize
their privacy and tend to be shy and introverted, forming few social bonds
or close attachments. As a long-lived species, Edosians form large blended
families that produce many children. Despite being an advanced species, they
retain their spirituality and religion, and many continue to
worship a pantheon with many gods.
ANCILLARY APPENDAGES
REQUIREMENT: Edosian
Your balance is exceptional, owing to your extra leg, making you
much more stable. You reduce the cost to resist being knocked prone by
the Knockdown damage effect by 2, to a minimum of 0. If the cost would
be reduced below 0, you instead gain 1 Momentum.
TRIPLE LIMBED
REQUIREMENT: Edosian
You are skilled at using all three of your hands simultaneously. On your
turn, you can take an additional Minor Action, which can only be used for
the Draw Item, Interact, or Aim Minor Actions.
REQUIREMENT: Efrosian.
An Efrosian can see beyond what others think of as the visual
spectrum, from some infra-red to ultra-violet light. Any Tasks
in which detecting those parts of the spectrum is useful
reduce in Di culty by 1. Circumstances, such as low light
levels, do not a ect the Di culty of Tasks, as long as those
Tasks do not relate to perceiving minutiae of a subject.
SAMPLE NAMES:
Male names: Ra-ghoratreii, Xin Ra-Havreii, Ra-Yalix
Female names: Hu’Ghrovlatrei, Fellen Ni-Yaleii
STAR TREK ROLEPLAYING GAME
SPECIES PROFILE CULTURE
Efrosian culture is the result of living on the harsh, frozen
world of Efros Delta for generations. Both technological and
social development were minimal during the millennia-long
SPECIES NAME: EFROSIAN ice age that ravaged the planet. Close-knit tribes formed out
of a need for survival. Once the immense glaciers began to
VISUAL REPRESENTATION break up, the planet eventually united.
Unlike other planets where technology suffered under Unlike the Atreonids, to whom the Eforsians are often
religious rule, the Efrosian warrior-priests believe compared both physically and culturally, Efrosians do not
technology betters life. As the climate warmed (at a make the best Diplomats, but their Warrior-priests qualify as
very slow rate), additional energy and mineral Mystics and even Adepts.
resources were discovered that contributed
substantially to their technological progress. SPECIES ABILITIES
Efrosians are as strong as Klingons, and almost as
First contact was made with the Federation in 2278 naturally intellectual as Vulcans. Their limited eye-sight,
when the Vulcan crew of the USS Surak visited Efros. restricts their perceptive skills, however. These species
Delighted to learn of other intelligent life, the Efrosians traits result in a +1 bonus to both Strength and Intellect
soon joined the Federation and began educational and attributes, and a -1 to Perception.
philosophical cultural exchanges with other worlds.
Many serve in Starfleet and the Merchant Academy as Efrosians also have the following species abilities:
helmsmen, navigators, and medical personnel (some
warrior-priests have become Starfleet doctors). Poor Eyesight: Efrosian eyesight is not as good as that of
most humanoids. As a result they receive a -2 penalty to all
LANGUAGES Observe (Spot) tests. Efrosians with extremely bad vision
Efrosians have their own language, Efrosian, and also would be considered blind by human standards, but they
most Eforsians who intend to work off-world will learn are still able to see in the ultra-violet spectrum. Efrosians
the languages that function best for their work. can compensate for their poor eyesight by using special
Federation Standard, Deltan, Klingon, and Vulcan are glasses that filter out light-waves outside the ultra-violet
common among languages spoken by Efrosians. spectrum. When wearing a pair of these glasses, the
Efrosian is not effected by their visual deficiency, and
COMMON NAMES Observe (Spot) tests are performed without the -2 test
Eforsians have long, somewhat elaborate names that penalty.
have a distinctly Arabic sound to them when
compared to names in Terran languages. Some
Eforsian names include Hu'Ghovlatrei, Ra-Yalix,
Adzhin-Dall, Chitirih Ra-Dreii, Ra-ghoratreii, Zinaida,
and Chitirih-Ra-Payjh.
HOMEWORLD
Efrosian “glasses” used to eliminate, or compensate for
Efros, also known as Efros Delta, is the fourth planet the effects of poor Efrosian eyesight.
in the Flarset system and homeworld of the humanoid
Efrosians, a member of the United Federation of Efrosian Glasses
Planets. Specifications: 12.7cm x 3.8cm. 14cm (earpieces).
0.04kg mass
The planet Efros was in the throes of an ice age as Description: With a wide variety of appearances,
recently as the mid-13th century. In fact, the very name based on the preferred style and design of the
"Efros" translates as "ice" in the Efrosian language. wearer; Eforsian glasses usually resemble Terran
eyeglasses with darkened lenses called “sun-
The United Federation of Planets made first contact glasses” because they were used to filter out the
with Efros in 2278 when the USS Surak visited the rays of Earth's sun to improve outdoor vision.
planet. Duration / Energy: Efrosian glasses require no
energy or power-supply to function as the lenses
A notable citizen of Efros was Federation President are specially ground and tinted to filter out all but
Ra-ghoratreii. ultra-violet light waves.
Rules: When worn by Efrosians, these glasses
Efros is a cold world with virtually no variety in climate remove the -2 Observe (Spot) penalty caused by
and massive glaciers dot the landscape. However, the their decreased vision. When worn by non-
planet does have an abundant supply of metals and Efrosians, these glasses aid in seeing in the ultra-
geothermal energy. Most of the Efrosian people live in
violet spectrum much the same way as infra-
red goggles would allow people to see in the
infra-red spectrum. This gives a +2 to all
Observe (Spot) tests for non-Efrosians trying to
see in the ultra-violet spectrum. But, using
these glasses for an extended period can
cause headaches in non-Efrosians.
Efrosians are a gentile and dignified species native to the planet Efros
Delta in the Flarset System. Cosmetically similar in appearance to Klingons,
Efrosian faces contain fatty deposits inherited from their ancestors due
to the harsh cold of their homeworld. They are notable for their patience,
reserved behaviour, musical language, and oral history. Efrosians lack a
native written language; while introduced to the concept of writing by other
civilizations, Efrosian culture is still based on the memorization of spoken
history, with libraries resembling other worlds’ music archives. Males
tend to have white or blonde hair while females usually have black,
red, or dark brown hair. Efrosians prefer to specialize in one area of
expertise, devoting themselves to a single profession with few outside
interests. A deeply spiritual people, Efrosian religion features a binary
morality: their heaven is known as Endless Sky opposed against a
fiery underworld. Efrosians lack the concept of monogamy found
in many other humanoid cultures and place no emotional value
on sexual intercourse. They consider sexual relations a useful
way to establish a rapport, allowing one to work better with their
colleagues. It is actually considered somewhat rude not to flirt with
someone of your preferred sex.
EXAMPLE VALUE: The More You Know of the Past, the More Prepared You
Are for the Future
TRAIT: Efrosian. Most Efrosians have weak eyes but compensate with a
heightened sense of smell. Some Efrosians who are functionally blind correct
this disability with a type of special mechanical glasses. Efrosians have two
stomachs and require the oils found in Levithi nuts in order to remain healthy.
INTUIT DIRECTION
REQUIREMENT: Efrosian, or Gamemaster’s Permission
You have an innate ability to orientate yourself, owing to your people’s need
to navigate across the glaciers and tundral deserts of your homeworld.
When you attempt a Task to plot a course, find your position, navigate
overland, or determine which direction you’re facing, you may re-roll one
d20.
TEAM ORIENTATED
REQUIREMENT: Efrosian, or Gamemaster’s Permission
You are focused on the success of the group and work well with
colleagues. When you assist another character, you may buy 1
additional d20 with either Momentum or Threat.
Also known as “listeners”, the EI-Aurians are an ancient race that developed
warp technology millennia ago. While they were highly advanced at a
time when few other civilizations in the region had warp drives, El’Aurians
established only a few colonies and never formed an empire. They were a
widely traveled people who traveled far away from their home, across many
parts of the galaxy. A few traveled as distantly the Sol system, reaching
Earth in the 19th Century. In the early years of the 23rd Century, the EI-Aurian
homeworld fell to major attack from the Borg, with all but a handful of EI-
Aurians being assimilated or killed. All their worlds claimed and every single
city was destroyed. The EI-Aurian species was scattered throughout the
galaxy, travelling in refugee ships for several decades in the hopes of escaping
the Borg...surviving and nevertheless prevailing.
LISTENER
REQUIREMENT: EI-Aurian, or Gamemaster’s Permission
You know how to subtly use your empathic skills to discern not only
what is being said but also what is being unsaid. This allows you to
tell someone exactly what they needs to hear. When you attempt a
Task to advise or convince someone into taking or refraining from a specific
course of action, you may add a bonus d20
WISDOM OF YEARS
REQUIREMENT: EI-Aurian, or Gamemaster’s Permission
You have many decades if not several centuries of experiences to draw upon.
You may have one additional Value and Focus, reflecting the insights you
received from your long life
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EL-AURIAN
ALL ERAS OF PLAY
A species of “listeners” originating in the El-Aurian system, The El-Aurians were a well-traveled species of humanoids who visited
many parts of the Milky Way galaxy and beyond. Some El-Aurians had even visited Earth during the 19th century before humanity
even knew of their existence. In the mid-23rd century, the El-Aurian race was the victim of a massive Borg invasion, with all but a
small fraction of El-Aurians being assimilated or killed and the entire civilization destroyed. The loss of their home world scattered
the survivors across the galaxy. By the 24th century few El-Aurians remain and with no established civilization or home wander as
nomads of the galaxy. Few of these survivors have even taken up a career in Starfleet, hoping to find a community they lost so long
ago.
Your people are friendly, patient, and inquisitive, and you exemplify these traits. You are at ease when meeting new cultures, and
adapt to unfamiliar social structures easily. When you attempt a task to learn about an unfamiliar culture, or to act in an appropriate
manner when interacting with members of such a culture, you reduce the Difficulty of that Task by 1.
Due to their extremely long lifespans, El-Aurians come to understand and gain knowledge more extensively that most other
individuals. When a character with this Talent uses a Milestone to exchange a Focus, they may do so twice instead of once.
TEMPORAL AWARENESS*
REQUIREMENT: Special, see text, Gamemaster Permission
One hundred and fifty El-Aurian refugees who were aboard the SS Lakul in 2293 became caught in the Nexus. For them it was akin to
“being inside joy”. Forty-Seven of these refugees were “yanked out” by the USS Enterprise-B, leaving a temporal “echo” of themselves
behind within the Nexus that exists outside of all of time. These El-Aurians are still connected to their “echoes” granting them an
awareness of manipulations made to the time-space continuum. Any alterations to the natural flow of time leaves the El-
Aurian with this talent with a nagging “feeling” that something is just not right, or is fundamentally “off”. The Gamemaster secretly
makes a Difficulty 0 Insight + Science Task check for the player. If the Task fails the player is oblivious to the changes. On one success,
the El-Aurian knows something is wrong, but not exactly what it is. For each success past the first, the Gamemaster may give the
player brief hints as the character begins to remember brief impulses of “how things should be”. Additionally, the player may spend
a point of Momentum to remember a specific fact about the former timeline.
ELAYSIAN
THE NEXT GENERATION ERA ONLY
Elaysians come from a low-gravity planet, where they were able to ‘fly’. However, their
physiology was designed for low gravity, and in higher-gravity environments, they
require special equipment to adapt and work. As a result, few Elaysians leave their
planet. Ensign Melora Pazlar was the first Elaysian to enter Starfleet. Doctor Julian
Bashir has developed a medical treatment that involves elevating neural output to the
brain’s motor cortex via neural analeptic transmitters, which would allow them to move
as a normal humanoid in Earth gravity, but as yet no Elaysian has undergone this
irreversible procedure.
Ø TALENTS: The character receives access to the following talent. The character
must take Low-Gravity Mobility at some point of character creation:
LOW-GRAVITY MOBILITY
REQUIREMENT: Elaysian, or GM’s permission.
Your unique physiology gives you a natural advantage in low or zero gravity
environments, enhancing your mobility. When you are able to freely move in such an
environment, you gain the following effects:
- You are unaffected by Knockdown;
- You may take the Movement Minor Action even if an enemy is within Reach;
- When you use the Sprint Task, ignore Difficulty increases due to terrain.
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ELLORA
THE NEXT GENERATION ERA ONLY
The Ellora are a race from the Beta Quadrant conquered by the Son’a in 2325, and
became part of Son’a society as indentured servants. Ellora underlings serve as
officers, but may also be found in the service industry.
Ø TRAIT: Ellora. The Ellora have heads surrounded by a patterned bone plate.
The bone plates of males are thin, but wide for females. They resemble
saurians, and have greater resilience than many other species.
Ø TALENTS: The character receives access to the following talents. You must
take Bone Plating at some point during Character Creation.
SOLID ASSISTANCE
REQUIREMENT: Ellora, or Gamemaster’s permission.
Your respond well to direction by a superior. When a superior uses the Direct Task
on you, you may re-roll any d20s in your dice pool.
BONE PLATING
REQUIREMENT: Ellora, or Gamemaster’s permission.
You gain 1 Resistance. Also, during melee combat, if you manage to Knockdown
your opponent with an unarmed strike, you can declare it to be a headbutt that
disorients your opponent. The next Task that your opponent performs has its
Complication Range increased by one.
And, over the past decade they have been growing weary of
being under the control of the So'na. Many Elloran have
SPECIES NAME: ELLORA (aka Elloran) expressed public distaste with the So'na involvement in the
attempted relocation of the Baku in 2379. And there are
VISUAL REPRESENTATION rumors of a growing Elloran resistance, and a potential
revolt against So'na control.
LANGUAGES
Their native language, Elloran, has but vanished from the
Ellora culture, due to the dominance of the So'na. Elloran
speak So'na, Federation Standard, and a few other dialects,
including some elements of the Tarlac language.
SPECIES NAME: EMINIAN No one was forced to take up arms against the other. No
Eminian, or Vendikan had to actually kill an enemy soldier.
And no destruction was done to the buildings, or other
VISUAL REPRESENTATION objects on the surface of either planet.
PHYSICAL DESCRIPTION By the late 24th century the Eminians and Vendikans have,
Eminians are a race of humanoids, native to the indeed, developed a peaceful co-existence. And both
planet, Eminiar VII. They are remarkably human-like in worlds, although not yet members of the Federation, enjoy
their appearances. So much so that some Federation open trading relations with the Federation. Several
scientists have theorized that the Eminians, as well as Eminians, and a few Vendikans serve in Starfleet.
their neighbors, the Vendikans, are actually of human
stock. Transplanted to the solar system they now call As a people, Eminians are generally pleasant, passive, and
home by an advanced race, possibly The Preservers, intellectual people. They are also very passionate, and hold
early in their evolutionary cycle. to their convictions unswervingly. Eminian society is an opn
one – with the threat of visitors to their planet being
The Eminian civilization has been in existence for far declared accidental casualties of war; Eminians are now
too long to have been the result of an early exploration very enthusiastic about people visiting their planet, and
craft or vessel transporting a proposed colony being learning about their ways.
taken drastically off course.
Eminians are not only well-known as scientists, and
But, the Eminians are almost impossible to discern scholars but also as artists; singers, actors, and talented
from humans. This is able to be done using a scanner writers often come from Eminiar.
or medical tricorder. But, no observation of an
Eminian with the naked eye could reveal any outward LANGUAGES
physical differences. Eminians have their own language – but most Eminians
encountered off their homeworld will know Federation
CULTURE Standard.
The Eminian culture of the 24th century was COMMON NAMES
drastically influenced by the intervention of Starfleet Eminians have short, singular names; no surname, or family
personnel in the 23rd century. name – followed by a number-designation. This is a
holdover from the days of the Computer War, when the
By the late 24th century the Eminian culture is a numbers were used as part of the computer's designation-
thriving, pacifist culture devoted to education, system, to determine the casualties of an attack.
exploration, and the sciences. And it has always been
the Eminian way to deal with conflict in as non-violent The Eminian Computer War lasted for over 500 years. And
a method as possible. during that time Eminians became accostomed to the
number-designation as part of their names. During the war,
parents would name a child and then the computers
Duration / Energy: 1000 charges
would assign a number to be affixed to the name for
Ranges: (pistol) 5 / 20 / 50 / 100 +20
the purpose of determining battle-casualties.
(rifle) 5 / 40 / 80 / 160 +40
These numbers were not assigned to children until
Rules: Rules for setting Sonic Disruptors on
their 13th year.
overload are the same as for Phasers, energy-
disruptors, except that damage is done via sonic
By the late 24th century, Eminians and Vendikans now
disruption, and not an actual explosion. The damage
give their children a number-designation on their 13th
applies over a 4-meter radius. Sonic Disruptors may
birthday. As a way of remembering the long war, and
be used effectively with Energy Weapon skills, and
what brought it to an end; and as a way of celebrating
the appropriate specialty.
the peace they now have.
Some examples of Eminian names are Anan 7, Mea 3, Despite their development of advanced weapon-technology,
and Sar 6. Eminian female names are softer sounding, the Eminians, and the Vendikans have shown they are
and are usually 2 or more syllables. While male names willing to go to extremes to avoid outright war. Their
are shorter. relations with the galactic neighbors is usually a peaceful
one, but there have been exceptions.
HOMEWORLD
Most notably during the Dominion War, when the NGC-321
Eminiar, and it's colony-world, Vendikar; are very starcluster, the location of the Eminian system, became a
similar in climate as well as in how the inhabitants battle-ground between Dominion and Romulan forces.
have treated the planets with respect to Vendikar suffered heavy casualties. Eminiar did not fair as
industrialization and the environment. As a result, badly. And managed to launch several defense-ships to aid
both Eminiar and Vendikar are Class-M planets with a the Romulans.
very stable, temperate environment.
Eminian sonic disruptor canons were not very effective
Both Eminiar VII and Vendikar, or Eminiar III are at against Dominion shielding, however.
Tech Level 7. Both planet boast a strong intra-stellar
navy, but neither world has fielded a major space-fleet, The governing body of Eminiar VII is the Eminian Union.
nor explored beyond the confines of their own solar And the highest authority in this union is the Eminian High
system independently. Council. The Council is a democratically elected body that
has governed the planet of Eminiar since before the
Eminian advances are in the fields of computer beginning of the Computer War.
science, art and medicine. And Eminiar exports many
commonly used drugs that are manufactured there.
Vendikan civilization has developed more military FAVORED PROFESSION
capability – including long-range weapons and more Eminians function well in most professions; although there
powerful hand-held varieties. are few Eminian Mystics – they prefer scientific and
intellectual pursuits; Scientist, and Diplomat are the favored
Both Eminians and Vendikans favor the Sonic professions of Eminians.
Disruptor as a side-arm, and Eminian security
personnel carry these at all times. Some Eminians do serve in Starfleet – usually in the roles of
Science Officers, or Medical Officers.
SPECIES ABILITIES
Almost physically indistinguishable from humans, Eminians
do have a unique sense of awareness for their
surroundings. They are very hard to fool, to trick, or
deceive. Eminians receive a +1 species bonus to their
Perception attribute scores.
Sonic Disruptor Resolute (Bonus Edge): Once an Eminian puts his mind to
Specifications: 13cm long, 0.3L volume; 0.2kg something, he does not waver from that conviction.
Description: A sonic disruptor is a type of Eminians receive this Edge as a species trait. (see p. 137, of
disruptor weapon that projects a focused beam the Player's Guide).
of extremely high intensity sound at its target.
The vibration of acoustic energy imparted by Shrewd (Bonus Edge): Eminians are very clever and
this beam disrupts the molecular, and perhaps perceptive. They receive this Edge as a species trait. (see p.
even atomic, structure of the target, creating a 137, of the Player's Guide).
sonic disruption. Sonic disruptors have
appeared in weapons ranging from man Law-abiding: Eminians always obey the law of the land – be
portable firearms to immense planetary it their own laws or the laws of other beings they are in co-
defense batteries. habitation with (Starfleet Regulations for Eminian officers,
Settings: 1, 2, 3, 5, 7, 12, and 14 for example). To bring himself to break a law, or even a
firmly established rule; and Eminian must make a well in a military heriarchy due to the strict adherence to
Willpower reaction at TN20. Likewise, an Eminian will rules and regulations that is common in their culture.
attempt to uphold the law, or enforce the rules rigidly. Eminian merchants can be encountered on most large
An Eminian must spend a courage point to allow a rule starbases. And Eminian vessels ply the space-lanes of the
to be broken, or make a Willpower reaction at TN20. Alpha quadrant on a regular basis.
ENCOUNTERS
Eminians will not, normally, be encountered off their
homeworld prior to the intervention of the Enterprise
in the Computer War. While they have the capability to
travel throughout their solar system, and even outside
the solar system they do not choose to do so for fear
of upsetting the balance of the war during those years.
ERAS
Enterprise: There will be very little, if any contact with
Eminiar and Vendikar during this period. First contact
with the system had not taken place yet, and the
Computer War was in full swing. Intrepid explorers, or
officers aboard a Starfleet vessel in this period may
find themselves easily declared as casualties of war.
CULTURE
Excalbian culture is very hard to understand, or
comprehend by most outsiders. Curious, as many other
races are, Excalbians are natural explorers, scientists, and
scholars.
RESTRICTIONS
Excalbians are incapable of using firearms, or
energy weapons due to the design of most
such weapons. It is extremely difficult for them
to manipulate these kinds of weapons due to
the configurations of their “hands”.
The peaceful Betazoid people hail from the
idyllic, verdant
world Betazed.
The
world is a valued member of the Federation, and its people
can be found
HJYVZZ-LKLYH[PVUZWHJLPUJS\KPUN:[HYÅLL[)L[HaVPKZHWWLHYHSTVZ[
PKLU[PJHS[V/\THUZI\[KPɈLYPUVULTHQVY^H`![OL`HYLUH[\YHSS`[LSLWH[OPJ
developing
mental abilities during adolescence. The potency of this ability
varies between individuals, but it has resulted in a culture where honesty and
KPYLJ[ULZZHYLM\UKHTLU[HS!P[PZKPɉJ\S[[VRLLWZLJYL[Z^OLUL]LY`VULHYV\UK
you can read minds.
EXAMPLE VALUE: Compassion through Understanding
ATTRIBUTES: +1
Insight, +1 Presence,
+1 Reason
TRAIT:
Betazoid. All Betazoids are telepathic to
varying
degrees, and even
when not actively using their
abilities, they
are highly perceptive of others
around them, but also highly sensitive to telepathic disturbances and mental
assaults. They have little familiarity with lies and deception, due to their
open culture and ability to read the thoughts and
emotions of others. As they are sensitive to the minds
of other living
beings, they tend not to be comfortable
around animals, for fear of losing themselves in the
minds of wild creatures.
MICRO-REPLICATOR
TALENTS: The character receives access to the following talents. A Betazoid
character must select one of the Betazoid talents at some point during
JOHYHJ[LYJYLH[PVU[VYLÅLJ[[OLPY[LSLWH[O`*OHYHJ[LYZ^OVHYLVUS`WHY[PHSS`
Betazoid may not select the Telepath talent.
EMPATH
REQUIREMENT:)L[HaVPKVY.HTLTHZ[LY»Z7LYTPZZPVU*OHYHJ[LYJYLH[PVUVUS`
@V\JHUZLUZL[OLLTV[PVUZVMTVZ[SP]PUNILPUNZULHYI`HUKJHUJVTT\UPJH[L
AXIONIC CHIP
telepathically with other empaths and telepaths, as well as those with whom you
HYLL_[YLTLS`MHTPSPHY@V\JHUUV[JOVVZLUV[[VZLUZL[OLLTV[PVUZVM[OVZL
ULHYI`L_JLW[MVY[OVZL^OVHYLYLZPZ[HU[[V[LSLWH[O`0[TH`YLX\PYLLɈVY[HUK
H;HZR[VWPJRV\[[OLLTV[PVUZVMHZWLJPÄJPUKP]PK\HSPUHJYV^KVY[VISVJRV\[
[OLLTV[PVUZVM[OVZLULHYI`0UJYLHZL[OL+PɉJ\S[`VM[OPZ;HZRPM[OLZP[\H[PVU
is stressful, if there are a lot of beings present, if the target has resistance to
telepathy, and other relevant factors.
AXIONIC NETWORK
TELEPATH
REQUIREMENT:)L[HaVPKVY.HTLTHZ[LY»Z7LYTPZZPVU*OHYHJ[LYJYLH[PVUVUS`
@V\JHUZLUZL[OLZ\YMHJL[OV\NO[ZHUKLTV[PVUZVMTVZ[SP]PUNILPUNZULHYI`
and can communicate telepathically with other empaths and telepaths, as well
as those with whom you are extremely familiar. Surface thoughts are whatever a
creature is thinking about at that precise moment. The character cannot choose
not to sense the emotions or read the surface thoughts of those nearby, except
MVY[OVZL^OVHYLYLZPZ[HU[[V[LSLWH[O`0[^PSSYLX\PYLLɈVY[HUKH;HZR[VWPJRV\[
[OLLTV[PVUZVY[OV\NO[ZVMHZWLJPÄJPUKP]PK\HSPUHJYV^K[VZLHYJOHJYLH[\YL»Z
TPUKMVYZWLJPÄJ[OV\NO[ZVYTLTVYPLZVY[VISVJRV\[[OLTPUKZVM[OVZLULHYI`
Unwilling targets may resist with an Opposed Task.
105 CHAPTER 05
AVAILABLE AFTER 2375
18
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THE NEXT GENERATION ERA ONLY
While Ferengi have ventured through the stars in search of pro t and advantageous business
arrangements, o cial rst contact with the Federation did not occur until 2364. In the following decade,
Ferengi can be found nearly anywhere there is pro t to made. Nearly all of Ferengi culture, government,
and beliefs are based around the acquisition and retention of wealth – earning them a reputation as
greedy, duplicitous, and conniving merchants and con-men. While some Ferengi are not obsessed with
wealth or self-promotion, they are few and far between and are looked down upon by other Ferengi.
With a society devoted to business and trade, there is little central government outside of business and
regulatory functions. The Ferengi Alliance is, in reality, a collection of corporate and private businesses
and their territorial holdings. The Ferengi Alliance maintains no standing military, relying on privateers
and alliances with other species. Ferengi culture is extremely chauvinistic, with females considered
a form of property, forbidden to engage in business, own property, receive inheritance, or even wear
clothes. That does not, however, stop ambitious and dedicated Ferengi women, and given the current
state of galactic a airs, the time for change may be coming.
Ferengi names tend to range between one and three syllables, and often favor harder sounds.
While Ferengi maintain reasonably strong family ties, they do not use a family or surname.
SAMPLE NAMES:
Female names: Bosha, Olene, Ishka, Helsel, Gela, Isall, Norvira, Vena, Ganka, Yaldis, Pav
Male names: Lexor, Nurpax, Nog, Kakag, Frector, Quark, Frink, Torta, Rom, Zek, Gigix
FERENGI
THE NEXT GENERATION ERA ONLY
Ferengi civilization was built upon free enterprise, with earning financial profit
being the primary motivation in life, superseding all other endeavours and
accomplishments. Much of Ferengi society is based on a list of rules for business
ventures (and thus life in general) known as “The Rules of Acquisition,” which were
equal parts law and proverb. At its most lengthy, the Rules encompassed 285
guidelines that males Ferengi were expected to memorize and follow as part of
business dealings (principally with other Ferengi). When observed to an extreme
degree, the Rules of Acquisition were closer to religious tenets than guidelines. As
other species define ethics, most Ferengi have limited or non-existent morals, with
no compunctions or taboos against war profiteering, smuggling, selling addictive
chemicals, or cultural exploitation. Despite their unscrupulous natures, the Ferengi
history is notably absent of such atrocities as slavery or genocide, and while
Ferengi use war as a buisness opportunity they never personally engaged in
interstellar war: distinctions the Ferengi feel makes them morally superior to
species like Humans and Orions. However, Ferengi society was incredibly
misogynistic, with women being prohibited from earning profit or even
wearing clothing. Although, by the year 2375 this was beginning to change.
TRAIT: Ferengi. The Ferengi’s most distinguishing feature is their large ears
(called “lobes”), which gives them extremely acute hearing, sensitive enough
to tell a person’s species even through most forms of electronic distortion.
However, they are sensitive to loud noises, which are painful and debilitating.
The nerves of their ears are also sensitive to touch. They are slight in build,
being shorter than Humans, but possess comparable physical strength.
Ferengi have an unusual four-lobed brain that prevents their thoughts from
being read by telepathic species such as Betazoids or Vulcans..
FLEXIBLE MORALITY
REQUIREMENT: Ferengi, or Gamemaster’s Permission
Your values shift depending on the expectations of profits and needs of
business deals. Once per mission, you can change a Value for the current
mission. The replaced Value is restored at the end of the mission, and you can’t
spend Determination using Value in the same scene where you change it.
HOARDING IMPULSE
REQUIREMENT: Ferengi, or Gamemaster’s Permission
You have a strong impulse to collect information and objects of value, if
only valuable to you. When you save Momentum, you can save it to a
personal Momentum pool, which function’s like the group’s Momentum
pool, except only you can use its Momentum. This pool can’t contain
more than 2 points of Momentum. However, unless your personal pool
is already full, you can’t save Momentum to the group’s Momentum pool
until you add at least 1 Momentum to your pool from that Task.
SEEK ADVANTAGE
REQUIREMENT: Ferengi, or Gamemaster’s Permission
You are continually looking for ways to advance your agenda and personal goals.
When you spend a point of Determination for a bonus d20, you can also re-roll a
d20.
TRAÇOS: Ferengi
ESTRESSE: 9 RESISTÊNCIA: 0
ATAQUES:
Golpe Desarmado (Corporal, 2 Derrubar, Tamanho 1M,
Não Letal)
Feiser Feiser tipo-1 (Distância, 3 , Carga, Ocultável)
REGRAS ESPECIAIS:
A Ganância é Eterna: Quando estiverem participando de
negociações que possuam o potencial para o Ferengi
lucrar nanceiramente, ele pode gastar 1 de Ameaça
durante a Tarefa para rejogar sua parada de dados.
SPECIAL RULES:
A Ganância é Eterna: Quando estiverem participando de
negociações que possuam o potencial para o Ferengi
lucrar nanceiramente, ele pode gastar 1 de Ameaça
durante a Tarefa para rejogar sua parada de dados. A Federação; uma força confusa sobre o que signi ca sucesso.
Um Conselho Gratuito Raramente é Barato: Aumente Com ampla riqueza vem saúde e conforto, felicidade e realização.
em 2 a Di culdade de todos os Con itos Sociais para Ainda assim, a Federação não entende como saúde, conforto,
persuadir um Vendedor Ferengi. Esse aumento de di - felicidade e realização são obtidos. Em vez de permitir que seus
culdade é removido assim que se oferece algo em troca cidadãos busquem esses objetivos, eles desgastam sua base
para o Ferengi. de recursos tentando fornecê-los para eles. Qual é o mérito de
desempoderar seu povo?
TRAIT: Ferengi. Ferengi physiology does not lend itself to physical activity,
nor does their culture value such hardship, though they have a resistance
to many common diseases. Ferengi have exceptional hearing, and highly-
sensitive ears, though this also means that intense sounds (and physical
force applied to the ears) can in ict debilitating pain. Their unusual brain
structure means that telepaths cannot read Ferengi minds. Culturally,
Ferengi are acquisitive, regarding the accumulation of wealth as the highest
virtue, and while this has given them a reputation as cunning negotiators,
they are also often seen as duplicitous and manipulative as well.
lIH
19
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change-of-heart taken into consideration.
Note: Vendorians may not be a player character species.
_______________________________________________________
GALLAMITE
Gallamites are short, averaging only 1.6m in height, and slender, averaging 50kg. They
have a slightly greenish cast to their amber skin. The hand has four digits, three long
slender fingers and an opposable thumb. The eyes are somewhat larger than Humans,
and have an epicanthic fold similar to eastern Asian Humans. The ears are small and
pointed like those of a Vulcan. The most distinguishing feature, however, is the fact that
the cranium is transparent, and the brain is twice the size of a Human brain. Some races
feel a mild atavistic discomfort at seeing a living brain pulsing inside the cranium, and
some Gallamites wear a close-fitting hood-like garment to avoid making others
uncomfortable.
Gallamite culture is quiet and contemplative for the most part. Gallamites excel in the
sciences, having a natural affinity for mathematics. Although not as well known as the
Vulcan Science Academy or the Daystrom Institute, the Campus of Mathematical and
Analytical Arts on Gallam II is widely respected in scientific circles.
___________________________________________________________
DRIZZITIAN
Gallamite
TOS and beyond
Gallamites are short, averaging only 1.6m in height, & slender, averaging 50kg.
They have a slightly greenish cast to their amber skin. There hands have 4
digits, 3 long slender fingers & an opposable thumb. Their eyes are somewhat
larger than Humans, & they have an epicanthic fold similar to Asian Humans.
The ears are small & pointed like those of a Vulcan. Their culture is quiet &
contemplative for the most part. They excel in the sciences, having a natural
affinity for mathematics. Although not as well known as the Vulcan Science
Academy or the Daystrom Institute, the Campus of Mathematical & Analytical
Arts on Gallam II is widely respected in scientific circles.
Talents:
Gallamite, or with GM's permission.
Thinker
Requirement:
Due to your cerebral mass, your capacity for thought is more pronounced
then most other species. Whenever you use your Reason Attribute, you
lower the difficulty of your rolls by 1, to a minimum of 1. If successful, you
gain 1D20 to your next roll, related to the Reason roll.
Requirement:
SPECIES
Gallamite
TOS and beyond
Gallamites are short, averaging only 1.6m in height, & slender, averaging 50kg.
They have a slightly greenish cast to their amber skin. There hands have 4
digits, 3 long slender fingers & an opposable thumb. Their eyes are somewhat
larger than Humans, & they have an epicanthic fold similar to Asian Humans.
The ears are small & pointed like those of a Vulcan. Their culture is quiet &
contemplative for the most part. They excel in the sciences, having a natural
affinity for mathematics. Although not as well known as the Vulcan Science
Academy or the Daystrom Institute, the Campus of Mathematical & Analytical
Arts on Gallam II is widely respected in scientific circles.
Talents:
Gallamite, or with GM's permission.
Thinker
Requirement:
Due to your cerebral mass, your capacity for thought is more pronounced
then most other species. Whenever you use your Reason Attribute, you
lower the difficulty of your rolls by 1, to a minimum of 1. If successful, you
gain 1D20 to your next roll, related to the Reason roll.
Requirement:
SPECIES
afterward that the Quiets were not "defective", but instead adapted to communicate with
the Citoac, who stimulate the brains of Nasats with sound in order to interact with them.
Quiets were historically essential to keeping the peace between the two races.
Nasat come in five different colors, which are integrated into their names (Blue, Brown,
Red, Green, and Yellow).
Nasats inhabit the giant trees covering much of their planet's tropical regions. While the
Capital Township is increasingly modernized as Nasat integrates into the Federation,
more "rural" regions are still very traditional and occasionally opposed to alien
influences. Being a peaceful race, they prefer keeping to themselves, and thus simply
cordon off their dwellings instead of aggressively colonizing or controlling the forests. All
manner of animal and plant life coexist beyond the townships, relatively undisturbed by
the Nasat presence.
Nasat generally have little sense of history, and romantic love is an alien concept to
them. Females are fertilized, then may wait several years before birthing larvae. The
larvae are transferred to state nurseries soon afterward; there is no parent-child bond.
The Nasat had made contact with the United Federation of Planets by the late 23rd
century. In 2269 one member of the species, M3 Green, accompanied Captain James T.
Kirk and a multi-species team to retrieve and return the "Soul of Skorr" to Vedala.
By the 24th century, the Nasat were members of the Federation, although many Nasat
decided not to leave their homeworld. One exception was P8 Blue, who served aboard
the Federation starship USS da Vinci as part of the ship's Starfleet Corps of Engineers
team for much of the 2370s.
Another exception to this were a group of Red Nasats who left in the early 24th century
to forge a new life for themselves. These Nasats settled on planet Phantas 61, where
they integrated into Phantasian culture.
Nasat Names: B6 Blue, C29 Green, F3 Red, M3 Green, P8 Blue, Q2 Brown, R1 Red,
V1 Red, V5 Red, Z4 Blue
_____________________________________________________
GNALISH
Species Adjustments: +2 Strength, +2 Vitality, -1 Agility
Reptilian race with a gruff disposition, but immense strength. However, the Gnalish find
difficulty in climbing. One member of the Gnalish race was invited to the expedition to
find the Soul of Alar.
Note: Author Michael Jan Friedman has agreed with fan speculation that Sord of TAS (The Jihad) is
probably Gnalish, in particular of the relatively smaller Fejjimaera sub-species introduced in his novel
Progenitor.
________________________________________________________________
VENDORIANS
xB
TNG era only
12
GORN
THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY
Gorn are a cold-blooded, reptilian species with green, rubbery skin and red
blood. Curiously, the species actually hails from three separate planets in
their home sector, with the Gorn of all three worlds being genetically identical.
Archaeology has determined that none of these worlds are their true
homeworld, which remains unknown. Individual Gorn exhibit aggressive and
assertive behaviour: once set upon a course of action, it is difficult for them
deviate from the plan. This is especially difficult if they believe they are on the
right course. Some humanoids underestimate the Gorn, working under the
impression that reptiles are somehow less evolved than mammals. However,
the Gorn are as intelligent as Humans, and were technologically comparable
to the Federation during the mid-23rd Century. After several disastrous first
contact experiences, the Gorn have become xenophobic, typically remaining
in their own small space—the Gorn Hegemony—which is a monarchy led by the
Gorn lmperator.
BRUTE FORCE
REQUIREMENT: Gorn, or Gamemaster’s Permission
You are strong and can hit with surprising force. You add the Vicious 1 effect to
your Unarmed Strike.
DELIBERATE STRIKE
REQUIREMENT: Gorn, or Gamemaster’s Permission
Gorn are patient and deliberate in their actions. Whenever you use the Ready
Task to ready an attack, you may re-roll one d20.
THICK HIDE
REQUIREMENT: Gorn, or Gamemaster’s Permission
Your thick hide defend you against lesser wounds. Your Resistance is increased
by+ 1 against all non-lethal attacks. Furthermore, when you succeed at the
Recover Task, you regain 3 Stress per Momentum spent rather than 2.
REQUIREMENT: Gorn.
You tower over most other humanoid species,
and possess thick armored skin, dense muscles
and bones, and razor-sharp teeth and talons.
You have a Resistance of 2, and your unarmed
attacks lose the Non-Lethal quality and gain
Vicious 1 instead. Gorn characters must select
this talent during character creation.
20
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THE NEXT GENERATION ERA ONLY
The Grazerite are a peaceful people whose homeworld, Grazer, is one of the
harsher examples of the far ends of the planetary M classi cation. The three main
continents are predominately covered by extensive mountain ranges that reach as
far as 10 kilometers above ‘sea level.’ The Grazerites’ evolutionary development has
incorporated not only traditional humanoid traits – but also those of bovidae – giving
them goat like physical features. Grazerites are a peaceful people with a natural
sense of curiosity. Grazerites have a deep dislike of con ict and actively avoid it if
possible. Grazerite o cers in Star eet pursue careers in most elds – but it is nearly
unheard of to see them serving as tactical or security o cers. In Grazerite society,
it is considered impolite (boarding on indecent) to leave one’s horns and hands
uncovered – and thus Grazerites are usually seen with gloves and a headwrap.
Grazerite names incorporate both their given names, provided by their father, and
a familial name, provided by the mother, into a single name. It is commonly, and
mistakenly, believed that these are in fact two separate names. Grazerites rarely
correct this mistake, believing it is rude and combative to correct strangers.
SAMPLE NAMES:
Female names: Milina-Summ, Photine-Mon, Maevra-Rewe, Tanti-Gome,
Mintu-Tian, Natali-Leag
Male names: Anmer-Tasik, Erasmo-Tes, Saburo-Ta , Jaresh-Inyo, Zenko-Arwi,
Jacus-Kelle, Luciro-Asi
Halanans are a dark-skinned humanoid species with double-pointed ears. They are
psychoprojective telepaths, with the ability to create extremely life-like illusions of themselves.
Under extreme stress, Halanans may project an illusion involuntarily, falling unconscious in the
process.
Halana recently terraformed an uninhabitable planet and established the colony of New Halana.
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
Presence 2 [5]
Empathy +1
Psi 1 [5]
Range +1
Skills
Artistic Expression (choose Specialisation) 1 (2)
Culture (Halanan) 2 (3)
History (Halanan) 1 (2)
Language
Halanan 2
Psychoprojective Telepathy 2
Science, Any (choose Specialisation) 2 (3)
World Knowledge (Halana) or (New Halana) 1 (2)
Typical Traits
Involuntary Psychoprojection (Extreme Stress) -2, Impulsive -1
Notes:
A Halanan woman named Nidell Seytik, and her psychoprojective persona Fenna, appeared in
the Star Trek: Deep Space Nine episode Second Sight.
Haliians are from Halii, a member world of the Federation. They are a telepathic
species with limited person-to-person empathy, which they can access through a
crystal called a canar. They may establish an empathic bond with their lovers. Haliians
distinguished from Humans in that they have slight bulges and indentations above their
eyebrows, along with a crease between the brows.
HALIIAN EMPATHY
REQUIREMENT: Haliian.
You have the Talent Empath (see page 105 of the Core Rulebook), but only at Close
range. You also have a crystal prism called a canar, usable by Haliians to focus and
amplify their telepathic abilities. When holding a canar, you may spend one Momentum
to remove the range limitation. If another person is touching the canar as you, and they
are a romantic interest, you may use the Talent Telepath (also page 105) instead.
This Talent may be used only on the other person touching the canar.
SYMBOLIC DREAMS
REQUIREMENT: Haliian, or Gamemaster’s permission.
As an aspect of your Haliian telepathy, your dreams are meaningful and symbolic, and
you have learned how to interpret them to better understand yourself and your current
situation. If you are able to go to sleep at the end of a Scene, or was rendered
unconscious at the end of a Scene, in the next Scene where you wake up, you may
add a bonus d20 to your dice pool for all Tasks that involve Insight.
TALENTS: The character receives access to the Haliians follow many other humanoid species with regard
following Talents: to naming conventions. Their given names are provided by
their parents, though in Haliian culture the child’s mother has
nal say in the matter. Surnames are passed from father to
child almost exclusively. To call a Haliian by their full name
indicates both tremendous familiarity and directed frustration
or anger.
SAMPLE NAMES:
Female names: Lympia, Nathali, Angeal, Aquiel, Camil,
Laura, Sondra, Jardine, Anisa, Sabia
Male names: Franic, Goker, Rowlan, Devar, Atall, Ordst,
Andorian 1-2 1-2 1 Jayce, Valtern, Cale, Nereus, Norrish
Arbazan 3-4 3-4 2 Surnames: Mahki, Santosi, Uhnari, Kinge, Rozenn, Terzi,
Bajoran – – 3-4 Abeln, Kedzi, Albini, Nani, Apito
Betazoid – – 5-6
Caitian – 5 7
Denobulan 5-6 6-7 8
Edosian – 8 9
Grazerite – – 10
Human 7-16 9-14 11-15
Tellarite 17-18 15-16 16
Trill – 17 17
Vulcan 19-20 18-19 18-19
Zaranite – 20 20
This table re ects most common rather than all Star eet races.
HAZARI
THE NEXT GENERATION ERA ONLY
Native to the Delta Quadrant, the Hazari known for their dedicated bounty
hunters, trackers, and mercenaries. Descended from a species of ambush
predators who hunted in packs, the Hazari are relentless and focused but
social. Positioned in a highly populated region of space, Hazari territory is
bordered by that of the Malon, Devore, Turei, and Hierarchy. Limited in their
ability to expand their territory or garner resources through conquest, the
Hazari instead offered their skills as trackers to neighbouring powers.
This proved advantageous, and the Hazari found ready employment
throughout the sector. Known for their cunning, the Hazari prefer to
lure their targets into traps, and are highly coordinated. Where there
is one Hazari vessel, there is always more, either supporting the first
or preparing a surprise attack. The Hazari pride themselves on the
completion of their contracts, and many are more concerned with
the challenge of the hunt than the size of the bounty. Most outsiders
only encounter Hazari freelancers, and believed the entire species
to be bounty hunters. Civilian Hazari possess much the same work
ethic, valuing their word and the challenge presented by a task over
a reward; the few Hazari who become merchants or command
freighters have reputations for integrity and honouring their deals.
CONTINGENCY PLAN
REQUIREMENT: Hazari, or Gamemaster’s Permission
Through careful planning and natural cunning, you are prepared for multiple
outcomes. Once per mission, when the GM spends Threat to increase the
complication range of a Task, you can describe how you prepared for the
eventuality to re-roll any number of d20s.
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
Attributes
Fitness 2 [5]
Coordination 3 [6]
Dexterity +1
Intellect 2 [5]
Perception +1
Presence 2 [5]
Psi 0 [5]
Skills
Any Science (Choose Specialization) 1 (2)
Athletics (Choose Specialization) 2 (3)
Culture (Hermat) 2 (3)
History (Hermat) 1 (2)
Language
Hermat 2
World Knowledge (Hermat Homeworld) 1 (2)
Hermats also have a tendency to trust their highly developed instincts, which lead them to act
without thinking, especially in interpersonal relationships.
Size: Hermats tend towards the middle of the height range of Earth humans, rarely reaching
either of the extremes. They typically mass less than Earth Humans, giving them a lithe
appearance which accentuates both their male and female aspects.
Hermats possess both male and female sexual characteristics, and unlike hermaphroditic
"mutations" in other species, this state is natural. They are "fully funcitonal," and capable of
reproduction as either a male or a female. It is believed that Hermat DNA is compatible with
most other humanoid species in the Alpha and Beta Quadrants.
Story Notes
Hermats are generally a xenophobic species, preferring their own kind to most other species. It
is a rare hermat indeed who willingly lives off the homeworld among unisexual species.
Hermats also revel in their sexuality, and it has been noted that their sexual drive can often
match that of the Deltans, though without the empathic aspects.
In an effort to normalize relations with the Federation, Hermats have also empowered a
language council to determine how their species should be referenced. Most notable, they
Council provides the Federation and all off-world Hermats with a special set of pronouns with
which to refer to the species. The council has frequently changed its mandates, creating no end
of hassle not only for Hermats, but any races which seek to deal with them without offending.
Most notable are the replacement for his and her, "hir" and "s/he" instead of he or she. At one
point Hermat dignitaries and officials were supposed to be addressed as "s/hir" instead of sir,
but the Council recently dropped this designation.
Hermats have only one name, followed by a number, designating the length of their lineage.
For instance, "Rosian 217" would be the 217th member of hir family with that name. To date,
only one Hermat is known to be a member of Starfleet, a fact of which s/he finds both pleasing
and difficult.
Author's Notes
I modelled this off Allen Shock's template, but I was aiming to create a more likely template for
a player character. I eliminated the xenophibic aspect because it doesn't seem to fit with the
Hermat portrayed in the New Frontier series of books. My suggestion would be that if a PC
wants to play a Hermat to use the statistics presented here, but for NPC Hermats to use the
statistics presented by Allen, as Burgy (and presumably others) are the exception to Hermat
society, rather than the rule.
Once, long ago, the Hirogen’s grand empire stretched across a massive expanse of
space, maintained by their advanced technology and relentless will for conquest.
A hundred, thousand years ago, their territory covered much of the Delta Quadrant
and wrapped around the galactic core as far as the Alpha Quadrant. Few signs
of this empire are left, with the most noteworthy being their communications
relay network. Since their apex, Hirogen society has almost entirely collapsed,
with the populace scattering across the Quadrant in nomadic packs. The
Hirogen have lost their ability to innovate or create and can barely even
maintain their more advanced technology. What remains of
Hirogen society is entirely centered around hunting: the pursuit of
worthy prey and the challenge of claiming a trophy. The more unusual
the relic of the hunt, the more status awarded the hunter. Their social
structure was organized into packs of male hunters led by the Alpha,
who was the strongest hunter. The second-in-command of a pack
was the Beta, who became the Alpha if the first Alpha died. There
are numerous rituals and ceremonies related to the hunt, including
applying paint to faces and helmets, and studying one’s prey to
understand their capabilities. Even choosing a weapon is given
ceremonial importance, with each hunt requiring the proper arsenal.
All Hirogen hunters wear ceremonial armour, which protects them
from small arms and wards against rapid changes in pressure. The
armour has a removable helmet and optional face mask that can
filter out dust or provide as secondary air source.
EXAMPLE VALUE: If You Are Not the Hunter, You Are the Prey
HUNTER’S SKILL
REQUIREMENT: Hirogen, or Gamemaster’s Permission
You are dangerous predator, focused on taking down your target. Once
per mission, as a Minor Action you can study a target and designate it
to be your prey. Whenever you attempt a Task to track your prey may
re-roll one d20. Additionally, the first time you attack your prey, you may
re-roll any number of d20s. However, you are driven to bring the hunt to
completion and increase the difficulty of non-lethal attacks you make
against your prey by 1.
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
Hirogen
ALL ERAS OF PLAY
The entire Hirogen society, from social rituals, to art, to religious beliefs,
centers around “the hunt”. Their existence is driven by the pursuit of prey
and it had carried them across huge distances.
Ancient Hirogen civilization was knowledgeable and possessed advanced
technology. However, by the 24th century, there was no evidence of them
identifying with a homeworld; their nomadic existence is driven by the
pursuit of prey. This has caused Hirogen society to put nearly all of its
energy into increasingly unproductive hunts in increasingly exhausted
territories, bringing cultural and scienti c advancement to a near standstill.
The Hirogen way of life has not changed for a thousand years. They live as
nomads and have dispersed themselves throughout the quadrant,
becoming a solitary and isolated race. It has even been stated by
one some Hirogen that in another thousand years, no one would
remember the name Hirogen, as they are hunting themselves to
extinction.
EXAMPLE VALUE: If You Are Not The Hunter, You Are The
Prey
While the Hirogen originate from the Delta Quadrant, it is feasible that their
millennia-old nomadic lifestyle has brought them to other quadrants as well.
So the GM may allow this species in a campaign set in other quadrants.
21
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ff
fi
HOLOGRAM
THE NEXT GENERATION ERA ONLY
LIMITED GROWTH
REQUIREMENT: Hologram
Your personal growth is limited by the computer storage allotted to your
program and any restrictions built into your code, forcing you to rely on your
crew rather than personal experiences. You can cross out a saved Milestone
to add 3 points to the group’s Momentum pool. This Momentum is not
removed during a scene change.
PURPOSEFUL
REQUIREMENT: Hologram
You were created to perform a single Task and are particularly adept
at executing that function. When you attempt a Task and could apply
two or more Focuses, you may add a bonus d20 to your dice pool.
Advances in holotechnology and computing in the 2370s allow for the creation
of independent, virtually-intelligent holograms, far more sophisticated than
the characters who populate holonovels and other recreations. Arguably, the
rst true example of this occurred accidentally in 2365, with the activation of a
holographic James Moriarty, a simulation of a ctional character with a genuine
emergent intellect. However, it took years before these advancements could
be recreated deliberately. Doctor Lewis Zimmerman made the leaps that led to
the creation of the Emergency Medical Hologram and its successors, the rst
widespread examples of this technology. Self-aware, independent holograms
begin to become more common in both Star eet and civilian contexts, though
few of them seem to develop true individuality, and the matter of their legal
personhood is hotly disputed in Federation courts.
REQUIREMENT: Hologram.
Your programming has been expanded considerably, with subroutines and
databases covering a wide range of additional subjects and elds of expertise.
You may select up to two additional Focuses.
REQUIREMENT: Hologram.
You have a device that allows you a degree of autonomy from xed holo-
emitters. Most of these mobile emitters are bulky, awkward pieces of equipment
with a limited amount of power, making them useful only for short periods and
emergencies, but the technology is improving. While you have your mobile
emitter, you can move freely in places that lack holo-emitters. However,
Complications may re ect damage to or problems with the emitter.
