TEXT: AENAR 
  ENTERPRISE AND THE ORIGINAL SERIES ERAS ONLY 
  The Aenar subspecies of the Andorians native to the Northern Wastes of Andoria. Their population 
  seldom rose above a few thousand. Physiologically, Aenar are almost identical to Andorians save an 
  absence of skin and hair pigmentation and their highly evolved telepathic abilities. Prior to the 
  23rd-Century, Aenar lived in an underground compound shielded by a dampening field, and were 
  considered a myth by other Andorians. They have a communal society with no formal leader, but when 
  the situation calls for a single voice they appoint a delegate known as "The Speaker". Aenar possess 
  a strictly pacifist ideology and deplore violence of all forms, both physical and mental. The Aenar had 
  a strict law against reading the minds of other people without prior consent. Aenar and Andorians were 
  genetically compatible, and following their discovery in 2140, there were increasing marriages 
  between the subspecies. By the early 24th-Century, few Aenar remained, having become fully 
  integrated into Andorian society. However, it was not unknown for families with many Aenar 
  progenitors to produce children with empathy talents.
  EXAMPLE VALUE: There is Never a Need for Hostility 
  •
  ATTRIBUTES: +1 Control, +1 Presence, +1 Reason
  •
  TRAIT: Andorian, Aenar. These traits may reduce the Difficulty of Tasks to resist extreme 
  cold, or Tasks impacted by extremely low temperatures. Many Aenar are
  born blind yet have the ability to "see" people and objects via their innate telepathy. 
  However, operating terminals or using view screens is more challenging. Their antennae 
  aids in both balance and spatial awareness, and a lost or injured antenna causes dizziness 
  until it regrows. Andorians have a high metabolism that means they tire quickly and are 
  more vulnerable to infection from certain types of injury. 
  •
  TALENTS: The character recieves access to the following talents. In addition, you 
  have access to the Empath and Telepath Betazoid talents.  
  TELEPATHIC INTERFERENCE 
  REQUIREMENT: Aenar, or Gamemaster's Permission 
  Your skills at telepathy can interfere with the ability of others to read minds, sense thoughts 
  and emotions, or send telepathic signals. As a Minor Action, you can shield the minds of others, 
  preventing the detection of surface thoughts and emotions, as well as blocking telepathic 
  communication. Attempts to push past your block is an Opposed Task. Additionally, you can 
  assist other creatures in resisting having their mind read.
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson SPECIES a 
  Art sto !en from: http://nig htvvin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  ANDROID 
  ALL ERAS OF PLAY 
  An android was an advanced form of robot made to imitate humanoids, typically Humans. 
  Most androids are self-aware and possess artificial intelligence . Numerous alien species 
  created androids in the galaxy, such as the species of planet Exo 111 and several who 
  originated in the Andromeda Galaxy before being discovered by Harry Mudd in the 
  23rd ·Century. The probe, V'Ger, was also able to create a highly advanced construct 
  mimicking the Deltan officer, Lt. lllia, which proved capable of replicating both memories 
  and emotions. Any number of other advanced aliens were also likely capable of designing 
  and creating advanced humanoid robotics. The first successful androids created by 
  Federation scientists were the creations of Noonien Soong in the 24th-Century. 
  Soong-type androids make use of a positronic brain, which is complex enough for 
  sentient thought. Soong's first few androids proved imperfect, but his later models 
  were less flawed and were even capable of being mistaken for human.
  EXAMPLE VALUE: Be Self Aware Rather than a Repetitious Robot 
  •
  ATTRIBUTES: +1 Control, +1 Fitness, +1 Reason
  •
  TRAIT: Android. While androids mimic the human form they are stronger than
  humans, and immune to virtually all diseases and toxins, including many forms
  of radiation. Robots are functionally immortal, being unaging, but do require
  regular maintenance to maintain their parts.
  Furthermore, as an artificial being, the First Aid task and removing Injuries from 
  you requires the Engineering Discipline rather than Medicine.
  •
  TALENTS: The character receives access to the following talents:
  INTERNAL DATABASE 
  REQUIREMENT: Android 
  Your internal memory contains a wealth of knowledge of a variety of subjects, 
  When you succeed at a Task using Insight or Reason, you gain one bonus 
  Momentum, which may only be used for the Obtain Information Momentum 
  Spend. 
  LIMITED EMOTIONS 
  REQUIREMENT: Android, or Gamemaster's Permission 
  You either lack emotions, or your emotions are an imperfect copy of humanity's 
  You reduce the Difficulty of all Tasks to resist coercion, mental intrusion, pain, 
  and other mental attacks by two.
  REROUTE SYSTEMS 
  REQUIREMENT: Android 
  You have automated repair protocols that can reactivate your 
  systems after you have received damage. Once per mission, while 
  injured you can attempt a Control+ Engineering Task, with a Difficulty 
  of 2. On a success, you "heal" from the injury. You can perform this 
  Task despite being Injured. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htvvin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  AUGUMENT 
  ALL ERAS OF PLAY 
  Augment is a term used to describe genetically engineered Humans, first created by 
  advances in DNA re-sequencing in the mid 20th century. Their artificially 
  augmented superhuman intelligence was beyond the reach of even the most intelligent 
  Humans. Along with their superior abilities, there was a defect in the genome of the first 
  Augments: they were aggressive, arrogant and ambitious, with a diminished sense of morality, 
  but since that era, future attempts at genetic modification have since corrected this flaw . 
  Following the Eugenics Wars, genetic engineering on Earth was banned in the mid-22nd 
  century. This ban was adopted by most Human colonies, but not universally as some 
  planets permitted genetic engineering or were even established to research 
  manipulation of the genome. Eventually, the laws were loosened to allow the 
  correction of medical conditions, but genetically enhanced individuals were 
  banned from service in Starfleet. 
  EXAMPLE VALUE: That Which Does Not Kill Me Makes Me Stronger. 
  •
  ATTRIBUTES: Instead of the normal Attribute options, 
  choose three Attributes and add+ 1 to each of them.
  •
  TRAIT: Human augment. The Augments were designed to be remarkably 
  agile, being up to five times as strong and twice as intelligent as a normal 
  Human, resistant to illness and with enhanced senses, possessing heart 
  muscles twice as strong and lung efficiency fifty percent better. Their blood 
  contained platelets capable of regenerating from most disease or toxin 
  •
  TALENTS: The character receives access to all Human talents and the 
  following talents: 
  DURABLE 
  REQUIREMENT: Human augment, or Gamemaster's Permission. 
  Your genetic augmentation allows you to shrug off minor wounds. The first 
  time in a scene you are reduced to O Stress, you do not gain an Injury. Additionally, 
  on your first turn after gaining an Injury, you can perform a single Minor Action 
  (but still can't attempt any Tasks). 
