STAR WARS ROLEPLAYING GAME
STAR TREK UNIVERSE
ROLEPLAYING SOURCEBOOK
TABLE OF CONTENTS
-----------------
Chapter One: Introduction
Chapter Two: The Federation
Chapter Three: New Skills
Chapter Four: Starships
Chapter Five: Weapons and Equipment
Chapter Six: Alien Races
Chapter Seven: Planets
Chapter Eight: Some Pre-Made Characters
CHAPTER ONE: INTRODUCTION
-------------------------
The Star Trek universe is a parallel universe linked to the Star Wars
universe by a device that was created in a covert Imperial military
installation far beyond the Outer Rim territories. This device, when
operated, would open a rift into another dimension.
This other dimension, which the Imperials named The Promised Land, was ripe
for the picking. This new dimension was rich with natural resources, new
technology, and easily conquered worlds for slave labor. But, they didn't
expect the amount of resistance that these new alien races gave. Even with
their star destroyers and advanced TIE starfighters, the entire galaxy was
able to hold back the advancing Imperials.
The Star Trek universe is a great campaign setting. It brings about whole new
adventure ideas and new starships and technology to make the game more
interesting. I have tried to make aliens, ships, equipment, etc. to the best
of my ability. Most trekkers should have no trouble creating more things. If
you don't like some of the stats for one thing or another here, feel free to
change them to your own taste.
CHAPTER TWO: THE FEDERATION
-----------------------------
Starfleet officers can be classified in a number of ways:
* By uniform color. The color denotes a crew member's duty station. Each
division in Starfleet has a color uniform assigned to them.
STARFLEET UNIFORM COLORS
------------------------
Gold Engineering/Security
Maroon Command
Teal Medical/Science
* By rank insignia. The rank insignia gives a visual indication of a crew
member's Starfleet rank status at any given time.
STARFLEET RANK
--------------
* Ensign
O* Lieutenant Junior Grade
** Lieutenant
O** Lieutenant Commander
*** Commander
**** Captain
Below are typical Starfleet officer characters (you know, the extras from the
shows).
Typical Commander
-----------------
Commanders in Starfleet are the best. They are the top of the line captains,
commanders, and admirals in the Star Trek universe.
All stats are 2D except: dodge 3D, phaser 2D+2, alien species 3D+1,
tactics 4D, command 4D+1. Move: 10. Communicator, Personal Access Display
Device (PADD), Starfleet Type II phaser (4D).
Typical Engineering Officer
---------------------------
Engineering officers are adept at repairing any of the ship's systems as well
as maintaining the functionality of the ship.
All stats are 2D except: transporter operation 2D+2, Technical 5D,
capital ship repair 4D, capital ship weapon repair 3D+1, computer
programming/repair 4D, shuttlecraft repair 2D+1. Move: 10. Communicator,
Personal Access Display Device (PADD), tricorder, Starfleet Type II phaser
(4D).
Typical Medical Officer
-----------------------
Medical officers have extensive knowledge in the biology of alien species.
They can diagnose and treat any illness or injury known.
All stats are 2D except: Knowledge 3D+1, alien species 3D, Technical
4D, first aid 5D, medicine(A) 3D. Move: 10. Communicator, hypospray, Personal
Access Display Device (PADD), medical tricorder.
Typical Navigations Officer
---------------------------
Navigation officers handle the propulsion systems on the ship. They set
courses and perform combat maneuvers.
All stats are 2D except: dodge 2D+1, phaser 3D, planetary systems 5D,
Mechanical 4D, astrogation 3D+2, capital ship piloting 4D+2, shuttlecraft
piloting 3D+1, computer programming/repair 2D+2. Move: 10. Communicator,
Personal Access Display Device (PADD), Starfleet Type II phaser (4D).
Typical Operations Officer
--------------------------
Operations officers act as science officers but also assist in the propulsion
of the ship.
All stats are 2D except: dodge 2D+1, phaser 3D, planetary systems
2D+2, Mechanical 3D+1, astrogation 3D, sensors 4D, computer
programming/repair 2D+2. Move: 10. Communicator, Personal Access Display
Device (PADD), Starfleet Type II phaser (4D).
Typical Science Officer
-----------------------
Science officers know everything there is to know about surrounding space,
physics, alien cultures, etc. They also create starmaps and other useful
material to be entered in the ship's main computer core.
All stats are 2D except: dodge 2D+1, phaser 2D+2, Knowledge 3D, alien
species 3D, planetary systems 3D, sensors 5D, transporter operation 2D+1,
computer programming/repair 4D. Move: 10. Communicator, Personal Access
Display Device (PADD), tricorder, Starfleet Type II phaser (4D).
Typical Security Officer
------------------------
Security officers are the brawn of Starfleet. They keep law and order. They
handle all problems, domestic and otherwise.
All stats are 2D except: Dexterity 3D+1, brawling parry 2D+1, dodge
3D+1, phaser 4D, phaser: phaser rifle 5D, law enforcement 3D, Perception 3D,
search 2D+1, Strength 3D, brawling 2D+1, stamina 2D+2, security 3D. Move:
10. Communicator, Personal Access Display Device (PADD), Starfleet Type II
phaser (4D).
Typical Starfleet Nurse
-----------------------
Starfleet nurses assist the doctors on the ship. They have rudimentary
knowledge of biological organisms.
All stats are 2D except: Knowledge 2D+2, alien species 2D+1,
Technical 2D+1, first aid 4D. Movie: 10. Communicator, hypospray, Personal
Access Display Device (PADD), medical tricorder.
Typical Tactical Officer
------------------------
The tactical officer heads up the security on the ship. They handle the
ship's shields and defensive weaponry. They also act as the communications
officer on the ship.
All stats are 2D except: Dexterity 4D, brawling parry 3D, dodge 3D+1,
phaser 5D, phaser: phaser rifle 6D, intimidation 2D+1, law enforcement 3D+2,
tactics 3D, capital ship gunnery 4D+2, capital ship shields 4D,
communications 3D, Perception 3D, command 3D+2, investigation 3D+1, search
3D+1, Strength 3D+1, brawling, 4D, stamina 3D+2, security 5D. Move: 10.
Communicator, Personal Access Display Device (PADD), Starfleet Type II phaser
(4D).
CHAPTER THREE: NEW SKILLS
------------------------
Disruptor (Dexterity)
---------------------
Time Taken: One round.