HORTA
THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY
The Horta are a silicon-based life form native to Janus VI. Literate and tool-using, Horta are
a highly emotional and intelligent species, who appreciate the strengths and differences
of others. Family orientated, Horta are social and protective of those they consider kin,
especially those younger than themselves. The Hortas’ preferred habitat was surrounded
by solid rock. While they can survive in a Oxygen-Nitrogen atmosphere, they found it
disconcertingly empty to the touch, and required a thin coating of Teflon to avoid damaging
structures. The Horta diet consisted of minerals dissolved with a powerful acid secreted
from glands across their bodies. This acid permits Horta to tunnel through solid rock as
easily as a humanoid can swim through water. When Horta are afraid, they can lose control
of their acid glands and express the powerful corrosive all around them. They also have the
urge to tunnel to safety, although they can suppress this instinct when needed.
TRAIT: Horta. The exterior of a Horta consists of a brown rocky carapace that is highly
resistant to damage; anything but the highest phaser settings is just a
mild irritation to a Horta. On their underside, Horta have numerous
cilia upon which they move. Horta sensory organs can detect
the chemical composition of materials around them. This
permits them to tell what gases make up the surrounding
air, identify species by the chemical composition of their
blood, and sense veins of ore. They have poor eyesight
but can partially see in the infrared spectrum. Their
method of hearing involves detecting atmospheric
vibrations, and they have a highly developed sense
of smell that is their primary means of
communication. To communicate with
humanoids Horta are fitted with specialized
universal translators and vocalizers, but
they can also communicate by etching text
into surfaces. Horta can survive exposure
to the vacuum of space, though the shock
results in a temporary coma.
ACIDIC TOUCH
REQUIREMENT: Horta
You can use your natural acidic offensively. Your touch counts as a melee weapon with 3 A,
Intense, Size 1 H. When you use your acid touch, add 2 to the Threat pool.
HARDENED BIOLOGY
REQUIREMENT: Horta
Your cilia act independently and can continue to move even if you have been severely hurt.
When you have only 1 injury, you can continue to take the Movement Minor Action.
ROCKY EXTERIOUR
REQUIREMENT: Horta
Your hard stony carapace makes you impervious to minor damage. Your Resistance is
increased by +2 against energy attacks.
TALENTS: The character receives access to all Human talents and the
following talents:
DURABLE
REQUIREMENT: Human Augment, or Gamemaster’s Permission
Your genetic augmentation allows you to shrug off minor wounds. The
first time in a scene you are reduced to 0 Stress, you do not gain an Injury.
Additionally, on your first turn after gaining an Injury, you can perform a single
Minor Action (but still can’t attempt any Tasks).
HEALING BLOOD
REQUIREMENT: Human Augment, or Gamemaster’s Permission, may only be
taken at Character Creation.
Your blood has restorative properties for other Humans, combating
disease and suspending some debilitating conditions. Once per
mission, if a creature is injected with your blood during a Task to
remove an Injury, any dice in that Task can be re-rolled.
The Hupyrians are physically imposing, often over two meters tall. They have wrinkly
skin and large ears and noses. The Hupyrians are closely allied with the Ferengi, and
their homeworld is the source of Hupyrian beetle snuff. They have tight skin with
wrinkles around their eyes and mouths that give them a constant frowning expression.
They are known for their devotion in service, and some will take a vow of silence where
they are only permitted to speak to their masters. They are often found as bodyguards
and food tasters.
Ø TRAIT: Hupyrian. Hupyrians are taller than most species, and their size alone can
be intimidating. They are loyal especially when working in the employ of another,
and take vows seriously.
VOW OF SILENCE
REQUIREMENT: Hupyrian, or Gamemaster’s permission.
You are intensely loyal and have taken a vow of silence and will only speak to your
direct superior. Whenever you attempt to resist efforts to make you speak or betray
your employer’s trust, reduce the Difficulty of the Task by two.
You have learned the technique of inducing a voluntary deep coma that simulates
death. Entering the trance is a Control+Medicine Task. Choose a Difficulty of 1, 2, or 3.
Success means that any attempt to detect your vital signs must increase the Difficulty
of that task by an amount equal to the Difficulty you chose. While in this trance, you
may listen but do nothing else. Gain a temporary Trait: Appears Dead that lasts until
you wake up. To wake from the trance is a Control+Medicine Task at Difficulty 1.
TRAIT: Monaveen
ATTACKS:
Unarmed Strike (Melee, 4 , Knockdown, Size 1H,
Non-lethal)
Longsword of Wrathful Vengeance (Melee, 5 , Size 1H,
Vicious 1, Piercing 1)
SPECIAL RULES:
Shield of Masterful De ection: The Di culty to hit a
Monaveen Fighter with an attack is increased by 1.
Cleaving Blow: As a minor action, a Monaveen Fighter
may spend 1 Threat. If they do, their next melee attack
Focuses: Comedy, Singing, Stringed Instruments gains the Area weapon quality.
STRESS: 8 RESISTANCE: 0
ATTACKS:
Unarmed Strike (Melee, 2 , Knockdown, Size 1H,
Non-lethal) Hysperia is a Human colony governed as a hedonistic monarchy
Sonic Eruption Most Beautiful (Range, 3 , Size 2H, Area, whose culture is based largely on the customs and aesthetics of
Deafening, Knockdown) Renaissance-era Earth, perhaps due to the presence of a native
species resembling the dragons of myth and fantasy ction.
SPECIAL RULES: While Hysperian technology is on par with that of the Alpha and
Countersong Field: As an action, scans and teleporters Beta Quadrant standard of the day, Hysperian culture names
cannot work within Long range until the end of the round. such devices according to myth and mysticism. As examples,
Embolden: As an action, until the end of the round, Hysperians refer to a starship’s primary fusion reactor as a
whenever an ally in Close range makes a melee attack “dragonsblood ame” and their engineers as “blacksmiths.”
action, they generate 1 bonus Momentum. Bonus
Momentum may not be saved. Should a player wish to create a Hysperian character, one simply
Lucky Dodge: When a Monaveen Bard loses an needs to create a Human character per the core rulebook with
opposed melee attack, they may spend 2 Momentum to fantasy-themed approaches to the Lifepath part of the creation
lose no Stress from the attack. process. The player should take into consideration the reason they
opted to leave Hysperia to join Star eet or the Klingon Defense
Force or seek their fortune as an independent starfarer. They, as
Andy Billups did, may have decided the Hysperian lifestyle was not
for them; then again, they may have other reasons.
Among the renn faire types of Monaveen society, the
ghters are considered the most dangerous threat in melee Players are encouraged to seek inspiration from fantasy-based
combat. Often recruited as royal guards and town sentries, media, perhaps even other tabletop roleplaying games.
the ghters use their weapons and shields to intimidate and
injure when necessary.
ICONIAN
ALL ERAS OF PLAY
TRAIT: lconian. Prior to the fall of their empire lconians were organic beings.
All lconians were biologically female, and produced offspring via
parthenogenesis. They possessed a life spans measured in millennium, which
was further augmented through medicine and rejuvenating treatments.
Iconian physiology is incompatible with time travel, and moving through
temporal dimensions causes their cells to fail on a molecular level.
TECHNOLOGICALLY DEPENDANT
REQUIREMENT: lconian, or Gamemaster’s Permission
You are accustomed to relying on advanced technology rather than your own
skills. When you are assisted by a ship, you can roll one fewer d20 to allow the
ship to roll an additional d20 in your place. Additionally, the if the ship rolls one
or more a complication from this Task, you can re-roll one of its d20s.
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
IDANIAN
THE NEXT GENERATION ERA ONLY
The Idanians are a secretive species without much contact with outside civilizations.
However, they have a superb intelligence agency, Idanian Intelligence, that is able to
make their agents appear in all respects as another species through surgery. In
addition, if their agent has a dataport, they are able to tailor their memories as needed
to fool interrogators and telepaths. Both male and female Idanians wear cowls.
Ø TRAIT: Idanian. The Idanians have cranial ridges. They are also well-adapted to
surgical procedures to alter their physical appearance.
IDANIAN OPERATIVE
REQUIREMENT: Idanian.
You received special training from Idanian Intelligence, allowing you to excel at
pretending to be someone else, even another species. Whenever you attempt a Task
to assume another identity, you may re-roll a d20 in your dice pool. In addition, reduce
the Difficulty of any surgical procedure to alter your appearance by one.
DATAPORT
REQUIREMENT: Gamemaster’s permission.
You have a dataport implant that allows your mind to directly interface with computers.
Also, data (including memories) may be transferred into crystals. It also allows two
people with dataports to link minds. A drawback is that certain security measures can
be sent through the dataport, causing damage to their nervous system (known as
being ‘spiked’). Whenever you attempt a Task related to the dataport, add a bonus d20
to your roll, but increase your Complication Range by 2. A Complication arising from
such a Task inflicts 4A Lethal damage.
22
fi
IKAARAN
ANY ERA
Ikaarans are native to the Delphic Expanse. A version of the Enterprise NX-01 thrown
back to 2037 encountered the Ikaarans, and some had joined the crew of the
generational ship. They have an instinct for anomalies and can rarely resist learning
about them.
Ø TRAIT: Ikaaran. Ikaarans have a ridge that runs from their nose up to their
forehead. They are an open people, welcoming other species with open arms.
They are intrigued by anomalies and have an instinct and curiosity about them, but
sometimes end up in trouble exploring them.
A WELCOMING NATURE
REQUIREMENT: Ikaaran, or Gamemaster’s permission.
Your species welcomes other cultures with open arms. You have a -1 Difficulty on
Social Tasks with alien species, where you do not use intimidation or deceit.
In 2268, the USS Enterprise visited the star system for the
second time and discovered the extent of the cultural
contamination. After unusual negotiations with mob bosses
on the surface, which required an intimidating show of
force, Captain Kirk was able to create a loose system of
government with the Federation as a "Godfather"-type
SPECIES ADJUSTMENTS figure. Doctor Leonard McCoy left behind his
+1 Perception, -1 Presence communicator, and it was feared the Iotians might try to
copy Federation technology.
PHYSICAL DESCRIPTION
This did not occur however. Either the Iotians never found
The native population of Sigma Iotia II are a race of
McCoy's communicator, or, as is more likely, their culture
humanoids virtually indistinguishable from Earth
based on The Book had become a lifestyle that, as a people,
humans. So indistinguishable, in fact, that Iotians and
the Iotians were so secure in that they felt no need or desire
humans can inter-marry, share blood, or even provide
to change. And despite their tendency to be imitative, they
one-another with organ transplants and tissue
viewed The Book on the par with a religious text, and felt
transplants in medical emergencies.
that deviating from it's “teachings” would be a sacrilege.
There are some internal differences, but these are
Following Kirk's visit, the Federation Council resolved to
minor and do not impede any compatibilities between
devote significant resources to guiding Iotian society,
the two races.
including large teams of cultural experts.
Iotians have the same range of skin, eyes, and hair
Iotia eventually became a Federation Protectorate. In 2271
color as humans, and generally the same physical
the Iotians sent delegates to the Federation Council and
features. They have the same body-types, ranging in
circa 2366 Iotia had become a full Federation member world.
build from trim to obese, but most Iotians keep
themselves physically fit.
By the mid-24th century, Iotians were serving in Starfleet.
Unlike Earth humans, however, Iotians still have some
very unsafe health practices, such a tobacco use and LANGUAGES
heavy alcohol consumption. Originally, Iotians spoke their own language, which bore
little resemblance to the Terran English they speak now. By
Iotian women tend to have ample, voluptuous figures, speaking English, modern Iotians speak a very basic form
and are considered very attractive. Iotian males are of Federation Standard. And yet their dialect is very
more rugged looking, often having a surly, or tough different from that of the average Federation citizen in the
look and demeanor. 24th (or the 23rd) cetury.
CULTURE The Iotian version of English is littered with slang from the
Great Depression era of America. And this makes it hard for
By the late 22nd century, Iotian civilization had
some people to understand Iotian speech at times.
evolved a long a line similar to that of Terran America,
and specifically the United States. But, by 2168, the COMMON NAMES
Iotian people had only reached a stage of industrial All Iotians have a proper name, or “first name”, which is
development equal to Earth, c.1890. At this point in sometimes referred to as one's “front name”. All Iotians do
not have a surname, or “last name”, however. Only
males in powerful positions, or females have
surnames. And females will change their surnames
upon marrying a male who, himself, has a surname.
HOMEWORLD
Sigma Iotia II has always been a temperate, habitable,
and agriculturally sound class-M planet. The climate is
very similar to that of Earth, and tends to be cool, but
comfortable.
FAVORED PROFESSION
On Iotia, Iotian males will be Rogues (gangsters), or
Merchants, with the occasional gangster having the
Assassin elite profession, while working as a Hit Man
for one of the Bosses.
SPECIES ABILITIES
Imitative: Iotians are notorious for their tendency to
imitate cultural styles, customs, and even languages if
they are exposed to them heavily enough. This gives
all Iotians a +1 to all Observe skill tests.
All of two generations back, Iotians were firm religious believers in “The Book”.
The problem of course was that the Book was “Chicago Gangs of the 1920s” and
the highest form of government on the planet was the criminal syndicate.
Even today, Iotians talk like Earth gangsters of that period, or at least what they
think Earth gangsters of that period talked like.
Highly imitative and clever when it comes to figuring out advanced technology if
given a sample, the Iotians are externally nearly identical to humanity.
TRAIT: Iotian. This trait may reduce difficulties when trying to understand
a piece of advanced technology that they’ve never encountered before. While
they appear externally identical to humanity, there are significant internal
differences, which may cause problems with medical treatment or allow
them to resist attacks that’d normally affect human anatomy. Their use of
archaic slang may cause confusion for those relying on translators.
TALENTS
GANGSTER
REQUIREMENTS: Iotian or Gamemaster’s permission.
When you siddown at the negotiation table and succeed on your roll,
get a bonus momentum that can be used to create an advantage that’ll
encourage them to give up the goods.
XX FAN WORK
STAR TREK ROLEPLAYING GAME First Contact with the Ithenites was made by the Vulcans in
SPECIES PROFILE 2146, and they were well known to the Earth Starfleet prior
to the founding of the Federation, but they did not attain
Federation membership until the early 23rd century.
SPECIES NAME: ITHENITE Ithenites will look for any excuse to throw a party, and for
this reason they have agreed to host many diplomatic
VISUAL REPRESENTATION functions, when a situation of neutral ground was required.
Ithenite delegates have also attended almost every major
treaty negotiation since their inclusion in the Federation,
with the exception of the signing of the Khitomer Accords.
LANGUAGES
Ithenites speak a language very similar to very ancient,
early English from Earth. The use of vowels and syllabic
stress is almost identical, hinting at some kind of
evolutionary similarity. Perhaps part of some Preserver
influence.
FAVORED PROFESSION
There are some Ithenites serving in Starfleet, and they
make excellent Starship Officer; usually as
Counselors, or Operations personnel.
SPECIES ABILITIES
Ithenites are very agile, and quite perceptive. However,
their diminutive size is often a disadvantage when
dealing with larger, more aggressive species like
Klingons or Nausicaans. Due to their size they also
tend to have less brute strength than medium or large-
sized humanoids.
LANGUAGES
The language of the Izarian colony is, by default, Federation
Standard. Other common Earth languages such as Spanish,
Chinese, and French are also abundantly spoken as are
some dialects from Alpha Centauri.
FAVORED PROFESSION
CULTURE
Izarians make excellent Soldiers and will often chose this
Izar is a human colony, and for the most part the
profession. Their naturally hardy physiques and frontier
different cultures and customs of the people who
lifestyle provides a natural background for a military life.
formed the colony are still in practice. The original
colony was a mixture of several races and cultures
Izarians who chose to serve in Starfleet are most often
from Earth, and these influences still remain very
found in the Security, Tactical, or Command divisions.
much a part of Izarian life.
SPECIES ABILITIES Federation, and is one of the main centers of human
Izarians are still human, and as such have the same population outside the Sol system.
physical and mental perimeters as the average Terran
with only few exceptions. DS9: Despite its strategic position, the Izar Colony was not
directly effected by the Dominion War, despite several
Izarians are naturally more hardy, and sturdy due to attacks on Izar by Breen forces. A series set in this era
the harsh physical conditions on Izar. After two could be set on Izar, with Federation forces dug in in the
centuries, the people of the Izar colony have underground settlements that dominated the colny.
developed enough of a naturally high constitution for
all Izarians to receive a +1 species bonus to their VOY: Izarians stranded so far from home will have the same
Vitality scores. sturdy resilience as they demonstrate in the face of the
harsh conditions on their own planet.
The often rugged frontier lifestyle that most Izarians
lead, especially outside of the larger cities like New FAMOUS IZARIANS
Seattle, also serves to improve their Perception,
Starfleet Fleet Captain Kelvar Garth, aka "Garth of Izar", one
resulting in a +1 species bonus to this attribute.
of Starfleet's greatest captains.
Izarians also have the same Species Traits as humans:
Thomas Oromon, the 23rd President of the United
Federation of Planets.
Adaptable: Izarians are the perfect example of this
human trait in practice. And they receive the same +2
Christine Vale, Starfleet officer, security chief on the USS
bonus to either Stamina, Quickness, or Willpower
Enterprise-E and first officer of the USS Titan.
reactions as Terran humans. (see p. 39 of the Player's
Guide, or p. 86 of Aliens).
ERAS
Enterprise: During most of this era there is no Izar
colony. However, a series set in the later years of the
Enterprise era or during the first century of the
Federation could be centered around the formation of
the Izar Colony.
lIH
VORTA
COMMAND 01 SECURITY 02 SCIENCE – Created to serve as the Dominion’s
advisors, scientists, diplomats, and overseers, the Vorta act
CONN 02 ENGINEERING 01 MEDICINE – as the Founders’ closest servants and foremost representatives.
Vorta are cloned in batches, a new clone being activated and placed
STRESS: 11 RESISTANCE: 2 (Armor) into service upon the death of a predecessor, receiving the memories
of their predecessor, while remaining a distinct individual. Vorta are
ATTACKS: cunning and clever, but have little creativity or sense of aesthetics. Vorta
X Unarmed Strike (Melee, 3 , Knockdown, Vicious 1, Size 1H) characters have the following modi ers:
X Blade (Melee, 4 , Vicious 1, Size 1H)
X Escalation Kar’takin (Melee, 5 , Vicious 1, Size 2H) X Attributes: +1 Insight, +1 Presence, +1 Reason
X Plasma Ri e (Ranged, 6 , Vicious 1, Size 2H, Accurate, X Trait: Vorta. Vorta have keen hearing, but relatively poor eyesight.
Debilitating) They are immune to most forms of poison. Vorta are absolutely loyal
to the Dominion, revering the Founders as living gods. Those who
encounter the Vorta often regard them as insincere or manipulative.
SPECIAL RULES: the Di culty of all tasks to observe, locate, or target
X Immune to Fear the Jem’Hadar First by 3. This e ect ends when the
X Immune to Pain Jem’Hadar First makes an attack, or takes a minor action
X Brute Force: Jem’Hadar add the Vicious 1 e ect to their to end the e ect. The Jem’Hadar First loses this ability
unarmed strike, and remove the non-lethal quality. when deprived of ketracel-white.
X The Shroud: A Jem’Hadar may spend 2 Threat as a minor X Victory is Life: Whenever a Jem’Hadar First or one of its
action to become virtually invisible, increasing the Di culty subordinates in icts an injury or achieves an objective,
of all tasks to observe, locate, or target the Jem’Hadar by add 1 to Threat.
3. This e ect ends when the Jem’Hadar makes an attack,
or takes a minor action to end the e ect. The Jem’Hadar
loses this ability when deprived of ketracel-white.
23
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fi
JEM’HADAR
THE NEXT GENERATION ERA ONLY
With no care for glory or honour, Jem’Hadar care only for victory in battle and
the defeat of their enemies. Like the Vorta and a few other select species, the
Jem’Hadar were genetically engineered by the Founders to serve as specific
function for the Dominion, in this case being soldiers. Jem’Hadar make up the
vast majority of the armed forces of the Dominion, comprising one of the most
powerful armies in the galaxy. As an artificial species, all Jem’Hadar are male.
New soldiers are conceived and gestated in birthing chambers; after they
emerge they rapidly grow and reach maturity in three days. The species
has no concept of rest or relaxation, they create no art and practice
no crafts. Shortly after their creation, following several Jem’Hadar
rebellions, the Founders bred a weakness into the soldiers. The species
is lacking a vital enzyme, without which they become increasingly
irritable and short tempered before succumbing to insanity then death
as their circulatory system fails.
SHROUD
REQUIREMENT: Jem’Hadar, or Gamemaster’s Permission
Jem’Hadar can emit an energy field that warps light, allowing
themselves to cloak themselves, but effectively using this ability
requires training. You can spend 2 Momentum as a Minor Action to
become invisible, increasing the Difficulty of all Tasks to observe you
or locate your position by 3. This effect lasts for the rest of the scene,
ending early if you make an attack or end the effect with a Minor Action.
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
ALL ERAS OF PLAY
Across numerous sectors, the Jye are renowned for their superb administrative and organizational
abilities – which they o er to other cultures for a price. Jye can be found throughout the quadrant, usually
under the employ of a host species, struggling with some problem that is beyond their ability or desire to
address. The Jye believe this to be the greatest export their species has to o er, and take great strides
to ensure that any circumstance they’ve been retained on results in a satisfactory outcome for their
employers. The Jye believe that they have a sworn duty to uphold the contracts they have been assigned
to, and will work tirelessly to ensure that these business arrangements are properly governed and result
in successful outcomes to the satisfaction of the employing government or culture.
For the most part, the Jye are an unremarkable humanoid species, with pale skin sporting lavender
spots and little to no facial hair. Due to their role as administrators and organizers, the Jye are not often
exposed to manual labor or exercise.
TRAIT: Jye. The Jye have developed a reputation for e ective administration
and coordination of large projects and organizations. Most are trained
in this area of expertise professionally, and while Jye are capable of
physical feats similar to those of Humans, they are not known for their
physical attributes. Jye originate from a frigid Class-M planet at the very
far edge of its star’s habitable zone. It is a world of dim solar light and cold,
relentless winters, and the Jye have evolved with a resistance to the cold.
Conversely, the Jye struggle more than other humanoids in hot temperatures.
Jye names most often follow a speci c, structured pattern. Masculine names frequently utilize double
consonants and are almost always two to three syllables in length. By tradition, feminine names are
shorter and favor softer sounds and are rarely longer than two syllables. Due to their highly-organized
society, there is very little overlap in names among genders. As is common with humanoid species,
children inherit a family name from their parents, which follows the given name.
SAMPLE NAMES
Masculine: Chellick, Kollarn, Parett, Mattack, Wuttallet, Donnarrek, Sorretten, Garrek,
Bennick, Charelenn
Feminine: Jesal, Farna, Nalah, Bejal, Valona, Meris, Salah, Harena, Lalona, Jalya
Gender-Neutral: Bellah, Carru, Ettria, Gunnara, Jojjah, Moddi, Pallon, Ruddis, Urroin, We t
Family: Kales, Hormal, Terrek, Questel, Corele, Volel, Foralen, Murcosta, Nertal, Ballek
STAR TREK ROLEPLAYING GAME CULTURE
SPECIES PROFILE The Kaelon culture is one of science and scholarly study.
Kaelon scientists are known as skilled physicists, and are
often consulted by Starfleet in matters of nuclear, spacial,
and warp-physics. There are some Kaelon scientists
SPECIES NAME: KAELON affiliated with the Department of Temporal Investigations,
due to their talent for Temporal Physics.
VISUAL REPRESENTATION
The Resolution
Resolution is the custom of ritual suicide as practiced on
Kaelon II, introduced at an unspecified date between fifteen
and twenty centuries before 2367 to cope with the
overcrowding in the 'death-watch' facilities where people
were originally simply sent to wait for death. Kaelons who
reached the age of sixty were expected to present
themselves to all of their family and friends for the
Resolution ceremony, intended to represent a celebration of
their life. The ritual eliminated the society's responsibility of
caring for the elderly, with an age of sixty being selected so
that those dying could say goodbye to their loved ones
while still in full possession of their faculties; it was
believed that asking each family to randomly picking an age
for their elders to die was too heartless.
LANGUAGES
The Kaelon have their own native language and speak
Federation Standard in an elegant way that gives most
Kaelons an aristocratic sound to their speech but not a true
accent.
COMMON NAMES
SPECIES ADJUSTMENTS Kaelons have no surnames, or family names despite their
+1 Intellect devotion to family and traditions. Kaelon male names
include Timicin, and B'Tardat; and female names include
PHYSICAL DESCRIPTION Dara. Male names usually end in a consonantal sound,
The Kaelon people are a humanoid race with a very while female names end in a vowel sound.
human anatomical structure, and bio-chemical make-
up. HOMEWORLD
Kaelon II. The second planet in the Kaelon system and as
Externally they appear decidedly human, with one such close to the Kaelon sun. In 2367 the planet was
obvious distinguishing feature. All Kaelon have a threatened with destruction, along with all life on it when
series of vein-like protrusions on their foreheads, the the Kaelon sun came close to going super-nova.
tops of their heads and their necks. These veins seem
slightly distended and the flesh around them is A plan, devised by Kaelon scientist, Dr. Timicin, to prevent
slightly raised forming a series of ridges where the the sun from going into a super-nova state was
veins are most protruding. implemented by Starfleet, under the direction of B'Tardat,
the Kaelon minister of science and head of state for the
This is a normal part of the Kaelon circulatory system, Kaelon people.
and not an indicator of any kind of medical problem.
All Kaelons have this feature, regardless of gender, or Although devised by Timicin, the celebrated Kaelon
age. scientist did not get to witness the success of his plan as
he reached the age of 60 prior to the implementation of his
Otherwise Kaelons appear generally human, with the plan and performed his Resolution, or ritual suicide, before
full range of skin-colors and hair colors as Terran the process to reverse the destruction of the Kaelon
humans. Their eyes tend to be dark, and the hair- homeworld was completed.
coloring of Caucasian-appearing Kaelons are usually
brown or dark in color. Kaelon II, not yet a member of the Federation, is considered
an ally.
Kaelon women often wear odd, elaborate hair-styles
with their long hair tied up in intricate brads and buns The planet is a standard Class-M planet with a three-season
that, to some other species, have an almost comical climate roughly comparable to the Winter, Spring, and
appearance. Summer seasons on Earth. The conditions of Terran
Autumn are present in early winter months when
Kaelon males have a tendency towards pattern- temperatures are notably colder than during Autumnal
baldness, beginning at or close to the age of 40. seasons on Earth.
FAVORED PROFESSION
Scientist- most Kaelons encountered off the
homeworld will be civilian scientists, explorers, or
Starship officer serving aboard Kaelon ships.
SPECIES ABILITIES
Kaelons are all very well educated, and this results in
a +1 species bonus to the Intellect attribute.
The Kaelons are a bipedal, humanoid species TRAIT: Kaelon. Kaelons possess
hailing from Kaelon II. Appearing Human but an organ called a telebellum attached to
having dark lines on the sides of their heads, their brains that makes them immune to
Kaelons were also immune to telepathic and telekinetic and empathic reading. This
empathic intrusions. Primarily isolationists, structure manifests as dark lines beneath
Kaelons knew little about surrounding space their skin on both sides of their head.
and cultures.
TALENTS: The character receives access to
Most Kaelons participated in a social practice the following talents:
known as The Resolution. This practice required
Kaelons to ritualistically end their lives when
they reached the age of sixty. This practice was REQUIREMENT: Kaelon.
designed to keep their society going as caring From birth, you were taught the societal
for the elderly became a tremendous burden. importance of The Resolution. You embrace the
Those that do not partake in The Resolution are idea and use it as a guide for planning your life’s
usually ostracized along with their family. work. This dedication to your plan means you
will do whatever it takes to ensure your legacy
EXAMPLE VALUE: I Must Complete My Work is ful lled before The Resolution. Whenever you
Before The Resolution cite a value connected to your legacy and spend
a point of Determination on Perfect Opportunity,
ATTRIBUTES: +1 Daring, +1 Insight, you may also reroll one dice from that pool.
+1 Reason
REQUIREMENT: Kaelon.
Over time, the telebellum of some Kaelons has
become a much more powerful defense against
psychic probes. In addition to being immune
to telepathic and empathic reading, you know
exactly who attempted to read you and where
that person is located.
24
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ff
ff
Cygnet XIV is a female dominated society in which males are only semi-literate. Cygnian
culture is technologically advanced, especially in cybernetics and computer sciences.
Starfleet crews and private research institutions are particularly anxious to have Cygnian
females on their teams of computer specialists.
After the Vulcans, Cygnians are the strongest physically of all Federation members. The
expression "bright-eyed and bushy-tailed" may well been coined with a Cygnian in mind.
Though humanoid in appearance, Cygnians retain certain features vaguely similar to
Terran equines; ie long tails, and long flowing hair along the central raised spine. With
their sharp green-colored eyes, this race has a particular exotic image.
Some Cygnians have violet skin and golden hair...Cygnian females are uncommon in
Starfleet.
In 2267 a Cygnian team ugraded the USS Enterprise computer, giving it s flirtatious
female persona.
____________________________________________________
KAFERIAN
Species Abilities: Ambidextrous, Skill Focus (Keen Smell), Natural Armor (chitin)
absorbs 2 points of damage.
Kaferians are insectoid-based bipedal humanoids about the same height as a normal
Terran. Their heads are the most insectoid part of their bodies. They are natives of Tau
Ceti.
They have a hard chitinous exoskeleton. Their eyes are located on opposite sides of
their heads, giving them peripheral vision, which does not limit their forward vision. Their
feet split into two toes - a larger and a smaller - with some extremely limited manipulative
ability. They have a protruding spinal ridge, giving them a slightly hunchbacked
appearance. If they ever had wings, they were attached here, but Kaferians are no
longer a winged species.
They make their homes out of native materials mixed with a natural secretion from their
bodies which combines to create a very light, but very strong and durable building
material capable of supporting structures hundreds of feet tall.
Kaferians are virtually natural geneticists. They export many bio-engineered plants and
animals that have been modified for demanding climates and conditions. They are
renowned for this genetic engineering throughout most of known space. It is believed
that Kaferian scientists are responsible for the Klingon Tribble predator, known as a
"glommer".
Kaferia is not a member of the Federation (otherwise they could not engage in the trade
mentioned above) but they have been a staunch ally of the Federation for over 200
years.
Humans had known of Kaferia prior to the 2150's. They become an associate member of
the Federation in 2286.
Notable Kaferians: Tzazil, Zseizaz, Rrzz'ittt (first Kaferian to join Starfleet 2258)
_________________________________________________________________
KAFERIAN [Alternate]
Species Adjustments: +1 Agility, +1 Strength, + 1 Vitality
Species Abilities: Ambidextrous, Skill Focus (Keen Smell)
Description
The Kaferians are a bipedal insectoid race of about human height. Their chitin color runs
from a dark brown, which almost appears black, up through a bright green. They have
large compound eyes on each side of their heads, two arms, two legs and they walk
upright. Their feet split into two toes - a larger and a smaller - with some extremely
limited manipulative ability. Their spinal ridge gives them a slightly hunchbacked
appearance. They are genderless and reproduce asexually with an average life-
expectancy
of approximately sixty years. Their language is a complex clicking dialog of which, there
are 67 dialects that are known to exist.
They are from Tau Ceti, a class M tropical world that has a very stable atmosphere and
crust. Thus natural disasters are a rare occasion on Tau Ceti. Their building structures
are made out of native materials mixed with a natural secretion from their bodies which
combines to create a very light, but very strong and durable building material capable of
supporting structures hundreds of feet tall. Some structures have been known to reach
eight to nine hundred feet into the air with interconnecting slideways between the
main buildings.
Kaferians are natural geneticists. They export many bio-engineered plants and animals
that have been modified for demanding climates and conditions. They have also created
some of the most delicious fruits available. They are renowned for this genetic
engineering throughout most of known space. It is believed that Kaferian scientists are
responsible for the Klingon Tribble predator, known as a “glommer”.
The strong similarity in appearance that the Kaferian have with the insectoid race of the
Xindi caused many issues when the Federation first encountered them. Only through the
determination of Kaferian and Federation diplomats were any serious issues averted.
Despite their member status within the UFP, the Kaferians have a highly profitable trade
negotiation with several of the Triangle worlds and are extremely friendly towards all
races, even accepted UFP enemy races.
Kaferia is not a member of the Federation (otherwise they could not engage in the trade
mentioned above) but they have been a staunch ally of the Federation for over 200
years.
Humans had known of Kaferia prior to the 2150's. They become an associate member of
the Federation in 2286.
Notable Kaferians: Tzazil, Zseizaz, Rrzz'ittt (first Kaferian to join Starfleet 2258)
___________________________________________________
NASAT
Space-faring for many decades, they have tended to isolate themselves from the rest of
the galaxy, but have joined the United Federation of Planets. A cautious people with an
aversion to taking risks, they were rarely seen off-world, but in recent years have
become slightly more visible, working within the Federation government on a number of
levels, and increasingly represented in Starfleet. Still, they are stereotyped as a careful,
conservative people, who are slow to take action or change their ways.
Nasats bear a striking resemblance to Terran crustaceans. Humans often liken them to
pillbugs or woodlice, but they are much larger, typically reaching chest height on an
average Human male. They possess a chorion carapace composed of flexible plates,
REQUIREMENT: Drai.
The Drai consider the Hunt to be the most important thing
THE NEXT GENERATION ERA ONLY they will ever do in their lives, and their entire culture revolves
A reclusive race that prefers to spend their time out exploring around it. Whether it is pursuing the Tosk or other prey, the
the universe in pursuit of their prey, the Drai are known as Drai have structured the very way they teach their children to
the Hunters to the majority of the Gamma Quadrant. Unlike view the world to be from the mind-set of a hunter stalking
other races under the control of the Dominion, the Hunters their prey. This helps the Drai in every walk of life as they
are free to roam where they please and are given signi cant are able to approach each task with precision and careful
leeway into how they manage their own a airs. Masters in attention rather than blindly rushing into things. Once
the eld of cloning, the Drai are responsible for the creation per scene the Drai may ignore their Complications when
of the perfect prey and the perfect soldiers. It is through their determining the Di culty for a Task.
genetic mastery that they created the Tosk, which proves to
be the most challenging form of prey for them to stalk, and SAMPLE NAMES:
they have created the Jem’Hadar, who have proven to be Masculine names: Gilga, Horu
the domineering st of the Dominion for centuries. Proud, Feminine names: Sekma, Isett
vain, and focused solely on their own a airs, the Drai pursue Gender-neutral names: Netyr, Coziss
the Hunt as the grandest thing they can do with their lives.
While success is publicly shared so too is failure, and it is
not uncommon for failed Hunters to nd their names spread
throughout the quadrant as shameful examples for how
others are to do better.
THE NEXT GENERATION ERA ONLY
EXAMPLE VALUE: There Are No Challenges Like The Hunt Honesty and integrity are cornerstones of the Karemma way
of life. The uno cial merchant caste of the Dominion, the
ATTRIBUTES: +1 Daring, +1 Fitness, +1 Presence Karemma have been tasked by the Founders with regulating
trade across the Gamma Quadrant. Unlike the Ferengi, who
TRAIT: Drai. The Drai care only for the Hunt and each always attempt to leverage the rules to provide an unfair
one will wear the nest hunting gear that they can advantage with who they are dealing with, the Karemma
buy. Even their day to day clothing is focused more prefer to deal openly and honestly. That is not to say they are
towards being t for survival, with hidden pouches and naïve, and all Karemma must study hard in order to obtain
miniaturized survival equipment being commonly found high positions in the Karemma corporatocracy. Their shrewd
on Drai at all times. While they are on the Hunt they will business senses and honesty have given them a fair amount
often not change clothes and will spend every waking of trust by the Founders who allow them to maintain the
hour pursuing their prey. When they are not hunting, economic workings of the Dominion. If the Karemma have a
the Drai dedicate themselves towards maintaining fault it is that their pursuit of honesty can often force them to
peak physical tness and train to keep their eyes and enter into contracts against their will. No Karemma would be
re exes sharp. willing to dishonor themselves or their family by engaging in
dishonesty, though the Karemma will always pursue strongly
TALENTS: The character receives access to the worded deals that bene t themselves.
following talents:
EXAMPLE VALUE: I See Your True Worth
REQUIREMENT: Karemma.
A tricorder can tell someone what an object is composed of REQUIREMENT: Lurian, or Gamemaster’s permission.
in only a few seconds but it is rumoured that the Karemma Life is not worth living to a Lurian if there is not some risk
can do it in only one. Drawing upon past experience, the involved. Always willing to dare greater than others, the
Karemma is able to instinctively identify the materials that Lurian nds that the real thrill lurks just beyond the edge of
make up an object that they interact with physically. In the danger and that is what they should strive for even if their
event of dealing with unknown or exotic substances, they are comrades do not. The character gains an additional point of
able to identify familiar patterns within the material that can Momentum if they succeed at a task that requires extreme
point the characters in the right direction while performing acts of bravery to overcome.
the Scienti c Method and reduce the di culty by 1.
Attributes
Fitness 2 [5]
Intellect 2 [5]
Coordination 1 [5]
Presence 2 [5]
Psi 0 [5]
Skills
Athletics (choose Specialisation) 1 (2)
Computer (choose Specialisation) 1 (2)
Culture (Kasheeta) 2 (3)
History (Kasheeta) 1 (2)
Language (Kasheeta) 2
Sciences, any (choose Specialisation) 2 (3)
World Knowledge (Kashet) 1 (2)
Typical Traits
Patron (City Governor) +1, Strong Will +2, Argumentative -1, Arrogant -1, Pacifist (Self
Defense) -3
Notes:
Kasheeta appeared in Star Trek IV: The Voyage Home in the Federation Council Chamber. This
writeup is a conversion of the FASA statistics published in the Star Trek IV Sourcebook.
Favored Profession
Any.
Species Adjustments
+2 Strength, -1 Presence
Species Abilities
• Bonus Trait: Sherpa: Kasheetan can carry a
great deal of weight and receive the Sherpa
edge for free.
Personality
Strong-willed and arrogant, the Kasheetan are a
matriarchal society. They are herbivores that prefer
to be in groups.
13
STAR TREK ROLEPLAYING GAME
• Powerful Kick: Due to their powerful leg over a year to hatch. For the first year, the young
structure, Kasheetan roll 1d6+STR modifier for must be cared for at all times, at which point they
Unarmed Combat damage. reach the equivalent of human toddler.
• Wide-field Vision: The placement of
Kasheetan eyes allows them a 300° field of Homeworld
vision, granting them a +1 species bonus to Beta Rigel IV.
Observe (Spot) tests.
History and Culture
Picks
Rigelian culture is old, its history a fascinating
12 ([+10] +2 Strength, [-5] -1 Presence, [+2] mix of Machiavellian court intrigue and family-
Sherpa, [+2] Speed, [+2] Powerful Kick, [+1] Wide- based politics. They achieved a level of technology
field vision). equal to that of Middle Ages Earth early in their
ST IV: The Voyage Home development, but remained stagnated at that level
for nearly a millennia. They began to advance
again with the introduction of capitalism and off-
world trade from the Orions. They became a space
faring race under their first ‘world king’ in 2100.
The Rigelians were closely linked to the Orion
Trade Confederacy throughout the 22nd century, but
became a Federation member in 2258. Since then,
their old cohorts have preyed on Rigelian ships
whenever possible.
Rigelians have a ‘world king’ who actually has
power to chart the course of legislation and controls
the executive branch. His powers, however, are
tempered by the de facto power of his courtiers –
the actual movers and shakers of the Rigelian
government. The various local nobility mimic the
arrangements at the global level – although one
goes to pay their respects to the king or lord,
anything that needs to be done requires that you
deal with the secretary or other servants.
RIGELIANS clicks.
Favored Profession
Rogue or Diplomat.
Personality
Fond of pomp and ceremony, the Rigelians are a Species Adjustments
species of rituals and rules. They have a +1 Vitality, -1 Presence, +1 Perception
hierarchical government and caste system in which
the elite are served by their inferiors. However, the Species Abilities
real power in Rigelian culture lies with the servants, • Amphibious: Rigelians require air to breathe,
who work behind the scenes as diplomats, fixers, but are capable of swimming long distances
and power brokers. while holding their breath. If undertaking
relaxed or standard activity, they can remain
Physiology and Appearance submerged for a base time of 10 minutes
Tall and powerful-looking, Rigelians are before making a TN 10 Stamina test; if
descended from a species of sea turtle. Their beaks engaging in demanding or extreme activity,
are intensely powerful, capable of shearing through this base time is reduced to 2 minutes; if the
a human arm with little trouble. They have strong test is passed, additional tests are made every
clawed hands, and armored skin. Their eyesight is 10 (or 2) minutes with a cumulative +5 TN.
poor, but their hearing and sense of smell excellent. Once a test is failed begin testing for
They reproduce sexually, then lay eggs which take asphyxiation as normal.
14
STAR TREK ROLEPLAYING GAME homeworld. And even though some of their traditional
SPECIES PROFILE garments feature bits of fur and animal skin they do not
hunt, or use animals for food.
The skins and fur used in their clothing are scavenged from
SPECIES NAME: KAZARITE animals discovered by Kazarite nomads after they have
died, or animals that have been killed by natural predators.
VISUAL REPRESENTATION
Kazarites have a very open society. They are an honest, and
trustworthy people. And despite their somewhat beastly
appearances, once one gets to know a Kazarite they will
find them to be a friendly, gregarious, and curious people.
LANGUAGES
Kazarites speak their own native language, Kazarian. And
most Kazarites encountered off their homeworld will speak
at least a functional Federation Standard.
They are an outdoorsy people despite the harsh Kazarite technology is at TL6, TL7 in some regions
physical conditions of some regions of the Kazarite commonly visited by the Federation or other off-world
socitieties. And even though Kazarites do not make a After trying to teleport, whether they succeed or not, a
point of developing any military might, or construct Kazarite must make a successful Stamina test (TN 5), or
large spacecraft they will often travel offworld to take suffer one level of fatigue.
jobs as scientists, or starship officers.
Fatigue levels become cumulative, if a Kazarite repeatedly
Kazarites export clothing and other hand-made goods fails his Stamina reactions, after teleportation attempts. And
to many neighboring planets. And Kazarite robes are a Kazarite can exaust himself quickly, if he usues this ability
in high demand among upper-class Tellarites. too often.
FAVORED PROFESSION For this reason Kazarites do not use their ability to teleport
accept in cases of emergency.
Kzaraites tend to favor the sciences, and civilian
Scientists are the favored profession of most
Kazarites also receive a +2 species bonus to their
Kazarites.
Perception attribute. They are very astute, and alert and
tend to notice things most people overlook. Due to their
They will usually specialize in the fields of Ecology, or
animal-like appearances, and what is often perceived as a
Anthropology.
primitive or “untamed” nature, they suffer a -2 penalty to
their Presence attribute, however.
Kazarites also make excellent Engineers, Operations
personnel, or Counselors (due to their latent telepathic
abilities).
SPECIES ABILITIES
Psionic: Kazarites are born with at least some level of
natural psionic ability. And this ability becomes
stronger as they grow, reaching a level of psionic
potency roughly the equal of a full-grown Betazoid by
the time the Kazarite is, themselves, considered a
legal adult in their culture. Kazarites gain a +2 to their
Psionic attribute, during character generation. And
they may advance this attribute as a favored attribute.
Kazarites are the shepherds of the Federation. They are telekinetic and are able to
communicate telepathically with any animal life on any planet. Though they appear
primitive, their society is technologically sophisticated. They excel in veterinary
sciences and ecology. They carry pellets in small bags around their necks, which yield
yeast-like food when mixed with water.
EXAMPLE VALUE: I Will Converse With Any And All Animal Life.
Ø TRAIT: Kazarite. All Kazarites have animal telepathy and telekinesis to varying
degrees, and are able to sense the health of planetary ecologies they are in. They
are vegetarian by nature.
Ø TALENTS: The character receives access to the following talents. Kazarites must
select one of the Kazarite talents at some point in character creation.
KAZARITE TELEKINESIS
REQUIREMENT: Kazarite. Character creation only.
You may move yourself or objects telekinetically. Each use of Kazarite Telekinesis
inflicts 1 Stress on the user. Objects up to twice your weight may be moved up to
Medium range with an Insight + Security Task at Difficulty 1. If moving yourself
telekinetically, add 1 to the Difficulty of the movement Task but if successful, you may
ignore penalties from ground hazards or obstacles, and also move through the air. If
telekinesis is used offensively, treat as a ranged unarmed attack.
You can sense the rudimentary surface thoughts of animals. It will require effort and a
Task (usually Insight + Presence) to pick out the emotions or thoughts of a specific
creature in a crowd, or to search a creature’s mind for a thought or memory. Unwilling
targets may resist with an Opposed Task.
Once per mission, you may declare a Focus in Planetary Ecology for a planet you are
on, and gain the benefits of the bonus Focus until the end of the mission.
25
𝚫
fi
ff
fi
ff
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KELPIEN
THE ORIGINAL SERIES OR NEXT GENERATION ERAS ONLY
Hailing from the world of Kaminar, their home plantet has a complex food web. Kelpiens
are an intelligent humanoid species with a unique maturation process: Prior to midlife,
Kelpiens are pacifistic prey animals to a predatory race, the Ba’ul. After reaching
midlife, Kelpiens underwent a painful metamorphasis known as the vahar’ai, where
they matured into the alpha predator of the planet. Possessing a binary world view,
Kelpiens label creatures and individuals as either predator (those who pose a threat,
imminent or otherwise) or prey (those who are nonthreatening). Before undergoing
vahar’ai, Kelpiens have a caution that borders on paranoia; they avoid personal risk
and hazardous situations. Despite this strong fight-or-flight instinct, Kelpiens remain
calm when confronted with danger, and are not prone to panic or impulsive action.
As such Kelpiens value cooperation over competition, some mistakenly believe
Kelpiens lack ambition. This is false, however, and Kelpiens are just as prone
to personal aspirations as Humans, and just as likely to feel resentment over
being passed over for an assignment or promotion. Several hundred years
ago, the Kelpiens threatened the Ba’ul with extinction, forcing the weaker
species to develop a technological advantage for survival. The Ba’ul managed
to kill every Kelpien who had undergone the vahar’ai then convinced the
survivors they were the prey species, and harvested individuals before they
underwent metamorphosis. This deception was revealed in 2257 and the
Kelpiens and Ba’ul began to form an alternative society where neither world
kill the other.
TRAIT: Kelpien. Kelpiens possess a tall, lanky frame with mottled pink-
orange skin and no hair on their face or head. When at the bottom of the
short food web, Kelpiens are herbivores and typically strict vegetarians or
vegans. Mature Kelpiens are omnivorous and have an increase appetite for
meat. Kelpien senses, including auditory and tactile, are superiour to that of
a Human, and provide continual warning of potential threats: when pre-
vahar’ai consciously or subconsciously detect danger, thin extrasensory
organs known as “threat ganglia” emerge from the back of their head to
provide additional sensory input.
ADVANTAGEOUS REVERSAL
REQUIREMENT: Kelpien, or Gamemaster’s Permission
Adversity has taught you how to not only work around hazards, but how to
turn them to your advantage. On your turn, you can spend 1 Determination to
reduce the Threat pool by 1 and add 1 to the group’s Momentum pool.
SPINE EMITTERS
REQUIREMENT: Post-vahar’ai Kelpien
Once per mission you can expel small spines grown in a cartilaginous
emitters at the side of the head. This is a ranged weapon with 1 A, Piercing
2, vicious 1, Size 1 H. When you use your spine emitters, add 1 to the Threat
pool
SWIFT MOVEMENT
REQUIREMENT: Kelpien, or Gamemaster’s Permission
You have the speed of a hunted prey animal. When you succeed on a Sprint Task, you
moves two zone (to any point in Long range) rather than one.
THREAT MANAGEMENT
REQUIREMENT: Pre-vahar’ai Kelpien
You are skilled at avoiding danger and and minimizing problems. When you buying one or
more d20s by adding to Threat, the cost is reduced by 1 (to a minimum of 1 ).
ATTRIBUTES: +1 Control,
+1 Fitness, +1 Insight
GANGLIA
REQUIREMENT: Kelpien.
SEASON 1
6
-276 -264 -252 -240 -228 -216 -204 -192 -180 -168 -156 -144 -132 -120 -108 -96 -84 -72 -60 -48 -36 -24 -12
Kerelian
TOS era and beyond
A race of humanoids from the Keral Cias system in the Beta quadrant, with
extremely advanced vocal & auditory abilities. They have significantly larger
ears & have a greater range of skin tones & eye colors. The average male &
female are 3-6 cm taller than humans. Hairstyles & facial hair vary. They have
an average life expectancy of 134 years. Also, unique to their species, they
can never suffer from degenerative hearing loss. Their brain consists of 4
lobes. The temporal lobe is the largest & most complex. It is responsible for
processing audio information & a large portion, the Euadin, is used solely as a
"back up" memory node for the other lobes. In case of injury to a lobe,
information stored in that area can be retrieved from the it later on
preventing memory loss. They are problem solvers & quick thinkers. They are
not easily distracted & dislike performing small, uninteresting tasks. They are
equally productive when working in a group or as an individual. They have
developed 3 martial arts: Avyan (sport), Blabeta (Sec. forces), Cyluin (deadly).
Talents:
Kerelians, or with GM's permission.
Empathy [E2]
Requirement:
Same as Betazoid talent. This represents 15% of the population. Must
have this talent to take focus in Cyluin martial art. You can communicate
telepathically with other empathic or telepathic species.
SPECIES
Kerelian
TOS era and beyond
A race of humanoids from the Keral Cias system in the Beta quadrant, with
extremely advanced vocal & auditory abilities. They have significantly larger
ears & have a greater range of skin tones & eye colors. The average male &
female are 3-6 cm taller than humans. Hairstyles & facial hair vary. They have
an average life expectancy of 134 years. Also, unique to their species, they
can never suffer from degenerative hearing loss. Their brain consists of 4
lobes. The temporal lobe is the largest & most complex. It is responsible for
processing audio information & a large portion, the Euadin, is used solely as a
"back up" memory node for the other lobes. In case of injury to a lobe,
information stored in that area can be retrieved from the it later on
preventing memory loss. They are problem solvers & quick thinkers. They are
not easily distracted & dislike performing small, uninteresting tasks. They are
equally productive when working in a group or as an individual. They have
developed 3 martial arts: Avyan (sport), Blabeta (Sec. forces), Cyluin (deadly).
Talents:
Kerelians, or with GM's permission.
Empathy [E2]
Requirement:
Same as Betazoid talent. This represents 15% of the population. Must
have this talent to take focus in Cyluin martial art. You can communicate
telepathically with other empathic or telepathic species.
SPECIES
Klaestron
THE NEXT GENERATION ERA ONLY
The Klaestron Civil War took place in the mid 24th century, which shaped
much of the society. Farmers and scientists had to become soldiers and
many families had to spend their income on supporting their loved ones on
the battle eld by buying much-needed military equipment. In the wake of
the civil war, Klaestron medical technology had become a cornerstone of
their new economy. Treatments that were developed to save as many
soldiers as possible, such as prostheses and burn treatments, are now
valuable export goods which the Klaestron happily share with other
civilizations.
Although the Klaestron government has a unilateral extradition treaty with
the Federation, the Klaestron were allies with the Cardassians during the
Federation–Cardassian war. This alliance has since been dissolved
with the Cardassian membership in the Dominion, although they
signed a non-aggression pact.
Klaestron laws are strict and punishment is harsh: Treason and
murder are punishable by death among the Klaestron, other
crimes have similarly severe penalties.
26
fi
THE NEXT GENERATION ERA ONLY
With its capital at Qo’noS, the Klingon Empire is almost as large as the Federation,
and larger than the Romulan Empire. Distinguishable by the sagittal crest over their
foreheads and crowns, Klingons are taller and stronger than most humanoid
species, something that helps enhance their reputation as warriors. The hardy
Klingons have been both allies and enemies throughout their years of contact
with the Federation. Now, as staunch allies, this proud people have begun to
exchange o cers with Star eet. Not only that but Worf, son of Mogh, created
a precedent as the rst Klingon to graduate of Star eet Academy. This has
brought more applications from Klingons, especially those of mixed heritage
who don’t feel at ease in the Klingon Empire. Klingons embody pride and
honor above all. Many dedicate their lives to the warrior ethos for the honor of
house and family.
