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Star Trek 1
Aliens of the Star Trek universe
Contributor: Collaborative UserCreated: Jun 17, 2009Modified: Jun 17, 2009System: HardNova ][

Star Trek: The Conversions These conversions are meant for the enjoyment of those who are familiar with the Star Trek Universe, a property owned by Paramount Pictures. They were prepared using FASA’s Star Trek Deluxe Boxed Set, 2nd Edition, Decipher’s Star Trek Roleplaying Game, and the Star Trek Encyclopedia Updated and Revised by Michael and Denise Okuda. No ownership is claimed or implied. All of these conversions assume you have Hard Nova II, Earth AD, and Genre Diversion i and their various products. A Note (well, gripe really) on Continuity Star Trek continuity is getting stranger every day it seems. Now that Vulcan is gone, Romulans have been seen half a dozen times prior to the Romulan War, Archer has fought the Borg, Klingons have boney foreheads all the time, and Gary Mitchell apparently doesn’t exist I’m not very sure of anything! In doing these conversions, I have elected to use what I think of as the Best of Star Trek: the Classic Series, the Animated Series, The Next Generation, Deep Space 9, and Enterprise. Voyager I regard as completely non-canon because I felt it was far below the standard of quality I expect in Star Trek. Not only that, but it flew in the face of everything Roddenberry tried to say. For example, examine the finale of the show. Janeway travels to the past to deliberately alter the course of the history and, while she’s there, inflict a genocidal virus on the Borg. In the Star Trek universe Roddenberry established, members of Starfleet would only ever alter the time line in such grotesque fashion on accident or to restore it after someone else altered it (“The City on the Edge of Forever” anyone?). And under NO circumstances EVER would a Starfleet officer of Roddenberry’s future commit an act of genocide, even against an extremely hostile species such as the Borg (“I Borg” anyone?). In short, if you want Voyager, then do it yourself. I’m interested in Star Trek, not garbage. Star Trek’s Omnipotent Aliens Star Trek has made a living out of aliens that no amount of violence will get rid of. These aliens rarely serve a purpose outside of elaborate plot devices, so I chose to discuss them as such instead of preparing an entry for them. GMs should keep in mind that Star Trek is usually more interested in elaborate mysteries than simple violence (the movies not-with-standing). Thus, each alien of the omnipotent type you use, you should always create an out for the characters- a way to resolve the problem that they must discover. Otherwise, it is no fun at all. There are 4 kinds of omnipotent aliens in Star Trek: Dominators, Illusionists, Matter Manipulators, and Energy Beings. Dominator aliens, like the Plato’s Stepchildren and Redjack, use their psychic powers to possess or control the actions of others. The trick here is that no amount of will can prevent this. Usually, there is an alternative to breaking free- either the alien will leave of its own will, it requires too much energy to maintain its control, it cannot handle violent human emotions, or etc. This is most likely the trickiest alien to deal with because the GM will be controlling the character actions at times- not a favorite past time of players. Make sure you have a fairly easy out for these aliens for the PCs. The red shirts are doomed to be controlled, but the PCs can still act freely. Illusionist aliens, like Talosians, Melkotians, and the Shore Leave planet’s technology, are generally physically weak but can create illusions so convincing that they seem real in every fashion. Treat these illusions as the creation of actual things, but be sure to give the characters some way of discovering the illusion or to ignore its effects. Matter Manipulator aliens, like Excalbians, Apollo of “Who Mourns for Adonais?”, the transformed Gary Mitchell, Sylvia and Korob, and the alien technology of the “Shore Leave” planet, are very similar to illusionists, but instead of creating a potent illusion, they can actually restructure matter to create objects, environments, energy attacks, or even living beings. These aliens are extremely potent. Fortunately, they never seek to kill the characters, only study them or get something from them. When using these aliens, the GM should always devise a goal