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If a terrier were as intelligent as a human, could walk on two legs, and could use its forepaws as hands it would be an Aruah. The Aruah evolved from pack-hunting carnivores, and the pack is still their most important social unit. They are natural team players who are fearsome fighters despite their small stature – Aruah typically stand about 1.3 meters tall. Most of the population still lives on the homeworld Gorruff, but the species is expanding rapidly. Aruah are avid explorers, and they have readily turned their hunting instincts to the search for new life and new civilizations. EXAMPLE VALUE: We Hunt Together or We Will Be Hunted Separately
ATTRIBUTES:
+1 Daring, +1 Fitness, +1 Insight
TRAIT: Aruah. Aruah are swift runners on two legs and even faster on all fours. Their hearing is quite sensitive and extends into the ultrasonic range… which explains their dislike of loud noises. An Aruah’s sense of smell is sufficiently acute to track by scent. They excel at cooperation but strongly dislike being alone.
TALENTS: The character receives access to the following talents. Aruah must take the Worse Than My Bark talent at some point during character creation.
NOSE FOR TROUBLE REQUIREMENT: Aruah, or Gamemaster’s Permission You can detect the subtle odors that accompany changes in emotional states. You roll a bonus 2d20 on any Insight task to gauge a humanoid’s motives or feelings if you can smell them. PACK TACTICS REQUIREMENT: Aruah, or Gamemaster’s Permission Your contribution to a group effort Maximizes everyone’s efforts. When you add to the group Momentum pool you add +1 Momentum. WORSE THAN MY BARK REQUIREMENT: Aruah You have sharp teeth and impressive bite strength. When you bite in unarmed combat your attack loses the Nonlethal quality and gains the Vicious 2 quality. You must grapple or be grappled by the target before you can bite. Names: Aruah
names sound like phoneticized growls and barks. Each individual has a personal name followed by a pack name. (examples: Urf Aroo, Yap Garrul, Haru Zuff)
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The Klingons haven’t won every war they’ve fought. They lost against Devaster, and they were unhappy enough about it to use weapons of mass destruction. The few survivors learned to encase themselves in robotic shells to protect themselves from the radiation, toxins, and diseases that wiped out all but a handful of the lifeforms on their world. A modern Devasterite is little more than a brain and spinal cord ensconced in a pod that is installed in a mechanical shell. They reproduce by cloning new individuals from stem cells. This was meant to be a temporary arrangement, but the Devasterites have never gotten around to creating fleshy members of their race to repopulate their still-ruined world. They show every sign of having adopted the shell as their new way of life. EXAMPLE VALUE: The Flesh is Weak, the Mind is Strong
ATTRIBUTES:
+1 Control, +1 Fitness, +1 Reason
Devasterite. The shells in which all Devasterites live are robotic vehicles of roughly human size and shape (as the Devasterites once were). A shell is armored, is fully environmentally sealed, and has a self-contained air supply. Myomer muscles provide Vulcan-level strength, and the head contains an array of sensors. The downside is that the onboard power supply is only good for about a week (as opposed to a month for a fully-fueled human), and while a shell is hardened against electromagnetic pulses it is not immune to them. Even worse is the fact that damage to a shell doesn’t heal – it must be repaired. A Devasterite without a working shell is as helpless as one would expect a brain in a jar to be.
TRAIT:
TALENTS: The character receives access to the following talents. Devasterites must take the Shell talent as their first talent.
BUILT-IN WEAPONRY REQUIREMENT: Devasterite, or Gamemaster’s Permission You have a weapon built into one of your forearms. Choose one of the weapons below. You may take this talent a second time to have the second weapon type implanted in the other arm. 2A, Accurate (Medium range; 12 shots) Retractable Blade: melee 1A Piercing 1 Pulse Laser: ranged
SHELL Devasterite You reside in a mechanical shell that provides the benefits of an EV suit with no Opportunity or Escalation cost, full-body armor (Resistance 4, but can’t wear other armor), and a sensor array equal to a tricorder. You must spend at least two hours hooked up to a power supply to charge your shell with enough power to operate for a week. If you have a pulse laser from the Built-In Weaponry talent it takes 10 minutes to recharge it. The Health rating computed for a Devasterite is the Health of the shell. Once the shell’s Health is depleted a single point of damage will destroy the brain inside. REQUIREMENT:
Names: 1-syllable
personal name followed by a 2-syllable family name and a 3-syllable clade name. (example: Dis Catas Apoca)
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Eldorans, with their golden skin, copper-colored eyes, and hair of gold, copper, or brass are perhaps the most beautiful humanoids in the known galaxy… and they most certainly know it. The Eldoran Reach is officially a tributary state of the Romulan Star Empire, but in practice they are an independent aligned state. Eldora acquired warp drive from the Romulans, but they are more advanced than their patrons – and possibly the Federation – in medical science. Eldoran skill with genetics, toxicology, and virology translates into unparalleled capacity for biological weapons and tools of assassination. Romulans call them “thrice-cursed liars,” but Eldorans regard that as a compliment. They enjoy appearing to be harmless toadies or pleasure-seekers, and they respect no one who can’t see through the façade. EXAMPLE VALUE: The Best Place to Conceal a Weapon is Behind a Smile
ATTRIBUTES:
+1 Control, +1 Presence, +1 Reason
Eldoran. Eldorans are exemplars of persuasion and seduction who excel at concealing their motives. In a society that prefers poisons and tailored viruses over open conflict resistance to toxins and diseases is a must. Eldorans are very much creatures of tropical days; they do not see well in the dark, nor can they tolerate cold.