TRAIT: Klingon. There is a great redundancy in Klingon organs, with two livers,
multiple stomachs, three lungs, and an eight-chambered heart. Their skeletal
structure also has several redundancies that mitigate injuries that would prove
fatal to other humanoids.
REQUIREMENT: Klingon.
Various physiological redundancies mean that wounds that would kill other
humanoid species don’t a ect Klingons as badly. The character gains +2
Resistance against all Non-lethal attacks. In addition, whenever the Klingon
is target of a First Aid Task, reduce the Di culty of that Task by 1, to a
minimum of 1.
SAMPLE NAMES:
Male names: be’etor, cheng, mogh, qeng, torgh
Female names: ‘a’Setbur, HuS, lurSa’, mara
KLINGON
ENTERPRISE AND THE ORIGINAL SERIES ERAS ONLY
Official version found in the Beta Quadrant Sourcebook and Klingon Core
Rulebook
Klingons are a humanoid warrior species originating from the planet Qo’noS.
A proud, tradition bound species, they value personal and familial honour as
well as victory in battle. This aggressive drive has led the species to form a
large interstellar empire of conquered worlds. The warrior ethos has been
an important aspect of Klingon society since the time of the first Emperor,
Kahless, but became predominant early in the 22nd century, as the warrior
caste gained greater status. For large stretches of its history, Klingon society
was based on a feudal system organized around the noble 24 Great Houses
represented in the Klingon High Council, which was led by the Chancellor.
Klingon society functions through a system of family reputation and
honour; tradition is an integral part of Klingon daily life and breaking
from observances is considered a grievous insult to society, an slight not
easily forgotten. To outsiders, Klingon society seems patriarchal, with
males dominating public life. However, Klingon women are the equals
of men, even in combat and blood-lust, but their sphere of influence is
traditionally the home and family’s affairs.
HONOUR BOUND
REQUIREMENT: Klingon, or Gamemaster’s Permission
Your personal honour and that of your house is more important to you than
your life. Whenever you attempt a Task to resist being coerced into breaking an
oath, betraying a superior, or otherwise acting dishonourably, you reduce the
Difficulty by 1.
WARRIOR SPIRIT
REQUIREMENT: Klingon, or Gamemaster’s Permission
You have been trained in combat since a young age. When you attempt a
Melee attack and purchase one or more additional dice with Momentum or
Threat, you may re-roll any number of d20s
TRAÇOS: Klingon
ESTRESSE: 13 RESISTÊNCIA: 1
ATAQUES:
Golpe Desarmado (Corporal, 3 Derrubar, Tamanho 1M,
Não Letal)
Adaga D’k tahg (Corporal, 3 Feroz 1, Tamanho 1M, Mor-
tal, Ocultável 1)
Agravamento Bat’leth (Corporal, 5 Feroz 1, Tamanho 2M)
Pistola Disruptora (Distância, 5 Feroz 1, Tamanho 1M)
Agravamento Fuzil Disruptor (Distância, 6 Feroz 1,
Tamanho 2M, Preciso)
REGRAS ESPECIAIS:
Brak’lul: A Resistência de um Klingon é aumentada em
+2 contra ataques Não Letais.
Espírito de Guerreiro: Quando um Klingon tenta um ataque
Corporal e compra um ou mais dados extras com Ameaça, o
Klingon pode rejogar qualquer quantidade de d20s.
Qapla’!
ESTRESSE: 14 RESISTÊNCIA: 1
ATAQUES:
Golpe Desarmado (Corporal, 4 Derrubar, Tamanho 1M,
Não Letal)
Adaga D’k tahg (Corporal, 4 Feroz 1, Tamanho 1M, Personagens klingon normalmente são grandes, sicamente
Mortal, Ocultável 1) poderosos e orgulhosos, com uma forma agressiva de fazer
Agravamento Bat’leth (Corporal, 6 Feroz 1, Tamanho 2M) qualquer coisa e uma propensão à violência que os torna
Pistola Disruptora (Distância, 6 Feroz 1, Tamanho 1M) extremamente perigosos. Eles são predatórios, com uma dieta
Agravamento Fuzil Disruptor (Distância, 7 Feroz 1, primariamente carnívora e uma preferência por comida ainda viva
Tamanho 2M, Preciso) ou presas selvagens de uma caçada. Culturalmente, os Klingon
reverenciam proezas físicas, vitórias em batalha e um código de
REGRAS ESPECIAIS: honra pessoal e familiar que in uencia a maior parte de sua política,
Primeiro na Batalha: Quando o Veterano Klingon faz embora nem todos os Klingon vivam dessa forma. Para alguns
um ataque bem-sucedido, ele pode gastar 3 de Ímpeto deles, isso apenas os impede de realizar atos vergonhosos se não
para auxiliar o próximo ataque de outro Klingon com sua puderem evitar as repercussões. Personagens Klingon possuem os
Audácia + Comando. seguintes modi cadores:
Brak’lul: A Resistência de um Klingon é aumentada em
+2 contra ataques Não Letais. ATRIBUTOS: +1 Audácia, +1 Físico, +1 Presença
Espírito de Guerreiro: Quando um Klingon faz um ataque
Corporal e compra um ou mais dados extras com Amea- TRAÇO: Klingon. A siologia Klingon é resistente, com
ça, o Klingon pode rejogar qualquer quantidade de d20s. muitos órgãos internos redundantes permitindo que suportem
ferimentos e vários venenos que seriam mortais para muitas
outras espécies. Eles são muito mais fortes e mais resistentes do
que os Humanos, embora possuam menos tolerância para o frio.
CHAPTER 05.10
097
ALL ERAS OF PLAY
The dominant, and eponymous, species of the Klingon
Empire, the Klingons are a proud and martial people, visibly
distinguished from others by their height and strength, and
by the ridged, bony crest on their heads, running from brow
to crown (and sometimes further). Hardy and aggressive,
Klingons tend to combine a sense of pride and personal
conviction with a fatalistic streak, regarding an honorable
death to be preferable to living with the shame of defeat or
anything that would diminish or lessen them.
X TALENTS: The character receives full access to all To create mixed-heritage characters, choose two species, one of which
the Klingon-speci c talents detailed on page 119, and will be the primary species – the one the character favors. The character
they may also select from the QuchHa’ talents below. is treated as a member of the primary species for attribute bonuses; most
QuchHa’ Klingons do not have to take the Brak’lul talent. mixed-heritage characters take more after one parent than another. The
character gains the species traits for both parent species, and they may
CRUEL select talents from both parent species. Mixed-heritage Klingon characters
Requirements: QuchHa’, or gamemaster’s permission are not required to select the Brak’lul talent (though they are still allowed to
You have a tendency towards ruthlessness and cruelty, and if the player wishes – the talent becomes optional rather than mandatory).
the reputation to match, always seeking to undermine those
you wish to destroy before you deal the nal blow. When
you attempt a Task to identify the weaknesses or aws of an
enemy, or matters they are particularly sensitive or protective
about, you may reduce the Di culty by 1. If the enemy has
a trait which re ects this weakness (such as an advantage The distinction between QuchHa’ and HemQuch exists between 2155 and
you’ve created, or a complication they’re su ering from), you the early 2270s, corresponding with the appearance of Klingon characters
may re-roll a single d20 on the next attack or persuasion Task within The Original Series. While only smooth-headed QuchHa’ Klingons
you attempt against them. ever appeared in The Original Series (and are never said to be anything
other than just Klingons), and never appeared again outside of it (and
SUPERIOR AMBITION characters such as Kor, Koloth, and Kang appeared both smooth-headed
Requirements: QuchHa’, or gamemaster’s permission in The Original Series and in full Klingon glory in Star Trek: Deep Space
You believe that your cunning and insight give you an Nine), the option to play either type of Klingon in that timeframe is provided
advantage over other Klingons, and your ambition is greater here to provide the greatest exibility and potential for interesting stories.
than theirs. When you spend Determination, you may add
three to Threat in order to gain two bene ts from spending Individual groups may ignore or amend this as they wish, only using
Determination, instead of one. smooth-headed or ridge-headed Klingons in the Original Series era at
their discretion.
CORRECTIVE MEASURES
After 2270, most QuchHa’ undergo corrective treatments – a mixture
The Klingon Empire is vast and expands with each new of surgery and gene therapy – to restore their natural physiology. While
conquest. Thus, Klingons come from many di erent this is unlikely to happen to an individual character during the course
worlds, from the likes of Qo’noS and Khitomer in the heart of a campaign, it’s worth touching on the idea here. A character who
of the Empire, to border colonies that may have only been undergoes these treatments essentially replaces their Klingon (QuchHa’)
claimed in the last generation. Further, as a culture which species with the default Klingon species entry, changing their attributes
has been spacefaring for centuries, countless Klingons and traits accordingly. Any QuchHa’-speci c talents must be replaced,
are raised in space, aboard starbases and transport ships and the character must select the Brak’lul talent if they do not have
across the Empire. it. This change should be handled outside of normal play, with the
assumption that the treatment and recovery require weeks or months.
Your character’s Environment grants them a single value, one
point in a single attribute, and one point in a single discipline. Example: Nathan is creating a character using the Lifepath method.
First, he determines the character’s species. This is simple, as the game
The value chosen should re ect the environment and culture is set in The Next Generation era, so he only has one option: Klingon.
the character was raised within, and it’s a good opportunity Nathan also selects the Klingon-speci c talent Brak’lul, because all
to consider how the character views Klingon culture, Klingon characters have to take it at some point during character
and how they connect – or perhaps struggle – with the creation. This gives the character the Klingon species trait, and means
philosophies and traditions of their people. that the character now has the following attribute scores: Control 7,
Daring 8, Fitness 8, Insight 7, Presence 8, Reason 7.
STAR TREK ROLEPLAYING GAME K'normian society is based around learning, and intellect.
SPECIES PROFILE Not only from a scientific point of view but all forms of
learning – art, history, and the study of alien cultures.
LANGUAGES
The native K'normian language of K'normic is a simple
language designed to impart ideas easily and quickly.
Words consist of as few syllables as possible, and are
dominated by short vowels and soft consonants.
SPECIES ABILITIES
Although not known for their physical brawn, or
toughness, K'normians are well regarded for their
keen powers of deduction, reasoning skills, and
overall advanced intellect.
Originally from the planet Kobali in the Vyntadi Expanse, the Kobali have a
unique form of reproduction: they reanimate the corpses of other species,
inducing a metamorphosis that alters their DNA and turns the formerly
deceased into a new Kobali. The initial transformation occurs in a matter of
hours, and slowly progresses over several months. This process is not natural:
in their distant past, genome experimentation accidentally sterilized the entire
Kobali population and in desperation they developed a retrovirus used to turn
corpses into new members of their society. However, the virus only worked
once on a single corpse, which also cannot be too badly damaged, forcing
the Kobali to rely on deceased aliens to replenish their numbers. Newborn
KobaIi appear fully mature, possessing learned technical and social skills,
but retain few memories of their prior life. They require education in the
Kobali language and culture. Like most newborn humanoids, the brains of
freshly reanimated Kobali learn new information at a highly accelerated
rate; after only a few months, a new KobaIi is fluent in their language
and common customs. Some individuals remember a larger percentage
of their former life, which is known as kyn’steya. Those who attempt to
return to their old lives are pursued by the Kobali who know the inability
to easily resume one’s former life will only result in disappointment
and anger, having seen many such experiences before. Because of
their constant need for new corpses, a high percentage of the Kobali
populace is nomadic, roaming the Delta Quadrant in vast fleets. While
not scavengers by nature, Kobali make use of retained knowledge to
augment their technology and ships.
Text by "Jester" David Gibson; Art Copyright Star Tre:h Online: and Cryptic Studios
SPECIES
While there are numerous examples of such things elsewhere in Silverbloods is a term given to a deuterium-based life-form
the Galaxy, the Delta Quadrant is home to some truly unique and found on a Y-Class “demon” world. While not sentient on its
interesting species that either absorb, adopt, or assimilate others own, the material is mimetic in nature – and can duplicate
or mimic their characteristics. These evolutionary oddities, be they anything it touches at a molecular level. This duplication
technological, biological, or chemical, do not necessarily follow copies everything about its template: physical characteristics,
the same path and qualities that traditional humanoids do. In the biological processes, even memories. This essentially
late 2360s, it was discovered that a signi cant number of known provides it with an uplifted level of consciousness. The
humanoid species, at least in the Alpha and Beta Quadrants, were life-form is also capable of duplicating inorganic constructs
seeded on their worlds by a precursor race of humanoids that as well, including entire starships. As with organics, this
existed billions of years before. Given these ancients’ capabilities, recreation duplicates everything with exceptional detail. This
it is fair to assume that they visited the other corners of the Galaxy also includes the limitations of the template. A duplicated
as well. As it is in Federation space, and the territories of the Human is essentially Human in every regard and will even
Federation’s neighbors, the Delta Quadrant appears to play host to register as Human to all but the most intensive medical
innumerable humanoid peoples. Much like the Gamma Quadrant, examinations. They require food, water, and air just like
however, the humanoids in this region of space appear more exotic any other Human. Unfortunately, the deuterium life-form is
than those with which the Federation is familiar. susceptible to things that purely biological species are not.
Some forms of technology or radiation, which would be
As many of these cultures and civilizations do not possess harmless to an organic, cellular-based species, can be fatal
unique species on their own, or adapt other species into their to Silverbloods.
society, the traditional species selection used during the Lifepath
Character Creation method may not be as e ective or appropriate Silverblood characters use the normal Lifepath creation
in representing them. To that end, it may be more appropriate to options, including the template species the Silverblood
simply add a Trait to the character to represent their a liation or is duplicating. The character then also gains the species
association with the culture, civilization, or species in question. Trait: Mimetic Doppelgänger. A mimetic doppelgänger is
essentially an exact copy of the individual that was touched
by a mimetic deuterium life-form, and is even capable of
sexual reproduction. This presents an interesting opportunity
for a Player Character as the individual may not be a copy of
another individual, but instead the rst generation of unique
A Disconnected Borg Drone is still Borg, having only been recently individuals composed of the mimetic material.
disconnected from the Collective. As such, these individuals still
possess all of the statistics and characteristics of Borg Drones – Silverbloods have no unique naming conventions and simply
which can be found in the Adversaries section of the Star Trek adopt the name of whatever individual they have copied.
Adventures core rulebook. While it is possible to make these Main
Characters, it is not recommended, as these individuals, such
as they are, continue to be Borg and their motivations and goals
remain those of the Collective. While there are exceptions, these
characters will usually make every attempt to reconnect to the hive
mind should the opportunity present itself. The Kobali are an interesting and unique species native to
the Delta Quadrant. Unlike other species, the Kobali do not
procreate or breed. Instead, the Kobali collect the corpses
of other species and use an advanced from of genetic
engineering to modify these deceased individuals, converting
them into Kobali – and bringing them back to life. Culturally,
Kobali are insular, though they are not openly hostile to those
they encounter.
Kobali characters follow all of the usual Lifepath options who object to the process, lost family members seeking
for character creation, including selecting a species. reconnection, or from the Kobali wishing them to return to be
However, a Kobali character may substitute one of their with their new Kobali family.
species characteristic bonuses for either +1 Reason or +1
Fitness – representing the Kobali’s six-lobed brains and NAMES
dual pulmonary cardiovascular systems. Kobali characters Kobali provide new names for those converted into Kobali
may not select a bonus if they are already bene ting from once the reanimation process has created a new member of
another of the same bonuses. (Essentially, you cannot select their species from whatever remains were used. The Kobali
+1 Reason if your character is already gaining +1 Reason language is often abrupt and commonly joins words through
from their original species.) Kobali characters also gain the the use of apostrophes, and this carries over to their names.
Resurrected Kobali species trait, which is re ective of their As is common to many species in the Delta Quadrant, Kobali
unique physiology, cultural identity, and language. Their masculine names tend to be shorter than feminine names,
method of reproduction is seen by many to be a violation with the former comprised of hard sounds and the latter
of the host species’ burial or death rituals, and this has softer. The Kobali are not known to utilize speci c names to
brought the Kobali into con ict with numerous species. identify family units.
A signi cant number of Kobali lose the majority of their
past life memories when they are reborn – though it is not Masculine: Q’han, T’run, Mal’ret, S’vun, A’kal, Kal’astin,
unheard of for a Kobali to awaken with their memory mostly Po’fel, Ta’hil, Su’lean, Ul’plat, Q’mai, Ca’ham
intact. Unfortunately, individuals who retain their memories Feminine: Blan’tane, Rae’theo, Pana’liode, Teuna’kaha,
often have the most di cult time adjusting to their new life. Elen’ilash, Clelimilia, Fion’ustina, Sawsava
Further, Kobali characters will likely be confronted with the Gender-Neutral: Flu’dari, Mik’tru, Ma’tee, Alda’nahi, Ora’cas,
implications of their resurrection – either from hostile species Jit’ade, Dra’ya, Ta’karhi, Aus’ashly
KOBALI
THE NEXT GENERATION ERA ONLY
Originally from the planet Kobali in the Vyntadi Expanse, the Kobali have a
unique form of reproduction: they reanimate the corpses of other species,
inducing a metamorphosis that alters their DNA and turns the formerly
deceased into a new Kobali. The initial transformation occurs in a matter of
hours, and slowly progresses over several months. This process is not natural:
in their distant past, genome experimentation accidentally sterilized the entire
Kobali population and in desperation they developed a retrovirus used to turn
corpses into new members of their society. However, the virus only worked
once on a single corpse, which also cannot be too badly damaged, forcing
the Kobali to rely on deceased aliens to replenish their numbers. Newborn
KobaIi appear fully mature, possessing learned technical and social skills,
but retain few memories of their prior life. They require education in the
Kobali language and culture. Like most newborn humanoids, the brains of
freshly reanimated Kobali learn new information at a highly accelerated
rate; after only a few months, a new KobaIi is fluent in their language
and common customs. Some individuals remember a larger percentage
of their former life, which is known as kyn’steya. Those who attempt to
return to their old lives are pursued by the Kobali who know the inability
to easily resume one’s former life will only result in disappointment
and anger, having seen many such experiences before. Because of
their constant need for new corpses, a high percentage of the Kobali
populace is nomadic, roaming the Delta Quadrant in vast fleets. While
not scavengers by nature, Kobali make use of retained knowledge to
augment their technology and ships.
Text by "Jester" David Gibson; Art Copyright Star Tre:h Online: and Cryptic Studios
SPECIES
KREETASSAN
ALL ERAS OF PLAY
The Kreetassans have a culture that is highly ritualized and has complex etiquette.
Even the slightest deviation from the codes of their society causes great social
disgrace. They are easily offended. The Kreetassans consider eating in public a great
taboo.
Ø TRAIT: Kreetassan. Kreetassans are etiquette and linguistic experts, but are easily
offended if proper etiquette is not followed. Proper apologies are very important to
them. Their faces are highly ridged, and they tend to wear long, braided hair. Their
skin is predominantly brown and purple.
ETIQUETTE IS IN MY BLOOD
REQUIREMENT: Kreetassan, or Gamemaster’s permission.
As a Kreetassan, you are innately capable of learning the most complex of social
etiquette and rituals quickly and able to follow them with precision. Whenever you
attempt a Task involving the learning, interpreting, or following of proper etiquette of
any culture, you may reroll your dice pool.
LINGUISTIC MASTERY
REQUIREMENT: Kreetassan, or Gamemaster’s permission.
The Kreetassan language is highly complex, with the most subtle contextual variations
among languages known to scientists. Your mind is wired to learn other, more
simplistic languages quickly. Whenever you attempt an Extended Task that involves
the learning of a language and its intricacies, including writing, you gain the Triumphant
benefit (p. 91, Core Rulebook).
SAMPLE NAMES:
Feminine Names: Chate, Jelen, Spela, Traala
Masculine Names: Annorax, Obrist, Pross, So en
Gender-Neutral Names: Kott, Noye, Tassan
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Kriosian
TNG era and beyond
The Kriosians hail from Krios Prime (Krivos system) in the Beta quadrant. They
maintain a structured class system, divided between the nobility & the
commoners. Discrimination based on gender is not tolerated. Children
identified as empathic metamorphs are taken from their parents by the age
of 4 & placed in a royal village where they are prepared by their tutors &
servants. These attendants constantly educate the metamorphs in literature,
history, art & sex. Some practice polygamy. The males tend to wear robes
that reach down to their feet & includes gloves that cover their entire arms &
hands. The only exposed section of their bodies is their head & even that is
usually covered by a small round hat. The oldest custom that they have in
common with their Valtese cousins is that of arranged marriages. This is
probably their oldest tradition that has lasted, with very few changes since
the very early beginning of their civilization. They all tend to be considered
attractive which facilitates friendly social interactions, in general.
Talents:
Kriosian or with GM's permission.
Insightful Personality
Requirement:
Due to your insightful personality, you inspire those you Assist when
using your Insight Skill, you may re-roll your Assist d20. If the lead
character succeeds, he gains 1 bonus Momentum.
Empathy [E4]
Requirement:
As / the Betazoid talent. It is somewhat common among males, but in
females it occurs once/7 generations or approx. every 100 years or so
[2368]. You receive an extra focus at character creation due to your
specialized education.
Requirement:
SPECIES
Kriosian
ALL ERAS OF PLAY
The vast Kriosian Empire was once ruled by two brothers, named Krios and
Valt, from the ancient Temple of Akadar on Valt Minor. They became divided
over the love for a woman, an empathic metamorph known as Garuth. They
both loved Garuth with such passion that the empire fell. Krios eventually
kidnapped Garuth from their homeworld and took her to the planet that
became his namesake. This action started a centuries-long war between the
two worlds and subdivided the species into the Valtese and the Kriosians.
The Kriosians have a structured class system, divided between the nobility
and the commoners. Metamorphs are commonly taken from their parents
by the age of four and placed in a royal village where they are prepared by
their tutors and servants. These attendants would constantly educate the
metamorphs in literature, history, art, and sex.
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Kriosian
TNG era and beyond
The Kriosians hail from Krios Prime (Krivos system) in the Beta quadrant. They
maintain a structured class system, divided between the nobility & the
commoners. Discrimination based on gender is not tolerated. Children
identified as empathic metamorphs are taken from their parents by the age
of 4 & placed in a royal village where they are prepared by their tutors &
servants. These attendants constantly educate the metamorphs in literature,
history, art & sex. Some practice polygamy. The males tend to wear robes
that reach down to their feet & includes gloves that cover their entire arms &
hands. The only exposed section of their bodies is their head & even that is
usually covered by a small round hat. The oldest custom that they have in
common with their Valtese cousins is that of arranged marriages. This is
probably their oldest tradition that has lasted, with very few changes since
the very early beginning of their civilization. They all tend to be considered
attractive which facilitates friendly social interactions, in general.
Talents:
Kriosian or with GM's permission.
Insightful Personality
Requirement:
Due to your insightful personality, you inspire those you Assist when
using your Insight Skill, you may re-roll your Assist d20. If the lead
character succeeds, he gains 1 bonus Momentum.
Empathy [E4]
Requirement:
As / the Betazoid talent. It is somewhat common among males, but in
females it occurs once/7 generations or approx. every 100 years or so
[2368]. You receive an extra focus at character creation due to your
specialized education.
Requirement:
SPECIES
THE NEXT GENERATION ERA ONLY
The Ktarians are a physically diverse species native to the Federation world of
Ktaris. They are a common sight throughout Federation space and are one of the
many species that maintains its own eet of vessels – both merchant and military.
The Ktarian eet is considered to be a reserve force, and can be transferred to the
command of Star eet during times of great need. Unlike most Federation species, the
Ktarians are comprised of two separate species that evolved together on Ktaris – one
whose brows are bisected into two hemispheres and the other with bone ridges along
the center of the forehead. Intermarriage among these two species has resulted in
both carrying the traits of the other. Predicting which traits will manifest in o spring is
extremely di cult, especially when Ktarians mate with other species. Rumors circulate
that the Miradorn are an o shoot of Ktarians, but the Miradorns’ reclusive nature
makes this di cult to con rm.
Ktarian names are as diverse as the two interbred species that give them. Some are
simple two to three syllables while others are a string consisting of as many as eight
syllables. Most names follow familial or geographic traditions, though Ktarians rarely
use surnames regardless of origin.
SAMPLE NAMES:
Female names: Nives, Etana, Milosama, Brunmohley, Jezas, Selit, Meriana,
Reginalundula
Male names: Rafen, Tomishamin, Lazos, Mizan, Dukannigarm, Koolen,
Barhenk, Greskrendtegk
KZINTI
ANY ERA
VERTICAL BRACING
REQUIREMENT: Kzinti.
Similar to Klingon Brak'lul, Kzinti physiology is unusual in that Kzinti possess vertical bracing in
their rib cages, making it significantly more difficult to break bones over most of their vital organs.
Combining this with genetic engineering to make themselves capable of surviving on less food,
remain active for longer periods of time, and more efficient healing processes, Kzinti remain a
feared opponent physically The character gains +2 Resistance against all Non-lethal attacks and
+2 to Fitness tests involving endurance. In addition, whenever the Kzinti is target of a First Aid
Task, reduce the Difficulty of that Task by 1, to a minimum of 1.
HUNTER’S SENSES
REQUIREMENT: Kzinti, or Gamemaster’s permission.
Kzinti are known for their keen vision, hearing, and directional sense. Characters with this Talent
reduce the Difficulty due to Distance of Perception Tasks by 1.
PERSONALITY
Kzinti (Kzin) are murderously aggressive by any reputable standard within the Alpha Quadrant. Whereas a Klingon might be
considered aggressively temperamental for reasons of honor or glory, the Kzinti are aggressive for reasons of natural and
somewhat re-engineered biology that makes them predators with few piers. They view all other species as, quite literally,
potential prey to be killed or eaten, and give little thought in dealings with other species other than sizing them up for
potential conquest and literal consumption. That being said, the Kzinti’s own highly refined predatory instincts and general
disposition to charge into combat with very little thought once it is initiated seems to keep the population somewhat in
check. Much to the relief of the rest of the galaxy at large.
While the Kzinti are intelligent, their predatory instincts are constant overlaid on their thought patterns, which tend to stunt
more inquisitive behaviors in favor of direct action, or as they say, “Scream and Leap”, leading to behavior that could be
best described as exceptional brave or determined, suicidal by less generous individuals. Predation amongst the Kzinti is a
fairly common occurrence and cannibalism of the defeated in any combat is the usual end result, though there have been
exceptions to this rule if the Kzinti is feeling generous. Trophy taking from a defeated enemy is common, and the most
common trophy is a string of ears on a belt worn by Kzin warriors. It should also be noted that Kzinti do not differentiate
between able bodied warriors and civilians, as all are prey, except if they are planning to take slaves and capture territory
for themselves or their leadership.
Kzinti are known for a refined, if exceptionally brutal aristocratic culture.
HOMEWORLD
The Kzinti homeworld Ka’ashi lies in the Celene sector in the system of Gamma Lyrae, one fifty five degrees northwest of
the galactic plane, in an older type G2 star system. There are three other planets and five Class-J gas giants within the
system, as well as four asteroid belts. Of the four planets, two are Class-M and one near Class-M, all of which have been
conquered by the Kzinti. The Kzin system is an abundant source of precious strategic materials such as pergeium,
deuterium, and dilithium. The relative proximity to Federation and Klingon space makes the Kzinti more than a small
concern to both respective civilizations.
Ka’ashi is a large-heavy gravity 1.5 worth roughly 2 times the size of Earth. It has 6 primary continents with a large amount
to archipelagos and islands dispersed throughout it’s oceans which are still quiet tectonically active. The planet is still in
what could be termed a pre-cambrian style period and is lush and filled with many sorts of highly aggressive natural
predators.
Pre-history:
The history of the Kzinti species is some matter of conjecture for Kzin and other species scholars for several reasons. The
first being that the Kzinti have never been particularly concerned with the keeping of history until the relatively recent
innovation of the Patriarchy by Chuu-Riit, the first Kzin Patriarch some several thousand terran years ago, 2) The Kzinti
aren’t exactly forthcoming about their history (tending to kill and eat non-Kzinti historians in short order), and 3) a long
history of exaggeration and bluster in the Kzinti history that have been spirited away by renegade Kzintosh to various
historians makes what has been gathered suspect at best.
What has been found to be true is as follows:
1) The Kzinti are one of the eldest races in the Alpha quadrant. In spite of this, they are one of the most mentally
backward and prone to violence, in part due to resentment of the younger races continually defeating them on the
battlefield.
2) The Kzinti actually derive from a somewhat weaker genetic stock originally, but at some point in the past, they
genetically re-engineered themselves into “The Race of Heros” into what they considered the optimal form for their males.
The females were genetically re-engineered to be little more than dumb animals and breeding machines, much to the
disgust of the rest of the galaxy. There is also the occasional odd genetic sport that shows up every now an again in the
bloodlines, providing the Kzin with a most useful, but despised asset. Telepaths. Kzinti telepaths are nearly universally
despised in the Patriarchy because they embody many traits that make them more ‘monkey-like’. They are empathic
(which they cannot shut off), thus can empathize with an enemy. They are physically weak (about human standard). They
snivel. They whine. They are relatively weak willed. But conversely, they can read the minds of prey and, with proper
training, can form psychic attacks that can give even the strongest Kzin pause. The Riit Patriarchy has stated they will be
treated by other Kzin as potential military assets. Which tends to drive regular Kzin to distraction. In short, the Telepaths
HONOR
Kzinti Honor is somewhat peculiar comparatively speaking. Kzinti are more concerned with shows of physical strength and
dominance than the show of being an 'honorable warrior'. Kzinti consider honor 1) Loyaty to the Patriarch (self-
preservation, if nothing else), 2) the Crushing and Consumption of Enemies (Showing one's power. Doing this in a 'fair'
fight is more glorious, but they aren't too particular how the crushing is completed), 3) Expansion of One's Territory, & 4)
Answering Challenges to One's Power.
That being said, Kzinti tend to be fairly loose with planets they administrate, leaving the day to day operations to the lower
ranks and anything that makes the planet more prosperous, as long as it does not impugn on a Kzinti's personal honor,
they will let tend to slide. Of course, given the normal Kzinti's temperament, the definition can be pretty broad.
Telepath honor is somewhat different and usually consists of 1) Aspiring to be Ignored (Being an Empath amongst
Predators is not pleasant) , 2) Getting Enough Drugs to Silence the Voices In Their Heads, Loyalty to the Patriarch (To get
protection from having their heads staved in by overly hormonal warriors), and Developing a Mind Shield (A near
impossibility). After that, the usual Kzinti honor priorities tend to assert themselves.
Kzinti Honor benefits are fairly similar to Klingon ones, but tend to be more aspected towards intimidation give the Kzinti's
general mindset. Kzinti Honor modifies his interaction with other Kzinti and species familiar with Kzinti. When making
Intimidation or Negotiation tests, the Kzinti adds his Renown modifier to the skill test (no renown test required)
It should be noted that most Kzinti do not view this as a particular problem to be overcome. However, some forward
thinking Kzinti have realized that 'Scream & Leap' behavior has caused more setbacks to the Race of Heroes than anything
else in Kzinti history, and have worked towards disciplining themselves to where they will not react in such a manner. Such
Kzinti are known to 'Feint & Pounce', have iron wills and discipline rivaling that of forces around the Quadrant. And are
regarded as infinitely more dangerous by said forces.
SPECIAL RULES:
Hyper Agile: The Di culty to hit the Kzinti Red Shirt in
ranged combat is increased by 1.
Path nder: The Kzinti Red Shirt may reduce the Di culty
of tasks to navigate unknown regions of space with a
ship it is piloting by 1. If they do, the complication range
of the roll is increased by 1.
Kzinti
THE ORIGINAL SERIES AND THE NEXT GENERATION ERAS
Originating from the planet Kzin, the Kzinti have a patriarchal society. Not
long after rst contact in the latter half of the 21st century the Kzinti fought a
series of minor wars with Earth. The con icts came to an end with the Treaty
of Sirius which disarmed the Kzinti and limited their space force to a
collection of police vessels.
Before their defeat, the Kzinti had established many colonies in the Alpha
quadrant, such as the one on the planet Cait. Eventually, the colonists
seceded from the Patriarchy and developed their own culture, with the
Caitians even joining the Federation.
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STAR TREK ROLEPLAYING GAME some of the most elegant, and coordinated beings in the
SPECIES PROFILE known galaxy.
CULTURE
Ler culture is both pacifistic and hedonistic. As a matter of
fact there is a period during the Ler's fertility cycle where all
Ler participate in open sexuality, and free love.
The Ler are an agrarian people, and live what some might
call a lifestlye of primitive conditions. They do have access
to some advanced technology, including Ler bioships –
starships that are powered and driven completely by
bioneural circuitry and components.
The most striking physical feature of the Ler are their The braids also pursue a traditional occupation. There are
hands. The Ler have five fingers on each hand, and record-keepers, potters and weavers, and many other
two opposing thumbs. One located on either side of occupations dutifully and skillfully performed by members
the hand. of certain, specific braids. The Ler have made a deliberate
choice to live in a primitive way. And they’re quite distinct
This affords a Ler a superior manual dexterity to that from any “primitive” historical human societies, though
of most other humanoid races. And combined with they’ve clearly taken aspects from different cultures and
their lithe, agile builds and athletic physiques, Ler are made them their own. They’re using high technology for
some things while choosing to live in the woods and carry
water. let the mispronunciation slide.
Most Ler find it easy to learn other languages, as mist SPECIES ABILITIES
languages are less complicated than those spoken by Possibly as a result of genetic manipulation by the
the Ler. For this reason it is not uncommon for a Ler to Preservers, or another ancient intelligence, the Ler are
speak Standard, or any of several other languages physically and mentally superior to humans in many ways.
fluently.
COMMON NAMES They are naturally fast, and limber, resulting in a +2 Agility
bonus. They also have a powerful natural charisma. Most
Each Ler has a name consisting of three syllables, e.g.
people find the Ler attractive, and they also have an ease of
"Maellenkleth", though their intimates sometimes use
rapport with most people they meet. This gives them a
shortened versions of the name. Various categories of
bonus of +2 to their Presence scores, as well.
objects always have names with the same numbers of
syllables, e.g. stars have four-syllable names.
Their sharper mental faculties make them not only more
generally intelligent but also very astute. This provides all
Names seem to have no gender-basis, and are
Ler with a +1 bonus to both their Intellect and their
interchangeable between the sexes.
Perception attributes.
Although the name of the species is pronounced with
The Ler also have several natural abilities inherent to all
a long-A sound, as the word “lair”, some people,
members of the species:
including humans, have been known to pronounce it
with a short-U sound as “luhr”.
Dexterous: Due to having an extra finger and an extra
thumb on each hand, the Ler have very high manual
This is not offensive to most Ler, and they will usually
dexterity. This gives them a +2 bonus to Physical skills.
Dodge: (bonus edge) All Ler have an innate ability to
move quickly, and an instinct for getting out of harm's
way. They have the Dodge edge as a species trait.
Letheans are a telepathic species, whose telepathic attacks are almost always lethal.
They have a fearsome appearance to them, and will sell their telepathic skills to the
highest bidder.
Ø TRAIT: Lethean. Letheans have brown skin tone with red eyes, and have a skeletal
look to them with ridges and protruding bone spurs. They appear hairless. They
are telepathic, and are able to attack with lethal telepathy. Their telepathic attack
manifests as lightning within their hands, and they must be close enough to almost
touch a person’s head to activate their telepathy.
LETHEAN TELEPATHY
REQUIREMENT: Lethean.
You have the Talent Telepath (see page 105 of the Core Rulebook), but only at Reach
range. In addition, you may make a lethal telepathic attack as follows:
1) You must succeed at an Opposed melee attack, within Reach of your intended
target.
2) Treat the Telepathic Attack as a weapon with these stats: Melee, 6A, Vicious 1,
Intense, Deadly, Debilitating, Cumbersome, 2H. However, see Special Rules below
(#4).
3) Once the melee attack succeeds, you must spend two points of Determination
(Main Character) or 6 points of Threat (NPCs) to activate the telepathic attack.
(This cost likely requires Main Characters to challenge a Value, limiting the number
of lethal attacks per adventure.)
4) If a Main Character is attacked by Lethean telepathy and cannot pay the
Momentum/Determination cost to Avoid an Injury (likely due to the Intense
Damage Effect), they may ask the GM for the chance to fight for their life in a
scenario that represents their mind. This adds 6 Threat back to the pool. Other
players play aspects of the victim’s inner voices as themselves, and cannot use
Momentum or add to the Threat pool. The GM may run a scenario like in the DS9
episode ‘Distant Voices’, or create a new winning condition to survive the deadly
telepathic assault.
SAMPLE NAMES:
Feminine Names: Kaheema, Nareena, Yareena
Masculine Names: Hagon, Lutan, Rugan
Gender-Neutral Names: Lagaan, Sareen, Taleen
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LISSEPIAN
THE NEXT GENERATION ERA ONLY
The Lissepians are a species originating from the planet Lissepia. They are expert
merchants, famous for always paying their bills. However, some of them are also
unscrupulous, willing to transport anything for a price. There are also skilled artisans
among them, carving Hupyrian beetle snuff boxes from snailosaurus bone. Their entire
planet celebrates Mother’s Day. The Central Bank of Lissepia is a famous institution,
and notorious for the Mother’s Day Heist that occurred there in 2365. They are also
famous for the Lissepian Lottery.
Ø TRAIT: Lissepian. The Lissepians have protrusions from their chins. They are
hairless. They have a large lobe to the back of their heads.
SAMPLE NAMES
Masculine: Artev, Vanar, Dennor, Sanak, Rusams, Junark,
Gerhan, Vacten, Stesson, Elderk
Feminine: Zeryn, Caran, Tatin, Talre, Minal, Sende, Leanden,
Maydis, Shanel, Ellin
Gender-Neutral: Ramden, Nadir, Banlin, Anitel, Orlena,
Karin, Cordel
Lompac
TOS era and beyond
The Lompac are a humanoid species with similarities to Klingons. They are
sturdy & muscular. They have a series of ridges on their foreheads & the
hair-line of both males & females is pulled back to completely reveal these
ridges. They have an average height of 167 cm for males. The females tend to
be slightly taller, with an average height of 170 cm. They are a stocky people,
averaging between 63kg among females to 81kg for males. They have a
burgundy red skin-tone, & lavender eyes. They speak in thick, deep voices.
COMMON NAMES
The Lompac use 2 names. The traditional first name, last name. The last name
is traced back to the matriarchal family line. And when a male marries he
adds his wife's surname to his own.
Male Names: Guban, Ife, Kiros, Oba, Nabil, Bakano, Ruzna
Female Names: Mardea, Colee, Sadio, Okimma, Gzifa, Sarda, Pangi
Common Surnames: Sigelac, Rodmar, Hallkel, Bram, Thorgest, Bodalf
EXAMPLE VALUE: Mere life is not a victory, mere death is not a defeat.
Talents:
Lompac only or with GM's permission only
Attentive
Requirement:
The Lompac watch what is going on around them. It is very hard to
surprise or get the drop on them. When you attempt a Task to detect
danger or hidden enemies, reduce the Difficulty by 2, to a minimum of 1.
Night Vision
Requirement:
The Lompac have a naturally ability to see in near-darkness. They can see
in dim lighting conditions as well as most people can see in a normally lit
room. In total darkness, the difficulty of tasks is reduced by 2.
Great Vitality
Requirement:
All Lompac have an unusually hearty constitution. Reduce the difficulty of
Medicine tasks made to stabilize or Remove an Injury by 2. And they don't
die immediately after reaching 0 Stress {Total Stress = number of rounds
of unconsciousness].
SPECIES
LUKARI
THE NEXT GENERATION ERA ONLY
TRAIT: Lukari. Known for their vibrant pink skin, Lukari have subtle cranial
ridges that give their brow a “furrowed” look. The special lacks no body hair
save dark, narrow eyebrows. Despite their slender frames, the Lukari
possess surprising physical strength, being three times stronger than
humans.
MIGHTY THROW
REQUIREMENT: Lukari, or Gamemaster’s Permission
You know how to use your great physical strength to defend yourself while
also incapacitating your opponents. When you succeed at a Melee Attack and
take the Shove combat option, you deal half your unarmed strike damage
rather than none.
TOXIC RESISTANCE
REQUIREMENT: Lukari, or Gamemaster’s Permission
The Kentari heavily polluted their world, filling the atmosphere with poisonous
gases and dumping radiogenic compounds in the water. Despite generations
as a Lukari, the survival traits passed on by your ancestors remain
pronounced. You gain 1 Resistance against damage inflicted by poison or
radiation. Additionally, when you attempt a Task to resist the effects of toxins
or radiation you may re roll a d20.
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
LURIAN
THE NEXT GENERATION ERA ONLY
From the planet Luria in the Ionite Nebula, Lurians are rarely seen outside of that region.
Lurians have multiple hearts, lungs, and two stomachs, and are thus more resistant to
injury than other species. They are able to withstand a large number of poisons and
toxins. They have grayish or tan skin, a wide mouth, a puggish nose, and deep-set,
beady eyes. Their planet is ruled by the Royal Family of Luria, the Gheljiar. It is Lurian
custom to bring food and drink for the deceased, to sustain them in the afterlife.
Lurian Security have no issue hiring non-Lurians into their service. Many Lurians
sleep in a mud bath.
Ø TRAIT: Lurian. Lurians may store liquids in their second stomachs, sometimes
for years. They have multiple internal organs and have immunity to a wide range
of poisons and toxins.
Ø TALENTS: The character receives access to the following talent, and must take it
at some point of character creation:
LURIAN PHYSIOLOGY
REQUIREMENT: Lurian.
Your unique physiology gives you various redundancies that assist you in resisting
poison or injury. When you are resisting poison or attempting to heal, you may reduce
the Difficulty of your Task by one.
REQUIREMENT: Karemma.
A tricorder can tell someone what an object is composed of REQUIREMENT: Lurian, or Gamemaster’s permission.
in only a few seconds but it is rumoured that the Karemma Life is not worth living to a Lurian if there is not some risk
can do it in only one. Drawing upon past experience, the involved. Always willing to dare greater than others, the
Karemma is able to instinctively identify the materials that Lurian nds that the real thrill lurks just beyond the edge of
make up an object that they interact with physically. In the danger and that is what they should strive for even if their
event of dealing with unknown or exotic substances, they are comrades do not. The character gains an additional point of
able to identify familiar patterns within the material that can Momentum if they succeed at a task that requires extreme
point the characters in the right direction while performing acts of bravery to overcome.
the Scienti c Method and reduce the di culty by 1.
The native species are almost identical to Terrans, and in an extraordinary example of
Hodgkin's law of parallel planet development, they have developed a culture that mimics that
of the great Roman Empire on Earth.In this case however the empire thrived and continued.
When first contact was made they were the equivalent to the late 20th century in technology.
Now due in part to federation aid the have joined the Federation as a valued member.
As a species they still have a lot to learn, although they are learning fast, members of these
species have an overbearing sense of self-righteousness and tend to try to be dominant in most
situations.This has led to several of members of this species to rise rapidly in the ranks of
Starfleet.
Attributes
Fitness 2 [5]
Co-ordination 2 [5]
Dexterity +1
Intellect 2 [5]
Presence 2 [5]
Psi 0 [5]
Skills
Any Science (Choose Specialisation) 1 (2)
Athletics (Choose Specialisation) 2 (3)
Culture (Magna Roman) 2 (3)
History (Magna Roman) 1 (2)
Language
Latin 1
Federation Standard 1
World Knowledge (Planet 892-IV) 1 (2)
Primitive Weapon (Gladius) 1 (2)
Typical Advantages/Disadvantages
Arrogant (-1), Domineering (-1) +1 Courage Point
Magna Roman New Early Life Packages (each cost 5 Development Points)
By Eric.R
Senatorial Birth (P)
Culture 1 (2), Language 1 (2), +1 Renown, Wealth +2 or Patron +2, Arrogant -1, Rival -2
The character has been born into one of the 240 noblest houses of Rome; wealth and
patronage are a normal part of their life. Most of their childhood has been simply been
learning Greek culture or another culture from a tutor.
Performer (E,p)
Artistic Expression 1 (2), language (Greek) 1 (2), +1 to any Fitness or Intellect edge,
Innovative +1, Social Stigma -3.
Born into an Acting family, the character has been exposed to a different language and
artistic upbringing even though at the cost of Social Stigma that Roman Society place on
performers.
Junior Magistrate
Representing an individual in the Introduction to mid-level management of Magna
Roman Government the junior magistrate either started his career in the Legions as a
staff officer or as an elected official. Though he may still be in the military, he now also
holds many civilian positions as an aid or elected representative in a city and/or
provincial government.
Legionary
The Soldiers of the Empire, from their ranks alone, have produced nearly 90% of all
officers in the military, which is simply called the Legions by the Romans. Trained in
various methods of warfare the Legionary has undergone a major modernisation in the
last 100 years.
Athletics 1(2)
Energy Weapon (Phaser) (Phaser Rifle) 1(2) (2)
Primitive Weaponry (Gladius) (Pugio) 1(2) (2) Or Primitive Weaponry (Spatha) (Hasta) 1
(2) (2)
Dodge 1
History (Particular Legion or Ala) 1(2)
Knowledge: Armour Care & Identification 1 (2)
Personal Equipment (Tricorder) 1(2)
Unarmed Combat (Wrestling) 1(2)
First Aid (Combat) 1(2)
Planetary Tactics (Small Unit) 1(2)
Planetside Survival 1(2)
Language;
Latin 1
Federation Standard 1
Engineering, Material (Military) 1(2)
Arena Hunter
A slight variant of the Bounty Hunter the Arena Hunter has set out into the great expanse
of space to bring back to the Roman Homeworld new and dangerous animals to replace
those long extinct on the Magna Roman Homeworld. The Hunter operates on the fringes
of Federation law and in fact violates it on some worlds were Hunting is considered both
immoral and against the Law. Despite Federation pressure to end all games the Magna
Romans have resisted this to the up most declaring it is a fully cultural manner no
different than the respect Starfleet pays to Andorian Duels, and there fore off limits from
Federation jurisdiction.
Professional Package
Arena Hunter: World Knowledge (Choose World) 1(2), Language (Choose Language) 1,
Biology (Specific Species), 2 +1 level Contacts, and Diminished Social Status -1 or
Peripheral Vision +1 and Code of Honour (The Hunters Code) -1
Diminished Social Status -2 (While doing a job most Romans want done Arena
Hunters are looked down upon by both Roman and Federation Social norms.)
Code of Honour (The Hunters Code) The Hunters code is a code, which states that
the hunter shall not use illegal or unfair advantages in the hunt and that they will
show compassion and respect to the life which they hunt never abandoning a kill
or its offspring if found.
The Malcorians are a humanoid species from Malcor III with a unified planetary
government ruled by an elected Chancellor. They believed themselves to be the
highest form of life, and that their planet was the center of the universe. In 2367, their
Space Bureau finished a prototype for a warp-capable spacecraft. The Federation sent
observers for first contact, but it went terribly wrong. Their Chancellor decided his
people weren’t ready for first contact, and postponed the warp program.
Ø TRAIT: Malcorian. Malcorians have webbed, mitten-like hands. They have cranial
lobes on their foreheads. Their cardial organ is in their lower chest, and digestive
tracts in their upper chest. They have 31 costal struts, 16 on one side, 15 on the
other.
STRENGTH OF BELIEF
REQUIREMENT: Malcorian.
Like most Malcorians, you hold very strong beliefs about your civilization and hold true
to your ideology, be it “Progress Is Too Fast”, “We Are The Centre Of The Universe”, or
“I Will Not Allow Us To Remain In The Dark Ages”. When you spend Determination by
invoking a Value related to an aspect of Malcorian society, roll a Challenge Die. If the
result is an Effect, regain the point of Determination. (NPCs may spend 3 Threat, and
regain that amount of Threat if an Effect is rolled.)
This Delta Quadrant species is highly advanced, nearly equal to that of the Federation, however
several encounters with the USS Voyager have shown that not all their technology is the equal
of the Federation, neither are their societies values.Whilst no formal contact has been made
with the Malon government a series of individual contacts has been made, and knowledge of
the USS Voyager both in helping and hindering the Malon have led to a stand-offish neutral
attitude towards the representatives of the Federation, admiring their advanced technology,
whilst annoyed by the Federations high-handed values.
Malon space seems quite large, as the encounters made with the species have occurred over a
distance of over 30,000 light years.Such a vast territory would make their territory larger than
the Federation itself, however initial encounters were at the far end of a stable wormhole,
indicating that the actual controlled space could be far smaller.Whether the Malon possess the
technology to create stable wormholes is unknown, but doubtful, it is more likely that the
Malon simply are taking advantage of resources available to them.
Greed and an odd form of camaraderie also seem to be significant factors in Malon
consideration.Upon first contact in 2375, when the USS Voyager discovered the side-effects of
the pollution dumping of a Malon vessel upon an indigenous life-form.The Voyager crew
offered to share technology that would eliminate all Theta Radiation pollution from their
Matter/Anti-Matter production process, thus in a single stroke allowing clean, renewable
energy production. The captain of the vessel ignored this offer of technology, as he realized that
such technology would put his 'waste-disposal' crews out of business.Although a later
encounter with the Malon was spent trying to retrieve one of Voyagers probes from with a gas
giant, showing that they do hold an interest in advancing their technology through the
advancements of other species.
Malon technology produces large amounts of Theta Radiation, a potentially harmful substance
that could poison their world.To counter this, the Malon's primary Space Exploration program
also involves finding suitable locations to dump this waste, preferably dumping the pollution in
remote, unpopulated areas of space.As a result the Malon home world is a peaceful, pleasant
environment, and the effects of this pollution rarely effect members of the Malon population.
While in space their most common presence is in the form of the mammoth tankers that export
their pollution elsewhere in the galaxy.
These freighters carry massive cargo's, over 12,000,000 isotons of Theta Radiation pollution on
a single vessel, and the destruction of a fully loaded vessel could spark a detonation that would
devastate everything within 3 light years. Such corrosive pollution often leaves the Freighters
in poor repair, and it is common that the crews of these ships suffer serious cell damage as a
result of their radiation exposure, which they call 'freighter blight'.Service aboard these
freighters usually takes up « a year, and can significantly shorten the expected lifespan of the
Malon concerned, but does pay very well.The Malon use analeptic compound injections to
counter the freighter blight, but while the treatment keeps them alive, it does not prevent
dermal scarring as a result of the exposure to the Theta Radiation.Core labourers are hired who
work directly with the pollution containment area, who receive even greater doses of Radiation
Poisoning, with less than 1/3 expected to survive a single trip, the pay for these roles is
astronomical, a core labourer can make in a single trip more than most Malon can earn in a
lifetime, although as stated this pay often goes to the employees next of kin.
Occasionally the extreme radiation can cause spontaneous mutation, and while many freighter
crews tell stories of the Monsters dwelling in the bowels of the ship, it was finally proved that
these monsters can and do exist as the mutated and barely coherent remains of older core
labourers
Attributes;
Fitness 3 [5]
Vitality +1
Coordination 2 [5]
Intellect 3 [5]
Presence 2 [5]
Empathy -1
Willpower +1
Psi 0 [5]
Skills;
Any Science (Choose Specialisation) 1 (2)
Athletics (Choose Specialisation) 1 (2)
Culture (Malon) 2 (3)
History (Malon) 1 (2)
Language
Malon 2
Merchant (Choose Specialisation) 1 (2)
World Knowledge (Malon Homeworld) 1 (2)
Typical Advantages/Disadvantages;
Excellent Metabolism +1
Innovative +1
Templates;
Malon Ship Crew
Science, Medical (Radiation Poisoning Treatment) 1 (2)
Science, Space (Choose Specialisation) 1 (2)
Ships Systems (Choose 2 Specialisations) 2 (3) and (3)
Engineering, Any (Choose Specialisation) 2 (3)
Administration (Starship) 1 (2) or Merchant (Choose Specialisation)
Computer (Choose Specialisation) 1(2)
Law (Malon Law) 1 (2)
Personnal Equipment (Choose Specialisation) 1(2)
Unarmed Combat (Choose Specialisation) 1(2)
Vehicle Ops (Shuttlecraft) 1 (2)
Medical Problem -1
Life Package;
'Monster' mutation. (9 points)
Occassionally spontaneous mutation is caused by the massive doses of Radiation Poisoning,
creating a hideous monster that has become the stuff of Malon ships legend.Proved to exist,
these radioactive monsters are highly volatile and very dangerous, their very touch is poisonous
and passes radiation poisoning to the affected area. Unfortunatly, many of these bestial
creatures hold grudges against their crewmates for the damage that was done them, and often
become violent.
