Rules Additions

Updated July 29, 2005

Arcadians are a sapient semiaquatic species roughly resembling dolphinoid mermaids with pale skin, dark green hair and large blue-grey eyes.

Most Arcadians are pacifists, living in large social collectives. They do not have family groups, child-rearing being done by the entire collective. Arcadians are equally comfortable on dry land or in the water.

Arcadian Template
Attributes
Fitness 1 [4]
Vitality +1
Intellect 2 [5]
Coordination 2 [5]
Dexterity +2
Presence 2 [5]
Psi 0 [5]

Skills:
Athletics (Swimming) 2 (3)
Culture (Arcadian) 2 (3)
History (Arcadian) 1 (2)
Language (Arcadian) 2
Physical Sciences (Physics) 2 (3)
World Knowledge (Arcadia) 1 (2)

Typical Traits:
Language Ability +2, Innovative +1
Notes:
Arcadans appeared in Star Trek IV: The Voyage Home in the Federation Council Chamber. This writeup is a conversion of the FASA statistics published in the Star Trek IV Sourcebook.
Ariolo are a mammalian species resembling the centaurs of Earth legend, with four legs and two arms. They are large beings, massing nearly a half-tonne, and are covered in fine hair ranging in colour from mottled grey through brown and black. They have a slow metabolism, but when necessary can move extremely swiftly.

Ariolo are hedonistic, and very social. Pleasure is the central goal of individual Ariolo, and they love to throw and attend aferio, or parties, although the word "party" is a very weak translation. Ariolo have discriminating palates, and expend much energy both eating and cooking.

Ariolo Template
Attributes
Fitness 2 [5]
Intellect 2 [5]
Coordination 1 [5]
Presence 1 [5]
Empathy +2
Psi 0 [5]

Skills:
Artistic Expression (Cooking) AND (Music) 2 (3) (3)
Culture (Ariolo) 2 (3)
History (Ariolo) 1 (2)
Language (Ariolo) 2
Material Engineering (choose Specialisation) 1 (2)
Physical Science (choose Specialisation) 1 (2)
World Knowledge (Fillandia) 1 (2)

Typical Traits:
Artistic Ability (Cooking) +2, Engineering Aptitude +5, Excellent Chemoreception +2, Hedonist -1, Phobia (Claustrophobia) -3
Notes:
Ariolo appeared in Star Trek IV: The Voyage Home in the Federation Council Chamber. This writeup is a conversion of the FASA statistics published in the Star Trek IV Sourcebook.
Arkenites are a tall humanoid race descended from an aquatic ancestor. They are recognisable by their bulbous, hairless heads and their large, fin-like ears. Arkenites are extremely sensitive to magnetic fields, and when off their homeworld wear a device called an Anlac'ven to avoid vertigo.
Arkenite Template
Attributes
Fitness 2 [5]
Intellect 3 [6]
Coordination 2 [5]
Presence 1 [5]
Psi 0 [5]

Skills:
Athletics (Swimming) 2 (3)
Culture (Arkenite) 2 (3)
History (Arkenite) 1 (2)
Language (Arkenite) 2
Science, Any (Choose 2 Specialisations) 1 (2) (2)
World Knowledge (Arken II) 1 (2)

Typical Traits:
Poor Sight -2, Excellent Hearing +2, Medical Problem (Sensitivity to Magnetic Fields) -1, Medical Remedy (Anlac'ven) +1, Excellent Balance +2, Sense of Direction +3, Peripheral Vision +1
Notes:
Arkenites appeared in Star Trek IV: The Voyage Home in the Starfleet Emergency Monitor Room. This writeup is a conversion of the FASA statistics published in the Star Trek IV Sourcebook.
Bzzit Khaht are an intelligent amphibious species from the planet Althos IV. They require daily soaking to avoid painful skin problems, and their skin membranes emit an odour which most other species find offensive.

Bzzit Khaht are a communal species and often have problems with the concepts of leadership and hierarchical organisation.

Bzzit Khaht Template
Attributes
Fitness 2 [5]
Intellect 2 [5]
Perception +1
Coordination 1 [5]
Presence 1 [5]
Empathy +1
Psi 1 [5]

Skills:
Athletics (Swimming) 2 (3)
Culture (Bzzit Khaht) 2 (3)
History (Bzzit Khaht) 1 (2)
Language (Bzzit Khaht) 2
Life Sciences (Ecology) 1 (2)
Receptive Empathy 1
World Knowledge (Althos IV) 1 (2)

Typical Traits:
Excellent Chemoreception +2, Excellent Hearing +2, Synergy +3, Medical Problem (Skin requires soaking daily) -2, Medical Problem (Offensive smell) -1
Notes:
Bzzit Khaht appeared in Star Trek IV: The Voyage Home in the Federation Council Chamber. This writeup is a conversion of the FASA statistics published in the Star Trek IV Sourcebook.
Cygnans are a humanoid race with violet skin and golden hair, and a semi-prehensile tail. They are a matriarchal society - males are only semi-intelligent and are rarely ever seen off-world. Cygnan females are uncommon in Starfleet.

Cygnans are renowned are software engineers, especially in the field of artificial intelligence. They believe that computer systems should emulate humanoid personalities and regard standard interface systems are terribly impersonal. In 2267, the USS Enterprise computer was upgraded by a Cygnan team, who gave the computer a flirtatious female persona.

Cygnan Template
Attributes
Fitness 2 [5]
Coordination 2 [5]
Dexterity +1
Intellect 2 [6]
Logic +1
Presence 1 [5]
Empathy +1
Psi 0 [5]

Skills:
Engineering (choose any 2 Specializations) 2 (3)
Culture (Cygnus) 2 (3)
History (Cygnus) 1 (2)
Language, Cygnan 2
Science or Engineering (choose Specialization) 1 (2)
Computer (choose Specialization) 1 (2)
World Knowledge (Cygnet XIV) 1 (2)

Typical Traits
Curious +1, Engineering Aptitude +3, Impulsive -1, Obsessive Tendencies (Technology) -3
Notes:
Cygnans were referred to by name in Classic Star Trek, but were not definitively shown - I have chosen to regard a race which appeared aboard the USS Enterprisein the episode Jourbey to Babel as being Cygnans (this species also closely resembles the character of Trance Gemini in the series Gene Roddenberry's Andromeda). This writeup is loosely based on the Prime Directive game statistics.
Elaysians are a Federation member race. Tall and graceful, their native planet has an extremely low gravity. Their bodies cannot tolerate a standard 1 gee environment without technological aids. Elaysians usually rely on an antigravity harness to deal with what they perceive as crushing gravity. Their harnesses are not, however, compatible with Cardassian artificial gravity generators, so on Cardassian-designed stations and ships, they must resort to wheelchairs to get around.
Elaysian Template
Attributes
Fitness: 1 [3]
Strength: -1
Coordination: 2 [5]
Intellect: 2 [5]
Perception: +1
Presence: 2 [5]
Empathy: +1
Psi: 0 [5]

