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Thread: A couple Species Templates (ICON)

  1. #1
    Join Date
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    A couple Species Templates (ICON)

    I've been working up a few for ICON from Deciphers Aliens book ...
    I won't reprint anything text-wise from the book, suffice to say history, culture etc can all be found there ....

    Species Template: Antican (49)

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

    Skills
    Athletics (Running) 2 (3)
    Culture (Antican) 2 (3)
    History (Antican) 1 (2)
    Language
    Raagaan 2
    Tracking (choose Specialization) 1 (2)
    Unarmed Combat (Natural Weapons) 1 (2)
    World Knowledge (Antica) 1 (2)

    Typical Advantages/Disadvantages
    Excellent Chemoreception +1
    Night Vision +2
    Species Enemy (Selay) -3


    Species Template: Selay (46)

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

    Skills
    Culture (Selay) 2 (3)
    Gaming (Thiss) 1 (2)
    History (Selay) 1 (2)
    Language
    Corba 2
    Tracking (choose Specialization) 1 (2)
    Unarmed Combat (Natural Weapons) 1 (2)
    World Knowledge (Selay) 1 (2)

    Typical Advantages/Disadvantages
    Excellent Chemoreception +1
    Intolerant (Cold)
    Species Enemy (Anticans) -3


    Species Template: Capellan (48)

    Attributes
    Fitness 2 [6]
    Strength +1
    Vitality +1
    Coordination 2 [6]
    Dexterity +1
    Reaction +1
    Intellect 2 [5]
    Logic -1
    Presence 2 [5]
    Empathy -1
    Psi 0 [5]

    Skills
    Culture (Capellan) 2 (3)
    History (Capellan) 1 (2)
    Language
    Laam 2
    Planetary Tactics (choose Specialization) 1 (2)
    Primitive Weaponry (Kligat) 2 (3)
    Unarmed Combat (choose Specialization) 1 (2)
    World Knowledge (Capella IV) 1 (2)

    Typical Advantages/Disadvantages
    Quick Draw (Kligat) +2
    Blood Lust -2

    (Info on the Kligat is already provided in the LUG TOS core book, so again I wouldn't presume to post copywritten material here).


    Species Template: Yridian (50)

    Attributes
    Fitness 2 [5]
    Coordination 2 [5]
    Intellect 2 [5]
    Perception +1
    Presence 2 [5]
    Willpower +1
    Psi 0 [5]

    Skills
    Culture (Yridian) 2 (3)
    Espionage (choose Specialization) 1 (2)
    History (Yridian) 1 (2)
    Language
    Urd 2
    Streetwise (choose Specialization) 1 (2)
    Surveillance (choose Specialization) 1 (2)
    World Knowledge (Yrda) 1 (2)

    Typical Advantages/Disadvantages
    Contact (Information brokering source) +1
    Eidetic Memory +3
    Shrewd +1


    As you can see, they aren't all complete (lacking 50 DP).

  2. #2
    Join Date
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    Location
    Fort Dodge, IA, USA
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    Thank-you, not only for posting these. . .but also for taking the time to do the conversions.

    A few months ago I had started working on an ICON Species Database. I quickly burned out on the project and have not touched it for some time now. Your conversions have given me the interest to return to the project.

    I would love to see more of your conversions. And might I use them in the ICON Species Database?

    Thanks!
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  3. #3
    Join Date
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    Location
    Canada
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    Thanks !

    Feel free to use any of them, tweak them up to 50 pts or customize them however you see fit.

    Doing a Search should turn up a lot more for you ... Lots of Gamma & Delta Quadrant species (Tosk, Hunters, Voth etc etc etc), I'm pretty sure that most people that have posted them are still on the boards (Dan Gurden for sure who's done a lot of templates & overlays) and you could check with them as well.

  4. #4
    Hey Redwood.

    You are welcome to everything I have built. I will dig them out and post them here! Although I am keeping the Devore Imperium and the Xenexians for my upcoming Psionics sourcebook which I promise is coming soon... BTW, all these species were created BEFORE the CODA Aliens book release (including the Enterprise Species), and although they were researched, information may have updated since that time... And the Species from Enterprise (Denobulan and Suliban) are likely to show some on-scrren differences, having been written quite early on in Season 1... Caveat emptor

    More in a moment!
    Last edited by Dan Gurden; 03-01-2004 at 04:52 PM.
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  5. #5
    First up. The Vaadwaur. A coalition work between the UK and Canada, with BrianK and myself. Brian builds the ships... I provide the crew!
    Attached Files Attached Files
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  6. #6

    Magna Roman

    Next Up. Another collaborative effort. I built the Magna Roman template, and Eric independantly added the career and background (to use with standard human)...

    The two sort of found each other;

    Species Template: Magna Roman
    By Dan Gurden


    Coming from Planet 892-IV, first contact with this species occurred during the 2260's when Captain Kirk and the crew of the Enterprise tried to retrieve a Federation Citizen who had joined this planets civilisation.
    The native species are almost identical to Terrans, and in an extraordinary example of Hodgkin's law of parallel planet development, they have developed a culture that mimics that of the great Roman Empire on Earth. In this case however the empire thrived and continued. When first contact was made they were the equivalent to the late 20th century in technology. Now due in part to federation aid the have joined the Federation as a valued member.

    As a species they still have a lot to learn, although they are learning fast, members of these species have an overbearing sense of self-righteousness and tend to try to be dominant in most situations. This has led to several of members of this species to rise rapidly in the ranks of Starfleet.

