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  ALIEN COMPENDIUM 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Unofficial supplement for use with the roleplaying game by Decipher Inc. 
  
   
   
   
  Author:  Scott “Black Campbell” Rhymer 
  Development, Editing and Layout:  Daniel “Sho-sa Kurita” Potter 
  Layout:  Based on Decipher Inc.’s “Aliens” 
  Photos & Illos:  Photographs are © Paramount Pictures; illustrations are © 
  FASA Corporation (by David R. Deitrick) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Everything Star Trek is the property of Paramount Pictures and is either TM, ® 
  and/or ©.  Star Trek Roleplaying GameTM and all related mechanics are property 
  of Decipher Inc.  Use of trademarked and copyrighted material in this document 
  is without permission and is not intended as a challenge to those rights.  This 
  document is not affiliated in any way with Paramount Pictures or Decipher Inc., 
  and is free (don’t let anyone try to sell it to you). 
   
   
   
  V1.0
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Introduction 
  Aaamazzarites 
  Aenar 
  Antedeans 
  Arcadians 
  Arcturans 
  Ariolo 
  Arkenites 
  Boslics 
  Bzzit Khaht 
  Chameloids 
  Dopterians 
  Kasheetans 
  Rigelians 
  Saurians 
  Xelatians 
  Xyrillians 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  11 
  12 
  13 
  14 
  15 
  16 
  18 
   
   
   
  
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  SPECIES PICK VALUES AND ATTRIBUTE ADJUSTMENTS 
   
   
  SPECIES 
  PICK VALUE 
  ATTRIBUTE ADJUSTMENTS 
   
   
  Aaamazzarites 
  7 
  None 
   
   
  Aenar 
  22 
  +1 Vitality 
   
   
  Antedeans 
  9 
  +1 Vitality, +1 Perception, -2 Agility on land 
   
   
  Arcadians 
  17 
  +1 Strength, +1 Vitality, -4 Agility on land 
   
   
  Arcturans 
  23 
  +1 Strength, +2 Vitality, -2 Presence 
   
   
  Ariolo 
  31 
  +1 Strength, +2 Vitality, +1 Presence 
   
   
  Arkenites 
  7 
  -2 Agility, +2 Perception 
   
   
  Boslics 
  13 
  +1 Presence 
   
   
  Bzzit Khaht 
  12 
  +1 Perception 
   
   
  Chameloids 
  18 
  +1 Vitality 
   
   
  Dopterians 
  8 
  None 
   
   
  Kasheetans 
  12 
  +2 Strength, -1 Presence 
   
   
  Rigelians 
  14 
  +1 Vitality, -1 Presence, +1 Perception 
   
   
  Saurians 
  26 
  +1 Strength, +1 Presence, +1 Perception 
   
   
  Xelatians 
  15 
  +2 Strength, +1 Perception 
   
   
  Xyrillians 
  9 
  +1 Presence 
   
   
   
   
   
   
   
   
   
   
   
   
  INTRODUCTION 
  Welcome to the Alien Compendium.  In this 
  short work, you’ll find 16 new species for use in 
  your Star Trek Roleplaying Game series.  Some of 
  them are suited for use as player characters, while 
  others might prove difficult to integrate into play. 
  The species originated throughout the Star Trek 
  universe, and all the series except Voyager are 
  represented by at least one.  Star Trek:  The Motion 
  Picture and Star Trek IV:  The Voyage Home are 
  given particular focus.  A variety of new species 
  traits are introduced, with one large-sized species, 
  as well as several aquatic ones.  The goal was to 
  bring to the Star Trek Roleplaying Game a few of 
  the more exotic races seen onscreen. 
  In addition to the standard information, some 
  species’ writeups include sidebars for optional 
  species abilities, commonly taken traits, equipment, 
  or how to use a new species ability in other ways 
  within a series.  The table below summarizes the 
  pick values and attribute adjustments for each 
  species presented herein; this is just a quick 
  reference, and each species’ entry explains this data 
  in detail. 
  Enjoy… 
   
  DEDICATION 
  To John, our resident Trekkie, for giving me a 
  reason to get back into this universe. 
  My thanks to Dan Potter – this is a much better 
  work due to his advice and hard work. 
  – Scott
  
  ALIENCOMPENDIUM
   
   
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  AAAMAZZARITES 
  Personality 
  Aaamazzarites (or Therbians, as they call 
  themselves) are an industrious and artistic race.  
  Many 
  of 
  their 
  works 
  are 
  created 
  with 
  a 
  biochemically created resin which is exuded from 
  their mouths and then worked, much like Terran 
  bees.  Their creations are considered very personal, 
  and Aaamazzarites take great pride in their 
  workmanship. 
  Physiology and Appearance 
  Aaamazzarites are humanoids of about the same 
  general size as humans.  They have a waxy, 
  yellowish skin tone.  The cranial area is bald and 
  slightly bifurcated between the cerebral lobes.  
  Their eyes are shielded by heavy brow ridges. The 
  Aaamazzarites possess a second stomach where 
  enzymes create a carbonic resin which is then used 
  to make clothing, everyday objects, even building 
  materials. 
  The species has a standard male/female gender 
  breakdown, but does not reproduce through live 
  birth. Instead the females lay several eggs in 
  protective chambers, which the males then fertilize. 
  The typical incubation period is eight months. 
  Child rearing is typically split between the parents 
  and extended family. 
  Homeworld 
  Aaamazzara. The planet is the fifth of seven 
  orbiting a Type A giant, and the only M-class planet 
  in the system. It is shrouded in clouds and has a 
  high average humidity due to its large ocean 
  masses. 
  The locals call their star Aaamazzara – also the 
  name of a god of antiquity – and their world 
  Therbia, but have accepted that offworlders use the 
  two interchangeably.  There are settlements on the 
  fourth world (K-class) for mining and penal pur-
  poses. 
  History and Culture 
  The Aaamazzarites have a long history that is 
  only recently separable from their mythology. They 
  have a rich pantheon of gods and heroes that are 
  quasi-historical. Only in the last 500 years or so has 
  history become less of a “literary” subject. 
  Aaamazzarite culture revolves around storytelling 
  and art.  Their sciences lagged far behind similar 
  races until first contact with humans in 2240, when 
  they were contacted by Captain Garth of Izar, 
  commanding the U.S.S. Constitution. 
  Language and Names 
  Orna 
  or 
  Federation 
  Standard. 
  The 
  local 
  languages – there are twelve major tongues – have 
  been superceded by Orna (a trade language) and 
  Federation Standard, into which most of the great 
  Aaamazzarite works have been translated. 
  Aaamazzarite names tend to be long, expressing 
  a concept, and are often filled with drawn out 
  vowels. 
  Favored Profession 
  Artist (Sculptor) or Scientist. Many also pursue 
  engineering. 
  Species Adjustments 
  None. 
  Species Abilities 
  • 
  Biochemical Construction: Using a secreted 
  resin, Aaamazzarites can make anything from 
  cloth to a building material similar to drywall. 
  This requires an intake of fibrous materials 
  over the course of their work equal to roughly 
  twice the mass of the final product.  The time 
  required to convert the mass to resin is usually 
  6 hours, but can be reduced to 4 hours with a 
  complete success or better on a TN 10 
  