for the alien and a way of meeting or beating that goal for the characters. Never use them as killers, because their power is such that it cannot be resisted. Energy Being aliens, like Metrons, Organians, the Prophets, Trelane, and Q, are, for all intents and purposes, actually omnipotent. They have shown powers of unlimited teleportation, dimensional and time travel, matter alteration, shape changing, omniscience, planet creation, super-warp travel, galactic-scale influence of weapons and vehicles, galactic-scale communication, resurrection, imbuing omnipotent powers to another, and those are just the abilities I can recall off the top of my head. In short, an energy being is a gateway to any type of adventure you want. However, never, not once not ever, has any of the energy beings simply killed. They always have an agenda other than violence. Since direct confrontation is complete nonsense with these aliens, the GM should use them as NPCs more than adversaries, usually observing and commenting on situations in which they have put or found the characters. In at least one case, that of Cochran’s Companion, the energy being was very different. It was still indestructible and extremely powerful, but it was benevolent and had nothing approaching the powers of the others listed above. Treat an alien like the Companion as an NPC that can be interacted with, but not harmed. There is no real need to do stats for such an alien, but if you wanted, I would recommend no physical stats, gimmicks, or skills be assigned. The character is essentially a ghost. Other Star Trek-nesses Star Trek would be incomplete with starship-scale aliens, tyrannical computers, time travel, the Mirror Universe, and spatial phenomena. Starship-scale aliens, like the Space Amoeba, V’Ger, and the Doomsday Machine, are encountered with spooky frequency in Star Trek. They usually threaten all life in a system. The best way to treat these aliens is to create them as starships with the Bioarchitecture gimmick. When I do the stats for starships I’ll do a couple of these aliens to offer an example. As the GM, you should always be sure to give the characters a way of defeating the massive creature. Tyrannical computers… the bane of Captain Kirk’s very existence! Skynet would have been sooooo screwed if Kirk had been its adversary instead of John “the Terminators are my friends” Connor. There are many examples of these in Star Trek, but the most famous are probably fond in “The Apple” and “For the World is Hollow and I Have Touched the Sky.” In these cases, the threat is that a machine is mentally dominating a society and the characters must find a way to free the society without killing everyone. This is usually complicated by the fact that the computer is well protected or hidden. Another type of computer-based villainy is in “The Ultimate Computer” where a computer-controlled Enterprise goes berserk and the crew must defeat the computer to prevent further loss of life. In cases like these, the GM should make it more or less impossible for force to work, but devise a weak spot for the computer that the characters can exploit. In my opinion, time travel is as over used as it is absurd. However, some of Star Trek’s very best episodes and movies have involved time travel. Time travel in Star Trek is usually a plot device to drop the characters into an unfamiliar setting where their technology will be of little or no use to them and they must operate in absolute secrecy for fear of harming the timeline. In fact, Deep Space 9 establishes an entire regulatory agency of the Federation that polices time traveling impacts on the time line (except, apparently for Captain Janeway, who can not only violate time travel rules, but also commit an act of genocide and still get promoted to admiral… grrr). GMs constructing plots involving time travel should always make sure the possibility of paradox stays on the characters’ minds and that there is a way of returning to normal time. It is a good idea to enforce some sort of other disability for traveling through time- such as the woman you love allows Hitler to win if she lives or your alien crewmember will revert to his barbaric ancestry’s ways if he stays too long (this has sort of been shelved in recent Star Trek projects, much to the detriment of the franchise). Also, for whatever reason, there is never a way of returning to the past again to fix the same problem. One