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Savage Star Trek

“Space, the final frontier

Setting Rules

Starfleet campaign

The base assumption is that the Star Trek campaign will be centered on the players begin members of Starfleet Command, assigned to a starship or space station. To this end, player characters are given the Starfleet Officer Edge (see below) for free at character creation; but they must have the appropriate requirements for it. If the campaign is similar to a Starfleet campaign but based on another culture, such as the Klingons, then simply change the name and descriptions to the appropriate name (such as Klingon Naval Officer) and use as written.

In a Star Trek game based in Starfleet, player characters have a rank equivalent to the type of ship or station they are assigned to or the needs of the campaign. The typical ranks for larger ships such as cruisers include Lieutenants and Lieutenant Commanders; with Captains being the commanding officer. Smaller ships such as scouts would have Non-Commissioned Officers and Lieutenants as typical ranks, with a Commander being the commanding officer. A player character will have to have the Command Officer Edge (see below) in order to qualify to command a starship or space station. The process of assigning ranks is meant to be rather informal, as the military-like nature of the shows and movies was minimal compared to other aspects presented.

If the campaign is set in the Star Trek universe, but the player characters are not part of

Starfleet; then the players build their characters using the usual character creation rules; they simply don't receive the Starfleet Officer Edge for free.

Arcane Backgrounds

The only available Arcane Background in a Star Trek campaign is Psionics. These abilities are usually only available to certain races, such as Vulcans, and generally not available to other races. It should be very unusual for a character to have Psionic abilities unless its' a racial ability and the Gamemaster should not allow it unless appropriate to the game.

Languages

All players start with an understanding of the Federation common language and the language

native to their planet or the region of the planet they come from. If a player character tries to communicate with a language they don't understand, they can make a Common Knowledge roll

a -2.

Races

The races available to players in a Starfleet campaign are listed below. Some of them, Androids and Holograms particularly, are rare and should be approved by the GM before a player selects

one to play. The NPC section below details races that aren't typically members of Starfleet, but

a creative player might find a explanation for their inclusion.

Androids Info on StarTrek.com Construct: +2 to recover from being Shaken, do not suffer wound penalties, and are immune to poison, disease, suffocation. They gain +4 to resist the effects of heat, cold and radiation Psionic Immunity: Being artificial lifeforms, Androids are immune to psionic powers. Database Knowledge: Androids are programed with vast amounts of information and can make any untrained skill roll at base attribute with no penalty. Artificial Lifeform: Androids can't heal and must be repaired if damaged. Rare: Androids are rare and getting parts could be difficult. Plus, they tend to attract attention due to their rarity and unusual appearance. Electrical Susceptibility: Androids take an additional d6 of damage from electrical attacks Outsider: Androids are emotionless and have difficulty relating to organic beings, they start with a -2 to their Charisma.

Andorians Info on StarTrek.com Antennae: An Andorian's antennae aids with hearing, adding +2 to Notice rolls based on hearing. Redundant Circulation: Andoria is a cold planet and it's inhabitants are somewhat adapted to chilling effects. They get a +2 to Vigor rolls to resist cold temperatures.

Betazoids Info on StarTrek.com Telepathy: Betazoids have telepathy, the ability to communicate and read other's minds. This ability has great range, perhaps hundreds of miles and doesn't require face-to-face contact. To use the ability, the Betazoid makes a Smarts check (which acts as their Arcane Skill roll); if they get a success they read the targets' surface thoughts, a raise means they can read deeper thoughts. They have 5 power points, it cost one power point to use with a duration of 3 (1/ round).

Bolians Info on StarTrek.com Dedicated: Bolian characters start with one free Edge during character creation

Holograms Info on StarTrek.com Projection: +2 to recover from being Shaken, do not suffer wound penalties, and are immune to poison, disease, suffocation. They gain +4 to resist the effects of heat, cold and radiation. Psionic Immunity: Being computer creations, holograms are immune to psionic powers. Database Knowledge: Holograms are computer programs and have access to vast amounts of information and can make any untrained skill roll at base attribute with no penalty. Artificial Nature: Holograms can't heal and must be repaired if the computer that creates them is damaged. If their projection is “damaged” beyond 3 wounds, they destabilize and disappear; returning 1d4 rounds later as the computer “regenerates” the image. Need Holoprojectors: Holograms require holoprojectors to exist and can't leave a holodeck or area with holoprojectors. Outsider: Holograms, being computer-created characters, have difficulty relating to organic beings, they start with a -2 to their Charisma.

