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GURPS Trek is an attempt to create a GURPS 4th Edition Star Trek setting that encompasses all of the different eras from the television series and movies. It was first drawn up by maus for fun and is currently being playtested in Traditional Games.

This setting is by no means canon. Care is taken to follow the canon explanation for things when possible, but the gaps are filled when necessary. For instance, I like the idea of there being two Qo'noSes; one that is rather close to the Federation and became uninhabitable after the Praxis moon explosion, and a second that exists deeper within the Klingon Empire. For the most part, these little gapfills don't affect the gameplay much. If you hate the idea of multiple Qo'noSes, for instance, then don't use it.

Warp Factors

The fact that they refactored the warp scale between “Star Trek” and “The Next Generation” is both superb and obnoxious. It's superb because, well, let's face it, the TOS/TMP warp factors were a little weird and “unrealistic”. It's obnoxious because I have to specify which one I'm talking about. All signs point to some sort of warp factor re-scale somewhere between Star Trek VI and The Next Generation. Even Enterprise seems to use the old TOS scale. For the sake of standartization, this setting will be using the TNG Scale unless otherwise noted. Remember, however, that a character will use the scale from their era. So just keep that in mind when you see something like “The Warp-5 engine is capable of speeds of up to Warp 4.4”; 4.4 on the TNG scale is roughly equivalent to Warp 5.2 on the ENT/TOS scale.


Star Trek operates almost entirely on its own technology. It doesn't quite fit into the standard GURPS definitions of Tech Levels, so I've decided to refactor things. From an outside perspective, Star Trek technology ranges from TL-8 to 12. There are faster-than-light Warp Drives and transporters that defy physics as we understand it today, and which fit better in the semicinematic Trek world than in the real one. So, the tech level is different from the ones on page 27 of the Characters book. All “Treknology”, however, is fundamentally the same. It's a matter of familiarity. So, this setting is in a unique Tech Level all of its own: TL-Trek. For differences between, say, a 22nd Century NX-class exploration starship and a 24th Century Defiant-class escort starship, we use familiarities. In a departure from 'normal' GURPS rules, where you get two familiarities per point spent, in GURPS Trek, you get a single familiarity per “point level” (1, 2, 4, 8, 12, 16, etc). Each skill that requires familiarity will give some examples as to what the famliarities look like. Familiarity, when not decided by ship class, is usually broken up in terms of time period. 21st Century is the era of Zefram Cochrane, only fifty some-odd years in our own future. 22nd Century corresponds to Enterprise, which took place from 2161 to 2164. Early-23rd Century corresponds to the Original Series. Late-23rd Century is the time which the movies took place. Early-24th Century corresponds to the time forty or fifty years before Next Generation, in the time period of ships like the Enterprise-C. Jean-Luc Picard was a cadet in this time period. Late-24th Century applies to the time where TNG, DS9 and Voyager take place. For any other future time periods, just specify the century. For determining how a character from a different TL would react, TL-Trek is equivalent to TL-10, but it's a different TL-10; a character with Engineering/TL-10 would suffer a -2 penalty for unfamiliarity, and an engineer from our world would suffer a -8 penalty. That is, if you can find anyone on Earth with, say, Engineering (Warp Core).


"4 Hours, sir" "You have 2" -- 30 points

You are an excellent engineer, and can work twice as fast when under great duress.

Extra Familiarity -- 20 points

You get one extra familiarity in skills that require them. You cannot take both Extra Familiarity and Specialist.

Mindmeld -- 20 points

Similar to “Mind Probe” on GURPS Characters p.69, but requires that the one performing the mindmeld touch the katra points of the subject. Only Vulcans can take this advantage. It operates differently from Mind Probe

Miracle Worker -- 40 points

For whatever reason, you are a wizard with machines. You can always get a little more oomph out of equipment. At the GM's discretion, technology basically works better for you. That Warp 8.2-rated engine will inch up to Warp 8.4 for you if you really need it to. After a little tinkering, that photon torpedo might yield a larger explosion. In addition, you gain a +4 bonus to any Engineering rolls when doing something potentially extremely dangerous.