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  Stamina test.  On a failure or complete 
  failure, the character receives -1 Vitality but 
  can 
  continue 
  working 
  (uncomfortably!), 
  though it now takes twice as long as normal 
  (12 hours); on a disastrous failure, the 
  character receives -2 Vitality and the resin is 
  ruined, resulting in the need to vomit the 
  spoiled mass.  The Vitality is healed normally.  
  The second stomach is roughly half a liter in 
  volume, so most objects will require either an 
  extended Craft test or series of Craft tests to 
  complete. 
  • 
  Bonus Skill:  Craft (Clothing):  Aaamazzarites 
  gain Craft (Clothing) skill at level 1, and can 
  advance that skill as a professional skill. 
  • 
  Bonus Skill:  Craft (Shelter or Furniture):  
  Aaamazarites gain Craft (Shelter or Furniture) 
  skill at level 1, and can advance that skill as a 
  professional skill. 
  Picks 
  7 ([+3] Biochemical Construction, [+2] Craft 
  (Clothing), [+2] Craft (Shelter or Furniture)). 
  ST: TMP 
   
   
   
   
   
   
   
   
   
   
   
   
  AENAR 
  Personality 
  An offshoot of the Andorian race, the Aenar are a 
  peaceful and reserved group, the polar opposites of 
  the Andorians. 
  Physiology and Appearance 
  The Aenar have a skin color of whitish-blue.  
  They are blind, and their eyes appear as though 
  they are covered with cataracts.  Their physiology is 
  nearly identical to their Andorian cousins, save for 
  a larger brain with a higher level of intercon-
  nection, making the species psionic. 
  Homeworld 
  Andoria, a frigid world that circles a Type J gas 
  giant.  The Aenar live underground in the Northern 
  Wastes. 
  History and Culture 
  The Aenar retreated into seclusion early in 
  Andorian history, and were considered a myth until 
  the 22nd century when they were “rediscovered.” 
  Language and Names 
  Names are similar to those of Andorians.  They 
  speak a form of Graalen (Andorian). 
  Favored Profession 
  Mystic. 
  Species Adjustments 
  +1 Vitality. 
  Species Abilities 
  • 
  Antennae:  The constantly waving pair of 
  antennae atop an Aenar’s head provides a 
  wealth of information about their surrounding 
  environment.  Aenar gain a +2 species bonus 
  to tests involving sensation of their immediate 
  surroundings (anything within 3 meters), such 
  as finding secret doors, reacting to surprises, 
  Observe (Listen) tests, and similar occur-
  rences.  Aenar who lose an antenna become 
  disoriented 
  and 
  suffer 
  painful 
  migraine 
  headaches (-2 penalty to most tests). 
  • 
  Blindsense:  Though the Aenar are blind, their 
  antennae and psionic ability allow them to 
  function almost as though they had “normal” 
  sight. They do, however, receive a +5 TN to 
  all Spot tests. 
  • 
  Bonus Edge:  High Pain Threshold:  The rigors 
  of Andoria’s climate suffer few weaklings.  
  Aenar characters receive the High Pain 
  Threshold edge for free.  
  • 
  Bonus Edge:  Skill Focus (Compassionate):  
  The Aenar are, well, a compassionate people. 
  • 
  Bonus Flaw:  Pacifist 2:  The Aenar are 
  strongly pacifistic. 
  • 
  Bonus Skill:  Telepathy:  Aenar gain Telepathy 
  skill at level 2, and can advance that skill as a 
  professional skill. 
  • 
  Redundant Circulation:  With a twin-layered 
  circulatory system, Aenar are less vulnerable 
  to cold (ignore TN modifiers for uncom-
  fortable and extreme cold; see Table 6.3, Star 
  
  ALIENCOMPENDIUM
   
   
  5
  OPTIONAL AENAR TRAITS 
  The following species traits can be added to the Aenar 
  species profile, depending on the circumstances of a particular 
  series. 
  o Bonus Edge:  Increased Range (Telepathy):  The character 
  can reach farther than most species with his psionic 
  abilities. (+2 picks) 
  o Lesser Status:  The character is thought of as belonging to an 
  inferior species and begins all social tests with unfamiliar 
  Andorians with a hostile stance (as opposed to indifferent).  
  Social modifiers for other species begin at indifferent.  
  (NOTE:  This trait should only be used in a series populated 
  almost solely by Andorians, and only during the 22nd or 23rd 
  centuries.) (-2 picks) 
  Trek RPG PG).  They are, unfortunately, more 
  vulnerable to toxins, which spread through 
  their bodies more quickly (-1 to Stamina tests 
  against poisons). 
  • 
  Strong Psionic:  Aenar receive the Psi attribute 
  with a starting level of 8, and can advance it 
  as a favored attribute. 
  Picks 
  22 ([+5] +1 Vitality, [+3] Antennae, [-2] 
  Blindsense, [+2] High Pain Threshold, [+2] Skill 
  Focus (Compassionate), [-4] Pacifist 2, [+4] 
  Telepathy 2, [+0] Redundant Circulation, [+12] 
  Strong Psionic). 
  ENT “The Aenar” 
   
   
   
   
   
   
   
   
   
   
   
  ANTEDEANS 
  Personality 
  Practical and conservative, Antedeans tend to be 
  introverted and focused on their own particular 
  interests. 
  Physiology and Appearance 
  These icthyohumanoids are aquatic, with scale 
  tones from blue-white to purplish-silver.  They have 
  a fin on their head which aids in swimming, and 
  they possess a pair of feelers under their mouth that 
  aid in finding the shellfish and bottom-dwelling 
  invertebrates that comprise their main food source.  
  They have webbed hands and feet. 
  Antedeans find space travel disorienting and 
  travel in a catatonic state, a trait that once was used 
  to avoid starvation in times of food shortage or 
  climatic disturbance.  Awakening from this catato-
  nia takes several hours, after which they must eat 
  large amounts of food to recover.  When traveling 
  out of water, they require environmental suits to 
  cover the gills in their shoulder areas. 
  Homeworld 
  Antede III, a large world possessing vast oceans.  
  The Antedeans live on the wide continental 
  shelves, where their homes are created in reefs 
  made by coral-like creatures. 
  History and Culture 
  Antedeans have a rich oral history, but written 
  language is still new to them. They have a mostly 
  contemporary understanding of the sciences, but 
  their technology lags behind due to a societal 
  distrust of change as well as the consideration that 
  mechanical advancement is “unnecessary.” Their 
  contact with galactic civilization has been intermit-
  tent over the course of the mid-24th century. 
  The primary endeavors of the Antedeans are 
  fishing and undersea agriculture. Their political 
  structure is based on representation of their local 
  settlements, which rarely have populations above 
  the tens of thousands. 
  Language and Names 
  Antedean, a language filled with a variety of 
  sounds, many of which are infrasonic and can only 
  be heard in aquatic environments. 
  Favored Profession 
  Rogue or Scientist. Most Antedeans encountered 
  will either be highly curious or suspiciously advent-
  urous. 
  Species Adjustments 
  +1 Vitality, +1 Perception. 
  Species Abilities 
  • 
  Aquatic:  Antedeans require water to breathe, 
  and special environmental suits for land 
  travel.  They can survive for up to fifteen 
  
