2247 lines
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2247 lines
107 KiB
Plaintext
Article: 1852 of rec.games.frp.archives
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Path: news.tuwien.ac.at!newsfeed.ACO.net!Austria.EU.net!EU.net!newsfeed.internetmci.com!in1.uu.net!not-for-mail
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From: d2dcblu@fre.fsu.umd.edu (L.L. Cool Ranch Dressing)
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Newsgroups: rec.games.frp.archives
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Subject: RESOURCE: Trek Guide (1)
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Followup-To: rec.games.frp.misc
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Date: 3 Apr 1996 14:00:28 -0500
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Organization: Frostburg State University, Frostburg, MD
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Lines: 1124
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Sender: smm@uunet.uu.net
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Approved: smm@uunet.uu.net
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Distribution: world
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Message-ID: <4juhsc$79p@rodan.UU.NET>
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NNTP-Posting-Host: rodan.uu.net
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-----------------------------------------------------------------------
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THE FANTASY GUIDE TO STAR TREK
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BY
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CAPTAIN SULU COM. CARLSON
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Space: The Final Frontier...
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-- Gene Rodenberry
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-----------------------------------------------------------------------
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TABLE OF CONTENTS
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Preface
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Alien Species In Star Trek
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We Are Borg
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The People
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A Few Weapons Of Star Trek
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Adventure Story
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"Fifty Ways To Kill An Ensign"
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Special Thanks
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-----------------------------------------------------------------------
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PREFACE
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The information presented here is so that the GM may create NPCs
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based on the Star Trek environment. The information isn't extensive
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enough for the creation of Star Trek characters. For people who wish to
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play with Star Trek characters, they should purchase the Star Trek
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Roleplaying Game.
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The information presented here is for a GM to run fantasy
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adventures in the Star Trek environment without playing the complicated
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Star Trek Roleplaying Game.
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-----------------------------------------------------------------------
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ALIEN SPECIES IN STAR TREK
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TABLE: Racial Ability Requirements
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Ability Human Klingon Vulcan Romulan
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Strength 3/18 6/21 6/21 3/18
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Dexterity 3/18 3/18 3/18 3/18
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Constitution 3/18 3/18 4/19 4/19
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Intelligence 3/18 3/18 6/21 4/19
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Wisdom 3/18 3/18 3/18 3/18
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Charisma 3/18 2/17 2/17 3/18
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Ability Kzin Andorian Tellarite Gorn
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Strength 3/24 6/21 2/17 3/24
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Dexterity 14/24 4/19 3/18 2/17
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Constitution 3/18 3/18 4/19 4/19
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Intelligence 3/18 4/19 3/18 3/18
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Wisdom 3/18 4/19 3/18 3/18
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Charisma 3/18 2/17 1/16 1/16
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Ability Betazoid Bajoran Cardassian Ferengi
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Strength 3/18 3/18 3/18 2/16
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Dexterity 3/18 3/18 3/18 2/16
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Constitution 3/18 3/18 4/19 3/18
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Intelligence 3/18 4/19 3/18 3/18
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Wisdom 3/18 4/19 3/18 3/18
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Charisma 3/18 3/18 2/17 1/16
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TABLE: Racial Ability Adjustments
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Race Adjustments
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Tera Human -----
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Human Varies by world of origin based on gravity (When working
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in a "normal" G-Field):
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Lt. Gravity: -3 Strength; +3 Dexterity, -30% Weight
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Hv. Gravity: +3 Strength; -3 Constitution, +30% Weight
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Klingon +3 Strength; -1 Charisma
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Vulcan +3 Strength; +3 Intelligence; +1 Constitution;
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-1 Charisma
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Romulan +1 Intelligence; +1 Constitution
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Kzin Strength (3d8); Dexterity (2d6 + 12)
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Andorian +3 Strength; +1 Dexterity; +1 Intelligence; +1 Wisdom;
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-1 Charisma
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Tellarite -1 Strength; +1 Constitution; -2 Charisma
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Gorn Strength (3d8); -1 Dexterity; +1 Constitution;
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-2 Charisma
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Betazoids No Adjustments
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Bajorans +1 Intelligence; +1 Wisdom
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Cardassians +1 Constitution; -1 Charisma
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Ferengi Strength (2d8); Dexterity (2d8); -2 Charisma
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TABLE: Average Height And Weight (Male/Female)
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Height In Inches Weight In Pounds
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Race Base Modifier Base Modifier
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Human 69/55 2d10 154/132 6d10
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Klingon 88/74 2d12 176/111 5d20
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Vulcan 80/74 2d10 154/111 5d10
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Romulan 70/60 2d10 154/111 4d10
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Kzin 96/84 2d12 400/300 5d20
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Andorian 100/78 2d10 154/88 1d20
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Tellarite 78/96 2d10 176/330 6d20
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Gorn 87/61 2d12 440/220 5d20
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Betazoid 69/55 2d10 154/132 6d10
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Bajoran 69/55 2d10 154/132 6d10
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Cardassian 88/74 2d6 154/120 3d10
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Ferengi 59/65 2d4 130/160 3d10
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|
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TABLE: Age
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|
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Maximum Age Range
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Race (Base + Variable)
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Human 90 + 2d20
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Klingon 50 + 3d10
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Vulcan 150 + 5d20
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Romulan 125 + 3d20
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Kzin 50 + 3d20
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Andorian 90 + 2d20
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Tellarite 50 + 2d20
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Gorn 30 + 1d20
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Betazoid 100 + 5d10
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Bajoran [100 + 5d10]
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Cardassian [50 + 3d10]
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Ferengi [50 + 2d20]
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Algolian, pl. Algolians
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These tall humanoids have a gold leathery skin w/ small circular
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openings about the head. They have wide set nostrils, and atop their
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head runs a single ridge, back to front. Algolians are famous for
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||
their "Ceremonial Rhythms."
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Andorian, pl. Andorians
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Andorians are humanoids with blue skin, white hair, and knobby
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antennae on top of their heads. They have no visible ears. No veins
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in circulatory system.
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||
Andorians are by nature a violent race, but need reasons to
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quarrel. They generally appear as controlled as Vulcans.
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Families are important to Andorians, with marriages being made up
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of groups of four. They are not big believers in charity.
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|
||
Antican, pl. Anticans
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||
These "humanoid" beings bear a vague similarity to both
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Terrestrial canines and felines. They have longish muzzles, leathery
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skin and large balding craniums, although they have shaggy burnsides
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and moustaches. They are carnivorous, demanding fresh meat. They
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share the Beta Renna system with their ancient enemies, the Selay.
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Arcturian, pl.Arcturians
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These humanoids have a saggy gray skin, with numerous sags and
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folds on the face.
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|
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Bajor or Bajoran, pl. Bajora or Bajorans
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||
The inhabitants of the planet Bajor belong to an ancient society
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||
with firm a dedication to spiritual pursuits. Striking architecture
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||
with rounded domes and spherical shapes marks the landscape of the
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world. The ancient Bajora were great architects and engineers "before
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humans were even standing erect."
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||
The people are deeply mystical, and believe in spiritual
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||
phenomena. They are devoted to a non-secular philosophy that differs
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greatly from Humanity's rational, scientific way of life.
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||
The Bajoran religious leader, known as the Kai, resides in the
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ancient monastery that is the center of spiritual life surrounded by
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monks who meditate and chant in chords. He or she challenges
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||
conventional human logic. The Kai seem to have an awareness on a
|
||
higher plane of consciousness, knowing things they cannot possibly
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||
know. The 'powers'of the Kai are not always easy for more secular
|
||
minds to accept at face value, but neither can they always be
|
||
explained. The Kai often speaks in vague, mystical and indirect
|
||
language, forcing the listener to seek the meaning.
|
||
The Celestial Temple of the Prophets, the source of the "Tears
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||
of the Prophets", the mysterious orbs that have arrived each millenia
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||
to teach the populace, are among the fundamental sacraments of the
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||
Bajoran religion. The Pagh, roughly translated as "energy meridian,"
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||
can be explored through deep tissue massage of their ears, an
|
||
exploration that seems to reveal a person's true
|
||
nature. The Pagh is more than soul, or fate, but contains aspects of
|
||
each. Another word for soul, as well as meaning Ghost, or Spirit is
|
||
Borhya. Borhyas often remain after the body's death to give the person
|
||
time to say goodbye to his or her past life.
|
||
The ritual "Death Chant" sung by the monks is at least 2 hours
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||
long.
|
||
Since the Cardassian Invasion of Bajor, and the subsequent rape of
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||
the planet's resources Much of the culture has changed, as this people
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||
try to adapt to the needs of survival. Even with the Cardassian
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||
withdrawal, the political situation remains precarious and the only
|
||
stabilizing influence is the Kai. Bajoran terrorists still populate
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||
refugee camps on neighboring planets.
|
||
|
||
Barzan, pl. Barzani
|
||
These humanoids have raised eyebrows and upswept "V" shaped
|
||
forehead ridges. They must wear a breather unit. The Barzan culture
|
||
is impoverished.
|
||
|
||
Benzite, pl. Benzites.
|
||
These beings are humanoid in shape. They are hairless, with a
|
||
plue-gray skin. Facially, they bear more of a similarity to cat-fish
|
||
than to humans, with feeler-like protrusions over-laying the mouth, and
|
||
a mere nose slit. They have three fingers and two opposable thumbs.
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||
And they wear a special breathing unit that sit in front of their
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||
mouth.
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||
Benzites come from the planet Benzar. They have broad, possibly
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||
social, units called "Geostructures," and Benzites from the same
|
||
geostructure tend to appear identical to non-Benzites.
|
||
|
||
Betazoid, pl.Betazoids
|
||
While Betazoids are essentially humans, they are listed
|
||
individually because of their culture. The only physical differences
|
||
between Betazoids and Earth Humans are a 10 month gestation period, and
|
||
the entire population has eyes with solid dark pupils. Their pulse is
|
||
aboute 76 BPM, BP is 110/72, respiration of 20, and a body temperature
|
||
of 37.2 C. Betazoid women are not considered fully matured until they
|
||
reach their "Phase," somewhere in their 40s or 50s when they reach
|
||
Midlife. At this point, their sexual drive quadruples, and they are
|
||
considered to be fully sexual.
|
||
Their homeworld of Betazed is Earthlike, and has large oceans.
|
||
Betazoids are telepathic as a race, although they are often merely
|
||
empathic when dealing with other races. They are often uncomfortable
|
||
around those species whose minds they can not read, like the Ferengi or
|
||
the Breen. This telepathy is usually acquired at adolescence, and has
|
||
created a society based on total honesty. There is a ritual "genetic
|
||
bonding," a form of arranged marriage, performed with Betazoid
|
||
children. The actual "Joining ceremony" of adults is performed with
|
||
all participants and guests in the nude, to symbolize the act of love
|
||
being celebrated.
|
||
|
||
Bolian, pl. Bolians
|
||
The inhabitants of Bolius IX come in three basic colors: light
|
||
green with a yellowish tinge; a blue tinged darker green; and a deeper,
|
||
nearly flourescent blue. Men are bald, while the women have shorter
|
||
hair, often reflecting the predominant color of their skin. Bolians
|
||
have a small double ridge that vertically bisects their bodies, and
|
||
long ears.
|
||
|
||
Borg, pl. Borg
|
||
The Borg may be more than one humanoid species who have been
|
||
transformed into a vast group mind, interconnected collective of
|
||
cyborgs. The various Borg, and Borg vessels are interconnected through
|
||
a subspace communications network. They are responsible for the
|
||
destruction and "assimilation" of many civilizations. They have an
|
||
extremely high technology level.
|
||
|
||
|
||
Breen, pl. Breen
|
||
Nothing is really known about this race beyond the fact that they
|
||
are impenetrable to Betazoid telepathic powers.
|
||
|
||
Brekkans/Onarons
|
||
The inhabitants of these two planets are apparently identical in
|
||
species. They are humanoid, but for a small ridgy surface at the
|
||
bridge of the nose. They are capable of generating intense electrical
|
||
charges from their bodies.
|
||
|
||
Bulanoan, pl. Bulanoans
|
||
These humanoids have a grayish reptilian skin and a scaly face,
|
||
although they have hair sweeping around the rear of their heads.
|
||
|
||
Bynar, pl. Bynars
|
||
This diminuative humanoid race has a fairly large cranium:body
|
||
ration. They are asexual. They have asymetrical ears, a lilght purple
|
||
tone to their skin, and a ruff of purple hair along the base of the
|
||
otherwise hairless skull.
|
||
Bynars come from the planet Bynus, a planet in the Beta Magellan
|
||
system. They often travel in pairs, and work in pairs. They are
|
||
cybernetically interconected with their world's master computer by
|
||
means of "mechanical" data buffers and biochips.
|
||
|
||
Caitian, pl. Caitians
|
||
These bipedal felinoids are human size. Females have thick manes,
|
||
but otherwise have a fine short hair pelt, long tails, and large golden
|
||
eyes. Males have no manes. Their fur is either orange or brown,
|
||
although they may come in other colors.
|
||
|
||
Caldonian, pl. Caldonians
|
||
A very tall humanoid race, with a large bony forehead. They
|
||
appear to have only three digits on their hands. The planet Caldonia
|
||
is committed to scholarship and research as its primary trade product.
|
||
|
||
Cardassian, pl. Cardassians
|
||
Cardassians are tall humanoids, long necked, covered with cord-
|
||
like ridges, especially along the jaws, ears, and parallel ridges
|
||
sweeping up and away from the deep eye sockets and over the top of the
|
||
head. They have a grayish skin color.
