Star Trek Adventures TOS - TAS.TNG Species
Star Trek Adventures TOS - TAS.TNG Species
Star Trek Adventures TOS - TAS.TNG Species
Acamarians look like humans with vertically cleft brows and a slight greenish cast to
their skin. Many of them sport facial tattoos. Acamar III is a world only recently united.
In centuries past a series of conflicts called the Clan Wars stifled the planet’s
technological and economic development. Even after the end of the wars some
Acamarians refused to accept peace; they became the space pirates known as
the Gatherers. Gatherer raids strained relations between Acamar III and the
rest of the Federation until the last of the Gatherers were repatriated – which
didn’t occur until the last soldier of the Clan Wars was thwarted before killing
her final target. With the Clan Wars truly over at last many Acamarians are
struggling to find new purpose. With no war to fight and, for many, no more
clan to serve, a great many Acamarians have transferred their loyalties to
other organizations. Some Acamarians identify Starfleet as their new clan,
but others have joined less reputable bodies like the Orion Syndicate.
CLAN SPECIALTY
REQUIREMENT: Acamarian
Your clan has a particular area of expertise. Choose one
Focus. You add 1d20 to your dice pool for task rolls to which that
Focus would apply whether or not you have that Focus.
MAKE DO
REQUIREMENT: Acamarian, or Gamemaster’s Permission
When you fail a task roll for Engineering, Science, or Security you may always
Succeed at a Cost.
Names: A 1-3 syllable personal name may be followed by a 2-3 syllable family name. The clan name is also 2-3 syllables long.
(examples: Chorgan of Clan Lornak,Emi Linzordo, Marouk, Penthor-Mul, Yuta of Clan Trelesta)
SPECIES
Text by Tygertygr
Image by Neil Nelson (https://thedarkestseason.deviantart.com/gallery/)
ANJURWAN
THE NEXT GENERATION ERA ONLY
The Anjurwan (AHN-joor-wahn) originated on one of the planets in the Minara star system,
but they no longer live there since the star went nova. The other sapient species native to the
system, the Vians, evacuated a large portion of the Anjurwan population to a nearby world in
the Alpha Quadrant mere hours before the disaster. There, with protection and guidance from
the few surviving Vians, the pre-warp Anjurwan society flourished. Shortly before the start of
the Dominion War the Anjurwan had advanced to the point of developing warp drive and
became an associate member of the Federation. There are as yet few Anjurwan in Starfleet
due to their aversion to even the prospect of violence. Those rare individuals who do join
Starfleet tend toward the medical and science professions, though there are command and
engineering specialists as well. Anjurwan counselors are among the best in the Federation.
TRAIT: Anjurwan. Anjurwan are petite, tending toward lithe or wiry physiques, with
exceptional balance and agility. They are both quick studies and, by human standards,
unusually attentive to their surroundings. As fully-functional empaths Anjurwan can
both sense ambient emotions and communicate their own emotions to others, and they
can even distinguish or project subtle nuances (i.e. the difference between “fear” and
“fear of drowning”). Anjurwan combine this finely-tuned empathy with sign language to
form their primary means of communication -- they are completely mute, lacking even
vestigial vocal cords, and require technological aid to speak. As empaths Anjurwan
loathe violence and will go to great lengths to avoid inflicting pain.
TALENTS: The character receives access to the following talents. Anjurwan must take
the Empath talent at some point during character creation.
EMPATHIC HEALER
REQUIREMENT: Anjurwan, or Empath + Gamemaster’s Permission
You can heal others by briefly taking their wounds onto yourself. You touch the patient
and roll a 2A “attack,” and you can increase the “damage” using Medicine. For each point
of damage rolled you instead remove 1 Stress from the patient, and if you roll an effect
you may also remove an injury. Any Stress or injury that you heal is transferred to you
until the end of the scene, and you can’t avoid an injury that is transferred in this manner.
LOUD AS A WHISPER
REQUIREMENT: Anjurwan, or Gamemaster’s Permission
You are particularly adept at sign language. You can attempt a Command + Presence
task to communicate in gestures and be understood as easily as if you were using speech.
This communication is completely silent but requires that you have at least one hand free.
Success on this minor task allows you to be Loud as a Whisper for the rest of the scene.
Names: Anjurwan names are psychic constructs that encompass the entirety of their personalities,
experiences, and aspirations. When dealing with non-Anjurwan they select verbal names; many
choose to continue the tradition begun by Dr. Leonard McCoy during the Federation’s first contact
with the Anjurwan; they name themselves after (semi)precious stones, precious metals, or terms
for describing valuable things. (examples: Argent, Gem, Onyx, Treasure)
SPECIES
ARCTURIAN
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
The Arcturians are native to the Arcturus system. Their world of origin is a super-Earth, and they
have terraformed the system’s other planets and many of the moons. As a result their population is
over 100 billion strong. They are a highly militaristic society with a huge population from which a
significant fraction of the Federation’s infantry forces are drawn. They can rapidly expand their
population by means of cloning, an early mishap with which is the cause of their characteristic
“melted wax” appearance. Arcturians have the most advanced cloning tech in the Federation, but
they still haven’t solved the problem of replicative fading so they still practice sexual reproduction.
Not all Arcturians are soldiers per se, but all of them stand ready to take up arms to defend their
homeworld and the Federation as a whole. Because they all look alike Arcturians wear bandoliers
with color codes that identify them as individuals… but this is no help to the color blind.
TRAIT: Arcturian. Arcturian strength, speed, and stamina are well above human average,
and their efficient metabolisms can operate on food and water of insufficient quantity and
quality for humans to survive on. A lack of genetic diversity, specifically in the histo-
compatibility complex, has left Arcturians susceptible to disease while their unaesthetic
appearance is often a detriment in social situations.
TALENTS: The character receives access to the following talents. An Arcturian must take one
of the following talents at character creation. These talents are mutually exclusive.
TRUEBORN
REQUIREMENT: Arcturian
You are one of the rare members of your species produced via natural birth; random
mutation has gifted you with additional genetic fitness. Choose two of the mutations
below. You may take this talent a second time during character creation to gain two more
mutations, but you can’t take it a third time.
Bat’s Ears: Your hearing extends into the ultrasonic;
Hardiness: You have -1 complication range (max. 20) on disease resistance tasks;
Hornet’s Eyes: Your vision extends into the ultraviolet;
Hound’s Nose: You have -1 difficulty (min. 0) on scent perception tasks;
Titan’s Lungs: You can survive (Fitness) minutes of non-corrosive toxic atmosphere;
Veteran’s Liver: You have -1 difficulty (min. 0) on poison resistance tasks;
Viper’s Eyes: Your vision extends into the infrared.
WARBORN
REQUIREMENT: Arcturian
You are a clone bred for war. You gain the Unarmed Combat focus plus one additional
focus chosen from among Bladed Melee Weapons, Blunt Melee Weapons, or Personal
Energy Weapons. You may replace one (and only one) of these extra foci with a Trueborn
mutation instead. You may take this talent a second time during character creation to gain
two more foci or another focus and another mutation, but you can’t take it a third time.