Athletics 1 (2)
Unarmed Combat 2 (3)
+1 Vitality, +2 Strength, +1 Reaction
Vengeful1, Chronic Pain2, Slow Healing -2
High Pain Threshold +2, +2 in Hand to hand damage.
NOTE: This is not designed as a playable template, but for an adversary, it will
unbalance the character before they arbitrarily die of their condition.
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TALENTS: The character receives access to the
following Talents. All Mari characters must select the
Empath talent during character creation.
THE NEXT GENERATION ERA ONLY
The Mari are a telepathic species that have only recently
begun to explore the stars. While they are now known for REQUIREMENT: Mari, or Gamemaster’s permission.
being paci sts, the Mari were plagued by violent crime Character creation only.
up until a few short decades ago. At that time, the Mari The character can sense the emotions of most nearby
outlawed violent thought and introduced a procedural living beings, and can communicate telepathically with
technique that allowed them to extract aggressive other empaths and telepaths, as well as those with whom
thoughts from their minds. This resulted in a drastic they are extremely familiar. Not sensing nearby emotions is
reduction in crime and now the Mari enjoy an almost impossible, except for those who are resistant to telepathy.
crime-free society. Unfortunately, this technique is not It may require serious e ort and a Task to pick out the
always successful – and when it fails, they employ a much emotions of a speci c individual in a crowd, or to block out
more invasive medical procedure that restructures the the emotions of those nearby. Increase the Di culty of this
neural pathways in the brain. Task if the situation is stressful, if there are a lot of beings
present, if the target has resistance to telepathy, or if the
While many may consider this kind of “thought policing” Gamemaster decides there are other relevant factors.
to be a violation of basic sentient rights, the Mari believe
that it is necessary to ensure the peaceful existence of
their species. While welcoming to visitors, the Mari enforce REQUIREMENT: Mari, or Gamemaster’s permission.
their system of justice on outsiders as well as natives when During Social Con ict, the character reduces the Di culty of
such visitations result in impacts to the local populace. all evidence and negotiation based Tasks but increases the
Aggressive species such as Klingons are likely to come into Di culty of intimidation Tasks by 1.
immediate con ict with the Mari who, despite their paci stic
nature, will respond if provoked.
Mari names often include double l’s, n’s, or t’s. The birth of
Regardless of their utopian lifestyle, there is a dark a child is attended by as many friends and family members
undertone to Mari culture. With the removal of all aggressive as possible, and the parents name the baby after the person
or violent thought, a black market has developed to provide who provides the strongest thoughts of comfort and joy. This
sensory recreations of such o ending thought patterns. results in common names developing in communities and
Many Mari pay handsomely to experience these forbidden passing from generation to generation. Being telepathic, the
thoughts. Unfortunately, without the experience to control Mari have no real need of family names as it is easy for them
these powerful emotions, Mari can succumb to them and to pass on such information quickly with their thoughts.
become violent themselves. Due to their sensitive empathic
abilities, these illegal thoughts can then spread like a SAMPLE NAMES
virus through the population – hence the Mari’s stance on Masculine: Osiall, Tanel, Santill, Sharat, Trupill, Sebat, Pritt,
preventing exposure in the rst place. Bennane, Meron, Maral
Feminine: Nani, Rina, Edi, Nimira, Tirra, Katina, Minni, Talli,
EXAMPLE VALUE: Peace in Mind and Action Ronzela, Amali, Elli
Gender-Neutral: Tonane, Norme, Ande, Sana, Nalde, Kline
ATTRIBUTES: +1 Control, +1 Insight, +1 Presence
Their skin tends to brown, tan, or reddish in color with The surface temperature of B'kaazi is almost as hot as that
a few having a grayish tone. of Vulcan, and with a thicker atmosphere even less tolerable
to most humanoids.
Markalians have dark eyes, and even females have a
gruffness in their voices that adds to an overall The landscape is also victimized on a regular basis with
rugged, and sometimes intimidating effect. dust storms, and winds of very high velocity. Due to the
high winds on B'kaazi, these dust storms can be deadly.
CULTURE
Markalians are the rascals and robber barons of the The upper atmosphere is heavily ionized.
Alpha Quadrant. Many cutltures of Earth's 18th and
19th centuries could be comparable to the Markalians FAVORED PROFESSION
of the 24th century. Rogue, Merchant, Mercenary, and Rogue smuggler are the
professions in which one most commonly encounters a
Pirates, smugglers, rogues, and mercenaries are more Markalian.
the norm in Markalian culture than what most other
civilizations would consider upstanding citizens. Starship officers are rare. Ad these will be serving aboard
privateers, or even pirate ships.
They are known for a criminal organization, the
The fewer rules a Markalian is forced to follow the
better.
SPECIES ABILITIES
Brash: While not as intimidating as a Nausicaan, a
Markalian's rough exterior and tough demeanor can
make him a good bully. Markalians gain a +1 species
bonus to all tests made to Intimidate. They also
receive a +1 bonus to all Willpower tests.
Talents:
Mazarite, or with GM's permission.
Militant History
Requirement:
Mazarite have a history rife with conflict. You gain 1d20 to rolls when
using your Security Discipline.
Artistic
Requirement:
Mazarite are artistic & an average citizen practices some form of artistic
expression as a major part of their daily lifestyle. They gain 1d20 bonus to
any Crafting tasks.
Requirement:
SPECIES
Medusan
THE ORIGINAL SERIES AND THE NEXT GENERATION ERAS
The Medusans are a highly intelligent telepathic and empathic genderless
non-corporeal species. Their thoughts are said to be the most sublime in
the galaxy, but their physical appearance was exactly the opposite.
At a distant point in their history, the Medusans were known to had been a
corporeal Humanoid species until they reached a point where they evolved
beyond their physical form. Around 150,000 years ago, the Medusans were
known to have had engaged in space exploration. Contact with later era
Humanoid races led to such species su ering from severe psychological
damage or even permanent brain damage as well as madness. Thus, to
avoid accidental exposure, the Medusans seldom leave their home system
and even when they do it was under the strictest of conditions.
Telepath (Betazoid)
This Talent is mandatory and must be selected during character creation.
SAMPLE NAMES:
Gender-Neutral Names: Euralos, Kollos, Korgan, Steno, Zero
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MEGARITE
THE ORIGINAL SERIES OR THE NEXT GENERATION ERA ONLY
Megarites are a gentle aquatic species. They may communicate with special musical
poetry that their species alone can produce with their four lips. Their music is unique
and beautiful, but few have heard their music as they dislike the effort required to travel
off-planet. Their home planet is abundant in jade, and thus their homes and tools are
made from that material.
Ø TRAIT: Megarite. Megarites have four lips, and are aquatic in origin. They have a
thick hide similar to a rhino’s. The only food they eat is plankton that they strain
from the planet’s waters, much like how Earth whales use baleen. To survive out
of water, they use Federation technology to intravenously inject nutrients into their
bodies, which will sustain them for a week.
MEGARITE HIDE
REQUIREMENT: Megarite. Character creation only.
Your Megarite hide is quite resilient, like that of an Earth rhinoceros. You have
Resistance 2 against physical attacks, but not energy attacks.
MEGARITE SONG
REQUIREMENT: Megarite. Character creation only.
The uniqueness of your species’ music is so entrancing that it impresses those who
have never heard it. When attempting or assisting a Persuasion Task for the first time
with someone who has never heard Megarite song, you or the person you are assisting
may re-roll the dice pool.
Skills
Culture (Mensaean) 2 (3)
History (Mensaean) 1 (2)
Language
Mensaean 2
Projective Telepathy 2
Space Science (choose Specialization) 2 (3)
World Knowledge (Alpha Mensae) 1 (2)
Typical Advantages/Disadvantages
Sense of Time +1; Pacifism -1
The Mensaeans are found throughout the Federation. Their average lifespan is 170 years. They
come from Alpha Mensae. Mensaeans appear indistinguishable from Trill hosts. 90% of
Mensaeans in Starfleet are in either the Ops department or the Medical department.
An Alpha Quadrant species from the planet Mirada, the Miradorn are a species of
telepathically-linked twins. They always work with their twins unless the other has been
killed. They are a quarrelsome people. Their foreheads are divided into two
hemispheres, and they also have a unique throat structure. Some Miradorn make their
living as raiders, and their Theta-class raider starships are popular among outlaws.
Ø TRAIT: Miradorn. Miradorn are telepathically-linked twins who are two halves of
the same being. If one twin dies, the other will seek vengeance for the loss of their
other ‘self’.
Whenever you are within Medium range of your twin, your twin may automatically
assist you on a Task with Insight + Command. This does not use up your twin’s turn.
MIRADORN VENDETTA
REQUIREMENT: Miradorn. Character creation only, or Gamemaster’s permission to
take this talent after character creation.
If your Miradorn twin is killed, you as the surviving twin may re-roll two d20s when in
personal combat or starship combat against the one you believe is responsible for your
twin’s death.
SAMPLE NAMES:
Miradorn names consist of a given name and a pair name, which is always
the same for each twin pair. The two names are connected with a dash, e.g.
‘Ro-Kel’ and ‘Ah-Kel’.
Feminine Names: En, Or, Sil
Masculine Names: Ah, Ro, Ma
Gender-Neutral Names: Bo, Nu, Xi
Pair Names: Karn, Kel, Lin, Tal, Vo
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MIZARIAN
THE NEXT GENERATION ERA ONLY
Mizarians are native to Mizar II. Extreme pacifists, they are known to value peaceful
non-resistance over confrontation, a trait that has seen their world conquered six times
in three centuries. Mizarians believe that conflict of any kind is counterproductive to
any society’s survival. They are also known for their sharp intelligence. They practice
meditation, and are law-abiding. In appearance, they possess gray or blue-gray skin
with wrinkly vertical ridges upon their faces. Some Mizarians serve in Starfleet.
Ø TRAIT: Mizarian. Mizarians are cautious and intelligent. They seek to avoid conflict
where possible by submitting to the authority of powerful others, and this
reputation of their species could be helpful or the subject of scorn. Strawberries
are a mild narcotic for Mizarians.
UNTHREATENING
REQUIREMENT: Mizarian, or Gamemaster’s permission.
Your species’ reputation for pacifism precedes you. Whenever you attempt a Task to
convince someone that you mean them no harm or that you are inconsequential, you
may re-roll one d20.
In a combat where you have allies, enemies will not consider you a significant threat at
first. During the first round of combat only, if you have an active ally in the fight, you
gain one A of Cover in addition to any other Cover Dice you normally have.
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ALL ERAS OF PLAY
Having lost their original homeworld, the Moneans were a nomadic people for generations. Centuries
ago, however, they discovered a unique planetary body, an arti cial world composed entirely of water.
Upon this world, the Moneans settled and built an entire civilization in the shallow region near the planet’s
surface. While they have created this underwater realm, most Moneans continue to live aboard their
starships and only occasionally venture into the depths of their new home. Exploration of the Waters, the
name the Moneans have given their adopted world, has been hampered by the crushing depths of the
ocean. The Moneans only have the barest of understanding of the origin of this unique planetoid.
Monean government re ects their aquatic origin, having been named the
Maritime Supremacy. They maintain a reasonably powerful eet of starships,
though despite this, the Moneans have not ventured beyond more than a few
hundred light-years. Ancient navigational charts have long since become
outdated, and the Monean origin world has long since faded into myth.
TRAIT: Monean. As their new world suggests, the Moneans likely evolved
from an amphibioid-mammalian or other similar aquatic species. This theory is
supported by their physical appearance. Monean skin coloration and markings all
re ect an aquatic origin. As such, Moneans are capable swimmers and can hold their
breath for an extended period. Despite this, however, Moneans require an atmosphere
similar to Humans and are an air-breathing species.
Moneans have always been tied to their aquatic origins. Despite centuries of life as a spacefaring
civilization, Monean society remains deeply rooted in the seas. By tradition, Monean names are
composed of syllables that mimic oceanic or watery sounds, as Moneans nd these pleasing.
Despite their nomadic nature, Moneans feel a strong bond within their close families, and family
names are deeply revered, but carefully guarded. It is rare for a Monean to voluntarily give their
family name, which follows their given name, to outsiders.
SAMPLE NAMES
Masculine: Hurgo, Korp, Baguk, Movok, Waguc, Berkus, Pumop, Jobol, Lalob, Burgo
Feminine: Jula, Poho, Mamaw, Baloa, Wamah, Halola, Yahala, Kugla, Wola, Layha
Gender-Neutral: Muloh, Bahlo, Zerha, Kome, Jelah, Hurpa, Gaehe
Family: Zulohu, Bahaho, Mowel, Ahlog, Unajal, Elgoha, Omol, Malom
Attributes
Fitness 1 [2]
Coordination 2 [2]
Intellect 2 [5]
Presence 1 [1]
Psi 0 [1]
Skills
Culture (Mynieni) 1 (3)
Engineering, Material (Mining) 1 (2)
History (Mynieni) 1 (2)
Language
Mynieni 2
Planetary Science (Geology or Mineralogy) 1 (2)
Survival (Mynie) 1 (2)
World Knowledge (Mynie) 2 (3)
Living in large underground city complexes, Mynieni are a race of small, purple-grey, pear-
shaped beings, possessing hundreds of short (20-40 cm long), narrow (1 cm diameter)
tentacles, which they use in place of traditional limbs. The flexibility and stability of these
limbs allow the Mynieni to undertake tasks involving fine manipulations with ease, although
they find handling larger objects difficult to handle due to their overall small physical size -
approximately 1 meter in height.
They have two large and very powerful eyes atop their bodies, which are very sensitive as well
as having a wide field of view. Sudden drastic changes in light levels are likely to stun them
briefly (1 round), but such changes are actually similar to the level changes needed to stun
humans. (They simply can see through a much wider range of light levels.)
Biologically, Mynieni are not a race prone to wide variances in physiological ability; in fact,
only mental prowess seems to vary much. They are so much alike in most cases, that few non-
Mynieni can actually tell one from another, except through protracted conversation, although
the owl-like hooting language of the Mynieni is difficult to master.
Female Mynieni actually give birth to broods of 20 to 200 young, but this is offset by their high
infant mortality rate. Socially, strong ties to complex social groupings, rather than to biological
families dominate the Mynieni, and these ties last throughout their lives.
In the Federation, Mynieni are valued for their mining expertise and where they are employed
they will often stay to establish subterranean colonies. Mynieni in Starfleet tend towards non-
physically demanding fields, like communications and the sciences, especially medical
sciences.
Notes
Their Poor Large Manipulation costs them one die on tasks involving physically manipulating
large objects (more than 30cm in length). They get an extra die on any tasks involving objects
less than 5cm in size, due to their excellent fine manipulation; this specifically includes such
actions as surgery, fixing personal electronic devices, using type 1 hand phasers, making
detailed models, and other such tasks.
Special Rules:
Mynieni may not increase any edge above +1, nor below -1.
This is an adaptation of the race from Prime Directive, the role-playing game from Task Force
Games, set in the Star Fleet Battles universe. For further information see UFP - The Federation
Source Book, p. 91.
Submitted by Matthew Pook & William F. Hostman
Attributes
Fitness 2 [5]
Coordination 2 [6]
Intellect 2 [5]
Presence 3 [6]
Empathy +1
Psi 1 [6]
Range -1
Skills
Any Science (choose Specialization) 1 (2)
Charm (Seduction) 1 (2)
Culture (N'Taku) 2 (3)
History (N'Taku) 1 (2)
Language
N'Taku 2
Persuasion (Story Telling) 1 (2)
Projective Empathy 1
World Knowledge (Oran'taku) 1 (2)
Typical Advantages/Disadvantages
Physical Impairment: May only learn Empathic Skills -1, Reduced Social Standing: Expected
to be “property” when away from their home world -1, Sexy +2
VISUAL REPRESENTATION At some point in the 21st century, one of these "caretakers",
as the Ocampa called them, left the other, taking several
hundred Ocampa with her, intending to develop their
telepathic abilities to a greater extent than the Caretaker
was willing to do.
EXAMPLE VALUE: Learning more about the universe needs to be both a work
of logic & passion.
Talents:
Napean, or with GM's permission.
Engineering/Science Affinity
Requirement:
Napeans have an affinity for the Engineering & Science Disciplines.
Whenever, you use these you gain a bonus 1d20 for your rolls.
Requirement:
SPECIES
Napean
THE NEXT GENERATION ERA ONLY
Originally, Napea was a wild planet, hostile even for advanced life forms.
Volatile weather and extremely active tectonic movements caused natural
disasters in short frequencies. The indigenous people learned early in their
development that nature is harmonious, but rather a beast to be fought.
When they achieved a technologically signi cant state of development,
taming nature suddenly became possible option. Within a century, they
developed sophisticated terraforming and weather control technology that
would nally force nature in line.
With their civilization in harmony with nature, they quickly found themselves
bored and looking for an outlet for their energies. With no struggle for
survival, the Napeans began ghting each other. In their major cities,
the number of violent crimes rose dramatically, and violence
became a common pastime. At the height of their descent into a
crime-ridden dystopia, a group of scientists came developed a
radical solution. They began to develop a retrovirus that would
cause selective mutations in the population. The mutations
would cause a new organ to grow which would give the victims
empathic abilities. The reasoning was if the Napeans would feel
each other’s pain, the violence would stop. As genetic
tampering on this scale was forbidden, the scientists released
the virus in secret. Public outrage was immense, but ultimately
the scientists’ plan proved successful.
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Napean
Any Era
EXAMPLE VALUE: Learning more about the universe needs to be both a work
of logic & passion.
Talents:
Napean, or with GM's permission.
Engineering/Science Affinity
Requirement:
Napeans have an affinity for the Engineering & Science Disciplines.
Whenever, you use these you gain a bonus 1d20 for your rolls.
Requirement:
SPECIES
The strong similarity in appearance that the Kaferian have with the insectoid race of the
Xindi caused many issues when the Federation first encountered them. Only through the
determination of Kaferian and Federation diplomats were any serious issues averted.
Despite their member status within the UFP, the Kaferians have a highly profitable trade
negotiation with several of the Triangle worlds and are extremely friendly towards all
races, even accepted UFP enemy races.
Kaferia is not a member of the Federation (otherwise they could not engage in the trade
mentioned above) but they have been a staunch ally of the Federation for over 200
years.
Humans had known of Kaferia prior to the 2150's. They become an associate member of
the Federation in 2286.
Notable Kaferians: Tzazil, Zseizaz, Rrzz'ittt (first Kaferian to join Starfleet 2258)
___________________________________________________
NASAT
Space-faring for many decades, they have tended to isolate themselves from the rest of
the galaxy, but have joined the United Federation of Planets. A cautious people with an
aversion to taking risks, they were rarely seen off-world, but in recent years have
become slightly more visible, working within the Federation government on a number of
levels, and increasingly represented in Starfleet. Still, they are stereotyped as a careful,
conservative people, who are slow to take action or change their ways.
Nasats bear a striking resemblance to Terran crustaceans. Humans often liken them to
pillbugs or woodlice, but they are much larger, typically reaching chest height on an
average Human male. They possess a chorion carapace composed of flexible plates,
and an almost reptilian tail, which reaches to the floor. Covered in heavy scales, it is
essentially an extension of the shell. A Nasat’s multiple limbs are exoskeletal and jointed,
like those of insects. There is a set of primary manipulator arms, two pairs of secondary
manipulators, and a pair of rear legs for standing on. Having eight limbs in all, they have
earned the classification arachnid, despite their crustacean appearance. Although they
spend much of their time on two limbs, Nasats are capable of moving equally efficiently
on eight. The three upper pairs end in grasping pincers.
A Nasat’s head, resting directly on the shoulders and with no measurable neck, is round
and smooth, resembling a chitinous dome. Projecting from the top of the skull, above the
heavy brow ridge, is a pair of antennae. These sensitive feeling organs are used for
finding one’s way in the dark (the Nasat people having evolved in damp caves beneath
the forest). Nasats also possess attack hairs on the neck, which bristle when danger
presents itself. These hairs protect the Nasat from being targeted by flying or arboreal
predators. Another instinctive reaction to danger is curling. The hinged plates of the
carapace allow the Nasat to curl into a tight armoured ball, and by flexing these plates
outward one after another they can roll at speed. Specifically, they move backwards from
the source of danger, in a continuous reverse somersault. The shell is incredibly tough,
and protects a Nasat in a variety of harsh environments, even - for a period of several
hours - the vacuum of space. A Nasat can also function for a limited time in an N-class
environment like that of Venus, or in the crushing pressure at the bottom of oceans. The
acidic atmosphere of Eridas IX is too much for them, though. The shell can even
withstand directed energy weapons to some degree. On the other hand, it is not
invulnerable to piercing weapons such as arrows.
A Nasat’s eyes, which are blue, black or yellow, are heavy-lidded, giving them a
permanent drowsy expression. The eyelids allow them to blink, though they do so
irregularly. Underneath these lids are transparent membranes, which allow the Nasat to
see where it is going while its eyes remain protected from harsh environments, again
including space.
Although capable of enduring a wide range of climates, they prefer warm and humid
environments, having evolved in the rainforests of their planet’s tropical belt. Nasats are
equally at home on the ground or in trees, having originated on the forest floor, while
today residing in the canopy.
Nasat come in five different colors, which are integrated into their names (Blue, Brown,
Red, Green, and Yellow).
Nasats inhabit the giant trees covering much of their planet's tropical regions. While the
Capital Township is increasingly modernized as Nasat integrates into the Federation,
more "rural" regions are still very traditional and occasionally opposed to alien
influences. Being a peaceful race, they prefer keeping to themselves, and thus simply
cordon off their dwellings instead of aggressively colonizing or controlling the forests. All
manner of animal and plant life coexist beyond the townships, relatively undisturbed by
the Nasat presence.
Nasat generally have little sense of history, and romantic love is an alien concept to
them. Females are fertilized, then may wait several years before birthing larvae. The
larvae are transferred to state nurseries soon afterward; there is no parent-child bond.
The Nasat had made contact with the United Federation of Planets by the late 23rd
century. In 2269 one member of the species, M3 Green, accompanied Captain James T.
Kirk and a multi-species team to retrieve and return the "Soul of Skorr" to Vedala.
By the 24th century, the Nasat were members of the Federation, although many Nasat
decided not to leave their homeworld. One exception was P8 Blue, who served aboard
the Federation starship USS da Vinci as part of the ship's Starfleet Corps of Engineers
team for much of the 2370s.
Another exception to this were a group of Red Nasats who left in the early 24th century
to forge a new life for themselves. These Nasats settled on planet Phantas 61, where
they integrated into Phantasian culture.
Nasat Names: B6 Blue, C29 Green, F3 Red, M3 Green, P8 Blue, Q2 Brown, R1 Red,
V1 Red, V5 Red, Z4 Blue
_____________________________________________________
GNALISH
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A
NAUSICAAN
ALL ERAS OF PLAY
Bullies by nature, Nausicaans place value in personal strength and little else.
Nausicaan society is a kratocratic anarchic, with the weak dominated
by the strong. Known for their tempers and lack of subtlety, Nausicaans
enjoy inflicting pain. They posses no allegiance to state or homeworld, and
their strongest bond tends to be familial. The Nausicaan homeworld has
few permanent cities, where the weaker individuals are forced to work.
Most of the population dwells in the wilds, facing its harsh wintery
environment and numerous large predators. Driven to survive at
any cost, Nausicaans have no compunctions against cheating,
seizing upon any advantage to claim victory. Nausicaans did not
develop their technology but stole it from Andorians who made
the mistake of trying to raid the Nausicaan homeworld. Replicating
the technology was beyond their capabilities, but the captured
ships enabled the Nausicaans to leave their world and seize more
spaceships and prisoners, whom they forced to develop new ships
and weaponry, which was in turn used to launch raids upon freighters
and shipping lanes. This led to the golden age of Nausicaan privacy,
which lasted for much of the late 21st and early 22nd Century. It
was not until the founding of the United Federation of Planets and
growth of Starfleet that Nausicaan piracy was finally curtailed.
With their raids ended, most Nausicaans earn a living as
mercenaries, allying with various criminal organizations or
those willing to pay. A few Nausicaans have also found work
as merchants or traders, buying and selling goods with few
concerns over the source or ownership.
NATURAL BULLY
REQUIREMENT: Nausicaan, or Gamemaster’s Permission
When you attempt a Task to intimidate or frighten a creature you consider
weaker than you and buy one or more d20s by adding to Threat, you
ignore any complications.
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
Nausicaan
ALL ERAS OF PLAY
During the mid-22nd century, Nausicaans committed acts of piracy against
freighters in the same sector for several years. Hunting parties of several
warp-capable starships, armed with plasma cannons and protected by
shields, worked out of Nausicaan cargo stations. The pirate crews were
armed with hand-held directed energy weapons, boarded ships and stone
their cargo. In the year 2151, Star eet made rst o cial contact with the
Nausicaans when the Earth starship Enterprise NX-01 intervened in a
con ict involving the ECS Fortunate and a force of Nausicaan pirates.
Nausicaans are a common choice as bodyguards or mercenaries, even for
the the Orion Syndicate and the Ferengi Commerce Authority.
Nausicaans are also known for their erce diplomacy. In case of a
disagreement, Nausicaan representatives would simply threaten others with
violence to enforce their will.
Cruel (QuchHa’)
Glorious Notoriety (Dosi)
Never Place Friendship Above Profit (Ferengi)
SAMPLE NAMES:
Feminine Names: Lhouc, Paz, Stehei, Utkz, Xez
Masculine Names: Kajek, Krozh, Savonigar, Trenigar, Zon
Gender-Neutral Names: Temuuk, Shuuzjur, Luuzardz, Thuukkzec
36
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Niidaen
2371 or later (Shackleton Expanse)
EXAMPLE VALUE: Males are only good for breeding & eating.
They are generally as advanced as the Federation.
Attributes: Female: Fitness +2, Presence +1; Male: Insight +1, Reason +2.
TRAIT:
The birth rate for females is greater than that of males, on the order of 10
to 1. Females have greater physical strength & protection than males
helping them to survive to sexual maturity. Pregnancies are short, after
which the female lays 1 or 2 leathery eggs. This trait frees the female to
continue on with her duties, from conception to birth with little impact
physically, making her far less vulnerable.
Talents:
Niidaen, or with GM's permission.
Additional Information
Requirement:
They are long-time allies of the Drevina. The leader of the Niidaen
Gynochracy is the 'Sulam Regnar' (Great Mother) or for cultural reference:
Empress. Their colonies are: Garra, Lecto, Raphas, Sivorn, Turga.
SPECIES
incredible speed. Further still, they are capable of truly
astounding psychic feats.
THE NEXT GENERATION ERA ONLY TALENTS: The character receives access to the
An oddity for humanoid species, the Ocampa are an following Talents:
extremely short-lived people whose lifespan rarely
exceeds a decade. For nearly all of Ocampan history, they
have been under the protective watch of the Caretaker REQUIREMENT: Ocampa, or Gamemaster’s permission.
– a member of an extremely powerful extra-galactic Ocampa possess keen minds and enjoy near-perfect
civilization. At some point in the distant past, the Caretaker memories, and they take to new situations and new
was responsible for rendering the Ocampan homeworld challenges quickly. When a character with this talent
nearly uninhabitable. To attempt to atone for this act, the attempts a Task which they have seen at least one ally
Caretaker then spent the following centuries ensuring the perform during this mission, you may add an additional
Ocampan people had everything they could need. This d20 to that Task.
relationship continued until the Caretaker’s death – and
as a nal act, the powerful being provided the Ocampans
with su cient energy reserves to hold out for another half REQUIREMENT: Ocampa, or Gamemaster’s permission.
decade at best. The character can sense the surface thoughts and emotions
of most living beings nearby, and can communicate
While, physically, they are nearly identical to Humans, telepathically with other empaths and telepaths, as well
Ocampan physiology is radically di erent. The Ocampa as those with whom they are extremely familiar. Surface
only live to be roughly ten standard years old – though this thoughts are whatever a creature is thinking about at that
can be extended signi cantly through advanced medical precise moment. The character cannot choose not to sense
technologies. Much like insects, Ocampa development the emotions or read the surface thoughts of those nearby,
proceeds through a series of stages – alternating periods except for those who are resistant to telepathy. It will require
of stability and rapid aging. New-born Ocampans remain e ort and a Task to pick out the emotions or thoughts of a
in a childlike stage for a brief year before rapidly aging speci c individual in a crowd, to search a creature’s mind
and growing into pseudo-adulthood. Following this, they for speci c thoughts or memories, or to block out the
remain in this stage for another few years before reaching minds of those nearby. Unwilling targets may resist with an
sexual maturity, a stage that lasts only a few months before Opposed Task.
fading. After this, Ocampans gradually continue to age
through their adulthood before undergoing one nal rapid While all Ocampa are telepathic, their short lifespan and rapid
development stage that marks their twilight. Once this development means that a young Ocampa character may not
occurs, Ocampa can expect to live for no more than a year fully develop their abilities until later in life, so it is possible
or two before expiring. to choose the Talent after character creation. Unlike other
telepathic/empathic species, the Ocampa have demonstrated
Interestingly, Ocampa possess powerful, latent telepathic the ability to develop even greater psychic abilities, including
abilities that appear to have become long since dormant. precognition, mental projection, telekinesis, and the ability to
If allowed, or nurtured, into development, these abilities manipulate matter at a subatomic level.
range from simply forms of empathy and telepathy, to more
powerful and advanced forms of precognition and even
telekinesis. The full range and capability of these talents has Ocampa tend towards one to three syllable names that use
yet to be fully determined. l’s, r’s, and s’s in consonant-vowel-consonant patterns. Due
to their short lifespans and small population, Ocampa no
EXAMPLE VALUE: See All that Life has to O er longer need secondary names to denote lineage or family.
As twins and triplets are fairly common, siblings often have
ATTRIBUTES: +1 Control, +1 Insight, +1 Presence similar-sounding names.
The Oran’taku are native to the planet Oran’taku in the Delphic Expanse. Members of
their species are telepathic, able to mesmerize others into a trance, and scan them to
acquire biometric data. They may also launch a telepathic attack on the neurocortex.
Ø TRAIT: Oran’taku. The Oran’taku are humanoid, and have a tattoo-like pattern that
rings their torso at clavicle height. A raised ridge extends from the corner of their
eyes to the side of their head. They are telepathic, capable of mesmerizing a
subject, then illuminating their physiology (showing what is under the skin) by
running their hands over them. They are able to retain and transfer such biometric
knowledge. They may also attack with their touch, stimulating their victim’s
neurocortex, which may be deadly to certain species.
Ø TALENTS: The character receives access to the following talents, which must be
taken at character generation:
ORAN’TAKU TELEPATHY
REQUIREMENT: Oran’taku. Must be taken at character generation.
You have a version of Telepath (p. 105, Core Rulebook), initiated with a touch (within
Reach). It is used mainly to Create Advantages such as Mesmerized (which could
manifest as seduction or fascination); or Temporary Memory Loss (so that they won’t
remember being scanned by your Biometric Touch). You may sense emotions as well.
BIOMETRIC TOUCH
REQUIREMENT: Oran’taku. Must be taken at character generation.
You may scan the physiology of a target living creature. You must be close enough
(within Reach) to run your hands above the area to be scanned. This is a Insight +
Medicine Task at Difficulty 2 to Obtain Information. Difficulty is reduced by 1 against a
Mesmerized or unconscious target. It is a Reason + Medicine Extended Task
(Difficulty 3, Work 12, Magnitude 3, Resistance 1, time interval 1 hour) to download
such biometric data to an appropriate medium, such as a computer file.
In addition, you have a Neurocortex Disruption attack as a melee weapon: 2A,
Intense, Debilitating. You may use Medicine instead of Security with this, and increase
damage with Medicine instead of Security.
ATTACKS: ATTACKS:
Unarmed Strike (Melee, 2 Knockdown, Size 1H, Unarmed Strike (Melee, 3 Knockdown, Size 1H,
Non-lethal) Non-lethal)
Dagger (Melee, 2 Vicious 1, Size 1H, Deadly, Hidden 1) Dagger (Melee, 3 Vicious 1, Size 1H, Deadly, Hidden 1)
Disruptor Pistol (Ranged, 4 Vicious 1, Size 1H) Disruptor Pistol (Ranged, 5 Vicious 1, Size 1H)
Orions are an independent species, the remnants of an advanced ATTRIBUTES: +1 Daring, +1 Fitness, +1 Presence
civilization from the system of the same name. They are known
for their distinctive green skin, and for the e ect that their body TRAIT: Orion. Orions produce pheromones which
chemistry can have on other species. Orion males are typically bald, can a ect humanoid brains to a certain degree. The
and tend to be both taller and more muscular than the average pheromone produced by Orion males can generally make
Human male. Orion females are considered to be extremely alluring, them seem attractive to other humanoids, but not to the
although a great deal of this reputation comes from the e ect of same degree as that produced by Orion females.
their pheromones on other humanoids. In Orion society, the males
are slaves to the females, but they maintain a patriarchal façade in
relations with other species.
ORION
ALL ERAS OF PLAY
Orions have a well-earned reputation for finding advantages, and as a people they
are skilled at assessing risks or evaluating odds. Somewhat arrogant by nature,
their egocentricity makes them confident and proud of themselves and their
skills. Officially, Orion systems are ruled by a single government that has long
maintained neutrality in galactic politics. However, members of the species are
infamous for their involvement in many criminal endeavours, including piracy,
slavery, and the notorious Orion Syndicate. Materialism is the predominant
force in Orion culture, driven by their principle philosophy that value given
has to equal the value received. As a result of this philosophy, Orions are
hedonistic, living as well as they can within their means and aiming to
enjoy life as much as they can afford. They are driven to seize opportunities
that lead to increased profit, comfort, or pleasure. While they value physical
objects, Orions have little sentimentality: everything gained has to serve some
purpose, whether for personal enrichment, the sake of one’s leader, or just
simple revenge. Orion society is matriarchal, with the women controlling the
male via pheromones.
ASSESS ODDS
REQUIREMENT: Orion, or Gamemaster’s Permission
You know when and where to apply your efforts for maximum payoff and how
to best utilize your skills. Pick either Insight or Presence; when you attempt a
Task using that Attribute and don’t have an applicable Focus, each die that rolls
a “2” scores two successes.
POTENT PHEROMONES
REQUIREMENT: Female Orion, or Gamemaster’s Permission
While at Close range, when attempting a Task to negotiate, persuade, or seduce a
humanoid creature physically attracted to you, you add a bonus d20 to the roll.
SUBSERVIENT
REQUIREMENT: Male Orion, or Gamemaster’s Permission
Used to supplicating yourself to a higher authority (typically a female Orion slave
master) you will not willingly act against your superiors. Whenever you attempt a
Task to resist being coerced into disobeying an order, betraying your allies, or otherwise
acting against a directive, you reduce the Difficulty by 1.
Orion society is broken down along binary gender lines. Orion females are typically the leaders of Orion
society, and have evolved an advantage where their bodies secrete special pheromones that cause a
hypnotic e ect in males of some species. Orion males were second-class citizens for centuries and only
recently gained full recognition in Orion society, though they are still most commonly seen as laborers
and crew on Orion outposts and vessels. When it comes to the Syndicate, Orions prefer to let members
of other species work for them; this not only guarantees that the Orion can continue their claim of strict
neutrality, but they also avoid the risk of fallout from their criminal enterprises.
TRAIT: Orion. Orions thrive in Class-M environments and are well suited to long voyages
through space. The Orions are a dimorphic species where the females secrete special
pheromones that can stimulate the adrenal systems of other species and make them
become fascinated with them, which the Orion women have used to maintain control over
not only Orion males but to manipulate other species.
SAMPLE NAMES: Adreltosh, Brielar, D’Nesh, Kotho, Navaar, Prasad, Savarah, Shretsh
UNREADABLE FACE
OSNULLUS REQUIREMENT: Osnullus
While their fellow Osnullus can tell what each other are
The Osnullus hail from a homeworld that has only recently thinking by looking at each other’s faces, it is more di cult
begun to shed their caste-based society. Once beholden for other species to do so. This natural trait gives them an
biologically to queens who governed their individual colonies, advantage when it comes to treachery
Osnullus have evolved to a stage where they are more and deceit. The Osnullus may roll an
independent minded and are capable of breaking away from additional d20 for the purposes
their colonies. Though some still prefer to cling to the castes of trying to mislead or lie to
of their births, the Osnullus have embraced independence another species.
and the concept of the individual. Since joining Star eet,
the Osnullus can now be seen across the Alpha Quadrant NAMES
where they embrace the close communities of their starships Osnullus tend to have just a single
as new colonies for them to live in. Some species nd the name.
Osnullus method of eating to be disturbing, as their lack of
mouths means they absorb their food through specialized SAMPLE NAMES: Aemmo,
feeding ports within their ngers. Hivfa, Rahma, Srwell
BORN TO A TASK
REQUIREMENT: Osnullus.
CHAPTER 05.10
093
OVERLOOKER
THE NEXT GENERATION ERA ONLY
The name of this people’s empire and governmental body was the same: the
Hierarchy. The vast bureaucracy of the Hierarchy Central Command controlled
everything in its space and influenced all aspects of daily life. The influence
of the Hierarchy was so pervasive that many outside species associated this
people entirely with the Hierarchy, whose true name is unknown to the larger
galaxy and possibly even forgotten by themselves. Individuals of this species
are now simply identified as Overlookers. The Hierarchy claims that other
species belong to the Hierarchy, but none have other been seen. The Hierarchy
oversees all activities and tasks conducted by its members, with workers and
even the crew of spaceships directly consulting the Hierarchy for approval of
all decisions and variations on procedures. Each worker was assigned a single
task confined to a single duty station and permitted limited access to other
workers of the rest of the ship or complex. Workers were expected to perform
their duties with extreme care and diligence and mistakes were harshly
punished. The Hierarchy was largely an economic power, and had trade
dealings with neighbouring powers, such as the Turei and Malon. However,
they regularly conducted raids on unaligned passing vessels in order to
steal technology and resources. Despite their advanced technology, the
Hierarchy preferred espionage over direct assaults, favouring its efficiency
and higher chances of success.
DEFER TD AUTHORITY
REQUIREMENT: Overlooker, or Gamemaster’s Permission
You do your best work when under the direct orders and supervision of a
superior. When attempting a Task initiated by the Direct Task, you gain a
bonus d20 and can also re-roll any 20s.
Text by "Jester" David Gibson; Art Copyright Star Tre:h Online: and Cryptic Studios
SPECIES
Overlooker
THE ORIGINAL SERIES AND THE NEXT GENERATION ERAS
The Overlookers are an alien race from the Delta Quadrant. The
overarching sociopolitical entity to which the species belongs
and comprises is called the Hierarchy. Their species is highly
adept in the skills of espionage and remote surveillance.
They regularly use surveillance on passing ships to plan future
raids. This is done by special surveillance ships, hiding in
nebulae for example, which use highly advanced sensors to
assess the tactical risk of attacking passing vessels and the value of their
cargo. The Hierarchy’s cloaked ships also allow them to sneak up on
targeted vessels, after which they would execute a predetermined attack
pattern. Their attack patterns were numbered according to their increasing
levels of energy expenditure. The Hierarchy is meticulous when it comes to
the use of energy and resources on its vessels. Every planned use
was to be reported and consulted with the Hierarchy to maximize
e ciency. The Hierarchy itself is regularly consulted by crews of
its ships using a special communication system.
The social and working ethics of the Hierarchy di ers
dramatically from those of Star eet in that every crew member
has only a single duty and workstation, minimal social
interaction, and limited access to the rest of the ship.
37
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PAKLED
THE NEXT GENERATION ERA ONLY
COBBLE TOGETHER
REQUIREMENT: Pakled, or Gamemaster’s Permission
You can build things out of parts others would call trash. When
you would fail at a Task to perform repairs or build a device,
you can choose to gain 2 additional successes by creating a
Complication that cannot be removed until the Task is repeated.
DEVIOUS
REQUIREMENT: Pakled, or Gamemaster’s Permission
When you attempt an opposed Task to deceive a creature of hide your
intentions, you always have at least 1 success, and win ties even if you are not
the active character.
Text by "Jester" David Gibson; Art Copyright Star Tre:h Online: and Cryptic Studios
SPECIES
AVAILABLE AFTER 2350
Pakleds are a corpulent, bipedal species who TALENTS: The character receives access to
have eyebrows that swoop up their foreheads the following talents:
and skin aps beneath their eyes. There is still
much being learned about Pakled physiology
which somehow allows them to survive REQUIREMENT: Pakled.
the vacuum of space. A Pakled is adept at You are great at patching things up and
processing information, though this can take xing them regardless of the di culties the
extended periods of time and multiple inputs solution may cause later. When attempting
before the information is fully processed. an Engineering task, you may increase the
complication range by 1 or more. If you do,
Pakleds seek to make themselves strong and you may reduce the Di culty of the task by 1,
powerful, typically adapting and combining the to a minimum of 1 for each complication range
technologies of other species together to help increase you make.
them do so. Adapting the technology takes
many attempts and failures before it works,
but once these adaptations work, they are REQUIREMENT: Pakled, or
surprisingly successful. gamemaster’s permission.
Your body is capable of
EXAMPLE VALUE: Pakleds are Strong shrugging o even the
most debilitating injuries. If
ATTRIBUTES: +1 Daring, +1 Fitness, you would be killed, you
+1 Insight may spend 1 point of
Determination to remain
TRAIT: Pakleds. For reasons unknown alive but injured.
to themselves or the Federation, Pakleds
are immune to the e ects of vacuum. The
medical mystery still ba es the greatest Pakleds take short,
xenobiologists. aggressive names that
represent their power.
SAMPLE NAMES:
Grunog, Trendur,
Pakleds are masters of trial and error. Morgug, Rangorg,
Some have attempted building the same Dendinor, Frondog
piece of technology hundreds of times
in di erent ways and failed every time. If
you see something a Pakled has nally
succeeded at engineering, you should
be terri ed.
Pakled
THE NEXT GENERATION ERA ONLY
The Pakleds are a humanoid species in contact with the Federation by the
2360s. To the casual observer, the Pakleds appear to be intellectually
challenged, especially in their verbal skills. However, despite the marked
lack of intellect, they can prove to be far more cunning than they appear,
and they use their innocuous appearance to deceive other races.
The Pakleds’ own technology is signi cantly less advanced than that of
many other spacefaring races. According to scientists, it remains a genuine
curiosity how they ever mastered the rudiments of space travel. They are
driven by their unwillingness to develop technological knowledge
on their own, desiring to instantly gain the power that other
cultures enjoy. They therefore try to acquire technology from
other species, generally by theft.
Oftentimes Pakled transports send out a Mayday in order to lure
in other ships whose technology could then be stolen. If people
o er assistance, the Pakleds sometimes even resort to
kidnapping to force the helping vessel to hand over their
technology.
38
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Pandronian
THE ORIGINAL SERIES AND THE NEXT GENERATION ERAS
Pandronians are a species of colony creatures native to the planet Pandro.
As of 2270, the Federation had recently made rst contact with
Pandronians.
As colony creatures, Pandronians existed as cooperative beings made up of
discrete organisms. Consequently, the concept of an individual held a
unique meaning for Pandronians, who referred to the colony as
"this one" instead of the more expected “I” used by most
humanoid species. The separate organisms that constituted a
unique Pandronian may have also, over the course of time,
“disassembled” and reassembled with other creatures creating
a new colony and e ectively terminating the existence of the
previous unique Pandronian.
As of 2380s, it was not uncommon to see Pandronians serving
as consultants for Star eet.
Multi-Tasking (Edosian)
The Colony
This Talent is mandatory and must be selected by a Pandronian
character during character creation.
As a Minor Action and by spending 1 Momentum (immediate)
you can split your body into three distinct parts that can move
and act independently from one another. You can still only perform
one Minor Action and one Task per round, but you can choose each time
which of your parts performs it. Recombining parts requires a Minor Action.
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TALENTS: The character receives access to the TRAIT: Lurian. Lurians are a passionate people, and
following talents: never do anything by half measure. Whether it is by
devoting themselves to the arts or by trying to become
the greatest pilots in the quadrant, the Lurians live with
REQUIREMENT: Karemma, or Gamemaster permission. their emotions on their sleeves despite their normally
While it can be di cult to maintain a sterling reputation impassive facial features. Lurians are always great
and in doing so lead to hardship and loss, there are times thinkers and dreamers, and even though they may
when pursuing a higher path can reap great bene ts for the appear quiet their minds are often on important matters
individual. It is the di cult road, but one that will ultimately and on formulating plans for their futures. The Dominion
lead towards ful lling the needs of the many rather than War is of great interest on the Lurians’ homeworld, where
the sel sh desires of the one. As long as the character their people swing from obsession with how the war will
has behaved honourably throughout the scene, they may play out for their people to mild annoyance that the war is
use their Presence Attribute for any declared Attacks. The all that o worlders will talk about.
character is also assumed to pass any challenges involving
impugning their character in front of witnesses. TALENTS: The character receives access to the
following talents:
REQUIREMENT: Karemma.
A tricorder can tell someone what an object is composed of REQUIREMENT: Lurian, or Gamemaster’s permission.
in only a few seconds but it is rumoured that the Karemma Life is not worth living to a Lurian if there is not some risk
can do it in only one. Drawing upon past experience, the involved. Always willing to dare greater than others, the
Karemma is able to instinctively identify the materials that Lurian nds that the real thrill lurks just beyond the edge of
make up an object that they interact with physically. In the danger and that is what they should strive for even if their
event of dealing with unknown or exotic substances, they are comrades do not. The character gains an additional point of
able to identify familiar patterns within the material that can Momentum if they succeed at a task that requires extreme
point the characters in the right direction while performing acts of bravery to overcome.
the Scienti c Method and reduce the di culty by 1.
SAMPLE NAMES
Masculine: Jax, Den, Pet, Ris, Nik, Mar, Teo, Voy, Ton, Tek,
Dri, Fen, Sok, Tum
Feminine: Myral, Ancole, Elanme, Listah, Istana, Qulin,
Reyge, Jestepe
Gender-Neutral: Rei, Eli, Dalvyo, Makal, Amsen, Rox, Vier
Clan: Manu, Driras, Rettab, Chanom, Gridou, Ne c, Phinso,
Menbe, Biusk
STAR TREK ROLEPLAYING GAME Being plant-based, their anatomy is simpler in comparison
SPECIES PROFILE to animal-based life, and as a result, with access to the
proper organic materials, they can heal themselves from
extremely grievous wounds short of decapitation. Since
they don’t breathe oxygen, they can function in hypoxic or
SPECIES NAME: PHYLOSIAN anoxic environments for short periods. They also have the
ability to communicate over short distances through the
VISUAL REPRESENTATION use of pheremonic compounds. When they are
unconscious, their bodies become completely rigid, a
failsafe mode built into their physiology.
Brain Physiology They are also capable of learning to speak any spoken
language very rapidly. They have no facial expressions, so
Their skull casing is composed of stiff plant fibers, their brains don’t have to control them. This, of course,
offering protection to the brain, but is still soft enough means that they are incapable of understanding the
to be flexible. They have a pentacameral brain nuances of non-Phylosian body language, making them
structure, meaning that their brain structure is socially awkward until they have decoded them. They have
subdivided into 5 lobes. They have a primary lobe, a minimal limbic system, since they have minimal emotions.
located at the front of their head. It is attached to their Since they have so much control over their physiology, they
2 eyes, which are on flexible stalks reminiscent of are incapable of getting cancerous growths; they could
Andorian antennae, as well as to their forward induce cellular necrosis in them before they got too large.
auditory sensor and forward olfactory sensor. Except
for the eyes, the other 2 sense organs have a Adult Form
corresponding duplicate linked to each lobe of their
brain, giving them circumambient hearing and Once a Phylosian reaches the end of their juvenile
olfaction. reproductive phase, which can last for several centuries,
they slowly begin to transform into their immobile adult
Each lobe is approximately the size of a humanoid form, undergoing an irreversible genetic change. Their legs
lobe, giving a greater than average brain capacity. This become stiff and begin to fuse together, with the hollow
means that they have capacity to spare, so they are area in the middle beginning to fill in with new material; this
able to allow up to 3 lobes to become dormant at once, will become their taproot. Their feet then begin to convert
giving them the chance to ‘sleep’. Being plantbased, into massive root structures, and embed themselves into
they can photosynthesize for as long as light falls on the ground, ending their mobile phase. Once they start to
their skin. This also means that they have no need to absorb nutrients from the ground, their growth rate
sleep like other humanoids do, but do have to allow accelerates until they reach their final adult height of 10
their lobes to become dormant for creating memories meters, after which their growth rate slows down
and for consolidation of new information. substantially.
They have a large pentacameral cerebellum, allowing Their reproductive organ becomes nonfunctional, and
them much greater control over their autonomic begins reorganizing its cellular structure into the previously
functions. This frees up much of their cerebrum for missing 3 tentacles. Their tentacles begin to tilt upwards,
thought, and is believed to be the reason that the and then structurally stiffen. The skin begins to spread
Phylosians evolved the way they did; their cerebellum open outwards from the tentacles, becoming leaves. This
took over so many functions that their cerebrum was will substantially enhance the surface area available for
able to expand more rapidly during their evolution. In photosynthesis. Their neck fuses to their shoulders with
fact, scans of their brains have determined that their new growth. Their eyes slowly become vestigial, with the
cerebellum controls up to 30% of their physiology, eyestalks retracting to the head, eventually fusing to it.
leaving nearly the entire remaining 70% free for Open spaces between the appendages begin to fill in with
conscious thought and memory. new materials, slowly encasing the head. Their outer skin
becomes more bark-like, and come to resemble trees. They
Their cerebral lobes are well integrated by a corpus are still aware of things around them, but become less
callosum structure linking the 5 lobes together. With concerned about them. Once they reach their final adult
such a simple physiology when compared to animal form, their ability to regenerate damage quickly drops off
life, they are able to have more of their brain capacity dramatically. Their necrosis factor for severed parts
free for thought, and not spent on things like digestion becomes inactive.
and respiration. Since they evolved from a non-animal
ancestor, they didn’t evolve emotions that would have As adults, they spend most of their time in contemplation in
arisen from animal ancestors. They don’t have any a psionic gestalt, since their brains are now many times
emotions of territoriality like reptiles do, or the intense larger than they were, and are no longer concerned with
emotions that mammals do. movement. This freed them to think about problems of
logic, theory, and other similar subjects, becoming the
When resting, they usually stand in a nutrient soil, philosophers of the culture. When these adults finally die of
allowing them to access it unconsciously. When they old age, or due to other factors, like damage due to weather-
do choose to sleep, it is usually to repair substantial related phenomena, their knowledge remains as part of the
group’s gestalt mind. matches can last for hours.
They used to be only able to function during the days, Multitasking (due to their numerous, independently
when the sun was up. Once they created technology functioning limbs, and advanced intellect, Phylosians are
capable of generating artificial lighting, they were able able to perform several tasks at once)
to function continuously. Their technology is very non-
polluting. They use base-14 mathematics. As they Ambidextrous (It goes without saying that a Phylosian, with
began to explore the local areas of space, they their greater number of limbs, suffer from no penalties from
realized that they were surrounded by many hostile using an “off hand”)
species. They decided to commit themselves to
Species Flaw: Pacifist (although Phylosians enjoy
practicing Martial Arts as a form of athletic
competition, they are inherently non-violent, and will
only fight when they think they are in danger or to
defend themselves) Phylosians will have this flaw at
level 2.
Attributes
Fitness 3 [5]
Coordination 2 [4]
Intellect 2 [4]
Presence 1 [4]
Psi 0 [4]
Skills
Athletics (Choose Specialisation) 1 (2)
Culture (Prellarian) 2 (3)
Engineering, Systems (Gravitics) 1 (2)
First Aid (Trauma) 1 (2)
History (Prellarian) 2 (3)
Language
Prellarian 2
Planetside Survival (Prellar) 1 (2)
Social Sciences (Prellarian Religion) 1 (2)
Unarmed Combat (Choose Specialization) 1 (2)
World Knowledge (Prellar) 1 (2)
Prellarians are a race of squat, well-built humanoids, averaging less than 1.2m in height. They
mastered gravitic technologies early in their development and are generally comfortable in
environments of up to 5 Gs.