  HEALING BLOOD 
  REQUIREMENT: Human augment, or Gamemaster's Permission, may only be 
  taken at Character Creation. 
  Your blood has restorative properties for other humans, combating disease and 
  suspending some debilitating conditions. If a creature is injected with your blood 
  during a Task to remove an Injury, any dice in that Task can be re-rolled. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  BENZITE 
  THE NEXT GENERATION ERA ONLY
  Benzites are highly meticulous and competitive, preferring to work alone in order to 
  claim credit when an objective is achieved. They find failure deeply and personally 
  shameful, and may conceal the results of their work until they are positive that their 
  hypothesis is correct. Reporting a problem without a solution is especially frowned 
  upon in Benzite society. They prefer to act rather than react. Most Benzites are 
  followers of The Doctrine of Andragov, a philosophical doctrine that is equally 
  statistical calculus. Using these teachings, they list their personal objectives, both 
  long and short term and rate themselves with a scoring system that calculates their 
  level of success. Benzites respond to contests with zeal and enthusiasm, focusing all 
  their energies into victory, even in friendly competition. Benzites tend to do well with 
  sports and games that require the mathematical precision with which they calculate 
  their Andragov scores, and are less interested in physical sports. Benzite Starfleet 
  officers, as a rule, hunger for commendations, medals, and positive performance 
  ratings . Successful Benzites have learened to balance personal ambitions with the 
  social realities of serving in Starfleet, where many races are critical of such ambition. 
  EXAMPLE VALUE: To Be Exceptional, You Must Focus on the Smallest Details 
  •
  ATTRIBUTES: +1 Control, +1 Daring, +1 Reason
  •
  TRAIT: Benzite. Benzites have distinctive tendrils near their mouths and have 
  skin which comes in shades of blue. They have two opposable thumbs on each 
  hand. Benzites are unable to breathe standard oxygen/nitrogen atmospheres 
  and require a respiration device to provide the additional needed elements. The 
  Benzite's forced adaptation to high levels of atmospheric toxicity gives them a 
  hardiness beyond their build and a potent resistance to poisons. Benzites are 
  capable of digesting a wide range of substances inedible to most species, but 
  out of politeness, when off world most limit themselves to the default menu of the 
  non-Benzites with whom they work.
  •
  TALENTS: The character receives access to the following talents:  
  COIPETITIVE DRIVE 
  REQUIREMENT: Benzite, or Gamemaster's Permission 
  You do your best work alone without assistance. When you succeed on a Reason, 
  or Control Task without another character assisting you, you gain an additional 
  Momentum that must be spent on that Task. 
  THOROUGH 
  REQUIREMENT: Benzite, or Gamemaster's Permission 
  You worth slowly but methodically, careful to avoid making a mistake. Whenever 
  you roll a complication on a Science, or Engineering Task, roll 1 <!>. If an Effect is 
  rolled, ignore that complication. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  BOLIAN 
  THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY 
  Typically Bolians are gregarious, hardworking, and meticulous. They enjoy 
  cooperation and working in groups. However, you can always count on a Bolian, 
  their selflessness is legendary. Bolian individuals tended to be highly outspoken, 
  even when it was not requested. Due to the "good nature" personality types often 
  perceived in Bolians, they were often accustomed to working in various service 
  professions. Bolian barbers and waitstaff were employed aboard the Federation 
  starships. Bolians work well in professions that privilege group cooperation and 
  group effort; every branch of starship service suits their desire for teamwork and 
  structure. The Bank of Bolias is the primary financial institution of the Bolians and 
  many off-worlders, holding funds and storing valuables. Fluctuations in Bolian 
  currency played an important role in Alpha Quadrant markets.
  EXAMPLE VALUE: Together We Are Stronger 
  •
  ATTRIBUTES: +1 Insight, +1 Presence, +1 Reason
  •
  TRAIT: Bolian. Bolians are typically bald and have skin in shades of blue. 
  They have a corrosive internal chemistry that allows them to many things 
  that would be unpleasant or even deadly to other species, including 
  decaying meat and strong corrosives such as acid. Because if this, 
  intimate relations with non·Bolians can be challenging.
  •
  TALENTS: The character receives access to the following talents: 
  GREGARIOUS 
  REQUIREMENT: Bolian, or Gamemaster's Permission 
  You selflessly support the actions of your fellow crew members. Whenever you 
  assist another character with a Task outside of combat, the character you assisted 
  gains one bonus Momentum if they succeed.
  OFFER ADVICE 
  REQUIREMENT: Bolian, or Gamemaster's Permission 
  You are happy to make suggestions for how to best execute a course of action. 
  Whenever you spend the last Momentum in the group's Momentum pool, 
  roll 1 <Al when you transfer initiative. If you roll an Effect, add 1 to the Momentum pool. 
  MARIETSAWY 
  REQUIREMENT: Bolian, or Gamemaster's Permission 
  You have learned the basics of economics and trade, possibly with a connection 
  to the Bank of Bolias. Increase the Difficulty of all Social Conflictto persuade 
  you by 2. This Difficulty increase is removed as soon as a fair and equitable 
  deal is offered. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htvvin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  BYNAR 
  THE ORIGINAL SERIES AND NEXT GENERATION ERAS 
  The Bynars are native to the planet Bynaus, in the Beta Magellan system. They are shorter than 
  Humans with lilac-coloured skin, enlarged skulls, and asymmetrical ears. Their defining characteristic 
  is that the entire race are cyborgs connected to their master computer on Bynaus, allowing them to 
  near-instantaneously share information. Bynars work and live in pairs, being genetically bonded for life. 
  Pairs of Bynars communicate using complex binary code. When they do speak other languages, they 
  alternate phrases and finishing each other's sentences. If one of the pair dies, it's traditional fort he 
  survivor to return to Bynaus to be paired with a new Bynar. Bynars that choose not to return have their 
  identification code removed from the computer network. The Bynars' constant exposure to 
  computers makes them quick to learn new operating systems and programs. Their ability to recall 
  data and process new information makes them highly valued to organizations such as the Starfleet 
  Corps of Engineers and the Daystrom Institute. Bynars have practiced cybernetic augmentation 
  for centuries. Bynar workers and security forces once employed supplementary physical 
  augmentations, but these have become rare since Bynaus joined the Federation. As early as 
  the 2150s, they began replacing the parietal lobes of newborns with a synaptic processor. 
  Initially, Bynars seldom traveled far from their homeworld, as the range of their network 
  was limited. By the late 2200s, subspace communication had improved enough that 
  they could travel throughout much of the Federation.
  EXAMPLE VALUE: There are only every two choices. 
  •
  ATTRIBUTES: +1 Control, +1 Insight, +1 Reason 
  •
  TRAIT: Bynar. Despite their small size, Bynars are physical robust and durable. 
  Their augmentations allow them to communicate instantaneously with their twin 
  while in the same system, sharing all sensory input. However, they are vulnerable to 
  electromagnetic pulses, that can disable or destroy their implants, leaving them 
  disoriented or even disabled. 
