TEXT:  
  A species that hails from a high-gravity world, Brikar are massive beings with dark-bronze 
  skin, three fingered hands and tough hide. They are so massive they have to wear personal 
  gravity compensators to function properly in Earth-normal gravities. They are very resilient.  
  Attributes  
  Fitness 4 [6]  
  Strength +1  
  Vitality +1  
  Coordination 2 [5]  
  Intellect 2 [5]  
  Presence 3 [5]  
  Psi 0 [5]  
  Skills  
  Athletics (choose Specialization) 2 (3)  
  Culture (Brikar) 2 (3)  
  History (Brikar) 1 (2)  
  Language  
  Brikar 2  
  World Knowledge (Brikar homeworld) 1 (2)  
  Typical Advantages/Disadvantages  
  High Pain Threshold +2, Toughness +2  
  Submitted by Allen Shock  
   
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  As introduced in the Star Trek 'New Frontier' and 'Starfleet Academy' series of books with the 
  character of Zak Kebron. The work here is an amalgamation of information and images found 
  on Kurt Danhausers New Frontier encyclopaedia web pages and an adjustment of the Brikar 
  species template by Alan Shock and previewed on the Trekrpg website, bringing the species 
  more in line with the beings as I see them.  
  Brikarians. The Brikarians are a technologically sophisticated, roughly humanoid civilisation 
  from the low- gravity world of Brikar. They are a proud, warrior race and are members of the 
  Federation. Though not unemotional actually, the Brikar have a renowned stoicism and a 
  chauvinism that is equally famous. The Brikar have traditionally harboured a dislike for 
  Klingons stemming from intense border disputes that occurred before the Klingon Federation 
  Alliance of 2293. In 2358, the Brikar attempted to form an alliance of races hostile to the 
  Federation and made a bid to take over the Federation. The few skirmishes that were fought 
  over a number of weeks were later called the Brikar-Federation War.  
  Physically Brikarians are bipedal, roughly humanoid beings possessed of very tough hides and 
  dense physiques making them appear like living rock statues. Unlike most other species that 
  come from low-gravity worlds, the Brikar are immensely strong and heavy. Other low-gravity 
  species such as the Elasians are lithe, relatively frail beings who can hardly stand in gravity's 
  such as Earth normal. Yet the Brikar are powerfully built and quite dense. This apparent 
  disparity lends credence to the common belief that the Brikar have genetically altered their 
  physical make-up over the centuries, and have in effect bred themselves for physical strength. 
  In the relatively higher Earth gravity, Brikarians appear more flattened vertically than on their 
  home-world, and they experience some difficulty in moving. However, they retain their 
  incredible strength. The average Brikarian is capable of lifting several tons, even in Earth 
  gravity. Although fairly rigid in physique Brikarians can be capable of unexpected quickness. 
  They have large lung capacities, slow metabolisms and airtight mouths, allowing them to hold 
  their breath for 20 minutes at a stretch. They have the well- deserved reputation for being hard 
  to scare, owing to their size, strength, and tough hides which can withstand phaser blasts that 
  would kill ten humans. In appearance, Brikarians have chiselled features and the surface of 
  their bodies are covered in facets like rough crystals. They have small all-black eyes, two 
  vertical slits for a nose, a simple slit for a mouth, and have two small circular ear holes on 
  either side of their proportionally small and compact heads. They have three-fingered hands 
  featuring two fingers in a V-shape and an opposable thumb.  
  Attributes  
  Fitness 4 [6]  
  Strength +1  
  Vitality +1  
  Co-ordination 2 [4]  
  Intellect 2 [5]  
  Presence 2 [5]  
  
