Copyright crap: The author of this thing retains full copyright of the material, while hereby granting full permission for it to be reprinted in any format whatsoever, with the provisos that his name be forever attached to it, the text of the document be forever unaltered, and if anyone manages to figure out how to make big bucks off of it, the above mentioned author wants a cut. Oh, yes, and lest I forget, this notice must remain attached to the main text. I. Marc Carlson IMC@VAX2.UTULSA.EDU/LIB_IMC@CENTUM.UTULSA.EDU 28 June 1994/1 December 1997 *************************************************************************** BTRC, TimeLords, WarpWorld, SpaceTime, Guns Guns Guns, 3G3, More Guns, and those components dealing with subjects covered by BTRC products are copyrighted by Greg Porter. Note that their use herein does not connote any official stamp of approval by Greg Porter, nor should their use by me imply an abandonment of those rights and privileges guaranteed to the holder of said copyrights. Furthermore, the copyright to Star Trek is held by Paramount Pictures, and the use of Trek Material in this mess, should in no way imply any offical approval, etc., ================================================================= Star Trek Aliens for TimeLords compiled and modified by I. Marc Carlson. (Note: These were developed for use in a campaign I was running several years ago, and may not match what has been shown on the series since that time) ANDORIANS Length/Height: 175-220 (1d10+7) Preferred Habitat: T/P/D Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: +1 Dexterity: -1 Constitution: +0 Intelligence: +1 Willpower: +1 Bravado: +0 Perception: +1 Appearance: -1 Stamina: -2 Power: +0 ------ +0 Base Age for beginning characters: 20 (34 Max) Maximum Age: 90 +2d20 Earth Years Andorian, pl. Andorians Andorians are humanoids with a slender, muscular build, blue skin, white hair, and knobby antennae on top of their heads. They have no visible ears. No veins in circulatory system. Andorians are by nature a violent race, but need reasons to quarrel. They generally appear as controlled as Vulcans. They are a stoic people, and largely unsentimental. Families are important to Andorians, with marriages being made up of groups of four. They are not big believers in charity. They have subcutaneous ears. Their antenna are sensory clusters that allow them to sense heat sources allowing them to "see" into the infrared, and detect air vibrations that allow them to hear into the deep subsonic. Acute Night Vision +2 (4AP) (-2 Day vision) Sense Heat (5AP) Acute Hearing +2 (4AP) Physical Disad. Distinctive appearance, not concealable. (-10AP) Physical Disad. Vulnerability, Antenna are exposed and breakable. (-5AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU BAJORANS Length/Height: 165-200 (1d8+5) Preferred Habitat: T/*/N Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: +0 Dexterity: +0 Constitution: +0 Intelligence: +0 Willpower: +0 Bravado: +0 Perception: +0 Appearance: +0 Stamina: -1 Power: +1 ------- +0 Base Age for beginning characters: 16 (30 Max) Maximum Age: 100 + 5d10 Bajor or Bajoran, pl. Bajora or Bajorans The inhabitants of the planet Bajor belong to an ancient society with firm a dedication to spiritual pursuits. Striking architecture with rounded domes and spherical shapes marks the landscape of the world. The ancient Bajora were great architects and engineers "before humans were even standing erect", though this is only an estimated 25,000 BP. The people are deeply mystical, and believe in spiritual phenomena. They are devoted to a non-secular philosophy that differs greatly from Humanity's rational, scientific way of life. The Bajoran religious leader, known as the Kai, resides in the ancient monastery that is the center of spiritual life surrounded by monks who meditate and chant in chords. He or she challenges conventional human logic. The Kai seem to have an awareness on a higher plane of consciousness, knowing things they cannot possibly know. The 'powers'of the Kai are not always easy for more secular minds to accept at face value, but neither can they always be explained. The Kai often speaks in vague, mystical and indirect language, forcing the listener to seek the meaning. The Celestial Temple of the Prophets, the