  •
  TALENTS: The character receives access to the following talents. You must select 
  either the Paired or Unpaired talent at some point during character creation. 
  IETWORIED 
  REQUIREMENT: Bynar, or Gamemaster's Permission 
  You are connected to either the Bynar master system or your ship's mainframe. 
  Provided it's in communication range and there is no interference, that computer can 
  assist you on Tasks where its Communication, Computer, or Sensor Systems would 
  reasonably apply to the Task.
  PAIRED 
  REQUIREMENT: Bynar, or Gamemaster's Permission 
  You are genetically paired to another Bynar on the crew. This Bynar is a support 
  character but does not count against your Crew Support for the mission. Once per 
  scene, you can use their Disciplines on a Reason or Insight roll in place of your own. 
  UNPAIRED 
  REQUIREMENT: Bynar, or Gamemaster's Permission 
  Your genetic pair is dead and can't be replaced during your current mission or 
  deployment. Mentally alone, you are driven to aid others. When you assist 
  another character with a Task, one d20 related to that Task can be re-rolled. 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson SPECIES a 
  Art sto !en from: http://nig htvvin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  CAITIAN 
  THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY 
  Descending from creatures similar to Earth felines, Caitians possess sleek 
  bodies covered with soft fur and long tails and longer hair frames their faces like 
  a mane. Their fur ranges greatly in hue, from light reddish tan to dark black. Their 
  ancestors were pack hunters, and Caitians retain this sense of cooperation and respect 
  for authority. Loyalty is highly valued. A Caitian's clan is considered family, be that a 
  formal Caitian clan of the crew of a starship. Despite their origins as hunters, the species 
  has moved away from its predatory instincts, and a large percentage of Caitians are 
  vegetarian. Passionate beings, Caitians can be fierce and protective of their clan mates, 
  and are capable of sudden burls of violence when provked. They appreciate beauty, 
  especially natural forms, butt hey also enjoy poetry. Caitians practice total equality 
  of genders, and their names have no assumed gender.
  EXAMPLE VALUE: I Reward Loyalty with Loyalty 
  •
  ATTRIBUTES: +1 Control, +1 Daring, +1 Fitness
  •
  TRAIT: Caitian. Owing to their origins as alpha predators, Caitians have 
  quick reflexes . They also possess great dexterity and have acute senses 
  of sight, smell, and hearing. They can detect noises in a frequency range 
  beyond most humanoid races and have excellent night vision. The firm 
  pads of their feet allow them to eschew boots or other footwear, but allow
  them to move with surprising silence.
  •
  TALENTS: The character receives access to the following talents:
  CAT-LIKE REFLEXES 
  REQUIREMENT: Caitian, or Gamemaster's Permission. 
  During the first round of any combat, if you have not acted, you can take a Minor 
  Action on another turn by spending one Momentum Dice (immediate).
  COORDINATED HUNT 
  REQUIREMENT: Caitian, or Gamemaster's Permission. 
  You have some skill at felling large prey with a pack. Whenever you assist another 
  character making a Melee Attack, the character you assisted gains 2 � if that attack 
  hits. 
  IEEN HEARING 
  REQUIREMENT: Caitian, or Gamemaster's Permission. 
  Whenever you attempt to detect faint sounds, listen in on conversations, distinguish 
  tones, recognize voices, notice patterns or background noises in recordings, or other 
  tasks that involve your sense of hearing you gain a bonus d20.
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  CARDASSIAN 
  THE NEXT GENERATION ERA ONLY 
  Cardassian culture is hierarchical, with the State at the top in public life, and parents 
  within the home. A Cardassian's family is considered one of their greatest assets, with 
  two or three generations living within the same household. The emphasis on hierarchy 
  and other factors is fertile ground for intense rivalries between individuals and families, 
  and the independently minded and the government. As a result, Cardassians are 
  generally suspicious and regarded those who are not paranoid as somewhat foolish. 
  Cardassians enjoyed debate and conversation. Cardassian males lead a life focused 
  on military and political service, being the only gender to be drafted; while women could 
  volunteer to serve, many focused on advancing technology and engineering. 
  Cardassians did not fear old age and in respected the wisdom and dignity such a 
  position granted to the Cardassian in question. Cardassians respect authority 
  and age, usually equating the two. 
  EXAMPLE VALUE: For My Children, For All Our Children 
  •
  ATTRIBUTES: +1 Control, +1 Presence, +1 Reason
  •
  TRAIT: Cardassian.Cardassians possess extraordinary mental 
  discipline, and commonly have eidetic memories as the
  result of intense training during childhood. They are intolerant 
  of cold environments, but quite comfortable at higher 
  temperatures. Cardassian hearing is slightly less acute than
  that of Humans, and they are uncomfortable in bright light. 
  Cardassians have a negative reputation amongst many Alpha 
  Quadrant cultures, particularly Bajorans, whose homeworld
  they occupied for decades.
  •
  TALENTS: The character recieves access to the following talents: 
  CULTURED 
  REQUIREMENT: Cardassian, or Gamemaster's Permission 
  You enjoy a good argument, be it five minutes or a half-hour. When engaged in 
  Social Conflict, and given an opportunity to speak at length on a subject, you may 
  re-roll your dice pool if you purchases any bonus d20s. 
  LOYAL AND DISCIPLINED 
  REQUIREMENT: Cardassian, or Gamemaster's Permission 
  You are quick to obey orders. Whenever you receive assistance from a superior 
  on a Task, you may re-roll a singled20.
  RUTHLESS 
  REQUIREMENT: Cardassian, or Gamemaster's Permission 
  You are merciless and have few compunctions about shooting an enemy in 
  the back. You may re-roll any d20s in your dice pool when making an attack 
  against an enemy that was not aware of or prepared for an attack, or against an 
  enemy that is defenseless. 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson SPECIES a 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  CHANGELING 
  THE NEXT GENERATION ERA ONLY 
  The natural form of a Changeling was a viscous orange liquid Changelings could take 
  virtually any corporeal form, ranging from humanoid aliens to fog to reflective surfaces. 
  They did not seem to be able to exist as or change to forms of energy. Changelings are 
  biologically immortal and therefore never die of old age Changeling culture revolved 
  around the Great Link and shapeshifting. While in the Link, a Changeling had little sense 
  of time or its individual self, and saw itself as a part in a larger whole. Changelings hated 
  to be separated from their people, and would seek out the company of other Changelings 
  with whom they had personal conflicts rather than remain alone. Throughouttheirentire 
  history, no Changeling had ever harmed another. Above all else, the Changelings 
  wanted their people to all be united in the Great Link, and renegades such as Odo were 
  given ample opportunities to return home with all transgressions forgiven. 
