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SECTION THREE - RACIAL TEMPLATES FOR MAJOR STAR TREK RACES

Table of Contents

ANDORIANS (+27 points)

Attributes:

bulletST: +1 (+10)
bulletDX: +1 (+10)
bulletHT: +1 (+10)

Advantages:

bulletAmbidexterity (+10)
bulletUltrasonic Hearing (+5)

Disadvantages:

bulletCode of Honor: Andorian (-10) (Never Quarrel Without A Reason/ Protect Family Above All Else)
bulletReduced Hearing: Rear Only (-5)

Quirks:

bulletNot Boisterous (-1)
bulletComplex Wedding Procedures (-1)
bulletProlific (-1)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Andorian at IQ (0)

DESCRIPTION:

Andorians are natives of the planet Andor (known as Fesoan to the natives). They were one of the founding members of the UFP. Andor is a hot, dry world with very little surface water, and a gravity of 0.90

Physically, they are blue-skinned humanoid bipeds with white hair and knobby antenna on the crown of their heads. They lack visible ears. They have characteristics of both mammals and insects. They are all ambidextrous. Andorians begin rolling for attribute loss at age 85.

Like mammals, they are warm-blooded, bear their young live, and have an internal skeletal structure to which their muscles attach. Like insects, they have a limited exoskeleton which gives them extra damage resistance from attacks.

While the eyes of an Andorian are actually color blind, their antenna have very good color receptors in them, and also hold their hearing apparatus. Their mechanisms for color vision and hearing are so good, they give Andorians the advantages of Infravision and Ultrasonic Hearing.

The antenna face forward and cannot rotate, causing Andorians to hear better from the front and sides than the rear. Any roll to hear a sound from behind is at -1. This is listed above as Reduced Hearing: Rear Only.

Each of the two antennae stalks are susceptible to damage and injury. Each is at -8 to hit (-5 for the head, and -3 for the stalk). Damage over HT/4 kills the stalk. Excess damage is lost, however, any hit will cause intense pain to an Andorian. If this occurs, they must roll versus HT or become stunned for HT-(amount the roll failed by) rounds.

If one stalk is destroyed, the Andorian will be at -2 for all future hearing rolls. If both stalks are destroyed, the Andorian becomes deaf and color blind. Andorians in this situation must roll against HT to determine if the damage is permanent, as explained in GURPS Basic.

The history of this race was once a violent one, based on war and conquest. While they will fight if challenged, or even challenge a foe themselves if they feel it to be necessary, they will never quarrel without a good reason. Also, they tend to remain quiet and listen to discussions until there is something with meaning to say. Andorians are not usually very boisterous.

Andorians believe in family above all else, even public duty. Their marriages consist of groups of four. These marriages are very complicated, and involve a great deal of ritual. Their families are very large, due to the fact that they are very prolific as well. They are exceptionally good at communications and navigation.

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ANTICANS (+12 points)

Attributes:

bulletST: +1 (+10)
bulletDX: +1 (+10)

Advantages:

bulletCombat Reflexes (+15)
bulletDamage Resistance - Two levels - (+2 DR) (+6)
bulletSharp Teeth (+5)

Disadvantages:

bulletAppearance: Ugly (-10)
bulletIntolerance: Selay (-15)
bulletOdious Racial Habits - Eats Other Sentients (-10)

Quirks:

bullet(no racial)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Antican at IQ (0)
bulletLanguage: Selay at IQ-1 (+1)

DESCRIPTION:

Anticans are a large, furry, sentient, humanoid species native to the planet Antica in the Beta Renna system. They are a carnivorous species that prefers to eat live meat, and do not limit their carnivorous nature to non-sentient species.

Anticans appear to be evolved from a race similar to the Terran Mongoose. Their heavy fur gives them +2 Damage Resistance.

Anticans developed Combat Reflexes as a racial advantage due to their long-standing conflict with their sister planet and its inhabitants, the Selay.

Anticans applied to the Federation for admission in 2364. The Federation helped to resolve a long standing dispute between them and their sister planet, Selay.

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BAJORANS (-7 points)

Attributes:

bullet(no racial)

Advantages:

bulletStrong Will - 2 levels (+8)

Disadvantages:

bulletIntolerance: Cardassians (-5)
bulletSense of Duty - Bajor (-10)

Quirks:

bulletWears earrings in right ear (-1)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Bajoran at IQ (0)
bulletTheology at IQ +1 (+1)

DESCRIPTION:

Bajorans are a humanoid race from the planet Bajor. Their culture is much older than Terra’s and was known to flourish over 25,000 years ago by Terran reckoning. Bajorans are a very spiritual people, and their history has produced many great architects, artists, builders and philosophers. They have only recently been allowed to rebuild their culture, after three decades of Cardassian occupation. Bajor was claimed by Cardassia in 2328. Cardassians annexed Bajor to the Cardassian Union in 2339, and occupied the system until 2369, when the Bajoran resistance finally drove them off. The Bajorans requested Federation assistance in rebuilding their civilization, and in running the space station the Cardassians constructed and left behind. The Federation is currently still operating this station, known as Deep Space Nine.

Bajorans have a small upper nasal ridge on their faces, which is the main difference between them and humans. They prefer to wear earrings on their right ear (-1 quirk).

Bajorans developed an intolerance of Cardassians due to the recent Cardassian occupation of Bajor. The Bajoran sense of spirituality is so strong that they have developed a very strong will due to their faith. Most Bajorans have studied their religion fairly extensively. Also, most Bajorans with a highly-developed faith are also devoted to the rebuilding of their world.