source of the "Tears of the Prophets", the mysterious orbs that have arrived each millenia to teach the populace, are among the fundamental sacraments of the Bajoran religion. The Pagh, roughly translated as "energy meridian," can be explored through deep tissue massage of their ears, an exploration that seems to reveal a person's true nature. The Pagh is more than soul, or fate, but contains aspects of each. The ornamental ear-rings that Bajorans wear in their right ear, may have some significance related to the Pagh. Another word for soul, as well as meaning Ghost, or Spirit is Borhya. Borhyas often remain after the body's death to give the person time to say goodbye to his or her past life. The ritual "Death Chant" sung by the monks is at least 2 hours long. Bajor is near the Cardassian Border and has at least five moons. Since the Cardassian Invasion of Bajor, and the subsequent rape of the planet's resources Much of the culture has changed, as this people try to adapt to the needs of survival. Even with the Cardassian withdrawal, the political situation remains precarious and the only stabilizing influence is the Kai. Bajoran terrorists still populate refugee camps on neighboring planets. Bajorans are known by their family name, then their given name. Physical Disad. Distinctive Appearance (Concealable) (-5AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU BETAZOIDS Length/Height: 165-200 (1d8+5) Preferred Habitat: T/*/N Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: -1 Dexterity: +0 Constitution: +0 Intelligence: +0 Willpower: +0 Bravado: -1 Perception: +0 Appearance: +0 Stamina: -1 Power: +3 ------- +3 Base Age for beginning characters: 18 (35 Max) Maximum Age: 100 + 5d10 Betazoid, pl.Betazoids While Betazoids are essentially humans, they are listed individually because of their culture. The only physical differences between Betazoids and Earth Humans are a 10 month gestation period, and the entire population has eyes with solid dark pupils. Their pulse is aboute 76 BPM, BP is 110/72, respiration of 20, and a body temperature of 37.2 C. Betazoid women are not considered fully matured until they reach their "Phase," somewhere in their 40s or 50s when they reach Midlife. At this point, their sexual drive quadruples, and they are considered to be fully sexual. Their homeworld of Betazed is Earthlike, and has large oceans. Betazoids are telepathic as a race, although they are often merely empathic when dealing with other races. They are often uncomfortable around those species whose minds they can not read, like the Ferengi or the Breen. This telepathy is usually acquired at adolescence, and has created a society based on total honesty. There is a ritual "genetic bonding," a form of arranged marriage, performed with Betazoid children. The actual "Joining ceremony" of adults is performed with all participants and guests in the nude, to symbolize the act of love being celebrated. Mental Advantages: Telepathy/Mind Reading (25AP) Empathy (20AP) Mind Defence Range: Centered on Telepath:x0.6 Affects Telepath Only: x0.9 AoE, 1 Loc (Brain) x1.0 Mental/Astral Effect Only x0.7 Power Drain, Per Use x1.0 Automatic Use x1.4 Special Effects (Extremely Limited) Passive Use Only x0.7 --------- (37AP) Physical Disadvantages: Distinctive appearance: Concealable (Dark Eyes) -(1AP) Mental Disadvantages: "Cursed" (Any Weird psychic stuff is likely to happen to this character FIRST) (Common Situation, Very Dangerous) (-35AP) Psych Lim (Pick 3) (Very Common Situation, Mild) (-20AP) (Common, Total) (-20AP) (Uncommon, Mild) (-5AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU BOLIANS Length/Height: 150-200cm (1d10+3) Preferred Habitat: T/*/N Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: +0 Dexterity: +0 Constitution: +0 Intelligence: +0 Willpower: +0 Bravado: +0 Perception: +0 Appearance: +0 Stamina: +0 Power: +0 ------- +0 Base Age for beginning characters: 17 (31 Max) Maximum Age: 90 + 2d20 Bolian, pl. Bolians The inhabitants of Bolius/Bolarius IX come in three basic colors: light green with a yellowish tinge; a blue tinged darker green; and a deeper, nearly flourescent blue. Men are bald, while the women have shorter hair, often reflecting the predominant color of their skin. Bolians have a small double ridge that vertically