Star Trek Adventures Original Species PDF
Star Trek Adventures Original Species PDF
Star Trek Adventures Original Species PDF
If a terrier were as intelligent as a human, could walk on two legs, and could use its
forepaws as hands it would be an Aruah. The Aruah evolved from pack-hunting
carnivores, and the pack is still their most important social unit. They are natural team
players who are fearsome fighters despite their small stature – Aruah typically stand about
1.3 meters tall. Most of the population still lives on the homeworld Gorruff, but the species
is expanding rapidly. Aruah are avid explorers, and they have readily turned their hunting
instincts to the search for new life and new civilizations.
PACK TACTICS
REQUIREMENT: Aruah, or Game-
master’s Permission
Your contribution to a group effort
Maximizes everyone’s efforts. When
you add to the group Momentum
pool you add +1 Momentum.
Names: Aruah names sound like phoneticized growls and barks. Each individual has a personal name followed by a pack name.
(examples: Urf Aroo, Yap Garrul, Haru Zuff)
SPECIES
Text by Tygertygr
Image by Laurel Hach (http://laurelhach.tumblr.com/)
BRAHACHAEL
THE NEXT GENERATION ERA ONLY
The Brahachael (brah-HAHK-ay-ell) are a fierce people who have only recently acquired warp drive.
They are an androgynous species who cycle between sexes; a given individual is female one year
and male the next. For this reason Brahach has neither gender bias nor sex-based division
of labor, and seeing such things in other cultures confuses them. Marriage consists of
3-6 individuals. It is socially desirable for each possible pairing to produce at least one
child and for each individual to both sire and bear children, so Brahachael tend to have
large families. In conjunction with a gestation period of only five Earth months this means
Brahachael reproduce with frightening rapidity. The Romulan Star Empire planned to use
the Brahachael as cannon fodder, but seeing them in action against the Jem Hadar forced
the Romulans to view them with grudging respect. With the destruction of Romulus the
Brahachael have begun establishing colonies within Romulan space. The Star Empire
might be gone, but there are those who believe that something worse is coming.
EXAMPLE VALUE: Home and Family Are Worth Dying or Killing For
OVERPROTECTIVE
REQUIREMENT: Brahachael, or Gamemaster’s Permission
You are especially effective at shielding those who are under your
protection. If you are within Reach of an ally you can always roll a die to
assist them with a defensive task (i.e. to dodge or take cover). You also
gain a bonus to the critical range proportionate to your relationship with
that person -- +0 for an acquaintance, +1 for a colleague or casual friend,
+2 for a close friend or extended family member, or +3 for an immediate family
member or romantic partner.
VEIL
REQUIREMENT: Brahachael
You can distort light to make yourself harder to perceive; this isn’t quite as effective as the
Jem Hadar Shroud, but it has the benefit of being more reliable. You roll an extra die on
any stealth task, and any task to detect you by sight or smell has its complication range
increased by 1. The Veil remains in effect until the end of the scene unless you attack,
move faster than a brisk walk, or speak above a whisper. Initiating a Veil is a minor action.
Names: Brahachael names are 3-5 syllables with harsh consonant sounds and
breathy vowels. The full introduction includes the personal, family, and clan
names. Clan names are two syllables long, and “ch” is always pronounced like
“k.” (Examples: Geburatiel Adellum Sorath; Zachriel Chachari Chasan)
SPECIES
CRAVIEX
ALL ERAS OF PLAY
Craviex are humanoids with white or gray hair (though both sexes are often bald), blue or violet
eyes, and purple skin that lightens to deep lavender with age. Males stand 2-2.2 meters tall, and
females are even taller. Both sexes tend toward slim builds, though females who have borne
children may have fuller figures. The Craviex have a reputation for slyness and playing their cards
close to the vest. In their culture secrets -- both keeping their own and uncovering those of others --
are considered the highest art form. Craviex regard intrigue as highly as Klingons regard honor.
That’s probably why the Craviex have aligned themselves with the Orions; though the Craviex don’t
condone slavery, they have much more relaxed attitudes about smuggling and drug dealing. In
the eyes of the Craviex the best way to be involved in a war is to sell munitions to both sides.
TRAIT: Craviex. A typical Craviex has intelligence and mental discipline rivaling the norm
for Vulcans. Their vision is very acute, in particular the ability to perceive small details and
variations in color. Their innate telempathic ability gives them an edge when discerning
the motives and feelings of others. The Craviex reputation for sneakiness precedes them,
however; winning the trust of others is difficult at best, and their paranoid tendencies
don’t help. As natives of a desert world Craviex tolerate heat and aridity well, but they are
far less tolerant of cold and damp.
TALENTS: The character receives access to the following talent in addition to the Empath
and Telepath talents.
OPACITY
REQUIREMENT: Craviex, or Gamemaster’s Permission
You have been trained in techniques for shielding your thoughts and controlling your facial
expressions and body language. Any attempt to read your mind or emotions, decipher your
body language, or discern your motives adds +1 to the difficulty. If you are aware of an
attempt you may spend 1 Momentum to increase the penalty to +2.
SPECIES
DEVASTERITE
THE NEXT GENERATION ERA ONLY
The Klingons haven’t won every war they’ve fought. They lost against
Devaster, and they were unhappy enough about it to use weapons of mass
destruction. The few survivors learned to encase themselves in robotic shells to
protect themselves from the radiation, toxins, and diseases that wiped out all but a
handful of the lifeforms on their world. A modern Devasterite is little more than a
brain and spinal cord ensconced in a pod that is installed in a mechanical
shell. They reproduce by cloning new individuals from stem cells. This was
meant to be a temporary arrangement, but the Devasterites have never
gotten around to creating fleshy members of their race to repopulate their
still-ruined world. They show every sign of having adopted the shell as
their new way of life.
BUILT-IN WEAPONRY
REQUIREMENT: Devasterite, or Gamemaster’s Permission
You have a weapon built into one of your forearms. Choose one of
the weapons below. You may take this talent a second time to have
the second weapon type implanted in the other arm.
SHELL
REQUIREMENT: Devasterite
You reside in a mechanical shell that provides the benefits of an EV
suit with no Opportunity or Escalation cost, full-body armor (Resistance
4, but can’t wear other armor), and a sensor array equal to a tricorder.
You must spend at least two hours hooked up to a power supply to
charge your shell with enough power to operate for a week. If you have a pulse laser from
the Built-In Weaponry talent it takes 10 minutes to recharge it. The Health rating computed for a Devasterite is the Health of the shell.
Once the shell’s Health is depleted a single point of damage will destroy the brain inside.
