Article: 1852 of rec.games.frp.archives Path: news.tuwien.ac.at!newsfeed.ACO.net!Austria.EU.net!EU.net!newsfeed.internetmci.com!in1.uu.net!not-for-mail From: d2dcblu@fre.fsu.umd.edu (L.L. Cool Ranch Dressing) Newsgroups: rec.games.frp.archives Subject: RESOURCE: Trek Guide (1) Followup-To: rec.games.frp.misc Date: 3 Apr 1996 14:00:28 -0500 Organization: Frostburg State University, Frostburg, MD Lines: 1124 Sender: smm@uunet.uu.net Approved: smm@uunet.uu.net Distribution: world Message-ID: <4juhsc$79p@rodan.UU.NET> NNTP-Posting-Host: rodan.uu.net ----------------------------------------------------------------------- THE FANTASY GUIDE TO STAR TREK BY CAPTAIN SULU COM. CARLSON Space: The Final Frontier... -- Gene Rodenberry ----------------------------------------------------------------------- TABLE OF CONTENTS Preface Alien Species In Star Trek We Are Borg The People A Few Weapons Of Star Trek Adventure Story "Fifty Ways To Kill An Ensign" Special Thanks ----------------------------------------------------------------------- PREFACE The information presented here is so that the GM may create NPCs based on the Star Trek environment. The information isn't extensive enough for the creation of Star Trek characters. For people who wish to play with Star Trek characters, they should purchase the Star Trek Roleplaying Game. The information presented here is for a GM to run fantasy adventures in the Star Trek environment without playing the complicated Star Trek Roleplaying Game. ----------------------------------------------------------------------- ALIEN SPECIES IN STAR TREK TABLE: Racial Ability Requirements Ability Human Klingon Vulcan Romulan Strength 3/18 6/21 6/21 3/18 Dexterity 3/18 3/18 3/18 3/18 Constitution 3/18 3/18 4/19 4/19 Intelligence 3/18 3/18 6/21 4/19 Wisdom 3/18 3/18 3/18 3/18 Charisma 3/18 2/17 2/17 3/18 Ability Kzin Andorian Tellarite Gorn Strength 3/24 6/21 2/17 3/24 Dexterity 14/24 4/19 3/18 2/17 Constitution 3/18 3/18 4/19 4/19 Intelligence 3/18 4/19 3/18 3/18 Wisdom 3/18 4/19 3/18 3/18 Charisma 3/18 2/17 1/16 1/16 Ability Betazoid Bajoran Cardassian Ferengi Strength 3/18 3/18 3/18 2/16 Dexterity 3/18 3/18 3/18 2/16 Constitution 3/18 3/18 4/19 3/18 Intelligence 3/18 4/19 3/18 3/18 Wisdom 3/18 4/19 3/18 3/18 Charisma 3/18 3/18 2/17 1/16 TABLE: Racial Ability Adjustments Race Adjustments Tera Human ----- Human Varies by world of origin based on gravity (When working in a "normal" G-Field): Lt. Gravity: -3 Strength; +3 Dexterity, -30% Weight Hv. Gravity: +3 Strength; -3 Constitution, +30% Weight Klingon +3 Strength; -1 Charisma Vulcan +3 Strength; +3 Intelligence; +1 Constitution; -1 Charisma Romulan +1 Intelligence; +1 Constitution Kzin Strength (3d8); Dexterity (2d6 + 12) Andorian +3 Strength; +1 Dexterity; +1 Intelligence; +1 Wisdom; -1 Charisma Tellarite -1 Strength; +1 Constitution; -2 Charisma Gorn Strength (3d8); -1 Dexterity; +1 Constitution; -2 Charisma Betazoids No Adjustments Bajorans +1 Intelligence; +1 Wisdom Cardassians +1 Constitution; -1 Charisma Ferengi Strength (2d8); Dexterity (2d8); -2 Charisma TABLE: Average Height And Weight (Male/Female) Height In Inches Weight In Pounds Race Base Modifier Base Modifier Human 69/55 2d10 154/132 6d10 Klingon 88/74 2d12 176/111 5d20 Vulcan 80/74 2d10 154/111 5d10 Romulan 70/60 2d10 154/111 4d10 Kzin 96/84 2d12 400/300 5d20 Andorian 100/78 2d10 154/88 1d20 Tellarite 78/96 2d10 176/330 6d20 Gorn 87/61 2d12 440/220 5d20 Betazoid 69/55 2d10 154/132 6d10 Bajoran 69/55 2d10 154/132 6d10 Cardassian 88/74 2d6 154/120 3d10 Ferengi 59/65 2d4 130/160 3d10 TABLE: Age Maximum Age Range Race (Base + Variable) Human 90 + 2d20 Klingon 50 + 3d10 Vulcan 150 + 5d20 Romulan 125 + 3d20 Kzin 50 + 3d20 Andorian 90 + 2d20 Tellarite 50 + 2d20 Gorn 30 + 1d20 Betazoid 100 + 5d10 Bajoran [100 + 5d10] Cardassian [50 + 3d10] Ferengi [50 + 2d20] Algolian, pl. Algolians These tall humanoids have a gold leathery skin w/ small circular openings about the head. They have wide set nostrils, and atop their head runs a single ridge, back to front. Algolians are famous for their "Ceremonial Rhythms." Andorian, pl. Andorians Andorians are humanoids with 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. Families are important to Andorians, with marriages being made up of groups of four. They are not big believers in charity. Antican, pl. Anticans These "humanoid" beings bear a vague similarity to both Terrestrial canines and felines. They have longish muzzles, leathery skin and large balding craniums, although they have shaggy burnsides and moustaches. They are carnivorous, demanding fresh meat. They share the Beta Renna system with their ancient enemies, the Selay. Arcturian, pl.Arcturians These humanoids have a saggy gray skin, with numerous sags and folds on the face. 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." 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. 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. 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. Barzan, pl. Barzani These humanoids have raised eyebrows and upswept "V" shaped forehead ridges. They must wear a breather unit. The Barzan culture is impoverished. Benzite, pl. Benzites. These beings are humanoid in shape. They are hairless, with a plue-gray skin. Facially, they bear more of a similarity to cat-fish than to humans, with feeler-like protrusions over-laying the mouth, and a mere nose slit. They have three fingers and two opposable thumbs. And they wear a special breathing unit that sit in front of their mouth. Benzites come from the planet Benzar. They have broad, possibly social, units called "Geostructures," and Benzites from the same geostructure tend to appear identical to non-Benzites. 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. Bolian, pl. Bolians The inhabitants of Bolius 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. 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. Breen, pl. Breen Nothing is really known about this race beyond the fact that they are impenetrable to Betazoid telepathic powers. Brekkans/Onarons The inhabitants of these two planets are apparently identical in species. They are humanoid, but for a small ridgy surface at the bridge of the nose. They are capable of generating intense electrical charges from their bodies. Bulanoan, pl. Bulanoans These humanoids have a grayish reptilian skin and a scaly face, although they have hair sweeping around the rear of their heads. Bynar, pl. Bynars This diminuative humanoid race has a fairly large cranium:body ration. They are asexual. They have asymetrical ears, a lilght purple tone to their skin, and a ruff of purple hair along the base of the otherwise hairless skull. Bynars come from the planet Bynus, a planet in the Beta Magellan system. They often travel in pairs, and work in pairs. They are cybernetically interconected with their world's master computer by means of "mechanical" data buffers and biochips. Caitian, pl. Caitians 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. Caldonian, pl. Caldonians A very tall humanoid race, with a large bony forehead. They appear to have only three digits on their hands. The planet Caldonia is committed to scholarship and research as its primary trade product. 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. They have a grayish skin color. Cardassians were once a spiritual people, but due to increasing poverty brought on, apparently by depletion of their natural resources, 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. Cheronian, pl. Cheronians The inhabitants of the planet Cheron are humanoid, with skin tones of black and white evenly dividing the body in half. They have the ability to generate electrical charges from their bodies. One was able to telepathically gain control of a ship's navigational computers, but this may have been an individual attribute, and not a species wide ability. Chrysalian, pl. Chrysalians Un undescribed reace refered to as having "been at peace for more than 10 generations." They apparently do not get involved in interstellar matters. 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. Edo, pl. Edo These beings are tripeds, with 3 arms. They have orange skin, and yellow eyes. EXTRAGALACTIC, OR EXTRADIMENSIONAL CREATURES These include the Traveler's people, the Kelvans, and Syliva and Kolb, the servants of the Old Ones. 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. They are impenetrable to Betazoid telepathic powers, possibly due to their four "Brain nodes." "First Federation" The inhabitants of the "First Federation" are very small humanoids that look like small, bald children Gorn, pl. Gorn These seven foot tall bipeds are intellegent reptiles. They are very strong. They have three fingers (2 fingers and an opposable digit), and multi-faceted eyes, much like an insect's. Grizela, pl. Grizelas An intellegent, hybernating species. Human, pl. Humans There are effectively three forms of humanity in the galaxy. There are humans born on Earth (Terra), there are humans who were born on any of the over a thousand colony worlds; and there are those humans that have no apparent Earth human ancestry. Among this third population include the Morg and Eymorg of Sigma Draconis VII, the Catulans, the Gideonites, the Iotions, the Zeons and Ekosian, and so forth. One might have difficulty classifying the inhabitants of "parallel" Earths, such as the Onlies of Miri's World, the Yangs and Khoms of Omega IV, or the Romans of Planet 892-VI, but for our purposes, they should be considered a portion of the third population. On some of the many worlds of humanity, particularly those that have been inhabited for a long time, the population has often evolved slightly in order to better adapt to local conditions. This evolution is best seen in the differences based on gravity. Regardless of this, on all planets inhabited by beings with a basically Human physiology, those beings are considered as Human. This is despite unimportant variations in height, weight, skin coloration, sensory enhancement, or other superficial differences. In general, humans range in skin tone from a light tan, with red tints, through a variety of brown and red shades, to a nearly black shade with purple highlights. It should be remembered that although two Humans may have basically the same physical characteristics, their motivations and cultural backgrounds may well be very different. Socially, humanity is continually developing, evolving out of the dark night of the late 20th and 21st centuries, and the aggressive period of colonization of the 22nd. Even so, they still often appear as adolescents against more mature civilizations such as the Vulcans, the Deltans and the Betazoids. Jarada (pronounced Harada), pl. Jarada The Jarada are a reclusive insect race with a hive-mind culture. They are protocol obsessive and easily offended. Klingon, pl. Klingons Physically, the members of the Klingon species appear to be similar to Terran Humans. They tend to be larger in size than humans, with a greater muscle mass ratio, and they tend to reach their full height at an earlier age than do humans. There are a number of distinguishing features, however. The most notable is that Klingons have a large bony ridged patterned forehead, with a central ridge that begins at the tip if the nose and follows the centerline of the body over the top of the head, and down to the base of the spine. They also have short, hair-like spines on their legs and a single, large claw on each foot. Internally, there are a number of differences between Klingons and Humans, including a large number of secondary backups for