bisects their bodies, and long ears. Physical Disadvantage: Distinctive Appearance: Not Concealable. -(10AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU BILANOANS Length/Height: 140-200 (2d6+1) Preferred Habitat: T/*/W Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: +0 Dexterity: +0 Constitution: +0 Intelligence: +0 Willpower: +0 Bravado: +0 Perception: +0 Appearance: +0 Stamina: +0 Power: +0 ------- +0 Base Age for beginning characters: 21 (45 Max) Maximum Age: 90 + 2d20 Bilanoan, pl. Bilanoans These humanoids from Bilana III have a grayish reptilian skin and a scaly face, although they have hair sweeping around the rear of their heads. They have a colony on Lemma II. Mental Advantage: Rightness (10AP) Physical Disadvantage: Distinctive Appearance: Not Concealable. -(10AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU BORG Length/Height: 165-175 Preferred Habitat: */*/* Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: +0 (Usually Modified) 25 (156AP) Dexterity: +0 (Usually Modified) 20 (100AP) Constitution: +0 (Usually Modified) 20 (100AP) Intelligence: +0 (Usually Modified) 20 (100AP) Willpower: +0 (Usually Modified) 30 (225AP) Bravado: +0 (Usually Modified) 30 (225AP) Perception: +0 (Usually Modified) 20 (100AP) Appearance: +0 (Usually Modified) 10 (25AP) Stamina: +0 (Usually Modified) 30 (225AP) Power: +0 (Usually Modified) 5 (7AP) -------- ------- +0 1263AP Base Age for beginning characters: n/a Maximum Age: n/a Borg, pl. Borg The Borg may be more than one humanoid species who have been transformed into a vast group mind, interconnected collective of cyborgs. The various Borg, and Borg vessels are interconnected through a subspace communications network. They are responsible for the destruction and "assimilation" of many civilizations. They have an extremely high technology level. Physical Disadvantages: Distinctive Appearance: Not Concealable. -(10AP) Implanted neural communication Implanted Armor (25/0) Implanted Force Field Generator (5000/2000) Visual Processors -- Feed to Main Computer/Collective Acute Night Vision +4 (no penalty for Day vision Distance Vision Microscopic Vision EM-Vision Spatial Relation vision Hearing, Amplification/Directional Ignore all Physical Discomfort or Pain "Cyberarm" Convert Energy to "Food" Mental Advantages: All skills at 15-20 Mental Disadvantages: Can never learn new skills, or get better. ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU CAITIANS Length/Height: 150-195 (1d8+4) Mass: +10% Preferred Habitat: E/*/N Max Velocity (m/s): 12 Armor Value (Base): 0 Strength: -1 Dexterity: +2 Constitution: -1 Intelligence: +0 Willpower: +0 Bravado: +1 Perception: +0 Appearance: +1 Stamina: -2 Power: +0 ------ +0 Base Age for beginning characters: 12 (26 Max) Maximum Age: 50 + 3d20 Caitian, pl. Caitians (Note: Animated Series Only, although a similar looking creature has been seen in the movies) These bipedal felinoids are human size. Females have thick manes, but otherwise have a fine short hair pelt, long tails, and large golden eyes. Males have no manes. Their fur is either orange or brown, although they may come in other colors. Acute Night Vision +2 (4AP) Acute Sense of Smell +2 (4AP) Ambidexterous +2 (2AP) Physical Disadvantage: Distinctive Appearance: Not Concealable. -(10AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU CARDASSIANS Length/Height: 165-200 (1d8+5) Preferred Habitat: E/P/W Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: +0 Dexterity: +0 Constitution: +1 Intelligence: +0 Willpower: +0 Bravado: +0 Perception: +0 Appearance: -1 Stamina: +0 Power: +0 -------- +0 Base Age for beginning characters: 15 (29 max) Maximum Age: 50 + 3d10 Cardassian, pl. Cardassians Cardassians are tall humanoids, long necked, covered with cord-like ridges, especially along the jaws, ears, and parallel ridges sweeping up and away from the deep eye sockets and over the top of the head and having a reptilian or dinosaurian visage. They have a grayish skin color. They have molars. Cardassians were once a spiritual people, and in ancient times their world was home to civilizations whose legendary ruins still rise from from the landscape. However, their world grew poorer in resources, leading to an eventual collapse. Starvation and disease were rampant due to increasing