Magnificent Ferengi

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The document discusses the Ferengi belief system, careers, technology, and sample characters that could be used for playing Ferengi characters in a roleplaying game set in the Star Trek universe.

Profit is at the core of Ferengi culture. They believe that greater profit equals a greater life and afterlife. They also believe in the Great Material Continuum, which governs how societies transition between having and wanting material possessions.

Some careers mentioned include accountant, FCA auditor, bar owner, dabo girl, merchant, priest, lawyer, privateer, and eliminator.

The Magnificent Ferengi

A Sourcebook for the ICON RPG System

Credits:
A Divine Treasury of Ferengi Character Options for CODA written by Steven A. Cook
Career Paths - Ferengi for ICON written by Dan Gurden with Stephen A Cook
Consolidated and Expandeded by Owen E. Oulton
Table of Contents
2 Table o f Contents
3 Introduction
Profit, the M aterial Contin uum, and the Afterlife
The Great Material Continuum
The Divine Treasury
Vault of Eternal Destitution
Ferengi P rofit Marg in
4 Encounters
Career O verlays
Ferengi Accountant/Bureaucrat
Ferengi FCA Auditor/Liquidator
Bar Owne r/Host
5 Career O verlays, cont d
Dabo Girls
Ferengi Merc hant Priest
Lawyer
6 Career O verlays, cont d
Ferengi Privateer
Ferengi Eliminator
Ferengi Your Overlay
Character Creation Packages
Early Life Packages
Advanced Training Packages
7 Characte r Creation P ackages, co nt d
Professional Packages
8-10 The Rules of Acquisition
The Complete Ferengi Rules of Acquisition
11 Stages of Acquisition
Eras
Enterprise
The Original Series
The Next Genertaion
12 Eras, con t d
Deep Space Nine
Voyager
Technology
Locator Bomb
Energy W hip
Mind Control Spheres
13 Sample Characters
Dai Mon Bonk (Eric Rush)
14 Sample C haracters, co nt d
Liquidatror Queeg (Steven Cook)
15 Sample C haracters, co nt d
Quark (canon)
Grand Nagus Rom (cano n)
16 Sample C haracters, co nt d
Lieutenant Nog (canon)
Ishka (canon)
18 Sample C haracters, co nt d
Brunt, FCA (canon)
19 Ferengi Ships
Small Ferengi Pod
Large Ferengi Pod (Quark s Treasure )
20 Deck Plans
`Welcome to our home. Please place your imprint on the legal Treasur y.
waivers and deposit your admission fee in the box by the door.
Remember, my house is my house [cringe].
`As are its contents.
When a Ferengi dies, his spirit goes before the Registrar of the
Family Business, Star Trek: Deep Space Nine. Divine T reasury, who decides w hether the Fe rengi deser ves to
enter. This involves much
Introduction cringing, bribery, and obsequious groveling. If the
Registrar is imp ressed by the Ferengi s actions, he is
The easily duped pirate, the swindling merchant, the power
allowed to enter the Div ine Treas ury.
hungry DaiMon, the cowardly gunrunner all are Ferengi
stereotypes seen repeated ly on the various Star Trek shows.
Once inside, the Ferengi bids on a new life under the supervision
They are useful to the Narrator as adversaries and enemies, but
of the Blessed Exchequer and Celestial Auctioneers. If the
are they decent player character archetypes? Probably not. Not
Ferengi has acquired enough profit in life, he pays for a new one
until Star Trek: Deep Space Nine did we see well-developed
and is reborn, earning the chance to gain yet more profit. If
characters o n screen wo rthy of the mon iker Player Ch aracter.
theFereng i did not earn enough p rofit, his bid fails and his spirit
is banished from the Divine Treasury and locked in the Vault of
This netbo ok expan ds the optio ns available to players desirin g to
Eternal Destitution forever.
create Ferengi characters for the Star Trek Deep Space Nine
Roleplaying Game!" . Included are expansions to the Ferengi
Thus, a Fe rengi gets only o nce chanc e at a profitab le afterlife. A
species description cove ring eras, providing sample ch aracters,
prosperous Ferengi gains a second life, and if he earns enough
new pieces of Ferengi technology,including the locator bomb,
profit again, a thir d, and eve n a fourth. Fer engi myth pur ports
energy whip and the mind control sph eres and the Ferengi shuttle
that the richest, most powerful Ferengi throughout history the
pod.
Grand Nagi are sometimes actually reincarnations of Gint, the
first Nagus and creator of the Rules of Acquisition.
Profit, the Material Continuu m, and the Afterlife
Profit is at the co re of Feren gi culture. Som ething isn t worth
Vault of Eternal Destitution
doing unless there is profit to be made. To the Ferengi mind,
An afterlife in the Vault of Eternal Destitution is the worst
why would yo u give away so mething for fre e when you c ould
possible fate. Every Ferengi banished to the Vault becomes the
charge a price for it, and therefore gain something you didn t
property of a Vault Auditor. The Auditors form a council called
have a profit. For Ferengi, this is just the way life and the
the Regulation Committee, which is lead by the Desecrated
universe works. Greater profit equals greater life and a greater
Auditor the most powerful and influential Auditor. The
afterlife.
Committee oversees every aspect of business and life in the
Vault. These policies, known as the Laws of Destitution, are
The Great Material Continuum
harsh.
The Great Material Continuum governs all aspects of Ferengi
life. This belief system posits that all societies exist in alternating
The Auditors charge outrageous accommodation expenses, high
states of having and wanting, and is metap horically seen as a
income taxes, service charges, and strictly regulate transactions.
great flowing river comprised of material acquisitions. If wanting
Painstaking financial audits and fines await Ferengi who break
gains dominance over having or vice versa then the great
the Laws.
river churns and overflows, becoming dangerously unstable. And
Thoug h it is possible, few F erengi ever m anage to b ribe their
as the river go es, so does society. Instability is no t prospero us in
Auditor to overlook transgressions. Fewer still gain enough
the long term.
wealth to buy the title of Auditor and get to own slaves
themselves.
A Ferengi in financial trouble often finds himself tossed to the
shores of the great river by a wave of inflation. Similarly, he
To scar e their children into behavin g, Ferengi m others recite
might run agro und on a sh oal of hard ship and ha ve to swim to
stories of the D emons o f Despair. T he demo ns are evil spirits
safety. Finding his w ay back on to the river req uires a Feren gi to
from the Vault of Eternal Destitution Ferengi who were
seek financial consolidation, a realigning of his investments, the
generous and cha ritable, unconcerned with pro fit, or otherwise
selling of his property, or even a loan.
heretical. Legends say that the demons take shadowy forms and
escape the Vault for a time, stealing latinum and other valuables
To stay afloat on the river, a Ferengi carefully navigates by
from miscreant children.
balancing profit and loss, acqu isition and liquidation, while also
keeping an eye out for opportunities farther along the river s
Fereng i Profit M argin
course. O ne who de ftly navigates the gre at river can, in effec t,
Profit is the driving force of Ferengi culture. All Ferengi seek
steer the river s course toward opportunity. The skilled
it whether it s latinum, property, jewelry, starships, or other
Ferengi one with the lobes for bus-iness earns great
material possessions. The more profit a Ferengi has, the greater
prosperity, and a second chance to pursue profit in the afterlife.
he is respecte d and envied by his peers. A lso greater is his
chance o f influencing fellow F erengi.
The Divine Treasury
The Divine Treasury is the sacred palace of the Ferengi afterlife.
Ferengi cha racters have a Profit M argin score (or simply P rofit)
The walls, furnishings and doors and everything else are
which gains them enhanced benefits and is based on Renown,
made of gold-pressed latinum. A sign above the entrance to the
replacing Courage as does Klingon Honour. W hen making
Divine Treasury read s, Please have your pro fit-and-loss
Influence, Intimidate, Negotiate, and Persuade tests involving
statement ready for inspection before entering the Divine
other Ferengi, a character automatically gains his full Renown
Administration (Audit) 2 (3)
modifier to the skill test. No recognition test is required.
Intimidation (Bluster or Interrogation)2 (3)
Culture (Ferengi Rules of Acquisition) 1 (2)
For instance, Nilva, the chairman o f Slug-o-Cola, probab ly has a
Law (Ferengi Commercial By-Laws) 1 (2)
high Profit Margin marking him with high favor and influence.
Computer (Choose Specialisation) 1 (2)
Convers ely, Blog, a F erengi who publishes P akled love poetry,
History (Ferengi) 1 (2)
probably has a Profit of 0 a lobe-challenged fool of uninspiring
Language s; Ferengi 1
potential and influence (with horrible taste in literature).
Security (Choose Specialisation) 1 (2)
Bargain (Bribery) 1 (2)
Encounters
Streetwise (Choose Specialisation) 1 (2)
The Ferengi are one of the most well traveled species in the
Contact +1, Shrewd +1, Wealth +2
galaxy. Ferenginar, the Ferengi homeworld, is located in the
Arrogan t -1, Greed y -1, Rival -2
Bajor sector, and Ferengi are often encountered in this region of
space. Fe rengi also trav el througho ut the Alpha a nd Beta
quadrants, especially along the valuable trade routes near
Cardassia n and Fed eration spa ce. They c ommon ly ply their Bar O wner/H ost
wares in the Gamma Quadrant too, although traders have focused
on systems ne ar the Idran e nd of the B ajoran wo rmhole. R eports
indicate that entrepreneurs have even found their way to the
Delta Quadrant, likely via unstable wormholes or other similar
phenomena.

