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