biological systems. They have a large, 8 chambered heart, two livers, 23 ribs, double lines neural pia matter, a backup synaptic system, and even a small, auxiliary brain at the base of their spinal column, protected by the pelvic girdle. Klingon blood is a bright magenta and quickly dries to a red/brown color. Klingons have at least two skin tones, and it is reported that the darker skinned Klingons come from the northern regions, while the lighter skinned come from the more southern. Even so, Klinonds tend to be dark of complexion and hair color, as compared to humans, and male Klingons usually wear beards and mustaches. Klingons have an excellent sense of smell, and good vision. Klingons are, by nature, hunters, and the flame of the predator burns in their blood. Their preferred food is flesh, preferably raw and either freshly killed or else still living. This ancestral passion for violence, deeply rooted in their genetic structure, has shaped their culture, marking it as a true warrior's society. Aggression and conflict are natural, preferred states for most Klingons. Klingons have a long tradition of settling personal disputes and disagreements through physical confrontations. While their emotions are turbulent and at times savage, at times, Klingons will show a tenderness, and thoughtfulness that is surprising to the unprepared. In general, Klingon society stresses physical strength and fighting skills above mere intellectual achievement, and it seems that most Klingon scientific effort goes into developing tools of warfare. However, the works of Klingon novelists, as well as their art, opera and poetry show this not to be the case. The "tea ceremony," named for the human ritual it vaguely resembles, is an artistic masterpiece of ritual. Klingons come from the planet Kronos, a green world orbiting the star Klingon. It has one major landmass, the rest of the planet remaining covered by ocean. This large area of open sea, and the planet's seriously tilted axis, combine to give the planet a very turbulent atmosphere, and a broad range of temperatures, extending to the extremes. The government of the "Klingon Imperial Empire" is not always clear. While there has been mention in the past of an Emperor, there is no sign of such a person. The Empire is governed by the Klingon High Council, consisting of about ten Councilors, and the Supreme Commander. Whether the Supreme Commander also holds the title of Chancellor is not known. At least for the males, the Klingon cultural hierarchy is similar to that of some terrestrial primates, in their contests for dominance with in the "tribe," with, in theory, the most dominant Klingon ruling the empire. This may not be exactly true, and it appears that in the upper levels of the government there are other roads to power than mere physical prowess. But every dominant male must be prepared for challenges to his authority from the more submissive males. Personal charisma has little importance to Klingons society than strength. Central to an understanding of Klingon culture is the Klingon view of honor. Honor is very important to a Klingon, and a Klingon's personal honor is closely intertwined with that of his family. It is the family and the relationship of the family to the larger "tribe" that sets the pattern of behavior toward the "tribe" as a whole. These are described in the myths and legends of Kahless the Unforgettable and his brother Morath. A Klingon male's personal relationship to the "tribe" of Klingon society can be seen by noting several of the rites of passage a Klingon must go through. The first of these is the "Age of Inclusion." This is the age at which a child is recognized by the "tribe" as a living entity. It occurs about the age of 6. Prior to this time, the child is reared as though it were a true Klingon child, but with the recognition that in the violence of the world, that child may die with no great sense of loss to the family. The second major rite of passage is the Age of Ascension, when the Klingon child becomes a Klingon Adult, and a full member of the "tribe." This rite is celebrated when the child is about 16 years old. Every 10 years after that, a portion of the ceremony is repeated, with tests of skill and courage to show the Klingon's friends and family the depth of his personal strength, and thereby his value to the tribe. This importance of belonging to the tribe may be seen in the Ritual of Discommendation, where a Klingon is formally ostracized, turned out from the "tribe." A Klingon who has gone through this ritual is considered dead by all Klingons, and where possible it is made to seem as though that person had never existed. Another important ritual is the Bonding, the Rustaii, which makes an outsider a part of a Klingon's family. The role of women in Klingon society is not clearly understood yet, but it appears that women are not accepted into political power. In sexual matters, however, it is the woman who is the more aggressive. Little is known about Klingon child bearing and rearing, but it appears that the Klingon gestation period is about 111 days, and that during the first few years the growth of the child is very rapid. This implies a delay in the full development of the Klingon brain, a development that takes place after birth rather than in the womb, but of course this is conjectural. There is a classic belief that Klingons move up through the ranks by assassination, can not be true, since there are old Klingons in high ranking positions, and besides that would mean a tremendous level of attrition among the ranks. However, should a Klingon leader cease to be able to command effectively, killing him before he dishonors himself or weakens his unit, is an honorable action. Also, any subservient males who remained under a weak male are, by implication, expressing their own weaknesses. Murders and challenges to power, however, should not be anonymous things. A Klingon ordered to kill a prisoner will make certain that the victim first sees the face of his or her killer. A knife to the heart is an honorable death, as is dying by any weapon. Stabbing or shooting the victim in the back, by the way, may be considered a courtesy, so that the victim needn't dishonor himself either by further by fighting his inevitable death, and spared the indignity of being wrestled to the ground. A knife to the heart is an honorable death, as is dying by any weapon. On the other hand, killing by poison is not honorable because the assassin can do so and not never let his victim know who his murderer was. The same is true of sniping at a target from a distance. And it may be this philosophy that has kept the Klingon race from destroying itself with nuclear weapons. Illness is not considered honorable, and so the level of Klingon medicine is quite primitive, by comparison to that of Humans. A Klingon who is seriously ill, or debilitated by physical injury is expected to kill himself, in order to keep from dishonoring his family, as well as forcing them to endure a lingering illness. Klingons, as a rule, do not lie, and take a VERY dim view of those who do. Klingons do not cheat, steal or bluff, either. Klingons do not drink or socialize with their enemies, outside of specified neutral areas, where this rigidness may be relaxed to an extent. Klingons do not take hostages, as that is a cowardly act, although they are capable of committing savage reprisals against subject populations. Klingons never surrender, and have absolutely no regard for anyone that would so dishonor himself. With their concept of honor above life, death in the line of duty is the best death for a warrior. Klingons do not fear death, but rather they celebrate the release of the spirit at death, noting the instant with a ceremonial wailing to warn the dead that a Klingon will soon be among them. Little is known of the Klingon spiritual life. They have a belief in Jat'lyn, or the possession of the living by the dead, and while they have no devil in thier religion, they do have Fek'lyr, who guards the souls of the dishonored. Koinonian, pl. Koinonians Little is known about this humanoid race that destroyed itself in a multi-generational war centuries ago. Kriosian, pl. Kriosians Not to be confused with the Klingon colony of Krios, the world of Krios, like that of its colony world of Valt Minor is inhabited by a humanoid race, distinguishable from human only by a line of "leopard" or "giraffe" spots along the hairline and down the neck. This race produces "empathic metamorphs," of both genders (although the female is more rare than the male). Whese metamorphs reach sexual maturity, they begin to emit high levels of pheromones, and begin to empathically adapt themselves to the members of the appropriate gender around them, becoming the "Perfect Mate" for the one they finally bond with. Kzin, pl. Kzinti (Note: Animated Series only) The Kzinti are a species of large felinoids, or cat creatures. They range about 8' tall, standing bipedally, and weigh in excess of 300 lbs. They are covered in orange and black fur, have claws that extend from their finger tips, ears that resemble Chinese parasol segments, and long naked rat-like tails. They are culturally carnivorus, although, biologically omnivorous. They have an extensive rib structure that acts as a form of internal armor. They are a warrior species, bred and genetically engineered in antiquity by their ancestors to be the equal of their legendary heros. They are extremely aggressive and competitive, each Kzin struggling to achieve fame and glory. The Kzinti have fought Humanity in four wars, and were eventually beaten each time. They had been at a medieval cultural level, and about a rennaissance technological level when they were discovered by the five armed Jatoki. The Jatoki tried to hire the Kzin as a mercenary species, and in turn became the Kzinti first slave race. While the male Kzinti were being reborn as Heros, the females were being genetically reassembled into barely-sentient subservience. The Rijt are the Patriarch's clan, or the ruling family of Kzin. In general Kzinti have no names, and are merely designated by their job, until they earned a name, or partial name, through some grand and heroic activity. Some Kzin have telepathic powers, although these are rare. They are addicts of a hormone extracted from the Sthondat, an animal from the Kzin Homeworld. Telepaths are often nearly insane, by either Kzin or Human standards. They are also careless about their appearance, and are in many ways the antithesis of the Kzin Hero. Medusan, pl. Medusans Nothing is known about the physical description of these beings, except that if they are corporeal, they are very small. The mere sight of a Medusan will drive nearly anyone, of any race, insane. Medusans are excellent navigators. Melkot, pl. Melkotians, or Melkots This highly civilized race is very xenophobic. They appear to be nothing more than a head and a neck ending in tentacles, floating above the ground. They also have large round, bright yellow glowing eyes. However, considering their tremendous mental powers, including telepathy and illusion, this may not be their true appearance. Mintakan, pl. Mintakans These are vulcanoids, although with a more pronounced forehead bulge. Their culture is at a level equivalent to early bronze age. Mizarian, pl. Mizarians, also Myzarians These humanoids are white skinned, with wrinkled, striated faces, and usually wear elaborate hoods resembling the Sydney Opera House. The people of the planet Mizar II are by nature intellectual pacifists. The planet has been conquered 6 times in the