  EXAMPLE VALUE: To Become a Thing is to Know a Thing 
  •
  ATTRIBUTES: +1 Control, +1 Fitness, +1 Insight 
  •
  TRAIT: Changeling. As their name suggests, Changelings can shift into the form of 
  objects and creatures at will. As they only mimic humanoid form, they are immune 
  to most diseases and poisons, and don't require food, sleep, or air. Changelings 
  have no sense of smell or taste. Maintaining a solid form is taxing and Changelings 
  had to periodically revert to their natural gelatinous state to regenerate, roughly 
  every eighteen hours.
  •
  TALENTS: The character receives access to the following talents. 
  Changeling character must select the Shapeshifting talent at some
  point during character creation. 
  FORM WEAPON 
  REQUIREMENT: Changeling, or Gamemaster's Permission 
  You can transform a digit or an entire limb into a simple weapon, such as a whip or 
  dagger. The chosen body part becomes a me lee weapon with the following profile: with 
  1 <!, Vicious 1, Size 1 H. You can choose to add either the Deadly or non-lethal quality. 
  SHAPESHIFTIIG 
  REQUIREMENT: Changeling 
  You can transform into other objects and creatures at will. When you change into 
  another form you gain an additional Trait related to your new form, such as its Species 
  Trait. During combat and other periods of stress, rapidly transforming necessitates 
  skill and focus, requiring a Control + Medicine Task with a Difficulty of 0. On a success, 
  you transform into a simple inanimate object. You can choose to spend 1 Momentum to 
  instead become a complex object with many moving parts or an animal, or spend 
  2 Momentum to become a generic humanoid. With the Gamemaster's permission, you 
  can choose to spend 3 Momentum to copy the form of a particular individual. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  DELTAN 
  ALL ERAS OF PLAY 
  While Deltans may appear aloof, careful observation notes that Deltans have a well-developed 
  sense of humor lying beneath their poised exterior. Delta IV's unpredictable tides and inhospitable 
  ecology resulted in a polyglot and unified culture. While micro-cultures evolved throughout the 
  expansive chains of archipelagos, they never remain isolated long enough to develop pronounced 
  differences or xenophobia. Deltans are identified by their absence of body hair save eyebrows, but 
  are known to wear elaborate head dresses. Renowned are great jewelry makers, Deltan jewelry is 
  sold throughout the Federation and neighboring territories. Deltans are a sensual race, enjoying 
  and savouring physical sensations of all varieties, from the pangs of hunger to satiating it with 
  exquisite foods, the caress of a warm breeze or the bite of a cold wind. Their strong sexual 
  attraction can be a distraction for other species, which prompts many Deltans to swear an oath 
  of celibacy when working alongside other peoples, such as when serving on Starfleet vessels.
  EXAMPLE VALUE: There are Limits to Self Indulgence, but None to Restraint 
  •
  ATTRIBUTES: +1 Control, +1 Presence, +1 Reason 
  •
  TRAIT: Deltans. Due to their strong pheromones, Deltans are exceptionally alluring 
  to most humanoid species. All their senses are highly acute and sensitive far beyond 
  the Human norm, especially their sense of touch, sight, and taste.
  •
  TALENTS: The character receives access to the following talents. A Deltan 
  character must select one of the Deltan talents at some point during character 
  creation, to reflect their use of pheremones. 
  ANALGESIC TOUCH 
  REQUIREMENT: Deltan 
  You can carefully release your pheromones to induce a surge of endorphins, 
  relieving physical pain. After a successful First Aid Task, you may ignore the 
  Momentum cost to get the injured officer back into action. This may only be used once 
  per scene.
  INDUCE AGONY 
  REQUIREMENT: Deltan. 
  You have learned to use your pheromones offensively, triggering random pain 
  impulses. Your touch counts as a melee weapon with 1 c!i Vicious 1, Size 1 H, and the 
  Nonlethal quality. You may use Command or Medicine instead of Security when 
  attempting an induce agony Attack, and may increase damage by your Command or 
  Medicine Discipline instead of Security 
  POTENT PHEREIONES 
  REQUIREMENT: Deltan 
  Whenever attempting a Task to negotiate, persuade, or seduce a humanoid creature 
  that could be physically attracted to you in Close range, you add a 
  bonus d20 to the roll. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  EDOSIAN 
  THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY 
  Hailing from the planet Edos, Edosians are a tripedal species, possessing three arms, 
  three legs, and three fingers on each hand. Due to their sensitive hands and great dexterity 
  they are among the best toolmakers in the Federation. Meticulous about detail , Edosians 
  make good scientists and technicians . They are also renowned musicians, and playing their 
  instruments requires additional limbs. Naturally reserved, Edosians prize privacy and 
  tend to be shy and introverted, making few close attachments. The Edosians are a 
  long-lived species, during that time they form large families that produce many children. 
  Edosians retain their spirituality and religion, and worship a pantheon with many gods. 
  EXAMPLE VALUE: Anything Worth Doing is Worth Doing Well 
  •
  ATTRIBUTES: +1 Control, +1 Fitness, +1 Reason
  •
  TRAIT: Edosian. All Edosians are agile with long
  flexible digits capable of fine manipulation of objects. 
  Because of their exceptional coordination, Edosians
  are adept at using all of their limbs at once, rapidly 
  alternating between tasks.
  •
  TALENTS: The character receives access to the following talents. An
  Edosian character must select one of the Edosian talents at some point
  during character creation, to reflect their non-humanoid anatomy.
  ANCILLARY APPENDAGES 
  REQUIREMENT: Edosian. 
  Your balance is exceptional, owing to your extra leg, making you much more 
  stable. You reduce the cost to resist being knocked prone by the Knockdown 
  damage effect by two, to a minimum of O. If the cost would 
  be reduced below 0, you instead gain one Momentum. 
  MULTITASKING 
  REQUIREMENT: Edosian. 
  You are skilled at using all three of your hands simultaneously. On your turn, 
  you can take an additional Minor Action, which can only be used to Draw Item, 
  Interact, or Aim. 
  SWIFT MOVEMENT 
  REQUIREMENT: Edosian. 
  Your extra leg allow you to dash with surprising speed. When you succeed 
  on a Sprint Task, you move two zone (to any point in Medium range) rather 
  than one. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  EFROSIAN 
  THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY 
  Efrosians are a species of humanoids native to the planet Efros Delta in the Flarset 
  system. They are notable for their dedication to oral history and musical language. The 
  Efrosians do not have a written language. Although introduced to the concept by other 
  civilizations, the Efrosian culture is still based on memorizing oral history, with libraries 
  resembling other worlds' music archives. Cosmetically similar in appearance to Klingons, 
  their faces contain fatty deposits inherited from their ancestors due to the harsh cold of 
  their homeworld. Males tend to have white or blonde hair while females usually have black 
  or dark brown hair. As a rule, Efrosians are deeply spiritual. Their religion features a binary 
  morality, with their heaven known as "Endless Sky", and balanced by a fiery underworld. 