  Empathy -1  
  Psi 0 [5]  
  Skills  
  Culture (Brikar) 2 (3)  
  History (Brikar) 1 (2)  
  Language  
  Brikar 2  
  Unarmed Combat (Wrestling) 2 (3)  
  World Knowledge (Brikar homeworld) 1 (2)  
  Typical Advantages/Disadvantages  
  High Pain Threshold +2,  
  Toughness +2,  
  Medical Problem: Gravity Intolerance -2,  
  Rapid Healing +1  
  Treatment: Gravity Harness +2.  
  Gravity Compensation Harness. A small device worn over the Zak Kebrons uniform that 
  allows him to function within normal gravity conditions. Created by Lt. Robin Lefler, 
  specifically for Lt. Kebron although a similar device would be easy to construct. If the harness 
  breaks down however the wearer is left floundering unable to move in a strong gravity field. It 
  should be noted that this device would be able to work in reverse lessening the inherent 
  strength and speed of individuals from a higher gravity world or increasing the strength of 
  standard gravity dwellers, as long as their internal bone structure would be able to withstand 
  the enhanced strength.  
  Based around the character of Zak Kebron from the 'New Frontier' series of novels. And using 
  information found on Kurt Danhauser's New Frontier web pages.  
  Submitted by Dan Gurden  
   
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  Attributes  
  Fitness 2 [5]  
  Strength -1  
  Coordination 3 [5]  
  Intellect 2 [5]  
  Logic +1  
  Presence 2 [5]  
  Empathy +1  
  Psi 0 [5]  
  Skills  
  Culture (Deian) 2 (3)  
  Engineering (Choose Specialization) 1 (2)  
  History (Deian) 1 (2)  
  Language  
  Deian 2  
  Science, Any (Choose Specialization) 1 (2)  
  World Knowledge (Deia) 1 (2)  
  Typical Advantages Disadvantages  
  Sexy +2  
  Background  
  The Deians are humanoids with pale blue skin and very little, or no facial hair. Indeed, they 
  have a cultural taboo against exposing any body hair except their head hair. Their appearance is 
  considered almost god-like in its beauty by humans, hence their name, such that those races 
  that find the human form attractive, often also find the slender, coolly, pristine and ethereally 
  angelic looks of an average Deian a distraction.  
  First contacted in 2213, the Deians, or True Nerillar as they call themselves (they term each 
  race according to the order in which they were encountered, so Humans are Second Nerillar, 
  Vulcans are Fourth Nerillar and so on), had already laid colonies on three planets within their 
  own Paktar system and were on the verge of making contact with other races. These were in 
  addition to their homeworld, the third planet in the Paktar system, known as "Kal'Tyar Seterra 
  Nerillar", or "First and True Home".  
  Though they value their privacy - their monotheistic religion remains a secret to this day, many 
  Deians choose to serve in Starfleet. This tends to be in the science or engineering branches, 
  although others do serve as Federation diplomats.  
  Notes  
  The Deians are a conversion of the race that appears and is described in Prime Adventures 1, a 
  supplement for Prime Directive, the role-playing game for the Star Fleet Battles universe 
  published by Task Force Games For further information, see page 21 of Prime Adventures 1. 
  They were originally created by Christopher Allen and given statistics by Timothy Oleson.  
  
  Submitted by Matthew Pook & William F. Hostman  
   
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  Orange-skinned humanoids with three arms and ridged brows, the Edoans are shy, reclusive 
  creatures but some have joined Starfleet where their abilities are well appreciated.  
  Attributes  
  Fitness 2 [5]  
  Strength -1  
  Coordination 2 [5]  
  Dexterity +1  
  Intellect 2 [5]  
  Presence 2 [5]  
  Psi 0 [4]  
  Skills  
  Any Science (choose Specialization) 2 (3)  
  Artistic Expression (choose Specialization) 2 (3)  
  Culture (Edoan) 2 (3)  
  History (Edoan) 1 (2)  
  Language  
  Edoan 2  
  World Knowledge (Edo) 1 (2)  
  Typical Advantages/Disadvantages  
  Ambidexterity +2, Multitasking +2  
  Submitted by Patrick M. Murphy  
   
