Andorian
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	0	2 	6 	
Dexterity 	0 	1 	6 	
Constitution 	+1 	2	6 	
Intelligence 	0 	1 	6 	
Perception 	+1 	3 	7 	
Willpower 	0 	2 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str+Con) x 4 +10 	 	
Racial Abilities and Drawbacks: 	Acute Senses (hearing) (+2), Enhanced Hearing (+3), Resistance (+1) (pain), Sonar (+2) [short range, 4 x Per yards],  Temperature tolerance (+1), honorable (-2), reckless (-1) 	
Racial Point Cost: 	8 points 	

Cardassian
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	0 	1	6 	
Dexterity 	0	1 	6	
Constitution 	+1	3 	7 	
Intelligence 	0 	1 	6 	
Perception 	+1	2 	6 	
Willpower 	+1 	2 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str+Con) x 4 +10 		
Racial Abilities and Drawbacks: 	Skin Armor (+1), Photographic Memory (+2), Resistance (pain) (+1), Temperature Tolerance (+1) [hot only]	
Racial Point Cost: 	8 points 	

Edoan
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	-1 	1 	5 	
Dexterity 	+2 	4 	8 	
Constitution 	+0 	1 	6 	
Intelligence 	+0 	1 	6 	
Perception 	0 	1 	6 	
Willpower 	+0 	1 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str+Con) x 4 +10 	34-74 	
Racial Abilities and Drawbacks: 	Three arms, three legs (+3)	
Racial Point Cost: 	5 points	

Genetic Supermen
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	+1 	3 	7 	
Dexterity 	+1 	3 	7 	
Constitution 	+2 	4 	7 	
Intelligence 	+1 	3 	7 	
Perception 	+1 	3 	7 	
Willpower 	+1 	3 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 		(Str + Con) x 4 + 10 	-	
Racial Abilities and Drawbacks: 	Resistance (pain) (+1), Resistance (poison & disease) +2, Secret (-2), Fast Reaction Time (+2), Photograhic Memory (+2) 	
Racial Point Cost: 	12 points 	

Gorn
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	+4 	6 	9 	
Dexterity 	-1	1 	5	
Constitution 	+3 	4 	8 	
Intelligence 	0 	3 	6 	
Perception 	0 	1 	6 	
Willpower 	+1 	3 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str+Con) x 4 + 33 		
Racial Abilities and Drawbacks: 	Hard to Kill (+1), Increased Life Points (+1), Natural Armor (+ 2 [4]), Accute Sense (smell) (+2), Small Natural Weapon (claws and teeth) (+1), Inhuman Form (-2), Honorable  (-1)   	
Racial Point Cost: 	11 points 	

Klingon
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	+2 	3 	7 	
Dexterity 	0 	1 	7 	
Constitution 	+2 	4 	7 	
Intelligence 	0 	1 	6 	
Perception 	0 	1 	6 	
Willpower 	+1 	2 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str + Con) x 4 + 14 	-	
Racial Abilities and Drawbacks: 	Hard to Kill (+4), Intolerance (mild, -1), Warrior Culture (Honorable) (-2), Resistance (pain) (+1) 	
Racial Point Cost: 	7 points 	

Orion
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	+0 	1 	6 	
Dexterity 	0 	1 	6 	
Constitution 	+1 	1 	6 	
Intelligence 	+0 	3 	6 	
Perception 	0 	1 	6 	
Willpower 	0 	3 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str+Con) x 4 +10 	34-74 	
Racial Abilities and Drawbacks: 	Resistance [disease & poison] (+1), Attractiveness (+1)	
Racial Point Cost: 	3 points	

Rigelian (Vulcan)
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	+1 	4 	7 	
Dexterity 	0 	1 	6 	
Constitution 	+1 	1 	6 	
Intelligence 	0 	3 	6 	
Perception 	0 	1 	6 	
Willpower 	+1 	2 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str+Con) x 4 +10 		
Racial Abilities and Drawbacks: 	Vulcan Telepathy (includes Mind Meld), Art 2 (+10), Accute Sense (Hearing) (+2), Rapid Healing (trance only) (+1), Honorable (-2) 	
Racial Point Cost: 	14 points 	

Rigellian/Chelarian
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	0 	2 	7 	
Dexterity 	0 	1 	6 	
Constitution 	+1 	2	6 	
Intelligence 	0 	1 	6 	
Perception 	+2 	2 	6 	
Willpower 	0 	2 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str+Con) x 4 +10 	 	
Racial Abilities and Drawbacks: 	Poor Sense (sight), Natural Armor (+2 [4]), Ambphibious (+2), Empathy (+2), Small Natural Weapon (+1)	
Racial Point Cost: 	9 points 	

Romulan (Vulcan)
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	+1 	4 	7 	
Dexterity 	0 	1 	6 	
Constitution 	+1 	1 	6 	
Intelligence 	0 	3 	6 	
Perception 	0 	1 	6 	
Willpower 	+1 	2 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str+Con) x 4 +10 		
Racial Abilities and Drawbacks: 	Accute Sense (Hearing) (+2), Rapid Healing (trance only) (+1), Photograhic Memory (+1) 	
Racial Point Cost: 	7 points 	

