Because you need one to play a Changeling, or to make a Founder foe to complement those Vortas and Jem'Hadars, here it is. Maybe someone would like to provide a quick descriptive writeup?
Species Modifiers: +2 Str, +1 Agl, -2 Pre, +1 Int. They are shy by nature and don't relate well with other species, but they make up for those limitations with physical and intellectual abilities.
Preferred professions: Diplomat, ironically due to their shyness, they usually must make political decisions to run their Dominion, and relate with many people they wouldn't want to. Some are Scientists, but as the Founders are actually a whole entity, they behave into a 'profession' only when they leave the Great Link as 'individuals'. If they are rogue changelings, or part of 'the Hundred' sent to investigate the Galaxy, they may choose any profession, being in a clean state, with no known origins to guide themselves.
Species abilities:
Underling Persuasion: Having big armies of genetically-enhanced soldiers and commanders, devoted to you, has a benefit. All Persuade, Influence and Inquire rolls against Jem'Hadars and Vortas have a +10 bonus (two entire difficulty levels). If they use these skills against any subjected species member of the Dominion, the Founder may add his/her/its Renown modifier automatically.
Bonus edges: Eidetic Memory, Meticulous. Collective memory and infinite patience are some of the luxuries this species has.
Compulsive Flaws: Arrogant, Intollerance (Solids). They are Gods. Or so they think.
Shapeshifting: They most widely known skill, shapeshifting comes from their unusual physiology. They can change shapes to anything, inanimate or alive, depending of their individual prowess. Usually, those who belong to the Great Link do it better. Treat this ability as a Skill, called Shapeshifting, dependent of Agility, and with a level of 1.
TN 5: Simple inanimate shapes (rocks, etc)
TN 10: Complex inanimate shapes (a glass sculpture)
TN 15: Simple lifeforms or operative (electronic) inanimate objects (a rat, a tricorder)
TN 20: Very complex inanimate shapes or complex lifeforms (gaseous manifestations, simple humanoids, like their standard 'founder' shape)
TN 25: A determinate humanoid (looking like Miles O'Brien or General Martok, and acting like them)
This skill gains a special affinity (+2) from the Impersonate skill when it comes to representing a humanoid.
The skill will gain an affinity from Observe when it comes to analize the physical and personal characteristics of the object to mimic. In these cases, the skill shall be used with Intellect.
Their status has its drawbacks. They must rest once every 16 hours, for a 1-hour period, or they will be 'tired' and lose cohesion. For each half hour without rest, substract 1 point of Strength. When it reaches 0, substract from Vitality. When this reaches 0, the changeling is considered 'dead'.
Furthermore, they have a compulsion to be around their kin, meaning that they must link to one of their species every so often. At the beginning of each adventure, the Narrator will roll 1d6. On a 1, the Changeling will try to seek its origins, if he doesn't where he comes from; if he does, he is compelled to fuse with one of his species, or submerge himself into the Link. The effects of not accomplishing one of these tasks are up to the Narrator, and very likely to generate an adventure around this compulsion.
That's it! Let me know what you think.