SECTION EIGHT - ALIENS
Table of Contents:
| Argoans |
| Aurelians |
| Bolians |
| Borg (Collective) |
| Borg (Non-Collective) |
| Dolphins |
| El Aurians |
| Haliians |
| Histah |
|
| Jem’Hadar |
| Kaferians |
| Kzin |
| Nausicaans |
| Pakled |
| Phylosians |
| Saurians |
| Other Races |
|
ARGOAN (+50 Points)
Attributes:
| ST: +1 (+10) |
Advantages:
| Amphibious (+10) |
| Dark Vision (+25) |
| Enhanced Move: Swim (+10) |
| Nictating Membrane - One level (+10) |
| Pressure Support - Three levels (+15) |
Disadvantages:
| Appearance: Unattractive (-5) |
| Dependency: Water - Daily (-15) |
| Intolerance: Air Breathers (-10) |
Quirks:
| (no racial) |
Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Aquan at IQ (0) |
| Swimming at DX (0) |
DESCRIPTION:
Natives to the planet Argo (what we call Argoans) call
themselves Aquans. They are water breathing humanoid bipeds with webbed
hands and feet, several fins, and green hair.
They have a prominent dorsal fin which starts on the crown
of the forehead and runs back through the scalp and down the back as far as
the small of the back. They also have fins on both of their lower legs and
both of their lower arms. Their gills are in their necks.
They can see very well under the water, having developed
nictating membranes that allows them as much visual ability underwater as
they had on land. They can live at a reasonably great depth underwater, and
can swim like fish.
Argoans can live for up to an entire day on land, but must
return to water each day for one hour, or they begin to suffer dehydration.
This is indicated by their dependency on water once per day.
Most Argoans (Aquans) hate airbreathers. The few that do
not hate them still dislike them. Argo is not currently a member of the
Federation.
Argoans are creatures of science. Once their civilization
lived on the land, just like Terrans. A planet-wide catastrophe caused
virtually all the land to sink under the waves. Aquan scientists developed a
serum that would change their race permanently into water breathers, and
administered it to all the population in time to save the civilization. This
was hundreds, if not thousands of years ago in Aquan history. Now they are
all at home in the sea, and blame air breathers (in essence, their
ancestors) for the planetary calamity that overtook them.
The Federation has had only one contact with Argoans, and
have placed a quarantine on the world to protect both the citizens of the
world from unwanted contact from air breathers and to protect their world
from unscrupulous traders wishing to capitalize on the Argoan’s advanced
scientific techniques. The Aquans, on their part, are quite glad not to have
any unnecessary contact from air breathers.
AURELIANS (+51 Points)
Attributes:
| ST: +1 (+10) |
| DX: +2 (+20) |
Advantages:
| Acute Vision - 2 levels (+4) |
| Polarized Eyes (+5) |
| Winged Flight (+30) |
Disadvantages:
| Fragile (-20) |
Quirks:
| (no racial) |
Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Flight at DX (+2) |
| Language: Aurelian at IQ (0) |
DESCRIPTION:
Aurelians are winged bipedal humanoids from the planet
Aurelia in the star system Hercules. Their wingspan extends to about 10
feet, and they are excellent aerialists.
Aurelians are very graceful creatures apparently descended
from birds. 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.
Aurelians have feathers on their wings as well as their
elbows, knees, chest, and lower torso. They are about as tall as an average
to tall Terran. Their bones are hollow, with many cavities which serve the
dual purpose of making the bones lighter, but stronger. Their bone structure
is still considered delicate by Federation standards.
They are very interested in history, especially Federation
history, and make excellent additions to any corps of scientists and/or
historians.
BOLIANS (+10 points)
Attributes:
| DX +1 (+10) |
| IQ +1 (+10) |
Advantages:
| Alertness - One level (+5) |
| Amphibious (+10) |
Disadvantages:
| Appearance: Unattractive (-5) |
| Curious (-10) |
| Enemy, Moropans (rarely) (-10) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Bolian at IQ (0) |
DESCRIPTION:
Bolians come from the planet Bolarus IX. They are a race
of bald, blue-skinned humanoids with a prominent ridge running down the
center of their heads and bodies. Only young females possess any body hair,
and that only on their scalps. They evolved from an aquatic race and are
still very at home in the water, although they are fully comfortable on
land.
