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Star Trek RPG Core rulebook

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Star

Trek

RPG

d20 System

(2130 - 2170)

S

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Acknowledgements

This endeavor of mine would not have been possible if there already

wasn’t a plethora of fan research available on the Internet. I would

like to thank and acknowledge the following Internet resources for

being around and giving a guy like me a way to make a Star Trek

RPG for tabletop play that I hope people will find enjoyable, easy to

play and easily modified for any era of play.

www.memory-alpha.org

www.ex-astris-scientia.org

www.ditl.org

These web sites provide an amazing amount of resources that

would make any tabletop role-playing game just that more in-depth.

I strongly recommend their use for background information.

Star Trek, Star Trek: The Next Generation, Star Trek: Deep

Space Nine, Star Trek: Voyager, and Star Trek: Enterprise are all

registered trademarks of Paramount Pictures Corporation. This

role-playing game is in no way affiliated with or endorsed by Paramount

Pictures. This role-playing game is intended for personal and

non-profit use only.

Character Classes, Advanced Training, Skills, Techniques, Game

Mechanics, Starship Creation are all derived from my brain.

(Except for the d20 license stuff)

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Star Trek

Roleplaying

Enterprise Era (2130 - 2170)

Chapter One

Chapter One

Chapter One

Chapter One::::

Species & Classes

PAGE 1

Chapter Two

Chapter Two

Chapter Two

Chapter Two:

Skills & Techniques

PAGE 44

Chapter Three

Chapter Three

Chapter Three

Chapter Three:

Equipment

PAGE 57

Chapter Four

Chapter Four

Chapter Four

Chapter Four:

Starships

PAGE 61

Chapter Five

Chapter Five

Chapter Five

Chapter Five:

Organizations

of the Era

PAGE 89

Chapter Six

Chapter Six

Chapter Six

Chapter Six:

Game Mechanics

PAGE 95

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Chapter One

Chapter One

Chapter One

Chapter One

Character Species and

Classes

R

R

R

Races

aces

aces

aces

• Human • Klingon • Andorian • Aenar (telepathic) • Nausicaan • Orion • Risan • Denobulan • Orantakken (telepathic) • Tandaran • Kreetassan • Tellarite • Vulcan (telepathic) • Suliban (genetic-morph; standard) • Axanar

• Xindi (Primate; Arboreal; Reptilian; Insectoid; Aquatic) • Other Species

Classes

Classes

Classes

Classes

• Pilot • Operations Specialist • Medic • Tactical Specialist • Mercenary • Boomer • Mystic

Advanced Training

Advanced Training

Advanced Training

Advanced Training

• Commander • Chief Engineer • Ace • Elite Trooper • Intelligence Operative • Explorer

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Known Species

Known Species

Known Species

Known Species

The Star Trek Universe is expansive with a plethora of races and cultures (and even subcultures) available. The given Species are chosen for the amount of exposure Humanity had with them between the years 2140 and 2165.

Now it is easy to believe that all Nausicaans are outlaws, all Orions are pirates and Risans are all pre-occupied with gratification but truth to be told, you can find all kinds within each of the galactic Species.

That being said, it would be perfectly acceptable to find a mixed crew on a cargo ship or a privateer but if the campaign you play is set around an official organization (Earth Starfleet, Vulcan High Command, Andorian Imperial Guard, Klingon Imperial Fleet) it would be prudent to keep all the PCs the same Species for the sake of a certain level of authenticity. After all, a Nausicaan gunner on a Vulcan ship wouldn’t make much sense. Some exceptions can be made (ahem, T’pol?) but only after consultation with the Game Master. If you’re game is set after 2161 and the birth of the Federation then you are allowed to have a ship with any Federation Member or Affiliate Species on it. Each Species description will give you a brief outline of the Species, a list of other Species that they have good or bad relations with, the pros and cons of the Species in terms of game mechanics and what languages they would have the opportunity to learn (Universal Translator technology is haphazard at best).

You can play a character from any of the races listed in this Chapter. The Species descriptions given are an explanation of the majority of that Species’ population but if you wish to play you character in a different way go right ahead (just check with your Game Master first). Just keep in mind the understanding that your character is breaking the societal norms of their Species and that others of their kind may react to that.

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Human

Human

Human

Human

Humans are easily the most outwardly, idealistic and expansionist race. Humans have no true specialty or

extraordinary qualities and are average in both a technological and physical sense. Instead they are more idealistic, outgoing and cooperative than other races.

A founding member of the United Federation of Planets, Humans of Earth became warp-capable in 2063, which was the same year they experienced first contact with an alien species, the Vulcans.

Human adaptability and their strong tradition of innovation and cooperation have brought them to the forefront of the current interstellar situation. It is for this very reason, however, that Human society is constantly changing and evolving. This is seen not only on the isolated colonies and boomer groups, but also in the staid and settled core worlds as well. Fashion, speech and especially political views are constantly changing.

For species that are steeped in tradition and genealogical reverence as the basis of their societies, the Human fascination with the novel experience and their unending desire to innovate and explore, to discover for the sake of discovery, are all difficult concepts to grasp for other Species.

Physiology: Bilaterally symmetrical bipedal primates, Humans are a warm-blooded

species with an average lifespan of around 120 years, although some individuals have achieved a much older age.

Humans are not the strongest of species, but they are resilient. They can survive with one lung or kidney (they have two of each normally), and surprisingly they can go days without water and weeks without food due to their bodies' ability to conserve water and live off stored fat respectively. Their bodies' efficient temperature regulation allows them to survive cold temperatures to a far greater degree than other races such as the Tellarites, or high

temperatures that would be uncomfortable for an Andorian.

Homeworld: Earth (Founding Member of the Federation 2161)

Sun: Sol

Colonies: Luna (Sol IIIa) Vega Colony (Alpha Lyrae II)

Mars (Sol IV)

Jupiter Station (Sol V) Autonomous: Proxima (Alpha Centauri)

Languages: Human

Optional: Vulcan, Andorian and Denobulan Human Species Traits:

• Base Speed is 10 meters • 1 extra Feat at 1st level • Species Antagonism: Xindi,

Suliban, Klingon

• 4 extra skill points at 1st level, 1 extra skill point at each additional level

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Andorian

Andorian

Andorian

Andorian

The Andorians are a humanoid species from the moon Andoria, capital world of the Andorian Empire, and are one of the founding members of the United Federation of Planets.

Andorians are a militaristic warrior race. This is underscored by the fact their weapons have no stun setting. Service in the Andorian Imperial Guard is considered honorable, and military ranks have a great influence on social reputation. Andorians never fight without reason and deplore dishonesty, but they are capable of duplicity. Andorians consider their race to be deeply emotional and passionate, even violent; they aren't known for their charity and have few sympathies, but they placed a high value on family and loyalty.

A crucial part of Andorian tradition was the so called ushaan, a code of honor demanding a duel to the death in which the combatants fight against each other with a ice miner's tool, the ushaan-tor. An enormous body of rules and regulations existed around this code of honor, summing up to 12,000 amendments. The Ushaan could be demanded by someone as a means of personal

vengeance, e.g. to avenge a personal loss. However, there existed a right of substitution, allowing combatants to put up a replacement for themselves. Furthermore, each married combatant could postpone a duel indefinitely, if there were no children to continue his claim. Additionally, the fight might be called off, if one combatant disabled the other in way so he could not continue the duel.

Physiology: Most Andorians have a distinctive blue skin and white or silver-colored hair. Andorians have a higher metabolism than Humans. Andorians are very susceptible to high temperatures; an Andorian could lose 10% of its body weight in as little as two days in climates approaching the boiling point of water.

