Step one: Species
Begin with a rating of 7 in each attribute and 1 in each department. Choose the character’s Species (see page 100–page 113). Each species grants:
A species trait
+1 to each of three attributes
A unique Species Ability
The choice made at this stage of the lifepath is the character’s Species. Each species provides the following benefits:
ATTRIBUTES: Each species lists three attributes. Add 1 to each listed attribute.
TRAIT: The character gains a single trait, which is the character’s chosen species. This reflects the quirks, strengths, and weaknesses applying to all members of that species because of their physiology, culture, and shared history. Each species entry provides examples of how that trait may impact situations. A trait may also serve as a prompt for the gamemaster to affect a character differently because of a poison, disease, or other hazard.
SPECIES ABILITY: Each species provides a talent in the form of a Species Ability, which reflects some unique aspect of their physiology, psychology, or culture. You automatically receive this talent. Species abilities cannot be selected after character creation. These are distinct from talents which have a particular species as a requirement, which are always optional.
Mixed-Heritage Characters
Many Starfleet officers have parents from different species. To create mixed-heritage characters, choose two species (one for each parent), and then select one of those two as the primary species—the species which the character takes after the most. Characters may have more than two species, if one (or both) of their parents are mixed heritage, but in game terms, select only the two most prominent species of all of those the character is descended from.
The character is treated as a member of the primary species for attribute bonuses and their Species Ability. The character gains the species traits of both parent species and counts as a member of both species for the purposes of talent requirements. The gamemaster may rule on any game mechanics that may conflict: for example, a part-Andorian, part-Aenar character might not be blind, but their other senses may not be as heightened.
An aggressive, passionate people from the frozen moon Andoria, the Andorians have been part of the Federation since its foundation. Their blue skin, pale hair, and antennae give them a distinctive appearance, and while the Andorian Imperial Guard was demobilized when the Federation was founded, they still maintain strong military traditions, and a tradition of ritualized honor-duels known as Ushaan, using razor-sharp ice-mining tools.
Andorians have developed powerful traditions of ritual, convention, and personal honor to help direct their intensity and energy towards constructive ends.
SAMPLE VALUES:
I always repay my debts
No challenge unmet
Proud child of Andoria
Question my word, question my honor
ATTRIBUTES: +1 Control, +1 Daring, +1 Presence
TRAIT: Andorian. This trait may reduce the Difficulty of tasks to resist extreme cold, or tasks impacted by extremely low temperatures. Their antennae aid in balance and spatial awareness; a lost antenna can be debilitating until it regrows. Andorians also have a high metabolism, meaning, among other things, that they tire more quickly than Humans; this also makes them more vulnerable to infection from certain types of injury.
INTENSE (SPECIES ABILITY): When you succeed at a task where you purchased one or more d20s by adding to Threat, you generate 1 bonus Momentum for each d20 purchased. Bonus Momentum may not be saved.
ANDORIAN NAMES: Andorian names tend to be harsh-sounding, and have a personal name followed by a clan name. It's common to begin the clan name with a gender-specific prefix: “zh” or “sh” for females, and “ch” or “th” for males. This is placed before the family name, separated by an apostrophe.
FEMININE: Athytti, Vryvih, Zyle, Vyssia, Thriras, Shreri, Vrossaan, Itamaan, Ishrelia, Vreraat, Talas
MASCULINE: Ishrath, Thoss, Shon, Oshrev, Atheth, Tyvaass, Thasiv, Tyssab, Tylihr, Thy’lek, Shras, Thelev
CLAN NAMES: Tharhat, Qiaqir, Chiaqis, Thenehr, Zynes, Raviq, Thilrerh, Azonan, Azollarh, Shran
EXAMPLES: Ishrelia zh’Azonan, Atheth th’Zynes
The Aenar are a subspecies of Andorians originally native to an isolated region of the northern wastes of Andoria. Though typically blind, they are telepathic, and their other senses are heightened. Once believed to be a myth, the Aenar are few and most prefer to remain within their isolated settlements, and they rarely bother themselves with matters outside their own communities. They lack the distinctive blue skin pigmentation of other Andorians, instead having skin tones that range from white, to ice blue, to pale gray. Aenar deplore violence, and commonly follow a strictly pacifist ideology.
Compared to their Andorian kin, Aenar often seem calm and restrained. They are no less proud of their heritage, but they express that pride differently, often taking great pride in their skills and the work they do. The few Aenar who leave their homeworld often come off as highly motivated and sure of themselves, maintaining their sense of self even when far from their families.