Character Overlays
Ferengi Accountant/Bureaucrat
The Ferengi acc ountant is designed to fill one of the most
important gaps in Ferengi society, a profession of prestige and Tending bar is a career of some esteem among the Ferengi, and
trust. It is only the most skilled and most efficient accountant that often a living exa mple of the 7 th rule of acqu isition - Keep your
manages to proceed up through the ranks to tha t of 'Liquidator', a ears ope n. Bartenders across the universe are renowned for
rare honour indeed, but usually one that is deserved after many being a friendly person to talk to, but few pay as close attention
years of hostile negotiations and other less scrupulous 'hands-on' as a Fereng i barkeep . Many dr eam of retiring to the life of a
methods o f job prom otion... barkeep, but amongst the Ferengi the barkeep is seen
as a path to a Latinum filled retirement. He is as skilled at
Administration (Accounting) 2 (3) mixing complicated cocktails of flavour, from a Finagle s Folly
Bargain (Choose Specialisation) 2 (3) or a Risan Sun rise to Romu lan Ale or Klingon Warnog, or even
Culture (Ferengi Rules of Acquisition) 1 (2) something as simple as Slug-o- Cola or Terran Root Beer , as
Fast Talk 1 he is at managing those peo ple around them. A good suit is also
Law (Ferengi Commercial By-Laws) 1 (2) part of the unifo rm, but be c areful to reme mber the 4 7th rule
Computer (Research) 1 (2) though - Never trust a man wearing a better suit than you
History (Ferengi) 1 (2) own.
Intimidation (Bluster or Interrogation) 1 (2)
Language s; Ferengi 1 Charm (Choose Specialisation) 2 (3)
Persuasion (Negotiation) 1 (2) Fast Talk 2
Wealth +1, Con tact +1, Riva l -2 Merchant (Bar) 2 (3)
Culture (Ferengi Rules of Acquisition) 0 (1)
Artistic Expression (Choose Specialisation) 1 (2)
Gaming (Choose Specialisation) 1 (2)
Ferengi FCA Auditor/Liquidator Languages (Choose) 1
One of the most fearsome and powerful people in Ferengi Persuasion (Choose Specialisation) 1 (2)
culture, the spe ctre of a visit by FC A Audito rs strikes terror in Sciences, Physical (Chemistry) 1 (2)
Streetwise (Choose Specialisation) 1 (2)
Wealth +1,
Code of Honour (Bar Tenders Code) -2, Rival -1,
Empathy Edge +1

New Trait
Code o f Honou r (Bar T enders C ode) -2
the hearts of all go od busine sses and ho rror stories ar e told to "Look A fter your custom ers; they are you r biggest asset.
little children of their ruthless punishments on the poor "Don t get involved in trouble, stay ne utral in any disagr eement,
businessman. These individuals serve as the policing agency and try not to hold an
within Ferengi territory ruthlessly scrutinising business opinion so strong that you disagree with your customers, even
transactions a nd taking their c ut. when they are clearly
wrong.
Charm (Seduction and Oo-Mox) 2 (3) (3)
"Any trouble - Make sure it goes outside the bar.
Gaming (D abo and Cho ose Specialisation) 2
(3) and (3)`
Dabo Girls
Sleight of Hand (Gaming Cheats) 1 (2)
Artistic Expression (Choose Specialisation) 1(2)
Fast Talk 1
Languages (Choose) 1
Merchant (Bar) 1 (2)
Persuasion (Choose Specialisation) 1 (2)
Streetwise (Choose Specialisation) 1 (2)
Sexy +2
Obligation (Employer) 1
Ah, Dabo, the game of kings. What s that? You don t know how
to play? W ell, allow m e to introdu ce you to my assistan t Alicia
here. First spin is free & Ferengi M erchant Pr iest
Many Ferengi entrepreneurs go into the hosting trade. It is often Ferengi bu siness mod els are so clo sely attuned with th eir
said that while there are many different words for rain in the mysticism that it should come as little surprise
Ferengi Language, there are also no streets without a bar on that on Ferenginar there exist mortal guardians of the divine
Ferenginar. One of the key secrets to the hosting trade is to keep treasury. Adepts of the Divine Treasury and guides upon the
the custome r occupie d and intere sted while you ply them with banks of the path of the G reat Ma terial Continu um, for a suitab le
Synthohol. A key part of that are the bar games, offering fee they will teach and advise Responsible for the teaching of the
opportunity to keep the customers mind of the bar prices, give most sacred text; the rules of acquisition. And available for hire
them an oc casional cha nce at winning (afirm favourite to to bless business transactions, and to arrang e marriage contracts.
encourag e repeat cu stom, just rem ember the odds M UST remain Ferengi hav e also taken to making pilgrim ages to Ea rth's Wall
stacking in the house s favour), and something to look at the Street, which they view as a holy site of commerc e and business,
Dabo G irls. and then speculate on where Earth got it all wrong since then &

Culture (Ferengi Rules of Acquisition) 2 (3)


Its important to remember that the term Dabo Girl does not
Merchant (Choose Specialisation) 1 (2)
imply a partic ular game, the y could be playing Da bo, they cou ld
Persuasion (Oratory) 2 (3)
be playing tongo or poker, who cares? That s not what the
Theology (Choose Specialisation) 2 (3)
customer should be
Bargain (Choose Specialisation) 1 (2)
looking at. The key to a good Dabo Girl is to follow
Computer (Choose Specialisation) 1 (2)
the key employee guidelines. These differ between various
Fast Talk 1
establishme nts accord ing to the hosts tas tes, but all Feren gi hosts
History (Choose Specialisation) 1 (2)
seem to know them intuitively. Broadly they are;
Language ; Ferengi 1
1 She has to be a female &
Social Sciences (Choose Specialisation) 1 (2)
2 ..a sexy female.
Shrewd + 1, We alth +2, Riva l 2, Pacifist -1, Fa natic -3
3 No Fere ngi fema les, Dabo girls have sp ecific
costumes, and Ferengi females must be unclothed.
4 Assets. She s got to have them, if you re distracted
by them at interview, she s hired.
Lawyer
5 The costume. Scanty enough to be revealing, yet
Lawyers abound within Ferengi Alliance territory, but they may
ensuring that no thing is seen. - clothed fem ales are
be encountered just about anywhere in explored space where
quite alluring &
legal disputes exist as Ferengi lawyers work insidiously to find
Once all these aspects are covered, your players could be playing
even the tiniest legal loophole and exploit it for their own - or
chess and nobody would notice "Place your bets and take a
their clients - nefarious purposes, and they are renowned for
spin! DABO!"
their successful c ase load.

Intimidation (Cross-Examination) 2 (3)


Law (Choose Specialization) 2 (3)
Persuasion (Debate) 2 (3)
Culture (Ferengi Rules of Acquisition) 0 (1)
Administration (Choose Specialization) 1 (2)
Computer (Research) 1 (2)
Fast-Talk 1
Language: Federation Standard 1
Mediation (Choose Specialization) 1 (2)
Personal Equipment (Choose Specialization) 1
(2)
Wealth +1, Rival -2
Assassination (choose Specialisation) 2 (3)
Ferengi Privateer
Athletics (choose Specialisation) 1 (2)
Concealment (choose Specialisation) 1 (2)
Culture (Ferengi Rules of Acquisition) 0 (1)
Demolitions (choose Specialisation) 1 (2)
Dodge 1
Energy Weapon (choose Specialisation) 1 (2)
Language
Federation Standard 1
Personal Equipment (choose Specialisation) 1 (2)
Primitive Weaponry (choose Specialisation) 1 (2)
The Fe rengi Alliance does not m aintain a regula r space nav y per
Streetwise (choose Specialisation) 1 (2)
se. What is known of the Ferengi Defensive forces seems to have
Unarmed Comb at (choose Specialisation) 1 (2)
developed from the cultures love and pursuit of gain and wealth.
Wealth +1, Rival -2
A Ferengi will self finance to purchase a vessel, hire a crew and
ply the space lanes for pro fit.

It is known that se veral 'influential' individua ls hold the co ntracts


for patrolling a nd defend ing Alliance ter ritory. These contracts
from the Governm ent can be very lucrative and allow the se Ferengi your Overlay &
'Admirals' to purchase new and b etter ships, and hire the best What if you want to play a Ferengi from another career
personne l, although ma ny frontier con tracts are cor respond ingly discipline? Just add the following skill, Advantage and
poorly defended due to the smaller retainer fees compensating disadvantage to the standard Overlay package to add a
those regional patrols. The personnel on these ships are very touch of
similar to privateers upon ancient Earth s oceans, who worked Ferengi business to the standard template.
for their governments in wartime, making their operations
legitimate (at least in the eyes of their government). And as such Culture (Ferengi Rules of Acquisition) 0 (1)
they were called privateers, a title that many of these personnel Wealth +1, Rival -2
enjoy for its ancient and romantic connotations (and so much
more ap pealing than p irate)...
Character Creation Packages
Many o f the Admira ls/Owners hire personne l that fall within Early Life (5DP)
their budget, and it is not unusual to find members of many Bankr upt Fa mily
different spec ies serving on these vessels, ea ch earning the ir pay, The character's family went bankrupt when he was a child. He
plus a negotiated percentage of any booty. This complex method suffered great humiliation and was forced to fend for himself as
of defence does mean that each 'sector' of the Alliance can have an adolesc ent. He ear ned nary a strip of latinum from his
vastly differing operational techniques, and even strengths of Attainment C eremony.
fleet, making illegal activities rife within Ferengi space. Fast Talk 1, Streetwise (Choose Specializa tion) 1 (2),
At least they would be illegal if the Alliance authorities felt that Diminished Social Status -1
such activities constituted a crime.