past 300 years. Orion, pl. Orions Note: It is assumed that there is a connection between these and the inhabitants of "O'Ryans Planet" mentioned in the background literature of ST:TMP. Orion slave girls are humanoid, green and exotic. Allegedly animals bred for pleasure. Shaman priests are humanoid, but biological details are hidden behind featureless golden masks and leather ceremonial garb resembling that of a Native American plains tribe as viewed in a television western. Pakled, pl. Pakled These are rotund, lethargic humanoids with bushy upswept eyebrows, bulging forehead, heavily bagged eyes, and a dewlip. They are not the most intellegent race in the galaxy, but they are fairly sneaky. Pentarus (?) These are humanoids indistinguishable from human, but for a single bushy eyebrow across the forehead, although this may just be a fashion statement. Romulan, pl. Romulans Romulans are the descendents of an ancient Vulcan colony, and hence are physically similar to Vulcans, although some Romulans have bulkier foreheads. "Romulan" is the name of the race given by the Earth Space Forces that met them in combat, basing their views on the unseen foe on the details they could piece together from combat tactics and debris details that were reminiscent of Ancient Rome. The Romulan home world is the third world of a binary star system, call Romulus and Remii by Human astronomers. The home world is, in turn part of a dual planet system, and is also called Romulus. Romulus is geologically very active. It has two continents, Dektenb and Masfarik, and at least one sea, the Apnex. The continent of Dektenb has the Firefalls of Gath Gal'thong and the capitol city of Dartha. Masfarik, on the other hand, is notably more rocky and barren, with its cities set on the few oases on the continent. Romulan cities are built vertically and very tall, from beautiful and magestic monumental architecture at the top, and stretching down to dark and grim catacombs set into the bed-rock of the planet. Most Romulans live in apartment complexes, with only those with the most power living in individual, almost palatial houses. The Government consists of a single, powerful "Praetor," less powerful, but possible as influential "Proconsuls," and a Senate. Romulans are intelligent, dedicated, and extremely efficient. Romulans, unlike Vulcans, are very much creatures of pride, aggressive emotions and passions, and possessing the capacity for great violence when provoked. Romulans are superb warriors, fighting in a cool, calculating manner, and conquest is considered the "Romulan Path to Glory." They generally don't take prisoners, although they have been known to capture prisoners for information, killing them when their usefullness comes to an end. Romulans neither ask nor give quarter. They will destroy their own ships and people rather than allow them to be captured, preferring an honorable suicide to failure. The Romulan lifestyle is Spartan and militaristic, with the personal wants and needs of the individual often surrendered to the good of the whole. Romulan leaders demand instant obedience from the populace, and like many Human totalitarian regimes are seeming obsessed with security. Romulan culture favors obedience over original thought and action, and thus Romulan creative intellectual achievement is not as highly developed as thier Vulcan cousins'. Romulans seem to be missing the Vulcan psychic powers, as well as such common Vulcan maneuvers as the Neck Pinch. Romulans are sexually egalitarian. Romulans view human culture, and by extention, as exploitive and short-sighted. Romulans have an absolute belief in their own superiority. They are often highly manipulative in their affairs, adjusting circumstances carefully, plotting as if playing a game of chess. They will generally wait for their adversaries to make aggressive moves first, testing the resolve of their opponents. The Romulan salute to their superiors is the right fist struck over the chest then held out, palm down. Saurian Nothing is known of this species. Selay, pl. Selay The Selay are bipedal reptiles and are about human height and weight. They have a cobra-like "hood,"and they are a dark green color. They have an excellent sense of smell. They have four digits, of which the "dew claw" has evolved into an opposable thumb. Their dark blue- green planet orbits Beta Renna, a star they share with their ancient enemies, the Anticans. SHAPESHIFTERS These include the Antosians, the Chameloids and the Lassomorphs of Daled IV. Skeliak, pl. Sheliak The Sheliak Corporate is a reclusive culture that are fixated one precision in language and view humanoids as lesser life-forms. They are technological humanoids that resemble a wrap of black, mucous secreting folds and tenticles. Solari, pl. Solarians These are stoop-shouldered, craggy-faced humanoids from the planet Solais. They have been engaged in a war between the blond and brunettes of their population for the past 1500 years. SUPERRACES Talarian, pl. Talarians Talarians are outwardly humanoid, although they have a ridge on the top of their heads, running front to back, and the men are balding. Talarians express greetings by touching foreheads. They have a rigidly patriarchal society. The highest concepts in the culture are honor, family and duty to their superiors. While they are ruthless in combat, they will adopt an enemies' children. Tanaguan, pl. Tanaguans These are humanoids with upswept eyebrows and 2-3 "V" shaped ridges on the forehead. Tellarite, pl. Tellarites Tellarites are heavy set humanoids, and their piglike faces gives them a vaguely porcine appearence. They are intensely aggressive, boisterous, and argumentative for no reason other than the pleasure of a good argument. They are not always considered entirely trustworthy. Talosian, pl. Talosians These are an ancient highly technological race of humanoids with large hairless craniums. They have tremendous psychic powers including telepathy and illusion. Tholian, pl. Tholians These beings appear to be red-gold, and almost crystaline entities with large triangular white-glowing eyes. They appear to exist in a very hot climate. Trill, pl. Trill The Trill are a joined species comprised of two separate but interdependent entities; the host and the symbiont. The host provides a humanoid body. The symbiont is an invertebrate, androgynous lifeform that lives within the host. It looks like a short, fat snake, a foot long lump of cranial and exoskeletal tissue. The humanoid hosts have an "M" shaped ridge on thier nose and forehead. Many centuries ago, the symbionts lived underground while the humanoids were on the surface. Due to an environmental disaster, they were forced to 'join' to survive. As time went on, this mutual support evolved into a biological interdependency. Now, at a certain point in the humanoid's life, in post-adolescence, some of the humanoids, although not all of them, are joined with a symbiont and two individuals become as one. They speak with one voice, which means you can't ask to speak with the symbiont or the host, only the combined lifeform. Although, it appears in some cases that the Trill becomes the active party, supervising the functions of the body. The host becomes a merely passive observer. The symbiont's life span is far longer than the host's and as a result one symbiont will be combined with several hosts during its life. When a host dies, doctors surgically remove the symbiont, which then is reimplanted, burrowing itself into the new host. The result of this joining is often an serene character who brings a calm, centered voice to any discussion. It is possible that some of the personalities, memories, experiences, an so forth of some the symbiont's previous "lives" can come back to haunt them, or otherwise cause them problems. It is possible for the Trill entity to exist within another species of humanoid than the normal host species. Troyan, pl. Troyans Humanoids with blue skin and white hair. Ullian, pl. Ullians This telepathic race appears humanoid, but for bulges in the temple regions. Vian, pl. Vians These are a highly technological race of humanoids with large hairless craniums. Vulcan or Vulcanian, pl. Vulcans or Vulcanians Vulcans are an ancient race, proud, dedicated, loyal, honorable, and have a highly ritualized society devoted to logic and the suppression of emotions. Vulcans are different in physiology and psychology from Terrestrial Humans. They are Human-like in many respects, but in other ways they are totally different. The pointed ears are obviously efficient at gathering sounds from the thin Vulcan atmosphere. Vulcans are stronger than Humans, with a greater physical endurance. The Vulcan heart is located about where the Human liver sits in the abdominal cavity, thus implying a greater lung capacity. They have a higher metabolism than the Human norm. Vulcan blood chemistry is allegedly based on copper rather than iron, although there are other arguements that their blood merely has copper elements to it. Regardless, their blood has little or no sodium, and is a rich green color. This tends to give them a somewhat greenish-yellow complexion. Some sources have given the Vulcan heart rate as 242 BPM with a blood pressure of 80/40, implying larger blood vessels. However these same sources suggest that the green Vulcan blood is merely due to the presence of the chlorocurin protein in the blood, and not the copper elements. Vulcans tend to be tall and slender, with dark hair, although there are some blondes. Vulcan eyes are protected from the glare of the harsh Vulcan sun by a thin transparent membrane, much like a second eyelid. This eyelid also allows them to sleep with their eyes open. Finally Vulcans must return to their ancestral lands and mate every seven years as they under go the Ponn Farr. It may be assumed that this need is part of their culture, rather than truly a biological requirement, as it seems unreasonable that the inhabitants of Vulcan colonies, including Romulus would have to return to Vulcan to mate, although, they may have to return the the world they were born on. The name given to their home planet by human astronomers is Vulcan, It is a harsh world, dry and hot, with higher gravity and a thinner atmosphere than Earth. These conditions have shaped the Vulcans' physical development. Vulcan's civilization and cultures are older than those of Earth. In their prehistory, Vulcans were tribal and warlike, at least as irrational, intensely emotional and savage as early Humans. They were aggressive, militaristic, and violent. At its height, this aggressiveness had allowed them to establish colonies on the planets of distant stars. Finally though, their savagery had brought them to the last of the great wars that had all but destroyed their world. They were turned away from the final annihilation by the philosophies of Surak, the father of Vulcan Logical Thought. Surak introduced the philosophy of logic, and the suppression of the intense Vulcan emotions. Today's Vulcans do not express emotions, letting logical thought and rational decision-making rule their lives. Many Humans hold the misconception that Vulcans have no emotions. This is not true, but it is so widely believed that some Vulcans believe it themselves. Actually, Vulcans hold in their emotional reactions. They depend on mental discipline to keep their emotions from affecting their thinking and actions. This process is so much a part of Vulcan society, that it is automatic for Vulcan adults, even under great stress. In fact, the expression of emotion is considered to be in extremely bad taste in Vulcan