SAMPLE VALUES:
Do not mistake my blindness for helplessness
I perceive things your eyes do not
Life is incomplete without purpose § Pacifism is not passive
ATTRIBUTES: +1 Control, +1 Insight, +1 Presence
TRAIT: Aenar. Biologically similar to Andorians, Aenar differ in a number of ways. Aenar are typically blind, but their other senses are heightened to a degree that more than compensates for their lack of sight. They are also telepathic which further contributes to their awareness of their environment. Aenar are typically pacifists, and thus may be reluctant, or even outright refuse, to carry out violent acts.
TELEPATHIC (SPECIES ABILITY): Aenar can sense the minds of other living creatures in their vicinity, and can read the thoughts of others, though they have strict taboos about reading a mind without permission. See the Telepathy talent on page 156 for more details.
AENAR NAMES: Aenar names are much like Andorian names (see opposite page), though the Aenar place less emphasis on their clan names.
A spiritual, dauntless people from the planet Bajor, the Bajorans lost much after decades of occupation by the Cardassian Union. Many Bajorans were scattered across the Alpha Quadrant as they fled the Occupation, while those who remained on Bajor often toiled in labor camps or fought as insurgents. The Occupation ended in 2369, but the scars it left will take generations to heal. Bajor sought membership in the Federation soon afterwards (though this application was delayed by the Dominion War), but many Bajorans have found their way into Starfleet. Bajoran culture places a strong belief in the Prophets, celestial beings who are said to have watched over Bajor for millennia; modern religious doctrine states the Bajoran wormhole is the Prophets’ Celestial Temple.
Bajoran spirituality has long been a powerful factor in their lives, even for Bajorans who did not believe strongly in the Prophets. The unifying presence of their religion provided a source of hope and courage. A common sign of this faith is the D’ja pagh, a symbolic earring.
SAMPLE VALUES:
I help others to be closer to the Prophets
Survival at any cost
We are in the hands of the Prophets
You cannot explain faith to those who lack it
ATTRIBUTES: +1 Control, +1 Daring, +1 Insight
TRAIT: Bajoran. Bajorans tend to be hostile towards Cardassians, and resentful of those who are dismissive of, or turned a blind eye to, the suffering of the Bajoran people. While not all Bajorans are spiritual or religious to the same degree, most have a cultural understanding of the Prophets’ place in their society.
THE WILL OF THE PROPHETS (SPECIES ABILITY): You may find strength in the Prophets even when the situation is dire: once per adventure, when the gamemaster spends 3 or more Threat at once, you gain 1 Determination.
BAJORAN NAMES: Traditional Bajoran names begin with the family name, followed by a personal name, though some diaspora Bajorans place their personal name first as is common in many other cultures. Bajor is traditionally matriarchal, with children taking their mother’s family name.
FEMININE: Adami, Chami, Fala, Jaxa, Laren, Lipras, Leeta, Lupaza, Meru, Neela, Nerys, Seriah, Sul, Yesa
MASCULINE: Anaphis, Edon, Essa, Furel, Gel, Holem, Hovath, Kag, Los, Mabrin, Nalas, Reon, Taban, Tennan
FAMILY: Anbara, Anjohl, Faren, Jaro, Kalem, Krim, Kubus, Latara, Latha, Lenaris, Li, Tahna, Reil
The peaceful Betazoid people hail from the idyllic, verdant world Betazed. The world has long been a valued member of the Federation, and its people can be found across Federation space, including Starfleet. Betazoids appear almost identical to Humans but differ in one major way: they are naturally telepathic, developing mental abilities during adolescence. The potency of this ability varies between individuals.
Due to their widespread telepathy, Betazoids have a culture of honesty and directness—there is little reason to be evasive or deceitful in a culture where everyone can read your mind and sense your emotions. Among non-telepaths, and even telepaths of other species, this can result in some Betazoids seeming blunt or even rude. Betazoids who spend a lot of time among other cultures tend to either lean into this notion or choose to temper their honesty with tact.
SAMPLE VALUES:
A lie is a story told in bad faith
Do not be what others expect you to be
I can feel your pain
I’m just saying what you’re thinking
ATTRIBUTES: +1 Insight, +1 Presence, +1 Reason
TRAIT: Betazoid. All Betazoids are telepathic to varying degrees, and even when not actively using their abilities, they are highly perceptive of others around them, but also highly sensitive to telepathic disturbances and mental assaults. They have little familiarity with lies and deception, due to their open culture and ability to read the thoughts and emotions of others. As they are sensitive to the minds of other living beings, they tend not to be comfortable around animals, for fear of losing themselves in the minds of wild creatures. Similarly, they can find species immune to telepathy to be off-putting.