TRAIT:
The character receives access to the following talents in addition to the Betazoid Empath talent. Eldorans must take one of those talents at some point during character creation.
TALENTS:
ASSASSIN’S TOOLS REQUIREMENT: Eldoran, or Gamemaster’s Permission You have access to a portable laboratory that allows you to formulate the kind of tech that makes the Eldorans equals of the Romulans rather than mere subjects – trinary poisons that require combinations of three different ingredients to be deadly, viruses so specific as to affect members of a single clan, and so on. You can roll a Reason + Medicine task with a Difficulty determined by the gamemaster to create such an item. SEDUCTIVE Eldoran, or Gamemaster’s Permission You know how to appeal to someone romantically or sexually. When you perform a seduction task against someone who is attracted to your gender you may reroll any number of dice. REQUIREMENT:
Names: Eldoran
names are 3-5 syllables long with graceful flowing sounds. The personal name is followed by two middle names (after the same-sex grandparents) which are only given in full introduction. The last name is the designator re followed by the name of the ancestral home. (example: Alandreo Nomial Colonduar re Sianna)
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Ixkultans (ish-COOL-tenz) are small humanoids with dark gray skin, pointed ears, and eyes in a variety of colors including some that don’t appear among humans. They are warriors, fierce and proud, so they are right at home in the Klingon Empire. Ixkultans are native to the eighth moon of the gas giant Ixkultè (Kulkan VI), and they had developed interplanetary travel and colonized Ixkultè i and k when the Klingons discovered them. When they learned what the empire was like the Ixkultans all but demanded to join. Male Ixkultans are uncommon (sex ratio of 2.5 females to every male) due to a plague that wiped out 80% of the males centuries ago. Because of this Ixkultans find the idea of male warriors amusing. There is a small men’s rights ovement on the Ixkultan worlds, but progress is slow even with the tacit support of the empire. EXAMPLE VALUE: There is No Glory in Defeating a Weaker Opponent
ATTRIBUTES:
+1 Daring, +1 Fitness, +1 Insight
Ixkultan. Ixkultans have superior night vision that extends into the infrared and ultraviolet, but they require protective eyewear to operate in bright light. They are resistant to plant-based poisons and allergens, and many biting insectoids find their blood unpalatable. They are small and therefore not strong, but they are exceptionally fast and agile. Ixkultans are bioluminescent; their skin can display glyphs that convey simple messages alone or fine shades of meaning when combined with spoken language.
TRAIT:
The character receives access to the following talents. Ixkultans must take one of the following talents at some point during character creation.
TALENTS:
GLYPH LANGUAGE REQUIREMENT: Ixkultan, or Gamemaster’s Permission You have learned a language of light glyphs that allows you to hold complex conversations in complete silence. Anyone who has this talent can understand the message if they can see you, but reply is only possible for someone who is bioluminescent. “Speaking” glyph language requires that you have some skin exposed. HUNTER IN DARKNESS REQUIREMENT: Ixkultan, or Gamemaster’s Permission You are adept at avoiding – or stalking – the many predators of your homeworld. You roll a bonus 2d20 on stealth tasks if you are in lowlight conditions. NIGHT EYES Ixkultan, or Gamemaster’s Permission You reduce added difficulties due to darkness by 2. This has no effect on penalties due to other obstructions like smoke or fog. REQUIREMENT:
Names: Female
names have three syllables, male names have two, plus a matronymic (mother’s name plus the prefix kue’ [KWEH]). For letter sounds a = ah, e = eh, è = ay, i = ee, u = oo, and x = sh. Some nouns begin with dl. (example: Nikutè kue’Dlantamel)
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Kyramenes (KEER-ah-meenz) are blue-sinned humanoids with black hair, black eyes, and webbed hands and feet; they are fully amphibious. Kyramenes have retained aspects of their ancient culture into the modern day – most notably their caste system. The three castes are officially equal, but the scholars occupy most positions of power. Kyramenes had a slow pace of technological development; living underwater parttime made certain paths of advancement difficult or unavailable. Much of their tech consists of engineered lifeforms rather than manufactured machines. Balancing the needs of their living tech against the demands of a technological society guided them down a path of sustainability; Kyram has a nearly pristine environment despite being industrialized. Kyram only achieved warp capability at the end of the 23rd Century and has been a Federation member for less than a single human (or Kyramene) lifetime. EXAMPLE VALUE: A Place for Everything and Everyone
ATTRIBUTES:
+1 Control, +1 Fitness, +1 Reason
Kyramene. Kyramenes are extraordinary swimmers, and adapting to moving through water has given them strength equal to that of Vulcans. They can withstand the cold and pressure of depths as great as 500 meters and can hold their breath for an hour at a time. Kyramenes can see well in the dark, but their primary sense is hearing; they are capable of echolocation and can communicate quickly and efficiently by means of “sonar glyphs.” They are vulnerable to heat and dehydration.