society, where only a barbarian or mental defective would hink of such a thing. Although even sophisticated and well-traveled Vulcans find Human emotional expression baffling and somewhat distasteful, Vulcans who are exposed to human cultures are usually able to live and work around the emotional species in situations where less sophisticated individuals might find intolerable. Nevertheless, even the most inexperienced Vulcan ought not show his dismay, preferring to avoid Human contact whenever possible. This distancing often gives them an aloof air, and so often Vulcans are intolerably rude by Human standards. The pacifist philosophy that led to the development of Logic has affected Vulcan culture in other ways as well. For example, Vulcans are cultural vegetarians, finding the idea of killing animals for food unacceptable. Generally, Vulcans will avoid killing except under the most extreme provocation, nor will they use "deadly force" against another living being. For this reason, Vulcans rarely carry arms, although a variety of martial art forms have been developed, and are still taught, such as Tal Shaya, or "Merciful Execution," which can kill, or the Neck Pinch, which is used to stun. Some Vulcans have carried this pacifism to an extreme, believing that there is never any reason to kill any living being. The Vulcan pursuit of the logical ideal has led them to great accomplishments in both the sciences and the arts. Intellectual pursuits come naturally to Vulcans. They tend to be very private individuals, and dislike to be touched, not even to shake hands. Vulcans are very aware of their self-image, and the simple proprieties can assume an importance that may seem bewildering to outsiders. Vulcans have a great appreciation for beauty, even in the most simple things. Even their rituals have a simplicity and elegance to them. Another result of the intellectual/mystical/philosophical thrust of Vulcan culture is the development of their mental powers to a level matched by few other races. Centuries of psychic exercises and mental discipline have made the Vulcans capable of some remarkable mental feats. Many of these psychic feats are a regular part of the culture, with most Vulcans able to perform them to some degree. Among these is the Vulcan form contact telepathy, called the "Mind Touch." The discipline of the Kolinar is the mastery of self and emotion, as well as these psychic feats, leading to a negation of the concept of "self." Central to "Vulcan Mysticism" are the concepts of NOME, or All, and IDIC, translated as "Infinite Diversity in Infinite Combinations." Zakdorn, pl. Zakdorn The Zakdorn, who may come from Qualar II, are a peaceful race whose culture reflects a calm assurance and confidence. They are masters of organization and efficiency, methodical and fastidious. They have also been, for the last 9 millenium, acknowledged the masters of natural military strategy in the known galaxy. Physically, they are unimpressive. They are rotund and slightly twitchy, with pronounced baggy cheeks, jowls and facial folds. Zalkonians These humanoids have ripple-lapped foreheads and cheeks. They are evolutionaly near discorporeation. GOD-LIKE RACES These include such non-corporeal species as the Organians, the Dowd, the Q, the Metrons, Trelaine's people, Thasians, "the Companion," the "Friendly Angel," and so forth. Treat the various super races in the table as gods without a need for worshippers (with one exception) and the representatives listed below as Avatars of those gods. "Q" Trelaine Apollo Organian/Dowd Metron God Status Greater Lower Lower Greater Lower Type Trickster War Pastoral Peace Simplicity Strength 12 15 18/27 10 12 Intelligene 25 17 18 25 25 Dexterity 13 15 19 10 12 Wisdom 15 11 18 25 18 Constitution 14 16 18 10 13 Charisma 12 14 19 10 14 Size 6' 6' 9' 6' 6' Magic Res. 100% 25% 25% 100% 25% Armor Class 10 2 0 10 10 Hit Dice 15 5 17 1 5 Hit Points 130 50 136 6 45 "Q" The Q Continuum is a collection of super entities about which practically nothing is known. What information has been revealed is, at best, highly suspect, as the only member of "The Continuum" humans have so far dealt with has been a Trickster character. UNKNOWNS ????? Short, furry humanoids. ("Journey to Babel") ????? Dark, pygmie-like humans. ("Journey to Babel") ????? Chubby humanoid with a three nostril nose, as well as pairs of dual half-inch circular openings on each side of the chin and forehead. They have one single-hole ear, and hair on the back half of the cranium. They may be Lyans. ("The Most Toys") ????? Reptillian, though females have well developed mammaries. Hairless, they have a yellowish skin, and the rear of the cranium extends back into a point. ("Unification", Emmisary") ????? Four armed humanoids for whom salt is a narcotic. May be called Filimase, and artistic species, with a home planet of Talemestra. ("Unification") ????? Small humanoid with a greenish insect-like face ("Future Imperfect") ????? Humanoids with respirator masks, large heads and robes. May be called Zaranites. (ST:TMP, ST:TVH) ????? Humanoids with grim, skull-like faces and an explosion of bushy hair that comes in black and white. May be called Kazarites. (ST:TMP) ????? Human-like with a tall cranium, and an insect/skull-like face with sharp folds on cheeks and large pointed ears. They have extremely long hads that appear to be almost flippers. They wear ornate, long-flowing clothes. may be called Betalgeusians (ST:TMP) ????? This humanoid has long yellowish/white hair, claws and a "beast" like face with a dark brown, barklike skin. They wear a sort of plate armor as part of their ceremonial garb. If they are called, as may be, Rigellians, they may be related to the large 7' tall race of warriors from Rigel. (ST:TMP) ????? Tall insect/stony faced humanoid with scaly forehead. May be called Megarite. (ST:TMP) ????? This race is roughly human shaped, and human arms peak out from thier robes, but they posess very large hairless, skull-like faces and craniums. Thier skin is a pale yellow-green color. The may be called Aamazarites. (ST:TMP) ????? Humanoids with respirator masks, large heads and robes. May be called Xelatians. (ST:TVH) ????? Tall Humanoids with bulging foreheads and lon rearward sloping craniums. They have large, rearward sloping pointed ears. May be called Arkenites. (ST:TVH) ????? Reptiloids with splotchy, scaley skin. May be called Ariolo. (ST:TVH) ????? Humanoids with dark skin with white hair and white markings on their faces. May be called Efrosians. (ST:TVH) ????? White, vaguely walrus shaped beings with hair along the sides of their "painted doll" faces. May be called Arcadians (ST:TVH) ????? Reptile-like beings with thin necks, small heads, and a long snout. May be called Bzzit Khaht. (ST:TVH) ????? Large reptile like humanoids with dinosaurian heads. They have to tall ridges over the eyes running to the back of the head. May be called Kasheeta. (ST:TVH) ????? Gigantic humanoids, silver skinned, whose heads have horny growths running from their temples to their chins. (ST:TUC) ????? Large horned-toad humanoid, scaly, with horny growths around head, and its genetalia in the region of its knees. (ST:TUC) ????? 7' tall simina with an orange pelt. (ST:TUC) ----------------------------------------------------------------------- WE ARE 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 sub-space communications network. They are responsible for the destruction and "assimilation" of many civilizations. They have an extremely high technology level. BORG: Individual Humanoid unit STR: average to very (9-18+) DEX: average CON: average (special) INT: collective WIS: collective CHA: below average to others - not applicable to other Borg The individual fights as a fighter, saves as a mage. Borg technological powers that mimic fantasy spells are Teleport without Error, Shield, Protection from Normal Missiles, Tongues, Telepathy. Basically, Borg are powerful, and the GM should play them as he wishes. Just watch all the episodes with Borg first (skip the Hue episode). When reduced to zero hit points or integrity is compromised, Borg unit will explode. Borg unit must be completely disintegrated to prevent explosion. BORG Group Mind: Collective STR: nil DEX: nil CON: 25+ INT: 17 WIS: 22+ CHA: nil The Borg collective mind is very intelligent, but not fast. However, it's wisdom (memory) is virtually infinite. Note that the Borg can recall and react to anything it has encountered before (i.e. attack works once, but within 3 rounds the borg have figured out a defense). All Borg work as a single organism (whether this is just on one ship or all the ships that make up a meta-organism is unknown), with each individual unit being part of the mechanism. A Borg can "summon" (similar to the spell) more borg as needed. The Borg can apparently teleport through the shields of a Galaxy Class starship. The Borg will abduct members of a race and "assimilate" them into the borg collective, gaining the knowledge and adding it to their wisdom. When the Borg collective is confronted with true magic, they will need some time to assimilate it into their knowledge base, then will formulate the appropriate defense and/or offense. Will the Borg stick to just technology or would magic become part of their repertoire? So now a few things to think about. Bringing the Borg to a fantasy world would be great for them. All those races to assimilate; yum, yum, yum. What would happen if they assimilated demons and devils? What if they assimilated great wizards, clerics, and psionicists? The knowledge of magic and psionic power they could gain added to their technological knowledge would make them extremely powerful. -----------------------------------------------------------------------  Article: 1853 of rec.games.frp.archives Path: news.tuwien.ac.at!newsfeed.ACO.net!Austria.EU.net!EU.net!newsfeed.internetmci.com!in1.uu.net!not-for-mail From: d2dcblu@fre.fsu.umd.edu (L.L. Cool Ranch Dressing) Newsgroups: rec.games.frp.archives Subject: RESOURCE: Trek Guide (2) Followup-To: rec.games.frp.misc Date: 3 Apr 1996 14:02:21 -0500 Organization: Frostburg State University, Frostburg, MD Lines: 1088 Sender: smm@uunet.uu.net Approved: smm@uunet.uu.net Distribution: world Message-ID: <4juhvt$82u@rodan.UU.NET> NNTP-Posting-Host: rodan.uu.net ----------------------------------------------------------------------- THE PEOPLE Strength Constitution Dexterity Intelligence Wisdom Charisma Kirk 14 14 16 16 12 18 Spock 19 16 15 20 20 15 McCoy 11 11 16 15 13 16 Scott 12 12 13 15 14 12 Sulu 13 13 16 16 15 15 Checkov 13 12 14 14 12 13 Uhara 11 12 16 15 15 16 Chapel 9 10 14 14 11 14 Presented below are three sets of stats for the people of Star Trek: The Next Generation because of the various interpretations. Choose the one that seems the most appropriate. Strength Constitution Dexterity Intelligence Wisdom Charisma Picard 14 15 15 17 18 17 Riker 15 17 16 16 14 17 Data 23 -- 25 25 -- 14 Worf 18/00 18 14 14 10 10 Geordi 13 14 15 17 13 13 Troy 10 11 13 13 17 17 Beverly 10 12 13 16 13 16 Wesley 12 14 15 18 19 12 Strength Constitution Dexterity Intelligence Wisdom Charisma Picard 12 15 14 16 17 16 Riker 13 14 12 14 12 14 Data 25 -- 25 25 -- 10 Worf 18/00 16 14 12 10 12 Geordi 12 14 15 14 10 11 Troy 09 13 14 14 13 15 Beverly 10 12 13 15 13 15 Wesley 12 14 14 18 12 13 Strength Constitution Dexterity Intelligence Wisdom Charisma Picard 12 15 13 16 17 16 Riker 13 14 14 14 12 14 Data 23 -- 25 25 -- 13 Worf 18/00 16 14 12 10 12 Geordi 12 14 15 14 10 11 Troy 09 13 14 14 13 15 Beverly 10 12 13 15 13 15 Wesley 12 14 14 20 12 9 Presented below are