Names: 1-syllable personal name followed by a 2-syllable family name and a 3-syllable clade name. (example: Dis Catas Apoca)
SPECIES
Text by Tygertygr
Image by Konstantin Maystrenko (https://zoonoid.deviantart.com/gallery/)
DHALSID
THE NEXT GENERATION ERA ONLY
Dhalsids (DAWL-sids) are green-skinned amphiboids with a humanoid body plan, yellow eyes that
lack irises, and whiskerlike short barbels on their faces. They evolved in the equatorial swamps of
Ha-Dhalsei (ha-DAWL-say) and must still return to the water to spawn. There are two Dhalsid
subspecies; Intellectuals are the administrators, academics, and scientists while Somatics fill all
other roles. A Somatic stands about 1.6-1.8 meters tall and masses nearly 100 kg. Intellectuals are
roughly 20 cm. taller and have slim builds. There is little outward difference between males and
females except that females tend to be larger. Rather than being a species divided the two Dhalsid
subspecies have built their culture around the synergy between them; Intellectuals are in charge of
planning, while Somatics are in charge of executing those plans. Ha-Dhalsei was annexed by the
Dominion shortly before the start of the Dominion War, but they never fought in it because worship
of the Founders had not yet been fully integrated into their society. Since the end of the war the
Dhalsids have taken ownership of the Founders’ plans to evolve the species. In order to breed
stronger Intellectuals and smarter Somatics local governments arrange marriages; Somatics are
paired with Intellectuals, and couples can produce children of either subspecies. It will be many
generations before this plan bears fruit -- if it ever does -- but the Dhalsids look forward to the day
when they are a single people with the strengths of both.
ATTRIBUTES
Intellectual: +1 Insight, +1 Presence, +1 Reason
Somatic: +1 Daring, +1 Fitness, +1 Presence
TRAIT: Dhalsid-Intellectual. The barbels on Dhalsids’ faces allow them to perceive electrical
fields such as those of active circuitry or living nervous systems, and they are excellent swimmers.
Their high tolerance for heat and humidity is balanced by an equally low tolerance for cold and
dryness. Intellectuals are highly intelligent and have photographic memories, but their penchant for
careful deliberation and deep reflection makes it difficult to handle situations that require quick
reaction or snap decisions.
TRAIT: Dhalsid-Somatic. The barbels on Dhalsids’ faces allow them to perceive electrical
fields such as those of active circuitry or living nervous systems, and they are excellent swimmers.
Their high tolerance for heat and humidity is balanced by an equally low tolerance for cold and
dryness. Somatics are extremely strong and have phenomenal endurance, but their preference for
immediate results and simple direct solutions leads to impatience and impulsiveness.
TALENTS: The character receives access to the following talents. A Dhalsid must take the Skin
Breathing talent at some point during character creation.
ADVANCED ELECTRORECEPTION
REQUIREMENT: Dhalsid Intellectual, or Gamemaster’s Permission
When you successfully use electroreception to scan something you gain a bonus Momentum that
you can only use on the Obtain Information spend to discern additional details about the target. It is
rare but not unheard of for Dhalsid-Somatics to have this talent.
SKIN BREATHING
REQUIREMENT: Dhalsid
You have the ability to absorb oxygen from water through your skin. You can remain submerged for
a number of minutes equal to your Fitness attribute with no ill effects.
WARTS AND ALL
REQUIREMENT: Dhalsid Somatic, or Gamemaster’s Permission
Your skin is especially tough; you gain Resistance 2 that stacks with any armor you wear, but this
added protection doesn’t apply to cold-based damage. It is rare but not unheard of for Dhalsid-
Intellectuals to have this talent.
Names: A Dhalsid name consists of three 1-syllable components; a Knot (extended family) name,
a Nest (immediate family) name, and a personal name. An individual will introduce themselves with
all three names but will typically omit the Knot name for casual use. Only close friends and family
members are permitted to call a Dhalsid by the personal name alone. (Example: Rau-Din-Shei;
usually called Din-Shei, Shei to friends and family)
SPECIES
ELDORAN
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
Eldorans, with their golden skin, copper-colored eyes, and hair of gold, copper, or brass
are perhaps the most beautiful humanoids in the known galaxy… and they most cer-
tainly know it. The Eldoran Reach is officially a tributary state of the Romulan Star
Empire, but in practice they are an independent aligned state. Eldora acquired
warp drive from the Romulans, but they are more advanced than their patrons –
and possibly the Federation – in medical science. Eldoran skill with genetics,
toxicology, and virology translates into unparalleled capacity for biological wea-
pons and tools of assassination. Romulans call them “thrice-cursed liars,” but
Eldorans regard that as a compliment. They enjoy appearing to be harmless
toadies or pleasure-seekers, and they respect no one who can’t see through
the façade.
ASSASSIN’S TOOLS
REQUIREMENT: Eldoran, or Gamemaster’s Permission
You have access to a portable laboratory that allows you to formulate
the kind of tech that makes the Eldorans equals of the Romulans rather
than mere subjects – trinary poisons that require combinations of three
different ingredients to be deadly, viruses so specific as to affect mem-
bers of a single clan, and so on. You can roll a Reason + Medicine
task with a Difficulty determined by the gamemaster to create such
an item.
SEDUCTIVE
REQUIREMENT: Eldoran, or Gamemaster’s Permission
You know how to appeal to someone romantically or sexually. When you perform a
seduction task against someone who is attracted to your gender you may reroll any
number of dice.
Names: Eldoran names are 3-5 syllables long with graceful flowing sounds. The personal
name is followed by two middle names (after the same-sex grandparents) which are only
given in full introduction. The last name is the designator re followed by the name of
the ancestral home. (example: Alandreo Nomial Colonduar re Sianna)
SPECIES
Text and image manipulation by Tygertygr
Image by Spencer Douglass (https://devashard.deviantart.com/gallery/)
GHEQNAN
THE NEXT GENERATION ERA ONLY
Gheqnans (GEKK-nenz) are humanoids 1.7-2.1 meters tall with skin in some shade of purple, blue
or violet eyes, and a complete lack of body hair. Their heads are crowned with chitinous crests that
are all that remains of their crustacean ancestors’ exoskeletons. Males tend to be taller with more
ornate crests, and both sexes might decorate their crests with carvings. The Gheqnan Technocracy
is one of the most technologically advanced powers in the Delta Quadrant -- they have ships that
can repel the forces of the Devore Imperium, and they were even able to shield their worlds from
the Krenim temporal weapon. They aren’t conquerors per se; they use theatricality and displays of
wealth to assert dominance, and their hold on the systems they control is economic rather than
military. Most Gheqnans are perfectly happy with their idle rich lives -- they’ve used good working
conditions and generous pay to recruit other species into all the manual labor and service sector
jobs -- but a few of their number see the cultural and technological stagnation that this privileged
life is causing. If conditions don’t change soon they fear that Gheqna will lose the technological
edge that has kept them independent for so long. These firebrands intend to shake things up and
restore the spirit of innovation that made their people great.
TRAIT: Gheqnan. In regard to physical abilities Gheqnans are blessed with great stamina but
cursed with subpar flexibility. With their book lungs they can breathe both air and water.
Gheqnans are highly intelligent with a flair for the dramatic, but this combination of traits can
lead to excessive love of the spotlight.
TALENTS: The character receives access to the following talents. Gheqnans must
take the Endocrapace talent at some point during character creation.
ENDOCARAPACE
REQUIREMENT: Gheqnan
You have remnants of your evolutionary forebears’ chitinous armor under
your skin. You have Resistance 1 that stacks with any armor that you
wear, and if you are hit by an attack with the Piercing quality you
reduce the level of that quality by 1 (minimum 0).
REGAL
REQUIREMENT: Gheqnan, or Gamemaster’s Permission
You have the bearing of a highborn noble… or at least of
someone who shouldn’t be trifled with. You roll an extra d20
on tasks to impress or intimidate other humanoids.