  STARTREKROLEPLAYINGGAME
   
   
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  minutes in open air before testing for 
  asphyxiation. 
  • 
  Bonus Skill:  Athletics (Swimming):  Antede-
  ans receive Athletics (Swimming) skill at level 
  2, and can advance that skill as a professional 
  skill. 
  • 
  Fish Out of Water:  When on land, Antedeans 
  suffer from -2 Agility, cannot sprint, and must 
  make an Athletics (Run) test when running 
  whether or not they’re engaged in other 
  activity.  
  • 
  Natural 
  Swimmer: 
   
  When 
  swimming, 
  Antedeans move at the same speed land-
  dwelling species normally do (‘Walk’ 6m, 
  ‘Jog’ 12m…).  They don’t normally need to 
  make Swim tests, only doing so under the 
  same circumstances that land-dwelling spe-
  cies make movement tests (e.g., running 
  during combat). 
  Picks 
  9 ([+5] +1 Vitality, [+5] +1 Perception, [-5] 
  Aquatic, [+4] Athletics (Swimming), [-5] Fish Out of 
  Water, [+5] Natural Swimmer). 
  TNG “Manhunt” 
   
   
   
   
   
   
   
   
   
   
   
   
  ARCADIANS 
  Personality 
  The Arcadians are a thoughtful race, given to 
  contemplation.  Although they frequently swim 
  alone on their homeworld, they are constantly 
  speaking with each other across vast distances.  
  Their conception of privacy is strange to most 
  creatures:  conversations and discussion of ideas 
  are considered ‘open source’ by human standards.  
  On their world, everyone hears you when you 
  speak.  They are, however, very protective of their 
  private space – touch is a privilege rarely given. 
  Physiology and Appearance 
  Arcadians are a cetaceous species who can 
  survive on land for short periods of time. They have 
  pale white rubbery skin, large flipper-like hands, 
  human-like faces, and some have hair that grows 
  from head to tail along their dorsal side.  While on 
  land they move slowly, balancing on their strong 
  tail (which they can use to ‘stand’), and ‘walking’ 
  by using their arms and tail.  Being cetaceans, they 
  breathe air, requiring that they surface every 20 
  minutes or so while in the water. 
  Homeworld 
  Arcadia, a world of warm seas and lush jungles.  
  Arcadian cities are a new invention, primarily built 
  to facilitate interaction with land-dwelling off-
  worlders. 
  History and Culture 
  Arcadians live on their own or in small pods, 
  coming together to breed. They have a long history 
  of complex intellectual and philosophical inquiry, 
  but little technological advancement. First contact 
  with the Arcadians showed them to be more than 
  capable of handling the idea of alien cultures, and 
  their understanding of the sciences was sufficiently 
  advanced that they were made a Federation 
  protectorate in 2250. 
  Language and Names 
  Arcadian, Cetacean, Federation Standard. Arca-
  dian names are concepts that translate into phrases 
  like “Dives Deep” or “One Who Swims Alone.” 
  Favored Profession 
  Diplomat or Scientist. 
  Species Adjustments 
  +1 Vitality, +1 Strength. 
  Species Abilities 
  • 
  Beached:  When on land, Arcadians suffer 
  from -4 Agility, and can only crawl/step or 
  walk. 
  • 
  Cetaceous:   As cetaceans, Arcadians live in 
  the ocean, but need air to breathe.  They can 
  remain submerged for a base time of 20 
  minutes, with a Stamina test required for each 
  20 minutes thereafter.  A failed test indicates 
  they must begin testing for asphyxiation 
  (though the tests are made every minute, 
  
  ALIENCOMPENDIUM
   
   
  7
  rather than every round).  They must also 
  keep their skin wet, and most wear special 
  moisturizing robes while on land.  An 
  Arcadian without any way to stay wet must 
  make a Stamina test every 4 hours; a failure 
  causes a loss of -1 Vitality (cumulative). 
  • 
  Natural 
  Swimmer: 
   
  When 
  swimming, 
  Arcadians move at the same speed land-
  dwelling species normally do (‘Walk’ 6m, 
  ‘Jog’ 12m…).  They don’t normally need to 
  make Swim tests, only doing so under the 
  same circumstances that land-dwelling spe-
  cies make movement tests (e.g., running 
  during combat). 
  • 
  Resistance:  Arcadians are highly resistant to 
  cold and pressure.  They make Stamina 
  checks versus cold and higher pressure at -5 
  TN. 
  • 
  Sonar:  Arcadians have sensitive nerve end-
  ings that allow them to ‘see’ using sound. As 
  a result they gain +2 Perception in water, +1 
  Perception in air. 
  • 
  Subsonic Communication:  Arcadians have 
  the ability to hear (and speak) in the ultra-low 
  frequency range.  In open air, close range for 
  this ability is equal to Perception x 10m; 
  medium range is Perception x 100m; long 
  range is Perception x 1km; extended range 
  increments are equivalent to medium range.  
  In water, these ranges are 100 times greater 
  (so x 1km, x 10km, x 100km).  Arcadians use 
  this sense like other humanoids use “normal” 
  speech and hearing, thus making Observe 
  (Listen) checks in the subsonic range as for 
  normal hearing. 
  Picks 
  17 ([+5] +1 Vitality, [+5] +1 Strength, [-7] 
  Beached, [-5] Cetaceous, [+5] Natural Swimmer, 
  [+2] 
  Resistance, 
  [+7] 
  Sonar, 
  [+5] 
  Subsonic 
  Communication). 
  ST IV:  The Voyage Home 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ARCTURANS 
  Personality 
  A dour and practical race, the Arcturans reject 
  the notion of individuality, instead prizing com-
  munity. They prefer strong hierarchies and feel 
  most comfortable in structured environments. They 
  are militant, and combat and survival skills are 
  taught from early childhood. 
  Physiology and Appearance 
  Arcturans display the standard deviation in 
  height, mass, and muscular development of most 
  humanoids.  They are hairless, and have loose, 
  rubbery skin which is generally of a grey to bluish-
  gray color. 
  They also have a standard male/female gender 
  breakdown, but viewing sexual reproduction as a 
  distraction, have cast it off in favor of cloning. 
  Homeworld 
  Hega (meaning “Earth”), or Arcturus II, a harsh 
  M-class desert planet orbiting a Type K1 giant. The 
  Arcturans have constructed massive cities in recent 
  history – some that span entire coastlines. 
  History and Culture 
  Arcturans 
  survived 
  by 
  conquering 
  their 
  environment, not adapting to it. They are rabid 
  technophiles, who rapidly developed their sciences 
  
