TEXT: STAR TREK ROLEPLAYING GAME
  SPECIES PROFILE
  SPECIES NAME: LUXAN
  VISUAL REPRESENTATION
  SPECIES ADJUSTMENTS
  +1 Strength, +2 Vitality, -1 Intellect, -2 Presence
  PHYSICAL DESCRIPTION
  Luxans are large bipeds; males are typically six to 
  seven feet tall. They have protruding brow ridges that 
  extend around to the sides of the head, and their 
  noses are covered in a hard, bony shell
  Males have  long chins that come to a point, and all 
  Luxans have approximately eight tentacles (called 
  "tenkas") that hang down from the back of the head.
  The tenkas have no muscular function but are 
  sensitive to pleasure and pain. Anyone attempting to 
  seduce a Luxan can add +2 to their skill roll by 
  stroking the tenkas.
  Males are bald but have beards that run from beside 
  their noses to above the area where ears would be. 
  Mustache-like portions of the beard hang down to the 
  chest and are braided. The exposed skin of the chin 
  and head is often tattooed. Chin tattoos as well as 
  tattoos decorating the pectoral region of the torso, 
  denote military rank and social status. 
  CULTURE
  As a warrior culture, Luxans have a fierce code of 
  honor which includes refusal to deceive an opponent, 
  refusal to abandon an ally, and allowance of 
  retribution for aggression against an ally. It is probably 
  because of this warrior nature that they have no word 
  in their language for 'suicide'. 
  The Luxan culture is very similar, in many ways, to 
  that of the Klingons. Luxans can be a violent people, but 
  they are honorable, and once one gains a Luxan's trust they 
  have a loyal and devoted friend for life.
  No greater honor can befall a Luxan warrior than to lay 
  down his life for those he loves.
  Luxans participate in a dating/mating ritual known as the 
  Luxan Chase. The Luxan Chase is a type of courting ritual 
  in which the male pursues the attentions of the female 
  through a variety of means. The entire process, if 
  conducted according to Luxan tradition can take all of 
  twelve hours.
  LANGUAGES
  Luxans speak their native tongue of Luxic, and most 
  Luxans encountered away from their homeworld will know 
  some Klingon, Nausicaan, or Federation Standard. Luxans 
  tend to speak Standard in a gruff, clipped style similar to 
  Klingons.
  COMMON NAMES
  Luxans have two names, a personal or proper name and a 
  clan or family name. Female proper names tend to be longer 
  and have a more lyrical flow in their pronunciation. One of 
  the most famous Luxan warriors was the wrongly 
  imprisoned General, Ka D'Argo (a male).
  HOMEWORLD
  The Luxan homeworld is a rugged, and rocky planet for the 
  most part. Although some regions have wide expanses of 
  forested vegitation. The planet is very mountainous and 
  these more fertile regions are often located close to the 
  mountains; usually in the foothills, or near in land bodies of 
  water created by mountain stream tributaries.
  Many Luxan cities and settlements are constructed under 
  ground.
  The Luxan Homeworld has at least two large continents, 
  and one sprawling sea separating them. There are many 
  wild and dangerous animals both on land, and in the sea.
  The Luxan style of government is a militaristic one, with 
  rule falling to individuals who have achieved military power 
  and status. Regional Luxan governors will also command 
  the local military. And the Luxans, themselves, form the 
  central governing force in a region of space known, simply, 
  as the Luxan Worlds.
  It is smaller than, but similar in structure and political 
  function to the Klingon Empire.
  FAVORED PROFESSION
  Soldier – Luxans are warirors. And they value honor, and 
  glory as highly as any Klingon. Luxans will also be inclined 
  to choose elite professions that follow a warrior's path. 
  Mercenaries, and Weapon Masters.
  Luxans will also serve as Starship Officers, but usually on 
  board Privateers (thus tending towards the Free Trader elite 
  profession), or in their own limited space navy. There are a 
  very few Luxans in Starfleet.
  Oricans – These are the Luxan Mystics. An Orican is 
  something like a cross between a holy woman and a wizard. 
  
  Only female Luxans can become Oricans, and it is an 
  honor granted to few. Somehow, through copious 
  study of ancient tomes and mystic potions, an Orican 
  learns how to exert her will in order to change the 
  physical world around her, giving her an incredible 
  amount of intensely powerful magical abilities that 
  seem to shame the abilities of all other races
  To become an Orican, a Luxan woman must be a 
  Mystic, with the Adept elite profession. The Oricans' 
  magic is performed using Psionic skills.
  Orican magic is a form of Psychokinesis, and 
  functions similar to Ocampan Psychokinetic skills. It 
  is even possible that the Oricans learned their skills 
  from a group of highly evolved Ocampa, since it is 
  believed early Luxan settlers came into Klingon space 
  from the Delta quadrant.
  For Orican abilities, use the Psychokinesis rules on 
  page 116 of Aliens, doubling the ranges given for the 
  Ocampa.
  Orican Healing
  Luxan Oricans have the ability to heal by touch. 