Names: Arcturian names are 1-2 syllables long with hard consonants and gutteral sounds. A
full introduction includes the batch (sibling group) name and the individual’s current unit
assignment. (Examples: Tagsut, Taksul)
SPECIES
BETELGEUSIAN
ALL ERAS OF PLAY
Betelgeusians are humanoids with traits of both felines and avians; their faces are notably beaklike.
They are imposing beings who stand 1.9-2.2 meters tall on average, with males being slightly taller,
with blue or brown skin and no body hair. Betelgeusians abandoned their homeworld Hav’a’halar
(Betelgeuse IV) centuries ago because they knew that the planet would be destroyed when the
star went nova. Most Betelgeusians now live aboard space stations or nomadic space fleets
called argosies. The Betelgeusians evolved from ambush predators, and they still revel in those
instincts. They share with Klingons a preference for fighting in close combat. Every Betelgeusian
is part of a naccard, a family group/religious organization that reveres one of the six great heroes
of their legends -- Altaa the Warrior, Doban the Ruler, F'ter the Clock-maker, Lahile the Mother,
Ost the Vagabond, and Slichez the Thinker. Criminals follow an evil seventh hero named
Cordban the Trickster while pretending to follow one of the others. The choice of which hero
to follow, which Betelgeusians call j’tonka, determines an individual’s career and personal
philosophy.
COMES A HUNTER
REQUIREMENT: Betelgeusian, or Gamemaster’s Permission
You are proficient at stalking and tracking; you roll an additional d20 for such tasks.
RETRACTABLE CLAWS
REQUIREMENT: Betelgeusian, or Gamemaster’s Permission
Your fingers and toes sport natural weapons that you can retract when not in use. You can
extend or retract your claws as a minor action. With your claws extended your unarmed attacks
have the Vicious 2 quality.
Names: Betelgeusian names consist of a personal name and family name with the syllables
sometimes separated by apostrophes. A full introduction includes the name of the naccard as well.
(Examples: Chiir'hit Keer'iuv; Hrrii'ush Uuvu'it; Rocko Traitt; Thuu'chi Hirr'uth)
SPECIES
_ _ _ _ _
BRENARI
THE NEXT GENERATION ERA ONLY
Brenari are almost identical to humans except for having a narrower range of skin, hair, and eye
colors -- they tend toward lighter skin tones, black or brown hair, and brown or gray eyes -- and a
single V-shaped ridge on the bridge of the nose. The Brenari suffer persecution from the totalitarian
Devore Imperium, which has exterminated many Brenari and imposed forced relocation on many
more. Most of the surviving Brenari, who number in the mere hundreds of thousands, are trapped
on barely habitable internment worlds in the Delta Quadrant, but there is a small population in
Federation space thanks to an elusive wormhole and the timely aid of USS Voyager under Capt.
Kathryn Janeway. A handful of the first Brenari born in the Alpha Quadrant have joined Starfleet,
but most of them are occupied with the important task of building up their numbers from mere
dozens to a population that can ensure their species’ survival.
TRAIT: Brenari. All Brenari have a highly developed ability to read social cues. They are
particularly adept at discerning others’ motives and concealing their own; their survival
often depends on guile. The presence of crowds creates distracting psychic static.
TALENTS: The character receives access to the following talent as well as the Empath
and Telepath talents. Brenari must take Empath or Telepath at some point during
character creation.
HIDDEN TALENT
REQUIREMENT: Brenari, or Gamemaster’s Permission
You have learned techniques for avoiding capture by Devore Mindhunters. Whenever
another character performs a task to identify you as a telepath you can oppose them
with a Control + Security task (difficulty 1 for you, 2 for the aggressor). If you win you
register as a non-telepath.
Names: A Brenari’s full name has both verbal and telepathic components, but they go by just
the 1-3 syllable verbal part among non-telepaths. (Examples: Adar, Kir)
SPECIES
_
CATULLAN
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
Catullans are fair-skinned humanoids with high foreheads, pastel hair, and light-
colored eyes. They once fought a nuclear war that nearly obliterated their history
and culture, which resulted in centuries of struggle to become a technological
society once again. The love of peace learned from that experience of war led
them to join the Federation. Catullans value history – personal, familial, and
societal – and their culture encourages balance between reason and passion.
Catulla (or Cendo-Prae as it is known in one of the ancient languages) is
home to one of the Federation’s most productive shipyards.
TRAIT: Catullan. Catullans are blessed with exceptional (though not super-
human) strength, endurance, and tolerance for cold, but they are vulnerable to
heat. As the descendents of people who survived a nuclear war they are resist-
ant to radiation.
HEREDITARY SKILL
REQUIREMENT: Catullan
Aptitude for a certain skill runs in your family. Choose an additional Focus
at character creation; you inherited a talent for it from one of your parents.
You reduce the difficulty of tasks that use this Focus by 1.
NERVE BLOCK
REQUIREMENT: Catullan, or Gamemaster’s Permission
You have learned techniques for blocking nerve impulses, the most com-
mon of which allows you to incapacitate an opponent. The nerve block
counts as a melee weapon with 2AIntense, Size 2H, and the Nonlethal
quality. You may use Medicine or Security to execute a nerve block
attack, and may increase damage using Medicine or Security.
Names: Catullan names are 1-3 syllables long with simple sounds.
Each individual has a family name followed by a personal name;
children take the father’s family name (examples: Balim Cel, Tongo
Rad, Tongo Sil).
SPECIES
Text by Tygertygr
Image by Gary Anderson (https://nightwing1975.deviantart.com/gallery/38956551/star-trek-characters)
CHAMELOID
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
Chameloids are so rare that they are commonly considered a myth. Those who
do know about Chameloids think of them as a race of smugglers, thieves, and
scoundrels. This is a rare case in which the stereotype is true. Chameloids use
their talent for disguise and stealth to survive, to make a credit, or just for fun.
A Chameloid typically appears as a member of some other species. Indeed, the
Chameloids themselves no longer remember what their species looks like –
the one feature they know about is their yellow slit-pupilled eyes. Chameloids
are all born and raised in the guise of some other species. As individuals and
as a race Chameloids hide in plain sight.
EXAMPLE VALUE: No One Looks for What They Don’t Think is Hidden
BLEND IN
REQUIREMENT: Chameloid
You are adept at hiding in a crowd or blending into a background.
You have a bonus of -1 to the Momentum cost of adding a die to
the dice pool of any task for avoiding notice. This means you can
add 1d20 to the dice pool for free.
POLYMORPH
REQUIREMENT: Chameloid
Your shapeshifting is advanced. You can adjust your height by up
to +60 cm., and you can mix and match features to create like-
nesses that you have never seen. If you duplicate a specific
individual you duplicate all of their identifying marks including
birthmarks, fingerprints, and retinal patterns (you still can’t
change the appearance of your eyes). The latter application
requires that you succeed on a Difficulty 3 Insight + Security task. You reduce the difficulty
to 2 if you can touch the target skin-to-skin, and the difficulty becomes 1 if you maintain
contact for at least 30 seconds.