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BENZITES (+10 points)

Attributes:

bulletIQ: +1 (+20)
bulletHT: +2 (+20)

Advantages:

bullet(no racial)

Disadvantages:

bulletAppearance: Unattractive (-5)
bulletCompulsive Behavior: Pursuit of Factual Information (-5)
bulletIncreased Life Support - 1 level (-10)

Quirks:

bullet(no racial)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Benzite at IQ (0)

DESCRIPTION:

Benzites are inhabitants of the planet Benzar, a class-M planet with a small amount of benzene in the atmosphere. The race evolved needing the benzene to survive, but they do not need large quantities of benzene to survive in terrestrial environments. Only a small rebreather with a benzene cartridge is necessary for survival. The odor from the rebreather would become noticeable only if a Terran should came close to a Benzite.

Benzites are not considered attractive to humanoid members of the Federation. They are also noted for their pursuit of knowledge - a pursuit that led them to petition for Starfleet membership as early as possible. Benzites excel at science and engineering during Academy studies. They will even occasionally take foolish risks in order to retrieve a particularly rare bit of data.

Benzites are excellent at games and computer programming.

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BETAZOIDS (+25 points)

Attributes:

bullet(no racial)

Advantages:

bulletEmpathy (+15)
bulletTelepathy - 3 levels (+15)
bulletTelesend at IQ
bulletTelereceive at IQ

Disadvantages:

bulletCode of Honor (-5)  (use empathic abilties responsibly)

Quirks:

bullet(no racial)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Betazed at IQ (0)

DESCRIPTION:

Betazoids are a race of telepathic humanoids native to the planet Betazed. Their appearance is exactly the same as Terrans. They generally do not start developing their telepathic skills until puberty, when the rush of newly-activated hormones serves to activate previously latent telepathic talents. A few Betazoids are born with telepathic abilities, but they have to go through a different and very intensive psychological experience due to their inability to filter out the "noise" created by normal thoughts.

A few marriages between Betazoids and non-Betazoids have produced children, the best known of whom is Lt. Cmdr. Deanna Troi of the USS Enterprise-D. Children of mixed marriages generally do not get as high a telepathic ability as do full-blooded Betazoids. Lt. Cmdr. Troi only has empathic abilities, although she can communicate telepathically with other Betazoids. Betazoids cannot read Ferengi minds, and there are a few other races with telepathic shields through which Betazoids cannot read anything. Because of their training in the schools of Betazed, they are rarely xenophobic, and can communicate with most any other race at their level.

With the exception of their telepathic abilities, Betazoids are essentially similar to humans in all other respects. A few Betazoids may have higher Telepathic and/or Emotion Sense abilities. See the TNG episode "Tin Man".

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BYNARS (0 points)

Attributes:

bulletST: -2 (-20)
bulletIQ: +4 (+45)

Advantages:

bulletInterface Jack (+10)
bulletMathematical Ability (+10)

Disadvantages:

bulletAppearance: Unattractive (-5)
bulletFragile (-20)
bulletReduced Hit Points - 2 levels (-10)
bulletVulnerability: Damaged by Occasional Source - 1 level (-10)

Quirks:

bulletAlways work in pairs (-1)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletComputer Programming at IQ+1 (+1)
bulletLanguage: Bynar at IQ (0)

DESCRIPTION:

Bynars are a humanoid bipedal species from the planet Bynaus. They are unique in the Federation, due to their recently revealed link to their homeworld’s computer, without which they cannot survive long. Bynars are heavily linked to their computers, and even speak to each other in a form of computer binary language. They always work in pairs for ease of operations. These pairs are electronically linked through a computer network to each other, and they share thoughts to some degree. This computer network, greatly expanded, serves as a framework for their entire civilization.

Bynars are shorter than humans and have paler skin. They have a built-in interface jack to provide them with data directly from most computers. Bynars learn about their interdependence with computers from a very early age. The implantation of the interface jack, which occurs quite soon after birth, is a sort of christening ceremony for Bynars.

Removal of any Bynar from the link to their computer network will cause them injury, and if not replaced within a short period of time, death. They have a very delicate body structure, represented by the Fragile disadvantage.

Bynars are not very physically strong, but they make up for this by being some of the best computer experts in the known galaxy. They also are some of the best mathematicians known to the Federation. They are organized in psychically linked pairs, in addition to being electronically linked. They are considered to be sexless.

Note: The spoken Bynar language skill should be considered M/VH by any race other than Bynars due to its complex construction. The Bynar written language is also M/VH, but anyone with Computer Programming skill should consider it M/H.

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CAITIANS (+12 points)

Attributes:

bulletDX: +1 (+10)
bulletHT: -1 (-10)

Advantages:

bulletAcute Hearing - 2 levels (+4)
bulletAcute Vision - 2 levels (+4)
bulletAcute Taste and Smell - 2 levels (+4)
bulletNight Vision (+10)

Disadvantages:

bulletCode of Honor (Gentleman's) (-10)

Quirks:

bullet(no racial)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Caitian at IQ (0)

DESCRIPTION:

This race walks erect as bipeds, but are descended from creatures similar in some respects to Terran felines. They possess sleek bodies covered with soft fur, which also covers their faces, and hangs about their head like a mane. This fur gives them +1 Damage Resistance. They have large golden eyes, long tails, and voices with a purring quality. Caitians are extremely dexterous and fast. They are also considered attractive by most humanoid species, and humans seem especially interested in relationships with adult Caitians.

The planet Cait is a normal class-M world within the Lynx constellation. Caitians practice total equality of the sexes, and have throughout their recorded history. Even Caitian names have no gender indicated, so a male child is just as likely to be named after his mother as his father.

Caitians are exceptionally good at communications. They are very cooperative, intelligent, and easy to get along with, as such, they are eagerly sought after as Starfleet crew.