    Attributes
    Fitness 2 [5]
    Co-ordination 2 [5]
    Dexterity +1
    Intellect 2 [5]
    Presence 2 [5]
    Psi 0 [5]

    Skills
    Any Science (Choose Specialisation) 1 (2)
    Athletics (Choose Specialisation) 2 (3)
    Culture (Magna Roman) 2 (3)
    History (Magna Roman) 1 (2)
    Language
    Latin 1
    Federation Standard 1
    World Knowledge (Planet 892-IV) 1 (2)
    Primitive Weapon (Gladius) 1 (2)

    Typical Advantages/Disadvantages
    Arrogant (-1), Domineering (-1)
    +1 Courage Point


    Magna Roman
    New Early Life Packages (each cost 5 Development Points)
    By Eric.R

    Senatorial Birth (P) –
    Culture 1(2), Language 1(2), +1 Renown, Wealth +2 or Patron +2, Arrogant -1, Rival -2
    The character has been born into one of the 240 noblest houses of Rome; wealth and patronage are a normal part of their life. Most of their childhood has been simply been learning Greek culture or another culture from a tutor.

    Equestrian Birth (E)–
    Bargain 1(2), One Intellect skill at 1(2), +1 to Perception edge, Wealthy +1, Obligation -2, Greedy –1
    The character has been born into one of the many rich families of Rome that have either to gain Senatorial status or is just a successful professional family. Most of their childhood has been spent as an apprentice to some profession or in preparation to become a junior magistrate

    Patrician Birth (P)–
    Charm 1(2), Persuasion 1(2) +1 Renown, Ally +2, Diminished Social Status –3
    Not as wealthy as an Equestrian and not having the advantage of senatorial rank The patrician represents some one from a family that has fallen from the ranks of the senate and refuses to participate in any business endeavours. Most likely they well join Starfleet or serve in the government of the Federation.

    Military Upbringing (P,E,p)–
    Athletics 1(2), History (Particular Legion/Ala), +1 to Dexterity or Reaction edge or Good Nickname +1, Code of Honor (Mithras) –2 or Bad Nickname –1 and Rival –1
    A child of the Legion they have been around the marching camp for all their life and have enjoyed the fellowship of their parent’s Legion. Most times their parents are officers but not always.

    Performer (E,p) –
    Artistic Expression 1(2), language (Greek) 1(2), +1 to any Fitness or Intellect edge, Innovative +1, Social Stigma -3.
    Born into an Acting family, the character has been exposed to a different language and artistic upbringing even though at the cost of Social Stigma that Roman Society place on performers.

    Normal Upbringing, Female (P, E.) –
    Artistic Expression (Sowing or Cooking) 1(2), Knowledge Roman Etiquette 1, Compulsion –1 or +1 to Empathy edge and Hides Emotions – 2.
    Raised to be a “Good Woman” of Roman virtues and morals the players character started life being instructed in the manners expected of such hence she has a compulsion to be clean and neat always and to present a good face to the public.
    Normal Upbringing, Female (p.) – Artistic Expression (Cooking) (Sowing) 1(2) (2), Compulsion –1 or +1 To Empathy edge and Hides Emotions – 2.
    Like her companions in the Patrician and Equestrian Classes the Plebeian women is expected to do the same except for learning the finer points of Roman Etiquette.


    Advanced Education packages
    - Classical Education (P., E.) –
    Any Language1, History 1(2), Any Culture 1
    - Modern Education (E. p.)
    Any 2 Intellect Skills 1(2).(2) Any Presence Skill 1(2)
    - Roman Republican Military Academy (P., E.)
    Land Course – Command 1(2), Planetary Tactics (w/two specializations) 1(2) (2), Star Course – Command 1(2), Starship Tactics (w/two Specializations) 1(2) (2)
    - Apprenticeship (E., p.)
    Administration (Small Business) 1(2), Any 2 intellect skills 1(2) (2)
    - Wasted Youth (P., E., p.)
    Gaming 1(2), Streetwise 1(2) +1 to Reaction edge


    Magna Roman Career Packages
    By Eric.R

    Junior Magistrate
    Representing an individual in the Introduction to mid-level management of Magna Roman Government the junior magistrate either started his career in the Legions as a staff officer or as an elected official. Though he may still be in the military, he now also holds many civilian positions as an aid or elected representative in a city and/or provincial government.

    Administration (Bureaucratic Manipulation) 1(2)
    Law (Magna Roman) 1(2)
    Persuasion (Rhetoric) 1(2)
    Politics (Manoeuvre) 1(2)
    Animal Handling (Horse) 1(2)
    Artistic Expression (Writing) 1(2)
    Computer (Basic) 1(2)
    Culture (Greek) 1(2)
    Engineering, Material (Civil) 1(2)
    Knowledge (Magna Roman Etiquette) 1 (2)
    Language:
    Federation Standard 1
    Magna Latin 2
    Magna Greek 2
    Energy Weapon (Phaser) 1(2)
    Primitive Weaponry (Gladius) and (One Other) 1(2), (2)
    Strategic Operations (Military Science) 1(2)
    Vehicle Operation (ground vehicle) 1(2)

    Legionary
    The Soldiers of the Empire, from their ranks alone, have produced nearly 90% of all officers in the military, which is simply called the Legions by the Romans. Trained in various methods of warfare the Legionary has undergone a major modernisation in the last 100 years.

    Athletics 1(2)
    Energy Weapon (Phaser) (Phaser Rifle) 1(2) (2)
    Primitive Weaponry (Gladius) (Pugio) 1(2) (2)
    Or
    Primitive Weaponry (Spatha) (Hasta) 1 (2) (2)
    Dodge 1
    History (Particular Legion or Ala) 1(2)
    Knowledge: Armour Care & Identification 1 (2)
    Personal Equipment (Tricorder) 1(2)
    Unarmed Combat (Wrestling) 1(2)
    First Aid (Combat) 1(2)
    Planetary Tactics (Small Unit) 1(2)
    Planetside Survival 1(2)
    Language;
    Latin 1
    Federation Standard 1
    Engineering, Material (Military) 1(2)

    Arena Hunter
    A slight variant of the Bounty Hunter the Arena Hunter has set out into the great expanse of space to bring back to the Roman Homeworld new and dangerous animals to replace those long extinct on the Magna Roman Homeworld. The Hunter operates on the fringes of Federation law and in fact violates it on some worlds were Hunting is considered both immoral and against the Law. Despite Federation pressure to end all games the Magna Romans have resisted this to the up most declaring it is a fully cultural manner no different than the respect Starfleet pays to Andorian Duels, and there fore off limits from Federation jurisdiction.