Disruptor is the "ranged combat" skill used to shoot a hand-held
disruptor carried by a character.
Phaser (Dexterity)
------------------
Time Taken: One round.
Specializations: A specific type or model of character-scale
phaser--phaser rifle.
Phaser is the "ranged combat" skill used to shoot hand-held phasers
charried by a character. Do not use phaser to fire any starship phasers (use
capital ship gunnery or starship gunnery, both Mechanical skills).
Shuttlecraft Piloting (Mechanical)
----------------------------------
Time Taken: One round or longer.
Specializations: Type or class of shuttlecraft--runabout.
Shuttlecraft piloting covers the operation of shuttlecraft such as
runabouts and standard shuttles aboard starships. Shuttlecraft piloting can
be used for a starship dodge--a "reaction skill"--to avoid enemy fire.
Transporter Operation (Mechanical)
----------------------------------
Time Taken: One round or longer.
Transporters enable a person or thing to instantly be transported
from one location to another. Transporters can't work while shields are up on
a starship. Transporter operation allows a person to beam objects and people
over to another area. A successful roll beams the target to the destination,
but an unsuccessful roll instantly kills the target if it's a living object.
Shuttlecraft Repair (Technical)
-------------------------------
Time Taken: In general, 15 minutes, then one hour, then one day, then
two days. May be customized to circumstances.
Specializations: Type or model of shuttlecraft--runabout.
Characters with this skill can repair and modify shuttlecraft. Each
roll may repair one damaged component aboard a particular shuttle. The cost
and difficulty depends on how badly it is damaged, and what systems have been
hit.
Space Station Repair (Technical)
--------------------------------
Time Taken: In general, 15 minutes, then one hour, then one day, then
two days. May be customized to circumstances.
Characters with this skill can repair and modify different areas of
any space station. Each roll may repair one damaged component aboard a
particular space station. The cost and difficulty depends on how badly it is
damaged, and what systems have been hit.
CHAPTER FOUR: STARSHIPS
-----------------------
Borg Cube
---------
The seemingly invincible Borg ship dwarfs even the massive Galaxy class
U.S.S. Enterprise. Its ominous cube-shaped design belies its advanced
technology, capable of speeds beyond that of Federation technology. When
damaged, the ship is capable of quickly regenerating itself. It is unknown if
the ship itself is a living organism, however observation has shown that the
Borg themselves interface directly with the vessel.
Craft: Borg cube
Type: Borg Starship
Scale: Capital
Length: 700 meters
Skill: Capital ship piloting: Borg starship
Crew: 759. gunners: 70, skeleton: 12
Crew Skill: Astrogation 6D, capital ship gunnery 4D+1, capital ship
piloting 5D, capital ship shields 5D, sensors 6D
Passengers: None (all drone crew)
Cargo Capacity: 30000 metric tons
Consumables: None (Borg require no nourishment)
Cost: Not available for sale (only Borg can
Hyperdrive Multiplier: x1/4
Hyperdrive Backup: x3
Nav Computer: Yes
Maneuverability: 1D
Space: 7
Hull: 5D (regenerates one pip per round)
Shields: 3D
Sensors:
Passive: 70/4D
Scan: 135/5D
Search: 225/6D
Focus: 10/7D
Weapons:
Point Defense Disruptors
Fire Arc: left, right, front, rear
Crew: 5 (10)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
Precision Beam Cutter
Fire Arc: front
Crew: 5 (10)
Crew: Capital ship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damge: 6D
Tractor Beam
Fire Arc: front
Crew: 5
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D
D'deridex-class Romulan Starship
--------------------------------
Believed to be slightly slower but probably more powerful than the Galaxy
class starships of the United Federation of Planets, the Romulan Warbird
represents a great potential threat to Federation security. Emplifying the
ultimate in Romulan technology to date with the ability to "cloak" (render
itself invisible to known types of sensor scans), the Warbird is the most
formidable starship in the Romulan fleet.
Craft: D'deridex-class Romulan Starship
Type: Romulan Starship
Scale: Capital
Length: 675 meters
Skill: Capital ship piloting: Romulan starship
Crew: 759. gunners: 70, skeleton: 12
Crew Skill: Astrogation 5D, capital ship gunnery 3D+1, capital ship
piloting 4D, capital ship shields 4D, sensors 5D
Passengers: None
Cargo Capacity: 25000 metric tons
Consumables: 5 years, at least
Cost: Not available for sale
Hyperdrive Multiplier: x1/2
Hyperdrive Backup: x5
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Hull: 2D
Shields: 8D
Sensors:
Passive: 60/3D
Scan: 115/4D
Search: 200/5D
Focus: 7/6D
Weapons:
Point Defense Disruptors
Fire Arc: left, right, front, rear
Crew: 5 (10)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
Plasma Torpedo Launcher
Fire Arc: front
Crew: 5 (3)
Skill: Capital ship gunnery: torpedoes
Fire Control: 3D+2
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 8D
Tractor Beam
Fire Arc: front
Crew: 5
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D
Galaxy-class Federation Starship
--------------------------------
Galaxy class starships are multi-mission vehicles that are able to carry out
any and all of Starfleet's objectives. They are categorized as explorers, the
largest ships in a classification system that includes cruisers, cargo
carriers, tankers, surveyors and scouts.
Craft: Galaxy-class Federation Starship
Type: Federation Starship
Scale: Capital
Length: 642 meters
Skill: Capital ship piloting: Federation starship
Crew: 759. gunners: 70, skeleton: 12
Crew Skill: Astrogation 5D, capital ship gunnery 3D+1, capital ship
piloting 4D, capital ship shields 4D, sensors 5D
Passengers: 252 (families; capacity for 4000 extra)
Cargo Capacity: 25000 metric tons
Consumables: 5 years, at least
Cost: Not available for sale
Hyperdrive Multiplier: x1/2
Hyperdrive Backup: x5
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Hull: 2D
Shields: 9D
Sensors:
Passive: 60/3D
Scan: 115/4D
Search: 200/5D
Focus: 7/6D
Weapons:
Dual Main Phaser Ring (fires as one)
Fire Arc: ring, fires left, right and front
Crew: 5
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/36/75
Atmosphere Range: 6-30/72/150 km
Damage: 8D
Point Defense Phasers
Fire Arc: left, right, front, rear
Crew: 5 (10)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
3 Photon Torpedo Launchers
Fire Arc: 2 front, 1 rear
Crew: 5 (3)
Skill: Capital ship gunnery: torpedoes
Fire Control: 3D+2
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 6D+1
Tractor Beam
Fire Arc: front
Crew: 5
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D
Runabout
--------
Similar to the shuttlecraft carried in the hangar bays of Federation
starships, the runabouts are an integral part of operation of space stations.