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CARDASSIANS (+23 points)

Attributes:

bulletST: +1 (+10)
bulletHT: +1 (+10)

Advantages:

bulletHard to Kill - One level (+5)
bulletStrong Will - Two levels (+2 WP) (+8)
bulletTemperature Tolerance - Heat Only - One level (+10)

Disadvantages:

bulletBully (-10)
bulletSense of Duty: Cardassian Government (-10)

Quirks:

bulletUncomfortable in brightly lit, cool areas (-1)

Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Cardassian at IQ (0)

DESCRIPTION:

Cardassians are humanoid bipeds from a very warlike planet. Cardassia is the homeworld of the Cardassian Union. It is a planet now very poor in natural resources. Starving Cardassians put the military in power in order to eat. Cardassia has a very rich cultural heritage, but one that has virtually been raped by the military in order to provide funds for conquest and expansion. Most of the older cities on Cardassia are still in existence, and although in a severe state of disrepair, are still considered to be some of the most remarkable anywhere.

Cardassians have a limited exoskeleton, most notably evident on their faces. It gives them +1 Damage Resistance, and also makes them slightly harder to kill than other races.

An uneasy truce exists between the Cardassian Union and the Federation, which was finally reached in 2366. This truce has been violated, in principle at least, by both sides, but no war has been declared by either side since the truce.

The military training provided by Cardassians to their soldiers provides a slight increase in Strength, Dexterity, and Health. This training also provides their military with Combat Reflexes and other advantages. These skills and advantages are all learned at a very early age. The training also produces a bond between Cardassians and the government, and also manages to convince them Cardassians are better than anyone else. This makes them tend to be belligerent.

Cardassia has a higher general ambient temperature than Terra, which gives Cardassians the racial advantage of Temperature Tolerance: Heat. The race has also developed Night Vision. They are generally uncomfortable if the ambient temperature is cooler than they are used to, or if lighting is bright, and especially both. Their sun produces less light but more heat than Terra’s.

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DELTANS (+31 points)

Attributes:

bullet(no racial)

Advantages:

bulletAppearance: Handsome (+15)
bulletEmpathy (+15)
bulletEmotion Sense - One level - Deltans Only (+15)
bulletStrong Pheromones (+15)

Disadvantages:

bulletEmpathic Dependency (-10)
bulletOath of Celibacy (-10)
bulletSiren (-10)

Quirks:

bulletSensualist (-1)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletErotic Arts at IQ +1 (+1)
bulletLanguage: Deltan at IQ (0)
bulletSex Appeal at IQ +1 (+1)

DESCRIPTION:

Deltans are a humanoid species native to the planet Delta IV.

All Deltans have a totally bald head, but do have eyebrows. Deltans are also highly developed sexually, so much so that it is said that a normal Terran would be unable to survive a sexual experience with a Deltan. All Deltans wishing to join the Federation on mixed crew ships must take an Oath of Celibacy. This is meant to prevent any unfortunate incidents while on board any Starship. As well as being highly developed sexually, they are also highly developed socially. Certain individuals may even have +5 or +10 Charisma due to this high social development.

Deltans tend to be open and gregarious by nature, and tend to be Sensualists (-1 Quirk). This can also account for their proclivity towards consensus and cooperation and being team players. They make excellent teachers, athletes, scientists, engineers, Counselors, Helm/Navigation officers, and system specialists.

Due to their overall good nature, they will wish to avoid conflicts unless they see them in a constructive sense. Deltans can and will defend themselves excellently with either bare hands or weapons. They enjoy most sporting forms of combat, but do not make good Security officers.

Deltans generally live in group/line families (see Robert A. Heinlein’s books) and are intimately attuned to each other (1 to 5 levels of Emotion Sense - Deltans Only) and the psychological whole. This leads to having an Empathic Dependency, so that Deltans serving on a mixed crew ship always want at least one other Deltan on board. If this number is larger, they prefer to be quartered together, commonly in modified quarters either connected or communal in nature.

Deltans also have a pheromone control system in their bodies which allows them to produce pheromonal chemicals naturally. It is assumed that this system is used during normal courtship rituals between Deltans, but they can also control other pheromones besides the erotic-enhancing ones.

Among the pheromonal abilities of a trained Deltan is the ability to produce a pheromonal chemical which seems to reduce pain in most humanoid races. Deltans generally produce the pheromone associated with sexual arousal on a day-to-day basis (treat this as "always on"). They are usually considered very attractive physically as well. This makes for bad psychological effects on members of a mixed crew ship. Generally, Deltans do not serve on mixed crew vessels in Starfleet. Those that do take the Oath of Celibacy so as to not take advantage of any sexually immature species. Their Oath of Celibacy only applies to species considered by them to be sexually immature (which currently includes Terrans).

Deltans serving with mixed race crews often chemically alter their pheromones with a special chemical application.

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EDOANS (+21 points)

Attributes:

bulletST: -1 (-10)
bulletIQ: +1 (+10)
bulletDX: +2 (+20)

Advantages:

bulletExtra Limb: Third Arm (+10)
bulletExtra Limb: Third Leg (+5)
bulletManual Dexterity - Two levels (+6)

Disadvantages:

bulletAppearance: Unattractive (-5)
bulletSevere Shyness (-15)

Quirks:

bullet(no racial)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Edoan at IQ (0)

DESCRIPTION:

Edoans are a slightly more recent addition to the Federation. They walk upright and are tripedal, possessing three arms and three legs. They have round yellow eyes, and a concave, structured head. Their skin is a strange orange hue, and is completely hairless. Edoans are among the best tool makers in the Federation, due to their sensitive hands and great dexterity. They are very meticulous about detail, and make good scientists and technicians.

The Edoan homeworld is class-M, in a system with a few small terrestrial planets, and no gas giants. Edoans are very reserved, and prize privacy. They tend to be very shy and introverted, and make few close attachments.