Bargain (Choose Specialisation) 1 (2) Lobes for Business


Energy Weapon (Choose Specialisation) 1 (2) The character developed the "lobes" for business at an
Security (Choose Specialisation) 1 (2) astonishingly young ageand earne d great respect from his elders.
Ships Systems (Choose 2 Specialisation) 2 (3), (3) Not surprisingly, many of his peers were e xtremely jealous.
Fast Talk 1 or Dodge 1 Bargain (Choose Specialization) 1 (2), +1
Athletics (Choose Specialisation) 1 (2) Perception, Patron +2, Wealth +1, R ival -2
Culture (Ferengi) 0 (1)
Language ; Ferengi 1 Advanced Training Packages (9DP)
Personal Equipment (Choose Specialisation) 1 (2) Core/Frontier World Trade Mission
Planetside Survival (Choose Specialisation) 1 (2) The character serve d in an administrative position or as a
Streetwise (Choose Specialisation) 1 (2) mediator on an extended Ferengi trade mission in either frontier
Bold + 1, We alth +1, Riva l 1 or core wo rld territory.
Admin istration O R Med iation (Ch oose Sp ecial-ization ) 1 (2),
Merchant (Choose Specialization) 1 (2), World Knowledge
(Choose World) 1 (2)
Ferengi Eliminator
When all else fails, sometim es the only way to an Acquisitio n is Ferengi Trade Vessel Spacehand
to eliminate one s rivals. Charging top rices, Ferengi Eliminators The cha racter served aboard a Ferengi trad e vessel as an a ll-
are the crme de la crme of business adjusters For an additional around mechanic, engineer and maintenance crewman.
fee, he ll even keep it a secret - or make it well known, Any Engineering (Choose Specialization) 1 (2), Personal
depend ing on the clien t s needs... Equipment (Choose Specialization) 1 (2), Shipboard Systems
(Choose Specialization) 1 (2)
First Contact Specialist Training Futures Exchange or numerous worlds' stock market or trade
The cha racter has train ing as a first contac t specialist, with exchange networks. He may have worked for a financial firm or
focuses in analyzing potential markets, investment opportunities as an independent speculator.
and exploitable resou rces. Bargain (Marketplace Haggling) 1 (2), Knowledge: Stock
Diploma cy (Negotiation) 1 (2), So cial Sciences (Econ omics) Markets/Futures Exchange Etiquette & Lingo 1, Social Science
(Sociology) 1 (2)(2), Contact +1, Cultural Flexibility +1 (Economics) 1 (2), Wealth +1

Interstellar Econ omic Analy st Private Secto r Scientist


The character has studied interstellar corporations, and has The cha racter is ded icated to a p articular scientific field . He is
experience in the financial investment, brokerage and banking most likely motivated by profit, but also possesses a genuine
fields. interest in scientific disc overy.
Administration (Bureaucratic Manipulation) Any Science (Choose two Specializations) 2 (3)(3), Personal
1 (2), Knowledge: Interstellar Corporations Equipment (appropriate device) 1 (2), Curious +1,
1, Social Science (Economics) 1 (2) Argumentative 1

