From: Eric Phillips <[ERIC 8440] at [delphi.com]>
Newsgroups: rec.games.frp.misc
Subject: GURPS Trek Update 12/14 Section 2
Date: Tue, 14 DEC 93 01:14:03 EST

Version 2.12 (Includes additions and corrections.)
Replaces V2.11
 
SECTION TWO: TREK RACES
 
This section covers some of the major races in Star Trek,
StarTrek: The Next Generation and Star Trek: Deep Space
Nine.
 
ANDORIAN (39 POINTS)
~~~~~~~~
HT+2 (20)
Ambidexterity (10)
Bloodlust (-10)
Code of Honor: Never quarrel without a reason/protect family
     above all else (-10)
Damage Resistance +2 (10) Infravision (15)
Reduced Hearing: Rear Only (-5)
Ultrasonic Hearing (10)
Quirk: Not boisterous (-1)
 
DESCRIPTION: Andorians are the inhabitants of Andor (known
as Fesoan to the natives) and  was one of the founding
members of the United Federation of Planets. Andor is a hot,
dry world with little surface water and a gravity of .9g.
 
Physically they are blue-skinned bipeds with white hair and
two knobby antennae on their heads. They also lack visible
ears. They have characteristics of both mammals and insects.
 
Like mammals they are warm blooded, bear their young live
and have an internal skeleton structure to which their
muscles attach. They also have a limited exoskeleton that
gives them extra damage resistance when attacked.
 
While the two eyes of an Andorian are actually colorblind,
their antenna have very good color receptors in them as well
as holding their hearing apparatus. The mechanisms for color
vision and hearing are so good that they give the Andorians
the advantages of both Infravision and Ultrasonic Hearing.
 
The antenna face forward and cannot rotate causing the
Andorians to hear better from the front and sides than the
rear. Any roll to hear a sound from behind is at -1. This is
listed above as Reduced Hearing: Rear Only.
 
Each of the antennae stalks are susceptible to damage from
injury. Each are at -8 to hit (-5 for head plus -3 for the
stalk). Damage over HT/4 kills the stalk. Excess damage is
lost. However, any hit will cause intense pain to the
Andorian. Roll vs. HT or be stunned.
 
If one stalk is destroyed, the Andorian will be -2 for
hearing rolls. If both stalks are destroyed, the Androian
becomes deaf and colorblind. The Andorian must also roll
against HT to determine if the damage is permanent, as
explained in the Basic Set.
 
The history of this race was a violent one based on war and
conquest. While they will fight if challenged or even
challenge a foe if they feel necessary, they will never
quarrel without good reason. Also, they tend to remain quiet
and listen to discussion until there is something with
meaning to say. Andorians are not usually boisterous.
 
Andorians believe in family above all else, even public
duty. Their marriages consist of groups of four.
 
FERENGI (-14 Points)
~~~~~~~
ST+1 (10)
Acute Hearing, 2 levels (4)
Bad Reputation, -1 reaction (-5)
Bad Temper (-10) Code of Honor: Always be cunning in
     business/steal it if that is easiest/never give money
     back once you obtain it. (-10)
Cowardice (-10)
Greedy (-15)
Intolerance (Females) -10
Lecherousness (-15)
Psionic Resistance- 10 Levels (20)
Accounting +4 (10)
Economics +2 (10)
Law +1 (4)
Merchant +1 (2)
Savior-Faire (Ferengi Business Practices) (1)
 
DESCRIPTION: The Ferengi are race of beings that have built
there entire culture on the pursuit of wealth. They are
always looking for ways of earning more money and rarely
turn down business opportunity- legal or otherwise.
 
Contact with the Ferengi was first made around twenty years
ago, by the USS Carver and later culminated in a famous
battle between a Ferengi Vessel and the USS Stargazer, under
the command of Jean-Luc Picard. However, they remained a
mystery until regular contact was established a little less
than a decade ago. In that short span of time they have
stopped being an enigma and have become a regular feature
wherever money is to be made in the Federation.
 
Males are the only member of this species to be encountered
so far. This is because Ferengi women are in an extremely
subservient position. The Ferengi males still are shocked by
the fact that women in the Federation wear clothes and will
always prefer to deal with a male while doing business. They
do not live in the same place as their women.
 