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FERENGI (-3 points)

Attributes:

bulletST: +1 (+10)
bulletHT: +1 (+10)

Advantages:

bulletAcute Hearing - Two levels (+4)
bulletDamage Resistance - One Level - (+1 DR) (+3)
bulletDisease Resistant (+5)
bulletPsionic Resistance - Ten levels (+20)

Disadvantages:

bulletAppearance: Unattractive (-5)
bulletBad Reputation (-1 reaction) (-5)
bulletCode of Honor: (Rules of Acquisition) (-10) (click here for a list)
bulletCowardice (-10)
bulletGreedy (-15)
bulletLecherousness (-15)
bulletMiserliness (-10)
bulletOdious Racial Habits: Male Chauvinism (-10)

Quirks:

bulletHave Elaborate Funeral Procedures (-1)
bulletHate Autopsies (-1)

Required Skills:

bulletAccounting at IQ +4 (+10)
bulletArea Knowledge: (Homeworld) at IQ (0)
bulletEconomics at IQ +2 (+10)
bulletLanguage: Ferengi at IQ (0)
bulletLaw at IQ +1 (+4)
bulletMerchant at IQ +1 (+2)
bulletSavoir-Faire at IQ +1 (+1) (Ferengi Business Practices)

DESCRIPTION:

The Ferengi built their entire culture on pursuit of wealth. They are always looking for ways of earning money and rarely turn down a business opportunity - legal or otherwise.

Contact with the Ferengi was first made about twenty years ago, and culminated in a battle between a Ferengi ship and the USS Stargazer, under the command of Capt. Jean-Luc Picard.

However, they remained a mystery until regular contact was established a little less than a decade ago. In that short time, they have stopped being an enigma and have become a regular feature wherever money is to be made in the Federation.

Males are generally the only member of this species to be encountered, because Ferengi women are still in extremely subservient positions. Ferengi males are still shocked by the fact that Federation women wear clothing. They always prefer to deal with males while doing business. They do not live in the same place as their women.

They regard humanoid women as sex objects, and have an extreme lecherousness regarding beautiful women and sex. Often, they can be coerced to give up better judgement in return for the promise of sexual pleasure with a beautiful woman.

Though highly intelligent, there are almost no Ferengi scientists, and no formal schooling system in their culture. Lessons on handling business deals are handed down from father to son. Almost any technological advancement that Ferengi have benefitted from has been bought or traded for from other cultures.

Ferengi have an odd honor system. They feel that cheating and stealing are acts of cunning, and that anyone who was a victim of their scams was not smart enough to protect themselves from them.

The Ferengi are considered ugly by almost all cultures in the Federation, but these traits give them many advantages. Their oversized ears give them very acute hearing, and their four-lobed brains are non-psionic enough to give them 10 levels of Psionic resistance. This gives them protection against mental attacks, especially telepathic attacks. This is a definate advantage for Ferengi, especially when cutting business deals with telepathic races such as Betazoids. No Ferengi can ever possess psionic abilities.

Also, the higher gravity of their homeworld affords them a higher base strength. Even with this added strength, the Ferengi believe it is easier to run away from a fight than to risk injury, and as such have a racial disadvantage of cowardice.

A Ferengi who is or has been in the Ferengi military service will have a forehead tattoo.

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GORN (+31 points)

Attributes:

bulletST: +2 (+20)
bulletIQ: -1 (-10)
bulletHT: +1 (+10)

Advantages:

bulletClaws - One level (+2 damage) (+15)
bulletDamage Resistance - Two levels (+2 DR) (+6)
bulletPeripheral Vision (+15)
bulletRecovery (+10)
bulletSharp Teeth (+5)
bulletTemperature Tolerance: Heat only - 1 level (+10)

Disadvantages:

bulletAppearance: Ugly (-10)
bulletBloodlust (-10)
bulletBad Temper (-10)
bulletCode of Honor (Warrior) (-10)
bulletStuttering (-10) (only on alien languages)

Quirks:

bullet(no racial)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Gorn at IQ (0)

DESCRIPTION:

Gorn are a saurian-based humanoid race that appear to be evolved from some type of reptile (or possibly dinosaur). Gorn are much larger than humans, and have quite a bit more muscle mass in their bodies. They are more comfortable in slightly lighter gravity than Terran norm. Their eyes have a faceted covering.

Most Gorn have a bad (and quick) temper, and can go Berserk if enraged. All Gorn are enticed by the smell of blood, and will fight even harder if they ‘smell’ a kill coming.

Gorn physiology is not very well suited to speaking other languages. The Gorn tongue is forked, like a snake’s, and all "s" sounds will have a hissing property.

Gorn have the sharp teeth and claws of their ancestors. Their body is very resilient, and they heal quickly. Their scales give them a form of mild armor plating naturally.

Gorn have high strength. They prefer a much warmer climate than Terrans. Gorn eyes are placed on either side of their head, and gives them excellent peripheral vision, although their field of vision to the front is not limited.

Gorn are extremely long-lived, and have a higher resistance to pain than most humanoids. Gorn will not usually give or receive "quarter" in a battle - they will generally fight to the finish - theirs or their enemies. Gorn are very territorial, but do not appear to be interested in further expansionism - yet.

Gorn are not part of the Federation, nor do they wish to be.

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HUMANOIDS

Attributes:

bullet(no racial)

Advantages:

bullet(no racial)

Disadvantages:

bullet(no racial)

Quirks:

bullet(no racial)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: (Homeworld) at IQ (0)

DESCRIPTION:

Humanoid races include Homo Sapiens Sapiens (Humans) of Earth, Alpha Centurians, the Yonadans of New Fabrina, and all other races which resemble Terrans to any great degree. Humanoids are the norm of all of the races in Trek, and generally will receive no racial advantages or disadvantages. They also have no psionic abilities, except in very rare cases. This uniformity among humanoid races has been assumed to be the work of some progenitor race. In 2369 this hypothesis was proven through the efforts of paleoarchaeologist Dr. Richard Galen and the crew of the Enterprise-D. They discovered that this progenitor race had seeded their DNA into the oceans of proto-Class-M planets throughout the galaxy some four billion years ago. A recorded message of universal goodwill and brotherhood was assembled from coding in the DNA sequences of several humanoid races, and revealed these progenitors to be bald, pale-skinned humanoids with deep-set eyes and vestigial ears, essentially similar to most of the humanoid races familiar to the Federation. No other traces of this civilization has been found.

