TEXT:  
   
   
   
  An Open Mind; 
  Mindmelds and Empaths. 
   
   
  The Psionics Sourcebook 
   
   
   
  An Unofficial Star Trek Role-playing Game 
  Sourcebook for the ICON rules system by 
  Last Unicorn Games 
   
   
  By DanG 
  Dan.Gurden@btopenworld.com 
  
   
   
   2 
   
   
  Contents 
   
  Index  
   
   
   
   
   
   
   
   
  Page 2 
  Foreword. 
   
   
   
   
   
   
   
   
  Page 3 
  Chapter One;  
  What Has Come Before.  
   
   
  Page 4 
  Chapter Two;  
  Psionics in Detail.  
   
   
   
  Page 13 
  Chapter Three;  
  Psionics Amongst the Major Galactic Powers Page 24 
  Chapter Four;   
  Character Generation. 
   
   
   
  Page 36 
  Chapter Five;  
  Psionic Powers. 
   
   
   
   
  Page 56 
  Chapter Six;  
  Aliens. 
   
   
   
   
   
  Page 65 
  Chapter Seven;  
  Mind Games; Some brief discussions  
  Page 75 
  on Psionics and their place in the Star Trek Universe 
  Chapter Eight;   
  Fitting Psionics Into Your Game 
   
  Page 84 
  Chapter Nine;  
  Dramatis Personae. 
   
   
   
  Page 92 
  Chapter Ten;  
  Adventure Seeds.  
   
   
   
  Page 105 
  Appendix i;  
  Psionic Lexicon 
   
   
   
   
  Page 110  
  Appendix ii;  
  ICON Psionic Ability Listings 
   
   
  Page 115 
  Appendix iii; 
  Bibliography 
   
   
   
   
  Page 117 
  
   
   
   3 
   
   
  Foreword 
   
  In Star Trek Psionic powers are fairly common place, although many stories 
  focus on the physical aspects of the characters, or compare the differences 
  in Aliens, a small few retain aspects of the unexplained.  Not every Psionic 
  power is effected by a hidden supercomputer as Kirk often found.  And 
  regularly we are allowed glimpses of these sixth senses usually through a 
  single character.  From Spock’s and Tuvok’s Mind-Melds, Troi's empathic 
  advice for Picard.  Or Kes's gradual discovery of the lost abilities of her 
  Ocampan heritage. 
   
  Without a doubt, Psionic abilities are a regular part of the series and as 
  such, deserves some special attention.  It is my intention that this sourcebook 
  begin to cover this subject, however this work is a matter of fiction, 
  supporting only the notion that such powers exist in the world of Star 
  Trek. 
   
  Using this book, one should remember that this is a fan-based work, and while 
  I have attempted to interpret the on screen evidence, it is still my own 
  conjecture, as a player you should check with your narrator before using this.  
  Of course, if you can convince them to accept this and my Maquis document 
  as standard text then I will be chuffed to bits. 
   
  I have made no attempt to convert this material into CODA as I did with the 
  Maquis, this is because several aspects have already appeared in published 
  material, from Psi abilities through to Species, and partially because I expect 
  other aspects to do so.  But if you really, really want CODA conversions there 
  is nothing stopping you building your own for your own satisfaction. 
   
  As a wise man once said, anything you don’t like, feel free to take a big red 
  pen too.  It is after all your game. 
   
  Happy Gaming. 
  DanG. 2007 
   
   
  Thanks To; 
  TrekRPG.net bulletin boards as a sounding board, most specifically;  
  Aedh Rua, Alex Pryde, BrianK, C5, Captain Taggart, Ensign Arrgh, 
  erhershman, Evan van Eyk, Fesarius, Karg, Mijorro, oops1, Phantom, 
  Phoenix, qerlin, Sea Tyger, Silverthorne and Trinity Zeldis. 
   
  My Test Readers and Playtesters; 
  BrianK, Mactavish, Phoenix, Owen E Oulton and Yuber Okami 
   
   
   
  
   
   
   4 
  “My mind to your mind.”  Spock said softly. 
   
  “My thoughts to your thoughts” Saavik replied. 
   
  “Parted from me and never parted…” 
   
  “Never and always touching and touched.” 
   
  From ‘Vulcan’s Heart.’ 
   
   
   
   
   
   
   
   
   
  Chapter One 
  What Has Come Before.
  Commander Savar looked up at his 
  Captain.  He knew what he had 
  been asked but could not quite 
  believe that he had asked it. 
  “Captain.”  The Vulcan said simply. 
  ”As a Betazoid yourself, you should 
  already understand the implication 
  of what you have asked.  A Psychic 
  intrusion is against the Code of 
  Sentience, and is a gross intrusion 
  of an individuals rights.” 
   
   
  Captain Davii Ral’s features 
  remained stony and emotionless; 
  he would have been a credit to 
  even the sternest Vulcan.  Savar as 
  his XO did indeed have a 
  responsibility to raise any problems 
  with his orders, and this was 
  indeed the suitable time and place. 
   
  Seconds passed in silence 
  between them.  It was Captain Ral 
  that broke it. 
   
  “I understand Commander, and 
  your objection is noted.  But the 
  prisoner is the one person who 
  knows where the hostages have 
  been detained, and both he and his 
  masters are intent on using them 
  as a human shield to carry out an 
  act of Terrorism.  I think he has 
  stepped beyond our consideration 
  of the Code of Sentience. 
  
   
   
   5 
  “But we do need to know the 
  location of both the Hostages and 
  the Bomb.  If that means that we 
  have to use a mind-meld to find this 
  out.  Then that has to be my order.  
  And my responsibility.”  His tone 
  sombre, conveying to his XO just 
  how much he understood the 
  situation, and how much 
  responsibility he was willing to 
  assume on this matter. 
   
  The Vulcan took no time in 
  answering.  He understood the 
  situation, and had fulfilled his duty.  
  Now an order had been given.  
  One he was more than up to the 
  task of completing.  He nodded 
  once. 
   
  “Very well Captain.” 
   
  Turning, the door to the 
  interrogation room slid open, and 
  the prisoner was sat there, under 
  guard.  Commander Savar and 
  Captain Ral entered the room that 
  they had left only moments before.  
  But while Ral stopped just beyond 
  the door, Savar continued to 
  approach the prisoner.  At his 
  continued approach, the prisoner 
  began to grow restless, and 
  became agitated…  His previous 
  bold demeanour dropping as he 
  began to realise what was to 
  happen. 
   
  “Wait…  Stop…” He spluttered. 
   
  Savar ignored these words.  “Do 
  not struggle.”  He said simply as he 
  reached forward, placing his 
  fingertips firmly about the prisoners 
  temples.  Grasping his head tightly 
  in place. 
   
  “My mind to your mind.  My 
  thoughts, to your thoughts…”  He 
  intoned. 
  Psionics in ICON; 
   
  Introduced in the Core rulebooks 
  and expanded in the TNG Players 
  Guide, the Last Unicorn Games, 
  the Psionic skills were used to 
  represent the various Psychic 
  powers commonly shown 
  throughout the various Star Trek 
  TV shows. 
   
  Their game effect is simply that of a 
  Skill, albeit one of paranormal 
  origin, the skill level is applied as a 
  positive modifier to the highest dice 
  rolled for the users Stat…  The 
  game effects are really that simple, 
  with various effect descriptions 
  given for levels of success, along 
  with situation modifiers. 
   
  These were all guidelines, and the 
  number of Psionic skills was short, 
  far shorter in fact than talents that 
  had been witnessed on screen.  
  The Core Rules simply offered us 
  the player’s guidelines and the 
  most common traits, allowing us to 
  extrapolate further with our own 
  imaginations.  It seemed a logical 
  conclusion then to see further 
  Psionic Talents and an expansion 
  of the various abilities and 
  backgrounds in the TNG Players 
  Guide, and further more in The 
  Way of Kolinahr and All Our 
  Yesterdays The Vulcan and Time 
  Travel sourcebooks respectively. 
   
  The Rules; 
   
  Used just like a standard skill, the 
  basic difficulties of various tests are 
  described along with the initial 
  talent entry in the source material.  
  If a Psionic skill is used against 
  another individual and that target 
  chooses to resist the intrusion, a 
  simple opposed test is required, 
  basing the Psions Die roll vs. the  
  
   
   
   6 
  Targets Psi + Focus + Mind Shield 
  (Targets may substitute Presence 
  + Willpower for this test, especially 
  individuals with no Psi).  Such an 
  opposed test can be made once  
  per round during each round that 
  the Psion chooses to affect the 
  target, and is considered an 
  immediate action. 
   
  Psionic powers work best on 
  familiar minds, from same species 
  to a close circle of friends.  The 
  more Familiar the mind, the easier 
  the power use…   
   
  Psionics can also influence at 
  range, while they are best up close, 
  or even at touch-contact, they may 
  be used simply increasing the 
  difficulty of accomplishing such a 
  task (see range modifiers below).  
  The Range Edge is used in these 
  circumstances and a character may 
  not use both Range and Focus 
  Edges. 
   
  Other factors can also affect the 
  use of Psionics, a base guideline is 
  included, and should be used to 
  spark any ideas for other modifiers 
  that might affect your own game. 
   
  Cascade Abilities; 
   
  The Players Guide introduced us to 
  another level of Psionic Skills, the 
  cascade ability.  Rather than a 
  separate power, these abilities 
  were ‘refined’ powers, more 
  focused and more powerful.  Any 
  Psionic Character could learn and 
  develop them.  Although pre-
  requisite requirements must be 
  fulfilled, and the Character must be 
  proficient (at level 3 or higher) at 
  the Main Psionic ability.  
   
  Psionic Skills;  
   
  I will briefly outline the various 
  Psionic Skills (along with any 
  suitable updates) here, although I 
  will not present the full copy-written 
  material, but will state the source of 
   
  Psionic Skills Range; 
   
  Range                               Difficulty Modifier 
   
  Touch  
   
   
  -1 
  Point Blank (5m or less) 
  0 
  Short (5.1 – 20m) 
   
  +1 
  Medium (20.1 – 50m)  
  +2 
  Long (50.1 – 100m) 
   
  +3 
  Extreme (over 100m)  
  +4 
   
  Psionic Skills Modifiers; 
   
  Circumstance                    Difficulty Modifier 
   
  Environmental Conditions; 
  Strange Energy that warps Psionics +1 - +3 
  Using Psionics Through Solid Barrier +1 - +2 
   
  Number of Minds involved 
  (minus difficulty is the number of minds 
  thinking the same for receptive skills, while the 
  plus difficulty is when a Psion is attempting to 
  control multiple minds) 
   
  2 Minds 
   
   
  +/-1 
  3-4 Minds 
   
   
  +/-2 
  5-8 Minds 
   
   
  +/-3 
  9-16 Minds 
   
   
  +/-4 
  17-32 Minds  
   
  +/-5 
  33-64 Minds  
   
  +/-6 
  65-128 Minds  
   
  +/-7 
  129-256 Minds 
   
  +/-8 
  257-512 Minds 
   
  +/-9 
  513-1,024 Minds 
   
  +/-10 
  … and so on 
   
  Character or Target is injured 
                  See Wound Level Penalties 
  Character is in Combat 
  +1 
  Strange or Unusual Minds 
  +2 
  Character Cannot See Target +1 
  Unwilling Mind (but untrained) +2 
  Character is distracted 
  -1 
  Mind is known to User 
  -1 
  Mind is Well Known to User -2 
  Mind is not resisting  
  -5 
  
   
   
   7 
  the material, therefore this can only 
  be used in conjunction with the 
  various rulebooks printed by Last 
  Unicorn Games.  But it will provide 
  a taster of any missing abilities, 
  and in conjunction with the main 
  rulebook, you should be able to 
  develop any abilities that might be 
  missing from your collection, 
  especially now that the ICON 
  system is out of print. 
   
   
  Star Trek TNG Core 
  Rulebook; 
  The abilities presented in the main 
  rulebook cover the most common 
  forms of Psionics seen throughout 
  Star Trek, most specifically 
  covering the abilities of the 
  Vulcan’s and Betazoids and the 
  screen time applied to those central 
  characters with Psionics.  It is 
  possible to extrapolate the vast 
  majority of other Psionic powers 
  simply from these powers alone 
  with only a little work and 
  imagination…   
   
  Empathy 
  Projective Empathy; 
  The ability to project your emotions 
  outward to enable others to feel 
  what you feel, and eventually to be 
  able to independently manipulate 
  their emotions, regardless of what 
  emotional state the Psion might be 
  in. 
   
  Receptive Empathy; 
  This ability allows the user to 
  determine the emotional state of a 
  target, and from that information 
  make a judgement on appropriate 
  action to take.  In this way, users of 
  this power are often able to take full 
  advantage of the emotional states 
  of others, and even determine 
  ways of further restoring (or 
  destabilising) the targets emotional 
  state further. 
   
  Focus 
  Mind Shield; 
  The conscious effort of defending 
  your mind against Psionics.  It 
  could be as simple as forcing 
  yourself to think about other things, 
  or simply building a ‘wall in your 
  mind’… 
   
  Unlike many Psionic Abilities, this 
  skill can also be developed by non-
  Psions, although they would use 
  their Presence/Willpower as a base 
  statistic for this use.  
   
  Telepathy 
  Mind Control; 
  A cascade ability of Projective 
  Telepathy.  A character’s ability to 
  Psionically controls a target.  From 
  the perception of false sensory 
  information, such as hearing or 
  seeing things that may not be real, 
  through to full possession and 
  control of their bodies.  Many levels 
  of control exist, and the target is 
  able to attempt to block a Psionic 
  assault of this kind, often the target 
  is unavoidably aware of the control 
  from an outside source. 
   
  Due to the extreme concentration 
  involved characters may normally 
  only be able to use this ability on 
  one individual at any one time. 
   
  Mind Meld; 
  The sharing of thoughts and 
  memories.  While the name ‘Mind 
  Meld’ bears more in common with 
  Vulcan’s and their touch telepathy, 
  other species exist that are also 
  able to contact others on a mental 
  level and share memories. 
   
  Closer than telepathy, this is more 
  than a means of communication, 
  
   
   
   8 
  but more like a sharing of 
  personalities, often with each 
  participant able to take something 
  away from the process. 
   
  Projective Telepathy; 
  The ability to project a thought into 
  another beings head, whether it be 
  a ‘verbal’ communication or simply 
  an image, this is a direct Psionic 
  form of communication.   
   
  With some advanced Psions, it can 
  even be used (less effectively) in a 
  manner similar to the mind meld to 
  raise memories or confuse 
  enemies. 
   
  Receptive Telepathy; 
  This ability allows the user to read 
  the surface thoughts, or even 
  attempt to intercept the Psionic 
  communication of others.  At 
  advanced levels it may eve allow 
  the user to probe deeper thoughts 
  and memories, although this is 
  often felt by the target. 
   
   
  Star Trek TNG Players 
  Guide; 
  The Players guide details the 
  standing of the Federation and 
  Starfleet on the matter of Psionics, 
  and introduces FIPA (the 
  Federation Institute for Paranormal 
  Aptitude).  It also introduces a new 
  range of Powers, expanding the 
  original selection to encounter the 
  far rarer Telekinesis and 
  Clairvoyant abilities, and 
  introducing Cascade Powers, more 
  powerful, more refined powers 
  related to the far broader powers 
  already introduced. 
   
  Clairvoyance 
  Visions  
  The most basic Clairvoyant power, 
  in its most basic form, the user of 
  this power simply receives visions 
  of the universe often of events with 
  deep importance to the viewer; 
  sometimes such visions are not 
  always voluntary…   
   
  The detail and depth of these 
  visions is often difficult to discern 
  until after they have been proved 
  by incoming news. 
   
  Far-Seeing;  
  A cascade ability of Visions.  
  Allowing the Clairvoyant to 
  undertake a vision as if present.  
  They will be unable to interact with 
  things in the vision, but does allow 
  a greater study of the 
  circumstances being viewed.  
  Intelligence applications of this 
  power are obvious, and have been 
  considered so since 20th century 
  Earth. 
   
  Precognition;  
  A cascade ability of Visions.  This 
  power allows a Clairvoyant to see 
  visions, but these are of the future.  
  However it should be noted that in 
  many years of time-travel and pre-
  cognition, that the future is 
  extremely fluid, and that actions 
  taken may also change the future 
  as encountered in a precognitive 
  vision. 
   
  Empathy 
  Empathic Attack;  
  A cascade ability of Projective 
  Empathy.  This rare ability allows 
  an individual to project their 
  focused rage, hatred and other 
  negative emotions at another, 
  causing discomfort and even pain 
  in their targets.  Used by Reman’s, 
  and rediscovered by the Betazoids 
  during the fight to free their planet 
  from the Dominion occupation. 
   
  
   
   
   9 
  Empathic Healing;  
  A cascade ability of Receptive 
  Empathy.  This ability allows an 
  Empath to heal damage done to 
  another.  This is done by the 
  Empath touching and sharing the 
  damage, even as far as absorbing 
  some of the injuries and damage 
  themselves. 
   
  Focus 
  Psionic Negation;  
  A cascade ability of Mind Shield.  
  An ability that when developed 
  enables the Psionissist to become 
  immune to other Psionic effects, 
  even as far as extending this effect 
  to others nearby under the direction 
  of a skilled Psion.  
   
  Reflective Mind Shield;  
  A cascade ability of Mind Shield.  
  Like its parent ability, this power 
  defends its user from external 
  Psionic influence, it does however 
  reflect the opposed power back at 
  its user. 
   
  Telepathy 
  Illusion Creation;  
  A cascade ability of Projective 
  Telepathy.  This power enables a 
  Psion to create and maintain a 
  realistic illusion, from altering the 
  targets perception of an objects 
  appearance through to a full 
  sensory landscape, albeit at 
  extreme concentration from the 
  Psion themselves. 
   
  Induce Trance;  
  A cascade ability of Projective 
  Telepathy.  This power enables a 
  Psion to barrage a target with 
  confusing and hypnotic thoughts, 
  causing the target to become 
  disoriented and entering a light 
  trance. 
   
  Psychometry;  
  A cascade ability of Receptive 
  Telepathy.  The ability to touch an 
  object, and from that to discern the 
  recent history of the object, from 
  the last few people to touch the 
  item along with any strong thoughts 
  and emotions… 
   
  Psychosense;  
  A cascade ability of Receptive 
  Telepathy.  This ability allows a 
  Psion to identify and locate living 
  minds within a particular range. 
  Update; As seen in Star Trek; 
  Nemesis.  This ability is no longer 
  limited to humans only, as in the 
  original text. 
   
  Telekinesis 
  Telekinesis;  
  This is full blown telekinesis, 
  allowing the Psion to move physical 
  objects using only the power of 
  their mind. 
   
  Electromanipulation;  
  A cascade ability of Telekinesis.  
  Only available to particularly 
  powerful Psionic Species, focusing 
  their minds precisely enough to be 
  able to affect electronic and even 
  computer systems, forcing them to 
  conform to the Psions will.  With 
  the complexity of the system 
  providing the levels of difficulty the 
  Psion must beat. 
   
  Telekinetic Manipulation;  
  A cascade ability of Telekinesis.  
  Like its parent ability, this power 
  allows the manipulation of distant 
  objects, but now with a far finer 
  degree of control, even down to the 
  atomic level of an object. 
   
  Thermokinesis;  
  A cascade ability of Telekinesis.  
  Psionics with Thermokinesis have 
  the ability to affect temperature, 
  
   
   
   10 
  heating or cooling target objects, by 
  exciting or calming objects on a 
  molecular level.  This is a VERY 
  difficult skill to master and the vast 
  majority of Thermokinetics are 
  unable to manipulate anything over 
  100 litres in volume or (even rarer) 
  living tissue.  
   
   
  The Way of Kolinahr – The 
  Vulcan Sourcebook; 
  The Vulcan sourcebook introduces 
  us to a wide variety of Psionic 
  abilities, mostly focused around the 
  Mind Meld, and the renowned 
  Vulcan meditations.  These various 
  abilities are based around different 
  Paths, not all of which may be 
  available to anyone. The 
  sourcebook also contains the 
  details for many Psionic 
  technologies dating back to the 
  Violence of Vulcan’s past. 
   
  Focus 
  Path of Khat 
  Khat-Kutha (“Mind Shield”) 
  This power is identical to the 
  standard version of Mind Shield in 
  the original Core Rules. 
   
  Khat-Kel (“Mind Bar”) 
  A cascade ability of Khat-Kutha.  
  Like “Mind Shield” this ability too 
  can be taught to non-psychics.  
  This ability helps to clear and focus 
  the mind, and will either allow the 
  user to be overlooked or to have 
  calm peaceful thoughts if scanned 
  rather than actively blocking the 
  scan. 
   
  Telepathy 
  Path of Lis 
  Lisjana (“Confuse The Senses”) 
  A cascade ability of Projective 
  Telepathy.  The student learns to 
  use their Psionics to confuse the 
  targets interpretation of their own 
  senses, and cause the target to 
  find them unrecognisable. 
   
  Lispata (“Mislead The Senses”) 
  A cascade ability of Lisjana.  
  Adepts are able to use their 
  Psionics to a degree that forces 
  their target to ‘see’ another being in 
  their place.  Minor changes are 
  easily done, but to pose as another 
  being will require intense study and 
  concentration. 
   
  Liskel’Tu (“Blind Senses”) 
  A cascade ability of Lispata.  At 
  this level of mastery, a follower of 
  the path of Lis can fool another 
  being into believing that the 
  Psionissists is invisible. 
   
  The Path of Plat 
  Plat-Vok (“Share Mind”) 
  A cascade ability of the Mind Meld.  
  This power is a far closer bond 
  than the full Mind Meld, linking 
  close friends and mated couples, 
  and making Psionic communication 
  between them far easier. 
   
  Plat-Ra (“Switch Minds”) 
  A cascade ability of the Mind Meld.  
  Related to the process, which 
  enables a Vulcan to entrust his 
  Katra through the Mind meld, this 
  ability literally allows the two parties 
  to switch bodies.  However this is a 
  challenging and stressful 
  experience for both parties, and 
  possibly even dangerous. 
   
  The Path of Tas 
  Tashaka (“Detect Psychic 
  Traces”) 
  Every living being leaves minute 
  traces of their presence behind on 
  everything they touch and interact 
  with.  Whether these are Psychic 
  traces or the psychic is simply 
  picking up on tiny DNA traces and 
  
   
   
   11 
  reacting to those is unknown.  
  However Adepts of Tas develop 
  some levels of Psychometry, and 
  identify those individuals that have 
  most recently touched an object. 
   
  Taskefa (“Read Psychic Traces) 
  A cascade ability of Tashaka and 
  the Mind Meld.  This advanced 
  level of ability is able to delve 
  further back into history, and to 
  determine far more detail from the 
  object in question. 
   
  Focus 
  The Path of Rah 
  Rha-Tel (“Control Body”) 
  One of the most basic and widely 
  used of the Vulcan Focus 
  Meditations.  The student learns to 
  exert conscious control over their 
  bodies.  Literally telling their body 
  to withstand pain and hardship, and 
  vastly extend their endurance. 
  Update; The control through will or 
  meditation, allowing a Master to 
  regain control over their own 
  bodies, even down to a cellular 
  structure.  More than simple 
  healing trances, and the ability to 
  shrug off injuries.  The Master is 
  also able to renew cells and 
  effectively extend their own aging 
  process through this method.  This 
  ability is not limited to Vulcan 
  Masters. 
   
  Rha-Tel-Pan (“Master Body”) 
  A cascade ability of Rha-Tel. 
  Students at this level learn to block 
  all pain completely, and gain 
  greater mastery over their own 
  bodies, even to the point of a 
  trance suspension to extend their 
  survival time under the most 
  extreme situations. 
   
  Rha-Fak (“Enhance Fitness”) 
  A cascade ability of Rha-Tel.  
  Students learn to focus their will to 
  temporarily increase their own 
  fitness and endurance. 
   
  Rha-Fak-Pan (“Enhance Body”) 
  A cascade ability of Rha-Fak.  
  Students of this path at this 
  advanced level are now able to 
  focus their will and to temporarily 
  enhance their reflexes and sharpen 
  their senses beyond the norm. 
   
  The Path of Shan 
  Shantip (“Healing Trance”) 
  Many Vulcans learn Shantip while 
  young, developing the ability to 
  relax into a deep trance, which 
  facilitates and enhances the natural 
  healing process.  Stabilising 
  wounds and rapidly healing the 
  body for the duration of the Trance. 
   
  Shan-Laka (“Healing Touch”) 
  This is a cascade ability of both 
  Shantip and the Mind Meld.  
  Enabling students of this path to 
  help place others (even non-
  psychics) into a deep healing 
  trance and gain the benefits of the 
  Shantip ability. 
   
  The Path of Vhos 
  Vhoshanta (“Body Reading”) 
  The path of Vhos is not actually a 
  Psychic talent at all.  It is rather an 
  Intellect based skill, similar to the 
  human Body-Language skill.  It is 
  used to read and understand all 
  humanoid life forms based on their 
  holding and posture, and is used to 
  determine mental and emotional 
  states.   
   
  Vhoslan (“Body Knowledge”) 
  A cascade ability of Vhoshanta.  At 
  this advanced level, students of this 
  Path are able to determine more 
  detailed information about other 
  humanoids, even down to 
  character, motivations and 
  personality traits. 
  
   
   
   12 
  All Our Yesterdays – Time 
  Travel Sourcebook; 
  The Psychic abilities presented in 
  this sourcebook all relate to Time 
  Travel (odd that), and many could 
  be seen as examples of 
  Clairvoyance, but others are most 
  defiantly stand-alone powers.  It is 
  recommended that these powers 
  are applied with caution and 
  players should only develop them 
  after great trials to prove their 
  worth, if at all. 
   
  Clairvoyance 
  Precognition 
  A repeat of the skill found in the 
  Star Trek The Next Generation 
  Players Guide. 
   
  Temporal Sense 
  This rare ability allows a character 
  has the ability to sense shifts in 
  temporal flux.  They can identify 
  events that seem out of place 
  although they may be unable to pin 
  the sense down any further or 
  prove any changes occurred to 
  those around them.  It also allows 
  the user to track and identify 
  parallel universes by feel alone… 
   
  Focus 
  Khat-T’kel (“Mind Preservation) 
  An addition to the path of Khat, and 
  a new meditative technique, 
  allowing a Vulcan to find focus and 
  retain their mental discipline, 
  especially if thrown outside of the 
  temporal focus.  
   
  Temporal 
  Temporal Projection 
  The character possesses the ability 
  to project their consciousness 
  through time, and is able to inhabit 
  another body in that time period for 
  short periods of time. 
   
  Time Shift 
  The character is able to alter their 
  temporal signature and physically 
  travel through time either back or 
  forth simply using the power of their 
  mind.  This extremely powerful 
  Psionic ability is virtually unknown 
  and incredibly taxing on the 
  Psionissist.  
   
  Time Stop 
  This ability allows a character to 
  step outside of time, causing the 
  universe to seemingly stop around 
  them.  The character is able to 
  move and interact with events 
  around them, but to all intents and 
  purposes that universe stops until 
  this Psion lets it continue.  Like 
  time shift, this is an incredibly rare 
  and taxing gift. 
   
   
  
   
   
   13 
   
   
   
   
   
   
   
   
   
   
  Chapter Two;  
  Psionics in Detail 
  Jace was frightened.  And while 
  she knew that his fear was 
  irrational it in now way eased the 
  sense.  She was old enough to 
  understand the irony of the 
  situation… 
   
  As a Betazoid she had been raised 
  in the full knowledge that one day 
  she would begin to develop her 
  gifts.  Her Psionic powers, and from 
  a young age she and his 
  classmates had received tuition in 
  the philosophy of the mind, along 
  with meditative techniques for 
  clearing thoughts closing off the 
  thoughts of those around them. 
   
  But all these preparations had 
  never really seemed real, the 
  intellectual knowledge of her 
  Telepathic and Empathic powers 
  simply did not convey the enormity 
  of the situation, or waking up to find 
  that the thoughts of others were 
  heard in your head… 
   
  And Jace could not deny how 
  frightened this made her. 
   
  Her mother had smiled and simply 
  told her that there was nothing to 
  be afraid of, but that she 
  understood.  But the fact that she 
  had thought this at her Daughter, 
  and that the exchange had 
  occurred in total silence had made 
  her shudder. 
   