|
||
Cardassians were once a spiritual people, but due to increasing
|
||
poverty brought on, apparently by depletion of their natural resources,
|
||
they have become a visciously aggressive people, who have been
|
||
described as having a "wolf-pack mentality." That there is a cultural
|
||
struggle for dominance even in social settings is obvious even in the
|
||
subtleties of their architecture, placing the dominant person above his
|
||
subordinants.
|
||
|
||
Cheronian, pl. Cheronians
|
||
The inhabitants of the planet Cheron are humanoid, with skin tones
|
||
of black and white evenly dividing the body in half. They have the
|
||
ability to generate electrical charges from their bodies. One was able
|
||
to telepathically gain control of a ship's navigational computers, but
|
||
this may have been an individual attribute, and not a species wide
|
||
ability.
|
||
|
||
Chrysalian, pl. Chrysalians
|
||
Un undescribed reace refered to as having "been at peace for more
|
||
than 10 generations." They apparently do not get involved in
|
||
interstellar matters.
|
||
|
||
Deltan, pl. Deltans
|
||
Deltans are an ancient, highly evolved race who appear completely
|
||
human, and are listed individually because of their culture. The only
|
||
physical difference between Deltans and Earth Humans are a 10 month
|
||
gestation period. Deltans are either bald, or have thick luxurient
|
||
white hair, which is never cut. They have an effective exocrine
|
||
systems that radiates pheromones that have an extreme effect on Humans.
|
||
They are psi-empathic from birth. There is a strong psychic bond
|
||
between a Deltan child and its mother.
|
||
Deltans never bothered to explore Outer space, being far too
|
||
interested in Inner space, and finding adventure and fulfillment within
|
||
themselves. However, they are among the best navigators known.
|
||
A major part of the Deltan culture is the sexual act. Deltans
|
||
combine not merely their bodies but their minds and souls during sex,
|
||
finding it far more fulfilling than the mere physical act. Because
|
||
Humans are often emotionally incapacitated by this aspect of sex, and
|
||
find the thought of returning to the unfulfilling human act
|
||
intolerable, it is Starfleet policy that Deltans serving with "sexually
|
||
immature" species must take an oath of celibacy.
|
||
Deltan females often wear a "love band" about their heads to
|
||
identify their sexual status. A male simply touching this band can
|
||
invoke a sexual responce.
|
||
|
||
Edo, pl. Edo
|
||
These beings are tripeds, with 3 arms. They have orange skin,
|
||
and yellow eyes.
|
||
|
||
|
||
EXTRAGALACTIC, OR EXTRADIMENSIONAL CREATURES
|
||
|
||
|
||
These include the Traveler's people, the Kelvans, and Syliva
|
||
and Kolb, the servants of the Old Ones.
|
||
|
||
Ferengi, pl. Ferengi
|
||
Ferengi are short, twisted humanoids, with huge hairless heads,
|
||
big ears and sharp teeth. A forehead tatoo indicates the particular
|
||
Ferengi is in the military. Ferengi have yellow blood.
|
||
The Ferengi don't care about courage, although they are careful to
|
||
cultivate the appearence of courage. Cheating and stealing are tests
|
||
of cunning and skill. Ferengi feel that a victim of a scam is at fault
|
||
because they were not smart enough to protect themselves, nor were they
|
||
wiley enough to get revenge.
|
||
Ferengi have a form of "honor," typified by the Ferengi Code,
|
||
which dictates theri behavior when caught doing something wrong.
|
||
Ferengi men do not live with Ferengi women, and male children are
|
||
brought up by their fathers.
|
||
They are impenetrable to Betazoid telepathic powers, possibly due
|
||
to their four "Brain nodes."
|
||
|
||
"First Federation"
|
||
The inhabitants of the "First Federation" are very small humanoids
|
||
that look like small, bald children
|
||
|
||
Gorn, pl. Gorn
|
||
These seven foot tall bipeds are intellegent reptiles. They are
|
||
very strong. They have three fingers (2 fingers and an opposable
|
||
digit), and multi-faceted eyes, much like an insect's.
|
||
|
||
Grizela, pl. Grizelas
|
||
An intellegent, hybernating species.
|
||
|
||
Human, pl. Humans
|
||
There are effectively three forms of humanity in the galaxy.
|
||
There are humans born on Earth (Terra), there are humans who were born
|
||
on any of the over a thousand colony worlds; and there are those humans
|
||
that have no apparent Earth human ancestry. Among this third
|
||
population include the Morg and Eymorg of Sigma Draconis VII, the
|
||
Catulans, the Gideonites, the Iotions, the Zeons and Ekosian, and so
|
||
forth. One might have difficulty classifying the inhabitants of
|
||
"parallel" Earths, such as the Onlies of Miri's World, the Yangs and
|
||
Khoms of Omega IV, or the Romans of Planet 892-VI, but for our
|
||
purposes, they should be considered a portion of the third population.
|
||
On some of the many worlds of humanity, particularly those that
|
||
have been inhabited for a long time, the population has often evolved
|
||
slightly in order to better adapt to local conditions. This evolution
|
||
is best seen in the differences based on gravity.
|
||
Regardless of this, on all planets inhabited by beings with a
|
||
basically Human physiology, those beings are considered as Human. This
|
||
is despite unimportant variations in height, weight, skin coloration,
|
||
sensory enhancement, or other superficial differences. In general,
|
||
humans range in skin tone from a light tan, with red tints, through a
|
||
variety of brown and red shades, to a nearly black shade with purple
|
||
highlights.
|
||
It should be remembered that although two Humans may have
|
||
basically the same physical characteristics, their motivations and
|
||
cultural backgrounds may well be very different.
|
||
Socially, humanity is continually developing, evolving out of the
|
||
dark night of the late 20th and 21st centuries, and the aggressive
|
||
period of colonization of the 22nd. Even so, they still often appear
|
||
as adolescents against more mature civilizations such as the Vulcans,
|
||
the Deltans and the Betazoids.
|
||
|
||
Jarada (pronounced Harada), pl. Jarada
|
||
The Jarada are a reclusive insect race with a hive-mind culture.
|
||
They are protocol obsessive and easily offended.
|
||
|
||
Klingon, pl. Klingons
|
||
Physically, the members of the Klingon species appear to be
|
||
similar to Terran Humans. They tend to be larger in size than humans,
|
||
with a greater muscle mass ratio, and they tend to reach their full
|
||
height at an earlier age than do humans.
|
||
There are a number of distinguishing features, however. The most
|
||
notable is that Klingons have a large bony ridged patterned forehead,
|
||
with a central ridge that begins at the tip if the nose and follows the
|
||
centerline of the body over the top of the head, and down to the base
|
||
of the spine. They also have short, hair-like spines on their legs and
|
||
a single, large claw on each foot.
|
||
Internally, there are a number of differences between Klingons and
|
||
Humans, including a large number of secondary backups for biological
|
||
systems. They have a large, 8 chambered heart, two livers, 23 ribs,
|
||
double lines neural pia matter, a backup synaptic system, and even a
|
||
small, auxiliary brain at the base of their spinal column, protected by
|
||
the pelvic girdle.
|
||
Klingon blood is a bright magenta and quickly dries to a red/brown
|
||
color.
|
||
Klingons have at least two skin tones, and it is reported that the
|
||
darker skinned Klingons come from the northern regions, while the
|
||
lighter skinned come from the more southern. Even so, Klinonds tend to
|
||
be dark of complexion and hair color, as compared to humans, and male
|
||
Klingons usually wear beards and mustaches.
|
||
Klingons have an excellent sense of smell, and good vision.
|
||
Klingons are, by nature, hunters, and the flame of the predator
|
||
burns in their blood. Their preferred food is flesh, preferably raw
|
||
and either freshly killed or else still living. This ancestral passion
|
||
for violence, deeply rooted in their genetic structure, has shaped
|
||
their culture, marking it as a true warrior's society.
|
||
Aggression and conflict are natural, preferred states for most
|
||
Klingons. Klingons have a long tradition of settling personal disputes
|
||
and disagreements through physical confrontations.
|
||
While their emotions are turbulent and at times savage, at times,
|
||
Klingons will show a tenderness, and thoughtfulness that is surprising
|
||
to the unprepared. In general, Klingon society stresses physical
|
||
strength and fighting skills above mere intellectual achievement, and
|
||
it seems that most Klingon scientific effort goes into developing tools
|
||
of warfare. However, the works of Klingon novelists, as well as their
|
||
art, opera and poetry show this not to be the case. The "tea
|
||
ceremony," named for the human ritual it vaguely resembles, is an
|
||
artistic masterpiece of ritual.
|
||
Klingons come from the planet Kronos, a green world orbiting the
|
||
star Klingon. It has one major landmass, the rest of the planet
|
||
remaining covered by ocean. This large area of open sea, and the
|
||
planet's seriously tilted axis, combine to give the planet a very
|
||
turbulent atmosphere, and a broad range of temperatures, extending to
|
||
the extremes.
|
||
The government of the "Klingon Imperial Empire" is not always
|
||
clear. While there has been mention in the past of an Emperor, there
|
||
is no sign of such a person. The Empire is governed by the Klingon
|
||
High Council, consisting of about ten Councilors, and the Supreme
|
||
Commander. Whether the Supreme Commander also holds the title of
|
||
Chancellor is not known.
|
||
At least for the males, the Klingon cultural hierarchy is similar
|
||
to that of some terrestrial primates, in their contests for dominance
|
||
with in the "tribe," with, in theory, the most dominant Klingon ruling
|
||
the empire. This may not be exactly true, and it appears that in the
|
||
upper levels of the government there are other roads to power than mere
|
||
physical prowess. But every dominant male must be prepared for
|
||
challenges to his authority from the more submissive males. Personal
|
||
charisma has little importance to Klingons society than strength.
|
||
Central to an understanding of Klingon culture is the Klingon view
|
||
of honor. Honor is very important to a Klingon, and a Klingon's
|
||
personal honor is closely intertwined with that of his family. It is
|
||
the family and the relationship of the family to the larger "tribe"
|
||
that sets the pattern of behavior toward the "tribe" as a whole. These
|
||
are described in the myths and legends of Kahless the Unforgettable and
|
||
his brother Morath.
|
||
A Klingon male's personal relationship to the "tribe" of Klingon
|
||
society can be seen by noting several of the rites of passage a Klingon
|
||
must go through.
|
||
The first of these is the "Age of Inclusion." This is the age at
|
||
which a child is recognized by the "tribe" as a living entity. It
|
||
occurs about the age of 6. Prior to this time, the child is reared as
|
||
though it were a true Klingon child, but with the recognition that in
|
||
the violence of the world, that child may die with no great sense of
|
||
loss to the family.
|
||
The second major rite of passage is the Age of Ascension, when the
|
||
Klingon child becomes a Klingon Adult, and a full member of the
|
||
"tribe." This rite is celebrated when the child is about 16 years old.
|
||
Every 10 years after that, a portion of the ceremony is repeated, with
|
||
tests of skill and courage to show the Klingon's friends and family the
|
||
depth of his personal strength, and thereby his value to the tribe.
|
||
This importance of belonging to the tribe may be seen in the Ritual of
|
||
Discommendation, where a Klingon is formally ostracized, turned out
|
||
from the "tribe." A Klingon who has gone through this ritual is
|
||
considered dead by all Klingons, and where possible it is made to seem
|
||
as though that person had never existed.
|
||
Another important ritual is the Bonding, the Rustaii, which makes
|
||
an outsider a part of a Klingon's family.
|
||
The role of women in Klingon society is not clearly understood
|
||
yet, but it appears that women are not accepted into political power.
|
||
In sexual matters, however, it is the woman who is the more aggressive.
|
||
Little is known about Klingon child bearing and rearing, but it
|
||
appears that the Klingon gestation period is about 111 days, and that
|
||
during the first few years the growth of the child is very rapid. This
|
||
implies a delay in the full development of the Klingon brain, a
|
||
development that takes place after birth rather than in the womb, but
|
||
of course this is conjectural.
|
||
There is a classic belief that Klingons move up through the ranks
|
||
by assassination, can not be true, since there are old Klingons in high
|
||
ranking positions, and besides that would mean a tremendous level of
|
||
attrition among the ranks. However, should a Klingon leader cease to
|
||
be able to command effectively, killing him before he dishonors himself
|
||
or weakens his unit, is an honorable action. Also, any subservient
|
||
males who remained under a weak male are, by implication, expressing
|
||
their own weaknesses.
|
||
Murders and challenges to power, however, should not be anonymous
|
||
things. A Klingon ordered to kill a prisoner will make certain that
|
||
the victim first sees the face of his or her killer. A knife to the
|
||
heart is an honorable death, as is dying by any weapon. Stabbing or
|
||
shooting the victim in the back, by the way, may be considered a
|
||
courtesy, so that the victim needn't dishonor himself either by further
|
||
by fighting his inevitable death, and spared the indignity of being
|
||
wrestled to the ground. A knife to the heart is an honorable death, as
|
||
is dying by any weapon.
|
||
On the other hand, killing by poison is not honorable because the
|
||
assassin can do so and not never let his victim know who his murderer
|
||
was. The same is true of sniping at a target from a distance. And it
|
||
may be this philosophy that has kept the Klingon race from destroying
|
||
itself with nuclear weapons.
|
||
Illness is not considered honorable, and so the level of Klingon
|
||
medicine is quite primitive, by comparison to that of Humans. A
|
||
Klingon who is seriously ill, or debilitated by physical injury is
|
||
expected to kill himself, in order to keep from dishonoring his family,
|
||
as well as forcing them to endure a lingering illness.