  Efrosians prefer to specialize in one area of expertise. Efrosians lack the concept of 
  monogamy found in many other humanoid cultures, however this lack of monogamy 
  does not necessarily translate into sexual promiscuity. Still, Efrosians consider sexual 
  intercourse a useful way to learn to work well with others, helping one appreciate one's 
  colleagues. It is actually considered somewhat rude not to flirt with someone of your 
  preferred sex. 
  EXAMPLE VALUE: The More You Know of the Past, the More Prepared You 
  Are for the Future 
  •
  ATTRIBUTES: +1 Daring,+1 lnsight,+1 Reason 
  •
  TRAIT: Efrosian. Most Efrosians have weak eyes but compensate with a heightened 
  sense of smell. Some Efrosians who are blind can correct this disability with a type of 
  special mechanical glasses. Efrosians have two stomachs and require the oils found in 
  Levithi nuts in order to remain healthy.
  •
  TALENTS: The character receives access to the following talents: 
  INTUIT DIRECTION 
  REQUIREMENT: Efrosian, or Gamemaster's Permission 
  You have an innate ability to orientate yourself , owing to your people's need to navigate across the 
  glaciers and snowy plains of your homeworld. When you attempt a Task to plot a course, find your 
  position, navigate overland, or determine which direction you're facing, you may re-roll one d20. 
  RECALL INFORMATION 
  REQUIREMENT: Efrosian, or Gamemaster's Permission 
  You've learned to apply the techniques needed to memorize the oral history of your people to 
  other types of facts. When you succeed at a Task using Insight or Reason, you gain one bonus 
  Momentum, which may only be used for the Obtain Information Momentum Spend. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  EL-AURIAN 
  ALL ERAS OF PLAY 
  Also known as "listeners", the EI-Aurians are an ancient race that developed warp 
  technology millennia ago. While they were highly advanced, they established few colonies 
  and never established empires. They were a widely traveled people who traveled across 
  many parts of the galaxy, and far away from their home. A few traveled as distantly as Earth, 
  reaching that world late in the19th Century. In the early parts of the 23rd Century, the 
  EI-Aurians were the victim of a major attack by the Borg, with all but a handful of EI-Aurians 
  being assimilated or killed. All their cities were destroyed, and all their worlds claimed. The 
  EI-Aurian species was scattered throughout the universe, surviving but nevertheless 
  prevailing. 
  EXAMPLE VALUE: Truth is in the Eye of the Beholder. 
  •
  ATTRIBUTES: +1 Insight, +1 Presence, +1 Reason 
  •
  TRAIT: EI-Aurian. While structurally the same as humans, EI-Aurians are extremely
  long lived, with a lifespan measured in centuries. EI-Aurians prided themselves
  on being a race of listeners, and something about them encourages honesty. Many 
  act as advisers, diplomats, or confidants while others turn their talent to dubious pursuits 
  as con artists and tricksters. EI-Aurians had the notable ability to sense changes in 
  the time stream resulting from time travel, as well as disturbance events that 
  occurred outside normal time. 
  •
  TALENTS: The character receives access to the following talents:
  LISTENER 
  REQUIREMENT: EI-Aurian, or Gamemaster's Permission 
  You know how to subtly use your empathic skills to discern not only what is being 
  said but also what is being unsaid. This allows you to tell someone exactly what they 
  needs to hear. When you attempt a Task to advise or convince someone into taking 
  or refraining from a specific course of action, you may add a bonus d20. 
  WISDOM OF YEARS 
  REQUIREMENT: EI-Aurian, or Gamemaster's Permission 
  You have many decades if not several centuries of experiences to draw upon. You may 
  have one additional Value and Focus, reflecting the insights you received from your long life. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  FERENGI 
  THE NEXT GENERATION ERA ONLY 
  Ferengi civilization was built upon free enterprise, where earning profit was the sole 
  goal of meaning in life, superseding all other endeavors and accomplishments. Much of Ferengi 
  society was bsed on a list of rules for business ventures known as "The Rules of Acquisition". 
  At its most lengthy, this list encompassed 285 guidelines that Ferengi males were to memorize 
  and follow as part of business ventures, principally with other Ferengi. When taken to an extreme, 
  the Rules of Acquisition were followed like religious tenets. Most Ferengi had limited or non-
  existent morals, as other species would define ethics. Ferengi have no compunctions against 
  such taboos as war profiteering, smuggling, or cultural exploitation. Despite their unscrupulous 
  reputations, the Ferengi managed to avoid many of the worst aspects of an evolving culture and 
  their social history was notable for the absence of atrocities such as slavery or genocide, a 
  distinction the Ferengi felt made them morally superior.
  EXAMPLE VALUE: The Justification for Profit is Profit 
  •
  ATTRIBUTES: +1 Control, +1 Insight, +1 Presence
  •
  TRAIT: Ferengi. The Ferengi's most distinguishing feature was their large ears
  (called "lobes"), which gave them extremely acute hearing, sensitive enough to tell 
  a person's species and gender, even through electronic distortion. Big lobes were seen
  as desirable, as were sharp teeth (of which Ferengi had plenty). Most Ferengi were 
  slight in build, being shorter than Humans but possessing a comparable physical 
  strength. They had a particularly unusual four-lobed brain that could not be read by
  telepathic species such as Betazoids.
  •
  TALENTS: The character receives access to the following talents:
  FLEXIBLE MORALITY 
  REQUIREMENT: Ferengi, or Gamemaster's Permission 
  Your values shift depending on the expectations of profits and needs of business deals. 
  Once per mission, you can change a Value forth at mission. The replaced Value is 
  restored at the end of the mission, and you can't spend Determination using Value in 
  the same scene where you change it.
  IOARDING IMPULSE 
  REQUIREMENT: Ferengi, or Gamemaster's Permission 
  You have a strong impulse to collect information and objects of value, if only valuable 
  to you. When you save Momentum, you can save it to a personal Momentum pool, that 
  function's like the group's Momentum pool, save only you can use its Momentum. This 
  pool can't contain more than 2 points of Momentum. However, you can't save Momentum 
  to the group's Momentum pool unless your personal pool is full, or you have already added 
  Momentum to your pool from that Task. 