Names: Chameloids use the naming convention of the species among which they are raised.
SPECIES
Text by Tygertygr
Image by Gary Anderson (https://nightwing1975.deviantart.com/gallery/38956551/star-trek-characters)
CYGNIAN
ALL ERAS OF PLAY
The Cygnians aren’t the only matriarchal culture in the Federation, but they were the first
to join. They are a prosperous people with a population of over 26 billion on eight worlds
including Ecora, Enas, Escara, Etrolopar, Falas, Grief, Julietta, and the homeworld Cygnet
XIV (Omega Cygni). The Cygnians make some of the best computer, automation, and AI
interface systems in the Federation; this fact is the source of much of their worlds’ wealth.
Unlike most Federation members the Cygnians still use physical currency -- gold pieces
when they first join the Federation, but they eventually transition to latinum.
EXAMPLE VALUE: Follow Your Heart but Take Your Brain Along
TRAIT: Cygnian. Cygnian culture stresses a balance between physical, emotional, and
mental health; they’re good at keeping all three in equilibrium. Their yellow eyes with slit
pupils, in addition to being rather pretty, can tolerate high light levels while their gold-tinted
skin is resistant to damage from solar radiation. A Cygnian has a tail similar to a mouse’s
that both contributes to good balance and is prehensile. Cygnians are susceptible to
diseases of the respiratory tract.
TALENTS: The character receives access to the following talents as well as the
Empath talent.
AI EXPERT
REQUIREMENT: Cygnian, or Gamemaster’s Permission
When performing a task that would use the Computers focus, whether or not you have
that focus, you may re-roll any number of dice in your dice pool.
MINDSIGHT
REQUIREMENT: Cygnian, or Gamemaster’s Permission
Your empathic sensitivity allows you to sense the presence and movements of other living
beings nearby. You can “see” other sentient beings within the same zone as if you had
eyes on them even if you’re facing away from or your line of sight is somehow blocked.
Psi-neutrality or strong emotional control can render someone invisible to this sense -- for
example, your Mindsight cannot perceive Ferengi or other beings who are immune to
telepathy, nor can it detect Vulcans who have undergone Kolinahr.
Names: A Cygnian has a 2-4 syllable personal name followed by a 2-3 syllable surname. Children
always take the mother’s surname, while a husband may or may not take his wife’s name. Female
names typically end in vowels while male names in consonants. (examples: Mara Kadray, Aesanna
Lithir, Arova Luranas, Holor Sethe)
SPECIES
ELASIAN
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
Elasians look like humans with olive skin, deep brown eyes and luscious black hair – they
are renowned as one of the most attractive humanoid species. Elaas spent much of its
history at war with its neighboring planet Troyius. With Federation assistance (and a
political marriage) the two worlds managed to achieve an uneasy peace. The techno-
logical and economic development of both worlds progressed rapidly once they stopped
wasting resources on killing each other. Elasian culture is both matriarchal and war-
like, but alliance with the Federation has taught them that killing isn’t the solution to
every problem… just some problems.
LOVE’S TEARS
REQUIREMENT: Elasian female
Your tears contain a psychoactive chemical that causes humanoid males to become
infatuated with you if it contacts their skin. You initiate an Opposed Test using your
Presence + Command versus target’s Control + Command. The Difficulty is 1 for both of
you unless the target has some kind of alternate body chemistry (i.e. the copper-based
blood of Vulcans or the cobalt-based blood of Andorians), in which case your Difficulty is
2. If you win the target gains a Value related to passion for you. A man who has such a
Value can resist persuasion or seduction by you, but he does so at +2 Difficulty. This
effect lasts until the target successfully challenges that Value. You can cry at will with a
successful Control + Command task at Difficulty 2. Using this ability on more than one
man is probably a bad idea unless you want them to fight each other.
PASSION’S PRICE
REQUIREMENT: Elasian male
You gain an additional Value related to a person, group, or cause that you care deeply
about. Once per scene when you make a task roll in service to that Value you may
Succeed at a Cost by accepting a Complication or adding 2 to the Threat pool.
SHIELDED SOUL
REQUIREMENT: Elasian, or Gamemaster’s Permission
The strength of your passions shields your psyche. If you are in the grip of strong emo-
tion – especially if one of your Values has been invoked or challenged during the scene
– any attempt to read your mind, emotions, or motives has +1 to the Difficulty. This applies
to ordinary uses of Insight as well as intrusion by telepaths and empaths.
Names: Elasian female names begin with vowels and have a double vowel in them. Male names begin and end in consonants. A full
introduction includes the mother’s name. (examples: Elaan, Kryton)
SPECIES
Text by Tygertygr
Image by Kelley McMorris (https://kelleybean86.deviantart.com/gallery/)
GALLAMITE
THE NEXT GENERATION ERA ONLY
Gallamites resemble humans with a few differences. Gallamites are hairless except for eyebrows
and eyelashes and have skin color ranging from pinkish to light purple. Their most notable
feature is translucent skulls through which their large brains can be seen. Gallam II isn’t
a full Federation member; quite a few Gallamites join Starfleet, but almost as many have
joined organizations like the Orion Syndicate or found work as mercenaries. Gallamites
are welcome in any endeavor that would benefit from their advanced cognitive abilities.
TRAIT: Gallamite. Those big brains aren’t just for show; Gallamites
are highly intelligent and have photographic memories. Their predictive
intuition is so keen that it has been mistaken for precognition. Having
cartilaginous skulls makes Gallamites resistant to skull fractures but
leaves them vulnerable to concussions, and having visible brains
is often a detriment in social interactions with other humanoids.
ART OF PREDICTION
REQUIREMENT: Gallamite
Your intuition is so accurate that it seems as if you can see the
future. When performing an Insight or Reason task that involves
making a prediction you may spend a point of Determination as
if one of your values or mission directives had been invoked.
TOTAL RECALL
REQUIREMENT: Gallamite, or Gamemaster’s Permission
Someone who has this talent has exceptional memory even by
Gallamite standards. The character is assumed to remember
anything that the player recalls or has notes on as long as the
character experienced the events in-game. Having Total Recall
also increases both the difficulty and complication range by one on
any task to forcibly alter a Gallamite’s memories.
Names: Most Gallamite names are two syllables long, though there
are 1- and 3-syllable names that are holdovers from some of the
ancient languages. A formal introduction also includes the family
name. Names are unisex; modern Gallamite language uses gender-
specific articles to indicate the sex of the speaker or the person being
spoken to, with gender-neutral articles for addressing multiple people.
(examples: Boday, Dabisch, Eronaq Sintay, Joham, Worvan)
SPECIES
GIDEONITE
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
Gideonites are outwardly identical to humans, but there are a number of inward
differences. Gideon was once an idyllic planet whose native culture had solved many
of the problems that plague humanoid societies; they had eliminated war, poverty, and
crime. Their medical science combined with the natural hardiness of the people to put
an end to disease. The unfortunate side effect of eliminating so many causes of pre-
mature death was crushing overpopulation. The government of Gideon finally solved the
problem by arranging for a plague of Vegan choriomeningitis to cull the population.
