1552 lines
74 KiB
Plaintext
1552 lines
74 KiB
Plaintext
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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Here it is... Star Trek meets AD&D. I hope you like this and will send
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me comments, suggestions, and ideas. A nice companion to this guide is The
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Complete Guide to AD&D Technology.
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Thanks,
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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\ /
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/ Reid D. Bluebaugh BITNET - C2MXBLUE.FRE.TOWSON.EDU \
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\ INTERNET - C2MXBLUE.FRE.FSU.UMD.EDU /
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/ Creator and Compiler of... \
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\ /
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/ THE COMPLETE GUIDE TO AD&D SEX =-=-=-=-=-=-=-=-==-=-=-=--=-=-=\
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\ THE COMPLETE GUIDE TO AD&D ALCOHOL * / Do you play Car Wars, Toon, /
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/ THE COMPLETE GUIDE TO AD&D HYGIENE \ Boot Hill, or Ghostbusters? \
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\ THE COMPLETE GUIDE TO AD&D TECHNOLOGY / I would be interested in /
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/ THE COMPLETE GUIDE TO AD&D STAR TREK \ discussing them with you. \
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\ THE ANTI-GIBBERING SYSTEM /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/
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/ ALTERNATIVE W.W.F. WRESTLING PROF. \ I no longer keep archives of \
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\ THE BLUE BALL BOWLING SYSTEM / my material. To get my stuff /
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/ THE ULTIMATE BAG O' BEANS * \ FTP Greyhawk.Stanford.Edu. \
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\ THE LUCK ABILITY SCORE / It is in the directories /
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/ GRENADE WEAPON SPECIALIZATION \ D_D \ incoming \ REID. If \
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\ GUIDE TO DICE GAMES / you like them let me know! /
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/ \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\
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\ * not available, being revised / Flames are always welcome !! /
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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-----------------------------------------------------------------------
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A GUIDE TO STAR TREK
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IN ADVANCED DUNGEONS & DRAGONS
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BY
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REID BLUEBAUGH MARC CARLSON
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Space: The Final Frontier...
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-- Gene Rodenberry
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-----------------------------------------------------------------------
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@ COPYRIGHT 1993 by REID BLUEBAUGH
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The following game is the property of its author, who hearby states
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that he reatins the copyright. You may distribute it at will, provided
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that nothing in the guide, this notice, or any of the credits are
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altered in any way; and that you do not make a profit from it.
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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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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 DM 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. Since few people play both the Star Trek Roleplaying
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Game and Advanced Dungeons and Dragons, a conversion system isn't
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presented because it would be extremely complex.
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The information presented here is for a DM to run AD&D adventures
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in the Star Trek environment without playing the complicated Star Trek
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Roleplaying Game.
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Reid Bluebaugh
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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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TABLE: Age
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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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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
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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
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minds to accept at face value, but neither can they always be
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explained. The Kai often speaks in vague, mystical and indirect
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language, forcing the listener to seek the meaning.
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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
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exploration that seems to reveal a person's true
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nature. The Pagh is more than soul, or fate, but contains aspects of
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each. Another word for soul, as well as meaning Ghost, or Spirit is
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Borhya. Borhyas often remain after the body's death to give the person
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time to say goodbye to his or her past life.
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The ritual "Death Chant" sung by the monks is at least 2 hours
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long.
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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
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stabilizing influence is the Kai. Bajoran terrorists still populate
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refugee camps on neighboring planets.
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Barzan, pl. Barzani
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These humanoids have raised eyebrows and upswept "V" shaped
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forehead ridges. They must wear a breather unit. The Barzan culture
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is impoverished.
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Benzite, pl. Benzites.
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These beings are humanoid in shape. They are hairless, with a
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plue-gray skin. Facially, they bear more of a similarity to cat-fish
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than to humans, with feeler-like protrusions over-laying the mouth, and
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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
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geostructure tend to appear identical to non-Benzites.
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Betazoid, pl.Betazoids
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While Betazoids are essentially humans, they are listed
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individually because of their culture. The only physical differences
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between Betazoids and Earth Humans are a 10 month gestation period, and
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the entire population has eyes with solid dark pupils. Their pulse is
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aboute 76 BPM, BP is 110/72, respiration of 20, and a body temperature
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of 37.2 C. Betazoid women are not considered fully matured until they
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reach their "Phase," somewhere in their 40s or 50s when they reach
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Midlife. At this point, their sexual drive quadruples, and they are
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considered to be fully sexual.
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Their homeworld of Betazed is Earthlike, and has large oceans.
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Betazoids are telepathic as a race, although they are often merely
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empathic when dealing with other races. They are often uncomfortable
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around those species whose minds they can not read, like the Ferengi or
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the Breen. This telepathy is usually acquired at adolescence, and has
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created a society based on total honesty. There is a ritual "genetic
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bonding," a form of arranged marriage, performed with Betazoid
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children. The actual "Joining ceremony" of adults is performed with
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all participants and guests in the nude, to symbolize the act of love
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being celebrated.
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Bolian, pl. Bolians
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The inhabitants of Bolius IX come in three basic colors: light
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green with a yellowish tinge; a blue tinged darker green; and a deeper,
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nearly flourescent blue. Men are bald, while the women have shorter
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hair, often reflecting the predominant color of their skin. Bolians
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have a small double ridge that vertically bisects their bodies, and
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long ears.