The runabouts are equipped with their own transporters, have warp drive
capability, and a full range of defensive systems.
Craft: Runabout
Type: Large shuttlecraft
Scale: Starfighter
Length: 28 meters
Skill: Shuttlecraft piloting: Runabout
Crew: 1. skeleton: 1
Crew Skill: Varies widely
Passengers: 6
Cargo Capacity: 100 metric tons
Consumables: 2 months
Cost: 25000 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Space: 3
Atmosphere: 480; 800 kmh
Hull: 2D
Shields: 3D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
Point Defense Phasers
Fire Arc: left, right, front, rear
Crew: 5 (10)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
Type VI Shuttlecraft
--------------------
An alternative to the transporters on starships is the small fleet of
shuttlecraft. When the transporter is not functioning, or the ship is not
going to be within transportation range, crew members can disembark using
these smaller craft. Sometimes the scanning of a particular space phenomenon
by ship's sensors is insufficient and a closer study must be made.
Craft: Standard Starfleet shuttlecraft
Type: Shuttle
Scale: Starfighter
Length: 25 meters
Skill: Shuttlecraft piloting
Crew: 1. skeleton: 1
Crew Skill: Varies widely
Passengers: 4
Cargo Capacity: 5 metric tons
Consumables: 2 months
Cost: 22500 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Space: 3
Atmosphere: 480; 800 kmh
Hull: 1D+2
Shields: 2D+2
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
Point Defense Phasers
Fire Arc: left, right, front, rear
Crew: 5 (10)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
U.S.S. Enterprise NCC-1701-D
----------------------------
The pride and flagship of the Federation, the U.S.S. Enterprise is a Galaxy
class starship. Commissioned by Starfleet at the Utopia Planitia Fleet Yards
(in orbit around the planet Mars) on October 4, 2363, this is the fifth
starship to bear the name. Captain Jean-Luc Picard commands the ship.
Craft: Galaxy-class Federation Starship
Type: Federation Starship
Scale: Capital
Length: 642 meters
Skill: Capital ship piloting: Federation starship
Crew: 759. gunners: 70, skeleton: 12
Crew Skill: Astrogation 6D, capital ship gunnery 4D+1, capital ship
piloting 5D, capital ship shields 5D, sensors 6D
Passengers: 252 (families; capacity for 4000 extra)
Cargo Capacity: 25000 metric tons
Consumables: 5 years, at least
Cost: Not available for sale
Hyperdrive Multiplier: x1/2
Hyperdrive Backup: x5
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Hull: 2D
Shields: 9D
Sensors:
Passive: 60/3D
Scan: 115/4D
Search: 200/5D
Focus: 7/6D
Weapons:
Dual Main Phaser Ring (fires as one)
Fire Arc: ring, fires left, right and front
Crew: 5
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/36/75
Atmosphere Range: 6-30/72/150 km
Damage: 8D
Point Defense Phasers
Fire Arc: left, right, front, rear
Crew: 5 (10)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
3 Photon Torpedo Launchers
Fire Arc: 2 front, 1 rear
Crew: 5 (3)
Skill: Capital ship gunnery: torpedoes
Fire Control: 3D+2
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 6D+1
Tractor Beam
Fire Arc: front
Crew: 5
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D
Vor'cha-class Klingon Starship
------------------------------
The largest and most advanced vessel in the Klingon Empire's fleet, the
Vor'cha class cruiser is about three-fourths the length of the Galaxy class
U.S.S. Enterprise. The forward section of a Vor'cha class cruiser is, in its
normal configuration, a massive disruptor cannon which can be ejected in
situations where speed is more important than firepower.
Craft: Vor'cha-class Klingon Starship
Type: Klingon Starship
Scale: Capital
Length: 482 meters
Skill: Capital ship piloting: Klingon starship
Crew: 500. gunners: 35, skeleton: 6
Crew Skill: Astrogation 4D+1, capital ship gunnery 2D, capital ship
piloting 3D+1, capital ship shields 3D+1, sensors 3D+2
Passengers: None
Cargo Capacity: 12000 metric tons
Consumables: 5 years, at least
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x6
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Hull: 2D
Shields: 8D+1
Sensors:
Passive: 50/3D
Scan: 85/4D
Search: 175/5D
Focus: 6/6D
Weapons:
Point Defense Disruptors
Fire Arc: left, right, front, rear
Crew: 5 (10)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
3 Photon Torpedo Launchers
Fire Arc: 2 front, 1 rear
Crew: 5 (3)
Skill: Capital ship gunnery: torpedoes
Fire Control: 3D+2
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 6D+1
Tractor Beam
Fire Arc: front
Crew: 5
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D
CHAPTER FIVE: WEAPONS AND EQUIPMENT
----------------------------------
Communicator (different variations used by different races)
-----------------------------------------------------------
Communicators are devices worn as a means of communication, identification,
and tracking. Diminutive in size, the communicator is capable of audio
transmission at a range of up to 500 kilometers, while communication with an
orbiting ship is facilitated through the ship's increased
transmission/reception capabilities. Activated by slight touch, the
communicator is able to identify a particular crew member through a small
dermal sensor. It may be programmed for activation solely by its intended
wearer, if security situations make this necessary. There are several
different versions of the communicator, customized for different alien races.
Cost: Variable, depending on species
Hypospray (used by most races)
------------------------------
The hypospray is used to administer medication subcutaneously into the
bloodstream of a patient. A microscopic stream of air is used to inject
precise measured amounts of a substance into a patient. The hypospray is
loaded with medication through a small interchangeable vial located at its
base and is capable of mixing different compounds using its internal
concentrated emergency medication ampules.
Cost: 150 (vials: 25)
Medical Tricorder (used by most races, but mostly Federation)
-------------------------------------------------------------
The medical tricorder is a highly specialized version of the standard field
tricorder. The special programming and added medical peripheral module make
the medical tricorder capable of highly detailed, focused medical readings.
The medical peripheral module also accommodates a detachable remote hand
sensor to scan focused and localized injuries. Stored within the medical
tricorder is a vast data base of known medical conditions, as well as
standard procedures for treatment.
