SECTION THREE - RACIAL
TEMPLATES FOR MAJOR STAR TREK RACES
Table of Contents
ANDORIANS (+27 points)
Attributes:
| ST: +1 (+10) |
| DX: +1 (+10) |
| HT: +1 (+10) |
Advantages:
| Ambidexterity (+10) |
| Ultrasonic Hearing (+5) |
Disadvantages:
| Code of Honor: Andorian (-10) (Never Quarrel Without A
Reason/ Protect Family Above All Else) |
| Reduced Hearing: Rear Only (-5) |
Quirks:
| Not Boisterous (-1) |
| Complex Wedding Procedures (-1) |
| Prolific (-1) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: 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:
| ST: +1 (+10) |
| DX: +1 (+10) |
Advantages:
| Combat Reflexes (+15) |
| Damage Resistance - Two levels - (+2 DR) (+6) |
| Sharp Teeth (+5) |
Disadvantages:
| Appearance: Ugly (-10) |
| Intolerance: Selay (-15) |
| Odious Racial Habits - Eats Other Sentients (-10) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Antican at IQ (0) |
| Language: 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:
| (no racial) |
Advantages:
| Strong Will - 2 levels (+8) |
Disadvantages:
| Intolerance: Cardassians (-5) |
| Sense of Duty - Bajor (-10) |
Quirks:
| Wears earrings in right ear (-1) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Bajoran at IQ (0) |
| Theology 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:
| IQ: +1 (+20) |
| HT: +2 (+20) |
Advantages:
| (no racial) |
Disadvantages:
| Appearance: Unattractive (-5) |
| Compulsive Behavior: Pursuit of Factual Information
(-5) |
| Increased Life Support - 1 level (-10) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: 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:
| (no racial) |
Advantages:
| Empathy (+15) |
| Telepathy - 3 levels (+15)
| Telesend at IQ |
| Telereceive at IQ |
|
Disadvantages:
| Code of Honor (-5) (use empathic abilties responsibly) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: 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:
| ST: -2 (-20) |
| IQ: +4 (+45) |
Advantages:
| Interface Jack (+10) |
| Mathematical Ability (+10) |
Disadvantages:
| Appearance: Unattractive (-5) |
| Fragile (-20) |
| Reduced Hit Points - 2 levels (-10) |
| Vulnerability: Damaged by Occasional Source - 1 level
(-10) |
Quirks:
| Always work in pairs (-1) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Computer Programming at IQ+1 (+1) |
| Language: 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:
| DX: +1 (+10) |
| HT: -1 (-10) |
Advantages:
| Acute Hearing - 2 levels (+4) |
| Acute Vision - 2 levels (+4) |
| Acute Taste and Smell - 2 levels (+4) |
| Night Vision (+10) |
Disadvantages:
| Code of Honor (Gentleman's) (-10) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: 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:
| ST: +1 (+10) |
| HT: +1 (+10) |
Advantages:
| Hard to Kill - One level (+5) |
| Strong Will - Two levels (+2 WP) (+8) |
| Temperature Tolerance - Heat Only - One level (+10)
|
Disadvantages:
| Bully (-10) |
| Sense of Duty: Cardassian Government (-10) |
Quirks:
| Uncomfortable in brightly lit, cool areas (-1) |
Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: 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:
| (no racial) |
Advantages:
| Appearance: Handsome (+15) |
| Empathy (+15) |
| Emotion Sense - One level - Deltans Only (+15) |
| Strong Pheromones (+15) |
Disadvantages:
| Empathic Dependency (-10) |
| Oath of Celibacy (-10) |
| Siren (-10) |
Quirks:
| Sensualist (-1) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Erotic Arts at IQ +1 (+1) |
| Language: Deltan at IQ (0) |
| Sex 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:
| ST: -1 (-10) |
| IQ: +1 (+10) |
| DX: +2 (+20) |
Advantages:
| Extra Limb: Third Arm (+10) |
| Extra Limb: Third Leg (+5) |
| Manual Dexterity - Two levels (+6) |
Disadvantages:
| Appearance: Unattractive (-5) |
| Severe Shyness (-15) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: 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:
| ST: +1 (+10) |
| HT: +1 (+10) |
Advantages:
| Acute Hearing - Two levels (+4) |
| Damage Resistance - One Level - (+1 DR) (+3) |
| Disease Resistant (+5) |
| Psionic Resistance - Ten levels (+20) |
Disadvantages:
| Appearance: Unattractive (-5) |
| Bad Reputation (-1 reaction) (-5) |
| Code of Honor: (Rules of Acquisition) (-10) (click here
for a list) |
| Cowardice (-10) |
| Greedy (-15) |
| Lecherousness (-15) |
| Miserliness (-10) |
| Odious Racial Habits: Male Chauvinism (-10) |
Quirks:
| Have Elaborate Funeral Procedures (-1) |
| Hate Autopsies (-1) |
Required Skills:
| Accounting at IQ +4 (+10) |
| Area Knowledge: (Homeworld) at IQ (0) |
| Economics at IQ +2 (+10) |
| Language: Ferengi at IQ (0) |
| Law at IQ +1 (+4) |
| Merchant at IQ +1 (+2) |
| Savoir-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:
| ST: +2 (+20) |
| IQ: -1 (-10) |
| HT: +1 (+10) |
Advantages:
| Claws - One level (+2 damage) (+15) |
| Damage Resistance - Two levels (+2 DR) (+6) |
| Peripheral Vision (+15) |
| Recovery (+10) |