two sets of stats for the people of Star Trek because of the various interpretations. Choose the one that seems the most appropriate. Strength Constitution Dexterity Intelligence Wisdom Charisma Kirk 12 14 14 15 12 17 Spock 17 15 13 18 20 11 McCoy 10 10 14 15 13 15 Scott 11 10 12 16 14 11 Uhura 10 11 16 16 15 15 Checkov 12 11 12 15 12 15 Sulu 12 11 16 15 15 14 Chapel 11 10 13 12 11 13 Strength Constitution Dexterity Intelligence Wisdom Charisma Kirk 14 14 16 16 12 18 Spock 19 16 15 20 20 15 McCoy 11 11 16 15 13 16 Scott 12 12 13 16 14 12 Uhura 11 12 16 15 15 16 Checkov 13 12 14 14 12 13 Sulu 13 13 16 16 15 15 Chapel 9 10 14 14 11 14 Presented below is a set of stats for the people of Star Trek: Deep Space Nine. Strength Constitution Dexterity Intelligence Wisdom Charisma Sisko 13 14 12 15 15 15 Kira 14 15 13 14 10 14 Dax 10 15 13 19 19 14 Odo * * * 15 15 9 M. O'Brien 15 14 16 15 14 12 K. O'Brien 9 14 13 15 12 15 Quark 12 17 17 13 12 10 Bashir 12 12 14 16 11 14 * Odo's physical characteristics change with the form he's in. A Look at Spock's PSI PSP: 111 2 Disciplines: Telepathy Clairsentience 3 Sciencs: Mindlink Sens to Psi Impressions Probe 10 Devotions: Contact ESP False sensory input Mind Bar Post Hypnotic Suggestion Send Thoughts Radial Navigation 3 Defenses: Intellect Fortress Mental Barrier Mind Blank --------------------------------------------------------------------------- A FEW WEAPONS OF STAR TREK ---------- Phaser ---------- There are two types of phasers: Phaser I and Phaser II. Phaser I does not have a handle and can fit easily in the palm of the hand. The hydrogen energy cell in a Phaser I holds 50 charges. Phaser II is larger and has a handle. The two hydrogen energy cells in a Phaser II holds a total of 100 charges. Type Range Charges Phaser I 5/10/15 50 Range is given in Phaser II 10/20/30 100 tens of yards. A phaser is different than other weapons in that it has a setting controls that allows various forms of damage. SPREAD: Normal - The wielder makes a normal "to hit" roll. Wide - The wielder doesn't make a normal "to hit" roll. Instead, the target makes a saving throw vs. paralyzation to avoid being hit. This saving throw is made at a bonus of +2 if the weapon is used at medium range, or +5 if the target is at long range. SETTING: The number following the setting is the number of charges that will be drained from the battery per hit. Wide-spread attacks will drain twice the number of charges per person affected. The setting are as followed: Stun (1) - Target must make a successful saving throw vs. wands or be rendered rigidly immobile for 5d4 rounds. A save indicates that the stun didn't affect the character this time. The ray from this setting is blue. 1 (2) - Target suffer 1d10 points of damage, save vs. wands for half damage. The ray color from settings 1 through 10 are various shades of red (1 being light red, and 10 being dark red). 2 (3) - Target suffer 2d10 points of damage, save vs. wands for half damage. 3 (4) - Target suffer 3d10 points of damage, save vs. wands for half damage. 4 (5) - Target suffer 4d10 points of damage, save vs. wands for half damage. 5 (6) - Target suffer 5d10 points of damage, save vs. wands for half damage. 6 (7) - Target suffer 6d10 points of damage, save vs. wands for half damage. 7 (8) - Target suffer 7d10 points of damage, save vs. wands for half damage. 8 (9) - Target suffer 8d10 points of damage, save vs. wands for half damage. 9 (10) - Target suffer 9d10 points of damage, save vs. wands for half damage. 10 (12) - Target must save vs. death magic or die. Maximum (14) - This setting causes matter to vanish. It affects even matter (or energy) of a magical nature. Disintegration is instantaneous, and its effects are permanent. Anything within the 10' X 10' X 10' cube is obliterated. A thin, green ray (no wide-spread attack) causes physical material affected to glow and vanish leaving no trace. Overload (all) - This setting causes the phaser to build up energy that surpasses safety parameters until it explodes destroying the phaser. Phaser I has a blast radius of 25 yards and does 5d10 points of damage to living things in the blast radius. Phaser II has a blast radius of 50 yards and does 5d20 points of damage to living things in the blast radius. ---------- Phaser TNG ---------- Type Range Charges Settings Type Ic 5/10/15 50 1-3 Type I 5/10/15 50 1-8 Type II 10/20/30 150 1-16 Type III 20/40/80 225 1-16 Range is given in tens of yards. Type Ic is a civilian model. Type III is a rifle. A phaser is different than other weapons in that it has a setting controls that allows various forms of damage. Also, the weapon has an automatic timer. SPREAD: Normal - The wielder makes a normal "to hit" roll. Wide - The wielder doesn't make a normal "to hit" roll. Instead, the target makes a saving throw vs. paralyzation to avoid being hit. This saving throw is made at a bonus of +2 if the weapon is used at medium range, or +5 if the target is at long range. SETTING: The number following the setting is the number of charges that will be drained from the battery per hit. Wide-spread attacks will drain twice the number of charges per person affected. Each setting has a unique sound. The setting are as followed: Light Stun (1) - Target must make a successful saving throw vs. wands or be rendered rigidly immobile for 1d6+4 rounds. A save indicates that the stun didn't affect the character this time. The ray from this setting is blue. Medium Stun (2) - Target must make a successful saving throw vs. wands. Success indicates that the target is rendered rigidly immobile for 3d6+2 rounds. Failure indicates that the target is rendered rigidly immobile for 1d6+2 rounds. The ray from this setting is blue. Heavy Stun (3) - Target must make a successful saving throw vs. wands. Success indicates that the target is rendered rigidly immobile for 3d10+10 rounds. Failure indicates that the target is rendered rigidly immobile for 3d6+2 rounds. The ray from this setting is blue. 1 (4) - Target suffer 1d10 points of damage, save vs. wands for half damage. The ray color from settings 1 through 10 are various shades of red (1 being light red, and 10 being dark red). 2 (5) - Target suffer 2d10 points of damage, save vs. wands for half damage. 3 (6) - Target suffer 3d10 points of damage, save vs. wands for half damage. 4 (7) - Target suffer 4d10 points of damage, save vs. wands for half damage. 5 (8) - Target suffer 5d10 points of damage, save vs. wands for half damage. 6 (9) - Target suffer 6d10 points of damage, save vs. wands for half damage. 7 (10) - Target suffer 7d10 points of damage, save vs. wands for half damage. 8 (11) - Target suffer 8d10 points of damage, save vs. wands for half damage. 9 (12) - Target suffer 9d10 points of damage, save vs. wands for half damage. 10 (13) - Target suffer 9d10 points of damage, save vs. wands for half damage. 11 (14) - Target must save vs. death magic or die. 12 (15) - Target instantly dies. Maximum (16) - This setting causes matter to vanish. It affects even matter (or energy) of a magical nature. Disintegration is instantaneous, and its effects are permanent. Anything within the 10' X 10' X 10' cube is obliterated. A thin, green ray (no wide-spread attack) causes physical material affected to glow and vanish leaving no trace. Overload (all) - This setting causes the phaser to build up energy that surpasses safety parameters until it explodes destroying the phaser. Type Ic has a blast radius of 25 yards and does 5d10 points of damage to living things in the blast radius. Type I has a blast radius of 50 yards and does 5d20 points of damage to living things in the blast radius. Type II has a blast radius of 100 yards and does 10d20 points of damage to living things in the blast radius. Type III has a blast radius of 150 yards and does 20d20 points of damage to living things in the blast radius. OTHER WEAPONS OF NOTE Betleh - Use of this weapon requires two skill slots to use. The Betleh is such a complicated and versatile weapon, that the users gets a number of options with it in combat. The character gets the downswipe hack with a speed of 9 damage of 2d8/4d4. One other benefit from the betleh is that it is a natural parrying weapon, so it counts as a shield in melee combat (remove the AC bonus when in the process of making a downswipe hack, as the warrior is busy with the windup for the attack until 9 segments later). A third proficiency spent on betleh gives access to both slashing and jabbing attacks, at speed of 5 with damage of 1d8/1d6 and speed of 3 with damage of 1d4/1d4, respectively. How this works in combat is that the warrior with his betleh at the ready has until his initiative number to decide how he will attack, whether he needs speed over damage, and allows a little more role- playing flavor. ----------------------------------------------------------------------- HISTORY OF FANTASY TREK ITEMS TELEPORTER HISTORY The original sea vessel, the Starfish Enterprise, under the command of James T. Smirk (see note 1), had a magical item called Transportation Beam. It was a small splinter of wood, the size of a tooth pick, which, when the command word was said, grew to a fully sized wooden beam with legs. The legs allowed the beam to walk on land or paddle in water. Up to four people could sit on the beam, and it had a carrying capacity of 500 pounds. To command a Transportation Beam, the user usually says "beam me xxx, Scotty", where xxx is a compass direction, and Scotty is the activation word. Another possibility is "beam me to the ship, Scotty". Note that the beam cannot fly, and the phrase "beam me up, Scotty" has never been actually heard, contrary to common misconception. If the beam is in compressed form, it expands once the command is said and can be used. If it's already in full size, it just takes the new direction. When all users dismount the beam, it shrinks back to tooth pick size. The Starfish's namesake, the jamming Starship Enterprise, didn't include such a powerful device, but the transportation methods used on the ship gave the term "beaming" a whole new meaning. Apparently the crew of the Starship Enterprise heard about the usefulness of a beam for transportation, and did their best to make use of beams for this purpose. The effort was headed by captain Fab-Look Picard, who was a great believer in "the old ways". The first use of a beam for transportation was simple. If you want to get quickly to the surface of a planet, what's faster than jumping off the ship? Of course few people would do it of their own free will, but after being knocked unconscious by a large beam, they wouldn't argue any more, and it was easy to throw them overboard. Only ensigns travelled this way, but even this stopped after the captain was called to Star Freaks command, and was told that this is The Next Generation, and ensigns should be treated differently. Of course keeping all ensigns alive seemed abhorrent to the captain, as it contradicted "the old ways". Some time later a psionicist was brought on board. As it happened, this was a turn for the better. Being a Psychoportation specialist, he knew the Teleport Other science. It wasn't long before Sharky La-George, the chief engineer, discovered a use for this power - they didn't have to bring the ensigns on deck in order to drop them to the planet, but could just teleport them outside the ship, where they wouldn't have anything to cling to, and would fall to the planet below. Certainly saves a lot of carrying. After a month or two of this, a brilliant ensign brought up the idea that Teleport Other can actually bring them to the surface of the