Gideon is still a crowded world, but far less so that it was a generation ago. The
recent admission of Gideon into the Federation – and the resultant influx of
Gideonites into Starfleet – has done much to alleviate the
suspicion that many feel toward this insular race of people.
CARRIER
REQUIREMENT: Gideonite, or Gamemaster’s Permission
You volunteered to contract one of the plagues imported to Gideon, but you
did not die from it as expected. You add 2d20 to any task to resist or
recover from a disease. You also become immune to any disease that
doesn’t kill you even if that disease can normally reinfect survivors.
LIFEGIVER
REQUIREMENT: Gideonite, or Gamemaster’s Permission
Your blood contains healing factors that can be injected into
into others. You can assist a Medicine task to heal someone
else by allowing the physician to extract a sample of your
blood to be processed into a healing serum.
UNKILLABLE
REQUIREMENT: Gideonite, or Gamemaster’s
Permission
The resistance to disease that you get from your
Gideonite trait – and the Carrier talent, if you have it –
expands to include toxins and radiation.
Names: Gideonites are mostly known by personal names, but a full introduction includes a geographic
identifier in the form of District and Region names. (examples: Hodin, Krodak, Odona)
SPECIES
Text by Tygertygr
Image by Kelley McMorris (https://kelleybean86.deviantart.com/gallery/)
GNALISH
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
The Gnalish are a reptilian species with large round eyes, digitigrade legs, finlike crests
running from between the eyes toward the back of the head, and strong counterbalancing
tails. They stand upright but usually walk hunched over. Gnala is a world with a variety of
biomes on its surface, and individual Gnalish populations have adapted to live in most of
them. Gnalish subspecies vary in size, crest size and shape, tail length, and the color of
hide and/or eyes. The deep green Fejjimaera are the smallest, the light purple Mazzereht
lack crests, and the pale Aklaash are both the largest and the most common. Besides
these there are nearly a dozen other subspecies, each of which is best adapted to one of
Gnala’s many biomes.
TRAIT: Gnalish. Gnalish are gifted with great strength and endurance but are
not very agile. Their tough hide protects them from the elements at the cost of
limiting their sense of touch. Gnalish are good swimmers but are notoriously
bad at climbing. Each Gnalish subspecies is particularly well-adapted to its
native biome. Due to their custom of having males compete to become
the single progenitor of a given subspecies’ next generation Gnalish have
little genetic diversity, which renders the species vulnerable to pandemics.
HOME GROUND
REQUIREMENT: Gnalish, or Gamemaster’s Permission
Your skill at surviving within your native biome is exceptional even
among others of your subspecies. When performing a task to which
the Survival focus would apply, whether or not you have that focus,
you roll a bonus 1d20 and may re-roll any number of failed dice in
your dice pool.
LASHING TAIL
REQUIREMENT: Gnalish
You are practiced at using your tail as a weapon; it is a 2A
melee weapon with the Knockdown quality.
SPECIES
ITHENITE
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
At 1.25-1.4 meters tall the Ithenites are among the smallest known humanoids. They have skin
ranging from golden to copper in color with a slight metallic sheen and hair of auburn, blond, brown,
or red with brown, copper, or yellow eyes. Ithenites have a diversity of cultures on their world --
some populations still refer to their species by the ancient name of Dayen (DAH-yen) while the
homeworld Ithen is sometimes called Orodanga (ore-oh-DAHN-gah). Ithenites were the first Beta
Quadrant species to join the Federation, and they remain a distinguished member to this day. The
species’ reputation is based on their prowess as traders, philosophers, artists, and administrators.
No one takes the Ithenites seriously as warriors -- they’re just too cute -- but it’s worth noting that
they developed both phaser and deflector technology before Earth did.
TRAIT: Ithenite. Ithenites are quick and nimble people, but due to their diminutive stature they
lack in brute strength. They have little trouble navigating small spaces and don’t need much in the
way of food, water, or air. They don’t sleep much, either. Ithenites are well adapted to the heat of
the tropics in which they evolved, and their reflective skin is resistant to solar radiation. An Ithenite
can be quite charming and persuasive, but one should call someone else -- anyone else, really -- if
the situation calls for intimidation.
TALENTS: The character receives access to the following talents. An Ithenite must take Easily
Overlooked at some point during character creation.
EASILY OVERLOOKED
REQUIREMENT: Ithenite, or Gamemaster’s Permission
You are small, and therefore both non-threatening and easy to disregard. You roll an additional
d20 for any task check to appear harmless or avoid notice.
PRECISION STRIKE
REQUIREMENT: Ithenite, or Gamemaster’s Permission
You have learned methods of combat that depend on accuracy rather than speed or power. For
combat tasks that normally use Daring or Fitness you may use Control instead.
Names: 2-3 syllable personal name followed by a 1-2 syllable family name. The phonetics are
similar to Pacific island languages. (Examples: Danga Sitru)
SPECIES
_
KROMSAPIOD
THE NEXT GENERATION ERA ONLY
Kromsapiods evolved from pursuit predators, and hunting is still an important part of their culture,
but they have since developed a reverence for the value of all life -- many feed exclusively on
replicated meat. Kromsapiods stand 2.2-2.5 meters tall when not hunched over (their usual
walking posture) and have an array of natural weapons that makes them formidable physical
combatants, but they are civilized beings who can in fact be quite charming when they wish.
Their preferred outlet for their predatory urges is the Venarix Hunt, in which a sapient being
consents to be the prey in a catch-and-release chase. A Venarix Hunt is a one-on-one affair in
which the hunter uses only muscle-powered weapons. The prey is free to arm themselves
however they wish as long as they use only nonlethal force. Kromsapiods have great respect for
those who are good prey, and they fully expect the hunted to try to become the hunter.
DERMAL PLATING
REQUIREMENT: Kromsapiod, or Gamemaster’s Permission
You have keratinous plates on your face and body that provide
natural armor. You have Resistance 1 that doesn’t hamper your
mobility in any way (no Opportunity or Escalation cost) and stacks
with any other armor you wear.
EXTREME CLIMBING
REQUIREMENT: Kromsapiod
You can climb on any surface
that you can get your claws into, including walls
and ceilings. You roll an additional d20 for all
climbing tasks.
Names: A Kromsapiod name is 1-2 syllables long with the first (male) or first two (female) letters
separated from the rest by an apostrophe. A full introduction includes the parents’ names and the clan
name. (examples: K’ranch)
SPECIES
“ ”
KZINTI
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
The Kzinti are an aggressive feline species native to the Alpha Quadrant planet Kzin. The Kzinti
invaded Earth before Earth humans developed warp drive and fought a series of conflicts known as
the Man-Kzin Wars. The Kzinti lost all four campaigns, thereby gaining a grudging respect for
humanity. Whenever their predatory instincts try to tell them that “monkeys” are prey the Kzinti
remind themselves of the outcome of those wars. They have similar respect for species like
Klingons and Andorians, whom they have also met in battle. Kzinti have fur
ranging from deep yellow to brown in color (sometimes with stripes or
spots), four-fingered hands, ears resembling bat’s wings, and hairless
tails. A typical male Kzinti stands 2.4 to 2.8 meters tall when not
hunched over, and even small Kzinti mass over 150 kg. Females
are smaller and have been bio-engineered to be subsapient.