shot is all you get. Unlike the normal Star Trek universe where humanity evolved into a peaceful and accepting society, the Mirror Universe shows the Federation as it might exist if the Limbaughs of the world had their way. Fear, violence, bigotry, and imperialism rule the day. Mirror Universe duplicates who make it over to the Trek universe stand out loudly, as they are unable to control their baser impulses. The opposite is not true- normal Trek universers can fool Mirror Universes for a short while, at least long enough to return. And in both universes, Spock is a man of logic. The Mirror Universe is what Star Trek does best- thematic science fiction. It is a clear contrast of humanity as ruled by its best versus its worst instincts. Spatial phenomena is a fun part of any science fiction setting, but in Star Trek, especially in the Next Generation era, it is often the driving force behind stories. Nebulas, black holes (also known as singularities), wormholes, supernovas, and pulsars all play parts in Star Trek’s many stories. For GMs wishing to use these things in their games, I’ll be providing rules when I do the starship conversions. Until then, please don’t make the same mistake that Kurtzman and Orci made- read about the phenomena. Supernovas cannot possibly threaten galaxies and you can’t blow up a black hole even using a warp core or ten. C’mon, folks. Wikipedia all about it, at the very least. Roddenberry went to great lengths to maintain at least some scientific plausibility. Other spatial phenomena is complete invention and always used as plot devices- the Nexus (which allows a bizarre sort of temporal stasis that creates euphoria in those that experience it- I’d treat this like an Illusionist alien as described above), subspace distortions (which prevent communications and transporters from working), red matter (which is only volatile when exposed to heat and pressure)- these things are best used when used infrequently and used as a way of complicating a story, not the driving force behind it. Real phenomena is strange and fascinating enough without trying to improve on it. Aliens Most of the alien races are presented as PCs and NPCs, though some should only be PCs with the GM’s permission due to their enmity with the Federation or their extreme rareness. These are marked with an asterix (*). A very few should never be played as characters in a game due to the limited nature of their free will or the radical nature of their biology or psychology. These are marked with a double asterix (**) and only described as NPCs. To create an NPC, use the Typical NPC Stats and Required Gimmicks from the race and then add to it a Skill Package. Andorian Limitations: reasoning 4 Gimmicks- Required: constitution, heightened hearing, enhanced hearing Gimmicks- Optional: cultural, quick synapses, musclebound, aggressive, heightened touch, enmity (vulcans or tellarites) Typical NPC Stats: Fitness ( 3 ) Awareness ( 4 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 2 ) Andorian- Aenor: Aenor are andorians that have psionics involving telepathy and illusions. Limitations: fitness 4 Gimmicks- Required: telepathic sense, heightened hearing, enhanced hearing, discrimination, color-blind, terrible vision (they are technically blind, but do not act very inhibited by the drawback, so it’s probably safe to assume their other senses make up for their blindness) Gimmicks- Optional: cultural, psionic, quick synapses, heightened touch, enmity (vulcans), constitution, Typical NPC Stats: Fitness ( 2 ) Awareness ( 4 ) Creativity ( 3 ) Reasoning ( 3 ) Influence ( 2 ) Android* Limitations: creativity 2, influence 2 Gimmicks- Required: android, humanoid appearance, logic, musclebound, tolerance to pain Gimmicks- Optional: mechanical, cultural*, discrimination- mechanical, emotional limiter * Notes: an android’s cultural gimmicks are subject to the GM approval Typical NPC Stats: Fitness ( 6 ) Awareness ( 3 ) Creativity ( 1 ) Reasoning ( 5 ) Influence ( 1 ) Antican* Limitations: reasoning 3, influence 4 Gimmicks- Required: fast paced, night vision, claws, biting, heightened hearing, heightened smell, aggressive, predatorial response Gimmicks- Optional: cultural, constitution, musclebound, toughness, enmity (selay), oversized Typical NPC Stats: Fitness ( 4 ) Awareness ( 4 ) Creativity ( 2 ) Reasoning ( 1 ) Influence ( 1 ) Augment/Eugenic Superman* Limitations: a minimum of 5 in