  SEEi ADVANTAGE 
  REQUIREMENT: Ferengi, or Gamemaster's Permission 
  You are continually looking for ways to advance your agenda and personal goals. When 
  you spend a point of Determination for a bonus d20, you can also re-roll a d20. 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson SPECIES a 
  Art sto !en from: http://nig htvvin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  FREED BORG _____ _ 
  THEN EXT GENERATION ERA ONLY 
  Freed or "liberated" Borg are not a true species, but members of other people, such 
  as Human, Klingon, or Romulan. Liberated Borg were assimilated but have regained 
  their sense of individuality after being removed from the Collective: the the gestalt 
  consciousness of the Borg drones. They have had most of their cybernetic implants 
  laboriously removed, however most freed Borg are missing organs or limbs and are 
  forced to make due with the Borg replacements, or the components are so integrated with 
  their bodies that removal would mean death. Freed Borg do not have a society or culture 
  of their own, but rather a shared experience that unites them with other freed Borg. Many 
  people would identify them as members of the species they once were , prior to their 
  assimilation, especial if they try to rejoin that culture. Sadly, many cultures reject freed 
  Borg, being unable to shake their fear of the cyborg race. The vast majority of the trillions 
  of Borg drones remain a part of the Collective, but there are a few small groups of freed 
  Borg who have developed their own organizations, such as the Independent Nation 
  of Borg, the Wardens, and the Borg resistance movement of Uni matrix Zero.
  EXAMPLE VALUE: Resistance is Not Futile 
  •
  ATTRIBUTES: +1 Fitness,+1 Reason,and+1 to an Attribute of your choice 
  that recives a bonus from your pre-assimilation species. 
  •
  TRAITS: Freed Borg and your pre-assimilation species. Borg are extremely 
  strong and resilient due to their technologically-enhanced physiology. 
  You partially retain the augmented metabolism of a Borg drone, giving your 
  biologic systems increased efficiency. You may need to regenerate in an alcove, 
  like a Borg drone. While you have been removed from the Collective, but may still 
  share a mental connection with the Borg.
  •
  TALENTS: The character receives access to the traits of the species prior to 
  assimilation as well as the following talents: 
  COMBAT MODIFICATION 
  REQUIREMENT: Freed Borg 
  One of your limbs has a dangerous tool that can be used as a weapon, perhaps 
  including a circular saw, drill, or sharpened blade. You add the Intense effect to 
  your Unarmed Strike and it no longer has the non-lethal quality.  
  REGENERATIVE NAIITES 
  REQUIREMENT: Freed Borg 
  Reprogrammed Borg molecular machines remain in your bloodstream, healing 
  your wounds and curing your illnesses, but continually attempting to reactivate 
  dormant Borg implants. When you avoid an Injury by adding Threat, you also 
  regain 3 Stress. 
  SENSOR IMPLANT 
  REQUIREMENT: Freed Borg 
  You have a multi-spectrum sensory array built into your body, that you can use to 
  scan an area as if you were using a tricorder. Using this implant is a Control+ Science 
  Task with a Difficulty of 0. Success generates one bonus Momentum, which must be 
  used on the Obtain Information Momentum spend. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  GORN 
  THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY 
  Gorn are a cold-blooded, reptilian species with green, rubbery skin, red blood. The species actually 
  come from three separate planets, each genetically identical. Archeology has determined that none 
  of these worlds were their true homeworld, which remains unknown. Individual Gorn exhibit 
  aggressive, assertive and determined behavior. They are set in their ways, and it's difficult to get 
  them to deviate from a planned courses of action, especially if they believe they knows the right 
  course. Some humanoids underestimate the Gorn under the impression that reptiles are somehow 
  less evolved than mammals. However, the Gorn are at least as intelligent as humans, and were 
  technologically comparable to the Federation in the mid-23rd Century. The Gorn are somewhat 
  xenophobic after several disastrous first contact experiences. The Gorn have their own small state, 
  the Gorn Hegemony, a monarchy led by the Gorn lmperator.
  EXAMPLE VALUE: Don't Act Until You're Sure You're Right, Then Let Nothing Stop You 
  •
  ATTRIBUTES: +1 Control, +1 Daring, +1 Fitness 
  •
  TRAIT: Gorn. The reptilian Gorn are many times stronger
  than Humans and possess great stamina, but are slower and less 
  agile. Like most cold-blooded species, they preferred warmer 
  temperatures. They heal quickly, with their cells regenerating at 
  an impressive rate.
  •
  TALENTS: The character receives access to the following talents: 
  BRUTE FORCE 
  REQUIREMENT: Gorn, or Gamemaster's Permission 
  You are strong and can hit with surprising force. You add the Vicious 1 effect to your 
  Unarmed Strike.
  DELIBERATE STRIKE 
  REQUIREMENT: Gorn, or Game master's Permission 
  Gorn are paitent and deliberate in ther actions. Whenever you use the Ready Task 
  to ready an attack, you may re-roll one d20. 
  TIICI HIDE 
  REQUIREMENT: Gorn or Gamemaster's Permission 
  Your thick hide defend you against lesser wounds. Your Resistance is increased by+ 1 
  against all non-lethal attacks. Furthermore, when you make the Recover Task, you regain 3 
  Stress per Momentum spent rather than 2.
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  HOLOGRAM 
  THEN EXT GENERATION ERA ONLY 
  Hologram are three-dimensional projections of light contained forcefields, 
  generated by holo-emitters. Advanced holoprograms could create complex 
  simulacrums of living beings, virtual intelligences that behave as sentient beings. 
  Most holograms were not aware of their artificial nature, simply mimicking sentience. 
  However, a number of holograms have gained sentience and self-awareness 
  including an adaptation of James Moriarty, the Emergency Medical Hologram on the 
  USS Voyager, and lounge singer Vic Fontaine. As the result of a court hearing in 2365, 
  it was ruled that artificial entities can be considered independent beings that are not the 
  property of Startfleet and possess the freedom to choose their destiny. Holograms 
  are confined to areas with a holo-emitter, such as a holodeck, but later classes of 
  starship are equipped with holo-emitters on multiple decks. Portable holo-emitters 
  and holo-platforms are also in use, and some work has been done in replicating a 
  mobile holographic emitter salvaged from a 29th Century vessel.
  EXAMPLE VALUE: I am More Than the Sum of My Code 
  •
  ATTRIBUTES: Instead of the normal Attribute options, choose three Attributes 
  and add+1 to each of them.
  •
  TRAIT: Hologram. You are an artificial construct comprised of photons held 
  together with forcefields. Lacking a biology, you are immune to disease , fatigue, 
  and physical damage. Your physical form can be disrupted, it will reforming after 
  your program restarts. However, your body is dependent on holo-emitters, 
  which can be damaged or affected by radiation or harmful energies. The emitters 
  also require constant power to maintain your program. 
  Damage to your program and emitters is considered an Injury. Fixing damage to 
  your software is identical to the First Aid Task save that requires the Science 
  Discipline rather than Medicine, while repairing an emitter requires Engineering. 
  •
  TALENTS: The character receives access to the following talents:  
  ALTERNATE SUBROUTINES 
  REQUIREMENT: Hologram, or Gamemaster's Permission 
  Your programming includes contingency features and code that you can turn on 
  to react to a crisis. When you gain this talent, pick three Focuses. Once per mission, 
  you can swap out one of your Focuses for one of the three alternate Focuses. The 
  first focus is restored automatically at the end of the mission, or you can reset your 
  Focuses early if you choose.