Humans

Adaptable and Spirited: Human characters start with one free Edge during character creation.

Tellarites

Info on StarTrek.com Gruff and Determined: Tellarite characters start with one free Edge during character creation.

Trill, Joined Info on StarTrek.com Experience: Trill have the memories of previous hosts and their experiences. When they make Common Knowledge rolls no subject is considered “foreign.”

Vulcans

Info on StarTrek.com Strong: Vulcans are strong and start with a d6 in Strength instead of a d4. Intelligent: Vulcans are intelligent and start with a d6 in Intelligence instead of a d4. Telepathy: Vulcans have telepathy, the ability to communicate and read other's minds. They must have physical contact and take one full action to establish contract before making a roll. To use the ability, the Vulcan makes a Smarts check (which acts as their Arcane Skill roll); if they get a success they read the targets' surface thoughts, a raise means they can read deeper thoughts. They have 5 power points, it cost one power point to use with a duration of 3 (1/ round). Nerve Pinch: By making a Fighting roll at -2 (modifier representing targeting a specific location) they can attempt to stun an opponent. On a success, the target makes a Vigor roll or become unconscious; on a raise the target makes the roll at -2. The next round the target can make a Vigor roll at -2 to recover consciousness. Emotionless: Vulcans control their emotional state and cannot express emotion. Code of logic: Vulcans follow a strict adherence to logic and believe only that which can be explained by science. Outsider: Their emotionless and logical nature tend to make non-Vulcans uncomfortable. They start with a -2 Charisma score. Pon farr: Vulcans must mate every seven years or they will die.

Skills

All of the Skills listed in the Savage Worlds: Explorer Edition are available to characters is a Star Trek game, in addition to a new skill:

Systems Operation (Smarts) This skill represents the characters ability to use the various systems present on starships and space stations; and also some hand-held devices that are much like these systems. These systems include: cloaking devices, communications systems, computers, deflector shields, environmental suits, holodecks, medical systems, navigation, sensors, tractor beams, transporters, tricorders, universal translators, and weapon systems. The Pilot skill covers starships, shuttlecraft and moving space stations.

Hindrances

All of the Hindrances listed in the Savage Worlds: Explorer Edition are available to characters is

a Star Trek game, except for Doubting Thomas. Several Hindrances wouldn't be appropriate for

a Starfleet-based game, since the organization only takes the best and brightest applicants;

unless the Gamemaster approves and there is a good backstory to justify it's inclusion. Those inappropriate would include: All Thumbs, Bad Eyes, Blind, Bloodthirsty, Clueless, Delusional (Major), Elderly, Hard of Hearing, Illiterate, Lame, Obese, One Arm, One Eye, One Leg, Wanted and Young.

Edges All of the Edges listed in the Savage Worlds: Explorer Edition are available to characters is a Star Trek game, except for: Champion, Holy/Unholy Warrior, and Wizard. Professional Edges

Command Officer Requirement: Starfleet Officer, Knowledge (Tactics) d6 The character has undertaken advanced training and is qualified to be the commanding officer, first or executive officer or the department head of a starship or space stations. The character gains a +2 to Knowledge (Tactics) rolls and a +2 to Persuasion rolls in situations where command situations apply. A player character can not have a command position aboard a starship or space station unless they have this Edge.