Numerous humanoid races of primitive cultures have been found transplanted from their homeworlds to other planets across the galaxy. In most cases, these were cultures in danger of extinction. It has been hypothesized that this transplanting was done by a race called the Preservers (or Wise Ones, as some of the transplanted cultures refer to them). The Preservers seem to have vanished nearly a millennium ago. No trace of their civilization has been found either, save the numerous humanoid races thriving throughout the galaxy. The operations of the mysterious humanoid known as "Gary Seven", found living on Terra in 1968, are, in theory, similar to those of the Preservers. What connection Mr. Seven may have had to the Providers, who apparently vanished centuries before his time, are open to conjecture.

Terran humanoids begin rolling for attribute loss at age 70, and this number should be used as a base for attribute loss of other humanoid races. Humanoids with access to Federation medical systems age in the following manner: ageing rolls begin at 110 and frequency increases at ages 130 and 150. All rolls are made at HT+7 (see Ultra-Tech revised p. U93).

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KLINGONS (+13 points)

Attributes:

bulletHT: +1 (+10)

Advantages:

bulletAlertness - One level (+5)
bulletCombat Reflexes (+15)
bulletHard to Kill - One level (+5)
bulletHigh Pain Threshold (+10)
bulletLongevity (+5)

Disadvantages:

bulletBloodlust (-10)
bulletCode of Honor: Klingon (-15) (Protect personal and family honor/die in combat/ follow the traditions/never go back on your word/ never take hostages/never act as a coward/never get captured)
bulletIntolerance: Dishonorable Races (-5)
bulletPhobia: Tribbles (-10)
bulletTruthfulness (-5)

Quirks:

bulletDoesn’t like to swim (-1)
bulletEats Meat Raw (if possible) (-1)
bulletPrefers Melee combat with traditional weapons (-1)

Required skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletbat’telh at DX (+2)
bulletCooking: (Klingon food) at IQ (+1)
bulletd’k tahg at DX (+1)
bulletKarate at DX (+4)
bulletLanguage: Klingon at IQ (0)
bulletSpear Throwing at DX (+1)
bulletTracking at IQ (+2)

DESCRIPTION:

Klingons are a warrior race who hold personal and family honor above all else. They are larger than Terrans with a greater percentage of their body weight being muscle.

Klingons are proficient in the use of ritual hand-to-hand weapons and unarmed combat, and will actually prefer to fight using these methods over beam weapons. They frequently train in off-hand weapons training in order to surprise opponents. All Klingons will train in at least the bat’telh and the d’k tahg, and many frequently train in some of the other ceremonial Klingon weapons. Some also train in Mok’bara - the Klingon martial art form.

The Klingon forehead is a major distinguishing feature of this race, consisting of a ridged, bony pattern. This pattern is different for every Klingon, and is as distinguishing as fingerprints. A common curse heard among them is: "Hab Sosil’ Quch", which means, "Your mother has a smooth forehead." Also, a bony backbone resembling that of a dinosaur runs up and down their spine.

Klingons have enhanced senses. Two of them, Acute Taste and Smell, and Acute Vision, are genetic, but the third, Combat Reflexes, is learned from childhood, and is therefore second nature to Klingons.

By nature, they are hunters, and still practice the ritual of the hunt. They are taught Tracking and Cooking from a very early age. They hunt using a spear called a Gin’tak. They prefer their food raw, so the Cooking skill actually represents the ability to properly clean their food and prepare it in a traditional manner.

Most Klingons feel it is dishonorable to lie, cheat, steal, or bluff, and dislike those who do. This helps explain their dislike of Ferengi.

Klingons are now blood enemies of the Romulans, despite (or perhaps -on account of-) their former treaties with them.

Klingon warriors pride themselves on their combat abilities and feel the greatest honor that can be bestowed on warriors is to die in combat. These traits have been handed down from the Klingon spiritual leader, Kahless, over two millennia ago.

Kahless used the idea of honor to unite the people of the Klingon Homeworld at a time of its greatest struggle.

Also handed down were several traditional weapons with which to engage in melee. These weapons are fully defined in Section 2F - "Trek Tech" - Part Six - Miscellaneous. Other traditional Klingon weapons are also described there. See also Section 9 A of this work for details of Mok’bara, the most popular Klingon martial art.

Lastly, almost all Klingons show a widespread hatred of the cute, cuddly Tribble. Currently, xenoculturalists are unable to account for the source of this hatred. Tribbles are banned from being transported to, or traded in, Klingon space. An old Klingon toast reflects their dislike of this animal. It goes: "QuvlIjDaq yIH tu’be’lu’jaj." Translated, this means, "May your coordinates be free of Tribbles."

Tribbles also share the dislike of Klingons. Instead of the usual purr, Tribbles will shriek if even exposed to a Klingon.

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ORIONS (Ruddies +0, Greens -15)

Attributes:

Ruddies: (no racial)

Greens: IQ-1 (-10)

Advantages:

Ruddies: Good Reputation (wealthy) (+5)

Greens: Sex Appeal (+5)

Disadvantages:

Ruddies: Bad Reputation (slavers) (-5)

Greens: Bad Reputation (stupid sex objects) (-5), Social Stigma (-5)

Quirks:

(No Racial)

Description:

Humaniod species inhabiting the Rigel Star System. Rigel is not a Federation Member. The Orions are proud of their independence and corsair heritage. Orion pirates and slavers are a constant source of irritation for Star Fleet.