Bolians are staunch allies of the Federation. Several have
risen to positions of great importance in the Federation and in Starfleet.
Many turn their liability of racial curiosity into an advantage by occupying
research or investigative jobs. They have only recently made peace with the
Moropans, a rival race, although this peace is fragile one.
Perhaps as a consequence for being hairless, a few Bolians
display an odd fascination for humanoid hair, and go on to become
hairdressers. Mot, on the Enterprise-D, was one such. Of course, the fact
that humanoids often tell their hair dressers things they wouldn’t tell
anyone else hasn’t been lost on them...
BORG (Collective) (+169 points)
Attributes:
| HT: +2 (+20) |
Advantages:
| Bionic Reconstruction - Two Levels (+50) |
| Cybernetic Ear - Two Levels (+4) |
| Cybernetic Eye - Two Levels (+4) |
| Damage Resistance - Four Levels (+4 DR) (+16) |
| Field Sense (+10) |
| Immunity to Disease (+10) |
| Immunity to Poisons (+15) |
| Implant Communicator (+10) |
| Interface Jack (+10) |
| Mathematical Ability (+10) |
| Mindshare: Global Consciousness (+60) |
| Unaging (+15) |
| Unfazeable (+15) |
| Weapon Link (+15) |
Disadvantages:
| Bad Reputation (-4 Reaction) (-20) |
| Increased Life Support - One Level (-10) |
| Odious Racial Habit: Assimilation (-15) |
| One Fine Manipulator (-10) |
| Sense of Duty: Borg (-10) |
| Social Stigma: Machine (-10) |
| Vulnerability: Damaged by Occasional Source - Two
Levels (-20) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Borg at IQ (0) |
DESCRIPTION:
Borg are cybernetically-enhanced humanoids from somewhere
in the Delta Quadrant. Technological implants make them into a cyborg-type
race, with all the advantages and disadvantages that implies. All Borg are
linked together through cybernetic networks on board each Borg mothership.
The motherships are presumed to maintain a link to the homeworld. This
creates the Mindshare advantage.
Mindshare can also act as a disadvantage as well. There
are no individuals (per se) in the Borg Collective. Borg are very
intelligent and highly adaptable. Each Borg is specifically modified to
perform a specific task. All Borg have had one arm replaced with a
multi-purpose socketable implant onto which many different devices can be
placed. The usual devices carried by exploration teams are a beam weapon of
some type, along with equipment similar in nature to Tricorders.
Borg spend most of their time exploring the galaxy looking
for new material for their worlds. They take any type of technological
devices they can find, and adapt it for their own use. They also take
intelligent species and assimilate them into Borg culture by adding
cybernetics to the captured beings. This electronically takes away the free
will of the individual and replaces it with a dedication to the Borg.
Borg generally cannot survive for long if separated from
the controlling influence of their mothership. The mothership is connected
through subspace communications to the homeworld.
Borg are so linked to each other that they are rarely
surprised by anything, and are considered to be Unfazeable for this purpose.
The cybernetic implants also grant Borg the ability to make mathematical
calculations with ease.
Borg (whether or not they are converts) are also granted:
Unaging, Immunity to Poisons, and Immunity to Disease.
Borg can be damaged by electromagnetic pulses, but they are -very-
adaptable, and can adjust themselves to any form of attack quickly; so much
so, that they soon can be virtually immune to that form of attack.
The Borg Bionic Reconstruction gives them several
advantages, including a built-in Weapons Link, an implanted Communicator, an
Interface Jack, a Cybernetic Eye and Cybernetic Ear, and Field Sense. The
Borg version of this also grants extra DR in their bodies; and extra DX and
ST, but only in their arms. This also adds to the regular ST, IQ, and HT
bonuses stated in the advantages section.