Security Clearance -- varies

Most standard grunts, crewmen, ensigns, and what have you will have Security Clearance (organization) [5]. Officers and high brass will have Security Clearance (organization) [10]. Section 31, Tal Shiar, Obsidian Order, etc. members will have Security Clearance (organization) [15]

Specialist -- varies

When choosing this advantage, pick either a single ship class (Federation Galaxy Class, Klingon K-7 Class), a single equipment type (Ferengi, Cardassian), or single species (Denobulans, Vulcans). Whenever you're applying a skill when using, fixing, or treating your speciality, you gain a +2 bonus to your skill. Your first specialty costs 10 points. Your second costs 20. Your third is 40, fourth is 80, and so on. You cannot take both Extra Familiarity and Specialist.

Starfleet Rank -- 5 points/level

  • Rank 8: Fleet Admiral (Status +3)
  • Rank 7: Commodore/Rear Admiral (Status +3)
  • Rank 6: Captain (Status +2)
  • Rank 5: Commander (Status +2)
  • Rank 4: Lieutenant Commander (Status +1)
  • Rank 3: Lieutenant, NCO Department Head (Status +1)
  • Rank 2: Lieutenant, Junior Grade (Status +1)
  • Rank 1: Ensign, NCO
  • Rank 0: Officer Cadet, Crewman

The Lobes -- 25 points

This advantage grants an uncanny sense for business. For whatever reason, you are rarely burned by your business associates and can usually detect when something is fishy. You also gain a +2 reaction bonus in any business negotiations, but suffer a -2 reaction penalty in any other diplomatic situation; you're just not well-suited to those types of talks, and it shows.


Class-M Intolerance -- varies

You simply aren't meant to live in an environment like Earth or Vulcan. This varies to many degrees, and this disadvantage is taken even if your character has a mitigator to allow survival in a Class-M environment.

  • Slight (-1 points) – The Class-M environment isn't quite right. It's slightly too hot, slightly too cold, has too much gravity, has an uncomfortable to breathe atmophere, etc. In a Class-M environment, your character may become irritable, nervous or shy, for instance, and suffers a -1 penalty to reaction checks with anyone of a different species. After a while in a Class-M environment, your character might be able to buy this off, having gotten used to it. Most Cardassians have Class-M Intolerance (Slight) due to the hot climate on Cardassia Prime. Andorians have Class-M Intolerance (Slight) for the opposite reason.
  • Partial (-10 points) - Either the gravity, temperature or atmosphere is unlivable for your character. Everything else is fine, though. Whatever the problem might be, though, it can be solved by a small device. Benzites have Class-M Intolerance (Partial) due to their inability to breathe Oxygen/Nitrogen atmosphere. Ensign Melora has Class-M Intolerance (Partial) due to her inability to operate in a 1G environment.
  • Complete (-30 points) - A Class-M environment is as deadly to your character as a Gas Giant's environment is for a human. Typically this is mitigated with a full-body suit. Breen and Tholians have Class-M Intolerance (Complete), as they are from homeworlds with some very extreme conditions.

For games taking place largely in a different environment, "Class-M" can be changed. A human working on a ship full of Class-M Intolerant aliens might have "Class-L Intolerance (Complete)"


You might notice that there's a lot of lumping of skills here. This is because Star Trek is a semi-cinematic atmosphere. Not quite cinematic enough to use the “Science!” skill, but enough so that a specialist in Human biology is also a specialist on Earth mammals. Many skills are based on a particular species; it will be so noted in the description. Most (but not all!) skills that require you to specify a TL will also require you to specify a species/faction. You can (and should!) use skills from the 4th Edition Characters book, unless there's a contradictory or 'lumped' one here. I've just listed the ones that seem to get the most 'play' on the TV shows.