SPECIES
IRINJUNAM
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
Starship NX-02 Columbia under Captain Erika Hernandez made first contact with Irinju two years
into her initial five-year mission, but it wasn’t until the beginning of the first mission of NCC-1701
Enterprise under Christopher Pike that the Irinjunam joined the Federation. Irinjunam (ee-RIN-joo-
nahm) are 2.1-2.4 meter tall hairless humanoids with skin ranging from pink to light purple and four
eyes with light blue scleras and no irises -- females tend to be slightly taller and more heavily built
than males. The Irinjunam are among the most peaceful species in the Federation; rather than
having evolved from predators they evolved from prey, and their sapience arose from finding ways
to deal with attackers who had superior physical abilities and natural weaponry. This tactical talent,
along with advanced medical technology specializing in plant-based pharmaceuticals, is their main
contribution to the Federation. Irinjunam don’t fight if they can help it, but when they must fight
they pride themselves on their ability to subdue opponents without killing or maiming them.
TRAIT: Irinjunam. The upper pair of eyes are resistant to glare and can resolve images at
great distances, while the lower pair can see in low light and magnify small images close up.
Irinjunam have highly efficient metabolisms; they can go several days without water and up
to two weeks without food with no ill effects. They are both highly intelligent and exceptionally
creative, especially when in regard to fighting opponents who are physically superior and/or in
a superior tactical position. The gill-like organs on an Irinjunam’s neck are their organs of both
hearing and smell, and both senses are inferior to human norms. Even the least pacifistic of
Irinjunam are unwilling to kill without extreme provocation, and even then they find it extremely
stressful to do so. The Irinjunam diet consists entirely of fruits, vegetables, and tubers.
TALENTS: The character receives access to the following talents. Irinjunam must take one of
the following talents during character creation.
DANGEROUS GAME
REQUIREMENT: Irinjunam, or Gamemaster’s Permission
You’re accustomed to fighting opponents who are stronger, faster, tougher, or better armed than
you are. Under these conditions you roll an additional d20 for any defense task.
PRECISION TAKEDOWN
REQUIREMENT: Irinjunam, or Gamemaster’s Permission
Your superior vision allows you to precisely target an opponent’s non-vital vulnerable points.
Whenever you deal damage that would kill, cripple, or maim your target you may spend 1
Momentum to declare that they are knocked unconscious instead. The unconsciousness lasts
for a number of minutes equal to the amount of damage dealt, +5 minutes per effect rolled. If
you use this talent with ship’s weapons you can spend Momentum to redirect damage to the
target’s warp core or life support to the engines, weapons, or shields.
Names: The 3-syllable joritu (clan) name precedes the 2-syllable zaunai (family) name, which
in turn comes before the 1-syllable personal name. Personal names begin with vowels for
females or consonants for males. Starfleet personnel are typically addressed by zaunai name
(Examples: Kedadim Vushto Rul, or Ens. Vushto; Sipardi Jovu Esh, or Lt. Jovu)
SPECIES
IXKULTAN
THE NEXT GENERATION ERA ONLY
Ixkultans (ish-COOL-tenz) are small humanoids with dark gray skin, pointed ears, and
eyes in a variety of colors including some that don’t appear among humans. They are
warriors, fierce and proud, so they are right at home in the Klingon Empire. Ixkultans
are native to the eighth moon of the gas giant Ixkultè (Kulkan VI),
and they had developed interplanetary travel and colonized
Ixkultè i and k when the Klingons discovered them. When they
learned what the empire was like the Ixkultans all but demand-
ed to join. Male Ixkultans are uncommon (sex ratio of 2.5
females to every male) due to a plague that wiped out 80%
of the males centuries ago. Because of this Ixkultans find the
idea of male warriors amusing. There is a small men’s rights
ovement on the Ixkultan worlds, but progress is slow even with the
tacit support of the empire.
TRAIT: Ixkultan. Ixkultans have superior night vision that extends into the
infrared and ultraviolet, but they require protective eyewear to operate in
bright light. They are resistant to plant-based poisons and allergens, and
many biting insectoids find their blood unpalatable. They are small and
therefore not strong, but they are exceptionally fast and agile. Ixkultans are
bioluminescent; their skin can display glyphs that convey simple messages
alone or fine shades of meaning when combined with spoken language.
GLYPH LANGUAGE
REQUIREMENT: Ixkultan, or Gamemaster’s Permission
You have learned a language of light glyphs that allows you to hold
complex conversations in complete silence. Anyone who has this talent
can understand the message if they can see you, but reply is only pos-
sible for someone who is bioluminescent. “Speaking” glyph language
requires that you have some skin exposed.
HUNTER IN DARKNESS
REQUIREMENT: Ixkultan, or Gamemaster’s Permission
You are adept at avoiding – or stalking – the many predators of your
homeworld. You roll a bonus 2d20 on stealth tasks if you are in low-
light conditions.
NIGHT EYES
REQUIREMENT: Ixkultan, or Gamemaster’s Permission
You reduce added difficulties due to darkness by 2. This has no
effect on penalties due to other obstructions like smoke or fog.
Names: Female names have three syllables, male names have two, plus a matronymic (mother’s name plus the prefix kue’ [KWEH]).
For letter sounds a = ah, e = eh, è = ay, i = ee, u = oo, and x = sh. Some nouns begin with dl. (example: Nikutè kue’Dlantamel)
SPECIES
Text by Tygertygr
Image by Van “Kern” Gagne
JAZUAL
THE NEXT GENERATION ERA ONLY
The Jazual (jaws-WALL) are a recent addition to the Federation; the first members of the
species to join Starfleet graduated from the Academy shortly
after the Dominion War. They are an older species than humans,
but they were slow to develop warp drive due of their insistence
on using technology In an environmentally sustainable manner.
This penchant for maintaining healthy environments gives them a
natural flair for for designing life support and weather control systems
-- export of such technologies is a staple of Tezlomec II’s economy. The
Jazual are a peaceful and sensuous people who pride themselves on being
lovers rather than fighters, but they’re willing to use nonlethal force to defend
people and causes that they care about.
TRAIT: Jazual. The Jazual are one of the few sapient “plantimal”
species In the galaxy. Their symbiotic flora allow them to survive
on less food (due to photosynthesis) and air (via CO2 respiration)
than a human of comparable size would need. Jazual are small
and slightly built by human standards, which limits their ability to
apply brute force, but as the descendants of arboreal insectivores
they are lithe and agile with superb balance, exceptional flexibility,
and superhumanly fast reflexes. Their sensitive hearing extends into the
ultrasonic, but this leaves them vulnerable to loud noises. Jazual are
susceptible to diseases of both fauna and flora.
ARBOREAL
REQUIREMENT: Jazual, or Gamemaster’s Permission
When performing a Fitness task to climb you may roll an
extra d20. If you are climbing a tree you may also re-roll
one die that didn’t generate a success.
ENVIRONMENTALIST
REQUIREMENT: Jazual, or Gamemaster’s Permission
When performing a task that uses a focus related to
environmental or life support systems (whether or not you
have that focus) you may re-roll any number of dice in your
dice pool.