Marketing and Sales Training Additional Ferengi Character Types


The cha racter has wo rked for a lar ge corpo ration or sm all Diplomat
family-run business and possesses training in the marketing and The dip lomat believ es the Feren gi can bring c ivilized ideals to
sales of a variety of products and/or se rvices. the galaxy. Mercantilism, not war, is the Ferengi way, and many
Charm (Influence) 1 (2), Knowledge: Marketing Strategies 1, +1 others will benefit from this philosophy. Perhaps he serves on a
Percep tion, Inno vative +1 , Gamma Quadrant mission to establish relations with new
Shrewd +1 cultures, or he works to expand relations with the Federation or
other Alpha-Beta Q uadrant powers.
Professional Packages 10DP
Corporate Espionage Agent Scientist
The character works for a single (or various) corporations The scientist is brilliant but misunderstood. He s an expert in her
investigating and sabotaging rival corporations' manufacturing field out to prove his talents and gain the respect of prominent
facilities, trade secrets, scientists in the galax y. Howev er, his lust for pro fit tarnishes his
research and deve lopment projec ts, and other similar activities. reputation and involves her with unsavory scoundrels. A criminal
Computer (Choose Specialization) 1 (2), Energy Weapon background haunts him.
(Choose Sp ecialization) OR P ersonal Equ ipment (Cho ose
Intrusion Device) 1 (2), Espion age (Ch oose Sp ecialization ) 1(2), Merchant
Security (Choose Specialization) 1 (2), Marked Man 2 He s an econo mic thrill-seeker w ho isn t obsessed with
profit he s already wealthy but rather driven by the risks and
Entertainment Manager/Agent rewards of the financial game. H e ll lose a deal without gripe so
The character works in the entertainment industry as a manager, long as the negotiations and adventure surrounding it excite him.
agent or talen t scout. He's alwa ys searching fo r the next "b ig He s a big spender, hard drinker, and fast lover. He knows
star" who'll rock the entertainment 'b iz. someon e in every po rt of call.
Charm (Choose Specialization) 1 (2), Fast Talk 1, Knowledge:
Entertainment Industry 1, Contact +1, Favo r Owed +1, Rival -1 Rogue
Mercantile affairs are beyond his ken he d barely know a
Freelance Medical Practitioner merger from a take-over from a bankruptcy. However, he knows
The character is a qualified doctor and performs private medical people, their desires and their secret vices, so he s a master
services to those willing to pay his fees. manipulator. Perhaps he s a spy in training for a secret
Life Science (Choose Specialization) 1 (2), Medical Science organization like the Orion Syndicate or maybe he s a Starfleet
(Choose specialization) 2 (3), Personal Equipment (Medical Intelligence info rmant?
Tricorde r or similar d evice) 1 (2), C ode of H onor (H ippocra tic
Oath or similar oath) OR Dark Secret (Ma lpractice Suit) -2 Starship Officer
The starship officer sees a nobler role for Ferengi at large than
Frontier Scout profiteering. He also wants to show his Starfleet superiors that
The character works in frontier territories as a scout, determining he s a team player and a leader. Other Ferengi see his lack of
the potential of newly discovered worlds for colonization or latinum lust as weakness, an example of the poison other
industrial dev elopmen t. cultures, particularly the Federation, feed to Ferengi to control
Planetary Scien ces (Choose them. But he s proud of his goals.
Specialization) 1 (2), Planetside Survival
(Choose Specialization) 1 (2), Energy Soldier
Weapon OR Shipb oard System s (Choose Specializa tion) 1(2), For years, his unusual burliness and propensity for violence
Curious OR Sense of landed him jobs ab oard pirate vessels. The kind of jobs most
Direction +1 sane Ferengi won t touch since they involve high personal risk
and little profit return. But he was good at it, tough, even
Futures Exchange/Stock Market Speculator businesslike. Unfortunately, his temperame nt and unabashed lust
The character has earned a living speculating on the Ferengi for one boss s mistress proved his undoing. N ow, he s a
homeless mercena ry, having worked for the Ro mulans, 2. You ca n't cheat an hon est custome r, but it never hur ts to
Cardassians, and other shadowy types. But he desires more than try
latinum and v iolence he needs a cause. Per haps to red eem his 3. Never sp end mor e for an acq uisition than you h ave to
vagabo nd past? 4. Sex and profit are the two things that never last long
enough
My stic 5. If you can't break a contract, b end it
Her ethereal wisdom may have come by spiritual epiphany, years 6. Never let fam ily stand in the way o f opportu nity
of study and contemplation, or simply an alien entity that put the 7. Always keep you ears open
zap on he r head. Re gardless, she h as donne d clothing, rid herself 8. Keep count of your change
of needless material possessions, and abandoned the traditional 9. Instinct plus op portunity eq uals profit
selfish Ferengi ways. Her enlightened sensibilities lead her on a 10. A dead customer can't buy as much as a live one
pilgrimage to share her wisdo m with others. 11. Latinum isn't the only thing that shines
12. Anything worth selling is worth selling twice
The Rules of Acquisition 13. Anything worth doing is worth doing for money
14. Anything stolen is pure pro fit
A living and breathing document that forms the core of Ferengi
15. Acting stupid is often smart
culture, treated with significant reve rence by all F erengi. Th is is
16. A deal is a deal ... until a better one comes along
one of the d ocumen ts that all Ferengi c hildren are e xpected to
17. A ba rga in us uall y isn 't
learn and understand by rote above all else. It is a collection of
18. A Fereng i without profit is no Ferengi at all
rules guiding a ll aspects of Fe rengi com merce and many a
19. Don't lie too soon after a promotion
businessman will try to lay out their guidance in parable format
20. When the customer is sweating, turn up the heat
in the hope that one day they may find their simple lesson added
21. Never p lace friend ship before pr ofit
to the Law of Acquisition. Or better yet find new insight from the
existing laws As a game mechanism the Laws of Acquisition and 22. Wise men can hear profit in the wind
knowledg e of the laws is no t going to be a Law skill spec iality, 23. Never take the last coin, but be sure to get the rest
Instead it is simply a check against Culture (Ferengi) skill. For 24. Never ask when you can take
this reason all F erengi temp lates should inc lude this culture sk ill 25. Fear makes a good business partner
26. The vast majority of the rich in this galaxy did not
as a core discipline. Of course players (characters) with a
inherit their wealth; the y stole it
knowledg e of the Laws of Acquisitio n can simply p ick a quote
27. The most beautiful thing about a tree is what you do
and hope it applies without a skill check. There is nothing wrong
with it after you cut it down
with this scattergun approach to the Laws of Acquisition in fact
28. Morality is always defined by those in power
many Ferengi often seem to use them this way, too.
29. When someone says "It's not the money," they're lying
30. Talk is cheap; synthehol costs money
31. Never make fun of a Ferengi's mother
32. Be careful what you sell. It may do exactly what the
customer e xpects
33. It never hurts to suck up to the boss
34. War is good for business
35. Peace is good for business
36. Too many Ferengi can't laugh at themselves anymore
37. You can always buy back a lost reputation
38. Free advertising is cheap
39. Praise is cheap. Heap it generously on all customers
40. If you see pro fit on a journe y, take it
41. Money talks, but having a lots of it gets more attention
42. Only nego tiate when you are certain to p rofit
43. Caressing an ear is often more forceful than pointing a
weapon
44. Never argue with a loaded phaser
45. Profit has limits. Loss has none
46. Labor camps are full of people who trusted the wrong
person
47. Never trust a man wearing a better suit than you own
48. The bigg er the smile, the sh arper the kn ife
49. Old age and greed will always overcome youth and
talent
50. Never bluff a Klingon
51. Never admit a mistake if there's someone else to blame
52. Only Bugsy could have built Las Vegas
53. Sell first; ask questions later
54. Never b uy anything you c an't sell
The Complete Ferengi Rules Of Acquisition
55. Always sell at the h ighest possib le profit
1. Once you have their money, never give it back
56. Pursue profit; women come later 103. Sleep can interfere with op portunity
57. Good customers are almost as rare as Latinum - treasure 104. Money is never m ade. It is merely won or lost
them 105. Wise m en don't lie, they just b end the truth
58. Friendship is seldom cheap 106. There is no honor in p overty
59. Fee advice is never cheap 107. Win or lose, there's always H uyperian B eetle Snuff
60. Never use Latinum where your words will do 108. A woma n wearing clo thes is like a man w ithout profit
61. Never buy what can be stolen 109. Dignity and an empty sack is worth the sack
62. The riskier the road, the greater the p rofit 110. Only a fool p asses up a b usiness opp ortunity
63. Power without profit is like a ship without an engine 111. Treat people in your debt like family ... exploit them
64. Don't talk shop; talk shopping 112. Never slee p with the bo ss's wife unless you pa y him
65. Don't talk ship; talk shipping first
66. Anyone serving in a fleet who is crazy can be relieved, 113. Never sleep with the boss's sister
if they ask for it 114. Small print lead to large risk
67. Enough is never enough 115. Greed is eternal
68. Comp assion is no sub stitute for a profit 116. There's always a way out
69. You co uld afford yo ur ship withou t your gover nment - 117. If the profit seem s too goo d to be true , it usually is
if it weren't for your government 118. Never cheat a honest man offering a decent price
70. Get the money first, then let the buyers worry about 119. Buy, sell, or get out of the way
collecting the merchandise 120. Even a blind man can recognize the glow of Latinum
71. Gamble and trade have two things in common: risk and 121. Everything is fo r sale, even friend ship
Latinum 122. As the customers go, so goes the wise profiteer
72. Never let the competition know, what you're thinking 123. A friend is only a friend until you sell him something.
73. Ne ver trus t ad vice from a dy ing F ere ngi; liste n bu t do n't Then he is a customer
trust 124. Friendship is temporary, profit is forever
74. A Fereng i without profit is no Ferengi at all 125. A lie isn't a lie until someo ne else know s the truth
75. Home is where the heart is, but the stars are made of 126. A lie isn't a lie, it's just the truth seen from a different
Latinum point of view
76. Every once in a while, declare peace. It confuses the 127. Gratitude c an bring on generosity
hell out of your enemies 128. Ferengi are not responsible for the stupidity of other
77. Go where no Ferengi has gone before; where there is no races
reputation the re is profit 129. Never trust your customers
78. Don't discrim inate. The m ost unlikely spec ies can create 130. Never trust a beneficiary
the best customers 131. If it gets you profit, sell your own mother
79. Benefit from the Vulcan greed for knowledge 132. The flimsier the produce, the higher the price
80. If it works, sell it. If it works we ll, sell it for more. If it 133. Never ju dge a custo mer by the size of his wallet ...
doesn't work, quadruple the price and sell it as an sometimes good things come in small packages
antique 134. There's always a catch
81. There's nothing more d angerous than an hone st 135. The only value of a collectible is what you can get
businessman somebo dy else to pa y for it
82. A smart customer is not a good customer 136. The shar p knife cuts qu ickly. Act withou t delay!
83. Revenge is profitless 137. Necessity is the mother of invention. Profit is the father
84. She can touch your ears but never your Latinum 138. Law makes everyone equal, but justice goes to the
85. Death takes no bribes highest bidder
86. A wife is a luxury, a sm art accoun tant a necessity 139. Wives se rve; brothe rs inherit
87. Trust is the big gest liability of all 140. The answ er to quick a nd easy pro fit is: buy for less, sell
88. When the boss comes to dinner, it never hurts to have for more
the wife wear something 141. Comp etition and fair p lay are mutually e xclusive. Fair
89. Latinum lasts longer than lust play and financial loss go hand-in-hand
90. Mine is better than ours 142. A Ferengi waits to bid until his opponents have
91. He who drinks fast pays slow exhausted themselves
92. Never confuse wisdom with luck 143. The family of Fools is ancient
93. He's a fool wh o makes h is doctor his h eir 144. There's no thing wrong w ith charity ... as long as it
94. Beware of small expe nses: a small leak will kill a ship winds up in your pocket
95. Important, more impotant, Latinum 145. Always ask for the costs first
96. Faith moves mountains - of inventory 146. If possible sell neither the sizzle nor the steak, but the
97. If you would keep a sec ret from an en emy, don't tell it Elphasian wheat germ
to a friend 147. New customers are like razor toothed gree worms. They
98. Profit is the better part of valor can be succulent, but sometimes they bite back
99. Never trust a wise man 148. Opportunity waits for no one
100. Everything that has no owner, needs one 149. Females a nd finances d on't mix
101. Never do something you can make someone do for you 150. Make your shop easy to find
102. Nature decays, but Latinum lasts forever 151. Sometimes, what you get free costs entirely too much
152. Ask not what your profits can do for you; ask what you 195. Wounds heal, but debt is forever
can do fo r your profits 196. Only give money to people you know you can steal
153. You can't free a fish from water from
154. The differe nce betwe en manure and Latinum is 197. Never trust your customers, especially if they are your
commerece relatives