Andorians have two antennae on their heads that they use for balance. Andorians have at least four anatomical variations regarding the placement of their antennae. Some have antennae sprouting from the frontal bone of their skull. Others have antennae that sprout from their parietal bone. The loss of an antenna is a humiliating experience for an Andorian.

Homeworld: Andoria (Founding Member of the Federation 2161)

Sun: Procyon VII

Colonies: Weytahn (disputed)

Languages: Andorian

Optional: Vulcan, Tellarite, Aenar and Orion Andorian Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Species Antagonism: Vulcans, Tellarites, Nausicaan

• Immune to the effects of extreme cold and low oxygen environments

• Andorians tend to be very arrogant to those who haven’t earned their trust, giving them a –2 to Charisma. The harsh environment of Andoria has also toughened them as a species giving all Andorians a +2 to Constitution.

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Klingons

Klingons

Klingons

Klingons

The Klingons are a humanoid warrior species that originates from the planet Qo'nos M-class planet. One of the major powers of the galaxy, the Klingons are a proud, tradition-bound people who value honor and combat. The aggressive Klingon culture has made them an interstellar military power to be respected and feared. Klingons believe that they have the instinctive ability to look an opponent in the eye and see the intent to kill. Because of their aggressive outlook, the Klingons have generally had poor relations with other races after they began to move out into space. Because the worlds of the Klingon Empire are resource-poor, the Klingons have developed an intense belief in the need for expansion and conquest in order to survive.

Klingon society is extremely complex. It is based on a feudal system organized around traditional Great Houses of noble lineage, to which various parts of the population owe fealty. The Great Houses are traditionally represented in the Klingon High Council, which is led by a Chancellor. Males traditionally dominate public life in the Empire, assuming the leading roles in politics and the military with only rare exceptions. Klingon women are treated as equals except in politics and matters of inheritance. They are prohibited by law from serving in the High Council and cannot take control of their Houses unless they have the money and no male successors of the lineage. Otherwise, it is expected of Klingon women to exhibit the same physical prowess and lust for blood and honor as the men. Klingon society functions through a system of family reputation and honor.

Physiology: On average Klingons are larger and physically stronger than Humans, though they possess much less tolerance for cold weather. Internally, Klingon anatomy is markedly different from that of Humans. There is a great deal more multiple redundancy in their organs, a principle they call brak'lul. This allows Klingons to survive severe injuries in battle. They have twenty-three ribs, two livers, an eight-chambered heart, three lungs, and even redundant neural function and multiple stomachs. Some geneticists believe the extra organs, notably the third lung, evolved to give Klingons greater stamina on the battlefield. Klingons live for over 150 years, but even into advanced old age are still strong enough for combat.

Homeworld: Qo’nos

Sun: Khronos

Colonies: Praxis, Rura Penthe and Kling

Languages: Klingon

Optional: Orion, Nausicaan Klingon Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Species Antagonism: All. Klingons disdain all other species.

• Immune to fear effects.

• Klingons are tough and powerful. They receive a +2 to Strength and a +2 to Constitution. They are very inhospitable and not scholarly resulting in a –4 to Charisma and a –2 to Intelligence.

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Aenar

Aenar

Aenar

Aenar

The Aenar (pronounced EEH-NAR) are a humanoid race native to the Northern Wastes of Andoria, and a subspecies of the Andorians. The Aenar of the 22nd century lived in an

underground compound on Andoria, shielded by a dampening field. The Aenar have no leader, but will appoint a de facto leader or speaker if a situation warrants it. Aenar have a strict law against reading the minds of other people without prior consent. They have a strictly pacifist ideology, and deplore violence.

The Aenar were long considered a myth in Andorian society. But around 2104, the Andorians discovered the Aenar living in the Northern Wastes of Andoria. Since then, they have

maintained diplomatic contact with the Andorian government.

Physiology: The Aenar are physiologically very similar to the Andorians, with two antennae sprouting from their heads, although the antennae of the Aenar have small indentations in the funnel shaped tips. The Aenar are completely blind and have no skin or hair pigment, resulting in a pale white appearance (similar to human albinos). The most distinctive trait of the Aenar, however, is their highly evolved telepathic abilities. An Aenar is capable of reading minds and of psychically projecting itself to other humanoids. They use telepathy to communicate amongst themselves. Given that the Aenar are a subspecies of Andorians, therefore actually a member of the same species, they are genetically compatible with Andorians. A hybrid Aenar/Andorian individual will have a greenish skin tone.

Homeworld: Andoria

Sun: Procyon VII

Colonies: None

Languages: Aenar

Optional: Andorian Aenar Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Immune to the effects of extreme cold and low oxygen environments

• An Aenar character can use the following abilities at will at a range of 100’: 1. Detect the surface thoughts of any sentient being

2. Project a mental image to any sentient being

3. Speak to any other willing telepath via telepathic means

Due to their blindness Aenar receive a –4 to Dexterity. Their blindness does not prevent them from performing normal activity however. The Aenar have a keenly developed ESP that allows them to sense the location of objects (like a mental Sonar). While this allows them to interact with the world around them, it also causes them to interact with it at a much slower pace than other Species.

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Nausicaan

Nausicaan

Nausicaan

Nausicaan

The Nausicaans are a humanoid species native to the planet Nausicaa.

While little has been seen that would indicate any pan-Nausicaan governmental or military organization, Nausicaan society seems to consist of large piracy clans. Hunting parties of several warp-capable starships or raiders work out of asteroid bases, and pirates would be armed with energy weapons of various design.

Most contact with Nausicaans is in the form of isolated run-ins with civilians who would seem to be independent operators, though the practice of using asteroids as settlements seems to be normal for non-piracy groups as well.

Nausicaan culture would appear to be firmly rooted in violence. Most Nausicaan games involve inflicting pain or injury, including one that involves tossing darts at each other's chest.

The Nausicaans are infamous thugs, and are a common choice as bodyguards or hired muscle Physiology: Nausicaans are large aliens renowned for their lack of subtlety and surly, ill-tempered manner. They are generally tall humanoids surpassing two meters in height, with great body strength. Their faces are commonly ashen in color and are distinguished by a prominent bone structure with sharp tusks protruding at either side of their mouths. Some Nausicaans also have a line of four small horns that run vertically down the forehead.

Homeworld: Nausicaa Prime

Sun: Nausicaa

Colonies: numerous asteroid colonies throughout the sector

Languages: Nausicaan and Orion

Optional: Vulcan, Tellarite, Andorian, Klingon and Xyrillian Nausicaan Species Traits: • Medium to Large Sized • Base Speed is 15 meters • Species Antagonism: Humans • Nausicaans are incredibly strong, more so even than Klingons and

receive a +4 to Strength. They A Nausicaan Starbase also aren’t know

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Orions

Orions

Orions

Orions

The Orions are a humanoid species originating from the planet Orion. Little is known about the

organization of the Orion government, or if indeed, a central government exists.

Despite the rich cultural history of Orion and outside of their "official" stance of neutrality, a dark side of the Orion culture exists in their active trafficking of forced labor through the Orion slave markets.

The primary entity operating within these confines are known as the Orion Syndicate, which is comprised of a conglomeration of traders, pirates and smugglers. These individuals are also well known for their many illegal operations outside of the slave trade including: extortion, theft, raids, kidnappings and assassinations. A secondary entity operating within the Orion realm is known as the Orion Free Traders. The Orion Free Traders have a limited established

relationship with the Vulcans.

