From: [d 2 dcblu] at [fre.fsu.umd.edu] (L.L. Cool Ranch Dressing) Newsgroups: rec.games.frp.archives Subject: RESOURCE: Trek Guide (1) Date: 3 Apr 1996 14:00:28 -0500 THE FANTASY GUIDE TO STAR TREK BY CAPTAIN SULU COM. CARLSON Space: The Final Frontier... -- Gene Rodenberry ----------------------------------------------------------------------- TABLE OF CONTENTS Preface Alien Species In Star Trek We Are Borg The People A Few Weapons Of Star Trek Adventure Story "Fifty Ways To Kill An Ensign" Special Thanks ----------------------------------------------------------------------- PREFACE The information presented here is so that the GM may create NPCs based on the Star Trek environment. The information isn't extensive enough for the creation of Star Trek characters. For people who wish to play with Star Trek characters, they should purchase the Star Trek Roleplaying Game. The information presented here is for a GM to run fantasy adventures in the Star Trek environment without playing the complicated Star Trek Roleplaying Game. ----------------------------------------------------------------------- ALIEN SPECIES IN STAR TREK TABLE: Racial Ability Requirements Ability Human Klingon Vulcan Romulan Strength 3/18 6/21 6/21 3/18 Dexterity 3/18 3/18 3/18 3/18 Constitution 3/18 3/18 4/19 4/19 Intelligence 3/18 3/18 6/21 4/19 Wisdom 3/18 3/18 3/18 3/18 Charisma 3/18 2/17 2/17 3/18 Ability Kzin Andorian Tellarite Gorn Strength 3/24 6/21 2/17 3/24 Dexterity 14/24 4/19 3/18 2/17 Constitution 3/18 3/18 4/19 4/19 Intelligence 3/18 4/19 3/18 3/18 Wisdom 3/18 4/19 3/18 3/18 Charisma 3/18 2/17 1/16 1/16 Ability Betazoid Bajoran Cardassian Ferengi Strength 3/18 3/18 3/18 2/16 Dexterity 3/18 3/18 3/18 2/16 Constitution 3/18 3/18 4/19 3/18 Intelligence 3/18 4/19 3/18 3/18 Wisdom 3/18 4/19 3/18 3/18 Charisma 3/18 3/18 2/17 1/16 TABLE: Racial Ability Adjustments Race Adjustments Tera Human ----- Human Varies by world of origin based on gravity (When working in a "normal" G-Field): Lt. Gravity: -3 Strength; +3 Dexterity, -30% Weight Hv. Gravity: +3 Strength; -3 Constitution, +30% Weight Klingon +3 Strength; -1 Charisma Vulcan +3 Strength; +3 Intelligence; +1 Constitution; -1 Charisma Romulan +1 Intelligence; +1 Constitution Kzin Strength (3d8); Dexterity (2d6 + 12) Andorian +3 Strength; +1 Dexterity; +1 Intelligence; +1 Wisdom; -1 Charisma Tellarite -1 Strength; +1 Constitution; -2 Charisma Gorn Strength (3d8); -1 Dexterity; +1 Constitution; -2 Charisma Betazoids No Adjustments Bajorans +1 Intelligence; +1 Wisdom Cardassians +1 Constitution; -1 Charisma Ferengi Strength (2d8); Dexterity (2d8); -2 Charisma TABLE: Average Height And Weight (Male/Female) Height In Inches Weight In Pounds Race Base Modifier Base Modifier Human 69/55 2d10 154/132 6d10 Klingon 88/74 2d12 176/111 5d20 Vulcan 80/74 2d10 154/111 5d10 Romulan 70/60 2d10 154/111 4d10 Kzin 96/84 2d12 400/300 5d20 Andorian 100/78 2d10 154/88 1d20 Tellarite 78/96 2d10 176/330 6d20 Gorn 87/61 2d12 440/220 5d20 Betazoid 69/55 2d10 154/132 6d10 Bajoran 69/55 2d10 154/132 6d10 Cardassian 88/74 2d6 154/120 3d10 Ferengi 59/65 2d4 130/160 3d10 TABLE: Age Maximum Age Range Race (Base + Variable) Human 90 + 2d20 Klingon 50 + 3d10 Vulcan 150 + 5d20 Romulan 125 + 3d20 Kzin 50 + 3d20 Andorian 90 + 2d20 Tellarite 50 + 2d20 Gorn 30 + 1d20 Betazoid 100 + 5d10 Bajoran [100 + 5d10] Cardassian [50 + 3d10] Ferengi [50 + 2d20] Algolian, pl. Algolians These tall humanoids have a gold leathery skin w/ small circular openings about the head. They have wide set nostrils, and atop their head runs a single ridge, back to front. Algolians are famous for their "Ceremonial Rhythms." Andorian, pl. Andorians Andorians are humanoids with blue skin, white hair, and knobby antennae on top of their heads. They have no visible ears. No veins in circulatory system. Andorians are by nature a violent race, but need reasons to quarrel. They generally appear as controlled as Vulcans. Families are important to Andorians, with marriages being made up of groups of four. They are not big believers in charity. Antican, pl. Anticans These "humanoid" beings bear a vague similarity to both Terrestrial canines and felines. They have longish muzzles, leathery skin and large balding craniums, although they have shaggy burnsides and moustaches. They are carnivorous, demanding fresh meat. They share the Beta Renna system with their ancient enemies, the Selay. Arcturian, pl.Arcturians These humanoids have a saggy gray skin, with numerous sags and folds on the face. Bajor or Bajoran, pl. Bajora or Bajorans The inhabitants of the planet Bajor belong to an ancient society with firm a dedication to spiritual pursuits. Striking architecture with rounded domes and spherical shapes marks the landscape of the world. The ancient Bajora were great architects and engineers "before humans were even standing erect." The people are deeply mystical, and believe in spiritual phenomena. They are devoted to a non-secular philosophy that differs greatly from Humanity's rational, scientific way of life. The Bajoran religious leader, known as the Kai, resides in the ancient monastery that is the center of spiritual life surrounded by monks who meditate and chant in chords. He or she challenges conventional human logic. The Kai seem to have an awareness on a higher plane of consciousness, knowing things they cannot possibly know. The 'powers'of the Kai are not always easy for more secular minds to accept at face value, but neither can they always be explained. The Kai often speaks in vague, mystical and indirect language, forcing the listener to seek the meaning. The Celestial Temple of the Prophets, the source of the "Tears of the Prophets", the mysterious orbs that have arrived each millenia to teach the populace, are among the fundamental sacraments of the Bajoran religion. The Pagh, roughly translated as "energy meridian," can be explored through deep tissue massage of their ears, an exploration that seems to reveal a person's true nature. The Pagh is more than soul, or fate, but contains aspects of each. Another word for soul, as well as meaning Ghost, or Spirit is Borhya. Borhyas often remain after the body's death to give the person time to say goodbye to his or her past life. The ritual "Death Chant" sung by the monks is at least 2 hours long. Since the Cardassian Invasion of Bajor, and the