Skills:
Athletic Ability (Acrobatics) 1 (2)
Culture (Elaysian) 2 (3)
History (Elaysian) 1 (2)
Language (Elaysian) 2
World Knowledge (Elaysia) 1 (2)

Typical Traits
Curious +1
Excellent Balance +1
Physical Impairment (Gravity Intolerant) -2
Medical Remedy (Antigrav Harness) +2
Zero Gee Training +2
Notes:
Lieutenant Melora Pazlar was briefly stationed aboard Starbase Deep Space Nine (the former Cardassian mining station Terok Nor), where she was briefly involved with Lieutenant Julian Bashir, the station's medical officer.
Gallamites are short, averaging only 1.6m in height, and slender, massing 50kg. They have a slightly greenish cast to their amber skin. The hand has four digits, three long slender fingers and an opposable thumb. The eyes are somewhat larger than Humans, and have an epicanthic fold similar to eastern Asian Humans. The ears are small and pointed like those of a Vulcan. The most distinguishing feature, however, is the fact that the cranium is transparent, and the brain is twice the size of a Human brain. Some races feel a mild atavistic discomfort at seeing a living brain pulsing inside the cranium, and some Gallamites wear a close-fitting hood-like garment to avoid making others uncomfortable.

Gallamite culture is quiet and contemplative for the most part. Gallamites excel in the sciences, having a natural affinity for mathematics. Although not as well known as the Vulcan Science Academy or the Daystrom Institute, the Campus of Mathematical and Analytical Arts on Gallam II is widely respected in scientific circles.

Gallamite Template
Attributes
Fitness 1 [5]
Vitality +1
Coordination 2 [5]
Intellect 3 [5]
Presence 2 [5]
Psi 0 [5]

Skills
Any Science (select Specialization) 2 (3)
Computer (Simulation/Modeling) 2 (3)
Culture (Gallamite) 2 (3)
History (Gallamite) 1 (2)
Language
Gallamite 2
World Knowledge (Gallamite) 1 (2)

Typical Traits
Mathematical Ability +3
Notes
Gallamites are only mentioned a couple of times in Star Trek: Deep Space Nine. Captain Boday was a friend of Jadzia Dax, an association continued by Ezri Dax. Some officers expressed a faint discomfort with his appearance. The only description we are given is that the Gallamite cranium is transparent and the brain is twice the size of a Human brain.
Halanans are a dark-skinned humanoid species with double-pointed ears. They are psychoprojective telepaths, with the ability to create extremely life-like illusions of themselves. Under extreme stress, Halanans may project an illusion involuntarily, falling unconscious in the process.

Halana recently terraformed an uninhabitable planet and established the colony of New Halana.

Species Template
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
Presence 2 [5]
Empathy +1
Psi 1 [5]
Range +1

Skills
Artistic Expression (choose Specialisation) 1 (2)
Culture (Halanan) 2 (3)
History (Halanan) 1 (2)
Language
Halanan 2
Psychoprojective Telepathy 2
Science, Any (choose Specialisation) 2 (3)
World Knowledge (Halana) or (New Halana) 1 (2)

Typical Traits
Involuntary Psychoprojection (Extreme Stress) -2, Impulsive -1
New Skill: Psychoprojective Telepathy
The character has the ability to project convincing illusions of him/herself. The illusions have no physicality, and a tricorder scan will visual image and a low-level energy pattern.
New Disadvantage: Involuntary Psychoprojection
Under extreme stress, the character may fall unconscious and project an illusion of him/herself. The illusory being may adopt a different persona with no knowledge of the character's actual self, and the character has no memory of his/her illusory self's actions. The projection rarely last longer than a few minutes, but on a critical failure of a Presence roll, the character may fall into a coma.
Notes:
A Halanan woman named Nidell Seytik, and her psychoprojective persona Fenna, appeared in the Star Trek: Deep Space Nine episode Second Sight.
Kasheeta are a large reptilian race similar to (but unrelated to) the Gorn. Kasheeta are a matriarchal culture, with the males relegated to a sceond-class role in society. Female Kasheeta are bright green in colour, males a duller olive colour. Although female Kasheeta are arrogant and quick to take offense, they prefer non-violent resolutions to conflicts.
Kasheeta Template
Attributes
Fitness 2 [5]
Intellect 2 [5]
Coordination 1 [5]
Presence 2 [5]
Psi 0 [5]

Skills
Athletics (choose Specialisation) 1 (2)
Computer (choose Specialisation) 1 (2)
Culture (Kasheeta) 2 (3)
History (Kasheeta) 1 (2)
Language (Kasheeta) 2
Sciences, any (choose Specialisation) 2 (3)
World Knowledge (Kashet) 1 (2)

Typical Traits
Patron (City Governor) +1, Strong Will +2, Argumentative -1, Arrogant -1, Pacifist (Self Defense) -3
Notes:
Kasheeta appeared in Star Trek IV: The Voyage Home in the Federation Council Chamber. This writeup is a conversion of the FASA statistics published in the Star Trek IV Sourcebook.
Saurians are a small, slender, bipedal reptilian species. Standing about 1.5 metres tall on average, they have a large head for their size. They are completely hairless, with finely scaled purple skin and large yellow-orange eyes. They are quite strong for their size, and have four hearts. Saurians speak a complex, musical language which is considered difficult to learn by non-Saurians, but they have no problem learning other languages. Saurians make good Starfleet officers. One of Sauria's primary exports is an alcoholic beverage known as Saurian Brandy.
Saurian Template
Attributes
Fitness 2 [5]
Strength +1
Coordination 3 [6]
Intellect 2 [5]
Presence 2 [5]
Psionics 0 [5]

Skills:
Athletics (choose Specialisation) 1 (2)
Culture (Saurian) 2 (3)
History (Saurian) 1 (2)
Language
Saurian 2
Science, Any (choose Specialisation) 2 (3)
World Knowledge (Sauria) 1 (2)

Typical Traits:
Cultural Flexibility +1, Curious +1, Organ Redundancy (4 Hearts) +2
Notes:
Saurians appeared in the Rec Deck sequence of Star Trek, the Motion Picture. Their stats are based on information from the book The Making of Star Trek, the Motion Picture.
Tiburonians are light-skinned humanoids of average size and build. Their most disctinctive features are their large, scalloped ears and hairless scalps.