Physiology: Orions are known for their distinctive green skin. Orion males are typically bald and, on average, taller and more muscular than an average Human male. Orion females are very animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction. In Orion society the males are slaves to the females. As a means of deception to other species, however, the Orions maintain the facade that the females are the slaves. Selling Orion females on the Orion slave market commonly does this.

Once sold to a male, the Orion slave girls use their unique physiology to their advantage; their highly potent pheromones accelerates the metabolisms of males of many species, raising adrenaline production to dangerous levels which causes aggression and ultimately a form of delusion. Its most significant effect is to make them susceptible to suggestion. Not long after, the "owner" males begin taking orders from their "slave" females.

Homeworld: Orion

Sun: Pi Orionis

Colonies: numerous trade enclaves throughout the sector

Languages: Orion

Optional: Vulcan, Tellarite, Andorian, Klingon, Nausicaan, Risan and Xyrillian Orion Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Orions are incredibly personable and appealing to the opposite sex. This gives them an inherent +4 to their Charisma score.

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Risan

Risan

Risan

Risan

The Risans are a humanoid race from the planet Risa noted for their hedonistic approach to life. Risa is in a binary system and although it is naturally a

swampland its extensive weather modification system gives the entire planet a tropical climate. Combined with the local's easygoing approach to life this has made Risa a very popular holiday

destination.

The Risan language is not spoken by many non-Risans, as most visitors do not bother to learn it. Risans are extremely close to Humans in appearance, but do have a small mark on their forehead as well as a different internal biology, which rendered Human treatment at Risan hospitals difficult in the 2150s. The "Festival of the Moon", or Lohlunat, was a very popular celebration among the Risan people. The mysterious sexual practice of jamaharon is considered extremely pleasant -- wanting it is indicated with a statue called Horga'hn, which would become a symbol of the culture on the planet.

Physiology: Externally, Risans are physically indistinguishable from Humans in every aspect except for the markings they bear on their foreheads. They can even crossbreed with Humans, along with other humanoid races like Andorians and Orions.

Homeworld: Risa

Sun: Epsilon Ceti

Colonies: None

Languages: Risan plus any other two of player’s choice Optional: Any

Risan Species Traits:

• Medium Sized

• Base Speed is 10 meters • Risans receive two bonus skill

points at every level • Risans have a knack for

languages and need only spend one skill point to speak a language at the conversational level (which normally requires three skill points)

• Risans need only spend one skill

point to read/write a language at Suraya Bay on Risa, one of the more popular the proficient level (which normally destinations on the planet

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Denobulan

Denobulan

Denobulan

Denobulan

The Denobulans are a humanoid species from the planet Denobula. The Denobulans believed they were the only intelligent species in the galaxy until the B'Saari made first contact.

Denobulans are typically polygamous, where a man typically has three wives, who each have three husbands. This creates

extremely large extended families; Phlox had 720 familial relationships, 42 with romantic possibilities. In addition,

Denobulan marriages are not exclusive, and married Denobulans can be intimate with anyone they choose. The females emit powerful pheromones during their mating season. Male

Denobulans often become combative during this time, and mating can require medical supervision. Denobulans typically prefer to be amongst large groups and find solitude uncomfortable. However, Denobulans, at least males, are uncomfortable being touched by persons they are not intimate with. Amongst Denobulans, it is considered healthy for a person to hallucinate, as it is seen a harmless way to release nervous energy.

Physiology: Denobulans have prominent facial ridges running down either side of the forehead to the cheeks, an enlarged brow ridge under a high receding hairline, a vertical crevice in the center of the forehead and a ridged chin.

They also have ridges on their back, along the spine. Their toenails are dark brown and yellow striped, and they grow so rapidly that they must be groomed once a week. Denobulans also have very long tongues, and they use tongue scrapers. Denobulan males have a line of hair down the middle of their chest, up to their throat.

Denobulans have a unique ability to enlarge their faces. This is an instinct for when they feel threatened. It is likely similar to the defense mechanism of the blowfish, an aquatic life form native to Earth. They also have an unusually wide smile for a humanoid. Denobulans normally require very little sleep, but they do hibernate for five to six days each year.

Homeworld: Denobula

Sun: Denobula Triax

Colonies: Pyrithia (Draconis IV)

Languages: Denobulan

Optional: Vulcan, Human, Tellarite, Risan and Kreetassan Denobulan Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Denobulans are an intelligent and intuitive race. They receive a +2 to Intelligence and a +2 to Wisdom

• Denobulans have a genetic ancestry as cliff dwellers and therefore receive a natural +10 Climb Bonus

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Orantak

Orantak

Orantak

Orantakken

ken

ken

ken

Orantakken are telepathic humanoids from the planet Oran'taku located just outside the Delphic Expanse. The Orantakken had no concept of spoken language until they made first contact with other species. Orantakken telepathy is different from most telepathy. Most races telepathically transmit words and sounds, the Orantakken however transmit pure thoughts and images. This is far more efficient but can only be practiced by Orantakken.

The second and even more interesting aspect of the Orantakken’s telepathic ability is their ability to recognize each living organism by its’ genetic

resonance frequency. That ability combined with their natural eidetic memories allows them to experience and study the worlds around them with quite a unique perspective.

The Orantakken appear to be standard humanoids with a textured bony enlargement just over the ears. Orantakken technology is limited to rudimentary interstellar space flight via non-warp technology equal to Warp One.

Physiology: Physiologically, Orantakken are humanoid with their only known external difference from Humans being a series of horizontal ridges down the back of their neck and along their spine. Orantakken traditionally mate for life. When two Orantakken have intimate relations their body chemistry becomes interdependent, causing withdrawal symptoms if the two people

separate. The effect gets stronger with each mating and separation can be fatal.

Homeworld: Oran'taku

Sun: Chi Leonis

Colonies: None

Languages: Orantakken

Optional: Any

Orantakken Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Orantakken are highly telepathic and can communicate with and locate any specific individual with 100 miles of their location

• They can recognize any individual by the genetic resonance frequency at a range of 50 feet

• Orantakken have a perfect eidetic memory • Species Antagonism: Suliban

• Due to their evolutionary path stressing the need for greater mental prowess opposed to physical prowess, Orantakken have a –2 to Strength and a –2 to Constitution.

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Tandaran

Tandaran

Tandaran

Tandaran

The Tandaran are a humanoid race that originated on Tandar Prime.

Tandaran law is unusual in that it is based entirely on "Guilty until proven innocent" and they have a notoriously strict penal system.

In Tandaran, military/political rank influences social standing. Because Tandaran are members of a militant civilization, who consider defending the Tandaran Protectorates and their own personal honor of foremost importance, military service and its accompanying rank are decisive factors in determining social eminence.

The totalitarian nature of Tandaran society, in which dissent is often a crime and Tandaran security officers masquerade as citizens, has led many Tandaran to be extremely paranoid.

The Tandaran government has established trade routes with various Tellarite merchants. Physiology: Externally, Tandaran bear a striking resemblance to Risans in every aspect except

for the markings they bear on their foreheads. Where the Risan mark is generally centered on the forehead the Tandaran mark is right above the bridge of the nose. Tandaran can crossbreed with other Humanoids but their xenophobic paranoia makes this extremely taboo.

Homeworld: Tandar Prime

Sun: Tandar

Colonies: Several Planetary colonies in the Tandar Sector

Languages: Tandaran

Optional: Suliban, Tellarite Tandaran Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Species Antagonism: Suliban

• Tandaran society lends itself to paranoia. As a result Tandaran characters begin play with an inherent +10 bonus to the following skills: intimidate and sense- motive.