They have a have a strong religious nature, and whilst they are highly secretive about the exact
nature of their beliefs, it is known that they revere certain metals and minerals, particularly
those used in the construction of gravitic devices.
Prellarians also have a proud warrior tradition, and a strong cultural love of histories, especially
oral ones. Most Prellarians receive training in weapons, first aid, and Zero-G during their
childhood. In Starfleet and the Federation, Prellarians are valued for their technical expertise,
but have a reputation for being overly safety conscious. Prellarian martial expertise is also
valued, particularly in Starfleet marines, but other governments and organizations, such as the
Orion Syndicate, have been known to employ them as mercenaries, much to the embarrassment
of the Prellarian government, which is currently petitioning for full membership of the
Federation.
Notes:
This is an adaptation of the race from Prime Directive, the role-playing game from Task Force
Games, set in the Star Fleet Battles universe. For further information see UFP - The Federation
Source Book, page 90.
Editor's Note:
As submitted, the writeup omitted the World Knowledge skill, so minor adjustments were made
to allow points for this skill.
Members of the Future Builders faction, most of whom are part of the younger generations of Qofuari, are more outgoing and
wish to construct the high-tech devices not allowed by tradition. Once the Qofuari encounter the Federation, some Future
Builders request leave from their homeworld to explore the Beta Quadrant and beyond.
TRAIT: Qofuari. Qofuari tend to live in harmony with each other and their environment. They are natural swimmers and nimble
climbers. Their mental capacity is huge, allowing them to think through complicated problems in their minds before taking action.
Qofuari names are not strictly gendered. They eschew surnames, but
multiple names are common, consisting of a parentally given name followed
by a personally chosen name and, sometimes, a name given by friends.
These secondary and tertiary names can change throughout a
Qofuari’s life, usually accompanied by a ceremony. If an identi er
beyond such names is necessary, tribal a liation serves the
purpose, and is often geographical in origin, resulting in full
names like Liloo Shining of the Quiet Sea.
41
fi
through bioscanners and many do not know they are This tense atmosphere has led to the Rakhari to nally know
replicants until their cellular structure begins to decay after peace for the rst time in centuries although there is still
they have successfully completed or failed their mission. The a strong dissident movement slowly accumulating power
Paradans come from a curious culture that inspires many to on the planet. As more and more Rakhari take to the stars
leave their homeworld and travel to the Alpha Quadrant to to escape their government, they are starting to become a
see what it has in store for them. With their superior medical common sight along the edges of Dominion space.
knowledge and natural ruggedness they are not afraid to
travel even into dangerous warzones if only to satisfy their EXAMPLE VALUE: I Make The Rules And You Obey Them
intense curiosity.
ATTRIBUTES: +1 Daring, +1 Insight, +1 Reason
EXAMPLE VALUE: I Am Original and That Gives Me Strength
TRAIT: Rakhari. The Rakhari live under a strict set of
ATTRIBUTES: +1 Fitness, +1 Insight, +1 Presence laws known as the Canon. These laws were put in
place over a century ago to insure strict obedience to
TRAIT: Paradan. Paradans rely upon their olfactory the state but in recent years the control of the Rakhari
glands to help determine the mood of whomever they government has lessened, allowing many Rakhari to
are speaking with, and they possess potent scent glands begin to think for themselves. Though some still carry
around their bodies that release potent odors. The themselves in a rough and cautious manner, a growing
Paradans are also physically imposing, and are able to portion of the population is starting to dream of a
survive comfortably in hot environments. di erent kind of life and demonstrations are becoming
more common as these rebrands seek to exact change
TALENTS: The character receives access to the upon their society. The Rakhari are primarily driven by
following talents: their families, and whether it is their biological families
or adopted ones they will do anything to insure the
safety and survival of the group.
REQUIREMENT: Paradan, or Gamemaster permission.
When encountering scienti c tasks that they have already TALENTS: The character receives access to the
successfully completed for this scene, the character may following talents:
spend a point of Momentum to replicate the dice result from
the previous challenge.
REQUIREMENT: Rakhari, or Gamemaster’s permission.
The Rakhari culture is peppered with thousands of stories
REQUIREMENT: Paradan. and legends that are shared by the Rakhari with their
Paradans are infamous throughout the Gamma Quadrant children as they grow up. This has led to the Rakhari being
for their pervasive odors, but some of them have been capable storytellers, and a skilled Rakhari knows how
able to channel this portion of their physiology and use it to incorporate small snippets of the truth into any web
as a weapon. A Paradan may spend their turn focusing on of lies he starts to weave. The Rakhari gains a free point
emitting obnoxious pheromones around them and increase of Momentum when they successfully convince another
the Di culty towards attacking them in hand to hand sentient being of a lie.
combat by 1.
TRAITS: Romulan
FOCUSES: Hand-to-Hand Combat, Threat Assessment
VALUE: My Portion is Obedience
STRESS: 13 RESISTANCE: 0
ATTACKS:
Unarmed Strike (Melee, 4 Knockdown, Size 1H,
Non-lethal)
Dagger (Melee, 4 Vicious 1, Size 1H, Deadly, Hidden 1)
Remans are a nocturnal species subjugated by the Romulan FOCUSES: Starship Tactics, Leadership
Star Empire. They are enslaved by the Empire, employed both as
indentured miners within the Reman mines, and as expendable STRESS: 11 RESISTANCE: 0
shock troops and bodyguards serving the Romulan military. Little
is known about the Remans outside of the Romulan Empire, due ATTACKS:
mainly to the Romulans’ secrecy. Unarmed Strike (Melee, 3 Knockdown, Size 1H,
Non-lethal)
ATTRIBUTES: +1 Daring, +1 Fitness, +1 Insight Dagger (Melee, 3 Vicious 1,Size 1H, Deadly, Hidden 1)
Disruptor Pistol (Ranged, 5 Vicious 1, Size 1H)
TRAIT: Reman. Remans are tall, powerfully built beings, Escalation Disruptor Ri e (Ranged, 6 Vicious 1,
stronger and more durable even than Romulans. Their Size 2H, Accurate)
nocturnal nature means that they cannot easily tolerate
bright light. A proportion of Remans have telepathic abilities, SPECIAL RULES:
allowing them to read the minds of others and to project their Ambush: When attacking an opponent who is unaware,
thoughts to others, though using these powers e ectively the Warbird Commander may spend two Threat. This
takes skill and training. allows the Warbird Commander and any Romulans
under their command to re-roll any number of d20s on
their attack rolls for one round.
REMAN
All Eras of Play (Romulan Campaign). The Next Generation Era Only (Broader Campaigns)
The Remans are the slave labor caste of the Romulan Star Empire since at least the 22nd century.
When the Romulans arrived and claimed their new homeworld of Romulus, they took the nearby
planet of Remus as well and forced its inhabitants to work in extremely hazardous mines harvesting
the planet’s rich dilithium deposits. Remus is a tidally locked planet and the Remans live on its dark
side, making them extremely sensitive to light.
Many Remans possess telepathic abilities similar to those shown by Vulcans and
Betazoids, making them valuable bodyguards and personal servants as well.
This demeaning position is at least better than dying in the dilithium mines
so many Remans accept slavery at a Romulan officer’s side instead. Even
without taking their telepathic abilities into account, Remans have a history
as fierce warriors and so are used throughout the Star Empire as imposing
bodyguards and frontline, expendable troops.
Empath
Mental abilities are not universal among Remans but they are very
common. Most Remans only have vague intuitions but you have practiced
your abilities to achieve greater power. The use of this Talent is identical to
the Betazoid Talent found on page 105 of the Star Trek Adventures
rulebook.
Subservient
Requirement: Reman or Gamemaster’s permission
Generations of slavery under the Romulans has created a culture of
obedience among the Remans. Whenever you receive assistance on a
Task from a superior officer or from any Romulan, you may reroll a
single d20.
TRAIT: Reman. Remans are tall, powerfully built beings, stronger and
more durable even than Romulans. Their nocturnal nature means that
they cannot easily tolerate bright light. A proportion of Remans
have telepathic abilities, allowing them to read the minds of
others and to project their thoughts to others, though using
these powers e ectively takes skill and training.
40
ff
STAR TREK ROLEPLAYING GAME
• Powerful Kick: Due to their powerful leg over a year to hatch. For the first year, the young
structure, Kasheetan roll 1d6+STR modifier for must be cared for at all times, at which point they
Unarmed Combat damage. reach the equivalent of human toddler.
• Wide-field Vision: The placement of
Kasheetan eyes allows them a 300° field of Homeworld
vision, granting them a +1 species bonus to Beta Rigel IV.
Observe (Spot) tests.
History and Culture
Picks
Rigelian culture is old, its history a fascinating
12 ([+10] +2 Strength, [-5] -1 Presence, [+2] mix of Machiavellian court intrigue and family-
Sherpa, [+2] Speed, [+2] Powerful Kick, [+1] Wide- based politics. They achieved a level of technology
field vision). equal to that of Middle Ages Earth early in their
ST IV: The Voyage Home development, but remained stagnated at that level
for nearly a millennia. They began to advance
again with the introduction of capitalism and off-
world trade from the Orions. They became a space
faring race under their first ‘world king’ in 2100.
The Rigelians were closely linked to the Orion
Trade Confederacy throughout the 22nd century, but
became a Federation member in 2258. Since then,
their old cohorts have preyed on Rigelian ships
whenever possible.
Rigelians have a ‘world king’ who actually has
power to chart the course of legislation and controls
the executive branch. His powers, however, are
tempered by the de facto power of his courtiers –
the actual movers and shakers of the Rigelian
government. The various local nobility mimic the
arrangements at the global level – although one
goes to pay their respects to the king or lord,
anything that needs to be done requires that you
deal with the secretary or other servants.
RIGELIANS clicks.
Favored Profession
Rogue or Diplomat.
Personality
Fond of pomp and ceremony, the Rigelians are a Species Adjustments
species of rituals and rules. They have a +1 Vitality, -1 Presence, +1 Perception
hierarchical government and caste system in which
the elite are served by their inferiors. However, the Species Abilities
real power in Rigelian culture lies with the servants, • Amphibious: Rigelians require air to breathe,
who work behind the scenes as diplomats, fixers, but are capable of swimming long distances
and power brokers. while holding their breath. If undertaking
relaxed or standard activity, they can remain
Physiology and Appearance submerged for a base time of 10 minutes
Tall and powerful-looking, Rigelians are before making a TN 10 Stamina test; if
descended from a species of sea turtle. Their beaks engaging in demanding or extreme activity,
are intensely powerful, capable of shearing through this base time is reduced to 2 minutes; if the
a human arm with little trouble. They have strong test is passed, additional tests are made every
clawed hands, and armored skin. Their eyesight is 10 (or 2) minutes with a cumulative +5 TN.
poor, but their hearing and sense of smell excellent. Once a test is failed begin testing for
They reproduce sexually, then lay eggs which take asphyxiation as normal.
14
ALIEN COMPENDIUM
• Courtier: Rigelians are always thinking in
terms of political power, and receive a +2
species bonus to their Savvy reaction. They
also gain a +1 bonus to Influence tests, and a
+1 bonus to Enterprise (Administration) tests.
• Bonus Edge: Skill Focus: Keen Smell:
Rigelians gain a +4 to all Observe (Smell)
tests.
• Home By The Sea: When swimming,
Rigelians move at half the normal speed land-
dwelling species normally do (‘Walk’ 3m,
‘Jog’ 6m…). They don’t normally need to
make Swim tests, only doing so under the
same circumstances that land-dwelling
species do (e.g., running during combat).
• Nearsighted: Rigelians are nearsighted, and
consequently suffer a -2 penalty to all
Observe (Spot) tests, as well as to all attacks
beyond close range. The Narrator may also
rule that the penalty applies to various other
skills where visual acuity might be a factor,
such as a Knowledge roll to recognize a
specific vehicle at a distance.
Picks
14 ([+5] +1 Vitality, [-5] -1 Presence, [+5] +1
SAURIANS
Perception, [+8] Courtier, [+2] Skill Focus: Keen
Smell, [+3] Home By The Sea, [-4] Nearsighted). Personality
ST: TMP Steady and adaptable, Saurians are reliable
companions and capable administrators.
15
THE ORIGINAL SERIES AND THE NEXT GENERATION THE ORIGINAL SERIES AND THE NEXT GENERATION
ERAS ONLY ERAS ONLY
Chelons are a hardy race, sharing their home solar system of The Jelna, like the Chelon, are natives of the Rigel system
Rigel with Rigellian Jelna. They are descendants of saber- and come from Rigel V. A diligent and hard-working
toothed turtles and, though bipedal, they have retained species, the Jelna were the rst Rigellians to engage in
their ancestral beaks, claws and hard shells. Chelons are space ight. Although they took to commerce and system-
androgynous and take on masculine or feminine societal wide government quicker than the Chelon, the Jelna
roles at varying points in their lives, reproducing like most weren’t aggressive, and they made sure that of democratic
reptilians by laying eggs and fertilizing those eggs. Some representation for all Rigellian species on the Governing Board
traditionalists within Chelon society maintain a neutral and the Rigellian Trade Commission. The humanoid Jelnas
gender, and refuse to take on male or female roles. have four genders: two male and two female genders. Male
and female exosexes contain an additional Z chromosome,
EXAMPLE VALUE: Real Power is in the Service of Others and they outnumber the endosexes 2 to 1. Exosexes are the
more resilient and physically adept members of the species,
ATTRIBUTES: +1 Daring, +1 Fitness, +1 Insight while endosexes are more comparable to the male and female
sexes typically found in other humanoid species.
TRAIT: Rigellian Chelon. The Chelon species retains a
lot of characteristics from its ancestral species, a type EXAMPLE VALUE: Governance and Trade for the
of saber-toothed turtle. They have beaks, and a strong Prosperity of All
(if clumsy) bite; some have trained to use this in close-
quarters combat. During times of stress or physical ATTRIBUTES: +1 Fitness, +1 Presence, +1 Reason
combat they also emit a deadly toxin through their
skin. This can be used with their claws so that the toxin TRAIT: Rigellian Jelna. The Jelna on Rigel V evolved along
reaches an opponent’s blood. They are skilled swimmers similar lines to most humanoids, aside from their four
and prefer a warm, humid climate. They are also resistant sexes. Endosexes are comparable to other humanoids,
to ultraviolet radiation and, to a lesser extent, other while exosexes possess a more robust physique and
radioactivity. This is probably due to the shells that aggressive tendancies. Endosexes have exclusively gray
extend over much their bodies. skin and red eyes and are more suited to nurture and
care; exosexes have a pale brown complexion.
TALENTS: The character receives access to the
following talents: TALENTS: The character receives access to the
following talents:
The USS Enterprise, in orbit around one of the many The hulking Kaylar are a violent species, easily as rugged
planets of the heavily populated Rigel star system. and warlike as a Nausicaan. Their culture is not as
developed as their Chelarian neighbors, however. And the
SPECIES ADJUSTMENTS Kaylar are easily compared to Terran neanderthals.
See individual Rigellian races, under Species
Abilities below. The Vulcanoid race known as the V'gelnians appear as
Vulcans on the surface, although some V'gelnians do not
PHYSICAL DESCRIPTION have the sharply pointed ears of Vulcans and Romulans.
And their culture is more similar to that of humans than to
The Rigel system is home to a literal plethora of
any other Vulcanoid species.
sentient species. Unarguably the best known of these
races are the natives of Rigel VIII, a world that is also
The Vulcanoids who refer to themselves as Rigellians are an
widely known as Orion.
open and gregarious people well-known for their hospitality
to off-worlders. These Rigellians often find work in resorts
The Orions are discussed at length in both the
on Risa because of their knack for making others feel
Narrator's Guide (pp. 192-193), and Aliens (pp. 118-
welcome.
121), and will not be covered here.
And the silver-skinned natives of Rigel IV are just the
Another species, known as Rigelians, and involved in
opposite. Cold to outsiders, and much more comfortable
some of the earliest diplomatic negotiations that
among their own kind than even their neighbors in the Rigel
helped to form the United Federation of Planets are
system. And this in spite of, or perhaps because of their
likewise discussed in another document.
long history of space travel and interstellar exploration.
This article attempts to cover the other more prevalent
races of the Rigel system, such as the primative LANGUAGES
Kaylar, the turtle-like Chelarians of Rigel III, the fur- Each of the many races of the Rigel system have their own
covered Bodas, and two species of Rigellian native language. Even the primitive Kaylar have a language
Vulcanoids. that is intricate and hard to translate.
With such a wide diversity of races comes, inevitably, To facilitate interaction and trade negotiations among the
a wide variety of physical appearances. species of Rigel, the Bodas introduced a universal language
in the 22nd century. This language is what is commonly
The Chelarians, for example, strongly resemble a known as Rigellian.
Terran turtle, in a man-sized humanoid form. And
according to their own lore they evolved from a race of Most people from the Rigel system who have extensive
“saber-toothed turtles”. dealings with beings, and cultures outside their home
system will speak some Federation Standard. And the
The Kaylar of Rigel VII, also known as the Kalar, are a languages of the Orions, and the race known as the
race of large humanoids with a strong resemblance to Rigelians are also widely spoken among the people of Rigel.
primitive Humans from Earth's Ice Age. COMMON NAMES
Each species of Rigel have their own individual style of
The Bodas of Rigel IV are covered in thick, soft silver- personal names, and family names.
brown fur and resemble Terran rats.
Kaylar names, for example, sound like short, coarse grunts
but carry a deep meaning for other Kaylar. Bodas have The Kaylar, of course, will favor professions that allow them
long, complicated names but only use a shortened to exercise their warlike nature – soldiers, or
form when dealing with other cultures, for simplicity's weaponmasters.
sake.
Chelarians also favor the profession of Soldier, but there
Chelarians will normally have both a personal or are easily as many Rogues, or Mystics among the Chelarian
proper name and a clan or family name. people.
And the Vulcanoid V'gelnians have names very similar Bodas are, as a race, Merchants, Rogues, and Free Traders.
to the types of names used on ancient, pre-Surakian
Vulcan. Names such as Tu'Pari, Sovar, and T'Liri being And the Vulcanoids known as V'gelnians often serve as
common. Starship Officers within Starfleet, or as Scientists or
Explorers.
The Vulcanoid Rigellians have similar names, but use
a wider variety of both vowel and consonantal sounds, Explorer is a default profession of sorts for the Rigellians
resulting in names like Cher'vek, and Sousshon. native to Rivel IV. And the Vulcanoids who actually refer to
themselves as Rigellians favor the professions of Merchant,
The natives of Rigel IV also have names similar to Diplomat, or Starship Officer; again offering their services
Vulcan or Romulan names, with a tendency to a more most commonly to the Federation Starfleet.
Romulan style of nomenclature.
HOMEWORLD
Each of the planets of the Rigel system are very SPECIES ABILITIES
different in their geography, and each indigenous Each of the different species of the Rigel system have their
species is responsible for introducing a very different own individual strengths, weaknesses and unusual talents
civilization to their own homeworld. native to the species.
As has been stated there is a great deal of Orion Chelarians – also known as
influences on some of the worlds of the Rigel system. Chelons, or Rigellian Turteloids.
But, each of the populated worlds of Rigel have their These natives of Rigel III
own individuality to their civilizations, governments, believe themselves to be
and developed technology. descended from “saber-toothed
turtles”. Pictured here is a
With the exception of the Kaylar, most of the races of Chelarian guard, outfitted in the
uniform worn by a soldier
Rigel have developed warp drive by the mid 24th
assigned to protect an
century. The natives of Rigel IV actually developed important envoy.
warp capability even earlier than the Romulans.
Rigel VII, home of the Kaylar, shows signs of an Species Adjustments: -2 Agility, +2 Vitality
ancient and more advanced civilization. And there are
several abandoned fortresses on the planet that ABILITIES
indicate the civilization of Rigel VII may have evolved
at least to the level of a medieval society on Earth Swamp-raised: Chelarians have a +2 species bonus to
before becoming decimated somehow and forced to any test involving swimming, including Athletics
re-evolve. (Swim), resistance tests against drowning, etc.
Rigel III, known as Chelar, is a water-dominated planet Hard-shelled: Though Chelarians do not actually
with a tropical climate. possess a shell, they have a naturally hardened bony
plate that protects their back. This natural back armor
Rigel V suffered from a minimal axial tilt, which meant protects against up to 7 points of physical damage
that the seasons remained in a constant state by from a rear attack.
latitude. The northern continents such were both
windswept and cold whilst the barrier islands to the Natural Weapons (Fangs): A Chelarian can bite a foe
south were temperate as well as equable. with his fangs, causing damage equal to 1d6 + his
Strength modifier. Civilized Chelarians have no skill in
With a system as large and as populated as Rigel, Bite, and may only take it as a non-professional skill in
there are inevitably a wide variety not only of planetary the Unarmed Combat group.
types, but of civilizations made up of people who have
found a way to survive even in some of the most Ultraviolet Resistance: Chelarians have the same
hostile conditions exemplified by the planets with a resistance to ultraviolet radiation as Orions, and most
greater distance from Rigel's sun. species originating in the Rigel system (see Aliens, p.
121).
FAVORED PROFESSION
Again a category as broad as the number of different
civilizations in the Rigel system it's self.
Kaylar – also known as
Kalar. Pictured here is a
Kaylar warrior. A large, fierce V'gelnians– What most people
predatroy humanoid who think of when they hear the
survives more by brute term “Rigellian Vulcanoid”.
strength than by any use of V'gelnians have Vulcan
their wits or intellect. features, although their ears are
not as obviously pointed. Here
is pictured a V'gelnian diplomat.
And her dress is much more
garish than a Vulcan's would
be.
Species Adjustments: +3 Vitality, -1 Intellect, -2
Presence
Species Adjustments: +2 Strength, -1 Presence
ABILITIES
ABILITIES
High Pain Threshold (bonus edge): Rigellian
Kaylar receive this edge for free at character Ultraviolet Resistance: V'gelnians have the same
creation. See p. 135 of the Player's Guide for more resistance to ultraviolet radiation as Orions, and most
information species originating in the Rigel system (see Aliens, p.
121).
Simple Weapons (bonus skill): Gained at skill
level 1 at character creation. Kaylar characters So similar are these Rigellians to Vulcans that there is
can treat this as a professional skill for purposes no doubt among anthropologists that they are
of skill acquisition and advancement. descended from the same racial stock.
Ferocity: Kaylar share this species trait with V'gelnians have the species abilities as those of the
Klingons, and receive the same in-game effects. Vulcan species template, found in the Star Trek RPG
See p. 99 of Aliens, or p. 41 of the Player's Guide Player’s Guide (p. 49), or Aliens (pp. 164-165).
for more information.
Exceptions are that V'gelnians do not have the Nerve
Pinch ability, nor the ability to perform the Mind Meld.
Bodas– Even with the looks These are skills learned by Vulcans or taught on some
of a giant rodent, the
occasions by Vulcans to members of other species
Rigellian Bodas are some of
the most successful who are able to learn them.
businessmen, negotiators,
and wheeler-dealers known. V'gelnians do have natural Psionic abilities, however.
Here, a Boda throws his And they can learn the Mind Meld, as well as the Nerve
head back in exuberant Pinch and do so much easier than other non-Vulcans.
celebration of yet another
well-done deal !
Night Vision (bonus edge): Bodas receive this Peripheral Vision: These Rigellian Vulcanoids have
edge as a species ability (see p. 136 of the enhanced peripheral vision due to the wider separation
Player's Guide for more information). of their eyes on their heads and the wider spectrum of
vision this provides. They suffer no penalties to
Skill Focus (Keen Smell): (bonus edge) All Bodas Observe (Spot) tests derived from a person or object
have very keen noses. They receive a +2 to all being outside the usual range of peripheral vision.
Observe (Smell) tests.
Enhanced Rapid Healing: The self-proclaimed
Rigellians have this ability as per Vulcans (see p. 164 of
Orions only these denizens of the Rigel system had any
Aliens, or p. 49 of the Player's Guide for more
contact with Starfleet. At least any that was documented by
information).
Starfleet personnel. The colony at Rigel X was one of the
first planet visited by the crew of the NX-01 Enterprise. And
Bonus Edge (Keen Hearing): They also possess
Rigel X was then home several different races who lived on
this edge as a species ability (see p. 164 of Aliens,
the 36-level trade complex on the planet.
or p. 49 of the Player's Guide).
TOS: By the late 23rd century Rigellians of all races have
Ultraviolet Resistance: This race of Rigellians
become involved in events in both the Alpha and Beta
have the same resistance to ultraviolet radiation
quadrants. And while the Orions still dominate Federation-
as Orions, and most species originating in the
Rigellian relations, Rigel, it's self is one of the most
Rigel system (see Aliens, p. 121).
populated systems in either quadrant. By this time the
Chelarians, V'gelnians, and Rigellian Vulcanoids are
This race of Rigellians do not begin the game
commonly encountered.
with the Psionic edge, but they do have latent
Psionic abilities and can acquire the edge, and
TNG: Within the next hundred years, Rigellians of most
learn psionic skills easily. Like the V'gelnians,
races have begun to serve in Starfleet. Both races of
these Rigellians do not have the Mind Meld ability
Vulcanoids have held positions of high rank on Federation
nor know the Nerve Pinch without learning one or
starships, as well as seats on the Federation council. But,
both skills from a Vulcan master.
the natives of Rigel IV still remain aloof to any substantial
contact with outsiders. And the Kaylar still remain a
primitive society.
Anthropologists and
historians familiar with the DS9: The Dominion War did not effect the people of the
Rigel system have theorized Rigel system as harshly as it did some of their neighbors.
the natives of Rigel IV re Smuggling, and other criminal activity regulated, and
actually descendents of the
perpetrated by the Orion Syndicate was on an upswing
Shour, who first colonized
the system millenia ago. And
before the war began, and the Orions had no interest in who
both Rigellian, and Rigelian won the war as long as their criminal empires continued.
has been used in scientific Other Rigellians felt the bite of the war most commonly
writings to document this through their involvement with the Federation. Especially
race from the Rigel system. those Rigellians serving in Starfleet.
Species Adjustments: +2 Intellect, -3 Presence, +1 VOY: It is possible the Rigellians native to Rigel IV may have
Perception traveled as far as the Delta quadrant during their long
period of exploration. Other Rigellians are not as likely to be
ABILITIES encountered whilst stranded so far form their homes unless
they are serving on a Starfleet vessel, or other ship that
Enhanced Rapid Healing: The natives of Rigel IV finds it's self transported to such a distant location via
have this ability as per Vulcans (see p. 164 of unforeseen circumstances. Chelarian officers, as well as
Aliens, or p. 49 of the Player's Guide for more members of both Vulcanoid species can be quite resilient
information). and would be able to survive as virtual castaways for a
good length of time.
Bonus Edge (Keen Hearing): They also possess
this edge as a species ability (see p. 164 of Aliens,
or p. 49 of the Player's Guide).
ERAS
Enterprise: The Orions and the species from the Rigel
system known most commonly as the Rigelians were
well-known by the time of the forming of the
Federation. And throughout the exploratory period
during the 22nd century in which Earth made contact
with such races as the Tellarites, Andorians, and
ALL ERAS OF PLAY THE NEXT GENERATION ERA ONLY
Risa was a planet of erce storms and tectonic instability The intelligent Arboreal species of the Xindi are a contrast
before the Risians took it upon themselves to essentially some of their cousins on Xindus in that they are known to
terraform their planet. It is now colloquially known throughout have an incredibly calm demeanor, some would call them
the Federation as a “pleasure planet.” It’s a wonder the lethargic. But with a relaxed pace comes an appreciation for
Risians evolved into the ceremonial society they have today, logical thought and considered discussion. Since becoming
with tradition and ceremony being central to Risa society. members of the Federation, Xindi–Arboreals have worked
in Star eet and the Federation as mediators, counsellors,
Risians have an honest and open attitude to sexuality, diplomats and administrators.
renowned throughout the Galaxy. Potential mates with a
sexual appetite display ceremonial icons, called a horga’hn, EXAMPLE VALUE: Calm Focuses the Mind
that invite partners to participate in the sexual rite jamaharon.
ATTRIBUTES: +1 Control, +1 Insight, +1 Reason
EXAMPLE VALUE: All That is Ours is Yours
TRAIT: Xindi-Arboreal. Covered in hair, and with
ATTRIBUTES: +1 Control, +1 Insight, +1 Presence distinctive ridges on their nose and cheekbones, the
Arboreals are evolved from creatures similar to that of the
TRAIT: Risian. Risians appear much like Humans, save Earth sloth. They possess sharp claws and have slightly
a decorative gold emblem in the center of the forehead. longer arms than the average humanoid. With a naturally
They have open and adventurous personalities but also calm, rational mind, they do not panic or stress easily
have a great patience with others. though they do fear large bodies of water. Their dark eyes
allow them to see easier in low light conditions compared
TALENTS: The character receives access to the to other humanoids.
following talents:
TALENTS: The character receives access to the
following talent:
REQUIREMENT: Risian, or Gamemaster’s permission.
Your upbringing in a peaceful society, one that promotes
harmony and has an outright ban on weapons, has REQUIREMENT: Xindi-Arboreal, or Gamemaster’s
developed the Risian ability for peaceful resolutions. permission.
Whenever a Risian attempts a Task to dissuade another Arboreals possess an unwaveringly calm nature, allowing
individual or group from resorting to con ict, they reduce the them to ignore the stress of a crisis. When attempting Tasks
Di culty of that Task by 1. with Control to resist stress or mental a iction they may re-
roll one die in your pool.
SAMPLE NAMES:
Male names: Doranis, Melek, Oran
Female names: Aradnis, Elianjah, Joval
Rodulan
TNG era and beyond
Rodulans [Attraxans], hail from Rodul (Alpha quadrant). They have only 2 hair
colors, an extremely dark red & a like-colored dark blue, both appear black
lest seen in the light. They are overall 2m in height & marginally tanned due to
their island homes.
Names: Rodulans use 2 names; both a surname, & a proper name or “first
name”. The names used by them represents the variety of dialects spoken by
the various Rodulan sub-species.
Male: Caedan, Daro, Benjiro, Damir, Nacien, Ronan, Taywor, Taniel, Tristam, Xio
Female: Akeelah, Bas, Guan, Ilyazi, Talia, Zhaan, Meilyss
Surnames: D'Sena, Nadia, Nkai, Conti, Medledore, Malon, Kaji, R'Ven, Rixx,
Alekos, Core,Robie
Talents:
Rodulan, or with GM's permission. Must start with Psychometry.
Telepathy [Psychometry]
Requirement:
All Rodulans have this talent. You use Insight+Science to determine
success (Difficulty is determined by GM). Psychometry is the ability to
make relevant associations from an object of unknown history by making
physical contact with that object. [T12] You gain 1d20 to rolls.
Iron Mind
Requirement:
Because of the unique structure of the Rodulan brain, it is almost
impossible to read their thoughts. You gain a 3d20 bonus to your rolls to
resist psionic attacks or effects.
Artistic
Requirement:
Rodulans are artistic & an average citizen practices some form of artistic
expression as a major part of their daily lifestyle. You gain 1d20 bonus to
any Crafting tasks.
SPECIES
Rodulan
TNG era and beyond
Rodulans [Attraxans], hail from Rodul (Alpha quadrant). They have only 2 hair
colors, an extremely dark red & a like-colored dark blue, both appear black
lest seen in the light. They are overall 2m in height & marginally tanned due to
their island homes.
Names: Rodulans use 2 names; both a surname, & a proper name or “first
name”. The names used by them represents the variety of dialects spoken by
the various Rodulan sub-species.
Male: Caedan, Daro, Benjiro, Damir, Nacien, Ronan, Taywor, Taniel, Tristam, Xio
Female: Akeelah, Bas, Guan, Ilyazi, Talia, Zhaan, Meilyss
Surnames: D'Sena, Nadia, Nkai, Conti, Medledore, Malon, Kaji, R'Ven, Rixx,
Alekos, Core,Robie
Talents:
Rodulan, or with GM's permission. Must start with Psychometry.
Telepathy [Psychometry]
Requirement:
All Rodulans have this talent. You use Insight+Science to determine
success (Difficulty is determined by GM). Psychometry is the ability to
make relevant associations from an object of unknown history by making
physical contact with that object. [T12] You gain 1d20 to rolls.
Iron Mind
Requirement:
Because of the unique structure of the Rodulan brain, it is almost
impossible to read their thoughts. You gain a 3d20 bonus to your rolls to
resist psionic attacks or effects.
Artistic
Requirement:
Rodulans are artistic & an average citizen practices some form of artistic
expression as a major part of their daily lifestyle. You gain 1d20 bonus to
any Crafting tasks.
SPECIES
STAR TREK ROLEPLAYING GAME makes Basotile so valuable is that it is pure thought given
physical form and the Basotile itself molds like clay in the
SPECIES PROFILE hands of the telepathic Rodulans. These sculptures also contain
the thought that shaped them and it is this combination of the
seen and unseen that makes Basotile so valued off their
RODULAN
homeworld of Basul-Rodul. in 2134 the Rodulans broke the
Warp 2 barrier and encountered a Freighter limping towards
their system for a place to gather resources and repair. The
Freighter crew were the first to export Rodulan art in the form
of a few early and inferior pieces that are currently found on
places such as Deep Space Nine, Trill and elsewhere.
The Romulans are a Vulcanoid race from the planet Romulus. Romulans are
biological cousins of Vulcans, descended from those who rejected Surak’s
reforms during the Time of Awakening. Like Vulcans, Romulans reject casual
violence, but in place of logic they practice duplicity and prize cunning. Their
distrust of others is frequently reciprocated, as Romulans have a well earned
reputation for manipulation, deception, and betrayal. Romulans tend to be
suspicious and xenophobic, engaging in extended periods of isolationism. The
Romulan Star Empire has been one of the major powers in the Beta Quadrants
since the early 23rd Century. In Romulan society, military service and rank
influences social standing and eminence. While the military plays an important
role in Romulan society, the Romulan Senate controls the government, presided
over by the Praetor. Romulan society also has a highly structured caste system.
Their strong nationalist tendencies lead many Romulans to believe themselves
to be superior to other races. Because of this superiority complex, Romulans
practiced slavery, using the Remans and other conquered species as slave
labour or shock troops.
SWIFT RESPONSE
REQUIREMENT: Romulan, or Gamemaster’s Permission
Years of paranoia have encouraged you to always have a back-up plan
and also heightened your responses, enabling you to swiftly enact
contingencies. Your Momentum cost for taking an additional Minor
Action is always 1.
WARY
REQUIREMENT: Romulan, or Gamemaster’s Permission
You are conditioned to espionage and treachery, expecting
betrayal at all times. Whenever you attempt a Task to notice or
detect an enemy or hazard, you may re-roll one d20.
lIH
The Romulan Star Empire is a reclusive and secretive galactic X Wary: Whenever a Romulan Uhlan attempts a task to
power that has only recently returned to galactic a airs after notice or detect an enemy or hazard, they may re-roll
a long period of isolationism. Based on the twin worlds of one d20.
Romulus and Remus, the Romulan Star Empire spans a
considerable area of the Beta Quadrant and has clashed with
both the Klingon Empire and the Federation on numerous
occasions. More information about the Romulans may be
found in the Beta Quadrant Sourcebook. Romulans are similar to Vulcans, having diverged from their common
ancestors, though they did not adopt the stoicism and logic of their
cousins. Romulans are a cruel and ruthless people, quick to anger, and
easily moved to emotion. A culture of military discipline seems to keep
their worst members directed toward useful ends, though paranoia
The Romulan uhlan is the lowest ranking o cer in the Romulan and self-interest motivate Romulan politics as much as a desire for
Guard and makes up a substantial number of their personnel. collective bene t; at times, it seems that the only thing keeping the
Romulan Star Empire together is the fact that Romulans despise other
TRAIT: Romulan species more than they despise one another. Romulan characters have
the following modi ers:
SPECIAL RULES:
X Guile and Cunning: When attempting to remain hidden
or unnoticed, a Romulan Uhlan may spend 1 Threat to
increase the Di culty of enemy tasks to detect them by 1.
In 2387, the Romulan sun went supernova, leading to the
ROMULAN collapse of the Romulan Empire into fragmented successor
states. One of these is the Romulan Free State, which
has a more open and less antagonistic relationship with
THE NEXT GENERATION ERA its neighbors than the Romulan Star Empire once had.
The Romulans are a cultural o shoot of Vulcans, descended Alongside this, the late 24th century onwards saw the slow
from a faction of early Vulcans who left their original rise of a reuni cation movement, with a small but growing
homeworld millennia ago. These ancestors, who “marched number of Romulans open to the idea of reconnecting with
beneath the Raptor’s wings”, did not adopt the stoicism their Vulcan cousins.
and logic espoused by the Vulcan leader Surak, and would
EXAMPLE VALUE: To Die in The Service of my People
later settle the twin worlds of Romulus and Remus. The
Romulans’ prevailing culture is one of secrecy; anyone
ATTRIBUTES: +1 Control, +1 Fitness, +1 Reason
could be an enemy, so concealing motives, actions, and
vulnerabilities are central to survival. A Romulan only
TRAITS: Romulan. Romulan physiology is not
trusts their closest kin, with increasing layers of secrecy,
meaningfully di erent from that of Vulcans, though a
obfuscation, and misdirection as relationships grow more
portion of the Romulan species exhibits a V-shaped
distant. The Romulan Star Empire was long regarded as
forehead ridge not evident in Vulcans. The largest
paranoid, even isolationist, for non-Romulans are trusted less
di erences are that most Romulans lack the intense
than even the most suspect Romulans.
mental discipline common to Vulcans, and do not
Physically, Romulans are like Vulcans, di ering in numerous develop their psychic abilities. Psychologically and
small ways, and while many Romulans demonstrate a culturally, Romulans prize cunning and strength of
V-shaped ridge on their foreheads, this is far from a universal will, and are distrustful of other species: this opinion
trait. The speci cs of these is reciprocated, as Romulans have a reputation for
di erences aren’t well-known manipulation, deception, and betrayal.
by non-Romulans; Romulans
do not share information if TALENTS: The character receives access to the following
it can be helped, and the talents:
Federation didn’t know the
shared origin of Vulcans GUILE AND CUNNING
and Romulans until over a REQUIREMENT: Romulan, or gamemaster’s permission.
century after rst contact
between Humans Secrecy is as natural as breathing for you. When you attempt
and Romulans. to remain hidden or for your actions to remain unnoticed, you
may add 1 to Threat in order to increase the Di culty of a
task to detect you or discern the true nature of your actions.
WARY
REQUIREMENT: Romulan, or gamemaster’s permission.
Danger can come from any quarter, and you will not be
caught o -guard. When you attempt a task to notice or
detect an enemy or hazard, you may reroll one d20.
NAMES
Romulan names are personal and wrapped up in secrecy.
Romulans tend to have a single name they use openly, a
private name they use amongst family, and a true name used
only with those they give their hearts to.
012 SEASON 1
Romulan
THE NEXT GENERATION ERA ONLY
The Romulans are a vulcanoid race from the planet Romulus. The Romulans
are biological cousins of Vulcans, descended from those who rejected
Surak’s reforms during the Time of Awakening. The Romulan Star Empire is
one of the major powers in the Beta Quadrant in the 23rd and 24th
Centuries. In Romulan society, military rank in uences social standing.
Because Romulans are members of a militaristic civilization, military service
and its accompanying rank were decisive factors in determining social
eminence. While the military plays an important role in Romulan society, it is
the Romulan Senate that controls the government, presided over by the
Praetor. Romulan society is based upon a highly structured caste
system. Unlike most of the species in the Alpha and Beta
Quadrants, Romulans practice slavery, using the Remans as
slave labor and as shock troops. Romulans tend to be highly
xenophobic, engaging in extended periods of isolationism, and
believing themselves to be superior to other races.
42
ff
ff
fl
Pistola Disruptora (Distância, 5 Feroz 1, Tamanho 1M)
Agravamento Fuzil Disruptor (Distância, 6 Feroz 1,
Tamanho 2M, Preciso)
O Império Estelar Romulano é um poder galáctico dissimulado e
recluso que apenas recentemente voltou à proeminência, depois REGRAS ESPECIAIS:
de um longo período de isolacionismo. Baseado nos mundos Astúcia e Malícia: Quando tentar permanecer escondido
gêmeos de Rômulo e Remo, o Império Estelar Romulano se ou sem ser notado, um Romulano pode gastar um de
expande por uma área considerável do Quadrante Beta e já lutou Ameaça para aumentar em um a Di culdade da Tarefa do
com a Federação e o Império Klingon em numerosas ocasiões. inimigo para detectá-lo.
Arisco: Sempre que um Romulano tentar uma Tarefa para notar
TRAÇOS: Romulano ou detectar um inimigo ou perigo, ele pode rejogar um d20.
TRAÇOS: Romulano
VALOR: Não Falharei em Meu Dever para com o Império
FOCO: Paranoico, Táticas de Guerrilha
ESTRESSE: 11 RESISTÊNCIA: 0
ATAQUES:
Golpe Desarmado (Corporal, 3 Derrubar, Tamanho 1M,
Não Letal)
Adaga (Corporal, 3 Feroz 1, Tamanho 1M, Mortal, Ocultável)
ESTRESSE: 11 RESISTÊNCIA: 0
ATAQUES:
Golpe Desarmado (Corporal, 3 Derrubar, Tamanho 1M,
Não Letal)
Adaga (Corporal, 3 Feroz 1, Tamanho 1M, Mortal, Ocultável)
Pistola Disruptora (Distância, 5 Feroz 1, Tamanho 1M)
Agravamento Fuzil Disruptor (Distância, 6 Feroz 1,
Tamanho 2M, Preciso)
REGRAS ESPECIAIS:
Astúcia e Malícia: Quando tentar permanecer escondido
ou sem ser notado, um Romulano pode gastar um de
Ameaça para aumentar em um a Di culdade da Tarefa do
inimigo para detectá-lo.
Arisco: Sempre que um Romulano tentar uma Tarefa para notar
ou detectar um inimigo ou perigo, ele pode rejogar um d20.
Emboscada: Quando atacar um oponente desprevenido, o
Centurião pode gastar 2 de Ameaça para permitir que o Cen-
turião e todos os Romulanos sob o comando dele rejoguem
qualquer quantidade de d20s em suas jogadas de ataque.
REGRAS ESPECIAIS:
G=Astúcia e Malícia: Quando tentar permanecer escon-
dido ou sem ser notado, um Romulano pode gastar um de
Ameaça para aumentar em um a Di culdade da Tarefa do
inimigo para detectá-lo.
Arisco: Sempre que um Romulano tenta uma Tarefa para notar
O Tal Shiar é o serviço secreto de Inteligência Imperial que ou detectar um inimigo ou perigo, ele pode rejogar um d20.
opera de forma autônoma ao governo Romulano e é respon- Autoridade Suprema: Sempre que um Romulano atual-
sável por scalizar a lealdade de seus cidadãos e a segu- mente sob o comando de Verohk tentar uma Tarefa para
rança do Império. Até mesmo um major Tal Shiar de baixa resistir a persuasão ou intimidação, Verohk pode gastar
patente possui a autoridade sobre comandantes, generais e 1 de Ameaça para permitir que o Romulano rejogue,
almirantes da Guarda Romulana. mesmo se Verohk não estiver presente na cena em si.
Impiedoso e Determinado: O major Verohk pode gastar
TRAÇOS: Romulano 2 de Ameaça para ganhar os efeitos de um ponto de
Determinação, em vez dos 3 normais.
Narendra III foi o maior fracasso na história naval Romulana. Embora resiliência da Enterprise-C depois de suportar fogo sustentado de
nossa força tarefa, consistindo de quatro aves de guerra, tenha seus disruptores. Com estudo adicional, a Batalha de Narendra III
destruído com sucesso um entreposto klingon e a Enterprise-C, o expôs de ciências signi cativas no treinamento tático de nossos
objetivo de nosso ataque era mandar uma mensagem clara aos Klin- o ciais. Fomos afortunados que os comandantes de Narendra III
gons que estavam tentando demonstrar sua superioridade naquele tiveram a iniciativa de capturar cápsulas de fuga da Federação e
setor. Nesse objetivo, falhamos espetacularmente. Nossa vitória levou tomaram os o ciais da nave em custódia. O interrogatório da o cial
a uma Aliança Federação-Klingon que dominou os Quadrantes Alfa e tática em exercício Tasha Yar revelou que o treinamento da Federa-
Beta por mais de vinte anos e nos isolou do resto da Galáxia. ção estava décadas na nossa frente e explicou como uma única nave
Relatórios dos comandantes em Narendra III comentaram sobre a da Federação foi capaz de se defender contra quatro aves de guerra.
VISUAL REPRESENTATION The Ansata are a political separatist group, located on the
eastern continent of the planet. Since 2296, the people of
the western continent have been using terrorism to get the
Rutian government to listen to their requests.
SPECIES ABILITIES
Rutians are so physically close to humans that they
have only one adjustment to their base-line attributes.
This is a -1 species penalty to their Presence
attributes, due to the often volatile nature of the Rutian
personality.
Picks
14 ([+5] +1 Vitality, [-5] -1 Presence, [+5] +1
SAURIANS
Perception, [+8] Courtier, [+2] Skill Focus: Keen
Smell, [+3] Home By The Sea, [-4] Nearsighted). Personality
ST: TMP Steady and adaptable, Saurians are reliable
companions and capable administrators.
15
STAR TREK ROLEPLAYING GAME
Language and Names Perception, [+2] Cultural Flexibility, [+2] Great
Aulia or Federation Standard. There are several Stamina, [+4] Natural Linguist, [+3] The Universe
Saurian dialects, but Aulia is the most common, a Will Provide).
musical and complex language that employs heavy ST: TMP
tonal qualities that make it sung more than spoken.
It is extremely difficult to learn. To most species,
Saurian names are pretty sounding and often have a
musical quality.
Favored Profession
Starfleet Officer. Saurians are enthusiastic
supporters of the Federation and Starfleet.
Species Adjustments
+1 Strength, +1 Presence, +1 Perception
Species Abilities
• Bonus Trait: Cultural Flexibility: Saurians are
xenophiles, enjoying learning about new
people and cultures.
• Bonus Edge: Great Stamina: Saurians’ quad-
ruple hearts give them great endurance.
• Natural Linguist: Saurians learn languages
with ease. After a full day of exposure to a
new language, it can be learned at level 1
XELATIANS
with a TN 10 Intellect test. Saurians advance
all language skills as professional skills. Personality
• The Universe Will Provide: Saurians have a Reserved and highly intelligent, Xelatians often
strong belief in the sentient nature of the come across as mysterious or intimidating. They
universe and the idea of a master plan. They have a whimsical sense of humor and are curious
begin the game with +1 Courage. to the point of stubbornness. Xelatians are solitary
by nature, but are very curious about others as well
Picks as the unknown. They rarely let an obstacle prevent
26 ([+5] +1 Strength, [+5] +1 Presence, [+5] +1 them from achieving their goals.
16
SAURIAN
THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY
The Saurians are a humanoid reptilian species from the planet Sauria, best
known for Saurian brandy, one of the most popular and infamous alcoholic
drinks in Federation space. While they were capable of space travel for
decades prior to their neighbouring systems, such as Earth, the Saurians
established no colonies beyond their home system. Hailing from a system with
planets rich in natural resources (including dilithium) other species were eager
to trade with Sauria, so Saurians seldom had to venture far out into space,
instead letting others come to them. Contact between Saurians and Humans
took place in the mid-22nd Century, shortly before the original NX-1 Enterprise
was decommissioned. As first contact occurred with an Earth cargo ship,
Starfleet had to dispatched a second starship to initiate more formal relations.
Since that date, the Saurians have joined the Federation and have numerous
members serving in Starfleet. In one possible timeline, a Saurian is the
Federation President in the first decades of the 25th Century.
RAPID RECOVERY
REQUIREMENT: Saurian, or Gamemaster’s Permission
You heal quickly from lesser wounds and are quick to catch your breath.
When you attempt the Recover Task, add a bonus d20 to the task.
RESILIENT FRAME
REQUIREMENT: Saurian, or Gamemaster’s Permission
Your scaly skin makes you particularly durable and hardy. Whenever you
successfully Avoid an Injury, roll 1 A. If an Effect is rolled, you immediately
regain the ability to Avoid Injury
TENACIOUS WILL
REQUIREMENT: Saurian, or Gamemaster’s Permission
When driven by what you believe most, you stubbornly refuse to
yield and strive to succeed at all costs. When you spend a point of
Determination to attempt a second Task, you may re-roll a d20 if you
have an applicable Focus for this Task or re-roll up to two d20s if you
have no applicable Focus.
ATTRIBUTES:
+1 Daring, +1 Fitness,
+1 Reason
ENHANCED METABOLISM
REQUIREMENT: Saurian.
,
HUNTER S SENSES
REQUIREMENT: Saurian or gamemaster’s permission.
CHAPTER 05.10
095
Selay
THE NEXT GENERATION ERA ONLY
The Selay have been engaging in a bloody interplanetary war against the
other sentient life form in their system, the Anticans. When the Selay landed
a crude spaceship on the surface of Antica, they found natives to be vicious
and with no mercy. An Antican hunting pack immediately attacked and
devoured the Selay after they had landed. Leaving only two survivors who
retaliated and killed most of the pack, the surviving members would alert
the Central Pack of the new "invaders". Though they outnumbered the
Selay, the fact that they lacked space ight and advanced weapon
technology prevented them from exterminating their nemesis for the
violating their land.
A Federation mediator tried to establish diplomatic relations between the
two worlds. Delegations from both sides are now meeting on the
world of Parliament. Though a fragile cease- re is in e ect, for the
most part, each side has just stated its grievances against the
other with no attempt to seriously negotiate a nal treaty. The
Selay are impatient, and they probably have established
contacts with the Ferengi Alliance in hopes of resolving their
con ict more quickly.
Their home planet consists mostly of desert regions, and the
average temperature is over 40° Celsius.
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Sheliak
TOS era and beyond
The Sheliak, native to the Shelia star system (Alpha quadrant) are a reclusive,
non-humanoid species encountered by the Federation during the 23rd
Century. They are roughly T-shaped with a stocky central body & 2 ovoid
projections, sort of like stubby wings, on either side. They possess a
featureless head-like projection at the top of their torsos. They have no
observable limbs or manipulatory appendages. Their skin is grayish with
sparkling highlights & has numerous creases in its surface. A pronounced
rippling motion is observable when they address humanoids. After
negotiating a complicated & exhaustive treaty (Treaty of Armens) with the
Federation, the Sheliak avoided any contact for 111 years. They are a rigorously
legalistic & exacting species that considers human beings to be inferior
lifeforms. Their species-political organization is called the Sheliak Corporate,
suggesting a goal-oriented cooperative structure. Names: Multi-syllabic given
names that are absolutely unpronounceable to other species.
Talents:
Sheliak, or with GM's permission.
Multitasking
Requirement:
A Sheliak can accomplish multiple tasks rapidly. You can take 2
actions/round with the additional action adding 1 to the Difficulty. This
applies to Extended Tasks, as well.
SPECIES
Sheliak
TOS era and beyond
The Sheliak, native to the Shelia star system (Alpha quadrant) are a reclusive,
non-humanoid species encountered by the Federation during the 23rd
Century. They are roughly T-shaped with a stocky central body & 2 ovoid
projections, sort of like stubby wings, on either side. They possess a
featureless head-like projection at the top of their torsos. They have no
observable limbs or manipulatory appendages. Their skin is grayish with
sparkling highlights & has numerous creases in its surface. A pronounced
rippling motion is observable when they address humanoids. After
negotiating a complicated & exhaustive treaty (Treaty of Armens) with the
Federation, the Sheliak avoided any contact for 111 years. They are a rigorously
legalistic & exacting species that considers human beings to be inferior
lifeforms. Their species-political organization is called the Sheliak Corporate,
suggesting a goal-oriented cooperative structure. Names: Multi-syllabic given
names that are absolutely unpronounceable to other species.