Anthropology (species) - IQ/H - Defaults to IQ-6

This is the study of cultures both ancient and modern. This skill is only for Species that still exist (Bajorans, Romulans), or existed until very recently (Husnocks). You must specialize in a known sentient species. For ancient empires like the Iconans or the T'Kon, take Paleoanthropology.

Artist (Holography) - IQ/H - Defaults to IQ-6

This is the ability to make holograms that look good. It does not, however, guarantee that a character will be able to make a convincing or interesting holoprogram.

Astrogation/TL-Trek - IQ/A - Defaults to Astronomy-4, Mathematics (Applied)-4, or Operations (Helm)-4

“Course laid in, Captain”. Sounds like that Ensign made her Astrogation roll. This skill usually doesn't require a roll, of course, only when attempting to plot a tricky course or when acting in haste. Must specialize based on species/faction, i.e. Astrogation (Klingon), Astrogation (Dominion), Astrogation (Federation)

Bat'leth (Klingon Sword) - DX/H - Defaults to Two-Handed Sword-5, Broadsword-6, Staff-6 The classic Klingon sword. A character well versed in the Bat'leth has studied techniques from Klingon masters, or just spends a lot of time in the holodeck. A Bat'leth offers a +1 Parry bonus.

Beam Weapons/TL-Trek (specialty) - DX/E - Defaults to DX-4

You must take a specialty. Familiarity rules apply to Beam Weapons.

  • Pistols - This includes any Phaser or Disruptor that's handheld, from a small civilian stunner up to a powerful Bajoran phaser pistol. Defaults to Beam Weapons (Rifles)-2.
  • Rifles - These weapons are longer, more accurate, and usually more powerful. Defaults to Beam Weapons (Pistols) - 2.
  • Esoteric - This covers strange configurations that don't quite fit into the first two, like the Ferengi Energy Whip. What the hell is that thing, anyway?

Familiarity Examples: Early-23rd Century Klingon Disruptor Pistol, Ferengi Energy Whip, 22nd Century Starfleet Phase Rifle, Late-24th Century Federation Civilian Stunner, Late-24th Century Klingon Disruptor

Biology (specialty) - IQ/VH - Defaults to IQ-7 or Appropriate Physiology-4

Biology is the general knowledge of how living things work. Anyone taking this skill must take a specialty.

  • Carbon-based - The majority of known sentient life in the galaxy is carbon-based. That is to say, they are like us: solid and made mostly of carbon-containing molecules. There are differences between the races; humans have iron-based blood where Vulcan blood is copper-based, but the basics are the same.
  • Borg - The biology of the Borg is entirely different from that of most everything else in the galaxy. Biology (Borg) is almost an Engineering skill, and defaults to Engineering (Borg)-3.
  • Silicate-based - Races like the Tholians, Horta and Sheliak fall into this category. These are beings made mostly of silicon-based molecules. That is to say, made of rocks.
  • Changeling This specialty applies to beings like the Founders, who can change their appearance more or less at will.
  • Energy-based Some beings don't have corporeal form, but are certainly alive. The Organians, the Catamarain, what have you.

These would do in a pinch to identify the basic systems of most beings. That is, someone with Biology (Carbon-based) wouldn't be horribly out of place examining a Targ, housecat or Romulan. They'd know the basics of biological structure, and would probably be able to pick out the heart(s), liver(s), kidney(s), or $weird_alien_organ_32(s). However, if they were to do anything more complicated than examination and diagnosis, they're going to need the Xenobiology skill. Xenobiology and the appropriate Biology default to one another at -4.

Command (specialty) - IQ/H - Defaults to IQ-6

This is the ability to organize a group of personnel under your command. It's similar to Administration (Characters p.174), but applies to the ability to inspire confidence and loyalty in your crew and is useful for getting NPCs to do what you want.

A character must specialize in a starship department; Command is subtly different from department to department, and a good science team leader might make a horrible security team commander. All departments default to one another at -3.