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Kreetassan

Kreetassan

Kreetassan

Kreetassan

The Kreetassan were a warp capable humanoid civilization native to the planet Kreetassia in the Alpha Quadrant. When a ship is in orbit of Kreetassa, it is, as a courtesy, expected to align its chronometers with that of the Kreetassan Capital City.

The Kreetassan language is very complex by Human standards. The words for eat and mate are very similar. They consider eating in public a taboo. It is something to be performed privately in the same manner as mating. Kreetassan are often offended when they see other species eating their food in public. Individuals who have regular contact with other species grow accustomed to the sight but never participate in what they consider to be a vulgar display.

On the Kreetassan homeworld in front of the Hall of Diplomacy stands a row of Alvera trees that are over 300 years old, which are considered cultural treasures by the Kreetassan. Defacing them in anyway is a major offence to their people, however, if it is done accidentally, there is a special apologizing ceremony that involves cutting the tree into many pieces.

Kreetassan are famous for manufacturing plasma injectors, and conduct brisk trade throughout the sector for them and other starship components.

Physiology: Kreetassan are a humanoid race that has an elaborate facial structure. They have heavily ridged faces with a row of purple-tinged rectangular creases along the midline of the forehead (nose to hairline), covering one-third its width. They wear their hair long and braided and were dressed in long, brown, embellished gowns.

Homeworld: Kreetassia

Sun: Piraeus Alpha

Colonies: None

Languages: Kreetassan

Optional: Any Kreetassan Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Kreetassan are an extraordinarily intelligent species. Due to this they receive a +4 bonus to Intelligence. However, due to their taboo heavy culture they receive a –2 to Charisma. • Kreetassan may not break the following taboos:

May not eat in public

Must keep their hair long. If it is cut short for any reason they must be hooded in public

Kreetassan do not speak untruths

Kreetassans do not touch others in public

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Te

Te

Te

Tellarites

llarites

llarites

llarites

Tellarites are a warp capable race from the class M planet Tellar Prime, located not far from the Sol system. In 2161, they become one of the founding races of the United Federation of Planets.

Tellarites are known to be an impatient people. They were also known for their stubborn pride. They have a propensity toward strong emotion. However, they enjoy a good argument, which is even considered a sport on Tellar. Tellarites often begin an interaction with a series of complaints; this is how they start arguments with someone they have recently met. If they have nothing to complain about they will simply insult the person. Because of their ability to argue, Tellarites make excellent politicians.

Physiology: Tellarites are a sturdy humanoid species with distinguished snouts. They wear beards and their hands are sometimes hoof-like in appearance.

Tellarites consider canine to be something of a delicacy. They find human room temperature to be cold, indicative of a higher body temperature. Tellarites cannot tolerate cold temperatures much more so than other species. They consider the freezing temperature of water to be an extreme weather condition.

Homeworld: Tellar Prime

Sun: Piraeus Alpha

Colonies: Several moons within their native solar system

Languages: Tellarite

Optional: Andorian, Vulcan, Tandaran and Human Tellarite Species Traits:

• Medium Sized • Base Speed is 10 meters • Due to their intolerance of cold weather, Tellarites suffer the penalties of extreme cold weather at 0* Celsius as opposed to the

normal –25* Celsius A Sample of Tellarite Script

• Since argument is such integral parts of their culture Tellarites receive a +10 bonus to the following skills: diplomacy and bluff. For the same reasons Tellarites receive a -2 to Charisma.

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Vulcan

Vulcan

Vulcan

Vulcan

Vulcans are a humanoid civilization instrumentally responsible for the founding of the United Federation of Planets. They are widely known for their logical minds and stoic natures. The Vulcan homeworld is the planet Vulcan.

Culturally one of the most fascinating species in the Beta Quadrant, the Vulcans were once an extremely violent and emotional people (even by Earth standards) who waged almost constant warfare on one another. They believed in a variety of gods, such as war, peace and death. As their level of

technology improved, the Vulcans eventually reached a point where their violent nature threatened species extinction. In an effort to avoid this fate, a Vulcan named Surak developed a new philosophy thereby igniting the Time of Awakening. Surak maintained that the root cause of all the problems on Vulcan lay in the uncontrolled outpouring of the people's emotions. His followers swore to live their lives by an ethical system devised by Surak and based purely on logical principles. All expression of emotions, negative or positive, was completely forbidden.

Although this new philosophy spread rapidly across Vulcan, a minority, many of who were known as "those who march beneath the Raptor's wings", rejected Surak's ideals. A destructive war began including the use of atomic bombs and among the victims was Surak himself.

Eventually, however, those who opposed logic left Vulcan and founded colonies elsewhere - most notably on the planet Romulus, where they founded what eventually became the Romulan Star Empire.

Physiology: Genetically, Vulcans and Humans are similar enough that they can produce offspring without any problems. Externally, Vulcans are generally similar to Humans, the chief exceptions being the Vulcans' notably arched and upswept eyebrows and distinguished external ear structure, the top of which tapers into a into a clearly defined point. Most Vulcans have pale skin with a very subtle greenish tinge, and straight, glossy dark brown or more commonly black hair. Some Vulcans have brown skin, tightly coiled black hair, and physiognomic features similar to those found in Humans of African decent. In contrast to their external similarities, Vulcan internal anatomy differs radically from that of humans. For instance, their heart is where a Human's liver would normally be, and beats several hundred times per minute.

Having evolved on a planet which is mostly desert, Vulcans have developed ways of surviving in desert conditions. For example, they can survive for several days without water and have inner eyelids that protect their eyes. Vulcans also have superior metabolism to humans. Caffeine and sapotoxins have little effect on Vulcans. They are also capable of surviving for long durations without food or sleep. Under stress, Vulcans can do without sleep for weeks. Vulcans are on average three times physically stronger than humans and are noticeably more agile.

Homeworld: Vulcan

Sun: Eridani A

Colonies: P’Jem, several other science and philosophical outposts

Languages: Vulcan

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Vulcan Species Traits:

• Base Speed is 10 meters

• Medium Sized

• Vulcans receive a +2 to Strength, Constitution and Dexterity due to their well formed physiology

• Vulcans receive a –2 to Charisma as many find the stoic approach to life standoffish • Due to their strict logical and unemotional existence Vulcans lack intuition and receive a

–4 to Wisdom

• Vulcans are telepathic but must make physical contact with another sentient in order to share thoughts through a Vulcan Mind Meld

• Vulcans have developed a telepathic nerve attack caused the Vulcan Nerve Pinch; in order to perform this attack a Vulcan needs to make a successful melee attack; if the attack hits the defender needs to make a Fortitude Save vs. SKILL CHECK 10 + Character level of the Vulcan + Intelligence Modifier or fall unconscious for 1d10 rounds.

The Fire Plains on Vulcan

Suliba

Suliba

Suliba

Suliban

nn

n

Suliban are no more evolved than Humans, and normally possess three bronchial tubes. Vulcan evaluation concluded they were non-threatening. The Suliban are a nomadic humanoid species from Sector 3641 whose homeworld became uninhabitable in the 1850s.

The Suliban Cabal is an interstellar terrorist organization composed of Suliban that place great emphasis on genetic modification. Common modifications to members of the Cabal included the addition of two bronchial tubes, altering the alveoli clusters to process multiple atmospheres, the installation of subcutaneous pigment sacs, the telepathic ability to sense deception and biomimetic clothing. The Cabal's military forces

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include ships such as the Cell Ship and the Stealth Cruiser, as well as Helix installations. Not all Suliban are members of the Cabal; many regard the actions of the more violent members of their species with disgust. Even so they themselves face considerable enmity from other species, and some species such as the Tandaran keep all Suliban captive whether they are active members of the Cabal or not.