Talents:
Sheliak, or with GM's permission.
Multitasking
Requirement:
A Sheliak can accomplish multiple tasks rapidly. You can take 2
actions/round with the additional action adding 1 to the Difficulty. This
applies to Extended Tasks, as well.
SPECIES
ALL ERAS OF PLAY
One of the oldest and most technologically advanced
species in the Delta Quadrant, the Sikarians have enjoyed
hundreds of years of peace and prosperity. Warm and
welcoming, the Sikarians are renowned through the region
as one of the most hospitable civilizations, and deeply enjoy
guests and visitors to their world. Despite their advanced
capabilities, the Sikarians do not claim a large domain and
instead can be found on a handful of colonies outside of their
homeworld. While they maintain a small, yet powerful, eet,
they primarily rely on their advanced transporter technology,
called a trajectory, to travel between destinations.
TRAIT: Sikarian. Physically, Sikarians are very similar Sikarians commonly name their children after important
to Humans and other near-Human species. They are gures in shared stories. Because of this, the Sikarians have
of similar height and mass, with a similar range of skin introduced many names from species they have encountered
tones and hair colors. Their utopian existence has nearly over the years. Traditional Sikarian names are usually
eliminated all forms of hard labor, and the Sikarians, by composed of two syllables and favor a consonant-vowel-
and large, enjoy lives of leisure. This can be seen in both consonant pattern that is common in this region of space.
their slight frames and their style of dress. Sikarians prefer Within the Sikarian language the sounds of “th,” “ch,” and “ll”
loose, owing robes and delicate wireframe headwear. are represented as their own letters, and thus do not break
this pattern. Family names are passed down through the
TALENTS: The character receives access to the mother and follow a Sikarian’s given name.
following Talents:
SAMPLE NAMES
Masculine: Sinom, Rosar, Baret, Gathorel, Japenel, Seberal,
REQUIREMENT: Sikarian, or Gamemaster’s permission. Naderen, Kanel
A deep respect for and adherence to established laws Feminine: Aldena, Halle, Kisteri, Jalelli, Corta, Suleila,
provides the character with emotional assuredness. When Jodela, Carela, Diena
spending Determination to bring one of their Values into play, Gender-Neutral: Posel, Harge, Marce, Senel, Alanel
the character may select two bene ts instead of one. The Family: Otel, Labin, Solis, Tann, Almar, Miton, Moras, Goull,
circumstances of this Task and the Value being used must Mitlon, Donal
SILVER BLOOD
THE NEXT GENERATION ERA ONLY, POST-2374
In its natural state, the Silver Blood is a biomimetic metallic fluid found on a Class Y demon
planet in the Vaskan sector of the Delta Quadrant. Made of deuterium and dichromates, the
Silver Blood is able to mimic any biological entities and technology that it comes into
contact with, copying memories, personalities, and even computer programs perfectly. The
Silver Blood became sentient for the first time when the crew of the U.S.S. Voyager
encountered it in 2374. The deuterium lifeforms copied Voyager and her crew. Soon after,
the Silver Blood copies left the demon planet, believing themselves to be the original crew
of Voyager. Disaster struck when subspace radiation from an enhanced warp drive
destabilized them, and the ship and all aboard were lost. However, that ill-fated ship and
crew may not be the only copies that exist, and other lifeforms and technologies may have
been copied by the Silver Blood.
Ø TRAIT: Silver Blood. In addition to species traits from the origin species, Silver Blood
duplicates also exhibit native resistance to Class Y demon planet conditions. They are
almost indistinguishable from the original, but may be identified as Silver Blood via a
dichromate catalyst. They are also susceptible to nadion radiation and certain types of
subspace radiation that would normally be harmless, such as those emitted by
enhanced warp cores. Exposure causes molecular cohesion and acute cellular
degradation. Renewed contact with the original may re-stabilize their form. Over time,
Silver Bloods risk forgetting that they are copies.
Ø TALENTS: The character receives access to all talents of the origin species. A Silver
Blood character must select the Demon Planet Origin talent during character creation.
You are a biomimetic deuterium lifeform originating from a Class Y demon planet, and can
survive in harsh conditions such as dense, toxic, and highly corrosive atmospheres, surface
temperatures that exceed 200 C, and thermionic radiation. You do not require a suit to
survive on a Class Y planet. Newly-created Silver Blood copies can only breathe Class Y
atmosphere at first, requiring 2d20 days before they gain an adaptation to the atmospheric
mix required by the origin species.
In its natural state, the Silver Blood is a biomimetic metallic fluid found on a Class Y demon
planet in the Vaskan sector of the Delta Quadrant. Made of deuterium and dichromates, the
Silver Blood is able to mimic any biological entities and technology that it comes into
contact with, copying memories, personalities, and even computer programs perfectly. The
Silver Blood became sentient for the first time when the crew of the U.S.S. Voyager
encountered it in 2374. The deuterium lifeforms copied Voyager and her crew. Soon after,
the Silver Blood copies left the demon planet, believing themselves to be the original crew
of Voyager. Disaster struck when subspace radiation from an enhanced warp drive
destabilized them, and the ship and all aboard were lost. However, that ill-fated ship and
crew may not be the only copies that exist, and other lifeforms and technologies may have
been copied by the Silver Blood.
Ø TRAIT: Silver Blood. In addition to species traits from the origin species, Silver Blood
duplicates also exhibit native resistance to Class Y demon planet conditions. They are
almost indistinguishable from the original, but may be identified as Silver Blood via a
dichromate catalyst. They are also susceptible to nadion radiation and certain types of
subspace radiation that would normally be harmless, such as those emitted by
enhanced warp cores. Exposure causes molecular cohesion and acute cellular
degradation. Renewed contact with the original may re-stabilize their form. Over time,
Silver Bloods risk forgetting that they are copies.
Ø TALENTS: The character receives access to all talents of the origin species. A Silver
Blood character must select the Demon Planet Origin talent during character creation.
You are a biomimetic deuterium lifeform originating from a Class Y demon planet, and can
survive in harsh conditions such as dense, toxic, and highly corrosive atmospheres, surface
temperatures that exceed 200 C, and thermionic radiation. You do not require a suit to
survive on a Class Y planet. Newly-created Silver Blood copies can only breathe Class Y
atmosphere at first, requiring 2d20 days before they gain an adaptation to the atmospheric
mix required by the origin species.
Attributes
Fitness 2 [4]
Strength -1
Vitality +1
Coordination 4 [7]
Dexterity +1
Intellect 1 [5]
Presence 2 [5]
Psi 0 [5]
Skills
Culture (Gorn) 2 (3)
(Skolean) (3)
History (Skolean) 1 (2)
Languages, Skolean 1
Gorn 2
Shipboard Systems (Flight Control) 1 (3)
Space Science (Astrogation) 1 (2)
Vehicle Operation (Shuttlecraft) 1 (3)
World Knowledge (Skoleans) 1 (2)
Background
Skoleos is a low-tech world between Federation and Gorn space. Though an associate member, the Skoleans maintain only
good relations with the Federation, whilst being almost allies with the Gorns. No Skolean has served in Starfleet, but many
will work for the Gorns as fighter and shuttlecraft pilots, skills at which the Skoleans have the reputation for being amongst
the best in the galaxy. This is nearly always for a fixed five year period or "S'torra", as well as a fee. This pact is one that no
Skolean will ever break, but once over, they will usually serve elsewhere, but for their first S'torra, Skoleans feel obliged to
serve with the Gorns.
Only 1.6 meters tall, Skoleans are skinny lizards with a wiry rather than strong build. They can swivel their eyes giving them
excellent peripheral vision, and they also have the ability to change the color of their skin enabling them to blend into the
background. Working best under low light, this ability does not defeat the scanning ability of tricorders, and they need to be
totally naked for it to work.
The Federation believes that the Gorns rendered the Skoleans both medical and technological aid during the early period of
the contact, which would explain why the Skoleans feel highly obligated to the Gorns. The Skoleans are happy to serve in
the Gorn military or help protect Gorn mercantile interests, as long as they are flying. The strength of this obligation is such
that the Skoleans now favor the Gorn tongue and naming conventions over their own.
Skoleans who do not serve the Gorns as pilots will often serve as scouts in the Gorn Vanguard Teams or Gorn army. Those
that serve in this capacity usually overcome their obsession with flying. Long service with the Gorns as a race has given the
Skoleans the same extreme dislike that the Gorns have of the Romulans.
Notes
The Skoleans are a conversion of the race that appears and is described in Prime Adventures 1, a supplement for Prime
Directive, the role-playing game for the Star Fleet Battles universe published by Task Force Games. For further information,
see page 44 of Prime Adventures 1.
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are property of TrekRPGNet and may not be reproduced without permission. See the legal page for more information.
There is another species very similar to the Aurelians lying near the Organian Treay
Zone. Aplithin IV is one of the more distant members of the Federation. This class M
planet is noteworthy as the home of an intelligent species of avians, bipedal creatures
standing about 2.5 meters tall with a feathery wingspan of over 5 meters. The world's
low gravitiy (0.70G) and tenous atmosphere give the inhabitants the power of controlled
flight. Not surprisingly, Aplithian culture centers are located in the mountain ranges of the
northern hemisphere. Since their contact (2180) with the Federation over century ago,
Aplithin has become a full UFP member and supports a large research installation.
Species Abilities:
·Bold
·Talons add +1 to HTH
The Skorr are an avian-humanoid race with advanced technology and the ability to
breed vast armies very quickly. They have deep knowledge in the Organic Technologies
and have instinctive aptitude to maneuver space ships. They have sharp beaks and
taloned hands and feet. Their tall, slender bodies are covered in a soft, downy plumage
that ranges in color from a deep reddish-brown to a dark yellow.
The Skorr Monarchy has long existed as a warrior nation with advanced technology and
the ability to breed vast armies very quickly. In the mid-21st century Alar, a Skorr
philosopher, lead his race into a new era of peace. After Alar's death, his thought
patterns were preserved in an Indurite sculpture referred to as the "Soul of Skorr." The
Skorr once again became an aggressive and militaristic nation after their success in
fighting the Galactic Wars against many of the various interstellar nations of the region.
The Religious Faction, who had been in power during these times, were removed from
the more important government positions by the Military Faction, after they managed to
gain more and more prestige fighting the battles that have kept the Monarchy safe.
The legendary chronicles of the great Skorr philosopher, Alar, affirms that this race was
once peaceful. Over time, however, they slowly returned to their warrior roots and sought
to once again expand their Monarchy. During the Galactic Wars the Skorr worlds were
repeatedly attack by many hostile empires, who were beaten back every time due to the
fierce fighting spirit of the Skorr. The Skorr are native to the planetary system Alpha
Carinae II.
____________________________________________________
CYGNIAN (Equine)
The Skorr are a bipedal avian species whose feathered wings allowed them to
fly. Hailing from the planet Aurelia, the Skorr were accepted into the Federation
in the mid-22nd century. This induction was hotly debated as the Skorr had a
fearsome reputation as a predatory warriors people. For years they had used
their advanced military technology to battle across the stars. Paired with their
swift maturation and high birth rate, the Skorr were able to rapidly form armies.
However, in the mid-21 st century, a religious leader named Alar led the Skorr
into an era of peace. Alar is credited for civilizing the Skorr and permitting their
entry into the Federation. Even now, many Skorr are reluctant to take violent
actions, viewing it as surrendering to baser instincts. To ensure his teachings
and philosophies were not corrupted, Alar preserved his thought patterns in
an indurite sculpture known as the Soul of the Skorr, which is the most prized
relic of the Skorr. The Soul of the Skorr is but one example of the Skorr’s
famed stoneworking, which was used to carve their ancestral aeries. Owing
in part to their warlike past, which is a lengthy series of conflicts, the Skorr
have a fascination for history. They have collected an extensive historical
database that has proven useful to scholars across the quadrant.
TRAIT: Skorr. Loosely humanoid, Skorr stand taller than most Humans with
bright yellow feathers and taloned limbs. Stretching out from their backs are
wings that can span three meters when fully extended. Despite their height,
Skorr are lighter than Humans due to their hollow bones. As a predatory
species, Skorr have an excellent sense of sight with visual acuity many times
that of a Human. However, they have a poor sense of smell and taste.
NIMBLE FLYING
REQUIREMENT: Skorr, or Gamemaster’s Permission
With a sudden flap of your wings you can bound quickly from place to place.
When you take the Movement Minor Action, you can move through or out of an
enemy’s Reach, provided there is room to move over and around them.
SWIFT FLIGHT
REQUIREMENT: Skorr, or Gamemaster’s Permission
Your wings allow you to fly with speed and surprising grace. When you
succeed on a Sprint Task, you generate 1 bonus Momentum
TRAIT: Son’a. The Son’a were once similar to humans in appearance but
centuries of exile from their homeworld has led them to experiment
upon themselves to stay alive. Most Son’a must spend several
hours each day undergoing beauti cation treatments and
extensive genetic modi cations in order to stay alive. Most
Son’a can be described as possessing a stretched appearance
to their faces, while others develop painful lesions along their body.
Son’a children, who are almost never permitted to leave their homeworld,
are similar in appearance to the Ba’ku but possess pale skin.
REQUIREMENT: Son’a.
The Son’a are hedonists who embrace all the pleasures that life has to o er
but that does not mean they are not well educated. A large portion of the
Son’a’s scienti c research is dedicated towards understanding the unique
particles that cling to the atmosphere of their former homeworld. When
dealing with subatomic particles and the e ects of radiation, the Son’a may
ignore the e ects of any Condition for the scene and may roll an additional
d20 when attempting to understand the nature of these e ects.
SAMPLE NAMES:
Masculine names: Ru’afo, Soboi
Feminine names: Var’esheshka, Tu’la
Gender-neutral names: Wy’nalido, Vesh
SON’A
THE NEXT GENERATION ERA ONLY
Exiled from their home planet in the late-23rd century, the Son’a are a nomadic people
who maintained some outposts. They are a narcissistic species, with a love of jewels
and precious metals. The once-subjugated Tarlac and Ellora species serve the Son’a
as a labor class. Their secret relationship to the Ba’ku is discovered in 2375.
Ø TRAIT: Son’a. The Son’a desperately seek to prolong their lives, using genetic
manipulation and surgery to look younger, and to purge toxins from their bodies.
They use techniques such as skin-stretching. However, many are suffering from
fatal diseases due to bacteria in their systems. Their experiments to prolong life
have made them infertile. They are genetically identical to the Ba’ku.
SO’NA DESPERATION
REQUIREMENT: Son’a, or Gamemaster’s permission.
Whenever you are below your maximum Stress, and buy an additional d20 by adding
to the Threat pool, you may re-roll a single d20.
EPICUREAN
REQUIREMENT: Son’a, or Gamemaster’s permission.
You have a love of pleasure, and are an expert in fine art, fine food and wine, and
culture. When you engage in a Task that involves such things, you gain a point of
bonus Momentum to spend on Obtain Information. The bonus Momentum may not be
added to the group pool.
You have lived a very long time, seen many things and learned much. Once per
mission, you may use Extended Life Experience as a Focus for any Task, but the
Complication Range for that Task is increased by one.
While Species 116 originates in the Delta Quadrant, they were scattered
across the galaxy after the Borg invasion. If they could ee with a ship, the
quantum slipstream drives could have easily brought them to other
quadrants. So the GM may allow this species in a campaign not set in the
Delta Quadrant.
44
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STAR TREK ROLEPLAYING GAME easily. At very close range, the creature can fascinate or
SPECIES PROFILE mentally paralyze its prey, preventing it from escaping even
if it saw the creature's actual form. The creature can feed
equally well in its natural form, or while projecting one of
these images.
SPECIES NAME: FOTIALLAN (M-113
Creature / “Salt Vampire”) LANGUAGES
Fotiallans speak their own language; a confusing, elaborate,
VISUAL REPRESENTATION
and fast spoken language that sounds like high-pitched
gibbering to most other people. But they are also able to
use their telepathic abilities to learn other languages very
quickly.
COMMON NAMES
There are no known, or documented Fotiallan names. Most
people do not even realize the true name of their species,
which is documented as “The M-113 creature” or even the
“Salt Vampire”.
HOMEWORLD
Fotialla – documented in Starfleet records and Federation
starcharts as M-113. A barren, desolate, and long-deserted
world. Fotialla was decimated by a military attack in 2249,
and most of the species was wiped out.
In the 1850s, the Suliban homeworld became uninhabitable, and the species
was forced to make a rapid exodus to the stars. The species largely became
nomadic, with those who could settling in the territory of other species, such
as Tandar, Betazed, and Kantare. Others made a living as scavengers, looking
for salvage or mineral rich asteroids. During the 22nd Century, a terrorist
faction of Suliban known as “the Cabal” were foot soldiers in the Temporal
Cold War: an unknown individual from the 28th Century armed The Cabal with
advanced technology such as cloaking devices and genetic resequencers.
Their attempts to destabilize the region caused Suliban refugees on many
worlds to be imprisoned, sent to detention camps, or exiled off-world. By
the 2260s, the Temporal Cold War had quieted and the Cabal lost their
backer. Without their support from the future, the Cabal splintered and
eventually disbanded. Despite this, it was decades before much of the
Quadrant saw the Suliban as more than terrorists.
SNEAKY
REQUIREMENT: Suliban, or Gamemaster’s Permission
You have learned to keep your head down and avoid attention. When
attempting to remain unnoticed, hide, or move quietly, you add an
additional d20 to your dice pool.
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
SULIBAN
ALL ERAS OF PLAY
Ø TALENTS: The character receives access to the following talents. Suliban must
take Genetic Adaptability at some point in character creation.
GENETIC ADAPTABILITY
REQUIREMENT: Suliban, or Gamemaster’s permission.
When Medicine or Science Tasks are performed on you, reduce the number of
Complications by one (to a minimum of zero).
SULIBAN FLEXIBILITY
REQUIREMENT: Suliban, Genetically-Enhanced. Requires Gamemaster’s permission.
You have Resistance 2, and limited shapeshifting (self-compression, cling to walls, etc.)
CABAL MODIFICATIONS
REQUIREMENT: Suliban, Genetically-Enhanced. Requires Gamemaster’s permission.
Character creation only.
Choose three options below. Cabal technology is required to change these choices later.
Add 1 Threat the first time you use one of these abilities or traits in a Scene. Using
different abilities or traits in the same scene requires additional Threat.
o Impersonate: Use Control + Medicine. Chose Difficulty from 1 to 3; that’s
the Difficulty to penetrate the disguise.
o Subcutaneous Pigment Sacs: Minor Action to camouflage or reveal self.
Difficulty of Tasks to see or target the Suliban is at +2.
o Measure Trust By Touch: Use Insight + Medicine at Difficulty 1,
opposed by Presence + Command.
o Bronchial Lobes (Trait): Endure other atmospheres and vacuum.
o Compound Eyes (Trait): Detect things even ship sensors miss.
SNEAKY
REQ UIREMENT: Suliban, or Gamemaster's Permission
You have learned to keep your head down and avoid attention. When attempting
to remain unnoticed, hide, or move quietly, you add an additional d20 to your
dice pool.
Text by "Je:ste:r" David Gibson; Art Copyright Star Tre:h Online: and C ryptic Studios
SPECIES•
Suliban
ALL ERAS OF PLAY
The Suliban homeworld became uninhabitable nearly 500 years ago. Most
Suliban adopted a nomadic lifestyle, while some settled in the territories of
other species and assimilated into the local populace.
At some point, a group of Suliban came into contact with a mysterious
gure from the 28th century, who represented a faction in the Temporal Cold
War. This individual o ered physical “evolution” and advanced
technology to the Suliban in exchange for their service. These
Suliban formed the Cabal and began to carry out clandestine
attacks designed to destabilize various powers in the region.
The activities of the Cabal soured perceptions toward the
Suliban people as a whole. Some began to see all Suliban as
potentially dangerous monsters, due to the modi cations of
Cabal soldiers. These sentiments stirred resentment in
uninvolved Suliban toward both the Cabal and their former
neighbors of other species.
45
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Takaran
2381 & beyond
In 2381, Takarans were still not members of the Federation. When Lonnoc
Kedair emigrated to the Federation in order to join Starfleet, she was
surprised to discover that other humanoid species were much more
vulnerable than hers.
To Starfleet medical equipment, only the rate of cellular decay could verify
whether a Takaran was dead or alive–a slow rate of cellular decay was
indicative of a Takaran in voluntary stasis; the rate of cellular decay would be
much faster if the Takaran were truly dead.
Talents:
Takaran, or with GM's Permission. Must take Takaran Hide talent.
Takaran Hide
Requirement:
You have an extremely high resistance to physical Injury giving you a
resistance of 4 & immunity to all effects. You are really hard to kill by
conventional means.
Bio-Stasis
Requirement:
You can voluntarily control your cellular activity, enabling you to put a
part of your body in stasis (reduce injury by 1 in specific areas & reduce
the overall effects of stress by 3). or you can put your whole body in
stasis.
Requirement:
SPECIES
Takaran
THE NEXT GENERATION ERA ONLY
Hailing from the planet Takara, they are not Federation members. Takarans
are a highly developed people, although they usually do not mingle with
other species and tend to their own a airs. Takara is a very advanced world
with many well-regarded universities that focus on subspace theory.
Due to their resilient physiology, physical prowess is not seen as very
important in Takaran society. Instead, personal achievements in the liberal
arts and sciences determine the status of an individual in their culture. This
however leads to a very competitive environment in those elds, prompting
Takaran scientists to attend o -world conferences and symposiums, even
though they are usually not very sociable towards other worlds. Because of
this attendance, Takarans are relatively well known in the scienti c
community, but many aspects of the species, including their unique
anatomy, are not.
47
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Takaran
2381 & beyond
In 2381, Takarans were still not members of the Federation. When Lonnoc
Kedair emigrated to the Federation in order to join Starfleet, she was
surprised to discover that other humanoid species were much more
vulnerable than hers.
To Starfleet medical equipment, only the rate of cellular decay could verify
whether a Takaran was dead or alive–a slow rate of cellular decay was
indicative of a Takaran in voluntary stasis; the rate of cellular decay would be
much faster if the Takaran were truly dead.
Talents:
Takaran, or with GM's Permission. Must take Takaran Hide talent.
Takaran Hide
Requirement:
You have an extremely high resistance to physical Injury giving you a
resistance of 4 & immunity to all effects. You are really hard to kill by
conventional means.
Bio-Stasis
Requirement:
You can voluntarily control your cellular activity, enabling you to put a
part of your body in stasis (reduce injury by 1 in specific areas & reduce
the overall effects of stress by 3). or you can put your whole body in
stasis.
Requirement:
SPECIES
STAR TREK ROLEPLAYING GAME They will often refer to their father figures by their military
SPECIES PROFILE rank, or social psition. Thus a Talarian child might call his
father "captain" rather than "father".
Raktajino is known to have intoxicating effect on In 2367, the USS Enterprise-D discovered a small Talarian
Talarians. observation craft being used as a training ship for young
Talarian warriors, adrift in Sector 21947.
CULTURE
The craft had developed a serious radiation leak in its
Talarians follow a strict set of traditions and customs. propulsion system, and Dr. Beverly Crusher's team
Their society is rigidly patriarchal, where a woman evacuated the survivors, including a Human youth named
could never outrank a man, and encourages warrior- Jono, to the Enterprise.
like behavior.
Soon after, the Talarian warship Q'Maire, commanded by
In Talarian society, women are considered to be "only Endar, along with two sister warships, intercepted and
for mating and working". And Talarians do not surrounded the Enterprise in the hopes of forcing the
consider themselves to have mothers. Only fathers.
release of Jono, Endar's adoptive son. An armed consisting of neutral particle weapons, X-ray lasers, and
conflict was averted when Captain Jean-Luc Picard merculite rockets, and thus did not represent a serious
decided to return Jono to the Talarians. tactical threat to a Galaxy-class starship. They also
employed subspace proximity detonators and self-destruct
Attacking a superior officer, like a captain, is devices that were installed on their ships. Though their
considered the highest offense and is punishable by technology is inferior, they are known to employ guerrilla
execution, usually carried out by the offended officer. tactics, such as booby-trapping an observation ship and
sending out distress calls, luring would-be rescuers to their
Talarian uniforms reflect a militaristic culture. Talarian deaths.
officers and boys having passed the Age of Decision
wore a similar brown padded uniform-vest and black FAVORED PROFESSION
trousers. Large black helmets and black leather gloves
Soldier or Starship Officer in the Talarian fleet.
are a standard part of the uniform, and a ribbed
silvery-black undergarment was worn under the brown
Talarians are fierce warriors, and very loyal to their own
vest. Large rifles are worn on a shoulder strap on the
people. There are no Talarians serving in Starlfeet, or at the
right side of the body.
most, very, very few.
Golden insignia are worn on the right side of the
Talarians favor a military lifestyle over one of science and
uniform vest; two different kinds were observed:
exploration.
captains and senior officers wore badges with
rounded ends, where young Talarians wore badges
Aside from their own rituals, such as The B'Nar, Talarians
with pointed triangular ends. Additionally, only
do not subscribe to any particular type of mysticism. There
captains wore a second golden insignia, consisting of
are no Talarian mystics unless they follow a non-Talarian
three diamond-shaped metal pieces positioned
path.
centrally on the chest.
Talarian Spceial Forces, and Weaponmasters are common
LANGUAGES Elite Professions.
The Talarians speak their native language of Talarin. It
is a gruff, coarse language that sounds somewhat SPECIES ABILITIES
similar to Klingon, but more like Terran German than
Talarians are very durable and sturdy individuals, thus they
the comparisons that the Klingon language has
receive a +2 species bonus to their Vitality attributes.
received to both the Russian and Japanese languages
However, their coarse manners, xenophobic and misogynist
of Earth.
behavior, and tendencies towards violence all combine to
provide a -1 species penalty to Presence scores.
The language consists of short words usually no more
than one or two syllables, and rendered in a quick,
Talarians also have other traits unique or common to their
blunt style that often sounds as if Talarians are
species.
barking at one-another rather than actually speaking.
COMMON NAMES The B'Nar: A very important act, or ritual for Talarians. A
Common Talarian names are usually short, but have a Talarian will perform The B'Nar when in mourning, or cut off
less gruff or rugged sound than most words in their from other Talarians. This is called “making” the B'Nar. And
language. The names Endar, and Jono are good a Talarian who has made the B'Nar for a length of time equal
examples of Talarian nomenclature. to a roll of 2d6-Stamina mod immediately regains all spent
courage points. Also, making the B'Nar is so enheartening
HOMEWORLD to a Talarian that for every 1d6 minutes spent making this
ritual sound a Talarian gains a +1 bonus to Stamina
The Talarian homeworld of Talar is a remarkable Earth-
reactions and a +2 Willpoer bonus for a duration equal to
like planet with all of the same climates, and
2d6+Presence mod in rounds.
environmental conditions present on Earth in roughly
the late 19th century.
Ferocity: Talarians are fierce warriors, and like Klingons
have this trait as a species trait. See page 99 of Aliens, or
Although the Talarians have an advanced technology,
page 41 of the Player's Guide for more details.
capable of space travel, they did not damage their
environment during their industrial age and still have
Bloodlust: (species Flaw) Some Talarians are more violent
wide expanses of wilderness, and a lack of general
than others and may have the Bloodlust flaw as a species
pollution to their environment.
trait. This trait, if had by a Talarian, will never go beyond the
first level of the Flaw. And the Bloodlust flaw may be bought
Were it not for the xenophobic nature of the Talarian
off by a Talarian, at the Narrator's discretion. For more
people, Talar could be a highly sought-after vacation
information on this Flaw see page 139-140 of the Player's
spot as it is a lovely world with sprawling forests, and
Guide.
long stretches of very hospitable beaches.
Talarians are a Xenophobic species, & will normally wear gloves when in the
company of other species to avoid touching an "alien" directly. Removing the
gloves & touching someone with the bare hands is a sign of affection &
respect. Bowing is considered a sign of respect, affection & solidarity. When
meeting a close person, the bowing is extended by touching arms & gently
pressing foreheads.
NAMES: Talarian names are usually short, but have a less gruff or rugged
sound than most words in their language. The names Endar & Jono are good
examples of Talarian nomenclature.
Talents:
Talarian, or with GM's Permission.
Cruel
Requirement:
You are cruel & have a reputation to match it. When you attempt a Task to
identify the weaknesses or flaws of an enemy you reduce Difficulty by 1.
If the enemy has a trait which reflects this weakness, you may re-roll a
single d20 on the next attack or persuasion Task you attempt vs them.
The B'Nar
Requirement:
A Talarian will perform The B'Nar when in mourning or cut off from other
Talarians. After he has made the B'Nar for a length of time = to Fitness
score, he immediately regains all Stress points. Also, making the B'Nar is
so enheartening to a Talarian that he gains 1d20 to Control or Fitness rolls
SPECIES
Talarian
THE NEXT GENERATION ERA ONLY
Talarians follow a strict set of traditions and customs. Their society is rigidly
patriarchal, where a woman could never outrank a man, and encouraged
warrior-like behavior.
Xenophobic tendencies among Talarians were hinted by the fact that
Talarians were gloves when touching aliens. Removing the gloves and
touching someone with the bare hands was a sign of a ection and respect.
Talarians are very competitive; games, tests, and competitions are an
important part of their culture, and children regularly engage in contests and
challenges. Sharing victory is an important part of the games. Furthermore,
when undertaking the tests, pain is not a consideration as passing the tests
is what mattered.
Talarians believe that men's purpose was to pass the tests and to
become strong. If they do not test themselves constantly,
Talarians would become weak and the weak die quickly.
Women, while weak, were spared this fate by men protecting
them so that they can concentrate on artistic and scienti c
endeavors.
Talarian military weaponry is inferior to Federation standards,
consisting of neutral particle weapons, high energy X-ray lasers,
and merculite rockets, and thus do not represent a serious
tactical threat to a Galaxy-class starship. However, they also
employ unconventional tactics such as subspace proximity
detonators and self-destruct devices that are installed on their
ships. Though their technology is inferior, they are also known to
employ guerrilla maneuvers, such as booby-trapping an
observation ship and sending out a distress call, luring would-
be rescuers to their deaths.
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Talarian
TOS era and beyond
Talarians are a Xenophobic species, & will normally wear gloves when in the
company of other species to avoid touching an "alien" directly. Removing the
gloves & touching someone with the bare hands is a sign of affection &
respect. Bowing is considered a sign of respect, affection & solidarity. When
meeting a close person, the bowing is extended by touching arms & gently
pressing foreheads.
NAMES: Talarian names are usually short, but have a less gruff or rugged
sound than most words in their language. The names Endar & Jono are good
examples of Talarian nomenclature.
Talents:
Talarian, or with GM's Permission.
Cruel
Requirement:
You are cruel & have a reputation to match it. When you attempt a Task to
identify the weaknesses or flaws of an enemy you reduce Difficulty by 1.
If the enemy has a trait which reflects this weakness, you may re-roll a
single d20 on the next attack or persuasion Task you attempt vs them.
The B'Nar
Requirement:
A Talarian will perform The B'Nar when in mourning or cut off from other
Talarians. After he has made the B'Nar for a length of time = to Fitness
score, he immediately regains all Stress points. Also, making the B'Nar is
so enheartening to a Talarian that he gains 1d20 to Control or Fitness rolls
SPECIES
REQUIREMENT: Talaxian, or Gamemaster’s permission.
The character has developed a degree of ability across
ALL ERAS OF PLAY a broad range of disciplines. When attempting a Task
Resilient and reliable, the Talaxians have become one of the where more than one of the character’s Focuses apply, the
most widely recognizable and dispersed species in the Delta character may reroll a d20.
Quadrant. Talaxians have been warp capable for millennia,
and during this time they have encountered countless
species and traveled to nearly all corners of the quadrant. REQUIREMENT: Talaxian, or Gamemaster’s permission.
Talaxians have a reputation for being sociable, good natured The character comes from a race of social beings that are
travelers who enjoy the company of others. Unlike other outgoing, good-natured, and enjoy the company of others.
species that have been warp capable for such an extended This exuberance has the pleasant side e ect of improving the
time, Talaxians are not known for their technological attitude and outlooks of the people around them – regardless
capabilities – which can vary wildly from group to group. of whether those beings like it or not. When engaged in a
Like many species in the quadrant, Talaxians do not boast a Social Con ict, the character may spend 2 Momentum to
signi cant military presence or large empire, though this may improve the outlook and attitude of those around them. This
be due to the war between them and the Haakonian Order provides one of two e ects. The character is considered to
– a con ict that left both sides exhausted. Unfortunately, the have an Advantage in subsequent social interactions with the
war ended with the surrender of the Talaxian government individual a ected by this Talent. In addition, the character
following the detonation of a weapon of mass destruction on may choose to allow the individual to recover Stress equal to
a Talaxian moon. the character’s Command score.
Talemstra are four-armed humanoids known to the Federation, and are from a planet
of the same name. They have a peaceful civilization, which allows them to focus on
such artistic endeavors as dance, music, and sculpture. Some of them are fond of suck
salt, which can be addictive to their species.
EXAMPLE VALUE: You Look Like You Could Use Another Set Of Hands.
Ø TRAIT: Talemstra. Talemstra. This species has four arms, and are adept at using
their two pairs of hands. Some of the Talemstra are addicted to suck salt, which is
salt pressed into the shape of a stick.
Ø TALENTS: The character receives access to the following talents, and must take
Two Sets of Hands at character creation.
Tamarians are bipedal humanoids with long TRAIT: Tamarian. The tips of Tamarian
nostrils and ear holes on the sides of their thumbs act like a sucker and helps to
heads. A bony ridge runs from the top of their maintain a tight grip on objects, especially
nose and over the top of their heads. Two their ritual daggers. Unless they choose
smaller ridges usually run along the side of otherwise, Tamarians cannot be disarmed.
their heads, over their ear holes. Tamarians are
hairless and have thick, milky-white blood. Their TALENTS: The character receives access to
thumbs are long in proportion to the rest of their the following talents:
ngers and have a sucker-like tip on the end.
TRAIT: Tamarian. Tamarians are a spiritual and ritualis�c people whose language is derived
almost en�rely from metaphor and allegory of history and shared experiences. Something that can
be confusing or aggrava�ng to others who don’t understand them. This long period of isola�on and
failed first Contacts has made many Tamarians pa�ent with those who don’t understand. As of the
2380s, the Universal Translator does translate the Tamarian Language, albeit imprecisely at �mes.
You gain the ‘Imprecise Transla�on’ Trait.
The cultural language of your people, who speak only in allegory and mythological references,
allow you to consider avenues that others may not. When a�emp�ng to discern the meaning of
something that may seem inscrutable to most individuals, you may add three threat to the threat
pool in order to re-roll any or all of your dice. Addi�onally if you only used two dice for the task,
you gain an addi�onal die during the re-roll.
When you and another Character share an experience, you may spend 1 momentum to gain a trait
named for a mythological allegory that explains the bond that is shared between you two.
Addi�onally, any�me that allegory would apply to the situa�on and you are assis�ng them or being
assisted by them, either of you can re-roll one d20.
This trait is quasi-permanent and remains un�l you decide it is no longer relevant, or it is replaced
by another.
FEDERATION STANDARD
You have learned to speak Federa�on Standard, so that you do not have to rely on the imprecise
and imperfect transla�ons of the Tamarian language by the Universal Translators. You no longer
suffer from the ‘Imprecise Transla�on’ Trait when speaking in Federa�on Standard.
SAMPLE NAMES:
Female Names: Chenza, Jiri, Kimarnt, Kira, Lungha, Mira, Vhila, Zima
Male Names: Bazmin�, Darmok, Dathon, Jalad, Kayshon, Sharak, Temba, Zinda
BASILISKONLINE
Tamarian
THE NEXT GENERATION ERA ONLY
The Children of Tama – as the Tamarians refer to themselves – were
encountered a total of seven times in the hundred years after rst contact,
but formal relations were unable to be established, due to the complexity
and provincial nature of the Tamarian language – which is entirely
composed of metaphors derived from their collective experience and
mythology. Their language is constantly evolving as it incorporates new
metaphors describing certain events. One of the newest entries to their
language is the phrase “Picard and Dathon at El-Adrel”, referring to a rst
contact situation where two di erent aliens come to a mutual understanding
due to a shared struggle.
Apart from their unique language, Tamarians follow several rituals and are a
strongly spiritual people. For instance, before going to sleep, numerous
ceremonial objects are thrown on the ground and the pattern is being
observed, believing to give the Tamarian insight in events to come. Then
they are placed around the sleeping area as protection against
predators. Military personal carries ceremonial daggers that are
used in rituals as well, including death rituals involving fellow
soldiers.
Technologically, Tamarians are very advanced. Their deep space
cruisers are superior to Federation Galaxy-class starships at
that time.
SAMPLE NAMES:
Feminine Names: Danthana, Jalanthi, Nahomi
Masculine Names: Dathon, Sharak, Temhak
Gender-Neutral Names: Shanok, Jahon, Mhonok
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STAR TREK ROLEPLAYING GAME But Tamarians are not necessarily warlike. They are
SPECIES PROFILE explorers, and have a similarly passive society to that of the
Federation.
SPECIES NAME: Tamarians are also a deeply religious people, and their
culture is steeped in tradition and rituals. These rituals are
VISUAL REPRESENTATION seldom witnessed by outsiders or off-worlders.
Tamarian Rituals
Before sleeping, Dathon removed five ceremonial
objects from the right side of his uniform. He then
threw those objects to the ground gazing at the pattern
the objects formed on the ground and repeated the
ritual. After each new pattern, he touched his forehead.
PHYSICAL DESCRIPTION
Tamarians stand at roughly the same size as an LANGUAGES
average Human and their body shape is similar to that
of many humanoid species found in the Milky Way Tamarians who do not communicate in basic Federation
Galaxy, apart from some minor differences. Tamarian Standard speak completely in metaphor, siting references to
hands and fingers are Human-like but their thumbs are people, places, and events in their mytho-historical
elongated and have a sucker-like tip at the end. accounts.
The Tamarian head also differs from the Human The Tamarian language is analogous of a human
counterpart. Tamarians possess two long slitted communicating by saying “Juliet, on her balcony” to invoke
nostrils and have no visible auricles, but instead have an image of romance, “Scoorge, the next morning” to create
two small holes located on the sides of the head, a an image of a person who has undergone a profound
little higher than the Human ear. A large ridge runs change, or “Holmes, at Reichenbach” to indicate a
from the top of their nose to the back of the head and presumed defeat.
several more bony ridges or flaps of skin can be
observed on the sides of the skull. Apart from typical Federation Universal Translators, although they
sexual dimorphism observed in many humanoid successfully translate the words, present the syntax as
species, female Tamarians feature the same almost nonsensical
characteristics.
Instead of asking for cooperation, a Tamarian would use a
Tamarian skin is colored light brown with several phrase such as "Darmok and Jalad at Tanagra", because
darker red markings, especially on the head. The their culture's stories include a tale of two Tamarians,
species seems to be completely hairless and their Darmok and Jalad, who fought a common foe together on
blood is white, which shines through in some small an island called Tanagra.
arteries of the head.
Tamarian Language Samples
CULTURE
Tamarian culture is unusual due to their unique way of Darmok on the ocean - loneliness, isolation
communicating. Beyond this, however, they have a Darmok and Jalad at Tanagra - cooperation
basic patriarchal society with an emphasis on duty, The beast at Tanagra - an obstacle to be overcome
honor, and military service. Kadir beneath Mo Moteh - failure to communicate
HOMEWORLD
Kiteo, his eyes closed - refusal to understand Shantil III is the third planet in the Shantil system and
Temba, his arms wide/open - signifying a gift homeworld of the Tamarians. It is possible the planet was
Temba, at rest – declining a gift either once known as Tama, or Tamar, or is still referred to
Mirab, with sails unfurled - signifying departure by one or both names by the Tamarians sinc they are known
Shaka, when the walls fell - failure as the "Children of Tama" in their own self-references. Tama
Sokath, his eyes uncovered/opened - realization may also be a reference to either an ancient mytho-
The river Temarc, in winter - be quiet/silence historical hero, or even a god-type being in the same
Zinda, his face black, his eyes red - anger or accounts form which the Tamarians draw their language.
conflict, also can indicate pain or discomfort
Rai and Jiri at Lungha - greeting between two Shantil III is a Class-M planet with a mild climate, and an
different cultures/races ecosystem similar to Earth. The geography of Shantil III
Uzani, his army with fists open - to lure the enemy runs to rocks, rough, and dry land with few inland bodies of
towards you by spreading your forces water. Technologically, the Tamarians are on a par with the
Uzani, with fists closed - to close rank and attack Klingon Empire, and have done some minor trading with the
after luring the enemy Klingons. Their primary exports include clothing and food
Kalimash, at Bahar - pain, or illness subsiding stuffs, the latter consisting largely of a sweet jelly made of
the fruit of a thorny plant that grows in the more arid
Tamarian children learn the stories behind the regions of Shantil III.
metaphors, and thus their meanings, through
enactment and repetition. Variations of meaning in Tamarians import many raw materials, including primary
metaphors are conveyed through subtle vocal and metals, dilithium, and pergium. But most of their import
gestural cues that the universal translator will contacts are with Klingon, or Ferengi merchants.
normally miss. In fields such as engineering and
programming, a musical language is used to convey FAVORED PROFESSION
precise equations, numbers and instructions; thus Tamarians do not normally mingle with off-world societies
explaining how Tamarians can effectively operate any more than necessary. Most encountered Tamarians will
starships. be starship officers in their own stellar navy.
The Tamarian written language consists of thin Some Tamarians may also find work as craftsmen
horizontal and vertical lines with small letters written (Merchants), or Soldiers. And many Tamarians met off of
in the spaces between the lines. The lines meet at Shantil III will be Mystics and Adepts devoted to the pseudo-
right angles in the hand written form of the language religion of the Tamarian mytho-historical accounts, and the
but in an angle of circa 70 degrees on computer culture they have built around those accounts.
interfaces. Tamarians still use paper, colored bright
green, to write down notes. SPECIES ABILITIES
Subsonic Hearing: The Tamarian ear structure is specially
evolved to detect sound transmitted at a very low
frequency. This may be due in part to the wide range of
sounds used in rendering the musical second language of
Tamarians used to perform precise calculations, and work
complicated equipment.
Such names are older names, among the Tarlac, and are not
in common use due to the subjugation under the So'na.
Acknowledgment of Tarlac family and clan names were
outlawed by the So'na in an effort to assert their superiority
over the Tarlac.
SPECIES ABILITIES
Subjugated: (species Flaw)The Tarlac are a generally
passive species, and have long been under the control
of the So'na. As a result of their subjugated status
they are not the most resolute of individuals and
suffer a -1 penalty to their Willpower reaction rolls.
The Tarlac are a race conquered by the Son’a in 2325, and became part of Son’a
society as indentured servants. They have feline features. Tarlac underlings serve as
nurses, masseuses, soldiers, and officers.
Ø TRAIT: Tarlac. Tarlacs resemble felines, with hair similar to lion’s manes. They
have two bumps on their foreheads.
KEEN ASSISTANCE
REQUIREMENT: Tarlac, or Gamemaster’s permission.
Your keenness to help a superior is well-noted. When you assist someone of superior
rank or status, you may re-roll your d20.
KEEN STUDY
REQUIREMENT: Tarlac, or Gamemaster’s permission.
You have studied the medical needs of a species in depth. Choose a species. When
you attempt a Medicine Task on that species, you may reduce the Difficulty by one, to
a minimum of zero.
REQUISITOS: Tellarita.
Você tem uma mistura de resiliência física e fortitude mental que o torna difícil
de subjugar. Você reduz o custo de resistir a ser derrubado pelo efeito de dano
Derrubar em um, até um mínimo de 0, e recebe +1 de Resistência contra todos
os ataques não-letais.
Among the first alien species conquered by the nascent Terran Empire was
the Tellarites. Employing ships designed to resemble Vulcan craft, the Terrans
penetrated deeply into Tellarite space before attacking, seizing a foothold that
allowed them to launch repeated offensives against several Tellarite outposts.
Unprepared for the brutality of Terran conquest, the Tellarites watched in horror
as the Terrans pushed disabled ships out of orbit around their homeworld
and into the atmosphere, aiming the vessels at military targets as makeshift
bombs. Following the Tellarite surrender, the Empire made them an offer that
would be repeated on many worlds over the centuries: freely provide their
talents for the good of the empire and be allowed to live. The Tellarites shared
their technology and engineering skills with the Terrans, greatly expanding the
Imperial Starfleet that would eventually bring Andor and Vulcan to their knees.
Tellar continued to serve as a primary shipyards of the Empire, their entire
homeworld focused on manufacturing war machines for the empire. Unlike
Andorians, Vulcans, and Denobulans, few Tellarites were permitted off-world.
Their bellicose natures and greater skill at deception made them unpopular
on Starfleet vessels. While Tellar Prime remained in the Empire following the
assaults from the Klingon·Cardassian Alliance, the world suffered greatly. As
one of the primary imperial shipyards, it was frequently targeted by invasion
fleets and the surface was heavily bombarded with biological and radiological
weapons.
ARGUMENTATIVE
REQUIREMENT: Tellarite, or Gamemaster’s Permission
You enjoy a spirited debate, often following an introduction with complaints
or insults to initiate an argument. When you make an Opposed Task in Social
Conflict you gain 1 bonus Momentum. This bonus Momentum cannot be saved.
RELIABLE EXPERTISE
REQUIREMENT: Tellarite, or Gamemaster’s Permission
You are loathe to make mistakes, which also makes you reluctant to take risks.
When you gain an additional success from rolling below an applicable Focus,
you can ignore than extra success to instead cancel a Complication rolled on
the same Task.
SPECIES
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
TERRAN
ALL ERAS OF PLAY
Terrans once believed in liberty, freedom, and equality. By after the nuclear
fires of the 21 st Century, these ideas were dismissed as weaknesses that led
the species to the brink of annihilation. On April 5th, 2063, a group of Terrans
encountered a Vulcan scout ship: first contact with extraterrestrials. Gripped
with suspicion and fear, they attacked and killed the aliens, then stole their
technology. With this humble beginning, the Terrans began a campaign
of piracy that grew into an empire, as the Terrans conquered planet after
planet, enslaving the Orions, Tellarites, and Vulcans. Other systems swore
fealty to the empire, such as Denobula. The Machiavellian Terran Empire was
based on personal strength, with individuals wielding whatever power they
could maintain through fear or intimidation. The Empire lasted centuries until
2267, when a Vulcan named Spock determined the Empire was not logically
sustainable and decided to seize leadership. Spock instituted widespread
reforms across the Empire, curbing its military and working towards equality.
Ironically, these policies, which were meant to extend the longevity of the
empire, led to its downfall. The remains of the Klingon Empire, seeking
vengeance for the destruction of their homeworld, allied with the Cardassian
Union. This alliance invaded the Empire, conquering much of its territory and
enslaving its citizens. The war splintered the Terran Empire, with the few
surviving pockets arguing over who is the true inheritor of the Empire’s glory,
fighting with each other as much as the Klingon-Cardassian Alliance.
COMMANDING PRESENCE
REQUIREMENT: Human/ Terran, or Gamemaster’s Permission
You are natural leader,and accustomed to your orders being quickly obeyed
without question. When you perform the Direct Task, you can take an additional
Minor Action immediately afterwards.
DIPLOMATIC SAVVY
REQUIREMENT: Human/ Terran, or Gamemaster’s Permission
Humans have a talents for making impassioned speeches and building
bridges between nations and disparate species. When you succeed on a
Social Conflict Task using negotiation or presenting evidence but roll 1 or
more Complications, you can choose to instead fail the Task and ignore the
Complications.
SPECIES
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
Terrellian
THE NEXT GENERATION ERA ONLY
The species as it is known today developed from four distinct species of
primates, a very uncommon occurrence in a development of a higher
humanoid species. Ancient scientists in Terrellian culture long ago identi ed
these precursors and named them in their ancient language. The ancient
Terrellian language contained only few words which can change in meaning
depending on slightly di erent pronunciation, an aspect that is still apparent
in their modern language. The tree primates are Terell (literally “primate from
the forest”), Terru (“primate from the plains”) and Tylian (“primate from the
mountains”). While these primates looked very di erently, Terells were
further set apart by having six limbs. Today in their modern language, the
humanoid species is called “Terrellian”, an amalgamation of the tree primate
names, although “Terellian” (one ‘r’), “Terrelian” (one ‘l’) and “Tyrellian” are
considered synonymous.
Modern humanoid Terrellians are less distinguishable due to the
intermixing of the primates and post-primates, although there still
exist two-armed and four-armed morphologies.
Their homeworld is called “Terrella”, an M-class moon orbiting a
gas giant. They also colonized their second moon, which is
called “Tyrellia”.
Terrellians enjoy all competitions from playing dom-jot to
boxing. They like venturing outside their own home system,
oftentimes running cargo ships or merchant ships selling prized
spices, meats or diamonds. However, in the rst generations of
space travel, they also spread many diseases that are still not
eradicated today: The Terrellian Plague and the Terellian Death
Syndrome.
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THOLIAN
ALL ERAS OF PLAY
Territorial to the point of xenophobia, Tholians have a reputation for stubbornness, being
inflexible in both behaviour and attitude. Tholian punctuality is particularly renowned and
refuse to renegotiate a deadline. Their homeworld of Tholia has a methane atmosphere
with temperatures over 200 degrees Celsius (480 Kelvin), which is past the melting point
of tin. Despite their non-humanoid appearance, Tholians still breathe oxygen, but do not
exhale gas. Instead, their waste product from respiration is solid silica, extruded as thin
strands that can be woven into fibers used to make Tholian Silk, a soft and flexible fabric
that is extremely heat resistant. The overwhelming majority of the species lives within
the borders of Tholian Assembly, which has been slowly expanding for several centuries.
Foreign species are not allowed within the borders of the Assembly and the Tholians are
defensive of any incursion into their space. Similarly, Tholians care little of galactic politics
and the Federation: the Vulcan High Command has had loose relations with the Assembly
in the 22nd Century and first contact with humanity occurred in 2151, but diplomatic
relations have been limited in subsequent centuries.
DISCIPLINED
REQUIREMENT: Tholian, or Gamemaster’s Permission
You are exceptionally focused, refusing to accept
failure. When you fail at a Task and did not buy any
additional dice, you can spend 2 Momentum to re-roll
one d20.
THOLIAN ANATOMY
REQUIREMENT: Tholian
Your anatomy is decidedly non-humanoid.
Your six legs allows you to move in any
direction and confers exceptional balance.
You reduce the cost to avoid being
knocked prone by 1. Additionally, the first
time in a scene you suffer an injury from
non-lethal damage you automatically
ignore the injury.
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
TIBURONIAN
ALL ERAS OF PLAY
Tiburonians or Tiburons are from the planet Tiburon, and are members of the
Federation. They are from a vastly technological culture, which makes heavy use of
robots even for the simplest tasks. They are easy-going and charming, but can also be
driven to pursue a single cause. They enjoy scientific research and exploration, and do
not turn a blind eye to authoritarianism. They may mark themselves with blue tribal
tattoo markings. Their culture is devoted to the pursuit of joy.
TECHNOLOGICAL SAVVY
REQUIREMENT: Tiburonian, or Gamemaster’s permission.
You were taught at a young age about robotics and machinery. When you perform or
assist with a Task where knowledge of robotics or machines would help, you may re-
roll a d20.
TIBURONIAN CHARM
REQUIREMENT: Tiburonian, or Gamemaster’s permission.
You are able to bring out the best in people with your natural charisma. If you assist
someone with your Presence Attribute, if they succeed at the assisted Task, add an
extra point of Momentum.
TRAIT: Tosk. The Tosk are almost completely identical as their genome is often
replicated from the same source material. Although some might di er due to the
preferences of a Hunter’s requests, each Tosk is strong, resourceful, and cunning.
When a Tosk enters a room they instinctively size up the many ways to escape
as well as anything that could help them in a ght. Though the Tosk are
often peaceful and do not wish to in ict harm on others, they have
inborn feral instincts that allow them to ght ferociously when the
need calls for it. A Tosk is often issued a simple suit that helps their
memetic abilities as well as providing storage compartments for the
protein mixes they are issued as a food supply. If a Tosk holds still, they
can initiate their Shroud in the same manner as a Jem’Hadar soldier.
