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]
Last Update: 17-Nov-00