subsequent rape of the planet's resources Much of the culture has changed, as this people try to adapt to the needs of survival. Even with the Cardassian withdrawal, the political situation remains precarious and the only stabilizing influence is the Kai. Bajoran terrorists still populate refugee camps on neighboring planets. Barzan, pl. Barzani These humanoids have raised eyebrows and upswept "V" shaped forehead ridges. They must wear a breather unit. The Barzan culture is impoverished. Benzite, pl. Benzites. These beings are humanoid in shape. They are hairless, with a plue-gray skin. Facially, they bear more of a similarity to cat-fish than to humans, with feeler-like protrusions over-laying the mouth, and a mere nose slit. They have three fingers and two opposable thumbs. And they wear a special breathing unit that sit in front of their mouth. Benzites come from the planet Benzar. They have broad, possibly social, units called "Geostructures," and Benzites from the same geostructure tend to appear identical to non-Benzites. Betazoid, pl.Betazoids While Betazoids are essentially humans, they are listed individually because of their culture. The only physical differences between Betazoids and Earth Humans are a 10 month gestation period, and the entire population has eyes with solid dark pupils. Their pulse is aboute 76 BPM, BP is 110/72, respiration of 20, and a body temperature of 37.2 C. Betazoid women are not considered fully matured until they reach their "Phase," somewhere in their 40s or 50s when they reach Midlife. At this point, their sexual drive quadruples, and they are considered to be fully sexual. Their homeworld of Betazed is Earthlike, and has large oceans. Betazoids are telepathic as a race, although they are often merely empathic when dealing with other races. They are often uncomfortable around those species whose minds they can not read, like the Ferengi or the Breen. This telepathy is usually acquired at adolescence, and has created a society based on total honesty. There is a ritual "genetic bonding," a form of arranged marriage, performed with Betazoid children. The actual "Joining ceremony" of adults is performed with all participants and guests in the nude, to symbolize the act of love being celebrated. Bolian, pl. Bolians The inhabitants of Bolius IX come in three basic colors: light green with a yellowish tinge; a blue tinged darker green; and a deeper, nearly flourescent blue. Men are bald, while the women have shorter hair, often reflecting the predominant color of their skin. Bolians have a small double ridge that vertically bisects their bodies, and long ears. Borg, pl. Borg The Borg may be more than one humanoid species who have been transformed into a vast group mind, interconnected collective of cyborgs. The various Borg, and Borg vessels are interconnected through a subspace communications network. They are responsible for the destruction and "assimilation" of many civilizations. They have an extremely high technology level. Breen, pl. Breen Nothing is really known about this race beyond the fact that they are impenetrable to Betazoid telepathic powers. Brekkans/Onarons The inhabitants of these two planets are apparently identical in species. They are humanoid, but for a small ridgy surface at the bridge of the nose. They are capable of generating intense electrical charges from their bodies. Bulanoan, pl. Bulanoans These humanoids have a grayish reptilian skin and a scaly face, although they have hair sweeping around the rear of their heads. Bynar, pl. Bynars This diminuative humanoid race has a fairly large cranium:body ration. They are asexual. They have asymetrical ears, a lilght purple tone to their skin, and a ruff of purple hair along the base of the otherwise hairless skull. Bynars come from the planet Bynus, a planet in the Beta Magellan system. They often travel in pairs, and work in pairs. They are cybernetically interconected with their world's master computer by means of "mechanical" data buffers and biochips. Caitian, pl. Caitians These bipedal felinoids are human size. Females have thick manes, but otherwise have a fine short hair pelt, long tails, and large golden eyes. Males have no manes. Their fur is either orange or brown, although they may come in other colors. Caldonian, pl. Caldonians A very tall humanoid race, with a large bony forehead. They appear to have only three digits on their hands. The planet Caldonia is committed to scholarship and research as its primary trade product. Cardassian, pl. Cardassians Cardassians are tall humanoids, long necked, covered with cord- like ridges, especially along the jaws, ears, and parallel ridges sweeping up and away from the deep eye sockets and over the top of the head. They have a grayish skin color. Cardassians were once a spiritual people, but due to increasing poverty brought on, apparently by depletion of their natural resources, they have become a visciously aggressive people, who have been described as having a "wolf-pack mentality." That there is a cultural struggle for dominance even in social settings is obvious even in the subtleties of their architecture, placing the dominant person above his subordinants. Cheronian, pl. Cheronians The inhabitants of the planet Cheron are humanoid, with skin tones of black and white evenly dividing the body in half. They have the ability to generate electrical charges from their bodies. One was able to telepathically gain control of a ship's navigational computers, but this may have been an individual attribute, and not a species wide ability. Chrysalian, pl. Chrysalians Un undescribed reace refered to as having "been at peace for more than 10 generations." They apparently do not get involved in interstellar matters. Deltan, pl. Deltans Deltans are an ancient, highly evolved race who appear completely human, and are listed individually because of their culture. The only physical difference between Deltans and Earth Humans are a 10 month gestation period. Deltans are either bald, or have thick luxurient white hair, which is never cut. They have an effective exocrine systems that radiates pheromones that have an extreme effect on Humans. They are psi-empathic from birth. There is a strong psychic bond between a Deltan child and its mother. Deltans never bothered to explore Outer space, being far too interested in