  • Bridge - A good bridge commander knows how to get results from senior staff as well as lowly crewmen. A must for Captains and First Officers, and handy for the Helmsman who sometimes finds himself in the captain's chair. It's also useful for delegating to lower officers who might be better suited to whipping a different department into shape. Jean-Luc Picard has a very high Command (Bridge) skill. Quark has a very low Command (Bridge) skill.
  • Engineering - Engineering teams rely on a loose atmosphere where innovation is encouraged. An officer who understands this will find their crewmen working with boosted efficiency and morale. Miles O'Brien has a very high Command (Engineering) skill. Worf has a very low Command (Engineering) skill.
  • Medical - Protocol is different in sickbay, and a strong, respected authority figure who has absolute control in emergency situations is critical. Leonard "Bones" McCoy has a very high Command (Medical) skill. Charles "Trip" Tucker has a very low Command (Medical) skill.
  • Security - This is the ability to lead warm bodies into a possibly deadly situation. It requires a very different set of abilities than the other Command skills. Odo has a very high Command (Security) skill. Alexander Rozhenko has a very low Command (Security) skill.
  • Science - Running a scientific project requires regiment and fine attention to scientific protocol. Spock has a very high Command (Science) skill. Koloth has a very low Command (Science) skill.

Computer Operation/TL-Trek - IQ/E - Defaults to IQ-4

Computer Programming/TL-Trek - IQ/H - no default

Computer Hacking/TL-Trek - IQ/VH - no default

These skills work More or less exactly like on Characters p.184, only familiarization rules apply. Computer operation applies to being able to use starship operations panels, vocal commands, and PADDs. Programming is being able to set up complex macros and programs.

Familiarity Examples: Early-23rd Century Romulan, Late-24th Century Cardassian, 21st Century Earth.

Crewman (type)/TL-Trek - IQ/E - Defaults to IQ-4

Just like what's on Characters p.185, only it doesn't cover the ability to steer a starship, just the basics of starship life. Must specialize in a type of protocol (Starfleet, Civilian Freighter, Klingon, Maquis, Jem'Hadar, etc.), but each protocol defaults to the others at -1, unless radically different (Borg; no default).

Daq'tagh (Klingon Dagger) - DX/A - Defaults to Jitte/Sai-2, Knife-3

This is a menacing Klingon dagger that also has side blades and a slit for catching and breaking enemy weapons. The daq'tagh doesn't suffer the same parrying penalty that an ordinary knife does, and gives a +1 in the quick contest to disarm an opponent.

Engineer (speciality)/TL-Trek - IQ/H - Defaults to IQ-6

Engineer is completely different from its GURPS 4th standard counterpart. Where the original only really encompasses design and construction, the Star Trek counterpart includes repair, adaptation, and the like. It does not, however, include use. An engineer can be a wizard with fixing a Federation Mark VIII Phaser Rifle, but could be a lousy shot.

Familiarity rules apply. Specialties default to each other, for the most part, at -3. A Character must specialize in one of the following three categories:

  • Warp Core - Warp drives are weird. The power generation systems that run them are weirder, and most are quite unlike other technologies found aboard a starship.
  • Integrated Systems - Routing EPS grids, monkeying around in jeffries tubes, fixing replicators, this specialization applies to most shipboard systems. It also applies to large, immobile devices found on starbases, planets, etc. If it is big or integrated into a starship, it falls under this category.
  • Personal Devices - This covers portable devices like phasers, PADDs, tricorders, and crazy handheld probability-changing/life-ruining machines.

Familiarity Examples: 22nd Century Vulcan Warp Core, Late 24th Century Cardassian Integrated Systems, 20th Century Personal Devices

Operations (specialty) - IQ/E - Defaults to IQ-4 or Computer Use-4

Operations is the know-how to efficently run a starship console. It does not cover being able to quickly input commands in a heated situation; that is what the Twitch Operations skill is for. A good Starfleet helmsman, for example, would have Operations (Helm) and Twitch Operations (Helm) with a familiarity with Federation starships. Specialities include Comm, Helm, Science, Engineering, Tactical, Transporters.