planet. He was quickly awarded the first opportunity to try this new idea. The Teleport worked perfectly, and the ensign landed inside an active volcano. Of course it took some time to find out what happened, as there was no means of communication with the ensign, and teleporting was only one way. It should be noted that all this time the beaming process continued to be in use. Apparently unconsciousness was needed before the Teleport Other power would work (see note 2). The term "beaming" was used to describe all transportation methods involving hitting someone on the head with a beam. As mentioned before, teleporting the ensigns to the surface had some problems. It turned out that viewing the planet from distance didn't give the psionicist a good enough idea of the target, and as a result the landing sites varied considerably. As the ship was close to running out of ensigns, a considerably better method was needed. Eventually the psionicist remembered that he had Clairvoyance. This really helped, and in no time they were beaming people accurately to the surface. At this time they hit idea that they could construct a psionic item capable of transportation. It took several months, and thanks to the multi-talented psionicist and the great plans of La-George, it became the unique piece of engineering we all know (if we read note 3). The Teleporter, as the device was called (after Transportation Gizmo was rejected), made the Enterprise the most well known of Star Freaks' ships, and in no time it started doing special "peace keeping" and "scientific exploration" missions for Star Freaks (see note 4). But there was one basic problem with the Teleporter - it only worked one way. Teleporting back to the ship was problematic. Initially teleportation devices were built on the planets to allow transportation back to the ship, but these took a lot of time and effort to build. Lately there has been new research into the Teleport Here power (see note 5), and new devices are promised to be released "by the end of fall", which probably means "when the Romulan empire falls", or "once we stop falling in this bottomless pit". Note 1: Captain Smirk's full name is James Tea Smirk. As the story goes, the pregnant Mrs. Smirk was sitting at the dinner table next to Mr. Smirk when suddenly she started making all sorts of "Oh", "Ooh", "Aaahhh" and "Eeeh" sounds. "Are you okay?" asked Mr. Smirk. "I'm fine. Do you want a cup of tea? I'll bring you one," answered Mrs. Smirk, when all of a sudden little baby Smirk slid from her womb effortlessly, and landed on the floor, head first. "Nice tea," said Mr. Smirk, "I wonder what you would have given me if I wanted coffee." And the name stuck. Note 2) While the power description of Teleport Other states that a willing character can be teleported, most simple minded folks have an aversion to being disintegrated and reintegrated in another place (which is a common misconception about the working of teleportation), and therefore are never fully willing to be teleported, even if they say they are. The problem is even more acute with ensigns, for some reason. Because of this problem, a lot of psionicists still don't know that the Teleport Other power can be used on conscious people. Therefore beaming (and general clubbing) is still very common among the users of this power. Note 3: See "Teleporter" article. Note 4: Read "conquering and pillaging" and "treasure hunting". Note 5: See "Teleport Here" article. CAPTAIN'S LOG HISTORY Ship captains have always had the urge to record their experiences. In the old days, before the wondrous inventions of quill and papyrus, these events were recorded by carving them on blocks of wood, i.e. logs. It is said that the famous explorer, the wizard known as Mage Lan, once made a trip around the world, and ran out of logs. He then went on to dismantle several ships in his fleet just to provide logs for recording the rest of his voyage (several of these logs were used to describe the dismantling of the ships). These logs were wildly known as captains' logs. Later, at the time of the five kingdoms, collectively known as Star Feet, the phrase Captain's Log referred to one special item, belonging to the well known ship, the Starfish Enterprise. However with the fall of the Star Feet confederation, the Log was lost, and its current location is unknown. The Captain's Log was a wooden log, similar to other logs in appearance, although the enchantments laid on it made it very special. First of all, it had the ability to convert speech into carvings, thus recording the words of its owner. Moreover, once the log was fully carved, the whole carving was shrunk down to one small mark, allowing carving to continue on an almost blank log. The writing could then be recalled by pressing the mark. Marks were laid out along the circumference at the lower part of the log. The marks were made in groups of five, with four vertical marks, and the fifth crossing these first four. The log also had powers similar to the Ring of Human Influence, but more limited. In addition to raising the captain's Charisma to 18 on encounter reactions, the captain could also make a Suggestion to any human or humanoid serving as an ensign on the ship. The log had no Charm power. Note that the Captain's Log is enchanted in such a way that only ship captains can use its powers. The only power usable by others is the ability to recall entries in the log. As usual, the Starship Enterprise, which became the star ship in the Star Freaks organization, had its own Captain's Log. Captain Fab- Look Picard, always a follower of "the old ways", and keeper of antique comic books, such as those detailing the adventures of the great epileptic barbarian Shake Spear, was fascinated by the idea of the log. He ordered a stock of logs, and started carving them. This made Foo D. Replicator, the ship's chef, quite annoyed, as Fab-Look was using his knife collection for that purpose. Still, he kept quiet about it. No use complaining - the captain will just force him to have a session with Deanna Troll. But it was Picard himself who decided to stop carving. It was simply too much work. Comic books made it look so easy. He couldn't understand how the captains of old had the patience for this. And when a splinter went into his palm, it was the last straw. He decided to gather the crew for a brainstorming session. Eventually the captain came up with an idea - something which will not be a lot of work for him, yet will allow him to use a log. The next day, a young ensign reported to the captain's chambers. Holding a quill and papyrus, he wrote down everything that Fab-Look told him. When he began to slow down, the captain took his log, and hit him on the head with it. Unfortunately, because the captain was so experienced in beaming, but not so in logging, he caused the ensign to lose consciousness. Even after several days of practice he just couldn't get the hang of it, so he eventually went on to hit the ensign on his legs. This improved the situation considerably. The problem was that the ensign developed walking problems, for some reason. The ship's doctor suggested that hitting the ensign with a log caused the problem, but since the captain was hooked on the idea of logging, he decided that the solution would be to have an ensign in every place he wants to make a log entry (as he called it). This way they wouldn't have to follow him everywhere, so that walking wouldn't be such a problem. This continued for a few years. In the meantime the Transporter was created, and Picard was introduced to the power of psionics. The first application of psionics and logging was a log which could hit someone without the need for the guiding hand of the captain (note 2). This certainly made the captain's job easier. It was a nice implementation of the powers of the original Captain's log in that it not only allowed the captain to produce written documents of his experiences, without lifting a finger, but it also allowed him to use "suggestion" on the crew. But it was only after the great Og epidemic (note 1), prompted by a visit from The Few, reduced the ensign population considerably, that psionic means were used to create a new non-violent item (note 2). It was actually created even before that, outside the Enterprise, but Picard only became aware of it at this time. Note that this psionic Captain's Log was created some time after the events described in the Transportation Beam article. The psionic log has caught on rather well, because of its simplicity compared to the Transporter, for example. Currently a log is being installed at space station Deep Shit 9 (note 3), and more are planned for other well known space installations. Note 1: The Og epidemic initially caused ensigns on the ship to be polymorphed into hogs, and later dogs. The situation really deteriorated when they started turning into cogs, and horribly peaked when one ensign turned into a bog, totally stinking the Hollow Deck. Mind you, the hogs did like it. Surprisingly, only one ensign turned into a log, but that was enough to remind the captain that something had to be done about the logging situation. Note 2: See the "Psionic Log" article. Note 3: When the commander of the station arrived at the location, her first comment was "looks like I'm in deep shit". The name Deep Shit seemed to become popular, especially as it turned out that the station suffered from frequent problems, often on a weekly basis. Star Freaks command got annoyed with the name, and it was admiral Punkt who answered: "Deep Shit? Nein! I vill not have zis kind of talk. Zis iz a very gut station." So Star Freaks command decided to call the station officially "Deep Shit? Nein!", to show their belief in the future of the station. Unfortunately for them, people outside Star Freaks command just call it Deep Shit 9. The psionic log has evolved with time. Presented here are three versions of the log, from the earliest effort to the latest. Floating Log Powers: Telekinesis (12) PSPs 12 Int 9 Ego 3 Alignment LN Description: The floating log is a wooden log, three pounds in weight. Origins: This was the first psionic log created. It was designed to save captain Picard the need to lift a log and hit his ensigns with it. Use: On command, the log will lift itself into the air, and hit an ensign on his knees. The ensign is either selected randomly, or by the captain. Other uses: The log is also used to make "suggestions" to the crew. This is usually done by placing the log above a crew member's head, and then making the suggestion. Of course, there's usually not much use for this when it comes to the crew, as Picard is the captain, and can command them to do his wishes. It can still be handy at times, though. There's also another use for the log. When the captain is alone in his room, he always likes to drink a cup of coffee (note 1). The floating log is great at saving him the effort of actually getting out of bed to take the cup. Attack Log Powers: Telekinesis (10), Ballistic Attack (8), Molecular Agitation(13) PSPs 28 Int 11 Ego 7 Alignment LN Description: The attack log is very small, just 1 pound in weight. Perhaps the term "log" is not the most suitable in this case, but it fits the purpose of this item. History: The floating log proved its usefulness when the senile chief engineer of the Exitprise (note 3) came to visit. He continually disturbed the work on the ship, until for some reason his leg was hit by the floating log (note 4). He was then confined to his quarters by the ship's doctor. Fab-Look then got the idea of using a log to get rid of unwanted personnel. The