  STARTREKROLEPLAYINGGAME
   
   
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  and industry. A young race, the Arcturans never-
  theless reached a galactic-mean level of technology 
  in only a few centuries. They developed massive 
  megalopoli, cloning and advanced genetic engi-
  neering, computer and materials sciences to rival 
  any of the local species. 
  The Arcturans encountered humans in the late 
  22nd century and were one of the first members of 
  the United Federation of Planets, providing many 
  ground troops in times of conflict – they can clone 
  thousands of their people in days.  They are fixated 
  on efficiency in a way the Benzites could never 
  hope to match:  technology, economy, and eugen-
  ics are their watch words. They were the last 
  Federation race to give up monetary systems of 
  economy. 
  Language and Names 
  Federation Standard. Following their admission 
  into the UFP, the Arcturan Oligarchy made 
  Federation Standard the official language for pur-
  poses of efficiency. 
  Favored Profession 
  Soldier or Starfleet Security Officer. 
  Species Adjustments 
  +1 Strength, +2 Vitality, -2 Presence.  Acturans 
  are strong and resilient, but lack basic social skills. 
  Species Abilities 
  • 
  Able Warrior:  Arcturans can acquire and 
  advance all Armed Combat, Ranged Combat, 
  and Unarmed Combat skills as professional 
  skills. 
  • 
  Bonus Edge:  Healthy:  Arcturans are bred to 
  be physically resiliant. 
  • 
  Bonus Skill (any Combat):  Arcturans receive 
  any one Armed Combat, Ranged Combat or 
  Unarmed Combat skill at level 2. 
  • 
  Clone:  Acturans come from only a few 
  bloodlines, and their genetic structure is 
  continually 
  monitored 
  for 
  imperfections.  
  Medical and first aid tests are performed with 
  a +3 bonus on an Arcturan.  They heal at 
  twice the normal rate, and replacement of lost 
  body parts is performed with a +2 bonus to 
  Surgery tests. 
  Picks 
  23 ([+5] +1 Strength, [+10] +2 Vitality, [-10] -2 
  Presence, [+5] Able Warrior, [+2] Healthy, [+4] 
  Combat skill, [+7] Clone). 
  ST:  TMP 
   
   
   
   
   
   
   
   
   
  ARIOLO 
  Personality 
  Hedonistic and highly social, the average Ariolo 
  is interested in pleasure in all forms. They love art, 
  food, and life. 
  Physiology and Appearance 
  Ariolo are mammalian, with four legs and two 
  arms. They are large creatures, about the size of a 
  Terran horse, and are covered with fine hair of 
  varying color. They have a slow metabolism, but 
  are fleet of foot. 
  Homeworld 
  Browder IV (or Taloo), a large M-class world. 
  History and Culture 
  Ariolo society is fairly young. They were 
  encountered in the mid-23rd century by the U.S.S. 
  Lexington while they were in a late industrial, pre-
  space era. They have a rich artistic and culinary 
  culture based on the aferio (loosely translated 
  ‘party’). 
  Food is one of the greatest art forms of the Ariolo 
  people and their contribution to culinary arts is 
  renowned throughout the Federation. 
  Language and Names 
  Federation Standard or Ariol. Ariolo names are 
  long and musical sounding. 
  Favored Profession 
  Artist. 
  Species Adjustments 
  +1 Strength (Large), +2 Vitality (+1 Large, +1 
  species), +1 Presence. 
  
  ALIENCOMPENDIUM
   
   
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  Species Abilities 
  • 
  Bonus Edge:  Sherpa:  As quadrupeds, Ariolo 
  can carry a great deal of weight, and receive 
  the Sherpa edge for free. 
  • 
  Bonus Skill:  Craft (Cooking):  All Ariolo love 
  food and the preparation of the same.  They 
  receive Craft (Cooking) skill at level 2, and 
  can advance that skill as a professional skill. 
  • 
  Large size:  As large creatures all Ariolo have 
  the following characteristics:  +1 Strength; +1 
  Vitality; 1 extra level of Healthy; movement 
  speeds as follows:  Walk 9m, Jog 18m, Run 
  36m, Sprint 60m, Travel 15 km/hr. 
  Picks 
  31 ([+5] +1 Vitality (species), [+5] +1 Presence, 
  [+2] Sherpa, [+4] Craft (Cooking), [+15] Large 
  size). 
  ST IV:  The Voyage Home 
   
   
   
   
   
   
   
   
   
  ARKENITES 
  Personality 
  Arkenites are mostly a peaceful, contemplative 
  people. 
  Physiology and Appearance 
  Arkenites are humanoid with elongated ears and 
  a distinctively lobed head. They have eye color 
  ranging from white-gold, to green-blue. Most wear 
  the anlec’ven, a headpiece that allows them to 
  maintain equilibrium while off their homeworld. 
  Homeworld 
  Arken, an Earth-like world with striking skies that 
  are often colored by aurora, a popular tourist 
  attraction even though Arken’s strong magnetic field 
  causes some visitors to become disoriented. 
  History and Culture 
  Arkenite society is old, with several thousand 
  years of history and mythology. Their civilization 
  has cultures as varied as that of humanity. 
  Language and Names 
  Arkenite and Federation Standard. Names are just 
  as varied sounding as humans. 
  Favored Profession 
  Any. 
  Species Adjustments 
  -2 Agility, +2 Perception 
  Species Abilities 
  • 
  Bonus Edge:  Skill Focus (Keen Hearing):  Ar-
  kenites receve this edge for free. 
  • 
  Magnetic Sense:  Arkenites live on a world 
  with a peculiar magnetic field. As a result, 
  they are not only capable of feeling magnetic 
  fields, but also use the field of their 
  homeworld to maintain their balance. Away 
  from their world, they suffer from vertigo and 
  loss of balance unless wearing the anlec’ven. 
  Without it, they suffer a -5 penalty to Agility 
  tests. They can distinguish magnetic fields and 
  flows at a TN 10. 
  • 
  Poor Sight:  Arkenites receive a -2 penalty to 
  their Observe (Spot) tests. 
  • 
  Skilled:  Arkenites seem to have a broad range 
  of experiences which they can draw upon.  
  During the personal development step when 
  creating the character’s background (see PG, 
  Ch.5:  Development), Arkenites gain extra 
  
  STARTREKROLEPLAYINGGAME
   
   
  10
  skill picks.  After choosing a package and 
  picking skills, Arkenites can add +2 skill 
  levels to any one skill, or +1 to two skills. 
  Picks 
  7 ([-10] -2 Agility, [+10] +2 Perception, [+2] Skill 
  Focus (Keen Hearing), [+2] Magnetic Sense, 
  [-1] Poor Sight, [+4] Skilled). 
  ST IV:  The Voyage Home 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BOSLICS 
  Personality 
  Boslics are a species of traders and explorers.  
  Though sometimes curious, their temperament usu-
  ally tends toward the mercantile.  They are often 
  greedy or deceitful. 
  Physiology and Appearance 
  Boslics are thought to be a “Preserver” species. 
  They are similar in structure and size to most 
  humanoids. The main differences are a strong brow 
  ridge that runs back to just above the ears, and an 
  indented ridge in the forehead area. Their skin tone 
  is mostly similar to that of human caucasians, but 
  hair can range across the spectrum. They reproduce 
  sexually in the same fashion as most humanoids. 
  Homeworld 
  Bosala II, an M-class world on the edge of the 
  Cardassian Union. 
  History and Culture 
  Boslic society is comparable in age to that of 
  humans. They have had two distinct eras:  pre-Fall 
  and Reconstruction. The pre-Fall era, ending 
  roughly 2000 years ago, saw Bosala rise to a level 
  of industrialization comparable to pre-World War 
  III Earth. A collapse of civilization followed a global 
  war that nearly destroyed the ecosphere. The 
  Reconstruction era saw a rapid recovery of 
  technology and an interest in space travel. 
  The Boslics were contacted by Ferengi traders in 
  the 22nd century and quickly rose to a stellar-level 
  society. They have warred with both the Ferengi 
  and Cardassians – intermittently with the Ferengi 
  over trade disputes, and once with the Cardassians 
  who sought to conquer them, but were stretched 
  too thin in their war with the Federation. 
  Boslics are capitalists and individualists who 
  view freedom and civilization as intrinsically 
  connected to personal property. 
  Language and Names 
  Boslic and Ferengi. 
  Favored Profession 
  Merchant or Rogue. 
  Species Adjustments 
  +1 Presence.  Most Boslic cultivate their social 
  skills because it’s good for business. 
  Species Abilities 
  • 
  Enlightened Self-Interest:  Boslics believe in 
  the idea of enlightened self-interest almost to 
  the point of religion.  As a result they gain +1 
  Savvy, as well as a +1 bonus to Inquire, 
  Enterprise (Business), and Enterprise (Street-
  wise) tests. 
  • 
  Skilled:  Boslics seem to have a broad range 
  of experiences which they can draw upon.  
  During the personal development step when 
  creating the character’s background (see PG, 
  Ch.5:  Development), Boslics gain extra skill 
  picks.  After choosing a package and picking 
  skills, Boslics can add +2 skill levels to any 
  one skill, or +1 to two skills. 
  Picks 
  13 ([+9] Enlightened Self-Interest, [+4] Skilled). 
  DS9 “Broken Link” 
  