Inner space, and finding adventure and fulfillment within themselves. However, they are among the best navigators known. A major part of the Deltan culture is the sexual act. Deltans combine not merely their bodies but their minds and souls during sex, finding it far more fulfilling than the mere physical act. Because Humans are often emotionally incapacitated by this aspect of sex, and find the thought of returning to the unfulfilling human act intolerable, it is Starfleet policy that Deltans serving with "sexually immature" species must take an oath of celibacy. Deltan females often wear a "love band" about their heads to identify their sexual status. A male simply touching this band can invoke a sexual responce. Edo, pl. Edo These beings are tripeds, with 3 arms. They have orange skin, and yellow eyes. EXTRAGALACTIC, OR EXTRADIMENSIONAL CREATURES These include the Traveler's people, the Kelvans, and Syliva and Kolb, the servants of the Old Ones. Ferengi, pl. Ferengi Ferengi are short, twisted humanoids, with huge hairless heads, big ears and sharp teeth. A forehead tatoo indicates the particular Ferengi is in the military. Ferengi have yellow blood. The Ferengi don't care about courage, although they are careful to cultivate the appearence of courage. Cheating and stealing are tests of cunning and skill. Ferengi feel that a victim of a scam is at fault because they were not smart enough to protect themselves, nor were they wiley enough to get revenge. Ferengi have a form of "honor," typified by the Ferengi Code, which dictates theri behavior when caught doing something wrong. Ferengi men do not live with Ferengi women, and male children are brought up by their fathers. They are impenetrable to Betazoid telepathic powers, possibly due to their four "Brain nodes." "First Federation" The inhabitants of the "First Federation" are very small humanoids that look like small, bald children Gorn, pl. Gorn These seven foot tall bipeds are intellegent reptiles. They are very strong. They have three fingers (2 fingers and an opposable digit), and multi-faceted eyes, much like an insect's. Grizela, pl. Grizelas An intellegent, hybernating species. Human, pl. Humans There are effectively three forms of humanity in the galaxy. There are humans born on Earth (Terra), there are humans who were born on any of the over a thousand colony worlds; and there are those humans that have no apparent Earth human ancestry. Among this third population include the Morg and Eymorg of Sigma Draconis VII, the Catulans, the Gideonites, the Iotions, the Zeons and Ekosian, and so forth. One might have difficulty classifying the inhabitants of "parallel" Earths, such as the Onlies of Miri's World, the Yangs and Khoms of Omega IV, or the Romans of Planet 892-VI, but for our purposes, they should be considered a portion of the third population. On some of the many worlds of humanity, particularly those that have been inhabited for a long time, the population has often evolved slightly in order to better adapt to local conditions. This evolution is best seen in the differences based on gravity. Regardless of this, on all planets inhabited by beings with a basically Human physiology, those beings are considered as Human. This is despite unimportant variations in height, weight, skin coloration, sensory enhancement, or other superficial differences. In general, humans range in skin tone from a light tan, with red tints, through a variety of brown and red shades, to a nearly black shade with purple highlights. It should be remembered that although two Humans may have basically the same physical characteristics, their motivations and cultural backgrounds may well be very different. Socially, humanity is continually developing, evolving out of the dark night of the late 20th and 21st centuries, and the aggressive period of colonization of the 22nd. Even so, they still often appear as adolescents against more mature civilizations such as the Vulcans, the Deltans and the Betazoids. Jarada (pronounced Harada), pl. Jarada The Jarada are a reclusive insect race with a hive-mind culture. They are protocol obsessive and easily offended. Klingon, pl. Klingons Physically, the members of the Klingon species appear to be similar to Terran Humans. They tend to be larger in size than humans, with a greater muscle mass ratio, and they tend to reach their full height at an earlier age than do humans. There are a number of distinguishing features, however. The most notable is that Klingons have a large bony ridged patterned forehead, with a central ridge that begins at the tip if the nose and follows the centerline of the body over the top of the head, and down to the base of the spine. They also have short, hair-like spines on their legs and a single, large claw on each foot. Internally, there are a number of differences between Klingons and Humans, including a large number of secondary backups for biological systems. They have a large, 8 chambered heart, two livers, 23 ribs, double lines neural pia matter, a backup synaptic system, and even a small, auxiliary brain at the base of their spinal column, protected by the pelvic girdle. Klingon blood is a bright magenta and quickly dries to a red/brown color. Klingons have at least two skin tones, and it is reported that the darker skinned Klingons come from the northern regions, while the lighter skinned come from the more southern. Even so, Klinonds tend to be dark of complexion and hair color, as compared to humans, and male Klingons usually wear beards and mustaches. Klingons have an excellent sense of smell, and good vision. Klingons are, by nature, hunters, and the flame of the predator burns in their blood. Their preferred food is flesh, preferably raw and either freshly killed or else still living. This ancestral passion for violence, deeply rooted in their genetic structure, has shaped their culture, marking it as a true warrior's society. Aggression and conflict are natural, preferred states for most Klingons. Klingons have a long tradition of settling personal disputes and disagreements through physical confrontations. While their emotions are turbulent and at times savage, at times, Klingons will show a tenderness, and thoughtfulness that is surprising to the unprepared. In general, Klingon society stresses physical strength and fighting skills above mere