  All Jace really wanted was to see 
  her Father.  He would understand, 
  he had always protected her.  But 
  instead she was to see the Evoker, 
  and to gain further guidance from 
  him. 
   
  The door opened, and there he 
  stood.  Answering the call, the 
  Evoker came and visited his new 
  student.  He would teach her 
  
   
   
   14 
  further and help her develop the 
  talents she had already been 
  taught as well as define and focus 
  her Psionic Gifts. 
   
  He stood there in silence for a 
  moment.  No sound and no 
  thought.  She could not even feel 
  the gentle probing of her mind.  As 
  the Evoker evaluated his new 
  student from his first glance.  An 
  eyebrow rose in gentle surprise as 
  a smile spread across his face.  
  Softening his craggy features and 
  making him seem far more 
  approachable. 
   
  “Good morning Jace.”  He spoke 
  aloud, Jace wondered if he had 
  picked that thought from her head 
  simply to make her comfortable.  
  He continued… 
  “I am Evain.  I will be your teacher 
  and guide.  I have a whole new 
  galaxy to introduce you to.” 
   
   
  Psionic Powers; 
   
  When one thinks of paranormal 
  ability it’s easy to remember and 
  identify the most common groups, 
  both Telepathy and Empaths are 
  encountered within the Federation 
  on almost a daily basis, so much so 
  that they have become a 
  quantifiable presence in the lives of 
  a great many Federation citizens.  
  These are however only 2 groups 
  of the 5 major abilities considered 
  under the banner of Psionics, 
  joined by Clairvoyance, Focus and 
  Telekinesis to complete the family.  
  Other powers may exist, and recent 
  studies indicate that a very rare 
  strain of Temporal Psionics may 
  even exist, or may be connected to 
  Clairvoyance in some manner…  
  And as Science grows, so does the 
  Federations ability to identify and 
  explain further abilities and 
  branches of the Psionic family tree. 
   
  So while the vast majority of 
  manifesting powers seem to group 
  Psionic powers as a 'like with like' 
  category, it should also be noted 
  that the various levels and types of 
  Psionics out there that are 
  as individual as a fingerprint... 
   
  As stated the most common of the 
  Psionic powers are based on the 
  Empathy or Telepathy range, 
  allowing the sharing of thoughts, 
  communication and emotions.  Of 
  these powers, the vast majority of 
  Psions never achieve their full 
  potential usually manifesting only 
  one or two powers, while a rare few 
  excel, their Psionic gifts shining 
  bright, and manifesting in a wide 
  variety of abilities. 
   
  Scientifically, many Psions share a 
  common biological trait, that of an 
  active Para-Cortex, a small 
  
   
   
   15 
  segment of the fore lobes of the 
  brain that while many Sentient 
  seem to posses, it is usually only 
  active amongst a small number.   
   
  While some entire species posses 
  an active para-cortex, occasionally 
  it is noted that members of other 
  species not well known for Psionic 
  activity have an active para-cortex, 
  and thus manifest Psychic abilities, 
  and so a small group of individuals 
  among the Humans, Bajorans, Trill, 
  even Cardassians, etc. are 
  Psionically active.  It has been 
  noted in recent years that an 
  increase in Psychic powers 
  amongst these species is 
  underway, with more confirmed 
  Psions than ever before.  Some 
  feel this is evidence of an 
  evolutionary advancement, and 
  that Psionic ability is to become the 
  norm with advanced species, while 
  others feel it to be a side effect of 
  prolonged contact to other Psionic 
  Species, and a third group believe 
  that such abilities a latent in many 
  sentient’s, and that a combination 
  of acceptance of the existence of 
  Psionic powers, and the ability of 
  science to measure the powers is 
  the reason for this increase...   
   
  Whatever the answer, the issue will 
  cause great debate and study by 
  the Federation Science council until 
  they can explain it. 
   
  Empaths; 
   
  Are those individuals who are able 
  to sense and project their 
  emotions, more than that, some 
  can even influence the behaviour of 
  others through their emotional 
  manipulation.  Of all Psionic 
  abilities, Empathy is the subtle art.  
  Often those under its sway do not 
  even notice it, as long as the 
  powers are used carefully.  A 
  sudden emotional swing, or strong 
  tugs as the targets emotions are 
  guided by the Psion, might become 
  apparent.  While exuding a 
  gradually increasing sense of trust 
  and friendship might hold a greater 
  sway over the target, causing them 
  to act on these ‘feelings’ of their 
  own volition.  That is the art of 
  Projective empathy. 
   
  Receptive Empathy senses the 
  emotions of others, and there are 
  some that feel that it is not even a 
  Psionic ability, after all, some 
  individuals manage an almost 
  preternatural awareness of the 
  emotions and feelings of those 
  around them, without the slightest 
  Psionic capability of their own.   
  Instead they read body language, 
  tone of voice and apply simple 
  experience to the situation.  
  However these learned skills are 
  not half as accurate as an Psionic 
  Empath, nor can they be used 
  unless the individual can see and 
  converse with the target, while a 
  Psion might get a sudden sense of 
  emotional surge even while nobody 
  remains visible…  
   
  Many receptive Empaths, both 
  individuals and even entire 
  Empathic species tend towards 
  pacifist tendencies.  It is very hard 
  to want to cause injury and pain on 
  another when you have the ability 
  to understand, experience and 
  even feel your enemies pain, even 
  the pain which you yourself inflict.   
   
  Telepaths; 
   
  Where the Empath deals with 
  Emotions and generic feelings, the 
  Telepath deals in direct mind-to-
  mind communication.  Like a 
  biological communicator, a 
  
   
   
   16 
  Telepath can sense or receive 
  thoughts, either reading minds 
  individually looking for memory and 
  thought, or simply listening to the 
  thoughts like a babble of voices 
  within your own head, or sending a 
  message to a person of your 
  choosing.  Limited, only by their 
  range and power.  Some Psions 
  are able to call across the stars, 
  while others are more suited to 
  sending a message across the 
  room. 
   
  The powers of Telepathy have 
  been the cause of much of the 
  distrust of those with Psychic 
  powers that has been encountered.  
  While the Federation might hold 
  with the ancient Vulcan Philosophy 
  of IDIC, not everyone is so 
  enlightened.  And some, like the 
  Devore Imperium in the Delta 
  Quadrant, actively persecute those 
  with Psionic abilities in order to 
  maintain their sense of society. 
   
  Clairvoyance 
   
  The fourth major category of 
  Psionics, Clairvoyance and Extra 
  Sensory Perception are far more 
  common than Telekinesis, but less 
  so than the basic Telepathy and 
  Empathic powers.  In a great many 
  cases, these abilities manifest as a 
  latent ability, allowing its possessor 
  a greater degree of luck or 
  judgement.  Ranging from an 
  innate danger sense, through to full 
  perception of events occurring in 
  another place and time from the 
  Clairvoyant. 
   
  In many cases this is an application 
  of judgement, sheer talent or plain 
  luck.  But in a few cases it is a true 
  a gift, sometimes one remaining 
  beyond the users control. 
   
  Other times a User may master 
  their sense of Perception, and gain 
  an equal degree of control as they 
  do over their other 5 senses.  This 
  is, however, a far rarer talent… 
   
  Telekinesis 
   
  Possibly one of the rarest and yet 
  by far the most powerful Psionic 
  Power is that of Telekinesis.  It is 
  the ability to manipulate and control 
  solid matter using only the power of 
  the mind. 
   
  Telekinesis ranges from the 
  Physical manipulation of objects, 
  through to the control and 
  manipulation on an atomic level. 
   
  Using such powers can be very 
  taxing to the individual, as the 
  manipulation of the physical plane 
  will tire even the strongest Psion, 
  while manipulation on an atomic 
  level is somewhat less taxing to the 
  user, it does however require a 
  level of focus and finesse to control 
  that many Psionissists never 
  achieve. 
   
  Focus 
   
  Focus powers deal with the self.  
  While they are far less powerful 
  across the board, they are far more 
  common.  They bear a familial 
  resemblance to old advice relating 
  to issues of ‘mind over matter’, and 
  it has been found that even non-
  psychics have been able to learn 
  and develop some of these talents 
  to a degree.  Using their Willpower 
  and various levels of calming 
  meditation to draw their focus from. 
   
  Some examples of Focus abilities 
  are powers such as Mind Shield or 
  the Vulcan meditative trances.   
  
   
   
   17 
  These are powers enabling an 
  individual to heal or protect 
  themselves, from an external force, 
  either by blocking the use of 
  Psionics against them or by making 
  minor changes in body chemistry in 
  a meditative trance. 
   
  Temporal 
   
  A fairly recent occurrence has been 
  the discovery of Psionic powers 
  over a temporal realm.  While there 
  have been few encounters with 
  these powers there has been little 
  opportunity to study them.  
  However there is a school of 
  thought that believes them to be 
  related to the Clairvoyance family 
  of Psionics, most specifically that of 
  Precognition. 
   
  Temporal powers range from the 
  ability to sense alterations in the 
  timeline, through to remote viewing 
  of alternate timelines, even time-
  travel itself. 
   
  Although theoretically such powers 
  are draining and may possibly even 
  be deadly to the Psion, the very 
  nature of these powers and their 
  manifestation may make proving 
  their existence equally difficult. 
   
  Latent Powers 
   
  Some species have latent Psionics 
  buried in their genetic code.  The 
  Xenexian’s, for example are a 
  Federation protectorate species, 
  deeply spiritual and with a strong 
  tradition of Mystic powers. 
   
  Each Xenexian male is expected to 
  go into the wilderness, where they 
  will wander, surviving off the land 
  until they have a vision of their 
  future.  For many this is no more 
  than a deep contemplation about 
  their lives and where they want 
  their lives to lead, sometimes 
  lasting no more than one night, and 
  seeing this newly accepted adult 
  back home in time for a meal...  But 
  for others, such as the War Leader 
  M'k'n'zy of Calhoun this is a serious 
  journey of discovery, fasting and 
  travelling for days, even weeks, 
  eventually leading to an 
  hallucinatory experience as they 
  see visions of their futures, often 
  very accurate visions. 
   
  So while the Xenexian’s are latent 
  Psions, very few actually manifest 
  powers.  Unlike many other species 
  with Psionic Potential, such as 
  Humans, Cardassians or the like, 
  every single member of these 
  latent species has the ability to 
  further expand and develop their 
  powers & skill, tempered with 
  practice and experience, while 
  Psions amongst other races are far 
  rarer... 
   
  The Ocampan’s are another 
  species with strong Latent abilities, 
  while they continue to posses a 
  strong Telepathic ability; many of 
  their powers have been lost over 
  the Generations.  Perhaps the 
  return of an older, stronger Kes will 
  be the key to unlock the potential 
  the Ocampa have lost. 
   
  Psionic Powers Rating; 
   
  The Federation uses a fairly 
  standardised rating system to 
  measure levels of Psychic power 
  manifested by Psions.  Ratings are 
  measured on a scale on 1 through 
  to 10; it is assumed that the ‘norm’ 
  of 0 represents no Psionic power at 
  all.  And is used as a control for 
  measuring the power capabilities of 
  individual Psions. 
   
  
   
   
   18 
  The Federation Rating system 
  works as follows; 
   
  0.00  - No Psionic power at all. A 
  ‘Normal’ or ‘Mundane’. 
   
  1.00 - This is the base Psionic 
  power; basically the individual is 
  barely more than a ‘norm’, most 
  often found amongst latent Psyhics 
  with little control over their gifts.   
   
  1.5 to 3.0 - Low to moderate 
  Psychic energy; this is the most 
  common maximum of undisciplined 
  Psionics, and few advance higher 
  without teaching and guidance. 
   
  3.5 to 6.0 - Average Psi ability; the 
  individual shows promise and 
  talent, and has a god control over 
  their abilities.  This is often the 
  highest level that a Psychic can 
  reach. 
   
  7.0 to 9.5 - Advanced Psionics; at 
  this level the character has 
  surpassed the average and shown 
  exceptional gifts and talents. 
   
  10.00 - Total ability; the character 
  is a natural master and one of the 
  most powerful Psions in existence. 
   
  These levels are not logarithmic, 
  but are far more Asymptotic, as the 
  higher the Psychics measured level 
  of ability, the greater their degree of 
  hypersensitivity.  However, it 
  should also be noted that Psionic 
  power is also difficult to measure 
  100% accurately, and so even this 
  measuring scale is often 
  considered a ‘rule of thumb’, 
  although it is accurate enough for 
  the vast majority of people, both 
  Psions and Normal’s to accept 
  these levels as a true definition. 
   
  It should also be noted that some 
  few individuals such as the 
  Starfleet Officer Gary Mitchell have 
  been exposed to Alien influence 
  and risen from 0.00 and have even 
  surpassed that theoretical 
  maximums in the Federation scale, 
  such events are however rare. 
   
  Psionic Based Illnesses; 
   
  There are a very few cases of 
  Psionically induced diseases and 
  illnesses yet encountered by 
  Starfleet.  Other maladies exist and 
  have been encountered, and it is 
  hypothesised that others may also 
  have been encountered but 
  remained unrecognised, such I the 
  difficulty of diagnosing such a 
  problem.  As Starfleet’s own 
  medical sciences grow, along with 
  their experience with Psionic 
  Species and individuals it is 
  thought that a new branch of the 
  Medical Sciences could be 
   
  So, how does my character 
  measure up against this scale? 
   
  Simple really, In ICON most Stats 
  range between 1-5 (give or take 
  another 2 for edges) and psychic skills 
  use a base level of 1-5… 
   
  Simply take add the stat to the 
  characters highest skill level (plus or 
  minus any edges) and use the 
  resulting total to gauge where the 
  character lies on the scale.  Results of 
  more than 10 simply read as a 10. 
   
  e.g. 
  Lieutenant Sovak the Vulcan XO has a 
  Psi stat of 3, with –1 range and +2 
  Focus, and his skill at Mind Meld is 4.  
  This would leave Sovak at level 8 (3-
  1+2+4 = 8). 
   
  Meanwhile Cadet Travers is a talented 
  Human, with a Psi 1, a range of –1, 
  and Mind Shield 1, making him a level 
  2 Psion.  (1-1+1 = 2) 
   
  
   
   
   19 
  developed, along with some 
  Psionic Based healing powers.  
  However at this time the vast 
  majority of doctors and counsellors 
  with the relevant experience in 
  dealing with Psionic Illnesses 
  remain those from Psychic species, 
  such as the Betazoid’s and 
  Vulcan’s.   
   
  Advanced Paediatric Telepathic 
  Manifestation; 
   
  The vast majority of the Betazoid 
  population are born without 
  Telepathic and Empathic abilities, 
  this allows the young children a 
  space in which parents and 
  teachers can teach the children 
  mental strength and how to deal 
  with the eventual onset of their 
  Psionic powers, which typically 
  manifest at puberty.  However, a 
  very few Betazoid’s are born with 
  their full Psionic gift.  And from birth 
  are totally unable to shut out the 
  myriad of emotions and voices.   
   
  Often lacking the ability to screen-
  out the normal telepathic noise 
  emanating from other species 
  around them.  Many of these 
  individuals suffer great stress and 
  even mental illness related to this 
  premature development of powers, 
  more so as they are often far 
  stronger, more gifted than other 
  Betazoid’s.  Leaving them in the 
  care of specialist hospitals (such as 
  the one at The University of 
  Betazed), or simply to seek a life of 
  solitude.  Very few of these 
  individuals are able to develop 
  anything representing a normal life 
  among others, although some do 
  try. 
   
  Bendii Syndrome;  
   
  A Rare Illness that sometimes 
  affects Vulcan’s over the age of 
  200.  The disease is characterised 
  by a gradual loss of emotional 
  control; victims exhibit sudden 
  bursts of emotion and irrational 
  anger.  Diagnosis is made by 
  culturing tissue from the patient’s 
  metathalamus.  A dangerous side 
  effect of Bendii Syndrome is that 
  the loss of emotional control can be 
  telepathically projected to others in 
  close proximity to the patient.  This 
  risk is greater with powerful Vulcan 
  Telepaths.  While incurable and 
  eventually fatal, the symptoms of 
  Bendii syndrome can however be 
  relieved by the use of a mind meld 
  to transfer many of these 
  incoherent emotions to another 
  individual.  Requiring the volunteer 
  to retain a strong emotional control 
  for the duration of this emotional 
  projection. 
   
  There are some that feel, that 
  Bendii Syndrome is closely 
  connected to Pa’Nar Syndrome, 
  and possibly directly linked to the 
  Vulcan Suppression of emotion.  
  Indeed neither of these conditions 
  seems to be applicable to other 
  Vulcanoid species, such as the 
  Romulans or Mintakan’s…  The 
  Vulcan’s however refer to their 
  traditional stance and prefer not to 
  enter into any further discussion or 
  study on the matter… 
   
  Memory Virus 
   
  While not a true virus, this parasitic 
  life-form seems to be transmitted 
  by Psionic means and is very 
  difficult to detect and diagnose. 
   
  In its typical state the memory virus 
  lies dormant inside its hosts brain 
  
   
   
   20 
  tissue, sustaining nourishment 
  generated through Neurochemical 
  peptides, that are generated within 
  the cortex of almost all carbon 
  based humanoid life.  The parasitic 
  organism remains invisible to 
  detection by sensors due to its rare 
  survival characteristic.  Typically 
  the virus mimics the appearance 
  and structure of a memory engram. 
   
  Its camouflage works too well 
  however, as this fake memory is 
  accessible by its host, and so the 
  organism usually takes a traumatic 
  memory as its camouflage, usually 
  generated by its first host, in order 
  to suppress itself deep within the 
  hosts psyche.  This memory while 
  repeated with later hosts seems to 
  be interpretive and so will appear 
  and feel comparable to their own 
  life experience when recalled by 
  the patient. 
   
  Typically the organism is benign 
  residing in its hosts brains 
  hippocampus, however when the 
  host is close to death the Organism 
  seems capable of transmitting itself 
  psionically to the first person to 
  come into contact with the dead or 
  dying body.  And its long However 
  sometimes the memory engram is 
  triggered by a sensory clue and the 
  memory is activated, at which point 
  the host may begin to suffer a side 
  effect, one the Vulcan’s have 
  identified as t’lokan schism, 
  wherein the repressed memory 
  continues to create a real, physical 
  distortion to the sufferers brain 
  tissue that can cause extended 
  neurological damage and even 
  death, unless treated. 
   
  The organism is affected by Thoron 
  radiation, and if correctly diagnosed 
  the organism can only be treated 
  by a Thoron radiation 
  bombardment of the patients 
  hippocampus, a less than safe 
  treatment alternative. 
   
  Pa’Nar Syndrome; 
   
  This condition only affects 
  Vulcan’s, and unlike any other 
  illness or disease has a unique 
  communicability factor. 
   
  Pa’Nar is an incurable degradation 
  of the synaptic pathways affecting 
  the endocrine and immune 
  systems.  Transmitted via the 
  telepathic contact known as the 
  ‘mind meld’.  Its cause is the 
  disruption of neuro-electric 
  impulses around the Para-Cortex in 
  the Vulcan Mid Brain during direct 
  Psychic Contact that leaves the 
  Psion suffering an altered Brain 
  chemistry. 
   
  If left untreated the sufferer will 
  loose hand-eye coordination and 
  balance along with the degradation 
  of the immune system will leave the 
  Vulcan victim to a myriad of other 
  illnesses.  Eventually the Vulcan 
  will likely die from contact with 
  another disease… 
   
  Its cause was found to be 
  remarkably simple.  When the 
  Vulcan’s gave up Psionics in favour 
  of Logic, the telepathic abilities they 
  possessed made the transition 
  difficult, and it was felt that they 
  needed to find a way to force their 
  ability and make it latent.  Nobody 
  is quite sure how such mass 
  hypnosis (for want of a better term) 
  was completed, but the vast 
  majority of Vulcan’s found their 
  ability to meld lost…  Enabling 
  them to focus on the control of their 
  own emotions.  Just a precious few 
  kept the ability alive, a taboo in 
  Vulcan culture.  A clue to the cause 
  
   
   
   21 
  of this mass loss of Psychic power 
  was finally discovered on Stardate 
  5943.7 by the Vulcan Spock of the 
  Starship Enterprise, who found 
  himself trapped back in time, and 
  began reverting to a more primitive 
  Vulcan state, it is possible that an 
  extremely strong Psionic cause 
  was to blame… 
   
  This mass hypnosis also served as 
  a mental block against the use of 
  Psionics, whether intentional or an 
  oversight, it left what seemed to be 
  a post-hypnotic suggestion…  And 
  Pa’Nar syndrome was simply the 
  symptom of the subconscious 
  Vulcan mind rebelling as its Para-
  Cortex was stimulated, leading to a 
  gradual shutdown of some of the 
  higher brain functions.  In reality 
  Pa’Nar was not so much a 
  communicable disease, but rather 
  an extreme case of ‘mind over 
  matter’… 
   
  The cure was equally as strange.  
  Effectively a Placebo, while the 
  Vulcan’s learned to use and 
  exercise their Psionic abilities.  The 
  early Federation Medical Council 
  had to somehow find a way for the 
  coldly logical Vulcan people to 
  accept this fact and over-look the 
  Placebo cure, along with accepting 
  and discarding one of their major 
  cultural Taboos.  The continued 
  survival of the Vulcan species is a 
  testament to the success of this 
  campaign. 
   
  Pon Farr; 
   
  The Vulcan name for their time of 
  mating.  Although Vulcan’s live 
  strictly by the dictates of Logic as 
  set down by Surak, this veneer of 
  emotional control simply buries and 
  suppresses emotion.  Even the 
  Vulcan’s knew that without an 
  emotional outlet, there would be an 
  even heavier price to pay…  And 
  so once every seven years, the 
  face of emotional control leaves 
  sufferers at a time when they can 
  prepare for it, and retain at least 
  the image of control during this 
  time of mating.  
   
  Suffered by both Male and Female 
  Vulcan’s, the Pon Farr often sets 
  in, well into a Vulcan’s 2nd or 3rd 
  decade.  And is linked to their mate 
  via a bonding ceremony performed 
  as children.   
   
  During the mating, the Vulcan 
  pairing, will often use the mind 
  meld and bond closer still, enjoying 
  an intimacy almost unknown by 
  other species. 
   
  While not technically a Psionic 
  based malady, it is worth noting 
  that the time of the Pon Farr is set 
  via a telepathic link, and if not 
  acted upon a Vulcan will loose the 
  ability to sleep and eat, developing 
  a Neurochemical Imbalance that 
  will cause the Vulcan to become 
  irrational and loose cognitive ability 
  and eventually be fatal if not acted 
  upon. 
   
  Psionic Trauma 
   
  When a sentient mind suffers a 
  Psionic Shock, the neurological 
  repercussions of such an event can 
  leave the individual in a comatose 
  state suffering from Psionic 
  Trauma. 
   
  Most often associated with 
  Psychics, and then most often with 
  young and inexperienced users of 
  Psychic powers.  It can be caused 
  by a Psion attempting to contact a 
  hive mind or a vastly alien psyche 
  with their telepathic powers, if such 
  
   
   
   22 
  a contact is unsuccessful it can 
  feedback against the Psychic 
  causing a shock to their system.  
  Such an alien psyche would be 
  best exampled by the Tholian’s, 
  Bynar’s or the Borg hive mind… 
   
  A second source of Psionic Trauma 
  is that of offensive uses of 
  Telepathic or Empathic abilities.  
  Some skilled Psions are able to 
  use their powers to overload the 
  minds and nervous systems of non-
  psychics causing Psionic Trauma 
  in their target, such as the 
  committing of "telepathic memory 
  intrusion," by a Ullian delegation 
  against several members of the 
  crew of the Starship USS 
  Enterprise, NCC-1701-D on 
  45429.3.  Fortunately such levels of 
  telepathic powers are rare, as are 
  the uses of Psychic powers in an 
  offensive manner.  Unfortunately 
  many cases of Psionic Trauma, 
  especially among non-Psychics 
  can prove fatal, dealing 
  neurological damage that no 
  amount of medical treatment or 
  surgery can heal. 
   
  This leaves only one treatment 
  available to those that survive the 
  initial damage, rest and 
  recuperation and often the 
  assignment to a counsellor to help 
  them evaluate and begin to 
  understand and accept the 
  situation that they have found 
  themselves in. 
   
  Spontaneous Self-Evolution 
   
  A rare and troubling occurrence, 
  Starfleet encounters have 
  catalogued several instances of 
  this condition.  Where a formerly 
  normal humanoid spontaneously 
  develops Psionic Powers.  Rarely 
  do such powers manifest with no 
  cause, and many times the core 
  reason of this spontaneous 
  occurrence is external, from 
  strange radiation effects through to 
  powers gifted by more powerful 
  Aliens. 
   
  Often these manifesting abilities 
  are quite powerful, however the 
  host mind is undisciplined with their 
  use, and so the powers rage out of 
  control.  Often this leads to insanity 
  or even death, and even disciplined 
  Starfleet Officers have crumbled 
  and succumbed to the corruption of 
  absolute power. 
   
  Thankfully this syndrome remains 
  rare, and the death tolls associated 
  with them low.  At this time, 
  Starfleet still does not know a ‘cure’ 
  and must face each instance as a 
  separate event. Although one of 
  the functions of the counsellor, and 
  their purview of looking after the 
  mental health of the crew is to try 
  and focus on these cases, and 
  stabilise the individual concerned 
  thereby safeguarding both the 
  ships crew and the new found 
  psychic. 
   
  Zanthi Fever; 
   
  A viral condition that affects the 
  empathic abilities of ‘mature’ 
  Batazoid females.  A patient 
  suffering from Zanthi Fever can 
  involuntarily project their emotional 
  state onto others, often those in 
  nearby proximity to the patient.   
   
  Some human doctors have jokingly 
  noticed similarities in the condition 
  and its range to that of the Human 
  Menopause, and while both seem 
  to affect mature women, that is 
  indeed where the similarities end. 
   
  
   
   
   23 
  Fortunately Zanthi Fever is easily 
  treated.  As long as the condition is 
  correctly diagnosed, a treatment is 
  easily applicable that will calm the 
  symptoms and stop the emotional 
  projection, and those under its 
  effects are easily immunised too.   
   
  
   
   
   24 
   
   
   
   
   
   
   
   
   
   
  Chapter Three; 
   
  Psionics Amongst the 
  Major Galactic Powers  
   
   
  Around them, the acrid smell of 
  smoke from electrical fires tainted 
  the air, but he stayed at his post 
  hunched over the controls.  He had 
  driven the freighter to its limits to 
  escape and now all seemed 
  hopeless. 
   
  The universe had driven them 
  away… 
   
  First their Telepathy had seen them 
  become Pariah on their homeworld, 
  and as time had passed this social 
  isolation led to distrust and hatred. 
   
  He had taken his family and what 
  few he could and fled before the 
  persecution and violence started.  
  Forcing them to become refugees 
  on the run from their own people, 
  their old lives… 
   
  Their encounter with the Romulans 
  had started well.  As the Giant ship 
  had approached them, their initial 
  territorial claims had seemed a little 
  friendlier after he explained their 
  plight.  The Romulan Sub-
  Commander had even offered them 
  sanctuary. 
   
  But again all was not right.  They 
  had scanned the mind of the 
  Romulan, who clearly did not 
  perceive their range.  And they 
  discovered that the offer of 
  sanctuary was not without price.  
  The Sub-Commander saw them as 
  tools, nothing more… 
   
  And so they had fled again.  
  Pushing their ship beyond its 
  tolerances as the Romulans gave 
  pursuit.  The weapons fire had 
  scorched their vessel.  Dealing 
  more damage than they could 
  possibly repair…  But they had 
  pushed on.  Even after the 
  
   
   
   25 
  Romulan vessel had mysteriously 
  broken off pursuit…  He stayed at 
  the controls holding the ship at 
  warp for another light year before 
  the engines finally gave out. 
   
  They were trapped now.  And once 
  more another Starship approached.  
  With no engines, a damaged 
  communications system and a 
  rapidly dwindling life support, he 
  expected that this time they would 
  take them, that his choices were 
  finally lost to both him and his 
  family and friends. 
   