They regard women as sex objects and have an extreme
lecherousness regarding beautiful women and sex. Often they
can be coerced to give up their better judgement in return
for the promise of sexual pleasure with a beautiful female
being.
 
Though an intelligent race, there are almost no Ferengi
scientist and no formal schooling system within their
culture. Lessons in how to handle business deals are handed
down from father to son. Almost any technological
advancement that the Ferengi have benefitted from have been
bought or traded for from other cultures.
 
Ferengi have an odd honor system. They feel that cheating
and stealing are acts of cunning and that anyone who is a
victim of their scams were not smart enough to protect
themselves.
 
The Ferengi are considered ugly by almost all cultures in
the Federation, but their physical traits give them many
advantages. Their oversized ears give them very acute
hearing and their brains are non-psionic enough to give them
10 levels of Psionic Resistance. A definite advantage for
Ferengi, especially when cutting business deals with
telepathic races such as Betazoids.
 
A Ferengi who is or has been in the Ferengi Military service
will have a forehead tatoo.
 
Also, the higher gravity of their homeworld affords them a
higher base strength. Even with this added strength the
Ferengi believe it is easier to run away from a fight than
to risk injury in such matters therefore they have a racial
disadvantage of cowardice.
 
HUMANOID:
~~~~~~~~
DESCRIPTION: Humanoid races include Homo Sapiens (Humans) of
Earth, Bajorans, the Yonadans of New Fabrina and other races
resembling humans to a great degree. Humanoids are the
"norm" of all races in the Star Trek universe, and as such
receive no racial advantages or disadvantages. They also
have no psionic abilities except in rare cases.
 
Variants on humans born in different environments are
described in GURPS: Space.
 
KLINGON (10 Points)
~~~~~~~
ST: +2 (20)
DX: +1 (10)
HT: +1 (10)
Acute Taste and Smell- 2 levels (4)
Acute Vision- 1 level (2)
Bloodlust (-10)
Code of Honor: Protect personal and family honor/die in
     combat/follow the traditions/never go back on your
     word/never take hostages/never act as a coward (-15)
Combat Reflexes (15)
Enemy: Romulans (-15)
Intolerance: Ferengi (-5)
Phobia: Tribbles (-10) Truthfulness (-5)
Quirk: Prefers melee combat with traditional weapons (-1)
Quirk: Eats only raw meat (-1)
 
betleH at DX (2)
Karate at DX (4)
Knife at DX (1)
Tracking at IQ (2)
Cooking (Klingon Food) at IQ (1)
Spear Throwing at DX (1)
 
DESCRIPTION: The Klingons are a warrior race who hold
personal/familial honor above all else. They are larger than
Terrans with a greater percentage of their body weight being
muscle.
 
The Klingon forehead is a major distinguishing feature of
this race, consisting of a ridged bony pattern. This pattern
is different for every Klingon and is as tell-tale as a
fingerprint. This pattern is a source of physical pride for
Klingons, and a common curse heard among them is, "Hab
SoSlI' Quch," which means, "your mother has a smooth
forehead." Also, a bony backbone resembling that of dinosaur
runs up and down their backs.
 
Klingons have enhanced senses. Two of them, Acute Taste and
Smell and Acute Vision, are genetic and the third, Combat
Reflexes, are learned from childhood are is therefore second
nature.
 
By nature they are hunters an still practice the ritual of
the hunt. They are taught Tracking and Cooking from a very
young age. They hunt using a spear that has the same
characteristics as the spear from the Basic Set. They prefer
their food raw so the cooking skill represents the ability
to properly clean the food and prepare it in a traditional
manner.
 
Klingons feel it dishonorable to lie, cheat, steal or bluff
and dislike those that do. This explains their Intolerance
of Ferengi.
 
A Klingon warrior will be proficient in the use of ritual
hand-to-hand weapons and will actually prefer to fight using
these methods over beam weapons.
 
Once allies of the Romulans, Klingons now consider them
blood enemies.
 
Klingon warriors pride themselves on their combat abilities
and feel the greatest honor that can be bestowed on a
warrior is to die in combat. These traits have been handed
down from the Klingon Spiritual Leader QeylIS over two
millennia ago. QeylIS used the idea of honor to unite the
people of the Klingon Homeworld at a time of great civil
struggle.
 