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RIGELIANS (+10 points)

Attributes:

(no racial)

Advantages:

bulletPeripheral Vision (+15)

Disadvantages:

bulletAppearance: Unattractive (-5)

Quirks:

bullet(no racial)

Required skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Rigelian at IQ (0)

DESCRIPTION:

Rigelians have a similar physiology to Vulcans, although they are not psionic, nor are they as physically capable.

They are natives of Rigel V, a part of the Rigel star system, which has several inhabitable worlds.

Rigelians have eyes that are widely separated on their heads, which give them peripheral vision, but does not limit their forward vision ability. This gives them a very unusual appearance which most humanoid races find unattractive.

They have excellent schools, and have a higher intelligence than the average Terran. They make excellent teachers, scientists, navigators, helmsmen, and commanders.

Rigelians have a high level of technology on their world, and manufacture many types of Federation equipment. Rigel V possesses excellent pharmaceutical laboratories, which produces many of the drugs used in the Federation.

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ROMULANS (+14 points)

Attributes:

bulletST: +1 (+10)
bulletIQ: +1 (+10)
bulletHT: +1 (+10)

Advantages:

bulletAcute Hearing - Two levels (+4)
bulletExtended Lifespan - One level (+5)
bulletHigh Pain Threshold (+10)
bulletNictating Membrane (extra eyelid) (+5)

Disadvantages:

bulletCode Of Honor: Romulan (-15) (The Empire Comes First/Die to Protect Empire)
bulletCurious (-5)
bulletIntolerance: Non-Romulans (-5)
bulletOverconfident (-10)
bulletReputation: Bad Guy (-5)

Quirks:

bullet(no racial)

Required skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Romulan at IQ (0)

DESCRIPTION:

Romulans are an offshoot race from Vulcans. They left the Vulcan homeworld before the revolution in thinking urged on by Surak had overthrown the old militaristic ways. They are intelligent, cunning, and very commonly ruthless. They also frequently revert to subterfuge in order to complete goals.

Physically, Romulans and Vulcans are very similar. Both have pointed ears, giving the Romulans a +1 hearing bonus, and, like Vulcans, have an inner eyelid that will allow for near-instantaneous adjustments to varying light levels. Romulans are not quite as strong as Vulcans, because the world they chose to colonize, named Romulus by the Federation, has a slightly lower gravity than Vulcan. They also have an extended lifespan. The gravity of Romulus is 1.1 g (T).

Romulan society is ruled by a near-totalitarian military government, and duty to the Romulan Star Empire is required to be placed above personal safety in all circumstances. All citizens are expected to give their lives for their government without question.

They are xenophobic to other races, and therefore gain the racial disadvantage of Intolerance to Non-Romulans.

In order to play a Romulan in the Federation, an Unusual Background Disadvantage is required. The cost of this is left up to the GM.

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SELAY (+3 points)

Attributes:

(no racial)

Advantages:

bulletDamage Resistance - One level (+1 DR) (+3)
bulletSharp Teeth (+5)
bulletVenom - One level (+15)

Disadvantages:

bulletAppearance: Ugly (-10)
bulletIntolerance: Anticans (-10)

Quirks:

bullet(no racial)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Selay at IQ (0)
bulletLanguage: Antican at IQ -1 (+1)

DESCRIPTION:

Selay are snake-like humanoids from the planet Selay in the system of Beta Renna. They are a sentient reptilian race that appears to be evolved from an animal similar to a Terran king cobra. They are assumed to be cold-blooded.

Selay are bitter enemies of Anticans, who live on a planet in the same system. The Federation moderated a dispute between the two planets recently, seemingly putting an end to their years of hostility towards each other.

Selay are slightly taller than humans, and have a very snake-like head, including a large hood at the back. Because of this snake-like appearance, they are considered to be ugly to most other humanoids.

Also, due to their descent from venomous reptiles, they have an active venom delivery system in their front fangs, also similar to the Terran king cobra. Both the Selay and the Anticans have applied for Federation membership.

Their thick, snake-like skin also gives them added protection from some types of attacks.

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TELLARITES (+0 points)

Attributes:

bulletST: +1 (+10)
bulletHT: +1 (+10)

Advantages:

bulletAcute Hearing - Two levels (+4)
bulletAcute Taste and Smell - Two levels (+4)
bulletDamage Resistance - One level (+1 DR) (+3)
bulletNight Vision (+10)

Disadvantages:

bulletAppearance: Unattractive (-5)
bulletGluttony (-5)
bulletIntolerance: Other races (-5)
bulletOdious Racial Habit: Obnoxious (-10)
bulletOverweight (-5)
bulletShortsightedness (-10)

Quirks:

bullet(no racial)

Required Skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Tellarite at IQ (0)

DESCRIPTION:

Tellarites are natives of the planet Tellus. They appear to have evolved from swine-like animals which are still native to that world.

Tellarites are basically humanoid, but with a pinker skin tone than human caucasians (due to higher blood pressure). They have more facial and body hair than humans, with hair covering all but the frontal face and hands. This hair is not thick, like animal fur, but is more reminiscent of a hairy human.

Their homeworld has a thinner atmosphere than Earth, leading to overdeveloped nasal openings, which have been compared to the snouts of Terran swine. Tellarites take immediate strong offense to such comparisons. They have better hearing than normal, and Night Vision.

Tellarites are racially suspicious, argumentative and brash, at least by Terran standards. Those who trust too much or give in too easily are considered weak fools in their society.

Tellarites, needless to say, make poor diplomats. They enjoy good arguments, and a merchant’s bazaar on Tellus is a lively place.

Tellarites make good engineers, scientists and terraformers, and make excellent legal representatives. They prefer intellectual discourse to physical confrontation.