TELEPATHIC (SPECIES ABILITY): Betazoids can sense the minds of living creatures in their vicinity and can read the thoughts and emotions of others. Each Betazoid has either Telepathy or Empathy (see page 155-page 156 for more details). Part-Betazoid characters generally have Empathy rather than Telepathy.
BETAZOID NAMES: Betazoids tend to have names with at least two syllables and a melodic sound, with a personal name followed by a family name. Betazoids are traditionally matriarchal, with children taking their mother’s family name.
FEMININE: Deanna, Ania, Kestra, Lwaxanna, Dalera, Gloranna, Abeana, Pekera, Nissila, Lomestra, Ioza
MASCULINE: Konal, Reban, Xani, Enon, Dael, Etas, Andal, Kolel, Atani, Devoni, Algar, Jensar, Nikael
FAMILY: Grax, Hagen, Morganth, Stadi, Dutrax, Odutan, Nelan, Onovren, Kader, Nostrun, Dulas, Konin, Ebesin
Often vilified and distrusted due to the actions of their government, Cardassians have a reputation for being ruthless, deceitful, and aggressive. Due to a dearth of natural resources and an economic collapse, Cardassian culture was overtaken by an oppressive authoritarian regime dominated by the military, which began a decades-long campaign of expansion, conquest, and exploitation, including the occupation of Bajor and a lengthy border conflict with the Federation. In the aftermath of the Dominion War, with the military government overthrown, the rebuilding of Cardassia was a difficult process, not least because of long-held feelings of resentment towards the Cardassians.
Cardassians are a creative, dedicated people, with a strong cultural fascination with intrigue. Cardassians are inclined to keep secrets, and to regard suspicion as wisdom, and the uncovering of secrets is regarded as a valuable skill.
SAMPLE VALUES:
Everyone is guilty of something, but who and of what?
State above family; family above self
If you don't want me knowing, hide it better
All my stories are true, especially the lies
ATTRIBUTES: +1 Control, +1 Presence, +1 Reason
TRAIT: Cardassian. Cardassians are a pseudo-reptilian species, used to an environment somewhat warmer and more humid than is comfortable for Humans, and tend to find bright light uncomfortable. Their culture prizes mental discipline and obedience to strict hierarchies and they have a reputation for arrogance, cruelty, and smug superiority.
HEALTHY SUSPICIONS (SPECIES ABILITY): You may add 1 Threat when interacting with an NPC to ask the gamemaster if that NPC is lying about something. The gamemaster must answer either Yes or No, and this answer must be accurate, but the gamemaster does not have to specify what the NPC is lying about.
CARDASSIAN NAMES: Cardassians follow a common pattern of personal name followed by family name, though it is common for Cardassians to be referred to by their family name more often than their personal name, with personal names used by close friends and family.
FEMININE: Asha, Gilora, Iliana, Jil, Mila, Natima, Rekelen, Siana, Ulani, Ziyal
MASCULINE: Aamin, Crell, Elim, Joret, Kotan, Nanpart, Silaran, Tavor, Tekeny
FAMILY: Belor, Broca, Corak, Darhe’el, Dejar, Evek, Ghemor, Jasad, Kovat, Lang, Malor, Marratt, Nador, Preloc, Rillak, Thrax, Trepar, Vornar.
Hailing from the planet Denobula, Denobulans are a gregarious, inquisitive people who have been allies of humanity since the 2130s. Denobulans are long-lived and highly sociable, with large families—Denobulans are typically polyamorous, with individuals potentially having several spouses, each of whom may have several spouses of their own, and dozens of children between them—living in relatively close, communal environments. Culturally, Denobulans are an intellectually curious people, highly perceptive, and interested in a wide range of philosophies, with their long lives allowing them to pursue a wide range of fields of study, often granting them unusual perspectives on the different philosophies and fields of expertise they’ve studied.
Denobulans enjoy learning new things, meeting new people, and they revel in the drama, intrigue, and gossip that come from a rich and complex social environment. They are extraordinarily patient, taking a long view of the changes that happen in life, but they dislike solitude, and even a busy starship or starbase can sometimes seem a little empty to a Denobulan.