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  Attributes  
  Fitness 2 [6]  
  Vitality +1  
  Coordination 2 [5]  
  Intellect 2 [5]  
  Perception +1  
  Presence 2 [5]  
  Willpower +1  
  Psi 0 [5]  
  Skills  
  Culture (Efrosian) 2 (3)  
  History (Efrosian) 1 (2)  
  Language  
  Efrosian 2  
  Planetary Survival (Arctic) 1 (2)  
  Space Science (any Specialization) 2 (3)  
  World Knowledge (Efros) 1 (2)  
  Typical Advantages/Disadvantages  
  Excellent Balance +1; Sense of Direction +1  
  Background Information  
  Homeworld: Efros (Federation member)  
  A cold, harsh Class M world that only in the last thousand years emerged from a millennia-long 
  ice age. There are comparatively few native species of flora and fauna, in comparison with 
  other worlds, because there are so few unique ecological niches. However, the abundance of 
  metals on the planet makes it valuable nonetheless.  
  Appearance  
  Efrosians are a hardy, strikingly handsome humanoid race with a sculptured look to their facial 
  features. This particular development, resulting from thick layers of fatty deposits beneath the 
  facial areas, was an evolutionary adaptation to exposure to the cold, harsh winds of Efros. 
  Efrosians have a ruddy complexion contrasted by thick, fine, stark white hair. Older males tend 
  to wear their hair long and often sport long facial hair as well. Also noteworthy are the bluish-
  white eyes characteristic of this race.  
  Traits Common to Species  
  Efrosians are known throughout the Federation for their natural aptitude as helmsmen and 
  navigators due to their highly developed sense of direction. It has been conjectured that their 
  intuitive sense of direction was a survival mechanism to deal with their world’s blinding, 
  disorienting snowstorms. As natural navigators, they instinctively know correct courses and can 
  make adjustments to stay on course even without the aid of a computer.  
  Efrosians of the warrior-priest caste tend to be drawn to the medical sciences. They seem to 
  have an innate, almost psychic ability to diagnose intuitively a patient’s problem and treat her 
  
  with minimal medicine or equipment.  
  The one aspect of Efrosian culture that other Federation members find annoying is the secrecy 
  about their religion. All that is knows about the Efrosian faith is that it is very esoteric and 
  mystical. Although extremely open and friendly about other aspects of their culture, the 
  Efrosians guard their religion jealously. They say it was their religion that helped them survive 
  the ravages of their planet’s ice age, and they refuse to share even its principles with others. 
  Fortunately, most Federation races understand and respect the need for such privacy, and the 
  Efrosians benignly ignore Tellarite speculation about "child sacrifice" and "ritual murder."  
  Author's Notes  
  Although never actually given a name, members of this race were seen in Star Trek IV as the 
  helmsman of the U.S.S. Saratoga and as the Federation President in Star Trek VI.  
  In a FASA supplement, they were detailed and were actually named. I thought they were a neat 
  race, so I borrowed heavily from the FASA write-up. Let me know what you think!  
  Editor's Notes  
  For another interpretation of the Efrosians, see Patrick Murphy's version.  
  Submitted by John Whitfield  
   
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  Hailing from a frozen world, Efrosians are humanoids with white eyes and hair and sculpted 
  features. They are a thoughtful and reflective species, given to mysticism.  
  Attributes  
  Fitness 2 [5]  
  Strength +1  
  Coordination 2 [5]  
  Intellect 2 [5]  
  Presence 2 [5]  
  Empathy +1  
  Psi 0 [5]  
  Skills  
  Any Science (select Specialization) 1 (2)  
  Artistic Expression (choose any two Specializations) 1 (2)  
  Culture (Efrosian) 2 (3)  
  History (Efrosian) 1 (2)  
  Language  
  Efrosian 2  
  Planetside Survival (Arctic) 2 (3)  
  World Knowledge (Efros) 1 (2)  
  Typical Advantages/Disadvantages  
  Sense of Direction +1  
  Editor's Notes  
  For another interpretation of the Efrosians, see John Whitfield's version.  
  Submitted by Patrick M. Murphy  
   
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  A hermaphroditic race, having sexual characteristics of both male and female. Hermats tend to 
  keep to themselves, often being uncomfortable around divided-sex species. They also possess 
  razor-sharp canine teeth.  
  Attributes  
  Fitness 3 [5]  
  Coordination 2 [5]  
  Intellect 2 [5]  
  Perception +1  
  Presence 3 [5]  
  Psi 0 [5]  
  Skills  
  Any Science or Engineering (choose Specialty) 2 (3)  
  Culture (Hermat) 2 (3)  
  History (Hermat) 1 (2)  
  Language  
  Hermat 2  
  World Knowledge (Hermat homeworld) 1 (2)  
  Typical Advantages/Disadvantages  
  Excellent Chemoreception +1, Sexy +2, Phobia (mild xenophobia) –1  
  Editor's Notes  
  There is an alternate template by John H. McCullough that is presented to better suit Hermat 
  PCs, versus NPCs.  
  Submitted by Allen Shock  
   