Cost: 700
Personal Access Display Device (PADD) (used by most races)
----------------------------------------------------------
The PADD--personal access display device--is a hand-held control and display
terminal carried by crew members who need up to the moment data access for
inputting information or convenient retrieval. Under normal conditions, the
PADD will operate from its internal sarium power loop and will maintain a
link to the ship's computers. While maintaining this link, the PADD can
function as a replacement for any control panel on board a ship (if it is
configured properly). The PADD is capable of dumping its total memory into
the ship's computer in less than one second if necessary.
Cost: Variable, depending on species
Starfleet Type I Hand Phaser (Federation use only)
--------------------------------------------------
The small Type I personal phaser is the smallest of the defensive arms
carried by Starfleet crew when attending Away Team Missions. The diminutive
size of the Type I phaser allows it to be easily concealed for occasions when
it is inappropriate to visibly bear arms. Despite its size, the Type I phaser
is capable of a full range of power settings from levels One through Eight.
The lowest three settings on the phaser are "stun" settings, relative to
base-type humanoids. The latter five settings are capable of producing
thermal and disruptive effects.
Model: Standard Starfleet issue hand phaser
Type: Concealable hand phaser
Scale: Character
Skill: Phaser
Cost: Unavailable for sale (distributed only to Starfleet officers)
Availability: 1,R (only Federation worlds have access)
Range: 3-7/25/50
Damage: 3D
Game Notes: -1D damage when set to stun
Starfleet Type II Phaser (Federation use only)
----------------------------------------------
The Type II phaser is the largest standard issue phaser for use on Away Team
Missions. The larger size of the Type II phaser allows it to contain a larger
sarium krellide power cell nad four pre-fire chambers (compared with one in
the Type I unit) which enable it to achieve an additional eight power
settings over the Type I. The settings available include: three for varying
levels of "stun," the thermal and disruption settings similar to those in a
Type I phaser as well as two additional disruption ranges and five more
increasingly powerful explosive settings.
Model: Standard Starfleet issue phaser
Type: Hand phaser
Scale: Character
Skill: Phaser
Cost: Unavailable for sale (distributed only to Starfleet officers)
Availability: 1,R (only Federation worlds have access)
Range: 3-10/30/120
Damage: 4D
Game Notes: -1D damage when set to stun
Starfleet Type III Phaser Rifle (Federation use only)
-----------------------------------------------------
For use in specialized missions only, the Type III phaser rifle is the most
powerful phaser available. The Type III phaser has a range of settings equal
to that of the Type II, but with a power reserve nearly 50% greater. The Type
III phaser can usually produce a greater degree of precision than Type I & II
due to the stability afforded it by it's two-handed grip and the pop-up
sight.
Model: Standard Starfleet issue phaser rifle
Type: Phaser rifle
Scale: Character
Skill: Phaser: phaser rifle
Cost: Unavailable for sale (distributed only to Starfleet officers)
Availability: 3,X (only Federation worlds have access)
Range: 3-30/100/300
Damage: 5D
Game Notes: -1D damage when set to stun. If the pop-up sight is used
for one round of aiming, the character receives an additional +1D to phaser.
Tricorder (used by most races, but mostly Federation)
-----------------------------------------------------
The tricorder is a hand-held computer capable of scanning, computing and
recording information. Carried on Away Team missions, the tricorder functions
as a miniature version of the ship's sensors. The standard tricorder can be
augmented with peripheral devices to enhance its effectiveness in
user-specific tasks, or linked directly to the ship's computer as an access
terminal. The units are activated by touch sensitive buttons or vocal
commands. In emergency situations, a tricorder can dump its entire memory
into the ship's main computer (if within range).
Cost: 600
VISOR (Visual Instrument and Sensory Organ Replacement)
-------------------------------------------------------
The VISOR allows a wearer to see the entire electromagnetic spectrum. It is
generally worn over the eyes, attached to probe-like devices attached to the
wearer's skull. Normally, this device is given to a blind person to see
things normal people are unable to see without an instrument. Not only does
it enhance a blind person's visual receptors, but it also has many other
uses.
Cost: Unavailabe for sale
CHAPTER SIX: ALIEN RACES
--------------------------
Bajorans
--------
The Bajorans are a spiritual and mystical people who believe that all
creatures have a "pagh," much like the human idea of a soul. Bajoran religion
views the wormhole as the "celestial temple," and the aliens responsible for
its construction, the "prophets." It is felt that only a strong Kai (a
Bajoran spiritual leader) can unite the people of Bajor and allow it to
become self-sufficient again.
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 3D/5D
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 1D/3D
Story Factors:
Religious: The Bajorans are an extremely religious people. Their
basic society is centered around the Prophets, aliens who live in the stable
wormhole near Bajor.
Resistance: The Bajorans were enslaved by the Cardassian people and
they resisted, driving the Cardassians off their planet. They now hold a deep
hatred for the alien species.
Move: 10/12
Size: 1.5-2.0 meters tall
Borg
----
This half-humanoid, half-mechanical race is a grave threat to the Federation.
Their home base is thousands of light years distant, in the Delta quadrant.
They are born as humanoids, but incubator implants suffocate the Borgs'
individual consciousness to make them part of a collective intelligence much
like a beehive. With little ability for independent action, a single Borg is
easily beaten, but as a group they represent a formidable threat, repairing
themselves and their vessel very rapidly and absorbing the knowledge and
strengths of each conquered race.
Attribute Dice: 15D
DEXTERITY 1D/3D
KNOWLEDGE 3D/5D
MECHANICAL 2D/4D
PERCEPTION 1D/4D
STRENGTH 5D/7D
TECHNICAL 3D/5D
Special Skills:
Technical skills:
Medicine(A): cyborging. The Borg have extensive knowledge in
attaching cybernetic implants on other alien races. When a successful
cyborging roll is made, the target of the cyborging attempt becomes a Borg
drone, but retains all other abilities and skills.
Special Abilities:
Skill bonus: At the time the character is created only, the character
gets 2D for every 1D placed in the alien species, cultures, and stamina
skills.
Skill limits: Beginning characters may not place any skill dice in
any weapon or swimming skills.
Story Factors:
Assimilation: The Borg are bent on assimilating whole cultures and
making the inhabitants of other planets drones. They will stop at nothing to
assimilate the whole galaxy and beyond.
Collective consciousness: The Borg have a single collective
conscious, similar to a hive of bees. Each Borg is consciously connected with
all the other drones in the hive. They hear each others' voices and function
as a single unit, making them virtually unstoppable.