TRAIT:
TALENTS:
The character receives access to the following talents.
BIOTECHNICIAN REQUIREMENT: Kyramene, or Gamemaster’s Permission You have trained in the use, maintenance, and creation of biological tech. You may reroll your dice pool for an Engineering or Science task if the technology is organic. DEADLY VOICE REQUIREMENT: Kyramene You can focus an echolocation pulse into a 1 A Piercing 1 ranged attack with the Inaccurate quality. This attack gains Vicious 1 if you and the target are both underwater. MESSAGE IN A BOTTLE REQUIREMENT: Kyramene You have learned the songs that your people use to communicate over long distances. Roll a Presence + Command task at Difficulty 0. Instead of generating Momentum your voice carries for one kilometer +1 km. per success. You can only use this ability underwater, and anyone within range who is in the same body of water can hear it. Names: A
caste designator is followed by a clan name, a family name, and a personal name. Sea language, which is spoken underwater, sounds like dolphin calls and whalesong. The land language is similar to Greek. The castes are Avaia (scholar), Delkuta (artisan), and Hekona (warrior). (examples: Delkuta Lomene Horon Rudos, Hekona Okai Sarsea Emmelis)
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Traganti resemble humans – including having the same range of skin, hair, and eye colors – with the addition of third eyes in the middle of their foreheads. They are a stoic people who rarely display strong emotion and almost never raise their voices. This is not because they suppress emotion as Vulcans do but because they consider such displays a breach of other people’s privacy. Traganti are loathe to impose on others, nor do they tolerate being imposed upon. Their regard for privacy is a natural consequence of their talent for telepathy; Traganti learn from an early age to keep their minds to themselves. Traganti have little regard for physical violence, but their talent for mental violence exceeds that of any other species in the Federation. This is one of the few relics of their warlike past that they have preserved… a weapon is a distasteful thing, but it beats being without a weapon when you need one. EXAMPLE VALUE: My Rights End Where Yours Begin
ATTRIBUTES:
+1 Control, +1 Insight, +1 Reason
Traganti. Three eyes are superb for ferreting out visual details, and Traganti have photographic memories. Traganti have honed inscrutability to a fine art, and they back it up with strong psychic shields. Because of their high regard for peace and quiet Traganti are uneasy around most humans and actively dislike Klingons. Traganti despise Betazoids, who have very different ideas about privacy.
TRAIT:
TALENTS: The character receives access to the Betazoid Telepath talent and the Vulcan Mind Meld talent and must take one of them at some point during character creation. Traganti also have access to the following talent.