SPECIES
JENSET
THE NEXT GENERATION ERA ONLY
Jenset are humanoids 1.6-1.75 meters tall with white or black hair, silvery eyes, and skin ranging
from pale gray to almost jet black, but few outsiders have seen these features. Adult Jenset wear
masks when not at home; they would rather go out in public naked than unmasked, and most
married couples don’t see each other’s faces until the wedding night. Jenset masks aren’t merely
facial coverings, however. The shape, colors, and markings represent the wearer’s lineage,
profession, marital status, and sociopolitical affiliation. Jenset joke that one can learn more about
them from their masks than from their faces. The use of masks represents the Jenset regard for
privacy. They value privacy so highly that they have developed some of the best surveillance
technology in the Federation… mostly so they can find ways to counter it.
TRAIT: Jenset. The Jenset are renowned for their superlative agility, balance, and hand-eye
coordination. Hiding and moving stealthily come naturally to them, and with masks on it is
impossible to read their facial expressions. They’re quite paranoid when it comes to matters of
privacy, and being seen unmasked by anyone but a family member or a lover causes them
great anxiety.
TALENTS: The character receives access to the following talents. A Jenset must take one of
the following talents during character creation.
DISCREET
REQUIREMENT: Jenset, or Gamemaster’s Permission
You roll an additional d20 on any task to prevent someone from reading your body language or
vocal inflections.
ENHANCED MASK
REQUIREMENT: Jenset
Your mask has a few extras installed. Choose two of the devices below to have built into your
mask. You may take this talent a second time to have two more devices.
1
/2-hour air supply
Audio amplification
Infrared + low-light optics
Olfactory booster
Radiation sensor
Telescopic optics + anti-glare
Names: The personal name is 2-4 syllables long with phonetics that resemble Arabic or
Kemetic. Female names end in vowels, male names in consonants. The 1-syllable family name
comes first in a formal introduction, but Jenset usually leave that to their masks. Many Jenset
use false names while offworld. (Examples: Aknoub, Amsili, Rhahumelek, Tapaketu; sample
family names = Dau, Kha, Resh, Waigh)
SPECIES
KHAPRA’A
NEXT GENERATION ERA ONLY
The planet A’chuba in the Beta Quadrant barely qualifies as Class M, which originally led
Federation scientists to believe that it was not the homeworld of the Khapra’a (kah-PRAH-
ah). In fact it is their planet of origin, and is only recently recovered from an environmental
disaster that led to massive climate change. Having barely survived a catastrophe of their
own making the Khapra’a are now fanatics about the responsible use of technology -- in
particular weather control, which is what led to the global flooding. Khapra’a are mostly
humanoid except for having cloven hooves for feet, yellow eyes with horizontal pupils, and
curling horns growing from the tops of their heads. They are well adapted to living on the
mountainous islands that are the only land surface on their homeworld. The caution the
species has learned as a result of nearly destroying themselves doesn’t just extend to the
use of technology; most Khapra’a are loathe trust new ways of doing anything without first
taking time to anticipate possible drawbacks.
TRAIT: Khapra'a. Their light builds and abundant fast-twitch muscles make Khapra’a
exceptionally fast and agile. They are phenomenal climbers who can walk up slopes
as steep as 60° without using their hands, but they are far less proficient at swimming.
The cold and thin air of high altitude don’t bother them. Heat and high pressure are
another matter. Khapra’a are a cautious and conservative people -- sometimes too
much so for their own good.
TALENTS: The character receives access to the following talents. Khapra'a must take
one of the following talents at some point during character creation.
HIGH LIFE
REQUIREMENT: Khapra'a, or Gamemaster’s Permission
You are well adapted to surviving at high altitude even by Khapra’a standards. When
attempting a task to resist thin air and/or cold you can re-roll any number of dice that don’t
generate successes.
PROJECTED CONSEQUENCES
REQUIREMENT: Khapra'a, or Gamemaster’s Permission
You are especially good at anticipating what effects a new technology or process might
have in the long term. When making an analysis for this purpose you roll a bonus 1d20
which you can re-roll once if it doesn’t generate a success the first time.
RAM’S HORNS
REQUIREMENT: Khapra'a
An unarmed attack with your horns has the Knockdown quality, and you also have +1
Resistance versus head shots.
Names: A Khapra’a name consists of a family name followed by a personal name. A full introduction
includes the name of the individual’s birthplace. Family and place names are always three syllables
long with an apostrophe in them. (Examples: A’glera Rafal do Coro’do; De’igo Aralla do Ma’adri;
Ga’raza Sala do Sanjel’o)
SPECIES
KHAVITI
THE NEXT GENERATION ERA ONLY
EMOTION BOMB
REQUIREMENT: Empath
You can make a 2A Nonlethal attack using Presence + Command on a
target within Reach. The target is stunned for one round for each effect
that you roll. You can increase the damage using Command.
STEALTH RUNNER
REQUIREMENT: Khaviti, or Gamemaster’s Permission
You can move at top speed without breaking stealth; performing a
movement task doesn’t automatically give away your position.
SPECIES
KUNLEVAR
ALL ERAS OF PLAY
When the Klingons came to Kunlev they expected an easy conquest. They did not expect to be
welcomed with open arms, served a sumptuous meal, and sold summer homes. The Kunlevar
(KOON-leh-vahr) are no champions of the combat arena, but they are titans of the financial arena.
Within a decade of being conquered by the Klingon Empire -- if you can call it conquest -- the
members of the Kunlev Association had inserted themselves into nearly every facet of
Klingon business. They don’t run anything on paper because Klingons hold all
executive positions, but no Klingon truly understands the complex web of networks
and regulations that the Kunlevar have woven to hide the fact that they have (by
their lights) conquered the Klingons. The nice thing about being the power behind
the throne is already having cover when the daggers come out.
ADIPOSE ARMOR
REQUIREMENT: Kunlevar, or Gamemaster’s Permission
You aren’t fat, you’re well-padded. You have Resistance 2 that
stacks with other armor that you wear, though finding armor that
fits you takes some doing. The extra mass does slow you down,
though; you have +1 to the complication range for movement
tasks and any task check related to agility.
SUCK UP
REQUIREMENT: Kunlevar, or Gamemaster’s Permission
You know how to use flattery and/or obsequiousness to deflect wrath.
When confronted with the prospect of violence, whether physical or
verbal, you can make an opposed Command + Presence check versus
the aggressor’s Control + Insight. If you win the other party stops
attacking you unless and until you do or say something to provoke
them again. You must spend 1 Determination to use this talent
again during the same scene. Suck Up only works on sapient
beings with whom you can communicate.
Names: Kunlevar names are long and complicated; the personal name is followed by a middle
name, a family name, and the name of the ancestral home. Kunlevar typically go by their middle
names among strangers and business associates with the first name reserved for family and close
friends. The phonetics are Germanic-sounding. (Examples: Halbrik Yuhan Gunzler fahn Tanstaafl)
SPECIES
KYRAMENE
THE NEXT GENERATION ERA ONLY
Kyramenes (KEER-ah-meenz) are blue-sinned humanoids with black hair, black eyes,
and webbed hands and feet; they are fully amphibious. Kyramenes have retained
aspects of their ancient culture into the modern day – most notably their caste system.
The three castes are officially equal, but the scholars occupy most positions of power.