|
||
Klingons, as a rule, do not lie, and take a VERY dim view of those
|
||
who do. Klingons do not cheat, steal or bluff, either. Klingons do
|
||
not drink or socialize with their enemies, outside of specified neutral
|
||
areas, where this rigidness may be relaxed to an extent. Klingons do
|
||
not take hostages, as that is a cowardly act, although they are capable
|
||
of committing savage reprisals against subject populations. Klingons
|
||
never surrender, and have absolutely no regard for anyone that would so
|
||
dishonor himself. With their concept of honor above life, death in the
|
||
line of duty is the best death for a warrior. Klingons do not fear
|
||
death, but rather they celebrate the release of the spirit at death,
|
||
noting the instant with a ceremonial wailing to warn the dead that a
|
||
Klingon will soon be among them.
|
||
Little is known of the Klingon spiritual life. They have a belief
|
||
in Jat'lyn, or the possession of the living by the dead, and while they
|
||
have no devil in thier religion, they do have Fek'lyr, who guards the
|
||
souls of the dishonored.
|
||
|
||
Koinonian, pl. Koinonians
|
||
Little is known about this humanoid race that destroyed itself
|
||
in a multi-generational war centuries ago.
|
||
|
||
Kriosian, pl. Kriosians
|
||
Not to be confused with the Klingon colony of Krios, the world of
|
||
Krios, like that of its colony world of Valt Minor is inhabited by a
|
||
humanoid race, distinguishable from human only by a line of "leopard"
|
||
or "giraffe" spots along the hairline and down the neck. This race
|
||
produces "empathic metamorphs," of both genders (although the female is
|
||
more rare than the male). Whese metamorphs reach sexual maturity, they
|
||
begin to emit high levels of pheromones, and begin to empathically
|
||
adapt themselves to the members of the appropriate gender around them,
|
||
becoming the "Perfect Mate" for the one they finally bond with.
|
||
|
||
Kzin, pl. Kzinti
|
||
(Note: Animated Series only)
|
||
The Kzinti are a species of large felinoids, or cat creatures.
|
||
They range about 8' tall, standing bipedally, and weigh in excess of
|
||
300 lbs. They are covered in orange and black fur, have claws that
|
||
extend from their finger tips, ears that resemble Chinese parasol
|
||
segments, and long naked rat-like tails. They are culturally
|
||
carnivorus, although, biologically omnivorous. They have an extensive
|
||
rib structure that acts as a form of internal armor.
|
||
They are a warrior species, bred and genetically engineered in
|
||
antiquity by their ancestors to be the equal of their legendary heros.
|
||
They are extremely aggressive and competitive, each Kzin struggling to
|
||
achieve fame and glory. The Kzinti have fought Humanity in four wars,
|
||
and were eventually beaten each time. They had been at a medieval
|
||
cultural level, and about a rennaissance technological level when they
|
||
were discovered by the five armed Jatoki. The Jatoki tried to hire the
|
||
Kzin as a mercenary species, and in turn became the Kzinti first slave
|
||
race.
|
||
While the male Kzinti were being reborn as Heros, the females were
|
||
being genetically reassembled into barely-sentient subservience.
|
||
The Rijt are the Patriarch's clan, or the ruling family of Kzin.
|
||
In general Kzinti have no names, and are merely designated by their
|
||
job, until they earned a name, or partial name, through some grand and
|
||
heroic activity.
|
||
Some Kzin have telepathic powers, although these are rare. They
|
||
are addicts of a hormone extracted from the Sthondat, an animal from
|
||
the Kzin Homeworld. Telepaths are often nearly insane, by either Kzin
|
||
or Human standards. They are also careless about their appearance, and
|
||
are in many ways the antithesis of the Kzin Hero.
|
||
|
||
Medusan, pl. Medusans
|
||
Nothing is known about the physical description of these beings,
|
||
except that if they are corporeal, they are very small. The mere sight
|
||
of a Medusan will drive nearly anyone, of any race, insane. Medusans
|
||
are excellent navigators.
|
||
|
||
Melkot, pl. Melkotians, or Melkots
|
||
This highly civilized race is very xenophobic. They appear to be
|
||
nothing more than a head and a neck ending in tentacles, floating above
|
||
the ground. They also have large round, bright yellow glowing eyes.
|
||
However, considering their tremendous mental powers, including
|
||
telepathy and illusion, this may not be their true appearance.
|
||
|
||
Mintakan, pl. Mintakans
|
||
These are vulcanoids, although with a more pronounced forehead
|
||
bulge. Their culture is at a level equivalent to early bronze age.
|
||
|
||
Mizarian, pl. Mizarians, also Myzarians
|
||
These humanoids are white skinned, with wrinkled, striated faces,
|
||
and usually wear elaborate hoods resembling the Sydney Opera House.
|
||
The people of the planet Mizar II are by nature intellectual pacifists.
|
||
The planet has been conquered 6 times in the past 300 years.
|
||
|
||
Orion, pl. Orions
|
||
Note: It is assumed that there is a connection between these and
|
||
the inhabitants of "O'Ryans Planet" mentioned in the background
|
||
literature of ST:TMP.
|
||
Orion slave girls are humanoid, green and exotic. Allegedly
|
||
animals bred for pleasure.
|
||
Shaman priests are humanoid, but biological details are hidden
|
||
behind featureless golden masks and leather ceremonial garb resembling
|
||
that of a Native American plains tribe as viewed in a television
|
||
western.
|
||
|
||
Pakled, pl. Pakled
|
||
These are rotund, lethargic humanoids with bushy upswept eyebrows,
|
||
bulging forehead, heavily bagged eyes, and a dewlip. They are not the
|
||
most intellegent race in the galaxy, but they are fairly sneaky.
|
||
|
||
Pentarus (?)
|
||
These are humanoids indistinguishable from human, but for a single
|
||
bushy eyebrow across the forehead, although this may just be a fashion
|
||
statement.
|
||
|
||
Romulan, pl. Romulans
|
||
Romulans are the descendents of an ancient Vulcan colony, and
|
||
hence are physically similar to Vulcans, although some Romulans have
|
||
bulkier foreheads. "Romulan" is the name of the race given by the
|
||
Earth Space Forces that met them in combat, basing their views on the
|
||
unseen foe on the details they could piece together from combat tactics
|
||
and debris details that were reminiscent of Ancient Rome.
|
||
The Romulan home world is the third world of a binary star system,
|
||
call Romulus and Remii by Human astronomers. The home world is, in
|
||
turn part of a dual planet system, and is also called Romulus. Romulus
|
||
is geologically very active. It has two continents, Dektenb and
|
||
Masfarik, and at least one sea, the Apnex.
|
||
The continent of Dektenb has the Firefalls of Gath Gal'thong and the
|
||
capitol city of Dartha. Masfarik, on the other hand, is notably more
|
||
rocky and barren, with its cities set on the few oases on the
|
||
continent.
|
||
Romulan cities are built vertically and very tall, from beautiful
|
||
and magestic monumental architecture at the top, and stretching down to
|
||
dark and grim catacombs set into the bed-rock of the planet. Most
|
||
Romulans live in apartment complexes, with only those with the most
|
||
power living in individual, almost palatial houses.
|
||
The Government consists of a single, powerful "Praetor," less
|
||
powerful, but possible as influential "Proconsuls," and a Senate.
|
||
Romulans are intelligent, dedicated, and extremely efficient.
|
||
Romulans, unlike Vulcans, are very much creatures of pride, aggressive
|
||
emotions and passions, and possessing the capacity for great violence
|
||
when provoked.
|
||
Romulans are superb warriors, fighting in a cool, calculating
|
||
manner, and conquest is considered the "Romulan Path to Glory." They
|
||
generally don't take prisoners, although they have been known to
|
||
capture prisoners for information, killing them when their usefullness
|
||
comes to an end. Romulans neither ask nor give quarter. They will
|
||
destroy their own ships and people rather than allow them to be
|
||
captured, preferring an honorable suicide to failure.
|
||
The Romulan lifestyle is Spartan and militaristic, with the
|
||
personal wants and needs of the individual often surrendered to the
|
||
good of the whole. Romulan leaders demand instant obedience from the
|
||
populace, and like many Human totalitarian regimes are seeming obsessed
|
||
with security.
|
||
Romulan culture favors obedience over original thought and action,
|
||
and thus Romulan creative intellectual achievement is not as highly
|
||
developed as thier Vulcan cousins'. Romulans seem to be missing the
|
||
Vulcan psychic powers, as well as such common Vulcan maneuvers as the
|
||
Neck Pinch. Romulans are sexually egalitarian. Romulans view human
|
||
culture, and by extention, as exploitive and short-sighted.
|
||
Romulans have an absolute belief in their own superiority. They
|
||
are often highly manipulative in their affairs, adjusting circumstances
|
||
carefully, plotting as if playing a game of chess. They will generally
|
||
wait for their adversaries to make aggressive moves first, testing the
|
||
resolve of their opponents.
|
||
The Romulan salute to their superiors is the right fist struck
|
||
over the chest then held out, palm down.
|
||
|
||
Saurian
|
||
Nothing is known of this species.
|
||
|
||
Selay, pl. Selay
|
||
The Selay are bipedal reptiles and are about human height and
|
||
weight. They have a cobra-like "hood,"and they are a dark green color.
|
||
They have an excellent sense of smell. They have four digits, of which
|
||
the "dew claw" has evolved into an opposable thumb. Their dark blue-
|
||
green planet orbits Beta Renna, a star they share with their ancient
|
||
enemies, the Anticans.
|
||
|
||
|
||
SHAPESHIFTERS
|
||
|
||
|
||
These include the Antosians, the Chameloids and the Lassomorphs of
|
||
Daled IV.
|
||
|
||
Skeliak, pl. Sheliak
|
||
The Sheliak Corporate is a reclusive culture that are fixated one
|
||
precision in language and view humanoids as lesser life-forms. They
|
||
are technological humanoids that resemble a wrap of black, mucous
|
||
secreting folds and tenticles.
|
||
|
||
Solari, pl. Solarians
|
||
These are stoop-shouldered, craggy-faced humanoids from the planet
|
||
Solais. They have been engaged in a war between the blond and
|
||
brunettes of their population for the past 1500 years.
|
||
|
||
|
||
SUPERRACES
|
||
|
||
|
||
Talarian, pl. Talarians
|
||
Talarians are outwardly humanoid, although they have a ridge on
|
||
the top of their heads, running front to back, and the men are balding.
|
||
Talarians express greetings by touching foreheads. They have a rigidly
|
||
patriarchal society. The highest concepts in the culture are honor,
|
||
family and duty to their superiors. While they are ruthless in combat,
|
||
they will adopt an enemies' children.
|
||
|
||
Tanaguan, pl. Tanaguans
|
||
These are humanoids with upswept eyebrows and 2-3 "V" shaped
|
||
ridges on the forehead.
|
||
|
||
Tellarite, pl. Tellarites
|
||
Tellarites are heavy set humanoids, and their piglike faces gives
|
||
them a vaguely porcine appearence. They are intensely aggressive,
|
||
boisterous, and argumentative for no reason other than the pleasure of
|
||
a good argument. They are not always considered entirely trustworthy.
|
||
|
||
Talosian, pl. Talosians
|
||
These are an ancient highly technological race of humanoids with
|
||
large hairless craniums. They have tremendous psychic powers including
|
||
telepathy and illusion.
|
||
|
||
Tholian, pl. Tholians
|
||
These beings appear to be red-gold, and almost crystaline entities
|
||
with large triangular white-glowing eyes. They appear to exist in a
|
||
very hot climate.
|
||
|
||
Trill, pl. Trill
|
||
The Trill are a joined species comprised of two separate but
|
||
interdependent entities; the host and the symbiont. The host provides a
|
||
humanoid body. The symbiont is an invertebrate, androgynous lifeform
|
||
that lives within the host. It looks like a short, fat snake, a foot
|
||
long lump of cranial and exoskeletal tissue. The humanoid hosts have
|
||
an "M" shaped ridge on thier nose and forehead.
|
||
Many centuries ago, the symbionts lived underground while the
|
||
humanoids were on the surface. Due to an environmental disaster, they
|
||
were forced to 'join' to survive. As time went on, this mutual support
|
||
evolved into a biological interdependency. Now, at a certain point in
|
||
the humanoid's life, in post-adolescence, some of the humanoids,
|
||
although not all of them, are joined with a symbiont and two
|
||
individuals become as one. They speak with one voice, which means you
|
||
can't ask to speak with the symbiont or the host, only the combined
|
||
lifeform. Although, it appears in some cases that the Trill becomes
|
||
the active party, supervising the functions of the body. The host
|
||
becomes a merely passive observer.
|
||
The symbiont's life span is far longer than the host's and as a
|
||
result one symbiont will be combined with several hosts during its
|
||
life. When a host dies, doctors surgically remove the symbiont, which
|
||
then is reimplanted, burrowing itself into the new host.
|
||
The result of this joining is often an serene character who brings
|
||
a calm, centered voice to any discussion. It is possible that some of
|
||
the personalities, memories, experiences, an so forth of some the
|
||
symbiont's previous "lives" can come back to haunt them, or otherwise
|
||
cause them problems.
|
||
It is possible for the Trill entity to exist within another
|
||
species of humanoid than the normal host species.
|
||
|
||
Troyan, pl. Troyans
|
||
Humanoids with blue skin and white hair.
|
||
|
||
Ullian, pl. Ullians
|
||
This telepathic race appears humanoid, but for bulges in the
|
||
temple regions.