Starfleet Officer Requirements: Smarts d6 The character is a officer (either commissioned or non-commissioned) in Starfleet Command. With this skill the character gets a +2 with Common Knowledge rolls for rules and regulations issues or questions that come up; including the Prime Directive. When taking this Edge, the player must select a specialty as listed below, essentially, what job they are train for aboard starships or space stations, gaining the bonus' listed (This Edge could be purchased multiple times, each time the player would select a different specialty):

Consular: +2 to Knowledge (Psychology) rolls and Persuasion rolls relating to diplomatic situations. Communications Officer: +2 to System Operations rolls when using communications systems and can attempt to use a language they don't know at a base Smarts roll instead of the usual -2. Engineering Office: +2 to Repair rolls when working on starships or space stations systems; a raise on such rolls means it takes the engineer one-quarter the time necessary to accomplish the task. They also gain a +2 to System Operations rolls when trying to modify or alter Warp Drive Engines. Flight Control / Helm Officer: +2 to Piloting rolls and System Operations rolls when using weapons systems. Note that if the character has the Ace Edge, then that Edge only applies to non-starship/shuttlecraft rolls. Medical Officer: +2 to Healing rolls and System Operations rolls when using medical systems and gear. Navigation Officer: +2 to System Operations rolls when using navigation systems and deflector shields. Operations Officer: +2 to System Operations rolls for damage control, power distribution and sensors. Science Officer: +2 to Knowledge (Science) skill checks and System Operations skill checks with sensors and Tricorders. Tactical Officer: +2 Knowledge (Tactics) and System Operations rolls with weapons systems and deflector shields. Note that if the character has the Command Officer Edge, the bonus to Knowledge (Tactics) does not stack and remains at +2.

Security Officer: +2 to Knowledge (Security Procedures) and System Operations rolls when using security systems.

Gear

Hand Phasers Personal Hand Phasers do damage equal to how they are set. For the ease of play, Phasers have nine settings (as noted in the tables below), though in the various TV shows and movies they where seen to have several more. There are three general groups of settings (Stun, Thermal and Disrupt) and three sub-settings for each (Light, Medium, and Heavy). The Duration/Energy value represents power available and each sub-setting has a power consumption value to make a single shot (identified by the number in parentheses). Once the weapon has used enough energy per shot to equal the Duration/Energy value the weapon needs a power cell; it takes a standard action to reload.

Changing a setting to another level is also a standard action. Each of the general settings have special rules for their use as follows:

Stun: When a target is hit by a Phaser set on this setting, they must make a Vigor check with a negative modifier as indicated in the table. Light Stun is a unmodified roll, Medium Stun is a Vigor roll at -2 and a Heavy Stun is a Vigor roll at -4. There is no extra effect if the shooter scores a raise on their Shooting roll. If the target fails the Vigor roll, they fall unconscious for 1d6 rounds for Light Stun, 2d6 rounds for Medium Stun and 3d6 rounds for Heavy Stun.

Thermal: This is a standard setting for inflicting damage. It works much like any other ranged energy weapon and has no other special rule. Note that this setting can be used to heat objects, start fires and cut through metal like a blow torch.

Disrupt: The deadliest setting, if a Extra takes more damage than a Shaken result, they are disintegrated. If a Wild Card takes four or more wounds from a Phaser at this setting, they are also disintegrated.

The remaining game statistics are generally the same for each kind of Phaser:

RoF: 1, except 24th century Phaser Rifles which have a 3 RoF. Cost: Unavailable outside Starfleet Command Weight: Pistols weigh 1 and rifles weigh 3 Min. Strength: Pistols have no minimum Strength and rifles require a d6 Strength Notes: All Phasers have AP 4.

Other uses of Phasers

Wide-beam Stun: Each stun setting can be set to wide-beam, which affects a area adjacent to the shooter the size of a Medium Burst Template; though this uses five times the energy required for a standard shot.

Phasers set to overload: A Phaser (at least those from the 23rd and 24th centuries) could be set to overload and explode; effectively making them grenades. When set (which is a standard action) on the players next turn it explodes doing 1d10 for every 100 Duration / Energy (rounded

up) the weapon has left; to a maximum of 10d10 in a Large Burst Template based on the weapon's location. A Phaser can be set and thrown, with a range of 3/6/9 and requiring a Throwing skill roll.