Captain Jean-Luc Picard proved that the bionic
reconstruction can be reversed, but his operation for reversal occurred very
soon after his capture and assimilation. It is not known how long a captured
race could remain a Borg and be converted back to natural successfully.
BORG (Non-Collective) (+131 points)
Attributes:
| HT: +2 (+20) |
Advantages:
| Bionic Reconstruction - Two Levels (+50) |
| Cybernetic Ear - Two Levels (+4) (+2 Hearing) |
| Cybernetic Eye - Two Levels (+4) (+2 Vision) |
| Damage Resistance (+4 DR) (+16) |
| Field Sense (+10) |
| Immune to Disease (+10) |
| Immune to Poisons (+15) |
| Implant Communicator (+10) |
| Interface Jack (+10) |
| Mathematical Ability (+10) |
| Unaging (+15) |
| Unfazeable (+15) |
| Weapon Link (+15) |
Disadvantages:
| Bad Reputation (-2 reaction) (-10) |
| Increased Life Support - One Level (-10) |
| One Fine Manipulator (-10) |
| Sense of Duty - Themselves (-10) |
| Social Stigma: Machine (-10) |
| Vulnerability: Damaged by Occasional Source - Two
Levels (-20) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Borg at IQ (0) |
DESCRIPTION:
These are "Hugh’s" Borg. These are the Borg that were
given emotions by Lore, Data’s "Brother". They aren’t that different from
the regular Borg, except for the fact that they are now considered to have
free will. This effectively wipes out the "Mindshare: Global Consciousness"
advantage, and also wipes out the "Odious Racial Habit" and part of the "Bad
Reputation" of being a Borg. There is only one group of these Borg known to
exist. Other than the above, the description is the same as for the standard
Borg.
DOLPHINS (+64 points)
Attributes:
| Enhanced ST 16/14, with limitations: (+35)
| No fine manipulators |
| No Fatigue bonus |
|
| DX +2 (+20) |
| HT +2 (+20) |
Advantages:
| Enhanced Move (Swimming) +1 (+10) |
| Alertness - One Level (+5) |
| 3-D Spatial Sense (+10) |
| Blunt Teeth (+0) |
| Nictating Membrane (+10) |
| Peripheral Vision (+15) |
| Pressure Support (+10) |
| Sonar (+25) |
Disadvantages:
| Dependency (Air, Hourly) (-20) |
| Impulsive (-10) |
| No Fine Manipulators (-50) |
| Shortened Lifespan - Two levels (-20) |
Quirks:
| (no racial) |
Required Skills:
| Acrobatics at DX (+4) |
| Area Knowledge: (Homeword) at IQ (0) |
| Language: Dolphinese at IQ (0) |
DESCRIPTION:
Tursus truncatus galacticus, respectively, are one of the
truly rare Federation races which developed to a very high degree of
sentience and sophistication as a fully aquatic race with no fine
manipulators of any kind. Their story has resulted in considerable
embarrassment for the Federation.
By the time Terran Cetacean Protection Acts were enacted
in the late 21st century, most of the larger breeds of cetacean
were extinct. Surviving cetaceans, such as dolphins, were officially
protected, and while some in the scientific community believed they were
intelligent, all attempts at communication with them had failed. Eventually,
Terrans discovered space travel, and devoted their energies to communication
with extraterrestrial humanoids.
This situation changed drastically in 2286 when an alien
Probe of unknown origin came to Earth and began broadcasting a signal to its
target race, the by-then extinct humpback whale. When no answer was
forthcoming, the Probe boosted its signal to such a degree that planetary
destruction was imminent. Thanks to the timely intervention of the crew of
the Enterprise-A aboard a commandeered Klingon vessel, a breeding pair of
humpback whales, "George" and "Gracie", were rescued out of time from
extinction, and the Earth was saved from the Probe.