|
||
|
||
Vian, pl. Vians
|
||
These are a highly technological race of humanoids with large
|
||
hairless craniums.
|
||
|
||
Vulcan or Vulcanian, pl. Vulcans or Vulcanians
|
||
Vulcans are an ancient race, proud, dedicated, loyal,
|
||
honorable, and have a highly ritualized society devoted to logic and
|
||
the suppression of emotions.
|
||
Vulcans are different in physiology and psychology from
|
||
Terrestrial Humans. They are Human-like in many respects, but in other
|
||
ways they are totally different.
|
||
The pointed ears are obviously efficient at gathering sounds from
|
||
the thin Vulcan atmosphere. Vulcans are stronger than Humans, with a
|
||
greater physical endurance. The Vulcan heart is located about where
|
||
the Human liver sits in the abdominal cavity, thus implying a greater
|
||
lung capacity. They have a higher metabolism than the Human norm.
|
||
Vulcan blood chemistry is allegedly based on copper rather than
|
||
iron, although there are other arguements that their blood merely has
|
||
copper elements to it. Regardless, their blood has little or no
|
||
sodium, and is a rich green color. This tends to give them a somewhat
|
||
greenish-yellow complexion. Some sources have given the Vulcan heart
|
||
rate as 242 BPM with a blood pressure of 80/40, implying larger blood
|
||
vessels. However these same sources suggest that the green Vulcan
|
||
blood is merely due to the presence of the chlorocurin protein in the
|
||
blood, and not the copper elements.
|
||
Vulcans tend to be tall and slender, with dark hair, although
|
||
there are some blondes.
|
||
Vulcan eyes are protected from the glare of the harsh Vulcan sun
|
||
by a thin transparent membrane, much like a second eyelid. This eyelid
|
||
also allows them to sleep with their eyes open.
|
||
Finally Vulcans must return to their ancestral lands and mate
|
||
every seven years as they under go the Ponn Farr. It may be assumed
|
||
that this need is part of their culture, rather than truly a biological
|
||
requirement, as it seems unreasonable that the inhabitants of Vulcan
|
||
colonies, including Romulus would have to return to Vulcan to mate,
|
||
although, they may have to return the the world they were born on.
|
||
The name given to their home planet by human astronomers is
|
||
Vulcan, It is a harsh world, dry and hot, with higher gravity and a
|
||
thinner atmosphere than Earth. These conditions have shaped the
|
||
Vulcans' physical development.
|
||
Vulcan's civilization and cultures are older than those of Earth.
|
||
In their prehistory, Vulcans were tribal and warlike, at least as
|
||
irrational, intensely emotional and savage as early Humans. They were
|
||
aggressive, militaristic, and violent. At its height, this
|
||
aggressiveness had allowed them to establish colonies on the planets of
|
||
distant stars. Finally though, their savagery had brought them to the
|
||
last of the great wars that had all but destroyed their world. They
|
||
were turned away from the final annihilation by the philosophies of
|
||
Surak, the father of Vulcan Logical Thought. Surak introduced the
|
||
philosophy of logic, and the suppression of the intense Vulcan
|
||
emotions.
|
||
Today's Vulcans do not express emotions, letting logical thought
|
||
and rational decision-making rule their lives. Many Humans hold the
|
||
misconception that Vulcans have no emotions. This is not true, but it
|
||
is so widely believed that some Vulcans believe it themselves.
|
||
Actually, Vulcans hold in their emotional reactions. They depend on
|
||
mental discipline to keep their emotions from affecting their thinking
|
||
and actions.
|
||
This process is so much a part of Vulcan society, that it is
|
||
automatic for Vulcan adults, even under great stress. In fact, the
|
||
expression of emotion is considered to be in extremely bad taste in
|
||
Vulcan society, where only a barbarian or mental defective would hink
|
||
of such a thing. Although even sophisticated and well-traveled Vulcans
|
||
find Human emotional expression baffling and somewhat distasteful,
|
||
Vulcans who are exposed to human cultures are usually able to live and
|
||
work around the emotional species in situations where less
|
||
sophisticated individuals might find intolerable. Nevertheless, even
|
||
the most inexperienced Vulcan ought not show his dismay, preferring to
|
||
avoid Human contact whenever possible. This distancing often gives
|
||
them an aloof air, and so often Vulcans are intolerably rude by Human
|
||
standards.
|
||
The pacifist philosophy that led to the development of Logic has
|
||
affected Vulcan culture in other ways as well. For example, Vulcans
|
||
are cultural vegetarians, finding the idea of killing animals for food
|
||
unacceptable. Generally, Vulcans will avoid killing except under the
|
||
most extreme provocation, nor will they use "deadly force" against
|
||
another living being. For this reason, Vulcans rarely carry arms,
|
||
although a variety of martial art forms have been developed, and are
|
||
still taught, such as Tal Shaya, or "Merciful Execution," which can
|
||
kill, or the Neck Pinch, which is used to stun. Some Vulcans have
|
||
carried this pacifism to an extreme, believing that there is never any
|
||
reason to kill any living being.
|
||
The Vulcan pursuit of the logical ideal has led them to great
|
||
accomplishments in both the sciences and the arts. Intellectual
|
||
pursuits come naturally to Vulcans.
|
||
They tend to be very private individuals, and dislike to be
|
||
touched, not even to shake hands. Vulcans are very aware of their
|
||
self-image, and the simple proprieties can assume an importance that
|
||
may seem bewildering to outsiders. Vulcans have a great appreciation
|
||
for beauty, even in the most simple things. Even their rituals have a
|
||
simplicity and elegance to them.
|
||
Another result of the intellectual/mystical/philosophical thrust
|
||
of Vulcan culture is the development of their mental powers to a level
|
||
matched by few other races. Centuries of psychic exercises and mental
|
||
discipline have made the Vulcans capable of some remarkable mental
|
||
feats. Many of these psychic feats are a regular part of the culture,
|
||
with most Vulcans able to perform them to some degree. Among these is
|
||
the Vulcan form contact telepathy, called the "Mind Touch."
|
||
The discipline of the Kolinar is the mastery of self and emotion,
|
||
as well as these psychic feats, leading to a negation of the concept of
|
||
"self."
|
||
Central to "Vulcan Mysticism" are the concepts of NOME, or All,
|
||
and IDIC, translated as "Infinite Diversity in Infinite Combinations."
|
||
Zakdorn, pl. Zakdorn
|
||
The Zakdorn, who may come from Qualar II, are a peaceful race
|
||
whose culture reflects a calm assurance and confidence. They are
|
||
masters of organization and efficiency, methodical and fastidious.
|
||
They have also been, for the last 9 millenium, acknowledged the masters
|
||
of natural military strategy in the known galaxy.
|
||
Physically, they are unimpressive. They are rotund and slightly
|
||
twitchy, with pronounced baggy cheeks, jowls and facial folds.
|
||
|
||
Zalkonians
|
||
These humanoids have ripple-lapped foreheads and cheeks. They
|
||
are evolutionaly near discorporeation.
|
||
|
||
|
||
GOD-LIKE RACES
|
||
|
||
|
||
These include such non-corporeal species as the Organians, the
|
||
Dowd, the Q, the Metrons, Trelaine's people, Thasians, "the Companion,"
|
||
the "Friendly Angel," and so forth.
|
||
Treat the various super races in the table as gods without a need
|
||
for worshippers (with one exception) and the representatives listed
|
||
below as Avatars of those gods.
|
||
|
||
"Q" Trelaine Apollo Organian/Dowd Metron
|
||
God Status Greater Lower Lower Greater Lower
|
||
Type Trickster War Pastoral Peace Simplicity
|
||
Strength 12 15 18/27 10 12
|
||
Intelligene 25 17 18 25 25
|
||
Dexterity 13 15 19 10 12
|
||
Wisdom 15 11 18 25 18
|
||
Constitution 14 16 18 10 13
|
||
Charisma 12 14 19 10 14
|
||
Size 6' 6' 9' 6' 6'
|
||
Magic Res. 100% 25% 25% 100% 25%
|
||
Armor Class 10 2 0 10 10
|
||
Hit Dice 15 5 17 1 5
|
||
Hit Points 130 50 136 6 45
|
||
|
||
|
||
"Q"
|
||
The Q Continuum is a collection of super entities about which
|
||
practically nothing is known. What information has been revealed is, at
|
||
best, highly suspect, as the only member of "The Continuum" humans have
|
||
so far dealt with has been a Trickster character.
|
||
|
||
|
||
UNKNOWNS
|
||
|
||
?????
|
||
Short, furry humanoids. ("Journey to Babel")
|
||
|
||
?????
|
||
Dark, pygmie-like humans. ("Journey to Babel")
|
||
|
||
?????
|
||
Chubby humanoid with a three nostril nose, as well as pairs of dual
|
||
half-inch circular openings on each side of the chin and forehead.
|
||
They have one single-hole ear, and hair on the back half of the
|
||
cranium. They may be Lyans. ("The Most Toys")
|
||
|
||
?????
|
||
Reptillian, though females have well developed mammaries.
|
||
Hairless, they have a yellowish skin, and the rear of the cranium
|
||
extends back into a point. ("Unification", Emmisary")
|
||
|
||
?????
|
||
Four armed humanoids for whom salt is a narcotic. May be
|
||
called Filimase, and artistic species, with a home planet of
|
||
Talemestra. ("Unification")
|
||
|
||
?????
|
||
Small humanoid with a greenish insect-like face ("Future
|
||
Imperfect")
|
||
|
||
?????
|
||
Humanoids with respirator masks, large heads and robes. May
|
||
be called Zaranites. (ST:TMP, ST:TVH)
|
||
|
||
?????
|
||
Humanoids with grim, skull-like faces and an explosion of
|
||
bushy hair that comes in black and white. May be called Kazarites.
|
||
(ST:TMP)
|
||
|
||
?????
|
||
Human-like with a tall cranium, and an insect/skull-like face with
|
||
sharp folds on cheeks and large pointed ears. They have extremely long
|
||
hads that appear to be almost flippers. They wear ornate, long-flowing
|
||
clothes. may be called Betalgeusians (ST:TMP)
|
||
|
||
?????
|
||
This humanoid has long yellowish/white hair, claws and a
|
||
"beast" like face with a dark brown, barklike skin. They wear a
|
||
sort of plate armor as part of their ceremonial garb. If they are
|
||
called, as may be, Rigellians, they may be related to the large 7'
|
||
tall race of warriors from Rigel. (ST:TMP)
|
||
|
||
?????
|
||
Tall insect/stony faced humanoid with scaly forehead. May be
|
||
called Megarite. (ST:TMP)
|
||
|
||
?????
|
||
This race is roughly human shaped, and human arms peak out
|
||
from thier robes, but they posess very large hairless, skull-like
|
||
faces and craniums. Thier skin is a pale yellow-green color. The
|
||
may be called Aamazarites. (ST:TMP)
|
||
|
||
?????
|
||
Humanoids with respirator masks, large heads and robes. May
|
||
be called Xelatians. (ST:TVH)
|
||
|
||
?????
|
||
Tall Humanoids with bulging foreheads and lon rearward sloping
|
||
craniums. They have large, rearward sloping pointed ears. May be
|
||
called Arkenites. (ST:TVH)
|
||
|
||
?????
|
||
Reptiloids with splotchy, scaley skin. May be called Ariolo.
|
||
(ST:TVH)
|
||
|
||
?????
|
||
Humanoids with dark skin with white hair and white markings on
|
||
their faces. May be called Efrosians. (ST:TVH)
|
||
|
||
?????
|
||
White, vaguely walrus shaped beings with hair along the sides
|
||
of their "painted doll" faces. May be called Arcadians (ST:TVH)
|
||
|
||
?????
|
||
Reptile-like beings with thin necks, small heads, and a long snout.
|
||
May be called Bzzit Khaht. (ST:TVH)
|
||
|
||
?????
|
||
Large reptile like humanoids with dinosaurian heads. They
|
||
have to tall ridges over the eyes running to the back of the head.
|
||
May be called Kasheeta. (ST:TVH)
|
||
|
||
?????
|
||
Gigantic humanoids, silver skinned, whose heads have horny growths
|
||
running from their temples to their chins. (ST:TUC)
|
||
|
||
?????
|
||
Large horned-toad humanoid, scaly, with horny growths around head,
|
||
and its genetalia in the region of its knees. (ST:TUC)
|
||
|
||
?????
|
||
7' tall simina with an orange pelt. (ST:TUC)
|
||
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
WE ARE BORG
|
||
|
||
|
||
The Borg may be more than one humanoid species who have been
|
||
transformed into a vast group mind, interconnected collective of
|
||
cyborgs. The various Borg, and Borg vessels are interconnected through
|
||
a sub-space communications network. They are responsible for the
|
||
destruction and "assimilation" of many civilizations. They have an
|
||
extremely high technology level.
|
||
|
||
|
||
BORG: Individual Humanoid unit
|
||
|
||
STR: average to very (9-18+)
|
||
DEX: average
|
||
CON: average (special)
|
||
INT: collective
|
||
WIS: collective
|
||
CHA: below average to others - not applicable to other Borg
|
||
|
||
The individual fights as a fighter, saves as a mage. Borg
|
||
technological powers that mimic fantasy spells are Teleport without
|
||
Error, Shield, Protection from Normal Missiles, Tongues, Telepathy.
|
||
Basically, Borg are powerful, and the GM should play them as he wishes.
|
||
Just watch all the episodes with Borg first (skip the Hue episode).
|
||
When reduced to zero hit points or integrity is compromised, Borg
|
||
unit will explode. Borg unit must be completely disintegrated to
|
||
prevent explosion.
|
||
|
||
|
||
BORG Group Mind: Collective
|
||
|
||
STR: nil
|
||
DEX: nil
|
||
CON: 25+
|
||
INT: 17
|
||
WIS: 22+
|
||
CHA: nil
|
||
|
||
The Borg collective mind is very intelligent, but not fast.
|
||
However, it's wisdom (memory) is virtually infinite. Note that the Borg
|
||
can recall and react to anything it has encountered before (i.e. attack
|
||
works once, but within 3 rounds the borg have figured out a defense).
|
||
All Borg work as a single organism (whether this is just on one ship or
|
||
all the ships that make up a meta-organism is unknown), with each
|
||
individual unit being part of the mechanism.
|
||
A Borg can "summon" (similar to the spell) more borg as needed.
|
||
The Borg can apparently teleport through the shields of a Galaxy Class
|
||
starship.
|
||
The Borg will abduct members of a race and "assimilate" them into
|
||
the borg collective, gaining the knowledge and adding it to their
|
||
wisdom.
|
||
When the Borg collective is confronted with true magic, they will
|
||
need some time to assimilate it into their knowledge base, then will
|
||
formulate the appropriate defense and/or offense. Will the Borg stick
|
||
to just technology or would magic become part of their repertoire?
|
||
So now a few things to think about. Bringing the Borg to a fantasy
|
||
world would be great for them. All those races to assimilate; yum, yum,
|
||
yum. What would happen if they assimilated demons and devils? What if
|
||
they assimilated great wizards, clerics, and psionicists? The
|
||
knowledge of magic and psionic power they could gain added to their
|
||
technological knowledge would make them extremely powerful.