  LIMITED GROWTH 
  REQUIREMENT: Hologram,, or Gamemaster's Permission 
  Your personal growth is limited by the space allotted to your program and any 
  restrictions placed on your program, forcing you to rely on your crew rather than 
  experience. You can cross out a saved Milestone and add three points to the group's 
  Momentum pool. 
  PURPOSEFUL 
  REQUIREMENT: Hologram, or Gamemaster's Permission 
  You were created to perform a single Task and are particularly adept at 
  executing that function. When you attempt a Task and could apply two or 
  more Focuses,you may add a bonus d20 to your dice pool. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htvvin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  HORTA 
  THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY
  The Horta were a silicon-based lifeform native to Janus VI. They were a highly emotional and 
  intelligent species who appreciate the strengths and differences of others, and were a literate 
  and tool-using species. The Hortas' preferred habitat was amongst the rock of a planet. While 
  they could survive in a typical Oxygen-Nitrogen atmosphere, they found it disconcertingly 
  empty to the touch, and required a thin coating of teflon to avoid damaging structures. 
  -----� 
  The Horta diet consisted of minerals which they dissolved with a powerful 
  orange acid secreted from glands across their bodies. This acid also 
  permitted the Horta to tunnel through the solid rock of their preferred 
  environment as easily as a humanoid might walk through air. When 
  Horta were afraid, they could lose control of their acid glands and 
  express the powerful corrosive all around them. They also 
  have the urge to tunnel to safety, although they can 
  suppress this instinct when needed.
  EXAMPLE VALUE: Protect the Future 
  •
  ATTRIBUTES: +1 Control, +1 Insight,
  +1 Presence
  •
  TRAIT:Horta. The exterior of a Horta consisted 
  of a brown rocky carapace which was highly 
  resistant to damage; anything but the 
  highest phaser settings was just a mild 
  irritation to the Horta. On their underside,
  Horta had numerous cilia upon which they moved. Horta sensory organs can detect the 
  chemical composition of materials around them. This sensory input permits them to tell what 
  gases made up the surrounding air and identify species by the chemical composition of their 
  blood. To communicate with humanoids Horta were fitted with universal translators. Horta 
  could also communicate by etching text into the ground. Horta could survive exposure to the 
  vacuum of space, though the shock resulted in a temporary coma. They had poor eyesight but 
  could mostly see in the Infrared spectrum. Their method of hearing involves detecting 
  atmospheric vibrations, and they had a highly developed sense of smell that was used in one 
  of their means of communication. 
  •
  TALENTS: The character receives access to the following talents. A Horta character must 
  select one of the Horta talents at some point during character creation, to reflect their
  non-humanoid anatomy and unusual physical abilities. 
  ACIDIC TOUCH 
  REQUIREMENT: Horta, or Gamemaster's Permission 
  You can use your natural acidic offensively. Your touch counts as a me lee weapon with 3� Vicious 
  1, Size 1 H. When you use your acid touch, add two to Threat pool.
  IARDENED BIOLOGY 
  REQUIREMENT: Horta, or Gamemaster's Permission 
  Your cilia act independently and can continue to move even if you have been severely hurt. When 
  you have only 1 injury, you can continue to take the Movement Minor Action. 
  ROCKY EXTERIOUR 
  REQUIREMENT: Horta, or Gamemaster's Permission 
  Your hard stony carapace makes you impervious to minor damage. Your Resistance is increased 
  by +2 against energy attacks 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  KLINGON 
  ALL ERAS OF PLAY 
  Klingons are a humanoid warrior species that originated from the planet Qo'noS. They 
  are a proud, tradition-bound species that valued personal and familial honour. The warrior 
  ethos has been an important aspect of Klingon society since the time of Kah less, but the warrior 
  aspects became much more dominant beginning in the early 22nd century. Overtime the warrior 
  caste gained greater prominence. Before its decline in the mid 22nd century and again in the late 
  23rd century, Klingon society was based on a feudal system organized around Great Houses 
  of noble lineage, which are traditionally represented in the Klingon High Council that is led by a 
  Chancellor. Klingon society functioned through a system of family reputation and honor. 
  Tradition was an integral part of their lives and breaking from observances was considered 
  a grievous insult to society, an insult not forgotten easily. An offense usually brought 
  shame to the offender's name for several generations.
  EXAMPLE VALUE: A Sharp Knife is Nothing Without a Sharp Eye. 
  •
  ATTRIBUTES: +1 Daring, +1 Fitness, +1 Presence
  •
  TRAIT: Klingon. Klingon physiology is hardy, with many redundant internal
  organs allowing them to withstand harm and a number of poisons, which
  would be deadly for many other species. They are significantly stronger and 
  more resilient than Humans, though they have less tolerance for the cold.
  •
  TALENTS: The character receives access to the following talents. Klingons
  must take the Brak'lul talent at some point during character creation:
  BRAK'LUL 
  REQUIREMENT: Klingon, or Gamemaster's Permission 
  You possess a number of secondary organs allowing you to survive grievous 
  wounds. When you suffer a non-lethal injury, on you turn you have a chance to recover 
  without assistance. This is Difficulty 2 Fitness+ Command Task, which you can 
  attempt even when you are Injured, removing the Injury on a success. Furthermore, 
  when another character tries to heal you of an Injury or a related complication, you can 
  add a bonus d20to their dice pool. 
  HONOUR BOUND 
  REQUIREMENT: Klingon, or Gamemaster's Permission 
  Your personal honour and that of your house is more important to you than your life. 
  Whenever you attempt a Task to resist being coerced into breaking an oath, betraying 
  a superiour, or otherwise acting dishonourably, you reduce the Difficulty by 1. 
  WARRIOR SPIRIT 
  REQUIREMENT: Klingon, or Gamemaster's Permission 
  You have been trained in combat since a young age. When you attempt a Me lee 
  attack, and purchases one or more additional dice with Momentum, you may re-roll 
  any number of d20s. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  ORION 
  ALL ERAS OF PLAY 
  Orions have a well-earned reputation for finding advantages, assessing risks, and 
  comparing the odds. Officially, the Orion government has long practiced neutrality 
  in most galactic events, butt he species is infamous for their involvement in many 
  criminal endeavors: piracy, slavery, and the Orion Syndicate. Materialism is a 
  dominant force in Orion culture, and the singular principle of Orions was that value 
  given has to equal value received. They are driven to seize an opportunity and either 
  profit or safely escape. Their egocentricity makes them confident and proud of their 
  abilities and plans. Everything gained has to have a purpose, whether for personal 
  enrichment, the sake of one's leader, revenge or other motives. As a resuIt of their 
  materialism, Orions were a hedonistic race, who lived as well as they could within 
  their means and aimed to enjoy life as much as they could afford. 