SPECIES
LIGONIAN
THE NEXT GENERATION ERA ONLY
Ligonians are identical to humans in appearance except for having a narrower range
of pigmentation; all Ligonians have medium to dark brown skin, brown or gray eyes,
and black, brown, or red hair. Ligon II boasts a warrior culture in which both sexes are
trained to fight. Men are the administrators, rulers, and diplomats but women are the
property owners and financiers. A Ligonian man officially owns nothing – he merely
runs the lands and businesses owned by his wife. Ligonians are a polygamous
people. An individual may have several spouses, but only the primary spouse (or
First One) benefits financially from the arrangement. Ligonian culture prizes
courage and decisive action over all other virtues – practices such as ritualized
kidnapping and counting coup are considered acceptable means of gaining leverage
in social situations.
TRAIT: Ligonian. You have trained since childhood to fight in honor duels. As a
result of this training you are proficient with a variety of close combat weapons
and accustomed to moving in cramped quarters or through difficult terrain. Your
culture’s reverence for boldness makes you resistant to fear but saddles you with
reluctance to back down from a fight.
DEULIST
REQUIREMENT: Ligonian, or Gamemaster’s Permission
Your training lets you use a weapon to best effect. When you wield a melee
weapon you add the Intense or Vicious quality (your choice) to that weapon if
the weapon doesn’t already have it. You cannot use this talent with a weapon
you haven’t trained with.
PROMISE OF BLOOD
REQUIREMENT: Ligonian, or Gamemaster’s Permission
Something about you – perhaps the look in your eyes, your tone of voice, or
the way you move – signals that you are not to be trifled with. You may re-roll
any number of dice for an intimidation-related task.
VENOM SAGE
REQUIREMENT: Ligonian, or Gamemaster’s Permission
In a traditional Ligonian honor duel the weapons are coated with deadly
poison. You have been trained in the use of these sacred substances.
You reduce the difficulty by 1 for any task to formulate, safely handle,
or resist the effects of poison.
SPECIES
Text by Tygertygr
Image by Gary Anderson (https://nightwing1975.deviantart.com/gallery/38956551/star-trek-characters)
NASAT
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
The Nasat are a quasi-crustacean species native to the Alpha Quadrant. They resemble Terran
isopods (pillbugs) about one meter tall but have only nine limbs -- two arms, two legs, and four
appendages that can be used as either plus a long, thick tail. The Nasat share their homeworld,
also called Nasat, with a sapient plant species called the Citoac. It says much about the Nasat that
the Citoac are the more aggressive of the two. The Nasat are rarely seen outside of their home
system, but they have a significant presence in Starfleet and some other organizations -- a Nasat
locksmith can write their own ticket with the Orion Syndicate. Overall, though, the Nasat are a
cautious and conservative people who are slow to take action or change their ways.
TRAIT: Nasat. Between their small stature and short legs Nasat are both lacking in strength and
not built for speed, so it’s a good thing that their chitinous exoskeletons offer protection from harm.
They are excellent climbers, however. Their manual dexterity is nothing short of phenomenal, and
having six hands makes them even more impressive in that regard. Their antennae grant them an
extraordinary sense of smell and the ability to sense air currents. Between their protective shells
and robust respiratory systems Nasat are capable of surviving for several hours in the vacuum of
space or several minutes in environments as extreme as the surface of Venus. Nasat are
extremely risk averse, especially when it comes to physical danger; they are the most easily
intimidated sapients known to the Federation.
TALENTS: The character receives access to the following talents. A Nasat must take
the Carapace talent at some point during character creation. You also gain access to the
Edosian Multitasking talent.
CARAPACE
REQUIREMENT: Nasat
Your exoskeleton provides a great deal of protection at the cost of an inability to wear
other armor. You innately have Resistance 2. If you curl into a ball you gain +1 cover
die, but you can’t perform any sort of movement task until you uncurl.
Names: A Nasat name consists of a letter, a number 1-100, and a color. Members of
an extended family have the same letter. Members of a super-clan group have the
same color, which matches the color of their carapaces. (examples: M3 Green,
P8 Blue)
SPECIES
PHYLOSIAN
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
Phylosians are one of the few species of plants that are both sapient and mobile. A set of
four thick roots supports a central trunk, which in turn supports a ring of manipulator vines
topped by an artichoke-shaped mass that appears to be a head but in fact contains the
sexual organs. Phylosians typically stand 1.6 to 2.2 meters tall, mass about 75-100 kg.,
and are radially symmetrical. Long ago the ancient Phylosians developed advanced
technology and determined to use their skills to maintain peace in the galaxy, but a
bacterial plague decimated their population. The scientist Stavros Keniclius, who had
accidentally introduced this plague, worked for several lifetimes to find a cure with little
success. The few remaining Phylosians supported Keniclius because his goals aligned
with theirs, but they remained on a slow slide toward extinction. The intervention of the
USS Enterprise under James T. Kirk finally made a cure possible. Phylos has now made
its first steps toward joining the wider galaxy.
HEART OF GREEN
REQUIREMENT: Phylosian
As a plant, and as a native of a world where many of the plants are mobile, venomous,
or both, you are immune to plant-based allergens and resistant to phytotoxins. When
resisting plant-based toxins you reduce the difficulty by 1.
Names: Phylosian names consist of both pheromone signals (which most humanoids
are completely unable to perceive) and audible phonemes. Those who travel off of
Phylos go by their vocalized names alone, though many add a secondary name to
Further differentiate themselves from other Phylosians -- most humanoids can’t
tell them apart otherwise. (Examples: Agmar)
SPECIES
REMAN
NEXT GENERATION ERA ONLY
The natives of Romulus’s sister planet Remus are a warlike people who may be a genetic
offshoot of the same lineage that produced Vulcans and Romulans. They have pale skins
with bluish, greenish, or yellowish overtones and prominent ridges on their bald heads.
Reman ears are pointed like those of their cousin species but visibly larger. Romulans
subjugated the Remans and used them as a labor caste, in particular in the dilithium
mines of Remus, but a recent military coup briefly saw a Reman praetor running the Star
Empire. Shinzon has since been deposed, but the destruction of Romulus prevented the
Romulans from reconquering the Remans. As of now the majority of Remans are free
agents, but some have aligned themselves with the Federation while still others have
become citizens of the Klingon Empire. Remans who remain loyal to the Romulan Star
Empire are a minority, albeit a large one.