Tiburon is one of the most modern Federation member worlds, highly industrialised with little left in the way of wilderness areas. Tiburon was a centre of synthococcus novae outbreaks in the mid-23rd century.

Tiburonian Template
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
Logic +1
Presence 2 [5]
Empathy +1
Psi 0 [5]

Skills
Athletics, Any (choose Specialisation) 1 (2)
Computer (choose Specialisation) 1 (2)
Culture (Tiburonian) 2 (3)
History (Tiburonian) 1 (2)
Language
Tiburonian 2
Science, Any (choose Specialisation) 2 (3)
World Knowledge (Tiburon) 1 (2)

Typical Traits
Excellent Hearing +2
Notes:
Only one Tiburonian has been seen in Star Trek: Dr. Severin in the TOS episode The Way To Eden. In The Savage Curtain, it was established that a scientist named Zora once conducted illegal experiments on the body chemistry of Tiburionians, but she did not appear herself to be a Tiburonian.
Xelatians are a sapient cephalopoid species native to the aquatic planet Xelata. Their body is 1.2m in length and possesses four metre-long manipulatory tentacles. They have no means of locomotion on land, so they wear antigravity harnesses to get around. Xelatians are mute and communicate with each other by a combination of telepathy and bioluminescence, but are capable of understanding spoken languages. Their skins are not well suited to life in the open air, and must immerse themselves in water every 7 hours to avoid drying out. They wear a UV luminescent visor over their one large eye-spot and are rarely seen without a cloak which serves both to simulate a generally humaniform appearance and to retain moisture on their skin. What appears to be a mop of unruly greenish hair is actually a swatch of native seaweed worn over the breathing slits, moistening the air and masking "dry" scents.
Xelatian Template
Attributes
Fitness 1 [5]
Intellect 2 [5]
Coordination 3 [5]
Presence 2 [5]
Psi 2 [5]

Skills
Any Science (choose Specialisation) 1 (2)
Athletics (Swimming) 2 (3)
Culture (Xelatian) 2 (3)
History (Xelatian) 1 (2)
Language (Xelatian) 2
Projective Telepathy 2
World Knowledge (Xelata) 1 (2)

Typical Traits
Language Ability +2
Medical Remedy (Antigrav Harness) 2
Medical Problem (Must immerse in water every 7 hours) -1
Physical Impairment (Mute) -1
Physical Impairment (no legs) -2
Poor Sight -2
Notes
Xelatians appeared in Star Trek IV: The Voyage Home in the Federation Council Chamber. This writeup is a conversion of the FASA statistics published in the Star Trek IV Sourcebook.
Zaranites are a humanoid race which breath a fluorine gas mixture. They are of average height, and are completely bald. In a class M environment, they are only ever seen wearing their distincive breathing masks.
Zaranite Template
Attributes
Fitness 2
Vitality +1
Coordination 3
Presence 2
Psi 2
Focus +1
Range +1

Skills
Athletics (choose) 2 (3) OR Craft (Choose) 2 (3)
Culture (Zaranite) 2 (3)
History (Zaranite) 1 (2)
Language
Zaranite 2
Planetside Survival (Arctic) 2 (3)
Soul Tracking 1
World Knowledge (Zaran III) 1 (2)

Typical Traits
Meticulous (+2)
Bloodlust (-2)
Hard-Hearted (-2)
Poor Sight (-2)
Notes:
Zaranites appeared in Star Trek, the Motion Picture, and in Star Trek IV: The Voyage Home in the Federation Council Chamber. This writeup is based on notes posted by Ross Isaacs on the defunct Star Trek RPG Mailing List.

The third planet of five orbiting the moderate-size yellow star Tau Ceti, Kaferia was one of the first nonhuman civilizations contacted by Federation explorers. Travel through the system is difficult, as Tau Ceti supports the greatest interplanetary cloud of debris ever seen. Rock and ice fill the transorbital voids to such an extent that the planet must be approached from the poles.

The native Kaferians are insectoids who have a humanoid form and originally built their dwellings from gathered soil and plant materials. Their structures sometimes reach heights of eight to nine hundred feet and are interconnected by slideways, which the Kaferians spin from their own bodies.

The Kaferians have enjoyed a highly profitable trade relationship with the Federation for more than two hundred years and are extremely friendly toward visiting races. They prefer, however, to remain a trusted ally rather than a Federation member.

These talented insectoids are expert geneticists. Their primary planetary exports are the plant and animal types they create to thrive on colony worlds with demanding climates. Some of their greatest successes have come in the area of food production, yielding many of the most delicious fruits in the galaxy.

Species Template
Attributes
Fitness 2 [5]
Vitality +1
Coordination 2 [5]
Dexterity -1
Reaction +1
Intellect 2 [5]
Perception +1
Presence 2 [5]
Psi 0 [4]

Skills
Athletics (Climbing) 1 (2)
Culture (Kaferian) 2 (3)
History (Kaferian) 1 (2)
Language
Kaferian 2
Life Sciences (choose Specialisation) 2 (3)
World Knowledge (Kaferia) 1 (2)

Typical Traits
Toughness (Exoskeleton) +2; Double-Jointed +2; Silk Spinnerets +1
Notes:
Kaferian Apples were mentioned in the second TOS pilot Where No Man Has Gone Before. This version of the species is based on a writeup in Shane Johnson's The Worlds of the Federation.