SAMPLE NAMES:
Tosk possess no gender and often refer to themselves by their species
name. Some rogues have been known to take on names that exemplify
their physical skills, such as Cunning One or Everfree.
Species Name: Trabe
First Encountered: 2372
Affiliation: Neutral
Primary Exports: None
Editor's Note:
The Trabe are a humanoid, warp-capable, Delta-quadrant species. The Kazon were once a
Trabe slave species until 2346, when they revolted and forced the Trabe from their homeworld.
The Trabe were encountered by USS Voyager in 2372, when they attempted to use Captain
Kathryn Janeway as a pawn in an plot to assassinate the majes of the Kazon sects.
Attributes
Fitness 2 [5]
Vitality +1
Co-ordination 2 [5]
Intellect 3 [6]
Presence 2 [5]
Empathy -1
Psi 0 [5]
Skills
Athletics (Choose Specialisation) 1 (2)
Culture (Trabe) 2 (3)
History (Trabe and Kazon) 1 (2)
Languages
Trabe 2
Kazon 1
Sciences, Any (Choose Specialisation) 1 (2)
choose one from the following:
Engineering, Systems (Choose Specialisation) 2 (3)
or
Sciences, Space (Choose Specialisation) 2 (3)
or
Shipboard Systems (Choose Specialisation) 2 (3)
Advantages/Disadvantages
+1 Courage Point
Resolute +3
Exile -2
I have given a lower point Exile from that presented in the DS9 rulebook, as the full
definition does not apply. The Trabe were driven from their homeworld or slaughtered,
those that survive live as a society of refugees on the run from the Kazon, but unable to
return home...
Species Enemy (Kazon) -3
Author's Notes:
Developed to match Mac's Kazon template.
2 TRIBBLE CHARACTERS
BASICALLY A CREWMAN NOW CHARACTER EVENTS
You’ve been with this crew for a while now, maybe a few months, even Though some believe you are a small, fluffy, unintelligent creature,
a few years. They might as well make you a uniform and give you a you’ve seen much in your life while foraging for food and making your
field promotion. way across the Galaxy. Choose two of the following events:
DISCIPLINES
COMMAND 00 SECURITY 02 SCIENCE 01
REINTRODUCTION ATTRIBUTES: You may not have any Attributes above 12, and may
Your species was wiped out during the Great Tribble Hunt but was not have more than one Attribute at 12. For any Attribute which has a
reintroduced to the universe thanks to time travel. Pulled from one rating beyond those limits, reduce it until it is within the limit. For each
timeline to another wasn’t too stressful; there’s still plenty of food here. point reduced on an Attribute, increase another by one, though the
limits above still apply.
ATTRIBUTES: +1 Daring
DISCIPLINES: +1 Engineering Then increase two Attributes by 1. The character’s Attributes, added
FOCUS: You gain a Focus representing how you coped with your together, should add up to 56.
new timeline. Examples include: Adaptation, Trying New Foods,
Scavenging DISCIPLINES: A character may not have any Disciplines above 5,
and many not have more than one Discipline at 5. For any Discipline
EXPERIMENT which has a rating beyond those limits reduce it until it is within the
You were once experimented on. It may not have been harsh, but limit. For each point reduced on an Attribute, increase another by one,
you’ve seen the inside of many labs where many scientists have been though the limits above apply. Then increase two Attributes by 1. The
interested in your species’ unique capabilities. character’s Disciplines, added together should add up to 16.
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All 2d20 system text is copyright Modiphius Entertainment Ltd. Any unauthorised use of
copyrighted material is illegal. Any trademarked names are used in a fictional manner; no
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events, past or present, is purely coincidental and unintentional except for those people and
events described in an historical context. TM & © 2019 CBS Studios inc. © 2019 Paramount
Pictures Corp. STAR TREK and related marks and logos are trademarks of CBS Studios inc.
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unintentional except for those people and events described in an historical context.
4 TRIBBLE CHARACTERS
SOMENTE ERAS DA SÉRIE CLÁSSICA E DA NOVA GERAÇÃO
A espécie Trill, de seu planeta natal de mesmo nome, parece quase idêntica aos
Humanos, exceto por linhas de pontos que correm os lados de seus corpos, da
cabeça aos pés. Entretanto, esta similaridade super cial oculta uma diferença con-
siderável: os Trills são capazes de se ligar a um organismo simbiótico conhecido
como simbionte, criando um ser distinto a partir de duas criaturas individuais.
Os simbiontes podem viver por muitos séculos, e são colocados em hospedeiros
sucessivos, carregando as memórias e conhecimento de hospedeiros anteriores
para um novo a cada geração. Esse fato não é amplamente conhecido fora do
meio Trill, mas também não é um segredo — ele simplesmente não é amplamente
discutido, e a quantidade de Trills unidos é relativamente pequena. Os Trills têm
sido parte da Federação por mais de um século, com vários Trills renomados
assumindo papéis importantes na formação da Federação. Os Trills, como cultura,
tendem a ser focados em buscas intelectuais acima de tudo, já que aprendizado e
sabedoria são estimados pelos simbiontes que estão ligados a hospedeiros.
The distant planet of Trill was at the edge of the Terran Empire. Upon contact
with the Empire in the early decades of the 23rd Century, Trill rejected the
xenophobic, oppressive, and discriminatory nature of the Empire. In disgust,
they turned their attention to other factions in the galaxy, forming strong ties
with the Ferengi and Cardassian Union. Their ties to these powers forced Trills
into more mercantile or militaristic roles. When the Terr an Empire encountered
the Cardassians, the two engaged in an extended border war, with both
sides using Trill as a base of operations in the sector. Despite their claims to
neutrality, the Trill found themselves caught in the middle, and many Trill ended
up working as mercenaries for one side or another. Following their alliance
with the Klingons, the Cardassians routed Terran forces on Trill, liberating the
populace, albeit at a high civilian cost. The period of warfare claimed the lives
of a disproportionate number of symbiotes, removing their stabilizing influence
on Trill society. While Trill declined to join the Klingon-Cardassian alliance,
many continued to served it as hired soldiers. With the loss of so many of the
symbiotes that previously defined their culture, Trill society became pessimistic
and melancholy, lamenting the incalculable loss of experience and knowledge
as well as the greatly reduced opportunities for joining.
RELIABLE ASSISTANCE
REQUIREMENT: Trill, or Gamemaster’s Permission
You follow directions reliably but unexceptionally. Once per scene, when you
Assist with a Task, instead of rolling you can reduce the Difficulty by 1.
SPECIES
Text by "Jester" David Gibson; Art Copyright Star Tre:h Online: and Cryptic Studios
STAR TREK ROLEPLAYING GAME sharing the culture of Triskelion. And the Triskelion
SPECIES PROFILE “Thralls” are one of the most widely diverse species in the
known galaxy as a result of their auspicious origins.
VISUAL REPRESENTATION
CULTURE
Prior to the involvement of Captain Kirk and the USS
Enterprise in the 23rd century, Triskelion was a culture of
slavery, gambling, gladiatorial combat, and oppression as
the Providers abducted people from their homeworlds,
forced them into arena-combat, and wagered on, bought,
and sold the winners and losers using a type of currency
called quatloos.
Shahna – an Orion-Human Triskelion Thrall Another condition of the wager was that the Providers
would educate the remaining thralls and allow the
SPECIES ADJUSTMENTS development of a free society on the planet.
+2 Vitality, -1 Intellect, -1 Presence
As a result, the Thralls did develop a very independent
society. And yet the roots of how their culture began were
PHYSICAL DESCRIPTION always held in a type of esteem. Skill in hand-to-hand
The sentient, humanoid inhabitants of Triskelion are combat was prized over many other skills, And arena-
not, by nature, native to that planet. Over the past 300 combat still conducted as a much-respected, but now
years, a trio of beings called The Providers (see voluntary sport on which not only the Providers but the
below) populated the planet by abducting people from freed Thralls and their descendants could wager.
various civilizations throughout the Alpha, Beta,
Gamma, and even Delta Quadrants. Roughly 20 years after the involvement of the Enterprise in
the development of Triskelion culture, the liberated Thralls
This makes all inhabitants of Triskelion either petitioned for membership in the Federation. And Shahna, a
members of other races cut off from their own people, part-Orion Thrall who was especially close to Kirk during
or mixed-species hybrids with the physical traits of his time on the planet, was elected by her people to
two or more races, and the cultural development of a represent the Thralls to the Federation Council.
Triskelion.
Triskelion was finally admitted to the Federation in the early
Prior to 2267, all humanoid inhabitants of Triskelion 24th century.
were Thralls – slaves forced into gladiatorial combat
by The Providers. Either people abducted by The LANGUAGES
Providers, or the offspring of an earlier generation of
Thralls. There are many languages spoken on Triskelion. And
sometimes the common terms of one language are adopted
After the Thralls were freed by Captain James T. Kirk, into another, creating a type of jumbled slang.
they began to develop their own society. And this
society now accounts for the population of Triskelion. A Triskelion who speaks Klingon as their native language,
may also incorporate human slang, or Tellarite sayings into
Thus Triskelions, some of whom still refer to their dialect.
themselves as Thralls, are members of races not
native to Triskelion – and as an Andorian, Vulcan, In this way, Triskelion has a sort of language all its own.
Tellarite, or Human, they share the physical traits of Even if it is a combination of words and phrases from many
those races despite not being raised in their native languages from many cultures collected to ether from all
culture. four quadrants.
COMMON NAMES
Some Triskelions are of mixed-species background, Triskelion names are as diverse as their language, with
showing physical traits of two or more races, while elements derived from all the different cultures who make
up the population of Thralls.
FAVORED PROFESSION
It is not uncommon for a Triskelion to have a name Triskelions are known for their prowess in combat, and
from a culture or language differet from that of their make excellent Soldiers, and Special Forces personnel and
racial background – an Orion hybrid with a Klingon will normally follow these professions.
name, or a human with a Talaxian name would not be
unusual on Triskelion. Even Triskelion Rogues will have a strong background in
armed and unarmed combat skills.
Some native names, most likely coined by the
Providers include Galt, Kloog, Lars, Shahna, and And there are several Triskelions – mostly multi-species
Tamoon. hybrids – serving in Starfleet.
Advancements: 5
Attributes: Agl 10, Int 6, Prs 8, Per 7, Str 10, Vit 11*
Reactions: Quik +2, Savv 0, Stam +3*, Will 0
Defense: 9
Health: 13
Courage: 5
Species: Orion / Andorian (Triskelion Thrall)
Species Abilities: Gladiatorial, Quick Learner,
Ultraviolet Endurance, Bonus Edge (High Pain
Threshold), Redundant Circulation
STAR TREK ROLEPLAYING GAME And in the mid 24th century, Troyius became a member of
SPECIES PROFILE the Federation.
LANGUAGES
The Troyian language has many similarities to Andorian, but
is spoken with an accent that sounds Asian to most Earth
humans. Troyians will also learn Elasian, Andorian, and
Federation Standard.
COMMON NAMES
Troyians usually have short, uncomplicated names that are
easy to remember. They have only a single name; no
surnames, clan-names, or familial names. Some examples
of Troyian names include Petri, Yrol, and Purdi (all of these
are names of male Troyians).
HOMEWORLD
Troyius, the fifth planet in the Tellun system. A planet rich in
deposits of raw dilithium, but otherwise a generally
unremarkable world. Class-M, and at Tech level 7, the main
industries of Troyius are mining and exporting.
FAMOUS TROYIANS
Petri – Troyian Ambassador to the Elasians in 2268.
For nearly a thousand years, the Turei have controlled this important territory, using it in a similar way
to the Vaadwaur, with perhaps less conquest. Today, the Turei are an insular culture and protect the
Underspace, and therefore their livelihood, with aggressiveness and determination. Their control of
Underspace has provided them with prosperity and military supremacy on all worlds that connect to it
and they jealously guard it. Vessels which stumble into Underspace through anomalies or by navigational
mishaps can expect to be intercepted almost immediately and have all records of Underspace purged
from their computers.
TRAIT: Turei. The Turei are an ancient spacefaring species, once under the thrall of the
Vaadwaur. The Turei are now the controlling power of the Underspace – a strange
extradimensional realm. With their command of the Underspace, the Turei are powerful and feared.
The Turei are a resilient species, both mentally and physically. Their skin is extremely thick and much
of their body is covered with cartilage-like protrusions. Lacking a proper nose, the Turei instead
possess the ability to “smell” the air through glands along their tongue, similar to a snake.
Turei names are usually two to three syllables and frequently use double r’s and, less so, double l’s.
It is commonly believed that this is in honor of Turrall, a Turei commander during the war against the
Vaadwaur. While feminine Turei were traditionally given names that end with i’s or a’s, this has been falling
out of favor over the last century, and unisex names are growing in popularity. Like many humanoid
species, the Turei also use a familial name which follows their given name.
SAMPLE NAMES
Masculine: Bellas, Torral, Peral, Norrick, Relarr, Mariek, Berrel, Varrolik, Julear, Desteck
Feminine: Pesta, Alerri, Estarra, Trelli, Errika, Rellen, Harrila, Jularri, Waseun, Donwani
Gender-Neutral: Busal, Derran, Warrek, Sarrvel, Kiran, Arrolen, Kenuer, Shilsen
Family: Turell, Buhese, Kiralur, Wanoti, Kotathi, Hailova, Jailance, Madmika
Tyrellian
TOS era and beyond
The Tyrellian population consists of 3 sexes: male, female, & neuter. All
Tyrellian children are born neuter, & upon entering puberty, begin to develop
either male or female sexual characteristics. There are a # of factors that
affect which sex the child matures into, including (but not limited to): the # &
sex of the child's siblings; the size of their community & the ratio of males to
females within it; certain environmental factors such as diet & climate; & so
forth.
Tyrellians are matrilineal, with lineage traced through the female line.
Traditionally, naming would have been in the form "Child Name, child of
Mother Name, grandchild of Grandmother Name", as far back was
reasonable. In modern times this has been abbreviated, & a child simply
takes their mother's given name as their surname.
Attributes:
TRAIT:
The Tyrellians bear considerable similarities to many other Beta Quadrant
species as mammalian, bilaterally symmetrical bipeds capable of eating
an omnivorous diet. There are 3 sexes [Male, Female & Neuter], & as a
species, they exhibit significant sexual tri-morphism.
Talents:
Tyrellian, or with GM's permission only.
Telepathy [T5]
Requirement:
Tyrellian has developed touch-telepathic abilities. 2 Tyrellians could not
telepathically converse while in physical contact. Rather, they are able to
share memories, experiences & sensory input. Their Touch is able to
psionically heal all Stress, 1/mission; & relieve pain as desired.
Artistic
Requirement:
Tyrellians are artistic & an average citizen practices some form of artistic
expression as a major part of their daily lifestyle. They gain 1d20 bonus to
any Crafting tasks.
Requirement:
SPECIES
TRAITS: Breen. This Trait may reduce TRAITS: Russth Gorn or Ssessekh Gorn. Gorn are large and powerfully-built,
the Di culty of Tasks to resist extreme even more so than other mighty species such as Klingons or Nausicaans. They
temperatures (as long as the Breen is in their are many times stronger than a Human, and resilient enough to ignore massive
suit) or Tasks impacted by extremely low or blunt force trauma or even short periods in hard vacuum. However, Gorn are not
high temperatures. Any Stress removed from especially agile or fast. Gorn are ectothermic – cold-blooded – with their body
a Breen character, because of attack damage, temperature varying by external factors, and thus favor warm environments
is halved (rounding up) – re ecting the Breen where they can be most active and e ective. Russth Gorn are the smaller of the
extremely resilient nature. They are also immune two Gorn species and are less commonly known outside Gorn space.
to empaths and telepaths, feeling very little to
nothing compared to other humanoid races.
Breen believe themselves ultimately superior to TRAITS: Nausicaan. Nausicaans are a tall, very strong species hailing from
all other creatures. They take what they want Nausicaa. They are generally stronger than an average Human, though often
and always take prisoners – why would they somewhat less intelligent, preferring brute force over nesse and direct
waste a valuable resource when prisoners can methods as opposed to subtlety. They have little patience for organized forms
be sold for credits to the highest bidder? of government, though they will tolerate following a captain for as long as that
captain earns their capricious loyalty. Nausicaans are somewhat resistant to
pain and injury, and almost never back down from a challenge, especially when
TRAITS: Ferengi. Ferengi possess acute it involves games that carry the potential for serious bodily harm to themselves
hearing far beyond that of other humanoid or their opponents.
races and are able to hear both higher and
lower frequencies. This allows them to hear
things that others cannot but also means that TRAITS: Tzenkethi. This Trait may reduce the Di culty of Tasks requiring
they experience severe pain at intense sound (extreme) exibility. When not in combat or stressful situations, they naturally
and any physical trauma to their enlarged ears. regenerate at extremely fast speeds as long as they have at least 1 Stress.
They also possess hardy immune systems, Tzenkethi are singularly focused on excellence and moving up the Echelons,
rendering them immune to many common therefore they will do anything they can in order to complete the task ahead of
diseases. However, their small stature makes them and succeed, even if this means dying in the process. Other Tzenkethi
them ill-suited for intense or prolonged physical authority gures are holy to them and they would never go against direct orders.
exertion and many consider them weak. To Due to a history of dealing with alien invaders the Tzenkethi are extremely
add to this, Ferengi try to avoid hard labor and mistrustful of aliens and believe they are without morals.
direct confrontation, leading to a reputation
for cowardice. The structure of Ferengi brains
renders them immune to telepathy.
EXTRA-ARMS
REQUIREMENT: Tzenkethi
You know how to use your twin sets of arms with coordination
and efficiency. On your turn, you can take an additional Minor
Action, which can only be used for the Draw Item or Interact
Minor Actions. Additionally, you add the Vicious 1 effect to your
Unarmed Strike.
SPECIES
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
Ullian
THE NEXT GENERATION ERA ONLY
Before the 21st century, the Ullians were a violent people. Telepathic
memory invasion was a common occurrence. By the end of the 21st
century, they had become peaceful, and instances of memory invasion were
virtually eliminated, although some members of the Ullian society still
practiced that form of rape.
Since 2368, the Ullians have embarked upon an ambitious plan to construct
a library of memories from species across the Federation and beyond.
Several Ullians were trained in telepathic memory retrieval and used the
ability to reconstruct and collect memories. It was hoped the memory library
would be not unlike an repository of oral histories. One group of Ullians
visited eleven planets in eight star systems including Melina II, Nel III, and
Hurada III. Kaldra IV was also a planned stop.
For the most part, the Ullians are gentle, honest, and friendly
people. They have a great passion for their work, but did not
wish to coerce other species into participating if they were not
willing. However, since the Ullians are not aligned with any great
power, they often hire themselves out as mercenaries. The
Cardassian Obsidian Order was known to use Ullian agents.
SAMPLE NAMES:
Feminine Names: Inad, Ofelia, Keytra, Yenla
Masculine Names: Aubin, Jev, Tarmin
Gender-Neutral Names: Inad, Jeymin, Kemad
Family Names: Mavroidis, Tabor, Tosh
50
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VAADWAUR
THE NEXT GENERATION ERA ONLY
BIO-FEEDBACK
REQUIREMENT: Vaadwaur, or Gamemaster’s Permission
You can will your metabolism to slow down, reducing your need for
oxygen and decreasing your heart rate. You gain the Slow Metabolism
trait for the remainder of the scene or until you resume your normal
metabolism. Additionally, if you are injured you can slow your metabolism
to automatically stabilize, and reduces the difficulty of Tasks to remove
the injury by 1 .
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
STAR TREK ROLEPLAYING GAME similar to a fingerprint when it comes to identifying an
SPECIES PROFILE individual Vakluran. And it is against Vakluran law to
tamper with the tattooing once it has been applied.
CULTURE
Vakluran culture is very similar to Romulan culture, but it
also has some major differences. Whereas Romulans are
known for being warlike, and achieved their status as an
imperial power by military conquest, the Vakluran have a
very different way of gaining influence and expanding
their power-base.
Vaklurans physically resemble Romulans, but they do not The Vaklurans, when choosing a world to annex, will
have the slight forehead ridge that distinguishes the choose a world that is already under some difficulty.
Romulan people from their Vulcan cousins. Perhaps the planet's agricultural capabilities have been
decimated by some natural disaster, or the world has
Vaklurans do have the same upswept eyebrows, and suffered a recent military defeat and is in the midst of
pointed ears of both the Romulan and Vulcan people. reconstruction, or of rebuilding their basic society.
Vakluran men shave their heads bald, however, which
creates a stark difference. It is at this point the Vaklurans move in. They begin their
conquest by hiring mercenaries, usually from among
In addition, all Vakluran have some sort of tattooing on privateers and underworld groups in the Alpha Quadrant.
their heads, faces, foreheads and even some parts of And these mercenaries will carry out whatever
their upper bodies. This tattooing serves as a designation aggression the Vakluran see as required to overwhelm
of social rank and importance and a skilled Vakluran can the people of their target world.
read the tattoos as if reading a printed biography of the
individual. The Vakluran tattoos can serve a function Sometimes this involves direct military aggression,
sometimes it can be quiet, and devious, as the Vakluran's Most Vaklurans encountered will speak their own
hired agents manipulate the target world socially, or language. They will also be functional in the native
politically. In any case the result is the same. The target languages of at least two or three other Coalition member
world is made vulnerable to the next step of the process. worlds, depending on which planets in the Coalition the
individual Vakluran interacts with most commonly.
This next step involves the Vaklurans coming to the aid of
the target world; either by volunteering diplomats to Few Vakluran speak Federation Standard, unless they
resolve any political difficulties the mercenaries created – have been required to operate in Federation space for
perhaps the planet was nearly plunged into a war with a whatever reason.
neighboring world – or, in some cases the Vaklurans will COMMON NAMES
even send their military to “remove” the “invading”
Vakluran will have both a family name, or surname, and a
mercenaries from the planet.
proper name. Like their language in general, Vakluran
names sound like a mix of Romulan and Cardassian
And all the target world must do to benefit from not only
linguistic elements.
the initial support of the Vakluran people, but to continue
receiving their help is to become a member of the
Family Names: Borak, Volshar, Pintaris, Ashrak, Minar
Vakluran Coalition.
Male Names: Vitan, Opitak, Tenarak, Silvar, Morshar
Female Names: Bilan, Tinarif, Silaris, Vinta, Asha, Milara
Once under Vakluran control, the planet is then governed
by a Vakluran regent. A contingent of Vakluran soldiers
are stationed on the planet to prevent revolt ad to see to it HOMEWORLD
that the new coalition member fulfills whatever further The Vakluran homeworld of Vakul is a large class-M
arrangements were agreed to in the initial treaty of planet in orbit around a dark blue class-O star.
membership. And any visits to the planet by ships, or by
personnel representing outside governments is strictly Vakul is located at the heart of the Vakluran Coalition, an
regulated. interstellar empire that dominates at least seven sectors
of space sandwiched neatly between the regions
In this way the Vaklurans have amassed an impressive controlled by the Breen, the Tholians, and the Cardassian
empire, easily the rival of the Romulan or Klingon Union.
empires. But Vakluran space is located on what could be
described as the “opposite side” of the quadrant from The Vakluran are on a technological plane equal to that of
those other two galactic powers. Romulus, or Cardassia. But most of their technology –
weapons, warp-drive, etc., seems to be based on phased
Vakluran culture itself can seem very similar to that of energy, and matter-antimatter conversion configured
both the Cardassians and the Romulans. Vakluran are a similarly to that of the Klingons.
proud people. They have all the technological
advancements and amenities of their Romulan cousins. The Vaklurans have a very large and capable star navy,
And they have a strong military, and a large and powerful but choose not to use military might in conquering
starfleet. planets they wish to add to their Coalition.
But, their devotion to a more capitalist, business and In some cases worlds will actually volunteer to become
industry based society has lead to the Vaklurans being members of the Coalition. These voluntary members then
less militarily aggressive than the Romulans, or become members of the ruling body, and their governing
Cardassians. And yet they are more devious and officials are allowed to participate in Vakluran elections,
deceptive in their dealings with other species. and to select high-ranking figures from among their own
people to serve as regents of the Coalition, governing
As a result the Vaklurans have remained a largely neighboring planets who have been subjugated into the
unknown power, only encountered by the Federation on a Coalition.
few occasions over the past two centuries. And none of
these encounters ever resulted in any meaningful first Physically, Vakul is a beautiful world. There are three
contact procedures, or any direct conflict. large continents, and several smaller ones. And the
Vakluran landscape is almost paradisaical.
It was not until 2386, when the Vaklurans attempted to
annex, or subjugate Cardassia that the Federation, or the The Vakluran maintain their environment, despite their
rest of Alpha Quadrant society came into general conflict industrialized culture, by outsourcing the labor required
with the Vaklurans. to maintain such a culture to other worlds in the
Coalition. As a result, many worlds in the Vakluran
As a result, the military might of the Coalition, and its Coalition are as environmentally unstable as Vakul is
several voluntary member worlds is beginning to be felt stable.
in Federation space, and beyond.
FAVORED PROFESSION
LANGUAGES Vakluran can be found in almost any profession
The Vakluran language has some strong similarities to throughout their Coalition. The most notable exception
both Romulan and Vulcan, indicating a common root- are Vakluran Mystics.
language. But some elements of Vakluran dialect are also
similar in tone and structure to Cardassian. The Vakluran A Vakluran Mystic is the equivalent of a philosopher. A
language is as easy, or as hard, to learn as Romulan. wizened teacher who will be an expert in the history of the
Vakluran people. And it is from a well-taught Vakluran
Mystic that one might learn more of the origins of the
Vakluran people, and of their connections to Romulans
and Vulcans beyond the physical similarities.
SPECIES ABILITIES
Vaklurans are easily as strong as Romulans, but not as
powerful as Vulcans. This works out to a +1 to their
Strength attribute. They also have a -1 penalty to their
Presence, due to their coarse, often impersonal way
dealing with others. And even though they do not have
the psionic abilities inherent to Vulcans, and possible for
some Romulan people, Vakluran are exceptionally
intelligent, giving them a +1 to their Intellect attribute
score.
The symbol of the Vakluran people, and their homeworld of
In addition, Vaklurans will have the following distinctive Vakul, as displayed on most of their banners, as well as their
species traits and abilities. primary computer displays.
Bonus Edge: Keen Hearing. Like Romulans and Vulcans, The inclusion of ancient Vulcan script does indicate some
Vakluran have especially keen hearing and they receive connection to the Vulcan people in what has become obscured
the edge Skill Focus (Keen Hearing), and its benefits for Vakluran history.
free.
VAKLURAN WEAPONS
Prepared: All Vaklurans are trained, from an early age, to
be able to handle any task they undertake. They are very
The Vakluran have a variety of weapons used by their
precise and organized in how they approach even the
soldiers to enforce the directives of the Vakluran
most menial of jobs. Vaklurans receive a +1 bonus to all
Coalition upon subjugated worlds.
extended and combined tests in which they participate. In
addition they are not easily distracted, and d not suffer
Mercenaries working for the Coalition do not use
penalties for distractions during Academic tests.
Vakluran issued weapons, however, they will use
weapons of their own design, from the technology of their
Devious: Vakluran culture requires all Vaklurans to be
own culture, or bought off of the black market, as is usual
able to manipulate, connive, and deceive for the purpose
among mercenaries and private soldiers-for-hire.
of advancing the Vakluran Coalition beyond its current
borders. As a result, Vakluran learn these skills from an
early age and receive a +2 species bonus to all Influence VAKLURAN DISRUPTOR RIFLE
skill tests.
VAKLURAN DAGGER
Ripe with rage from the implosion of their own brutal warrior culture, Vaksian
are wayward survivors adrift among the Klingon Empire societies. They came
from a planet known as K’Shorin (or “The Egg World”) that was destroyed by
an inter-clan war 300 years ago. Once a proud & cruel warrior culture known
across the stars as savage marauders, they are now a scattered people.
They are commonly found in the KDF, day labor crews, or as enforcers.
Despite all, they are fiercely loyal to those who earn their trust & will literally
die for them. Their most prominent feature is the various sub-dermal plates
that send up rough blades through their skin. While not entirely covered with
blades, each limb generally has 2-3 long blades on it, a few small spurs on
the torso, & their face & scalp has various spikes protruding where a human
might have hair.
Names: Male: B’Jok, Kredar, Krodissious, Chatter; Female: Trugdiv, Lemker,
Postivoian, Melice
Talents:
Vaksian, or with GM's permission.
Requirement:
SPECIES
Species Adjustments: +2 Strength, +2 Vitality, -1 Agility
Reptilian race with a gruff disposition, but immense strength. However, the Gnalish find
difficulty in climbing. One member of the Gnalish race was invited to the expedition to
find the Soul of Alar.
Note: Author Michael Jan Friedman has agreed with fan speculation that Sord of TAS (The Jihad) is
probably Gnalish, in particular of the relatively smaller Fejjimaera sub-species introduced in his novel
Progenitor.
________________________________________________________________
VENDORIANS
*Note: When generating a Vendorian NPC, the NPC's Attributes and Reactions are
assumed to be the same as Human. Also the Ht and Wt of an Vendorian is assumed to
be the same as a Human.
Vendorians were a species of shapeshifters native to the world of Vendor in the system
of the same name, within the Romulan Star Empire in the Beta Quadrant.
In their natural forms, Vendorians were cephalopodic, with six tentacles attached to the
body and head. Despite an apparently ungainly form, they had great agility and grace,
and reflexes superior to those of a human. They were orange and red in color.
The touch of a Vendorian's tentacle (or its hand when disguised) on a human neck could
induce unconsciousness for a few minutes, followed by a feeling of dizziness as the
victim awoke. They were also strong enough to grapple with.
It is unclear what causes this unconsciousness, but it seems to be required for a
Vendorian to mimic that person's form.
They had five eyes spaced around their head, each covered by a convex lens and faintly
glowing. These gave a Vendorian 360º vision, though it could be limited or lost when
shapeshifted into other forms.
Vendorians were also shapeshifters, with the ability to rearrange their internal and
molecular structure at will, as if like a liquid, using the technique of cellular
metamorphosis, similar to that of the Antosians. The ability was unlike that exhibited by
Changelings, and seemingly more limited. Frequent shape-changing could be tiring;
familiar shapes were easier. The ability was apparently enabled by crossing their
arms/tentacles.
A Vendorian could resemble any living creature or object of any shape as long as it was
of approximately the same mass. When disguised as a human, they could replicate
voice and fingerprints, and a 2260s medical examination found only minor, albeit
unusual variations upon the human norm. When disguised as an object, they were
capable of functioning as that object, and even conducting a current through their
bodies, though complex mechanisms (such as the control circuitry of a deflector shield)
required a greater precision of mimicry and could be quite difficult.
For Vendorians, deception was a way of life, and they quite enjoyed using their
shapeshifting abilities to mimic other people and objects. A new person or thing to imitate
became a subject of great fascination for Vendorians, though its discoverer effectively
became its owner, with exclusive rights to it.
To others, their habits seemed silly, even pointless, and quite lazy. However, it was vitally
important for a Vendorian to be able to produce something, or to be engaged in a useful
task that was of value both to themself and to the one that they were performing it for,
and to be of value to another. This was said to be a matter of life or death for the
Vendorians.
Human concepts of emotion and feeling were strange to the Vendorians, and they
lacked concepts of love, companionship and attachment. Unfortunately, a Vendorian in
close association with another person, or wearing their shape, began to take on aspects
of that person’s personality and feel their emotions, and not just as a matter of mimicry.
Though not total, the effect grew stronger over time, and they could absorb such things
as hunger, tiredness, sadness, love, homesickness and even pain and injury; when the
other experienced it, the other felt it. They effectively became a part of that person, and
they became a part of them. Such an attachment was considered a mental deviation.
The Vendorians were known for their skilled surgeons and advanced medical
techniques. They were able to graft skin, regenerate bone, and replace blood and
damaged organs for artificial substitutes. By Vendorian custom, following the completion
of main surgery, one of their people was assigned to care for the patient until they
reached full health. This compassion did not extent to mental health; those called mental
deviates and aberrations were rejected by their fellows.
Vendorians shunned and outcast their so-called mental deviates and non-producers, and
those who had no useful role or value. These pariahs were effectively denied a useful
role in Vendorian society, deemed useless except for the very lowest tasks and they
lived as recluses on the outskirts of Vendorian towns.
The Vendorian language was quite unusual in that it contained conditional verb forms.
One Vendorian complained that language (possibly their own) made communication
frustratingly difficult, that it confused instead of enlightened.
The Vendorians were known to the Thelasian Trading Confederacy. In 2155, Ensign
Hoshi Sato purchased a copy of the language from a Thelasian private database.
At some point, Vendorians were deemed by the Federation to be still psychologically
unfit for involvement in the interstellar community, due to their practice of deception and
shapeshifting. By several treaties between the Federation and the Romulan Star Empire
since 2161, Vendor was quarantined, landings there were illegal, and it was forbidden to
use its people as spies. Consequently, few in the Federation had actually seen a
Vendorian (or knew if they had), and they had never been tried in Federation courts
before 2269.
However, throughout the 2260s, the Romulans made regular secret visits to Vendoria
with offers of alliance. The Vendorians had no interest in this; they had little reason to
work for them, and the Romulans had nothing to offer them. However, the Romulans
could offer new lives to Vendorian outcasts, such as the one who posed as Carter
Winston.
In 2264, the famous human trader and philanthropist Carter Winston crash-landed his
ship on Vendoria after suffering meteor damage and lacking any alternative world to land
on. He was badly injured, but Vendorian surgeons healed him and assigned him to the
care of one of their number. He lived marooned on their world for some time before
finally succumbing to his injuries and dying. In that time, he developed a close
relationship with his carer, a Vendorian who would eventually adopt his personality and
be outcast for it.
Romulan agents offered this Vendorian a new and valuable occupation and employed
him a spy. In 2269, the Winston-Vendorian piloted Winston's repaired ship until it was
rescued by the USS Enterprise, whereupon it attempted to steer the starship into the
Romulan Neutral Zone and sabotaged its deflector shields so it could be captured by the
Romulans. However, due to his love for Winston's fiancée, Starfleet Lieutenant Anne
Nored, the Winston-Vendorian used itself to function as the damaged deflector shield
components and the saved the Enterprise. It agreed to stand trial for its actions, with its
change-of-heart taken into consideration.
Note: Vendorians may not be a player character species.
_______________________________________________________
GALLAMITE
Gallamites are short, averaging only 1.6m in height, and slender, averaging 50kg. They
have a slightly greenish cast to their amber skin. The hand has four digits, three long
slender fingers and an opposable thumb. The eyes are somewhat larger than Humans,
and have an epicanthic fold similar to eastern Asian Humans. The ears are small and
pointed like those of a Vulcan. The most distinguishing feature, however, is the fact that
the cranium is transparent, and the brain is twice the size of a Human brain. Some races
feel a mild atavistic discomfort at seeing a living brain pulsing inside the cranium, and
some Gallamites wear a close-fitting hood-like garment to avoid making others
uncomfortable.
Gallamite culture is quiet and contemplative for the most part. Gallamites excel in the
sciences, having a natural affinity for mathematics. Although not as well known as the
Vulcan Science Academy or the Daystrom Institute, the Campus of Mathematical and
Analytical Arts on Gallam II is widely respected in scientific circles.
___________________________________________________________
DRIZZITIAN
Vidiian
THE ORIGINAL SERIES AND THE NEXT GENERATION ERAS
The Vidiians were once a race of educators and explorers, renowned for
their artistic achievements, until the Phage attacked approximately 2,000
years ago. Their civilization was ravaged and they turned all their attention
to treating the disease. By the 24th century, they had been forced to use
their technology to harvest other species’ organs to replace their own as
they failed. Defeating the Phage became an obsession, and many of
their politicians and scientists lost perspective, failing to consider
other beings. As a result, forcibly removing organs from live
subjects as necessary occurred, although some exceptions
objected to these practices and were prepared to help others. A
profession called a Honatta had even developed that was
dedicated to harvesting organs and biomatter from others,
typically from corpses, for those su ering from the Phage. Much
of the Vidiian culture was shaped by their health needs.
Congregating in groups was strictly regulated, as it was
considered to be a threat to public health. Healthy Vidiians
would shun sick ones, even if they had previously been friends.
51
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THE NEXT GENERATION ERA ONLY
The VinShari are the dominant humanoid species in their system within the Shackleton Expanse – and they
are spreading out. Highly adaptable, utilizing the spaceborne Ha’kiv beings as an energy resource, the VinShari
saved themselves from self-annihilation and went from their rst space ight to warp speed in under a century.
Organic technology is woven into every part of VinShari life as is their artistry and history. The VinShari have the
capacity to be friendly or brutal, but everything they do is from a position of strength, and with an innate desire
to dominate.
The Order of the Midajah-Ka believe in power through knowledge and information rather than brute force, and
only resort to violence when necessary.
Members of the Ar-Ka-Se faction are unlike other VinShari: they believe harvesting Ha’kiv is morally wrong, and
they actively resist the VinShari government. They also believe the VinShari mandate of dominance and power
will ultimately lead to the destruction of their species. The Ar-Ka-Se see cooperation and peaceful coexistence
as the only viable options in a growing galactic community.
TRAIT: VinShari. Hunted as prey in their early history caused the VinShari to become evolutionary
survivors. Psychologically, they learned to thrive and adapt in stressful situations. Physically, the
VinShari have bone collars they use for self-defense. They are resistant to most forms of radiation,
have a robust immune system, can see into various visual spectrums, and have perfect night
vision. Traditional VinShari see the Galaxy through their evolutionary lens and believe they must
dominate to survive. Other VinShari, like the Ar-Ka-Se, believe in equal coexistence.
REQUIREMENT: VinShari
The VinShari’s bone collars allow them to attenuate their vocal cords to achieve harmonic resonance in a
silent scream that can cause pain, unconsciousness, and death. Two or more VinShari harmonizing together
can shatter bone. The silent scream can be used as a ranged weapon (2 , Area and Piercing 1 e ects).
Other VinShari with this talent may assist these attacks, and each VinShari providing assistance increases
the Stress in icted by 1 .
REQUIREMENT: VinShari
VinShari are among the best singers in the Shackleton Expanse, perhaps even the Beta Quadrant.
They are also experts at ventriloquism and mimicking voices. A VinShari with this talent can mimic
any voice they have heard, and most non-vocal sounds they hear, accurate to a degree where even a
computer analysis cannot distinguish the mimicry from the real thing. When you attempt to distract or
deceive someone using this mimicry, you may re-roll your entire dice pool.
VinShari names incorporate a given name bestowed by their mother and the continent of their birth. The given
name usually has three syllables, and the surname is made up of the rst two letters of their continent of origin.
The VinShari assign masculine, feminine, and gender neutral names according to the family pod.
52
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VORTA
THE NEXT GENERATION ERA ONLY
It’s believed that long ago the Vorta’s progenitors were shy and timid simians,
who lived in hollowed trees to avoid the many predators of their homeworld.
This changed when the species was chosen to be uplifted by the Founders,
who genetically augmented and reengineered the species to serve the
Dominion. The Vorta are devoted servants of their empire, acting as its
bureaucrats, administrators, scientists, and diplomats. Unlike the Jem’Hadar,
there are male and female Vorta, and the species could reproduce in
the traditional manner. Theoretically at least. Vorta who demonstrate
exceptional skill and loyalty were cloned, with their memories transferred
to the new clones. This allowed favoured Vorta to serve even after their
death, with subsequent clones adding a number to their name. All Vorta
work for the Dominion, and are engineered to see the Founders as gods.
Vorta also possess no sense of aesthetics, and have no appreciation of
art or fashion, as these traits were not considered necessary for their role
in society.
EXAMPLE VALUE: Have Faith in the Gods and the Gods Will Have Faith in
You
TRAIT: Vorta. Vorta are humanoids with long elongated ears that are
attached to their head giving them exceptional hearing. They have
poor eyesight and a limited sense of taste, and no appreciation of
food beyond kava nuts and rippleberries. Vorta are naturally immune
to almost all conventional poisons. The Founders engineered the Vorta
to see them as infallible gods, and are compelled to obey their direct
orders.
MANIPULATIVE
REQUIREMENT: Vorta, or Gamemaster’s Permission
You are skilled at telling people what they want to hear and what you want
them to hear. When you purchase one or more d20s when attempting a Task
to mislead, deceive or withhold information, you may re-roll your dice pool.
TELEKINETIC BLAST
REQUIREMENT: Vorta, or Gamemaster’s Permission
You are one of the rare Vorta genetically engineered to possess limited
telekinetic abilities. As a Difficulty 1 Control + Conn task, you can attempt
the Interact Minor Action at Medium Range. Additionally, you can unleash a
blast of psychokinetic energy, which counts as a ranged weapon with 2 A,
Size 1 H, the Inaccurate and Intense qualities, and the Knockdown effect.
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
Vorta
THE NEXT GENERATION ERA ONLY
The Vorta are genetically-engineered life-forms, created to serve as
advisors, scientists, diplomats, and overseers for the Dominion, acting as
the Founders’ closest servants and foremost representatives. Vorta are
cloned, in batches of identical beings, with a new clone being activated and
placed into service upon the death of a predecessor, receiving the
memories of those that came before them, though each clone is
nevertheless a distinct individual. Vorta are extremely cunning and clever,
but have little creativity or sense of aesthetics.
53
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Species Name: Voth
First Encountered: 2373
Affiliation: Neutral
Primary Exports: Scientific Knowledge, Technology
Although they have had spaceflight, and further developed interstellar capabilities, it is
unknown why in the annals of time, that the Voth have not appeared to have developed any
permanent off-world colonies, instead they continued to trek across the galaxy in the search for
a suitable home. It is thought that by the time they had reached the Delta Quadrant,
approximately 65,000,000 years ago, that the initial mission had been forgotten and their
technology and society evolved to service life as a nomadic species.
Technologically, the Voth are more advanced than the Federation, their city ships are many
miles long, and all Voth vessels, large and small are capable of transwarp speeds. Voth
transporters are powerful enough to rate as weapons by Federation standards, and are capable
of transporting large object up to and including an Intrepid class starship. The Voth also now
posses phase-cloak technology, which has become advanced enough to be miniaturized for
practical personal use.
However, this advanced technology is only at best a century or two ahead of that of the
Federation, and given their millions of years of history it appears that either Voth culture has
stagnated, slowing as it reached its zenith, or that the Voth simply advance at a slow rate. Their
encounter with the USS Voyager indicated one possible reason, as Voth culture is heavily
influenced by their self-image as superior to all other life, and that a semi-religious, scientific
and cultural dictates form a central doctrine which few members of their society dare to
question for fear of judgment by their ruling classes, who enforce their doctrines strictly and
ruthlessly. It is possibly fear of these reprisals that slow Voth scientists and stunt scientific
growth.
One aspect of Voth doctrine is their firm belief that they originated in the Delta Quadrant: when
this doctrine was contradicted by two of their scientists, with the DNA of the crew of Voyager
as proof, the Voth authorities responded by threatening to banish the scientists and destroying
all of the evidence. Only after those involved in the "Distant Origin" theory retracted their
statements did the Voth agree to release Voyager, on the understanding that there would be no
further contact between the two sides.
Attributes: (19)
Fitness 3 [6]
Coordination 2 [5]
Intellect 3 [6]
Presence 2 [5]
Empathy -1
Psi 0 [4]
Skills: (27)
Athletics (Choose Specialisation) 1 (2)
Computer (Choose Specialisation) 1 (2)
Culture (Voth) 2 (3)
History (Voth) 1 (2)
Language
Voth 2
Science, Space (Choose Specialisation) 1 (2)
choose one of the following:
Artistic Expression (Choose Specialisation) 1 (2)
or
Science, Any (Choose Specialisation) 1 (2)
TRAIT: Voth. Adult Voth are slightly taller than adult Humans
and had three clawed, manipulatory digits on each hand.
Their eyes are protected by heavy, bony brow ridges, which
had a central crest rising to a conical protrusion on the back of
the skull. Their coloration varies from green to brown to a brownish
orange, even between close relatives. Infatuation might be indicated by
a change in the tint of the scales. Their language appears click-like.
Cranial capacity of a typical Voth is twenty-two percent more than that
of a Human. A long tongue allows the feeding on airborne insects. They
have a superior sense of smell.
BoneY Missile
You are able to forcefully eject a boney spine from your arm as a defensive
mechanism (Ranged, 2A, Vicious 1, Size 1H, Deadly, Hidden 1).
54
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fi
fi
fi
Attributes
Fitness 2 [5]
Coordination 2 [5]
Reaction +1
Intellect 2 [5]
Logic +1
Perception +1
Presence 1 [5]
Psi 0 [5]
Skills
Athletics (Swimming) 1 (2)
Culture (Vudar) 2 (3)
Engineering, Propulsion (Impulse or Ion Drive) 1 (2) (3)
History (Vudar) 1 (2)
Language
Vudar 2
Science (Choose Specialization) 1 (2)
World Knowledge (Vudar) 1 (2)
Background
The Vudar are a race that is rarely encountered by the Federation, living on the far side of the
Klingon Empire against the Galactic Barrier. Tall, thin lizard-like humanoids descended from
gecko-like reptiles, they are excellent swimmers and have a reputation for being peaceful in
nature, as well as for their academic and scientific achievements.
Their home system is close to a weakness in the Galactic Barrier, through which floods
dangerous ionising radiation. The atmosphere of the Vudar home world protected them from
this, but was still too high for a Klingon occupation force during the time the Vudar were a
Klingon client race. Space travel for the Vudar proved difficult because of the radiation, but
they developed technologies to solve these problems. Indeed though the Klingon military rarely
employed Vudar aboard their ships, because the Vudar needed radiation, the Klingons valued
them for their knowledge of ion technology and Vudar mastery of impulse drives.
It was this mastery that enabled the Vudar to successfully rebel and drive out the Klingon
Empire between 2241 and 2249. Though the high ion output of their starships make them easy
to detect, they are actually difficult to scan and this was a key factor in the rebellion. The Vudar
Enclave was formed in 2249.
Though not expansionist, the Vudar do work hard to protect their own space and often employ
small groups of special forces units known as 'Storm Teams' to do this. Where they have to
operate outside areas unaffected by ionising radiation, they carry a portable ISG or 'Ion Storm
Generator', which will create the ionising radiation they require to survive. Engineering teams
will then set up a more permanent generator if a world is to be colonized or held. In combat the
Vudar carry the deadly Ion Rifle, which fires ion particles at a target.
Notes
The Vudar are a conversion of the race that appears and is described in Prime Adventures 1, a
supplement for Prime Directive, the role-playing game for the Star Fleet Battles universe
published by Task Force Games. For further information, see page 35 of Prime Adventures 1.
They were created by Jon Cleaves.
In 2063, a Vulcan survey ship detected the warp signature of the Zefram
Cochrane’s ship, the Phoenix, and followed it back to Earth. There they
initiated first contact with the inhabitants, greeting them in peace. They were
slaughtered. Following this disastrous first contact, Vulcan avoided that region
of space and shifted its attention elsewhere. During a period of hostilities with
the Andorians, Vulcan was attacked by ships from the Terran Empire, that were
equipped with technology stolen from Vulcans and other species. Unprepared
for the attack, Vulcan suffered heavy losses; they calculated they would
eventually win the war with their superior number of ships, but this would likely
result in the destruction of Vulcan, either to the Terrans or Andorians. It was
decided the most logical choice was surrender, offering themselves as vassals
and servants of the Terrans. Following their conquest, Vulcans remained
reluctant servants for two centuries until the half-Vulcan, Spock, became
Commander-in-Chief of the Imperial Starfleet and initiated a series of reforms.
PSYCHIC INTERROGATION
REQUIREMENT: Vulcan, or Gamemaster’s Permission
You can telepathically prise information from the minds of unwilling subjects.
When you succeed at a Task to force or deceive someone into revealing
information, every time you use the Obtain Information Momentum Spend
you may ask two questions rather than one.
YEARS OF EXPERIENCE
REQUIREMENT: Vulcan, or Gamemaster’s Permission
Healthy Vulcans can live over two centuries, providing decades of life
experiences to draw upon. You might have had multiple careers or major life
events before joining Starfleet or moving to your current post. Roll twice on
the Career Events table. Pick one additional Focus and Value based on these
events.
SPECIES
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
TODAS AS ERAS DE JOGO
TRAÇO: Vulcano. Devido ao mundo severo, árido e de gravidade alta de onde vêm,
Vulcanos são naturalmente resistentes a calor extremo e desidratação; eles também
são extremamente fortes, com os sentidos da audição e olfato aguçados. Vulcanos
também são telepáticos, embora isto requeira treinamento para se manifestar apro-
priadamente, e aprendem disciplina mental e controle emocional desde a infância.
Entretanto, esse controle requer meditação regular para ser mantido, e sua natureza
controlada e desejo de privacidade pode distanciá-los dos outros e deixarem intera-
ções sociais estranhas.
REQUISITOS: Vulcano.
Você passou por treinamento em técnicas telepáticas que permitem mesclar men-
tes através de contato físico. Isso sempre exige uma Tarefa com Di culdade de pelo
menos 1, que pode ser Disputada por um participante involuntário. Se for bem-suce-
dido, você vincular sua mente com a do participante, compartilhando pensamentos e
memórias; pode-se gastar Ímpeto para obter mais informações ou realizar trocar tele-
páticas mais profundas. Esse vínculo é de via dupla, sendo um processo extenuante e
potencialmente perigoso para você. Complicações podem resultar em dor, desorienta-
ção ou di culdades emocionais e comportamentais duradouras.
TRAIT: Wadi. The Wadi are mysterious, but at the same time very outgoing as
a species. Prone to wearing bright colors and brilliant tattoos on their bodies,
they attract attention but are experts at de ecting any real scrutiny. The Wadi
are also competitive and when they feel they have been cheated, they must
avenge their honor not only by crushing their opponents at whatever game or
task they are at but they must teach them a lesson. Their obsession with the
game of Allamaraine is used to teach both the innocent and the guilty of what it
is like to cross a Wadi.
REQUIREMENT: Wadi
Life is meant to be enjoyed, and the more risk one puts into their life the sweeter the
victory. A Wadi has a distinct ability to sense patterns when it comes to solving tasks,
and the more involved they are with something the more competitive they get and the
quicker they are at solving puzzles. When attempting to solve a task or a riddle that
involves them becoming competitive they gain an additional point of Momentum.
SAMPLE NAMES:
Masculine names: Falow, Miranath
Feminine names: Shou’lu, Ecardra
Gender-neutral names: Kalyn, Peven
TALENTS: The character receives access to the
XAHEAN following talents:
DISCERNING
Believing themselves to have been created at the exact SCIENTIFIC MIND
moment their world was, the Xaheans are a species who REQUIREMENT: Xahean, or gamemaster’s permission.
have achieved a great level of technological
advancement in a short amount of time. Xahean culture allows them to discern scienti c
Capable of manipulating technology phenomena quickly and inspires them in how to replicate it.
instinctively and possessing numerous When a Xahean is attempting to perform an extended task
self-defense mechanisms such as spines to determine the purpose of a piece of technology, they
and the ability to render themselves almost may re-roll any number of the rst time they roll to
invisible, the Xaheans have recently begun determine progress.
to experiment with dilithium crystals
and warp technology. Their culture CAMOUFLAGE FIELD
is currently at odds with their REQUIREMENT: Xahean.
most principal beliefs ever since
they discovered the power of While most Xaheans can generate a limited camou age eld
dilithium; once dedicated to to obscure their presence, training and practice can heighten
the belief of balance in all this ability further. The Xahean may spend 2 Momentum
things, they now have become (Immediate) as a minor action to become virtually invisible,
obsessed with advancing adding +2 to the Di culty of all tasks to observe, locate, or
themselves technologically target the Xahean. This e ect ends when the Xahean makes
and commercially to the an attack, takes a minor action to end the e ect, or otherwise
point of in icting damage loses concentration. This ability is taxing to maintain, and
upon their homeworld. The each additional time during a scene it is used increases the
appointment of their new Momentum cost by 1; this increase is cumulative.
queen may bring hope that
balance can be restored to NAMES
the Xahean way of life. Xaheans tend to have names consisting of several short
names, and often allow non-Xaheans to refer to them by
EXAMPLE VALUE: Balance Between one of them.