The origins and message of the Probe remain a mystery to
this day, but careful analysis of some of its signals proved to be the key
to opening communication with some of the cetaceans of Terra. Contact had
been previously elusive before due to the great sophistication and highly
alien nature of the cetacean mind. Meaningful communication with the
now-refurbished race of humpback whales still eludes Federation scientists,
but it has been established with Dolphins, who are now full members of the
Federation. The fact that the Federation had made contact with hundreds of
intelligent species, while overlooking several on its own capital world, has
proved a severe embarrassment, and a source of much ridicule and propaganda
from the Cardassian Union and the Romulan Star Empire, among other places.
Dolphins neither have nor desire the capacity to
manufacture advanced technological items, but they are very keen to work
with the Federation and the voice-activated, water-resistant equipment it
can provide. Because they are highly sophisticated and live in a
three-dimensional environment, Dolphins have proven to be some of the
galaxy’s most accomplished navigators, surpassed only by the Medusa.
However, the practical difficulties of working with Dolphins are only
slightly less great than those of working with Medusa, so they do not serve
in Starfleet to a degree commiserate with their ability. Nevertheless, an
elite group of twelve dolphins comprises the Guidance and Navigation
research team for the Galaxy-class starship project. Other Dolphins may be
found working for Starfleet in other capacities.
Dolphins met without access to Federation technology have
the additional disadvantages of Mute (-25) and Primitive x11 (-55).
EL AURIANS (+96 points)
Attributes:
| HT +1 (+10) |
Advantages:
| Cultural Adaptability (+25) |
| Eidetic Memory - One Level (+30) |
| Empathy (+15) |
| Temporal Inertia (+15) |
| Unaging (+15) |
Disadvantages:
| Compulsive Behavior: Listening and Collecting Stories
(-10) |
| Enemy: Borg (rarely) (-10) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Bard at IQ (+2) |
| Language: El Aurian at IQ (0) |
| Psychology at IQ (+4) |
DESCRIPTION:
El Aurians are a very rare and mysterious race about whom
very little is known. In form they are standard humanoids who display a
broad range of racial phenotypes, comparable to Terrans. Their homeworld was
probably somewhere on the borders of the Beta and Delta quadrants. El
Aurians first became known to the Federation in the late 23rd
century, after their homeworld was destroyed by the Borg, although there is
evidence to suggest that individual El Aurians had visited various Alpha and
Beta Quadrant worlds (including Earth) before the founding of the
Federation! The few surviving displaced El Aurians have found their way into
the Federation and the ranks of Starfleet, although seldom if ever in
positions of importance. They seem to prefer to operate quietly in support
positions.
Much of this seeming reticence comes from the El Aurian
racial character. They appear to be natural lore-keepers, and use their
phenomenal lifespans and memories to collect the stories and life
experiences of various sentient beings. They preserve this knowledge for
their own kind, and only occasionally share it with non-El Aurians. They are
a highly personably and empathic race, and as such are very willing to help
other sentients work out their problems, especially if the end result is a
good story for the "good listener"! Possibly as an offshoot of their
prodigious memories, El Aurians are extraordinarily sensitive to
disturbances in the space/time continuum, and will usually remember the
original version of history if a change is made in time.
Because of their great age, El Aurians can conceivably
start a game with a huge number of skills, so they are not recommended for
beginning players, unless the Gamemaster allows a very young El Aurian
character. Although they can fight when necessary, El Aurians are by and
large a docile people. The behavior of Dr. Soran in 2343 which resulted in
the destruction of the Enterprise-D should be considered highly atypical.
They are actually capable of aging, but not in any meaningful humanoid
sense.
HALIIANS (+25 points)
Attributes:
| (no racial) |
Advantages:
| Appearance: Attractive (+5) |
| Telepathy: Limitations - Touch Only -10%, Power level 2
(+8) |
| Object-Based -10%
| Telesend at IQ (+4) |
| Telereceive at IQ (+4) |
| Emotion Sense at IQ (+4) |
|
Disadvantages:
| Impulsiveness (-10) |
Quirks:
| (no racial) |
Required Skills:
| Appreciate Beauty at IQ (+2) |
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Haliian at IQ (0) |
| Meditation at IQ (+8) |
DESCRIPTION:
Haliians come from the planet Haliia, and are one of the
Federation’s few naturally psychic races. In form they are slim, spare,
attractive humanoids with dark skin and a slight bony ridge above the
eyebrows. Culturally, they are a passionate, artistic, and graceful people
inhabiting a world of great beauty. However, most tend to act before they
think, and some can be very difficult for other humanoids to work with.