Kyramenes had a slow pace of technological development; living underwater part-
time made certain paths of advancement difficult or unavailable. Much of their tech
consists of engineered lifeforms rather than manufactured machines. Balancing
the needs of their living tech against the demands of a technological society
guided them down a path of sustainability; Kyram has a nearly pristine environ-
ment despite being industrialized. Kyram only achieved warp capability at the end
of the 23rd Century and has been a Federation member for less than a single human
(or Kyramene) lifetime.
BIOTECHNICIAN
REQUIREMENT: Kyramene, or Gamemaster’s Permission
You have trained in the use, maintenance, and creation of biological tech. You
may reroll your dice pool for an Engineering or Science task if the technology
is organic.
DEADLY VOICE
REQUIREMENT: Kyramene
You can focus an echolocation pulse into a 1A Piercing 1 ranged attack with
the Inaccurate quality. This attack gains Vicious 1 if you and the target are
both underwater.
MESSAGE IN A BOTTLE
REQUIREMENT: Kyramene
You have learned the songs that your people use to communicate over
long distances. Roll a Presence + Command task at Difficulty 0. Instead
of generating Momentum your voice carries for one kilometer +1 km. per
success. You can only use this ability underwater, and anyone within
range who is in the same body of water can hear it.
SPECIES
Text and image manipulation by Tygertygr
Image by Gary Anderson (https://nightwing1975.deviantart.com/gallery/38956551/star-trek-characters)
LOKABBI
ALL ERAS OF PLAY
NX-02 Columbia didn’t make first contact with the Lokabbi; it’s more accurate to say the Lokabbi
made first contact with Columbia. Their propulsion technology was superior to Earth’s then, and it
remains among the most advanced in the Federation. If only their medical tech had kept up. The
Lokabbi are 1.4-1.5 meter tall hairless humanoids with skin in various shades of blue, large red,
orange, or yellow eyes that lack pupils, and tail-like appendages on the backs of their heads like
those of their genetic cousins the Chandir. They’re an impetuous people with a love of exploration
that rivals that of humans. No doubt this is a holdover from their nomadic past. Environmental
disasters left Kabbiar uninhabitable centuries ago; the species now lives on space stations and
aboard ships, and they see no point in going back to life on planets. The Lokabbi have strict sex-
based division of labor; females occupy leadership and academic roles while males are the artisans,
laborers, and warriors. The Lokabbi joined the Federation to gain protection from the Klingons, but
since the Organian Peace Treaty the All-Fleet has gotten bolder about exploring worlds on the
edge of Klingon space. After the Dominion War there are even clanships that have gone through
the Bajoran wormhole to brave the Gamma Quadrant.
TRAIT: Lokabbi. Strength isn’t everything; Lokabbi prefer methods that favor their superior speed
and agility instead. The resonance chambers in their cranial trunks allow them to vocalize in both
the infrasonic and ultrasonic ranges, and they can hear those sounds as well. Due to their small
stature Lokabbi aren’t particularly strong, and as diurnal creatures they see poorly in the dark.
TALENTS: The character receives access to the following talents. A Lokabbi must take one of the
following talents at character creation.
DEEP BREATH
REQUIREMENT: Lokabbi, or Gamemaster’s Permission
You can store extra air in your cranial trunk. On any task involving breath control you may roll an
additional d20.
HOLLER
REQUIREMENT: Lokabbi, or Gamemaster’s Permission
You are capable of a loud vocalization that can temporarily disable your foes. You can perform an
opposed Presence + Command task versus Control + Command tasks from every hearing creature
within short range. The difficulty is reduced by 1 (minimum 0) for your allies if you warn them. Any
creature that loses this contest is unable to take actions until after the end of your next turn. You
can use this ability once per scene.
Names: A personal name (two or four syllables for females, one or three syllables for males) is
followed by a matronymic (“ye’” + mother’s name) and the 3-syllable name of the birth ship. A
formal introduction always includes the individual’s rank or profession, and some add a navinymic
(“vo’” + name of current ship). (Examples: Lt. Cmdr. Kinsha ye’Nemorona Ohiroth vo’Enterprise;
Trader Lartaran ye’Dharnil Urilless)
SPECIES
NAHLESHNA
THE NEXT GENERATION ERA ONLY
Nahleshna are humaniform reptiloids with green or brown hide. Females stand about 2-2.3 meters
tall while males are shorter with heavier builds. The Nahleshna Sodality is an up-and-coming
power in the Delta Quadrant; they are a small polity, but their territory and influence are
expanding. Since their contact with USS Voyager under the command of Captain Kathryn
Janeway they have begun to emulate the Federation’s values regarding exploration and
cooperation. They have already made key alliances in their region of space which,
combined with their advanced technology, have allowed them to repel incursions by
the Kazons and the Numiri. By the time the UFP returns to the Delta Quadrant the
Matriarchs of Nahlesh plan to have created a Federation of their own.
BIG BITE
REQUIREMENT: Nahleshna, or Gamemaster’s Permission
Your jaws are fearsome weapons indeed. When you bite, which requires that you
have grappled or been grappled by the target, your unarmed attack loses the
Nonlethal quality and gains the Vicious 2 quality instead.
JUNGLE/SWAMP-DWELLER
REQUIREMENT: Nahleshna, or Gamemaster’s Permission
You are skilled at surviving in the biome where you were raised. Choose rain forest
(Jungle-dweller) or swamp (Swamp-dweller). For tasks that use the Survival focus,
whether or not you have that focus, you may re-roll any number of dice in your dice
pool while in your chosen biome.
Names: Personal name (four syllables for females, three syllables for males) followed by
a 2-syllable family name. Married males take their wives’ family names. (Examples: Adadat
Sraylas, Jahagasra Kreva, Kshaptoya Shika, Vristimi Seree)
SPECIES
ODANIANS
NEXT GENERATION ERA ONLY
At first glance Odanians can be easily mistaken for Terran dolphins (though they more
closely resemble false killer whales), but they are in fact a non-terrestrial species. Most
Odanians are 5-6 meters long and mass 1,200-2,000 kg. with gray skin that sometimes
has light countershading. At the time of first contact Odanians had not yet achieved space
travel but had somehow gained advanced scientific knowledge despite their limited ability
to produce technology. For this reason a special exception was made to contact them.
Despite never having left their homeworld the Odanians proved to possess knowledge of
celestial bodies that was a great boon to the Federation. Several Federation starships
have since been retrofitted (in the case of newer ship classes, designed) with special
flooded decks to accommodate Odanian crew members -- Cetacean Ops specializes in
solving problems of navigation, advanced mathematics, and analysis of spatial anomalies.
SONAR GLYPHS
REQUIREMENT: Odanian, or Gamemaster’s Permission
Your refined echolocation can convey several sentences worth of information
in a vocalization of a single syllable. You can swiftly communicate with other
Odanians (or anyone who has this talent) or operate a device that is
equipped to accept voice commands in Odanian -- this allows you
to compress an amount of speech that would normally take
several rounds into a minor action. Only those who speak
Odanian can understand this vocalization, and anyone
who isn’t familiar with your species might not even recognize it as speech.
SPATIAL AWARENESS
REQUIREMENT: Odanian, or Gamemaster’s Permission
You have an intuitive understanding of the “shape” of local space within several light
years.You gain the Spatial Awareness focus which you can apply to task checks for stellar
navigation, detecting or understanding spatial anomalies, and anything else the GM
deems appropriate.