intellectual achievement, and it seems that most Klingon scientific effort goes into developing tools of warfare. However, the works of Klingon novelists, as well as their art, opera and poetry show this not to be the case. The "tea ceremony," named for the human ritual it vaguely resembles, is an artistic masterpiece of ritual. Klingons come from the planet Kronos, a green world orbiting the star Klingon. It has one major landmass, the rest of the planet remaining covered by ocean. This large area of open sea, and the planet's seriously tilted axis, combine to give the planet a very turbulent atmosphere, and a broad range of temperatures, extending to the extremes. The government of the "Klingon Imperial Empire" is not always clear. While there has been mention in the past of an Emperor, there is no sign of such a person. The Empire is governed by the Klingon High Council, consisting of about ten Councilors, and the Supreme Commander. Whether the Supreme Commander also holds the title of Chancellor is not known. At least for the males, the Klingon cultural hierarchy is similar to that of some terrestrial primates, in their contests for dominance with in the "tribe," with, in theory, the most dominant Klingon ruling the empire. This may not be exactly true, and it appears that in the upper levels of the government there are other roads to power than mere physical prowess. But every dominant male must be prepared for challenges to his authority from the more submissive males. Personal charisma has little importance to Klingons society than strength. Central to an understanding of Klingon culture is the Klingon view of honor. Honor is very important to a Klingon, and a Klingon's personal honor is closely intertwined with that of his family. It is the family and the relationship of the family to the larger "tribe" that sets the pattern of behavior toward the "tribe" as a whole. These are described in the myths and legends of Kahless the Unforgettable and his brother Morath. A Klingon male's personal relationship to the "tribe" of Klingon society can be seen by noting several of the rites of passage a Klingon must go through. The first of these is the "Age of Inclusion." This is the age at which a child is recognized by the "tribe" as a living entity. It occurs about the age of 6. Prior to this time, the child is reared as though it were a true Klingon child, but with the recognition that in the violence of the world, that child may die with no great sense of loss to the family. The second major rite of passage is the Age of Ascension, when the Klingon child becomes a Klingon Adult, and a full member of the "tribe." This rite is celebrated when the child is about 16 years old. Every 10 years after that, a portion of the ceremony is repeated, with tests of skill and courage to show the Klingon's friends and family the depth of his personal strength, and thereby his value to the tribe. This importance of belonging to the tribe may be seen in the Ritual of Discommendation, where a Klingon is formally ostracized, turned out from the "tribe." A Klingon who has gone through this ritual is considered dead by all Klingons, and where possible it is made to seem as though that person had never existed. Another important ritual is the Bonding, the Rustaii, which makes an outsider a part of a Klingon's family. The role of women in Klingon society is not clearly understood yet, but it appears that women are not accepted into political power. In sexual matters, however, it is the woman who is the more aggressive. Little is known about Klingon child bearing and rearing, but it appears that the Klingon gestation period is about 111 days, and that during the first few years the growth of the child is very rapid. This implies a delay in the full development of the Klingon brain, a development that takes place after birth rather than in the womb, but of course this is conjectural. There is a classic belief that Klingons move up through the ranks by assassination, can not be true, since there are old Klingons in high ranking positions, and besides that would mean a tremendous level of attrition among the ranks. However, should a Klingon leader cease to be able to command effectively, killing him before he dishonors himself or weakens his unit, is an honorable action. Also, any subservient males who remained under a weak male are, by implication, expressing their own weaknesses. Murders and challenges to power, however, should not be anonymous things. A Klingon ordered to kill a prisoner will make certain that the victim first sees the face of his or her killer. A knife to the heart is an honorable death, as is dying by any weapon. Stabbing or shooting the victim in the back, by the way, may be considered a courtesy, so that the victim needn't dishonor himself either by further by fighting his inevitable death, and spared the indignity of being wrestled to the ground. A knife to the heart is an honorable death, as is dying by any weapon. On the other hand, killing by poison is not honorable because the assassin can do so and not never let his victim know who his murderer was. The same is true of sniping at a target from a distance. And it may be this philosophy that has kept the Klingon race from destroying itself with nuclear weapons. Illness is not considered honorable, and so the level of Klingon medicine is quite primitive, by comparison to that of Humans. A Klingon who is seriously ill, or debilitated by physical injury is expected to kill himself, in order to keep from dishonoring his family, as well as forcing them to endure a lingering illness. Klingons, as a rule, do not lie, and take a VERY dim view of those who do. Klingons do not cheat, steal or bluff, either. Klingons do not drink or socialize with their enemies, outside of specified neutral areas, where this rigidness may be relaxed to an extent. Klingons do not take hostages, as that is a cowardly act, although they are capable of committing savage reprisals against subject populations. Klingons never surrender, and have absolutely no regard for anyone that would so dishonor himself. With their concept of honor above life, death in the line of duty is the best death for a warrior. Klingons do not fear death, but rather they celebrate the release of the spirit at death, noting the instant with a ceremonial wailing to