fitness and reasoining Gimmicks- Required: discrimination, constitution Gimmicks- Optional: cultural, any alien/transgenic gimmick that would indicate an improvement on existing human abilities, such as musclebound, logic, heightened senses, or toughness * Notes: an augment may choose either fitness or reasoning to be a 6 Typical NPC Stats*: Fitness ( 5 ) Awareness ( 4 ) Creativity ( 3 ) Reasoning ( 5 ) Influence ( 3 ) Bajoran Limitations: reasoning 4 Gimmicks- Required: pious, enmity (cardassians) Gimmicks- Optional: cultural Typical NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 2 ) Ba’Ku* Gimmicks- Required: code (medievalism), longevity, dilated perception Gimmicks- Optional: cultural, psionic, enmity (son’a) Typical NPC Stats: Fitness ( 2 ) Awareness ( 3 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 2 ) Benzite Limitations: fitness 3 Gimmicks- Required: environmental dependency, sure-paced, constitution Gimmicks- Optional: cultural, air filtration (replaces environmental dependency), dextrous, logic Typical NPC Stats: Fitness ( 1 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 2 ) Betazoid Gimmicks- Required (for full blooded Betazoids): code (nonviolence), telepathic sense, telepathy, attuned Gimmicks- Required (for half blooded Betazoids): code (nonviolence), empathic sense, telepathic sense Gimmicks- Optional: cultural, psionic Typical NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 3 ) Reasoning ( 2 ) Influence ( 4 ) Bolian Limitations: creativity 4 Gimmicks- Required: dextrous, cosmopolitan Gimmicks- Optional: cultural Typical NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 3 ) Borg Drone** Notes: borg drones are attuned to each other; borg drones are often equipped with a variety of weapons Typical NPC Stats: Fitness ( 3 ) Awareness ( 3 ) Creativity ( 0 ) Reasoning ( 2 ) Influence ( 0 ) Skills: brawling 1, firearms 1, gunnery 6, advanced engineering 6, advanced sciences 5, astronavigation 7, biomechanics 5, communications 7, computers 8, electrical 6, engineering 3, mechanics 5, piloting (starships) 6, security systems 6, scanning 8, sciences 5, composure 8 Gimmicks: aggressive, discrimination, multilingual, telepathy, attuned, hive conscious, adaptation, clumsy, emotional limiter, tolerance to pain, stun immunity, tool hands, augmented, inexhaustible energy, camera eye, cybersenses, dermal plating, muscle enhancements, nanocomputer, psionic dampers, logic Borg Queen** Notes: the borg queen was killed in orbit around earth in star trek: first contact. It is unclear if she was the only one and what her loss will mean to the borg Typical NPC Stats: Fitness ( 3 ) Awareness ( 5 ) Creativity ( 2 ) Reasoning ( 6 ) Influence ( 5 ) Skills: brawling 1, firearms 1, gunnery 4, advanced engineering 8, advanced sciences 7, astronavigation 8, biomechanics 8, communications 7, computers 8, electrical 6, engineering 3, mechanics 5, piloting (starships) 6, security systems 6, scanning 8, sciences 5, composure 8, leadership 6, negotiation 5 Gimmicks: aggressive, discrimination, multilingual, telepathy, attuned, hive conscious, adaptation, stun immunity, augmented, inexhaustible energy, nanocomputer, psionic dampers, logic Breen** Notes: breen cannot survive in conditions warmer than freezing and are never seen outside their containments suits Typical NPC Stats: Fitness ( 3 ) Awareness ( 4 ) Creativity ( 1 ) Reasoning ( 4 ) Influence ( 1 ) Skills: per skill package Gimmicks: aggressive, discrimination, constitution, stun immunity, environmental dependency, toughness (2), stoic Bynar Limitations: fitness 3, creativity 4, influence 3 Gimmicks- Required: logic, remote access, undersized, hive conscious, electrical vulnerability, attuned Gimmicks- Optional: cultural, biomechanical, telepathy, locate, mental revelation * Notes: bynars should always be created in pairs; psionic gimmicks work only on other bynars Typical NPC Stats: Fitness ( 1 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 4 ) Influence ( 1 ) Caitian Gimmicks- Required: sure-footed, night vision, enhanced hearing Gimmicks- Optional: cultural, dextrous, heightened hearing, musclebound, climbing, claws, enmity (kzinti) Typical NPC Stats: Fitness ( 3 ) Awareness ( 3 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 2 ) Capellan Limitations: reasoning 4, influence 4 Gimmicks- Required: musclebound, quick synapses, primitive, aggressive Gimmicks- Optional: cultural, toughness, constitution, code (honor) Typical NPC Stats: Fitness ( 4 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 2 ) Cardassian Limitations: influence 4 Gimmicks- Required: patriotic, constitution, toughness (1), devious Gimmicks- Optional: cultural, enmity (bajorans), musclebound, clumsy, logic, discrimination, code (position of strength) Typical NPC Stats: Fitness ( 3 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 1 ) Deltan Limitations: fitness 4 Gimmicks- Required: pheromones, empathic sense, empathic healing, striking appearance, astrosense Gimmicks- Optional: cultural, psionics, code (celibacy), logic Typical NPC Stats: Fitness ( 2 ) Awareness ( 3 ) Creativity ( 3 ) Reasoning ( 2 ) Influence ( 3 ) Denobulan Limitations: fitness 4 Gimmicks- Required: sure paced, cosmopolitan, dextrous, longevity Gimmicks- Optional: cultural, enmity (antarans), logic, constitution, climbing * Notes: in times of extreme stress, denobulans have beneficial hallucinations that assist in decision making; treat these as illusionary NPCs that can help guide the character’s thoughts in useful directions; denobulans must hibernate for 6 days each year; denobulans can inflate the size of their head Typical NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 3 ) Edoan Limitations: influence 4 Gimmicks- Required: dextrous, appendages (extra arm and extra leg), logic, astrosense Gimmicks- Optional: cultural, quick synapses, weak, sure footed, sure paced Typical NPC Stats: Fitness ( 2 ) Awareness ( 3 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 1 ) Elasian Limitations: reasoning 4, influence 4 Gimmicks- Required: striking appearance, elite Gimmicks- Optional: cultural, aggressive * Notes: the tears of female elasioans are powerful pheromones that render any man who touches them thralls in love with the female; this enslavement can be broken with an impossible reasoning based composure roll Typical NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 1 ) El-Aurian Gimmicks- Required: cosmopolitan, longevity, sixth sense, enmity (the Borg) Gimmicks- Optional: cultural, psionic, logic, quick synapses, enmity (the Q), cosmic connection * Notes: Typical NPC Stats: Fitness ( 2 ) Awareness ( 4 ) Creativity ( 3 ) Reasoning ( 3 ) Influence ( 4 ) Ferengi Limitations: fitness 4, influence 4 Gimmicks- Required: code (capitalism), enhanced hearing, heightened hearing, discrimination (if female) Gimmicks- Optional: cultural, weak, enslaved (if female), devious Typical NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 2 ) Founder* Limitations: creativity 4, reasoning 4, influence 4 Gimmicks- Required: authority (dominion), aggressive, discrimination (in federation space), amorphous, shape change, mind meld, contact, paranoia Gimmicks- Optional: cultural, musclebound, toughness (2), devious, hive conscious * Notes: founders can meld together to become a sing1e being- treat this as mind meld with the contact detriment Typical NPC Stats: Fitness ( 3 ) Awareness ( 3 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 2 ) Gorn* Limitations: reasoning 4, influence 4 Gimmicks- Required: musclebound, toughness (2), compound vision, maladroit, clumsy, poor smell/taste Gimmicks- Optional: cultural, constitution, aggressive, night vision, optical ranging, sure paced, discrimination Typical NPC Stats: Fitness ( 5 ) Awareness ( 3 ) Creativity ( 1 ) Reasoning ( 2 ) Influence ( 1 ) Horta** Typical NPC Stats: Fitness ( 4 ) Awareness ( 4 ) Creativity ( 2 ) Reasoning ( 4 ) Influence ( 2 ) Skills: brawling 5, stealth 6, scavenging 5, survival 8, composure 7 Gimmicks: constitution, armless, toughness (3), stun immunity, burrow, longevity, telepathy, air filtration, logic, hive conscious, burning touch, code (protect egg nodules) Human Gimmicks- Optional: cultural, psionic Typical NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 3 ) Jem’Hadar** Typical NPC Stats: Fitness ( 5 ) Awareness ( 4 ) Creativity ( 1 ) Reasoning ( 1 ) Influence ( 1 ) Skills: per soldier skill package Gimmicks: aggressive, code (obedience to founders and vorta), discrimination, addiction (ketracel white), military, patriotic, tough (1), musclebound, tolerance to pain, quick synapses Kelvan** Notes: these stats are for kelvans in a humanoid form; composure is 8 for any roll that does not involve emotional self control- if that is required, composure is 1; kelvan minds are powerful and potent- any character