SAMPLE VALUES:
You cannot truly learn about people unless you talk to them
Comfort in numbers
There's always someone new to meet
My patience exceeds your stubbornness
ATTRIBUTES: +1 Fitness, +1 Insight, +1 Reason
TRAIT: Denobulan. Denobulans have a robust immune system, but a vulnerability to various forms of radiation poisoning. They are adept climbers. Denobulans do not need to sleep, but must hibernate for several days each year, becoming disoriented if kept awake during this period.
BREADTH OF STUDY (SPECIES ABILITY): You may select two additional focuses.
DENOBULAN NAMES: Denobulans tend to only have a single name—an individual Denobulan may be part of several overlapping families. Some Denobulans may use the name of one of their spouses as a surname; however, this is often to indicate association to species that may not understand complex Denobulan families.
MASCULINE: Biras, Bogga, Delix, Grolik, Groznik, Nettus, Moga, Morox, Plox, Rinix, Takis, Tropp, Tuglian, Vinku, Yolen, Zepht, Zinet
FEMININE: Anari, Andora, Asha, Daphina, Feezal, Forliza, Kessil, Liera, Lusis, Miral, Natala, Ninsen, Henna, Sabra, Secka, Symmé, Trevis, Vesena
An acquisitive species native to Ferenginar, the Ferengi are unimposing beings, known mostly as merchants and traders. Their culture promotes the accumulation of material wealth, and their society is capitalistic, with most routine activities accompanied by an exchange of money, typically in the form of gold-pressed latinum (a non-replicable liquid metal, suspended within “slips,” “strips,” “bars,” and “bricks” of gold). Ferengi society is strongly patriarchal, with female Ferengi traditionally disallowed from owning property or even wearing clothing (and male Ferengi often having deeply unpleasant attitudes towards non-Ferengi women), though these attitudes start to change by the late 24th century.
Ferengi pride themselves on their ability to acquire wealth, though there are many different approaches to this. For centuries, Ferengi culture has been dominated by the philosophies and lessons of the Rules of Acquisition, though these can be interpreted in a variety of different ways and applied to a Ferengi’s life.
SAMPLE VALUES:
9TH RULE: Opportunity plus instinct equals profit
62ND RULE: The riskier the road, the greater the profit
125TH RULE: You can’t make a deal if you’re dead
263RD RULE: Never allow doubt to tarnish your lust for latinum
ATTRIBUTES: +1 Control, +1 Insight, +1 Presence
TRAIT: Ferengi. Ferengi physiology does not lend itself to physical activity, nor does their culture value such hardship, though they have a resistance to many common diseases. Ferengi have exceptional hearing, and highly sensitive ears, though this also means that intense sounds (and physical force applied to the ears) can inflict debilitating pain. Their unusual brain structure means that telepaths cannot read Ferengi minds. Ferengi regard the accumulation of wealth as the highest virtue, and while this has given them a reputation as cunning negotiators, they are also often seen as duplicitous and manipulative.
THE GREAT MATERIAL CONTINUUM (SPECIES ABILITY): Once per session, when obtaining additional equipment, you may reduce the Opportunity Cost of an item by 1, to a minimum of 0.
FERENGI NAMES: Ferengi tend to have only a single name, which tend to be only one or two syllables, though exceptions exist. Among cultures who have family names, Ferengi will occasionally refer to themselves as “son of…,” “daughter of…,” “child of…,” and so forth, but as each Ferengi is expected to make their own way in life, family names are unheard of among Ferengi.
MASCULINE: Arridor, Berik, Bok, Broik, Frool, Gaila, Gint, Gral, Letek, Nibor, Nog, Prak, Reyga, Tarr, Zek
FEMININE: Bralik, Delka, Ishka, Jubbletta, Leyari, Lumba, Mes, Nandi, Nilva, Parilka, Pel, Prinadora
Originating on the planet Earth in the Sol system, Humans are a hardy and ambitious species, who went from the brink of mutual annihilation to a united peaceful society in less than a century. A century after that, humanity had established itself as part of an interplanetary alliance, the United Federation of Planets, bringing former rivals together as allies. Humans often exhibit a dichotomy in their nature—sometimes strongly emotional and passionate like Klingons or Andorians, yet at others highly analytical and rational like Tellarites or Vulcans—which has allowed them to grow beyond their warlike and fractious past, but their capacity for ambition and aggression are as much a part of their success as their curiosity and analytical minds.