warn the dead that a Klingon will soon be among them. Little is known of the Klingon spiritual life. They have a belief in Jat'lyn, or the possession of the living by the dead, and while they have no devil in thier religion, they do have Fek'lyr, who guards the souls of the dishonored. Koinonian, pl. Koinonians Little is known about this humanoid race that destroyed itself in a multi-generational war centuries ago. Kriosian, pl. Kriosians Not to be confused with the Klingon colony of Krios, the world of Krios, like that of its colony world of Valt Minor is inhabited by a humanoid race, distinguishable from human only by a line of "leopard" or "giraffe" spots along the hairline and down the neck. This race produces "empathic metamorphs," of both genders (although the female is more rare than the male). Whese metamorphs reach sexual maturity, they begin to emit high levels of pheromones, and begin to empathically adapt themselves to the members of the appropriate gender around them, becoming the "Perfect Mate" for the one they finally bond with. Kzin, pl. Kzinti (Note: Animated Series only) The Kzinti are a species of large felinoids, or cat creatures. They range about 8' tall, standing bipedally, and weigh in excess of 300 lbs. They are covered in orange and black fur, have claws that extend from their finger tips, ears that resemble Chinese parasol segments, and long naked rat-like tails. They are culturally carnivorus, although, biologically omnivorous. They have an extensive rib structure that acts as a form of internal armor. They are a warrior species, bred and genetically engineered in antiquity by their ancestors to be the equal of their legendary heros. They are extremely aggressive and competitive, each Kzin struggling to achieve fame and glory. The Kzinti have fought Humanity in four wars, and were eventually beaten each time. They had been at a medieval cultural level, and about a rennaissance technological level when they were discovered by the five armed Jatoki. The Jatoki tried to hire the Kzin as a mercenary species, and in turn became the Kzinti first slave race. While the male Kzinti were being reborn as Heros, the females were being genetically reassembled into barely-sentient subservience. The Rijt are the Patriarch's clan, or the ruling family of Kzin. In general Kzinti have no names, and are merely designated by their job, until they earned a name, or partial name, through some grand and heroic activity. Some Kzin have telepathic powers, although these are rare. They are addicts of a hormone extracted from the Sthondat, an animal from the Kzin Homeworld. Telepaths are often nearly insane, by either Kzin or Human standards. They are also careless about their appearance, and are in many ways the antithesis of the Kzin Hero. Medusan, pl. Medusans Nothing is known about the physical description of these beings, except that if they are corporeal, they are very small. The mere sight of a Medusan will drive nearly anyone, of any race, insane. Medusans are excellent navigators. Melkot, pl. Melkotians, or Melkots This highly civilized race is very xenophobic. They appear to be nothing more than a head and a neck ending in tentacles, floating above the ground. They also have large round, bright yellow glowing eyes. However, considering their tremendous mental powers, including telepathy and illusion, this may not be their true appearance. Mintakan, pl. Mintakans These are vulcanoids, although with a more pronounced forehead bulge. Their culture is at a level equivalent to early bronze age. Mizarian, pl. Mizarians, also Myzarians These humanoids are white skinned, with wrinkled, striated faces, and usually wear elaborate hoods resembling the Sydney Opera House. The people of the planet Mizar II are by nature intellectual pacifists. The planet has been conquered 6 times in the past 300 years. Orion, pl. Orions Note: It is assumed that there is a connection between these and the inhabitants of "O'Ryans Planet" mentioned in the background literature of ST:TMP. Orion slave girls are humanoid, green and exotic. Allegedly animals bred for pleasure. Shaman priests are humanoid, but biological details are hidden behind featureless golden masks and leather ceremonial garb resembling that of a Native American plains tribe as viewed in a television western. Pakled, pl. Pakled These are rotund, lethargic humanoids with bushy upswept eyebrows, bulging forehead, heavily bagged eyes, and a dewlip. They are not the most intellegent race in the galaxy, but they are fairly sneaky. Pentarus (?) These are humanoids indistinguishable from human, but for a single bushy eyebrow across the forehead, although this may just be a fashion statement. Romulan, pl. Romulans Romulans are the descendents of an ancient Vulcan colony, and hence are physically similar to Vulcans, although some Romulans have bulkier foreheads. "Romulan" is the name of the race given by the Earth Space Forces that met them in combat, basing their views on the unseen foe on the details they could piece together from combat tactics and debris details that were reminiscent of Ancient Rome. The Romulan home world is the third world of a binary star system, call Romulus and Remii by Human astronomers. The home world is, in turn part of a dual planet system, and is also called Romulus. Romulus is geologically very active. It has two continents, Dektenb and Masfarik, and at least one sea, the Apnex. The continent of Dektenb has the Firefalls of Gath Gal'thong and the capitol city of Dartha. Masfarik, on the other hand, is notably more rocky and barren, with its cities set on the few oases on the continent. Romulan cities are built vertically and very tall, from beautiful and magestic monumental architecture at the top, and stretching down to dark and grim catacombs set into the bed-rock of the planet. Most Romulans live in apartment complexes, with only those with the most power living in individual, almost palatial houses. The Government consists of a single, powerful "Praetor," less powerful, but possible as influential "Proconsuls," and a Senate. Romulans are intelligent, dedicated, and extremely efficient. Romulans, unlike Vulcans, are very much creatures of pride, aggressive emotions and passions, and possessing the capacity for great violence when provoked. Romulans are superb warriors, fighting in a