Move: 10/12
Size: 1.5-2.0 meters tall
Cardassians
-----------
The Cardassians are a powerfully-built species, with a culture apparently
based on a type of totalitarian militarism. Cardassian officers are polite
and cultured, presenting the appearance of benevolence on the surface, while
effectively masking any underlying emotions.
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 2D/4D
MECHANICAL 3D/5D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 2D/4D
Story Factors:
Ruthless: Cardassians are known to be ruthless and unfeeling towards
aliens that they deem "inferior" to themselves. They may keep labor, or
slaves, to work on strip-mining or some other task, but the species is in
complete subservience to them.
Alliance: The Cardassians have a shaky alliance with the Dominion
(and the Jem'hadar). They work together to conquer the Alpha quadrant of the
galaxy.
Move: 10/12
Size: 1.5-2.0 meters tall
Ferengi
-------
The Ferengi are a race purely motivated by profit. It is said a Ferengi will
sell its own family members for the "right price." When dealing with a
Ferengi one must consider "Caveat Emptor," ("let the buyer beware") as they
will gladly play both ends against the middle in the interest of higher
profits. The Ferengi are a short race with extremely large ears.
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 2D/4D
MECHANICAL 1D/4D
PERCEPTION 3D/5D
STRENGTH 1D/3D
TECHNICAL 1D/4D
Special Abilities:
Shrewd businessman: When dealing with another character about
merchandise, receives a +1D bonus to business, value, and bargain skills.
Story Factors:
Greed: Ferengi are known for their lust for money and worldly
possessions. Their entire society is centered around commerce and trade.
Move: 10/12
Size: 1.0-1.5 meters tall
Klingons
--------
Klingons are a warrior race, known to enjoy battle. Most have dark skin,
probably due to the heat of their home planet. They have forehead ridges,
resembling a small mountain range that usually extends down to their nose.
They are an honorable race, never killing a person behind his back. They
despise treachery of any kind.
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 1D/4D
MECHANICAL 2D/3D
PERCEPTION 2D/3D
STRENGTH 3D/5D
TECHNICAL 2D/3D
Story Factors:
Honor: Klingons have a high sense of honor. If one is dishonored for
some reason, the whole family is dishonored as well. They never kill a person
from behind, and they detest treachery of any kind.
Move: 10/12
Size: 1.5-2.0 meters tall
Romulans
--------
The Romulan race is believed to be an offshoot of the Vulcan humanoid
species, descended from a Vulcan colonization group established on the planet
Romulus before the philosophy of logic was introduced on Vulcan. The Romulans
are quite militaristic and make very efficient warriors. They are brutal
warriors and take no captives.
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D
PERCEPTION 2D/4D
STRENGTH 3D/6D
TECHNICAL 1D/3D
Story Factors:
Treachery: Romulans are known for their treachery. They are cunning
enough to set traps for their enemies without them knowing or hardly even
suspecting it.
Move: 10/12
Size: 1.5-2.0 meters tall
Vulcans
-------
Vulcans are an ancient, peaceful race, dedicated to logic, and have a strong
sense of honor. They are socially incapable of outright lies or betrayal but
will sometimes remain silent rather than express a truth that might prove
injurious to others. Vulcans possess the capacity for mind-touch, a limited
telepathic ability that allows them to share the thoughts and emotions of
others.
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 3D/5D
MECHANICAL 1D/3D
PERCEPTION 2D/4D
STRENGTH 3D/6D
TECHNICAL 1D/3D
Special Abilities:
Nerve pinch: Vulcans can knock an opponent unconscious by applying
force on the nerve on the back of the neck. While brawling, make a Strength
roll, adding +1D to the roll. If the roll succeeds, the opponent becomes
unconscious.
Mindmeld: Vulcans have limited telepatchic abilities, allowing them
to read the thoughts of others they come into physical contact with.
Story Factors:
Logic: Vulcans are totally logical. They hardly ever make a mistake
and always take the most prudent course of action.
Emotionless: Vulcans have discovered a way to bury their emotions
deep down inside themselves. They never show emotions and feelings.
Truthful: Vulcans never lie, no matter what the cost, unless telling
the truth jeopardizes the health of themselves or a loved one.
Move: 10/12
Size: 1.5-2.0 meters tall
CHAPTER SEVEN: PLANETS
----------------------
There are several planets of interest in the Star Trek universe. All of
these are located within the Alpha and Beta quadrants of the galaxy. Each one
of these planets are the homeworlds of one sapient species.
Bajor
-----
The war-torn surface of the planet Bajor is only now beginning its recovery
from Cardassian occupation. Since the planet is bereft of natural resources,
life on its surface is a struggle for the native populace, even with
intervention from Starfleet. The Provisional Government of Bajor is in a
precarious position at best, and many feel that it is in danger of collapse.
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Plateau
Length of Day: 23 standard hours
Length of Year: 370 local days
Sapient Species: Bajorans(N), humans, cardassians
Starport: Limited service
Population: 17 billion
Planet Function: Homeworld, religion
Government: Provisional Government
Tech Level: Information
Major Exports: Religion, tourism
Major Imports: Mid technology, high technology
Earth
-----
Earth is the third of ten planets orbiting Sol, a yellow star of moderate
size. It is extensively populated and is the home world of the human race.
Earth is one of the founding worlds of the UFP (United Federation of
Planets). It is a major cultural and scientific center, with unmatched
research and learning facilities. Starfleet, the primary exploratory and
defensive force of the UFP, is headquartered here. One of the most
technologically advanced planets in the Federation, Earth produces
forty-three percent of the vessels and weapons systems used throughout the
UFP. Earth's moderate climate and diverse terrain make it a favorite
shore-leave world.
Type: Terrestrial
Temperature: Temperate
Atmposphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban
Length of Day: 24 standard hours
Length of Year: 365 local days
Sapient Species: Humans(N), various aliens
Starport: Imperial
Population: 50 billion
Planet Function: Homeworld, academic, government, military
Government: Federation
Tech Level: Space
Major Exports: Foodstuffs, medicinal goods, high technology
Major Imports: None
Qo'nos
------
Qo'nos is the home world of the Klingon Empire. The second planet of an
orange binary star, it is nearly one and a half times the size of Earth.