Bargantines are superficially similar to Klingons, but shorter (averaging 1.5m for males, 1.63m for females) and more timid. They may be genetically related to Klingons, but this is inconclusive. Bargantines fanatically believe they are Klingons; Klingons dislike this idea.
Species Template
Attributes
Fitness 2 [5]
Coordination 1 [4]
Intellect 2 [5]
Presence 2 [5]
Empathy +2
Willpower -2
Psi 0 [5]

Skills
Culture (Bargantine) 2 (3)
(Klingon) (3)
History (Bargantine) 1 (2)
(Klingon) (2)
Language
Bargantine 2
tlhIngan Hol 2
Life Sciences (Botany) 2 (3)
Primitive Weaponry (choose Klingon weapon) 0 (1)
World Knowledge (Bargantine or Landfalk) 1 (2)

Traits
Fatigue Resistance (Do not require sleep) +2; Gregarious +1; Poison Resistance (Filter lungs, Universal digestion) +4; Reduced Food Requirements +2; Absent-minded -1; Coward (Combat paralysis) -2; Shyness -1; Client Species (to Klingon Empire) -2
Notes:
The Bargantines are a Klingon subject species from the GURPS Prime Directive RPG. This writeup is a conversion of the statistics found in the supplement GURPS Klingons.
Cromargs, humanoid dwarfs whose blotchy skin is a result of too much radiation, are the tragic remains of a once great and proud race. While Humans were dragging themselves out of the Dark Ages, the Cromargs were experimenting with atomic energy and electronics.

Having built a comfortable technological society for themselves, they never developed the drive to go into space. They began to bicker among themselves over political and social matters. In the end, a terrible atomic war ravaged their world, driving the shattered remnants underground. They eked out a marginal existance for hundreds of years until the Klingons arrived and offered them a way off their devastated homeworld.

As their surviving society had retained much of its high technology, the Cromargs serve the Empire as technicians.

Species Template
Attributes
Fitness 2 [5]
Vitality -1
Coordination 2 [5]
Intellect 3 [6]
Presence 2 [5]
Psi 0 [6]

Skills
Culture (Cromarg) 2 (3)
(Klingon) (3)
Engineering, Any (choose Specialisation) 1 (2)
History (Cromarg) 1 (2)
(Klingon) (2)
Language
Cromarg 2
tlhIngan Hol 2
World Knowledge (Cromarg) 1 (2)

Traits
Telepathic Resistance +4; Mathematical Ability +3; Innovative +1; Cultural Adaptability +4; Medical Problem (Immune Deficiency) -5; Compulsion (Leave Homeworld) -1; Client Species (to Klingon Empire) -2
Notes:
The Cromargs are a Klingon subject species from the GURPS Prime Directive RPG. This writeup is a conversion of the statistics found in the supplement GURPS Klingons.
Dunkars are orange-skinned humanoids whose homeworld has long since been subject to the Klingons. Dunkars are quiet, genteel people who excel in the medical arts and enjoy above all else the telling of a good tale or yarn. The fleshy "moustache" is their organ for detecting smell.

Of all the Subject Races controlled by the Klingons, the Dunkars are the most passive and accepting of their situation, and hold a status second only to the ethnic Klingons themselves.

Template
Attributes
Fitness 2 [5]
Strength -1
Coordination 2 [5]
Intellect 3 [6]
Logic +2
Presence 2 [5]
Psi 0 [0]

Skills:
Artistic Expression (Storytelling) 1 (2)
Culture (Dunkar) 2 (3)
(Klingon) (3)
History (Dunkar) 1 (2)
Language
Dunkar 2
Klingon 1
Medical Sciences (choose 2 Specialisations) 2 (3) (3)
World Knowledge (Dunkaria) 1 (2)

Typical Traits:
Client Species (to Klingon Empire) -2, Fearlessness +2
Notes:
The Dunkar are a Klingon subject species from the D20M Prime Directive RPG. This writeup is a conversion of the statistics found in the supplement PD20M Klingons.
Hilidarians are a reptilian species similar in outward appearance to the Gorns or the Pronhoulites, though closer in physical size to the latter and not directly related to either. Hilidarians are amphibious, with webbed feet and hands, but can function adequately on land. While they walk erect when required, they are more comfortable (and much faster) when on all fours.

Hilidarians are a Subject Race employed mostly in ground forces, although some serve as technicians in starship crews and colonists (miners, farmers, etc.). A few obtain battlefield commissions, and a handful have attended academies or service schools. It is uncommon for Hilidarians and Slirdarians to be in the same company, and very unusual for them to be in the same platoon because of a long-standing rivalry or animosity between them.

Template
Attributes
Fitness 3 [6]
Strength +2
Coordination 2 [5]
Intellect 2 [5]
Presence 2 [5]
Psi 0 [0]

Skills:
Culture (Hildarian) 2 (3)
(Klingon) (3)
History (Hildarian) 1 (2)
Language
Hildarian 2
Klingon 1
World Knowledge (Hildaria) 1 (2)

Typical Traits:
Client Species (to Klingon Empire) -2, Amphibious, Oviparous, Intolerant (Slirdarians), Fearlessness, Single-Minded
Notes:
The Hildarians are a Klingon subject species from the D20M Prime Directive RPG. This writeup is a conversion of the statistics found in the supplement PD20M Klingons.
Slirdarians are a hulking bear-ape species which equals the Gorns for physical size and combat power. Most Slirdarians are of below-average intelligence, but there are many exceptions. There are more Slirdarian sergeants and lieutenants in the Klingon ground forces than any species other than the Klingons themselves, and many have attended the Academy and reached positions of company or even battalion command. It is uncommon for Hilidarians and Slirdarians to be in the same company, and very unusual for them to be in the same platoon because of a long-standing rivalry or animosity between them.

There are males and females; they pair off in "marriages" (arranged in some tribes) and reproduce in the usual humanoid way.

Template
Attributes
Fitness []
Strength
Vitality
Coordination []
Reaction
Dexterity
Intellect []
Logic
Perception
Presence []
Empathy
Willpower
Psi 0 []
Range
Focus

Skills:
Culture (Species) 2 (3)
History (Species) 1 (2)
Language
Species 2
World Knowledge (Species) 1 (2)

Typical Traits:
Client Species (to Klingon Empire) -2, Damage Resistance (Tough Skin), Sharp Claws, Sharp Teeth, Temperature Tolerance 2, Very Fit, Berserk, Bloodlust
Notes:
The Slirdarians are a Klingon subject species from the D20M Prime Directive RPG. This writeup is a conversion of the statistics found in the supplement PD20M Klingons.
Vergarians resemble large (short-legged) spiders with a thick exoskeleton like a lobster. They are warm-blooded. Mature adults have a flattened body about three to four feet long and two feet wide, plus a six-inch-diameter head. They have ten limbs total, all about three feet long, with two elbow/knee joints in each. All ten limbs can act as legs, but only the front two have manipulators that allow them to act as arms and hands.

Vergarians can exist in a wide range of climates and environments (desert, mountain, swamp, forest, shallow oceans). Due to their body structure (basically flat) they are less affected by higher gravity. Due to their exoskeleton, they can exist in non-oxygen atmospheres with minimal equipment (although they need oxygen packs).