Also handed down were a traditional assortment of weapons
with which to engage in melee. Here are some of the most
common:
 
betleH (Physical/Average. Defaults to DX-4) This is a
crescent shaped, two-handed sword, and is the legendary
Sword of Honor first created by the Klingon Warrior QeylIS
the Unforgettable over 1500 years ago. This skill gives a
character the ability to use this item effectively in
combat.
 
The qutluch, is the ceremonial blade of an assassin. The
name literally means vulgar gear. The large blade has two
small arms that snap into position before combat begins.
These are designed to increase impaling damage. Knife Skill
(Physical/Easy. Defaults to DX-4) covers this item.
Both these weapon's stats are given under the Items section
of this work.
 
Lastly, almost all Klingons show a widespread fear of the
cute, cuddly Tribble. As of this time, xenocultrialists are
unable to account the source of this fear. Tribbles are
banned from being transported or traded in Klingon space. An
old Klingon toast reflects their dislike of this animal. It
goes: "QuvlIjDaq yIH tu'be'lu'jaj." Translated, it means,
"may your coordinates be free of tribbles."
 
ROMULAN (12 points)
~~~~~~~
Acute Hearing: 1 level (2)
Extended Lifespan- 1 level (25)
Intolerance: Non-romulans (-10)
Polarized Eyes (5)
Vow: Will Die to Protect the Empire (-10)
 
DESCRIPTION: Romulans are an offshoot race of the Vulcans.
Romulans left the Vulcan homeworld before the revolution in
thinking urged on by Surak. They are cunning and very
commonly ruthless. They also commonly revert to subterfuge
in order to complete a goal.
 
Physically, Romulans and Vulcans are similar. Both have
pointed ears giving them a +1 hearing bonus, and have an
inner eye-lid that gives the same effect as the advantage
Polarized Eyes. Romulans are not as strong as Vulcans
because the world they colonized, named Romulus by the
Federation, has a lower gravity than that of Vulcan. They
also have an Extended Lifespan. The gravity of Romulus is
1.1g, which gives Romulans a no adjustment to their base
strength as opposed to the Vulcan's +2.
 
Romulan society is ruled by a near-totalitarian military
government, and duty to the Romulan Star Empire is required
to be placed above personal safety in all circumstances. All
citizens are expected to give there lives without question.
 
They are xenophobic to other races and therefore gain the
racial disadvantage of Intolerance to non-Romulans.
 
In order to play a Romulan in Starfleet the Unusual
Background Advantage is required to be bought. The cost
should be set by the GM depending on the circumstances of
the background, but 10 points should be sufficient.
 
VULCANS (150 points)
~~~~~~~
ST: +2 (20)
HT: +1 (10)
Acute Hearing: 1 level (2)
Devotion to Logic Package
     No Sense of Humor (-10)
     Vow: Supresses all Emotion (-15)
     Pacifism- Self-Defense Only (-15)
     Honesty (-10)
     Truthfulness (-5)
     Absolute Timing (5)
     Eidetic Memory- Photographic (60)
     Lightning Calculator (5)
     Mathematical Ability (10)
     Metabolism Control (5)
     Strong Will-2 levels (8)
     Temperature Tolerance 1-level (10)
     Unfazable (15)
Extended Lifespan- 1 level (25)
Polarized Eyes (5)
Quirk: Vegetarian (-1)
 
Appreciate Beauty at IQ (2)
Meditation at IQ (2)
Vulcan Nerve Pinch at DX (4)
 
Telepathy at power level 2 (10)
     Telereceive at IQ (4)
     Telesend at IQ (4)
 
DESCRIPTION: The Vulcan race is genetically identical to
those of the Romulans due to their common ancestry, the
Romulans being an offshoot of the Vulcan race. There are
physical and mental differences between the two races due to
the worlds in which they currently inhabit and the cultural
differences that stem from their isolation from each other
(see the description of Romulans for details).
 
Vulcans also are taught some psionic disciplines from
childhood manifesting itself in the Vulcan Mind Meld. The
Mind Meld (also called Mind Touch) is a telepathic power
consisting of the skills Telesend and Telereceive.
 