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
Article: 1853 of rec.games.frp.archives
|
||
Path: news.tuwien.ac.at!newsfeed.ACO.net!Austria.EU.net!EU.net!newsfeed.internetmci.com!in1.uu.net!not-for-mail
|
||
From: d2dcblu@fre.fsu.umd.edu (L.L. Cool Ranch Dressing)
|
||
Newsgroups: rec.games.frp.archives
|
||
Subject: RESOURCE: Trek Guide (2)
|
||
Followup-To: rec.games.frp.misc
|
||
Date: 3 Apr 1996 14:02:21 -0500
|
||
Organization: Frostburg State University, Frostburg, MD
|
||
Lines: 1088
|
||
Sender: smm@uunet.uu.net
|
||
Approved: smm@uunet.uu.net
|
||
Distribution: world
|
||
Message-ID: <4juhvt$82u@rodan.UU.NET>
|
||
NNTP-Posting-Host: rodan.uu.net
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
THE PEOPLE
|
||
|
||
|
||
Strength Constitution Dexterity Intelligence Wisdom Charisma
|
||
Kirk 14 14 16 16 12 18
|
||
Spock 19 16 15 20 20 15
|
||
McCoy 11 11 16 15 13 16
|
||
Scott 12 12 13 15 14 12
|
||
Sulu 13 13 16 16 15 15
|
||
Checkov 13 12 14 14 12 13
|
||
Uhara 11 12 16 15 15 16
|
||
Chapel 9 10 14 14 11 14
|
||
|
||
|
||
Presented below are three sets of stats for the people of Star
|
||
Trek: The Next Generation because of the various interpretations.
|
||
Choose the one that seems the most appropriate.
|
||
|
||
|
||
Strength Constitution Dexterity Intelligence Wisdom Charisma
|
||
Picard 14 15 15 17 18 17
|
||
Riker 15 17 16 16 14 17
|
||
Data 23 -- 25 25 -- 14
|
||
Worf 18/00 18 14 14 10 10
|
||
Geordi 13 14 15 17 13 13
|
||
Troy 10 11 13 13 17 17
|
||
Beverly 10 12 13 16 13 16
|
||
Wesley 12 14 15 18 19 12
|
||
|
||
|
||
Strength Constitution Dexterity Intelligence Wisdom Charisma
|
||
Picard 12 15 14 16 17 16
|
||
Riker 13 14 12 14 12 14
|
||
Data 25 -- 25 25 -- 10
|
||
Worf 18/00 16 14 12 10 12
|
||
Geordi 12 14 15 14 10 11
|
||
Troy 09 13 14 14 13 15
|
||
Beverly 10 12 13 15 13 15
|
||
Wesley 12 14 14 18 12 13
|
||
|
||
Strength Constitution Dexterity Intelligence Wisdom Charisma
|
||
Picard 12 15 13 16 17 16
|
||
Riker 13 14 14 14 12 14
|
||
Data 23 -- 25 25 -- 13
|
||
Worf 18/00 16 14 12 10 12
|
||
Geordi 12 14 15 14 10 11
|
||
Troy 09 13 14 14 13 15
|
||
Beverly 10 12 13 15 13 15
|
||
Wesley 12 14 14 20 12 9
|
||
|
||
|
||
Presented below are two sets of stats for the people of Star Trek
|
||
because of the various interpretations. Choose the one that seems the
|
||
most appropriate.
|
||
|
||
|
||
Strength Constitution Dexterity Intelligence Wisdom Charisma
|
||
Kirk 12 14 14 15 12 17
|
||
Spock 17 15 13 18 20 11
|
||
McCoy 10 10 14 15 13 15
|
||
Scott 11 10 12 16 14 11
|
||
Uhura 10 11 16 16 15 15
|
||
Checkov 12 11 12 15 12 15
|
||
Sulu 12 11 16 15 15 14
|
||
Chapel 11 10 13 12 11 13
|
||
|
||
|
||
Strength Constitution Dexterity Intelligence Wisdom Charisma
|
||
Kirk 14 14 16 16 12 18
|
||
Spock 19 16 15 20 20 15
|
||
McCoy 11 11 16 15 13 16
|
||
Scott 12 12 13 16 14 12
|
||
Uhura 11 12 16 15 15 16
|
||
Checkov 13 12 14 14 12 13
|
||
Sulu 13 13 16 16 15 15
|
||
Chapel 9 10 14 14 11 14
|
||
|
||
|
||
Presented below is a set of stats for the people of Star Trek:
|
||
Deep Space Nine.
|
||
|
||
|
||
Strength Constitution Dexterity Intelligence Wisdom Charisma
|
||
Sisko 13 14 12 15 15 15
|
||
Kira 14 15 13 14 10 14
|
||
Dax 10 15 13 19 19 14
|
||
Odo * * * 15 15 9
|
||
M. O'Brien 15 14 16 15 14 12
|
||
K. O'Brien 9 14 13 15 12 15
|
||
Quark 12 17 17 13 12 10
|
||
Bashir 12 12 14 16 11 14
|
||
|
||
* Odo's physical characteristics change with the form he's in.
|
||
|
||
|
||
A Look at Spock's PSI
|
||
|
||
PSP: 111
|
||
|
||
2 Disciplines: Telepathy Clairsentience
|
||
3 Sciencs: Mindlink Sens to Psi Impressions
|
||
Probe
|
||
10 Devotions: Contact ESP
|
||
False sensory input Mind Bar
|
||
Post Hypnotic Suggestion Send Thoughts
|
||
Radial Navigation
|
||
3 Defenses: Intellect Fortress Mental Barrier
|
||
Mind Blank
|
||
|
||
---------------------------------------------------------------------------
|
||
|
||
|
||
A FEW WEAPONS OF STAR TREK
|
||
|
||
|
||
----------
|
||
Phaser
|
||
----------
|
||
|
||
There are two types of phasers: Phaser I and Phaser II. Phaser I
|
||
does not have a handle and can fit easily in the palm of the hand. The
|
||
hydrogen energy cell in a Phaser I holds 50 charges. Phaser II is
|
||
larger and has a handle. The two hydrogen energy cells in a Phaser II
|
||
holds a total of 100 charges.
|
||
|
||
Type Range Charges
|
||
Phaser I 5/10/15 50 Range is given in
|
||
Phaser II 10/20/30 100 tens of yards.
|
||
|
||
|
||
A phaser is different than other weapons in that it has a setting
|
||
controls that allows various forms of damage.
|
||
|
||
|
||
SPREAD:
|
||
|
||
Normal - The wielder makes a normal "to hit" roll.
|
||
|
||
Wide - The wielder doesn't make a normal "to hit" roll. Instead, the
|
||
target makes a saving throw vs. paralyzation to avoid being hit. This
|
||
saving throw is made at a bonus of +2 if the weapon is used at medium
|
||
range, or +5 if the target is at long range.
|
||
|
||
|
||
SETTING:
|
||
|
||
The number following the setting is the number of charges that
|
||
will be drained from the battery per hit. Wide-spread attacks will
|
||
drain twice the number of charges per person affected. The setting are
|
||
as followed:
|
||
|
||
Stun (1) - Target must make a successful saving throw vs. wands or be
|
||
rendered rigidly immobile for 5d4 rounds. A save indicates that the
|
||
stun didn't affect the character this time. The ray from this setting
|
||
is blue.
|
||
|
||
1 (2) - Target suffer 1d10 points of damage, save vs. wands for half
|
||
damage. The ray color from settings 1 through 10 are various shades of
|
||
red (1 being light red, and 10 being dark red).
|
||
|
||
2 (3) - Target suffer 2d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
3 (4) - Target suffer 3d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
4 (5) - Target suffer 4d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
5 (6) - Target suffer 5d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
6 (7) - Target suffer 6d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
7 (8) - Target suffer 7d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
8 (9) - Target suffer 8d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
9 (10) - Target suffer 9d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
10 (12) - Target must save vs. death magic or die.
|
||
|
||
Maximum (14) - This setting causes matter to vanish. It affects even
|
||
matter (or energy) of a magical nature. Disintegration is
|
||
instantaneous, and its effects are permanent. Anything within the 10' X
|
||
10' X 10' cube is obliterated. A thin, green ray (no wide-spread
|
||
attack) causes physical material affected to glow and vanish leaving no
|
||
trace.
|
||
|
||
Overload (all) - This setting causes the phaser to build up energy that
|
||
surpasses safety parameters until it explodes destroying the phaser.
|
||
Phaser I has a blast radius of 25 yards and does 5d10 points of damage
|
||
to living things in the blast radius. Phaser II has a blast radius of
|
||
50 yards and does 5d20 points of damage to living things in the blast
|
||
radius.
|
||
|
||
|
||
----------
|
||
Phaser TNG
|
||
----------
|
||
|
||
Type Range Charges Settings
|
||
Type Ic 5/10/15 50 1-3
|
||
Type I 5/10/15 50 1-8
|
||
Type II 10/20/30 150 1-16
|
||
Type III 20/40/80 225 1-16
|
||
|
||
|
||
Range is given in tens of yards. Type Ic is a civilian model. Type III
|
||
is a rifle.
|
||
|
||
A phaser is different than other weapons in that it has a setting
|
||
controls that allows various forms of damage. Also, the weapon has an
|
||
automatic timer.
|
||
|
||
|
||
SPREAD:
|
||
|
||
Normal - The wielder makes a normal "to hit" roll.
|
||
|
||
Wide - The wielder doesn't make a normal "to hit" roll. Instead, the
|
||
target makes a saving throw vs. paralyzation to avoid being hit. This
|
||
saving throw is made at a bonus of +2 if the weapon is used at medium
|
||
range, or +5 if the target is at long range.
|
||
|
||
|
||
SETTING:
|
||
|
||
The number following the setting is the number of charges that
|
||
will be drained from the battery per hit. Wide-spread attacks will
|
||
drain twice the number of charges per person affected. Each setting has
|
||
a unique sound. The setting are as followed:
|
||
|
||
Light Stun (1) - Target must make a successful saving throw vs. wands
|
||
or be rendered rigidly immobile for 1d6+4 rounds. A save indicates that
|
||
the stun didn't affect the character this time. The ray from this
|
||
setting is blue.
|
||
|
||
Medium Stun (2) - Target must make a successful saving throw vs. wands.
|
||
Success indicates that the target is rendered rigidly immobile for
|
||
3d6+2 rounds. Failure indicates that the target is rendered rigidly
|
||
immobile for 1d6+2 rounds. The ray from this setting is blue.
|
||
|
||
Heavy Stun (3) - Target must make a successful saving throw vs. wands.
|
||
Success indicates that the target is rendered rigidly immobile for
|
||
3d10+10 rounds. Failure indicates that the target is rendered rigidly
|
||
immobile for 3d6+2 rounds. The ray from this setting is blue.
|
||
|
||
1 (4) - Target suffer 1d10 points of damage, save vs. wands for half
|
||
damage. The ray color from settings 1 through 10 are various shades of
|
||
red (1 being light red, and 10 being dark red).
|
||
|
||
2 (5) - Target suffer 2d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
3 (6) - Target suffer 3d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
4 (7) - Target suffer 4d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
5 (8) - Target suffer 5d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
6 (9) - Target suffer 6d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
7 (10) - Target suffer 7d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
8 (11) - Target suffer 8d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
9 (12) - Target suffer 9d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
10 (13) - Target suffer 9d10 points of damage, save vs. wands for half
|
||
damage.
|
||
|
||
11 (14) - Target must save vs. death magic or die.
|
||
|
||
12 (15) - Target instantly dies.
|
||
|
||
Maximum (16) - This setting causes matter to vanish. It affects even
|
||
matter (or energy) of a magical nature. Disintegration is
|
||
instantaneous, and its effects are permanent. Anything within the 10' X
|
||
10' X 10' cube is obliterated. A thin, green ray (no wide-spread
|
||
attack) causes physical material affected to glow and vanish leaving no
|
||
trace.
|
||
|
||
Overload (all) - This setting causes the phaser to build up energy that
|
||
surpasses safety parameters until it explodes destroying the phaser.
|
||
Type Ic has a blast radius of 25 yards and does 5d10 points of damage
|
||
to living things in the blast radius. Type I has a blast radius of 50
|
||
yards and does 5d20 points of damage to living things in the blast
|
||
radius. Type II has a blast radius of 100 yards and does 10d20 points
|
||
of damage to living things in the blast radius. Type III has a blast
|
||
radius of 150 yards and does 20d20 points of damage to living things in
|
||
the blast radius.
|
||
|
||
|
||
|
||
OTHER WEAPONS OF NOTE
|
||
|
||
|
||
Betleh - Use of this weapon requires two skill slots to use. The
|
||
Betleh is such a complicated and versatile weapon, that the users gets
|
||
a number of options with it in combat. The character gets the downswipe
|
||
hack with a speed of 9 damage of 2d8/4d4. One other benefit from the
|
||
betleh is that it is a natural parrying weapon, so it counts as a
|
||
shield in melee combat (remove the AC bonus when in the process of
|
||
making a downswipe hack, as the warrior is busy with the windup for the
|
||
attack until 9 segments later).
|
||
A third proficiency spent on betleh gives access to both slashing
|
||
and jabbing attacks, at speed of 5 with damage of 1d8/1d6 and speed of
|
||
3 with damage of 1d4/1d4, respectively.
|
||
How this works in combat is that the warrior with his betleh at
|
||
the ready has until his initiative number to decide how he will attack,
|
||
whether he needs speed over damage, and allows a little more role-
|
||
playing flavor.