155. What's mine is mine, and what's yours is mine too 198. Employees are the run gs on your ladder to succ ess -
156. Even in the w orst of times so meone tur ns a profit don't hesitate to step on them
157. You are surrounde d by opp ortunities; you ju st have to 199. The sec ret of one p erson is ano ther person 's opportunity
know where to look 200. A madman with Latinum means profit without return
158. Don't pay until you have the goods 201. The justifica tion for pro fit is profit
159. The customer is always right ... until you have their cash 202. a) A friend in need is a customer in the making
160. Respect is good, Latinum is better b) A friend in need mea ns three times the profit
161. Never kill a customer, unless you make more profit out 203. A Ferengi in need, will never do anything for free
of his death tha n out of his life 204. When the G rand Nagus arrives to o ffer you a business
162. His money is only your's when he can't get it back opportunity, it's time to leave town until he's gone
163. A th irsty cust ome r is g ood for p rofi t, a d run k on e isn 't 205. When the customer dies, the money stops a-comin'
164. Never spend your own money when you can spend 206. Fighting with K lingons is like gam bling with
someone elses Cardassians - it's good to have a friend around when
165. Never allo w one's culture's law to get in the way of a you lose
universal goa l: profit 207. Never trust a hardworking employee
166. Never giv e away for free what can be sold 208. Give someone a fish, you feed him for one day. Teach
167. If a deal is fairly and lawfully made, then seeking him how to fish, and you lose a steady customer
revenge especially unprofitable revenge, is illegal 209. Tell them what they want to hear
168. Beware of relatives be aring gifts 210. A wife, who is able to clean, saves the cleaning lady
169. If you're going to h ave to end ure, make yo urself 211. In business deals, a disruptor can be almost as
comfortab le important as a calculator
170. Never ga mble with an empath 212. If they accept yo ur first offer, you eithe r asked too little
171. Time is Latinum. The early Ferengi get the Latinum or offered too much
172. If you can sell it, do n't hsitate to steal it 213. Stay neutral in co nflicts so that you ca n sell supplies to
173. A piece of Latinum in the hand is worth two in a both sides
customer's pocket 214. Never b egin a busine ss transaction o n an empty
174. Share and perish stomach
175. When everything fails - run 215. Instinct without opportunity is useless
176. Ferengi's don't give promotional gifts! 216. Never take hospitality from someone worse off than
177. Know your enemies ... but do business with them yourself
always 217. Only pay for it if you are confronted with loaded phaser
178. The world is a stage - don't forget to demand admission 218. Always know what you're buying
179. Whenever you think that things can't get worse, the 219. A friend is not a friend if he asks for a discount
FCA will be knocking on you door 220. Profit is like a be d of roses - a few thorns are ine vitable
180. Never offer a confession when a bribe will do 221. Beware of any man who thinks with his lobes
181. Even dishonesty can't tarnish the glow of Latinum 222. Knowledge is Latinum
182. Whenever you're being asked if you are god, the right 223. Rich men don't come to buy; they come to take
answer is YES 224. Never throw anything away: It may be worht a lot of
183. Genius without opportunity is like Latinum in the mine Latinum so me Starda te
184. There are three things you must not talk to aliens: sex, 225. Pride comes b efore a loss
religion and taxes 226. Don't take your family for granted, only their Latinum
185. If you want to ruin yourself there are three known w ays: 227. Loyalty can b e bought ... an d sold
Gambling is the fastest, women are the sweetest, and 228. All things come to those who wait, even Latinum
banks are the most reliable way 229. Beware the man who doesn't make time for oo-mox
186. There are two things that will catch up with you for 230. Manipulation may be a Ferengi's greatest tool, and
sure: death and taxes liability
187. If your dancing partner wants to lead at all costs, let her 231. If you steal it, make sure it has a warr anty
have her own way and ask another one to dance 232. Life's no fair (How else would you turn a profit?)
188. Never bet on a race you haven't fixed 233. Every dark cloud has a Latinum lining
189. Borrow on a handshake; lend in writing 234. Never d eal with begg ars; it's bad for pro fits
190. Drive your business or it will drive you 235. Don't trust anyone who trusts you
191. Let other keep their reputation. You keep their money 236. You ca n't buy fate
192. If the flushing isn't strong enough, use your brain and 237. There's a sucker born every minute. Be sure you're the
try the brush first to find each one
193. Klingon women don't dance the tango 238. The truth will cost
194. It's always good business to know about new customers 239. Ambition knows no fa mily
before they walk in your door 240. The higher you bid, the more customers you drive away
241. Never undere stimate the inportance of the fist 280. An empty bag can not stand upright
impression 281. Blood is thicker than wa ter, but harde r to sell
242. More is good, all is better 282. Business is like war; it's important to recognize the
243. If you got something nice to say, then SHOUT winner
244. If you can't sell it, sit on it, but never give it away 283. Rules are always subject to change
245. A warranty is valid only if they can find you 284. Rules are always subject to interpretation
246. He that speaks ill of the wares will buy them 285. No good deed ever goes unpunished
247. Never question luck
248. Celebrate when you are paid, not, when you are Stages of Acquisition
promised In addition to the Rules, Ferengi recognize five Stages of
249. Respec t other culture's be liefs; they'll be more like ly to Acquisition
give you money Infatuation: An unreasoning love or attraction & "I
250. A dead vendor doesn't demand money want it."
251. Satisfaction is not guaranteed Justification: Moral excuse used to explain & "I must
252. Let the buyer beware have it!"
253. A contract without fine print is a fool's document Appropriation: To take to one's self in exclusion of
254. Anyone who can't tell a fake doesn't deserve the real others & "IT'S MINE AT LAST!"
thing Obsession: A compulsive or irrational preoccupation
255. A warranty w ithout loop -holes is a liability & "My Precious!"
256. Syn theh ol is the l ubr ican t of c hoi ce fo r a c usto mer 's Resale: The actio n of selling som ething previo usly
stuck purse bought & "Mak e me an offer."
257. Only fools negotiate with their own money
258. A Ferengi is only as important as the amount of
Latinum he c arries in his poc kets
Eras
259. A lie is a w ay to tell t he tr uth t o so meo ne w ho d oes n't Enterprise
Ferengi are rarely encountered and virtually nothing is known of
know
their culture or te chnology. F erengi enco untered ou tside their
260. Gamb ling is like the way to p ower: Th e only way to w in
own territory in this era are likely merchants seeking untapped
is to cheat, but don't get caught in the process
markets or raiders with stolen warp-capable ships. Starfleet
261 A wealthy ma n can afford everything exc ept a
Captain Jonathan Archer and his crew successfully repel a group
conscience
of Ferengi privateers from taking over the starship Enterprise
262. No lob es, no profit
although, at the time, the crew has no idea the raiders are
263. Never let a female in clothe s cloud you r sense of pro fit
Ferengi.
264. It's not the size of your planet, but it's income, that
matters
265. The fear of loss may be your greatest enemy or your The Original Series
The Ferengi remain an enigmatic species. Those encountered are
best friend - cho ose wisely
merchants, free traders, rogues, prospectors and pirates. The
266. A pair of good ears will ring dry a hundred tongues
state of Ferengi-developed technology remains unknown, but
267. Wish no t so much to live Long, as to live well
myriad alien technologies are available to rich Ferengi
268. a) Whe n in doubt, lie
entrepreneurs. Those who can t afford to pay for technology
b) When in doubt, buy
steal it. Small and organized pirate fleets form under powerful
c) When in doubt, demand more money
crime bosses, first staking Ferengi influence within wide-ranging
d) When in doubt, shoot them, take their money, run
interstellar black markets and laying the groundwork for what
and blame som eone else
becomes the Ferengi Alliance fleet. The Ferengi reputation for
269. Never purchase anything that has been promised to be
treachery becomes widely known among species ensnared by
valuable or go up in value
their business acumen.
270. It's better to have gambled and lost than to never have
gambled at all
271. There's ma ny witty men who se brains can 't line their The Next Generation
The Ferengi Alliance utilizes its burgeoning military fleet and
pockets
expand s its sphere of ec onomic c ontrol to ma ny star systems in
272. The way to a Ferengi's heart is through his wallet
the Alpha and Beta Quadrants. Official First Contact with the
273. Always count their Latinum before selling anything
Federation is made in 2364. In the late 2360s, the Federation s
274. There is no profit in love; ho wever, a stron g heart is
Starfleet has several hostile encounters with the Ferengi, further
worth a few bars of Latinum on the open market. Keep
spreading the species reputation fo r roguery an d deceit.
it on ice
Howev er, mistrust bree ds resentme nt among F erengi, espe cially
275. Latinum can't buy happiness, but you can sure have a
those few not solely motivated by profit. The scientist Doctor
blast renting it
Reyga, for e xample, see ks the respec t of his peers for his
276. If at first you don't succ eed, try to acq uire again
development of metaphasic shielding. Unfortunately, aboard the
277. Diamo nds may be girl's best friend, but yo u can only
Enterprise-D a Federa tion vessel no less he s murdere d by a
buy the girl with Latinum
rival scientist befo re reaping th e professio nal benefits of his
278. It's better to swallow your pride than to lose yo ur profit
genius. Ferengi say this kind of hate and violence is all too
279. Never close a deal too soon after a female strokes your
common among peo ple who claim to be civilized. Ferengi
lobes
encountered in this era are not just rogues, pirates and other to fly at a rate of 20 meters per round. The most common
nefarious types, but also military officers, scientists, traders and explosive used in locator bombs is a mixture of sorium and
merchants. argine. Th e bomb can only op erate for three hours befo re its
power cell needs to be replaced or recharged. Locator bombs are
Deep Space Nine illegal devices, banned on m ost civilized worlds.
The Dominion W ar does little to change the course of Ferengi
society. During the conflict, many Ferengi turn to (or continue) A locator bomb can be employed two ways by programming or
smuggling and blockade running. Others, such as Quark remote co ntrol. Prog ramming a locatorbo mb to attack a specific
(Propr ietor of Qu ark s Bar, Gr ill, Gaming H ouse, and H olosuite individual req uires a Difficulty 10 Computer (Programming) or
Emporium Arcade, a wholly owned subsidiary of Quark Demolitions (Locator Bomb) skill test. In order to attack a
Enterprise s, Inc.), run mo stly legitimate busine sses while target, the ope rator must first ac quire a phe romonic scan to
hoarding illegal profit on the side through b lack market auctions, program into the bomb. The remote control transmitter device
double-d ealing, and o ther shady ac tivity. can be used to scan any individual s pheromonic signature if the
user is within 2 meters (no test required). Remotely operating a
However, change does come to Ferengi society from within by locator bomb requires a Shipboard Systems (Sensors) or
Grand Nagi Zek and Rom . Both introduce reforms to Ferengi Demo litions (Locato r Bomb ) skill test, with the difficulty
law that permit women rights of equality and profit earning, modified by the
resulting in a more open, if still greed-focused, culture. range to the target and any other appropriate modifiers. When
Furthermore, Rom s son, Nog, becomes the first Ferengi operated remotely, the controller manipulates the bomb's flight
admitted to Starfleet Aca demy. Altho ugh Nog s acclimation is and attack capabilities with a hand-held transmitter. Maintaining
troublesome, he ultimately proves a capable and respected line of sight to the target grants a +2 bonus.
officer during the Dom inion W ar.
The bomb s sorium and argine residue is detectable with a
Ferengi encountered in this era are increasingly from tricorder scan (and an appropriate Demolitions, Investigate or
legitimate, respected professions diplomats, scientists and Science skill test as determined by the N arrator, typically at least
starship officers. Most Ferengi still work as merchants, traders or Difficulty 7 or 10) after the bomb explo des.
entrepreneurs. Of course, befitting Ferengi temperament, there
are always tho se pirates and scoundre ls who prefer theft to Range: 5/10/20/30+20 m, Blast Radius: 4 m, Damage: 5d6+10,
business. Drop Off: -10/m Duration/Energy: 3 hours (replaceable power
cell)
Voyager
Ferengi encountered in the Delta Quadrant have likely arrived Fereng i Energy Whip
through a wormhole or some other unstable stellar anomaly. For Specifications: 1.5 m length, 1 kg.
instance, Captain Janeway and the crew of the U.S.S. Voyager
discover two Fereng i masquerading as god s to the Takarians.
The hucksters scheme is thwarted, but they escape and are
pulled into a wormhole. Other similar encounters might
occur the distances and dangers Ferengi overcome in pursuit of
profit often know no bounds. Ferengi who manage to reach the
Delta Quadrant must be either keenly adept or fabulously lucky
(or unlucky). These might be maverick scientists, daring
prospectors, hopelessly lost traders, or outlaws on the run.