    Animal Handling (Choose Specialisation) 2(3)
    Planetside Survival (Choose Specialisation) 2 (3)
    Primitive Weaponry (Net) 1(2)
    Sciences, Life (Zoology) 1(2)
    Dodge 1
    Energy Weapon (Choose Specialisation) 1(2)
    Language;
    Federation Standard 1
    Law (Hunting Regulations) 1(2)
    Stealth (Choose Specialisation) 1(2)
    Tracking (Specific Animal Class) 1(2)


    Advance Training Packages

    Hunting Apprenticeship: Life Science (Biology) 1(2), World Knowledge (Choose World) 1(2) +1 to Reaction Edge and Contact +2 or Administration (Bureaucratic Manipulation) 2(3), Vehicle Operation (choose specialisation) 1(2);
    OPTIONAL: add +1 Contact and –1 Rival.

    Professional Package

    Arena Hunter: World Knowledge (Choose World) 1(2), Language (Choose Language) 1, Biology (Specific Species), 2 +1 level Contacts, and -1 Diminished Social Status or +1 Peripheral Vision and –2 Code of Honour (The Hunters Code)

    -1 Diminished Social Status
    While doing a job most Romans want done Arena Hunters are looked down upon by both Roman and Federation Social norms.

    -2 Code of Honour (The Hunters Code)
    The Hunters code is a code, which states that the hunter shall not use illegal or unfair advantages in the hunt and that they will show compassion and respect to the life which they hunt never abandoning a kill or its offspring if found.
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  7. #7

    Elaysian

    Next up, what has proven to be a popular template amongst some members of these boards;

    Species Template: Elaysian
    By Dan Gurden

    A humanoid race bearing a striking resemblance to Humans, their smooth forehead ridges and inability to tolerate normal gravitational strain most easily identify Elaysians, however the Elaysian bone structure is a honeycomb structure not unlike Avian's, leading to strong yet light bones. Coming from a planet with very little gravity Elaysians in their natural habitat seem to fly, as will any visiting off-worlders.
    They are fiercely proud and often headstrong. Making good if somewhat impulsive members of the Starfleet.

    Attributes
    Fitness 2 [5]
    Vitality +1
    Strength -1
    Co-ordination 3 [5]
    Intellect 2 [6]
    Perception +1
    Presence 2 [5]
    Willpower +1
    Psi 0 [5]

    Skills
    Athletics (Zero-G) 2 (3)
    Culture (Elaysian) 2 (3)
    History (Elaysian) 1 (2)
    Language: Elaysian 2
    Science (choose specialisation) 1 (2)
    World Knowledge (Elays) (2)


    Typical Advantages/Disadvantages
    Physically Impaired (Gravity intolerant) (-2), Remedy (+1 or +2), Zero Gravity Training (+2)

    Notes
    I use the Disadvantage ‘Physically Impaired’ very loosely here, Elaysians do not consider their gravity intolerance a medical condition. In the case of the Elaysians ‘Physically Impaired’ means that under any gravity condition higher than their norm, they find themselves trapped and unable to move, or worse, crushed under their own weight.
    · Within Starfleet, a number of ways have been designed to enable the few Elaysians within Starfleet to function normally alongside their crewmates. Most opt for a low power bionic frame and wheelchair/hoverchair for everyday use setting the environmental controls in their quarters for their planetary norm. (1 point remedy)
    · Genetic therapy is also available, created by Dr. Julian Bashier, however as a result, any Elaysian that successfully undergoes this therapy will be unable to tolerate their planetary gravity again. (1 point remedy)
    · Lastly a full bionic frame is available enabling the Elaysian to enjoy both a full and active life and still return to their natural gravity when they wish. (2 point remedy)
    The homeworld was (I believe) never mentioned, and so I have stuck to Elays.
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  8. #8

    The Trabe

    The Trabe
    By DanG

    Attributes
    Fitness 2, vitality +1
    Co-ordination 2
    Intellect 3
    Presence 2, empathy -1
    Psi 0
    Skills
    Athletics (Choose Specialisation) 1 (2)
    Culture (Trabe) 2 (3)
    History (Trabe and Kazon) 1 (2)
    Languages; Trabe 2
    Kazon 1
    Sciences, Any (Choose Specialisation) 1 (2)
    choose one from the following;
    Engineering, Systems (Choose Specialisation) 2 (3)
    or
    Sciences, Space (Choose Specialisation) 2 (3)
    or
    Ships Systems (Choose Specialisation) 2 (3)
    Advantages/Disadvantages
    Resolute +3, +1 Courage Point, Exile -2 (*), Species Enemy (Kazon) -3
    *I have given a lower point Exile from that presented in the DS9 rulebook, as the full definition does not apply. The Trabe were driven from their homeworld or slaughtered, those that survive live as a society of refugees on the run from the Kazon, but unable to return home...


    Note; Developed to match Mactavish’s Kazon template.
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  9. #9

    The Malon

    Yep, another detailed species with some funky additions... Can you spot that I like to write the species details?

    The Malon

    First Encountered; 2375
    Affiliation; Neutral
    Primary Exports; Theta Radiation Pollution

    This Delta Quadrant species is highly advanced, nearly equal to that of the Federation, however several encounters with the USS Voyager have shown that not all their technology is the equal of the Federation, neither are their societies values. Whilst no formal contact has been made with the Malon government a series of individual contacts has been made, and knowledge of the USS Voyager both in helping and hindering the Malon have led to a stand-offish neutral attitude towards the representatives of the Federation, admiring their advanced technology, whilst annoyed by the Federations high-handed values.

