Post by Mike E. on Sept 29, 2014 21:23:20 GMT -6
Player Character Races:
This is by no means a comprehensive list. If you want to create your own race, you can. Just run it by me first. We'll work it out.
Humans:
Humans originate from the planet Earth in the Sol star system and form the majority of Starfleet crews. Earth was one of the founding members of the United Federation Of Planets.
Special Abilities
Free Edge (2): Humans receive one free edge at character creation.
Andorians:
The Andorians come from a clan based society in which the dual of honour, the Ushaan, was introduced to end centuries of clan wars. Their ice bound homeworld has bred a hardy race who were instrumental in the founding of the Federation, despite a previously volatile relationship with the Vulcans.
Special Abilities
Code of Ushaan (-1): An Andorian will seek recompense for any perceived slight against himself, his clan or his family through, the Ushaan. This is a ritualised form of personal combat. In effect, the Andorians start play with the Vengeful (Minor) hindrance.
Frigid Homeworld (1): The Andorian homeworld is largely icebound. Andorians gain a +4 to resist the effects of cold.
Loyal (-1): The Andorians come from a rigidly clan based society and loyalty to their clan, family and shipmates is deeply ingrained. Andorians begin play with the Loyal hindrance.
Resilient (2): Andorians are unusually hardy and start the game with a d6 in Vigor.
Special Sense (1): The Andorian antennae serve to grant the members of this race a kind of “extra” sense. Andorians receive +2 to all notice rolls involving hearing. This ability is lost if the antennae are damaged in any way.
Vulcans:
Vulcans are natives of the planet Vulcan, located some 16 light years from Earth in the 40 Eridani A star system. The Vulcans are renowned for their devotion to logic and were instrumental in the founding of the United Federation Of Planets. In appearance, Vulcans have distinctively up - swept eyebrows and slightly pointed ears.
Special Abilities:
Mind Meld (3): Mind reading allows a character to read another’s thoughts. This is an opposed Smarts roll with a range of touch. Failure results in a level of Fatigue for the mind reader that requires an hour to recover. Success detects the target’s surface thoughts, and a raise reveals a single short memory (no more than 5 minutes) or known facts about one specific subject in the same amount of time. Regardless of the result, the target is aware that someone is in his head. Reading a person’s mind without being noticed applies a –4 penalty to the roll, but the target is only aware if the mind reader rolls a 1 on his Smarts die.
Pacifist (-1): The Vulcans abhor violence as a rule and will fight only when logic or duty requires it. They gain pacifism (minor).
The Way Of Surak (-1): The Vulcans live to a strict code of behaviour which was first suggested by Surak. This code extols reason and logic as virtues above all else. Vulcans will attempt to restrain their emotions and act in a logical fashion at all times. It is worth noting that although the vast majority of modern Vulcans follow this doctrine, there are exceptions. They gain the cautious hindrance (minor)
Vulcan Ears (1): Designed for hearing in the thin atmosphere of their home planet, a Vulcan’s sensitive ears allow them a + 2 to notice rolls when using hearing only.
Vulcan Physiology (2/-2): Natives of a high gravity world, a Vulcan’s Strength score starts at D6. Their Agility starts at D4, however, and it costs double the points to raise it during character creation.
Tellarites
A founding member of the Federation, Tellarites originate from the planet Tellar Prime. By nature argumentative, they make poor diplomats but excel in many other fields of endeavour, especially engineering and the mechanical sciences.
Special Abilities:
Argumentative (-1): Tellarites love a good argument. Arguing has become a sport of sorts on Tellar Prime and no Tellarite will back down from a difference of opinion. Although unlikely to change their opinion, they will listen to counter arguments and respect someone who can put their point of view forcibly. In game terms, Tellarites have the Habit (Minor) - Argumentative. It is worth noting that Stubborn is also likely to be a common Hindrance for Tellarites but not all Tellarites are stubborn, so it is not listed as a racial trait.
Fixer (1): Tellarites have a natural affinity with machines, and begin play with d6 in the Repair skill.
See In The Dark (1): Tellarite society began and flourished underground. Tellarites gain the benefits of low light vision, ignoring all penalties for dim and dark lighting.
Sturdy Frame (2): Tellarites are compact and hardy of build. They gain a +1 to their initial Toughness score.
Stocky (-1): Tellarites have a Pace of 5.
Betazoid
The Betazoids are a telepathic humanoid civilization originating from the Federation planet Betazed. Physically indistinguishable from humans except for the iris of the eyes which are all black.