Qo'nos' surface is almost entirely land mass, with shallow, heavily salted
seas thinly dotting the landscape. Unlike most other Class M worlds, there is
very little vegetation. As a result, nearly every native animal species is
carnivourous and hostile in nature. The planet tilts only a few degrees on
its axis, resulting in very little seasonal change. A high, dense layer of
carbon dioxide in the upper atmosphere retains heat, creating a greenhouse
effect that renders the planet's overall temperature high for a Class M
world. Since there are no great bodies of water or variations in land area
elevation, weather across the planet is consistent with the exception of the
poles, which average a few degrees cooler.
Type: Terrestrial
Temperature: Hot
Atmosphere: Type I (breathable)
Hydrosphere: Dry
Gravity: Standard
Terrain: Urban
Length of Day: 25 standard hours
Length of Year: 360 local days
Sapient Species: Klingons(N)
Starport: Stellar
Population: 20 billion
Planet Function: Homeworld, government, military
Government: Family
Tech Level: Space
Major Exports: Mid technology, foodstuffs
Major Imports: Medicinal goods
Vulcan
------
Vulcan is a planet of high surface gravity and temperature and the home of
an advanced and extremely intelligent people. The Vulcan Science Academy,
located in the city of ShiKahr, is one of the Federation's foremost learning
institutions. Several large port cities are located across Vulcan's vast land
area, which covers eighty-six percent of the planet. Vulcan is a founding
member of the United Federation of Planets (UFP) and has contributed much to
the growing body of Federation knowledge.
Type: Terrestrial
Temperature: Hot
Atmosphere: Type I (breathable)
Hydrosphere: Dry
Gravity: Heavy
Terrain: Desert
Length of Day: 23 standard hours
Length of Year: 304 local days
Sapient Species: Vulcans(N), humans
Starport: Stellar
Population: 14.9 billion
Planet Function: Homeworld, academic, research
Government: Monarchy
Tech Level: Space
Major Exports: High technology
Major Imports: Water :)
CHAPTER EIGHT: SOME PRE-MADE CHARACTERS
--------------------------------------
Name: Jean-Luc Picard
Type: Starfleet Captain
Gender/Species: Male/Human
Rank: Captain
Capsule: A native of LaBarre, France (Earth), Picard distinguished himself of
Starfleet Academy as an excellent shuttle pilot. Picard served for
many years as captain of the U.S.S. Stargazer, where he first became
famous as an explorer. He now commands the Galaxy class U.S.S.
Enterprise, the flagship of the Starfleet. Picard is so well
respected throughout Federation space that he was actually asked to
arbitrate the Klingon Empire's Rite of Ascension. Picard has an
artificial replacement heart, a reminder of an incident in his more
reckless youth.
DEXTERITY 3D
brawling parry 3D+1, dodge 4D, phaser 4D+1
KNOWLEDGE 4D+2
alien species 5D+1, cultures 5D+1, languages 5D, tactics 5D+2
MECHANICAL 3D+1
astrogation 4D, shuttlecraft piloting 3D+2
PERCEPTION 3D
bargain 3D+1, command 6D, investigation 3D+2
STRENGTH 3D
brawling 3D+1, stamina 3D+2
TECHNICAL 3D+1
first aid 4D
Equipment: communicator, Personal Access Display Device (PADD), Starfleet
Type II phaser (4D)
Move: 10
Force Sensitive: No
Force Points: 3
Character Points: 40
Name: William Riker
Type: Starfleet Commander
Gender/Species: Male/Human
Rank: Commander
Capsule: A reputation as an innovative officer willing to take risks was why
William T. Riker was chosen by Captain Jean-Luc Picard to be his
"Number One" officer. Born in Valdez, Alaska (on Earth), Riker is
the son of Federation Envoy Kyle Riker. Unlike Captain Picard's
somewhat cool demeanor, Riker can often be found in the Ten-Forward
lounge socializing with the crew.
DEXTERITY 3D+1
brawling parry 5D, dodge 5D, phaser 5D
KNOWLEDGE 3D+2
alien species 4D, cultures 4D, tactics 5D
MECHANICAL 4D
PERCEPTION 4D+1
bargain 4D+2, command 6D, gambling: poker 6D+1, investigation 5D
STRENGTH 4D+2
brawling 5D, climbing/jumping 5D, stamina 5D
TECHNICAL 3D
first aid 3D+1, security 3D+2
Equipment: communicator, Personal Access Display Device (PADD), Starfleet
Type II phaser (4D)
Move: 10
Force Sensitive: No
Force Points: 3
Character Points: 38
Name: Data
Type: Starfleet Operations Officer
Model: Soong-type Android
Rank: Lieutenant Commander
Capsule: Affectionately called "Pinocchio" by Commander Riker, the android
Data's deepest desire is to become human. Data was created over 25
years ago by Dr. Noonian Soong, who also made Data's "evil twin"
Lore. In his efforts to become more human, Data has studied many
facets of the "human equation"--including humor, literature and even
a romantic relationship!
DEXTERITY 5D
brawling parry 12D, dodge 6D, phaser 5D+1
KNOWLEDGE 12D
alien species 12D+1, cultures 12D+1, languages 13D, planetary systems 12D+2,
willpower 15D
MECHANICAL 7D
astrogation 8D, capital ship piloting 7D+1, sensors 8D+2, shuttlecraft
piloting 7D+1, transporter operation 7D+2
PERCEPTION 6D
gambling: poker 6D+2
STRENGTH 11D
brawling 12D, climbing/jumping 12D, lifting 12D, stamina 14D
TECHNICAL 7D
capital ship repair 8D, computer programming/repair 10D, first aid 7D+1,
security 8D, shuttlecraft repair 7D+1
Equipment: communicator, Personal Access Display Device (PADD), Starfleet
Type II phaser (4D)
Move: 10
Force Points: 2
Character Points: 35
Name: Worf
Type: Starfleet Tactical Officer
Gender/Species: Male/Klingon
Rank: Lieutenant
Capsule: Worf is the first Klingon to serve aboard a Starfleet vessel. He was
orphaned after Romulans attacked the Klingon outpost at Khitomer.
Adopted by human parents Sergey and Helena Rozhenko, Worf was raised
with a foster brother on the farming colony Gault. Assigned as a
Lieutenant junior grade to the Enterprise, he became Chief of
Security after the death of Lt. Natash Yar. The Klingon family Duras
framed and ostracized Worf's father in an attempt to seize control
of the Klingon High Council, but Worf cleared his family name with
the help of Captain Picard and the U.S.S. Enterprise.