attack log was then invented, to improve on the floating log, which apparently was effective only on old senile people (note 5). Use: Upon command, the log will hurl itself at an enemy (or ensign, as the case may be). The log has THAC0 15, and causes 1d6 points of damage. Other uses: Since a new log was to be created, Picard decided to enhance its coffee serving abilities. The Molecular Agitation power now allows the log not only to serve the coffee, but also to heat it up (note 6). Memory Log Powers: Worm Drive - Read (14) Write (10), Tattoo (12) (note 7), Body Control (9), Complete Healing (13) PSPs 40 Int 14 Ego 10 Alignment LG Description: The memory log is about 8 inches in diameter, and about one feet in height. Its surface is completely smooth. History: This item was actually developed off the Enterprise, which accounts for its lack of any coffee making power, or, for this matter, any ensign "encouragement" power. While it was later installed on the Enterprise, Picard still keeps his old attack log. Use: When the captain uses the phrase "captain's log", the log will start memorizing his words until it hears the words "end entry". The log will then use the Write power to save the memory. When asked to recall a memory, the log will Read it and use Tattoo to inscribe it on its surface. The log can also recite the memory instead of inscribing it. The Body Control and Complete Healing powers are used to keep the log from harm, and allow it to be used even in hostile environments. Of course, most Star Freaks captains will never get near a hostile environment if they can help it, so these powers are rarely used. Other uses: Captain Picard also uses the log as an answering machine, leaving it in his room with a message, and an instruction to read it if someone knocks on the door, and possibly to remember their message. Note 1: Coffee is a drink made of the droppings of the Flandersburg bird. The name comes from Cof-fee - what a Cof earns for a day's work. Cofs served their masters at the land of Burnzia, for the small fee of heating material, in the shape of Flandersburg droppings. When they were "liberated" by Star Freaks, the Cofs decided to show their "gratitude" by putting this heating material in a drink. Frankly, it doesn't taste that good, but Star Freaks members always like to show that they are men of the universe, and therefore continue to eat and drink any foul food and drink they encounter (note 2). Note 2: Giving foul foods to Star Freaks members is a common custom amongst most intelligent races. The Clingons, for example, are well know for the disgusting foods they share with Star Freaks members. Of course on most other occasions Clingon food is considered a delicacy. This custom is meant to discourage Star Freaks members from making too much contact with other races, but apparently it doesn't work. Note 3: The Enterprise was a late model of the Prise family of ships. Previous ships in the family were the Exitprise and the rather less well known Nobelprise. Note 4: Captain Picard always claimed that the old chief engineer just slipped. He never admitted to commanding the log to hit him. The secret is kept with Fab-Look and the log, who both vowed not to tell anyone, even under torture. Note 5: After being hit on his leg, the old chief engineer kept yelling "my head, my head!". Note 6: While personal coffee machines are available on many new ships (usually used only by captains), captain Picard still uses his old attack log for this purpose. Note 7: Worm Drive and Tattoo powers are described in a separate article. Tattoo (Psychometabolic devotion) Power Score: Con -1 Initial Cost: 6 Maintenance Cost: 1/turn Range: 0 Preparation Time: 1 Area of Effect: Personal Prerequisites: none With the Tattoo power, a psionicist can draw intricate designs over his body, in several different colours. When the psionicist stops maintaining the power, his skin will return to normal. The one round of preparation time is used by the psionicist to concentrate on the exact details of the design. This power is well known in primitive societies, where such designs often have to do with the situation or the intent of the person, and where designs are often used during festivities. It can still be quite useful in adventuring situations, for example when there's need to quickly copy a map painted on a wall. Power Score - the psionicist can change the design once while the power is active, without paying the initial cost again (but with one more round of concentration). 20 - The design becomes permanent, and can only be removed by normal means used to remove a tattoo (or with powers which can affect the condition). Worm Drive (Psychometabolic science) Power Score: Install: Con -8, Write: Int -5, Read: Int -1 Initial Cost: Install: 35, Write: 6, Read: 2 Maintenance Cost: Install, Write: na, Read: 1/round, 1/memory Range: 0 Preparation Time: Install: 5, Write: 1, Read: 0 Area of Effect: personal Prerequisites: none "A worm never forgets", the saying goes. While this is a well known saying, few people know its origins, with the Spineless Worm. This worm, once it lives in a place for just one day, will always remember it, and will return there no matter where you put it. In fact, if kept at a new location for a day or more, it will remember this new place too, and when released, will retrace the way between all such places. It's not known what drives the worm to return to the places it knows, but as this power has to do with recalling old memories, the name seemed to fit. As a side note, "you're a spineless worm" is a phrase of respect reserved for learned scholars, with vast knowledge of many subjects. The Worm Drive power is actually a collection of three related powers - Install, Read and Write. The names have some historical meaning which has been lost with time. To use Worm Drive, one must first use Install. This creates a new organ - a kind of sub-brain, which can store memories. The creation of this organ, like any other massive change to the body, can cause massive stress. The psionicist must make a system shock roll. If he fails, the power fails, and the psionicist passes out for 2d6 turns. Once Install has been used, the psionicist can Write (store) memories, and then Read (recall) them. To Write a memory, the psionicist must concentrate for one round on the memory to be stored, and then invoke the power. To recall a memory, the psionicist activates the Read version of the power. There are two basic ways to recall a memory. If the psionicist knows what he wants to remember, but just doesn't know the details, he thinks about what he wants to recall, and then activates the power. The other way is to go over the memories, from the last to the first. The psionicist can browse memories at about ten per round, getting only a vague idea of what each memory holds. Once he finds the memory he wants, he can get the full details. The memory is then vividly recalled. Browsing memories costs one PSP per memory. Once the memory is recalled, holding it vivid in memory costs 1 PSP per round. Once maintenance is stopped, the memory fades away over the next turn, until the psionicist can only remember the details he remembered before invoking the power. The psionicist cannot browse, recall, and then browse again, without reactivating the power and making another power check. Note that memories stored with Worm Drive are not affected by mind affecting spells or psionic powers, so, for example, a Forget spell won't affect a stored memory, even if this memory is of an event which occurred during the time span affected by the spell. Often psionicists who have access to this science, and feel that they have been affected by a memory erasing power, automatically activate Worm Drive and browse memories, recalling those they can't remember. Power Score - Install: the system shock roll automatically succeeds. Write: no special effect. Read: full details of the memory are kept in the psionicist's mind for a turn without need for maintenance, and only then start to fade. 20 - Install: a large blob of flesh grows somewhere on the body of the psionicist, and in addition the psionicist passes out for 2d6 turns. One way to remove the blob is to cut is off, causing 3d6 points of damage. When healed, the body will return to its normal shape. Write: no special effect. Read: the psionicist recalls wrong details. TELEPORTER HISTORY As is well known, a psionic item should be made from an item of exceptional quality which is 48 hours old at most. Unfortunately the only thing of value which the Enterprise could manufacture was food. The great chef, Foo D. Replicator, was an honored member of the crew, and was growing, cooking and baking all kinds of highly exceptional foods. The first attempt was made using large circular blocks of cheese, enchanted with the Food to Stone spell (an extremely well known spell, often used by store owners, apparently to keep the food intact). The psionicist failed the empowering process, however, blaming his inability to concentrate on the smell. Apparently Mr. Replicator's cheeses were of such high quality that the smell survived the Food to Stone spell. The second try was with a large pizza, but this caused a problem with the beaming (see below), so eventually the designers settled on a huge loaf of bread (enchanted with Food to Stone, of course). In the eventual design, the loaf of bread is right below a loose wooden beam. People who need to be transported stand on the loaf, and the beam is then dropped on them, knocking them unconscious. Then the Teleport Other power can transport them to their destination. In retrospect it's obvious why the pizza shaped transporter wasn't good, as it's very difficult to find a matching circular beam, let alone drop it accurately. The even more problematic side of the transporter was the psionic empowerment. As usual, the two common problems arose. The first is the small number of PSPs an item holds. A reasonable Teleport costs 50 or more PSPs, and with the need to teleport more than one person this is even more problematic. This is usually solved by including many redundant powers. The second problem, the limitation of powers to a single discipline, is usually solved by having several parts, often communicating through a telepathic part. These solutions were used with the Teleporter (luckily the psionicist was lawful good, so the parts work well together). The Teleporter parts: Note: The number in parentheses are the power scores for the powers. Teleport part The teleport part is stationed above the falling beam. Powers: Teleport (16), Teleport Other (14), Banishment (15), Dimensional Door (10), Dimension Walk (9), Dream Travel (9), Teleport Trigger (17), Time/Space Anchor (16) PSPs 76 Int 13 Ego 19 Alignment LG Typical use: With 76 PSPs, it's possible to teleport one person to a distance of 10,000 miles, or up to three people to a distance of 1,000 yards. The more usual application is sending one important crew member to a 10 miles distance. This way if the teleport fails, a second attempt can be made in 20 minutes (assuming that the teleporter was fully charged with PSPs). Recently a backup teleport part was added, allowing teleportation of two people to a great distance or two attempts for one person. Since an important crew member will rarely travel alone, an ensign or two are always being sent with him. Unfortunately the teleporter cannot teleport such a large number of people, so an alternate method is used. A special device, called Parachute (note 1), was devised. The unconscious ensigns are connected to a Parachute, and