Vergarians have both male and female reproductive equipment, and alternate between "phases" with long periods (a year or more) between them. An individual in either phase accumulates the appropriate biological material over a period of months and, in the final stage, goes to a nesting area. A female-phase Vergarian scoops out a depression and lays her eggs, then leaves. A male-phase Vergarian looks for a clutch of eggs, adds his deposit, covers the eggs, and leaves. The urge to deposit the accumulated biological material is overpowering, but once this is done the Vergarian reverts to normal and goes back to its original life. There is no concept of romance or sexuality, and no Vergarian knows or cares who his parents are.

Template
Attributes
Fitness []
Strength
Vitality
Coordination []
Reaction
Dexterity
Intellect []
Logic
Perception
Presence []
Empathy
Willpower
Psi 0 []
Range
Focus

Skills:
Culture (Species) 2 (3)
History (Species) 1 (2)
Language
Species 2
World Knowledge (Species) 1 (2)

Typical Traits:
Client Species (to Klingon Empire) -2, Ambidexterity, Blunt Claws, Clinging, Damage Resistance (Tough Skin), Extra Legs, Improved G-Tolerance, Infravision, Sealed, Temperature Tolerance, Vacuum Support, Horizontal, Intolerance (Klingons), Primitive [-5].
Notes:
The Vergarians are a Klingon subject species from the D20M Prime Directive RPG. This writeup is a conversion of the statistics found in the supplement PD20M Klingons.
The Vudar, while humanoid, are a reptilian species, descended from a line of gecko-like reptiles. The warmblooded Vudar have a green complexion and are taller and thinner than Humans. They have a clear inner eyelid which protects the eye while the Vudar are swimming. The same eyelid wets the eye while the Vudar are out of the water and may lead to the impression that a Vudar is always staring. The Vudar have a similar lifespan to Klingons.

While in Klingon society, the Vudar are treated by Klingons as any other Subject Race species. However, when on Vudar ships, the Klingons accord the Vudar slightly more respect, although it is clear that the Klingons do not regard the Vudar as equals.

Template
Attributes
Fitness []
Strength
Vitality
Coordination []
Reaction
Dexterity
Intellect []
Logic
Perception
Presence []
Empathy
Willpower
Psi 0 []
Range
Focus

Skills:
Culture (Species) 2 (3)
History (Species) 1 (2)
Language
Species 2
World Knowledge (Species) 1 (2)

Typical Traits:
Client Species (to Klingon Empire) -2
Notes:
The Vudar are a Klingon subject species from the D20M Prime Directive RPG. This writeup is a conversion of the statistics found in the supplement PD20M Klingons.
Yitlians are humanoids; their only outwardly distinguishing trait is slightly yellow skin and double nostrils. They are functional warm-blooded mammals with two sexes (male and female). The female bears the children and feeds them as mammals do.
Template
Attributes
Fitness []
Strength
Vitality
Coordination []
Reaction
Dexterity
Intellect []
Logic
Perception
Presence []
Empathy
Willpower
Psi 0 []
Range
Focus

Skills:
Culture (Species) 2 (3)
History (Species) 1 (2)
Language
Species 2
World Knowledge (Species) 1 (2)

Typical Traits:
Client Species (to Klingon Empire) -2
Notes:
The Yitlians are a Klingon subject species from the D20M Prime Directive RPG. This writeup is a conversion of the statistics found in the supplement PD20M Klingons.
Zoolies have two sets of eyes, one for daylight observation and another, larger, pair for use in darkness. These eyes can see into the infrared spectrum and can gather more ambient visible light than most other humanoids. This is an apparent result of evolutionary processes on their homeworld. Their home star is relatively dim compared to Sol, and good vision is important for survival.

Like most humanoids, Zoolies are mammals with two sexes. Females tend to be slightly shorter than males, but the outward difference between the two sexes is not great, and outsiders often have difficulty distinguishing male from female. Zoolies, of course, don’t have that problem. Zoolies reach puberty around age 12, are considered adults at 17, and usually live about 70 years. Zoolies have two stomachs, and while omnivorous, can exist on a pure vegetable or pure meat diet or the usual mixture of the two.

Many Klingon commando teams include Zoolies, and some are composed exclusively of Zoolies, but Zoolies are rarely mixed into line units.

Template
Attributes
Fitness []
Strength
Vitality
Coordination []
Reaction
Dexterity
Intellect []
Logic
Perception
Presence []
Empathy
Willpower
Psi 0 []
Range
Focus

Skills:
Culture (Species) 2 (3)
History (Species) 1 (2)
Language
Species 2
World Knowledge (Species) 1 (2)

Typical Traits:
Client Species (to Klingon Empire) -2
Notes:
The Zoolie are a Klingon subject species from the D20M Prime Directive RPG. This writeup is a conversion of the statistics found in the supplement PD20M Klingons.

The Boslic of Bosala II are a tall, attractive humanoid race with a smooth vertical ridge bisecting the forehead. Boslic hair and eye colours range from a light lavender to a deep violet, while the skin colour has a "peaches and cream" complexion.
Boslic Template
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
Presence 3 [5]
Psi 0 [5]

Skills
Any Science (select Specialization) 2 (3)
Computer (Data Alteration/Hacking) 2 (3)
Culture (Boslic) 2 (3)
History (Boslic) 1 (2)
Language
Boslic) 2
World Knowledge (Bosala II) 1 (2)

Typical Traits
Sexy +2
Notes
Captain Rionoj, a female Boslic freighter captain and suspected smuggler, was a regular visitor to Deep Space 9.

The Breen are a mystery race - very few people know exactly what they look like. Non-aligned until 2373, the Breen joined the Dominion War on the side of the Founders, and gradually replaced the Cardassians as the Founders' primary Alpha Quadrant ally. The Breen are universally regarded as treacherous and untrustworthy - a Romulan proverb advises "Never turn your back on a Breen."

Although the Breen are never seen without their refrigerated environmental suits, it is reported by surviving senior Cardassian personnel that according to Weyoun - a Vorta aide to the female Founder who enlisted their aide in the war - the refrigeration suits are unnecessary, the Breen being perfectly capable of existing in a temperate environment. Why they maintain this ruse is unknown.