DAGGER OF THE MIND REQUIREMENT: Traganti or Gamemaster’s Permission + Telepath or Mind Meld You can stun an opponent with a bolt of psychic force. You spend 1 Determination to make a 1 A Intense ranged attack with the Nonlethal quality. As a psychic effect this attack ignores physical armor, but the difficulty is increased by 1 if the target has some form of active psychic shielding (which all telepaths and empaths do; the Elasian Shielded Soul talent also qualifies). You use Command instead of Security to determine the damage inflicted by this ability. Names: A
Traganti name is four syllables long, but not everyone gets to use all of it. Traganti recognize four Circles of Intimacy, with people on the First Circle – strangers – only permitted to know the first syllable of the name. Second Circle extended family members, acquaintances and co-workers may know the first two syllables. Immediate family and close friends make up the Third Circle. Only parents and lovers may know a Traganti’s full name. A full introduction includes the parents’ First Circle names, mother’s name first, and the birthplace (example: Yundariet Tai Fal Shihir; her friends and siblings call her Yundari, her crewmates call her Yunda, and she introduces herself as Yun)
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Waundrin (WAH-oon-drin) are humanoids of below-Terran average height with white skin. Their hair and eyes are brilliantly colored – blues, purples, greens, and pinks are common, metallic colors like gold, silver, copper, and brass are less so. All Waundrin have facial markings in the form of tattoos and/or piercings. Their homeworld is currently 2,500 years into what is expected to be a 30,000-year ice age. The Waundrin used their mastery of genetic science to both adapt themselves to the cold and to create crops and livestock that can thrive in their frigid environment. Waundrin are much like their planet – just as Undrin’s icy surface hides tunnel complexes containing an advanced civilization, a Waundrin has a cool exterior with a lot going on beneath the surface. EXAMPLE VALUE: One Family, One Purpose
ATTRIBUTES:
+1 Control, +1 Insight, +1 Reason
Waundrin. Waundrin are comfortable in extremes of cold that would kill an unprotected human within hours, but they are vulnerable to heat. Their metabolisms are highly efficient; they can survive on far less food and water than other humanoids of equal body mass need. Waundrin don’t require sleep unless they are injured, and even then a few hours per day of no more than light activity is enough to permit healing. Meditating for about thirty minutes a day is as close to sleep as a Waundrin needs. Waundrin aren’t quite as stoic as Vulcans, but they do excel at controlling their emotions.
TRAIT:
TALENTS: The character receives access to the following talents. Waundrin must take one of the following talents at some point during character creation.
ACCLIMATIZED REQUIREMENT: None You are adapted to a specific environment. You may reroll any number of dice for tasks related to surviving in or moving through that environment. This includes but is not limited to navigation, finding food and water, negotiating difficult terrain, and building shelter. You may take this talent more than once, specializing in a different environment each time. As a Waundrin you must take cold desert or subterranean as the first environment to which you are Acclimatized. IMMUNIZED Waundrin, or Gamemaster’s Permission You have a suite of tailored bacteria, viruses, and symbionts in your body that protect you from foreign organisms. You reduce the difficulty of resisting any viral, bacterial, or parasite-based disease by 1. REQUIREMENT:
OPTIMIZED Waundrin, or Gamemaster’s Permission You have genetically amplified aptitude for a given range of skills. Choose one of your Disciplines; you roll a bonus d20 for any task that uses that Discipline. REQUIREMENT:
Names: Three
names; the second and third are one syllable, the first is one syllable for males, two for females. Waundrin don’t use surnames. They show affiliation to a phyle (extended family) by their facial markings. Waundrin do not marry; children are raised in the opposite sex parent’s phyle. (examples: Dal Pek Tösh; Eda Fen Druz)
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The Y’noq are below-average human height, but they are almost as wide as they are tall. They have thick leathery hide, bony frills on the backs of their heads, and five horns on their faces. The Klingons conquered Sr’tahp without firing a shot; the Y’noq’s legends about “messengers from the sky” allowed the empire to step into the role of divine intermediaries. What the Y’noq will do when they learn how they’ve been deceived is a matter of great concern to the High Council. Y’noq are a spiritual people who hold hard work and earned rewards in high regard. They are nonviolent by nature, but they are merciless in defense of home and family. The empire sees them as laborers rather than warriors, but some commanders use Y’noq as shock troops – a charge of “dinosaur men” is sure to break a Federation line. EXAMPLE VALUE: The Ancestors Guide Us
ATTRIBUTES:
+1 Control, +1 Fitness, +1 Insight
TRAIT: Y’noq. Being from a high-G world makes Y’noq immensely strong, and they have stamina to match. Their thick hide protects them from physical harm (+1 Soak). Y’noq hearing is surprisingly sensitive, and their hearing and voices extend into the infrasonic range. The Y’noq fear of heights is justified on their world, and their dense muscles and bones make them incapable of swimming.
The character receives access to the following talents. Y’noq must take one of the following talents at some point during character creation.
TALENTS:
GORE Y’noq, or Gamemaster’s Permission With at least 10 meters to get up to speed you can charge a foe and gore. When you do this your unarmed attack loses the Nonlethal quality and gains the Vicious 2 quality and The Knockdown damage effect. REQUIREMENT:
IRON SKIN Y’noq, or Gamemaster’s Permission Your hide acts as armor that provides Resistance 2. This stacks with other armor that you wear. REQUIREMENT:
LOW NOTE Y’noq You can convey simple messages in your lower vocal register, which is well below the range of most humanoids’ hearing. You can send 1-2 word commands or queries. Other Y’noq can receive the message… as can allies who have proper detection technology. REQUIREMENT:
Names: Personal
names are two syllables long with the syllables separated by an apostrophe. Male names end in hard consonants, female names end in soft consonants. A full introduction includes the parents’ names, father’s name first. (examples: K’torm, Ra’goct)
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