    Malon space seems quite large, as the encounters made with the species have occurred over a distance of over 30,000 light years. Such a vast territory would make their territory larger than the Federation itself, however initial encounters were at the far end of a stable wormhole, indicating that the actual controlled space could be far smaller. Whether the Malon possess the technology to create stable wormholes is unknown, but doubtful, it is more likely that the Malon simply are taking advantage of resources available to them.

    Greed and an odd form of camaraderie also seem to be significant factors in Malon consideration. Upon first contact in 2375, when the USS Voyager discovered the side-effects of the pollution dumping of a Malon vessel upon an indigenous life-form. The Voyager crew offered to share technology that would eliminate all Theta Radiation pollution from their Matter/Anti-Matter production process, thus in a single stroke allowing clean, renewable energy production. The captain of the vessel ignored this offer of technology, as he realized that such technology would put his ‘waste-disposal’ crews out of business. Although a later encounter with the Malon was spent trying to retrieve one of Voyagers probes from with a gas giant, showing that they do hold an interest in advancing their technology through the advancements of other species.

    Malon technology produces large amounts of Theta Radiation, a potentially harmful substance that could poison their world. To counter this, the Malon’s primary Space Exploration program also involves finding suitable locations to dump this waste, preferably dumping the pollution in remote, unpopulated areas of space. As a result the Malon home world is a peaceful, pleasant environment, and the effects of this pollution rarely effect members of the Malon population. While in space their most common presence is in the form of the mammoth tankers that export their pollution elsewhere in the galaxy.

    These freighters carry massive cargo’s, over 12,000,000 isotons of Theta Radiation pollution on a single vessel, and the destruction of a fully loaded vessel could spark a detonation that would devastate everything within 3 light years. Such corrosive pollution often leaves the Freighters in poor repair, and it is common that the crews of these ships suffer serious cell damage as a result of their radiation exposure, which they call ‘freighter blight’. Service aboard these freighters usually takes up ½ a year, and can significantly shorten the expected lifespan of the Malon concerned, but does pay very well. The Malon use analeptic compound injections to counter the freighter blight, but while the treatment keeps them alive, it does not prevent dermal scarring as a result of the exposure to the Theta Radiation. Core labourers are hired who work directly with the pollution containment area, who receive even greater doses of Radiation Poisoning, with less than 1/3 expected to survive a single trip, the pay for these roles is astronomical, a core labourer can make in a single trip more than most Malon can earn in a lifetime, although as stated this pay often goes to the employees next of kin.

    Occasionally the extreme radiation can cause spontaneous mutation, and while many freighter crews tell stories of the Monsters dwelling in the bowels of the ship, it was finally proved that these monsters can and do exist as the mutated and barely coherent remains of older core labourers

    Attributes;
    Fitness 3 [5]
    Vitality +1
    Coordination 2 [5]
    Intellect 3 [5]
    Presence 2 [5]
    Empathy -1
    Willpower +1
    Psi 0 [5]

    Skills;
    Any Science (Choose Specialisation) 1 (2)
    Athletics (Choose Specialisation) 1 (2)
    Culture (Malon) 2 (3)
    History (Malon) 1 (2)
    Language; Malon 2
    Merchant (Choose Specialisation) 1 (2)
    World Knowledge (Malon Homeworld) 1 (2)

    Typical Advantages/Disadvantages;
    Excellent Metabolism +1
    Innovative +1

    Templates;
    Malon Ship Crew

    Science, Medical (Radiation Poisoning Treatment) 1 (2)
    Science, Space (Choose Specialisation) 1 (2)
    Ships Systems (Choose 2 Specialisations) 2 (3) and (3)
    Engineering, Any (Choose Specialisation) 2 (3)
    Administration (Starship) 1 (2) or Merchant (Choose Specialisation)
    Computer (Choose Specialisation) 1(2)
    Law (Malon Law) 1 (2)
    Personnal Equipment (Choose Specialisation) 1(2)
    Unarmed Combat (Choose Specialisation) 1(2)
    Vehicle Ops (Shuttlecraft) 1 (2)
    Medical Problem -1


    Malon Core Labourer

    Science, Medical (Radiation Poisoning Treatment) 1 (2)
    Ships Systems (Disposal Control and Choose Specialisation) 2 (3) and (3)
    Engineering, Material (Structural/Spaceframe) 1(2)
    Engineering, Systems (Cargo Containment Systems and Choose Specialisation) 2 (3) and (3)
    Administration (Starship) 1 (2)
    Computer (Choose Specialisation) 1(2)
    Law (Malon Law) 1 (2)
    Personnal Equipment (Choose Specialisation) 1(2)
    Unarmed Combat (Choose Specialisation) 1(2)
    Vehicle Ops (Shuttlecraft) 1 (2)
    Medical Problem –3
    Wealth +1

    Life Package;
    ‘Monster’ mutation. (9 points)
    Occassionally spontaneous mutation is caused by the massive doses of Radiation Poisoning, creating a hideous monster that has become the stuff of Malon ships legend. Proved to exist, these radioactive monsters are highly volatile and very dangerous, their very touch is poisonous and passes radiation poisoning to the affected area.
    Unfortunatly, many of these bestial creatures hold grudges against their crewmates for the damage that was done them, and often become violent.

    Athletics 1 (2), Unarmed Combat 2 (3), +1 Vitality, +2 Strength, +1 Reaction, Vengeful –1, Chronic Pain –2, Slow Healing -2, High Pain Threshold +2, +2 in Hand to hand damage.