Names: Odanian names consists of whistles and clicks that can include ultrasonic phonemes. Most
Odanians choose pseudonyms for interacting with species of more limited vocal capability; these
names are typically either poetic or so grandiose that they are almost certainly inside jokes (Examples:
Moonlight-Sparkling-on-the-Water [Sparkle for short]; One-Who-Perceives-the-Deep-Currents-of-
Being [Deep Currents, or DC]; Who-Sings-Songs-of-a-Home-Far-Away [Farsinger])
SPECIES
PAGHORIM
ALL ERAS OF PLAY
Paghorim are yellow-to-orange-skinned humanoids with cartilaginous plates on their heads in place
of hair. The plates both aid in thermoregulation and are a major part of Paghorim body language.
Paghor has long been aligned with the Orions… sometimes as clients, sometimes as vendors, but
usually as (mostly) friendly rivals. Everything that is believed about the Orions is equally true of the
Paghorim, with one important exception; the Paghorim abhor slavery. Having once been slaves
themselves -- of a species whose name has been lost to antiquity but whom the Paghorim claim to
have “helped” into extinction -- the Paghorim make a point of killing any slaver they catch. They
have no qualms about drug dealing, but the irony of addiction being akin to slavery is lost on them.
The Paghorim pride themselves on their personal weapons technology, which is more advanced
than that of the Federation while retaining some primitive touches (i.e. wooden accents on energy
rifles). The Orions claim that this is merely compensating for the Paghorim’s “substandard” ships.
TRAIT: Paghorim. As natives of a desert climate Paghorim can tolerate heat and aridity and can go
long periods without food and water. They are hampered somewhat by high humidity and are nigh
helpless in the cold. Paghorim display phenomenal endurance and ability to move across unstable
terrain such as shifting sands, but the lack of poisonous plants on Paghor has left them vulnerable
to plant-based toxins.
GROUNDSENSE
REQUIREMENT: Paghorim, or Gamemaster’s Permission
While in contact with the ground you can sense vibrations from the movements of creatures and
vehicles. You can pinpoint the target’s location with a successful Insight + Security (to sense
creatures) or Science (to sense vehicles or natural phenomena) task and track it until it loses
contact with the ground, you are distracted somehow (for example, by being dazed), or a more
powerful signal drowns out the target’s vibrations.
STATIC
REQUIREMENT: Paghorim, character creation only
You’re a throwback to the time when Paghorim had electric organs for defense. With a successful
unarmed strike you can deliver a 2A Intense attack that ignores conductive armor. The first use of
this ability during a scene is free, the second costs 2 Momentum, and a third costs 4 Momentum.
Your electrocytes are fully discharged after three uses and require at least six hours to recharge.
Names: A 2-3 letter clan name precedes the 2-3 syllable personal name. The initial vowels is an “i”
or “o” for males, “e” or “u” for females. A full introduction includes “child of [father’s name] and
[mother’s name].” (Examples: Rau Birug, Ko Senodagh, Dap Yotul, Ij Zulmthu)
SPECIES
QILLILIV
THE NEXT GENERATION ERA ONLY
Qilliliv have upper bodies resembling those of four-armed humanoids with snakelike lower bodies.
The full body length is about 3-4 meters, and the scales can be any color in the visible spectrum.
The Qilliliv (KILL-ill-iv) are part of the Romulan Star Empire, but they’re not happy about it. The
Romulans conquered the Qilliliv before they had developed interplanetary travel, and even now the
serpent folk are just beginning to explore their home system. While technologically primitive the
Qilliliv are socially advanced, at least as much so as the Federation. The Star Empire employs
large numbers of Qilliliv as administrators and domestics, which puts them in an excellent position
to gather information that the Romulans would probably prefer that they didn’t know. Because of
their love of peace and hatred of direct confrontation the Romulans don’t regard the Qilliliv as a
threat. This is fine with the serpent folk; to their minds only a fool would choose to give a punch in
the face when a knife in the back is an option. They didn’t celebrate openly when
Romulus was destroyed… but they did celebrate. The empire’s collapse saved them
the trouble of bringing it down via subversion. The Qilliliv still live within the space
controlled by the resurgent Star Empire, but Romulans have begun to notice that
the smiles directed at them show more fangs of late.
EXAMPLE VALUE: Seem Harmless Until You Are Close Enough to Strike
TRAIT: Qilliliv. As creatures adapted for moving through water Qilliliv are
incredibly strong. They have “book lungs” like those of a horseshoe crab, only
more efficient, that allow them to breathe both water and air. Qilliliv move
slowly on land -- their physiology renders them
incapable of running -- but they are fast and graceful
in the water and are good climbers. As natives of
tropical waters they don’t do well in the cold, nor can they cope
with arid conditions; Qilliliv need to keep their book lungs wet in
order to breathe. All Qilliliv are equally dexterous with all four hands.
CONSTRICTOR
REQUIREMENT: Qilliliv
You are proficient at grappling, and you are
especially deadly when you use your tail. You
roll an additional d20 for grappling tasks, and
if you use your tail you may spend a point of
Determination on the roll.
SPECIES
ROULAUX
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
The Roulaux (roo-LOH) are quadrupeds with a pair of arms on the upper body. They stand about
1.1-1.4 meters tall with a length roughly twice their height. Their coating of short fur comes in a
variety of colors (usually greens, blues, and purples) and patterns (stripes, spots, or mottling). The
Roulaux were once a savage people who almost wiped themselves out with brutal wars, but they
saved themselves by embracing etiquette; Roulaux value politeness the same way that Vulcans
value logic, and they have great appreciation for the similarity between the histories of Vulcan and
Derrilailles (DARE-eh-lye). And just as with Vulcans, the old passions of the Roulaux are not gone
but merely suppressed. It is never wise to forget that a behind those good manners lie the instincts
of a killer.
EXAMPLE VALUE: Kill Them With Kindness Until You Need Something Stronger
TRAIT: Roulaux. As quadrupeds Roulaux have superb balance and resistance to forced
movement. They are as strong as the Vulcans they so admire and can run much faster
than most bipeds. Roulaux are poor climbers, and they are even worse at acrobatics and
zero-G operations. Their sharp hearing, which extends slightly into the infrasonic and
ultrasonic, makes up for their blue-yellow color blindness. They are strict carnivores.
POLITE PREDATOR
REQUIREMENT: Roulaux, or Gamemaster’s Permission
After briefly conversing with a sapient being you can make an Insight +
Command task to discern that individual’s psychological weaknesses.
You get general information like, “pride,” “under-confidence,” or
“greed.” You can use the Obtain Information Momentum
spend to get additional details or weaknesses.
STRONG TAIL
REQUIREMENT: Roulaux
Unarmed attacks with your tail gain the
Knockdown quality.
SPECIES
SEZZIM
THE NEXT GENERATION ERA ONLY
Sezzim (seh-ZEEM) are similar to Earth cephalopods with large visible brains and single eyes in
the middle of their faces. The full body length is about 3.4-4.6 meters, but they only stand about
half that on land. Two of their limbs have evolved into grasping/manipulative appendages while the
remaining four are used for locomotion. Their skin ranges in color from light blue to deep purple
depending on mood. The Sezzim are a recent addition to the Federation, having become full
members after the end of the Dominion War, but they have already made significant contributions
to noetic science (the branch of science that studies psionic abilities). In turn
they are eager to learn better technology from other Federation members,
Especially in the areas of transporters and replicators, in which they are
Notably deficient. Sezzim don’t reject emotion as Vulcans do, but their
Culture values practicality over sentiment. As hermaphrodites Sezzim
don’t understand the concept of sex-based discrimination.