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
HISTORY OF FANTASY TREK ITEMS
|
||
|
||
|
||
TELEPORTER HISTORY
|
||
|
||
|
||
The original sea vessel, the Starfish Enterprise, under the
|
||
command of James T. Smirk (see note 1), had a magical item called
|
||
Transportation Beam. It was a small splinter of wood, the size of a
|
||
tooth pick, which, when the command word was said, grew to a fully
|
||
sized wooden beam with legs. The legs allowed the beam to walk on land
|
||
or paddle in water. Up to four people could sit on the beam, and it had
|
||
a carrying capacity of 500 pounds.
|
||
To command a Transportation Beam, the user usually says "beam me
|
||
xxx, Scotty", where xxx is a compass direction, and Scotty is the
|
||
activation word. Another possibility is "beam me to the ship, Scotty".
|
||
Note that the beam cannot fly, and the phrase "beam me up, Scotty" has
|
||
never been actually heard, contrary to common misconception. If the
|
||
beam is in compressed form, it expands once the command is said and can
|
||
be used. If it's already in full size, it just takes the new direction.
|
||
When all users dismount the beam, it shrinks back to tooth pick size.
|
||
The Starfish's namesake, the jamming Starship Enterprise, didn't
|
||
include such a powerful device, but the transportation methods used on
|
||
the ship gave the term "beaming" a whole new meaning. Apparently the
|
||
crew of the Starship Enterprise heard about the usefulness of a beam
|
||
for transportation, and did their best to make use of beams for this
|
||
purpose. The effort was headed by captain Fab-Look Picard, who was a
|
||
great believer in "the old ways".
|
||
The first use of a beam for transportation was simple. If you want
|
||
to get quickly to the surface of a planet, what's faster than jumping
|
||
off the ship? Of course few people would do it of their own free will,
|
||
but after being knocked unconscious by a large beam, they wouldn't
|
||
argue any more, and it was easy to throw them overboard. Only ensigns
|
||
travelled this way, but even this stopped after the captain was called
|
||
to Star Freaks command, and was told that this is The Next Generation,
|
||
and ensigns should be treated differently. Of course keeping all
|
||
ensigns alive seemed abhorrent to the captain, as it contradicted "the
|
||
old ways".
|
||
Some time later a psionicist was brought on board. As it happened,
|
||
this was a turn for the better. Being a Psychoportation specialist, he
|
||
knew the Teleport Other science. It wasn't long before Sharky
|
||
La-George, the chief engineer, discovered a use for this power - they
|
||
didn't have to bring the ensigns on deck in order to drop them to the
|
||
planet, but could just teleport them outside the ship, where they
|
||
wouldn't have anything to cling to, and would fall to the planet below.
|
||
Certainly saves a lot of carrying.
|
||
After a month or two of this, a brilliant ensign brought up the
|
||
idea that Teleport Other can actually bring them to the surface of the
|
||
planet. He was quickly awarded the first opportunity to try this new
|
||
idea. The Teleport worked perfectly, and the ensign landed inside an
|
||
active volcano. Of course it took some time to find out what happened,
|
||
as there was no means of communication with the ensign, and teleporting
|
||
was only one way.
|
||
It should be noted that all this time the beaming process
|
||
continued to be in use. Apparently unconsciousness was needed before
|
||
the Teleport Other power would work (see note 2). The term "beaming"
|
||
was used to describe all transportation methods involving hitting
|
||
someone on the head with a beam.
|
||
As mentioned before, teleporting the ensigns to the surface had
|
||
some problems. It turned out that viewing the planet from distance
|
||
didn't give the psionicist a good enough idea of the target, and as a
|
||
result the landing sites varied considerably. As the ship was close to
|
||
running out of ensigns, a considerably better method was needed.
|
||
Eventually the psionicist remembered that he had Clairvoyance.
|
||
This really helped, and in no time they were beaming people accurately
|
||
to the surface.
|
||
At this time they hit idea that they could construct a psionic
|
||
item capable of transportation. It took several months, and thanks to
|
||
the multi-talented psionicist and the great plans of La-George, it
|
||
became the unique piece of engineering we all know (if we read note 3).
|
||
The Teleporter, as the device was called (after Transportation Gizmo
|
||
was rejected), made the Enterprise the most well known of Star Freaks'
|
||
ships, and in no time it started doing special "peace keeping" and
|
||
"scientific exploration" missions for Star Freaks (see note 4).
|
||
But there was one basic problem with the Teleporter - it only
|
||
worked one way. Teleporting back to the ship was problematic. Initially
|
||
teleportation devices were built on the planets to allow transportation
|
||
back to the ship, but these took a lot of time and effort to build.
|
||
Lately there has been new research into the Teleport Here power
|
||
(see note 5), and new devices are promised to be released "by the end
|
||
of fall", which probably means "when the Romulan empire falls", or
|
||
"once we stop falling in this bottomless pit".
|
||
|
||
Note 1: Captain Smirk's full name is James Tea Smirk. As the story
|
||
goes, the pregnant Mrs. Smirk was sitting at the dinner table next to
|
||
Mr. Smirk when suddenly she started making all sorts of "Oh", "Ooh",
|
||
"Aaahhh" and "Eeeh" sounds. "Are you okay?" asked Mr. Smirk. "I'm fine.
|
||
Do you want a cup of tea? I'll bring you one," answered Mrs. Smirk,
|
||
when all of a sudden little baby Smirk slid from her womb effortlessly,
|
||
and landed on the floor, head first. "Nice tea," said Mr. Smirk, "I
|
||
wonder what you would have given me if I wanted coffee." And the name
|
||
stuck.
|
||
|
||
Note 2) While the power description of Teleport Other states that a
|
||
willing character can be teleported, most simple minded folks have an
|
||
aversion to being disintegrated and reintegrated in another place
|
||
(which is a common misconception about the working of teleportation),
|
||
and therefore are never fully willing to be teleported, even if they
|
||
say they are. The problem is even more acute with ensigns, for some
|
||
reason. Because of this problem, a lot of psionicists still don't know
|
||
that the Teleport Other power can be used on conscious people.
|
||
Therefore beaming (and general clubbing) is still very common among the
|
||
users of this power.
|
||
|
||
Note 3: See "Teleporter" article.
|
||
|
||
Note 4: Read "conquering and pillaging" and "treasure hunting".
|
||
|
||
Note 5: See "Teleport Here" article.
|
||
|
||
|
||
CAPTAIN'S LOG HISTORY
|
||
|
||
|
||
Ship captains have always had the urge to record their
|
||
experiences. In the old days, before the wondrous inventions of quill
|
||
and papyrus, these events were recorded by carving them on blocks of
|
||
wood, i.e. logs. It is said that the famous explorer, the wizard known
|
||
as Mage Lan, once made a trip around the world, and ran out of logs. He
|
||
then went on to dismantle several ships in his fleet just to provide
|
||
logs for recording the rest of his voyage (several of these logs were
|
||
used to describe the dismantling of the ships).
|
||
These logs were wildly known as captains' logs. Later, at the time
|
||
of the five kingdoms, collectively known as Star Feet, the phrase
|
||
Captain's Log referred to one special item, belonging to the well known
|
||
ship, the Starfish Enterprise. However with the fall of the Star Feet
|
||
confederation, the Log was lost, and its current location is unknown.
|
||
The Captain's Log was a wooden log, similar to other logs in
|
||
appearance, although the enchantments laid on it made it very special.
|
||
First of all, it had the ability to convert speech into carvings, thus
|
||
recording the words of its owner. Moreover, once the log was fully
|
||
carved, the whole carving was shrunk down to one small mark, allowing
|
||
carving to continue on an almost blank log. The writing could then be
|
||
recalled by pressing the mark. Marks were laid out along the
|
||
circumference at the lower part of the log. The marks were made in
|
||
groups of five, with four vertical marks, and the fifth crossing these
|
||
first four.
|
||
The log also had powers similar to the Ring of Human Influence,
|
||
but more limited. In addition to raising the captain's Charisma to 18
|
||
on encounter reactions, the captain could also make a Suggestion to any
|
||
human or humanoid serving as an ensign on the ship. The log had no
|
||
Charm power. Note that the Captain's Log is enchanted in such a way
|
||
that only ship captains can use its powers. The only power usable by
|
||
others is the ability to recall entries in the log.
|
||
As usual, the Starship Enterprise, which became the star ship in
|
||
the Star Freaks organization, had its own Captain's Log. Captain Fab-
|
||
Look Picard, always a follower of "the old ways", and keeper of antique
|
||
comic books, such as those detailing the adventures of the great
|
||
epileptic barbarian Shake Spear, was fascinated by the idea of the log.
|
||
He ordered a stock of logs, and started carving them. This made Foo D.
|
||
Replicator, the ship's chef, quite annoyed, as Fab-Look was using his
|
||
knife collection for that purpose. Still, he kept quiet about it. No
|
||
use complaining - the captain will just force him to have a session
|
||
with Deanna Troll.
|
||
But it was Picard himself who decided to stop carving. It was
|
||
simply too much work. Comic books made it look so easy. He couldn't
|
||
understand how the captains of old had the patience for this. And when
|
||
a splinter went into his palm, it was the last straw. He decided to
|
||
gather the crew for a brainstorming session. Eventually the captain
|
||
came up with an idea - something which will not be a lot of work for
|
||
him, yet will allow him to use a log.
|
||
The next day, a young ensign reported to the captain's chambers.
|
||
Holding a quill and papyrus, he wrote down everything that Fab-Look
|
||
told him. When he began to slow down, the captain took his log, and hit
|
||
him on the head with it. Unfortunately, because the captain was so
|
||
experienced in beaming, but not so in logging, he caused the ensign to
|
||
lose consciousness. Even after several days of practice he just
|
||
couldn't get the hang of it, so he eventually went on to hit the ensign
|
||
on his legs. This improved the situation considerably.
|
||
The problem was that the ensign developed walking problems, for
|
||
some reason. The ship's doctor suggested that hitting the ensign with a
|
||
log caused the problem, but since the captain was hooked on the idea of
|
||
logging, he decided that the solution would be to have an ensign in
|
||
every place he wants to make a log entry (as he called it). This way
|
||
they wouldn't have to follow him everywhere, so that walking wouldn't
|
||
be such a problem.
|
||
This continued for a few years. In the meantime the Transporter
|
||
was created, and Picard was introduced to the power of psionics. The
|
||
first application of psionics and logging was a log which could hit
|
||
someone without the need for the guiding hand of the captain (note 2).
|
||
This certainly made the captain's job easier. It was a nice
|
||
implementation of the powers of the original Captain's log in that it
|
||
not only allowed the captain to produce written documents of his
|
||
experiences, without lifting a finger, but it also allowed him to use
|
||
"suggestion" on the crew.
|
||
But it was only after the great Og epidemic (note 1), prompted by
|
||
a visit from The Few, reduced the ensign population considerably, that
|
||
psionic means were used to create a new non-violent item (note 2). It
|
||
was actually created even before that, outside the Enterprise, but
|
||
Picard only became aware of it at this time. Note that this psionic
|
||
Captain's Log was created some time after the events described in the
|
||
Transportation Beam article.
|
||
The psionic log has caught on rather well, because of its
|
||
simplicity compared to the Transporter, for example. Currently a log is
|
||
being installed at space station Deep Shit 9 (note 3), and more are
|
||
planned for other well known space installations.
|
||
|
||
Note 1: The Og epidemic initially caused ensigns on the ship to be
|
||
polymorphed into hogs, and later dogs. The situation really
|
||
deteriorated when they started turning into cogs, and horribly peaked
|
||
when one ensign turned into a bog, totally stinking the Hollow Deck.
|
||
Mind you, the hogs did like it. Surprisingly, only one ensign turned
|
||
into a log, but that was enough to remind the captain that something
|
||
had to be done about the logging situation.