Time and Faction-based familiarity rules apply. Example Familiarities: 22nd Century Federation, 24th Century Cardassian, 23rd Century Klingon, 21st Century Earth

First Aid/TL-Trek - IQ/E - Defaults to IQ-4 or Medical-4

They have First Aid kits in the future, too! No specialty is required, but keep in mind that a First Aid kit designed for Ferengi might not work as well for a Human, and probably not at all for a Tholian or Breen. Also remember that a First Aid kit on a Federation starship probably has basic medical amenities for many species.

Holography - IQ/A - Defaults to IQ-5 or Writing-3

This is the ability to create an interesting and enthralling Holoprogram. It doesn't necessarily guarantee stunning visuals and well-planned layout; Artist (Holograms) is used for that.

Medical/TL-Trek - IQ/H - Defaults to IQ-7 or First Aid-11 Pretty much the same as Diagnosis (p.187) and Physician (p.213) combined. A character need not take a species-based specialty for this skill, but the success hinges on whether or not the character is well-versed in the Biology or Xenobiology of the patient.

-1 if the patient is of an unfamiliar species, but the doctor has access to diagrams and the like. -3 if the patient is of an unfamiliar species when the doctor doesn't have access to diagrams. -5 with a completely unknown species.

Mek'leth (Klingon shortsword) - DX/A - Defaults to Jitte/Sai-4, Main-Gauche-4, Knife-5, Shortsword-4

A shorter blade than the bat'leth, the mek'leth is a versitile blade used either for slashing or for blocking an opponent's weapon by catching it. Gives a +2 bonus in the quick contest to disarm an opponent.

Paleoanthropology (culture) - IQ/VH - Defaults to IQ-7

Just like Anthropology, but for races and empires long lost to time, like the T'Kon, Hur'q or Iconians.

Piloting/TL-Trek (specialty) - DX/A - Defaults to IQ-6

You must specialize based on type of vessel; familiarity rules apply.

  • Fighter - Any small vessel that is intended for combat. Defaults to Piloting(Shuttles)-4.
  • Shuttles - Includes impulse shuttlepods, warp shuttlecraft, worker pods, and runabouts. Pretty much any small vessel whose primary purpose isn't combat. Defaults to Piloting(Fighter)-3, Operations(Helm)-4.
  • Starship - This is the ability to manually maneuver a large starship around. Defaults to Operations(Helm)-3.

Familiarity Examples: Bajoran Jenitza-class Starship, Federation Kaneda-class Fighter, Civilian Antares-class Freighter

Physiology (species) - IQ/H - Defaults to IQ-6, Appropriate Biology-4

Physiology is a step deeper than Biology, taking a slightly narrower field. Physiologists must specialize in a sentient species, which reflects that they have studied that race, its biology, its environment, and the biologies of other similar animals indigenous to the species' homeworld. For most species, this means other mammals, but there are exceptions.

Physiology and the appropriate Biology default to one another at -3. Most lifeforms also default to each other at -3, unless there are huge differences. So a character with, say, a 16 in Physiology (Klingon) has a 13 in Biology (Carbon-Based), and a 14 in Biology (Vulcan). That character would be well qualified to perform surgery on a Klingon Warrior as well as on his faithful Targ, and would be fairly decent if treating a human.

Starfleet Martial Arts - DX/E - no default

This is the standard fighting style taught to Starfleet cadets. The whole double-fist to the stomach and then to the back thing. This skill works the same as brawling on Characters p.182. You can use this skill to denote other types of martial arts that surely exist (i.e. Cardassian Martial Arts) but aren't really fleshed out.

Surgery - IQ/VH - Defaults to First Aid-12, Medical-5, Physiology-8

A character need not take a species-based specialty for this skill, but the success hinges on whether or not the character is well-versed in the Biology or Xenobiology of the patient.