  ALIENCOMPENDIUM
   
   
  11
   
   
   
   
   
   
   
   
   
   
  BZZIT KHAHT 
  Personality 
  Bzzit Khaht are a communal species that have a 
  hard time adjusting to hierarchical structures.  They 
  work well in groups where all are equal and 
  leadership is more amorphous. 
  Physiology and Appearance 
  An amphibious species, the Bzzit Khaht have a 
  heavy pelvic area and powerful legs that allow 
  them to jump impressive distances in normal or low 
  gravity. They have acute eyesight and the feelers 
  around their mouths can pick up changes in air 
  pressure and movement with incredible accuracy. 
  They must use special lotion on their skin to keep 
  from drying out when not in damp conditions or in 
  fresh water. They emit a protective scent that most 
  species find mildly offensive. 
  Homeworld 
  Athos IV, a rainy and cool world with heavy 
  tectonic activity. Bzzitian cities are constructed in 
  marshlands and along lake areas. 
  History and Culture 
  Amphibious foragers, the Bzzit Khaht are not 
  predators or scavengers like most humanoids. They 
  develop communal social structures and work 
  together in ways that seem inefficient to most. 
  These creatures simply ‘know’ that they have a goal 
  and how best to get to it. They reject hierarchical 
  governing bodies. As a result, their culture has 
  developed advanced science, but few ways to 
  exploit it. Their entry into the Federation was held 
  up due to the inability of negotiators to find 
  someone who could make treaties and decisions. 
  Language and Names 
  Hhod. 
  Bzzit 
  Khaht 
  names 
  are 
  strange 
  combinations of sounds that are frequently difficult 
  for other species to pronounce. They often take 
  nicknames from the societies around them. 
  Favored Profession 
  Diplomat. Bzzit Khaht are most comfortable in 
  some form of liaison work. 
  Species Adjustments 
  +1 Perception. 
  Species Abilities 
  • 
  Bonus Edge:  Coordinator:  Bzzit Khaht work 
  well in groups. 
  • 
  Power Jumper:  Bzzit Khaht leg structure 
  allows for powerful jumps.  Double the range 
  for jumping. 
  • 
  Synergy:  Bzzit Khaht receive a +1 bonus on 
  combined tests. 
  Picks 
  12 ([+5] +1 Perception, [+2] Coordinator, [+3] 
  Power Jumper, [+2] Synergy). 
  ST IV:  The Voyage Home 
   
  CHAMELOIDS 
  Personality 
  Long regarded as myth, Chameloids are a species 
  of shapeshifters. They are an alert, suspicious, and 
  manipulative race – a result of heavy competition 
  for survival on their homeworld. They change 
  shape to protect themselves, not for pleasure, like 
  the Founders of the Dominion. 
  Physiology and Appearance 
  A Chameloid’s true form is that of a hairless, 
  pasty-looking humanoid with yellowish skin, 
  averaging two meters in height. They developed in 
  a very competitive environment, requiring them to 
  take on excellent camouflage. They have limits to 
  their shapeshifting abilities – they can change 
  height only by a meter or so, and their mass does 
  not change. Their internal organs also remain 
  intact, their eyes remain a bright yellow.  They can 
  only mimic the appearance of something they have 
  observed. 
  
  STARTREKROLEPLAYINGGAME
   
   
  12
  Homeworld 
  Pollux VIII, a barely M-class planet filled with 
  predators. 
  History and Culture 
  Most Chameloids encountered are descendants 
  of those taken from their world by aliens who found 
  use for a mimic. They were used from time to time 
  by agents of the Orion Syndicate, and Klingon 
  rogues, and other government agencies. The 
  majority of Chameloids live on their homeworld in 
  low industrial societies. 
  Language and Names 
  Chomo. Chameloid names vary in sound. 
  Favored Profession 
  Rogue or Spy. 
  Species Adjustments 
  +1 Vitality 
  Species Abilities 
  • 
  Exceptional Eyesight:  Chameloids devoloped 
  good observational abilities as a survival trait 
  and receive a +2 bonus to Observe (Spot) 
  tests.  They can also see well in dim lighting 
  conditions, reducing total penalites for dark-
  ness by -2. 
  • 
  Mimic:  Chameloids can mimic any creature 
  they see, within limits. The creature must be 
  humanoid, it must be no more nor less than 
  50% larger or smaller than the Chameloid. It 
  requires a Stamina test TN 15 (may be an 
  extended test) to take on the form, and a 
  Stamina test at TN 10 to maintain it per day. 
  Picks 
  18 ([+5] +1 Vitality, [+3] Exceptional Eyesight, 
  [+10] Mimic). 
  ST VI:  The Undiscovered Country 
   
   
   
   
   
   
   
   
   
   
  DOPTERIANS 
  Personality 
  This shy and timid species are a Cardassian 
  vassal species.  They are quiet and generally 
  pacifistic, but happily turn on their oppressors given 
  a good enough opportunity. 
  Physiology and Appearance 
  Dopterians are a humanoid species that are 
  distant cousins of the Ferengi. They have a four-
  lobed brain that makes them immune to telepathy 
  and empathy. They have a distinctive bony ridge 
  around the back of their head. They are usually a 
  dark brown or tan color. 
  Homeworld 
  Dopteria, an M-class planet inside Cardassian 
  space. 
  History and Culture 
  The Dopterians were invaded by the Cardassians 
  in the mid-23rd century.  Due to their psionic 
  immunity, they became popular with the Obsidian 
  Order, as well as the Orion Syndicate, who 
  frequently used them as couriers.  Dopterian 
  culture has adapted to its vassal status well.  They 
  are subservient to their employers, but quick to turn 
  on them, if the need or the opportunity arises. 
  Language and Names 
  Cardassian or, less frequently, Dopterian. 
  Favored Profession 
  Rogue or Spy. 
  Species Adjustments 
  None. 
  