Breen Template
Attributes
Fitness 3 [5]
Vitality +2
Coordination 1 [4]
Intellect 2 [5]
Presence 2 [5]
Psi 0 [0]

Skills
Any Science (select Specialization) 2 (3)
Culture (Breen) 2 (3)
History (Breen) 1 (2)
Language
Breen 2
Personal Equipment (Environment Suit) 1 (3)
Planetside Survival (Arctic) 1 (3)
World Knowledge (Breen) 1 (2)

Typical Traits
Telepathic Resistance +4
Bad Reputation (Treachery) -4
The Remans are the original indigenous race of the core systems of the Romulan Star Empire. They were conquered and assimilated by the renegade Vulcans who fled Surak's reforms and became the Romulans. The Remans are a servitor race within the Star Empire, serving as miners on their homeworld of Remus, and as shock troops for the Romulan Star Navy. These shock troops served with other Alliance forces during the Dominion War.

Physically, Remans are tall, slender humanoids. Their pale, hairless skin and bestial features are unsettling to most other species. Remans prefer to live in near-darkness, as they are extremely sensitive to light.

Reman Template
Attributes
Fitness 2 [5]
Vitality +1
Coordination 3 [6]
Intellect 2 [5]
Perception +2
Presence 3 [6]
Empathy -2
Psi 0 [5]

Skills
Culture (Reman) 2 (3)
History (Reman) 1 (2)
Language
Reman 2
Romulan 1
Planetside Survival (Subterranean) 1 (2)
Stealth (Stealthy Movement) 1 (2)
World Knowledge (Remus) 1 (2)

Typical Traits
Excellent Chemoreception +1
Excellent Hearing +1
Night Vision +2
Poor Sight -2

Kinshaya is a Klingon word meaning "demon-possessed" and was applied to this species during the Demon War, which ran from 2232-2237.

The Kinshaya average 2 metres tall and mass about 200kg. They have no discernable head, and their sensory organs are set in the upper torso, between the massive armoured shoulders. They are bipedal, with two arms, from which hang thick folds of skin resembling wings or a heavy cloak. The legs are covered in overlapping bony plates. The shoulders have similar plates, from which project a number of spikes or horns. They are covered in short green/black fur. The “face” has two large round twin-lensed eyes, a flap-covered breathing orifice and a round mouth ringed with three rows of sharp teeth. A third sight organ is in back, and is capable of not much more than detecting motion and light or dark. The hearing organs are covered by skin. To a Human, they would resemble a huge bat (though no Human has ever seen one), and to Klingons they look much like demons of myth.

Kinshaya seem bent on the destruction of all non-Kinshaya intelligent. They attack without warning or provocation, and will fight to the death. They seem not to understand the concept of retreat or strategic withdrawl, which has served to give the Klingons a slim advantage in previous encounters. Kinshaya are believed (correctly) by the Klingons to domesticare both intelligent and non-intelligent lifeforms for food.

The Federation has never encountered the Kinshaya, and have only the sketchiest of data. Federation records from the period refer to the Kinshaya only as "The Unknowns."

Species Template
Attributes
Fitness 4 [6]
Strength +2
Coordination 2 [5]
Agility -1
Intellect 2 [5]
Presence 2 [5]
Empathy -2
Psi 0 [3]

Skills
Culture (Kinshaya) 2 (3)
Energy Weapon (Blaster) 1 (2)
Engineering, Any (choose) 1 (2)
History (Kinshaya) 1 (2)
Language
Kinshaya 2
Primitive Wpn (Blade Gauntlet) 1 (2)
World Knowledge (Homeworld) 1 (2)

Typical Traits
Toughness +2; Arrogant -1; Species Enemy (All Intelligent Life) -5; Radiation Resistance +2; Vacuum Resistance +2; Zero-Gee Trained +2; Enhanced Vision +2
Notes:
The Kinshaya are adapted from materials in the FASA Star Trek Role-Playing Game supplement The Klingons. For more detail, see page 39 of The Klingons (2nd edition) Volume I, Game Operations Manual.
Taurhai are a tall humanoid species, averaging 2 metres tall. They have an enlarged cranium and beetled brows, with a small mouth and a narrow pointed chin. They wear their dark hair long, but are bald on top. They have no eyebrows, and completely black eyes without iris or pupil. Taurhai bodies and limbs are long, slender and graceful, and they have long, dextrous fingers. Their skin colour ranges from pale tan to dark brown. They typically wear long robes with voluminous sleeves, decorated with glyphs and symbols of the individual’s achievemens.

The Taurhai are a technologically advanced species situated in the Beta Quadrant, on the far side of the Romulan Star Empire, with whom the Romulans have been at war for several decades. This war kept the Romulans preoccupied for 50 years. Shaky diplomatic talks are ongoing between the Romulan Star Empire and the Taurhai Unity.

The Taurhai subscribe to a philosophy known as Taurité, which holds that less civilised races should have their collective consciousness raised by any means, including military action.

Species Template
Attributes
Fitness 2 [5]
Vitality +1
Coordination 2 [5]
Dexterity +1
Intellect 2 [6]
Presence 2 [6]
Empathy +1
Psi 0 [6]

Skills
Culture (Taurhai) 2 (3)
Engineering, Any (choose) 2 (3)
History (Taurhai) 1 (2)
Language
Taurhai 2
Personal Equipment (Shen) 2 (3)
Shipboard Systems (choose) 1 (2)
World Knowledge (Chi’tan) 1 (2)

Typical Traits
Arrogant -1; Code of Honour (Taurité) -4; Intolerant ("Uncivilised" Species) -2; Technologically Advanced +2; Eidetic Memory +3
Notes:
The Taurhai are adapted from materials in the Last Unicorn Games Star Trek, the Next Generation Role Playing Game supplement, The Way of D'era: The Romulan Boxed Set. For more detail, see pages 94-98 of The Romulans, Book 1 of that set.

Vargr are a caninoid race, genetically engineered descendants of Terrestrial canine stock (wolves) transported to Lair by a race known as the Ancients.

Vargr are upright bipedal caninoids, typically standing 1.6m in height and massing about 55kg. with digitigrade lower limbs. They have well-developed hands with five digits including an opposable thumb. They are covered with heavy grey or brown fur and have a bushy, medium length tail. Vargr facial features greatly resemble those of the Terran North American Grey Wolf.

Lair is not a member of the Federation, and Vargr are rarely if ever seen in Starfleet. Vargr are an anarchic species, with no central government. They generally have no regard for authority, cooperating in loosely organised communities or "packs."