-1 if the patient is of an unfamiliar species, but the doctor has access to diagrams and the like. -3 if the patient is of an unfamiliar species when the doctor doesn't have access to diagrams. -5 with a completely unknown species.

Twitch Operations (speciality) - DX/E - Defaults to DX-4 or Operations-4

Twitch Operations is your ability to be able to use a console in a tricky or combat situation. It is also used to determine whether or not your character can avoid a possibly deadly power surge/shower of sparks. The possible specialties cover the basic console types: Helm, Science, Engineering, Tactical, Operations.

Time and Faction-based familiarity rules apply. Example Familiarities:

Vulcan Nerve Pinch - IQ/VH - no default

This skill is very rarely taught to non-Vulcans, and requires years of study to perfect. A successful roll will render the opponent unconscious for anywhere from five minutes to an hour. An unsuccessful roll might mean that you're ineffectually pinching the neck of a now very angry Lethean.

Warp Physics - IQ/VH - no default

The Physics surrounding warp technology is weird and wooly enough to make it need its own skill.

Racial Templates


13 points

  • Attribute Modifies: HT+2 [20]
  • Secondary Modifiers: HP+3 [6]
  • Advantages: Hard to Subdue 1 [2]
  • Disadvantages: Class-M Intolerance (Slight; too hot) [-5], Easy to Read [-10]

Andorian (Aenar)

53 points

  • Attribute Modifiers: HT+2 [20]
  • Secondary Modifiers: HP+1 [2]
  • Advantages: Mind Reading (Telepathic) [27], Mind Shield 3 [12], Telepathy Talent 4 [20], Telesend (Telepathic) [27]
  • Disadvantages: Class-M Intolerance (Slight; too hot) [-5]


4 points

  • Advantages: Attractive [4]


-20 points

  • Disadvantages: Class-M Intolerance (Partial; cannot breathe) [-15], Mistaken Identity [-5]


57 points

  • Advantages: Empathy [15], Mind Reading (Universal, Telepathic) [42]


-25 points

  • Attribute Modifiers: ST-1 [-10], HT-1 [-10]
  • Disadvantages: Unusual Biochemistry [-5]


-28 points

  • Advantages: Injury Tolerance (no blood) [5], Mind Shield 3 [12]
  • Disadvantages: Class-M Intolerance (Complete) [-30], Disturbing Voice [-10], Mistaken Identity [-5]


197 points

  • Attribute Modifiers: ST+2 [20], DX+1 [20], IQ+1 [20], HT+2 [20]
  • Secondary Modifiers: Per+4 [20]
  • Advantages: Absolute Timing [2], Digital Mind [5], Doesn't Eat or Drink [10], Hard to Subdue 5 [10], High Pain Threshold [10], Indomitable [15], Infravision [10], Mindlink (Borg Collective) [70], Racial Memory (Active) [40], Regeneration (Regular; Nanites) [25], Single-Minded [5], Unaging [15], Unfazeable [15]
  • Disadvantages: Callous [-5], Hidebound [-5], Killjoy [-15], Low Empathy [-20], Megalomania [-10], No Sense of Humor [-10], Obsession (Assimilation) [-10], Reprogrammable [-10], Selfless [-5], Slave Mentality [-40], Unusual Biochemistry [-5]


0b01000101 points

  • Attribute Modifiers: ST-2 [-20], IQ+2 [40]
  • Advantages: Absolute Timing [2], Intuitive Mathematician [5], Mindlink (Bynaus Central Computer) [40], Single-Minded [5], Special Rapport [5]
  • Disadvantages: Dependant (Identical, Always Present, Loved One) [-8]


32 points

  • Attribute Modifiers: HT+1 [10]
  • Secondary Modifiers: Per+1 [5]
  • Advantages: Mind Shield 3 [12], Photographic Memory [10]
  • Disadvantages: Class-M Intolerance (Uncomfortable; too cold) [-5]


4 points

  • Secondary Modifiers: Will+1 [5]
  • Advantages: Attractive [4]
  • Disadvantages: Causes Mild Lecherousness [-5]