In 2144, the Cabal began attacking the Tandaran after the Tandaran started putting non-Cabal Suliban in determent camps. The war lasted until the 2150s. In 2151, the Cabal began staging attacks within the Klingon Empire, making it appear as if one faction was attacking another, leading to a civil war.

Suliban that leave the Cabal are hunted down, captured and brought to the nearest Helix complex to be executed on public display. If the ex-Cabalist is killed in the process of the hunt then only the head is returned to the Helix Complex where it is put on public display.

Physiology: Non-genetically altered Suliban are average bipedal humanoids. They tend to be approximately 1.7 meters in height and have mottled green/yellow skin. Suliban live for over 125 years, but even into advanced old age are still agile and alert. Non-Cabal Suliban are naturally amicable.

Homeworld: Suliban Alpha (Destroyed)

Sun: Suliban

Colonies: Suliban have assimilated into several other space faring cultures; Cabalists maintain secret Helix outposts that are also used as colonies

Languages: Suliban plus one of player’s choice Optional: Any

Suliban Species Traits:

• Base Speed is 10 meters

• Medium sized

• Non-Cabal Suliban receive a +2 to Charisma due to their naturally amicable demeanors.

• Species Antagonism: Tandaran

o Cabal Antagonism: All. Suliban Cabalist have a definitive ‘master race’ complex

• Genetically enhanced Suliban can choose three of the following enhancements: o Breathe any gaseous atmosphere

o Ability to alter appearance to any humanoid species encountered o The telepathic ability to sense deception

o Ability to consume any nontoxic material for sustenance o The ability to climb across any surface like insects do

o Have a flexible bone structure that allows them to bend any part of their

body in any direction

o Compression of the body down to 2” thickness for up to 60 seconds at a

time

o The ability to see in the infrared and ultraviolet spectrums (+5 to Spot checks) o Increased sense of hearing (+5 to listen checks)

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Axanar

Axanar

Axanar

Axanar

In 2151, the Earth ship Enterprise NX-01 made first contact with the Axanar under unfortunate

circumstances.

An Axanar vessel was found adrift in space, with its crew hooked up to draining tubes. The Axanar were being harvested for their triglobulin. T

Te Axanar are an androgynous humanoid species with an average life span of 400 years, native to the planet Axanar.

The Axanar language is spoken by the Axanar species. Like the languages of many humanoid species, the language contains consonant and vowel sounds like those found in Human languages.

The Axanar homeworld is highly fertile in reference to food crops and this allows the Axanar to conduct a decent amount of trade with non-planetary based species such as the Nausicaans, Orions and Suliban Cabalists.

Physiology: The Axanar body produces triglobulin from its zymuth gland. This substance has medical and aphrodisiacal properties, and is used by a number of different species for those purposes. Some even forcefully 'harvest' Axanar for their triglobulin.

The Axanar apparently prefer a nitrogen-methane atmosphere but can breath a nitrogen-oxygen atmosphere.

Homeworld: Planeta Axanaris

Sun: Astris Axanaria

Colonies: Luna Axanaris

Languages: Axanar

Optional: Nausicaan, Orion and Suliban

Axanar Species Traits:

• Base Speed is 10 meters

• Medium sized

• Axanar are unaffected by telepathic abilities

Axanar are an extraordinarily hearty Planeta Axanaris and its moon, Luna Axanaris Species and receive an inherent +2 to

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Xindi

Xindi

Xindi

Xindi

The Xindi are an alliance of species that evolved on the same planet in the Delphic Expanse, known as Xindus, whose infamous attack on Earth and attempts to eradicate Humans in the early 2150s change the course of history and initiate the series of events that help establish United Earth as a major interstellar power.

Six different intelligent species developed on Xindus; one of them, the Xindi-Avians, is believed extinct. The surviving species are united under the governance of the Xindi Council, which contains two representatives from each species.

The different Xindi species are extremely similar in their functionally important DNA, sharing over 99.5% despite the apparent physical differences. All the Xindi species share distinctive ridges on their cheekbones and foreheads.

Xindi

Xindi

Xindi

Xindi----Aquatics

Aquatics

Aquatics

Aquatics

The Xindi Aquatics are a non-humanoid race that has evolved to living underwater. They are one of the six original species of Xindi, with whom they share a common genetic ancestry. They respond better to visual stimuli and are extremely suspicious of the spoken word. They admire boldness and confidence and treat hushed tones with suspicion.

Xindi-Aquatic communication is highly complex and, since the Aquatics are underwater beings, they do not use their mouths. When using the past tense, they switch to SONAR. Physiology: The Aquatic females are larger and have rougher skin than the males who are more slim and have smoother skin. Females have a more humanoid looking face, where as male faces are rounder.

They have slit-like irises in their eyes and are capable of seeing far better underwater than humanoids. Aquatics have three fingers on each forelimb, ending in short fingernail-like claws, with webbing in between for easier swimming. Their skin is a greenish shade and has blotches of olive. Like all Xindi, they have a fold at the top of their cheekbone. They have tails for

maneuverability and their hind limbs are fins.

Xindi

Xindi

Xindi

Xindi----Arboreal

Arboreal

Arboreal

Arboreal

Xindi-Arboreal are among the most peaceful of the six original Xindi species. Xindi-Arboreal are afraid of the water. They are considered to be lethargic by the other Xindi species. They are also extremely calm, even when taken hostage.

Physiology: In appearance, Xindi-Arboreal are covered with hair, have long sharp fingernails, dark eyes, and a ridge running from their noses to the back of their heads. This species probably evolved from some sort of arboreal primate.

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Xindi

Xindi

Xindi

Xindi----Insectoid

Insectoid

Insectoid

Insectoid

The Insectoid language is a clicking dialogue that is the most unusual and complex of all Xindi. In fact, there are 67 dialects of the Insectoid language. Insectoid have names that grow longer and more difficult to pronounce as they grow older.

Xindi-Insectoid interpret raised voices as a sign of hostility. They are quick to make decisions and are often in alliance with the Reptilians. Both species trade their technology between each other and usually agree on all decisions.

Physiology: The Insectoid, like all Xindi species, have distinctive ridges on their cheekbones. They are, as their name suggests, insect-like in appearance. They are genderless and reproduce asexually. They protect their young by making a hatchery brig attached to their ships and shield it if trouble arises. Their average life expectancy is only approximately twelve years.

Xindi

Xindi

Xindi

Xindi----Primate

Primate

Primate

Primate

Xindi-Primates are among the most peaceful of the five Xindi races.

The Primates, more than any other Xindi species, resemble Humans. They have, like all Xindi, distinctive ridges on their cheekbones. They also have larger foreheads. Like Humans, the Primates have distinct white and black racial differences. They have no eyebrows.

Other Xindi see the Primates as honest and trustworthy. However, they are not seen as being very resilient. They are also the most intellectual species of Xindi and therefore one of their own was assigned to develop the weapon to destroy Earth.

Xindi

Xindi

Xindi

Xindi----Reptilian

Reptilian

Reptilian

Reptilian

Reptilians are perceived as being untrustworthy and impatient by the other Xindi species. A common Reptilian saying is "Patience is for the dead." It is said that dealing with Reptilians is like bargaining with the sun; you make no progress, and you come away burned. Nevertheless the Reptilians are the first choice for when force is needed. With their easily provoked and opinionated nature, Xindi-Insectoid often side with the Reptilians on certain issues. They sometimes even share ships with each other. The Reptilians live out a militaristic lifestyle and hope to ultimately rule over all the other species of Xindi. Reptilian soldiers are surgically implanted with a "suicide gland" that unleashes a neurotoxin when they are captured. The Reptilians also use thermal chambers on board their ships due to their endothermic circulatory systems. Reptilians prefer to be on or near the ground as opposed to up in the air.