TRAIT: Reman. Remans are biologically similar enough to Romulans and Vulcans
to have comparable strength and endurance, and many of them exhibit low-level
telepathic abilities. As residents of the dark side of a tidally locked planet Remans
have excellent night vision to supplement their sharp hearing, but they are quite
sensitive to both bright light and loud noises. Remans tolerate heat better than
Humans do but not as well as Vulcans, while they tolerate cold better than Vulcans
do but not as well as Humans.
UNBOWED
REQUIREMENT: Reman, or Gamemaster’s Permission
You refuse to be anyone’s slave. Any attempt to dominate you -- whether through
force of personality, biochemical influence, or psychic manipulation -- suffers a penalty
of +1 to the difficulty. If the effect allows a resistance roll you may spend a point of
Determination on that roll as if one of your values had been invoked. This applies to the
more violent or openly coercive forms of intimidation but not to veiled threats.
Names: Remans use the same naming convention as Romulans. (Examples: Shinzon)
SPECIES
RHAANDARITE
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
“Gentle giants” is a perfect description of Rhaandarites. They don’t reach physical maturity until
about 150 years of age, but they continue to grow until around 200. A Rhaandarite is already over
2 meters tall upon entering the workforce at the tender age of 80 or so, and mature adults can
reach 2.8 meters. Their eyes have black scleras and yellow or gray pupils. Females wear black-
and-silver discs on their foreheads without which they are almost indistinguishable from males.
Most individuals who travel off of Rhaandar are youngsters who are gaining life experience, so they
often come of as childlike, but that seeming naivete hides a fierce intelligence and insatiable
curiosity. Rhaandarites abhor violence, which is fortunate in light of their great strength.
TRAIT: Rhaandarite. A juvenile Rhaandarite could arm wrestle a Vulcan and possibly win,
and full adults are even stronger. They’re highly intelligent, but that brilliance is hampered
by childlike excitability. Rhaandarites have exceptional stamina and toughness but are
rather gangly and therefore not terribly agile. They are extremely reluctant to cause pain
to other sentient beings. The average Rhaandarite life expectancy is over 500 years.
TALENTS: The character receives access to the following talents. A Rhaandarite must
take one of the following talents during character creation.
CHILDLIKE WONDER
REQUIREMENT: Rhaandarite, or Gamemaster’s Permission
New discoveries add to the resilience of your psyche. If you have learned something
significant during the current scene you reduce the difficulty of the first task to resist
mental anguish, psychic attack, or other psychological stress to zero.
MERCIFUL
REQUIREMENT: Rhaandarite, or Gamemaster’s Permission
In your study of how to fight you have learned to fight without causing excessive harm.
When wielding a weapon with the Deadly quality you can spend 1 Momentum to remove
that qualify for the rest of the scene. If the weapon isn’t Deadly you may add Nonlethal or
Intense instead.
Names: Rhaandarite names have two syllables with the accent on the first syllable. The
family name, which follows the same convention, is included in a full introduction. One or
both names may include a double-vowel. (Examples: Laarin Andos, Omal, Veygaan Xuur)
SPECIES
ROYLAN
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
Roylans are a diminutive people, about one meter tall on average, with black eyes, blue,
gray, or green skin and bony protrusions around their faces. They are a recent addition to
the Federation, but they have already proven their commitment to the ideals on which the
Federation was based. A word that is often applied to Roylans is “feisty.” They are both
hardy and competitive, and they show no fear of larger opponents. They may be small, but
they don’t back down from big challenges.
EXAMPLE VALUE: The Bigger They Are, the Harder They Fall
TRAIT: Roylan. Their small size means that Roylans aren’t that good at applying
brute force. They make up for it by being able to fit into spaces that no adult human
could ever hope to squeeze into. Roylans have highly efficient metabolisms,
which combined with their small size lets them survive on small amounts of
food, water, and air. They also have excellent night vision and can digest a
wider range of proteins than humans can. Roylans have small claws on
their fingertips that aid in climbing and digging.
HARD HEAD
REQUIREMENT: Roylan
The bony protrusions on your head aren’t just for show. When you deliver
a head butt your unarmed attack gains the Vicious 1 quality.
MUCOSAL SOLVENT
REQUIREMENT: Roylan
The exotic proteins that you eat create some interesting by-products. Once
per scene you can sneeze out a powerful corrosive. Treat this as a 2A
hands-free ranged weapon with the Inaccurate and Vicious 2 qualities. The
range is only up to within Reach, and the solvent has no effect on ceramic
materials.
Names: Roylan names are 2-3 syllables long with a double letter combination
somewhere in them. They have no surnames, but a full introduction will include
the parents’ names and the name of the hometown. (example: Keenser)
SPECIES
Text by Tygertygr
Image by Michael Kaplan
SKORR
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
The Skorr evolved from birds of prey, so it’s no surprise that their culture has a…
problematical… relationship with conflict. After fighting a series of jihads – mostly over
interpretations of the teachings of the prophet Alar – the Skorr managed to unify as a
species and join the Federation. Skorr are 2.5-meter tall humanoid birds who have
plumage in a variety of colors (males are more brightly colored than females). They
retain their belief in their ancient religions – unlike most Earth humans – and cling to
old-fashioned codes of honor. Despite these cultural touchstones, which many
Terrans and most Vulcans dismiss as primitive, the Skorr are committed to the
cause of peace. They are learning, as a species, to channel their combative im-
pulses into competitive sports and the search for knowledge.
TRAIT: Skorr. Skorr have fully functional wings. They are capable of active
flight in gravity of 0.75G or less and can glide down safely from a height in gravity
as high as 1.25G. Skorr have the visual acuity of raptors and are comfortable in the
cold and thin air of high altitudes. Skorr also have a talent for vocal mimicry. The
hollow bones that reduce their weight enough to allow for flight render Skorr vulner-
able to damage from blunt weapons. They are also terrible swimmers.
TALENTS: The character receives access to the following talents. Skorr must take
one of the following talents at some point during character creation.
EAGLE EYES
REQUIREMENT: Skorr, or Gamemaster’s Permission
Your eyesight is as sharp as a hawk’s. You reduce the difficulty of visual perception tasks
related to detecting movement or seeing over a distance by 1.
STRONG WINGS
REQUIREMENT: Skorr
You have worked long and hard to build up your flight muscles under conditions that
don’t normally allow you to fly. You are capable of active flight in gravity as high as 1G,
and you can glide in gravity up to 1.5G.
Names: Skorr names often sound like phoneticized – that is, sounds rendered as spoken
words – bird calls, especially the cries of raptors. Individuals normally introduce themselves
only by rank and personal name, but a full introduction includes the Nest (extended
family) and Flock (tribe) names. (examples: Alar, Tchar)
SPECIES
Text by Tygertygr
Image by Gary Anderson (https://nightwing1975.deviantart.com/gallery/38956551/star-trek-characters)
TAKARAN
THE NEXT GENERATION ERA ONLY
Takarans are humanoids with heavy brow ridges, green skin, and bluish highlights on their skin and
in their hair. They tend to be slightly above-average human height. Takara is a Federation ally
rather than a full member, so there are very few Takarans in Starfleet. There are almost as many
working for the Orion Syndicate. Takarans are known for their advanced knowledge of the physical
sciences, but their medical technology lags behind that of the Federation… possibly because they
don’t have as great a need for it. Of the organic sapients in the known galaxy Takarans are among
the hardest to kill, so it’s fortunate that they’re not a particularly warlike species.