Humans tend to draw upon two sets of cultural values. As a central and founding member of the Federation, the traditions and ideals of the Federation (or even those of Starfleet) are often regarded as synonymous with “Human culture” (though the Federation draws a lot from each of its members), to the point where nobody is entirely sure where Earth ends and the Federation begins. Yet, conversely, this can also lead to Humans finding value in preserving the traditions and cultures of their pre-warp ancestors.
SAMPLE VALUES:
I believe in what the Federation stands for
Learn something new every day
We are stronger together
Seek out new life and new civilizations
ATTRIBUTES: Add 1 each to any three attributes.
TRAIT: Human. Humans are adaptable and resilient, and their resolve and ambition often allow them to resist great hardship and triumph despite great adversity. However, Humans can also be reckless, stubborn, irrational, and unpredictable.
FAITH OF THE HEART (SPECIES ABILITY): When you use one of your values to spend or gain Determination, you may also add 1 Momentum to the group pool.
HUMAN NAMES: Players may use a variety of sources for names, considering the vast range of real-world languages, cultures, and traditions to draw from.
Klingons are a proud, martial people, native to the planet Qo’noS in the Beta Quadrant. Their tall, strong physiques, sharp teeth, and the distinctive dense crest that runs from their brow, over their heads, and down their spines, all contribute to an appearance that is synonymous with martial prowess and ferocity. Hardy and aggressive, Klingons combine a sense of pride and personal conviction with a fatalistic streak, regarding honorable death to be preferable to what they would deem a shameful or cowardly life.
Klingons embrace life and death alike without fear. They are also a people with a powerful sense of honor, both personal and familial, and they are quick to anger when attacked; the greatest slights can result in generations-long blood feuds.
SAMPLE VALUES:
It is a good day to die!
Own the day!
Revenge is a dish best served cold
I am a Klingon warrior; if you doubt it, a demonstration can be arranged!
ATTRIBUTES: +1 Daring, +1 Fitness, +1 Presence
TRAIT: Klingon. Klingon physiology is hardy, with a reinforced skeleton and many redundant internal organs which allow them to withstand harm and numerous toxins that would be deadly to other species, though this has the potential for medical complications. They are significantly stronger and more resilient than Humans, though they have less tolerance for the cold.
BRAK’LUL (SPECIES ABILITY): You gain 1 Protection which stacks with the benefits of any armor worn. Further, when another character attempts First Aid to heal you, they may re-roll a d20.
ONE NAME: Klingons have only a single name, but formal Klingon forms of address include the name of a parent (“son of…,” “daughter of…,” etc.), and then the name of their House—the extended family or clan they belong to.
FEMININE: Azetbur, B’Elanna, B’Etor, Bu’kah, Ch’Rega, Doran, Gi’ral, Grilka, Huss, K’Ehleyr, Krelik, Kurak, L’Naan, Lukara, Lursa, Mara, Miral, Sirella, Tavana
MASCULINE: A’trom, Barot, Chang, Gorkon, Huraga, Maltz, M’Lind, Mogh, Pok, Kargan, Kang, Kerla, K’mpec, Koloth, Kor, Korax, Ko’lek, Krell, T’vis, Toral, Torg, Klaa
A species with a colorful reputation, the Orions are subject to rumor, speculation, and flights of fancy, to the point where there are numerous common misconceptions about their species and culture. This seems to be at least partially by design. Orions are accustomed to taking full advantage of any opportunity that passes their way, and the uncertainty and misdirection that surrounds them is a considerable advantage. The influence of Orion traders and the Orion Syndicate can be felt across the Alpha and Beta Quadrants, often in ways that flout the laws of other cultures, and often employing agents of other species.
Orion culture appears to be divided along gender lines, and there is evidence to suggest they have a broadly matriarchal culture, with the women serving in leadership roles, while Orion males more often serving as muscle, laborers, and minor operatives, though this has shifted somewhat over the centuries. This appears to be due to a trait of some Orion females, who have been observed to produce pheromones that can make male Orions (and males of some other species, including Humans) compliant. It isn’t known how widespread this trait is.
SAMPLE VALUES:
Everything has a price
Your expectations limit you
I am not who you expect me to be
I thrive because I do not ignore opportunities
ATTRIBUTES: +1 Daring, +1 Fitness, +1 Presence
TRAIT: Orion. Orions have similar environmental tolerances to Humans and are physically and culturally well-accustomed to interstellar travel. The Orions’ reputation as thieves, pirates, and illicit traders can make others wary of them, but it can also open doors and create opportunities in more unsavory parts of the Galaxy.