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Homeworld: Xindus (Destroyed)

Sun: Theta Eridani

Colonies: numerous; the Xindi spread out across the region known as the Delphic Expanse Xindi-Aquatic Species Traits:

• Base Speed is 20 meters (submerged) • Large sized

• Cannot breathe gaseous atmosphere • +2 to Intelligence

• Species Antagonism: Humans

• Languages: Xindi-Aquatic

Can understand but not speak Xindi -Standard and –Insectoid

Optional: None; Aquatics cannot speak (but may understand) any other language Xindi-Arboreal Species Traits

• Base Speed is 10 meters

• Medium Sized

• Aqua-phobic

• +2 to Wisdom, -2 to Strength

Xindi-Insectoid Species Traits • Base speed is 20 meters

• Medium sized

• +4 to Constitution, -2 to Wisdom and Intelligence

• Species Antagonism: Humans, Xindi-Primate and -Arboreal

• Languages: Xindi-Insectoid

Can understand but not speak Xindi -Aquatic and –Standard

Optional: None; Insectoid cannot speak (but may understand) any other language Xindi-Primate Species Traits

• Base Speed is 10 meters

• Medium Sized

• Species Antagonism: Humans

• +2 to Intelligence, -2 to Wisdom Xindi-Reptilian Species Traits

• Base Speed is 10 meters

• Medium Sized

• +4 to Strength, -2 to Charisma, -2 to Intelligence, -2 to Wisdom

• Species Antagonism: All; Reptilians hate all other Species, including the other Xindi species.

• Due to their reptilian physiology, Xindi-Reptilians suffer the penalties of extreme cold weather at 10* Celsius as opposed to the normal –25* Celsius

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Other Species

Other Species

Other Species

Other Species

There are several other species that are space faring and active in the Sector during the 2140s – 2160s. Not much is known of all of them but here is an overview of some of the more interesting ones.

Kantare

Kantare

Kantare

Kantare

Kantare are an Alpha Quadrant humanoid species from the planet Kantare. They have scale-like violet colored markings on the sides of their head from the hairline to the temples, and at the base of the skull. The Kantare have a colony on the planet Kotare Barath as of 2129. They developed sophisticated holographic technology some time before this.

Enolians

Enolians

Enolians

Enolians

The Enolians are a humanoid species. By the mid-22nd century, they ran the Canamar prison. They are a significant interstellar power, operating hundred of starships and several busy trading outposts. Their judicial system is not known for its fairness.

Antarans

Antarans

Antarans

Antarans

The Antarans are humanoid species with a lifespan of at least 60 years upon reaching adulthood. Antarans have been at war with the Denobulans several times, the last conflict of which took place in the 19th century. However Antarans continued to strongly dislike Denobulans until at least the 2150s, even though encounters between the two species were extremely rare. This behavior is due to widespread prejudices (on both sides). The Antarans take it further than the Denobulans do as every Antaran is taught from childhood that all Denobulans are enemies, to be feared and reviled.

Coridians

Coridians

Coridians

Coridians

Coridan is a M-class planet in the Coridan system, homeworld of the Coridians. In 2151, it had a population of over 3 billion. It is rich in valuable resources, most significantly dilithium. In the 2150s, Coridan is known for its extensive shipyards and its advanced warp-capable vessels. However, the planet is also embroiled in a conflict between rebel forces, supported by the Andorians, and the government, backed by the Vulcans. The Vulcan agenda was to keep the planet's existing government stable, which in turn assured its dilithium, exports to Vulcan. Coridan was one of the planets in the initial Coalition of Planets.

Xyrillian

Xyrillian

Xyrillian

Xyrillian

The Xyrillian are a peaceful, warp-capable race of humanoids. Xyrillian have an unusual physiology. They do not have a metabolism based on water. Their atmosphere is hallucinogenic to most species, and as a result most other humanoids need to be weaned onto and off their atmosphere to avoid undesired effects. Xyrillian are also herbivores. When traveling, they grow vegetation on the walls of their ships. Xyrillian males usually carry infants to term in a pouch on the upper chest. Impregnation can occur with only minor physical contact. Humans and Xyrillian are genetically compatible.

Romulans

Romulans

Romulans

Romulans

An Enigmatic race whose homeworld is somewhere in the Beta Quadrant. While no one has ever actually seen a Romulan face to face (yet) many have fallen prey to Romulan Starships. If a Romulan Starship Captain feels that they cannot win a battle they will scuttle their ship so as to not allow another species access to their genetic code and their technology. Romulans are constantly attempting to create distrust and conflict between the other species of the sector. Rumor has it that they have an outpost in the remote system called Algeron.

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Character Classes

Character Classes

Character Classes

Character Classes

While the species of the sector have all developed very unique and prominent cultures in their own rights, the needs of space are the same across the board. Every starship needs technicians, pilots and a commanding officer to run her. Characters can be in space either because they are working for an organization (i.e. Starfleet) or are in space for military or scientific purposes. It might be that they are merchants (or maybe smugglers) and are looking to make a profit.

Whatever the culture of a player’s character, the mechanics of the game are best served by having standardized progression for character types. Game mechanics aside, the actual role-playing is left entirely up to the players, the Game Master and the campaign style that you as a gaming group wish to choose. In other words, while an Andorian Operations Specialist and a Vulcan Operations Specialist use the same mechanics template the culture and species traits are entirely different and role-playing should reflect that.

Ability Scores

Ability Scores

Ability Scores

Ability Scores

Your character has six abilities: Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma. To obtain a score for an ability roll 4d6. Re-roll any ones or twos and sum the highest three die. Do this for each of the six abilities. Apply all racial modifiers and voila, your ability scores are ready to go. Use the following table to determine your ability score modifiers.

Ability Modifiers

Score Modifier Score Modifier Score Modifier

1 -6 9 – 10 0 21 – 22 +6

2 -5 11 – 12 +1 23 – 24 +7

3 -4 13 – 14 +2 25 – 26 +8

4 -3 15 – 16 +3 27 – 28 +9

5 – 6 -2 17 – 18 +4 29 – 30 +10

7 – 8 -1 19 – 20 +5 Ability Scores cannot surpass 30

• Add 1 point to any score at 4th level and every four levels your character obtains thereafter (8th, 12th, 16th, 20th)

• Some telepathic abilities can affect ability scores; make sure that you keep track of what a decrease/increase in your score does to your ability score modifier

• Poisons, illness and disease can all affect ability scores

• Each Skill has a relevant ability and each character class relies more on some abilities than others.

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Pilot

Pilot

Pilot

Pilot

From take-off to landing, a Pilots work is never done. One of the most integral positions on a starship of any class, Pilots tend to be freewheeling individuals that have a great passion for piloting.

A starship’s Pilot is responsible for interstellar navigation, atmospheric travel and carrying out evasive and offensive maneuvers during combat. When the starship is docked Pilots tend to be the first ones in the local Starbase’s bar. Don’t judge too quickly because they’re always the first ones ready to get back out into space.

