The United Federation Of Planets

A Word On Species
So, look, I’m not going to say that all of this crap is 100% legit. Yes, I know that Vulcans are strong because the gravity on Vulcan is harsher than Earth and that Andorians just love art should get +2 to all origami rolls or whatever and blah blah blah, but for the sake of Species balance and not losing my mind, I have presented the Founding 4 Species of the United Federation of Planets as a bit more evenly matched and streamlined. I’ve also added some things that I feel make sense for a Species here or there, even if they aren’t explicitly implied in the established lore. Also, in my defense, there isn’t all that much detailed about the Andorians and Tellarites when compared to Humans and Vulcans of the Star Trek series, so I took a bit of creative liberty here or there to make things balanced. For the most part, however, the spirit of these folks remains true to the source material.

HUMAN
One of the most diverse and explorative species in the galaxy, Humans are renowned for their turbulent, violent past as much as their versatility and ability to adapt.

Human Spirit: Humans begin play with a d6 in Spirit.

Cosmopolitan: All Human characters begin play with one free Skill of their choice at d6, as well as one extra Edge during character creation.

Note on Human Characters: When making a Human character, be sure to choose their nationality. Humans are one of the most culturally diverse species in the galaxy, and dozens of cultures and nations are represented among the ranks of Starfleet.

VULCANIAN
Intellectually minded and detached of all emotions, Vulcans have suppressed their irrational, warlike natures by clinging to the tenets of reason and logic instead of turbulent emotions.

Logical: Vulcans begin play with a d6 in Smarts.

Mind Meld: By physically touching a living being, a Vulcan can link minds with a target, sifting through their thoughts and emotions. This cannot be used on a target who has a higher Spirit Attribute than your Smarts Attribute. If the target’s Spirit and your Smarts are equal, a contested roll is made to make the link or resist. Someone who resists your Mind Meld is immune to further attempts.

Vulcan Nerve Pinch: By making a touch attack (A Fighting roll at +2) against a target that you are behind, a Vulcan can incapacitate most beings with a crippling nerve hold. The victim immediately makes a Vigor test (at -2 if a raise was rolled on the attack) to resist, with a failure meaning that the target immediately is rendered unconscious for 5 minutes. Successfully resisting this attack makes the victim immune to further attempts at this maneuver from the same Vulcan.

Emotionally Detached: Vulcans suffer a -2 penalty to their Charisma due to their repression of their emotions, which other Species often sees as cold and distant.

ANDORIAN
Aggressive and some would say warlike, Andorians are an honorable Species who hail from the frozen world of Andor. While their culture is a physically minded one, Andorians despise deception and value honesty, family and the arts above all else.

Physical Prowess: Andorians begin play with a d6 in Strength, as well as the Brawny Edge.

Cold Resistant: Andorians never suffer any penalties from cold, and can function normally even in freezing climates that would easily wither the unsuited to such conditions.

TELLARITE
Short and broad of Stature, Tellarites are a porcine race with pinkish skin, snout-like noses and often times impressive facial hair. Tellarites are renowned for their pride, as well as their love of debate (or argument).

Hardy: Tellarites begin play with d6 in Vigor. Beyond this, their constitutions are far more resilient than other species, and Tellarites are immune to most common types of poisons. Even the most virulent of poisons allow the Tellarite a Vigor roll at -2 to resist them. A Tellarite can also drink as much alcohol as they wish without suffering a penalty for inebriation. 

Argumentative: A Tellarite is loathe to concede a point, and they suffer from -2 Charisma in any polite social setting (they will get into some kind of dispute given enough time in even the most delicate of situations), but this becomes a +2 bonus to their Charisma when involving a debate or legal proceeding. The penalty to Charisma only affects interactions with Non-Tellarites. It should be noted that Tellarites are capable of holding their tongues and following orders (being Argumentative does not mean that they are stupid, or will bitterly question every single order given to them by a superior Officer). This Species trait should make the Tellarites colorful and unique, not reduce them to impossible problem-characters who constantly are at odds with everyone else on their crew. This ingrained hard-headedness also grants Tellarites a +2 bonus to all rolls to resist mental manipulation or control, such as Mind Melds or other forms of Mind Control.

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