NEVER AT FACE VALUE (SPECIES ABILITY): Once per scene, you may add 1 Threat to ask the gamemaster a question about the situation, as if you had spent Momentum to Obtain Information.
ORION NAMES: Orions tend to be known by a single name; separate personal and family names are known to exist, but in most cases, an Orion will only use one name—either a personal or family name, or a nickname they’ve adopted—unless they need to distinguish themselves from another similarly-named Orion.
FEMININE: D’Nesh, Devna, D’Vana, Gaila, Maras, Marta, Navaar, Osyraa, Shava
MASCULINE: Bashorat, Bri’onn, Harrad-Sar, Harral, Ithor, Mesh, Paska, Shavo, Tolor
A divergent offshoot of the Vulcan species, Romulans fled their original homeworld millennia ago. These Vulcans, “those who marched beneath the Raptor’s wings,” refused to accept the teachings of Surak, and thus did not embrace logic or stoicism, and eventually their ships would reach the worlds known as Romulus and Remus. Much of what is known about the Romulans has been pieced together from secondary and tertiary sources, as the Romulans themselves are secretive bordering on paranoia and do not disclose any information about themselves unless they deem it vital. Indeed, the Federation didn’t even know what Romulans looked like until a century after the Earth-Romulan War.
To the Romulans, trust is something to be placed in only a few, for misplaced trust can be a deadly weapon. A Romulan trusts only their closest family members, and places increasing layers of secrecy, obfuscation, and misdirection as relationships grow more distant. There are exceptions to this, such as the scrupulously candid order Qowat Milat, but most Romulans are highly guarded and suspicious of everyone.
SAMPLE VALUES:
I give my life to the service of the Empire
Secrecy is a shield against betrayal
Every secret I discover is another weapon in my arsenal
Even my secrets have secrets!
ATTRIBUTES: +1 Control, +1 Fitness, +1 Reason
TRAIT: Romulan. Romulan physiology is like that of Vulcans, but subtly different in a variety of ways, enough to cause difficulties in using medical techniques designed for Vulcans, and enough that, with difficulty, sensors can distinguish between Vulcan and Romulan life-signs. Psychologically and culturally, Romulans prize cunning and strength of will, and are highly distrustful of outsiders. Romulans have a reputation for manipulation, deception, and betrayal.
PARANOIA (SPECIES ABILITY): When an action scene begins, if the gamemaster wishes an adversary to take the first turn, they must spend 1 Threat more than normal.
ROMULAN NAMES: Romulans receive four names: a “true” name used among family, a “common” name used for religious rituals and other traditional purposes, an “Imperial” name used by the state, and an “open” name given to outsiders. A Romulan may even change their “open” name on a whim and may have several in different social contexts.
EXAMPLES: Almak, Ayel, Chulak, Donatra, D’Tan, Hiren, J’Vini, Kabath, Laris, Livara, Lovok, Mirok, M’Ret, Narek, Narissa, Neral, Nevala, Parem, Pel, Rakal, Selok, Shira, Taris, Telek, Varel, Vreenak, Zani
The stubborn, argumentative Tellarite species originated upon Tellar Prime, a temperate planet in the Alpha Quadrant. Their bodies are thick-set and covered in dense hair, and they stand a little shorter than Humans on average. Many male Tellarites possess tusks to some degree, though they vary in size and prominence.
Tellarites are known to be highly argumentative, even rude by the standards of other cultures, often complaining frequently or insulting others as part of social interactions. In truth, this comes from a sense of intellectual honesty and rigorous skepticism. To a Tellarite, no idea, concept or person is beyond challenge or analysis, and any notion that cannot stand up to scrutiny is an unworthy one. Tellarites revel in debates, and enjoy arguing, and the criticisms, complaints, and insults issued during conversations are intended to be met in kind: to do otherwise is to display a weak character, an inability to stand up for oneself, or an unwillingness to confront one’s own flaws.
SAMPLE VALUES:
No notion is above proper scrutiny
No voice silenced, no perspective unheard
You’ll never get an answer if you don’t ask questions
An idea left unchallenged can be dangerous
ATTRIBUTES: +1 Control, +1 Fitness, +1 Insight
TRAIT: Tellarite. Tellarites have keen senses of smell and hearing, and excellent spatial awareness, allowing them to judge distance, depth, and dimension with considerable accuracy. They have a high tolerance for many common drugs, toxins, and inebriants (Tellarites don’t get drunk, just ‘feisty’).