  The large ship came into view.  But 
  it was unlike the Romulan vessel.  
  Not metallic green and built to 
  resemble a Bird of Prey, instead it 
  was white, lights blazing into the 
  Darkness of space.  Where the 
  Romulan ship was clearly a ship of 
  war, this seemed peaceful, more 
  serene… 
   
  He could tell that the ship was 
  trying to communicate with him.  
  And so he worked to repair the 
  damage to the communications 
  system.  He must try to negotiate 
  their surrender, after all a life of 
  servitude was better than allowing 
  this children to die.  And some of 
  the passengers needed medical 
  attention quite urgently now. 
   
  Success, the communications were 
  repaired.  He sat back and wiped 
  his brow and straightened his tunic, 
  smiling at the thought that he still 
  wore the uniform of the planet that 
  had driven him away.  There was 
  no time for nostalgia though, not 
  while they needed help.  He 
  steeled himself for whatever terms 
  this new mysterious ship had to 
  offer. 
   
  Reaching forward he activated the 
  comm., opening the channel.   
   
  Like him, the figures there also 
  wore a uniform indicating a military.  
  Their Tunics were crimson and 
  blue, as the three humanoids sat 
  there.  No words were uttered for a 
  second or two and his heart sank at 
  the sight that a Romulan appeared 
  to be sat to the right of the central 
  figure. 
   
  Finally the central figure nodded.  
  And the thoughts arrived in his 
  head.  Yet nobody had yet spoken.  
  There was a telepath there.  A 
  friend. 
   
  “I understand.”  The message said.  
  “We can and will help.  You are 
  safe now.” 
   
  For the first time in weeks he 
  smiled a small tear of joy reaching 
  his eyes.  They were safe now. 
   
   
  
   
   
   26 
   
  Views of Psionics 
  amongst the various 
  Intergalactic Political 
  groups; 
   
  While much of this document is 
  written from the Federation Point of 
  View, it is worth noting that other 
  Species and Galactic powers also 
  have a standing and relevance to 
  the issue of Psionics.  These 
  issues are discussed here. 
   
  The Borg 
   
  Drones have no Psionics.  The act 
  of assimilation strips the 
  individualism from a Drone, and 
  while 'Biological and Technological 
  distinctiveness' is being added to 
  the collective, the nano-probes are 
  effectively rewiring a Drones Brain 
  with all the Hardware required, 
  turning a significant portion 
  of 'redundant brain tissue' into a 
  massive computer with subspace 
  communication transponders.  Just 
  as the Vulcan Science Directorate 
  refused to believe in Time Travel 
  for centuries, so the Borg seem to 
  have developed a Blind Spot in 
  relation to Psionics.  They just do 
  not accept their presence and 
  application beyond that of an 
  intermittent nuisance. 
   
  After all, by far the most common 
  abilities are that of Empaths and 
  Telepaths.  The loss of 
  Individualism renders Empathic 
  abilities redundant, and Telepathy 
  is far to 'biological' in nature and far 
  less efficient in comparison to a 
  hard-wired subspace connection to 
  the Collective.  Other, far rarer, 
  abilities have not yet been 
  encountered, but it seems logical 
  that if the Borg have deemed 
  Psionic abilities worthless to the 
  collective, then abilities that seem 
  rare in Biological entities could 
  easily be missed by the Collective, 
  abilities such as Telekinesis, 
  Pyrokinesis, etc. and therefore 
  erased during assimilation before 
  their advantages become clear. 
   
  The use of Psionics against the 
  Borg is another matter.  To date the 
  use Empathic abilities has proven 
  futile, the Borg do not assign an 
  emotional state to their actions, and 
  such empathy has an equal effect 
  as empathising with a Computer.  
  Coincidentally, the best predictions 
  of Borg activity to date 
  have come from Vulcan research 
  teams, a species that seems to 
  share many traits with Computers 
  (at least in common parlance)...  
  Telepathy is actually dangerous.  
  Connecting with a Borg is just like 
  connecting with the entire 
  collective, and there are very few 
  Telepaths capable of withstanding 
  such an onslaught.  Loss of 
  personality, brain damage, cerebral 
  haemorrhaging are common 
  results.  Mind Melds are equally 
  impossible, with touch-contact 
  usually an initiation to Assimilation, 
  nobody has even tried.  
  Confidential reports state that the 
  USS Voyager stranded in the Delta 
  Quadrant has rescued a Borg 
  Drone, and once individualism is 
  restored, Mind Melds are possible, 
  up to and even including limited 
  contact to the collective, as long as 
  the danger from assimilation has 
  been removed.  Although this Meld 
  does put a great strain on the Psion 
  performing the meld. 
   
  This leaves the rarer forms of 
  Psionics.  Even amongst the wide 
  diversity of the Federation, these 
  abilities are few and far between 
  
   
   
   27 
  and as such no accurate study has 
  been available over their effects 
  against the Borg.  Speculation 
  varies however.  While some feel 
  that there is no possible way that 
  the Borg would be able to adapt the 
  use of Psionics in an offensive 
  capacity, the sheer rarity of these 
  powers limits their effectiveness 
  against the collective.  Another 
  school of thought feels that some 
  Psi-Attacks would be adaptable.  
  Powers such as PK, would simply 
  be hurling objects at the Borg, a 
  simple kinetic attack and of minor 
  consequence, while Pyrokinesis 
  might actually be adapted to after 
  the first couple of Drones 
  spontaneously combust...  
  Federation Scientists theorise that 
  the Borg would eventually be able 
  to adapt to the effect of the Psionic 
  Attack, if not the cause, and may 
  even begin targeting Psi Active 
  crew in preference if such a 
  weakness was recognised by the 
  collective. 
   
  The biggest danger actually lies in 
  revealing these powers to the Borg. 
  Simply the thought that the 
  Collective might target these 
  Biological components to add to 
  the collective, or deem them a 
  threat and aim to remove said 
  threat in a similar fashion to their 
  destruction of the El Aurian 
  homeworld over a century ago.  
  One thing is sure, this discussion 
  will go on and on. 
   
  AUTHORS NOTE: The absence of 
  the Queen in this opinion is 
  deliberate, for me the Borg are a 
  soulless threat; the ‘queen’ is 
  simply a communications Avatar, 
  an interface, a specialist Drone for 
  dealing with 'lesser species' (like 
  humans).  She looks like an 
  individual, acts like an individual, 
  and simulates emotion.  However, 
  she is merely a tool of the 
  Collective, rather than the other 
  way around... 
    
  The Cardassian Union 
   
  The Cardassians are not known for 
  Psionic abilities.  Like Humans, 
  they exhibit only a few rare talented 
  individuals, and like humans, these 
  few tend to be rather powerful, 
  hinting that powerful abilities lie just 
  under the surface.  Much like 
  human culture, the Cardassian 
  history of the Hebitians is a full and 
  rich mythology with a strong sense 
  of spiritual magic running through.  
  Recent revisions in light of a 
  stronger understanding of our own 
  culture and abilities would seem to 
  imply that both Humans and 
  Cardassians have recorded some 
  of their Psionic histories in the form 
  of these myths and fables, distorted 
  by time. 
   
  However, the Cardassians have a 
  strong connection to Psionics, and 
  while Humans denied the powers 
  for centuries, and even persecuted 
  them, the Cardassians embraced 
  them.  According to ancient legend 
  and superstition, the Hebitian’s 
  chose Psionics as Priests and 
  Leaders, and the Union saw them 
  as weapons and resources.  More 
  than that, they actively sought ways 
  of increasing the number of Psionic 
  individuals in service to the Union. 
   
  It is now fairly well known and 
  documented that the High 
  Command experimented with the 
  use of Psychotropic agents to build 
  'Super-Soldiers', treating volunteers 
  from the Orders to make stronger, 
  faster, fanatical troops.  Known as 
  ‘Project Soldier’, it is also well 
  documented that many of these 
  
   
   
   28 
  experiments went wrong, instead 
  creating homicidal psychotic 
  monsters.  Fortunately, the High 
  Command still found uses for these 
  failed experiments, always careful 
  to ensure that no resource was 
  wasted. 
   
  It is far less well known that a sister 
  experiment to Project Soldier 
  existed, trying instead to create a 
  Psychic/Telepath.  Known as 
  Project Inquisitor, and run by the 
  Obsidian Order who wished to 
  create the perfect Psionic agent. 
   
  Experiments on matured 
  individuals failed, the alteration of 
  Brain Chemistry and surgical 
  effects either killing the individual or 
  driving them dangerously insane.  
  Very occasionally Psychic powers 
  would manifest, unfortunately 
  usually accompanied with a 
  dangerous psychosis endangering 
  the scientific crew, and forcing the 
  subject to be put down.  
  Experiments were performed on 
  Psionically Capable prisoners that 
  the Union captured, and the 
  lessons were learned from their 
  various failures.  Meanwhile the 
  few ‘Teeps available to the Union 
  were put to service. 
   
  Fortunately the successes of this 
  program were few and far between, 
  although vague rumours of 
  experimentation on prisoners did 
  'leak' courtesy of the Obsidian 
  Order, to ensure a level of effective 
  psychological warfare on 
  Cardassia's enemies.  But 
  eventually the events of the 
  Dominion War overtook Cardassia, 
  with the strains of wartime 
  resources, and the eventual 
  Mass Destruction at the hands of 
  their former Dominion Allies, 
  Cardassian resources have been 
  strained to breaking point and with 
  Federation help, it is hoped that the 
  new Administration of the 
  Cardassian Union will be adverse 
  to the continuation of such 
  macabre experimentation. 
     
  The Dominion 
   
  The Dominion Stance on Psionics 
  is two-fold.  While it provides a 
  beneficial tool that enables them to 
  better police their empire, it can 
  also prove a weakness.  With 
  telepathic Vorta and Jem'Hadar 
  suffering conflict as their pre-
  programmed obedience towards 
  the Founders butts against 
  the telepathic knowledge that the 
  Founders are merely equals and 
  not gods.  Therefore the Founders 
  ensure that the vast majority of the 
  servants of the Dominion are 
  without Psionics...  Their known 
  mastery of cloning and genetic 
  modification procedures making 
  such a task easy. 
   
  It is possible however for this same 
  skill and mastery to enable Psionic 
  Talents in their servants, and some 
  Vorta infiltrators are imbued with 
  telekinetic abilities, enabling them a 
  form of defensive weapon in case 
  of capture, and an alternative to 
   
  The Great Link; 
   
  Some changelings have a greater 
  control over the Great Link, able to 
  protect their own thoughts and even 
  pick through the thoughts of other 
  Changelings in the link.  In these cases 
  such Founders are often skilled in both 
  Mind Meld and Mild Shield skills, using 
  their Presence/Willpower statistic as a 
  base.  These abilities are however only 
  used in dealing with other founders in 
  the link and do not constitute true 
  Psionic ability. 
   
  
   
   
   29 
  suicide.  Especially under  
  circumstances where the Vorta's 
  return is a vital intelligence 
  gathering resource.  It is an oddity 
  that the Founders seem happy to 
  allow such advanced Telekinetic 
  powers, and yet actively suppress 
  far lesser powers such as 
  Telepathy and Empathy.  It is 
  unknown however if the genetic 
  tampering is the cause of the 
  powers activation or suppression. 
   
  This leaves the Link, a pseudo 
  Psionic ability, connecting each 
  Founder that participates, from 
  small groups of Changelings 
  through to the planetary seas of the 
  Great Link on the Founders 
  homeworld.  The Link connects all 
  its participants in a way similar to 
  the Vulcan Mind Meld, as all traces 
  of individual are lost to the joy and 
  experience of the whole.  Sharing 
  thought and memory. 
   
   
  One thing is clear, the Founders 
  most definitely fear Psionics.  The 
  existence of such powers may 
  prove a weak link in their chain of 
  Domination, they are aware that 
  while a Changeling in 
  transformation will scan like the 
  thing or being they are disguised 
  as, they still retain sentience, and 
  so Telepathy and Empathy are 
  valuable tools in seeking 
  Changeling Infiltrators.  And once 
  Dominion is exerted, these same 
  abilities allow their subjects to 
  discern their true motivations, and 
  so endanger their control.  It is not 
  a surprise therefore that during the 
  Dominion war among the first 
  targets for capture were the planets 
  of Betazed and started to make 
  advances on Vulcan itself, a 
  significant assault on the 
  Federation and its Psionic 
  members. 
   
  Starfleet Intelligence Report 
  Stardate 50199.2 
   
  In light of the recent events concerning 
  the apparent changeling infiltration of 
  the Alpha Quadrant, and the increased 
  knowledge concerning known Dominion 
  tactics and abilities, a review has been 
  undertaken concerning the initial report 
  of Commander Benjamin Sisko, 
  Commanding Officer of Deep Space 
  Nine, upon the matter of his first contact 
  with known Dominion Agents, most 
  specifically the Vorta agent known as 
  Eris on Stardate 47976.5. 
   
  It was particularly noted that Eris had 
  used a form of Telekinetic powers to 
  break out of the holding pen that she 
  and the Alpha Quadrant prisoners were 
  held in, enabling their escape from 
  Jem’Hadar captors.  While this was 
  subsequently discovered to be a ruse in 
  order to gain the trust of a senior 
  Starfleet Officer and enable her 
  successful infiltration, and the plan 
  eventually failed. 
   
  However, since that time, in many    
  encounters with the Dominion, no other 
  Vorta has yet demonstrated any similar 
  ability.   
   
  It should therefore be considered that 
  due to the Dominions obsequious 
  infiltration method that these powers 
  may actually have been faked rather 
  than a true Psychic manifestation of 
  Telekinetic ability.   
   
  This hypothesis also seems to match 
  reports that the Vorta are a genetically 
  constructed species, coned and created 
  for service to the Founders.   
   
  We should not however close the book 
  on this matter and investigations should 
  continue to discover is such powers 
  exist and if so amongst what percentage 
  of the Vorta population. 
   
  
   
   
   30 
  The Federation 
   
  The Federation adoption of the 
  Vulcan philosophy of IDIC plays a 
  significant role in the factions full 
  acceptance of Psionic species, and 
  many different species have carved 
  a place for themselves within the 
  Federation, and Starfleet, pre-
  eminent among these are both the 
  Vulcan’s and Betazoid species, it is 
  also the Betazoid 'Code of 
  Sentience' that sits as a guide to 
  how Psionics are used within the 
  Federation.  Some like the Deltan’s 
  have kept a low profile within the 
  Federation, despite a long-standing 
  membership, preferring instead to 
  self-impose a limit to their contact, 
  and yet upkeep a long-standing 
  relationship with the Federation.  
  However, the species that join the 
  Federation, are often like-minded, 
  enjoying personal freedom, and 
  plentiful opportunity, and in these 
  circumstances, the vast majority of 
  Psionic beings voluntarily choosing 
  to undertake a set of values similar 
  if not identical to the Betazoid Code 
  of Sentience, after all, the 
  Betazoid’s are amongst the most 
  powerful Psionissists within the 
  Federation, and in that role are 
  often guides and teachers for 
  emerging Psionissists among other 
  species, so the sharing of their 
  values is not altogether that 
  surprising.  Of course, these self 
  same freedoms offered by the 
  Federation also ensure any 
  individuals rights should they 
  choose to follow a different path 
  entirely. 
   
  Other Psionic species, of various 
  levels of ability, ranging from the 
  innate through to full manifesting 
  Psionics, with membership to the 
  UFP are the Xenexian’s, the 
  Medusan’s, even the Trill 
  Symbionts seem to exhibit a 
  level of Psionic activity, a level that 
  is speculated may also have played 
  a part in the evolution of the Trill as 
  a Joined species.  Humans too 
  have been undergoing a Psionic 
  renaissance, with the ability to 
  prove the existence of extra-
  sensory powers, many human 
  attributes such as Deja Vu, intuition 
  and empathy are being recognised 
  as low-level Psionics.  It is still early 
  in the Human evolution, and full 
  Human Psions are very, very rare 
  indeed, the official statistic is 
  gauged at 1 Psionic individual per 
  10,000,000 head of the population 
  (a similar enough statistic across 
  the board for many of the non-
  Psionic Species), although some 
  others are gifted with Psionic 
  Powers as a side effect of contact 
  and exposure to unusual radiation, 
  advanced technology or even 
  through contact with powerful 
  Psionic influence.  However, 
  enough of these gifted individuals 
  exist to warrant the construction of 
  The Federation Institute for 
  Paranormal Aptitude to have been 
  located on Earth at the foot of 
  Mount Shasta in Northern 
  California, although FIPA also 
  maintains satellite establishments 
  on the prime Federation Worlds 
  including Andor, Alpha Centauri IV, 
  and Bolarius IX. Again both Vulcan 
  and Betazoid teachers play a 
  significant role in helping to guide 
  these individuals through their 
  emerging powers.  But perhaps this 
  slow species advancement 
  explains why humans such as 
  Charlie X and Commander Gary 
  Mitchell of Starfleet have been able 
  to spontaneously develop strong 
  Psionic powers under outside 
  influences, and why Human history 
  and Mythology refers to individuals 
  who claim to be capable of great 
  
   
   
   31 
  deeds beyond normal Human 
  capabilities, from Asian Indian 
  Fakirs, through to stage magicians 
  of the 20th century... 
   
  It is not surprising then, that with an 
  discipline of acceptance and trust, 
  that other Psionic capable species 
  often come to the Federation when 
  under threat of Persecution, 
  species such the El-Aurian’s, 
  seeking asylum and safe-haven 
  within the protective shell of the 
  Federation.  This is despite a rare 
  few occasions when Psionics had 
  been used offensively against 
  representatives of the Federation, 
  on the whole despite initial conflict 
  these first contacts were often 
  diffused by the Starfleet Crew on 
  the scene, and while these 
  outcomes may not have added to 
  the Federation Family, they at least 
  calmed a possible enemy and 
  averted disaster. 
   
  Other Psionic species are often 
  friendly with the Federation, 
  unhappy (or unable) to surrender 
  total sovereignty.  But these 
  species have made a connection 
  with the Federation and their way 
  of life.  And even with powerful 
  precognitive skills, nobody truly 
  knows what the future holds.  It has 
  been noted that the USS Voyager 
  in the Delta Quadrant encountered 
  several Psionic Species, such as 
  the Ocampa, the Brenari, and the 
  Mari, were encountered among 
  others, and that many of these 
  species were suffering from 
  persecution of one form or 
  another.  It has not been 
  discovered if this high 
  concentration of Psionic ability is by 
  chance or a matter of geography, 
  and far closer investigation would 
  be required to complete this study 
  (although parallels have been 
  drawn to the several species 
  identified in the Alpha and Beta 
  Quadrants that have achieve 
  spontaneous self-evolution and 
  become energy beings within that 
  past hundred years of Starfleet 
  Contact).  And at this time, only 1 
  Federation representative remains 
  in the Delta Quadrant, it is hoped 
  that through the actions and 
  encounters of the USS Voyager 
  and work of Federation 
  Ambassador Neelix that this 
  situation might change, and with it, 
  a new era of Psionics within the 
  Federation could be on the verge of 
  dawning. 
   
  The Ferengi Alliance 
   
  While the Ferengi have never 
  developed the ability to use 
  Psionics, this is simply a factor of 
  Biology, caused by their 4-lobed 
  brains.  However the Alliance most 
  defiantly recognises the value of 
  Psionics.  And envisions ways that 
  the application of Psionic abilities 
  could benefit their society as a 
  whole, or simply earn a gifted 
  individual lots and lots of profit. 
   
  The Ferengi have never been 
  afraid of Psionics, and legend has 
  it, that once in several generations 
  a Ferengi is born with just such a 
  gift… 
   
  Until such a time comes to pass 
  however, any Ferengi that wishes 
  to gain access to Psionic powers 
  will have to sub-contract to a willing 
  member of a Psionic Species…  
  And it has been found that there 
  are several Telepathic individuals 
  who are more than willing to sell 
  their talents and abilities to the 
  highest bidder, despite the 
  renowned Ferengi Telepathic 
  Resistance, and thus their own 
  
   
   
   32 
  inability to gauge a Ferengi’s true 
  motives.   
   
  The Klingon Empire 
   
  The Klingons are fairly neutral 
  towards the existence of Psionics.  
  As a species, they do not have a 
  great history of Psionics, and the 
  number of those gifted with such 
  powers are few, a similar situation 
  to the Human Genome.  Psionic 
  Klingons may be few and far 
  between, but their legends and 
  culture imply that this was not 
  always the case. 
   
  Klingon myth, like Human 
  mythology, is full of references to 
  great and powerful abilities, from 
  the Kahless stories upward, and 
  many Klingons aspire to even a 
  fraction of these abilities.  It is not 
  uncommon for Klingons to suffer 
  Deja Vú, or gain clarity and 
  understanding of another being, or 
  even to participate in a vision, and 
  many Klingon Rituals are designed 
  to draw forth these experiences.  
  Some, like the Native American 
  rituals, are simply the participants 
  subconscious providing an insight 
  the Klingon had not allowed 
  themselves to see, others are 
  uncanny visions, and even contact 
  with other individuals that far 
  surpasses the subconscious and 
  can never truly be explained. 
   
  And so it seems that while Klingon 
  Psions (called Seers) are few, 
  there seems to be a connection 
  with the world of the Paranormal, 
  one that the Klingons embrace as 
  part of their cultural standing of 
  Honour and Strength. 
   
  Klingon Seers are few.  And many 
  choose not to follow the path of the 
  Warrior.  Unlike other Klingons, this 
  choice does not gain them disdain, 
  after all, they might be a Seer, but 
  they are also Klingons, and just 
  because they do not become a 
  Warrior, does not mean they 
  cannot fight.  All Klingons can 
  fight.  Instead of becoming a 
  Warrior however, these Seers often 
  pursue a path in the priesthood, 
  often making pilgrimages to the 
  monasteries on Boreth, and 
  apprenticing to the monks there.   
  Others become honoured 
  travellers, selling their guidance 
  and visions to the leaders of the 
  noble Houses, or becoming allied 
  to a particular family and remaining 
  as counsel to them. 
   
  The Romulan Empire 
   
  The Romulans Vulcanoid ancestry 
  implies that the species would 
  remain Psionically active.  However 
  like the Vulcan’s, several millennia 
  passed with their Psionic Abilities 
  under suppression.  As the Empire 
  grew, and their culture of Secrecy 
  and Politics emerged, the existence 
  of Psionics became a liability to the 
  Romulan populace, and any 
  Psionically Active Romulans were 
  removed from normal society.  The 
  native Remans, also showed some 
  minor Psionic abilities, mostly 
  empathic-based abilities.  
   
  The Remans were a primitive 
  people back then, and easily 
  enslaved, they were put to work 
  helping to build the fledgling 
  empire, viewed as second-class 
  citizens even on their own 
  homeworld.  Still despite the years 
  of Slavery, the Remans have 
  retained some vestigial powers, 
  including a projective empathic 
  ability, and a few work hard to 
  develop and retain some of the 
  more advanced Telepathic abilities 
  
   
   
   33 
  that their people used to posses. 
   
  The Romulans are acutely aware of 
  their Psionic heritage, as they are 
  also aware that some Romulan 
  Psychics in the past have turned to 
  Vulcan teachings as a source to 
  satisfy their spiritual need and 
  Psychic training.  Such dissident 
  activity is discouraged by the 
  Empire, and the Military and Tal 
  Shiar have taken to screening 
  Romulans as they reach puberty in 
  order to confirm Psychic ability, at 
  which point any Psychics 
  discovered are separated from their 
  families and sent for retraining 
   
  However, the Empire also abhorred 
  waste, and these Psions are also 
  seen as a tool that could be utilised 
  to the benefit of the Empire.  And 
  so the Psions are inducted into the 
  Security Forces, making them a 
  loyal and effective part of Romulan 
  Society, and the Tal Shiar in 
  particular.  In recent years the 
  Psionic arm of the Romulan Secret 
  Police has become more and more 
  individual, and some fear that it 
  may separate entirely from its 
  parent organisation.  Especially in 
  light of the recent losses suffered 
  by the Empire during the Dominion 
  War and during Shinzon’s Reman 
  uprising...  There is a gap in the 
  Romulan Hierarchy of power, with 
  few politicians and generals left, 
  and many fear that this may result 
  in civil war as various groups 
  struggle to gather the reigns of 
  control over the empire and solidify 
  their powerbases, and the Psions 
  seem to be a group perfectly 
  poised to take advantage of this 
  vacuum 
    
  The Orion Syndicate 
   
  While not amongst the great 
  Galactic powers, the Crime 
  Syndicate has begun exerting an 
  increased political control, and 
  even rules outright or covertly in 
  several neutral systems.  While 
  only a minor threat to Peace 
  and stability amongst the Galaxy, 
  they have proven themselves both 
  a continued Irritation to the other 
  political powers across the Alpha 
  and Beta quadrants.  While they 
  have a very secretive power 
  structure, and wide and varied 
  operational arms, their occasional 
  use of Psionic members has 
  made it difficult for any deep 
  infiltration to succeed to any 
  significant level.  Many Starfleet 
  Intelligence operations where 
  discovered by the Syndicates use 
  of Psionics... 
   
  In structure, the Orion Syndicate is 
  more like a Terrorist movement, 
  with small cells in operation, even 
  multiple groups on a single planet, 
  and each operating independently 
  of each other.  Much of the work of 
  the Syndicate is performed on this 
  level, with relatively minor 'jobs'...  
  And here is where the organisation 
  is weakest.  Individual groups may 
  or may not have Psionic members, 
  depending solely on recruitment...  
  Some of the Gang Leaders distrust 
  Psions, as a means to keeping 
  secrets within the group, while 
  others risk the potential loss of 
  information security over the 
  usefulness that a Psion can add to 
  a potential operation and group 
  security...  At this level the 
  membership of a Psion is left solely 
  up to the Gang leaders... 
   
  Similarly, the middleman contacts 
  also seem to have great discretion 
  
   
   
   34 
  when choosing their associates.  
  Although at this level, the famed 
  secrecy of the Orion Syndicates 
  power structure begins to become 
  a factor.  And the middleman’s 
  associates are usually far fewer 
  and far more closely vetted 
  than amongst the far lower level 
  gangs.  It is noted that less than 
  5% of the known middlemen are 
  also known Psions, a very small 
  number indeed.  Unfortunately this 
  is as far as any Starfleet infiltration 
  has ever succeeded. 
   
  From here most communications 
  are made anonymously over 
  Communications systems, although 
  very occasionally a meet will 
  occur.  And it is at these meets that 
  the extent of the Syndicates 
  Psionic potential comes into play.  
  At this level of command there 
  seems to be an active effort to 
  recruit talented Psychics, often 
  some of the more socially inept 
  ones.  They are offered good lives, 
  great riches, and their hearts 
  desires.  But it is effectively a 
  gilded cage.  They are looked after 
  very well to ensure the secrecy of 
  the organisation, but are kept from 
  interaction outside of this level; for 
  fear of the many secrets they must 
  absorb escaping.  Starfleet is 
  always looking to capture or 'turn' 
  one of these powerful Psychics in 
  their operations... 
   
  An alternative opinion is that the 
  gilded cage is not really a cage at 
  all.  That the Orion Syndicate is 
  actually run by a far smaller group 
  of people than suspected, and that 
  this selective elite are actually the 
  Psychics that Starfleet Intelligence 
  thinks are the syndicates Prisoners 
  of Luxury.  If this is true, the 
  Syndicate could be far more 
  devious and deadly than it might 
  first appear to be...  
   
  Other Galactic Powers 
   
  Of the various other Empires, 
  Democracies, Hegemonies and 
  other political forces out in the 
  Galaxy their acceptance and 
  opinion of Psionics and users of 
  Psychic powers various almost as 
  infinitely as the various cultures out 
  there. 
   
  Some powers are primitive, or have 
  a holdover and outdated law 
  system that persecutes and targets 
  Psychics as evil.  Often based on 
  ancient mythology or even bad 
  experience in a societies history, 
  never the less, the result is that all 
  Psychics can be persecuted 
  equally, with no attempt to apply 
  cultural distinctions… 
   
  From the sheer numbers of 
  cultures that seem to hold a 
  negative opinion of Psychics, 
  including some more enlightened 
  cultures in which their past is 
  littered with similar persecutions 
  (including Earth), Exo-Sociologists 
  theorise that there is a collective 
  cultural memory of an ancient time 
  that many were ruled by a Psionic 
  master species.  Perhaps the 
  Preservers, Iconian’s or even the 
  Hur’q possessed some Psionic 
  powers, but with those lights 
  forever lost to the universe, it 
  seems that this theory will remain 
  unproven. 
   