Tellarites are very fond of good food and drink - and a lot of it. Fortunately, alcohol has little adverse effect on them - it only makes them even more stubborn. Nevertheless, they are capable of going twice as long without food or water as the average Terran, since they carry an extra abdominal roll of fatty tissue. This abdominal tissue makes them look portly, but such is natural for a Tellarite, and they can, in extreme cases, live off of this fatty tissue for quite a while. Generally, though, they’d rather not skip meals.

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TRILL (+20 points)

Attributes:

bulletNo Trill host will ever start with an attribute under 10. All attributes generally higher, but not genetic in nature.

Advantages:

bulletTrill "Racial Memory" (+40) * (see below)
bulletTrill "Immortality" (+10) ** (see below)

Disadvantages:

bullet[Parasites (-30) (note: symbiotes only) see below]

Quirks:

bullet(no racial)

Required skills:

bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Trill at IQ (0)

DESCRIPTION:

Trill are a symbiotic species consisting of a humanoid host and a worm-like symbiont which lives in the abdomen of the host. The worm-like symbiont is extremely long-lived. An example of this is Dax, who is on at least his sixth host with Jadzia. The host does not lose any of their memories, and they are capable of accessing memories of the symbiont. If the host body is dying, the symbiont is transferred to another host. After four days, the merger between the host and the symbiont is permanent. Should the host body die without removing the symbiont within 96 hours, the symbiont will also die.

Trill humanoids are very interested in the welfare of their symbiont. They even enter into contests from which the winners become the next class of people honored to become hosts. No host will ever have attributes of under 10. Trill humanoids are very honored by their selection to become hosts. Some potential hosts who do not make the cut consider suicide.

Occasionally, Trill symbionts may be damaged by Transporter use, but most Trill do not seem to be bothered by beaming.

Trill symbionts remember all the memories of all of their previous hosts. A modified version of Racial Memory is used for this. Trill appear very human, except for a slight spotty marking along the sides of the face. These markings are unique to each Trill, and are just as unique as a Terran human’s fingerprints. They do not detract from appearance.

Trill "Racial Memory": A Trill symbiont can access memories from all of its previous hosts. Unlike "regular" Racial Memory, the GM does not need to roll versus the character’s IQ to see if they can access these memories. Complete access is possible. Otherwise, this advantage is the same as the one found in GURPS: Aliens (pg. 15).

** Trill "Immortality": The symbiont can survive for 96 hours following the death of the host. If it is transferred to a new host within that time, it will continue to survive. It cannot survive absolute destruction of the host body. Upon joining with a new host the following changes occur: The new IQ is the average of the old IQ and the new IQ. The DX, ST, and HT become the new host’s. All skills are transferred to the new host, but are based off of the new IQ and DX. Quirks and mental advantages and disadvantages -may- be transferred at the GM’s discretion, depending on whether or not they belong to the symbiont. New quirks, and other advantages and disadvantages will be gained as possessed by the new host. Physical advantages and disadvantages will, almost without exception, be lost. New ones will be gained from the new host. Except in exceptional circumstances, the new host should be assigned by the GM. Note that this also means that the player is using the symbiont as a character. This also means that the disadvantage of Parasite applies.

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VULCANS (+50 points)

Attributes:

bulletST: +1 (+10)
bulletIQ: +1 (+10)
bulletHT: +1 (+10)

Advantages:

bulletAcute Hearing - Two levels (+4)
bulletDevotion to Logic Package (see below) (+103)
bulletExtended Lifespan (+5)
bulletNictating Membrane (extra eyelid) (+5)

Devotion to Logic Package:

bulletAbsolute Timing (+5)
bulletEidetic Memory - One levels (+30)
bulletHigh Pain Threshold (+10)
bulletLightning Calculator (+5)
bulletMetabolism Control (+5)
bulletStrong Will - Two levels (+2 WP) (+8)
bulletTemperature Tolerance: Heat only - One level (+10)

 

Disadvantages:

bulletCurious (-5)
bulletCode of Honor (Vulcan) (-10)
bulletDevotion to Logic Package (see below) (-75)

Devotion to Logic Package:

bulletCode of Honor (-10)
bulletHonesty (-10)
bulletNo Sense of Humor (-10)
bulletPacifism - Self-Defense Only (-15)
bulletPon Farr (must return home to mate) (-10)
bulletTruthfulness (-5)
bulletVow: Suppress all emotion (-15)

(Note: total cost of entire Devotion to Logic Package = +65)

Quirks:

bulletVegetarian (-1)

Required skills:

bulletAppreciate Beauty at IQ (+2)
bulletArea Knowledge: (Homeworld) at IQ (0)
bulletLanguage: Vulcan at IQ (0)
bulletMeditation at IQ (+2)
bulletVulcan Nerve Pinch at DX (+4)

Psionics:

bulletThe Vulcan Mind-Meld (+16 points total)
bulletTelepathy at Power Level 2 - touch only
bulletTelereceive at IQ (+4)
bulletTelesend as IQ (+4)
bulletTelescan at IQ (+4)
bulletMind Block at IQ (+4)

DESCRIPTION:

Vulcans are natives of the planet Vulcan, known as T’Kashi to the natives. It is a world with minimal precipitation, a very hot climate, and a surface gravity of 1.8 G (T). It also has a thinner atmosphere than Earth.

Vulcans are genetically identical to the Romulans, since Romulans are an offshoot of the Vulcan race. The main differences between the two races is the Vulcan Devotion to Logic package and the suppression of all forms of emotion from Vulcans.

Vulcans are taught most psionic disciplines from childhood, manifesting themselves primarily in the Vulcan Mind Meld. The Mind Meld is a telepathic power package consisting primarily of the skills Telesend and Telereceive.