The Vulcan homeworld, known to the natives as T'kashi, is a
world with minimal precipitation, a hot climate, and has a
surface gravity of 1.8g.
 
Conditions on the planet have led to many physical
advantages evolving over time. They include:
 
ST+2 and HT:+1 to combat the effects of the heavy gravity
and help to survive on a planet with an environment as
demanding as Vulcan's.
 
Inner Eye-Lid: The danger of looking at the bright Vulcan
sun has led to the evolution of an inner eye-lid. I has the
same effect as the Polarized Eyes advantage (AL p.15).
Acute Hearing: Even with the heavy gravity the atmosphere of
Vulcan is thinner than terran norms. In order to compensate
for the decreased distances in hearing ranges the Vulcans
evolved pointed ears designed to channel more sound waves
into the ear canal.
 
The average lifespan of a Vulcan is roughly double that of
terrans. This is represented by the Extended Lifespan
advantage (AL p. 13). A good example: the honored Ambassador
Sarek of Vulcan was born in 2165 and lived 203 years until
his death in 2368.
 
Vulcans are devoted to increasing their mental capacity by
controlling their inner-actions. To this end they devote
their lives to the suppression of emotions and their
Devotion to Logic.
 
The Devotion to Logic package is really a package consisting
of the advantages and disadvantages listed.
Vulcans do not naturally lack emotions, it is a discipline
taught starting at the youngest ages.
 
Some Vulcans, most notably Spock's half-brother Sybok, have
given up the Devotion to Logic in pursuit of other goals
that can only come from being an emotional being. If the
character does back away from his non-emotionalism, he will
be virtually ignored by Vulcan society.
 
Here is a description of each segment of the package:
 
Vow- Supress Emotion: This is the Vulcan's pursuit to give
up all emotions and clear their mental faculties so they may
pursue every matter from the perspective of pure logic. When
playing a Vulcan the player must always hide his emotions.
This will give a -2 reaction to all those who are not
accostomed to being near a Vulcan, or to anyone who
witnesses a sight that usually calls for an emotional
response (the death of a mutual comrade) but sees none.
 
This training gives them many mental advantages, such as:
 
Eidetic Memory- Photographic: A Vulcan can remember highly
detailed information about events, people and places
encountered during their life. This also allows them to
learn IQ based skills faster and easier than normal. It
should be noted that eidetic memory is usually treated as an
in-born advantage. This is not the case with Vulcans. This
advantage, as well as all others, are the result of the
mental discipline of their devotion to logic.
 
Lightning Calculator and Mathematical Ability: Vulcans can
do complex calculations in their heads and analyze any
mathematical equation with ease.
 
Metabolism Control: Vulcans can control their metabolism
through concentration.
 
Strong Will: Gained because of their mental honing.
 
Unfazable: This advantage (from Supers p.14-15) represents
the fact that Vulcans do not react the way other races do in
various circumstances.
 
Note: These advantages stem from the ritual of the
disadvntages. Like having two sides of the coin, you can't
have one without the other. If the GM feels that the players
is not playing their ads and disads fully they may be
declared lost. If so, a character should have all regular
mental skills reduced accordingly (loss of Eidetic Memory)
and no longer be allowed to used their advantages.The Vulcan
may be able to regain his Devotion by ritual, but that is up
to the GM. This, of course, would only be in an extreme
case.
 
Vulcan Nerve Pinch (Mental/Hard) No default: The Vulcan's
have a  special combat maneuver called the Nerve Pinch. It
is a Mental/Hard skill with no default, and is only
effective as an attack to one location: the neck. The
purpose of this attack is to render a person unconscious by
doing as little damage as possible.
 
To attack with this skill, an attack must be made at the
defenders neck using an offensive skill, such as Brawling,
or even DX. The attack is at -5 for hit location (neck),
with and additional -2 to account for the difficulty of
properly placing the fingers in the exact location needed to
allow this skill to work properly. This gives a total hit
adjustment of -7. If a hit is made roll a Quick Contest of
the Nerve Pinch skill level vs. the targets HT to avoid
unconsciousness. If the attack is successful the defender
will fall unconscious for 20-HT minutes.