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Borg, pl. Borg
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The Borg may be more than one humanoid species who have been
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transformed into a vast group mind, interconnected collective of
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cyborgs. The various Borg, and Borg vessels are interconnected through
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a subspace communications network. They are responsible for the
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destruction and "assimilation" of many civilizations. They have an
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extremely high technology level.
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Breen, pl. Breen
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Nothing is really known about this race beyond the fact that they
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are impenetrable to Betazoid telepathic powers.
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Brekkans/Onarons
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The inhabitants of these two planets are apparently identical in
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species. They are humanoid, but for a small ridgy surface at the
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bridge of the nose. They are capable of generating intense electrical
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charges from their bodies.
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Bulanoan, pl. Bulanoans
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These humanoids have a grayish reptilian skin and a scaly face,
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although they have hair sweeping around the rear of their heads.
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Bynar, pl. Bynars
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This diminuative humanoid race has a fairly large cranium:body
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ration. They are asexual. They have asymetrical ears, a lilght purple
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tone to their skin, and a ruff of purple hair along the base of the
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otherwise hairless skull.
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Bynars come from the planet Bynus, a planet in the Beta Magellan
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system. They often travel in pairs, and work in pairs. They are
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cybernetically interconected with their world's master computer by
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means of "mechanical" data buffers and biochips.
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Caitian, pl. Caitians
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These bipedal felinoids are human size. Females have thick manes,
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but otherwise have a fine short hair pelt, long tails, and large golden
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eyes. Males have no manes. Their fur is either orange or brown,
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although they may come in other colors.
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Caldonian, pl. Caldonians
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A very tall humanoid race, with a large bony forehead. They
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appear to have only three digits on their hands. The planet Caldonia
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is committed to scholarship and research as its primary trade product.
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Cardassian, pl. Cardassians
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Cardassians are tall humanoids, long necked, covered with cord-
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like ridges, especially along the jaws, ears, and parallel ridges
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sweeping up and away from the deep eye sockets and over the top of the
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head. They have a grayish skin color.
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Cardassians were once a spiritual people, but due to increasing
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poverty brought on, apparently by depletion of their natural resources,
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they have become a visciously aggressive people, who have been
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described as having a "wolf-pack mentality." That there is a cultural
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struggle for dominance even in social settings is obvious even in the
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subtleties of their architecture, placing the dominant person above his
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subordinants.
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Cheronian, pl. Cheronians
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The inhabitants of the planet Cheron are humanoid, with skin tones
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of black and white evenly dividing the body in half. They have the
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ability to generate electrical charges from their bodies. One was able
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to telepathically gain control of a ship's navigational computers, but
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this may have been an individual attribute, and not a species wide
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ability.
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Chrysalian, pl. Chrysalians
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Un undescribed reace refered to as having "been at peace for more
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than 10 generations." They apparently do not get involved in
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interstellar matters.
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Deltan, pl. Deltans
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Deltans are an ancient, highly evolved race who appear completely
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human, and are listed individually because of their culture. The only
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physical difference between Deltans and Earth Humans are a 10 month
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gestation period. Deltans are either bald, or have thick luxurient
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white hair, which is never cut. They have an effective exocrine
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systems that radiates pheromones that have an extreme effect on Humans.
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They are psi-empathic from birth. There is a strong psychic bond
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between a Deltan child and its mother.
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Deltans never bothered to explore Outer space, being far too
|
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interested in Inner space, and finding adventure and fulfillment within
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themselves. However, they are among the best navigators known.
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A major part of the Deltan culture is the sexual act. Deltans
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combine not merely their bodies but their minds and souls during sex,
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finding it far more fulfilling than the mere physical act. Because
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Humans are often emotionally incapacitated by this aspect of sex, and
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find the thought of returning to the unfulfilling human act
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intolerable, it is Starfleet policy that Deltans serving with "sexually
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immature" species must take an oath of celibacy.
|
|
Deltan females often wear a "love band" about their heads to
|
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identify their sexual status. A male simply touching this band can
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invoke a sexual responce.
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Edo, pl. Edo
|
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These beings are tripeds, with 3 arms. They have orange skin,
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and yellow eyes.
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EXTRAGALACTIC, OR EXTRADIMENSIONAL CREATURES
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These include the Traveler's people, the Kelvans, and Syliva
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and Kolb, the servants of the Old Ones.
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Ferengi, pl. Ferengi
|
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Ferengi are short, twisted humanoids, with huge hairless heads,
|
|
big ears and sharp teeth. A forehead tatoo indicates the particular
|
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Ferengi is in the military. Ferengi have yellow blood.
|
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The Ferengi don't care about courage, although they are careful to
|
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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
|
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brought up by their fathers.
|
|
They are impenetrable to Betazoid telepathic powers, possibly due
|
|
to their four "Brain nodes."
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|
"First Federation"
|
|
The inhabitants of the "First Federation" are very small humanoids
|
|
that look like small, bald children
|
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|
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.
|
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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)
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE PEOPLE
|
|
|
|
|
|
Presented below are two 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
|
|
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
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|
|
|
|
ADVENTURE STORY
|
|
|
|
|
|
Below is a story of an adventure on the Enterprise from a DM 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 DMs 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
|
|
|
|
Joel Polowin A.K.A. Bunsen Honeydew for his song "Fifty Ways To Kill An
|
|
Ensign".
|
|
|
|
Marc Carlson (IMC@VAX2.UTULSA.EDU) the co-creator who wrote all the
|
|
creatures and a lot of the weaponry.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
|