    NOTE: This is not designed as a playable template, but for an adversary, it will unbalance the character before they arbitrarily die of their condition.
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  10. #10

    The Voth

    Created for a plot that never occured;

    The Voth

    First Encountered; 2373
    Affiliation; Neutral
    Primary Exports; Scientific Knowledge, Technology

    A nomadic species dwelling in the Delta quadrant on vast ‘city ships’. The Voth are actually descended from the Hadrosaur, a dinosaur that evolved on Earth many millions of years ago, evolving into a sentient species and managing to develop technology suitable to enable them to abandon Earth before the Extinction Level Event that felled the Dinosaurs and led to man becoming the planets dominant species. They began wandering the galaxy.

    Although they have had spaceflight, and further developed interstellar capabilities, it is unknown why in the annals of time, that the Voth have not appeared to have developed any permanent off-world colonies, instead they continued to trek across the galaxy in the search for a suitable home. It is thought that by the time they had reached the Delta Quadrant, approximately 65,000,000 years ago, that the initial mission had been forgotten and their technology and society evolved to service life as a Nomadic species.

    Technologically, the Voth are more advanced than the Federation, their city ships are many miles long, and all Voth vessels, large and small are capable of Transwarp speeds. Voth Transporters are powerful enough to rate as weapons by Federation standards, and are capable of transporting large object up to and including an Intrepid Class Starship. The Voth also now posses phase-cloak technology, which has become advanced enough to be miniaturized for Practical personal use.

    However this advanced technology is only at best a century or two ahead of that of the Federation, and given their millions of years of history it appears that either Voth culture has stagnated, slowing as it reached its zenith, or that the Voth simply advance at a slow rate. Their encounter with the USS Voyager indicated one possible reason, as Voth culture is heavily influenced by their self-image as superior to all other life, and that a semi-religious, scientific and cultural dictates form a central doctrine which few members of their society dare to question for fear of judgment by their ruling classes, who enforce their doctrines strictly and ruthlessly. It is possibly fear of these reprisals that slow Voth scientists and stunt scientific growth.

    One aspect of Voth doctrine is their firm belief that they originated in the Delta Quadrant; when this doctrine was contradicted by two of their scientists, with the DNA of the crew of Voyager as proof, the Voth authorities responded by threatening to banish the scientists and destroying all of the evidence. Only after those involved in the "Distant Origin" theory retracted their statements did the Voth agree to release Voyager, on the understanding that there would be no further contact between the two sides.

    Attributes;
    Fitness 3
    Coordination 2
    Intellect 3
    Presence 2
    Empathy -1
    Psi 0

    Skills;
    Athletics (Choose Specialisation) 1 (2)
    Computer (Choose Specialisation) 1 (2)
    Culture (Voth) 2 (3)
    History (Voth) 1 (2)
    Language; Voth 2
    Science, Space (Choose Specialisation) 1 (2)
    Artistic Expression (Choose Specialisation) 1 (2)
    Or
    Science, Any (Choose Specialisation) 1 (2)

    Typical Advantages/Disadvantages;
    Arrogant –1, Toughness+2, +1 Courage Point
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  11. #11

    The S'ona

    The Son’a
    By Dan Gurden

    A tall humanoid species their faces have been twisted by years of cosmetic surgery in a perverse species wide effort to retain the looks of their youth. In 2375 it was discovered that the Son’a are actually an offshoot of the Ba’ku people having abandoned their home world in an effort to explore the stars, their actions considered the folly of youth. It is an Irony that the Metaphasic Radiation that kept the Ba'ku in an almost ageless state, living for hundreds of years, and brought about the impatience of those who would become the Son’a was essential in extending their life spans considerably, even after the Son’a left the planet.

    However as a species who have lived for hundreds of years without aging a day, the change that overcame them as they began to age was considerable, they ceased their exploration and became wanderers searching for immortality, believing themselves unwelcome with the Ba'ku. As the years stretched on their search became more desperate and they turned to drugs and medical techniques to extend their rapidly diminishing life spans, turning to piracy and violence in order to fund their macabre pastime. Eventually conquering other species to serve them, the Ellora and the Tarlac.

    Rua’fu, their leader came up with a plan to regain the years they had lost. It would take time, but with the best medical treatment, they could expand their life spans to ensure its success. They could simply harvest the Mataphasic Radiation, using it to enhance their bodies. Of course such an action would lave the Ba’ku home world uninhabitable, but this pointless act of vengeance against the Ba’ku only spiced the plan. Then it was discovered that their bodies had been treated to the limits of their endurance, and that it would be unlikely that further treatment would have any lasting effect, and with preparation nearly, but not quite, complete, the Son’a were forced to make an Alliance to complete their preparations, they chose the Federation, relying on the naivety of the Federation to ensure the plans completion and cover their devious acts. But the intervention of the USS Enterprise under Captain Picard thwarted their plans and for a small number of Son’a drew the 2 very different species back together again. However many Son’a still feel this is propaganda, or appreciate thei lives as they are and continue on.

    The S’ona are very wealth oriented, they collect treasures and fine objects d’art. Over the years they have become wealthy and influential as Pirates and Traders, working independently or with others. They are also particularly fond of ostentatious displays of wealth, proudly displaying precious metals and stones as part of their outfits.

    They have also become influential in crime, and it is rumoured that at least one Son’a serves among the leadership of the Orion Syndicate. Independent Son’a have become even more dangerous since the cessation of hostilities with the Dominion, recent intelligence believes that many Jem’Hadar Alpha’s abandoned when the Dominion signed the peace treaty were given haven by the Son’a, the fact that the Son’a had developed a production technique for Ketracel White only enhances the likelihood of these reports but confirmation is being sought.