cool, calculating manner, and conquest is considered the "Romulan Path to Glory." They generally don't take prisoners, although they have been known to capture prisoners for information, killing them when their usefullness comes to an end. Romulans neither ask nor give quarter. They will destroy their own ships and people rather than allow them to be captured, preferring an honorable suicide to failure. The Romulan lifestyle is Spartan and militaristic, with the personal wants and needs of the individual often surrendered to the good of the whole. Romulan leaders demand instant obedience from the populace, and like many Human totalitarian regimes are seeming obsessed with security. Romulan culture favors obedience over original thought and action, and thus Romulan creative intellectual achievement is not as highly developed as thier Vulcan cousins'. Romulans seem to be missing the Vulcan psychic powers, as well as such common Vulcan maneuvers as the Neck Pinch. Romulans are sexually egalitarian. Romulans view human culture, and by extention, as exploitive and short-sighted. Romulans have an absolute belief in their own superiority. They are often highly manipulative in their affairs, adjusting circumstances carefully, plotting as if playing a game of chess. They will generally wait for their adversaries to make aggressive moves first, testing the resolve of their opponents. The Romulan salute to their superiors is the right fist struck over the chest then held out, palm down. Saurian Nothing is known of this species. Selay, pl. Selay The Selay are bipedal reptiles and are about human height and weight. They have a cobra-like "hood,"and they are a dark green color. They have an excellent sense of smell. They have four digits, of which the "dew claw" has evolved into an opposable thumb. Their dark blue- green planet orbits Beta Renna, a star they share with their ancient enemies, the Anticans. SHAPESHIFTERS These include the Antosians, the Chameloids and the Lassomorphs of Daled IV. Skeliak, pl. Sheliak The Sheliak Corporate is a reclusive culture that are fixated one precision in language and view humanoids as lesser life-forms. They are technological humanoids that resemble a wrap of black, mucous secreting folds and tenticles. Solari, pl. Solarians These are stoop-shouldered, craggy-faced humanoids from the planet Solais. They have been engaged in a war between the blond and brunettes of their population for the past 1500 years. SUPERRACES Talarian, pl. Talarians Talarians are outwardly humanoid, although they have a ridge on the top of their heads, running front to back, and the men are balding. Talarians express greetings by touching foreheads. They have a rigidly patriarchal society. The highest concepts in the culture are honor, family and duty to their superiors. While they are ruthless in combat, they will adopt an enemies' children. Tanaguan, pl. Tanaguans These are humanoids with upswept eyebrows and 2-3 "V" shaped ridges on the forehead. Tellarite, pl. Tellarites Tellarites are heavy set humanoids, and their piglike faces gives them a vaguely porcine appearence. They are intensely aggressive, boisterous, and argumentative for no reason other than the pleasure of a good argument. They are not always considered entirely trustworthy. Talosian, pl. Talosians These are an ancient highly technological race of humanoids with large hairless craniums. They have tremendous psychic powers including telepathy and illusion. Tholian, pl. Tholians These beings appear to be red-gold, and almost crystaline entities with large triangular white-glowing eyes. They appear to exist in a very hot climate. Trill, pl. Trill The Trill are a joined species comprised of two separate but interdependent entities; the host and the symbiont. The host provides a humanoid body. The symbiont is an invertebrate, androgynous lifeform that lives within the host. It looks like a short, fat snake, a foot long lump of cranial and exoskeletal tissue. The humanoid hosts have an "M" shaped ridge on thier nose and forehead. Many centuries ago, the symbionts lived underground while the humanoids were on the surface. Due to an environmental disaster, they were forced to 'join' to survive. As time went on, this mutual support evolved into a biological interdependency. Now, at a certain point in the humanoid's life, in post-adolescence, some of the humanoids, although not all of them, are joined with a symbiont and two individuals become as one. They speak with one voice, which means you can't ask to speak with the symbiont or the host, only the combined lifeform. Although, it appears in some cases that the Trill becomes the active party, supervising the functions of the body. The host becomes a merely passive observer. The symbiont's life span is far longer than the host's and as a result one symbiont will be combined with several hosts during its life. When a host dies, doctors surgically remove the symbiont, which then is reimplanted, burrowing itself into the new host. The result of this joining is often an serene character who brings a calm, centered voice to any discussion. It is possible that some of the personalities, memories, experiences, an so forth of some the symbiont's previous "lives" can come back to haunt them, or otherwise cause them problems. It is possible for the Trill entity to exist within another species of humanoid than the normal host species. Troyan, pl. Troyans Humanoids with blue skin and white hair. Ullian, pl. Ullians This telepathic race appears humanoid, but for bulges in the temple regions. Vian, pl. Vians These are a highly technological race of humanoids with large hairless craniums. Vulcan or Vulcanian, pl. Vulcans or Vulcanians Vulcans are an ancient race, proud, dedicated, loyal, honorable, and have a highly ritualized society devoted to logic and the suppression of emotions. Vulcans are different in physiology and psychology from Terrestrial Humans. They are Human-like in many respects, but in other ways they are totally different. The pointed ears are obviously efficient at gathering sounds from the thin Vulcan atmosphere. Vulcans are stronger than Humans, with a greater physical endurance. The Vulcan heart is located about where the Human liver sits in the abdominal cavity, thus implying a greater lung capacity. They have a higher metabolism than the