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  Attributes  
  Fitness 2 [5]  
  Coordination 3 [6]  
  Dexterity +1  
  Intellect 2 [5]  
  Perception +1  
  Presence 2 [5]  
  Psi 0 [5]  
  Skills  
  Any Science (Choose Specialization) 1 (2)  
  Athletics (Choose Specialization) 2 (3)  
  Culture (Hermat) 2 (3)  
  History (Hermat) 1 (2)  
  Language  
  Hermat 2  
  World Knowledge (Hermat Homeworld) 1 (2)  
  Typical Advantages/ Disadvantages  
  Sexy +2, Excellent Chemoreception +1, Excellent Balance +1, Natural Weaponry (claws) +1, 
  Diminished Social Status -1, Impulsive -1  
  Traits Common to the Species  
  Hermats are, in general, a solitary species, preferring the company of others of their own kind 
  to that of non-hermaphroditic species. It is only the exceptional Hermat who ventures from the 
  homeworld frequently, and to remain away even then is nearly unheard of. Hermats who do 
  remain away from the homeworld are looked at as having "something wrong" with them by 
  their native society.  
  Hermats also have a tendency to trust their highly developed instincts, which lead them to act 
  without thinking, especially in interpersonal relationships.  
  Size: Hermats tend towards the middle of the height range of Earth humans, rarely reaching 
  either of the extremes. They typically mass less than Earth Humans, giving them a lithe 
  appearance which accentuates both their male and female aspects.  
  Hermats possess both male and female sexual characteristics, and unlike hermaphroditic 
  "mutations" in other species, this state is natural. They are "fully funcitonal," and capable of 
  reproduction as either a male or a female. It is believed that Hermat DNA is compatible with 
  most other humanoid species in the Alpha and Beta Quadrants.  
  Story Notes  
  Hermats are generally a xenophobic species, preferring their own kind to most other species. It 
  is a rare hermat indeed who willingly lives off the homeworld among unisexual species. 
  Hermats also revel in their sexuality, and it has been noted that their sexual drive can often 
  
  match that of the Deltans, though without the empathic aspects.  
  In an effort to normalize relations with the Federation, Hermats have also empowered a 
  language council to determine how their species should be referenced. Most notable, they 
  Council provides the Federation and all off-world Hermats with a special set of pronouns with 
  which to refer to the species. The council has frequently changed its mandates, creating no end 
  of hassle not only for Hermats, but any races which seek to deal with them without offending. 
  Most notable are the replacement for his and her, "hir" and "s/he" instead of he or she. At one 
  point Hermat dignitaries and officials were supposed to be addressed as "s/hir" instead of sir, 
  but the Council recently dropped this designation.  
  Hermats have only one name, followed by a number, designating the length of their lineage. 
  For instance, "Rosian 217" would be the 217th member of hir family with that name. To date, 
  only one Hermat is known to be a member of Starfleet, a fact of which s/he finds both pleasing 
  and difficult.  
  Author's Notes  
  I modelled this off Allen Shock's template, but I was aiming to create a more likely template 
  for a player character. I eliminated the xenophibic aspect because it doesn't seem to fit with the 
  Hermat portrayed in the New Frontier series of books. My suggestion would be that if a PC 
  wants to play a Hermat to use the statistics presented here, but for NPC Hermats to use the 
  statistics presented by Allen, as Burgy (and presumably others) are the exception to Hermat 
  society, rather than the rule.  
  Submitted by John H. McCullough  
   