|
||
|
||
Note 2: See the "Psionic Log" article.
|
||
|
||
Note 3: When the commander of the station arrived at the location, her
|
||
first comment was "looks like I'm in deep shit". The name Deep Shit
|
||
seemed to become popular, especially as it turned out that the station
|
||
suffered from frequent problems, often on a weekly basis. Star Freaks
|
||
command got annoyed with the name, and it was admiral Punkt who
|
||
answered: "Deep Shit? Nein! I vill not have zis kind of talk. Zis iz a
|
||
very gut station." So Star Freaks command decided to call the station
|
||
officially "Deep Shit? Nein!", to show their belief in the future of
|
||
the station. Unfortunately for them, people outside Star Freaks command
|
||
just call it Deep Shit 9.
|
||
|
||
|
||
The psionic log has evolved with time. Presented here are three
|
||
versions of the log, from the earliest effort to the latest.
|
||
|
||
|
||
Floating Log
|
||
|
||
Powers: Telekinesis (12)
|
||
PSPs 12
|
||
Int 9
|
||
Ego 3
|
||
Alignment LN
|
||
|
||
Description: The floating log is a wooden log, three pounds in
|
||
weight.
|
||
Origins: This was the first psionic log created. It was designed
|
||
to save captain Picard the need to lift a log and hit his ensigns with
|
||
it.
|
||
Use: On command, the log will lift itself into the air, and hit an
|
||
ensign on his knees. The ensign is either selected randomly, or by the
|
||
captain.
|
||
Other uses: The log is also used to make "suggestions" to the
|
||
crew. This is usually done by placing the log above a crew member's
|
||
head, and then making the suggestion. Of course, there's usually not
|
||
much use for this when it comes to the crew, as Picard is the captain,
|
||
and can command them to do his wishes. It can still be handy at times,
|
||
though.
|
||
There's also another use for the log. When the captain is alone in
|
||
his room, he always likes to drink a cup of coffee (note 1). The
|
||
floating log is great at saving him the effort of actually getting out
|
||
of bed to take the cup.
|
||
|
||
|
||
Attack Log
|
||
|
||
Powers: Telekinesis (10), Ballistic Attack (8), Molecular Agitation(13)
|
||
PSPs 28
|
||
Int 11
|
||
Ego 7
|
||
Alignment LN
|
||
|
||
Description: The attack log is very small, just 1 pound in weight.
|
||
Perhaps the term "log" is not the most suitable in this case, but it
|
||
fits the purpose of this item.
|
||
History: The floating log proved its usefulness when the senile
|
||
chief engineer of the Exitprise (note 3) came to visit. He continually
|
||
disturbed the work on the ship, until for some reason his leg was hit
|
||
by the floating log (note 4). He was then confined to his quarters by
|
||
the ship's doctor. Fab-Look then got the idea of using a log to get rid
|
||
of unwanted personnel. The attack log was then invented, to improve on
|
||
the floating log, which apparently was effective only on old senile
|
||
people (note 5).
|
||
Use: Upon command, the log will hurl itself at an enemy (or
|
||
ensign, as the case may be). The log has THAC0 15, and causes 1d6
|
||
points of damage.
|
||
Other uses: Since a new log was to be created, Picard decided to
|
||
enhance its coffee serving abilities. The Molecular Agitation power now
|
||
allows the log not only to serve the coffee, but also to heat it up
|
||
(note 6).
|
||
|
||
|
||
Memory Log
|
||
|
||
Powers: Worm Drive - Read (14) Write (10), Tattoo (12) (note 7),
|
||
Body Control (9), Complete Healing (13)
|
||
PSPs 40
|
||
Int 14
|
||
Ego 10
|
||
Alignment LG
|
||
|
||
Description: The memory log is about 8 inches in diameter, and
|
||
about one feet in height. Its surface is completely smooth.
|
||
History: This item was actually developed off the Enterprise,
|
||
which accounts for its lack of any coffee making power, or, for this
|
||
matter, any ensign "encouragement" power. While it was later installed
|
||
on the Enterprise, Picard still keeps his old attack log.
|
||
Use: When the captain uses the phrase "captain's log", the log
|
||
will start memorizing his words until it hears the words "end entry".
|
||
The log will then use the Write power to save the memory. When asked to
|
||
recall a memory, the log will Read it and use Tattoo to inscribe it on
|
||
its surface. The log can also recite the memory instead of inscribing
|
||
it.
|
||
The Body Control and Complete Healing powers are used to keep
|
||
the log from harm, and allow it to be used even in hostile
|
||
environments. Of course, most Star Freaks captains will never get near
|
||
a hostile environment if they can help it, so these powers are rarely
|
||
used.
|
||
Other uses: Captain Picard also uses the log as an answering
|
||
machine, leaving it in his room with a message, and an instruction to
|
||
read it if someone knocks on the door, and possibly to remember their
|
||
message.
|
||
|
||
Note 1: Coffee is a drink made of the droppings of the Flandersburg
|
||
bird. The name comes from Cof-fee - what a Cof earns for a day's work.
|
||
Cofs served their masters at the land of Burnzia, for the small fee of
|
||
heating material, in the shape of Flandersburg droppings. When they
|
||
were "liberated" by Star Freaks, the Cofs decided to show their
|
||
"gratitude" by putting this heating material in a drink. Frankly, it
|
||
doesn't taste that good, but Star Freaks members always like to show
|
||
that they are men of the universe, and therefore continue to eat and
|
||
drink any foul food and drink they encounter (note 2).
|
||
|
||
Note 2: Giving foul foods to Star Freaks members is a common custom
|
||
amongst most intelligent races. The Clingons, for example, are well
|
||
know for the disgusting foods they share with Star Freaks members. Of
|
||
course on most other occasions Clingon food is considered a delicacy.
|
||
This custom is meant to discourage Star Freaks members from making too
|
||
much contact with other races, but apparently it doesn't work.
|
||
|
||
Note 3: The Enterprise was a late model of the Prise family of ships.
|
||
Previous ships in the family were the Exitprise and the rather less
|
||
well known Nobelprise.
|
||
|
||
Note 4: Captain Picard always claimed that the old chief engineer just
|
||
slipped. He never admitted to commanding the log to hit him. The secret
|
||
is kept with Fab-Look and the log, who both vowed not to tell anyone,
|
||
even under torture.
|
||
|
||
Note 5: After being hit on his leg, the old chief engineer kept yelling
|
||
"my head, my head!".
|
||
|
||
Note 6: While personal coffee machines are available on many new ships
|
||
(usually used only by captains), captain Picard still uses his old
|
||
attack log for this purpose.
|
||
|
||
Note 7: Worm Drive and Tattoo powers are described in a separate
|
||
article.
|
||
|
||
|
||
Tattoo (Psychometabolic devotion)
|
||
|
||
Power Score: Con -1
|
||
Initial Cost: 6
|
||
Maintenance Cost: 1/turn
|
||
Range: 0
|
||
Preparation Time: 1
|
||
Area of Effect: Personal
|
||
Prerequisites: none
|
||
|
||
With the Tattoo power, a psionicist can draw intricate designs
|
||
over his body, in several different colours. When the psionicist stops
|
||
maintaining the power, his skin will return to normal. The one round of
|
||
preparation time is used by the psionicist to concentrate on the exact
|
||
details of the design.
|
||
This power is well known in primitive societies, where such
|
||
designs often have to do with the situation or the intent of the
|
||
person, and where designs are often used during festivities. It can
|
||
still be quite useful in adventuring situations, for example when
|
||
there's need to quickly copy a map painted on a wall.
|
||
Power Score - the psionicist can change the design once while the
|
||
power is active, without paying the initial cost again (but with one
|
||
more round of concentration).
|
||
20 - The design becomes permanent, and can only be removed by
|
||
normal means used to remove a tattoo (or with powers which can affect
|
||
the condition).
|
||
|
||
|
||
Worm Drive (Psychometabolic science)
|
||
|
||
Power Score: Install: Con -8, Write: Int -5, Read: Int -1
|
||
Initial Cost: Install: 35, Write: 6, Read: 2
|
||
Maintenance Cost: Install, Write: na, Read: 1/round, 1/memory
|
||
Range: 0
|
||
Preparation Time: Install: 5, Write: 1, Read: 0
|
||
Area of Effect: personal
|
||
Prerequisites: none
|
||
|
||
"A worm never forgets", the saying goes. While this is a well
|
||
known saying, few people know its origins, with the Spineless Worm.
|
||
This worm, once it lives in a place for just one day, will always
|
||
remember it, and will return there no matter where you put it. In fact,
|
||
if kept at a new location for a day or more, it will remember this new
|
||
place too, and when released, will retrace the way between all such
|
||
places. It's not known what drives the worm to return to the places it
|
||
knows, but as this power has to do with recalling old memories, the
|
||
name seemed to fit. As a side note, "you're a spineless worm" is a
|
||
phrase of respect reserved for learned scholars, with vast knowledge of
|
||
many subjects.
|
||
The Worm Drive power is actually a collection of three related
|
||
powers - Install, Read and Write. The names have some historical
|
||
meaning which has been lost with time. To use Worm Drive, one must
|
||
first use Install. This creates a new organ - a kind of sub-brain,
|
||
which can store memories. The creation of this organ, like any other
|
||
massive change to the body, can cause massive stress. The psionicist
|
||
must make a system shock roll. If he fails, the power fails, and the
|
||
psionicist passes out for 2d6 turns.
|
||
Once Install has been used, the psionicist can Write (store)
|
||
memories, and then Read (recall) them. To Write a memory, the
|
||
psionicist must concentrate for one round on the memory to be stored,
|
||
and then invoke the power. To recall a memory, the psionicist activates
|
||
the Read version of the power.
|
||
There are two basic ways to recall a memory. If the psionicist
|
||
knows what he wants to remember, but just doesn't know the details, he
|
||
thinks about what he wants to recall, and then activates the power. The
|
||
other way is to go over the memories, from the last to the first. The
|
||
psionicist can browse memories at about ten per round, getting only a
|
||
vague idea of what each memory holds. Once he finds the memory he
|
||
wants, he can get the full details. The memory is then vividly
|
||
recalled.
|
||
Browsing memories costs one PSP per memory. Once the memory is
|
||
recalled, holding it vivid in memory costs 1 PSP per round. Once
|
||
maintenance is stopped, the memory fades away over the next turn, until
|
||
the psionicist can only remember the details he remembered before
|
||
invoking the power. The psionicist cannot browse, recall, and then
|
||
browse again, without reactivating the power and making another power
|
||
check.
|
||
Note that memories stored with Worm Drive are not affected by mind
|
||
affecting spells or psionic powers, so, for example, a Forget spell
|
||
won't affect a stored memory, even if this memory is of an event which
|
||
occurred during the time span affected by the spell. Often psionicists
|
||
who have access to this science, and feel that they have been affected
|
||
by a memory erasing power, automatically activate Worm Drive and browse
|
||
memories, recalling those they can't remember.
|
||
Power Score -
|
||
Install: the system shock roll automatically succeeds.
|
||
Write: no special effect.
|
||
Read: full details of the memory are kept in the psionicist's
|
||
mind for a turn without need for maintenance, and only then
|
||
start to fade.
|
||
20 -
|
||
Install: a large blob of flesh grows somewhere on the body of
|
||
the psionicist, and in addition the psionicist passes out for
|
||
2d6 turns. One way to remove the blob is to cut is off, causing
|
||
3d6 points of damage. When healed, the body will return to its
|
||
normal shape.
|
||
Write: no special effect.
|
||
Read: the psionicist recalls wrong details.
|
||
|
||
TELEPORTER HISTORY
|
||
|
||
|
||
As is well known, a psionic item should be made from an item of
|
||
exceptional quality which is 48 hours old at most. Unfortunately the
|
||
only thing of value which the Enterprise could manufacture was food.
|
||
The great chef, Foo D. Replicator, was an honored member of the crew,
|
||
and was growing, cooking and baking all kinds of highly exceptional
|
||
foods.
|
||
The first attempt was made using large circular blocks of cheese,
|
||
enchanted with the Food to Stone spell (an extremely well known spell,
|
||
often used by store owners, apparently to keep the food intact). The
|
||
psionicist failed the empowering process, however, blaming his
|
||
inability to concentrate on the smell. Apparently Mr. Replicator's
|
||
cheeses were of such high quality that the smell survived the Food to
|
||
Stone spell. The second try was with a large pizza, but this caused a
|
||
problem with the beaming (see below), so eventually the designers
|
||
settled on a huge loaf of bread (enchanted with Food to Stone, of
|
||
course).
|
||
In the eventual design, the loaf of bread is right below a loose
|
||
wooden beam. People who need to be transported stand on the loaf, and
|
||
the beam is then dropped on them, knocking them unconscious. Then the
|
||
Teleport Other power can transport them to their destination. In
|
||
retrospect it's obvious why the pizza shaped transporter wasn't good,
|
||
as it's very difficult to find a matching circular beam, let alone drop
|
||
it accurately.
|
||
The even more problematic side of the transporter was the psionic
|
||
empowerment. As usual, the two common problems arose. The first is the
|
||
small number of PSPs an item holds. A reasonable Teleport costs 50 or
|
||
more PSPs, and with the need to teleport more than one person this is
|
||
even more problematic. This is usually solved by including many
|
||
redundant powers. The second problem, the limitation of powers to a
|
||
single discipline, is usually solved by having several parts, often
|
||
communicating through a telepathic part. These solutions were used with
|
||
the Teleporter (luckily the psionicist was lawful good, so the parts
|
||
work well together).