24th Century Phasers Weapon Range Duration / Energy Light Stun Medium Stun Heavy Stun Light Thermal Medium Thermal Heavy Thermal Light Disrupt Medium Disrupt Heavy Disrupt Phaser I

10/25/50

160

Vig (1)

Vig-2 (2)

Vig-4 (3)

1d6 (5)

2d6 (8)

3d6 (12)

2d8 (15)

3d8 (40)

4d8 (70)

Phaser II

10/25/50

1,000

Vig (1)

Vig-2 (2)

Vig-4 (3)

1d6 (5)

2d6 (8)

3d6 (12)

2d10 (20)

3d10 (50)

4d10 (80)

Phaser Rifle

20/50/100

2,000

Vig (1)

Vig-2 (2)

Vig-4 (3)

1d6 (5)

2d6 (8)

3d6 (12)

2d12 (30)

3d12 (60)

4d12 (90)

23rd Century Phasers Weapon Range Duration/ Energy Light Stun Medium Stun Heavy Stun Light Thermal Medium Thermal Heavy Thermal Light Disrupt Medium Disrupt Heavy Disrupt Phaser I

5/10/20

100

Vig (1)

Vig-2 (2)

Vig-4 (3)

1d6 (5)

2d6 (8)

3d6 (12)

1d8 (14)

2d8 (35)

3d8 (65)

Phaser II

5/20/40

350

Vig (1)

Vig-2 (2)

Vig-4 (3)

1d6 (5)

2d6 (8)

3d6 (12)

1d10 (17)

2d10 (45)

3d10 (75)

Phaser Rifle

10/30/60

1,000

Vig (1)

Vig-2 (2)

Vig-4 (3)

1d6 (5)

2d6 (8)

3d6 (12)

1d12 (25)

2d12 (55)

3d12 (85)

22nd Century Phasers Weapon Range Duration / Energy Light Stun Medium Stun Heavy Stun Light Thermal Medium Thermal Heavy Thermal Light Disrupt Medium Disrupt Heavy Disrupt Phase Pistol

5/15/20

200

Vig (1)

Vig-2 (2)

Vig-4 (3)

1d6 (5)

2d6 (8)

3d6 (12)

1d6+2 (14)

2d6+2 (25)

3d6+2 (50)

Phase Rifle

5/25/40

500

Vig (1)

Vig-2 (2)

Vig-4 (3)

1d6 (5)

2d6 (8)

3d6 (12)

1d8 (25)

2d8 (55)

3d8 (85)

Disruptors The ranged energy weapons frequently used by other cultures (such as the Klingons and Romulans) are Disruptors. Again, to keep things simple, use the rules for Phasers above for these weapons. Some sources suggest Disruptors don't have a Stun setting; but this is really the decision of the Gamemaster as to whether this is appropriate for the campaign.

Hand Weapons

Weapon

Damage

Weight

Notes

Bat'leth

Str+d8

5

Parry +1, Reach 1, 2 hands D'k tahg

Str+d4

1

AP 1

Lirpa

Str+d6

8

Reach 1, 2 hands

Starships

(to be included)

NPCs

The NPCs listed below are grouped together by general and specific examples. The General NPCs section contains the basic templates of characters players may encounter. More detailed NPCs are grouped together by their racial type; with more specific examples that players might meet in a Starfleet-based campaign, such as soldiers. Each racial group contains information for players to create characters based on those races and the point values for eac racial ability are designed using the system found in Pinnacle Entertainment's Slipstream setting. The specific NPCs are individuals of renown deserving of their own section, such as characters from the various Star Trek TV shows and movies.