Conditions on Vulcan have led to many physical advantages evolving over time. Enhanced Strength, and HT +2 help to combat the effects of the heavy gravity and ensure survival on a planet with an environment as demanding as Vulcan. Their Nictating Membranes allow for near instantaneous adjustments to varying degrees of light, and Vulcans do not feel uncomfortable in climates that would be too hot for Terrans. In order to compensate for the decreased distances in hearing ranges, Vulcans have evolved pointed ears, designed to channel more sound waves into the ear canal.

The average lifespan of Vulcans is roughly double that of Terrans. This is represented by the Extended Lifespan advantage. A good example: the honored Ambassador Sarek of Vulcan was born in 2165, and lived 203 years, until his death in 2368. This may not be normal either, due to the fact that Sarek secretly suffered from a debilitating disease which may have caused premature death.

Vulcans are devoted to increasing their mental capacity by controlling their inner actions. To this end, they dedicate their lives to the suppression of emotions and devotion to total logic. Despite Vulcan’s founding role in the UFP, there exists a substantial segment of Vulcan society which is extremely isolationistic and wants to have Vulcan free of interaction with "illogical" beings.

The Devotion to Logic package is really a whole containing both the advantages and disadvantages listed. Vulcans do not naturally lack emotions; this is a discipline taught starting at the very youngest ages. If a Vulcan character is raised on Vulcan, or by at least one Vulcan parent, they can take the entire Devotion to Logic package.

A few Vulcans, most notably Spock’s half-brother Sybok, have given up the Devotion to Logic package in pursuit of other goals that can only come from being an emotional entity. If the character backs away from their non-emotionalism, they will be virtually ignored by Vulcan society. Also, segments of the Devotion to Logic package should begin to be lost based on the GM’s discretion.

Here is a description of each section of the package:

Vow - Suppress Emotions: This represents the Vulcan’s pursuit to give up all emotions and clear their mental faculties so that they may pursue every matter from the perspective of pure logic. When playing a Vulcan, the player must always try to hide their emotions. This will give others a -2 reaction to anyone not accustomed to being near a Vulcan, or who witnesses a sight that usually calls for an emotional response (the death of a comrade) but sees none.

If a situation that would cause intense emotion occurs to a character (such as seeing a friend killed), a Will roll must be made. If it is failed, the character will show a slight emotional response, such as a single tear appearing at the corner of the eye. A critical failure indicates a momentary loss of control that subsides after another Will roll is successful. If either of these situations occurs, the character will then need to meditate for d6 days in order to atone for the loss of control. Until they do this, all Will rolls are -1.

Half-Vulcans generally have a harder time keeping control under moments of duress, and can take this disadvantage at 30 points. At this level, all Will rolls are at -1. If this control is lost, all future Will rolls will be at 2 until atonement is made.

Characters with the Devotion to Logic package are immune to fear, insults, and all other such attacks, as long as their Will rolls are successful. Treat this as "Unfazeable".

This training gives Vulcans many mental advantages as well:

Eidetic Memory - Photographic: Vulcans can remember highly detailed information about events, people, and places they encountered during their life. This also allows them to learn IQ-based skills faster and easier than normal. It should be noted that Eidetic Memory is usually treated as an in-born advantage. Such is not the case with Vulcans. This advantage, as well as the others, are the results of the mental discipline of their Devotion to Logic.

Lightning Calculator: Vulcans can do complex calculations in their minds, and analyze almost any mathematical equation with ease.

Metabolism Control: Vulcans can control their metabolism through concentration. They can even put themselves into a trance-like state, which acts as sort of a mental vacation. This trance can also be used by Vulcans to accelerate their own healing processes.

Strong Will: Gained through their mental honing.

Pon Farr: This represents the Vulcans’ link to their mates. Once every seven years, Vulcans must return home to take a mate (or rejoin one already taken). This drive is very strong, and cannot be resisted long.

These advantages stem from the ritual of the disadvantages. Like having two sides of the same coin, you can’t have one without the other. If the GM feels that the player is not playing their advantages and (especially) disadvantages fully, they can be declared lost. If so, a character should have all regular mental skills reduced accordingly (recommended: loss of one level of Eidetic Memory first) and no longer to be allowed to use their advantages. The player character may be able to regain their Devotion to Logic package through rituals (such as the Kolinahr). This would only be in very extreme cases, however.

Vulcan Mind-Meld:

Psionic power, +16 for skill level equal to IQ.

This ability is touch only (power level 2) and is bought as a Mental/Hard skill.

This skill effectively links two minds together and allows one to search the other’s motives, memories, etc. Modifiers to success are as follows.

bulletSubject has Mind Shield Power: minus Telepathy power
bulletSubject is willing: +1
bulletUser knows subject: +1
bulletUser knows subject intimately: +1

After the initial contact, two willing characters may freely exchange memories, information, and feelings. Under these circumstances, the mind-meld causes no stress or loss of fatigue.

On a critical failure of a Will roll by the initiator, he will be stunned for d6 minutes. Also, the initiator loses two levels of fatigue and the contact is broken. A critical success by the subject also causes the link to be broken.

Vulcan Nerve Pinch: (Physical/Hard) (No default)

This classic of TOS is only effective as an attack to one location - the neck. The purpose of the attack is to render a humanoid unconscious by doing as little true damage as possible.

To attack with this skill, an attack must be made at the defender’s neck, using any offensive skill, such as Brawling, or even DX. The attack is made at -5 for hit location (neck), with an additional -2 to account for the difficulty of properly placing the fingers in the exact location needed to allow this skill to work properly. This gives a total hit adjustment of -7. If a hit is made, roll a quick contest of the Nerve Pinch skill versus the target’s HT to avoid unconsciousness. If the attack is successful, the defender will fall unconscious for 20-HT minutes. Rigid armor protects completely, flexible armor adds half its DR as a bonus to HT.

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