Technology Description: The energy whip is a ranged energy weapon


Locator Bomb primarily used by Ferengi m ilitary personne l. When th e whip is
Specifications: 20 cm diameter, 2 kg cracked it releases a high-energy plasma discharge that streaks
toward a target in an undulating blue wave. Those struck by the
wave are stun ned for 15 minutes. Attack ing multiple targ ets with
an energy wh ip increases th e TN b y +3 per tar get. All targets
must be within 5 meters of eac h other. Th is attack require s only
one com bat action, b ut uses up two charges pe r target.
Damage: 3-8, Power: 150 charges, Range: 5 metres

Mind Control Spheres


Specifications: Controlling Sphere: 1.2 m diameter, 70 kg;
Amplifying Sphere: 50 cm diameter, 15kg
Description: This system consists of two spheres, a master
Description: The locator bomb is a short-range attack device and
controller and a brain-wave amplifier. The system allows the
a popular, if excessively violent, tool employed by Ferengi
person operating the controlling sphere to manipulate the
assassins (elimina tors). The locator bo mb can b e remotely
thoughts of the victim. The sphere can create a controlled
controlled or programmed to track and attack a target. To
hallucination a nd use it to misle ad the victim into all manner o f
identify its quarry, the device utilizes so phisticated p heromo nic
actions. Th e system has a v ery long rang e and is relative ly
sensors. T he locator b omb's antigra vity propulsio n unit enables it
simple to use. These spheres can only be set to operate on one Intellect 2; Logic +1; Perception +2
humanoid being at a time. Destruction of either sphere ends Presence 2; Empa thy -1; Willpo wer -1
control. The device works better it it references a strong memory Psi 0
of the victim. The Controlling Sphere must be within 100,000km Skills
of the Amplifying Sphere, which in turn must be within 1000 Bargain (Bribery) 3 (4)
metres of the target being.The Ferengi consider the use of such Computer (Simulation/Modelling) 2 (3)
devices illegal and do not tolerate their use at all. The Ferengi Culture (Ferengi) 2 (3)
Alliance has outlawed the use o f the Mind Contro l Sphere. These (Trill) (3)
systems may b e purchase d on the bla ck market, b ut the price is (Bajoran) (3)
staggering. Dodge 1
Energy Weapons (Ferengi Phaser) 2 (3)
(Energy Whip) (3)
Fast Talk 1
History (Ferengi) 2 (3)
(Trill) (3)
(Bajoran) (3)
Language
Ferengi 2
Trill 2
Bajoran 2
Merchant (Ferengi Market) 2 (3)
(Weapons) (3)
Personal Equipment (PADD) 2 (3)
Planetside Survival (Swamp) 1 (2)
(Urban) (2)
Security (Security Systems) 2 (3)
Shipboard Systems (Flight Control) 1 (2)
(Sensors) (3)
Streetwise (Orion Syndicate) 1 (2)
Once the controller ha s activated the sphere, it takes 1 D6 days Weaponsmith (Phasers) 2 (3)
for the process to begin to work on the victim. After the time lag, (Energy Whip) (3)
the Narrator must must make a secret saving roll against the Unarmed Combat (Brawling) 1 (2)
intended v ictim's PER+ WIL sc ore each d ay. If the contro ller is World Knowledge (Ferenginar) 1 (2)
making use of a specific memory on the part of the victim, (New Paris) (2)
subtract 1 d ie from the die roll. If the target fails his sav ing roll (Bajor/Terok Nor) (2)
two days in a ro w, mind co ntrol is establishe d. Once th e link is Traits
established, the person needs another 1D6 days operating the Medical Problem (Allergic to Andorian Wool) -2; Contact
controlling sphere to alter the mental state of the victim. (Bajoran Official) +1; Contact (Trill Official) +1; Contact
Therea fter, the contro ller can make the victim relive a memory, (Starfleet Intelligence) +2; Patron (Quark) +2; Rival
make the vic tim relive an alter ed mem ory, or mak e him ("Liquidator" Queeg) -1; Intolerant (Cardassians) -2; Greedy -1;
experience an altered perception ot reality. The control can be Assets (40% o f Trill Mining Comp any); Assets (Mission Class
broken by destroying either sphere or by making a successful Courier); Romantic Interest (Padia Kelsitt, unjoined Trill);
Saving Roll against the characters PER+WIL score two days in a Mathem atical Ability +3 ; Excellent H earing +2 ; Telepath ic
row. The person operating the controlling sphere would then Resistance +4
have to begin the process anew to re-establish the link. Other Statistics
Courage 3
Sample Characters Renown 15
Aggressio n 0, Discip line 3, Initiative 10 , Openne ss 2, Skill 0
Daimon Bonk
Resistance 2
Background
Place of Birth: Ferenganar
Date of Birth: 2332
Early Life History: Mercantile Upbringing
Previous Caree r: Military (6 years)
Previous Caree r: Bartender (5 years)
Merchant (7 yea rs)
Smuggler/Arms M erchant (10 years)
Name: "Daimon" B onk
Description and Personality
Profession: Smuggler/Arms Merchant
Height: 1.5m, Weight: 75kg
Species: Ferengi, Gender: male, Age: 48
Complexion: dark orange, Hair: bald, Eyes: violet
Attributes
Based on a character idea by Eric Rush
Fitness ; Strength +1; Vitality +1
Coordination 2
"Liquidator" Queeg Date of Birth: 2350
Early Life History: Family Business
Previous Caree r: Gun Runner (5 yea rs)
Previous Caree r: Smuggler (5 years)
Bar Tend er (2 years)
Queeg was born to Quorg and B uka on Ferenginar in 2350 and
his early years we re spent learn ing the tricks of the tra de in his
brother Quack's successful smuggling ring. Queeg's father,
Quorg, served aboard a D'Kora class Marauder, but was killed
Name: "Liquidator" Queeg during a failed mutiny against the ship's Daimon when Queeg
Rank: B ar Owne r/Former Smuggler C aptain was just six years old. In his late teens, Queeg quickly tired of
Position: Owner/Operator being an indentured slave to his older brother and sneaked away
Assignment: "Liquidator" Queeg's Bar, Cretok Nor to seek out his own fortune among the stars. Fortunately for
Race: Ferengi, Gender: male, Age: 30 Queeg, the years he spent "shaving" his brother's latinum
Attributes provided him with a decent amount of venture capital. Queeg
Fitness: 2; Strength -1; Vitality +1 regretted leaving his "moogie", but such is the nature of Ferengi
Coord ination: 3 life. After all, you should "never allow family to stand in the
Intellect: 4; Logic +1; Perception +2 way of opp ortunity".
Presence : 3; Empa thy -1; Willpo wer -1
Psi: 0 Queeg moved from sector to sector, working with various
Skills nefarious crim inals, thugs and c on men. H e eventually m et a
Administration (Bureaucratic Manipulation) 2 (3) Ferengi named B rak. Brak opera ted a gun running business,
Athletics (Running) 1 (2) dea ling mos tly w ith th e Ca rda ssia ns an d M aqu is, a nd Q uee g's
Bargain (Marketplace Haggling) 2 (4) talents and skill impressed him. The pair managed to make a
Computer (Data Alteration) 1 (2) decent am ount of latinum and gained a reputation as comp etent,
Culture (Ferengi) 2 (3) skilled gunrunners. Somehow they always managed to stay one
Energy Weapon (Klingon Disruptor) 1 (3) step ahead of both the Cardassians and the Maquis, either of
Espionage (Forgery) 2 (4) whom wo uld have sur ely killed the two o ff if knowledge o f their
Fast-Talk 2 double-d ealing leaked out.
Gaming (Tongo) 2 (3)
History (Ferengi) 1 (2) Queeg and Brak worked together for five years, but things
Language: became to-hot-to-hand le when the D ominion sta rted to stick its
Ferengi 2 nose into the affairs of the Alpha Quadrant. Queeg and Brak
Federation Standard 2 shutdown their operation and parted ways. Queeg had made a
Law (Ferengi Trade Laws) 2 (3) significant amount of money during the years with Brak, enough,
(Federation Law) (3) in fact, to purchase his own ship, the "Elegant Pelican". The
Merchant (Weapons) 2 (3) Pelican has been modified and re-built several times using
(Bartender) (3) technologies from the Fed eration, Klingons, Ferengi, and o thers.
(Steward) (3)
Personal Equipment (Tricorder) 1 (2) Queeg live d on De ep Spac e Nine for a while and wo rked with
Planetside Survival (Urban) 1 (2) Quark (the station's notoriou s Ferengi ba r-owner) sev eral times.
Security (Security Systems) 1 (3) Recently, Queeg and several associates (two rather
(Lock Picking) (2) hard-to-handle Klingon cousins, Kronak and Lektor, and an
Shipboard Systems (Sensors) 2 (3) Andorian who once was a Starfleet officer) were involved in a
(Flight Control) (3) business deal selling a shipment of sub-space detonation devices
Streetwise (Locate Contraband) 2 (4) to a Bajoran Vedek with ties to the Maquis. Unfortunately, the
Vehicle Operation (Shuttlecraft) 2 (3) deal went sour when the Klingons thought they should be
World Knowledge (Ferenginar) 1 (2) rewarded with Queeg 's ship. Needle ss to say, Que eg quickly
Traits parted co mpany with the rabble-ro using Klingo ns, escaping with
Assets (Ship , The Elegant Pelican) +2 (Bar) +1; Contact (Brak) his life and his ship intact. Queeg has recently taken up residence
+1; Curious +1; Excellent Hearing +2; Innovative +1; on Cretok Nor.
Mathematical Ability +3; Telepathic Resistance +4 Appearance and Personality:
Addiction (Beetle Snuff) -1; Compulsion (Lecherous) -2; Greedy Height: 1.6m
-1; Rival (Q uack, bro ther) -1; Rival (" Dai-M on" Bo nk) -1 Mass: 50kg
Shady B ackgroun d (Crimina l Activity) -2 Complexion: orange, Hair: bald, Eyes: blue
Other Statistics Queeg is tall and slender for a Fe rengi. He typically wears a
Courage Points: 3 bright, multi-coloured suit, plenty of jewellery, and large,
Renown: 30 mirrored sunglasses.
Aggressio n 2, Discip line 0, Initiative 10 , Openne ss 10, Skill 8 Queeg is a quick-witted, sneaky, self-confident trickster. He has
Resistance: 3 a love for fast ship s, fast women a nd even faste r profits! His
Backgro und Note s: gaudy suit co llection is the envy o f many Feren gi and he lov es to
Place of Birth: Ferenginar wear as much jewellery as he can fit on his fingers, neck and
lobes. Since his confrontation with the Klingon cousins, Queeg Backgr ound; Riv al (Liquidato r Brunt)
is constantly accompanied by two burly Nausicaans, who also Other Statistics
serve as his ship hands. Queeg is a bit more aggressive than the Courage : 3
average Ferengi, a result of his shady life and tendency to find Renown : 6
himself "lobe deep in the action" quite often. Queeg has severed Aggressio n: 0, Disciplin e: 0, Initiative: 3, O penness: 0 , Skill: 3
ties with his family. Because of this and his elegantly forged Resistance 2
financial documentation, Queeg has attracted the attention of the Backgro und Note s:
FCA on several occasions. Fortunately, he has eluded any kind Place of Birth: Ferenginar
of fine or punishment. Queeg's older brother Quack is jealous of Date of Birth: 2326
his success and takes every o pportunity to try and create trouble Father: Keldar (deceased); Mother: Ishka; Stepfather: Zek; Ex-
for him. Wife: Grilks; Brother: Grand Nagus Rom; Sister-in-Law: Leeta;
Based on a character by Stephen Cook. Nephe w: Nog; C ousins: Gaila , Stol, Barb o, Frin
Early Life History: Family Business
Quark Quark wa s born in 23 26 to K eldar and Ishka. Acco rding to
Ishka, Keldar wasn't a very successful businessman, but he knew
"everything" about family. His son, Rom, confirmed his lack of
financial acumen, noting that he went from one bad deal to the
next. However, Keldar was still a very traditional Ferengi, and
refused to take business advice from his wife, despite the fact
that she was actually far more adept at financial matters than he
was. He once said to Quark, "I don't know what I'm going to do
about that fem ale...", referring to Ishka's headstro ng tendenc ies.