Nevertheless, a number have joined Starfleet with great success.
All Haliians are naturally partially telepathic. They can
boost this ability through physical contact with large glowing crystals they
call Canars. Canars are most frequently used in meditation as a mental
focus. However, two Haliians (or one Haliian and another being, even if they
are not psychic) who are each in physical contact with a Canar may enter
full mental rapport. This is most often, though not exclusively, used by two
Haliians to create an emotional rapport preparatory to intimacy.
Some rare Haliians may be psychically skilled enough to
have passed beyond the need of Canars.
HISTAH (+43 Points)
Attributes:
| ST: +1 (+10) |
| HT: +1 (+10) |
Advantages:
| Claws - One level (+2 damage) (+15) |
| Damage Resistance - One level (+1 DR) (+3) |
| Danger Sense (+15) |
| Enhanced Move (+10) |
| Extended Lifespan - One level (+5) |
| Longevity (+5) |
| Nictating Membrane (+5) |
| Peripheral Vision (+15) |
| Strong Will - One level (+1 WP) (+4) |
| Temperature Tolerance - Heat Only (+6) |
Disadvantages:
| Appearance: Unattractive (-5) |
| Code of Honor - Histah (-15) (Protect Family /
Honor Tribe / Respect Elders / Defend Clan Honor / Believe their race
"better") |
| Enemies: Personal (-10) |
| Odious Personal Habit: Prefers Live Food (-5) |
| Sense of Duty - Family/Tribe/Elders/Clan/Race
(-20) |
| Vulnerability (-5) (Psionic use nearby by others
causes them mild headaches) |
Quirks:
| (no racial) |
Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Histah at IQ (0) |
DESCRIPTION:
Histah look like an evolved form of the Terran dinosaur,
Velociraptor. They are from an Earth-like world on the other side of the
Federation from the Klingons and/or Romulans. Their star is slightly larger
than Sol, and their planet is virtually all tropical in nature, except at
the poles, where the climate is moderate. The gravity is Terran normal.
Full grown Histah are about 2.5 meters in height. On their
head is a tall, fin-like dorsal ridge that extends through the center of the
scalp and down the back to the base of the spine. They have sharp teeth and
claws, and a large tail that is longer than their legs. They have three
fingers and an opposable thumb on each hand, and three claws and one dew
claw on each foot. Their reptilian appearance distracts most humanoids.
Histah reflexes are sharper than normal Terran reflexes,
and they can move quickly for a creature of their size and weight. Their
skin provides extra protection from damage. They have nictating membranes to
protect their eyes from extremes of light. Their eyes are on opposite sides
of their head, giving them peripheral vision in addition to forward vision.
They are used to a hot climate, and do not like cold. They have a second
sense for dangerous situations. They live much longer than average, and have
a very strong will.
Despite their Danger Sense advantage, they do not like
psionic individuals. They react at -2 to anyone that they know (or find out)
has psionic abilities. Their Danger Sense reacts to psionic use with
"psychic static" causing mental discomfort. Other crewmembers with psionic
abilities can use their powers outside their range of "psychic effects".
Their Danger Sense also functions in the regular manner.
Histah once had a very violent society, with a lot of
fighting between families, tribes, and clans. In addition, they had to
overcome other predators on their homeworld. Over time, this feuding was
replaced with a desire to excel in fields like science, business, or
engineering. This was not an overnight conversion, but started with a single
family and spread slowly; first to the rest of their tribe, then to the rest
of their clan, and finally to the entire race. This has continued up to the
current time.
Their Code of Honor devotes them to family first, tribe
second, clan third, and race fourth. They still have some clan, tribal, and
family feuds, although these have mostly been changed to the "We can do
better than you" stage. These feuds are best represented by the Enemy
disadvantage. "Enemies" frequently take the form of a different clan, tribe,
or family. They also have close ties to the Histah race. Given the choice
between anything and another Histah, a Histah always chooses another Histah
first. Their Sense of Duty acts to reinforce this. The interrelationships
between family, tribe, clan, and race are considered by Federation
historians to be similar to Terran Native Americans.