  Other Galactic powers accept and 
  open their cultures to Telepaths, 
  either through their own Telepathic 
  powers or simply to profit from their 
  abilities.  Not all these cultures are 
  as open-armed as they may first 
  appear, with some looking to 
  
   
   
   35 
  enslave the telepath while others 
  simply wish to provide a better 
  place to live. 
   
  The smallest group joins the 
  Federation in their open dealings 
  with little or no-opinion on true 
  telepaths either way.  Either with a 
  true sense of fairness like the 
  Federation, ensuring that they deal 
  with each individual contact based 
  on its separate merits.  Or simply 
  because no previous experience, 
  either good or bad, with Psionic 
  individuals or cultures.  The vast 
  majority hold an opinion on the 
  matter of Psionics and it is 
  important for a crew to know the 
  local cultural standing before the 
  use of Psioncs is revealed. 
  
   
   
   36 
   
   
   
   
   
   
   
   
   
   
   
  Chapter Four 
  Character Generation 
   
  Evain led the way, and Jace 
  obediently followed.  She had been 
  under Evain’s tutelage for several 
  years now, and in that time had 
  learnt to focus and harness her 
  powers.   
   
  Now however she had reached the 
  zenith of what Evain could teach 
  her.  The student was growing 
  beyond the teacher.  And so Evain 
  had contacted a friend, a Vulcan 
  master who worked at FIPA, the 
  Federation Institute for Paranormal 
  Activity.  Located on Earth the 
  Institute was developed to help 
  talents and gifts expand and grow. 
   
  And Evain felt that her gift was truly 
  great and worthy of further 
  development.  
   
  So they had caught a transport and 
  gone to Earth.  The American 
  continent.  They had landed at 
  Starfleet Command in San 
  Francisco and caught an inland 
  transport.  Ahead of them Mount 
  Shasta loomed.  Jace’s next step in 
  her journey. 
   
  Evain would help settle her, and 
  then return to Betazed.  After all the 
  time they had spent together, her 
  teacher had become a surrogate 
  father to her, she knew that she 
  would miss him, as she would miss 
  her family.  But Evain had great 
  expectations, and she would be 
  happy to make him proud of her 
  and her achievements. 
   
  The transport slowed and began a 
  slow descent.  Coming to rest on 
  the surface with only a gentle 
  bump.  Almost immediately the 
  passengers gathered their things 
  and prepared to exit.   
   
  Jace looked about, her fellow 
  
   
   
   37 
  passengers were also Betazoids, 
  they had mostly travelled together 
  and so they had grown to know 
  each other already.  So once their 
  mentors had left they would at least 
  not be alone.  The sense of 
  nervous anticipation was 
  palatable…  But then, Jace 
  considered, it should be in a room 
  full of Telepaths. 
   
  The thought made her giggle a 
  little.  But the thought had been 
  shared and soon all the others 
  laughed or grinned at the thought 
  too, so upon stepping off the 
  transport all the new students were 
  smiling and the negative emotions 
  lost. 
   
  Jace took in her surroundings.  The 
  buildings looked similar to those at 
  Starfleet, at the Command and the 
  Academy.  They were set in a lush 
  garden and nearby a large grove of 
  Orange Trees were laid out in 
  orderly rows.  But the people… 
   
  She saw Vulcans, Humans, 
  Deltans, even a couple of blue-
  skinned Andorians, and many other 
  species that she simply couldn’t 
  name.  There seems so many of 
  them, and general babble filled the 
  air both audible and telepathic, 
  along with a sense of friendly 
  acceptance.  She knew that she 
  could be comfortable here. 
   
  Character Generation; 
   
  New or Updated Species 
   
  Deltans 
   
  The Deltan home 
  planet of Delta IV 
  is a lush paradise 
  world, known for its 
  cosmopolitan 
  attitudes towards 
  life and most 
  importantly 
  towards sex.    
   
  The planets 
  surface is dotted with small cities 
  and settlements, featuring full 
  domed structures and towering 
  spires, but all designed to blend 
  into the surrounding nature and 
  remain aesthetically pleasing.  
  Many of these structures are 
  designed around the central Deltan 
  attitude towards social interaction, 
  and many luxurious public palaces 
  await locals and visitors alike with 
  boundless hospitality. 
   
  This close and comfortable social 
  structure of the Deltan’s has been a 
  core foundation in the preservation 
  of the natural habitat of Delta IV, 
  with many areas retaining a wild 
  untamed look, carefully preserved 
  and looked after as such. 
   
  Deltan’s bear a strong physical 
  resemblance to humans, with more 
  delicate, lighter framed bodies, 
  although most do not have much 
  head or body hair, although not all 
  are totally bald, many retain that 
  look as a strong cultural heritage.  
  However Deltans mature faster 
  than humans, and tend to lead 
  slightly shorter lifespans.  Their 
  strong connection with nature 
  means that many also like to spend 
  
   
   
   38 
  time in the open air, which leads to 
  darker, tanned skin tones, 
  pigments that the Deltan’s retain for 
  a significant amount of time even 
  without exposure to real sunlight. 
   
   The Deltan physique is far more 
  renowned, however, for their active 
  pheromone glands.  With highly 
  active pheromone glands, reacting 
  to any charged emotional states, 
  along with a broadly compatible 
  sexuality, Deltan’s have found that 
  many species find them very 
  attractive, becoming aroused 
  around Deltan’s without any clear 
  understanding why. 
   
  This pheromone production along 
  with the Deltan Touch Telepathy is 
  a root cause as to why the Deltan’s 
  value and focus on the sexual act 
  as a means of signifying close 
  relationships and sensuality.  It is 
  true that the Deltan culture has 
  raised the significance of sex 
  almost to the point of religious 
  spirituality.  
   
   Deltan’s consider themselves a 
  sexually evolved species, with few 
  taboos based on nudity or sex, and 
  they find such rules of behaviour 
  immature and even uncivilised.   
   
  As a long-time Federation member, 
  the Deltan’s were among many of 
  the first races to sign up to the 
  fledgling Federation in the 22nd 
  century, valuing its friendship, 
  cooperation and even protection. 
   
  Although the Deltan history has 
  been that of an idyllic paradise, the 
  worst threats had been that of Alien 
  interference.  Upon first contact, 
  the Deltan’s welcomed their new 
  guests in a traditional Deltan 
  manner, at which point things 
  began to get strained, with cultural 
  taboos clashing with unwitting 
  desire.  The resulting crisis nearly 
  turned the Deltan’s away from 
  wishing contact with other species.   
   
  However Federation diplomats 
  spent months in contact with their 
  Deltan counterparts, straightening 
  out any misunderstandings, and 
  laying the groundwork for a second 
  chance at contact, only this time 
  with all parties involved entering 
  with advanced warning of the 
  others cultural standing.   
   
  This second contact went better, 
  far better than had been expected 
  after the initial catastrophic events, 
  with the Deltan’s working hard to 
  accommodate their guests an so 
  began a strong friendship that soon 
  lead to alliance and membership. 
   
   Many Deltan’s work well among 
  Starfleet crews, once they get to 
  know their crews and have made 
  the cultural adjustment to allow a 
  closer working relationship on the 
   
  Stats;  
  Attributes;  
  Fitness 2 [5] 
  Vitality -1 
  Coordination 2 [5] 
  Intellect 2 [5] 
  Perception +1 
  Presence 3 [5] 
  Psi 2 [5] 
   
  Skills;  
  Athletics (Choose Specialisation) 1 (2) 
  Charm (Seduction 1 (2) 
  Culture (Deltan) 2 (3) 
  History (Deltan) 2 (3) 
  Language; Deltan 2 
  Language Federation Std. 1 
  Receptive Empathy 1 
   
  Typical Advantages/Disadvantages;  
  Sense of Direction +1 
  Sexy +2 
  Code of Honour (Oath of Celibacy) –2 
  Touch Telepath –2 
   
  
   
   
   39 
  cultural terms of their crewmates.  
  Their sense of close community 
  and teamwork lends itself well to 
  Starfleet.   
   
  Their natural sense of direction has 
  allowed many a Deltan in Starfleet 
  to excel as a Pilot, although many 
  serve equally as well as either 
  Medical Officers or Counsellors. 
   
  Equally, their sense of fairness and 
  strong empathy towards others 
  allows them to serve well in a 
  Diplomatic role too, and several 
  Deltan’s serve as Federation 
  Diplomats and Peacemakers. 
   
   
  The Devore Imperium  
   
  Masters of the Devore Imperium, 
  the Devore lead a strong 
  interstellar community on a similar 
  technical level to the Federation. 
  The Devore originate from the 
  planet Deverone located at the 
  centre of their territory in the Delta 
  Quadrant.   
   
  The Devore are a strong military 
  power, and have expansionist 
  policies, but prefer to absorb willing 
  planets into their Imperium, offering 
  mutual agreements for sharing 
  Technology and Defensive 
  capabilities. 
   
  The Devore have spread rapidly 
  throughout their territory, with the 
  Devore as the senior sentient 
  species within the Imperium, their 
  military is manned solely by the 
  Devore, although absorbed worlds 
  are allowed to maintain local law 
  enforcements and minimal 
  planetary defence forces to 
  supplement the Devore navy.  In 
  this their Imperium bears much 
  resemblance to the Romulan 
  Empire. 
   
  Although maintaining a superior 
  attitude to their member species, 
  the Devore do accept and 
  understand them, treating them as 
  lesser partners, over conquered 
  foes. And this attitude translates 
  into a wary acceptance of peaceful 
  travellers through their territory. 
  The Devore are a Humanoid 
  species very similar in appearance 
  to Humans. 
   
   
  Stats;  
  Attributes;  
  Fitness 2 [5] 
  Coordination 2 [5] 
  Intellect 3 [5] 
  Presence 2 [5] 
  Empathy -1 
  Willpower +1 
  Psi 1 [5]  
   
  Skills;  
  Any Science (Choose Specialisation) 1 (2) 
  Athletics (Choose Specialisation) 2 (3) 
  Culture (Devore Imperium) 2 (3) 
  History (Devore Imperium) 1 (2) 
  Language; Devore 2 
  World Knowledge (Deverone) 1 (2)  
   
  Typical Advantages/Disadvantages;  
  Intolerant (Psionics) -3  
  +1 Courage Point. 
   
  Authors Note; The Psi of 1 is an untrained 
  advancement, most member of the Devore 
  populace are even unaware of its existence, 
  or even its use when it is used to hunt rouge 
  Psi's. Some even do not have that 
  advancement at all. Feel free to let players 
  move the DP if they require. 
   
  
   
   
   40 
  The Devore have one major dislike. 
  They are rabidly intolerant of 
  Psioncs, going out of their way to 
  hunt them down and incarcerate 
  them. However such incarceration 
  is often directly connected to the 
  Deaths of any who are captured, 
  often leading to refugee’s evading 
  the Devore authorities who often 
  search vessels at random, even 
  multiple times to ensure that all 
  Psionics are apprehended. This 
  attitude even extends to Psionic 
  capable species aboard vessels 
  travelling through their space, 
  whether they are citizens of the 
  Imperium or not. 
   
  This hatred stems from recent 
  events on the Devore homeworld, 
  after an abortive coup by Psionic’s 
  over a century before. The small 
  group was destroyed and in a fit of 
  Paranoia all Psionics were 
  declared illegal by the Devore 
  authorities, their leaders giving the 
  Armed Forces draconian powers 
  resembling martial law and a free 
  hand to enforce the laws against 
  Psioncs any way necessary.  
  This situation is compounded by 
  the fact that the development of 
  Psionics is the next evolutionary 
  step for the Devore. And slowly, 
  over time they are developing 
  Psionic abilities, faster even than 
  the authorities are able to hunt 
  them down. 
   
   
  The Ocampa 
   
  The Ocampa are a little 
  known species, 
  inhabiting the planet 
  Ocampa, an ecologically 
  devastated planet.  This 
  combined with a 
  reclusive nature for 
  generations of their 
  species has left the galaxy knowing 
  little about them and visa versa.  Of 
  those that are aware of their 
  existence, many believe them to be 
  weaker creatures, barely able to 
  survive, an opinion upheld by many 
  of the Ocampa themselves. 
   
  The Ocampan’s home world is 
  Ocampa V, named for the G-type 
  star of the Delta Quadrant and its 
  fifth planet, home world of the 
  namesake, short-lived humanoid 
  race. The planet's surface was 
  accidentally subjected to eternal 
  dryness and an atmosphere absent 
  any nucleogenic particles by the 
  alien Sporocystian explorers. The 
  aliens looked after the natives out 
  of a sense of guilt, but both aliens 
  differed in their approach, one 
  moved the native Ocampan’s 
  underground for survival, while the 
  second Sporocystian Alien took a 
  small colony away from their home-
  planet and went in search of a new 
  home.  
   
  Despite the damage to the Ocampa 
  V’s atmosphere, it's still Class-M 
  rated, although its condition makes 
  it a rarity, if not unique, among 
  thousands of Class-M worlds. 
  Later, the resource-poor Kazon-
  Ogla arrived on the surface in 
  search of their water and other 
  resources, including cormaline, 
  camping near a dry riverbed at the 
  north end of the foothills along an 
  extinct volcano range on the 
  southern continent. 
   
  Much of the Ocampan history has 
  been lost to several hundred 
  generations and their increasing 
  dependency on the Caretaker for 
  survival.  However what little is 
  known is thus; 
   
  
   
   
   41 
  The Ocampan home world used to 
  be a lush paradise, populated by 
  the Ocampa species, a short-lived, 
  but telepathically powerful 
  humanoid species.   
   
  However, the arrival of some inter-
  dimensional explorers changed all 
  that.  Their arrival had cataclysmic 
  effects, and they accidentally 
  removed all nucleogenic particles 
  from the planets atmosphere.  
  Realising their mistake, and 
  knowing that its effects would 
  probably destroy the Ocampan 
  civilisation, they set-up to ‘Repay 
  the debt that can never be paid’, 
  and vowed to protect and care for 
  the Ocampan people. 
   
  Unfortunately, after hundreds of 
  generations relying on an extra-
  terrestrial that became known as 
  ‘The Caretaker', the Ocampan’s 
  have become a shadow of their 
  former selves, having lost much of 
  their culture and even Psionic 
  power along the way.  However the 
  Caretakers death in 2371 left the 
  Ocampa with a bleak future, with 
  only 5 years left to gather 
  themselves for their eventual 
  emergence back into the galaxy.  
   
   A few have tried to help, chief 
  among these was Captain Janeway 
  and the crew of the USS Voyager, 
  but eventually their power reserves 
  ran down, and the Ocampa were 
  forced to relocate to the surface of 
  their barren world in2376, to share 
  with the small groups of Kazon 
  Raiders already there.  Fortunately 
  during the Voyagers many dealings 
  with other friendly species, among 
  whom were the Talaxian’s, 
  arrangements were made to offer 
  the Ocampan’s some help, and a 
  small fleet from Talax was ready 
  and waiting for the Ocampans to 
  emerge.  Between them work has 
  begun to rebuild the devastated 
  world. 
   
  The return of Kes changed much.  
  Having outlived any known 
  Ocampan, as well as surpassing all 
  expected Psionic abilities.  She 
  returned to her people and began 
  to make the changes that would 
  help them the most…  Her abilities 
  extended to aid the terraforming 
  already underway and helping to 
  protect them against outsiders.  
  She has also joined in teaching her 
  fellow Ocampan’s about the 
  universe she had experienced 
  encouraging them to develop their 
  own abilities and expand their 
  horizons.  The future is looking 
  good for the Ocampan species. 
   
  The Ocampan are very much like 
  humans.  Apart from a slightly 
  smaller stature, there humanoid 
  appearance is identical apart from 
  their ears, which are shaped 
  slightly like some shell-fish.  The 
  Ocampa are a short lived species, 
   
  Stats;  
  Attributes;  
  Fitness 2 [4] 
  Vitality -2 
  Coordination 2 [5] 
  Intellect 3 [5] 
  Perception +1 
  Presence 2 [5] 
  Psi 2 [5]   
   
  Skills;  
  Athletics 1 (2) 
  Language (Ocampan) 1 
  Sciences, Life (Choose Specialisation) 2 (3) 
  Sciences, Medical (Choose Specialisation) 2 (3) 
  Theology (Choose Specialisation) 1 (2) 
  OR  
  Sciences, Social (Choose Specialisation) 1 (2) 
  Projective Telepathy 2 
  Receptive Telepathy 1   
   
  Typical Advantages/Disadvantages;  
  Eidetic Memory +3 
   
  
   
   
   42 
  rarely living to more than 9 years 
  old, although active Ocampa are 
  able to live as old as 20 or more. 
     
  They are a friendly and sometimes 
  inquisitive species with a great 
  natural capacity for learning, even if 
  they are relatively short-lived. 
   
   
  The Remans 
   
   
   
  “We are a race bred for war, and 
  conquest.  We will no longer bow to 
  anyone as slaves.”  
   - Praetor Shinzon. 
   
  When the Vulcan dissidents arrived 
  to colonise both Romulus and 
  Remus, the planet Remus was 
  already inhabited, its Tide-Locked 
  orbit enabling only one side of the 
  planet to remain inhabitable, albeit 
  in permanent night, as one half of 
  the planet always faces the sun, 
  causing extreme temperatures that 
  prohibit life.  Over the centuries, 
  this side of the planet is now 
  littered with Dilithium Mines and 
  Weapons Factories.  The Remans 
  evolved in this nocturnal existence 
  and somehow thrived, and like 
  many nocturnal predators 
  developed extraordinary sensory 
  capabilities in order to survive, 
  even some extra-sensory 
  capabilities.  This nocturnal 
  existence also leads to the Remans 
  principle weakness, their 
  Photosensitivity, making them less 
  able to act in direct and bright 
  lights… 
   
  Their primitive tribes were no 
  match for the technologically adept 
  Vulcans, and they were soon 
  conquered and enslaved, they 
  were put to work helping to build 
  the fledgling Romulan Empire, 
  most often in the Dilithium mines of 
  Remus in order to obtain crystals to 
  supply the Romulans with power.  
  As the Empire grew more powerful, 
  its territory expanded, however the 
  Remans remained on Remus, 
  forced to become a second class 
  citizen, and an undesirable caste, 
  even on their own homeworld, 
  suitable only as manual labourers 
  or canon fodder in war. 
   
  Despite all the years of Slavery and 
  Oppression, despite suffering a 
  forced technological advancement, 
  ahead of their natural development, 
  and yet kept to less advanced 
  levels than the Romulan Empire.  
  The Remans have retained some 
  of their Psionic powers, Principally 
  a projective empathic ability, an 
  ability that allows their 'shock 
  troops' to become all the more 
  effective, developing a reputation 
  for viciousness and efficiency 
  during the Dominion War scoring 
  successes even against the 
  genetically superior Jem'Hadar 
  troops.  This empathic projection is 
  often exhibited by the squad 
  leaders, as an advanced power, 
  with the rest of the Remans in the 
  combat group simply ‘feeling’ their 
  leaders projected emotion and  
  
   
   
   43 
  using their lesser abilities to 
  increase the area and effectiveness 
  of the negative emotions. 
   
  However, recent events have taken 
  an interesting turn, with the War 
  over, and the Romulans forced to 
  allow the Remans a little leeway in 
  their existence while the Empire 
  repaired the damage of war, the 
  Remans took what might be their 
  one opportunity to reclaim their 
  ancient heritage.  Under the 
  leadership of the Reman Slave 
  Shinzon, they bought and stole 
  advanced technology, and the 
  loyalty of several corrupt 
  Romulans, and alongside the 
  secret construction of a super 
  battleship, they staged a coup, and 
  assassinated the Romulan Senate.  
  The coup eventually failed, 
  thwarted by both Starfleet and 
  Romulan loyalists.  With the 
  sudden change in their relationship, 
  and the return of the leadership of 
  the Empire to the Romulans.  Only 
  one thing is really clear, the 
  Remans can never be 
  underestimated and considered a 
  subservient race any longer… 
   
  A Humanoid race, the Reman 
  appearance is often considered 
  something out of a Nightmare.  
  Their nocturnal existence has lead 
  to a very pale skin tone, and the 
  Reman’s are naturally tall and 
  gaunt, often with sunken and 
  exaggerated facial features.  
  Sunken eyes, large bat0-like ears, 
  a powerful sense of small, and 
  fangs and claws. 
   
   
  Ullians 
   
   
   
  The Ullians come from the Ullian 
  homeworld an independent and 
  neutral planet within the borders of 
  the Federation.  While they are not 
  Federation members, they are 
  advanced enough for full contact to 
  exist between the two cultures, and 
  a friendly state exists between the 
  Ullians and the Federation. 
   
  Ullians are telepathic species and 
  possess the ability to telepathically 
  retrieve the hidden memories of 
  other humanoids after years of 
  specialized and intensive training. 
   
  Stats;  
  Attributes;  
  Fitness 2 [5] 
  Coordination 2 [5] 
  Intellect 3 [5] 
  Presence 2 [5] 
  Willpower +1 
  Psi 1 [5] 
   
  Skills;  
  Culture (Reman) 1 (2)  
  Culture (Romulan) (2) 
  History (Reman) 1 (2) 
  Language (Reman) 2  
  Language (Romulan) 1 
  Projective Empathy 1 
  Projective Telepathy 1 
  Stealth 1 (2) 
  World Knowledge (Remus) 1 (2) 
  Planetary Survival (Choose Specialisation) 1 (2) 
    
  Typical Advantages/Disadvantages;  
  Excellent Hearing +1 
  Excellent Chemoreception +1 
  Intolerant (Romulans) –1 
  Or Vengeful (towards Romulans) –1 
  Medical Problem (Photo-Sensitive) –1 
  Night Vision +2 
   
  
   
   
   44 
  Using this skill, the people have 
  embarked in amassing a library of 
  history that is researched by 
  retrieving personal memories of 
  many worlds' individuals. Fellow 
  telepaths can monitor each other, 
  and often do out of fear of what has 
  been termed "telepathic memory 
  intrusion," considered to be akin to 
  rape in their culture. 
   
  It is a legacy of one of the darkest 
  times of the Ullian history that such 
  an abominable occurrence is linked 
  to their ability to share memories, 
  dating back hundreds of years 
  when a small few Ullians took their 
  own pleasure from committing such 
  a heinous act. 
   
  So dreadful is it considered that the 
  harshest penalties are used on 
  those that commit it, effectively 
  lobotomising the criminal.  A 
  punishment that seemed to be 
  successful in curbing and 
  controlling this crime.  For at least 
  three hundred years these crime 
  died out, until Stardate 45429.3 
  when a similar offence was carried 
  out against members of a Starfleet 
  crew during transit. 
   
  The Ullans are a humanoid race, 
  distinguished in appearance by 
  lightly upswept eyebrows and a 
  rough-textured membrane that 
  covers the top of the ear and melds 
  flush to the head along a line with 
  their larger ears. 
   
  The Ullians are a race of Telepaths 
  who have cultivated their natural 
  ability for memory retrieval to help 
  share memories, and even rebuild 
  lost and forgotten memories.  This 
  is predominantly a learned 
  capacity, using a combination of 
  Psionic Stimulation and careful 
  questioning of the subject in order 
  to recreate the full perfect memory 
  rather than rebuild and extrapolate 
  from only a glimmer of memory. 
   
  To the Ullian culture, true history is 
  that of memory rather than written 
  accounts and records.  They see 
  memories as personal accounts of 
  lives touching the times they pass 
  through.  And the Ullians are 
  attempting to recreate a historical 
  archive of such Psionic data, 
  gathered from their own people and 
  anyone willing to share their lives 
  with such an archive.  Whether it 
  be a simple memory or a 
  recollection of a series of important 
  encounters…  And since their 
  encounters with the interstellar 
  community, they have expanded 
  this archive to include memories 
  and experiences of those on 
  neighbouring planets or that travel 
  the stars, with plans to expand the 
  Archive further as required. 
   
   
  Stats;  
  Attributes;  
  Fitness 2 [5] 
  Coordination 2 [5] 
  Intellect 2 [5] 
  Perception +1 
  Presence 2 [5] 
  Willpower +1 
  Psi 2 [5] 
  Focus +1 
  Range -1 
   
  Skills;  
  Athletics (Choose Specialisation) 1 (2) 
  Culture (Ullian) 2 (3) 
  History (Ullian) 2 (3) 
  (Choose One Specialisation) (3) 
  Language; Ullian 2 
  Mind Meld 1 
  Sciences, Social (Choose Specialisation) 1 (2) 
  World Knowledge(Ullian Homeworld) 1 (2) 
    
  Typical Advantages/Disadvantages;  
  Telepathic Resistance +4 
  Pacifist -1 
   
  
   
   
   45 
  Those that show interest in 
  pursuing the path of building this 
  archive, undergo years of training 
  and study, in order to properly learn 
  how to draw a true an accurate 
  memory and to store such a 
  memory for later addition to the 
  archive. 
   
  After a pre-history that seems to 
  echo the Vulcan ancient history of 
  violence and telepathic terror, the 
  Ullians have only claimed a 
  peaceful heritage within the last 
  few hundred years, and like 
  humanity are still trying to live down 
  such recent violence and disaster 
  in their history.  Perhaps it is these 
  two aspects of Ullian history that 
  explains their kinship with both 
  Vulcan and Human members of the 
  Federation. 
   
  One of the key elements of their 
  new steps of peace, seems to have 
  been the creation of their memory 
  archive, and solid evidence of the 
  loss of the historical lessons 
  allowing a direct application of the 
  memories of those that suffered 
  war and violence to discourage 
  similar actions.  
   
  However one oddity of the Ullian 
  species, especially when 
  considering their telepathic abilities, 
  is that the complex structure of the 
  Ullian mind, in conjunction with 
  their sense of discipline makes 
  them highly resistant to the scans 
  of other psychics, with such 
  attempts proving difficult and taxing 
  to the Psychic. 
   
  Xenexian  
   
  Coming from the planet Xenex, a 
  planet that, like Bajor, has been 
  split by war, although their planet 
  was occupied for hundreds of 
  years... 
   
  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 Jean Luc Picard and 
  Commander Jack Crusher of the 
  Federation Starship USS Stargazer 
  acting as intermediaries.  After their 
  revolution, power-loving and self-
  serving men such as D’ndai, 
  brother of Mackenzie Calhoun, 
  ruled the Xenexians.  
   
  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 
  
   
   
   46 
  Calhoun of the Starship Excalibur 
  (Although Mackenzie Calhoun isn't 
  his real name, merely a 
  'humanisation' his actual name 
  pronunciation is; M'k'n'zy of 
  Calhoun). 
   
  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 his 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.  
   
    
  Career Templates and 
  Overlays 
   
  Trill Guardian 
   
  The Guardians are unjoined Trills 
  who have chosen to devote their 
  lives to the care of the Symbionts in 
  the subterranean caverns of 
  Mak’ala on the Trill homeworld.  
  Often regarded as odd and 
  distracted by other Trills one thing 
  defiantly seems to set them apart…  
  The vast majority of this small 
  group seems to posses at least 
  rudimentary Psionic abilities, from 
  Telepathy with which they 
  communicate with the unjoined 
  symbionts, through to the more 
  advanced adepts who officiate over 
  the Zhian’tara ritual. 
   
  Often exceptionally knowledgeable 
  and intuitive in matters of the 
  Symbionts and the Joined, they 
  serve as vital members of the 
  Symbiosis Institute. 
   
  Everything about the Guardians 
  seems to indicate their 
  subservience to the Trill Symbionts, 
  as they tend to the needs and calls 
  of the Trill in the nutrient pools of 
  Mak’ala.  However, the Guardians 
  function as true intermediaries 
  between the Symbionts and the 
  Humanoid Trill, among the few 
  Humanoid Trill with the abilities to 
  sense and understand the 
  symbionts without under-going the 
  Joining.  Serving in a capacity that 
  is part Biologist, Medical Doctor, 
  Priest and part Caretaker, they 
  work tirelessly for the Symbionts 
  having answered what they feel is 
  their true calling. 
   
  None of the Guardians are joined 
  Trill, that way of combining their 
  destinies with only a single 
   
  Stats;  
  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  
   
  
   
   
   47 
  symbiont seems too limiting for 
  their lives calling, instead they 
  serve the greater whole. 
   