poverty brought on by the depletion of their natural resources. Gradually they have become a visciously aggressive people, who have been described as having a "wolf-pack mentality." That there is a cultural struggle for dominance even in social settings is obvious even in the subtleties of their architecture, placing the dominant person above his subordinants. Other aspects of Cardassian architecture include a sharp angularness, full of sweeping curves and talon-like spikes. Currently Cardassia is ruled by its military command, although "civilian" government ostensibly has some contribution as well. The higher echelons are well aware of the potential dangers of disturbing the populace, and so maintain a firm grip via propaganda. On Cardassia Prime, trials do not determine a defendent's guilt or innocence, but rather serve as a show setting where by it is revealed HOW that crime was solved by the State, and once more proving the futility of actions against the State. The defendant is assigned both a Conservator and a Nester, the former to help the defendent through the trial and to make certain that the defendent places his or her best face on their guilt. The Nester, who has no actual authority in the Court, although must be an officer of the court, serves to advise the defendent. The judge in a trial is called an "Arkon", and it is likely that they have other civil duties. On their 10th birthday, a Cardassian Citizen is required to give up their 1st molar to the Bureau of Identification. It would appear that the dominant person of a unit, or group of units, has the title of "Gul". Even so, Cardassian culture places a person between unnegotiable duty to a state dominated by the military, and a strong commitment to the family. However, Cardassian families are given the opportunity to repudiate condemned relatives. Cardassians see into different parts of the light spectrum than humans, and light levels that are comfortable for humans are a bit too bright for Cardassians. Their natural environment is a bit warmer than the human norms, with an average ambient temperature of 32 degrees C (or 90 degrees F). Cardassian children are taught to improve their memories to nearly eidetic standards. Physical Advantages: Acute Night Vision +1 (2AP) Mental Advantages: Eidetic memory, General (10AP) Physical Disadvantage: Distinctive Appearance: Semi Concealable. -(8AP) Psych Lim: (Pick One) (Uncommon, Mild) -(5AP) Other Disadvantages: Level 5 Patron/Monitored (Governement) -(25AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU DELTANS Length/Height: 165-200 (1d8+5) Preferred Habitat: T/*/N Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: +0 Dexterity: +0 Constitution: +0 Intelligence: +0 Willpower: +0 Bravado: +0 Perception: +0 Appearance: +0 Stamina: +0 Power: +3 ---- +3 Base Age for beginning characters: 16 (30 Max) Maximum Age: 100 + 5d10 Deltan, pl. Deltans Deltans are an ancient, highly evolved race who appear completely human, and are listed individually because of their culture. The only physical difference between Deltans and Earth Humans are a 10 month gestation period. Deltans are either bald, or have thick luxurient white hair, which is never cut. They have an effective exocrine systems that radiates pheromones that have an extreme effect on Humans. They are psi-empathic from birth. There is a strong psychic bond between a Deltan child and its mother. Deltans never bothered to explore Outer space, being far too interested in Inner space, and finding adventure and fulfillment within themselves. However, they are among the best navigators known. A major part of the Deltan culture is the sexual act. Deltans combine not merely their bodies but their minds and souls during sex, finding it far more fulfilling than the mere physical act. Because Humans are often emotionally incapacitated by this aspect of sex, and find the thought of returning to the unfulfilling human act intolerable, it is Starfleet policy that Deltans serving with "sexually immature" species must take an oath of celibacy. Deltan females often wear a "love band" about their heads to identify their sexual status. A male simply touching this band can invoke a sexual responce. Mental Advantages: Empathy (20AP) Spatial Sense (25AP) Mind Defence Range: Centered on Telepath:x0.6 