Histah society is now exploration/colonization based. They
have finally reached the borders of the Federation. They have several dozen
systems under their control, called the Collective. Strangely enough, Histah
never had encountered any other intelligent races up to the point when their
border met the Federation. The Histah and the Federation are tentatively
investigating a union of their borders, in a compact similar to the Klingon
peace treaty. This is the first time in Federation history that an
intelligent race has contacted them first.
Histah have a three-part name. The example we will use is:
Barshen’kas Li’Ar Shan’hadar. (This is pronounced:
Bars-hen-khas Lee-Arr Shan-ha-dar.) The first part is really more like a
planetary rank than a name. The "Bars" section shows that this individual
has been decorated by the government of the Histah more than once. One
decoration is indicated by "Bar". No "Bar" or "Bars" would indicate no
decorations. The decorations are not given by the Histah government easily
or lightly. It is considered a great honor to be decorated once. More than
once indicates an exceptional individual. The "Hen’kas" is a rank, in this
case close to our "Captain". The "Li’Ar" is similar to our first name. The
example would allow friends to call him "Lee", but only in private. The "Shan’Hadar"
is a combination of a family and a tribal name, with the "Shan" being the
family name, and the "Hadar" being the Tribal name. Clans are indicated by
decorations on their clothing or bodies.
Histah prefer to eat their food live, but have made small
concessions in their diet since their meetings with the Federation First
Contact teams. Even so, their preference for eating food raw and/or alive is
still considered to be an Odious Racial Habit.
Jem’Hadar (+74 points)
Attributes:
| ST: +2 (+20) |
| DX: +1 (+10) |
| IQ: -1 (-10) |
| HT: +1 (+10) |
Advantages:
| Damage Resistance - Two Levels (+2 DR) (+10) |
| Early Maturation - Five Levels (+50) |
| Enhanced Running - One Level (+10) |
| Invisibility - Switchable (+44) |
| Regeneration (+25) |
Disadvantages:
| Dependancy: Infrequent, monthly, irreplaceable (-20) |
| Short Lifespan - Two Levels (-50) |
| Reputation -3, everyone, all the time (-15) |
| Odious Racial Habit: Warlike and Arrogant (-15) |
Quirks:
| (no racial) |
Racial Skills:
| Area Knowledge: Dominion at IQ (0) |
| Beam Weapon: Disruptor at DX (+1) |
| Language: Jem’Hadar at IQ (0) |
| Karate at DX (+4) |
DESCRIPTION:
The Jem’Hadar were created by the Founders of the
Dominion, the Changelings. Their role is that of the shock troops and
scourge of the Dominion. Usually, if a Dominion world violates the rules set
up for it, the result is a visit by the Jem’Hadar. What ensues is
devastation, massacre and other perils. They have an uncanny ability to turn
invisible to the naked eye at will, but can be seen by instruments that pick
up other ranges of lightwaves. They age to maturity in just above three
months, and live for about 35 to 40 years. They are the best close quarters
fighters in the Gamma Quadrant, and rival the Klingons for their position in
the Alpha Quadrant. They are feared everywhere they are known in both the
Alpha and Gamma Quadrants.
The Changelings keep them in line by providing a white
dust, a severly addictive drug with unknown properties to them at regular
intervals. Disobediance by any Jem’Hadar results in the withdrawal of the
drug with severe withdrawal symptoms and often death as a result.
KAFERIAN (+55 Points)
Attributes:
| (no racial) |
Advantages:
| Claws - 1 level (+15) |
| Damage Resistance - Two levels (+2 DR) (+6) |
| Peripheral Vision (+15) |
| Secret Communication (+20) |
| Disadvantages: |
| Appearance: Unattractive (-5) |
Disadvantages:
| (no racial) |
Quirks:
| (no racial) |
Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Bio-Engineering at IQ (+4) |
| Language: Kaferian at IQ (0) |
DESCRIPTION:
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.