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  The Kzin are a race of powerful and aggressive bipedal felinoids which stand about eight feet 
  tall. Their females are unintelligent. They also produce telepaths which are able to read minds, 
  though they are resistant to reading minds of herbivores or females.  
  Attributes  
  Fitness 4 [6]  
  Strength +2  
  Vitality +2  
  Coordination 2 [6]  
  Dexterity +1  
  Intellect 1 [5]  
  Presence 1 [5]  
  Empathy -1  
  Psi 2 [6]  
  Focus -1  
  Skills  
  Athletics (choose Specialization) 2 (3)  
  Culture (Kzinti) 2 (3)  
  History (Kzinti) 1 (2)  
  Language  
  Kzin 2  
  Unarmed Combat (choose Specialization) 2 (3)  
  World Knowledge (Kzin homeworld) 1 (2)  
  Typical Advantages/Disadvantages  
  Toughness +2, Code of Honor (must fight to the death when engaged in hand-to-hand combat) 
  -3, Intolerant (herbivores and pacifists) -2  
  Submitted by Patrick M. Murphy  
   
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  Attributes  
  Fitness 1 [2]  
  Coordination 2 [2]  
  Intellect 2 [5]  
  Presence 1 [1]  
  Psi 0 [1]  
  Skills  
  Culture (Mynieni) 1 (3)  
  Engineering, Material (Mining) 1 (2)  
  History (Mynieni) 1 (2)  
  Language  
  Mynieni 2  
  Planetary Science (Geology or Mineralogy) 1 (2)  
  Survival (Mynie) 1 (2)  
  World Knowledge (Mynie) 2 (3)  
  Advantages and Disadvantages  
  Ambidexterity +2, Double Jointed +2, Enhanced Touch +1, Excellent Balance +1, Excellent 
  Sight +2, Extraordinary Fine Manipulation +1, Night Vision +2, Mathematical Ability +3, 
  Multi-tasking +2, Peripheral Vision +1, Poor Large Manipulation -1  
  Living in large underground city complexes, Mynieni are a race of small, purple-grey, pear-
  shaped beings, possessing hundreds of short (20-40 cm long), narrow (1 cm diameter) 
  tentacles, which they use in place of traditional limbs. The flexibility and stability of these 
  limbs allow the Mynieni to undertake tasks involving fine manipulations with ease, although 
  they find handling larger objects difficult to handle due to their overall small physical size - 
  approximately 1 meter in height.  
  They have two large and very powerful eyes atop their bodies, which are very sensitive as well 
  as having a wide field of view. Sudden drastic changes in light levels are likely to stun them 
  briefly (1 round), but such changes are actually similar to the level changes needed to stun 
  humans. (They simply can see through a much wider range of light levels.)  
  Biologically, Mynieni are not a race prone to wide variances in physiological ability; in fact, 
  only mental prowess seems to vary much. They are so much alike in most cases, that few non-
  Mynieni can actually tell one from another, except through protracted conversation, although 
  the owl-like hooting language of the Mynieni is difficult to master.  
  Female Mynieni actually give birth to broods of 20 to 200 young, but this is offset by their high 
  infant mortality rate. Socially, strong ties to complex social groupings, rather than to biological 
  families dominate the Mynieni, and these ties last throughout their lives.  
  In the Federation, Mynieni are valued for their mining expertise and where they are employed 
  they will often stay to establish subterranean colonies. Mynieni in Starfleet tend towards non-
  
  physically demanding fields, like communications and the sciences, especially medical 
  sciences.  
  Notes  
  Their Poor Large Manipulation costs them one die on tasks involving physically manipulating 
  large objects (more than 30cm in length). They get an extra die on any tasks involving objects 
  less than 5cm in size, due to their excellent fine manipulation; this specifically includes such 
  actions as surgery, fixing personal electronic devices, using type 1 hand phasers, making 
  detailed models, and other such tasks.  
  Special Rules:  
  Mynieni may not increase any edge above +1, nor below -1.  
  This is an adaptation of the race from Prime Directive, the role-playing game from Task Force 
  Games, set in the Star Fleet Battles universe. For further information see UFP - The Federation 
  Source Book, p. 91.  
  Submitted by Matthew Pook & William F. Hostman  
   
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  Star Trek The RPGtm and all related products are ©Last Unicorn Games, Inc. 
  Individual works are © by the authors and may not be reproduced without permission. 
   