attempt telepathy with one will suffer 5 FAT Typical NPC Stats: Fitness ( 4 ) Awareness ( 4 ) Creativity ( 1 ) Reasoning ( 4 ) Influence ( 1 ) Skills: per skill package Gimmicks: toughness (2), logic, multilingual, musclebound, advanced, authority, sure paced Klingon Limitations: reasoning 4, influence 4 Gimmicks- Required: patriotic, constitution, musclebound, toughness (1), aggressive, longevity Gimmicks- Optional: cultural, quick synapses, enmity (the Federation or romulans), rage, discrimination * Notes: somewhere around Star Trek III, Klingons began having a required gimmick of code (honor) Typical NPC Stats: Fitness ( 4 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 1 ) Kzin* Limitations: reasoning 4, influence 4 Gimmicks- Required: aggressive, claws, biting, patriotic, constitution, toughness (1), heightened smell, heightened hearing, predatory response, night vision Gimmicks- Optional: cultural, psionics*, musclebound, climbing, sure paced, quick synapses, heightened taste, heightened vision, enmity (humans or caitians) * Notes: kzinti who have psionics have a fitness limitation of 4 and a required gimmick of discrimination Typical NPC Stats: Fitness ( 5 ) Awareness ( 4 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 1 ) Medusan** Notes: any one seeing a medusan without protective goggles must make an impossible reasoning-based composure roll to avoid going mad; lacking physical form, medusans are immune to physical damage Typical NPC Stats: Fitness ( 0 ) Awareness ( 6 ) Creativity ( 4 ) Reasoning ( 5 ) Influence ( 2 ) Skills: per skill package Gimmicks: psionics as desired, but especially astrosense, telepathy, telepathic sense, and empathic sense; logic, amorphous, luminescence, flight Nausicaan* Limitations: reasoning 3, influence 3 Gimmicks- Required: aggressive, constitution, musclebound, toughness (2) Gimmicks- Optional: cultural, discrimination, oversized, enmity (almost everyone) * Notes: Typical NPC Stats: Fitness ( 5 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 1 ) Influence ( 1 ) Orion Gimmicks- Required: cosmopolitan, striking appearance (females only) Gimmicks- Optional: cultural, criminal, constitution, dextrous, enslaved (females only), discrimination * Notes: in many places orion women were also reputed to have pheromones, but this has never been supported in the show that I know of Typical NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 3 ) Reasoning ( 2 ) Influence ( 3 ) Reman* Limitations: influence 4 Gimmicks- Required: toughness (1), disfigurement, constitution, musclebound, night vision Gimmicks- Optional: cultural, psionic, oversized, quick synapses, enmity (romulans), enslaved, discrimination, heightened hearing * Notes: reman disfigurement is based on the assumption that they and the romulans have a common ancestor and long exposure to dilithium radiation has caused terrifying mutations in the slaves Typical NPC Stats: Fitness ( 4 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 2 ) Romulan Gimmicks- Required: patriotic, longevity, musclebound, constitution, heightened hearing Gimmicks- Optional: cultural, psionic, sure paced, logic, enmity (the Federation, Klingons, or vulcans), devious, code (honor), rapid healing * Notes: Typical NPC Stats: Fitness ( 3 ) Awareness ( 3 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 2 ) Selay* Limitations: creativity 3, influence 3 Gimmicks- Required: heightened smell, clumsy, venomous attack, biting, reduced stamina, aggressive Gimmicks- Optional: cultural, heightened touch, cold vulnerability, enmity (anticans), heightened taste, musclebound, toughness, quick synapses, predatory response * Notes: Typical NPC Stats: Fitness ( 4 ) Awareness ( 3 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 1 ) Son’a* Gimmicks- Required: enmity (ba’ku), disfigurement, aggressive, devious, longevity Gimmicks- Optional: cultural, outcast Typical NPC Stats: Fitness ( 3 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 1 ) Suliban* Gimmicks- Required: nomad, constitution, night vision Gimmicks- Optional: cultural, transgenics, discrimination, disfigurement Typical NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 2 ) Tellarite Limitations: influence 3 Gimmicks- Required: expert (negotiation- debating), constitution, sure paced, toughness (1) Gimmicks- Optional: cultural, enmity (andorians and just about anybody else), dextrous, heightened smell, terrible