Saurian
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	+1 	1 	6 	
Dexterity 	+1 	3 	7 	
Constitution 	+1 	2	6 	
Intelligence 	0 	1 	6 	
Perception 	+1 	2 	6 	
Willpower 	0 	1 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str+Con) x 4 +10 	 	
Racial Abilities and Drawbacks: 	Acute Sense (sight) (+2), Hyper-Linguist (+1) 	
Racial Point Cost: 	7 points 	

Tellarites
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	0 	1 	6 	
Dexterity 	0 	1 	6 	
Constitution 	+2 	4 	7 	
Intelligence 	0 	1 	6 	
Perception 	0 	1 	6 	
Willpower 	0 	1 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str + Con) x 4 + 10 	-	
Racial Abilities and Drawbacks: 	Unattractive (-1), Infravision (+3), Resistance (poison & disease) +1	
Racial Point Cost: 	4 points 	

Tiburonese
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	0 	1 	6 	
Dexterity 	0 	1 	6 	
Constitution 	0 	1	6 	
Intelligence 	0 	2 	6 	
Perception 	0 	2 	6 	
Willpower 	0 	1 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str+Con) x 4 +10 	 	
Racial Abilities and Drawbacks: 	Acute Sense (hearing) +2, Poor disease resistance (-1)	
Racial Point Cost: 	1 point 	

Vulcans
Attribute 	Modifiers 	Minimum 	Maximum 	
Strength 	+2 	4 	7 	
Dexterity 	0 	1 	6 	
Constitution 	+1 	1 	7 	
Intelligence 	+1 	3 	7 	
Perception 	0 	1 	6 	
Willpower 	+1 	3 	6 	
Secondary Attribute 	Formula 	Common Range 	
Life Points 	(Str+Con) x 4 +10 	34-74 	
Racial Abilities and Drawbacks: 	Controlled Emotions (Humorless) (-1). Mind Meld, Art 2 (+10), Accute Sense (Hearing) (+2), Rapid Healing (trance only) (+1), Photograhic Memory (+1) 	
Racial Point Cost: 	18 points 	

New Qualities

Hyper-Linguist
1-point Power
The hyper-linguist power that allows a character to listen to or read a language for at least an hour, make an Intelligence + Languages roll and then be able to puzzle out the gist of what was written or said.  The difficulty of this roll depends upon the complexity of the language.  Hearing an Amazonian tribe speaking an unknown language requires 1 Success Levels if the character can talk to them, and 2 Success Levels if the character can only listen to them.  Reading an extensive inscription written by a radically non-human alien species should require 5 or 6 Success Levels. The character also gains +2 to all Science or Computer rolls related to code-breaking.
Telepathy 
4, 8, 9, or 11-point Power 
Your character can speak into the minds of other telepaths, in a manner independent of linguistic differences.  While doing this, he can also hear any thoughts directed at him in response.  Telepaths also gain the Empathy power at no additional cost. In addition, your character can sense intelligent life forms within Perception x 3 meters, and can also often sense strong thoughts (typically those associated with overwhelming emotions) from nearby individuals, including non-telepaths. Cost: 4 points. 
Mind Meld: More powerful telepaths can also read minds.  If such a telepath touches someone, he can listen into what the being is thinking.  In this case, the subject resists the telepath’s Willpower (doubled) roll with one of her own.  If successful, the character’s Success Levels on the Willpower + Art roll dictate the depth of the “read” (consult Telepathy Chart).  Using the Mind Meld at anything other than Level 1 requires one turn of preparation and intense concentration Cost: +4 points (+2 if the character also knows Mind Reading). Mind Meld is only available to Vulcans and other telepaths who have Vulcan training.
Telepathy Chart
Level of Success	Result	
1	Can sense emotions and surface thoughts (whatever the subject is thinking at the moment).	
2	Can delve deeper into the mind of the target.  Any one simple question (i.e., anything that can be answered in one sentence or less) can be "asked" of the subject, and the information plucked from his mind.  	
3	Can get a clear picture of the subject's personality, find memories, and get any information the target has, provided the telepath specifically asks for it. 	
4+	The telepath and the target mentally join, becoming one being for a time. During this time, they share all thoughts and memories. This is both stressful and exceptionally intimate for both parties. 	

Mind Reading: The character can read minds at a range of Perception x 3 meters. Doing so requires concentration and the character can only sense emotions and surface thoughts (whatever the subject is thinking at the moment). Cost: +5 points.

Characters
These characters are far from superhuman, but they are not ordinary by any means. 
Attribute Points: 20
Quality Points: 20
Drawback Points: up to 10
Skill Points: 30
Drama Points: 10

Skills
Acrobatics			
Archaic Weaponry
Art					
Brawling
Crime				
Doctor				
Driving				
Engineering
Gun Combat				
Influence				
Knowledge			
Languages
Notice
Performance
Pilot
Psychic Art
Science
Sports
Systems Operation
Wilderness
Wild Card