Oneself and the World Around You.
SAMPLE NAMES: Caler No Fi Da li, Drex Dar Mala So Lesk,
ATTRIBUTES: +1 Control, +1
Foto Mri Ka Se Wachi, Me Hani Ika Hali Ka Po, Vinters Saba
Insight, +1 Reason
Ra Ke Fa Nobi
Favored Profession
Starfleet Officer. Saurians are enthusiastic
supporters of the Federation and Starfleet.
Species Adjustments
+1 Strength, +1 Presence, +1 Perception
Species Abilities
• Bonus Trait: Cultural Flexibility: Saurians are
xenophiles, enjoying learning about new
people and cultures.
• Bonus Edge: Great Stamina: Saurians’ quad-
ruple hearts give them great endurance.
• Natural Linguist: Saurians learn languages
with ease. After a full day of exposure to a
new language, it can be learned at level 1
XELATIANS
with a TN 10 Intellect test. Saurians advance
all language skills as professional skills. Personality
• The Universe Will Provide: Saurians have a Reserved and highly intelligent, Xelatians often
strong belief in the sentient nature of the come across as mysterious or intimidating. They
universe and the idea of a master plan. They have a whimsical sense of humor and are curious
begin the game with +1 Courage. to the point of stubbornness. Xelatians are solitary
by nature, but are very curious about others as well
Picks as the unknown. They rarely let an obstacle prevent
26 ([+5] +1 Strength, [+5] +1 Presence, [+5] +1 them from achieving their goals.
16
ALIEN COMPENDIUM
system; their bioluminescent visor protects their eye travel. They can survive for up to fifteen
and allows communication through the same with minutes in open air before testing for
others of their kind. asphyxiation.
• Bonus Edge: Skill Focus: Keen Sight:
Homeworld Xelatians, like octopi, have extremely sharp
Xelatia. vision.
• Bonus Skill: Athletics (Swimming): Xelatians
History and Culture receive Athletics (Swimming) skill at level 2,
and can advance that skill as a professional
At the time of their discovery, Xelatians had little skill.
in the way of technology, but had a grasp of certain • Luminal Speech: Xelatians developed com-
of the sciences. Their philosophy and literary munication using complex patterns of biolu-
traditions (oral) were highly complex and minescence across their bodies. These
innovative. They tend toward the mystical in their patterns can be read by a specially adapted
philosophies. translator (universal translators do not work
They were first contacted by Tellarite explorers in due to the visual aspect of the commu-
the early 22nd century. Being highly curious nication, but tricorders can be programmed to
creatures they took to space travel with relish, pick up Xelatian communications).
subsequently joining the Federation in the early 23rd • Mute: Xelatians have no sound-producing
century. organs, rendering them unable to speak.
• Natural Swimmer: When swimming,
Language and Names Xelatians move at the same speed land-
dwelling species normally do (‘Walk’ 6m,
Xelatians have a language that is bioluminescent
‘Jog’ 12m…). They don’t normally need to
in nature. They can understand spoken languages,
make Swim tests, only doing so under the
but need a universal translator to respond in kind.
same circumstances that land-dwelling
They choose whimsical names.
species do (e.g., running during combat).
• Ocean-Bound: When on land, Xelatians
Favored Profession
suffer from -4 Agility, and can only crawl/step
Scientist or Mystic. The Xelatians enjoy problems or walk. They must also keep their skin wet,
and riddles, especially when creating them for and most wear special moisturizing robes
others. while on land. A Xelatians must immerse
itself in water every 8 hours to avoid
Species Adjustments dehydration. If unable to do so, a Xelatian
+2 Strength, +1 Perception. Like Terran octopi, must make a TN 10 Stamina test every hour
Xelatians have excellent senses and powerful after the initial 8. A failure results in the loss
musculature. of -1 Vitality; each subsequent test suffers a
cumulative +5 TN.
Species Abilities • Suction Grip: Xelatians can use their counter-
opposing musculature and suction pads to
• Aquatic: Xelatians require water to breathe, grip things intensely. They gain a +2 bonus
and special environmental suits for land to grapple maneuvers and do 1d6+STR
modifier damage for a squeezing attack.
Additionally, they gain a +2 species bonus to
Athletics (Climb) tests.
• Water Jet: Using its gas sac, a Xelatian can
jet up to 60m (as a full-round action) for up to
two consecutive rounds. This ability can only
be used while the character is in an Energetic
or Winded condition, and once used, 5
minutes must elapse before using it again. If
the character wants to use the ability before 5
minutes have elapsed, he must pass a TN 10
Stamina test. Within an hour-long period,
every time the ability is used without waiting
the full 5 minutes, the TN increases by +5. If
the character fails the Stamina test, he can
move no farther than a ‘Crawl/Step’ (2m) this
turn.
17
Xelatian
TOS era and beyond
The Xelatian homeworld is called Xelata, which is the 3rd planet in the Tau 56
system. Having evolved in the oceans of their world, They are an advanced
form of marine life. They possess 4 tentacles on their upper & lower torso,
typically 4 metres in length. Also, on their torsos are 4 gill slots, which extract
oxygen from the water. They need anti-grav harnesses to move about on
land. They wear masks at all times because standard lighting is too bright for
them. The masks also has an ultraviolet light source shining through the eye
slit to heighten vision while worn. Eager for further communication with other
species, many are attempting to train their nasal slits for physical speech.
They have a single large, oval-shaped eye capable of seeing the ultraviolet
end of the electromagnetic spectrum. Their skeleton is able to withstand
conditions of high gravity as their bodies are accustomed to the ocean
pressures of their world.
Talents:
Xelatian or with GM's permission. Must take Telepathy talent.
Telepathy
Requirement:
As / Betazoid talent. [T2] You communicate telepathically & through the
bioluminescent pigment present in your skin with your Own Species Only.
You are receptive to other species telepaths, though you cannot initiate
contact with them.
Engineering/Science Prodigy
Requirement:
Whenever you use Engineering or Science Disciplines, you gain 1d20 &, if
successful, you gain a bonus Momentum. Reverse Engineering: You
reduce the Difficulty by 2, minimum of 1, as you have a uncanny knack for
understanding the functionality of alien technology.
Requirement:
SPECIES
Xelatian
TOS era and beyond
The Xelatian homeworld is called Xelata, which is the 3rd planet in the Tau 56
system. Having evolved in the oceans of their world, They are an advanced
form of marine life. They possess 4 tentacles on their upper & lower torso,
typically 4 metres in length. Also, on their torsos are 4 gill slots, which extract
oxygen from the water. They need anti-grav harnesses to move about on
land. They wear masks at all times because standard lighting is too bright for
them. The masks also has an ultraviolet light source shining through the eye
slit to heighten vision while worn. Eager for further communication with other
species, many are attempting to train their nasal slits for physical speech.
They have a single large, oval-shaped eye capable of seeing the ultraviolet
end of the electromagnetic spectrum. Their skeleton is able to withstand
conditions of high gravity as their bodies are accustomed to the ocean
pressures of their world.
Talents:
Xelatian or with GM's permission. Must take Telepathy talent.
Telepathy
Requirement:
As / Betazoid talent. [T2] You communicate telepathically & through the
bioluminescent pigment present in your skin with your Own Species Only.
You are receptive to other species telepaths, though you cannot initiate
contact with them.
Engineering/Science Prodigy
Requirement:
Whenever you use Engineering or Science Disciplines, you gain 1d20 &, if
successful, you gain a bonus Momentum. Reverse Engineering: You
reduce the Difficulty by 2, minimum of 1, as you have a uncanny knack for
understanding the functionality of alien technology.
Requirement:
SPECIES
Species Name: Xenexian
First Encountered: 2353
Affiliation: Federation Ally
By 2373, Xenex was free in name only, the Danteri had made many political inroads with the
planets ruling citizens, and in-effect still kept a tight grip of control on the planet. Xenexians
are a bronze skinned, fiercely proud and independent people, the eyes are the biggest difference
between Humans and Xenexians, as a native Xenexian will have very brightly coloured eyes.
Mackenzie Calhoun himself has violet coloured eyes. Xenexians are considered adults at the
age of thirteen, when they undergo a vision-quest brought about by wandering into a barren
place and going without food or water, this is said to induce a vision that will show the
Xenexian youth what path their future holds. Any that wish are free to leave the planet,
although it is quite rare...
To date only one Xenexian has joined Starfleet. Captain Mackenzie Calhoun of the Starship
Excalibur (although Mackenzie Calhoun isn't his real name, merely a 'humanisation' his actual
name pronounciation is; M'k'n'zy of Calhoun).
Coming from the planet Xenex, a planet that, like Bajor, has been split by war, although their
planet was occupied for hundreds of years... M'k'n'zy was a rebel leader, who in his teenage
years led his people to freedom from their Danteri Oppressors. It is unknown what effect the
exploits of on of the planets most famous citizens will have on the population as a whole,
however diplomatic and trade ties have strengthened and it is hoped that Xenex will one day
make the transition from Ally to member world of the UFP
Attributes
Fitness 2 [5]
Vitality +1
Co-ordination 2 [5]
Intellect 2 [5]
Presence 2 [5]
Willpower +1
Psi 1 [5]
Skills
Athletics (Choose Specialisation) 1(2)
Culture (Xenexian) 2(3)
History (Xenexian) 1(2)
Language
Xenexian 2
Planetary Survival (Choose Specialisation) 1 (2)
Unarmed Combat (Choose Specialisation) 2 (3)
World Knowledge (Xenex) 1(2)
Typical Advantages/Disadvantages
Intolerant (Oppressors) -1
Species Enemy (Danteri) -4
+1 Courage Point
Submitted by Dan Gurden
Risa was a planet of erce storms and tectonic instability The intelligent Arboreal species of the Xindi are a contrast
before the Risians took it upon themselves to essentially some of their cousins on Xindus in that they are known to
terraform their planet. It is now colloquially known throughout have an incredibly calm demeanor, some would call them
the Federation as a “pleasure planet.” It’s a wonder the lethargic. But with a relaxed pace comes an appreciation for
Risians evolved into the ceremonial society they have today, logical thought and considered discussion. Since becoming
with tradition and ceremony being central to Risa society. members of the Federation, Xindi–Arboreals have worked
in Star eet and the Federation as mediators, counsellors,
Risians have an honest and open attitude to sexuality, diplomats and administrators.
renowned throughout the Galaxy. Potential mates with a
sexual appetite display ceremonial icons, called a horga’hn, EXAMPLE VALUE: Calm Focuses the Mind
that invite partners to participate in the sexual rite jamaharon.
ATTRIBUTES: +1 Control, +1 Insight, +1 Reason
EXAMPLE VALUE: All That is Ours is Yours
TRAIT: Xindi-Arboreal. Covered in hair, and with
ATTRIBUTES: +1 Control, +1 Insight, +1 Presence distinctive ridges on their nose and cheekbones, the
Arboreals are evolved from creatures similar to that of the
TRAIT: Risian. Risians appear much like Humans, save Earth sloth. They possess sharp claws and have slightly
a decorative gold emblem in the center of the forehead. longer arms than the average humanoid. With a naturally
They have open and adventurous personalities but also calm, rational mind, they do not panic or stress easily
have a great patience with others. though they do fear large bodies of water. Their dark eyes
allow them to see easier in low light conditions compared
TALENTS: The character receives access to the to other humanoids.
following talents:
TALENTS: The character receives access to the
following talent:
REQUIREMENT: Risian, or Gamemaster’s permission.
Your upbringing in a peaceful society, one that promotes
harmony and has an outright ban on weapons, has REQUIREMENT: Xindi-Arboreal, or Gamemaster’s
developed the Risian ability for peaceful resolutions. permission.
Whenever a Risian attempts a Task to dissuade another Arboreals possess an unwaveringly calm nature, allowing
individual or group from resorting to con ict, they reduce the them to ignore the stress of a crisis. When attempting Tasks
Di culty of that Task by 1. with Control to resist stress or mental a iction they may re-
roll one die in your pool.
SAMPLE NAMES:
Male names: Doranis, Melek, Oran
Female names: Aradnis, Elianjah, Joval
THE NEXT GENERATION ERA ONLY THE NEXT GENERATION ERA ONLY
Among Xindus species, Xindi-Insectoids are considered Seen as easily the best tactical minds in the Galaxy, the
one of the most aggressive and decisive. They, and the Zakdorn excel at complex strategic thinking. This asset has
Reptilians are responsible for the destruction of their original enabled the Federation to streamline its defensive policy over
homeworld, after detonating vast explosions beneath the years, with Zakdorn o cials overseeing training exercises
several seismically active points. Their language is the most and “war games” for Star eet. Their personal con dence
complex among the Xindi species with 67 di erent dialects and conviction is often considered boasting and hubris,
of clicks and chirps that other species nd hard to replicate. particularly given that no rival species has ever tested the
Insectoid names grow longer as the individual ages, Zakdorn military. Zakdorn strategists have, however, helped
carrying more meaning and life history than many other Star eet and the Federation immeasurably since they joined
species’ given names. in the early 24th Century.
EXAMPLE VALUE: Protect your O -spring at the Expense EXAMPLE VALUE: A Coherent Strategy is the First Line
of Self of Defense
TRAIT: Xindi-Insectoid. Reproduction is asexual with a TRAIT: Zakdorn. Zakdorn tend to be of shorter stature
single adult laying a clutch of eggs. Life expectancy is than most humanoids and have distinctive wrinkles
very short compared to other species with 12 years as of fatty tissue over their faces and bodies. This fatty
the average. Their insectoid bodies grant them enhanced layer enables Zakdorn to survive without food for much
abilities, such as crawling and climbing, while their cheek longer periods than normal humanoids. Their analytical
ridges distinguish them as Xindus natives. brains give them an edge in logic and reasoning that
rivals even Vulcans.
TALENTS: The character receives access to the
following talent: TALENTS: The character receives access to the
following talents:
REQUIREMENT: Xindi-Insectoid.
Insectoids have a profound instinct to defend your eggs and REQUIREMENT: Zakdorn, or Gamemaster’s permission.
their o -spring, and this transfers onto teams or groups with In command positions, the speed of Zakdorn tactical
which they develop a close bond. Whenever an Insectoid calculations enables them to give concise orders to their
attempts a Guard Task in combat, and confers the bene ts to crew. During combat, a Zakdorn leader may use the Direct
another Main Character, ignore the increase in Di culty when Task one additional time per scene (so, twice per scene
attempting the Task. overall). Further, when they use the Swift Task Momentum
Spend for an extra Task, the cost is reduced to 1 Momentum,
SAMPLE NAMES: so long as the second Task is the Assist or Direct Task.
Xindi-Insectoid names are an incredibly intricate series
of clicks and chirps, and while amongst other species
often choose a name to be known as by their crewmates, REQUIREMENTS: Zakdorn, or Gamemaster’s permission.
favoring short names that work well with their consonant Zakdorn strategic sense is unparalleled in contemporary
heavy language. military theory. Whenever a Zakdorn attempts a Task to
Create an Advantage related to strategy or tactics (as
opposed to spending Momentum), reduce the Di culty by 1.
SAMPLE NAMES:
Male names: Gruhn, Jir, Koll, Sirna
Female names: Bel, Myk, Orym
Family names: Azernal, Bunkrep, Kolrami, Roplik
THE NEXT GENERATION ERA ONLY THE NEXT GENERATION ERA ONLY
Xindi-Primates were the second Xindus species to evolve The Reptilian species from Xindus rival the insectoids in
intelligence, after the Xindi–Aquatics. Primates are talented aggression, and are likely to resort to force to achieve
engineers and are often fair, honest and trusted. The Xindi their goals. They’re also notably dishonest and impatient
inclusion into the United Federation of Planets in 2311 when it comes to dealing with other species, including
enabled Xindi-Primates to enhance their learning, and nd other Xindi. It is rare for Reptilians to apply to Star eet
positions in design, architecture, engineering, along with Academy, and rarer still for them to be accepted, as their
research and development. They, more than most species temperament can lead to confrontations. Those Xindi-
to attend the Academy, nd themselves in the command Reptilians who do join Star eet rival the Klingons in martial
division upon graduation, given their adaptability and prowess, Tellarites in aptitude for debate, and Zakdorn in
audaciousness. tactical expertise.
EXAMPLE VALUE: Honesty Never Makes a Problem Worse EXAMPLE VALUE: Patience is for the Dead
TRAIT: Xindi-Primate. With a similar physiology to TRAIT: Xindi-Reptilian. These are cold blooded
humans, Primates share their characteristic internal individuals who prefer hotter climates. Scales, ridges
organ structure and metabolism, as well as their and spikes cover their body and they have vertical slit
sensory perceptions. Their facial structure is markedly eyes, for adapting to low light conditions and judging
di erent, however, with pronounced foreheads and depth. A carnivorous, protein-heavy diet gives them
ridged cheekbones like other Xindus species. Amongst muscular tone and de nition that enhances their strength
other Xindi, Primates have a reputation for fairness and and endurance. They have a reputation amongst other
honesty. Many people beyond Xindus have come to Xindi for being aggressive, impatient, stubborn, and
regard Xindi-Primates as trustworthy and decent. untrustworthy.
TALENTS: The character receives access to the TALENTS: The character receives access to the
following talent: following talent:
Xindi-Primates were the second Xindus species to evolve The Reptilian species from Xindus rival the insectoids in
intelligence, after the Xindi–Aquatics. Primates are talented aggression, and are likely to resort to force to achieve
engineers and are often fair, honest and trusted. The Xindi their goals. They’re also notably dishonest and impatient
inclusion into the United Federation of Planets in 2311 when it comes to dealing with other species, including
enabled Xindi-Primates to enhance their learning, and nd other Xindi. It is rare for Reptilians to apply to Star eet
positions in design, architecture, engineering, along with Academy, and rarer still for them to be accepted, as their
research and development. They, more than most species temperament can lead to confrontations. Those Xindi-
to attend the Academy, nd themselves in the command Reptilians who do join Star eet rival the Klingons in martial
division upon graduation, given their adaptability and prowess, Tellarites in aptitude for debate, and Zakdorn in
audaciousness. tactical expertise.
EXAMPLE VALUE: Honesty Never Makes a Problem Worse EXAMPLE VALUE: Patience is for the Dead
TRAIT: Xindi-Primate. With a similar physiology to TRAIT: Xindi-Reptilian. These are cold blooded
humans, Primates share their characteristic internal individuals who prefer hotter climates. Scales, ridges
organ structure and metabolism, as well as their and spikes cover their body and they have vertical slit
sensory perceptions. Their facial structure is markedly eyes, for adapting to low light conditions and judging
di erent, however, with pronounced foreheads and depth. A carnivorous, protein-heavy diet gives them
ridged cheekbones like other Xindus species. Amongst muscular tone and de nition that enhances their strength
other Xindi, Primates have a reputation for fairness and and endurance. They have a reputation amongst other
honesty. Many people beyond Xindus have come to Xindi for being aggressive, impatient, stubborn, and
regard Xindi-Primates as trustworthy and decent. untrustworthy.
TALENTS: The character receives access to the TALENTS: The character receives access to the
following talent: following talent:
The Xindi-Aquatics are one of the five surviving species from Xindus in the Delphic
Expanse. Their homeworld was destroyed in the Xindi Civil War. Like all Xindi, the
Aquatics have a ridge-like fold at the top of their cheekbone. Xindi families pass down
initiation medals to their progeny. They are experts in biometric hologram technology,
and have a reputation for being efficient and level-headed.
Ø TRAIT: Xindi-Aquatic. The Xindi-Aquatics take a long time to make decisions. This
prudence may frustrate others but makes the Xindi-Aquatics a voice of reason.
They prefer visual cues and are suspicious of the spoken word, preferring courage
and confidence in others. The Xindi-Aquatics are native to aquatic environments
and can see well underwater with the slit-like irises in their eyes. They have three-
fingered forelimbs with fingernail-like claws and webbing. Their hind limbs are fins
and they are tailed. Their natural complexion is green with blotches of olive hue.
Xindi-Aquatics communicate amongst themselves with complex songs using gills,
and switched to sonar for past tense. However, they can easily learn humanoid
languages. Females are larger, have more humanoid-looking faces and have
rougher skin than males.
LONG DELIBERATION
REQUIREMENT: Xindi-Aquatic, or Gamemaster’s permission.
You make fewer errors, given time. When you attempt a Task using Reason or Insight,
and spend Determination to buy a bonus d20 for that Task, you may re-roll your dice
pool. However, if this is a Timed Challenge, you cannot spend Momentum to reduce
the length of the time involved.
SONAR
REQUIREMENT: Xindi-Aquatic, or Gamemaster’s permission.
You are able to use sonar to detect objects. When you are using sonar to perceive
something through gaseous or liquid environments, you may re-roll any number of dice.
The Xindi-Arboreals are one of the five surviving species from Xindus in the Delphic
Expanse. Their homeworld was destroyed in the Xindi Civil War. Like all Xindi, the
Arboreals have a ridge-like fold at the top of their cheekbone. Xindi families pass down
initiation medals to their progeny. One of the more peaceful Xindi species, the
Arboreals are a calm people even when under duress. The other Xindi consider the
Arboreals lethargic.
Ø TRAIT: Xindi-Arboreal. Xindi-Arboreals are covered with hair, and have thick, long,
claw-like fingernails. Their eyes are dark and a ridge runs from their noses to the
back of their head. They have a dislike of water, and are adapted to arboreal
environments. While the Arboreals appear harmless, their claws can be deadly if
they are forced to use them.
UNCANNY CALM
REQUIREMENT: Xindi-Arboreal, or Gamemaster’s permission.
You are able to stay calm even in the most stressful of circumstances. When assisting
or attempting a Task during Combat or Starship Combat, the first Complication
generated on the Task by you may be ignored.
ARBOREAL CLAWS
REQUIREMENT: Xindi-Arboreal.
Your claws are useful for both self-defense and climbing. Your Unarmed Strikes gain
the Piercing 1 quality, and any climbing-related Tasks are at -1 to Difficulty.
The Xindi-Insectoids are one of the five surviving species from Xindus in the Delphic
Expanse. Their homeworld was destroyed in the Xindi Civil War. Like all Xindi, the
Insectoids have a ridge-like fold at the top of their cheekbone. Xindi families pass
down initiation medals to their progeny. Insectoid names grow longer and more difficult
to pronounce as they grow older. They treat raised voices as a sign of hostility. They
are quick to make decisions, and are most closely allied with the Xindi-Reptilians.
ACCELERATED LEARNING
REQUIREMENT: Xindi-Insectoid.
Due to your short lifespan, you learn quickly and instinctively. You may use Insight
instead of Reason whenever you attempt a Task.
CARAPACE
REQUIREMENT: Xindi-Insectoid.
You have a protective carapace. Against non-energy weapons, you have Resistance 1.
The Xindi-Primates are one of the five surviving species from Xindus in the Delphic
Expanse. Their homeworld was destroyed in the Xindi Civil War. Like all Xindi, the
Primates have a ridge-like fold at the top of their cheekbone. Xindi families pass down
initiation medals to their progeny. The Xindi-Primate are considered intellectual, fair,
honest, and trustworthy by the other Xindi species. They are talented engineers.
Ø ATTRIBUTES: +1 Reason, and choose two other Attributes (except Fitness) and
+1 to both of them.
You have an innate talent for engineering. When you succeed at an Engineering Task
as part of an Extended Task, you may Re-Roll Work for one less Momentum Cost than
usual.
UNBROKEN
REQUIREMENT: Xindi-Primate, or Gamemaster’s permission.
You will not let captivity destroy you. While you are captured or imprisoned, when you
buy one or more d20s by spending Momentum, you may re-roll a single d20.
The Xindi-Reptilians are one of the five surviving species from Xindus in the Delphic
Expanse. Their homeworld was destroyed in the Xindi Civil War. Like all Xindi, the
Reptilians have a ridge-like fold at the top of their cheekbone. Xindi families pass down
initiation medals to their progeny. The militaristic Xindi-Reptilians are easily provoked
and impatient, and seen as untrustworthy by the other Xindi species. Some Reptilian
soldiers were surgically implanted with a suicide gland that secreted a neurotoxin in
the event that they were captured. Experts in biotechnology, their bio-rifles and other
weapons utilize techno-larvae, and are designed to self-destruct if another species
tried to use them. The Xindi-Reptilians often allied with Xindi-Insectoids.
REPTILIAN STAMINA
REQUIREMENT: Xindi-Reptilian.
You are able to resist a multitude of attacks due to your unique reptilian physiology.
You have +2A Resistance against energy attacks, and against edged or piercing
melee attacks.
BIOTECHNOLOGICAL EXPERTISE
REQUIREMENT: Xindi-Reptilian, or Gamemaster’s permission.
You are very familiar with biotechnological weapons and devices. When you try to
analyze, use, repair, or construct devices with biotechnological parts, you may add a
bonus d20 to your pool.
The Xindi are an union of five divergent but genetically related species who
all evolved on the same planet, Xindus. The five species are the Aboreals,
Primates, Reptilians, lnsectoids, and Aquatics. A sixth species, the Avians,
used to exist but were all slain. In the 2030s their planet was destroyed by a
civil war, the result of a Reptilian and lnsectoid plot, forcing the entire species
to relocate. In the early 2150s, beings from another dimension deceived the
Xindi into attacking Earth, which was repelled by a military alliance between
Earth and Andoria. This incident helped establish the United Earth as a major
interstellar power.
TRAIT: Xindi, Arboreal. All subspecies of Xindi share 99% the same
DNA and are largely susceptible to many of the same toxins and contagions.
Arboreal Xindi have excellent balance and are skilled at climbing, possessing
strong claws used to ascend trees.
MEASURED PATIENCE
REQUIREMENT: Xindi-Arboreal, or Gamemaster’s Permission
You prefer to wait and judge a situation rather than acting rashly. When you
use the Ready Task during combat, once per scene you can change the either
triggering situation or the readied Task.
Text by "Jester" David Gibson; Art Copyright Star Tre:h Online: and Cryptic Studios
SPECIES
INSECTOID
THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY
The Xindi are an union of five divergent but genetically related species
who all evolved on the same planet, Xindus. The five species are the
Aboreals, Primates, Reptilians, lnsectoids, and Aquatics. A sixth
species, the Avians, used to exist but were all slain. In the 2030s
their planet was destroyed by a civil war, the result of a Reptilian
and lnsectoid plot, forcing the entire species to relocate. In the
early 2150s, beings from another dimension deceived the Xindi
into attacking Earth, which was repelled by a military alliance
between Earth and Andoria. This incident helped establish the
United Earth as a major interstellar power.
Xindi-lnsectoids are loosely humanoid, with two arms and legs and a
small abdomen. They grow and mature quickly, being fully grown in a
couple years and considered elderly after a decade. Even with advances
in medicine, few live beyond twelve or thirteen years. The lnsectoids are
asexual, reproducing once or twice during their lives in tandem with other
lnsectoids. Their ships included shielded hatcheries, so their young could be
born, mature, and then serve on a single familial starship. These hatcheries
were guarded and defended, even at the expense of the survival of the rest of
the crew. The lnsectroids have long been allies with the Xindi-Reptilians, with
their alliance dating back to when they were oppressed by the Xindi-Primates.
The two subspecies trade technology, equipment, and even starships.
TRAIT: Xindi, Insectoid. All subspecies of Xindi share 99% the same DNA and
are largely susceptible to many of the same toxins and contagions. Xindi
Insectoids have large compound eyes that provide 360-degree vision. They
have excellent hearing but are sensitive to loud noises, and equate raised
voices with aggression. Their bodies are covered in semi-rigid carapace over
their entire body. The species is asexual and lays eggs in clusters, which have
an innate biological defense: a non-insectoid approaching the eggs induces a
chemical spray that causes and obsessive nurturing instinct in the intruder.
PROTECTIVE LOYALTY
REQUIREMENT: Xindi-lnsectoid, or Gamemaster’s Permission
You are instinctively defensive of kin and allies, driving you to defend them
at any cost. When you take the Guard Task to defend an ally, they gains 3
Resistance Dice against the first successful attack before the start of your next
turn.
The Xindi are an union of five divergent but genetically related species who
all evolved on the same planet, Xindus. The five species are the Aboreals,
Primates, Reptilians, lnsectoids, and Aquatics. A sixth species, the Avians,
used to exist but were all slain. In the 2030s their planet was destroyed by a
civil war, the result of a Reptilian and lnsectoid plot, forcing the entire species
to relocate. In the early 2150s, beings from another dimension deceived the
Xindi into attacking Earth, which was repelled by a military alliance between
Earth and Andoria. This incident helped establish the United Earth as a major
interstellar power.
TRAIT: Xindi, Primate. All subspecies of Xindi share 99% the same
DNA and are largely susceptible to many of the same toxins and contagions.
Xindi-Primnates are intelligent and are skilled at both engineering and
construction but are not very resilient, lacking physical endurance and being
susceptible to radiation and toxins.
STRUCTURAL AWARENESS
REQUIREMENT: Xindi-Primate, or Gamemaster’s Permission
You can guess the weak spots of objects and walls, through your knowledge
of building materials and engineering. When you attack a target that is behind
cover, you ignore 1 Cover Dice.
Text by "Jester" David Gibson; Art Copyright Star Tre:h Online: and Cryptic Studios
SPECIES
REPTILIAN
THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY
The Xindi are an union of five divergent but genetically related species who
all evolved on the same planet, Xindus. The five species are the Aboreals,
Primates, Reptilians, lnsectoids, and Aquatics. A sixth species, the Avians, used
to exist but were all slain. In the 2030s their planet was destroyed by a civil
war, the result of a Reptilian and lnsectoid plot, forcing the entire species to
relocate. In the early 2150s, beings from another dimension deceived the Xindi
into attacking Earth, which was repelled by a military alliance between Earth
and Andoria. This incident helped establish the United Earth as a major
interstellar power.
TRAIT: Xindi, Reptilian. All subspecies of Xindi share 99% the same DNA and
are largely susceptible to many of the same toxins and contagions. Xindi-
Reptilians are physically stronger that Humans and possess great stamina and
durability, being less susceptible being stunned by phasers. Reptilians require
warm temperatures to function, and become lethargic in the cold..
AGRESSIVE STRIKES
REQUIREMENT: Xindi-Reptilian, or Gamemaster’s Permission
Dense muscles and aggression makes your blows particularly devastating.
When you attempt a Melee Attack, you generate 1 bonus Momentum that
can’t be saved.
Text by "Jester" David Gibson; Art Copyright Star Trek Online: and Cryptic Studios
SPECIES
STAR TREK ROLEPLAYING GAME
Picks Homeworld
15 ([+10] +2 Strength, [+5] +1 Perception, [-5] Xyrillia.
Aquatic, [+2] Skill Focus: Keen Sight, [+4]
Athletics (Swimming), [+0] Luminal Speech, [-5] History and Culture
Mute, [+5] Natural Swimmer, [-7] Ocean-Bound, Xyrillians achieved warp capability in the early
[+4] Suction Grip, [+2] Water Jet). 19th century. They are explorers, preferring to travel
ST IV: The Voyage Home unobserved (and therefore unmolested by the likes
of the Klingons and Orions). They developed
cloaking systems in lieu of powerful weapons
systems, and they were the first species to develop
a primitive holographic simulator.
Xyrillian culture touts curiosity and cooperation.
They applied for membership in the Federation
soon after its founding, one of the earliest species to
join. Xyrillians have a reputation for being
xenophiles, although some of that is due to
accidents involving reproduction from early
encounters with other species. Usually, sexual
encounters involve the use of a box-shaped device
containing a psychoreactive crystalline material
which allows the transmission of pheromones and
neurotransmitters between the participants.
Favored Profession
Species Adjustments
Personality
+1 Presence
Xyrillians are curious and peaceful people. They
are technophilic, but are conscientious about Species Abilities
making their technology blend with nature. They
• Amiable: Xyrillians are genuinely friendly
are easily given to emotional connections.
people who gain a +2 species bonus to
Influence tests.
Physiology and Appearance
• Bonus Edge: Curious: Xyrillians love to
Xyrillians are humanoid, with orange skin that explore and meet new people.
has scale-like plating under the epidermis to protect • Parasitic Reproduction: Xyrillian females
them. Their eyes are usually yellow, but a light sky create embryos in their bodies, which can
blue is not uncommon. Compared to most then be transferred by touch to the male of
humanoids, the major difference is their any humanoid species with iron-based blood.
reproductive systems: Xyrillians do not reproduce To make this easier, Xyrillian females produce
through sexual intercourse. Instead, females a pheromone that stimulates the production of
generate both gametes, which are then transferred pleasure neurotransmitters by the male during
into the body cavity of the male of the species, touch, and allows the embryo to be more
which carries them to term. The Xyrillian gestation easily transferred.
period is approximately five months, with birth
occurring into a pouch-like cavity in the abdomen. Picks
Xyrillian embryos are very easily transferrable, even
9 ([+5] +1 Presence, [+4] Curious, [+0] Parasitic
into males of other species; this can lead to some
Reproduction).
awkward moments for the surprised father-to-be.
ENT “Unexpected”
18
XYRILLIAN
ALL ERAS OF PLAY
The peaceful Xyrillians were one of the first alien species encountered by the U.S.S. Enterprise
NX-01. A scaly and unusual Federation species, Xyrillians do not have a water-based or oxygen-
based metabolism, and survive in a high-pressure atmosphere (which other species may breathe
after a six-hour decompression process, but with potentially hallucinogenic effects; mirazine may
cut down the time to three). They are experts in holographic and stealth technology. Xyrillians
have a tendency to do things stealthily without asking permission first (such as using the
plasma exhausts of other starships to replenish their teraphasic coils).
Ø TRAIT: Xyrillian. Xyrillians do not have a metabolism based on water. They breathe a
high-pressure, non-oxygen-based atmosphere that has a hallucinogenic effect on most
other species, unless they are weaned onto and off their atmosphere. They eat
vegetation grown in their ships, which also generate gases that help their metabolism.
They can pass electricity via touch, creating a pleasant and painless sensation. They
have dermal plating used for detecting Xyrillian moods. Xyrillians have smooth, scaly and
hairless brown skin, and they often have large green eyes. Xyrillian females pass genetic
materials to males (not necessarily of their own species) through physical contact, and
Xyrillian males have a pouch on the upper chest to bring offspring to term.
XYRILLIAN TECHNOLOGY
REQUIREMENT: Xyrillian.
After contact with the Federation, Xyrillians have used their advanced technological knowledge to
make it easier for them to interact with other interstellar species. You own a Xyrillian pressure
suit that provides you with the atmosphere that Xyrillians require, equivalent to an environmental
suit (Resistance 1). You also own a Xyrillian holographic imager. Lastly, you have a Xyrillian
telepathic granule game that permits person-to-person telepathy between a Xyrillian and another
consenting player (Opportunity 1 cost per telepathic contact; as Betazoid Telepath, but only with
the person playing the game with you, who does not need to be Xyrillian but must consent to the
telepathic contact).
Xyrillians are experts in holo-technology. When you attempt a Task that involves holographic
technology (including programming), you may reroll your dice pool.
The Yattho come from a lower-G class L world in the Beta Quadrant, where
they are under Klingon rule as a protectorate planet, and thus don’t have voting
rights or much standing in galactic politics, though as jeghpu'wI' (a conquered
people) are offered full protection of the Empire. Yattho are a small, physically
fragile humanoid species that explored their system before they were discovered
by the Klingons, who were not impressed in the slightest, until they learned of
their precognitive abilities. Some of the Klingon Houses attempted to use the
Yattho in making military decisions against their rivals, but despite the accuracy
of the Yattho ability, seeing beyond the results of initial attacks wasn’t always
possible, and in the end, relying on a “lesser” species such as the Yattho to guide
Klingon Warriors was deemed to be somewhat dishonourable—though rumours
in the Empire persist that Klingon Intelligence continues to use Yattho guidance
in some capacity.
The Yattho don’t take part much in galactic discourse, and while they have
warp capability, they tend to stick very close to home, owing to their low-G
physical comfort, their health needs being out of the usual range for most
humanoids, and being under Klingon rule.
The most notable quality of the Yattho is their species proclivity for having
prescient ability, often alongside some telepathic ability. Their prescience, which
is incredibly accurate, seems to be tied in some way to intent—they see the future
of choices and actions, sometimes across whole sectors, but they don’t see natural
disasters or the like (though they might sense how people choose to react to
those disasters, which means they still sometimes have prescient awareness of
the fallout of non-intent-based future events). Yattho cannot sense the future
choices or actions of species who are normally immune to telepathy—such as the
Ferengi, or Dopterians, or many non-humanoid lifeforms.
Yattho are nonviolent by nature, peaceful and contemplative, and prone to
taking a long time to make decisions, given they often catch accurate glimpses of
much of the fallout of any choice they might make. Some Yattho devote
themselves entirely to honing their prescient ability in the name of their people,
becoming what the Yattho refer to as “Foreseers” in an attempt to ensure the
safety and health of their people by watching the future for threats.
EXAMPLE VALUE: With knowledge comes the responsibility to act with care.
• ATTRIBUTES: +1 Control, +1 Insight, +1 Presence
• TRAIT: Yattho. The Yattho are a species who evolved on a lower-G world than
most humanoids, and as such are more fragile than most in a higher-G
environment, though they also adapt to low-or-zero-G situations far more
easily than most humanoids. They are green-skinned, with pink-to-purple
spot markings along their forehead, nasal ridge, cheeks, and chin, and
have four-slitted nostrils. Their ears are contained inside an outer
membrane that better aids in their sense of balance and adjustment in their
lower-G environment, but tends to give them a hearing range below the
average for many humanoids.
• TALENTS: The character receives access to the following talents:
FORESEER
REQUIREMENT: Yattho, or gamemaster’s permission.
Yattho all have a gift for occasionally glimpsing the future, but some Yattho
focus their mental efforts to attain a much greater measure of control with their
inborn ability. While spontaneous moments of prescience will occur as the
gamemaster judges appropriate for a narrative, once per adventure, you may
attempt an Insight + Command Task, with a Difficulty of 2, to invoke a vision. If
successful, the Gamemaster will grant your character a vision of the future based
on a choice you or someone else is currently intending to make. Knowledge of
the future that would come to pass—without any interference from those with
knowledge of that future—is generally accurate, but the actions of anyone who is
aware of your visions can ultimately change that future.
PRESCIENT
REQUIREMENT: Yattho, or gamemaster’s permission.
Yattho all have a gift for occasionally glimpsing the future, and spontaneous
moments of prescience will occur as the gamemaster judges appropriate for a
narrative. Knowledge of the future granted by these visions always relates to the
intent or choice of someone, and the visions are generally accurate, but actions
from the character (or anyone they share their vision with) can ultimately change
this future.
TELEPATH
REQUIREMENT: Yattho, or gamemaster’s permission.
A not-insignificant portion of Yattho are fully telepathic. You can sense the
surface thoughts and emotions of most living beings nearby, and can
communicate telepathically with other empaths and telepaths, as well as those
with whom you are extremely familiar. Surface thoughts are whatever a creature
is thinking about at that precise moment. The character cannot choose not to
sense the emotions or read the surface thoughts of those nearby, except for those
who are resistant to telepathy. It will require effort and a Task to pick out the
emotions or thoughts of a specific individual in a crowd, to search a creature’s
mind for specific thoughts or memories, or to block out the minds of those
nearby. Unwilling targets may resist with an Opposed Task.
NAMES
Yattho names are patronymic, with a child having their own name, and then a
surname created by their father’s name with a prefix that varies by region of
birth. Male names tend to be single-syllable and harder sounding—with the
patronymic surname becoming two syllables—while Female names tend to have
two syllables that end with an open vowel sound, and often beginning with one
as well, and a recent cultural shift toward non-gendered or unique names mixes
the two styles, and some younger Yattho have begun using matronymic
surnames as well.
Yridians are often free agents working with those who share their personal goals, or as
hired hands for other species. They are known to be traders, smugglers and
information merchants, and are unwilling to part with information without payment.
They were believed to be extinct until the mid-2360s until the Federation made first
contact. They use disruptor weaponry.
EXAMPLE VALUE: Willing To Do Your Dirty Work For The Right Price
Ø TRAIT: Yridian. The Yridians are usually bald, but some have dark, curly hair. They
have a wrinkly appearance, with rodent-like ears and small eyes and noses. They
have a ridge running from their nose, up and over their heads. Most are thumbless
and have only four fingers on each hand, but some have thumbs. They are often
devious and untrustworthy.
You have a gift for processing information and retaining it. When you attempt a Task to
organize information or recall it, you may add a bonus d20 to your dice pool.
SCAVENGER INSTINCT
REQUIREMENT: Yridian.
Your Yridian evolutionary ancestors were scavengers, which gives you an instinct for
searching, as well as furtive skills such as spying, burglary, and smuggling. When you
attempt a Task where non-detection or searching is an asset, and you add a d20 to
your dice pool by adding to Threat, you may re-roll two d20s.
55
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ATTRIBUTES: +1 Control, +1 Insight, +1 Presence
Given their technological capabilities, want amongst their REQUIREMENT: Zahl, or Gamemaster’s permission.
people has been e ectively eliminated – similar to Earth. With This species is capable of regulating their body temperatures
no desire for personal gain, the Zahl are welcoming to any such that they can survive in hostile environments with
peaceful species and will provide whatever aid or support ease. Reduce the severity of any negative Trait dealing with
they can, so long as it does not embroil them in someone temperature by 1. This can eliminate any ongoing damage
else’s war. Their good nature, however, quickly fades when the character would normally be required to su er due to
threatened, either personally or culturally. In these cases, the these Traits.
Zahl prefer to threaten retaliation before actually engaging in
armed aggression, in hopes that their opponent will withdraw
before the situation becomes violent. REQUIREMENT: Zahl, Bolian or Gamemaster’s permission.
A cheerful, outgoing personality is the perfect thing to put
EXAMPLE VALUE: Kindness Wins More Battles than diplomatic guests at ease. Whenever assisting another
Weapons character, the Zahl may use the active character’s Presence
Attribute instead of their own. Further, both the Zahl and
the character being assisted may ignore any increases in
Complication Range for the Task.
O A
a
ZAKDORN
THE NEXT GENERATION ERA ONLY
The Zakdorn are members of the United Federation of Planets, and regarded as the
greatest innately strategic minds in the galaxy. As such, none have tested them in
combat. As a result of this reputation for tactical supremacy, the Zakdorn have an
inflated sense of confidence. They are so self-assured that they maintain absolute
authority over others in their jurisdictions. In appearance, the Zakdorn have three
prominent skin folds on each cheek.
Ø TRAIT: Zakdorn. The Zakdorn flaunt their species’ reputation for tactical expertise.
Their strategic genius makes them experts at games and war games. Their hand-
eye coordination is capable of keeping up with their speed of tactical thought,
making them formidable opponents in games such as Strategema or dom-jot.
They are also skilled at bureaucracy.
STRATEGIC MIND
REQUIREMENT: Zakdorn, or Gamemaster’s Permission.
You are able to analyze tactical situations with blinding speed to advise your allies.
During Combat or Ship Combat, when you Assist another with Reason, you may re-roll.
UNYIELDING CONFIDENCE
REQUIREMENT: Zakdorn, or Gamemaster’s permission.
You are so full of confidence in what you do, you shrug off attempts to intimidate you.
You are also expert at putting people in their place. Whenever you attempt a Task to
intimidate or resist intimidation, you may add a bonus d20 to your dice pool.
GRANDMASTER
REQUIREMENT: Zakdorn, or Gamemaster’s permission.
You play at a grandmaster level with a particular game of strategy and skill. You may
have one additional Value and Focus that involve a game or sport where strategy is key,
reflecting your mastery and devotion to the game.
56
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A highly advanced and militant species from the fringes of Federation space, the Zalkonians
were once great explorers and travelers. Unfortunately, when their species began to evolve into
a higher form of life with enormous psionic potential, their conservative government pulled
back to the homeworld and instituted a repressive effort to prevent this evolutionary "next step"
from taking place. Zalkonians who evidenced signs of "transfiguration" were segregated from
the general population and treated as "infected" or dangerously criminal aberrants. The
government focused increasingly on controlling the burgeoning evolutionary crisis and became
isolationist and xenophobic. Zalkonians are very humanoid with rippled dermal layers on their
cheeks and foreheads, in many ways reminiscent of the Zakdorn, but with less stout physiques
and more attractive features.
Attributes
Fitness 3 [6]
Vitality +1
Coordination 2 [5]
Intellect 2 [6]
Logic -1
Perception +1
Presence 3 [6]
Will +2
Empathy +1
Psi 1 [6]
Focus +2
Skills
Athletics (choose any specialization) 1 (2)
Administration (choose any specialization) 1 (2)
Culture (Zalkonian) 2 (3)
Language
Zalkonian (3)
Law (Zalkonian) 1 (2)
World Knowledge (Zalkonia) 1 (2)
Zalkonians who are on the verge of making the evolutionary leap that their government is so
frightened of first show signs of the impending change by an increase in their Presence, often
up to the species maximum, in very little time. Psi potential also begins to rise at a less
observable pace. The evolving individual will begin to manifest psionic skills, even without
any training at all. Receptive and Projective Empathy come first along with prodigious healing
abilities soon thereafter. Full Telepathic powers manifest as the "Transfiguration" takes place as
well as Teleportation and the ability to directly affect energy fields. Evolved Zalkonians do not
appear to possess "Q" or Doud level abilities, but their maximum potential has yet to be
revealed.
Zalkonians to not possess a default Skill in History (Zalkonian) because the government wants
to obscure the true nature of their evolutionary condition and wants the populace focused on the
present, on Zalkonia, rather than on past glories that may prove dangerously stimulating.
Athletics may well be used as a kind of safe cultural distraction. Even Art may prove too
dangerously provocative to be freely indulged in. Zalkonians almost certainly live with
significant levels of censorship and media control by the government.
Author's Notes
The similarity between the Zalkonian and Zakdorn appearance, along with linguistic
similarities in their names and a general tendency toward rigid militancy in both cultures leads
me to speculate that there may be an, as yet unrevealed, connection between the two species. In
my own campaigns, I am speculating that their relationship is similar to that between the
Vulcans and the Romulans. The Zakdorn represent a segment of Zalkonian society that broke
away at some point before the mass withdrawal back to the homeworld occurred. The Zakdorn
are more cerebral, but less physically inclined and less interested in interpersonal skills than the
parent culture. There are no signs of emergent evolution among the Zakdorn, so they may
represent a more "primitive" version of the Zalkonian genotype. Both species possess
formidable military capabilities, but, despite their shared arrogance, neither seems to be
interested in expansionism. The Zakdorn are content to be arm-chair generals par excellence,
while the Zalkonians are obsessed with preserving their traditional culture and avoiding outside
influences which may destabilize them.
CULTURE
The Zuri people have been divided along the lines of race
for centuries. And the Zuri Prime enjoy such a dominance
on their homeworld, that it is not likely to ever abate.
Male Zuri Prime commonly shave their heads, and Some examples of male and female Zuri Prime names are
both men and women decorate their bodies with an Daven, Nalesh, Mattak, and Dun (for males), and Zelash,
elaborate network of tattoos. A Zuri Prime can easily M'toya, D'Nash, and Kotel for females.
have a tattoo on almost any part of their body, but the
arms, chest, and back are the most common locations Some common clan, or familial names include Bakuna,
for such decoration. Molital, Vishra, Kesh, and Obital.
Zuri Prime wear very little clothing, and they prefer to Honorific names are written separated from the proper and
familial names, and always begin with an apostrophe. Some
examples include 'banyatad, 'verimat, 'shadael, and Seasoned: The Zuri Prime share this species ability with the
'pilosa. Orions, who may well be a distant off-shoot of the Zuri race
(or vice-versa). Zuri Prime gain a +2 bonus to their Savvy
The honorific 'pilosa seems only to be given to reactions as a result of being Seasoned (see p. 121 of
females who work in a sex-based profession such as Aliens for more information).
an exotic dancer, or a prostitute. And despite the Zuri
Prime's almost constant attempts at presenting a regal Ultraviolet Endurance: A trait also shared with the Orions,
air about themselves, women in these occupations are the Zuri have a high tolerance for ultraviolet radiation. This
held in very high regard. is not likely to be a result of any genetic similarity, or
relationship to the Orion people, however. The Zuri'ha star
HOMEWORLD is type-B like that of Rigel. Zuri Prime receive the same
bonuses due to their ultraviolet endurance as Orions,
Zuri'ha, the homeworld of both races of Zuri, is located
however. (see Aliens, p. 121)
in the Alpha Quadrant, some 80 lightyears from
Cardassia Prime.
Pheromones: This trait only applies to Rodan females, who
give of similar pheromones to Deltans. These pheromones
The Zuri often trade with the Cardassians, as well as
are capable of having a powerful effect on most humanoids,
the neighboring Tholians. The Zuri Prime are one of
although Deltans are strangely resistant to them. Zuri Prime
very few races to actually have ongoing diplomatic
females gain a +1 bonus to Influence (Charm) tests and a +3
relations with the Tholians.
species bonus to Influence (Seduce) tests. However, unlike
Deltans, a Zuri scoring an extraordinary success on an
Zuri'ha itself is a class-O planet on a technological par
Influence test is not likely to cause the subject to become
with Cardassia, or Romulus. The civilization is
obsessed with them, or being stalking them.
dominated by racism, and the subjugation of the Gral
by the Rodan. This, as well as the Rodan practice of
Skill Focus (Ruthless): (bonus edge) Zuri Prime males are
keeping slaves has kept Zuri'ha out of the Federation.
very aggressive in almost everything they do. Business,
social activities, or military command. The male Rodan is
In 2380, Zuri'ha joined a regional planetary alliance
very ruthless, and often unscrupulous. This pattern of
made up of several worlds, all of whom respect a
behavior provides all Zuri Prime males with a +1 bonus to
monetary-based society and have at least some
Administration tests, and a +2 to all Intimidation tests. Only
significant resources to export.
Zuri Prime males have this edge naturally, although females
may pick it up later, as part of a development or
This alliance is known as the Vakluran Coalition, after
advancement package.
its founding and governing member, the Vaklurans.
Most worlds in the Coalition are located in the region
Species Flaws: Arrogant (applies to males, only) and Proud
surrounding Breen, Tholian, and Cardassian space.
(applicable to females).
Zuri'ha's primary exports include rare metals, exotic
Optional Species Flaw: Infamy (Cruelty), applies only to
seafoods, and well-trained dancers, masseuses, and
male Zuri Prime.
prostitutes who are not sold as slaves, but often
signed to long, binding contracts that reduce their
control over their own financial situation to that of an Rodan Courtesan
indentured servant.
The Zuri Prime will train members of their female population
FAVORED PROFESSION in exotic dance, and erotic art. Being accepted for such
training is considered an honor among the Zuri, but a
Zuri professions run the gamut, with Soldier, Rogue,
woman trained as a Courtesan is held to a contract as an
and Starship Officer being preferred by the Zuri Prime.
indentured servant for a period of 10 years after completing
her training.
There are almost no Zuri Prime in Starfleet, and those
serving on active duty are usually females, who
Many Courtesans are sent off-world. And it is not an
entered Federation society as dancers or prostitutes
uncommon practice for Courtesans to then break their
shipped off-world under indenture contracts.
contracts and use their skills to seek their own fortunes.
Zuri Prime males tend to be very aggressive and
Training as a Rodan Courtesan can be chosen as a Personal
arrogant, but they make excellent command officers in
Development background package.
their own stellar navies.
SPECIES ADJUSTMENTS
-2 Strength, -2 Vitality, +2 Intellect, +1 Agility, -2 Presence
PHYSICAL DESCRIPTION
Considered an inferior race by the dominant, and
overbearing Zuri Prime, the Gral, or Lessers have gray, or
greyish blue skin, black hair, and solid black eyes
resembling of the eyes of most Betazoids.
CULTURE
The Zuri Gral are completely subjugated by the Zuri Prime.
And some Gral are even kept as slaves by powerful Rodan.
This is usually a case of the Gral owing a debt to the Rodan,
and only being able to pay it back by an extensive period of
forced service.
But the Rodan treat the Gral cruelly. They are physically and
verbally abusive towards them. And this has been the norm
of their culture for over 700 years.
The Co'tlmeth