BONELESS
REQUIREMENT: Sezzim
Your lack of bones and joints makes you extremely difficult to
hold. Any attempt to grapple you has a penalty of +1 to the
difficulty and the complication range.
TELEKINETIC
REQUIREMENT: Sezzim, or Gamemaster’s Permission
You can spend 1 Momentum to manipulate an object that you could lift with
one hand as if you were touching it. This ability only extends to short
range. The telekinesis lasts for the rest of the scene or until you put the
Object down, whichever comes first.
SPECIES
TIKRON
THE NEXT GENERATION ERA ONLY
The Tikron (TIE-kron) come from a super-Earth type planet with a surface gravity of 3.1G. There is
archeological evidence suggesting that they did not evolve there; they appear to have been planted
there by another more advance species and adapted to the environment via genetic engineering.
The fact that Tikron culture still regards mining as an honorable profession provides a hint as to the
purpose of that endeavor. With bodies rippling with muscle and habitual stoic expressions the
inhabitants of Anatik (AH-nah-tyke) are proof that it’s possible to tower over someone and still find
them intimidating -- Tikron stand 1.3 to 1.5 meters tall on average, but they are almost as wide as
they are tall. The Tikron aren’t a violent people, but they love a good fight. They regard a friendly
brawl as one of the best forms of entertainment… but threaten their families and you’ll find out
what they do with all the aggression that they never express otherwise.
MUSCLEBOUND
REQUIREMENT: Tikron, or Gamemaster’s Permission
Your muscles and bones are so dense that they act as natural
armor. You have Resistance 2 that stacks with any other armor
you wear. The downside is that the abundance of muscle interferes with
your flexibility; you have +1 to the difficulty of any agility-based task.
Names: Tikron names are 1-2 syllables and always end in consonants -- d, g,
k, or t for males, l, m, n, or v for females. The surname consists of the parents’
names combined, mother’s name first, plus a number that corresponds to the
individual’s birth order. The letter “i” is always pronounced as “eye.” (Examples:
Vark TevGrod-8)
SPECIES
TRAGANTI
THE NEXT GENERATION ERA ONLY
Traganti resemble humans – including having the same range of skin, hair, and eye colors
– with the addition of third eyes in the middle of their foreheads. They are a stoic people
who rarely display strong emotion and almost never raise their voices. This is not because
they suppress emotion as Vulcans do but because they consider such displays a breach
of other people’s privacy. Traganti are loathe to impose on others, nor do they
tolerate being imposed upon. Their regard for privacy is a natural consequence
of their talent for telepathy; Traganti learn from an early age to keep their minds
to themselves. Traganti have little regard for physical violence, but their talent
for mental violence exceeds that of any other species in the Federation. This is
one of the few relics of their warlike past that they have preserved… a weapon
is a distasteful thing, but it beats being without a weapon when you need one.
TRAIT: Traganti. Three eyes are superb for ferreting out visual details, and
Traganti have photographic memories. Traganti have honed inscrutability to a fine
art, and they back it up with strong psychic shields. Because of their high regard
for peace and quiet Traganti are uneasy around most humans and actively
dislike Klingons. Traganti despise Betazoids, who have very different ideas
about privacy.
Names: A Traganti name is four syllables long, but not everyone gets to use all of
it. Traganti recognize four Circles of Intimacy, with people on the First Circle –
strangers – only permitted to know the first syllable of the name. Second Circle
extended family members, acquaintances and co-workers may know the first two
syllables. Immediate family and close friends make up the Third Circle. Only
parents and lovers may know a Traganti’s full name. A full introduction includes
the parents’ First Circle names, mother’s name first, and the birthplace (example:
Yundariet Tai Fal Shihir; her friends and siblings call her Yundari, her crewmates
call her Yunda, and she introduces herself as Yun)
SPECIES
Text and image manipulation by Tygertygr
Image by Gary Anderson (https://nightwing1975.deviantart.com/gallery/38956551/star-trek-characters)
VRAAL
THE NEXT GENERATION ERA ONLY
Vraal (vrah-ALL) are relatives of Caitians, Ferasans, and Kzinti. They are smaller than their genetic
cousins -- typically about 1.45-1.6 meters tall -- with lean builds and short tails. Females tend to be
taller, while males are more heavily built. The Vraal evolved from plains-dwelling carnivores that
hunted in prides led by alpha females, and their society is still matriarchal to this day. Despite their
small stature Vraal are as fierce as Kzinti; Terrans who have seen Vraal fight compare it to being
mobbed by housecats. Mvraallu (mmm-VRAH-ah-loo) is a recent addition to the Federation as of
just before the Dominion War, and they’re disappointed at having missed the fighting. Due to their
combative nature Vraal make excellent security personnel, but as such avid fighters they also see
the need for competent medics.
TRAIT: Vraal. Vraal have superior agility even by the standards of felinoids, and they can easily
outrun most other bipeds. They have acute senses of hearing and smell in addition to superb
night vision. Despite their feline heritage Vraal are surprisingly poor climbers, and their feisty
nature burdens them with a tendency toward being confrontational -- “Vraal diplomat” is almost a
contradiction. They are strict carnivores as befits beings with functional fangs and claws.
CONCEALED WEAPONS
REQUIREMENT: Vraal, or Gamemaster’s Permission
Your fangs and claws are small, retractable, and very, very sharp. When you hit with an unarmed
attack you may spend 1 Momentum to remove the Nonlethal quality and add the Vicious quality for
that attack.
PRIDE TACTICS
REQUIREMENT: Vraal, or Gamemaster’s Permission
You are especially adept at fighting as part of a team. When you succeed on a task to assist
another character with a combat task you generate a bonus Momentum that you must spend
immediately on the Create an Advantage Momentum spend. You can use this ability only once per
combat.
Names: A Vraal name consists of a 4-syllable pride name, 2-4 syllable personal name, and “rrr’-
[mother’s name]” -- the “rrr” is a trill like the Spanish rolled “r.” Female names always have a double
vowel in them while male names have a double consonant. Double vowels are pronounced as
separate syllables. (Examples: Amponkonah Akkoi rrr’Saarola [ahm-pon-KOH-nah ah-COY rrr-sah-
ah-ROH-lah], Komiire Yoonwa rrr’Adwoo [koh-mee-EE-ray yoh-OHN-wah rrr-ahd-WOE-oh])
SPECIES
WAUNDRIN
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
Waundrin (WAH-oon-drin) are humanoids of below-Terran average height with white skin.
Their hair and eyes are brilliantly colored – blues, purples, greens, and pinks are common,
metallic colors like gold, silver, copper, and brass are less so. All Waundrin have facial
markings in the form of tattoos and/or piercings. Their homeworld is currently 2,500 years
into what is expected to be a 30,000-year ice age. The Waundrin used their mastery of
genetic science to both adapt themselves to the cold and to create crops and livestock
that can thrive in their frigid environment. Waundrin are much like their planet – just as
Undrin’s icy surface hides tunnel complexes containing an advanced civilization, a
Waundrin has a cool exterior with a lot going on beneath the surface.