  ALIENCOMPENDIUM
   
   
  13
  Species Abilities 
  • 
  Bonus Flaw:  Weak Willed:  Dopterians are 
  easily dominated. 
  • 
  Cautious:  Dopterians are naturally skittish.  
  They receive a +1 bonus to Observe tests, as 
  well as a +1 species bonus to Quickness tests 
  for initiative. 
  • 
  Four-lobed Brain:  Dopterians have four-lobed 
  brains, which render them immune to psionic 
  skills and psi-like abilities.  Dopterians cannot 
  acquire the Psionic trait, and all Psionic skill 
  tests against them automatically fail. 
  Picks 
  8 ([-2] Weak Willed, [+5] Cautious, [+5] Four-
  lobed Brain). 
  TNG “Firstborn” 
   
   
   
   
   
   
   
   
   
   
   
   
   
  KASHEETANS 
  Personality 
  Strong-willed and arrogant, the Kasheetan are a 
  matriarchal society.  They are herbivores that prefer 
  to be in groups. 
  Physiology and Appearance 
  Kasheetans evolved early in their world’s 
  development.  While having several reptilian traits, 
  Kasheetan are actually warm-blooded dinosaurs, 
  closer to birds than lizards.  They reproduce 
  sexually, but lay eggs that take six months to hatch.  
  They have a double stomach, which they use to 
  digest large amounts of grass and the like over long 
  periods of time.  They have wide-angle vision like a 
  cow or horse, as well as poweful legs which can 
  either propel them at incredible speeds, or deliver a 
  stunning kick to a predator.  Kasheetan skin color 
  ranges through yellows, greens and browns.  Most 
  have a mottled color combination, with male 
  coloration less bright than that of females. 
  Homeworld 
  Kaferia II.  A lush, early-development M-class 
  planet. 
  History and Culture 
  Kasheetan history is still very short.  They had 
  developed early industrial-level societies on their 
  own before they were discovered by the Orions in 
  the 20th century.  They were exploited regularly as 
  slave labor; males culled by dominant females were 
  sold for service offworld in exchange for more 
  advanced 
  materials 
  and 
  technology. 
   
  With 
  increasing visits from Earth ships throughout the 
  22nd century, this practice gradually came to a stop.  
  Later the Kasheetan applied for protectorate status 
  with the Federation, and were admitted as a 
  member in 2260. 
  Language and Names 
  Morga or Federation Standard. 
  Favored Profession 
  Any. 
  Species Adjustments 
  +2 Strength, -1 Presence 
  Species Abilities 
  • 
  Bonus Trait:  Sherpa:  Kasheetan can carry a 
  great deal of weight and receive the Sherpa 
  edge for free. 
  • 
  Bonus Trait:  Speed:  Kasheetan are quick on 
  their feet, and receive the Speed edge for free. 
  
  STARTREKROLEPLAYINGGAME
   
   
  14
  • 
  Powerful Kick:  Due to their powerful leg 
  structure, Kasheetan roll 1d6+STR modifier for 
  Unarmed Combat damage. 
  • 
  Wide-field Vision: 
   
  The 
  placement 
  of 
  Kasheetan eyes allows them a 300° field of 
  vision, granting them a +1 species bonus to 
  Observe (Spot) tests. 
  Picks 
  12 ([+10] +2 Strength, [-5] -1 Presence, [+2] 
  Sherpa, [+2] Speed, [+2] Powerful Kick, [+1] Wide-
  field vision). 
  ST IV:  The Voyage Home 
   
   
   
   
   
   
   
   
   
   
   
   
   
  RIGELIANS 
  Personality 
  Fond of pomp and ceremony, the Rigelians are a 
  species of rituals and rules.  They have a 
  hierarchical government and caste system in which 
  the elite are served by their inferiors.  However, the 
  real power in Rigelian culture lies with the servants, 
  who work behind the scenes as diplomats, fixers, 
  and power brokers. 
  Physiology and Appearance 
  Tall 
  and 
  powerful-looking, 
  Rigelians 
  are 
  descended from a species of sea turtle. Their beaks 
  are intensely powerful, capable of shearing through 
  a human arm with little trouble. They have strong 
  clawed hands, and armored skin. Their eyesight is 
  poor, but their hearing and sense of smell excellent. 
  They reproduce sexually, then lay eggs which take 
  over a year to hatch. For the first year, the young 
  must be cared for at all times, at which point they 
  reach the equivalent of human toddler. 
  Homeworld 
  Beta Rigel IV. 
  History and Culture 
  Rigelian culture is old, its history a fascinating 
  mix of Machiavellian court intrigue and family-
  based politics. They achieved a level of technology 
  equal to that of Middle Ages Earth early in their 
  development, but remained stagnated at that level 
  for nearly a millennia. They began to advance 
  again with the introduction of capitalism and off-
  world trade from the Orions. They became a space 
  faring race under their first ‘world king’ in 2100. 
  The Rigelians were closely linked to the Orion 
  Trade Confederacy throughout the 22nd century, but 
  became a Federation member in 2258. Since then, 
  their old cohorts have preyed on Rigelian ships 
  whenever possible. 
  Rigelians have a ‘world king’ who actually has 
  power to chart the course of legislation and controls 
  the executive branch. His powers, however, are 
  tempered by the de facto power of his courtiers – 
  the actual movers and shakers of the Rigelian 
  government. The various local nobility mimic the 
  arrangements at the global level – although one 
  goes to pay their respects to the king or lord, 
  anything that needs to be done requires that you 
  deal with the secretary or other servants. 
  Language and Names 
  Rigelian, a language of gutteral sounds, pops, and 
  clicks. 
  Favored Profession 
  Rogue or Diplomat. 
  Species Adjustments 
  +1 Vitality, -1 Presence, +1 Perception 
  Species Abilities 
  • 
  Amphibious:  Rigelians require air to breathe, 
  but are capable of swimming long distances 
  while holding their breath.  If undertaking 
  relaxed or standard activity, they can remain 
  submerged for a base time of 10 minutes 
  before making a TN 10 Stamina test; if 
  engaging in demanding or extreme activity, 
  this base time is reduced to 2 minutes; if the 
  test is passed, additional tests are made every 
  10 (or 2) minutes with a cumulative +5 TN. 
  Once a test is failed begin testing for 
  asphyxiation as normal.   
  
  ALIENCOMPENDIUM
   
   
  15
  OPTIONAL RIGELIAN TRAITS 
  Because of their highly political (some would say intrique-
  riddled) culture, the following traits are common among Rigelian 
  characters, though not universal:  
  o Bonus Edges:  Alert, Shrewd. 
  o Bonus Flaws:  Arrogant, Rival.  
   