Class Features

Class Features

Class Features

Class Features

The Pilot L V L Base Attack Bonus Fort Save Reflex Save Will Save Special Defense 1 0 1 2 1 Starship Operations 3 2 1 2 3 2 Combat Maneuvers +1 3 3 2 2 3 2 4 4 3 2 4 2 Evasive Maneuvers 4 5 4 3 4 3 4 6 5 3 5 3 Combat Maneuvers +2 5 7 5 3 5 3 5 8 6/1 4 6 4 Improved Navigation 5 9 7/2 4 6 4 6 10 8/3 4 7 4 Combat Maneuver +3 6 11 9/4 5 7 5 6

12 10/5 5 8 5 Advanced Evasive Maneuvers 7

13 11/6 5 8 5 7 14 12/7 6 9 6 Combat Maneuver +4 7 15 13/8 6 9 6 8 16 14/9 6 10 6 8 17 15/10/5 7 10 7 8 18 16/11/6 7 11 7 Combat Maneuver +5 9 19 17/12/7 7 11 7 9 20 18/13/8 8 12 8 Pilot Mastery 9

Combat Maneuvers: At 2nd level (and every four levels thereafter) a Pilot adds the given bonus to all Pilot skill checks made during combat. The bonuses do not stack.

Evasive Maneuvers: At 4th level a Pilot gains the ability to avoid enemy fire. To avoid half the given damage in a single attack a Pilot makes a d20 roll +10 and adds his Pilot skill bonus (to include all Class bonuses). If the result is higher than the damage dealt the attempt is successful. At 12th level a successful Evasive Maneuver results in no damage taken. This ability can only be used once a round.

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Improved Navigation: At 8th level Pilots can add a +1 for every two levels of Pilot they have to their Plot Course and Navigate rolls.

Pilot Mastery: At 20th level a Pilot realizes their full potential and adds an additional +5 to all checks with the following skills: Dock, Pilot, Plot Course, Navigate

Game Mechanics Information

Proficiencies: Sidearms (Energy) Sidearms (Projectile) Light Armor

Hit Die: d8

Skill Sets: Everyman, Pilot and Communications

Skill Points: 4 + Intelligence Modifier (times four at 1st level)

Operations Specialist

Operations Specialist

Operations Specialist

Operations Specialist

The Operations Specialist (also known as operations officer or chief of operations) is a position whose duties involve resource control, energy allocation, repair and Starship Systems

management. Communications control may also be within the realm of an Operations Specialist. Operations Specialists coordinate the scheduling of resources, hardware and system usage for an entire starship, outpost or space station.

On space stations, the Chief of Operations usually commands the maintenance and engineering staff, since stations do not require the large number of propulsion engineers typically found working under the command of a Chief Engineer on a starship

Class Features

Class Features

Class Features

Class Features

Skill Specialty: At 1st level an Operations Specialist gains an inherent +3 to any one Operations skill.

Mind like a Database: Operations Specialists have a knack for remembering information that they’ve come across. All those hours of searching information databases rub off after a while. At 2nd level Operations Specialists gain an inherent +4 to all Knowledge (Technology) checks.

Expertise: Operations Specialists spend more time than most people streamlining

their equipment and workstations. At 4th level they gain an inherent +1 to all Operations skills and an additional +1 every four levels thereafter. Technical Savvy: At 5th level the Operations Specialist gains the ability to Craft

(Masterwork Item). This item has an inherent +1 bonus. This bonus increases to +2 at 10th, +3 at 15th, and +4 at 20th.

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Game Mechanics Information

Proficiencies: Sidearms (Energy) Sidearms (Projectile) Light Armor

Medium Armor Hit Die: d8

Skill Sets: Everyman, Operations and Communications Skill Points: 6 + Intelligence Modifier (times four at 1st level)

The Operations Specialist

L V L Base Attack Bonus Fort Save Reflex Save Will Save Special Defense

1 0 1 2 2 Skill Specialty, Starship Operations 4

2 1 2 3 3 Mind like a Database 4

3 2 2 3 3 5 4 3 2 4 4 Expertise +1 5 5 4 3 4 4 Technical Savvy +1 5 6 5 3 5 5 6 7 5 3 5 5 6 8 6/1 4 6 6 Expertise +2 6 9 7/2 4 6 6 7 10 8/3 4 7 7 Technical Savvy +2 7 11 9/4 5 7 7 7 12 10/5 5 8 8 Expertise +3 8 13 11/6 5 8 8 8 14 12/7 6 9 9 8 15 13/8 6 9 9 Technical Savvy +3 9 16 14/9 6 10 10 Expertise +4 9 17 15/10/5 7 10 10 9 18 16/11/6 7 11 11 10 19 17/12/7 7 11 11 10

20 18/13/8 8 12 12 Expertise +5, Technical Savvy +4 10

Medic

Medic

Medic

Medic

Trained in practical emergency medical knowledge and skills that can be deployed within a rapid time frame. Patient treatment guidelines are described in protocols following cultural and

shipboard policies and traditions.

Advanced Medics have the theoretical, practical and scientific knowledge to appropriately apply complex patient treatments, albeit usually under the supervision of a medical officer. Certain scenarios arise in which there is no Doctor available (small crew transports, smugglers, raiders) the Medic must assume all responsibilities

The role of the "medic" cannot readily be equated to any other non-military profession. Medics perform the roles of doctor, nurse, counselor, paramedic, psychologist, surgeon, pharmacist,

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clinical coordinator, physiotherapist, teacher, and so on. The roles are so extensive that the "medic" has difficulty gaining recognition for their skills.

Class Features

Class Features

Class Features

Class Features

Enhanced Treat Injury: Whenever a Medic uses the Treat Injury skill, they get a +2 bonus to their check. This bonus is a result of training and their familiarity with medical tricorders and other medical equipment. It increases by an additional +2 at 5th, 10th, 15th and 20th levels.

The Medic L V L Base Attack Bonus Fort Save Reflex Save Will Save Special Defense

1 0 2 1 1 Enhanced Treat Injury + 2 3

2 1 3 2 2 Anesthetics 3

3 2 3 2 2 Remove Stun 4

4 3 4 2 2 Neutralize Toxin 4

5 4 4 3 3 Enhanced Treat Injury +4 4

6 5 5 3 3 Radiation Therapy 5

7 5 5 3 3 Treat Disease 5

8 6/1 6 4 4 5

9 7/2 6 4 4 Minor Surgery 6

10 8/3 7 4 4 Enhanced Treat Injury +6 6

11 9/4 7 5 5 6

12 10/5 8 5 5 7

13 11/6 8 5 5 Advanced Radiation Therapy 7

14 12/7 9 6 6 Advanced Surgery 7

15 13/8 9 6 6 Enhanced Treat Injury +8 8

16 14/9 10 6 6 8

17 15/10/5 10 7 7 8

18 16/11/6 11 7 7 Exotic Surgery 9

19 17/12/7 11 7 7 9

20 18/13/8 12 8 8 Enhanced Treat Injury +10 9

Anesthetics & Analgesics: Medics receive extensive pharmacological training. The Medic is knowledgeable of a variety of numbing agents and painkillers that will affect most species.

Neutralize Toxin: Contact with hazardous materials is almost impossible to avoid

while traveling through space. A Medic has the ability to counteract a poison by following the following procedure:

1. Identify the Toxin

2. Make a Neutralize roll (1d20 + 1 for every two levels of Medic possessed)

3. For the Identify and Neutralize Skill Checks see the ‘Toxins and Exotic Substances’ table for details

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Remove Stun: If a fellow PC has been stunned the Medic may take a round to treat them. A Medic must make a Treat Injury check with the SKILL CHECK being 10 + the original Save SKILL CHECK of the Stun. If the Medic is successful the PC recovers from their stunned state.