TRAIT: Takaran. Takarans have incredible physical endurance. Their anatomy is highly
decentralized with multiple redundancies and therefore is extremely resistant to injury.
Takarans are secretive people with a reputation for employing underhanded methods,
which serves them poorly in their dealings with other sapients.
TALENTS: The character receives access to the following talents. A Takaran must
take at least one of the following talents at character creation.
DECENTRALIZED ANATOMY
REQUIREMENT: Takaran
Having multiple redundant organs scattered throughout your body means it takes a lot
of damage to put you out of commission. You gain +2 Stress, and you can make an
additional roll to avoid an injury during a scene.
PLAY DEAD
REQUIREMENT: Takaran, or Gamemaster’s Permission
You can enter a state in which your metabolic processes are so deeply suppressed that you
appear dead. Determining whether or not you are still alive requires an opposed test of your
Control + Medicine versus the examiner’s Insight + Medicine; the difficulty is 1 for you and 3
for the examiner unless they are familiar with your species (which reduces the difficulty to 2).
You can increase the difficulty further by spending Momentum or adding to Threat.
SPECIES
TROYIAN
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
The Troyians are one of two sapient species inhabiting the Tellun system along with the
Elasians. They are an elegant folk with skin ranging in color from light green to teal and
hair and eyes spanning the same range of colors found among humans. Despite the great
value they place on civilized behavior Troyians are adept at conflict, especially against
opponents who fight with more passion than cleverness. They fought a decades-long war
against their sister planet with Troyian strategy achieving stalemate against Elasian
ferocity until a political marriage between the Dohlman of Elaas and the Troyian Grand
Chancellor brought peace at last. Troyius didn’t officially join the Federation until after that.
TRAIT: Troyian. Troyians pride themselves on their manners and elegance, and they
have a natural talent for oration. Unfortunately these traits often lead to vanity and a
tendency to talk when they ought to act. Troyian success at the art of war is due less to
strategy and tactics than to their great skill at logistics; it is a lucky ship indeed that has a
Troyian quartermaster. The Troyians are genetic cousins of the Bolians and are resistant
to the effects of Bolian body fluids.
CONTAGIOUS ELEGANCE
REQUIREMENT: Troyian, or Gamemaster’s Permission
Your silver tongue and easy manner inspire your allies to greater elegance. When you
succeed on a social task involving oration or diplomacy you generate one bonus
Momentum. If this would take you over the maximum of 6 Momentum, and if the task
involves one of your mission directives, you or an ally of your choice may regain one
Determination instead.
RESOURCE MANAGEMENT
REQUIREMENT: Troyian, or Gamemaster’s Permission
When making a task check that uses the Logistics focus, whether or not you have that
focus, you reduce the difficulty by one (to no less than zero) and the complication range
by one (to no more than 20). If you do have the Logistics focus you may also re-roll one of
your dice.
Names: A Troyian’s personal name is 2-4 syllables long. A full introduction includes the names
of both parents, father’s name first, along with the name of the individual’s place of birth.
(examples: Beeka, Buret, Lembik, Petri)
SPECIES
TYRAKHEAN
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
Tyrakheans are easily identified by their chalk white skin and the black facial markings with
which they are born. Their hair is usually white or gray, but there are rare individuals with black
hair. Facial glyphs are associated with specific personality traits, though not all Tyrakheans
conform to those expectations. Most Tyrakheans are nomads who travel on ships that
are each crewed by a single family or clan. Their culture values self-sufficiency, both
For individuals and family groups, and they regard the courage and ferocity to fight
for one’s loved ones or beliefs as the most important character trait. There are very
few Tyrakheans in Starfleet -- during Kirk’s time there was exactly one -- but the
species as a whole enjoys good relations with the Federation.
KEEP OUT!
REQUIREMENT: Tyrakhean, or Gamemaster’s Permission
You are adept at defending your home or temp-
orary campsite by constructing traps out of
improvised materials. You gain the Trapmaking
focus, and for any task that uses this focus you may re-roll one die.
KITBASH
REQUIREMENT: Tyrakhean, or Gamemaster’s Permission
Life as a nomad has taught you to accomplish survival-related tasks quickly.
Any extended task you take part in, as long as it relates to survival skills or
ship maintenance, has its Resistance reduced by 1.
Names: Tyrakhean names are two syllables long with the accent on the first
syllable. Males names begin with vowels while female names begin with
consonants. A full introduction includes the family name, which is two syllables
with the accent on the second syllable. (examples: Jaylah, Keelah, Livnah,
Reyfin Omal)
SPECIES
URSINOID
THE ORIGINAL SERIES AND NEXT GENERATION ERA ONLY
It’s not quite accurate to say that an Ursinoid is a fully bipedal sapient bear, but the truth isn’t far off.
Ursinoids do in fact bear great resemblance to Terran bears both in appearance and diet (thankfully
without a bear’s penchant for active predation), and at 2-2.3 meters tall they are imposing figures.
Ursinoids can be vicious if provoked, but they are normally friendly to strangers who aren’t hostile
or rude and are even quite affectionate with family and friends. Ursinoids tend
to be direct and uncomplicated in their speech; they have little patience
for long speeches or complex rules of etiquette, and they prefer
problems that can be solved via simple direct action. This isn’t due to
a lack of intelligence -- Ursinoids appreciate cleverness as much as they
do strength -- but rather to a preference for straightforward honesty
over guile. They gravitate toward physical labor jobs.
BEARLY SCRATCHED
REQUIREMENT: Ursinoid, or Gamemaster’s
Permission
You have elevated physical durability. You have
Resistance 1 that stacks with any armor that you
wear, and you gain +2 Stress.
SPECIES
VIDIIAN
THE NEXT GENERATION ERA ONLY
Vidiians (vid-EE-enz) are among the most notorious inhabitants of the Delta Quadrant. They are
very similar to humans except for having high foreheads with slight ridges up the center and curved
ridges in place of eyebrows. They were once renowned for their achievements in art and science,
but this ended when the entire species was infected with a disease called the Phage. The illness
caused horrific damage to skin, internal organs, peripheral nerves, and even DNA, and treatment
was so difficult and resource-intensive that it overtook all other aspects of Vidiian society. For
two millennia the Phage drove Vidiia’s technological development -- their medical science
is notably superior to the Federation’s -- and eroded their ethics to the point where taking
transplant organs from unwilling donors became a commonly accepted practice. Even
after a cure for the Phage was found the Vidiians still suffer a reputation as bioscavengers;
many species in the Delta Quadrant know of the Vidiians, but no one trusts them. This is
unfortunate, as without the Phage driving them to desperation the Vidiians have returned to
their former ways as artists and scholars.
TRAIT: Vidiian. Vidiians possess superior intelligence and mental discipline, and they
require less sleep than humans do. Their susceptibility to pathogens is what made the
Phage so dangerous to them, and other sapients in the Delta Quadrant still regard
them as organ pirates.