vision, musclebound, clumsy, code (questioning) Typical NPC Stats: Fitness ( 3 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 1 ) Tholian** Notes: tholians are energy beings and immune to physical harm; tholians have never been seen outside of their carapace suit; this suit provides Fitness 4 and appendages (tentacles); it can be damaged but has armor of 3 Typical NPC Stats: Fitness ( 0 ) Awareness ( 5 ) Creativity ( 2 ) Reasoning ( 4 ) Influence ( 1 ) Skills: per skill package (usually starship officer) Gimmicks: aggressive, code (punctual), compound vision, discrimination, logic, enmity (non-tholians), advanced, quick synapses, environmental dependency (carapace suit), radar Tiburonese Limitations: fitness 4 Gimmicks- Required: cosmopolitan, enhanced hearing, logic, dextrous Gimmicks- Optional: cultural, psionic, heightened hearing, quick synapses Typical NPC Stats: Fitness ( 2 ) Awareness ( 3 ) Creativity ( 3 ) Reasoning ( 2 ) Influence ( 3 ) Trill Gimmicks- Required (for an unjoined Trill): constitution Gimmicks- Required (for an unjoined symbiont): undersized, logic, ancestral knowledge, environmental dependency (host) Gimmicks- Required (for a joined Trill): constitution, ancestral knowledge, logic Gimmicks- Optional: cultural Typical Unjoined Trill NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 3 ) Reasoning ( 2 ) Influence ( 3 ) Typical Unjoined symbiont NPC Stats: Fitness ( 1 ) Awareness ( 3 ) Creativity ( 3 ) Reasoning ( 5 ) Influence ( 2 ) Typical Joined Trill NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 3 ) Reasoning ( 4 ) Influence ( 2 ) Vorta** Typical NPC Stats: Fitness ( 2 ) Awareness ( 4 ) Creativity ( 1 ) Reasoning ( 3 ) Influence ( 4 ) Skills: per diplomat skill package Gimmicks: terrible eyesight, color-blind, heightened hearing, enhanced hearing, cosmopolitan, code (obedience to the founders), patriotic Vulcan Limitations: creativity 4, influence 3 Gimmicks- Required: longevity, musclebound, constitution, heightened hearing, logic, stoic*, mind meld* Gimmicks- Optional: cultural, psionic (excepting empathic abilities- and particularly the gimmicks mind meld and telepathic sense), contact, heightened smell (females only), toughness, rapid healing, sure paced, discrimination (Enterprise era), enmity (andorians, humans, (Enterprise era) or romulans (after the 2009 movie)), * Notes: in the Classic Series, Vulcan emotions were seemingly biologically inhibited and strong emotions were very dangerous for them- however in Enterprise and the 2009 movie, vulcans are very emotional and keep their emotions restrained and as a result substitute the gimmick of code (stoicism) for stoic; also, in the Enterprise era not all vulcans are capable of mind melds and those that are suffer a required discrimination gimmick Typical NPC Stats: Fitness ( 3 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 5 ) Influence ( 1 ) Xindi- Aquatic** Typical NPC Stats: Fitness ( 3 ) Awareness ( 4 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 2 ) Skills: per skill package Gimmicks: aquatic, environmental dependency (water), heightened hearing, enhanced hearing, echolocation, webbed digits, discrimination, sure paced, paranoia, enmity (humans) Xindi- Arboreal* Gimmicks- Required: climbing, code (pacifist) Gimmicks- Optional: cultural, discrimination, musclebound, constitution, sure paced, paranoia, enmity (humans) Typical NPC Stats: Fitness ( 3 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 2 ) Xindi- Humanoid* Gimmicks- Optional: cultural, discrimination, paranoia, enmity (humans) Typical NPC Stats: Fitness ( 2 ) Awareness ( 2 ) Creativity ( 2 ) Reasoning ( 3 ) Influence ( 2 ) Xindi- Insectoid** Notes: insectoids only live 12 years Typical NPC Stats: Fitness ( 3 ) Awareness ( 3 ) Creativity ( 1 ) Reasoning ( 2 ) Influence ( 1 ) Skills: per skill package Gimmicks: aggressive, code (protect descendents), compound vision, discrimination, paranoia, enmity (humans), carapace, constitution Xindi- Reptillian* Limitations: creativity 4, reasoning 4, influence 3 Gimmicks- Required: tough (1), aggressive, musclebound, constitution Gimmicks- Optional: cultural, tough (2), enmity (humans), paranoia * Notes: reptilian xindi are advanced bioengineers and can have vehicles with the bioarchitecture gimmick Typical NPC Stats: Fitness ( 4 ) Awareness ( 3 ) Creativity ( 2 ) Reasoning ( 2 ) Influence ( 1 )

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