STURDY (SPECIES ABILITY): You gain +1 Protection against Stun Attacks only. Further, when you suffer a complication that represents a physical hindrance or being stunned, dazed, or disoriented, you may take 1 Stress to ignore that complication (and remove any associated trait).
TELLARITE NAMES: Tellarites have considerable variation in their names, but all tend to be composed of harsh, even guttural sounds. Tellarite names consist of a personal name and a family name, though the family name is sometimes a compound, indicating the family name is a patronym or matronym (the name of a father or mother, respectively), toponym (derived from a place) or similar.
FEMININE: Pola, Cherthish, Zhuggaa, Torthem, Neshlel, Verg, Kholo, Fratho, Skig, Vaolli, Glavom
MASCULINE: Prugm, Brag, Dash, Gisich, Gullerg, Zankir, Hellek, Trar, Jankom, Jorsh, Geshniv, Tuk
PREFIXES: bav, glov, blasch, lorin, jav, bim, glasch
FAMILY: Gronnahk, Nonkursh, Slaal, Ker, Zhiv, Blav, Zhuffand, Khebloss, Pend, Pog, Brin, Wenkurn
EXAMPLES: Pola jav Brin (Feminine), Tuk glasch Khutohk (Masculine)
The Trill are a pair of species who originate from a world of the same name. The Trill that most outsiders know appear almost identical to Humans or Betazoids, but for a row of irregular spots running down the sides of their bodies. The other Trill species are small invertebrates, which dwell in subterranean caverns. There are relatively few of this second species, but they are extremely intelligent and capable of living for centuries.
While not a secret, it is not widely discussed that a small portion of humanoid Trill are capable of bonding with the invertebrates, commonly referred to as symbionts, and in this bond—called a Joining—creates a gestalt person, a combination of the minds, memories, and personalities of both creatures. While a symbiont cannot be removed without killing its host, upon a host’s death, a symbiont will be passed to a new host, preserving knowledge and memory over generations.
Trill society has been shaped by the Joined, with Trill culture tending to take a long view of social development, and pursuing intellectual and philosophical development over interpersonal conflict. The Trill are a firm and dedicated member of the Federation.
SAMPLE VALUES:
Several lifetimes of experience
What will this mean a century from now?
What can I discover today?
Who I was is only part of who I am
ATTRIBUTES: +1 Control, +1 Presence, +1 Reason
TRAIT: Trill. Trill are especially resistant to parasites and similar intrusion. However, they tend to have strong allergic reactions to insect bites and other venoms, which can disrupt their neurochemistry, especially if they are Joined. Many of the specifics of Trill physiology—specifically with regards to symbionts—are not widely understood by non-Trill doctors, which can result in medical complications. Many Joined Trill find using a transporter to be uncomfortable.
PATIENT (SPECIES ABILITY): When you succeed at a task where you purchased one or more d20s by spending Momentum, you generate 1 bonus Momentum for each d20 purchased. Bonus Momentum may not be saved.
TRILL NAMES: Trill names consist of a personal name and a family name, though in the case of a joined Trill, the family name is replaced with the name of the symbiont.
FEMININE: Audrid, Azala, Emony, Kareel, Lenara, Nilani, Reeza, Zharaina, Koria, Lidra, Diranne, Kimoni
MASCULINE: Arjin, Bejal, Curzon, Hanor, Joran, Tobin, Torias, Verad, Yedrin, Keman, Sabin
FAMILY: Nedan, Sozenn, Rulon, Les, Tral, Inazin, Hama, Kelen, Imonim, Razix, Idiron, Paron, Tanan, Sulil, Kerev
SYMBIONT: Jexen, Del, Ogar, Kyl, Eku, Nala, Cela, Pohr, Ral, Okir, Etahn, Lahl
The first species to contact Humans, Vulcans are stoic, rational people. Widely claimed to be emotionless, Vulcans in fact feel emotions deeply and intensely, to their own detriment. Ancient Vulcans were prone to murderous rage and fits of paranoia, and nearly destroyed themselves millennia ago, before Surak taught logic and the purging of emotion. His teachings led to peace among the Vulcans and the establishment of a culture driven by reason.
Vulcans embrace science and logic, but their lives are not purely devoted to such things: they have a deeply philosophical and spiritual side, with art and music as vital to their culture as logic. They are also an intensely private people, with many aspects of their culture largely kept secret from outsiders.
