GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION THREE A - RACES - PART ONE --------------------------------------------------------------- --------------------------------------------------------------- These sections include some PC's and NPC's for GURPS: Trek. These sections were influenced by material formerly presented in two older articles by Eric Phillips: "Trek for GURPS", and "GURPS: Star Trek". Eric may be reached at: z600282a@bcfreenet.seflin.lib.fl.us. This section has also been influenced by Richard Keehn, who added the stats for over eighteen (18) new races. Richard may be contacted at: rkeehn@ets.org. I would like to thank both of them for their contributions to the "second edition". There are several places in this work where descriptions are sketchy due to a lack of information on that race. Anyone wishing to add info to those races is welcome to write me. Any comments about this section should be sent to: tmp_harkins@dirac.physics.jmu.edu "Mr. B." GURPS: Trek - Section Three A - Races - Part One - is Copyright (c) May 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. --------------------------------------------------------------- Table of Contents ----------------- Andorians Anticans Bajorans Benzites Betazoids Bynars =============================================================== ANDORIANS (+73 points) ---------------------- Attributes: ----------- ST: +2 (+20) DX: +1 (+10) HT: +1 (+10) Advantages: ----------- Ambidexterity (+10) Combat Reflexes (+15) Damage Resistance - Two Levels (+2 DR) (+6) Infravision (+15) Temperature Tolerance - One level (+10) Ultrasonic Hearing (+5) Disadvantages: -------------- Bloodlust (-10) Code of Honor: Andorian (-10) (Never Quarrel Without A Reason/ Protect Family Above All Else) Reduced Hearing: Rear Only (-5) Quirks: ------- Not Boisterous (-1) Complex Wedding Procedures (-1) Prolific (-1) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Language: Andorian at IQ (0) DESCRIPTION: ------------ Andorians are natives of the planet Andor (known as Fesoan to the natives). They were one of the founding members of the UFP. Andor is a hot, dry world with very little surface water, and a gravity of 0.90 T. Physically, they are blue-skinned humanoid bipeds with white hair and knobby antenna on the crown of their heads. They lack visible ears. They have characteristics of both mammals and insects. They are all ambidextrous. Andorians begin rolling for attribute loss at age 85. Like mammals, they are warm-blooded, bear their young live, and have an internal skeletal structure to which their muscles attach. Like insects, they have a limited exoskeleton which gives them extra damage resistance from attacks. While the eyes of an Andorian are actually color blind, their antenna have very good color receptors in them, and also hold their hearing apparatus. Their mechanisms for color vision and hearing are so good, they give Andorians the advantages of Infravision and Ultrasonic Hearing. The antenna face forward and cannot rotate, causing Andorians to hear better from the front and sides than the rear. Any roll to hear a sound from behind is at -1. This is listed above as Reduced Hearing: Rear Only. Each of the two antennae stalks are susceptible to damage and injury. Each is at -8 to hit (-5 for the head, and -3 for the stalk). Damage over HT/4 kills the stalk. Excess damage is lost, however, any hit will cause intense pain to an Andorian. If this occurs, they must roll versus HT or become stunned for HT-(amount the roll failed by) rounds. If one stalk is destroyed, the Andorian will be at -2 for all future hearing rolls. If both stalks are destroyed, the Andorian becomes deaf and color blind. Andorians in this situation must roll against HT to determine if the damage is permanent, as explained in GURPS Basic. The history of this race was once a violent one, based on war and conquest. While they will fight if challenged, or even challenge a foe themselves if they feel it to be necessary, they will never quarrel without a good reason. Also, they tend to remain quiet and listen to discussions until there is something with meaning to say. Andorians are not usually very boisterous. Andorians believe in family above all else, even public duty. Their marriages consist of groups of four. These marriages are very complicated, and involve a great deal of ritual. Their families are very large, due to the fact that they are very prolific as well. They are exceptionally good at communications and navigation. --------------------------------------------------------------- ANTICANS (+12 points) --------------------- Attributes: ----------- ST: +1 (+10) DX: +1 (+10) Advantages: ----------- Combat Reflexes (+15) Damage Resistance - Two levels - (+2 DR) (+6) Sharp Teeth (+5) Disadvantages: -------------- Appearance: Ugly (-10) Intolerance: Selay (-15) Odious Racial Habits - Eats Other Sentients (-10) Quirks: ------- (no racial) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Language: Antican at IQ (0) Language: Selay at IQ-1 (+1) DESCRIPTION: ------------ Anticans are a large, furry, sentient, humanoid species native to the planet Antica in the Beta Renna system. They are a carnivorous species that prefers to eat live meat, and do not limit their carnivorous nature to non-sentient species. Anticans appear to be evolved from a race similar to the Terran Mongoose. Their heavy fur gives them +2 Damage Resistance. Anticans developed Combat Reflexes as a racial advantage due to their long-standing conflict with their sister planet and its inhabitants, the Selay. Anticans applied to the Federation for admission in 2364. The Federation helped to resolve a long standing dispute between them and their sister planet, Selay. =============================================================== BAJORANS (-7 points) -------------------- Attributes: ----------- (no racial) Advantages: ----------- Strong Will - 2 levels (+8) Disadvantages: -------------- Intolerance: Cardassians (-5) Sense of Duty - Bajor (-10) Quirks: ------- Wears earrings in right ear (-1) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Language: Bajoran at IQ (0) Theology at IQ +1 (+1) DESCRIPTION: ------------ Bajorans are a humanoid race from the planet Bajor. Their culture is much older than Terra's and was known to flourish over 25,000 years ago by Terran reckoning. Bajorans are a very spiritual people, and their history has produced many great architects, artists, builders and philosophers. They have only recently been allowed to rebuild their