    Attributes;
    Fitness 2 [5]
    Vitality -1
    Co-ordination 2 [5]
    Intellect 3 [5]
    Presence 2 [5]
    Willpower +1
    Psi 0 [5]

    Skills;
    Athletics (Choose) 1 (2)
    Culture (Son’a) 2 (3)
    History (Son’a and Ba’ku) 1 (2)
    Language; Son’a 2
    Science, Any (Choose) 1 (2)
    Science, Medical (Choose) 2 (3)
    World Knowledge (Ba’ku Homeworld or Choose) 1 (2)

    Typical Advantages/Disadvantages;
    Arrogant -1
    Intolerant; The Ba’ku -1
    Minor Phobia (about their appearance) -1
    +1 Courage Point
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  12. #12

    Brikar

    Species Template: Brikar
    By Dan Gurden


    As introduced in the Star Trek 'New Frontier' and 'Starfleet Academy' series of books with the character of Zak Kebron. The work here is an amalgamation of information and images found on Kurt Danhausers New Frontier encyclopaedia web pages and an adjustment of the Brikar species template by Alan Shock and previewed on the Trekrpg website, bringing the species more in line with the beings as I see them.

    Brikarians. The Brikarians are a technologically sophisticated, roughly humanoid civilisation from the low-gravity world of Brikar. They are a proud, warrior race and are members of the Federation. Though not unemotional actually, the Brikar have a renowned stoicism and a chauvinism that is equally famous. The Brikar have traditionally harboured a dislike for Klingons stemming from intense border disputes that occurred before the Klingon Federation Alliance of 2293. In 2358, the Brikar attempted to form an alliance of races hostile to the Federation and made a bid to take over the Federation. The few skirmishes that were fought over a number of weeks were later called the Brikar-Federation War.

    Physically Brikarians are bipedal, roughly humanoid beings possessed of very tough hides and dense physiques making them appear like living rock statues. Unlike most other species that come from low-gravity worlds, the Brikar are immensely strong and heavy. Other low-gravity species such as the Elasians are lithe, relatively frail beings who can hardly stand in gravity's such as Earth normal. Yet the Brikar are powerfully built and quite dense. This apparent disparity lends credence to the common belief that the Brikar have genetically altered their physical make-up over the centuries, and have in effect bred themselves for physical strength. In the relatively higher Earth gravity, Brikarians appear more flattened vertically than on their home-world, and they experience some difficulty in moving. However, they retain their incredible strength. The average Brikarian is capable of lifting several tons, even in Earth gravity. Although fairly rigid in physique Brikarians can be capable of unexpected quickness. They have large lung capacities, slow metabolisms and airtight mouths, allowing them to hold their breath for 20 minutes at a stretch. They have the well-deserved reputation for being hard to scare, owing to their size, strength, and tough hides which can withstand phaser blasts that would kill ten humans.
    In appearance, Brikarians have chiselled features and the surface of their bodies are covered in facets like rough crystals. They have small all-black eyes, two vertical slits for a nose, a simple slit for a mouth, and have two small circular ear holes on either side of their proportionally small and compact heads. They have three-fingered hands featuring two fingers in a V-shape and an opposable thumb.

    Attributes
    Fitness 4 [6]
    Strength +1
    Vitality +1
    Co-ordination 2 [4]
    Intellect 2 [5]
    Presence 2 [5]
    Empathy -1
    Psi 0 [5]

    Skills
    Culture (Brikar) 2 (3)
    History (Brikar) 1 (2)
    Language, Brikar 2
    Unarmed Combat (Wrestling) 2 (3)
    World Knowledge (Brikar homeworld) 1 (2)

    Typical Advantages/Disadvantages
    High Pain Threshold +2,
    Toughness +2,
    Medical Problem: Gravity Intolerance -2,
    Rapid Healing +1
    Treatment: Gravity Harness +2.

    Gravity Compensation Harness. A small device worn over the Zak Kebrons uniform that allows him to function within normal gravity conditions. Created by Lt. Robin Lefler, specifically for Lt. Kebron although a similar device would be easy to construct. If the harness breaks down however the wearer is left floundering unable to move in a strong gravity field. It should be noted that this device would be able to work in reverse lessening the inherent strength and speed of individuals from a higher gravity world or increasing the strength of standard gravity dwellers, as long as their internal bone structure would be able to withstand the enhanced strength.


    Note; I have a couple of library species images from the New Frontier online encycliopedia of course that was produced, with this template, before the books made them superheroes... And went all gribbly...
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  13. #13

    Denobulans

    To the best of my knowledge this is still 'Mostly Accurate'. But then the Hitchikers guide lists Erath as 'Mostly Harmless'....

    Species Template: Denobulan
    By DanG

    A Species with a long history alongside the Federation. A highly developed and advanced culture, they had been allied and trading partners of the Vulcans prior to Earth’s first contact in 2063, and were among the first few alien species that humanity encountered.

    As a species they value openness and knowledge and display a gregarious, outgoing nature, that seems to set them apart from the emotionless Vulcans. As a species they extol the virtiues of learning and the arts, and are strong in Artistic and Scientific fields (they are open to both advanced and alternate paths of learning, and have long combined the two), along with an open, curious nature that seems to embody the Vulcan philosophy of IDIC, it is little wonder that both Vulcans and Denobulans became firm friends and staunch allies. And the highly adaptive and emotional nature of the species enabled a link with the Humans, the two species becoming firm friends at speed. Many conjecture that the Denobulans were the bridging factor between the Vulcans and Humans allowing the core of the Federation to firm up during the early years allowing the two species to work past their differences and become the allies that would eventually form the Federation. Indeed, the Interspecies Medical Exchange program active in the mid 22nd century was indeed an effort to help bring the two species together, initiated by the Denobulan medical council.

    While the Denobulan’s were not among the first 5 founding members of the Federation, they did however retain a close alliance, until their full membership was approved shortly afterwards, and since that time the Denobulans have become staunch supporters of the Federation.

    Denobulan Culture accepts polygamy, and the number of wives taken by an individual can be viewed as a sign of status, although Monogomist marriages are not unheard of. This is an established practice as Denobulan males are outnumbered by females. The most common marriages leave the average Male Denobulan with between 1-3 wives…

    The Denobulan’s are humanoid in nature, with a pair of cartilage ridges that run from their cheekbone to the top of their forehead, where it tends to disappear under a high receding hairline. Their facial muscles are densely packed, and this is most obvious when a Denobulan grins, giving them a far larger smile than would seem possible.