Name: Quark Prior to opening his bar on Terok Nor, later Deep Space 9,
Position: Owner, Quarks Bar Quark se rved as an a pprentice for a sub-nag us, and app arently
Assignment: Starbase Deep Space Nine was set for a golden future in the Ferengi business world.
Species: F erengi, Ge nder: male Unfortunately, he forgot the one hundred and twelfth Rule of
Attributes Acquisition ("Never have sex with the boss's sister"). Disgraced,
Fitness ; Strength -1; Vitality +1 he was fired and had to start again from scratch.
Coordination 3
Intellect 3; Logic +1; Perception +1 At some point, Quark served for eight years as a cook aboard a
Presence 2; Empa thy -1; Willpo wer -1 Ferengi freigh ter. Despite b eing a coo k, Quark c ommon ly
Psi 0 carried a d isruptor pisto l with him at all times, b ecause (in
Skills Quark's words) "every member of the freighter's crew thought
Athletics (Running) 1 (3) himself a food critic."
Bargain (Bribery) 4 (5) Appearance and Personality:
Marketplace Haggling (5) Height: 1.6m
Computer (Data Alteration/Hacking) 3 (4) Mass: 65kg
Craft (Bartending) 3 (4) Complexion: orange, Hair: bald, Eyes: blue
Culture (Ferengi) 2 (3) Even though he engaged in numerous shady ventures, by Ferengi
Dodge 2 standards Quark was a compassionate and generous man who
Fast Talk 4 proved his worth and loyalty to nearly all DS9 crew members
Gaming (Tongo) 4 (5) throughou t the years, gaining th eir well-earned respect.
History (Ferengi) 1 (2) Based on the character played by Armin Shimerman
(Federation) (3)
Language Grand Nagus Rom
Ferengi 2
Federation Standard 2
Law (Trade Regulations) 2 (3)
Merchant (Bajor Sector Market) 4 (5)
Black Market (5)
Personal Equipment (Ferengi PADD) 1 (2)
Planetside Survival (Swamp) 1 (2)
Security (Security Systems) 3 (4)
Shipboard Systems (Flight Control) 2 (3)
Streetwise (Locate Contraband) 3 (4) Name: Rom
Vehicle Dperatlons (Shuttlecraft) 1 (2) Rank: Grand Nagus
World Knowledge (Ferenginar) 1 (2) Position: H ead of State
Traits Assignment: Ferengi Alliance
Contact (Orion Syndicate member); Contact (Grand Nagus Race: Ferengi
Rom); E xcellent He aring; Ma thematical A bility; Telepa thic Gender: male; Age: 51
Resistance; Wealth (cash: ownership of Quark's); Greedy; Shady Attributes
Fitness 1; Strength -1; Vitality +1 away from Ferenginar. Rom never quarreled with her over her
Coordination 2 lifestyle, nor resented her for earning more profit than him. Ishka
Intellect 2; Logic +1; Perception +2 was his "Moogie." He supported her against both Quark and the
Presence 2; Empa thy -1; Willpo wer -1 Ferengi Commerce Authority. When he admitted to being
Psi 0 somewhat uncomfortable with being in Ishka's newly clothed
Skills presence in a private discussion between them, she disrobed, but
Administration (Ferengi) 1 (2) "only for him".
Athletics (Springball) 1 (2)
Bargain (Marketplace Haggling) 2 [3] Quark exploited and belittled Rom all of his life. Growing up,
Charm (Choose Specialisation) 2 (3) Quark often teased Rom about his smaller lobes and about
Computer (Simulations/Modelling) 1 (2) supposedly being adopted. He worked in Quark's Bar for low
Culture (Ferengi) 2 [3] wages, and was cheated out of his share of the profits. When
(Ferengi Rules of Acquisition) (3) Grand Nagus Zek visited Deep Space 9, Q uark made Rom give
Diplomacy (Negotiation) 2 (3) up his quarters for the Nagus. When Zek appointed Quark to be
Fast Talk 3 the new Grand Nagus, Rom conspired to kill Quark, and may
History (Ferengi) 1 [2] have succeeded if Zek and Odo h adn't arrived at the last
(Federation) (2) moment. Quark later praised Rom for his treachery. At first Rom
Language did whatever Quark demanded. But as time went on, Rom began
Ferengi 2 to resist his brother's demands. Rom became less afraid of Quark
Bajoran 1 and confronted him over many issues. When Quark dropped
Federation Standard 1 Rom's share of the profits from 14.3% to 12.5% (from
Law (Ferengi Commercial Law) 1 (2) one-seventh to one-eighth share of profit), Rom left and joined
(Bajoran Militia Regulations) 1 (2) Martus Mazur in opening a rival bar. When Martus began
Merchant (Stocks and Futures) 2 (3] treating Rom even worse , he returned to Quark's wh ere he cou ld
(Bartending) (3) at least "be c heated by fa mily." He o pposed Quark o ver his
Personal Equipment (Tricorder) 2 (3) treatment of the ir mother, who against Feren gi law earned profit.
Planetside Survival (Jungle) 1 (2) He refused to allow Qu ark to stop h is son Nog 's admission to
Shipboard Systems (Operations) 1 (2) Starfleet Academy in late 2371. The following year, he
Social Sciences (Political Science) 1 (2) single-handedly organized a union of Quark's employees after
Systems Engineering (EPS Systems) 1 (3) Quark had cut their wages. He defied his brother and Liquidator
(Replicator Systems) (2) Brunt, who the Ferengi Commerce Authority had sent to resolve
(Holodeck Systems) (2) the situation. After the wages had been restored, Rom made the
Vehicle Operation (Shuttlecraft) 1 (2) final break with his brother. Rom joined the maintenance crew
World Knowledge (Ferenginar) 1 [2] on Dee p Space 9. But, throu ghout all the co nflicts with his
Traits brother, he and Quark loved each other very much. This was
Advantages evident whe n he becam e jealous o f Quark's relation ship with Pel.
Contact +1; Excellent Hearing +2; Mathematical Ability +3; Rom exposed "him" as a female during a visit by Grand Nagus
Political Rank: Grand Nagus; Telepathic Resistance +4 Zek in 2370.
Disadvantages
Greedy -1; Romantic Attatchment: Leeta (wife) Rom became sick due to being overworked. He became angry at
Other Statistics the working conditions in Quark's, and formed the Guild of
Courage : 3 Restaurant and Casino Employees. Brunt arrived at the station
Renown: 55 and threatened Rom, when this failed he had Quark beaten and
Aggression: -10, Discipline: 10, Initiative: 20, Openness: 10, threatened to kill him. Rom ended the strike when Q uark secretly
Skill: 5 agreed to his demands. He followed this up with an application
Resistance: 2 to join the station's Bajoran engineering crew and joined Chief
Relatives O'Brien's maintenance team, initially working in waste extraction
Father: Keldar, Mother: Ishka, Stepfather: Zek, Ex-wife: as a Diagnostic and Repair Technician, Junior Grade. Rom
Prinadora, Wife: Leeta, Brother: Quark, Son: Lieutenant Nog re-calibrated the deflector beam at O'Brien's request. O'Brien
Background Notes: was ordered to do this by a Pah-wraith who had taken over
Birthplace: Fenginar Keiko O'Brien's body and had threatened to kill her. Rom
Birthdate: 2332 informed O'B rien that the recalibration would send the deflector
Early Life History: Mercantile Upbringing beam into the wormhole and kill the aliens inside it. O'Brien was
Professional Packages: Bartender, Starbase Operations able to rig the beam to hit the alien and save Keiko. As Rom kept
Professional Career: Grand Nagus O'Brien's secr et safe until Keik o was no lo nger in dang er, this
Rom's mother, Ishka, loved Rom very much and protected him. endeared Rom to O'Brien, who promoted him. He was further
She saw that he was a good man, unsuccessful in commercial promoted to Maintenance Engineer, First Class in mid-2375.
ventures, but with a good heart. Ironically, she saw Rom as being
more similar to his father Ke ldar, whom Quark m istakenly A se ries of ev ents thro ugh the y ear s all con trib uted to R om's
idolized, although he too was a terrible businessman. Quark, elevation to nagus. In 2375, Rom eventually became Grand
conversely, was more like her. Ro m and Ishka were ve ry close Nagus of the Ferengi Alliance. At first the Nagus Zek ignored
when he was a child, and they remained close when Rom moved Rom, believing him to be of poor business sense and not very
intelligent. Zek disagreed strongly with many of Rom's choices Material Engineering (Structural/Spaceframe) 1 (2)
concerning his son Nog. Zek did not like the idea of Nog (Personal Equipment) (3)
attending a Human school, and was opposed to Nog entering Persuasion (Bluff) 1 (2)
Starfleet. But events and Ishka would influence the improvement Physical Sciences (Mathematics) 1 (2)
of Zek's attitude to ward Ro m. Rom h elped resto re the nagus to Propulsion Engineering (Warp Drive) 1 (2)
the Ferengi ways after the nagus had been influenced by the Shipboard Systems (Flight Control) 1 (2)
wormhole aliens. He helped restore Zek as the Grand Nagus after Stealth (Hide) 1 (2)
Brunt had deposed him. Rom became the perfect choice for Streetwise (Ferengi Underworld) 1 (2)
Nagus b ecause he h imself had ne ver been a traditional Fe rengi. Surveillance (Observation) 1 (2)
Zek believed that he would be an excellent successor for the Systems Engineering (Power Systems) 1 (2)
newly reformed Ferenginar. World Knowledge (Ferenginar) 1 (2)
Appearance an d Personality (Bajor) (2)
Height: 1.68m; Mass: 65kg Traits
Complexion: orange; Hair: bald; Eyes: light blue; Distinguishing Contacts (Capt. Sisko, Miles O'Brien, Grand Nagus Rom),
Marks: none Excellent Hearing +2, Famous Incidents (several), Asset
Rom is an average -sized Ferengi with a receding chin an d less- (Wealth) +1, Medical Problem (Missing Leg) -2, Medical
than-impress ive lobes. H e seems cau tious and unfo rceful in his Remedy (Biosynthetic Leg) +2, First Ferengi in Starfleet
speech an d manner isms, but when his mind is mad e up, it is Other Statistics
made up! He is deep ly in love for his be autiful Bajo ran wife, a Courage : 3
former Dabo Girl at Quark s Bar. He deeply respects and loves Renown : 5
his Moogie, who remains one of his primary ad visors. Aggression: +2; Discipline: 0; Initiative: +1; Openness: +1;
Based o n the cha racter play ed by M ax Gro dnch ik Skill: +1
Resistance: 3
Lieutenant Nog Backgro und Note s:
Birthplace: Ferenginar, Birthdate: 2355
Father: Grand Nagus Rom, Mo ther: Prinadora, Stepmother:
Leeta, Uncle: Quark, Grandmother: Ishka
Early Life History: Mercantile Upbringing
Academy Life History: Starbase Duty (DS9)
Cadet Cruise: Starbase Duty (DS9)
Tours of Duty: Starbase Duty (DS9)/Starship Duty (USS
Defiant)
Appearance and Personality:
Name: Nog Height: 1.5m, Mass: 65kg
Rank: Lieutenant Complexion: orange, Hair: bald, Eyes: violet
Position: Engineering Assistant, Deep Space Nine/USS D efiant Distinguishing Marks: Biosynthetic leg
Race: Ferengi, Gender: male, Age: 25 Based on the character play ed by Aron Eisenberg
Attributes
Fitness: 2 Ishka
Vitality: +1
Coord ination: 4
Intellect: 3
Presence : 2
Empathy: +1
Willpower +1
Psi: 0
Skills
Athletics (Running) 1 (2)
Bargain (Marketplace Haggling) 1 (2) Name: Ishka
Business (Appraisal) 1 (2) Position: Advisor to Grand Nagus of the Ferengi Alliance
Charm (Seduce) 1 (2) Race: Ferengi, Gender: female, Age: 120
(Influence) (2) Attributes
Conceal (Cache) 1 (2) Fitness 1; Strength -1; Vitality +1
Comp uter (Hac king/Data A lteration) 1/2 Coordination 2
Culture (Ferengi) 2 (3) Intellect 2; Logic +1; Perception +1
Energy Weapons (Phaser) 1 (2) Presence 2; Empathy -1; Willpower +2
First Aid (Wound/Combat Trauma) 1 (2) Psi 0
Forgery (Documents) 1 (2) Skills
History (Ferengi) 1 (2) Bargain (Marketplace Haggling) 2 [3]
(Federation) (2) Charm (Seduction) 2 (3)
Languages: Federation Standard 2 Courtesan (Wife) 2 (3)
Ferengi 2 Craft (Cooking) 2 (3)
Culture (Ferengi) 2 [3] Distinguishing Marks: facial wrinkles
Fast Talk 3 Ishka is a Ferengi woman of mature years. She is protective of
History (Ferengi) 1 [2] her "Zekkie" and her sons, and has a will of steel. She pionerered
Instruction (Child Rearing (2 (3) Ferengi females' right to wear clothes and to earn profit. A few
Knowledge: Stock Markets/Futures Exchange Etiquette & Lingo years ago, she went to Vu lcan to have a lobe-lift.
2 Based o n the cha racter play ed by A ndrea M artin and Cecily
Language s: Ferengi 2 Adams
Federation Standard 1
Merchant (Stock Market/Futures Trading) 3 (4) Brunt, FCA
Service (Housekeeping) 2 (3)
Social Science (Economics) 2 (3)
Streetwise (Ferengi Underground Investing) 2 (3)
World Knowledge (Ferenginar) 1 [2]
Traits
Advantages
Excellent H earing +2 ; Mathem atical Ability +3 ; Telepath ic
Resistance +4; Wealth +1
Disadvantages
Greedy -1 Name: Brunt
Other Statistics Position: Liquidator
Courage : 3 Assignmen t: Ferengi Co mmercial A uthority
Renown: 100 Race: Ferengi, Gender: male, Age: 49
Aggression: -5, Discipline: -25/+5, Initiative: 20, Openness: 10, Attributes
Skill: 15, Luck: 20 Fitness 1; Strength -1; Vitality +1
Resistance: 2 Coordination 2
Relatives Intellect 2; Logic +2; Perception +1
Father: Adred, Husbands: 1. Keldar (deceased) 2. Former Grand Presence 2; Empa thy -1; Willpo wer -1
Nagus Ze k, Sons: Q uark, Gran d Nagus Rom, E x-Daughte r in Psi 0
Law: Prinadora, Daughter in Law: Leeta, Stepson: Krax, Skills
Grandson: Lieutenant Rom Administration (Accounting) 3 (4)
Background Notes Bargain (choose Specialisation) 5 (6)
Birthplace: Ferenginar, Birthdate: 2260 Computer (Research) 1 (2)
Early Life History: Household Upbringing Culture (Ferengi) 3 (4)
Advanced T raining: Wifely Duties Energy Weapon (Phaser) 1 (2)
Professio nal Career : Stock M arket Tra der (cove rtly) Fast Talk 2
Ishka was married for many years to Keldar, a Ferengi who History (Ferengi) 2 (3)
unfortunately d id not any gre at skill at business, an d bore him (Ferengi Commercial Authority) (3)
two sons, Q uark and R om. Qua rk left home e arly and ma de his Intimidation (Bluster) 1 (2)
own way in the galaxy, while Rom stayed at home with Ishka, Language
whom he fondly called "Mo ogie". Ferengi 3
Law (Ferengi Commercial By-Laws) 2 (3)
Where Keldar did not have the typical Ferengi lobes for Merchant (choose Specialisation) 1 (2)
business, she did, and after his death, against Ferengi tradition Persuasion (Negotiation) 1 (2)
(and law) she began to dabble in the Stock Market and Futures Security (Security Procedures) 1 (2)
Trading . She mad e a great de al of latinum, bu t was eventually (Security Systems) (2)
found out and was forced to return her illegal earnings. With the Streetwise (Ferengi Underworld) 1 (2)
help of her son, Rom, she actually only paid back a third of the World Knowledge (Ferenginar) 1 (2)
real sum. Traits
Bold +1; Contact (Zek) +2; Curious +1; Excellent Hearing +2;
Soon after, she became involved with then-Grand Nagus Zek, Guileful +1; Mathematical Ability +3; Position: Liquidator +4;
and quick ly became his primary finan cial advisor a nd de facto Shrewd +1; Telepathic Resistance +4; Wealth +1
power behind the Ferengi throne. Zek began to lose his faculties Argumentative -1; Arrogant -1; Competitive -1; Coward -1;
and she was kidnapped by the Dominion, forcing Quark, Rom Domineering -1; Greedy -1; Power Hungry-1; Prideful -1; Rival
and Nog to recruit an unlikely group of Ferengi to rescue her. (Quark) -1 ; Vindictive -1
Although financially cunning and rapacious, the Ferengi band Other Statistics
was less than suited for this task, but managed not only to rescue Courage : 3
her but capture her Vorta kidnapper. Not long after, Zek decided Renown: 20
to retire to Risa with Ishka for he alth reasons a nd named Rom his Aggression: 5; Discipline: 0; Initiative: +5/-5; Openness: -5;
successor. Ishka remains Rom's financial advisor. Skill: 0
Appearance and Personality: Resistance: 2
Height: 1.63m, Mass: 55kg Backgro und Note s:
Complexion: orange, Hair: bald, Eyes: brown Birthplace: Ferenginar, Birthdate: 2331
Early Life History: Legal Upbringing Power: [8]
Advanced Training: Mercantile Assistant Weap ons Skill: 3
Professio nal Career : Law Enfo rcement Defensive System s:
Brunt s parentage is not a matter o f public reco rd. Fereng i with Deflector Shields
whom he has had professional encounters sometimes opine that Protection: 20/30
his mother was the result of miscegenation between a Nausicaan Power: [20]
and a Klingon Targ and that his father died of shame when he Description an d Notes:
was born. The Pod was seen TN G s The Price and again in VGR s sequel
Appearance an d Personality: episode False Pr ofits.
Height: 1.7m, Mass: 70kg
Complexion: orange, Hair: bald, Eyes: brown, Distinguishing Fereng i Shuttle
Marks: none, though his lobes are less than generous The Shuttle has a crew of 3 - Pilot, Flight Engineer and Master.
Brunt is a stereotypical Ferengi - annoying; officious; obseqious The Master sits on an elevated chair overlooking the helm.
and very, very greedy. He is mean, in both senses of the word, Consoles flank the Master s chair. Aft of them are a small head
and vindictive. and a water -based sho wer. The Master ha s a cabin with a double
Based on the character played by Jeffery Combs bed, while the other crew share a double cabin. Both cabins have
food replicators. Aft of the cabins are a pair of cargo holds, and
Ferengi Ships flanking the rear hatch are a pair of engineering sp aces.