General NPCs

Merchant Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Gambling d6, Guts d6, Notice d6, Piloting d6, Repair d6, Shooting d6, Streetwise d6, Systems Operation d6 Charisma: +0; Pace: 6; Parry: 5; Toughness: 5 Edges: - Hindrances: Greedy (Minor) Gear:

Merchant Captain Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6

Skills: Fighting d6, Gambling d6, Guts d6, Intimidation d6, Notice d6, Persuasion d8, Piloting d8, Repair d6, Shooting d6, Streetwise d6, Systems Operation d8 Charisma: +0; Pace: 6; Parry: 5; Toughness: 5 Edges: Command, Connections (Merchant Community) Hindrances: Greedy (Minor) Gear:

Starfleet Enlisted Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Guts d6, Notice d6, Shooting d6, Systems Operation d6 Charisma: +0; Pace: 6; Parry: 5; Toughness: 5 Edges: - Hindrances: Loyal, Vow (Duty to Starfleet Command) Gear:

Starfleet Officer Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Guts d6, Healing d6, Notice d6, Persuasion d6, Pilot d6, Shooting d6, Systems Operation d6 Charisma: +0; Pace: 6; Parry: 5; Toughness: 5 Edges: Command, Starfleet Officer (Select a specialty) Hindrances: Loyal, Vow (Duty to Starfleet Command) Gear:

Starfleet Officer, Command Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skills: Fighting d6, Guts d6, Healing d6, Knowledge (Tactics d6), Notice d6, Persuasion d6, Pilot d6, Shooting d6, Systems Operation d6 Charisma: +0; Pace: 6; Parry: 5; Toughness: 5 Edges: Command, Command Officer, Starfleet Officer (Select a specialty) Hindrances: Loyal, Vow (Duty to Starfleet Command) Gear:

Race-Specific NPCs

Bajorans Info on StarTrek.com

Soldier Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8 Skills: Driving d6, Fighting d6, Guts d6, Notice d6, Shooting d6, Stealth d6, Survival d8 Charisma: +0; Pace: 6; Parry: 5; Toughness: 6 Edges: Strong Willed Hindrances: Loyal Gear:

Vedek (Religious Leader) Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6

Skills: Driving d6, Guts d6, Intimidation d4, Knowledge (Religion) d10, Notice d6, Persuasion d8, Survival d8 Charisma: +2; Pace: 6; Parry: 2; Toughness: 5 Edges: Charismatic, Connections, Strong Willed Hindrances: Loyal Gear:

Bajoran Characters Paugh: Bajorans are highly spiritual people and start with a d6 in Spirit instead of the usual d4.

The Borg Info on StarTrek.com

Drone Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10 Skills: Fighting d6, Notice d8, Pilot d6, Shooting d6, Systems Operation d10 Charisma: +0; Pace: 6; Parry: 5; Toughness: 11 (4) Edges: - Hindrances: - Gear: - Special Abilities:

Cyborg: +2 to recover from being Shaken and they do not suffer wound penalties. They have 4 points of armor that only covers about 80% of their body; a called shot could be made against the Drone at -4 to hit a unprotected location. Adaption: The Borg can adapt to any attack, given time. When attacked by something they've never experienced before, they adapt to it after 1d4 rounds; effectively becoming immune to it's effects. The ability is highly “free-form” and must be handled by the GM with care. Computer Hacking: A Borg Drone can gain control of a computer using their System Operations skill at +2. Infection: A Borg Drone can infect a organic being with nanites, forcing the victim to make a Vigor roll at -2 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will. Enslaved: Borg Drones are completely enslaved to the Collective and unable to act on their own.

Borg Characters Experience: A freed Borg retains much of the knowledge they where exposed too as part of the Collective. When they make Common Knowledge rolls no subject is considered “foreign.”

Cardassians Info on StarTrek.com

Soldier Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8 Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Notice d6, Shooting d6, Stealth d6 Charisma: +0; Pace: 6; Parry: 5; Toughness: 6

Edges: Photographic Memory Hindrances: Quirk (Devious ambition) Gear:

Obsidian Order Officer Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d8 Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Lockpicking d6, Notice d6, Persuasion d8, Shooting d6, Stealth d6, Streetwise d6, Taunt d8 Charisma: +0; Pace: 6; Parry: 5; Toughness: 6 Edges: Connections, Photographic Memory, Thief Hindrances: Quirk (Devious ambition) Gear:

Cardassian Characters Photographic Memory: Cardassians are trained from birth to remember information they come in contact with and report it to their superiors.