culture, after three decades of Cardassian occupation. Bajor was claimed by Cardassia in 2328. Cardassians annexed Bajor to the Cardassian Union in 2339, and occupied the system until 2369, when the Bajoran resistance finally drove them off. The Bajorans requested Federation assistance in rebuilding their civilization, and in running the space station the Cardassians constructed and left behind. The Federation is currently still operating this station, known as Deep Space Nine. Bajorans have a small upper nasal ridge on their faces, which is the main difference between them and humans. They prefer to wear earrings on their right ear (-1 quirk). Bajorans developed an intolerance of Cardassians due to the recent Cardassian occupation of Bajor. The Bajoran sense of spirituality is so strong that they have developed a very strong will due to their faith. Most Bajorans have studied their religion fairly extensively. Also, most Bajorans with a highly-developed faith are also devoted to the rebuilding of their world. =============================================================== BENZITES (+20 points) --------------------- Attributes: ----------- IQ: +2 (+20) HT: +2 (+20) Advantages: ----------- (no racial) Disadvantages: -------------- Appearance: Unattractive (-5) Compulsive Behavior: Pursuit of Factual Information (-5) Increased Life Support - 1 level (-10) Quirks: ------- (no racial) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Language: Benzite at IQ (0) DESCRIPTION: ------------ Benzites are inhabitants of the planet Benzar, a class-M planet with a small amount of benzene in the atmosphere. The race evolved needing the benzene to survive, but they do not need large quantities of benzene to survive in terrestrial environments. Only a small rebreather with a benzene cartridge is necessary for survival. The odor from the rebreather would become noticeable only if a Terran should came close to a Benzite. Benzites are not considered attractive to humanoid members of the Federation. They are also noted for their pursuit of knowledge - a pursuit that led them to petition for Starfleet membership as early as possible. Benzites excel at science and engineering during Academy studies. They will even occasionally take foolish risks in order to retrieve a particularly rare bit of data. Benzites are excellent at games and computer programming. =============================================================== BETAZOIDS (+53 points) ---------------------- Attributes: ----------- IQ: +2 (+20) Advantages: ----------- Emotion Sense - 1 level (+3) Empathy (+15) Telepathy - 3 levels (+15) Telesend at IQ Telereceive at IQ Disadvantages: -------------- (no racial) Quirks: ------- (no racial) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Language: Betazed at IQ (0) DESCRIPTION: ------------ Betazoids are a race of telepathic humanoids native to the planet Betazed. Their appearance is exactly the same as Terrans. They generally do not start developing their telepathic skills until puberty, when the rush of newly- activated hormones serves to activate previously latent telepathic talents. A few Betazoids are born with telepathic abilities, but they have to go through a different and very intensive psychological experience due to their inability to filter out the "noise" created by normal thoughts. A few marriages between Betazoids and non-Betazoids have produced children, the best known of whom is Lt. Cmdr. Deanna Troi of the USS Enterprise-D. Children of mixed marriages generally do not get as high a telepathic ability as do full-blooded Betazoids. Lt. Cmdr. Troi only has empathic abilities, although she can communicate telepathically with other Betazoids. Betazoids cannot read Ferengi minds, and there are a few other races with telepathic shields through which Betazoids cannot read anything. Because of their training in the schools of Betazed, they are rarely xenophobic, and can communicate with most any other race at their level. With the exception of their telepathic abilities, Betazoids are essentially similar to humans in all other respects. A few Betazoids may have higher Telepathic and/or Emotion Sense abilities. See the TNG episode "Tin Man". =============================================================== BYNARS (0 points) ----------------- Attributes: ----------- ST: -2 (-20) IQ: +4 (+45) Advantages: ----------- Interface Jack (+10) Mathematical Ability (+10) Disadvantages: -------------- Appearance: Unattractive (-5) Fragile (-20) Reduced Hit Points - 2 levels (-10) Vulnerability: Damaged by Occasional Source - 1 level (-10) Quirks: ------- Always work in pairs (-1) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Computer Programming at IQ+1 (+1) Language: Bynar at IQ (0) DESCRIPTION: ------------ Bynars are a humanoid bipedal species from the planet Bynaus. They are unique in the Federation, due to their recently revealed link to their homeworld's computer, without which they cannot survive long. Bynars are heavily linked to their computers, and even speak to each other in a form of computer binary language. They always work in pairs for ease of operations. These pairs are electronically linked through a computer network to each other, and they share thoughts to some degree. This computer network, greatly expanded, serves as a framework for their entire civilization. Bynars are shorter than humans and have paler skin. They have a built-in interface jack to provide them with data directly from most computers. Bynars learn about their interdependence with computers from a very early age. The implantation of the interface jack, which occurs quite soon after birth, is a sort of christening ceremony for Bynars. Removal of any Bynar from the link to their computer network will cause them injury, and if not replaced within a short period of time, death. They have a very delicate body structure, represented by the Fragile disadvantage. Bynars are not very physically strong, but they make up for this by being some of the best computer experts in the known galaxy. They also are some of the best mathematicians known to the Federation. They are organized in psychically linked pairs, in addition to being electronically linked. They are considered to be sexless. Note: The spoken Bynar language skill should be considered M/VH by any race other than Bynars due to its complex construction. The Bynar written language is also M/VH, but anyone with Computer Programming skill should consider it M/H. ===============================================================