  Many Guardians feel detached 
  from the humanoid world, having 
  formed a bond and connection with 
  the Symbionts, they feel closer to 
  the underground world of Mak’ala 
  than among other trill, and so many 
  are viewed as Strange and 
  uncomfortable, but within their 
  home environment and in dealing 
  with the Symbionts they are strong, 
  confident and single-minded of 
  purpose. 
   
   
  Trill Guardians 
   
  Receptive Telepathy 2 
  Science, Life (Symbiology) 2 (3)  
  Any Sciences (Choose Specialisation) 1 (2)  
  Planetary Survival (Caves) 1(2) 
  Administration (Choose Specialisation) 1 (2) 
  Athletics (Choose Specialisation) 1 (2) 
  Culture (Trill) 1 (2) 
  Language; Trill 1 
  Law (Symbiosis Commission) 1 (2) 
  Personal Equipment (Choose) 1 (2) 
  Stealth (Stealthy Movement) 1 (2) 
   
  Obligation (care of the Symbionts) -1 
  Pacifism -1 
   
   
   
  Betazoid Evoker 
   
  The core of the Betazoid religious 
  worship is the concept of self and 
  the ability to achieve all you can.  
  But even then very occasionally a 
  spiritual leader is required to offer 
  help and guidance… 
   
  The Evoker works as just such a 
  spiritual leader, serving their 
  community as guide and teacher of 
  the young, as well as officiating 
  over ceremonies.  The Evokers are 
  often strong Empaths and 
  Telepaths and help guide young 
  Betazoids through the emergence 
  of their powers, and help those who 
  have the power from Birth.   
   
  Some Evokers even teach at the 
  Federation FIPA School, alongside 
  Vulcan Masters, while their Vulcan 
  counterparts teach control and 
  meditation, the Evoker teaches 
  their students to embrace their 
  powers along with understanding 
  and acceptance of cultural 
  differences, each style seeming to 
  complement the other perfectly. 
   
   
  Bajoran Mystic 
   
   “A Bajoran draws courage from his 
  spiritual life.  Our life force – our pagh – 
  is replenished by the Prophets.”   
  - Kai Opaka. 
   
  The leaders of the Bajoran religion, 
  serving as guides, advisors, 
  companions and teachers.  The 
  Bajoran religion practices a simple 
  spirituality, that while devoted to 
  their Prophets in the Celestial 
  Temple, the actual practice of the 
  religion is often loosely defined, 
  allowing religious worship focusing 
  on the self and the surrounding 
  environment through to some hard-
   
  Betazoid Evoker 
   
  Projective Telepathy 2 
  Receptive Telepathy 2 
  Any Psi Skill 1 
  Any Sciences (Choose Specialisation) 1 (2)  
  Instruction (Choose Specialisation) 1 (2) 
  Athletics (Choose Specialisation) 1 (2) 
  Culture (Betazoid) 1 (2) 
  Language; Betazoid 1 
   
  Federation Standard 1 
  Personal Equipment (Choose) 1 (2) 
  Persuasion (Choose Specialisation) 1 (2) 
   
  Code of Honour (Code of Sentience) -3 
   
  
   
   
   48 
  line fundamentalist religious 
  practices.   
   
  Led by the 112 members Vedek 
  council, and by the Kai, they hold 
  significant sway over the ideals and 
  beliefs of the Bajorans in their care.  
  As a deeply religious people many 
  look to their Kai for leadership and 
  guidance, and their spirituality has 
  been credited with giving many 
  Bajorans the strength to survive the 
  recent Cardassian occupation of 
  their world. 
   
  Only a few Bajoran Vedeks seem 
  to have the Psionic ability to read 
  and interpret an individual Pagh.  
  To do this they tightly grasp the 
  individual’s right earlobe between 
  thumb and forefinger.   
   
  This overlay represents members 
  of the Bajoran faith, devoted to 
  their religious pursuits, whether 
  they be low ranking members of 
  the community through to the Kai. 
   
   
   
  Romulan Psions 
   
   
  Psionic Individuals within the 
  Romulan Empire are rare, far rarer 
  than within many other species. 
  However the Vulcanoid ancestry of 
  the Romulans remains strongly 
  Psionic, and the Vulcans are 
   
  Bajoran Mystic  
   
  Persuasion (Oratory) 2 (3) 
  Receptive Empathy 1 
  or Empathise (Choose Specialisation 1 (2) 
  Social Sciences (Choose 2 
  Specialisations) 1 (2) (2) 
  Theology (Bajoran Religion) 2 (3) 
  Athletics (Choose Specialisation) 1 (2) 
  Culture (Bajoran) 1 (2) 
  History (Bajor) 1 (2) 
  Language; Bajoran 1 
   
  Federation Standard 1 
  Meditation (Choose Specialisation) 1 (2) 
  Personal Equipment (Choose) 1 (2) 
   
  Obligation -1 
  Pacifism -3 
   
   
  Bajoran Religious Ranks; 
   
  +1    Minor Rank  (Ranjen, or Village  
  Storyteller) 
  +2    Regional or National Rank (Prylar) 
  +3    Planetary Rank (Vedek) 
  +4    Religious Leader (Kai) 
  +5    Religious Icon (The Emissary of the 
  Prophets) 
   
   
  The ‘Pagh’ 
   
  The Bajorans believe in the Pagh, 
  a similar spiritual concept to the 
  human ideal of both the Soul and 
  Destiny.  It is loosly defined as their 
  life-force from which one gains 
  strength and courage. 
   
  Bajorans believe that their Pagh is 
  replenished by the Prophets 
  residing in the Celestial Temple. 
   
  To test a Pagh, a Moderate 
  Receptive Empathy test is made 
  (or an opposed test if the character 
  is resisting), after which the mystic 
  will be able to tell if a Pagh is 
  strong and that the character 
  involved will play a significant role 
  in upcoming events.  If successful 
  they gain a temporary Courage 
  Point to spend at some point during 
  the adventure. 
   
  
   
   
   49 
  renowned touch telepaths. What 
  reason remains to explain the 
  missing Psionic abilities after such 
  a short time? 
  The answer is simple. Psionic traits 
  are strongly disapproved of within 
  Romulan Society. The secretive 
  nature of the Government and 
  Citizenry strongly dislikes the idea 
  that some individuals can read 
  minds or sense emotions.  
  However this is a society trait 
  alone, and the Para-Cortex 
  remains a strong physiological part 
  of the Romulan neural make-up.  
  Occasionally a child is born who 
  develops strong Psionic abilities, & 
  under the close scrutiny of 
  Romulan society it’s never long 
  before these isolated cases reach 
  the ever-watchful eyes of the 
  Romulan Security Services.  
   
  That’s where the Tal Shiar step in. 
  Taking custody of these children at 
  a young age, these children are 
  educated and raised by the 
  infamous security service. 
  Schooled to the best education and 
  allowed to develop their Psionic 
  abilities, tutored by older Romulan 
  Telepaths. Their education is also 
  designed to condition their loyalty 
  to the Romulan Empire and Tal 
  Shiar, resulting in some of the most 
  loyal servants of the Empire.  
   
  The Psions. 
   
  Note; While Vulcans may not take 
  empathic abilities, this is a result of 
  a lack of understanding of 
  emotional needs due to the ritual 
  shunning of emotional control. 
  Psionic Romulans are under no 
  such constraints and may choose 
  from Any Psionic Ability. 
   
    
  Early Life (5DP) 
   
  Whilst members of Psionic Species 
  have the ability to take any Early 
  Life package and still retain their 
  basic Psionic powers, those from 
  species not normally known for 
  their Psionic powers will need to 
  take one of the early life packages 
  here, or in some way purchase a 
  point in Psi somewhere in 
  character generation. 
   
  Psionic;  
  Some rare few members of non-
  Psionic species can be born with 
  the gift.  This early life template 
  represents that young 
  manifestation of powers beyond the 
  species norm, or also represents 
  stronger than normal Psions from 
  other Psionic species. 
  +1 Psi, Any Psionic Skill 1  
  (Players Guide. Pg 99) 
   
  Betazoid - Advanced Paediatric 
  Telepathic Manifestation; 
  Those few Betazoids who suffer 
  their powers from Birth are often a 
  strange group.  By far the majority 
  simply cannot handle the jumble of 
  voices in their heads, and despite 
   
  Romulan Psions 
   
  Any Psi Skill 2 
  Any Other Psi Skill 1 
  Energy Weapon (Disruptor) 2 (3)  
  Espionage (Choose Specialisation) 1 (2) 
  Intimidation (Choose Specialisation) 2 (3) 
  Security (Choose Specialisation) 2 (3) 
  Athletics (Choose Specialisation) 1 (2) 
  Computer (Choose Specialisation) 1 (2) 
  Dodge 1 
  Personal Equipment (Choose) 1 (2) 
  Ships Systems (Choose Specialisation) 1 (2) 
  Surveillance (Choose Specialisation) 1 (2) 
  Unarmed Combat (Choose Style) 1 (2) 
  Vehicle Ops (Choose Specialisation) 1 (2) 
   
  Security Clearance +3 
  Obligation (To Romulan Empire) -3  
  or Fanatic -3 
   
  
   
   
   50 
  often being among the most 
  powerful telepaths among the 
  Betazoid’s, the early manifestation 
  of powers brings along their own 
  problems. All of those that suffer 
  from this condition tend to spend 
  time having their mental health 
  looked after too.  And as a result 
  most find themselves unable to 
  stand to be around others, to have 
  to listen to their thoughts, and so 
  they seek separation in anyway 
  possible.  
  +2 Psi, Any Psionic Skills 1, 
  Receptive Telepathy 1, Pacifism 1, 
  Phobia (being around too many 
  people) –2., and either Intolerant –
  1 and Obsessive Tendencies -3 
  OR Exile (Self-imposed) –4 
   
  Empathic Metamorph; 
  Most commonly found amongst the 
  Kriosians and Valtese people, and 
  then mostly in Males (female 
  Metamorphs are very, very rare 
  and highly prized).  Occasionally 
  Empathic Metamorphs occur 
  amongst other natural Empathic 
  Species, such as the Betazoids, 
  Deltans and Centaurians.   
   
  Male Empathic Metamorphs make 
  strong loving mates, while Female 
  Metamorphs who are extremely 
  rare are much prized amongst a 
  wide variety of species, but 
  especially to the Ferengi who value 
  the loyalty and ability of such a 
  creature. 
   
  Culture (Choose Specialisation*), 
  Language (Choose Language*), 
  Sexy +2, Empathic Metamorph –3 
  (* These choices are only made 
  once exposure to the Metamorph’s 
  mate has begun, and these will 
  match those of the Mate.) 
   
  FIPA Training; 
  Some young and talented Psions 
  are  brought to FIPA for training, 
  where they encounter masters from 
  Vulcan and Guides from Betazed.  
  This process usually allows a 
  young Psion to refine and focus 
  their gifts. 
  Any two Psionic Skills 1, OR One 
  Psionic Skill 2, Obligation –1, OR 
  Rival –1, OR Pacifism -1 
   
  Vulcan Mind School; 
  At a young age, the characters 
  developing Psionic abilities were 
  recognised.  And the character was 
  sent to a specialist school, in order 
  to nurture and develop their 
  abilities in a safe environment.  
  Typically the Vulcan will then go on 
  to choose Psionic Training. 
  +1 Focus, OR +1 Range, 
  Psionically Gifted +4 
   
  Vulcan Monastic Training; 
  The character was raised in a 
  Monastery, Religious School or 
  tutored by a Vulcan Master on 
  Vulcan.  And as such was instilled 
  with discipline and accustomed to 
  the use of Vulcan Psionic powers 
  from a young age. 
  Psi +1, +1 Logic, Multitasking +2, 
  Pacifism -1 
   
   
  Career (10 DP) 
   
  Within the Federation, there is no 
  bar based on personal ability that 
  stops anyone from taking a job that 
  they are able to fulfil.  Therefore 
  any Psychic has a full range of any 
  career they wish to train at.  
  However here I present a small 
  group of specifically Psionic based 
  training packages that can also be 
  made available. 
   
  
   
   
   51 
  Negotiator; 
  The character has developed their Psionic 
  talents in a way that aids and facilitates 
  the art of negotiation…  Focusing on 
  ‘people skills’ and allowing the Negotiator 
  to read and anticipate those around him 
  and respond as required.  This training is 
  remarkably similar no matter what form the 
  negotiations take, from Commercial 
  Telepaths monitoring business dealings, to 
  Psionic Diplomats using their powers as 
  an advantage to broker a treaty even 
  Security specialists negotiating Hostage 
  releases…  The art of reading the 
  individual and tailoring your approach to 
  suit remains remarkably similar.  
  Culture (Choose Specialisation)1 (2), 
  Diplomacy (Negotiation) 1 (2), Projective 
  Empathy 1, Bold +1. 
   
  Psi-Cop; 
  This Law Enforcer is trained to utilise their 
  Psionic Powers to aid in crime detection 
  and enforcement.  While many societies 
  do not allow ‘thoughts’ as admissible 
  evidence, some societies choose to, and 
  these are often the same civilisations that 
  support Psionic Law Enforcers.  However 
  those Officers from more enlightened 
  cultures such as the Federation, often 
  have to undertake to support a code of 
  behaviour similar to the Code of Sentience 
  in order to ensure that their Psionic 
  powers are not abused in the course of 
  their job.  
  Law (Choose Specialisation) 1 (2), 
  Receptive Telepathy 1, Security (Choose 
  2 Specialisations) 1 (2) and (2). 
   
  Psychologist/Counsellor; 
  Much like the negotiator, the councillor has 
  trained to utilise their powers to help guide 
  and heal those in need.  Most often found 
  amongst Starfleet Crews, the councillor is 
  a beacon and friend to all, offering support 
  and guidance when it is needed most. 
  Empathy +1, Receptive Empathy 1, 
  Projective Empathy 1, Persuasion 
  (Counselling) 1 (2), Sciences, Medical 
  (Psychology) 1 (2), Code of Honour (Code 
  of Sentience) –3. 
   
  Scientist; 
  The scientist is a student and teacher 
  both.  Focalised on the ability to use and 
  develop their psychic powers to support 
  and help their chosen field of science.  For 
  example an Archaeologist might learn and 
  develop Psychometry while a Neurologist 
  might learn elements of the Vulcan Mind 
  Meld in order to better understand their 
  chosen fields and subjects encountered in 
  the course of their work… 
  Any Science (Choose Specialisation) 1 
  (2), Any Psi Skill 2, Curious +1 
   
  Spy; 
  These individuals are few, and rightly so.  
  Many Psionic Spies are immensely 
  powerful.  Often morally flexible, they can 
  prove dangerous and deadly as they use 
  and abuse their powers to the ends of 
  getting their job done, often subscribing to 
  the ‘ends justifying the means’ school of 
  thought. 
  Mind Shield 1, Projective Telepathy 1, 
  Receptive Telepathy 1, Any other Psionic 
  Skill +1, Obligation (Parent Organisation) 
  –2. 
   
  New Advantages; 
   
  Focused Mind (+4) 
  The character possesses a calm, 
  disciplined mind.  More so than the 
  usual maximum Edge level (+2), 
  and is able to effect greater focus 
  and control over the use of Psionic 
  Powers.  Naturally increasing their 
  ability beyond the norm.  While this 
  holds little game effect outside of 
  Psionics, other telepaths and 
  Psychics may be able to determine 
  the character as a powerful source 
  of Psionic energy. 
   
  Imzadi  (+3) 
  The Empathic Bonding that 
  Betazoids and other species 
  undergo.  Such an empathic 
  bonding is possible amongst other 
  Psionic species, but only the 
  Betazoids have linked it into a vital 
  part of their courtship rituals and 
  named it.  Linking people (usually 
  lovers) together connecting them 
  soul-to-soul.  Only one of the 
  partner need to be Psionic, It links 
  their emotions and thoughts, 
  allowing each to communicate and 
  understand each other instinctively 
  until death.  Rarely shared with 
  
   
   
   52 
  others, and while a Betazoid can 
  choose who they bond with, others 
  must be more careful... 
   
  Both partners must take this 
  Advantage, and will also commonly 
  take the ‘Romantic Attachment’ 
  disadvantage. 
   
  Powerful Mind (+4) 
  The Character is a strong telepath 
  and has a further reach than 
  others.  The Powerful Mind 
  advantage, like the Focused Mind 
  allows a +2 bonus to the Range 
  Edge beyond the standard Edge 
  maximums. 
   
  Rare Talent +4 
  Although the character comes from 
  a species that does not normally 
  manifest any Psionic talent, this 
  character does posses such a 
  talent.  Amongst species with no 
  known ability or closed minds, such 
  as the Ferengi or Dopterian, this 
  means that they may develop 
  limited Psionic abilities (Psi 
  potential of 3), but their minds are 
  no longer closed to other Psions. 
   
  This is very rare ability indeed and 
  cannot be taken without Narrator 
  approval, as a Narrator can rule 
  that this ability simply does not 
  exist in their own universe.  But 
  even as a rarity, it only shows once 
  in 1000 generations, and as the old 
  Human saying goes, "in the land of 
  the blind the one eyed man is 
  king", and the thought of how a 
  Psionic Ferengi could prove a 
  useful business skill is not lost on 
  the Ferengi, in fact the children’s 
  tales of 'Marauder Mo' feature a 
  character who is indeed a Psychic 
  Ferengi businessman... 
   
   
   
  Existing Advantages; 
   
  Psionically Gifted (+3) 
  As a telepath you exude unusually 
  high levels of supernatural power, 
  allowing the telepath in question to 
  roll an extra die when using any 
  Psionic Abilities. 
   
  Sixth Sense (+4) 
  This character possesses an innate 
  sense of danger, unusual or 
  threatening situations as well as 
  trickery and deceit, bordering on 
  precognition.  Functions just like 
  the Alertness advantage but 
  covers any ‘odd’ situation not just 
  danger. 
   
  Strong Will (+2) 
  The character has a strong, 
  disciplined mind and their mind is 
  like a locked box.  The character 
  gains one extra die when 
  attempting to resist attempts to 
  influence and Coerce them.  This 
  advantage also offers a degree of 
  protection against Telepathic 
  readings, allowing the character to 
  conceal 1 important thought per 
  point of Presence and Willpower.  
   
  These techniques can be learned 
  although it takes strict discipline, 
  commonly found amongst Clergy 
  and Psionic spies. 
   
  Telepathic Resistance (+4) 
  For some reason the characters 
  mind is closed to other telepaths, 
  whether it be a fact of Alien Biology 
  (such as the 4-lobed brains of 
  Ferengi and Dopterians) or simply 
  an uncommonly strong/advanced 
  mind.  The fact is that no telepath 
  can get a reading on the character 
  either with Telepathy or Empathy.  
  This does not necessarily  
   
   
  
   
   
   53 
  New Disadvantages; 
   
  Empathic Metamorph (-3) 
  The flip side of Imzadi.  The 
  Metamorph will bond either at 
  random or with the first person they 
  meet upon maturation.  They will 
  begin to change slowly becoming 
  that person’s ideal mate/other half 
  (almost literally) due to various 
  levels of involuntary Personation… 
   
  Once bonded, they gain the 
  Romantic Attachment (–2) 
  disadvantage at no extra points, no 
  matter what the partner’s opinion of 
  the relationship. 
   
  No Ability (-1) 
  The character may never develop 
  their Psionic ability.  Ever.  Whether 
  through steadfast disbelief, brain 
  chemistry, or for whatever other 
  reason (i.e.; most Vulcan’s until the 
  mid 22nd Century) the character 
  may never attempt to raise his Psi 
  ability beyond zero, nor purchase 
  any Psi based skills or edges. 
   
  This disadvantage is not available 
  to characters from species with a 
  Psi max of zero, and Characters 
  from Psi-active species, may re-
  allocate the points during character 
  generation. 
   
  Open Book (-3)  
  Your mind is an open book, and 
  easily visible to a Telepath, it takes 
  real effort to conceal anything.  It 
  also costs an extra XP to learn 
  each level of Mind Shield (to a 
  maximum level of 3), and +1 
  difficulty level in use, and when 
  trying to mind shield the Psion is 
  likely to be aware that the individual 
  is attempting to hide his thoughts.  
   
   
   
  Touch Telepath (-1) 
  You have no range to your 
  telepathic abilities, and may never 
  develop your Range Edge beyond 
  base Zero.  Your telepathic abilities 
  are limited to touch alone, unable 
  to use Psionic ability beyond that.  
  Most commonly found amongst 
  Vulcan’s and Deltan’s. 
   
  Un-Coordinated (-2) 
  Your Psychic talent is raw and 
  control over its effects is difficult for 
  you.  You may never develop the 
  Focus edge, and your use of your 
  Psychic abilities will often have an 
  unpredictable effect…  possibly 
  causing harm to others when 
  unintended or simply not 
  performing as expected.  Your 
  Narrator may adjust the effects of 
  your Psionic skill checks as he 
  sees fit, either with a secret +/- dice 
  roll in addition to your own, or 
  simply to suit the plot… 
   
  Existing Disadvantages; 
   
  Arrogant (-1) 
  Commonly found amongst 
  Psychics, who find that the 
  constant knowledge of the thoughts 
  of those around them makes them 
  feel far more superior rather than 
  humbled. 
   
  Codes of Honour; 
  Code of Sentience (-3) 
  The Betazoid code of Sentience is 
  developed alongside the Betazoid 
  love of Freedom of the individual.  
  On the whole, most Betazoids 
  prefer to converse telepathically, so 
  many that first time visitors to 
  Betazed often remark about the 
  sheer silence of the planet, and 
  many find it uncomfortable.  Yet 
  despite their total comfort of talking 
  mind-to-mind, and the ease of 
  access to surface thoughts, they 
  
   
   
   54 
  remain acutely aware of the rights 
  of individual privacy.  A Betazoid 
  would never take a non-psions 
  surface thought as a full statement 
  of intent, nor would they reveal 
  their knowledge of what the 
  individual’s thoughts were (at least 
  not to a stranger or casual friend, 
  closer friends and those more 
  'intimate' are another matter). 
  • To preserve the rights of 
  Individual. 
  • To Never probe another’s 
  mind without Permission. 
  • To respect another’s privacy 
  of thought. 
   
  Oath of Celibacy (-2) 
  The Deltan pheromones have 
  historically caused them problems 
  in dealing with less sexually mature 
  species, and so Deltans that serve 
  in Starfleet have an option to either 
  take medication that suppresses 
  their bodies pheromone production, 
  and makes it easier for them to fit 
  into a group without affecting 
  others performance.  While the 
  medication is an option, and some 
  consider it to be a better option for 
  those serving in the contained 
  environment of a Starship or 
  Starbase, The Federation is 
  philosophically opposed to forcing 
  its standards over the users right to 
  choose.  And so the Deltan World 
  Council suggested the Oath as an 
  alternative.    
   
  Basically the Oath of celibacy is far 
  more for the Deltan in question, a 
  reminder that not every species is 
  as sexually mature, and while they 
  might not realise it, close and 
  intimate contact could take 
  advantage of those less mature.  
  And simply put the Deltan 
  undertaking the Oath will remain  
  celibate for an undertaken length of 
  time, usually the length of a tour of 
  service (not counting leave time) 
  aboard a Starfleet vessel or facility. 
  The oath does not however impede 
  on a Deltan undertaking a serious 
  relationship, nor does it impede on 
  the act of procreation, simply that 
  the Deltan does not undertake to 
  worship sex and freedom as easily 
  as others of their species. 
   
  Pacifism (-1 to -5)  
  Its easy to understand why many 
  Empath’s who feel the emotions 
  and pain of those around them 
  might prefer to voluntarily avoid 
  activity that might result in harm 
  being done, and thus avoiding the 
  resulting backlash of negative 
  emotion and pain… 
   
  Weak-Willed (-2) 
  The character is easily controlled 
  and influenced.  Suffering a -1 Die 
  penalty on all attempts to resist 
  Fast Talk, Persuade or intimidate 
  the character. 
   
  Furthermore, the character finds it 
  far more difficult to shield his mind 
  from Telepathy, and may not 
  purchase the Mind Shield ability 
  past level 3.  
   
    
   
   
   
  
   
   
   55 
   
  Expanded Early Life History (5 points);                        
  The character receives 5 Development Points to spend during early life. 
   
  Psionic; +1Psi, Any Psionic Skill 1 
  Advanced Paediatric Telepathic Manifestation; +2 Psi, Any Psionic Skill 1, Receptive Telepathy 1, 
  Phobia –2, Intolerant –1, Obsessive Tendencies –3 (or Exile –4) 
  Empathic Metamorph; Culture (Choose Specialisation) 1 (2), Receptive Empathy 1, Sexy +2, 
  Empathic Metamorph –3 
  FIPA Training; Any two Psi Skills 1 (or one Psi Skill 2), Obligation –1 (or Rival –1, or Pacifism –1) 
  The character receives 5 Development Points to spend during early life. 
  Vulcan Mind School; +1 Focus (or +1 Range), Psionically Gifted +4 
  Vulcan Monastic Training; Psi +1, +1 Logic, Multitasking +2, Pacifism -1 
   
   
  Career Training (10 points); 
  The character receives 10 Development Points to spend during their Career Training. 
   
  Negotiator; Culture (Choose Specialisation)1 (2), Diplomacy (Negotiation) 1 (2), Projective Empathy 
  1, Bold +1. 
  Psi-Cop; Law (Choose Specialisation) 1 (2), Receptive Telepathy 1, Security (Choose 2 
  Specialisations) 1 (2) and (2). 
  Psychologist/Counsellor; Empathy +1, Receptive Empathy 1, Projective Empathy 1, Persuasion 
  (Counselling) 1 (2), Sciences, Medical (Psychology) 1 (2), Code of Honour (Code of Sentience) –3. 
  Scientist; Any Science (Choose Specialisation) 1 (2), Any Psi Skill 2, Curious +1 
  Spy; Mind Shield 1, Projective Telepathy 1, Receptive Telepathy 1, Any other Psionic Skill +1, 
  Obligation (Parent Organisation) –2. 
   
   
  Advantages; 
   
  Focused Mind +4 
  Imzadi +3 
  Powerful Mind +4 
  Psionically Gifted +3 
   
   
  Rare Talent +4 
  Sixth Sense +4 
  Strong Will +2 
  Telepathic Resistance +4 
   
   
   
  Disadvantages; 
   
  Arrogant -1 
  Code of Honour (Varies) 
  Empathic Metamorph -3 
  No Ability -1 
   
  Open Book -3 
  Pacifism (Varies) 
  Touch Telepath -1 
  Un-Coordinated -2 
   
  Weak-Willed -2 
   
   
  Skills; 
   
  Mundane Skills 
  Culture 
  Empathise 
  History 
  Law 
  Meditation 
  Sciences (All) 
  Psionic Skills 
  Intrude 
  Medium 
  Mind Meld 
  Mind Shield 
  Projective Empathy 
  Projective Telepathy 
   
   
   
  Psi Blast 
  Receptive Empathy 
  Receptive Telepathy 
  Teleportation 
  Trans-Dimensional Telepathy 
   
  
   
   
   56 
   
   
   
   
   
   
   
   
   
   
  Chapter Five 
  Psionic Powers 
   
   
   
  The group sat in a meditative 
  silence.  Relaxed and eyes closed 
  they listed to the Vulcan Master 
  T’Varr intone a meditative chant 
  designed to induce relaxation and 
  meditation.  And an aid to those 
  that had not yet mastered their 
  inner self. 
   
  T’Varr was a touch Telepath and so 
  she poke aloud as she drew on her 
  students. 
   
  “… And breath deeply, remain 
  focused on your contact to the 
  ground and air around you.  
  Acceptance of all you know and the 
  focus of your mind is the aim…”  
  Her voice was calm, steady and 
  emotionless.  Word around the 
  FIPA campus was that T’Varr was 
  more than a Psychic Master, but 
  also a disciple of Kohlinar, and had 
  successfully destroyed all her 
  emotions. 
   
  Idly Jace wondered what that might 
  be like? 
   
  “The instruction was to clear your 
  mind Young One.”  T’Varr’s voice 
  surprised Jace coming so close.  
  Somehow the Master had known 
  that her thoughts had wandered… 
   
  Jace tried to clear her mind and 
  refocus on the meditation. 
   
  This went on for a few minutes, 
  Jace was unsure, as she found 
  herself loosing track of time.  But 
  eventually T’Varr’s tone changed.  
  Becoming instructive. 
   