KZIN (+65 points)
Attributes:
| ST: +4 (+45) |
| DX: +1 (+10) |
| HT: +1 (+10) |
Advantages:
| Acute Hearing - Two Levels (+4) |
| Acute Taste and Smell - Two Levels (+4) |
| Claws - One Level (+2 Damage) (+15) |
| Damage Resistance - One Level (+1 DR) (+3) |
| Night Vision (+10) |
| Sharp Teeth (+5) |
Disadvantages:
| Bloodlust (-10) |
| Bully (-10) |
| Odious Racial Habit: Male Chauvinism (-10) |
| Odious Racial Habit: Eats Other Sentients (-10) |
Quirks:
| Carnivore (-1) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Languages: Kzin at IQ (0) |
DESCRIPTION:
Kzin are a felinoid race similar to Caitians. They walk
erect as bipeds, but do have a noticeable slouch as they age. Their bodies
are covered with fur, which covers their face and hands as well, and creates
a mane-like effect for their hair. They have golden eyes, a long tail, and a
voice with a rasping, but purring quality.
They frequently have the Danger Sense advantage. They also
generally have several battle-related skills.
Kzin generally have these common disadvantages:
Impulsiveness, Overconfidence, Bad Temper, Megalomania, missing finger/arm/
leg (Kzin do not like prosthetics) and other similar disadvantages.
Individual Kzin vary as to which of these disadvantages are added to the
package cost above.
Contrary to popular opinion, Kzin do not have Berserk as a
disadvantage, it just seems that way to other races.
Kzin are a very warlike race, and have had numerous wars
with humans, most before the formation of the Federation. They have high
strength, which is augmented by sharp teeth and claws. They can see very
well in the dark, and have well-developed senses of smell, taste, and
hearing.
They consider women to be second-class citizens, and their
chauvinistic attitude bleeds over into their dealings with other races. More
than once, a female has played an important part in rescues of personnel
from Kzin-held territory. This attitude is due to Kzinti females being
sub-sentient.
They eat their meat fresh and raw, preferably still
dripping with blood. They do not like vegetarians, and will not deal with
them if possible.
A very few Kzin have had chemical changes made to them
which gives them a limited form of telepathy. Their telepaths can be foiled
by thinking of chewing on raw vegetables. It is up to the GM to develop
these characters if necessary.
NAUSICAANS (+37 points)
Attributes:
| ST +4 (+45) |
| IQ -1 (-10) |
| HT +2 (+20) |
Advantages:
| Damage Resistance - One Level (+1 DR) (+3) |
| Fangs (+10) |
| High Pain Threshold (+10) |
Disadvantages:
| Appearance: Ugly (-10) |
| Bad Temper (-10) |
| Bully (-10) |
| Stuttering (-10) |
Quirks:
| Likes to use Traditional Melee Weapons (-1) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Nausicaan at IQ (0) |
DESCRIPTION:
Nausicaans are a race of large, hirsute humanoids with
thick manes of predominantly reddish hair, bony facial features, and sharp
fangs which fold over a complicated, inhumanoid mouth. Because of the shape
of their mouths, they have difficulty speaking Federation Standard and other
humanoid languages, which gives them an appearance of stupidity that they do
not entirely deserve. However, they are one of the Federations’ least
socially-redeeming races, being bad-tempered, surly, and violent. Few have
made it into the ranks of Starfleet. Most have found work in the Federation
as bouncers, thugs, and enforcers - positions where their liabilities are
advantages.
A casual bar brawl with some Nausicaans cost Captain
Picard his heart, forcing him to make use of a bionic replacement.
PAKLED (-25 points)
Attributes:
| IQ: -1 (-10) |
Advantages:
| (no racial) |
Disadvantages:
| Appearance: Ugly (-10) |
| Overweight (-5) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Pakled at IQ (0) |
DESCRIPTION:
Pakleds are a humanoid species that are primarily
remembered for their characteristic overweight problem. Pakleds are
remembered for being a race that adopts technology from other races whether
they know how it works or not. The best example of this was in the TNG
episode "Samaritan Snare". They are very cunning and devious. The Pakleds
have yet to be made a part of the Federation. They have already had one
experience with the Federation, and there will probably be more. Pakleds are
suggested for an occasional NPC race.