  
   
  Attributes  
  Fitness 3 [5]  
  Coordination 2 [4]  
  Intellect 2 [4]  
  Presence 1 [4]  
  Psi 0 [4]  
  Skills  
  Athletics (Choose Specialisation) 1 (2)  
  Culture (Prellarian) 2 (3)  
  Engineering, Systems (Gravitics) 1 (2)  
  First Aid (Trauma) 1 (2)  
  History (Prellarian) 2 (3)  
  Language  
  Prellarian 2  
  Planetside Survival (Prellar) 1 (2)  
  Social Sciences (Prellarian Religion) 1 (2)  
  Unarmed Combat (Choose Specialization) 1 (2)  
  World Knowledge (Prellar) 1 (2)  
  Typical Advantages and Disadvantages  
  Zero-G Training +2, Phobia (Heights, common, challenging) -4, Obsessive Tendencies (Overly 
  Safety Conscious) -1  
  Prellarians are a race of squat, well-built humanoids, averaging less than 1.2m in height. They 
  mastered gravitic technologies early in their development and are generally comfortable in 
  environments of up to 5 Gs.  
  They have a have a strong religious nature, and whilst they are highly secretive about the exact 
  nature of their beliefs, it is known that they revere certain metals and minerals, particularly 
  those used in the construction of gravitic devices.  
  Prellarians also have a proud warrior tradition, and a strong cultural love of histories, especially 
  oral ones. Most Prellarians receive training in weapons, first aid, and Zero-G during their 
  childhood. In Starfleet and the Federation, Prellarians are valued for their technical expertise, 
  but have a reputation for being overly safety conscious. Prellarian martial expertise is also 
  valued, particularly in Starfleet marines, but other governments and organizations, such as the 
  Orion Syndicate, have been known to employ them as mercenaries, much to the embarrassment 
  of the Prellarian government, which is currently petitioning for full membership of the 
  Federation.  
  Notes:  
  This is an adaptation of the race from Prime Directive, the role-playing game from Task Force 
  Games, set in the Star Fleet Battles universe. For further information see UFP - The Federation 
  Source Book, page 90.  
  
  Editor's Note:  
  As submitted, the writeup omitted the World Knowledge skill, so minor adjustments were made 
  to allow points for this skill.  
  Submitted by Matthew Pook & William F. Hostman  
   
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  Attributes  
  Fitness 2 [5]  
  Coordination 2 [5]  
  Reaction +1  
  Intellect 2 [5]  
  Logic +1  
  Perception +1  
  Presence 1 [5]  
  Psi 0 [5]  
  Skills  
  Athletics (Swimming) 1 (2)  
  Culture (Vudar) 2 (3)  
  Engineering, Propulsion (Impulse or Ion Drive) 1 (2) (3)  
  History (Vudar) 1 (2)  
  Language  
  Vudar 2  
  Science (Choose Specialization) 1 (2)  
  World Knowledge (Vudar) 1 (2)  
  Typical Advantages Disadvantages  
  Intolerant (Klingons) -2, Medical Problem (Require Ionising Radiation to live) -3  
  Background  
  The Vudar are a race that is rarely encountered by the Federation, living on the far side of the 
  Klingon Empire against the Galactic Barrier. Tall, thin lizard-like humanoids descended from 
  gecko-like reptiles, they are excellent swimmers and have a reputation for being peaceful in 
  nature, as well as for their academic and scientific achievements.  
  Their home system is close to a weakness in the Galactic Barrier, through which floods 
  dangerous ionising radiation. The atmosphere of the Vudar home world protected them from 
  this, but was still too high for a Klingon occupation force during the time the Vudar were a 
  Klingon client race. Space travel for the Vudar proved difficult because of the radiation, but 
  they developed technologies to solve these problems. Indeed though the Klingon military rarely 
  employed Vudar aboard their ships, because the Vudar needed radiation, the Klingons valued 
  them for their knowledge of ion technology and Vudar mastery of impulse drives.  
  It was this mastery that enabled the Vudar to successfully rebel and drive out the Klingon 
  Empire between 2241 and 2249. Though the high ion output of their starships make them easy 
  to detect, they are actually difficult to scan and this was a key factor in the rebellion. The Vudar 
  Enclave was formed in 2249.  
  Though not expansionist, the Vudar do work hard to protect their own space and often employ 
  small groups of special forces units known as 'Storm Teams' to do this. Where they have to 
  operate outside areas unaffected by ionising radiation, they carry a portable ISG or 'Ion Storm 
  