DEXTERITY 4D
brawling parry 5D+1, dodge 5D+1, phaser 6D, phaser: phaser rifle 7D
KNOWLEDGE 3D+2
intimidation 5D, law enforcement 5D, tactics 4D+1
MECHANICAL 4D
capital ship gunnery 5D, capital ship shields 5D, communications 5D,
shuttlecraft piloting 4D+1
PERCEPTION 3D
command 4D, gambling: poker 4D, investigation 5D, search 4D+2
STRENGTH 5D
brawling 5D+1, lifting 5D+2, stamina 5D+1
TECHNICAL 4D
first aid 4D+1, security 6D
Equipment: communicator, Personal Access Display Device (PADD), Starfleet
Type II phaser (4D)
Move: 10
Force Points: 3
Character Points: 35
Name: Geordi LaForge
Type: Starfleet Chief Engineering Officer
Gender/Species: Male/Human
Rank: Lieutenant Commander
Capsule: Blind since birth, Geordi LaForge has turned his disability into a
unique asset. He wears a VISOR which allows him to see the entire
electromagnetic spectrum. LaForge joined the U.S.S. Enterprise with
the rank of Lieutenant Junior Grade and was assigned to helm the
CONN. He was promoted to full Lieutenant, and became Chief of
Engineering and now holds the rank of Lieutenant Commander. Geordi
has built a close relationship with Lieutenant Data and often helps
the android understand the "human equation."
DEXTERITY 3D
dodge 4D+1, phaser 4D
KNOWLEDGE 4D
planetary systems 4D+2
MECHANICAL 7D
astrogation 7D+1, capital ship piloting 7D+1, shuttlecraft piloting 7D+1,
transporter operation 8D
PERCEPTION 6D
gambling: poker 7D
STRENGTH 3D
TECHNICAL 9D
capital ship repair 10D, capital ship weapon repair 9D+1, computer
programming/repair 1D, droid programming: android 11D, droid repair:
android 10D+2, shuttlecraft repair 9D+1
Equipment: communicator, Personal Access Display Device (PADD), tricorder,
VISOR, Starfleet Type II phaser (4D)
Move: 10
Force Points: 3
Character Points: 35
Name: Deanna Troi
Type: Starfleet Counselor
Gender/Species: Female/Half Human, Half Betazed
Rank: Lieutenant Commander
Capsule: Deanna Troi is a native of the planet Betazed. She has a Betazoid's
empathic powers, but as the child of a human Starfleet officer and
Betazoid royalty, they are not as strong as those of a full
Betazoid. An expert on human behavior, she advises Captain Picard on
the emotional state of his crew and counsels him about the
impressions she perceives from other species they contact.
DEXTERITY 3D
KNOWLEDGE 5D
alien species 6D, cultures 6D
MECHANICAL 2D
PERCEPTION 5D
gambling: poker 5D+1, persuasion 5D+2
STRENGTH 3D
TECHNICAL 2D
Special Abilities:
Empathy: Betazoids are fully empathic, allowing them to read the
minds of others.
Equipment: communicator, Personal Access Display Device (PADD)
Move: 10
Force Points: 3
Character Points: 30
Name: Beverly Crusher
Type: Starfleet Medical Officer
Gender/Species: Female/Human
Rank: Commander
Capsule: Dr. Beverly Crusher is the chief medical officer of the U.S.S.
Enterprise. She was married to Jack Crusher, who died while serving
under the command of Jean-Luc Picard years ago on the U.S.S.
Stargazer. Beverly was the first CMO of the U.S.S. Enterprise under
Picard's command, but left the ship for a year to serve as head of
Starfleet Medical. She has a special interest in combining
cybernetics with regeneration and has studied Lt. Commander Data's
android anatomy quite meticulously. One of her many activities is
teaching an amateur acting class.
DEXTERITY 3D
dodge 4D
KNOWLEDGE 5D
alien species 6D
MECHANICAL 2D
PERCEPTION 3D+2
gambling: poker 4D+1
STRENGTH 3D
TECHNICAL 5D+2
droid programming: android 6D, droid repair: android 6D, first aid 10D,
medicine(A) 5D
Equipment: communicator, hypospray, Personal Access Display Device (PADD),
medical tricorder
Move: 10
Force Points: 3
Character Points: 35
Name: Benjamin Sisko
Type: Starfleet Captain
Gender/Species: Male/Human
Rank: Captain
Capsule: Three years before assignment to space station Deep Space Nine, Ben
Sisko was First Officer on the U.S.S. Saratoga. When the Saratoga
was destroyed in the confrontation with the Borg at Wolf 359,
Sisko's wife Jennifer was killed. Sisko was then transferred to the
Utopia Planitia shipyards on Mars for shore duty with his son, Jake.
In time, Starfleet Command promoted Sisko to full Commander of space
station Deep Space Nine. It was Sisko who established first contact
with the alien lifeforms that were responsible for the creation of
the wormhole in Bajoran space.
DEXTERITY 3D+2
brawling parry 4D, dodge 4D+2, phaser 5D
KNOWLEDGE 4D
alien species 5D, cultures 4D+1, tactics 4D+2
MECHANICAL 3D
PERCEPTION 3D
bargain 4D, command 6D
STRENGTH 3D
brawling 3D+2, stamina 4D
TECHNICAL 3D
first aid 3D+2
Equipment: communicator, Personal Access Display Device (PADD), Starfleet
Type II phaser (4D)
Move: 10
Force Sensitive: No
Force Points: 3
Character Points: 40
Name: Kira Nerys
Type: Bajoran Major
Gender/Species: Female/Bajoran
Rank: Major
Capsule: A former member of the Bajoran resistance called the Khon-Ma, Major
Kira represents Bajoran interests on space station Deep Space Nine.
Although her position was created by the provisional government now
in power, Kira has no qualms about criticizing what she feels is a
temporary bureaucracy. Aggressive and dedicated to Bajoran
independence, she is fiercely convinced that only the Kai (the
Bajoran religious leader) can unify the people of Bajor to make
their newly-found independence a success.