  EXAMPLE VALUE: You Cannot Get Something for Nothing 
  •
  ATTRIBUTES: +1 Control, +1 Daring, +1 Presence
  •
  TRAIT: Orion. The copper-based blood chemistry of Orions is superficially 
  similar to Vu I cans, and they are physically stronger than many other 
  humanoid races. Female Orions are extremely alluring due to their potent 
  pheromones that make them highly desirable to males of many species 
  while also stimulating their adrenal glands. Females of other races often 
  experience headaches in the of female Orions. However,
  •
  TALENTS: The character receives access to the following talents: 
  ASSESS ODDS 
  REQUIREMENT: Orion, or Gamemaster's Permission 
  You know when and where to apply your efforts for maximum payoff, and know 
  how to best use your skills. When you attempt at a Task using Insight or Presence, 
  if there isn't an applicable Focus, each die that rolls 2 scores two successes.
  POTENT PHEREIONES 
  REQUIREMENT: FemaleOrion 
  Whenever attempting a Task to negotiate, persuade, or seduce a humanoid 
  creature that could be physically attracted to you in Close range, you add a 
  bonus d20 to the roll.
  SUBSERVIENT 
  REQUIREMENT: Male Orion, or Gamemaster's Permission 
  Used to supplicating yourself to a higher authority, typically a female Orion slave master, 
  you will not willingly work against your superiours. Whenever you attempt a Task to resist 
  being coerced into disobeying an order, betraying your allies, or otherwise acting 
  against a directive you reduce the Difficulty by 1 .
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  ROMULAN 
  ALL ERAS OF PLAY 
  The Romulans were a vulcanoid race from the planet Romulus. The Romulans were biological 
  cousins of Vulcans, descended from those who rejected Surak's reforms during the Time of 
  Awakening. The Romulan Star Empire was one of the major powers in the Beta Quadrants in the 
  23rd and 24th Centuries. In Romulan society, military rank influences social standing. Because 
  Romulans were members of a militaristic civilization, military service and its accompanying rank 
  were decisive factors in determining social eminence. While the military played an important role 
  in Romulan society, it was the Romulan Senate that controlled the government, presided over by 
  the Praetor. Romulan society was based upon a highly structured caste system. Unlike most of 
  the species in the Alpha/Beta Quadrants, Romulans practiced slavery, using the Remans as 
  slave labor and as shock troops. Romulans tend to be highly xenophobic, engaging in extended 
  periods of isolationism, and believing themselves to be superior to other races. 
  EXAMPLE VALUE: I Am a Creature of Duty. 
  •
  ATTRIBUTES: +1 Control, +1 Fitness, +1 Reason
  •
  TRAIT: Romulan. Romulan physiology is not meaningfully different to that of Vulcans, 
  and they retain the heightened physical strength of their cousins. However, a percentage
  of Romulans exhibits av-shaped forehead ridge not evident in Vulcans. The largest
  difference is that Romulans lack the mental discipline common to Vulcans. Instead of 
  logic, Romulans prize cunning, and are distrustful of other species: this opinion is 
  reciprocated, as Romulans have a reputation for manipulation, deception, and betrayal.
  •
  TALENTS: The character recieves access to the following talents:
  GUILE AND CUNNING 
  REQUIREMENT: Romulan, or Gamemaster's Permission 
  When attempting to remain hidden, go unnoticed, or pass as a Vulcan you may 
  spend one Momentum to increase the Difficulty of enemy Tasks to detect you by one. 
  SWIFT RESPONSE 
  REQUIREMENT: Romulan, or Gamemaster's Permission 
  Years of paranoia encourage you to always have a back-up plan, and and quick reflexes 
  enable you to swiftly enact your contingencies. Your Momentum cost for taking an 
  additional Minor Action is always 1. 
  WARY 
  REQUIREMENT: Romulan, or Gamemaster's Permission 
  You are conditioned to espionage and treachery, expecting it at all times. 
  Whenever you attempt a Task to notice or detect an enemy or hazard, you 
  may re-roll one d20. 
  SPECIES a 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
  SAURIAN 
  THE ORIGINAL SERIES OR THE NEXT GENERATION ERAS ONLY 
  The Saurians were a reptilian species from the planet Sauria, best known for Saurian brandy, 
  one of the most popular and infamous alcoholic drinks in known space. Because other races 
  were always so eager to Sauria for trade. Saurians never had to advance very far into space 
  despite their civilization predating humanity. While they were capable of space travel, they 
  had established no colonies beyond their home system. Contact between Saurians and Humans 
  took place in the mid-22nd Century, shortly before the original USS  Enterprise 
  wasdecomissioned. As first contact occured with an Earth cargo ship, Starfleet quickly 
  dispatched a starship to initiate more formal relations. Since that date, the Saurians have joined 
  the Federation and have numerous members serving in Starfleet. 
  EXAMPLE VALUE: Quality is the Best Business Practice 
  •
  ATTRIBUTES: +1 Fitness, +1 Presence, +1 Reason
  •
  TRAIT: Saurian. A humanoid reptilian species, Saurians possess immunity to many
  types of toxic gases. They are quite strong as the gravity of Psi Serpentis IV gravity is 
  a fifth above that of Earth. They also possess four hearts. Unpredictable shifts in
  temperature caused by the planet's climate and active vulcanism drove the Saurians
  to a nocturnal lifestyle and enabled them to survive in environments that would be fatal
  to most other humanoids. Saurian have a weakness to bright light, and often wear
  goggles in brightly illuminated areas.
  •
  TALENTS: The character recieves access to the following talents:
  RAPID RECOVERY 
  REQUIREMENT: Saurian, or Gamemaster's Permission 
  You heal quickly from lesser wounds and are quick to catch your breath. When you 
  attempt the Recover Task, add a bonus d20 to the task. 
  RESILIENT FRAME 
  REQUIREMENT: Saurian, or Gamemaster's Permission 
  Your scaly skin makes you particularly durable and hardy. Whenever you successfully 
  Avoid an Injury, roll 1 <&. If an Effect is rolled, you immediately regain the ability to Avoid Injury. 
  TENATIOUS WILL 
  REQUIREMENT: Saurian, or Gamemaster's Permission 
  When driven by what you believe most, you stubornly refuse to yield and strive to succeed at 
  all costs. When you spend a point of Determination to attempt a second Task, you make re-roll 
  ad20 if you have a focus that applies to the Task, or re-roll uptotwod20s if you have no 
  applicable Focus. 
  Text by "Jester" David Gibson; With help and Talent suggestions from PatricHenson SPECIES a 
  Art sto !en from: http://nig htwin g 1975. d e:viantart. com/ ga llery/389 56551/sta r-tre:h-characters 
  
SOURCE: textdata/thevault/Star Trek RPG/Star Trek Adventures (2d20)/More Races For STA.pdf