  
   
   
   57 
  “Now, I wish you to extend 
  yourselves through your senses.  
  Without moving to see if you are 
  able to touch the mind nearest you.  
  To refocus your energies and to 
  attempt to extend your powers.  
  Success is irrelevant.  Your 
  attempts are what are important… 
   
  Jace focused and concentrated.  
  Attempting to visualise the tendrils 
  of power as she reached out 
  Psychically to touch the mind of the 
  person nearest.  She was rewarded 
  with a warm glow, a sense of 
  success and the definite feel of 
  another mind, one that was also 
  reaching back… 
   
  Jace smiled at this simple success. 
   
   
  New Powers; 
   
  A selection of new Psionic Powers 
  to be introduced into your game.  
  Not all of these will suit most 
  games, and so Narrator discretion 
  is advised. 
   
   
  Medium 
  An ability linked to the 
  Clairvoyance family of powers, but 
  not a cascade ability.  The 
  character has developed the ability 
  to see and even interact with 
  beings on the spirit plane.  Whether 
  this is truly a supernatural state, or 
  the character is simply sensitive to 
  sub-space or inter-phasic activity 
  and interprets such as the realm of 
  the dead is down to individual 
  narrators and players…  If you 
  even choose to include a spirit 
  plane at all.   
   
  Note; On the whole Star Trek has 
  never really dealt with the spirit 
  world.  And on the few occasions it 
  has, such ‘ghosts’ often end up 
  with a scientific explanation, and do 
  not match the traditional definition 
  of ghosts.  Therefore this skill is 
  included more for completeness 
  and for those that wish to use the 
  spirit world in their games, and like 
  the rest of the new additions in `this 
  book should be checked with your 
  Narrator and cleared for use before 
  purchasing the skill. 
   
  Routine; Sensing the presence of 
  restless spirits nearby. 
  Moderate; Able to Communicate 
  with nearby spirits that are willing to 
  communicate. 
  Challenging; Able to force 
  communication with relatively 
  hostile spirits, and channel the 
  communication to living being 
  nearby. 
  
   
   
   58 
  Difficult; Get a friendly spirit to do 
  your bidding. 
  Nearly Impossible; Forcing a 
  hostile or unwilling spirit to do your 
  bidding. 
   
   
  Psi-Blast. 
  A Telekinesis Cascade ability, 
  allowing a Psionissist to strike a 
  physical blow using telekinesis at 
  range, using Psionic power to send 
  invisible 'punches' at a target, the 
  number of successes tells how 
  much damage is delivered, but 
  such strike are next to impossible 
  to dodge or parry, only to counter 
  psionically.  This is a very rare 
  ability indeed.   
   
  Targeting such assaults use the 
  standard ranged combat difficulty 
  and modifiers and each level of 
  difficulty translates as a level of 
  strength that the blow strikes 
  damage, under standard hand to 
  hand combat rules, therefore; 
   
  Routine; 1 point of damage. 
  Moderate; 2 points of damage. 
  Challenging; 3 points of damage. 
  Difficult; 4 points of damage. 
  Nearly Impossible; 5 points of 
  damage. 
   
   
  Teleportation 
  The Psionic ability to undertake a 
  physical dislocation and to travel 
  instantaneously between locations 
  powered only by the mind.  
  Effectively duplicating the ability of 
  the Transporters, but without any 
  machinery.  Or without any known 
  targeting scanners and emitters 
  apart from the human mind.   The 
  closest known power to this ability 
  is the catalogued occurrence of 
  Kes aboard the USS Voyager, who 
  seemed to teleport physically 
  through time, although only a 
  temporal dislocation was 
  encountered and so no true 
  teleportation was achieved… 
   
  Such a power is rare, but 
  somewhat less powerful than a 
  temporal dislocation, and no known 
  instance has yet been catalogued, 
  although it is theorised that such a 
  power could conceivably exist, 
  although the danger to the user 
  would be extreme, either draining 
  their life energy with the sheer 
  power that such an ability could 
  need or simply depositing the 
  teleport within a solid structure and 
  killing the teleporting Psychic 
  instantly… 
   
  Without cataloguing and 
  examination, it is unknown if this 
  power can possibly exceed the 
  range of a mechanical transporter 
  unit or even if the Psychics memory 
  is sufficient as a targeting method. 
   
  Routine; Teleporting a short 
  distance, within sight of your 
  originating point. 
  Moderate; Teleporting a short 
  distance but through a wall, or 
  otherwise out of sight of your 
  originating point, or teleporting a 
  long distance to a well-known 
  location 
  Challenging; Teleporting a fair 
  planetary distance to a location that 
  is known to a character. 
  Difficult; Teleporting from orbit or 
  teleporting a planetary distance 
  with some small knowledge of the 
  target location. 
  Nearly Impossible; Teleporting a 
  long distance including orbit with 
  little or no knowledge of the target 
  area, Or attempting inter-planetary 
  teleporting between well-known 
  locations 
   
  
   
   
   59 
   
   
  Trans Dimensional Telepathy 
  A cascade ability of Projective 
  Telepathy, this power allows a 
  telepath to commence telepathic 
  contact across the boundaries of 
  Trans-dimensional barriers and to 
  contact creatures in another 
  parallel dimension or universe. 
   
  Such a power could conceivably be 
  made easier if the sub-space 
  barriers in a physical location were 
  worn down, or easier still if a direct 
  connection between dimensions 
  existed. 
   
  Such a contact occurred on 
  Stardate 51003.7 when Species 
  8472 sent a telepathic message to 
  the crew of the USS Voyager 
  declaring war against known space 
  in retribution for the Borg attacks 
  on their own dimension 
   
  Routine; Sending a message to 
  the nearest Psychic/Receptive 
  mind through an open rift between 
  dimensions.  Or Communicating 
  with a well-known mind/individual 
  Moderate; Sending a message 
  through an open rift and targeting it 
  to a particular individual unknown 
  to the message sender.  Or 
  sending a message to an unknown 
  mind across a weakened 
  dimensional barrier. 
  Challenging; Sending a message 
  to a known mind across a 
  dimensional barrier.  But to all 
  parallel universe versions of that 
  mind. 
  Difficult; As above, but specifically 
  targeting which dimensional 
  individual the message is intended 
  for. Or simply sending a message 
  to the closest mind through a full 
  dimensional barrier. 
  Nearly Impossible; Allowing a 
  Telepath to initiate and upkeep a 
  full 2-way communication across a 
  dimensional barrier. 
   
   
  Romulan Powers 
  Concepts by Aedh Rua 
   
  Romulan Psions are as rare as that 
  of Vulcan Melders during the 
  2150’s… However after the initial 
  loss of Psionics, the expanding 
  Empire saw the unique 
  possibilities, and began a program 
  to try and resurrect their lost 
  abilities.  A program that has seen 
  only limited success.   
   
  Amongst Romulan Psions only the 
  skills of mind meld, projective 
  telepathy, receptive telepathy, mind 
  shield, receptive empathy, and 
  projective empathy are commonly 
  found, the Romulan Psionic ability 
  is often simply too weak for much 
  more. 
   
  The Path of Khat:  
  Sharing the same name as the 
  Vulcan path, and sharing the same 
  nature. Two disciplines are 
  available to students of this path: 
    
  Mind Shield - exactly as the 
  Vulcan discipline of the same 
  name.  
  Mind Bar - exactly as the Vulcan 
  discipline of the same name.  
   
  The Path of Lesh:  
  Like the Vulcan path of Lis, this one 
  aims to confuse the senses. While 
  not illegal as it is on Vulcan, Lesh is 
  still just as rare:  
    
  Projective Telepathy - more 
  intrusive than Vulcan version, can 
  send messages to an unwilling 
  subject.  
  
   
   
   60 
  Leshtana - just like Vulcan Lisjana.  
  Leshfata - as Lispata  
  Leshkhaltu - as Liskel'tu.  
  The Path of Plat: 
  Much like the Vulcan path of the 
  same name, but more specialized 
  for Romulan needs.  
   
  Mind Meld - this comes in two 
  varieties. There is the invasive 
  "mental rape" type of mind meld, in 
  which the Psion forces his or her 
  way into a mind looking for 
  information. But there is also 
  another type of mind meld, which is 
  much less invasive, but which often 
  cannot be detected by the 
  recipient. This type can be used to 
  gain information or plant very 
  simple suggestions without 
  detection.  
  Platvhokh - Essentially, this is a 
  sort of mental hitchhiking for 
  Romulans. The Psion can gain 
  access to the sensory input and 
  thoughts of the recipient, and so 
  can trace his or her movements. 
  Considered a useful ability for 
  espionage purposes.  
  Platrha - This is exchanging minds, 
  just like the Vulcan discipline of the 
  same name. Extremely good for 
  infiltrating resistance cells.  
   
  The Path of Tash:  
  Just like the Vulcan Path of Tas. 
  Incredibly useful against normal 
  crime.  
   
  The Path of Vhakh:  
  This is a purely Romulan path, 
  used for brainwashing and 
  interrogations. There are four 
  disciplines:  
   
  Receptive Telepathy - much like 
  the Vulcan version, but can be 
  used more intrusively, and against 
  a resistant subject. Also, note that 
  Romulan receptive telepathy is not 
  necessarily detected by all 
  recipients.  
   
  Projective Telepathy - as in the 
  Path of Lesh above.  
  Mind Control - a cascade of 
  Projective Telepathy, this skill 
  allows the Psion to implant 
  thoughts, emotions, fairly complex 
  commands, and even simple 
  beliefs. In essence, this is intrusive, 
  but a good Psion with a high skill 
  level can emplace a ‘block’ 
  removing the memory of the attack. 
  However too many uses can erode  
  the personality of a victim, and a 
  carelessly emplaced ‘mental block’ 
  could be easily apparent to another 
  Psychic.  
  Brainwash - a very powerful skill, 
  but it takes weeks or months to use 
  properly. This skill allows the Psion 
  to alter the entire personality of a 
  victim. Memories, deeply held 
  beliefs, and the entire structure of 
  the self can be altered if one has 
  enough time, and enough skill. This 
  skill can also be used to implant 
  very complex commands without 
  altering the victim's basic 
  personality. This ability has been 
  found to be very useful for creating 
  deep cover "Manchurian 
  Candidate" agents. 
   
  The Path of Khavh:  
  This means the "Path of Blood", 
  and it was developed by the 
  Romulans themselves, and only 
  rarely shared with senior Reman 
  squad leaders: 
    
  Receptive Empathy - Normally 
  undetectable, and very much like 
  that of the Betazoids, this skill 
  allows the Psion to read basic 
  emotions.  
  Projective Empathy - Allows the 
  psion to implant emotions, normally 
  without detection. Good for 
  
   
   
   61 
  manipulating someone, or as a 
  means of punishment, say, during 
  an interrogation.  A similar ability is 
  also used by Remans, who project 
  an aura of Fear and negative 
  emotions enhancing their abilities 
  as shock troops… 
  Empathic Attack  - a cascade of 
  projective empathy, the attacker 
  builds up a mass of hatred against 
  the victim, and then unleashes it in 
  a massive assault, which does 
  actual physical damage.  
   
   
  Reman Abilities 
   
  The Remans are not particularly 
  powerful empaths.  A significant 
  reason why the fledgling Romulan 
  Empire was easily able to subdue 
  and enslave them.  However their 
  success as shock troops is partly 
  explained by the limited projective 
  empathy powers that they do use, 
  as the Remans use their Projective 
  Empathy to exude a strong 
  negative emotion of fear and anger 
  at their enemies.    
   
   
  Intrude 
  A more advanced power, Cascade 
  power of Projective Telepathy and 
  Projective Empathy, and only really 
  available to higher ranking 
  Remans.  It is far closer to standard 
  telepathy, allowing a Reman to 
  seek and enter another mind.  
  Easily completed in the Victims 
  sleep, and implant dreams, often 
  used as a weapon, or to implant a 
  mortal terror when the subjects 
  eventually are forced to face the 
  creatures of their own nightmares. 
   
  Routine; Allowing a Reman to 
  enter their chosen victim and 
  understand the range of emotions 
  their victim is currently 
  experiencing. 
  Moderate; With a moderate 
  success the Reman is able to begin 
  controlling the Victims emotions, 
  like projective Empathy, but able to 
  know what emotional state that his 
  control is leading too, allowing a 
  greater degree of control.  At this 
  level, the Reman can only draw 
  from emotion states previously 
  experienced by the victim. 
  Challenging; At this level a Reman 
  is able to induce an emotional 
  hallucination, focusing on the 
  Victim.  This hallucination must be 
  drawn from the Victims experience 
  and can further affect their 
  emotional state. 
  Difficult; The Reman is now able 
  to introduce elements into the 
  Victims hallucination that the Victim 
  may not have experienced.   
  Likewise they are also able to force 
  the victim to suffer new emotions 
  that they may not have previously 
  experienced. 
  Nearly Impossible; Now the 
  Reman has so much sway over the 
  victim, that they are able to force 
  an hallucination of their own 
  creation that will feel ultra real and 
  may even begin to have 
  psychosomatic effects upon the 
  victim. 
   
   
  Other Reman Powers; 
  Many Reman Pshychic abilities 
  were lost to them, forced out by 
  centuries of Romulan oppression, 
  of those that remain, only those 
  that helped the Romulans were 
  permitted and only in small 
  numbers.  Many Reman Shock 
  Troops serving in the Romulan Star 
  Navy are likely to have been 
  allowed to follow the Path of 
  Khavh, with the most common 
  power being that of Projective 
  
   
   
   62 
  Empathy…  During a boarding 
  action the Reman boarding party 
  will all project their negative 
  emotions at their enemy striking 
  fear into their hearts even before a 
  single shot has been fired… 
   
   
  The Vulcans 
  Other Mind Meld Powers. 
   
  The Mind Meld is a powerful tool, 
  but it also forms the basis of 
  several other Vulcan Rituals and 
  Psionic Powers.  Use the standard 
  difficulties from the mind meld.  If 
  using these powers untrained, 
  increase the difficulty level. 
   
  Plat-Var (“Multiple Mind Meld”). 
  A Mind Meld Cascade Ability.   A 
  powerful Melder may be able to 
  accomplish this effect.  An 
  advanced mind-meld technique, 
  that allows the Vulcan to serve as a 
  Psychic bridge between two 
  individuals.  Due to its nature, it is 
  most often used between non-
  telepathic species, and as such can 
  cause immense strain on all three 
  participants.  Luckily the very 
  nature of the power means that it is 
  sees irregular usage, if at all, after 
  all it is very rare to need to connect 
  the minds of two non- psychics. 
   
  It allows the two non-telepaths to 
  undergo and achieve the exact 
  same effects as if using a Mind 
  Meld, using the Vulcans abilities to 
  achieve this. 
   
  Katra (”Soul”) 
  A Mind Meld Cascade Ability.  A 
  Vulcan can place a segment of his 
  consciousness within another 
  individual, or even within a 
  prepared receptacle.  In ancient 
  times these Katra Souls were either 
  placed in a hall of Ancestors, where 
  they could co-exist in eternal peace 
  and logic, or the Katra would be 
  reconnected to the body during the 
  Fal-Tor-Pan ritual.   
   
  However, this is unusual, and the 
  power can simply be used to leave 
  the Vulcan’s last few thoughts, to 
  intone a simple message through 
  one that might be present, to 
  ensure that a final message gets 
  out to those that need to hear it. 
   
  Fal-Tor-Pan  
  A Plat-Var Cascade Ability. This 
  ancient ritual closely resembles the 
  Vulcan Bridging of Minds.  It is 
  used to remove a Katra from a host 
  and place it into a suitable body via 
  Synaptic Pattern Displacement.  In 
  recent centuries only one individual 
  is ever taught the secret, and of all 
  of this small group only T’Lar, the 
  High Priestess of the Mount Seyla 
  monastery has ever had cause to 
  use this ability within the last 
  thousand years or so.  It is a secret 
  that was nearly lost to the mists of 
  time, but its fairly recent use, and 
  Ambassador Spock’s continued 
  second life has offered an 
  opportunity for the ritual power to 
  be re-examined and studied by a 
  new generation of the Vulcan 
  priesthood... 
   
  Pon Farr - Possibly the most 
  commonly associated ritual aspect 
  of the Mind Meld.  Not only are 
  Vulcan mates bonded as children, 
  tying their fates when the 
  adolescent Vulcan undergoes Pon 
  Farr, but also while mating.  It is not 
  uncommon for the fires of emotion 
  to be shared between male and 
  female via the Meld.  Linking the 
  lover’s body and soul and stripping 
  them down to the barest frame of 
  they’re mating.  It is ironic that a 
  species devoted to the suppression 
  
   
   
   63 
  of emotion, also seems to have 
  developed one of the purest 
  methods of sharing intimacy during 
  love-making. 
   
   
  New Skills; 
   
  Empathise (Non-Psi) (Presence) 
  Some people are naturally 
  receptive to the needs of others, 
  and as such they can gauge how a 
  person they are talking to might be 
  feeling.  Not all of Starfleet’s 
  councillors are Psionic, some are 
  simply good listeners, can 
  understand body language and 
  aspects of Psychology and have a 
  strong grasp of another beings 
  emotional standing.  
   
  This skill works exactly the same 
  as the Psionic 'Receptive Empathy' 
  skill, but can only be applied in a 
  face to face meeting (whether in 
  person of in Comm) or to 
  established relationships as it has 
  no basis in Psionic power. 
   
  Routine; Understanding the 
  emotions of a friend or workmate. 
  Moderate; Understanding the 
  emotional level of another member 
  of your species.  Predicting what a 
  known person would be likely to do. 
  Challenging; Understanding the 
  emotional levels of someone trying 
  to hide their emotions, or of a 
  similar alien species.  Predicting 
  the possible actions of an unknown 
  member of your own species. 
  Difficult; Getting a handle on the 
  emotions of a truly alien species. 
  Nearly Impossible; Predicting the 
  potential actions of the truly alien 
  species, or understanding the 
  emotions of the really strange (eg; 
  picking up on the Guardian of 
  Forever’s emotions…  etc.) 
  Used By; Psychologists, 
  Councillors, Priests, Friends. 
  Specialisations; Body-Language, 
  Prediction, Specific Species. 
   
  Meditation (Intellect) 
  Listed by convenience rather than 
  as a regular skill.  Meditation shows 
  a calming focus common amongst 
  deeply spiritual people.  Use of this 
  skill helps to calm and relax a 
  character often allowing benefits of 
  rest over shorter periods of time, 
  and perhaps enabling a stronger 
  focus for some Psionics. 
    
  The following abilities from 
  meditation, are merely examples 
  and are all at Narrator Approval, 
  simply use them as guidelines for 
  how Meditation can aide in the use 
  of Psionics and enhance its 
  abilities. 
   
  Routine; Entering a deep calming 
  and relaxing trance.  
  Moderate; A deep, relaxing trance, 
  that while the character remains 
  fully conscious allows the character 
  to rest and gain the benefits of 
  ‘power-naps’ during times of 
  Fatigue.  Also needed to achieve a 
  ‘Spirit Quest’, where you can gain 
  insight from your own 
  subconscious. 
  Challenging; Entering a deep 
  cleansing meditation that might 
  have beneficial effects on a 
  characters healing (Enables an 
  additional natural healing check). 
  Difficult; A Strong, focused trance 
  that enhances the characters mind 
  and increases Psionic ability 
  (temporary +1 Focus). 
  Nearly Impossible; A death-like 
  trance, with slowed breathing and 
  respiratory levels making the 
  character appear, and sometimes 
  even scan as dead. 
  
   
   
   64 
  Used By; Vulcans, Bajorans, 
  American Indians, (Spiritual 
  Cultures), etc. 
  Specialisations; Resting, Focus, 
  Healing, Specific Religion. 
  
   
   
   65 
   
    
   
   
   
   
   
   
   
   
   
   
   
  Chapter Six 
  Aliens 
   
   
   
  Their meeting was imminent.  The 
  bridge had just hailed him to let him 
  know that they had arrived at their 
  destination.  But Captain Davii Ral 
  was still studying the history files. 
   
   
  Ever since the USS Intrepid had 
  encountered the Refugees 
  alongside the Neutral zone, he had 
  asked for this assignment.  It had 
  been little work to back-track the 
  freighters logs to their journey’s 
  source, and judging by the stories 
  the refugees had told the whole 
  planet was on the cusp of a 
  Psychic evolution, one that might 
  easily lead to a near genocide. 
   
  The only problem was the Prime 
  Directive.  The Federation could 
  not alter the course of the planets 
  evolution. 
   
   
  However Ral was less than 
  enthused with the idea that an 
  entire species might devolve into 
  civil war and eradicate an 
  evolutionary trait simply out of fear. 
   
  Commander Savar had swung the 
  argument.  He had interjected and 
  raised the issue of the Romulans.  
  They too had intercepted the 
  freighter and may triangulate their 
  point of origin if they had not 
  already hacked into the Freighters 
  navigational computer over the 
  open comm. Frequency. 
   
  And so Command had authorised 
  the mission.  A First Contact with a 
  new species.  Their rules of contact 
  were clear, avoid cultural 
  contamination and protect the 
  inhabitants from Romulan 
  hostilities, and make a simple 
  communication.  If they could 
  convince the leaders of the planet 
  to accept their Psionic population 
  
   
   
   66 
  and avoid war, that was to be a 
  bonus.   
   
  In order to facilitate this the leader 
  of the refugees had been sent 
  along as a Civilian mission 
  specialist and advisor, and had so 
  far proven himself invaluable. 
   
  But Davii was simply crossing his 
  t’s and dotting his i’s.  Taking a final 
  opportunity to study the mission 
  logs from other First Contact’s, 
  especially those with Psionic 
  Species.  Careful to note the 
  nuances and peculiar events that 
  went on… 
   
  The Turbolift slowed, and Ral 
  finally dropped his Padd to his side.  
  He was as ready as he could be as 
  he walked to the centre of his 
  bridge. 
   
  “Put them on-screen.” 
   
  Medusans 
   
   
   
  Homeworld 
  The Medusan Home World is within 
  Federation borders on t5he Beta 
  Quadrant side of the Federation.  
  First contact was initiated in 2196 
  by the USS Venture which had 
  been lost due to a gravatic 
  anomaly…  First contact resulted in 
  the accidental insanity and deaths 
  of the Ventures First Officer and 
  Medusan Diplomat.  However 
  peaceful contact was resumed with 
  a better understanding of the 
  situation both parties found 
  themselves in, and the Medusans 
  helped their new friends by giving 
  them the navigational data required 
  to return the aging Deadelus Class 
  vessel back to Earth. 
   
  Suggested Attribute and Edge 
  Ranges 
  Fitness 
  N/A 
  Coordination N/A 
  Intellect  
  3  
  Logic +1 
  Presence  
  3 
  Psi 
   
  3 
  Focus +1 
   
  Typical Advantages/ 
  Disadvantages 
  Medusans are Non-Corporeal, 
  possessing no physical body.  This 
  allows them to travel freely and 
  unrestricted in their natural form.  
  However the mere sight of a 
  Medusan would cause any 
  
   
   
   67 
  onlookers to go insane…  It is for 
  this reason that many Medusans 
  seek to isolate themselves from 
  other species, or use some form of 
  barrier or container to avoid 
  causing problems with others when 
  forced to interact with other 
  species.   
   
  Special or Unique Abilities 
  The Medusans are a non-corporeal 
  species and as such are not bound 
  by some of the natural laws…  Able 
  to float and swirl about in the air, 
  they seem able to direct their forms 
  at will, but are unable to physically 
  interact with the world around them 
   
  Special or Unique Skills 
  Some element of the Medusan 
  being makes them natural 
  navigators, they seem to be able to 
  sense their direction and course 
  instinctively. 
   
  Size 
  The Medusans are non-corporeal 
  and thus do not possess an 
  average body size. 
   
  Story Notes 
  Medusans are natural navigators 
  and so may be found aboard a 
  Starship serving in their capacity as 
  master navigators…  At least with 
  understanding crews that are 
  willing to take the risk of accidental 
  exposure over the benefits of 
  having a willing Medusan among 
  their number…  But understanding 
  or not, accidents do happen, and 
  occasionally some poor soul may 
  find themselves exposed to a 
  Medusan and thus insanity ensues.  
  Forcing the players to contain the 
  situation and rectify any problems 
  while containing both the Medusan 
  and the patient neither of whom are 
  totally to blame. 
   
  Alternatively some Starfleet vessels 
  make space for Medusan crew in 
  specialised areas of the ship.  
  However, should something 
  happen to the vessel a Medusan 
  crew may find themselves trapped 
  on a planet with no environment 
  suit, exposed to locals and thus 
  causing insanity in its wake…  The 
  players may form a rescue team 
  sent to pick up the lost crewman, 
  and repair the damage done, while 
  trying to preserve the prime 
  directive. 
   
  Description 
  A species of highly intelligent non-
  corporeal beings.  The Medusan 
  species are Federation members, 
  whose sensory systems differ 
  radically from humanoid sensory 
  systems, which makes the 
  Medusans particularly well suited 
  for space travel.  
   
  While non-corporeal, Medusans 
  still have a physical form, which 
  when viewed by humanoids, is said 
  to be so entrancing, that it will 
  cause madness unless that 
  humanoid has the protection of a 
  specially designed visor. In 
  contrast, for those with Psionic 
  capabilities, the Medusan mind is 
  said to be remarkably beautiful. 
   
  During the 23rd century, Medusan’s 
  were often separated from 
  humanoids in order to preserve 
  society, and co-existence often 
  placed the Medusan in a 
  transportation box.  However 
  recent advances in robotics and 
  artificial intelligence have enabled 
  some steps towards ‘encounter 
  suits’, Robotic beings that carry 
  and are fully controlled by a 
  Medusan within.  Only a few 
  prototypes exist as yet, but both 
  Starfleet and the Medusans are 
  
   
   
   68 
  field testing the units with a hope to 
  allow a full integration of this 
  intelligent and worthy species.   
   
   
  The Prophets/ 
  Pah Wraiths 
   
   
   
  Homeworld 
  Both the Prophets and the Pah 
  Wraiths claim Bajor as their home 
  planet, however only the Pah 
  Wraiths remain on the planets 
  surface, within the famed Fire 
  Caves.  The Prophets exist within 
  the nearby stable wormhole known 
  to followers of the Bajoran Religion 
  as ‘The Celestial Temple’.  
   
  Suggested Attribute and Edge 
  Ranges 
  Fitness  
  N/A 
  Coordination  N/A 
  Intellect 
  4 
  Presence  
  4 
  Willpower +1 
  Empathy -1 
  Psi 
   
  5 
  Range +2 
   
  Typical Advantages/ 
  Disadvantages 
  Non Corporeal 
   
  Special or Unique Abilities 
  The Prophets seem to exist outside 
  of normal Space/Time.  
  Theoretically existing at all points in 
  time at the same moment, indeed 
  the concept of ‘Past, Present and 
  Future’ was only introduced to 
  them during their first contact with 
  ‘The Emissary’, Starfleet 
  Commander Ben Sisko in 2368.  
  They appear to be very powerful 
  beings capable of immense Psionic 
  Acts, to date total possession of a 
  body, time and dimension travel, 
  and even the total disappearance 
  of a Dominion fleet has been 
  attributed to the Psionic abilities of 
  the Prophets and the Pah Wraiths. 
   
  Special or Unique Skills 
  Both the Prophets and Pah Wraiths 
  seem to exert a tremendous 
  amount of Psionic power, and 
  seem quite happy to use this 
  power.  Capable of possessing a 
  physical body, either willing or an 
  unwilling host, they are even 
  capable of channelling their power 
  through such a host and cause 
  tremendous damage to the 
  corporeal world around them. 
   
  Size 
  Both the Prophets and the Pah-
  Wraiths are non-corporeal and thus 
  do not possess an average body 
  size. 
   
  Story Notes 
  Most likely to affect a story based 
  in and around Bajor, the Prophets 
  have worked to defend the Bajoran 
  people in their way, as have the 
  Pah Wraiths, albeit in opposition to 
  the Prophets. 
   
  Most likely encountered during an 
  Orb experience, the prophets are 
  likely to help a character in some 
  way through this communication, 
  although the guidance is most often 
  cryptic and open to interpretation. 
   
  The Pah-Wraiths are more direct 
  and overt, although far rarer, 
  
   
   
   69 
  however when encountered they 
  have possessed and inhabited a 
  host body and forced it to do their 
  will, usually aiming to harm or cut 
  off the Prophets in some fashion, 
  until the entity was forced out of the 
  host body. 
   