DEXTERITY 4D
brawling parry 4D+1, dodge 5D, phaser 4D+2
KNOWLEDGE 3D+2
survival 4D+1, tactics 4D
MECHANICAL 3D
PERCEPTION 3D
command 4D, persuasion 3D+1, sneak 3D+1
STRENGTH 3D+1
brawling 4D+1, stamina 4D
TECHNICAL 3D+2
first aid 4D, security 4D+1
Equipment: communicator, Personal Access Display Device (PADD), Starfleet
Type II phaser (4D)
Move: 10
Force Sensitive: No
Force Points: 3
Character Points: 40
Name: Miles O'Brien
Type: Starfleet Engineer
Gender/Species: Male/Human
Rank: Chief
Capsule: Miles O'Brien faces a very challenging task on the station--to keep
it functioning. After being transferred from his position as
transporter chief on the U.S.S. Enterprise, Miles O'Brien became
Chief Operations Officer on board space station Deep Space Nine.
Much like the Chief Engineers that serve on Federation Starships,
O'Brien is charged with maintaining the smooth operations of the
systems that run space station Deep Space Nine.
DEXTERITY 3D
dodge 4D, phaser 4D
KNOWLEDGE 4D
MECHANICAL 4D+2
shuttlecraft operation 5D+1, transporter operation 6D
PERCEPTION 3D
gambling: darts 4D+1
STRENGTH 3D
TECHNICAL 5D
capital ship weapon repair 6D, computer programming/repair 7D, security 5D+1,
shuttlecraft repair 5D+1, space station repair 8D
Equipment: communicator, Personal Access Display Device (PADD), tricorder,
Starfleet Type II phaser (4D)
Move: 10
Force Sensitive: No
Force Points: 3
Character Points: 37
Name: Jadzia Dax
Type: Starfleet Science Officer
Gender/Species: host--Female, symbiont--Unknown/Trill
Rank: Lieutenant Commander
Capsule: Young Jadzia Dax is in truth anything but--her body hosts a Trill
symbiont that is over 300 years old. Dax has inhabited at least six
host bodies prior to this current host. Dax's scientific research
skills revealed the location of the wormhole in the Denorios Belt.
DEXTERITY 3D+2
brawling parry 4D, dodge 4D+2, phaser 4D+2
KNOWLEDGE 6D+1
alien species 7D, planetary systems 7D+1
MECHANICAL 4D
sensors 4D+2, shuttlecraft operation 4D+1, transporter operation 4D+1
PERCEPTION 3D+2
gambling: dabo 5D
STRENGTH 3D+1
brawling 4D
TECHNICAL 4D
computer programming/repair 5D, first aid 4D+1, space station repair 4D+1
Equipment: communicator, Personal Access Display Device (PADD), tricorder,
Starfleet Type II phaser (4D)
Move: 10
Force Sensitive: No
Force Points: 3
Character Points: 37
Name: Julian Bashir
Type: Starfleet Medical Officer
Gender/Species: Male/Human
Rank: Lieutenant
Capsule: A recent graduate of Starfleet Academy, the young Lieutenant Julian
Bashir is a devoted physician. He volunteered for the assignment to
space station Deep Space Nine so that he would be able to practice
real "frontier medicine." Arriving on board the space station, he
lost no time trying to romance Lieutenant Dax, but was unsuccessful.
Even though he does not have years of practical experience, Doctor
Bashir's medical expertise and competence under pressure have earned
him the respect of his fellow crew on board space station Deep Space
Nine.
DEXTERITY 3D
dodge 4D, phaser 4D
KNOWLEDGE 5D
alien species 5D+2
MECHANICAL 3D
PERCEPTION 4D
gambling: dabo 4D+2, gambling: darts 5D+1
STRENGTH 3D+2
TECHNICAL 6D
first aid 11D, medicine(A) 6D
Equipment: communicator, hypospray, Personal Access Display Device (PADD),
medical tricorder, Starfleet Type II phaser (4D)
Move: 10
Force Sensitive: No
Force Points: 3
Character Points: 35
Name: Odo
Type: Bajoran Security Chief
Gender/Species: Male/Shapeshifter
Rank: Constable
Capsule: Security Chief on board space station Deep Space Nine since the
Cardassian occupation, Odo continues to perform his duties under the
leadership of the Bajoran Provisional Government. An alien
shapeshifter of unknown origins, Odo was found years ago in the
Denorios Belt, where the wormhole now exists. His natural form is
that of a liquid, but to function effectively on space station Deep
Space Nine, Odo assumes a humanoid shape.
DEXTERITY 4D
brawling parry 4D+1, dodge 5D
KNOWLEDGE 5D
intimidation 6D, law enforcement 6D
MECHANICAL 2D+1
PERCEPTION 4D
command 6D, hide 6D+1, investigation 5D, search 4D+1, sneak 6D+1
STRENGTH 3D
brawling 4D+1, stamina 4D+2
TECHNICAL 3D
computer programming/repair 3D+1, security 4D+2
Special Abilities:
Shapeshift: Shapeshifters can change their physical appearance at
will. When changing shape, character chooses what form
he/she takes. Counts as one action and takes two rounds
to fully change shape. Can change shape in only one round
at an additional -1D penalty to all other actions that
round and character can do nothing the next round. Can be
used to add +1D to hide or sneak rolls.
Sleep Cycle: Once every sixteen hours, must revert to fluid form,
much like humans sleep at night--though "sleeps" in a
bucket.
Equipment: communicator, Personal Access Display Device (PADD)
Move: 10
Force Sensitive: No
Force Points: 3
Character Points: 35
Name: Quark
Type: Ferengi Merchant
Gender/Species: Male/Ferengi
Rank: Civilian
Capsule: Quark is the Ferengi proprietor of the bar and holosuite concession
in the Promenade on the space station Deep Space Nine. Quark's bar
caters to a variety of tastes, most notably in the holosuites, which
can be programmed for virtually any simulation or fantasy. A true
Ferengi, Quark is motivated by profit and will go to great lengths
to achieve it.
DEXTERITY 2D
dodge 3D, pick pocket 3D, running 2D+2
KNOWLEDGE 4D
alien species 4D+1, business 7D, streetwise 4D+2, value 7D
MECHANICAL 2D
PERCEPTION 5D
bargain 6D, con 6D, forgery 5D+2, gambling 5D+2, gambling: dabo 6D, hide 5D+1
STRENGTH 2D
TECHNICAL 3D+2
computer programming/repair 5D, security 4D+1
Special Abilities:
Shrewd businessman: When dealing with another character about
merchandise, receives a +1D bonus to business,
value, and bargain skills.
Equipment: Personal Access Display Device (PADD), security clearance override
rods, holosuite programs
Move: 10
Force Sensitive: No
Force Points: 1
Character Points: 25
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