SAMPLE VALUES:
Logic is the beginning of wisdom, not the end
Nothing that is, is unimportant
The needs of the many outweigh the needs of the few or the one
In accepting the inevitable, one finds peace
ATTRIBUTES: +1 Control, +1 Fitness, +1 Reason
TRAIT: Vulcan. Vulcans have a naturally high tolerance for extremes of heat, are resistant to dehydration, and can shield their eyes from blinding light with a set of secondary eyelids. Their auditory and olfactory senses are extremely keen, and the gravity of their homeworld means an average Vulcan is about three times as strong as a Human of similar size and weight. Vulcans are innately telepathic, and through extensive training since childhood, Vulcan minds can suppress their emotional responses, and even exert influence upon biological processes, though this takes regular meditation to maintain.
MENTAL DISCIPLINE (SPECIES ABILITY): While Vulcans have some psychic capabilities, they require training to use it effectively (see the Mind Meld talent, page 154). Further, your maximum Stress is based on your Control rather than your Fitness, and you may suffer 2 Stress to avoid suffering any trait that represents an emotional state. However, if you become Fatigued, you increase the Potency of any such emotion-related trait by 1.
VULCAN NAMES: Vulcans have only a single name, in practical terms—while they do have family names, these are not discussed among other species—and tend to be traditional in the names they use.
MASCULINE: Aravik, Delvolk, Kovar, Muroc, Rekan, Salok, Savel, Sevek, Skon, Soral, Sutok, Syrran, Tekav, Tolek, Velik
FEMININE: Falor, Metana, Perren, T’Karra, T’Laan, T’Lar, T’Les, T’Mal, T’Paal, T’Pan, T’Rel, T’Vran, Seleya, Simora, V’Lar
The Galaxy is a big place, with many worlds and a great many people, all of whom with stories to tell. Even just considering Starfleet alone, Starfleet Academy attracts applicants from numerous worlds, including some that aren’t a part of the Federation. With a suitable recommendation, anyone can apply, though they’re still faced with the same challenging entrance examinations that ensure that only the best of the best become Starfleet officers. People from all walks of life find themselves travelling to distant worlds and encountering unusual and interesting situations.
At the gamemaster’s discretion, players may seek to play as any species, even going so far as to create unique species never seen on screen. This requires a little more work, but the results can be well worth the effort. The player and gamemaster should confer as to the nature of the species desired, get a rough idea of what that species is capable of, what their culture is like, and so forth, as well as why the character might seek to join Starfleet. These provide the foundations for how to use the species’ trait in play, as well as generating plot hooks and ideas that can be explored further during play. The gamemaster and player should also decide upon three attributes, each of which are increased by +1, as well as creating a Species Ability (these are comparable in effect to a talent). You may also wish to create one or two unique talents to reflect unique facets of that species’ culture, but this isn’t essential.
In much of the Alpha and Beta Quadrants, the use of genetic engineering is regarded warily. The Federation has had laws restricting genetic manipulation since it was founded, growing out of the devastating lessons of Earth’s Eugenics Wars. The Klingons have their own poor experiences with genetic engineering, and largely regard genetic augmentation as a form of unearned power, and deeply dishonorable. While genetics as a science is not expressly outlawed, genetic engineering of sapient life-forms is approached with caution and heavily regulated.
In the more lawless regions of space, less scrupulous genetic engineers pursue their craft free from what they see as persecution, but the unrestricted nature of their work often results in unforeseen side-effects, with unrestricted tampering of the genome often resulting in mental, emotional, or physical impairments, mutated diseases, or other problems.
Another potential form of augmentation is using cybernetics. These are not as strictly regulated, and the Federation has fewer laws about the use of biomechanical and biosynthetic implants, and there have been numerous periods of history—particularly in the wake of wartime—where people with cybernetic implants are commonplace. Where possible, organic prostheses are preferred, but these are not always available or viable, so cybernetics are about as common as biosynthetic replacements. While some augmentation is possible, there are limits to what the body can withstand, and an implant with capabilities far beyond what a body can normally achieve are liable to place a body under extreme stress or have other side-effects.
During character creation, you may define your character as an augment, or a cyborg, adding the relevant term as a trait to your character. The Augment trait means that your character has had their genetics altered in some way to enhance their capabilities. The Cyborg trait means that your character has one or more artificial organs or implants designed to either replace a lost function (a prosthetic organ, a sensory aid, or similar) or provide a capability you didn’t have before (such as a neural implant). Discuss the nature of your character’s augmentation with your gamemaster.
During character creation, you may also select one or more Augment talents (page 155).