The Dominion Info on StarTrek.com:

Changelings

Jem'Hadar

Vorta

Changeling Attributes: Agility d8, Smarts d8, Spirit d6, Strength d12, Vigor d12 Skills: Fighting d10, Guts d8, Intimidation d8, Notice d6, Persuasion d10, Shooting d6, Stealth d12, Streetwise d6, Swimming d8, Taunt d8 Charisma: +0; Pace: 6; Parry: 7; Toughness: 8 Edges: Fast Healer, Improved Frenzy, Improved Sweep, Quick, Strong Willed Hindrances: Quirk (Xenophobic), Vengeful (Major) Gear:

Special Abilities:

Shape-shifting: A Changeling can assume any form, which is indistinguishable from the imitated form; even if scanned. Any Notice checks or any other check taken to find a camouflaged Changeling is at -4. They can stretch their bodies to great lengths and can make attacks at a distance equal to their Vigor trait. Resistance: Changelings don't need to eat, drink or breath and they aren't affect by a vacuum No sense of smell: Changelings don't have the ability to smell and are at a -6 on physical actions requiring smell. Must Regenerate: A Changeling must assume a liquid form every sixteen to eighteen hours or begin to suffer intense pain. If they don't assume this form, the first hour they are Shaken and must make a Vigor check at -2 to remain solid. The next hour (and every hour after that) they suffer a Wound, are Shaken and must make a Vigor check at -4.

Changeling Characters Changeling characters have the special abilities listed above, but must select two Major Hindrances to "pay" for these abilities.

Jem'Hadar Soldier

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10 Skills: Driving d6, Fighting d8, Guts d10, Intimidation d8, Notice d6, Piloting d6, Shooting d6, Stealth d6 (d12), Systems Operation d6 Charisma: +0; Pace: 6; Parry: 6; Toughness: 8 Edges: Brawny, Combat Reflexes, Nerves of Steel Hindrances: Loyal, Vow (Major, unquestionable loyalty to the Founders) Gear:

Special Abilities:

Shroud: Jem'Hadar Soldiers can effectively turn invisible, making Notice check to see them at -6. When cloaked, their Stealth skill increases to d12. Resistance: Jem'Hadar don't need to eat or drink and don't sleep. Ketracel-white Addiction: The Jem'Hadar must take the chemical enzyme Ketracel-white every day or die. After 24 hours, if they don't take another dose they are Shaken for 12 hours; after which they die.

Jem'Hadar Characters:

Given their total loyalty to the Founders, Jem'Hadar are unavailable as Player Characters.

Vorta Administrator Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skills: Fighting d6, Guts d4, Intimidation d8, Knowledge (Battle tactics) d8, Notice d6, Persuasion d8, Piloting d6, Shooting d6, Systems Operation d6, Taunt d8 Charisma: +0; Pace: 6; Parry: 5; Toughness: 5 Edges: Jack-of-All-Trades Hindrances: Bad Eyes (Minor), Loyal, Vow (Major, unquestionable loyalty to the Founders) Gear:

Special Abilities:

Good Ears: Vorta have excellent hearing, gaining a +2 on Notice checks involving hearing

Vorta Characters:

Given their total loyalty to the Founders, Vorta are unavailable as Player Characters.

Ferengi Info on StarTrek.com

Businessman Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skills: Fighting d4, Intimidation d6, Knowledge (Business) d10, Notice d6, Persuasion d10, Piloting d6, Shooting d6, Systems Operation d6, Taunt d8 Charisma: +0; Pace: 6; Parry: 4; Toughness: 5 Edges: Rich Hindrances: Code of Honor (Ferengi Rules of Acquisition), Greedy (Major) Gear:

Special Abilities:

Four Lobed Brains: Ferengi brains are resistant to psionic attacks, giving them the Arcane Resistance Edge against these attacks.

Ferengi Characters

Four Lobed Brains: Ferengi brains are resistant to psionic attacks, giving them the Arcane Resistance Edge against these attacks.