  NON-SAURIAN NATURAL LINGUISTS 
   
  Although Natural Linguist is 
  introduced here as a Saurian 
  species ability (p.16), there is no 
  reason the trait couldn’t manifest 
  in special cases throughout other 
  species.  Hoshi Sato from Enter-
  prise is a prime example of a non-
  Saurian 
  with 
  a 
  facility 
  for 
  tongues. 
  If it fits the character concept, any character can buy 
  Natural Linguist as an edge during character creation, but 
  only with Narrator approval.  This is done by first selecting 
  the Innovative edge, then buying Natural Linguist.  The 
  Innovative edge may either be substituted for the character’s 
  standard edge choice, or as an additional edge requiring a 
  flaw to be chosen as well.  Being the second or third edge 
  chosen, Natural Linguist also requires that a flaw be chosen. 
  Narrators should be careful about allowing this ability to 
  show up too often in a series.  It should be a rare gift among 
  non-Saurians. 
  • 
  Courtier:  Rigelians are always thinking in 
  terms of political power, and receive a +2 
  species bonus to their Savvy reaction.  They 
  also gain a +1 bonus to Influence tests, and a 
  +1 bonus to Enterprise (Administration) tests. 
  • 
  Bonus Edge:  Skill Focus:  Keen Smell:  
  Rigelians gain a +4 to all Observe (Smell) 
  tests. 
  • 
  Home By The Sea:  When swimming, 
  Rigelians move at half the normal speed land-
  dwelling species normally do (‘Walk’ 3m, 
  ‘Jog’ 6m…).  They don’t normally need to 
  make Swim tests, only doing so under the 
  same 
  circumstances 
  that 
  land-dwelling 
  species do (e.g., running during combat). 
  • 
  Nearsighted:  Rigelians are nearsighted, and 
  consequently suffer a -2 penalty to all 
  Observe (Spot) tests, as well as to all attacks 
  beyond close range.  The Narrator may also 
  rule that the penalty applies to various other 
  skills where visual acuity might be a factor, 
  such as a Knowledge roll to recognize a 
  specific vehicle at a distance.  
  Picks 
  14 ([+5] +1 Vitality, [-5] -1 Presence, [+5] +1 
  Perception, [+8] Courtier, [+2] Skill Focus: Keen 
  Smell, [+3] Home By The Sea, [-4] Nearsighted). 
  ST:  TMP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SAURIANS 
  Personality 
  Steady and adaptable, Saurians are reliable 
  companions and capable administrators. 
  Physiology and Appearance 
  Saurians are slender bipeds of reptilian, though 
  close to avian, stock. They stand about 1.5m on 
  average and have a large cranium. Their skin is 
  purple and finely scaled, their eyes widely spaced, 
  large and yellow, and though they look frail, their 
  musculature 
  is 
  tightly 
  knit, 
  making 
  them 
  deceptively strong. They also possess four hearts, 
  giving them superb cardiovascular systems. 
  Homeworld 
  Sauria. 
  History and Culture 
  Saurians have a rich history replete with 
  competing religious and political systems that 
  slowly 
  coalesced 
  into 
  their 
  current 
  global 
  government and singular faith. Their strong faith in 
  a living, sentient universe is widely accepted by 
  those of spiritual faith throughout the Federation.  
  They are also renowned for their excellent liquors, 
  of which Saurian brandy is just one example. 
  Saurians joined the Federation enthusiastically in 
  2200, having become a spacefaring species only a 
  few years earlier. Many choose to serve in Starfleet. 
  
  STARTREKROLEPLAYINGGAME
   
   
  16
  XELATIAN DRY SUIT 
  Specifications:  folded:  approx. 4 liters; 15 kg 
  Description:  Xelatians can survive in air for several hours 
  and can also move without aid, but to better blend with 
  humanoids, and to make their lives on land easier, they wear 
  “dry suits.”  These resemble robes, with a breastplate-like device 
  that provides anti-gravity support for the wearer.  The headpiece 
  has a faceplate that allows sight for the wearer, but also can 
  translate Xelatian Luminal Speech, or project patterns for other 
  Xelatians to see.  The headpiece is topped by a kelp-like plant 
  that stores water, which is extracted by the hydration system of 
  the suit, creating a salinated, moist environment for the wearer.  
  The suit is good for eight hours, after which point the ‘kelp’ must 
  be immersed in water for an hour to recharge. 
  Rules:  While wearing the dry suit, a Xelatian need not make 
  Stamina tests for being on land.  The suit negates the Agility 
  penalties for moving on land, but imposes a -2 penalty to 
  Observe (Spot) tests due to limited visibility through the visor.  
  The suit does not protect against disease, radiation, nor 
  vacuum; it simply provides moisture for the skin and water for 
  the wearer to breathe. 
  Duration:  The power systems of the suit last for 24 hours 
  before recharge.  The ‘kelp’ must be rehydrated every eight 
  hours by immersion in water for one hour.  The ‘kelp’ must be 
  replaced every few months. 
  Language and Names 
  Aulia or Federation Standard. There are several 
  Saurian dialects, but Aulia is the most common, a 
  musical and complex language that employs heavy 
  tonal qualities that make it sung more than spoken. 
  It is extremely difficult to learn. To most species, 
  Saurian names are pretty sounding and often have a 
  musical quality. 
  Favored Profession 
  Starfleet 
  Officer. 
  Saurians 
  are 
  enthusiastic 
  supporters of the Federation and Starfleet. 
  Species Adjustments 
  +1 Strength, +1 Presence, +1 Perception 
  Species Abilities 
  • 
  Bonus Trait:  Cultural Flexibility:  Saurians are 
  xenophiles, enjoying learning about new 
  people and cultures. 
  • 
  Bonus Edge:  Great Stamina:  Saurians’ quad-
  ruple hearts give them great endurance. 
  • 
  Natural Linguist:  Saurians learn languages 
  with ease.  After a full day of exposure to a 
  new language, it can be learned at level 1 
  with a TN 10 Intellect test.  Saurians advance 
  all language skills as professional skills. 
  • 
  The Universe Will Provide:  Saurians have a 
  strong belief in the sentient nature of the 
  universe and the idea of a master plan.  They 
  begin the game with +1 Courage. 
  Picks 
  26 ([+5] +1 Strength, [+5] +1 Presence, [+5] +1 
  Perception, [+2] Cultural Flexibility, [+2] Great 
  Stamina, [+4] Natural Linguist, [+3] The Universe 
  Will Provide). 
  ST:  TMP 
   
   
   
   
   
   
   
   
   
   
  XELATIANS 
  Personality 
  Reserved and highly intelligent, Xelatians often 
  come across as mysterious or intimidating. They 
  have a whimsical sense of humor and are curious 
  to the point of stubbornness.  Xelatians are solitary 
  by nature, but are very curious about others as well 
  as the unknown. They rarely let an obstacle prevent 
  them from achieving their goals. 
  Physiology and Appearance 
  Xelatians are cephalopods – invertebrates whose 
  limbs are composed of ultra-strong muscle fiber and 
  pressurized fluids. With no bones, their limbs can 
  bend in any way necessary. They are clumsy on 
  land, and the pseudo-humanoid form they usually 
  present is due to the use of antigravity harnesses. 
  Microcilia 
  and 
  suction 
  pads 
  grant 
  them 
  phenomenal grip and they can scale sheer, slick 
  surfaces will little trouble. They revel in zero-g 
  environments, never suffering from space-sickness. 
  Their internal structure is similar to that of Terran 
  octopi, with the brain wrapped around the 
  intestinal tracts. The ‘head’ is simply a large gas sac 
  for buoyancy and locomotion. It is covered with a 
  fine ‘hair’ of Xelatian shadur, a type of seaweed 
  which symbiotically grows in the area of the gas 
  sac, providing nutrients and insulation to the host. 
  They must immerse themselves in water every 
  eight hours to avoid drying out.  Their clothing is 
  actually a suit that recycles water into their gill 
  
