Hi Monty (and any other FASA-philes!)....
My take on a few Races for TNG/DS9 Era:
Betazoids: STR: -5 END: -5 INT: - DEX: - CHA: +15 LUC: -10 PSI: -
Betazoids are not noted for their physicality, but their natural empathic skills add to their charisma. As per Vulcans, they have no penalty to their PSI stat.
Cardassians: STR: +10 END: +10 INT:+5 DEX:- CHA: -10 LUC:-20 PSI: -40
Cardassians are strong and tough. They are also sly and quick witted. They are less charismatic than humans due to their confrontational natures.
Jem'Hadar:STR: +20 END:+20 INT:- DEX:+10 CHA:-10 LUC:-20 PSI:-80
Genetically tailored supersoldiers. They are fast, agile and tough. They live for battle and service to the Founders.
Ferengi: STR:-10 END:- INT:+10 DEX:- CHA:+10 LUC:-30 PSI: -40
Sharp streetwise cut-throat traders and opportunists. Not renowned warriors!
Trill: STR:- END:- INT:+10 DEX:- CHA:+5 LUC:-10 PSI:-40
Unjoined Trill are similar to Humans in most respects. A little more charismatic due to their natures and a little less lucky.
Joined Trill: Roll 1d10/2 and add two. This is the number of previous incarnations the symbiote has been through. This is alos the number of extra skills gained during character generation by the host as 'memories' of their former lives. These rolls must be taken when generating the character. However, ANY skill (with a good rationale) may be taken. Players are encouraged to be creative, and take unusual skills, or ones not necessarily that the character would normally take in association with his chosen department. EG Archaeology, Law, Shuttle Piloting, various Sports and hobbies etc. Each former host will need at least a little history!
Joined Trill have -10 END due to the delicate balance between host and symbiote.
SKILLS:
Holodeck operation can quite easily be taken care of by the Computer Ops skill, and the various technologies. However, you may feel more comfortable adding two skills to the ones available. Holographic Technology ( an elective for Engineers) and Holodeck Ops (taken at a level of 10 for all characters).
Character Generation:
Helm/Navigation are now combined. The skills available are:
Starship Tactics:10
Starship Helm Ops: 40
Starship Sensors: 10
Warp Drive Tech: 10
Computer Ops: 20
Space Science: Astrogation: 40
Others: two at 10
Deflector Shield Ops: 40
Deflector Shield Tech: 10
This Department now takes four years
Security Now adds Starship Weaponry 40
Starship Weaponry Tech: 10
Starship Sensors 20
Communications Ops: 40
Communications Tech: 10
Damage Control Procedures: 30
(This department now takes 4 years)
Medical Branch: Ships counsellor option:
Lose General Medicine skills and make psychology skills:
Speciality Race: 60
Any other two races: 40
Any other races: Total of 40 points
Also add: 20 Points of Languages and lose Life support system technology skill.
Communications Dept is now obsolete, and is now handled by Security.
Just a few random thoughts thrown together in haste.
Feel free to comment/ add improvements etc
Cheers
Tas
"Wherever you go....there you are!"