Vargr can be found in just about any profession, but Vargr traders and merchants are uncommon. There are a large number of Vargr working as enforcers or mercenaries within the Orion Syndicate.

Vargr Template
Attributes
Fitness 2 [5]
Strength -1
Vitality -1
Coordination 2 [5]
Agility +1
Intellect 2 [5]
Presence 2 [5]
Psi 0 [5]

Skills
Any Science (select Specialization) 2 (3)
Computer (Data Alteration/Hacking) 2 (3)
Culture (Vargr) 2 (3)
History (Vargr) 1 (2)
Language (Vargr) 2
World Knowledge (Lair or other homeworld) 1 (2)

Typical Traits
Alert (+2)
Bold (+1)
Excellent Hearing (+2)
Notes:
Vargr are adapted from the Traveller SF RPG. Their origin as genetically altered, transplanted Terran stock meshes well with the many instances in Star Trek of Human cultures being transported to other worlds by such races as the Preservers and the Briori.
Aslan are a vaguely felinoid race Their superficial resemblance to Terran lions resulted in their being refered to by the name of a character from C.S. Lewis Chronicles of Narnia, a name that has stuck due to the difficulty most humanoids have pronouncing their actual species name.

Aslan are large felinoid bipeds standing about 2 metres tall and massing approximately 100 kilos. Distinctive features include a large mane of hair on the head and shoulders, digitigrade lower limbs and a sharp dewclaw, used in ritual combat. Females outnumber the males by 3 to 1 and are responsible for most administrative and technical matters, the males being devoted to military matters. Clans and families are headed by males, but run by the females.

Aslan are not members of the Federation and are extremely rare in Starfleet. They may be encountered along the rimward edge of the Federation, most often as mercenaries or merchants.

Aslan Template
Attributes
Fitness 3 [6]
Strength +1
Vitality +1
Coordination 2 [5]
Dexterity -1
Intellect 2 [5]
Perception +1 (males only)
Presence 2 [5]
Empathy -1 (males only)
Willpower +1
Psi 0 [5]

Skills
Administration (choose Specialisation) 2 (3) (females only)
Athletics (Running) 1 (2)
Culture (Aslan) 2 (3)
History (Aslan) 1 (2)
Language
Species 2
Planetary Tactics (Small Unit Tactics) 2 (3) (males only)
Planetside Survival (Tropical) 1 (2)
Unarmed Combat (Dewclaw) 2 (3)
World Knowledge (Aslan) 1 (2)

Typical Traits
Dewclaw +1; Arrogant -1
Notes:
Aslan are adapted from the Traveller SF RPG.

Dralasites are short, rubbery aliens that have no bones or hard body parts. Their skin is a flexible membrane that is very tough and scratchy. It generally is dull gray and lined with dark veins that meet at the Dralasite's two eyespots.

The internal structure of a Dralasite is very different from the other races. The Dralasite's central nerve bundle (brain), numerous small hearts and other internal organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores, but eat by surrounding their food and absorbing it, so they also have no digestive tract or intestines.

All Dralasites go through male, female and neutral stages during their lives (these phases can be controlled with medicines). Males release spores into the air, which drift until they become attached to a female. A young Dralasite then "sprouts" from its mother, eventually maturing and dropping off.

A Dralasite's skin is stretchable and supported by a complex muscle structure. This allows them to change the shape of their bodies, within limits. They can "grow" arms and legs to use for walking and handling tools and weapons, and reabsorb limbs when they are not needed.

Dralasites are widely known for their strange sense of humor. They love old jokes and puns that make Humans groan. Many Human comedians who could not find work in Human cities have become rich performing on Dralasite worlds.

Dralasites do not normally wear clothing, because it makes breathing difficult and interferes with their sense of smell. They usually carry their equipment on web belts. When they must wear clothing to protect themselves, they use special materials that let air reach their skin.

Species Template
Attributes
Fitness 3 [5]
Coordination 2 [5]
Intellect 2 [5]
Logic +1
Presence 2 [5]
Psi 0 [5]

Skills
Culture (Dralasite) 2 (3)
History (Dralasite) 1 (2)
Knowledge: Philosophy (choose) 1
Language (Dralasite) 2
Persuasion (Debate) 1 (2)
Psychology (Lie Detection) 0 (1)
Social Science (choose Specialisation) 1 (2)
World Knowledge (Dralas) 1 (2)

Typical Traits
Malleable Shape +3, Colour-Blind -1, Excellent Chemoreception +1
Notes:
Dralasites are adapted from the Star Frontiers SF RPG.
Vrusk look like large insects. Eight legs grow from their abdomen, four on each side. Their torso is upright in front of the abdomen. The torso is humanoid, with two arms connected at the shoulders. The head is above the shoulders. Vrusk hands are circular pads with five fingers spaced evenly around the edge. A Vrusk's shoulders are double- jointed, so they can rotate their arms in a full circle without straining any muscles. They can reach any point on their abdomen or behind their backs easily.

A Vrusk's body is covered by a carapace (hard shell). This shell is jointed at the Vrusk's elbows, hips, knees, etc. The carapace protects the Vrusk from bruises, cuts, scratches and other minor injuries. Unlike insects, Vrusk have an internal skeleton to support their bodies. Young Vrusk have a blue carapace with bright orange near the joints. As the Vrusk gets older, its carapace changes to dull green with yellow joints.

Vrusk have large eyes that are protected by a hard, clear covering. The mouth is surrounded by four eating mandibles. The two larger mandibles hold food while the small ones tear it apart and place it in the mouth. They are omnivores. Vrusk have lungs, and breathe through many small nostrils under their abdomens. This arrangement makes it difficult for Vrusk to swim.

Vrusk are hard-working and practical. Their society is organized around independent corporations. To a Vrusk, the company he works for is his family and his nation. The company determines everything about the Vrusk's life; who he lives with, what his job is, where he travels, etc. Vrusk give their company name before their personal name.

Species Template
Attributes
Fitness 2 [5]
Coordination 3 [5]
Intellect 2 [5]
Presence 2 [5]
Empathy +2
Psi 0 [5]

Skills
Culture (Vrusk) 2 (3)
History (Vrusk) 1 (2)
Language (Vrusk) 2
World Knowledge (Vrusk) 1 (2)
Social Sciences (choose Specialisation) 1 (2)
Psychology (Xenopsychology) AND (choose Specialisations) 1 (2) (2)

Typical Traits
Cultural Flexibility +2, Ambidextrous +2, Excellent Chemoreception +1
Notes:
Vrusk are adapted from the Star Frontiers SF RPG.
Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin grow on either side of their bodies, attached along their arms, torso and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions (explained under Gliding), Yazirians can glide short distances using these wings.