    Attributes
    Fitness 2 [5]
    Coordination 2 [5]
    Intellect 3 [5]
    Presence 2 [5]
    Empathy +1
    Psi 0 [5] 18
    Skills
    Artistic Expression (Choose Specialisation) 1 (2)
    Culture (Denobulan) 2 (3)
    History (Denobulan) 1 (2)
    Language (Denobulan) 2
    Science, Any (Choose Specialisation) 2 (3)
    World Knowledge (Denobulan) 1 (2) 27
    Typical Advantages/Disadvantages
    Curious +1, +1 Courage Point 6

    Note; For the obvious reasons, facts and culture of the Denobulans is likely to change and alter through the course of the run of Enterprise. As such the contents of this profile may possibly change as new facts and information is established
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  14. #14

    The Suliban

    As stated, this was written before the CODA Aliens sourcebook, and so more up to date information may be easily available, and a brief update possible. Anyone is welcome to take a stab at an update if they feel it needs it!

    Species Template: Suliban
    By DanG


    No more advanced than Human, the Sulidan are a reptilian, humanoid Alien Species. They have achieved interstellar capabilities far before their human counterparts, and are an accepted part, if considered minor, of established Stellar travel. Many Suliban have colonized extensively, often settling peacefully alongside other species.

    History once recorded them as a minor species. No threat, and one that would fade into obscurity. That was before the Cabal seemed to appear out of nowhere in 2151.

    The Cabal represent an elite minority of the Suliban peoples, A group determined to garner power anyway possible. Led by a Suliban named Silik, they were enlisted by a stranger, they accepted advanced technologies and above all advanced genetic manipulation that made the members of the Cabal physically far superior to all. In return they would do their benefactors bidding, and gain power for themselves, throwing the Alpha Quadrant into disarray.

    Not all Suliban chose the Cabal, some remained as they were, gathered in their colonies, proud of their heritage, and wishing no more than peaceful existence, however the activities of the Cabal coloured the views of many others, causing distrust and even hostility towards Suliban that were not of the Cabal. In fact this was even a factor of Silik’s long term plan, the very same discontent, breeding amongst those of his species and driving more recruits to the Cabal, to undergo genetic manipulation and join the ranks of his loyal soldiers.

    Not all members of the Cabal are loyal however, a small number grow dissatisfied with the treatment of their people, including both the Cabal, and the original Suliban in their considerations, and feel that this treatment steams directly from the actions of the Cabal, and of Siliks disdain for those that did not choose to change themselves. This small dissident movement works against the Cabal, from within and out. Trying to restore an element of trust that had been lost by the Suliban as a whole.

    The Suliban are tall humanoids, with a mottled green skin and no body hair. The Suliban of the Cabal however also have many genetic traits added through their manipulation, among other traits this includes a chameleon like ability to appear in any form, or even disappear entirely… Total night-vision, along with enhanced strength and reflexes

    Their established future as one of the minor players in Alpha Quadrant politics lost. Who knows what role the Suliban will eventually play in the Grand scheme of things.

    Suliban
    Attributes
    Fitness 2 [5]
    Coordination 2 [5]
    Intellect 3 [5]
    Presence 2 [5]
    Psi 0 [5]

    Skills
    Artistic Expression (Choose Specialisation) 1 (2)
    Athletics (Choose Any) 1 (2)
    Culture (Suliban) 2 (3)
    History (Suliban) 1 (2)
    Language, (Suliban) 2
    Language, Settled World/Any 1
    Science, Any (Choose Specialisation) 2 (3)
    World Knowledge (Settled World) 1 (2)

    Typical Advantages/Disadvantages
    Outcast -1

    ’Cabal’ Suliban
    Attributes
    Fitness 3 [5]
    Coordination 3 [5] Reaction +1
    Intellect 3 [5]
    Presence 2 [5], Empathy -1
    Psi 0 [5]

    Skills
    Athletics (Choose Any) 1 (2)
    Culture (Suliban) 2 (3)
    History (Suliban) 1 (2)
    Language (Suliban) 2
    Science, Any (Choose Specialisation) 2 (3)
    Stealth or Disguise (Chameleon) 1 (2) *
    World Knowledge (Settled World) 1 (2)

    Typical Advantages/Disadvantages
    Double-Jointed +2
    Chameleon +4**
    Night Vision +2
    Obligation (To the Cabal) -2 or Fanatic -2
    Outcast -2


    * - The specialization of Stealth or Disguise represents the individual Suliban’s use of their new-found Chameleon like abilities, how well they can look like a member of an alien species, or how difficult it is to remain unseen against a wall…

    ** - Like the +6 Advantage Shapeshifter, Chameleon allows a character to use species specific abilities that are fine-tuned by skill use.
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  15. #15

    Hunters and Tosk;

    The Hunters.
    By Daniel Gurden

    Affiliation; None
    Homeworld; Unknown (Gamma Quadrant)
    First Encountered: 2369

    The Hunters are a species that have evolved with a love of the hunt. Their deep, almost spiritual connection with the hunt has led to a strict code of rules that govern the law of the hunt. For a species conducting such a barbaric pass-time, they have elevated the bloodsport to a very civilised level.

    Finding little sport in the hunting of animal life outside of neccesity, they have spent a millenia developing as a civilisation, much like humans, but while the human love of Blood Sports died out in their 20th century, the Hunters continued. Once their civilisation had elevated to the level of genetic manipulation their hunt was saved.

    They created a race of beings, the Tosk, who were intelligent and capable, and lived solely to serve their society as quarry for their hunts. These hunts are quite fair and a Tosk who manages to evade the Hunters can remain alive for quite a while, it is also fair for a Tosk to obtain armaments and fight back, leading to a more exciting and enjoyable hunt. Nor do the Tosk see anything wrong in this way of life, the spirituality of the hunt is equally strong in their people as the Hunters that created them.