  Description 
  In the Bajoran religion, the aliens 
  that inhabit the Bajoran Wormhole 
  are deified as gods, called the 
  prophets.  These beings are 
  sentient life-forms that exist outside 
  of linear time and appear to 
  possess great powers ranging from 
  personal possession through to 
  extremely accurate prophecies.  
  These abilities and their protection 
  of the nearby Bajoran people have 
  blurred the line between advanced 
  life-form and god, and even 
  Starfleet Officers that have served 
  aboard Deep Space Nine often 
  have difficulty in defining the 
  Prophets under their official 
  Federation definition as ‘Wormhole 
  Aliens’. 
   
  Just as the Prophets exist inside 
  the Wormhole (or Celestial temple), 
  so the arch nemesis also exist, in 
  the Fire Caves on the surface of 
  Bajor.  The Pah-Wraiths are said to 
  posses’ equal power to the 
  Prophets, but offer easier access 
  and less devotion.  This is seen in 
  opposition to the Prophet worship 
  on Bajor, and yet the Cult of the 
  Pah-Wraiths is allowed to exist by 
  the secular Bajorans, even if it is 
  viewed as a negative and evil 
  organisation.  
   
  Many theories are hypothesised 
  about the Prophets (and equally 
  their opposition the Pah-Wraiths) 
  existence, some even feel that they 
  may be the full evolution of the 
  Bajoran People that is yet to 
  happen, explaining their protection 
  of the planet and its people.  And 
  yet a Starfleet Officer, Captain 
  Benjamin Sisko appeared to draw 
  great favour and was recognised 
  as the ‘Emissary of the Prophets by 
  representatives of the Bajoran 
  Religion. 
   
   
  Species 8472 
   
  Home Region or Sovereign 
  Territory 
   
  Little is known about the home-
  territory of Species 8472, what is 
  known is that they occupy a fluidic 
  dimension parallel to ours.  One 
  that was discovered by the Borg 
  only a few short years ago, 
  prompting a Borg invasion and 
  attempted assimilation of the 
  Species, and commencing 
  hostilities between Species 8472 
  and this dimension. 
   
   
   
  Species 8472 appear to be either 
  the only or the dominant sentient 
  life in their dimension, although 
  they have mastered Biotechnology 
  to a degree to be able to 
  manufacture or grow Bio-Organic 
  Starship’s, these do not appear to 
  be sentient, and in the few 
  
   
   
   70 
  encounters within Fluidic space 
  gathered by both Starfleet and the 
  Borg, no other significant Species 
  was encountered. 
   
  Suggested Attribute and Edge 
  Ranges 
   
  Fitness 5 
  Strength +2 
  Vitality +2 
  Coordination 4 
  Reaction +1 
  Intellect 3 
  Logic +1 
  Perception +1 
  Presence 2 
  Willpower +2 
  Empathy -1 
  Psi 3 
  Range +1 
  Focus +1 
   
  Typical Advantages/ 
  Disadvantages 
  Members of Species 8472 appear 
  to be particularly zenophobic.  A 
  trait gained through their initial 
  introduction to our universe via the 
  Borg invasion, and not helped by 
  Janeway’s subsequent alliance 
  with the Borg.  Many remain 
  distrustful. 
   
  Special or Unique Abilities 
  Species 8472 has shown that they 
  have a mastery over 
  Biotechnology, not only are their 
  Starships fully Biological beings in 
  their own right, but they have also 
  shown that they have the ability to 
  create a substance that allows 
  them to morph their own bodies an 
  enable them to take a new shape, 
  disguised as a member of another 
  species. 
   
  Special or Unique Skills 
  High levels of knowledge over 
  Biotechnical sciences along with 
  powerful telepathic abilities. 
   
  Size 
  In their natural form, members of 
  Species 8472 are over 2m tall and 
  a Triped.  They posses a great 
  natural strength. 
   
  Traits Common to the Species 
  Species 8472 is among the few 
  particularly powerful Psionic 
  Species encountered by Starfleet 
  capable of sending telepathic 
  messages across dimensional 
  barriers.  Although these powerful 
  Psionics are lessened when they 
  are forced to disguise themselves 
  as another species 
   
  Story Notes 
   
  These Psionic creatures from a 
  Fluidic dimension are not native, 
  nor common to this dimension, 
  however since the Borg assaulted 
  their space and began the war, 
  they have discovered and retained 
  the ability to travel between 
  dimensions, as has the Borg.  And 
  through Captain Janeway’s 
  alliance, so have the Federation. 
   
  However the relations between 
  Species 8472 and this dimension 
  remain in flux.  They still regard the 
  Borg as mortal enemies, but have 
  been forced to re-evaluate their 
  views on this dimension.  
   
  Having originally assumed that this 
  dimension was populated only by a 
  single species, as theirs is, they 
  declared war on the Dimension, 
  however their attempts to infiltrate 
  and manipulate the Federation 
  have revealed to them a new way 
  of thinking…  And the subsequent 
  
   
   
   71 
  diplomatic steps initiated between 
  their infiltration teams and the USS 
  Voyager have forced them to 
  rethink their views.  Whether this 
  will lead to peace and contact has 
  yet to be seen, as does Species 
  8472’s views on the eradication of 
  all life in this dimension. 
   
  Therefore Species 8472 could yet 
  become dear friends or deadly 
  enemies, just as some of the 
  infiltrating members of the Species 
  have assumed their ‘Starfleet’ 
  personas too well and begun to 
  develop an affinity for both this 
  dimension and for Starfleet…  Who 
  knows, one day there may even be 
  a member of Species 8472 passing 
  through the academy, perhaps with 
  Admiral Janeway’s sponsorship? 
  Description 
  A sophisticated lifeform native to a 
  realm of fluidic space a dimension 
  apart from our universe, known 
  only by its Borg designation 
  because its self-ascribed name is 
  unknown. Species 8472 has an 
  extremely dense genetic structure 
  and an extraordinarily powerful 
  immune system; almost anything 
  that penetrates their cells is 
  instantly destroyed, including 
  chemical, biological or 
  technological intruders. In 2373 the 
  Borg somehow discovered fluidic 
  space and learned that Species 
  8472 possesses organic spacecraft 
  and a biogenically engineered 
  weapons technology that was 
  superior to anything known to the 
  Borg. Seeking to assimilate this 
  civilization and its technology, the 
  Borg launched an attack on the 
  fluidic space realm, only to be 
  repulsed. Shortly thereafter, 
  Species 8472 launched a 
  retaliatory strike, sending hundreds 
  of powerful bioships into the Delta 
  Quadrant with the goal of 
  eliminating all lifeforms from this 
  galaxy, destroying entire planets 
  and fleets in Borg-occupied space. 
  The 8472 assaults were halted 
  when the U.S.S. Voyager 
  collaborated with the Borg to use 
  new nanoprobe technology the 
  crew had developed, a weapon 
  against which the species had no 
  effective defence. It was in the 
  midst of the 8472 battle that Seven 
  of Nine came aboard Voyager and 
  was later severed from the Hive.  
  Species 8472 considered 
  humanoid genetics to be impure 
  and felt deeply threatened by the 
  violent tendencies of many 
  humanoid cultures. Taking 
  Voyager's alliance with the Borg in 
  2374 as evidence that Alpha 
  Quadrant powers were planning a 
  devastating attack into fluidic 
  space, Species 8472 sought to 
  infiltrate Starfleet in order gather 
  detailed intelligence and monitor 
  military installations. In preparation 
  for this reconnaissance mission, 
  they constructed a series of 
  "terraspheres" containing elaborate 
  re-creations of key Alpha Quadrant 
  locales, including Starfleet 
  Headquarters, in order to train their 
  operatives in humanoid culture, 
  values and biology. Some of their 
  fears were allayed in 2375 when 
  Voyager's Captain Janeway 
  conducted negotiations with 8472 
  representatives, the first real talks 
  between the two cultures. Janeway 
  agreed to share her nanoprobe 
  weapons technology with them, in 
  exchange for some of their own 
  technology and a promise to drop 
  their infiltration plans and return to 
  fluidic space.   
  
   
   
   72 
  A member of Species 8472 sent on 
  a mission to infiltrate our universe, 
  by a complex plan of infiltration and 
  deception.  Changing shape and 
  taking on humanoid form.  The plan 
  was to infiltrate Starfleet, to dispose 
  of the danger they perceived after 
  Starfleet Captain Janeway’s 
  actions swung the balance of a war 
  between Species 8472 and the 
  Borg.  Although Species 8472 are 
  from an alternate ‘fluid’ universe, 
  the assumption of humanoid form 
  allowed them to perceive our 
  universe from our own point of 
  view.  And after a second, more 
  diplomatic, encounter with Janeway 
  and the crew of Voyager relations 
  seemed to calm.  It helped greatly 
  that the subterfuge of Species 8472 
  was almost too good, and those in 
  their infiltration program had spent 
  so much time as Humanoids, living 
  humanoid ways that much of the 
  groundwork for peace had been 
  done before Starfleet stumbled 
  across the replica of San Francisco  
   
  Campus that they had created.  
  The long-term effects of these 
  encounters have yet to be seen.  
  But it seems that the genocidal 
  plans of Species 8472 are no 
  longer an issue, and it is hoped that 
  further contact can be established 
  now that a common point of 
  reference has been reached, and 
  the fact that it was Species 8472 
  who breached the universal 
  differences can only prove a 
  promising sign. 
   
  Talosians 
   
   
   
   
  Starfleet Infiltration Group. 
   
  Members of Species 8472 who 
  maintained these infiltration 
  Training bases were deeply 
  encouraged to submerge their 
  personalities into that of the 
  Starfleet and Federation members 
  they posed as.  In the vast majority 
  of cases this was a simple role they 
  took on, never forgetting their true 
  purpose.  However, a few began to 
  deeply empathise with their roles, 
  among which was ‘Boothby’. 
   
  It is not inconceivable that the 
  infiltration plan has continued, and 
  is gathering intelligence to support 
  Janeway’s claims of peace, or 
  perhaps some members of Species 
  8472 empathised so much that 
  they might seek to join Starfleet.   
   
  If they attempt to infiltrate they will 
  retain the Physical attributes 
  related to their chosen role, and 
  have trained on their roles job 
  skills, allowing them to take an 
  appropriate template.   
   
  They will also have gained a basic 
  grounding in skills and abilities that 
  they would know and so will gain 
  the following skills; 
   
  Language; Federation Std. 2 
  (Or Federation Std. and Native 
  Language at 1 each) 
  World Knowledge (Roles Home Planet) 
  1 (2) 
  Culture (Roles Home Species) 1 (2) 
  Deep Cover +2 
  Addiction (Shape Changing Drugs) -3 
  Dark Secret -3 
   
  
   
   
   73 
  “Starfleet General Order 7: No Starfleet 
  vessel shall visit the planet Talos IV 
  under any circumstances, emergency 
  or otherwise. This order supersedes 
  General Order 6. Any transgression of 
  this general order shall be punishable 
  by death, however there is a movement 
  by some Admirals to commute this 
  sentence to one of life imprisonment.” 
   
  Homeworld 
   
  Natives of Talos IV, a once 
  beautiful planet, now a ravaged 
  wreck with the ruins of the ancient 
  Talosian Civilisation strewn across 
  the planets surface. 
   
  Home Region or Sovereign 
  Territory 
   
  None, the Talosians have been 
  without means of physical 
  interplanetary travel for thousands 
  of years, and the Starfleet 
  Quarantine emplaced on the Talos 
  system means that few 
  opportunities exist for the Talosians 
  to move to other planets, should 
  they choose. 
   
  Suggested Attribute and Edge 
  Ranges 
   
  Fitness 1 
  Strength -1 
  Vitality -1 
  Coordination 1 
  Reaction -1 
  Intellect 3 
  Logic –1 
  Presence 2 
  Empathy -1 
  Psi 4 
  Range 2 
  Focus 2 
   
  Typical Advantages/ 
  Disadvantages 
  Few Talosians posses any physical 
  attributes and many are easily 
  injured or hurt. 
   
  Special or Unique Abilities 
  The Talosians also posses an 
  immensely powerful Psionic talent.  
  To an extreme degree that few 
  other abilities are known or 
  practiced. 
   
  Special or Unique Skills 
  The Talosian talent for illusion is 
  unrivalled, and once caught, even 
  when one is aware of the possibility 
  that all is an illusion…  telling the 
  difference remains impossible 
  unless the Talosian wishes you to 
  see and hear the truth. 
   
  Size 
  The remaining Talosians are small 
  statured, standing just over 1m tall.  
  They are humanoids with an 
  enlarged bulbous head.  Having 
  developed their minds over their 
  bodies over the centuries. 
   
  Story Notes 
   
  Due to the quarantine Starfleet has 
  imposed on Talos IV it is unlikely 
  that they would feature within a 
  standard Trek game.  However 
  they remain strong Psychics, and a 
  small human colony/family does 
  exist on their planet, and so they 
  could attempt to use their power to 
  draw new colonists to Talos IV, 
  albeit innocently, they would still be 
  protecting their charges…  And 
  their power could hold sway over a 
  member of the crew of your players 
  assigned ship, or perhaps the 
  players are assigned to intercept 
  and stop such an unauthorised 
  colony.  And are then faced with 
  enforcing the only Death Penalty 
  that Starfleet imposes. 
   
  Perhaps the game is based during 
  the Dominion war, when defeat 
  looms, and Starfleet is forced to 
  
   
   
   74 
  consider all the weapons they 
  could possibly draw upon.  Perhaps 
  it is felt that contact should be re-
  established with Talos IV, and the 
  crew is assigned to convince them 
  to use their immense power against 
  the Dominion and turn the tide of 
  war back in favour of the 
  Federation. 
   
  Description 
   
  The Talosians are amongst the 
  most powerful (known) Psionic 
  races in the Galaxy.  Known to 
  have developed a thriving culture, 
  dating back hundreds of thousands 
  of years, they developed a culture 
  that served the self and allowed 
  personal growth, leading to 
  immensely powerful Psionic 
  talents.  However their 
  advancement was devastated by 
  war, ravaging the planets surface 
  and nearly wiping out the 
  Talosians.  A small few survived, 
  clinging to a meagre existence 
  underground, within the older 
  fallout shelters and command 
  bunkers, they slowly built a new 
  civilisation for themselves. 
   
  During the time in these caves, the 
  Talosians became dependent upon 
  creating illusions using mind as 
  well as technology from their 
  ancestors.  And as time went on it 
  became apparent that too few 
  Talosians had survived, and that 
  their genetic diversity not enough.  
  The Talosians were a dying 
  species, although their naturally 
  long lives and current genetic 
  diversity would allow them 
  centuries before they would die 
  out.  Plenty of time to try and arrest 
  the decline and regain their 
  civilisation. 
   
  By the mid-23rd century, the 
  Talosians had resorted to capturing 
  passing travellers to serve as a 
  new source for illusions, and to 
  help re-populate their planet.  Often 
  drawing these travellers to them 
  with strong illusions stretching out 
  light years and encompassing 
  entire ship crews. The Talosians 
  enjoyed sharing the experiences of 
  those aliens they had collected 
  prior to the war, but this became a 
  dangerous narcotic for them, 
  eventually they began to exist 
  within their Fantasy realm, losing 
  almost all touch with reality. While 
  about them, their technology 
  crumbled and decayed effectively 
  leaving them all but helpless. 
  Starfleet has encountered the 
  Talosians twice, both contacts were 
  by the USS Enterprise, NCC-1701, 
  and two humans now exist on the 
  planet Talos IV, including 
  Commodore Christopher Pike.  
  Due to the continued upkeep of the 
  Federation Quarantine on the 
  planet, the exact state of the 
  Talosian civilisation is unknown, 
  but the presence of a human 
  couple co-existing with the 
  Talosians might mean that a lost 
  family of Humans continues to live 
  there.
  
   
   
   75 
   
   
   
   
   
   
   
   
   
   
  Chapter Seven 
  Mind Games; Some brief 
  discussions on Psionics 
  and their place in the Star 
  Trek Universe.
  Jace tugged down the front of her 
  tunic and turned to the mirror.  As 
  she pulled her long hair back into a 
  tidy bun, she smiled at the image, 
  at the young woman that she had 
  become. 
   
  Starfleet Cadet.   
   
  She was following her dream now.  
  Having graduated from FIPA, she 
  had applied and been accepted to 
  the academy.   
   
  That was nearly 3 years ago now.  
  Next year she would graduate and 
  get her first posting.  Like her fellow 
  students, she hoped for something 
  prestigious, like the Enterprise.  A 
  posting on the Enterprise could 
  jump-start anyone’s career. 
   
  LATE! 
   
  She realised the time…  That she 
  had none remaining as she dashed 
  out of the Dormitory and across the 
  Campus.  The Exam was being 
  held in Jim Kirk hall, and she was 
  only just going to make it. 
   
  She slowed to a brisk walk and 
  regained her breath and 
  composure before she reached the 
  door to the exam hall  
   
  1…  2… 
   
  She stepped through.  All bar one 
  desk had been filled.  She was not 
  too late.  But she was late. 
   
  “Apologies for my tardiness.”  She 
  thought at Commander Duff, the 
  lecturer of Interstellar Politics and 
  Ethics.  The Commander looked at 
  her, as only a teacher can.  A 
  withering look that reminded her of 
  her place on campus. 
   
  
   
   
   76 
  “Sorry.”  She added verbally. 
   
  Commander Duff nodded.  “That’s 
  OK Miss Ral.  Take your seat and 
  see to it that you are not late 
  again.” 
   
  Jace felt colour rise to her cheeks, 
  and wore an embarrassed smile as 
  she took her place, as the exam 
  began. 
   
   
  Rare Psychic Species 
   
  Trill Symbiont Psi 
  Communication; 
   
  The Trill also seems to be a Psionic 
  Species, although the powers 
  appear to be restricted to that of 
  the Trill Symbiont.  Unjoined 
  Symbionts within the Nutrient Pools 
  of the Caves of Mak’ala, are able to 
  communicate with each other and 
  their Guardians.  These 
  communications are even visible 
  appearing as a slight electrical 
  disturbance above the water line of 
  the Nutrient Pools within the cave.  
  By this fashion they are able 
  communicate in great detail with 
  each other and with their 
  Guardians...  Such communication 
  seems to be aided within the 
  location, with the Guardians 
  seemingly able to identify a host’s 
  symbiont even upon a first meeting, 
  and the pools are often used in the 
  diagnosis and treatment of the 
  symbionts.  However whether this 
  communication is truly telepathic is 
  unknown, although some of the 
  rituals that Joined Trill occasionally 
  undertake seems to imply that 
  some levels of latent psychic ability 
  rest with the symbiont.  
   
  The Ritual of the Zhian-Tara is also 
  performed by the Guardians in the 
  Caves, the ritual allows the 
  symbiont to temporarily remove the 
  personalities of its previous hosts, 
  and imprint these hosts 
  personalities upon family, friends 
  and colleagues, enabling the Trill to 
  gain a sense of self-history as each 
  new host has an opportunity to 
  meet with and talk to the previous 
  hosts.  The ritual effectively expels 
  the host personality, imprinting it 
  over that of the volunteer that the 
  Trill has chosen would best 
  
   
   
   77 
  embody the previous host. Only 1 
  personality is transferred at a time, 
  and is purely voluntary, it is not 
  unknown for the individual 
  personalities to decide to cut their 
  time short, returning to the 
  symbiont. 
   
  While the Zhian-Tara is most often 
  performed on Trill it is possible to 
  conduct the ritual anywhere of the 
  joined Trills choosing, as 
  comfortable surroundings are also 
  important.  Although these more 
  distant ceremonies often require an 
  equally skilled guardian, to help 
  guide the path of the Ceremony 
  and ensure all goes well. 
   
  However other than the Zhian-Tara 
  ritual, Trill Psionics seems to be 
  rare, and no manifestation seems 
  to occur even amongst the joined.  
  Amongst the host species, only the 
  Guardians seem to display any 
  level of Psionic sensitivity with their 
  ability to commune and understand 
  the Symbionts… 
   
  Another ritual, the Rite of 
  Emergence, allows a joined host to 
  gain insight and wisdom from their 
  previous hosts.  Unlike the Zhian-
  Tara, they draw a manifestation of 
  the previous host to consult with.  
  Unlike the Zhian-Tara, this 
  manifestation is a simple vision, 
  non-corporeal and visible only to 
  the Trill Host.  It is however 
  intensely aware of its surroundings 
  and able to guide and teach the 
  host.  This is a little known and 
  rarely encountered ritual, and many 
  feel it a closer relative of the Trill 
  subconscious, linked with an 
  hallucination, rather than a true 
  psychic power.  After all, after 
  multiple joining’s a Trill symbiont 
  bring many lifetimes experience 
  with it, and many personality quirks 
  and subconsciouses … 
  Other 'Rare' Psionics; 
   
  While some species are well known 
  for their Psionic talents, such as the 
  Vulcan’s, Deltan’s and Betazoid’s, 
  amongst others.  There are many 
  species, which do not seem to 
  manifest Psionic abilities as 
  normal.  But of these a rare few are 
  born with some little Psychic talent, 
  such as among the Human or 
  Alpha Centurian populations.  
  These rare individuals are often 
  quite powerful sometimes 
  exceeding the society norm 
  amongst the Psionic Species in 
  ability and sheer Psionic Power.  
  They also seem to be capable of 
  further developing their powers and 
  achieving new abilities relatively 
  unknown to the more established 
  Psions.  Whether this is simply an 
  indication of the Psions power or 
  the removal of a subconscious 
  cultural taboo, which many Psionic 
  species have evolved in order to 
  coexist with their powers and each 
  other, is not yet known. 
   
  A prime example of these rare 
  Psions is Dr Miranda Jones, a 
  Human.  Blind from birth, she uses 
  her talents to increase her worth in 
  the art of diplomacy, leading her to 
  become quite an accomplished 
  negotiator in her own right.  Her 
  blindness serving her role for many 
  years as companion and assistant 
  to the Medusan ambassador 
  Kollos. 
   
  There are some that believe that 
  these rare births are not defects, 
  but are becoming increasingly 
  common and that this trait is both a 
  side effect of the increased contact 
  between Psions and Normal’s, 
  along with acceptance of the 
  
   
   
   78 
  existence of the Paranormal.  And 
  possibly an evolutionary step 
  forward with wider ranging Psionic 
  powers and an increase in the 
  known and accepted Psionic 
  species.  Especially within the 
  Federation. 
   
  However, just as some rare 
  examples of some species seem to 
  develop Psionic powers seemingly 
  against their own cultural 
  evolution.  It is also not unknown 
  for members of Psionic species to 
  be born with no Psychic ability at 
  all.  In the case of Betazoids, they 
  would simply not manifest their 
  powers at puberty, or a Vulcan may 
  simply not develop their Psychic 
  abilities.  While not unknown, these 
  few instances are equally as rare 
  as those born with Psionic ability to 
  other species. 
   
  Accidental Activation of 
  Psionics; 
   
  Far rarer, but more concerning are 
  the few occasions where Psionic 
  powers have been activated by 
  either design, by accident or 
  through contact with stellar 
  phenomena.  In many cases the 
  sudden ability bestowed upon an 
  individual is simply too much for 
  them to bear without a cultural 
  understanding of the 
  responsibilities of their powers.  
  And even those able to remain 
  uncorrupted by the absolute power 
  at their command are sometimes 
  rarely able to apply its use, despite 
  their best intentions. 
   
  These 'awakenings' as they have 
  been termed by Parapsychologists 
  have so far proven rare, but offer 
  an unusual danger to the unwitting 
  space traveller. 
   
  In 2265 the USS Enterprise NCC-
  1701 crossed the great galactic 
  barrier, and as a side effect of 
  which, Lt. Commander Gary 
  Mitchell and Dr Elizabeth Dehner 
  spontaneously developed an 
  incredible level of Psionic ability, 
  including highly focused telekinetic 
  ability.  Despite his initial intentions, 
  Gary Mitchell was quite rapidly 
  corrupted by the power with which 
  he was imbued, and great efforts 
  were taken to isolate him from the 
  universe at large and maroon him 
  on Delta Vega.  The attempts 
  failed, and mortal combat ensued 
  between Mitchell and his closest 
  friend Captain James T Kirk, who 
  was only able to stop Mitchell with 
  the help of Dr Dehner.   
   
  There can be no doubt that by the 
  end Mitchell was insane with an 
  emerging god-complex, and it 
  remains a possibility that this 
  imbalance was caused by the 
  neurological changes that his brain 
  underwent.  Just as it is likely that 
  only Dr Dehner’s training as a 
  Psychologist and her 
  intellectualisation of their situation 
  that saved her from the same 
  insanity that had gripped Gary 
  Mitchell. 
   
  Infrequently similar awakenings 
  have occurred since that time.  
  Some abilities sparked by a neuro-
  chemical reaction to an odd 
  radiation effect, others after 
  encounters with some advanced 
  aliens.  In many cases these 
  Psionic effects were temporary, 
  and either a cure was found, or 
  they simply decreased in intensity, 
  but always leaving a mark on the 
  patient.  In a few cases the Psychic 
  alteration was permanent and 
  sometimes a temporary effect left 
  
   
   
   79 
  the patient able to redevelop 
  Psychic abilities beyond the norm, 
  and a few people have managed to 
  retain their inherent humanity, and 
  with the help of both councillors 
  and Psychic Masters from both 
  Vulcan and Betazed have grown to 
  fine tune and develop their 
  powers.  Some have even retained 
  their Starfleet commission. 
   
  The Powers of the Q; 
   
  Equally the Powers of the Q can be 
  a challenge and corruptive 
  influence on the unwary, whether 
  granted as a gift/ test of by 
  Birthright.  The massive powers at 
  the disposal of the Q seem to be 
  linked to both the conscious and 
  subconscious, enabling their 
  spontaneous use even when (or 
  because) the individual is 
  attempting to not use the powers.  
  In both cases, the powers of the Q 
  have proven too much.  And in 
  response, Commander William T 
  Riker choose to remove his own 
  powers, while Amanda Rogers 
  accepted her birthright as a Q and 
  chose instead to follow that destiny 
  rather than her chosen career path 
  of joining Starfleet. 
   
  Temporary Psionic Experiences 
   
  Still further it is not unknown for 
  some individuals to experience a 
  one-off event akin to a Psychic 
  experience…  Ranging from a 
  premonition of danger, a vision of 
  the afterlife, deja-vu or even the 
  Klingon tova’dok, the moment of 
  clarity when warriors lock eyes and 
  can understand each other without 
  words.  By definition these short 
  experiences only occur amongst 
  the non-Psionic species, and it is 
  interesting to note that specific 
  words and phrases are allocated to 
  these instances by the Humans 
  and Klingons, two commonly non-
  Psychic species.   
  Thus there seems to be an 
  indication that all is not what it 
  seems and their cultural 
  significance is enough to require 
  this addition to the language.  
  Something that Parapsychologists 
  have been researching for years.  
  Adding credibility to the theory that 
  a Psychic evolution is gradually 
  approaching. 
   
  The Darwin Institute; 
   
  During the 2350's a group of 
  Federation geneticists discovered a 
  peculiarity in the Homo-Sapiens 
  genome, finding an activation 
  within Human DNA that would 
  enable humans to become more 
  advanced, increasing the potential 
  of the human genome and 
  bypassing several steps of 
  evolution.  The hypothesis was 
  posed that the resulting DNA would 
  be stronger, faster, posses a more 
  potential immune system and live 
  longer, and possibly even develop 
  Psionic ability as the norm.  Unable 
  to complete these experiments 
  under Federation Law, they setup a 
  program and once they found a 
  suitable planet near to Federation 
  territory Gagarin IV to settle their 
  Institute, they set out a decent and 
  humane experiment to test their 
  hypothesis.  The experiment 
  worked well, rather too well, and 
  rather than a DNA sample that 
  proved their hypothesis, they 
  ended up with multiple fertilised 
  embryos that developed fast, even 
  at this stage their Psionic abilities 
  were developed enough for 
  rudimentary communications to 
  prove the consciousness of the 
  embryos, a very unexpected side-
  effect.  Aborting the foetus's and 
  
   
   
   80 
  experiment was no longer an 
  option, and so these children came 
  to term and the experiment 
  advanced several levels beyond its 
  intentions.  It was only this situation 
  and the proof that the termination 
  of the Experiment was also 
  tantamount to the murder of 
  innocent children that saved the 
  scientists from a very long 
  sentence in Federation prisons… 
   
  These children exhibited strong 
  psychic abilities from birth, from 
  full, unbound telepathic 
  communication through to 
  extremely fine controlled telekinetic 
  ability.  This immense power came 
  at a cost, the highly aggressive 
  immune systems also developed 
  for the genetic enhancements was 
  so aggressive that it caused a 
  forced aging in normal humans 
  around them, effectively killing all 
  weaker standard humans that 
  came into contact with them. 
   