Human norm. Vulcan blood chemistry is allegedly based on copper rather than iron, although there are other arguements that their blood merely has copper elements to it. Regardless, their blood has little or no sodium, and is a rich green color. This tends to give them a somewhat greenish-yellow complexion. Some sources have given the Vulcan heart rate as 242 BPM with a blood pressure of 80/40, implying larger blood vessels. However these same sources suggest that the green Vulcan blood is merely due to the presence of the chlorocurin protein in the blood, and not the copper elements. Vulcans tend to be tall and slender, with dark hair, although there are some blondes. Vulcan eyes are protected from the glare of the harsh Vulcan sun by a thin transparent membrane, much like a second eyelid. This eyelid also allows them to sleep with their eyes open. Finally Vulcans must return to their ancestral lands and mate every seven years as they under go the Ponn Farr. It may be assumed that this need is part of their culture, rather than truly a biological requirement, as it seems unreasonable that the inhabitants of Vulcan colonies, including Romulus would have to return to Vulcan to mate, although, they may have to return the the world they were born on. The name given to their home planet by human astronomers is Vulcan, It is a harsh world, dry and hot, with higher gravity and a thinner atmosphere than Earth. These conditions have shaped the Vulcans' physical development. Vulcan's civilization and cultures are older than those of Earth. In their prehistory, Vulcans were tribal and warlike, at least as irrational, intensely emotional and savage as early Humans. They were aggressive, militaristic, and violent. At its height, this aggressiveness had allowed them to establish colonies on the planets of distant stars. Finally though, their savagery had brought them to the last of the great wars that had all but destroyed their world. They were turned away from the final annihilation by the philosophies of Surak, the father of Vulcan Logical Thought. Surak introduced the philosophy of logic, and the suppression of the intense Vulcan emotions. Today's Vulcans do not express emotions, letting logical thought and rational decision-making rule their lives. Many Humans hold the misconception that Vulcans have no emotions. This is not true, but it is so widely believed that some Vulcans believe it themselves. Actually, Vulcans hold in their emotional reactions. They depend on mental discipline to keep their emotions from affecting their thinking and actions. This process is so much a part of Vulcan society, that it is automatic for Vulcan adults, even under great stress. In fact, the expression of emotion is considered to be in extremely bad taste in Vulcan society, where only a barbarian or mental defective would hink of such a thing. Although even sophisticated and well-traveled Vulcans find Human emotional expression baffling and somewhat distasteful, Vulcans who are exposed to human cultures are usually able to live and work around the emotional species in situations where less sophisticated individuals might find intolerable. Nevertheless, even the most inexperienced Vulcan ought not show his dismay, preferring to avoid Human contact whenever possible. This distancing often gives them an aloof air, and so often Vulcans are intolerably rude by Human standards. The pacifist philosophy that led to the development of Logic has affected Vulcan culture in other ways as well. For example, Vulcans are cultural vegetarians, finding the idea of killing animals for food unacceptable. Generally, Vulcans will avoid killing except under the most extreme provocation, nor will they use "deadly force" against another living being. For this reason, Vulcans rarely carry arms, although a variety of martial art forms have been developed, and are still taught, such as Tal Shaya, or "Merciful Execution," which can kill, or the Neck Pinch, which is used to stun. Some Vulcans have carried this pacifism to an extreme, believing that there is never any reason to kill any living being. The Vulcan pursuit of the logical ideal has led them to great accomplishments in both the sciences and the arts. Intellectual pursuits come naturally to Vulcans. They tend to be very private individuals, and dislike to be touched, not even to shake hands. Vulcans are very aware of their self-image, and the simple proprieties can assume an importance that may seem bewildering to outsiders. Vulcans have a great appreciation for beauty, even in the most simple things. Even their rituals have a simplicity and elegance to them. Another result of the intellectual/mystical/philosophical thrust of Vulcan culture is the development of their mental powers to a level matched by few other races. Centuries of psychic exercises and mental discipline have made the Vulcans capable of some remarkable mental feats. Many of these psychic feats are a regular part of the culture, with most Vulcans able to perform them to some degree. Among these is the Vulcan form contact telepathy, called the "Mind Touch." The discipline of the Kolinar is the mastery of self and emotion, as well as these psychic feats, leading to a negation of the concept of "self." Central to "Vulcan Mysticism" are the concepts of NOME, or All, and IDIC, translated as "Infinite Diversity in Infinite Combinations." Zakdorn, pl. Zakdorn The Zakdorn, who may come from Qualar II, are a peaceful race whose culture reflects a calm assurance and confidence. They are masters of organization and efficiency, methodical and fastidious. They have also been, for the last 9 millenium, acknowledged the masters of natural military strategy in the known galaxy. Physically, they are unimpressive. They are rotund and slightly twitchy, with pronounced baggy cheeks, jowls and facial folds. Zalkonians These humanoids have ripple-lapped foreheads and cheeks. They are evolutionaly near discorporeation. GOD-LIKE RACES These include such non-corporeal species as the Organians, the Dowd, the Q, the Metrons, Trelaine's people, Thasians, "the Companion," the "Friendly Angel," and so forth. Treat the various super races in the table as gods without a need for worshippers (with one exception) and the representatives listed below as Avatars of those gods. "Q" Trelaine Apollo Organian/Dowd Metron God