Deltans serving in Starfleet must take Vow (Celibacy) [-5]






0 points

  • Attribute Modifiers: none
  • Secondary Modifiers: Per+2 [10]
  • Advantages: Acute Hearing 4 [8], Mind Shield 2 (Cannot deactivate) [3], Talent (Business Acumen) 1 [10], Sharp Teeth [1]
  • Disadvantages: Appearance (Ugly, applies to most species) [-6], Fearfulness 1 [-2], Greed [-15], Obsession (Acquisition) [-5], Reputation (Swindler) [-4]


285 points

  • Attribute Modifiers: ST+2 [20], DX+1 [20], HT+2 [20]
  • Secondary Modifiers: Per+2 [10]
  • Advantages: Morph (Unlimited) [150], Doesn't Eat or Drink [10], Injury Tolerance (Homogenous, No Blood, No Brain) [50], Rapid Healing [5], Unaging [15]
  • Disadvantages: Unusual Biochemistry [-5]


2 points

  • Advantages: Absolute Timing [2], Digital Mind [5], Doesn't Breathe [20], Doesn't Eat or Drink [10], Insubstantiality [80], Unaging [15]
  • Disadvantages: Dependency (Holoemitters) [-50], Maintenence (Weekly) [-5], Reprogrammable [-10], Social Stigma (Subjugated) [-20], Unhealing [-30]

I'm sort of unsure how to handle lots of things with Holograms, especially ST, DX and HT. Those might all be capped by the quality of the Holoemitters, though, with better gear allowing higher stats. Any real damage a Hologram incurs is going to be inside a computer somewhere, and does not heal itself, hence Unhealing. I don't know, I want feedback about this.



120 points

  • Attribute Modifiers: ST+2 [20], DX+2 [40], HT+3 [30]
  • Secondary Modifiers: HP+3 [6], FP+3 [9]
  • Advantages: Acute Vision 5 [10], Combat Reflexes [15], Doesn't Eat or Drink [10], Doesn't Sleep [20], Fearlessness 3 [6], Hard to Subdue 3 [6], High Pain Threshold [10], Invisibility (Affects Machines, Can Carry Objects, Switchable; +110%) [84], Night Vision 4 [4], Peripheral Vision [15], Rapid Healing [5], Very Fit [15]
  • Disadvantages: Bloodlust [-10], Callous [-5], Dependancy (Ketracel-White) [-60], Fanatacism [-15], Incurious [-5], Obsession (Combat) [-10], Overconfidence [-5], [Sense of] Duty (Founders) [-20], Short Lifespan [-10], Slave Mentality [-40], Unusual Biochemistry [-5]

Jem'Hadar (Alpha Quadrant)

175 points

  • Attribute Modifiers: ST+3 [30], DX+2 [40], HT+3 [30]
  • Secondary Modifiers: HP+2 [4], FP+4 [12]
  • Advantages: Acute Vision 5 [10], Combat Reflexes [15], Doesn't Eat or Drink [10], Doesn't Sleep [20], Fearlessness 4 [8], Hard to Subdue 2 [4], High Pain Threshold [10], Invisibility (Affects Machines, Can Carry Objects, Switchable; +110%) [84], Night Vision 3 [3], Peripheral Vision [15], Rapid Healing [5], Very Fit [15]
  • Disadvantages: Bloodlust [-10], Callous [-5], Dependancy (Ketracel-White) [-60], Fanatacism [-15], Obsession (Combat) [-10], Overconfidence [-5], [Sense of] Duty (Founders) [-20], Short Lifespan [-10], Unusual Biochemistry [-5]


41 points

  • Attribute Modifiers: ST+2 [20], DX+1 [20]
  • Secondary Modifiers: HP+2 [4], FP+2 [6], Will -1 [-5], Perception -1 [-5]
  • Advantages: Fearlessness 1 [2], Fit [5], Hard to Kill 2 [4], Hard to Subdue 2 [4], High Pain Threshold [10]
  • Disadvantages: Bad Temper [-10], Code of Honor (Klingon) [-15]