| Sharp Teeth (+5) |
| Temperature Tolerance: Heat only - 1 level (+10) |
Disadvantages:
| Appearance: Ugly (-10) |
| Bloodlust (-10) |
| Bad Temper (-10) |
| Code of Honor (Warrior) (-10) |
| Stuttering (-10) (only on alien languages) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: 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:
| (no racial) |
Advantages:
| (no racial) |
Disadvantages:
| (no racial) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: (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:
| HT: +1 (+10) |
Advantages:
| Alertness - One level (+5) |
| Combat Reflexes (+15) |
| Hard to Kill - One level (+5) |
| High Pain Threshold (+10) |
| Longevity (+5) |
Disadvantages:
| Bloodlust (-10) |
| Code 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) |
| Intolerance: Dishonorable Races (-5) |
| Phobia: Tribbles (-10) |
| Truthfulness (-5) |
Quirks:
| Doesn’t like to swim (-1) |
| Eats Meat Raw (if possible) (-1) |
| Prefers Melee combat with traditional weapons (-1) |
Required skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| bat’telh at DX (+2) |
| Cooking: (Klingon food) at IQ (+1) |
| d’k tahg at DX (+1) |
| Karate at DX (+4) |
| Language: Klingon at IQ (0) |
| Spear Throwing at DX (+1) |
| Tracking 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:
| Peripheral Vision (+15) |
Disadvantages:
| Appearance: Unattractive (-5) |
Quirks:
| (no racial) |
Required skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: 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:
| ST: +1 (+10) |
| IQ: +1 (+10) |
| HT: +1 (+10) |
Advantages:
| Acute Hearing - Two levels (+4) |
| Extended Lifespan - One level (+5) |
| High Pain Threshold (+10) |
| Nictating Membrane (extra eyelid) (+5) |
Disadvantages:
| Code Of Honor: Romulan (-15) (The Empire Comes
First/Die to Protect Empire) |
| Curious (-5) |
| Intolerance: Non-Romulans (-5) |
| Overconfident (-10) |
| Reputation: Bad Guy (-5) |
Quirks:
| (no racial) |
Required skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: 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:
| Damage Resistance - One level (+1 DR) (+3) |
| Sharp Teeth (+5) |
| Venom - One level (+15) |
Disadvantages:
| Appearance: Ugly (-10) |
| Intolerance: Anticans (-10) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Selay at IQ (0) |
| Language: 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:
| ST: +1 (+10) |
| HT: +1 (+10) |
Advantages:
| Acute Hearing - Two levels (+4) |
| Acute Taste and Smell - Two levels (+4) |
| Damage Resistance - One level (+1 DR) (+3) |
| Night Vision (+10) |
Disadvantages:
| Appearance: Unattractive (-5) |
| Gluttony (-5) |
| Intolerance: Other races (-5) |
| Odious Racial Habit: Obnoxious (-10) |
| Overweight (-5) |
| Shortsightedness (-10) |
Quirks:
| (no racial) |
Required Skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: 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:
| No Trill host will ever start with an attribute under
10. All attributes generally higher, but not genetic in nature. |
Advantages:
| Trill "Racial Memory" (+40) * (see below) |
| Trill "Immortality" (+10) ** (see below) |
Disadvantages:
| [Parasites (-30) (note: symbiotes only) see below] |
Quirks:
| (no racial) |
Required skills:
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: 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:
| ST: +1 (+10) |
| IQ: +1 (+10) |
| HT: +1 (+10) |
Advantages:
| Acute Hearing - Two levels (+4) |
| Devotion to Logic Package (see below) (+103) |
| Extended Lifespan (+5) |
| Nictating Membrane (extra eyelid) (+5) |
Devotion to Logic Package:
| Absolute Timing (+5) |
| Eidetic Memory - One levels (+30) |
| High Pain Threshold (+10) |
| Lightning Calculator (+5) |
| Metabolism Control (+5) |
| Strong Will - Two levels (+2 WP) (+8) |
| Temperature Tolerance: Heat only - One level (+10) |
Disadvantages:
| Curious (-5) |
| Code of Honor (Vulcan) (-10) |
| Devotion to Logic Package (see below) (-75) |
Devotion to Logic Package:
| Code of Honor (-10) |
| Honesty (-10) |
| No Sense of Humor (-10) |
| Pacifism - Self-Defense Only (-15) |
| Pon Farr (must return home to mate) (-10) |
| Truthfulness (-5) |
| Vow: Suppress all emotion (-15) |
(Note: total cost of entire Devotion to Logic Package
= +65)
Quirks:
| Vegetarian (-1) |
Required skills:
| Appreciate Beauty at IQ (+2) |
| Area Knowledge: (Homeworld) at IQ (0) |
| Language: Vulcan at IQ (0) |
| Meditation at IQ (+2) |
| Vulcan Nerve Pinch at DX (+4) |
Psionics:
| The Vulcan Mind-Meld (+16 points total) |
| Telepathy at Power Level 2 - touch only |
| Telereceive at IQ (+4) |
| Telesend as IQ (+4) |
| Telescan at IQ (+4) |
| Mind 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.
| Subject has Mind Shield Power: minus Telepathy power |
| Subject is willing: +1 |
| User knows subject: +1 |
| User 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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