GOOD PATIENT
REQUIREMENT: Vidiian, or Gamemaster’s Permission
Your body responds especially well to medical treatments. Any attempt to treat you, from
first aid up to and including major surgery, has its difficulty decreased by 1.
HONATTA
REQUIREMENT: Vidiian
You are a trained organ harvester, but you also know how to turn those skills to more
ethical uses. When you succeed on a task to diagnose a patient or evaluate a bio-
sample you generate 1 bonus Momentum that you can only use immediately on the
Obtain Information Momentum spend.
Names: The personal name is 2-3 syllables, and suffixes are unisex. The surname
is 2-5 letters and is usually one syllable. (Examples: Denara Pel, Dereth, Nadirum,
Schmullus, Sulan, Telari)
Note: This write-up is written from a place in the timeline after the Phage has been
cured. In campaigns set in the time before the cure all Vidiian PCs will suffer from
The Phage and will periodically require life-saving medical treatments such as
organ transplants or gene therapy -- the GM can easily impose the need for such
treatments as complications.
SPECIES
_ _ _ _ _
VINITHI
THE NEXT GENERATION ERA ONLY
The Vinithi are the most notorious non-humanoid species known to the Federation; they are
human-shaped beings contained in translucent sacs of protoplasm in which floating organelles can
be seen. Their nickname -- Sackers -- is considered a slur. Vinithi are quite large; young teens
are above average height for human adults, and adults are proportionately larger. Their homeworld
has long been uninhabitable, so the entire species now lives on generation ships. They searched
for another planet to settle on, but they were turned away time and again because they offend all
five humanoid senses -- their appearance is disturbing, their voices have ultrasonic overtones that
are painful to the ear, their odor is both nauseating and floods the mouth with the taste of bile, and
their skin temperature is hot enough to cause first-degree burns. After a failed attempt to take over
the Federation the Vinithi have been reformed and made a Federation protectorate. They are
working to rebuild their dwindling population, so few have joined Starfleet.
TRAIT: Vinithi. No other organic species is as resistant to ambient heat as the Vinithi, but
their vulnerability to cold is just as great. They have great strength, endurance, and resilience
against adverse sensory stimulation. Vinithi suffer crippling social penalties due to their fear-
some aspects; each sense affected imposes a separate penalty. Their high body temperature
requires special accommodations, especially for safe contact with other personnel.
TALENTS: The character receives access to the following talents. Vinithi must take the Inner
Furnace talent at some point during character creation.
INNER FURNACE
REQUIREMENT: Vinithi
Your high body temperature has upsides and downsides. On the upside you have Resistance
3 to heat-based damage which stacks with any armor worn, and you can make a 1A heat
Damage attack with a successful unarmed strike. You can increase the damage using Science
or Security. The downside is that you suffer +3 Stress from cold-based damage.
OFFENSIVE
REQUIREMENT: Vinithi
You have learned to weaponize the irritant effects of your odor and/or the sound of your voice. You
can spend 1 Momentum to perform a Presence + Security task to deliver a 2A Nonlethal attack to
a target within close range. You can increase the damage using Security. This ability only works
once per scene on a particular target, and the target must be able to hear or smell you.
Names: Vinithi aren’t given names at birth; they must be awarded names by adults. For a time
the only adults in their lives were Federation personnel, and as a result there are many naming
conventions in play. Most Vinithi names are based on prominent physical or character traits, but
many others come from the naming conventions of other species. (Examples: Babe, Jonquil,
Orange-juice-and-wodka, Rasputin)
SPECIES
VIOLACEAN
ALL ERAS OF PLAY
Violaceans are humanoids distinguished by fair hair (typically blond, light brown, or white), skin in
varying shades of purple, and blue, gray, violet, or yellow eyes. Some ethnic groups also have
pointed ears. Violacea isn’t a founding member of the Federation, but it was among the first worlds
to join. Violaceans are a long-lived people who breed slowly, which keeps their numbers low but
their individual standard of living high. Their culture values elegance and the arts and disdains
violence. Violacea no longer has the feudal system, but all Violaceans have feudal titles even
if only “Sir” or “Dame.” They only use titles in formal speech or when making an effort to be
polite. Violacean society officially has no sex-based discrimination but does practice sex-
based division of labor; women are best represented in administrative, legal, medical, and
scientific professions while men fill most labor, law enforcement, military, and technical jobs.
Violacean women in Starfleet gravitate toward roles in the Command or Science divisions,
while men typically go into Operations.
TRAIT: Violacean. Elegance is second nature to Violaceans; they are naturally gifted
at etiquette and oratory and have keen fashion sense. While not as profit motivated as
Ferengi Violaceans are easily tempted by the prospect of monetary gain. Violaceans have
good night vision, and their purple skin blends into darkness easily, but as creatures of
the tropics they don’t do well in the cold. Their average life expectancy is well over 200
years, and they show no signs of advanced age until their final two decades.
A TOUCH OF CLASS
REQUIREMENT: Violacean, or Gamemaster’s Permission
As a member of the nobility you know how to deal with high society. You roll an extra d20
on social tasks for dealing with the wealthy and powerful. If you make your title known,
and if the people with whom you are interacting respect that title, you may also re-roll one
die on this task. Having this talent means you have a high title -- at least equal to a baron
or marchioness.
HIDDEN MOTIVES
REQUIREMENT: Violacean, or Gamemaster’s Permission
The intrigues of your native culture have taught you how to play your cards close to
your vest. Any attempt to discern your motives via social conflict has its difficulty
increased by 1. This talent also helps you resist interrogation.
Names: Male names are 1-2 syllables, while female names are 3-4 syllables. A
formal introduction includes the individual’s title (and organizational rank, if
applicable), family name, and place of birth. (examples: Volis)
SPECIES
XINDI-AVIAN
THE NEXT GENERATION ERA ONLY
Xindi-Avians are humanoid(ish) creatures with pterosaurid features. The typical specimen is 1.6-1.8
meters tall with a wingspan roughly twice the height. The sixth Xindi species is commonly believed
to be extinct; none escaped the fall of Xindus aboard their own ships because their technology was
insufficiently advanced. However, the Lorian species in the Alpha Quadrant is suspected to be
descended from Xindi-Avians, possibly due to intervention by the Preservers. There could also be a
population of Avians who were evacuated in secret by other Xindi (most likely the Aquatics). Xindi-
Avians were organized into a number of tribes that varied in the size and shape of their crests. The
Avians were unique among Xindi in that they never believed the Sphere Builders were benevolent
god-figures… which might have contributed to the Sphere Builders’ willingness to let them die off.
PODAL DEXTERITY
REQUIREMENT: Xindi-Avian, or Gamemaster’s Permission
Since you can’t use your hands while flying you have practiced
using your feet instead. While airborne you can use your feet to
perform a task for which you would normally use your hands
(for example, wielding a weapon) at a penalty of only +1 to
the difficulty.
SPECIES