10 points

  • Advantages: Acute Taste and Smell (3 levels) [6], Sharp Claws [5], Damage Resistance (2 levels- scales) [10], Night Vision (2 levels) [2], Fangs (Thrust-1 impaling damage) [2], Venomous Bite: Innate Attack (2 levels, toxic damage) Cyclic (One hour, 4 cycles, resistable +40%, Followup: Fangs +0%, Resistable with antivenin or a HT-4 roll, -10%) [11], Unknown Advantage: Mammals instinctively/subconsciously fear Selay. +3 Intimidation against mammal-derived species. [10]
  • Disadvantages: Ugly [-8], Cold Blooded (50º F or less)[-5], Frightens animals [-10], Restricted Diet: Fresh Meat (Substitutable with cooked or old meat) [-5], Intolerance (Anticans) [-3], Low Manual Dexterity (1 level- only 3 fingers) [-5]

Soong-Type Android

593 points

  • Attribute Modifiers: ST+8 [80], DX+5 [100], IQ+10 [200]
  • Secondary Modifiers: HP+5 [10]
  • Advantages: Absolute Timing [2], Ambidexterity [5], Digital Mind [5], Doesn't Breathe [20], Doesn't Eat or Drink [10], Doesn't Sleep [10], Eidetic Memory [5], Enhanced Time Sense [45], High Pain Threshold [10], Honest Face [1], Improved G-Tolerance [15], Injury Tolerance (No Blood, Unliving) [25], Intuitive Mathematician [5], Mathematical Ability 5 [50], Photographic Memory [10], Resistant (Afflictions that affect the living) [30], Speak Underwater [5], Unaging [15], Unfazeable [15], Vacuum Support [5]
  • Disadvantages: Curious [-5], Gullibility [-10], Low Empathy [-20], No Sense of Humor [-10], Reprogrammable [-10], Unhealing [-30]







14 points

  • Attribute Modifiers: ST+1 [10]
  • Secondary Modifiers: Per+1 [5], Will+2 [10]
  • Advantages: Acute Hearing 1 [2], Extended Lifespan 1 [2], Mindmeld [20], Unfazeable [15]
  • Disadvantages: Code of Honor (Surak's Way) [-10], No Sense of Humor [-10], Restricted Diet (Vegetarian) [-10]

(note: until the 2160s, most Vulcans considered mindmelds to be a perverse act)

Character Templates


Worf, Son of Mogh

  • Racial Template
    • Klingon (ST+2, DX+1, HP+2, FP+2, Will-1, Per-1, Fearlessness 1, Fit, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Bad Temper, Code of Honor (Klingon)) [41]
  • Attributes
    • ST 14 [20]
    • DX 13 [40]
    • IQ 10 [ 0]
    • HT 13 [30]
  • Secondary Attributes
    • Dmg 1d/2d
    • BL 39
    • HP 16
    • Will 12 [15]
    • Per 9
    • FP 16
    • Speed 6.5
    • Move 6
  • Advantages
    • Starfleet Rank (Lt. Cmdr) [20]
    • Combat Reflexes [15]
    • Fearlessness 4 [6]
    • Very Fit [10]
    • Security Clearance (Starfleet Officer) [10]
    • Single-Minded [5]
    • Weapon Master (Klingon Weapons) [30]
  • Disadvantages
    • Duty (Starfleet, Always, Hazardous) [-20]
    • Duty (House of Martok, Sometimes) [-5]
    • Easy to Read [-10]
    • Honesty [-10]
    • Loner [-5]
    • Proud [-1]
    • Staid [-1]
  • Skills:
    • Astrogation/TL-Trek (IQ/H) - 7 [1]
    • Bat'leth (DX/H) - 10 [1]
    • Beam Weapons/TL-Trek (Pistols) (DX/E) -

I haven't finished worf yet :x