  ALIENCOMPENDIUM
   
   
  17
  system; their bioluminescent visor protects their eye 
  and allows communication through the same with 
  others of their kind. 
  Homeworld 
  Xelatia. 
  History and Culture 
  At the time of their discovery, Xelatians had little 
  in the way of technology, but had a grasp of certain 
  of the sciences. Their philosophy and literary 
  traditions 
  (oral) 
  were 
  highly 
  complex 
  and 
  innovative.  They tend toward the mystical in their 
  philosophies. 
  They were first contacted by Tellarite explorers in 
  the early 22nd century. Being highly curious 
  creatures they took to space travel with relish, 
  subsequently joining the Federation in the early 23rd 
  century. 
  Language and Names 
  Xelatians have a language that is bioluminescent 
  in nature. They can understand spoken languages, 
  but need a universal translator to respond in kind. 
  They choose whimsical names. 
  Favored Profession 
  Scientist or Mystic. The Xelatians enjoy problems 
  and riddles, especially when creating them for 
  others. 
  Species Adjustments 
  +2 Strength, +1 Perception. Like Terran octopi, 
  Xelatians have excellent senses and powerful 
  musculature. 
  Species Abilities 
  • 
  Aquatic:  Xelatians require water to breathe, 
  and special environmental suits for land 
  travel.  They can survive for up to fifteen 
  minutes in open air before testing for 
  asphyxiation. 
  • 
  Bonus Edge:  Skill Focus:  Keen Sight:  
  Xelatians, like octopi, have extremely sharp 
  vision. 
  • 
  Bonus Skill:  Athletics (Swimming):  Xelatians 
  receive Athletics (Swimming) skill at level 2, 
  and can advance that skill as a professional 
  skill. 
  • 
  Luminal Speech:  Xelatians developed com-
  munication using complex patterns of biolu-
  minescence across their bodies.  These 
  patterns can be read by a specially adapted 
  translator (universal translators do not work 
  due to the visual aspect of the commu-
  nication, but tricorders can be programmed to 
  pick up Xelatian communications). 
  • 
  Mute:  Xelatians have no sound-producing 
  organs, rendering them unable to speak.  
  • 
  Natural 
  Swimmer: 
   
  When 
  swimming, 
  Xelatians move at the same speed land-
  dwelling species normally do (‘Walk’ 6m, 
  ‘Jog’ 12m…).  They don’t normally need to 
  make Swim tests, only doing so under the 
  same 
  circumstances 
  that 
  land-dwelling 
  species do (e.g., running during combat). 
  • 
  Ocean-Bound:  When on land, Xelatians 
  suffer from -4 Agility, and can only crawl/step 
  or walk.  They must also keep their skin wet, 
  and most wear special moisturizing robes 
  while on land.  A Xelatians must immerse 
  itself in water every 8 hours to avoid 
  dehydration.  If unable to do so, a Xelatian 
  must make a TN 10 Stamina test every hour 
  after the initial 8.  A failure results in the loss 
  of -1 Vitality; each subsequent test suffers a 
  cumulative  +5 TN. 
  • 
  Suction Grip:  Xelatians can use their counter-
  opposing musculature and suction pads to 
  grip things intensely.  They gain a +2 bonus 
  to grapple maneuvers and do 1d6+STR 
  modifier damage for a squeezing attack.  
  Additionally, they gain a +2 species bonus to 
  Athletics (Climb) tests.  
  • 
  Water Jet:  Using its gas sac, a Xelatian can 
  jet up to 60m (as a full-round action) for up to 
  two consecutive rounds.  This ability can only 
  be used while the character is in an Energetic 
  or Winded condition, and once used, 5 
  minutes must elapse before using it again.  If 
  the character wants to use the ability before 5 
  minutes have elapsed, he must pass a TN 10 
  Stamina test.  Within an hour-long period, 
  every time the ability is used without waiting 
  the full 5 minutes, the TN increases by +5.  If 
  the character fails the Stamina test, he can 
  move no farther than a ‘Crawl/Step’ (2m) this 
  turn. 
  
  STARTREKROLEPLAYINGGAME
   
   
  18
  Picks 
  15 ([+10] +2 Strength, [+5] +1 Perception, [-5] 
  Aquatic, [+2] Skill Focus:  Keen Sight, [+4] 
  Athletics (Swimming), [+0] Luminal Speech, [-5] 
  Mute, [+5] Natural Swimmer, [-7] Ocean-Bound, 
  [+4] Suction Grip, [+2] Water Jet). 
  ST IV:  The Voyage Home 
   
   
   
   
   
   
   
   
   
   
   
   
   
  XYRILLIANS 
  Personality 
  Xyrillians are curious and peaceful people. They 
  are technophilic, but are conscientious about 
  making their technology blend with nature. They 
  are easily given to emotional connections. 
  Physiology and Appearance 
  Xyrillians are humanoid, with orange skin that 
  has scale-like plating under the epidermis to protect 
  them. Their eyes are usually yellow, but a light sky 
  blue is not uncommon. Compared to most 
  humanoids, 
  the 
  major 
  difference 
  is 
  their 
  reproductive systems:  Xyrillians do not reproduce 
  through sexual intercourse.  Instead, females 
  generate both gametes, which are then transferred 
  into the body cavity of the male of the species, 
  which carries them to term.  The Xyrillian gestation 
  period is approximately five months, with birth 
  occurring into a pouch-like cavity in the abdomen. 
  Xyrillian embryos are very easily transferrable, even 
  into males of other species; this can lead to some 
  awkward moments for the surprised father-to-be. 
   
  Homeworld 
  Xyrillia. 
  History and Culture 
  Xyrillians achieved warp capability in the early 
  19th century. They are explorers, preferring to travel 
  unobserved (and therefore unmolested by the likes 
  of the Klingons and Orions). They developed 
  cloaking systems in lieu of powerful weapons 
  systems, and they were the first species to develop 
  a primitive holographic simulator. 
  Xyrillian culture touts curiosity and cooperation. 
  They applied for membership in the Federation 
  soon after its founding, one of the earliest species to 
  join. Xyrillians have a reputation for being 
  xenophiles, although some of that is due to 
  accidents 
  involving 
  reproduction 
  from 
  early 
  encounters with other species.  Usually, sexual 
  encounters involve the use of a box-shaped device 
  containing a psychoreactive crystalline material 
  which allows the transmission of pheromones and 
  neurotransmitters between the participants. 
  Language and Names 
  Xyrillian and Federation Standard. Xyrillian 
  names tend to have rounded vowel sounds 
  throughout. 
  Favored Profession 
  Starfleet Officer.  Xyrillians are fascinated by the 
  unknown. 
  Species Adjustments 
  +1 Presence 
  Species Abilities 
  • 
  Amiable:  Xyrillians are genuinely friendly 
  people who gain a +2 species bonus to 
  Influence tests. 
  • 
  Bonus Edge:  Curious:  Xyrillians love to 
  explore and meet new people. 
  • 
  Parasitic Reproduction:  Xyrillian females 
  create embryos in their bodies, which can 
  then be  transferred by touch to the male of 
  any humanoid species with iron-based blood.  
  To make this easier, Xyrillian females produce 
  a pheromone that stimulates the production of 
  pleasure neurotransmitters by the male during 
  touch, and allows the embryo to be more 
  easily transferred.  
  Picks 
  9 ([+5] +1 Presence, [+4] Curious, [+0] Parasitic 
  Reproduction). 
  ENT “Unexpected” 
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Species/alien_compendium_1-0.pdf