  But this can be a very taxing on the healer.
  To perform this seemingly miraculous feat, the 
  Orican must make a successful Psionics 
  (Psychokinesis) test, at TN 10. The Orican is then 
  able to heal one individual, by touch, as if she had 
  First Aid skill.
  After performing the hands-on healing, the Orican 
  risks becoming fatigued. And she must perform a 
  Stamina test to resist Fatigue at TN 10, with a +1 
  affinity bonus for her Psionic skills.
  SPECIES ABILITIES
  In addition to the powers of Luxan Mystics, there are 
  certain abilities common to all members of the 
  species.
  Luxans are as strong as Klingons (+1 Strength), and 
  even more durable (+2 Vitality). They also suffer a -1 to 
  Intellect due to their culture which does not embrace 
  academic pursuits as readily as most civilizations in 
  the 24th century. And, because most Luxans tend to 
  be brash, and even arrogant at times, they suffer a -2 
  penalty to their Presence.
  Luxans also have the following species abilities:
  Hyper-Rage: This is the Luxan equivalent of Klingon 
  Ferocity and functions as per that trait (see Aliens, 
  p.99 for further information). Luxans who experience 
  Hyper-Rage often suffer blackouts and cannot recall 
  their violent actions. 
  Luxan Hyper-Rage has twice the duration of Klingon 
  Ferocity, but a Luxan may end his rage prematurely, by 
  breaking some inanimate object. If he does this the 
  Hyper-Rage will end if the Luxan makes a Willpower 
  roll (TN 10). If the roll is successful the Hyper-Rage 
  ends without the Luxan having to spend a Courage point.
  Tongue-sting: Luxans have prehensile tongues that can 
  extend several feet, either to grab objects (Agility TN 10) or 
  to deliver an adaptive venom which stuns but does not kill 
  the victim. 
  Luxans learn to use their tongue-sting at an early age as a 
  Natural Weapons skill, and most adult Luxans will have this 
  skill at level 2, or higher.
  Although non-lethal the Luxan tongue-venom is powerful 
  enough to produce a stunning effect equal to a Medium 
  stun.
  Luxan Blood: (species flaw) When they are injured, a 
  Luxan's blood runs reddish-black. In order to heal, the 
  wounded area must be deliberately hit or squeezed to 
  increase the bleeding until the dark blood starts to run 
  clear. If this is not done, the toxicity of the dark blood can 
  kill the individual. 
  Once a Luxan is injured, he immediately acquires the Slow 
  Healing flaw, and suffers the effects of this flaw as long as 
  his blood is running red. An injured Luxan must also make a 
  Stamina test at TN 15, every 3 rounds or take 1 point of 
  damage. To force the Luxan blood to heal properly, at least 
  5 points of damage must be inflicted to the wound.
  Once the Luxan's blood is flowing clear, his healing rate 
  returns to normal.
  Bonus Edges: High Pain Threshold, Thick Skull, Resolute, 
  Unyielding, Skill Focus (Keen Smell) - +2 to all Observe 
  (Smell) tests. Species Friend (Ilanics).
  Species Flaws: (optional )Arrogant, Infamy (Warlike), 
  Species Enmity (Scorvians), Proud.
  The Qualta Blade
  Specifications: 106.68cm long, 3.4kg
  Description: A Qualta Blade is the traditional Luxan 
  weapon; it is a broadsword just over a meter long, 
  made of an unknown heavy and durable material. It 
  also has the ability to be converted in to a powerful 
  rifle, capable of as much damage as a Disruptor rifle, 
  or a Starfleet Phaser rifle. The Qualta Blade, in rifle 
  mode, fires a blast of intense energy that does damage 
  equal to a Phaser on setting 8. 
  Perfectly balanced, tipped, and double edged, the 
  blade is about five inches wide, and two inches thick. 
  There is no hilt, but a decorated two-handed grip, with 
  an enlarged pommel to brace against the shoulder in 
  rifle mode.
  After transformation the hilt of the blade becomes the 
  stock and grip, the blade splits to become the muzzle 
  alignment, with the energy charge firing chamber 
  
  between them at the rear of the muzzle. There is 
  no sighting scope or scope attachment. The 
  gunner sights along the edge of the blade portion.
  Parry Modifier: (broadsword mode only) +1
  Damage: (broadsword mode only) 2d6+3
  Settings: (rifle mode only) 8
  Duration/Energy: 800
  Range: 5 / 40 / 80 / 160  +40 meters
  Rules: To use a Qualta Blade efficiently, skill in 
  both Armed Combat (Qualta Blade) and Energy 
  Weapons (Qualta Blade) are required.
  Switching a Qualta blade from broadsword to 
  rifle-mode, or back again takes 2 rounds, but is a 
  free action. An experienced user can switch the 
  weapon over in 1 round, providing he makes a 
  successful Agility test at TN 10, with a +1 affinity 
  for Armed Combat (Qualta Blade) skill.
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Species/alien_Luxan.pdf