Affects Telepath Only: x0.9 AoE, 1 Loc (Brain) x1.0 Mental/Astral Effect Only x0.7 Power Drain, Per Use x1.0 Automatic Use x1.4 Special Effects (Extremely Limited) Passive Use Only x0.7 --------- (37AP) Physical Disadvantages: Distinctive appearance: Concealable (Bald) -(5AP) Mental Disadvantages: "Cursed" (Any Weird psychic stuff is likely to happen to this character FIRST) (Common Situation, Very Dangerous) (-35AP) Psych Lim (Pick 3) (Very Common Situation, Mild) (-20AP) (Common, Total) (-20AP) (Uncommon, Mild) (-5AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU EDO Length/Height: 150-225 (3d6) Mass: +15% Preferred Habitat: E/P/D Max Velocity (m/s): 12 Armor Value (Base): 0 Strength: -1 Dexterity: +2 Constitution: +0 Intelligence: +0 Willpower: +0 Bravado: -1 Perception: +1 Appearance: -1 Stamina: +0 Power: +0 ---- +0 Base Age for beginning characters: Maximum Age: 50 + 1d20 Edo, pl. Edo (Note: Animated Series Only, although a similar looking creature has been seen in the movies) These beings are tripeds, with 3 arms. They have orange skin, and yellow eyes. Mental Advantages: Spatial Sense (25AP) Physical Advantages: Extra Limbs (10AP) Physical Disadvantages: Distinctive appearance: Not Concealable -(10AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU FERENGI Length/Height: 140-165 (1d6) Preferred Habitat: T/*/N Max Velocity (m/s): 12 Armor Value (Base): 0 Strength: -2 Dexterity: +2 Constitution: +0 Intelligence: +0 Willpower: +1 Bravado: -2 Perception: +2 Appearance: -1 Stamina: +0 Power: +0 ---- +0 Base Age for beginning characters: 15 (29 Max) Maximum Age: 50 + 2d20 Ferengi, pl. Ferengi Ferengi are short, twisted humanoids, with huge hairless heads, big ears and sharp teeth. A forehead tatoo indicates the particular Ferengi is in the military. Ferengi have yellow blood. The Ferengi don't care about courage, although they are careful to cultivate the appearence of courage. Cheating and stealing are tests of cunning and skill. Ferengi feel that a victim of a scam is at fault because they were not smart enough to protect themselves, nor were they wiley enough to get revenge. Ferengi have a form of "honor," typified by the Ferengi Code, which dictates theri behavior when caught doing something wrong. Ferengi men do not live with Ferengi women, and male children are brought up by their fathers. Ferengi women have smaller ears, and , as a rule, aren't allowed to wear clothes, have an education, etc. They are impenetrable to Betazoid telepathic powers, possibly due to their four "Brain nodes." When physically threatened, Ferengi have been known to emit a wail of distress. Physical Advantage: Acute Night Vision +2 (4AP) Acute Hearing +2 (4AP) Rapid Healing +5 (25AP) Ambidexterity +5 (5AP) Resistance to Disease +5 (25AP) Mental Advantage: Mind Defence Range: Centered on Telepath:x0.6 Affects Telepath Only: x0.9 AoE, 1 Loc (Brain) x1.0 Mental/Astral Effect Only x0.7 Power Drain, Per Use x1.0 Automatic Use x1.4 Special Effects (Extremely Limited) Passive Use Only x0.7 --------- (37AP) Disadvantages: Bad Reputation (-10 to all dealings with non-Ferengi) (-10AP) Psych Lim: Cowardice (Common Sit., Total) (-20AP) Greedy (Common Sit, Strong) (-15AP) Intolerance of Females (Common Sit, Strong) (-15AP) Lecherousness (Common Sit, Total) (-20AP) Cultural Motivation for "Profit" (Common Sit, Total) (-15AP) Physical Disadvantage: Distinctive Appearance: Not Concealable. (-10AP) Tone Deaf (-5AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU GORN Length/Height: 190-215 cm (1d6+10) Mass: +15% Preferred Habitat: E/*/D Max Velocity (m/s): 6 Armor Value (Base): 0 Strength: +3 Dexterity: -1 Constitution: +1 Intelligence: +0 Willpower: +0 Bravado: +0 Perception: -1 Appearance: -1 Stamina: +1 Power: +0 --- +2 Base Age for beginning characters: 10 (24 Max) Maximum Age: 30 + 2d20 Gorn, pl. Gorn These seven foot tall, warm-blooded reptile looking things are actually moderately intellegent dinosauroids. They are very strong. They have three fingers (2 fingers and an opposable digit), and multi-faceted eyes, much like an insect's. Acute Distance Vision +5 (10AP) Physical Disadvantage: Distinctive Appearance: Not Concealable. (-10AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU HUMANS Length/Height: 165-200 (1d8+5) Preferred Habitat: T/*/N Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: +0 Dexterity: +0 Constitution: +0 Intelligence: +0 Willpower: +0 Bravado: +0 Perception: +0 Appearance: +0 Stamina: +0 Power: +0 ------ +0 Base Age for beginning characters: 16 (30 Mex) Maximum Age: 100 + 5d10 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 humanoids that have no apparent Earth human ancestry. Among this third population are the Acamarians, Aldeans, Angosians, Argelians, Capellans, Catulans, Denebians and Denebian Bandi, the Edo, Ekosians, El-Aurians, Elasians, Ennis/Nol-Ennis (Gamma Quadrant), Fabrini, Gideonites, Halkans, Iotions, Kalandans (Extinct), Ligonians, Minosians (Extinct), Morg and Eymorg of Sigma Draconis VII, Sahndarans/Platonians, T'Konians (Extinct), the Tosk-Hunters (Gamma Quadrant), Risans, Rutians, Scalosians (Probably extinct), Tarellians, Ardanans, Ventaxians, Zeons, Zibalians 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. ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU KLINGONS Length/Height: 170-215 cm (1d10+6) Mass: As per size Preferred Habitat: ?/?/? Max Velocity (m/s): 12 Armor Value (Base): 1 Strength: +2 Dexterity: +0 Constitution: +1 Intelligence: -1 Willpower: +1 Bravado: +2 Perception: +1 Appearance: -3 Stamina: +1 Power: -1 ------- +3 Base Age for beginning characters: Maximum Age: 80 + 3d10 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. This system of bodily redundancies is called Brak'lul. 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. They have a vast number of festivals and rituals that express the depth of pride found in their traditions. The "tea ceremony," named for the human ritual it vaguely resembles, is an artistic masterpiece of ritual, symbolizing that death is an experience best shared. 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. [*1.5 gravity] The government of the "Klingon Imperial Empire" is not always clear. It was founded over 1500 years ago by Kahless, after he killed they Tyrant Molor with the first Bat'telh, or "Honor Sword". Kahless united the planet and became the first Emperor. The last person to hold this title died over 300 years ago, although recently a clone of Kahless has come forth as the rightful heir to the throne. Currently, the Empire is governed by the Klingon High Council, consisting of about ten or so Councilors that represent the Great Houses or families, 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. The Law of Heredity is simple and explicit, Sons inherit the honor and the dishonors of their fathers. 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. Klingon children do spend their time first playing various games that train them for the hunt, then later, actually partaking in hunting with spears and knives in the traditional manner. 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. This is perfomed as a ritual called the Hegh'bat, or "Time to die". 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 in Gre'thor. It is also believed that Kahless waits in Sto-Vo-Kor, the place of the honored dead, until he returns from the star Boreth. The Source of all Creation is Qui-Tu. Tribbles fear Klingons sufficiently that they will make all sorts of alarm sounds. Klingons find the alarm sound disturbing. Physical Advantage: Acute Taste, +2 (4AP) Acute Olifaction, +2 (4AP) Combat Reflexes (10AP) Ambidexterity, -10 (10AP) Pain Tolerance (5AP) Fearlessness, +10 (20AP) Rapid Healing, +5 (25AP) Psych Disadvantage: Berserker (Common situation, Strong) (-15AP) Bad Temper (Very Common Situation, Strong) (-25AP) Code of Honor (Very Common Situation, Strong) (-25AP): Protect Personal and Family Honor Prefer to die in Combat Follow all traditions Never Go back on your word No Hostages No "Cowardly" acts, though deceit can have its place. Physical Disadvantage: Distinctive appearance, Concealable (-5AP) Weapons: DV IA IN MASS Bulk Lng TL H AV BP Bat'telh 20 +1 -7 5.3 M/8 116 5 2 31 27 Bat'telh 20 +1 -7 5.3 M/8 116 10 2 69 27 D'qtaj 8/10 +1 +1/+0 1.0 S/2 30 10 1 50 5 s/c Traditional warrior's 3 bladed knife. Kut'Luch 7/9 +1 +0/-1 0.7 S/2 30 10 1 35 4 s/c Traditional Assassin's serrated knife. Pe'taj 10 +1 -1 0.7 S/2 25 10 1 42 4 c Crescent shaped slashing knives 'etlh 14/15 +1 -3/-4 2.0 S/7 100 10 1 20 10 s/c "Sword" Pain Sticks. 