Andorians     30 points
+1 ST [10], +2 HT [10]
Combat Reflexes [15], High Pain Threshold [10], Parabolic Hearing x2 [8]
Bloodlust [-10] Code of Honor: Andorian (Never Quarrel Without A Reason/ Protect Family Above All Else) [-10]
Bad Temper: only when over 44 C [-1], Militaristic [-1], Not Boisterous [-1]

Arkenites     44 points
-1 ST [-10], +1 DX [10], +2 IQ [30], -1 HT [-10]
Field Sense [10], Perfect Balance [15], Sonar [25], Ultrasonic Hearing [10]
Appearance: Unattractive [-5], Nearsight [-10], Vertigo [-10], Incompetence: Leadership [-1]

Bajorans     0 point
Strong Will +2 [8]
Intolerance: Cardassians [-5], Sense of Duty - Bajor [-10]
Wears earrings in right ear [-1]
Theology: Bajor at IQ [4]

Benzites     20 points
+2 IQ [20], +2 HT [20]
Appearance: Unattractive [-5], Compulsive Behavior: Pursuit of Factual Information [-5], Increased Life Support - 1 level [-10]
 

Betazoids     12 points
Telepathy 5 [25]
Honesty [-10], Pacifism: Self Defense [-15]
Emotion Sense at IQ [4], Telereceive at IQ [4], Telesend at IQ [4]

Bolians     20 points
+1 DX [10], +1 IQ [10]
Alertness +1 [5], Amphibious [10]
Curious [-10], Intolerance [Moropans] [-5]

Caitians     33 points
+3 DX [30], -1 HT [-10]
Alertness +2 [10], Appearance: Attractive [5], Damage Resistance 1 [3], Night Vision [10]
Pacifism: Self-defense [-15]

Deltans     44 points
Appearance: Handsome [15], Empathy [15], Pheromone Control [25]
Empathic Dependency [-10], Oath of Celibacy [-10]
Sensualist [-1]
Advanced Sexual Techniques at IQ [4], Intercourse at IQ +2 [6]

Edoans     15 points
-1 ST [-10], +3 DX [+30]
Extra Limb: Third Arm [10], Extra Limb: Third Leg [5]
Appearance: Unattractive [-5], Pacifism: Self-Defense [-15]

Efrosians     31 points
+1 ST [10], +1 HT [10]
3D Spatial Sense [10], Temperature Tolerance - Cold Only [6]
Vow: Secretive About Efrosian Religion [-5]

Efrosians: Warrior Priest     60 points
+2 Medical Skills Bonus [12], Clerical Investment [5], Efrosian Package [31]
Sense Aura at IQ [6], Theology: Efrosiano at IQ+1 [6]

Ferengi     17 points
+1 ST [10], +1 HT [10]
Acute Hearing +2 [4], Psionic Resistance 20 [40]
Appearance: Unattractive [-5], Code of Honor: Rules of Acquisition (Always be cunning in business/ Steal if it is easiest/ Never give anything back once obtained) [-10], Greed [-15], Lecherousness [-15], Odious Racial Habits: Male Chauvinism [-10], Reputation (Crooks) -2 [-10],
Accounting at IQ [4], Economics at IQ [4], Law at IQ [4], Merchant at IQ +2 [6]

Haklaxy     30 points
+1 DX [10]
Alertness +1 [5], Appearance: Attractive [5], Night Vision [10]

Klingons     37 points
+1 ST [10], +2 HT [20]
Combat Reflexes [15], Damage Resistance (skull only) 1 [1], Early Maturation 2 [10], Extended Lifespan [5], Hard to Kill +2 [10]
Bad Temper [-10], Bloodlust [-10], Code of Honor: Klingon [-15] (Protect personal and family honor/die in combat/ follow the traditions/never go back on your word/ never take hostages/never act as a coward/never get captured), Intolerance: Dishonorable Races [-5]
Militaristic [-1], Prefers Melee combat with traditional weapons [-1]
Bat'telh at DX [2], Beam Weapons (Disruptor) at DX [1], D'k tahg at DX [1], Karate at DX [4]

Tellarites     13 points
+1 ST [10], +1 HT [10]
Damage Resistance 1 [3], Infravision [15]
Appearance: Unattractive [-5], Gluttony (-5), Odious Racial Habit: Obnoxious [-5], Overweight [-5], Stubborn [-5]

Trills     20 points
Trill "Racial Memory" [40]*, Trill "Immortality" [10]**
Parasites [-30] (note: symbiotes only) see below
* Trill "Racial Memory": A Trill symbiont can access memories from all of its previous hosts. Complete access is possible. Otherwise, this advantage is the same as the one found in GURPS: Aliens (p. 15).
** Trill "Immortality": The symbiont can survive for 96 hours following the death of the host. If it is transferred to a new host within that time, it will continue to survive. It cannot survive absolute destruction of the host body. Upon joining with a new host the following changes occur: The new IQ is the average of the old IQ and the new IQ. The DX, ST, and HT become the new host's. All skills are transferred to the new host, but are based off of the new IQ and DX. Quirks and mental advantages and disadvantages -may- be transferred at the GM's discretion, depending on whether or not they belong to the symbiont. New quirks, and other advantages and disadvantages will be gained as possessed by the new host. Physical advantages and disadvantages will, almost without exception, be lost. New ones will be gained from the new host. Except in exceptional circumstances, the new host should be assigned by the GM. Note that this also means that the player is using the symbiont as a character. This also means that the disadvantage of Parasite applies.

Vulcans      46 points
+2 ST [20], +1 IQ [10], +1 HT [10]
Acute Hearing +3 [6], Autotrance (Lim: Must have outside help to end trance) [3] Early Maturation [5], Extended Lifespan [5], High Pain Threshold [10], Regeneration (Slow; Lim: Must Enter Trance State) [8], Strong Will +2 [8], Telepathy 2 [10]
Disciplines of Faith: Kohlinar [-15], Honesty [-10], No Sense of Humor [-10], Pacifism: Self-Defense Only [-15], Truthfulness [-5], Vulcan Ritual (Vegetarianism, pon farr, katra ritual) [-10]
Mind Shield at IQ [4], Telereceive at IQ [4], Telesend as IQ [4], Vulcan Nerve Pinch at IQ [4]

Zaranites     4 points
+1 ST [10], -1 DX [-10]
Combat Reflexes [15], Fit [5]
Increased Life Support [-10], Unattractive [-5]
Militaristic [-1]