Class and Type: Ferengi Sh uttle


Hull Chara cteristics:
Size: 2 (1 deck; 18 metres)
Resistance: 2
Structural Points: 40
Operationa l Characteristics:
Crew/Passengers: 2/8 [5 pwr/round]
Computers: 2 [2 pwr/round]
Transporters: 1 personnel[1 pwr/round]
Ferengi Pod
The Ferengi Pod has a crew of 2, Pilot and Flight Engineer. It Tractor Beam: None
has no cabins, being only used for short-range missions, and has Propulsion a nd Pow er Characteristics:
a large cargo hold in the aft section. Warp System: 4.0/5.0/6.5 (6 hours) [2 pwr/warp factor]
Impulse System: .5c/.75c [5/7 pwr/round]
Class and Type: Ferengi Pod Power: 80
Hull Chara cteristics: Sensor System s:
Size: 2 (1 deck; 6 m etres) Long Range Sensors: +0/10 light years [6 pwr/round]
Resistance: 2 Lateral Sensors: +0/1 light year [4 pwr/round]
Structural Points: 40 Navigational Sensors: +0 [5 pwr/round]
Operational Characteristics: Cloak: None
Crew/Passengers: 2/8 [5 pwr/round] Sensor S kill: 4
Computers: 2 [2 pwr/round] Weapon Systems:
Transporters: 1 personnel[1 pwr/round] Type VI Disruptors
Tractor Beam: None Range: 10/30,000/100,000/300,000
Propulsion and Power Characteristics: Arc: 720 degrees (a ll)
Warp System: 4.0/5.0/6.5 (1 hour) [2 pwr/warp factor] Accuracy: 4/5/7/10
Impulse System: .5c/.75c [5/7 pwr/round] Damage: 12
Power: 80 Power: [12]
Sensor Systems: Weap ons Skill: 3
Long Range Sensors: +0/5 light years [6 pwr/round] Defensive System s:
Lateral Sensors: +0/1 light year [4 pwr/round] Deflector Shields
Navigational Sensors: +0 [5 pwr/round] Protection: 40/50
Cloak: None Power: [40]
Sensor S kill: 4 Description an d Notes:
Weapon Systems: An example of a F erengi Shuttle is Quark s Quark s Treasure ,
Type IV Disruptors used by his cousin Gaila to pay off a debt to Quark. Quark s
Range: 10/30,000/100,000/300,000 brother R om som ewhat optim istically estimated tha t it could
Arc: all Fwd arcs (360 degrees) outrun a Romulan Interceptor. This Shuttle accidentally travelled
Accuracy: 4/5/7/10 back in time and crashed in Roswell, New M exico in 1947, as a
Damag e: 8 result of sabotage by Gaila.
Ferengi Pod (6 metres)

Ferengi
Shuttle
(18 metres)

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