  Generator', which will create the ionising radiation they require to survive. Engineering teams 
  will then set up a more permanent generator if a world is to be colonized or held. In combat the 
  Vudar carry the deadly Ion Rifle, which fires ion particles at a target.  
  Notes  
  The Vudar are a conversion of the race that appears and is described in Prime Adventures 1, a 
  supplement for Prime Directive, the role-playing game for the Star Fleet Battles universe 
  published by Task Force Games. For further information, see page 35 of Prime Adventures 1. 
  They were created by Jon Cleaves.  
  Submitted by Matthew Pook & William F. Hostman  
   
  Page layout and code ©2004, Memory: ICON. 
  Star Trek® and all related marks tm, ®, © Paramount Pictures, Inc. 
  Star Trek The RPGtm and all related products are ©Last Unicorn Games, Inc. 
  Individual works are © by the authors and may not be reproduced without permission. 
   
  
   
  Species Name: Xenexian  
  First Encountered: 2353  
  Affiliation: Federation Ally  
  Description and Background Notes  
  Xenex is a Class-M planet in sector 221-H, home to the very proud Xenexian people. The 
  planet was conquered and occupied by the Danteri, a neighbouring space-faring civilisation in 
  2053, this occupation was shattered in 2353, with Captain Picard and Commander Crusher of 
  the Federation Starship USS Stargazer acting as intermediaries. After their revolution, the 
  Xenexians were ruled by power-loving and self-serving men such as D'ndai, brother of 
  Mackenzie Calhoun.  
  By 2373, Xenex was free in name only, the Danteri had made many political inroads with the 
  planets ruling citizens, and in-effect still kept a tight grip of control on the planet. Xenexians 
  are a bronze skinned, fiercely proud and independent people, the eyes are the biggest difference 
  between Humans and Xenexians, as a native Xenexian will have very brightly coloured eyes. 
  Mackenzie Calhoun himself has violet coloured eyes. Xenexians are considered adults at the 
  age of thirteen, when they undergo a vision-quest brought about by wandering into a barren 
  place and going without food or water, this is said to induce a vision that will show the 
  Xenexian youth what path their future holds. Any that wish are free to leave the planet, 
  although it is quite rare...  
  To date only one Xenexian has joined Starfleet. Captain Mackenzie Calhoun of the Starship 
  Excalibur (although Mackenzie Calhoun isn't his real name, merely a 'humanisation' his actual 
  name pronounciation is; M'k'n'zy of Calhoun).  
  Coming from the planet Xenex, a planet that, like Bajor, has been split by war, although their 
  planet was occupied for hundreds of years... M'k'n'zy was a rebel leader, who in his teenage 
  years led his people to freedom from their Danteri Oppressors. It is unknown what effect the 
  exploits of on of the planets most famous citizens will have on the population as a whole, 
  however diplomatic and trade ties have strengthened and it is hoped that Xenex will one day 
  make the transition from Ally to member world of the UFP  
  Attributes  
  Fitness 2 [5]  
  Vitality +1  
  Co-ordination 2 [5]  
  Intellect 2 [5]  
  Presence 2 [5]  
  Willpower +1  
  Psi 1 [5]  
  Skills  
  Athletics (Choose Specialisation) 1(2)  
  
  Culture (Xenexian) 2(3)  
  History (Xenexian) 1(2)  
  Language  
  Xenexian 2  
  Planetary Survival (Choose Specialisation) 1 (2)  
  Unarmed Combat (Choose Specialisation) 2 (3)  
  World Knowledge (Xenex) 1(2)  
  Typical Advantages/Disadvantages  
  Intolerant (Oppressors) -1  
  Species Enemy (Danteri) -4  
  +1 Courage Point  
  Submitted by Dan Gurden  
   
  Page layout and code ©2003, Memory: ICON. 
  Star Trek® and all related marks tm, ®,© Paramount Pictures, Inc. 
  Star Trek The RPGtm and all related products are ©Last Unicorn Games, Inc. 
  Individual works are © by the authors and may not be reproduced without permission. 
   
  
SOURCE: textdata/thevault/Star Trek RPG/Star Trek RPG (Last Unicorn Games)/Star Trek Apocryphal Species.pdf