Yazirians have muzzles and high foreheads, giving them an animal- like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yelow. Their skin color ranges from gray to light tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores.

Yazirians have four knuckles (one more than Humans) on their fingers and toes. The inside toe is opposed like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip. These characteristics, combined with their animal-like appearance, earned them the nickname "monkeys."

Yaririans' senses of hearing, smell and taste are equivalent to a Human's. Because they evolved from nocturnal hunters, however, their eyes are adapted to seeing in dim light. They can not see in complete darkness. They usually wear dark goggles when they must work in sunlight. In bright light, Yazirians without dark goggles suffer a 1 die penalty to all Coordination tasks.

A Yazirian gains honor by striving to defeat his enemy. Yazirians with powerful life-enemies are respected and admired. A Yazirian that defeats its enemy does not need to choose another, but some Yazirians do. There is no set point in a Yazirian's life when he must choose a life-enemy, and some Yazirians never choose one. A Yazirian that dies without having chosen a life-enemy is considered unlucky.

Species Template
Attributes
Fitness 1 [5]
Coordination 3 [5]
Intellect 3 [5]
Presence 2 [5]
Psi 0 [5]

Skills
Athletics (Gliding) 1 (2)
Culture (Yazirian) 2 (3)
History (Yazirian) 1 (2)
Language
Yazirian 2
Unarmed Combat (choose Specialisation) 2 (3)
World Knowledge (Yazir) 1 (2)

Typical Traits
Bloodlust -2, Sworn Enemy -1, Gliding +4, Night Vision +2
Notes:
Yazirians are adapted from the Star Frontiers SF RPG.

Catyr are tall, statuesque humanoids with red skin and golden or bronze-coloured hair. Their homeworld, Catyr-Ra, has a high level of radioactive heavy metals - so much so that Catyr themselves are mildly radioactive. Catyr are culturally and temperamentally similar to Humans. Some scientists believe that Catyr are genetically altered Human stock transplanted by an ancient race, perhaps by the Preservers. Many Catyr believe the opposite to be the case.
Catyr Template
Attributes
Fitness 4 [6]
Strength +1
Coordination 4 [6]
Intellect 2 [5]
Presence 2 [5]
Psi 0 [0]

Skills
Culture (Catyr) 2 (3)
History (Catyr) 1 (2)
Language
Catyr 2
Space Sciences (choose two Specialisations) 1 (2) (2)
World Knowledge (Catyr-Ra) 1 (2)

Traits
Radiation Resistance +1, Night Vision +1, Rapid Healing +2, Radiation Emission -1
Notes:
Catyr are adapted from the Rifts SF RPG Dimension Book 2, Phase World.
Noro are thin and spindly humanoids, with oversized black eyes and long slender fingers. Their mouths and lower jaws are narrow in relation to the rest of their head, but not grotesquely so. They have six fingers on their hands and six toes on their feet. Instead of hair, their heads sport bony spikes of varying length that grow tike hair. Some Noro affect a mohawk-like crest of spikes, while others "shave" them all off. In human terms, some Noro can be very attractive, albeit outlandish. The race favors tunics or togas for ceremonial occasions and jumpsuits or bodysuits otherwise.

Early in their space-faring history, the Noro caused the nuclear annihilation of a neighbouring world. Realising their grevuos error, the species as a whole has adopted a pacifist philosophy.

Noro Template
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 3 [6]
Presence 3 [6]
Willpower +1
Psi 1 [5]

Skills
Culture (Noro) 2 (3)
History (Noro) 1 (2)
Language
Noro 2
Receptive Empathy 1
Receptive Telepathy 1
Science, Any (choose two Specialisations) 1 (2) (2)
World Knowledge (Noro-Gor) 1 (2)

Traits
Curious +1, Pacifict (Defense Only) -3
Notes:
Noro are adapted from the Rifts SF RPG Dimension Book 2, Phase World.
Seljuk are large reptilian bipeds ranging from 2.7 to 3.6 metres in height and massing from 275 to 450kg. They resemble humanoid versions of Earth's Tyranosaurus Rex, with long tails and digitigrade lower limbs, but with upper limbs proportionate to their size. The word that best describes the Seljuk culture is "chivalric" - they value honour and courage above all else.
Seljuk Template
Attributes
Fitness 4 [6]
Strength +2
Vitality -1
Coordination 3 [6]
Intellect 2 [5]
Presence 2 [5]
Willpower +1
Psi 0 [5]

Skills
Athletics (Leaping) 1 (2)
Culture (Seljuk) 2 (3)
History (Seljuk) 1 (2)
Language
Seljuk 2
Science, Any (choose Specialisation) 2 (3)
World Knowledge (Gemini 1) 1 (2)

Traits
Excellent Chemoreception +1, Toughness +2, Claws +1, Code of Honour (Seljuk) -3
Notes:
Seljuk are adapted from the Rifts SF RPG Dimension Book 2, Phase World.
Wolfen are large caninoid bipeds, unrelated to but resembling the much smaller Vargr. Unlike the Vargr, Wolfen are rigidly organised, with a strong central government resembling that of the ancient Roman Empire on Earth, or the modern Romulan Star Empire. The Wolfen code of honour includes an innate sense of superiority to other species and a belief in the destiny of the Wolfen race to rule the Galaxy. The Wolfen Space Empire is not currently hostile to the Federation, and did not take part in the recent Dominion War.
Wolfen Template
Attributes
Fitness 2 [6]
Strength +2
Coordination 2 [5]
Intellect 2 [5]
Presence 2 [5]
Empathy -1
Psi 0 [5]

Skills
Athletics (Running) 1 (2)
Culture (Wolfen) 2 (3)
History (Wolfen) 1 (2)
Language
Wolfen 2
Planetside Survival (choose Specialisation) 1 (2)
Tracking (Scent) 1 (2)
Unarmed Combat (Brawling) 2 (3)
World Knowledge () 1 (2)

Traits
Arrogant -1, Code of Honour (Wolfen) -3, Night Vision +2, Excellent Chemoreception +1, Bite +1
Notes:
Wolfen are adapted from the Rifts SF RPG Dimension Book 2, Phase World.


This page and all contents ©1999, 2001, 2002, 2003 Owen E. Oulton