Status Greater Lower Lower Greater Lower Type Trickster War Pastoral Peace Simplicity Strength 12 15 18/27 10 12 Intelligene 25 17 18 25 25 Dexterity 13 15 19 10 12 Wisdom 15 11 18 25 18 Constitution 14 16 18 10 13 Charisma 12 14 19 10 14 Size 6' 6' 9' 6' 6' Magic Res. 100% 25% 25% 100% 25% Armor Class 10 2 0 10 10 Hit Dice 15 5 17 1 5 Hit Points 130 50 136 6 45 "Q" The Q Continuum is a collection of super entities about which practically nothing is known. What information has been revealed is, at best, highly suspect, as the only member of "The Continuum" humans have so far dealt with has been a Trickster character. UNKNOWNS ????? Short, furry humanoids. ("Journey to Babel") ????? Dark, pygmie-like humans. ("Journey to Babel") ????? Chubby humanoid with a three nostril nose, as well as pairs of dual half-inch circular openings on each side of the chin and forehead. They have one single-hole ear, and hair on the back half of the cranium. They may be Lyans. ("The Most Toys") ????? Reptillian, though females have well developed mammaries. Hairless, they have a yellowish skin, and the rear of the cranium extends back into a point. ("Unification", Emmisary") ????? Four armed humanoids for whom salt is a narcotic. May be called Filimase, and artistic species, with a home planet of Talemestra. ("Unification") ????? Small humanoid with a greenish insect-like face ("Future Imperfect") ????? Humanoids with respirator masks, large heads and robes. May be called Zaranites. (ST:TMP, ST:TVH) ????? Humanoids with grim, skull-like faces and an explosion of bushy hair that comes in black and white. May be called Kazarites. (ST:TMP) ????? Human-like with a tall cranium, and an insect/skull-like face with sharp folds on cheeks and large pointed ears. They have extremely long hads that appear to be almost flippers. They wear ornate, long-flowing clothes. may be called Betalgeusians (ST:TMP) ????? This humanoid has long yellowish/white hair, claws and a "beast" like face with a dark brown, barklike skin. They wear a sort of plate armor as part of their ceremonial garb. If they are called, as may be, Rigellians, they may be related to the large 7' tall race of warriors from Rigel. (ST:TMP) ????? Tall insect/stony faced humanoid with scaly forehead. May be called Megarite. (ST:TMP) ????? This race is roughly human shaped, and human arms peak out from thier robes, but they posess very large hairless, skull-like faces and craniums. Thier skin is a pale yellow-green color. The may be called Aamazarites. (ST:TMP) ????? Humanoids with respirator masks, large heads and robes. May be called Xelatians. (ST:TVH) ????? Tall Humanoids with bulging foreheads and lon rearward sloping craniums. They have large, rearward sloping pointed ears. May be called Arkenites. (ST:TVH) ????? Reptiloids with splotchy, scaley skin. May be called Ariolo. (ST:TVH) ????? Humanoids with dark skin with white hair and white markings on their faces. May be called Efrosians. (ST:TVH) ????? White, vaguely walrus shaped beings with hair along the sides of their "painted doll" faces. May be called Arcadians (ST:TVH) ????? Reptile-like beings with thin necks, small heads, and a long snout. May be called Bzzit Khaht. (ST:TVH) ????? Large reptile like humanoids with dinosaurian heads. They have to tall ridges over the eyes running to the back of the head. May be called Kasheeta. (ST:TVH) ????? Gigantic humanoids, silver skinned, whose heads have horny growths running from their temples to their chins. (ST:TUC) ????? Large horned-toad humanoid, scaly, with horny growths around head, and its genetalia in the region of its knees. (ST:TUC) ????? 7' tall simina with an orange pelt. (ST:TUC) ----------------------------------------------------------------------- WE ARE BORG The Borg may be more than one humanoid species who have been transformed into a vast group mind, interconnected collective of cyborgs. The various Borg, and Borg vessels are interconnected through a sub-space communications network. They are responsible for the destruction and "assimilation" of many civilizations. They have an extremely high technology level. BORG: Individual Humanoid unit STR: average to very (9-18+) DEX: average CON: average (special) INT: collective WIS: collective CHA: below average to others - not applicable to other Borg The individual fights as a fighter, saves as a mage. Borg technological powers that mimic fantasy spells are Teleport without Error, Shield, Protection from Normal Missiles, Tongues, Telepathy. Basically, Borg are powerful, and the GM should play them as he wishes. Just watch all the episodes with Borg first (skip the Hue episode). When reduced to zero hit points or integrity is compromised, Borg unit will explode. Borg unit must be completely disintegrated to prevent explosion. BORG Group Mind: Collective STR: nil DEX: nil CON: 25+ INT: 17 WIS: 22+ CHA: nil The Borg collective mind is very intelligent, but not fast. However, it's wisdom (memory) is virtually infinite. Note that the Borg can recall and react to anything it has encountered before (i.e. attack works once, but within 3 rounds the borg have figured out a defense). All Borg work as a single organism (whether this is just on one ship or all the ships that make up a meta-organism is unknown), with each individual unit being part of the mechanism. A Borg can "summon" (similar to the spell) more borg as needed. The Borg can apparently teleport through the shields of a Galaxy Class starship. The Borg will abduct members of a race and "assimilate" them into the borg collective, gaining the knowledge and adding it to their wisdom. When the Borg collective is confronted with true magic, they will need some time to assimilate it into their knowledge base, then will formulate the appropriate defense and/or offense. Will the Borg stick to just technology or would magic become part of their repertoire? So now a few things to think about. Bringing the Borg to a fantasy world would be great for them. All those races to assimilate; yum, yum, yum. What would happen if they assimilated demons and devils? What if they assimilated great wizards, clerics, and psionicists? The knowledge of magic and psionic power they could gain added to their technological knowledge would make them extremely powerful. -----------------------------------------------------------------------