PHYLOSIAN (+25 Points)
Attributes:
| (no racial) |
Advantages:
| Independently Focusable Eyes (+15) |
| Extra Arms (total of 5) (+30) |
| Extra Flexibility in Arms (+10) |
| Extra Legs (total of 5) (+10) |
Disadvantages:
| Appearance: Ugly (-10) |
| Dying Race (-10) |
| Pacifism (-15) |
| Vow: Wants to be Galactic Policemen (-5) |
Quirks:
| (no racial) |
Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Phylosian at IQ (0) |
DESCRIPTION:
Phylosians are intelligent plants with five arms, each
having an upper and lower pincer, five legs, a tree-trunk-like torso, and a
head similar in appearance to a large pine cone with independent eye stalks.
They are from the planet Phylos in the Merari system,
which has an abundance of plant life, but no animal life of any kind.
Federation scientists speculate that the plants evolved into the ecological
gap made by the total absence of animals.
They do not like conflict, and have a strong racial desire
to serve the Federation as galactic peace keepers. Fortunately, the
Phylosians must first overcome their own problems. The Phylosian race is
dying. Contamination in the form of Staphylococcus brought plague to the
planet - a plague against which the Phylosians had no defense. The remaining
Phylosians have been rendered sterile by the plague, but a Federation team
is currently working with them to eliminate this barrier.
SAURIANS (+47 Points)
Attributes:
| ST: +2 (+20) |
| HT: +2 (+20) |
Advantages:
| Hard to Kill - 1 level (+10) |
Disadvantages:
| Obsession: Theology (-5) |
Quirks:
| Possess Elaborate Names (-1) |
Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Artistic Ability at IQ (+1) |
| Language: Saurian at IQ (0) |
| Musical Ability at IQ (+1) |
| Theology at IQ (+1) |
DESCRIPTION:
The natives of Sauria are a reptilian bipedal humanoid
race. They have reddish skin and oversized yellow eyes. They have three
fingers and one opposable thumb on each hand, and three toes on each foot.
There is a vestigial webbing between their fingers and toes. Neither the
lack of a fourth finger nor the vestigial webbing affect their fine
manipulation skills.
Saurians have four separate and distinct hearts, which
gives them the Hard to Kill advantage, and makes them very strong and
durable. They are about as tall as an average Terran.
The native language of Saurians is sung, not spoken, and
is considered a very difficult (if not impossible) language to learn by non-Saurians.
Conversely, however, they do not have any trouble learning most Federation
languages, including Federation Standard.
They excel at artistic and musical endeavours. All
Saurians have both Artistic and Musical ability inbred. Quite a few Saurians
have become quite famous in the Federation for their talents. Their
production of Saurian Brandy is considered an art form.
Other Races:
The Heavy Worlders, Light Worlders, and Spacers from GURPS:
Space should all be considered as methods for adapting some known races (and
not just the humanoid ones!) into ones that the players have never seen
before. They can be found in GURPS: Space pg.40. GM’s should have some fun
with this, and make some really strange changes in alien physiology and
psychology due to changes in the environment. Even a minor change such as
altering the usual terrain on the planet can be a fun way to change the
known into the unknown. Imagine, for instance, what Vulcan society would
have developed out of and/or into in a jungle setting rather than a desert.
Space and GURPS: Aliens. Other races from GURPS: Aliens
should be considered as possibilities in Trek.
GM’s can also adapt other gaming materials for use in a
GURPS: Trek campaign. The upcoming Babylon Five role-playing game would
provide several good examples for PC’s and NPC’s.
GM’s should also feel free to create their own races for
Trek crews to encounter in an adventure or two. If you do decide to do this,
please consider sending them to me for possible inclusion in a third edition
and/or third printing of these rules.
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