Special Abilities:
Psychic (2): Betazoids are telepathic, thereby they receive the Arcane Background: Psionic
This is by no means a comprehensive list. If you want to create your own race, you can. Just run it by me first. We'll work it out.
Humans:
Humans originate from the planet Earth in the Sol star system and form the majority of Starfleet crews. Earth was one of the founding members of the United Federation Of Planets.
Special Abilities
Free Edge (2): Humans receive one free edge at character creation.
Andorians:
The Andorians come from a clan based society in which the dual of honour, the Ushaan, was introduced to end centuries of clan wars. Their ice bound homeworld has bred a hardy race who were instrumental in the founding of the Federation, despite a previously volatile relationship with the Vulcans.
Special Abilities
Code of Ushaan (-1): An Andorian will seek recompense for any perceived slight against himself, his clan or his family through, the Ushaan. This is a ritualised form of personal combat. In effect, the Andorians start play with the Vengeful (Minor) hindrance.
Frigid Homeworld (1): The Andorian homeworld is largely icebound. Andorians gain a +4 to resist the effects of cold.
Loyal (-1): The Andorians come from a rigidly clan based society and loyalty to their clan, family and shipmates is deeply ingrained. Andorians begin play with the Loyal hindrance.
Resilient (2): Andorians are unusually hardy and start the game with a d6 in Vigor.
Special Sense (1): The Andorian antennae serve to grant the members of this race a kind of “extra” sense. Andorians receive +2 to all notice rolls involving hearing. This ability is lost if the antennae are damaged in any way.
Vulcans:
Vulcans are natives of the planet Vulcan, located some 16 light years from Earth in the 40 Eridani A star system. The Vulcans are renowned for their devotion to logic and were instrumental in the founding of the United Federation Of Planets. In appearance, Vulcans have distinctively up - swept eyebrows and slightly pointed ears.
Special Abilities:
Mind Meld (3): Mind reading allows a character to read another’s thoughts. This is an opposed Smarts roll with a range of touch. Failure results in a level of Fatigue for the mind reader that requires an hour to recover. Success detects the target’s surface thoughts, and a raise reveals a single short memory (no more than 5 minutes) or known facts about one specific subject in the same amount of time. Regardless of the result, the target is aware that someone is in his head. Reading a person’s mind without being noticed applies a –4 penalty to the roll, but the target is only aware if the mind reader rolls a 1 on his Smarts die.
Pacifist (-1): The Vulcans abhor violence as a rule and will fight only when logic or duty requires it. They gain pacifism (minor).
The Way Of Surak (-1): The Vulcans live to a strict code of behaviour which was first suggested by Surak. This code extols reason and logic as virtues above all else. Vulcans will attempt to restrain their emotions and act in a logical fashion at all times. It is worth noting that although the vast majority of modern Vulcans follow this doctrine, there are exceptions. They gain the cautious hindrance (minor)
Vulcan Ears (1): Designed for hearing in the thin atmosphere of their home planet, a Vulcan’s sensitive ears allow them a + 2 to notice rolls when using hearing only.
Vulcan Physiology (2/-2): Natives of a high gravity world, a Vulcan’s Strength score starts at D6. Their Agility starts at D4, however, and it costs double the points to raise it during character creation.
Tellarites
A founding member of the Federation, Tellarites originate from the planet Tellar Prime. By nature argumentative, they make poor diplomats but excel in many other fields of endeavour, especially engineering and the mechanical sciences.
Special Abilities:
Argumentative (-1): Tellarites love a good argument. Arguing has become a sport of sorts on Tellar Prime and no Tellarite will back down from a difference of opinion. Although unlikely to change their opinion, they will listen to counter arguments and respect someone who can put their point of view forcibly. In game terms, Tellarites have the Habit (Minor) - Argumentative. It is worth noting that Stubborn is also likely to be a common Hindrance for Tellarites but not all Tellarites are stubborn, so it is not listed as a racial trait.
Fixer (1): Tellarites have a natural affinity with machines, and begin play with d6 in the Repair skill.
See In The Dark (1): Tellarite society began and flourished underground. Tellarites gain the benefits of low light vision, ignoring all penalties for dim and dark lighting.
Sturdy Frame (2): Tellarites are compact and hardy of build. They gain a +1 to their initial Toughness score.
Stocky (-1): Tellarites have a Pace of 5.
Betazoid
The Betazoids are a telepathic humanoid civilization originating from the Federation planet Betazed. Physically indistinguishable from humans except for the iris of the eyes which are all black.
Special Abilities:
Psychic (2): Betazoids are telepathic, thereby they receive the Arcane Background: Psionic