14+10V/18 +1 -3/-4 1.2 VS/8 115 10 2 17 6 s/b Electroshock Prod. ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU ORIONS Length/Height: 165-210 (1d10+5) Preferred Habitat: T/*/N Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: +2 Dexterity: +0 Constitution: +1 Intelligence: +1 Willpower: -2 Bravado: +0 Perception: +0 Appearance: -1 Stamina: -1 Power: +0 ------ +0 Base Age for beginning characters: 16 (30 Max) Maximum Age: 50 +1d20 Earth 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. 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. Orions are green as a species, but since the men are the only people ever seen, and they conceal their features, the green skin is only associated with the "Animal Women" that are sold all over. Orion slave girls are exotic, allegedly animals bred for pleasure. The Orions are relatively new to modern technology, having been a generally pastoral species, with a slightly better than Bronze Age technology when they were discovered. They are not unsophisticated in the potentials and uses for modern technology though. They are a rigid, agressive species that doesn't allow for the possibility of failure, errors often being redeemed through a form of ritual suicide. The planet is ruled from the backs of riding animals, towns and cities only existing to mark territories for the traveling clans. Traditionally, the populace of the cities is fairly transient with people coming and going with the caravans, and no one remaining urban for more than a year or two at a time. With the coming of Space travel, there are a number of these caravans that have begun to spread into space trading, smuggling, and so forth, then returning to the homeland and joining up whith the rest of the clan at the annual festival. Each clan is made up of a number of Castes, with the Shaman/Priests vying for power with the Warriors. Specialists in various fields are fairly unknown, as a Warrior is expected to be able to do anything from sell a broken down mount at a profit to calf an animal to rebuild a warp core. Within their own context, Orions have a strict code of honor, which does NOT apply to outsiders to their clan. Women have NO official place in this totally male oriented society. Women of the clan are valuable property to be protected, for they do much of the labor around the campsites. Slaves, usually taken from the Mountain People although many come from other clans, or even off-world, are treated no better than working animals. It is recognized by non-Orions, that when the exotic "animal women" are removed from their traditionally restrictive environments, they are as intellegent and as capable as anyone. In the Moutains live tribes of Neolithic "animal people" and it is from them, the traditional enemies of the herders, that their slaves are taken, to be sold off world. Physical Disadvantage: Distinctive appearance, Not Concealable (-10AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU ROMULANS Length/Height: 165-200 (1d8+5) Preferred Habitat: T/*/N Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: +0 Dexterity: +0 Constitution: +0 Intelligence: +1 Willpower: +0 Bravado: +0 Perception: +1 Appearance: -1 Stamina: +0 Power: +0 ----- +1 Base Age for beginning characters: 20 (34 max) Maximum Age: 150 +3d20 Earth Years 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 Romii by Human astronomers. The home world is, in turn part of a dual planet system, called Romulus and Remus. The planet 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 near the Valley of Chula, 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, curious, 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. The Romulan system of honor is subtly different from that of the Klingons, but under the current regime, that honor seems to be gradually eroding away. The tradition of the Right of Statement hints at a time in the past when one's last words might be considered to be of some importance. Romulan leaders demand instant obedience from the populace, and like many Human totalitarian regimes are seeming obsessed with security. The Tal Shiar, or Romulan Secret Police, keep the population clutched in a grip of fear. Romulan culture favors obedience over original thought and action, and thus Romulan creative intellectual achievement is not as