Gorns Info on StarTrek.com

Soldier Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8 Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Notice d6, Shooting d6, Stealth d6 Charisma: -1; Pace: 5; Parry: 5; Toughness: 8 Edges: Brawny Hindrances: Habit (Minor, hisses when breathing) Gear:

Special Abilities:

Size +1: Gorn are slightly larger than human

Gorn Characters:

Size +1: Gorn are slightly larger than humans Strong: Gorn start with the Brawny Edge Habit: (Minor, hisses when breathing) Slow: Pace of 5

Klingons Info on StarTrek.com

Warrior Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Climbing d6, Driving d6, Fighting d8, Guts d8, Intimidation d8, Notice d6, Piloting d6, Shooting d6, Stealth d6, Survival d6, Systems Operation d6, Throwing d6, Tracking d6 Charisma: -2; Pace: 6; Parry: 6; Toughness: 7 Edges: Brawny, Nerves of Steel Hindrances: Code of Honor, Mean Gear:

Klingon Characters:

Tough: Klingons are durable and get the Brawny Edge.

Orions Info on StarTrek.com

Orion Syndicate Operative (Male) Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Climb d6, Driving d6, Fighting d6, Guts d8, Intimidation d8, Lockpicking d6, Notice d6, Persuasion d6, Piloting d6, Shooting d6, Stealth d6, Streetwise d6, Systems Operation d6 Charisma: +0; Pace: 6; Parry: 5; Toughness: 7 Edges: Brawny Hindrances: - Gear:

Orion Syndicate Operative (Male) Characters:

Resourceful: characters start with one free Edge during character creation

Slave Woman Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Fighting d6, Guts d8, Intimidation d8, Notice d6, Persuasion d10, Shooting d6, Stealth d6, Streetwise d6 Charisma: +4; Pace: 6; Parry: 5; Toughness: 5 Edges: Attractive, Charismatic, Strong Willed Hindrances: - Gear:

Special Abilities:

Allure: Orion Slave Women have a subtle psionic ability to attract and control men. They have the Puppet power and 5 Power Points to use it (which regenerate 1 per hour). They use their Spirit trait as their Arcane skill.

Slave Woman Characters:

Allure: Orion Slave Women have a subtle psionic ability to attract and control men. They have the Puppet power and 5 Power Points to use it (which regenerate 1 per hour). They use their Spirit trait as their Arcane skill.

Romulans Info on StarTrek.com

Soldier Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Notice d6, Shooting d6, Stealth d6 Charisma: +0; Pace: 6; Parry: 5; Toughness: 6 Edges: Alertness Hindrances: Loyal Gear:

Tal Shiar Officer Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8 Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Lockpicking d6, Notice d6, Persuasion d8, Shooting d6, Stealth d6, Streetwise d6, Taunt d8 Charisma: +0; Pace: 6; Parry: 5; Toughness: 6 Edges: Alterness, Connections, Thief Hindrances: Loyal Gear:

Romulan Characters Strong: Romulan characters start with a d6 Strength

Suliban Info on StarTrek.com

Cabal Operative Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8

Skills: Driving d6, Fighting d6, Guts d6, Intimidation d8, Lockpicking d6, Notice d6, Persuasion d8, Shooting d6, Stealth d10 (d12), Streetwise d6, Taunt d8 Charisma: +0; Pace: 6; Parry: 5; Toughness: 6 Edges: Alterness, Thief Hindrances: Outsider Gear:

Special Abilities:

Chameleon: DNA-modified Suliban have the chameleon-like ability to "meld" into the background, giving them the Invisibility power. They have 5 Power Points (which regenerate 1 per hour) and use their Vigor as their Arcane Skill.

Suliban DNA-modified Characters Chameleon: DNA-modified Suliban have the chameleon-like ability to "meld" into the background, giving them the Invisibility power. They have 5 Power Points (which regenerate 1 per hour) and use their Vigor as their Arcane Skill. Alertness: DNA-modified Suliban have exceptional senses, giving them the Alertness Edge. Outsider: The Suliban are a nomadic race and the DNA-modified members of their species have gained a reputation as dangerous.