    The reptilian nature of both the Tosk and Hunters, along with the hunters skill in genetic manipulation and choice of Dominion energy weapons has led Starfleet Intelligence to make much speculation from the sole encounter with either of these species at DS9 in 2369. To date the hunters have kept their word and never brought their hunt through the wormhole again, and Starfleet has been unable to locate their homeworld.

    See also The Tosk

    Attributes;
    Fitness; 3
    Co-ordination; 2, Dexterity +1
    Intellect; 3, Perception +1
    Presence; 2, Empathy -1
    Psi; 0

    Skills;
    Athletics (Choose Specialisation) 2 (3)
    Culture (Hunters) 2 (3)
    Dodge 1
    History (Hunters and the Tosk) 1 (2)
    Language; Hunters 2
    Science, Any (Choose Specialisation) 1 (2)
    Word Knowledge (Homeworld) 1 (2)
    and one of the following;
    Hunting (Choose Specialisation) 1 (2)
    or Tracking (Choose Specialisation) 1 (2)
    or Search 1

    Advantages/Disadvantages;
    Code of Honour (Hunters Code) -2
    Code of Honour (Hunters Code) -2
    This code of honour is developed purely as a credo between the Hunters and the Tosk, both groups beleive in it to an almost religous level. This code of honour allows the Tosk free reign to lead the hunt whereever they may wish, and give the Tosk a reasonable head start. Some Tosk have even led the Hunt off-planet thanks to this.
    Once the hunt has begun in ernest the Tosk may accept help, but may not reveal the nature of the hunt, nor ask for help. It must be freely given, and a Tosk may be joined by others of their own free will. These others will also become objects of the hunt.
    The hunt will continue until either the quarry is killed or captured in shame, or until all the hunters are dead.


    Hunters Equipment.

    Uniform and Scanners
    Hunters were bright Crimson bodysuits, with heavt black boots. They wear a metallic helmet offering slight protection. This helmet has a effective scanner unit, enabling target aquisition and tracking. The scanner in the helmet functions as a Tricorder.

    Weapons
    Their primary choice of weapon is the Dominion Jen'Hadar Rifle. Like most Gamma quadrant species if any trade is done, it must be done with the Dominion, and the founders well aware of the distraction of th hunt with these people have allowed them to retain limited stocks. But whether that is as customer or producer is unknown.

    Armour
    The Hunters do not wear armour, as it is seen as a slur on the individuals skills. Instead they do wear a device mounted on their forearms, this device is capable of absorbing the discharge from an energy weapon. Provided a Hunter can successfully block a shot (requiring a suitable roll on Dodge, or Hand to Hand Block skills), the energy bar can absorb and dissapate up to 30 damage per shot. Damage levels over that will bleed through to the wearer.
    Once hit the bars glow for a short wil (1 round), as they bleed off the energy, and during this time they cannot be used to block further shots.

    #Note.
    A (civilian) Hunter career template can be found in 'Among the Clans', the Andorian sourcebook, which will serve suitably in this respect.



    The Tosk.
    By Daniel Gurden

    Affiliation; None
    Homeworld; Unknown (Gamma Quadrant)
    First Encountered: 2369

    The Tosk were artificially created by the species known as 'The Hunters' to be the prey in massive hunts they hold. The Tosk lead a gentle privillidged life secluded in their own planet in the Hunters system. Fully aware of their history and links to the Hunters, the Tosk consider it a great privilige to be the quarry of the hunt, and as sch accept the hunters code.

    Indeed the greatest shame amongst Tosk society is to be captured alive and paraded for the Tosk people to see that your hunt was over quickly before living the rest of your life in shame.

    The Tosk also have the ability to become invisible, like the Jem'Hadar, this has become known as 'Shroud', from Dominion Terminology. By doing so the 'shrouded' character disappears and it would require a Search or Intellect test at +4 difficulty to find the hidden character.

    This ability along with the retilian nature of the Tosk and Hunters, and the hunters choice of Dominion energy weapons has led Starfleet Intelligence to make much speculation from the sole encounter with either of these species at DS9 in 2369. To date the hunters have kept their word and never brought their hunt through the wormhole again, and Starfleet has been unable to locate their homeworld.

    See also The Hunters

    Attributes;
    Fitness; 3
    Co-ordination; 2, Dexterity +1
    Intellect; 2, Perception +1
    Presence; 2, Empathy -1, Willpower -2
    Psi; 0

    Skills;
    Athletics (Choose Specialisation) 2 (3)
    Culture (Tosk) 2 (3)
    History (Tosk and Hunters) 1 (2)
    Language; Hunters 2
    Stealth (Choose Specialisation) 2 (3)
    Word Knowledge (Homeworld) 1 (2)
    or
    Plantary Survival (Choose Specialisation) 1 (2)


    Advantages/Disadvantages;

    Code of Honour (Hunters Code) -2
    Shroud +5 (See DS9 core rulebook)
    Code of Honour (Hunters Code) -2
    This code of honour is developed purely as a credo between the Hunters and the Tosk, both groups beleive in it to an almost religous level. This code of honour allows the Tosk free reign to lead the hunt whereever they may wish, and give the Tosk a reasonable head start. Some Tosk have even led the Hunt off-planet thanks to this.
    Once the hunt has begun in ernest the Tosk may accept help, but may not reveal the nature of the hunt, nor ask for help. It must be freely given, and a Tosk may be joined by others of their own free will. These others will also become objects of the hunt.
    The hunt will continue until either the quarry is killed or captured in shame, or until all the hunters are dead.

    #Note; If encountered while being hunted, the Tosk will also have the Disadvantage;
    Marked Man -3, in addition another skill of the players choice at level 1 (2).
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

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