TRAIT: Waundrin. Waundrin are comfortable in extremes of cold that would kill
an unprotected human within hours, but they are vulnerable to heat. Their meta-
bolisms are highly efficient; they can survive on far less food and water than other
humanoids of equal body mass need. Waundrin don’t require sleep unless they
are injured, and even then a few hours per day of no more than light activity
is enough to permit healing. Meditating for about thirty minutes a day is as
close to sleep as a Waundrin needs. Waundrin aren’t quite as stoic as
Vulcans, but they do excel at controlling their emotions.
ACCLIMATIZED
REQUIREMENT: None
You are adapted to a specific environment. You may reroll any number of dice for
tasks related to surviving in or moving through that environment. This includes but
is not limited to navigation, finding food and water, negotiating difficult terrain, and
building shelter. You may take this talent more than once, specializing in a different
environment each time. As a Waundrin you must take cold desert or subterranean
as the first environment to which you are Acclimatized.
IMMUNIZED
REQUIREMENT: Waundrin, or Gamemaster’s Permission
You have a suite of tailored bacteria, viruses, and symbionts in your body that protect
you from foreign organisms. You reduce the difficulty of resisting any viral, bacterial,
or parasite-based disease by 1.
OPTIMIZED
REQUIREMENT: Waundrin, or Gamemaster’s Permission
You have genetically amplified aptitude for a given range of skills. Choose one of
your Disciplines; you roll a bonus d20 for any task that uses that Discipline.
Names: Three names; the second and third are one syllable, the first is
one syllable for males, two for females. Waundrin don’t use surnames.
They show affiliation to a phyle (extended family) by their facial markings. Waundrin do not
marry; children are raised in the opposite sex parent’s phyle. (examples: Dal Pek Tösh; Eda Fen Druz)
SPECIES
Text and image manipulation by Tygertygr
Image by Gary Anderson (https://nightwing1975.deviantart.com/gallery/38956551/star-trek-characters)
XILRA
THE NEXT GENERATION ERA ONLY
Xilra (ZILL-ruh) are 1.7-2 meter tall humanoids with black hair and gold, orange, or red eyes. Their
red skin sometimes has darker red stripes. Xilra society is divided into four castes. The highest and
smallest caste, the Phalar, are administrators and leaders. Phalar have a monopoly on psionic
talent; any child who shows psionic aptitude is adopted into a Phalar family as soon as their
talent becomes known. The second caste, the Visari, were once the priesthood but are now
the scientists, scholars, and educators. As laborers, artisans, and technicians the Ataras are
the largest caste. The lowest caste, the Raztori, are artists, performers, and sex workers.
Xilra still hold to these caste divisions, and it is only by demonstrating exceptional ability that
one can advance to a higher caste. The Xilra only recently developed warp drive and have
only two colonies outside their home system. They’re a minor Delta Quadrant power by
any estimation, and their leaders fear being conquered by a more powerful
species. Their great thinkers, however, fear that they’ll be assimilated by the
Borg first. The desire to avoid both fates makes the Xilra eager to ally with
more benevolent species.
EXCELLENCE
REQUIREMENT: Xilra (any caste but Phalar), or Gamemaster’s Permission
You have trained hard to be very good at your job. Choose one of your
focuses. For any task that uses that focus you increase the critical range by
1, decrease the difficulty by 1,and decrease the complication range by 1.
You may only take this talent once.
XENOPHILIA
REQUIREMENT: Xilra, or Gamemaster’s Permission
You enjoy interacting with other sapient species, and you are good at it.
You roll an additional d20 for social interaction tasks with sapients of
species other than your own.
Names: The caste name is followed by the 2-3 syllable clan name, which
in turn is followed by the 3-4 syllable personal name. (Examples: Ataras
Suran Carnijin, Phalar Catavern Ragora, Raztori Evarola Titajin, Visari
Aumon Feratalak)
SPECIES
_ _
Y’NOQ
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
The Y’noq are below-average human height, but they are almost as wide as they are tall.
They have thick leathery hide, bony frills on the backs of their heads, and five horns on
their faces. The Klingons conquered Sr’tahp without firing a shot; the Y’noq’s legends
about “messengers from the sky” allowed the empire to step into the role of divine inter-
mediaries. What the Y’noq will do when they learn how they’ve been deceived is a matter
of great concern to the High Council. Y’noq are a spiritual people who hold hard
work and earned rewards in high regard. They are nonviolent by nature,
but they are merciless in defense of home and family. The empire sees
them as laborers rather than warriors, but some commanders use Y’noq
as shock troops – a charge of “dinosaur men” is sure to break a Federation line.
GORE
REQUIREMENT: Y’noq, or Gamemaster’s Permission
With at least 10 meters to get up to speed you can
charge a foe and gore. When you do this your unarmed
attack loses the Nonlethal quality and gains the Vicious
2 quality and The Knockdown damage effect.
IRON SKIN
REQUIREMENT: Y’noq, or Gamemaster’s
Permission
Your hide acts as armor that provides Resistance
2. This stacks with other armor that you wear.
LOW NOTE
REQUIREMENT: Y’noq
You can convey simple messages in your
lower vocal register, which is well below the
range of most humanoids’ hearing. You can
send 1-2 word commands or queries. Other
Y’noq can receive the message… as can
allies who have proper detection technology.
Names: Personal names are two syllables long with the syllables separated by an apostrophe. Male names end in hard consonants,
female names end in soft consonants. A full introduction includes the parents’ names, father’s name first. (examples: K’torm, Ra’goct)
SPECIES
Text by Tygertygr
Image by Phil Berry (https://phill-art.deviantart.com/gallery/)
ZOSHU’UDU
THE NEXT GENERATION ERA ONLY
The Zoshu’udu (zoh-SHOO-oo-doo) are members of the Dominion, but they have never regarded
the Founders as gods -- in fact they scoff at the very concept of gods. Zoshu’udu are pragmatic
beings who see no point in personifying impersonal natural forces, and worshiping such forces
strikes them as foolish. Their reverence for the Founders is based entirely on their admiration for
success -- the Dominion has proven its ability to acquire and manage resources, therefore the
Zoshu’udu are content to be a part of it… as long as that success continues. The end of the
Dominion War has caused many of the Zoshu’udu to reevaluate their opinion of the Founders,
but nothing can make them question loyalty to the hive. Some hives have begun to transfer
their loyalty to entities other than the Dominion. Zoshu’udu have four sexes, with safyai
(gestating/egg-laying females) being the dominant sex followed by wamyai (egg-
producing females), kulima (males), and bilango (neuters). Failing to provide offspring
for the hive is a great shame, so most Zoshu’udu seen away from the hive are bilango.
Bilango comprise about 66% of the Zoshu’udu population.
RADIATION SINK
REQUIREMENT: Zoshu'udu
Ionizing radiation poses little threat to you. You can spend 1 Momentum to
make yourself immune to ambient radiation effects for one scene or 1
Determination to become immune for 24 hours of in-game time.
WALL CRAWLER
REQUIREMENT: Zoshu'udu, or Gamemaster’s Permission
You can cling to surfaces like an insect; you can move across walls and
ceilings as easily as other sapients move across floors, though you must do
so on all fours.
SPECIES