then the Dimensional Door is activated. One door appears in front of the teleport device. Since the device faces the floor, it appears on the floor, under the ensign, which then falls through it and through the second door, under the ship. Special uses: When there's no need to return in a hurry, the teleport part can teleport itself onto the surface of the planet, then regain its PSPs, and send crew members up one at a time, and then send itself back. Since the teleport part knows where the ship is (hopefully it hasn't moved), it doesn't need the help of the other parts. This function is rarely used. Clairsentient part Powers: Clairvoyance (9), Move Focus (12) (see Net Psionics Handbook), Aura Sight (8) PSPs 32 Int 17 Ego 8 Alignment LG Typical use: Before transportation to a location the teleporter doesn't already know, the clairsentient part is used to get an image of the location (sometimes called "getting a lock on the location"). Typically the rough location is found using Clairvoyance, and then refined with the use of Move Focus, or another Clairvoyance invocation. Special uses: The clairsentient part is often used for surveillance. When the ship is on its way, with no need for teleportation, it's a good time to find out more about the guests. The clairsentient part can use its Clairvoyance and Aura Sight powers to gain more knowledge about a visitor to the ship. The clairsentient part generally sees spying on others as an unacceptable activity (being lawful good), and the result is a personality conflict with the operator of the transporter. The part can be convinced, however, to use Aura Sight on a newly arrived guest, and then, if the guest is evil, it might agree to spy on him. Telepathic part Powers: Mindlink (10), Contact (15), ESP (11), Send Thoughts (17) PSPs 36 Int 15 Ego 9 Alignment LG Typical use: When a teleport to a previously unknown location is called for, the telepathic part waits a while, then contacts the clairsentient part using Mindlink to find out what it has seen. In case the clairsentient part is not yet ready, the telepathic part contacts it again later. The picture gained in this way by the telepathic part is sent to the teleport part using Send Thoughts. In an experienced teleporter the telepathic part can often make a good guess as to the time it takes the clairsentient part to get the visual impression. The clairsentient part will typically keep the image in mind at this time. Therefore the ESP power is enough, and saves two PSPs per invocation. Note also that the parts are always willing to be telepathically contacted, so the telepathic part has no problem contacting them. Special uses: If the destination is known by a crew member, the data can be received from his mind, instead of using the clairsentient part of the teleporter. Note 1: Parachute - originally from para - beside and chute - fall. The device is built by gnomes. It was invented by a slightly dyslexic gnome, who apparently read it as "bedside fall". The device is basically a mattress, to which the person about to fall is tied. It is intended to break the fall - it's always safe to fall on a mattress. In fact, it sometimes even works. Note that the mattress does a great job of soaking water, so if you fall on a lake or some such, you better get out of the tying ropes as quickly as possible. ----------------------------------------------------------------------- ADVENTURE STORY Below is a story of an adventure on the Enterprise from a GM who ran it. He says it went awesome! The players (or most of them) had a great time role-playing not knowing a thing about Star Trek. They also had a great time finding out some of the specifics of the Enterprise and the crew. It is really fantastic and imaginative and should inspire other GMs to create some adventurers in the Star Trek setting. Mist, the Old Red Dragon, used her last breath on Moander, the Darkbringer. The party, however, noticed that the air was filled with the smell of marsh gas and had determined that the fire from the dragon's breath would ignite the area, making it very uncomfortable for the adventurers. Courtney, the Wizard Most Wild, pulled out a scroll, uttered a few words, and teleported away, attempting to take the party with him. Unfortunately, he was not quite quick enough to avoid the magical shock-wave from the deity's explosion -- the spell went awry. He did succeed, however, in taking the party with him -- to the first plane of Hades -- except the party's thief, Fingers Bubblefoot, who wasn't quite able to reach the desperate mage in time. Fingers was blown clear away to the Astral Plane, where he wandered for some time. Courtney, seeing the lack in the party, pulled out his most valuable possession--a ring of three wishes. "I wish the party was back together", he intoned, not caring about the side effects of such a powerful item. There was a FLASH, and then a curious tingling sensation. When their vision cleared, they found themselves in a 20x40 room, standing on a platform. In front of them were two men, one of which tapped a curious object on his left chest, and said to the air," Captain, you had better come down here..." Seeing the weapons the party possessed, one man drew a small, oddly shaped box and pointed it at the party. "Drop you weapons", he commanded. Bashar Teg, the barbarian of the group, refused and attempted to attack the man holding the box. He only succeeded, however, in getting blasted into unconsciousness. The other members of the group were more amenable, and surrendered peacefully. The brig consisted of 4 rooms, 3 of which branched out from the fourth. Fingers, Bashar (Bash), and Alex (former cleric, now paladin) were put into one of the cells, and locked in by a forcefield. The others (Courtney, and the Mage/cleric Karalina) were taken to sickbay to tend to their wounds (Karalina was badly injured in the fight with Moander, and was even possessed by the Darkbringer for a time). Unknown to the party, someone had followed the party through space and time. The evil mage, Glyssaxx, had learned of the party's fate and had teleported onto the Enterprise. Using his spells, he learned of the mighty "Phaser" and even where several were kept. After killing the guard, and opening the Armory, he proceeded to steal several phasers. An alert security guard, however, noticed the breach in the doors and investigated, getting hit by several magical missiles before being able to summon aid. Glyssaxx, seeing himself outnumbered, ran down the hall to find a place secure enough to cast his teleport spell. Several security forcefields were already in place, however, but were no match for a few disintegrate spells. The guards, too, were only a nuisance --fireballs worked nicely in disposing of them. He didn't count on the Enterprise's transporter, for when the first guard saw his comrades fall, he told the computer to beam the mage out into open space. Thus ended the life of Glyssaxx. Meanwhile, the party was getting used to the comforts of the Enterprise. Several experiments with the food dispensers in the cells yielded amusing results -- horse steaks, halfling sized cakes, and the art of instantaneous cooking.... The amusement stopped, however, when Captain Picard entered and accused the party of conspiring with Glyssaxx. The party denied it. After a lengthy consideration, Picard decided to let the party out (they had already made several escape attempts, but of no avail). Suddenly, an alert sounded. Accompanying by a guard, the party ran to investigate. Turning a corner, they saw a pale skinned humanoid dressed in what looked like leather. He was shooting a blue beam into a panel. The lights up and down the hallway were blinking off and on, and general mayhem was being created. The guard fired his phaser, but to no affect. The party decided to attack, and was able to defeat the creature (Borg), sustaining only minor damage in the process. The Borg, however, were not so easily defeated, as more and more started appearing all over the Enterprise. Also, the ship was being bombarded, frequently throwing everyone to the deck. The battle ensued for control of the Enterprise, and during a scuffle in Main Engineering, an iron quarterstaff (through which the mage Courtney casts shocking grasp) was embedded into the dilithium warp chamber. Fearing an explosion, the party ducked for cover, only to discover that instead of exploding, the staff was acting as a conduit for raw warp energy. Meanwhile, other members of the party were teaming up with Enterprise crew members for a rescue mission to retrieve Picard from the Borg ship, who had been captured during a battle. Through some computer damage, the self destruct mechanism for the ship had been activated, giving the party and crew about 10 minutes to come up with a solution to this massive dilemma. through teamwork, they determined that the warp energy embedded into the quarterstaff could be used to amplify spell energy. This was a dangerous risk to the spellcasters, as it could have disastrous rebounding effects. Courtney, fishing out a scroll, deemed it plausible to cast a prismatic sphere, and hope the energy would be sufficiently amplified to surround the ship, thus protecting it and also providing a means of destroying the Borg ship. He proceeded to cast... Aboard the Borg ship, the rescue party has succeeded in recapturing Picard and transporting back to the Enterprise. Uttering the final words of the spell, Courtney directed it into the quarter staff. Blinding light filled every window of the ship as the sphere took form. Because of the unique nature of the warp drive, it also moved with the ship. On impulse drive, the Enterprise rammed the Borg ship. A blinding flash of light, and the Borg were gone... taking the Enterprise with them via tractor beam. The astral plane looked rather strange to the crew of the Enterprise, but with a plane shift spell, Karalina managed to free the Enterprise from the Borg while leaving them to wander the Astral plane forever.... ----------------------------------------------------------------------- "FIFTY WAYS TO KILL AN ENSIGN" The problem is something 'bout your clothes, she said to me The red shirt and the stripeless sleeves yell, "I'm Security!" And when you get down planet-side with Kirk, you'll get to see There must be fifty ways to kill an ensign He takes a landing party down to find what's going on A couple of the bridge crew, and some extras come along And then before you know it - the `expendables' are gone There must be fifty ways to kill an ensign Fifty ways to kill an ensign Just step on a rock, Jock Get thorns from some plants, Lance A Horta can spray, Ray Just listen to me Clouds drink up your blood, Bud Computers can kill, Bill You could lose all your salt, Walt Kirk gets away free... She said it grieves me so to see you with such nerves Not ev'ryone who goes with Kirk will suffer from this curse But then of course, you must recall - they sometimes suffer worse There must be fifty ways to kill an ensign Just tell him, "I'm not stupid and I'm not expendable I'm not going!" Tell him that he's a Denebian slime devil And he's overbearing, swaggering, and dictatorial He'll find a new way to kill an ensign Fifty-one ways to kill an ensign ----------------------------------------------------------------------- SPECIAL THANKS Marc Carlson the co-creator who wrote all the creatures and a lot of the weaponry. Joel Polowin A.K.A. Bunsen Honeydew for his song "Fifty Ways To Kill An Ensign". Eyal Teler for History of Fantast Trek Items. -----------------------------------------------------------------------