highly developed as their 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. Nothing is known of the Romulan spiritial traditions, other than the belief the the source of all creation is Vorta Vor. Physical Advantage: Acute Hearing: +2 in normal atmosphere (4AP) Slowed Aging (40AP) Polarizing Inner Eyelid (1AP) Physical Disadvantage: Distinctive appearance, Concealable (-5AP) Bound to a specific place for mating. (-20AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU TALARIANS Length/Height: 165-210 (1d10+5) Preferred Habitat: T/*/N Max Velocity (m/s): 9 Armor Value (Base): 0 Strength: +2 Dexterity: +0 Constitution: +1 Intelligence: +1 Willpower: -2 Bravado: +0 Perception: +0 Appearance: -1 Stamina: -1 Power: +0 ------- +0 Base Age for beginning characters: 15 (29 Max) Maximum Age: 50 +1d20 Earth Years 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. Their traders stretch across the quadrant. Physical Disadvantage: Distinctive appearance, Concealable (-5AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU TELLARITES Length/Height: 145-180 (1d8+1) Mass: +30% Preferred Habitat: E/*/N Max Velocity (m/s): 8 Armor Value (Base): 0 Strength: +1 Dexterity: +0 Constitution: +1 Intelligence: +0 Willpower: -1 Bravado: +0 Perception: +0 Appearance: +0 Stamina: -1 Power: +0 ----- +0 Base Age for beginning characters: 18 (32 max) Maximum Age: 50 +2d20 Earth Years 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. They are ruminants and herbivores. Their hands are evenly fingered, with two large fingers. Their feet are hooved. Physical Disadvantage: Distinctive appearance, Not Concealable (-10AP) ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU TRILL "Host" "Symbiont" Length/Height: Varies Upto 45 cm Mass: Varies upto 2 kg Preferred Habitat: ?/?/? ?/?/? Max Velocity (m/s): Varies 1 Armor Value (Base): varies 0 Strength: -- - 0 - Dexterity: -- - 0 - Constitution: +1 - 2 - Intelligence: +10 - 20 - Willpower: +10 - 20 - Bravado: -- - 2 - Perception: +5 - 10 - Appearance: -- - 0 - Stamina: +1 - 2 - Power: +5 - 10 - Base Age for beginning characters: varies Maximum Age: Varies Unknown 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. ============================================ I.Marc Carlson IMC@VAX2.UTULSA.EDU VULCANS Length/Height: 165-200 (1d8+5) Preferred Habitat: E/*/D Max Velocity (m/s): 9 Strength: +2 Dexterity: +1 Constitution: +1 Intelligence: +3 Willpower: +2 Bravado: +2 Perception: +1 (+2 on hearing in normal atmosphere) Appearance: -1 Stamina: +2 Power: +5 ----------- +17 Base Age for beginning characters: Maximum Age: 150+3d20 Earth Years 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 (or between 324-212 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 names given to their home planet by human astronomers are Vulcanis, and Vulcan, with the latter being more common. 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. Legends, such as those of Sha Ka Ree, suggest that Vulcans may have originated elsewhere. 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 think 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", which seems to be a form of Synaptic Pattern Displacement. 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." Physical Advantage: Acute Hearing: +2 in normal atmosphere (4AP) Slowed Aging (40AP) Polarizing Inner Eyelid (1AP) Pain Tolerance (5AP) Physical Disadvantage: Distinctive appearance, Concealable (-5AP) Bound to a specific place for mating. (-20AP) Mental Advantages: Alertness, +1 (10AP) Time Sense (5AP) Lighting Calculator (10AP) Empathy (20AP) Eidetic Memory, General (10AP) Fearlessness, +5 (10AP) Self Control, +5 (10AP) Metabolic Control (10AP) Accelerated healing (Requires trance) (10AP) Telepathy (Requires physical contact when to communicate) (10AP) Sensitive (20AP) Mind Defence Range: Centered on Telepath:x0.6 Affects Telepath Only: x0.9 AoE, 1 Loc (Brain) x1.0 Mental/Astral Effect Only x0.7 Power Drain, Per Use x1.0 Must intend to Use x1.0 Special Effects (Extremely Limited) Passive Use Only x0.7 --------- (27AP) Psych Lims: Devotion to Logic (Very Common Sit, Total) (-30AP) Emotional Repression (Very Common Sit, Total) (-30AP) Pacifism: only in self defence, and maybe not even then. (Very Common Sit, Total) (-30AP) Vegetarian (Very Common Sit, Total) (-30AP)