|
||
|
||
The Teleporter parts:
|
||
|
||
Note: The number in parentheses are the power scores for the powers.
|
||
|
||
Teleport part
|
||
|
||
The teleport part is stationed above the falling beam.
|
||
|
||
Powers: Teleport (16), Teleport Other (14), Banishment (15),
|
||
Dimensional Door (10), Dimension Walk (9), Dream Travel (9),
|
||
Teleport Trigger (17), Time/Space Anchor (16)
|
||
|
||
PSPs 76
|
||
Int 13
|
||
Ego 19
|
||
Alignment LG
|
||
|
||
Typical use: With 76 PSPs, it's possible to teleport one person to a
|
||
distance of 10,000 miles, or up to three people to a distance of 1,000
|
||
yards. The more usual application is sending one important crew member
|
||
to a 10 miles distance. This way if the teleport fails, a second
|
||
attempt can be made in 20 minutes (assuming that the teleporter was
|
||
fully charged with PSPs). Recently a backup teleport part was added,
|
||
allowing teleportation of two people to a great distance or two
|
||
attempts for one person.
|
||
Since an important crew member will rarely travel alone, an ensign
|
||
or two are always being sent with him. Unfortunately the teleporter
|
||
cannot teleport such a large number of people, so an alternate method
|
||
is used. A special device, called Parachute (note 1), was devised. The
|
||
unconscious ensigns are connected to a Parachute, and then the
|
||
Dimensional Door is activated. One door appears in front of the
|
||
teleport device. Since the device faces the floor, it appears on the
|
||
floor, under the ensign, which then falls through it and through the
|
||
second door, under the ship.
|
||
|
||
Special uses: When there's no need to return in a hurry, the teleport
|
||
part can teleport itself onto the surface of the planet, then regain
|
||
its PSPs, and send crew members up one at a time, and then send itself
|
||
back. Since the teleport part knows where the ship is (hopefully it
|
||
hasn't moved), it doesn't need the help of the other parts. This
|
||
function is rarely used.
|
||
|
||
|
||
Clairsentient part
|
||
|
||
Powers: Clairvoyance (9), Move Focus (12) (see Net Psionics Handbook),
|
||
Aura Sight (8)
|
||
|
||
PSPs 32
|
||
Int 17
|
||
Ego 8
|
||
Alignment LG
|
||
|
||
Typical use: Before transportation to a location the teleporter doesn't
|
||
already know, the clairsentient part is used to get an image of the
|
||
location (sometimes called "getting a lock on the location"). Typically
|
||
the rough location is found using Clairvoyance, and then refined with
|
||
the use of Move Focus, or another Clairvoyance invocation.
|
||
|
||
Special uses: The clairsentient part is often used for surveillance.
|
||
When the ship is on its way, with no need for teleportation, it's a
|
||
good time to find out more about the guests. The clairsentient part can
|
||
use its Clairvoyance and Aura Sight powers to gain more knowledge about
|
||
a visitor to the ship.
|
||
The clairsentient part generally sees spying on others as an
|
||
unacceptable activity (being lawful good), and the result is a
|
||
personality conflict with the operator of the transporter. The part can
|
||
be convinced, however, to use Aura Sight on a newly arrived guest, and
|
||
then, if the guest is evil, it might agree to spy on him.
|
||
|
||
|
||
Telepathic part
|
||
|
||
Powers: Mindlink (10), Contact (15), ESP (11), Send Thoughts (17)
|
||
PSPs 36
|
||
Int 15
|
||
Ego 9
|
||
Alignment LG
|
||
|
||
Typical use: When a teleport to a previously unknown location is called
|
||
for, the telepathic part waits a while, then contacts the clairsentient
|
||
part using Mindlink to find out what it has seen. In case the
|
||
clairsentient part is not yet ready, the telepathic part contacts it
|
||
again later. The picture gained in this way by the telepathic part is
|
||
sent to the teleport part using Send Thoughts.
|
||
In an experienced teleporter the telepathic part can often make a
|
||
good guess as to the time it takes the clairsentient part to get the
|
||
visual impression. The clairsentient part will typically keep the image
|
||
in mind at this time. Therefore the ESP power is enough, and saves two
|
||
PSPs per invocation. Note also that the parts are always willing to be
|
||
telepathically contacted, so the telepathic part has no problem
|
||
contacting them.
|
||
|
||
Special uses: If the destination is known by a crew member, the data
|
||
can be received from his mind, instead of using the clairsentient part
|
||
of the teleporter.
|
||
|
||
|
||
Note 1: Parachute - originally from para - beside and chute - fall.
|
||
The device is built by gnomes. It was invented by a slightly dyslexic
|
||
gnome, who apparently read it as "bedside fall".
|
||
The device is basically a mattress, to which the person about to
|
||
fall is tied. It is intended to break the fall - it's always safe to
|
||
fall on a mattress. In fact, it sometimes even works. Note that the
|
||
mattress does a great job of soaking water, so if you fall on a lake or
|
||
some such, you better get out of the tying ropes as quickly as
|
||
possible.
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
ADVENTURE STORY
|
||
|
||
|
||
Below is a story of an adventure on the Enterprise from a GM who
|
||
ran it. He says it went awesome! The players (or most of them) had a
|
||
great time role-playing not knowing a thing about Star Trek. They also
|
||
had a great time finding out some of the specifics of the Enterprise
|
||
and the crew. It is really fantastic and imaginative and should inspire
|
||
other GMs to create some adventurers in the Star Trek setting.
|
||
|
||
|
||
Mist, the Old Red Dragon, used her last breath on Moander, the
|
||
Darkbringer. The party, however, noticed that the air was filled with
|
||
the smell of marsh gas and had determined that the fire from the
|
||
dragon's breath would ignite the area, making it very uncomfortable for
|
||
the adventurers. Courtney, the Wizard Most Wild, pulled out a scroll,
|
||
uttered a few words, and teleported away, attempting to take the party
|
||
with him. Unfortunately, he was not quite quick enough to avoid the
|
||
magical shock-wave from the deity's explosion -- the spell went awry.
|
||
He did succeed, however, in taking the party with him -- to the first
|
||
plane of Hades -- except the party's thief, Fingers Bubblefoot, who
|
||
wasn't quite able to reach the desperate mage in time. Fingers was
|
||
blown clear away to the Astral Plane, where he wandered for some time.
|
||
Courtney, seeing the lack in the party, pulled out his most valuable
|
||
possession--a ring of three wishes. "I wish the party was back
|
||
together", he intoned, not caring about the side effects of such a
|
||
powerful item. There was a FLASH, and then a curious tingling
|
||
sensation. When their vision cleared, they found themselves in a 20x40
|
||
room, standing on a platform. In front of them were two men, one of
|
||
which tapped a curious object on his left chest, and said to the air,"
|
||
Captain, you had better come down here..." Seeing the weapons the party
|
||
possessed, one man drew a small, oddly shaped box and pointed it at the
|
||
party. "Drop you weapons", he commanded. Bashar Teg, the barbarian of
|
||
the group, refused and attempted to attack the man holding the box. He
|
||
only succeeded, however, in getting blasted into unconsciousness. The
|
||
other members of the group were more amenable, and surrendered
|
||
peacefully.
|
||
The brig consisted of 4 rooms, 3 of which branched out from the
|
||
fourth. Fingers, Bashar (Bash), and Alex (former cleric, now paladin)
|
||
were put into one of the cells, and locked in by a forcefield. The
|
||
others (Courtney, and the Mage/cleric Karalina) were taken to sickbay
|
||
to tend to their wounds (Karalina was badly injured in the fight with
|
||
Moander, and was even possessed by the Darkbringer for a time).
|
||
Unknown to the party, someone had followed the party through space
|
||
and time. The evil mage, Glyssaxx, had learned of the party's fate and
|
||
had teleported onto the Enterprise. Using his spells, he learned of the
|
||
mighty "Phaser" and even where several were kept. After killing the
|
||
guard, and opening the Armory, he proceeded to steal several phasers.
|
||
An alert security guard, however, noticed the breach in the doors and
|
||
investigated, getting hit by several magical missiles before being able
|
||
to summon aid.
|
||
Glyssaxx, seeing himself outnumbered, ran down the hall to find a
|
||
place secure enough to cast his teleport spell. Several security
|
||
forcefields were already in place, however, but were no match for a few
|
||
disintegrate spells. The guards, too, were only a nuisance --fireballs
|
||
worked nicely in disposing of them. He didn't count on the
|
||
Enterprise's transporter, for when the first guard saw his comrades
|
||
fall, he told the computer to beam the mage out into open space. Thus
|
||
ended the life of Glyssaxx.
|
||
Meanwhile, the party was getting used to the comforts of the
|
||
Enterprise. Several experiments with the food dispensers in the cells
|
||
yielded amusing results -- horse steaks, halfling sized cakes, and the
|
||
art of instantaneous cooking.... The amusement stopped, however, when
|
||
Captain Picard entered and accused the party of conspiring with
|
||
Glyssaxx. The party denied it. After a lengthy consideration, Picard
|
||
decided to let the party out (they had already made several escape
|
||
attempts, but of no avail).
|
||
Suddenly, an alert sounded. Accompanying by a guard, the party ran
|
||
to investigate. Turning a corner, they saw a pale skinned humanoid
|
||
dressed in what looked like leather. He was shooting a blue beam into a
|
||
panel. The lights up and down the hallway were blinking off and on, and
|
||
general mayhem was being created. The guard fired his phaser, but to no
|
||
affect. The party decided to attack, and was able to defeat the
|
||
creature (Borg), sustaining only minor damage in the process. The Borg,
|
||
however, were not so easily defeated, as more and more started
|
||
appearing all over the Enterprise. Also, the ship was being bombarded,
|
||
frequently throwing everyone to the deck.
|
||
The battle ensued for control of the Enterprise, and during a
|
||
scuffle in Main Engineering, an iron quarterstaff (through which the
|
||
mage Courtney casts shocking grasp) was embedded into the dilithium
|
||
warp chamber. Fearing an explosion, the party ducked for cover, only to
|
||
discover that instead of exploding, the staff was acting as a conduit
|
||
for raw warp energy.
|
||
Meanwhile, other members of the party were teaming up with
|
||
Enterprise crew members for a rescue mission to retrieve Picard from
|
||
the Borg ship, who had been captured during a battle.
|
||
Through some computer damage, the self destruct mechanism for the
|
||
ship had been activated, giving the party and crew about 10 minutes to
|
||
come up with a solution to this massive dilemma. through teamwork, they
|
||
determined that the warp energy embedded into the quarterstaff could be
|
||
used to amplify spell energy. This was a dangerous risk to the
|
||
spellcasters, as it could have disastrous rebounding effects.
|
||
Courtney, fishing out a scroll, deemed it plausible to cast a prismatic
|
||
sphere, and hope the energy would be sufficiently amplified to surround
|
||
the ship, thus protecting it and also providing a means of destroying
|
||
the Borg ship. He proceeded to cast...
|
||
Aboard the Borg ship, the rescue party has succeeded in
|
||
recapturing Picard and transporting back to the Enterprise. Uttering
|
||
the final words of the spell, Courtney directed it into the quarter
|
||
staff. Blinding light filled every window of the ship as the sphere
|
||
took form. Because of the unique nature of the warp drive, it also
|
||
moved with the ship. On impulse drive, the Enterprise rammed the Borg
|
||
ship.
|
||
A blinding flash of light, and the Borg were gone... taking the
|
||
Enterprise with them via tractor beam. The astral plane looked rather
|
||
strange to the crew of the Enterprise, but with a plane shift spell,
|
||
Karalina managed to free the Enterprise from the Borg while leaving
|
||
them to wander the Astral plane forever....
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
"FIFTY WAYS TO KILL AN ENSIGN"
|
||
|
||
|
||
The problem is something 'bout your clothes, she said to me
|
||
The red shirt and the stripeless sleeves yell, "I'm Security!"
|
||
And when you get down planet-side with Kirk, you'll get to see
|
||
There must be fifty ways to kill an ensign
|
||
|
||
He takes a landing party down to find what's going on
|
||
A couple of the bridge crew, and some extras come along
|
||
And then before you know it - the `expendables' are gone
|
||
There must be fifty ways to kill an ensign
|
||
Fifty ways to kill an ensign
|
||
|
||
Just step on a rock, Jock
|
||
Get thorns from some plants, Lance
|
||
A Horta can spray, Ray
|
||
Just listen to me
|
||
Clouds drink up your blood, Bud
|
||
Computers can kill, Bill
|
||
You could lose all your salt, Walt
|
||
Kirk gets away free...
|
||
|
||
She said it grieves me so to see you with such nerves
|
||
Not ev'ryone who goes with Kirk will suffer from this curse
|
||
But then of course, you must recall - they sometimes suffer worse
|
||
There must be fifty ways to kill an ensign
|
||
|
||
Just tell him, "I'm not stupid and I'm not expendable
|
||
I'm not going!" Tell him that he's a Denebian slime devil
|
||
And he's overbearing, swaggering, and dictatorial
|
||
He'll find a new way to kill an ensign
|
||
Fifty-one ways to kill an ensign
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
SPECIAL THANKS
|
||
|
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Marc Carlson the co-creator who wrote all the creatures and a lot of
|
||
the weaponry.
|
||
|
||
Joel Polowin A.K.A. Bunsen Honeydew for his song "Fifty Ways To Kill An
|
||
Ensign".
|
||
|
||
Eyal Teler for History of Fantast Trek Items.
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-----------------------------------------------------------------------
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