Radiation Therapy: The Medic becomes skilled in uses specific types of radiation to

assist in long term care. As a side effect the Medic can also devise medical means to offer radiation resistances for short time periods if a successful Preventative Medicine skill check is made. See the ‘Radiation’ table for details. At the Advanced level the effectiveness of the Medic’s treatments doubles.

Surgeries

Surgery: The Medic acquires

enough knowledge to begin performing surgery. To do so a Medic must make a Knowledge (Specific Species Anatomy) roll and add +1 for every two levels of the medic. The Treat Injury Skill Checks differ for each level of Surgery (Basic, Advanced, Exotic) and even for each type of surgery. Please consult the ‘Surgeries’ table for details. Game Mechanics Proficiencies: Sidearms (Energy) Light Armor Hit Die: d6 Skill Sets:

Everyman, Medical and Communications Skill Points:

6 + Intelligence Modifier (times four at 1st level)

Tactical Specialist

Tactical Specialist

Tactical Specialist

Tactical Specialist

Whether it’s pulling the trigger on a disruptor rifle or firing phase cannons from the tactical station of a starship, Tactical Specialists are the muscle of any situation. Tactical Specialists receive much more training in combat methodology than any other of the standard classes. Their

Minor Surgery SKILL CHECK

Setting a break or sprain 15

Repairing a flesh wound 15

Cosmetic Enhancement 20

Removing projectiles 17

Dentistry 20

Blood Transfusion 20

Hernia Treatment 20

Major Surgery SKILL CHECK

Open Heart Surgery 35

Lung Surgery 30

Brain Surgery 40

Surgery on other Organs 28

Limb Re-attachment 34

Life Support System Implementation 25

Neurosurgery 38

Exotic Surgery SKILL CHECK

Blood Transfusion between

different species 30

Organ Transplant between

two different species 40

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extensive amount of bonus Techniques reflects this extra combat training, as they must be chosen from the following list:

Acrobatic, Ambidexterity, Armor Proficiency (Heavy), Blind Fight, Combat Precision, Defensive Combat, Dodge (Mobility, Spring Attack), Improved Critical, Improved Initiative (Improved Disarm, Improved Trip), Hand to Hand Combat (Defensive Method, Offensive Method, Advanced Techniques), Distant Shot, Accurate Shot, Manifold Shot, Swift Shot, Mobile Shot, Heavy Handed, Smite, Attack Weapon, Quickdraw, Two Weapon Fighting, Improved Two Weapon Fighting, Weapon Savvy, Weapon Specialty.

The Tactical Specialist

L V L Base Attack Bonus Fort Save Reflex Save Will Save Special Defense 1 1 2 2 1 Bonus Technique 4 2 2 3 3 2 Bonus Technique 4 3 3 3 3 2 5 4 4 4 4 2 Bonus Technique 5 5 5 4 4 3 5 6 6/1 5 5 3 Bonus Technique 6 7 7/2 5 5 3 6 8 8/3 6 6 4 Bonus Technique 6 9 9/4 6 6 4 7 10 10/5 7 7 4 Bonus Technique 7 11 11/6/1 7 7 5 7 12 12/7/2 8 8 5 Bonus Technique 8 13 13/8/3 8 8 5 8 14 14/9/4 9 9 6 Bonus Technique 8 15 15/10/5 9 9 6 9 16 16/11/6/1 10 10 6 Bonus Technique 9 17 17/12/7/2 10 10 7 9 18 18/13/8/3 11 11 7 Bonus Technique 10 19 19/14/9/4 11 11 7 10 20 20/15/10/5 12 12 8 Bonus Technique 10 Game Mechanics: Proficiencies:

Sidearms (Energy) Rifles (Energy) Sidearms (Projectile) Rifles (Projectile)

Light Armor Grenades

Medium Armor Martial Weapons (melee)

Hit Die: D10

Skill Sets: Everyman, Tactical

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Mercenary

Mercenary

Mercenary

Mercenary

Where the Tactical Specialist gets their benefits from hard training and relentless study of combat methodology, the Mercenary has one teacher: Experience.

A mercenary is a soldier who fights or engages in warfare primarily for private gain, usually with little regard for ideological, national, or political considerations. Never truly affiliated with an actual government, Mercenaries are guns-for-hire in the most literal sense.

Due to the political instabilities of the 2150s, there were many Private Military Organizations that formed that would offer military services in exchange for payment. It was not uncommon for a Mercenary to be taking orders from a particular group and then several months later (after being hired by another group) be shooting at his former employers.

Class Features

Class Features

Class Features

Class Features

The Mercenary L V L Base Attack Bonus Fort Save Reflex Save Will Save Special Defense 1 1 2 1 1 Sixth Sense 4

2 2 3 2 2 Heat of Battle 1/day 4

3 3 3 2 2 5

4 4 4 2 2 5

5 5 4 3 3 Heat of Battle 2/day 5

6 6/1 5 3 3 Stun Resistance 6

7 7/2 5 3 3 6

8 8/3 6 4 4 Heat of Battle 3/day 6

9 9/4 6 4 4 7

10 10/5 7 4 4 7

11 11/6/1 7 5 5 Heat of Battle 4/day 7

12 12/7/2 8 5 5 Bloodlust 8

13 13/8/3 8 5 5 8

14 14/9/4 9 6 6 Heat of Battle 5/day 8

15 15/10/5 9 6 6 9

16 16/11/6/1 10 6 6 9

17 17/12/7/2 10 7 7 Heat of Battle 6/day 9

18 18/13/8/3 11 7 7 10

19 19/14/9/4 11 7 7 10

20 20/15/10/5 12 8 8 Heat of Battle 7/day 10

Sixth Sense: Mercenaries tend to ‘feel’ their way through a fight. Because of this they add the Wisdom modifier (if positive) to their Defense score.

(34)

Heat of Battle: When the Mercenary feels that a fight is starting to get intense he can fly into the Heat of Battle. He temporarily gains a +4 to Dexterity, a +4 to Constitution but loses his Wisdom bonus to Defense. The Heat of Battle lasts for 3 + 1/level of Mercenary the character has.

Stun Resistance: At 6th level a Mercenary adds a +4 bonus to their rolls to resist Stun effects.

Bloodlust: At 12th level the Mercenary gains Damage Reduction 2 while in the Heat of Battle. This bonus stacks with whatever armor the Mercenary is wearing.

Game Mechanics Proficiencies:

Sidearms (Energy) Rifles (Energy) Sidearms (Projectile) Rifles (Projectile)

Light Armor Grenades

Medium Armor Martial Weapons (melee)

Heavy Armor Martial Weapons (ranged)

Hit Die: d12

Skill Sets: Everyman

Skill Points: 2 + INT modifier (times four at 1st level)

Boomer

Boomer

Boomer

Boomer

As soon as a population expands beyond the confines of its homeworld the need for an inter-planetary merchant class is born. Called ‘Boomers’ in Earth-slang, these merchants tend to end up trading far and wide with many species that are not even know by their homeworld governments.

Usually found far from home and in between worlds in deep space, your average Boomer usually has no one to rely on but themselves. Making repairs on the fly, being able to bandage up a plasma burn and fighting off pirates all fall into the category of ‘all in a day’s work’ for a Boomer.

Class Features

Class Features

Class Features

Class Features

Bonus Techniques: A Boomer can choose any feat for their bonus feat slots.

Lucky Shot: A Boomer relies on luck more often than not. A Boomer can reroll any one roll that has resulted in a failure. Follow the progression as stated on the Boomer advancement table to see how many times per day a Boomer can use this ability.

References

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