  It was at this point that the Darwin 
  Institute was forced to contact the 
  Federation Starship, the USS 
  Enterprise NCC-1701-D for help.  
  And it took the combined efforts of 
  the ships doctor, Dr Katherine 
  Pulaski and Lieutenant 
  Commander Data to find a cure for 
  this aggressive reaction to the 
  children’s immune system.  By 
  recombining an un-mutated DNA 
  sample through a transporter beam 
  and effectively resetting the 
  patients DNA, thus sparking an 
  alternate scientific enquiry on some 
  medical uses for Transporter 
  technology. 
   
  To this day no cure has been found 
  for this, and the children, now 
  growing into adulthood remain 
  secluded in a sealed compound in 
  the Darwin Institute with the full 
  understanding that this separation 
  is permanent.  In the 10 years 
  since their last contact with the 
  Federation, several of the children 
  have grown to adulthood, and 
  begun to continue the experiments 
  of their 'parents', and extending 
  their habitat, in order to make their 
  captivity as comfortable as 
  possible.  After all, until a cure can 
  be found for the effect their immune 
  systems pose on less advanced 
  beings, their quarantine is taken in 
  order to save the galaxy from harm. 
   
   
  Psionics and Technology; 
   
  Another prominent theme of Star 
  Trek is the gradual blurring of the 
  lines of distinction between 
  Technology and Mythology, rather 
  than debunking Myths and the 
  Occult, Star Trek attempts to 
  embrace and explain it.  Such 
  explanations may not always be 
  available, and occasionally a 
  mystery should remain just that.  
  But it is important to correctly judge 
  when to apply such definitions.  On 
  the whole the majority of situations 
  should easily be explained as 
  technology, from a visiting con man 
  posing as a powerful god or 
  demon, through to the existence of 
  magic and witchcraft.  Even ghostly 
  apparitions are often explained as 
  a sub-space echo, non-corporeal 
  sentient or Psionic Echo.  It would 
  simply be a case of applying a 
  credible explanation just beyond 
  our own scientific ability to prove. 
   
  This shouldn't mean that a 
  scientific explanation should always 
  be applied to any unnatural 
  circumstances… 
   
   
   
  
   
   
   81 
  Technological Effects; 
    
  This shouldn't mean that a 
  scientific explanation should always 
  be applied to any unnatural 
  circumstances.  After all a good 
  mystery can always be mined for 
  material, and can even set the 
  mood.  But many times what might 
  at first appear to be Paranormal will 
  simply be a reinterpretation of 
  advanced technology.  After all 
  "Any sufficiently advanced 
  technology will be indistinguishable 
  from magic." as Arthur C Clarke;s 
  3rd law once stated. 
   
  Some technologies appear to 
  mimic effects that are similar to 
  some Psionic abilities, sometimes 
  these abilities are designed, while 
  others are purely coincidental side 
  effects.  Their technological 
  grounding often limiting them and 
  allowing their ultimate detection far 
  easier than with Psionics, but it 
  worth a brief discussion of some of 
  the major appearances that would 
  give a guideline and thoughts 
  towards. 
   
  Faking Psionic Powers; 
   
  With sufficiently advanced 
  technology it is possible to 
  convince others of your superior 
  Psionic mastery.  Whether it be an 
  opening salvo in a Propaganda 
  'Shock and Awe' campaign, 
  designed to demoralise an enemy 
  prior to an attack or take-over bid.  
  Or simply an attempt to utilise a 
  local custom, tradition or mythology 
  to serve the users own ends, from 
  the Squire Trelane, through to the 
  Con-artist Ardra.  At the end of the 
  day, this is all a trick, a high tech 
  act of presdigitation, attempting to 
  con others into believing in your 
  desired effect. 
   
  Direct Neural Communication 
   
  Simulating telepathy, a direct 
  communication system is one of 
  the more common technological 
  effects created and put into use, 
  with many requirements for a 
  covert communications system, 
  both legal and illegal, easily cited. 
   
  Most common using standard 
  comm. Systems, miniaturised and 
  implanted.  Using sub-vocal 
  microphones and implanted 
  receivers on the mastoid bone, 
  even Starfleet has taken to using 
  such covert communications 
  systems when required, such as 
  during a direct (but covert) 
  observation of a planet where the 
  presence of technology might 
  breach the Prime Directive. 
   
  Far rarer however, but not 
  impossible is that of direct neural 
  communication.  Allowing 
  communications over radio or sub-
  space frequencies, mind-to-mind. 
   
  This is far closer to the concept of 
  Telepathy, with communications 
  initiated and controlled by thought 
  alone.  Whilst the majority of 
  species have been unable to 
  manufacture and produce such a 
  device, only a few have been 
  created.  Such as the Borg Hive 
  Mind, or the Bynar binary/digital 
  communications system…   
   
  In both cases the result is a non-
  standard communications system, 
  more like a computer download, 
  able of dealing with complex 
  memories and images, along with 
  detailed instruction…  Rather than 
  the standard ‘voice in your head’ as 
  described by most Telepaths. 
   
  
   
   
   82 
  Memory Transmissions; 
   
  The transmission of memory has 
  also been a technology 
  encountered by Starfleet in recent 
  years.  Again, with many other 
  powerful technologies the ability to 
  download a memory from a central 
  computer direct into a host brain 
  seems to be rare. 
   
  In 2369 the USS Enterprise 
  encountered a probe that was sent 
  by a long dead race.  A message in 
  a bottle built and sent as a 
  memorial to ensure that their 
  civilisation would not go 
  unremembered.  As a result 
  Captain Jean Luc Picard lived over 
  40 years of a life among the Kataan 
  civilisation (during the Earth year 
  1370).  The entire memory 
  downloading in just a few minutes, 
  leaving him with the knowledge 
  gained during his extra life 
  experience.  After the probe shut 
  down, and was retrieved where the 
  last few artefacts of the lost Kataan 
  civilisation were recovered 
   
  Meanwhile the USS Voyager 
  encountered a Tarakis War 
  Memorial, a tribute to the horrors of 
  war, and to ensure that an atrocity 
  and war crime committed long 
  before was never forgotten.  The 
  memorial also served as a Synaptic 
  Transmitter, transmitting the 
  memories of the atrocity to any in 
  near proximity to the memorial.  An 
  unfortunate side effect was that 
  those exposed to the memories 
  also suffered the same post 
  traumatic stress undergone by the 
  initial perpetrators, having 
  experienced the horrors of war or 
  even taking the lives of innocent.  
  When given a choice the Voyager 
  crew decided that in the end they 
  had no right to shut the memorials 
  function down, although they do 
  construct and leave message 
  beacons advising any future traffic 
  what lays beyond, at least offering 
  the choice to experience the 
  memorial and an understanding of 
  what the experience means… 
   
  Some species use Memory 
  implantation as a means of 
  punishment.  Such as the Argathi in 
  the Alpha quadrant, or the Baneans 
  in the Delta quadrant.  Rather than 
  upkeep an expensive prison 
  system, they have discovered that 
  they are able to cheaply implant the 
  memories of a lengthy jail term or 
  the memories of the victim of the 
  perpetrated crime in order to 
  enforce understanding and 
  repentance for the crime.  Such 
  memories can often have a 
  dangerously damaging effect on 
  the mental health of the individual 
  concerned, and many take their 
  own lives.  A justifiable outcome 
  under the individual justice 
  systems.  
   
  One thing is common.  In all cases 
  the implanted memories become a 
  permanent feature and for good or 
  ill the individual must come to 
  terms with the new experiences 
  that they have acquired, and take 
  the opportunity to learn from them. 
   
  Consciousness Transferral and 
  Body Possession   
   
  Over the last 100 years several 
  technological devices have been 
  discovered or created that are 
  capable of transferring an 
  individuals consciousness or simply 
  send a copy of a neural engram, 
  and then overlaying this over a host 
  mind in order to recreate a persons 
  mind, memories and all.   
   
  
   
   
   83 
  Technologically this has proven to 
  be a possibility, although not 
  without risk.  Legally such an act 
  has not yet been considered, and 
  theologically such an action is 
  simply opening a spiritual can of 
  worms that many simply do not 
  wish to address.  However these 
  events have become increasingly 
  common, and so such a 
  consideration is both possible and 
  likely. 
   
  Among these technological 
  accomplishments, is that of 
  possession or the transferral of a 
  consciousness from one body to 
  another.   
   
  While it could be said that 
  assimilation into the Borg Hive acts 
  as a level of possession, 
  submerging the individual and 
  turning the host body into a tool for 
  the collective.  Indeed the rescue 
  and subsequent separation of both 
  Jean-Luc Picard, Seven of Nine 
  and Icheb from the Borg hive, and 
  their re-integration into society 
  does seem to imply that the 
  individual survives within the drone. 
   
  In the case of the Borg this is all a 
  simple matter of implanting 
  mechanical devices and the 
  rewiring of the drones body and 
  nervous system via the Nano-
  Probes.  And is a direct 
  technological effect.  Leaving the 
  host drone as much a victim as 
  those the Borg destroy in their 
  path.   
   
  However other, more direct 
  methods of Body Possession have 
  also recently been discovered, by 
  individual researchers in both the 
  Alpha and Delta quadrants, 
  Starfleet crews have come up 
  against an unpleasant little device 
  that an unscrupulous individual can 
  use to download their 
  consciousness upon death and 
  implant this on the closest person, 
  often by touch.  Both Starfleet 
  Doctor Bashir on DS9, and Kes of 
  the USS Voyager 
   
  In both cases the technology was 
  flawed, and either only allowed 
  possession when the host mind 
  was asleep, or simply submerged 
  the host mind but was then faced 
  with a contest of wills to control the 
  body.  However these glitches 
  could simply be explained away as 
  a newly emerging technology and it 
  is likely that such devices are likely 
  to be refined as some look for 
  reliable and safe alternatives to 
  immortality. 
   
  Far older in fact seems to be full 
  consciousness transferral.  A 
  device discovered in an 
  archaeological dig on Camus II 
  nearly 100 years previously proved 
  that some of the universes ancient 
  civilisations were truly advanced, 
  as one of the artefacts discovered 
  was a working device that switched 
  consciousness between bodies, 
  however this device too seemed to 
  fail when used between unwilling 
  parties…  Although whether its 
  initial creation was an early form of 
  the search for immortality is a 
  secret that died with its creators, as 
  the research since has uncovered 
  few clues. 
  
   
   
   84 
   
   
   
   
   
   
   
   
   
   
  Chapter Eight  
  Fitting Psionics Into Your 
  Game 
  The exchange of Phaser fire took 
  out the rooms light, and as a 
  shower of electrical sparks fell to 
  the floor the room was plunged into 
  Darkness.  Ral risked a quick 
  glimpse around the Bulkhead.  The 
  darkness was total and utter pitch.  
  He couldn't even see the Phaser in 
  front of his face.  At this rate they 
  would never find the 
  Cardassian's... 
   
  Hell's Teeth, he had as much 
  chance of catching one of his own 
  away team as he did hitting the 
  enemy.  And a palm beacon would 
  not help matters much, it would 
  simply draw attention and weapons 
  fire to him. 
   
  Slowly, Carefully, Quietly, he 
  shifted position.  Loosing his cover 
  behind the bulkhead in order to 
  gain some ground.  It was possible 
  that someone had Night Vision 
  goggles, but more likely that they 
  would instead use a Tricorder.  
  However the glow from that device 
  would give a position away 
  just as quickly.  That meant that 
  unless someone was in good 
  cover, they were all equally blinded 
  in this darkness. 
   
  Well, not quite equally. 
   
  Ral hunkered down, and reached 
  out with his mind.  As his physical 
  body assumed a defensive posture, 
  Phaser gripped tightly, he let his 
  thoughts loose into the room.  
  Probing, and touching the minds 
  around him.  He recognised some 
  familiar minds. 
   
  Commander Savar was frozen in 
  place, he had found cover and was 
  awaiting instruction and 
  movement.  It was after all, illogical 
  to waste both energy and 
  
   
   
   85 
  resources until needed. 
   
  Ensign Royce was also frozen, but 
  in fear.  The Science officer was on 
  her first away team, and had not 
  expected to come under fire.  This 
  was in fact her first combat 
  situation, and so far she had 
  performed exactly as trained, found 
  cover, assessed the situation and 
  awaited orders.  She had fought 
  through despite her fears, which 
  were understandable.  Ral took a 
  moment or tow to try and reinforce 
  the Ensign with some positive 
  emotions, to ease her fear... 
   
  Lt. Howard was nearby.  The 
  Security officer was somewhere 
  between the Cardassians and the 
  rest of the away team.  It had been 
  his charge and grappling with a 
  Cardassian that had blown the 
  lights.  Now he had possession of 
  the Cardassians Phaser Rifle and 
  had managed to cuff and bind 
  the Cardassian that he had 
  knocked unconscious, even in 
  darkness.  But he was hit, a light 
  wound that caused him pain.  They 
  had a few moments to deal with the 
  situation, but would need to get 
  some medical attention for the 
  Lieutenant soon. 
   
  His team identified, Ral continued 
  to scan the room, there were at 
  least 2 more minds out there, both 
  hostile, Ral needed to find out 
  where they were. 
   
  He sensed the hatred and hostility 
  first, before he was able to focus on 
  its source...  Far closer that he had 
  thought.  Moving swiftly towards 
  Howard.  Silently, in the Darkness.  
  Ral let his minds eye show him the 
  scene, as his arm swung about, 
  Phaser outstretched.  The Orange 
  glow of the Phaser beam lit the 
  room hellishly for a moment as it 
  lanced out and struck the 
  Cardassian.  Instinctively Ral 
  tucked and rolled forward, altering 
  position so that any incoming fire 
  missed him. 
   
  One down.  Ral began to reach out 
  with his mind again... 
   
   
   
   
  
   
   
   86 
  Fitting In 
   
  You may be wondering how to 
  include Psionic powers in your 
  games...  Maybe you do not have 
  any players from the established 
  Psionic races in your crew, or 
  perhaps those that do play 
  Betazoids or Vulcans (or any of the 
  others) simply do not use their 
  Psionics to any great effect? 
   
  It is surprising how many times that 
  Psionic powers have been a focus 
  of Star Trek episodes, a quick 
  glance at the bibliography reveals 
  only the episodes where a core plot 
  component was Psionic based.  
  But as we all know there are 
  countless other times that Spock or 
  Tuvok performed the Mind Meld, 
  that Deanna Troi shared her 
  empathic insights on an issue with 
  Captain Picard, or Tuvok helped 
  someone focus and meditate.  And 
  so it seem clear that Psychic 
  abilities are a core component of 
  the Star Trek genre and should 
  remain so. 
   
  However, you should not feel 
  pressured into including them if you 
  do not wish to, and you can choose 
  to underplay them too.  While many 
  Psionic Species exist within the 
  Trek Genre, the inclusion of such 
  powers for player characters is up 
  to you, equally the skills and 
  abilities available to your players is 
  also up to you.  Its your game and 
  you are best placed to judge what 
  best suits your level of game.  If 
  you wish to keep the bare 
  minimum, then follow the example 
  set by the series, and make 
  Telepathy and Empathy the norm, 
  and other powers far more difficult 
  to develop and come by. 
   
  And the ICON rules system that 
  classes Psionic abilities as a direct 
  comparable ability to normal skills 
  does indeed make their inclusion 
  into a Role-playing Game fairly 
  easy.  And so, for those that may 
  choose to include any of the 
  Psychic Powers available to them, 
  more specific advice is available 
  below; 
   
  Clairvoyant Abilities; 
   
  Perhaps the most difficult power to 
  include in a Role-playing setting, 
  Clairvoyant powers allow some 
  characters a glimpse of the future, 
  and in the fluid nature of a Role-
  playing Game it seems quite a 
  daunting task to provide visions of 
  a future that may not occur.  But 
  remember that from the initial core 
  set of rules some minor 
  precognitive powers were always 
  available to characters. 
   
  Some Advantages, such as Sixth 
  Sense and Awareness, imply some 
  degree of intuition and perhaps 
  could even be linked to Psychic 
  ability.  In fact as referee, you 
  should monitor players with these 
  Advantages, sometimes an early 
  indication that they will want to 
  develop such talents, or perhaps 
  some raw ability that can be 
  developed in the cause of plot... 
   
  However full pre-cognitive visions 
  are another matter, but never fear 
  Star Trek has also shown us 
  through many time-travel episodes 
  that the future is equally fluid.  That 
  the actions of just one being can 
  easily alter the shape and outcome 
  of the future.  Simply try to apply 
  some of the saving graces 
  below; 
   
  
   
   
   87 
  The Ever-changing Future - Allow 
  your players see visions of events 
  that should happen if the plot or 
  campaign runs the way you plan it.  
  After all, if the future reshapes due 
  to the actions of the primaries 
  involved then changes the players 
  make as they don’t conform to your 
  planned out universe are equally 
  likely to alter the game direction 
  away from the initial clairvoyant 
  vision.   
   
  Perhaps the players see a worst-
  case scenario, and as they work to 
  avoid such an cataclysmic fate they 
  can check clairvoyant visions to 
  see what effects their actions have 
  taken, and work towards a best 
  case scenario. 
   
  Vague Hints - If in doubt, keep 
  things vague, after all a clairvoyant 
  vision of an ever-changing future 
  may well be less than focused, 
  keep enemies in shadow, hide the 
  facts and generally confuse the 
  senses... 
   
  Facing A Generic Peril - This is a 
  role-playing game, and one 
  constant is true, the events of a 
  game are likely to be those that 
  involve action, and so you can 
  easily offer visions of peril, of 
  Starships in combat, explosions, 
  away teams on the run.  Or if you 
  have an upcoming plot or 
  campaign due, drop them a hint.  If 
  the Borg are on their way, have 
  them witness an assimilation, or 
  hear the collective, they may think 
  that the vision was from their future 
  self’s point of view, but perhaps this 
  isn't the case? 
   
  Red Herrings and Future Plot 
  Hooks - Just because the 
  clairvoyant is trying to seek wisdom 
  from the future, does not mean that 
  they will be successful, or perhaps 
  it will be, but they may even 
  misunderstand the messages.  
  Perhaps a clairvoyant player will 
  instead see a future romance 
  instead of the source of their 
  impending peril.  Sure the player 
  may well take advantage of this 
  vision and see their character have 
  some fun...  But imagine the 
  surprise when this love interest 
  turns out to be a spy, or a jealous 
  type, and the source of some future 
  plotline... 
   
  No Relation to Current Events - A 
  vision of the future may have 
  absolutely no relation to the current 
  situation; perhaps they will see a 
  promotion ceremony, or a new ship 
  bearing their vessels name.  If they 
  choose to misunderstand these 
  visions, it’s not your fault, and who 
  knows...  Perhaps they will come 
  true as the player sees something 
  they like and decides to fight for a 
  future they have only glimpsed. 
   
  Empathic Abilities; 
   
  Possibly the easiest power to write 
  for, but also easiest for your 
  players to abuse.  Empathic 
  powers range from among the 
  lightest abilities, that of sensing the 
  emotions of others, through to 
  some of the harshest, with the 
  ability to heal and do harm.  
  Players will often use this to 
  converse with NPC's to gauge their 
  emotional level, in some cases they 
  will do this for every NPC they 
  meet, and try to avoid ever being 
  lied too. 
   
  However its worth remembering 
  that empathic powers are not a 
  precise tool, they gauge another’s 
  emotional state, and it could be 
  very easy to misjudge discomfort at 
  
   
   
   88 
  the thought of lying to an 
  adversary, to discomfort at having 
  to wear dress uniform for first 
  contact situations.  If you find 
  players abusing this power like this, 
  simply remember that an NPC is 
  always going to have an emotional 
  state, even the harmless ones.  
  Perhaps they have a choice of 2 
  characters, one is worried and 
  nervous about his wife's kidnap 
  and being coerced into this action, 
  the other is glad that finally he will 
  get a chance at revenge, remaining 
  calm and calculating.  But 
  remember that the player would 
  only sense that the first NPC was 
  worried and nervous, while the 
  second would be sensed as calm, 
  collected and happy about 
  something... 
   
  Maybe they deal with Vulcans 
  regularly, known for submerging 
  their emotions, an Empath would 
  have a hard time reading the 
  emotional state of one.  Not 
  impossible, but most certainly not 
  an easy task.  Or perhaps the 
  individual is trained or tries to fight 
  their emotions...  The volatile 
  nature of just the Human species is 
  a variable monster, ever 
  changing...  
   
  So how could an Empath get a 
  solid grip on the emotional states of 
  others, ranging from the emotion 
  suppressing Vulcans through to the 
  highly volatile emotions of the 
  Klingons... 
   
  Focus Abilities; 
   
  The abilities of Self-Focus are 
  possibly the easiest to learn, and 
  most can be used without any 
  Psionic ability at all.  Again, such 
  an occurrence should be noted as 
  the player may well be looking into 
  ways to bring Psionics to the 
  character. 
   
  With self-focus, their effect on 
  game play is often negligible; they 
  offer the ability for healing and 
  defence, and even the chance to 
  increase characters ability 
  temporarily.  But the overall effect 
  will be unlikely to alter the layout of 
  a game or the way you run it. 
   
  Telekinetic Abilities; 
   
  One of the two most powerful 
  abilities available to a character, 
  and likely the second most tightly 
  controlled by a narrator.  This 
  power is unlikely to be abused as 
  much as become a primary skill of 
  a character.  Its intrusion into a 
  plotline however can be fatal, 
  giving a creative player the 
  permanent addition of such 
  invisible equipment useful as a 
  weapon, a lockpick or simply as a 
  diversion...  All these uses should 
  be promoted, but a Narrator should 
  be aware that once applied such a 
  skill could easily unbalance various 
  other plotlines if unchecked. 
   
  Please do not let this discourage 
  you from allowing a powerful 
  Psychic character from developing 
  these abilities, but it pays to be 
  aware of how such powers could 
  unbalance your future plotlines and 
  try to consider the various ways of 
  thwarting such powers for dramatic 
  effect.   
   
  Telepathic Abilities; 
   
  On the surface Telepathy appears 
  to be almost a mundane power, 
  and simply offering the ability to 
  communicate mind to mind, sharing 
  thoughts, memories and even 
  experiences.  However it goes 
  
   
   
   89 
  deeper than that, using receptive 
  telepathy a Teep is able to scan the 
  thoughts of all those around them 
  discerning fact from fiction, lies 
  form the truth.  Under this provision 
  it would be difficult to sneak spies 
  and traitors into a group with a 
  Telepath scanning everyone 
  around them. 
   
  While this seems a perfect skill for 
  a Security officer, it should be 
  noted that Sci-Fi is littered with 
  controls to stop the abuse of such 
  power, even in the dominant 
  Psionic world of B5, licensed Teeps 
  are only allowed to scan individuals 
  with their permission, while in Trek, 
  issues such as the rights of the 
  individual or the Betazoid code of 
  sentience allow a persons thoughts 
  to remain private.  While Sci-Fi 
  does not always follow its own 
  rules, and all bad guys are allowed 
  to break any rules they can get 
  away with, these concepts seem to 
  remain, and should at least receive 
  some lip-service from your players. 
   
  Its also worth noting that if a player 
  persists in scanning everyone they 
  come into contact with, that such 
  scans are not always unobtrusive, 
  some individuals guard their 
  thoughts, others may be equally 
  powerful Teeps, and some 
  mundane’s may even be aware of 
  such a scan, although usually only  
  deeply invasive scans are so 
  obvious...  But if the scan is 
  detected during an inopportune 
  moment, players may find 
  themselves facing a complaint and 
  a reprimand, even if their actions 
  had saved the day... 
   
  Temporal Abilities; 
   
  Another very powerful Psionic 
  talent, but also a particularly rare 
  one.  The ability to travel through 
  time either Mentally or Physically is 
  going to be a rare talent indeed.  
  And unless your characters face 
  Time Travel on a regular basis is 
  unlikely to play a major role in a 
  game.  the vast majority of 
  temporal psionics will be slaved to 
  a plot, and rarely affect the game in 
  the normal course of events, as 
  longer ranged time travel is far 
  more likely to be used as a plot 
  device and thus favour the 
  continuation and movement of a 
  Time Travel plot rather than be 
  open to abuse  as a game 
  mechanic. 
   
  Where these abilities may get 
  interesting or suffer abuse is the 
  short-term uses, with time travel 
  over a matter of minutes or hours. 
   
  Imagine a player with the ability to 
  stop time like Wesley Crusher, and 
  that during every combat round 
  they use this ability to stop time 
  and move is comrades around in 
  addition to the normal actions...  
  Such casual uses should be 
  deterred, although the same trick 
  used just once when saving the 
  President of the UFP would be 
  rewarded...  Or perhaps a creative 
  player has the ability to jump 
  through time, and uses such power 
  to correct any combat or challenge 
  that did not go the way the players 
  wished...  And is now able to make 
  the corrections.  While the one time 
  would be to travel back and save a 
  friend from being vaporised in 
  combat. 
   
  As a Narrator you will need to 
  remember what actions took place, 
  and only apply changes as 
  determined by the actions of that 
  player for the rest of the round.  
  After that round, the game 
  
   
   
   90 
  continues as normal, with the time 
  travellers actions altering the shape 
  of the newly unfolding future.  In 
  this way it offers a chance for the 
  narrator to control the use of these 
  powerful abilities without 
  unbalancing things too much.  
  However casual use of these 
  powers should be discouraged, 
  while a dramatic use as a last ditch 
  attempt is less of a problem, a fine 
  line to be walking for sure... 
   
  Troubleshooting for Psionics 
   
  Should you find yourself faced with 
  an unbalanced game due to 
  Psionic characters, there are ways 
  to address the issue without 
  banning the powers and abilities 
  outright.  Some ideas for 
  consideration as methods of either 
  controlling the abuse of these 
  powers or offering a reasonable 
  opposition to a powerful character 
  are as follows; 
   
  Evenly Matched – One of the chief 
  foes is also telekinetic, effectively 
  applying an escalating case of one-
  upmanship or an opposed 
  situation, where a characters use of 
  telekinetic powers is matched in 
  kind.  Smart players will of course 
  use the characters telekinesis as a 
  diversion while they find another 
  more mundane way to tackle the 
  situation. 
   
  Anti-Psi – One of your enemies is 
  a strong Psychic or there is some 
  technological device that is 
  nullifying the Psion's power, leaving 
  them as a normal human with no 
  super-powers and will affect all 
  Psionic characters fairly. 
   
  Take it Away – As in the TNG 
  episode 'The Loss', if a character 
  begins to rely on Psionic Skills too 
  much simply have them come into 
  contact with a strange form of 
  Radiation that alters their body 
  chemistry enough to remove their 
  powers, such a loss could be 
  temporary or permanent, 
  depending on the narrator and style 
  of play.  Such an event would force 
  a character to come to terms with 
  their loss of power and should they 
  have focused on Psionics to the 
  detriment of their rounded abilities 
  they may find that this causes them 
  some problems that should 
  be addressed. 
   
  Simply not good enough – Even 
  the most powerful Psion can be 
  overwhelmed by sheer numbers or 
  by betrayal.  We might all agree 
  that such a occurrence is unlikely, 
  but if the betrayer can conceal his 
  thoughts for just long enough, or if 
  a large group decide that a mass 
  assault is their best chance of 
  survival, then a powerful TK could 
  find themselves beaten despite 
  their sheer power. 
   
  Turn it into a Plot – If your player 
  is over-using his abilities, discuss 
  this with the character, and 
  perhaps turn it into a plot point.  
  Maybe the player has been having 
  less fun with such a powerful 
  character, with few challenges...  
  Or maybe you are having concerns 
  about the ease of which the Psionic 
  abilities shred the plots and 
  challenges that go the group’s 
  way.  At this point the plot could 
  take an interesting turn, allowing 
  the player to slowly face the 
  corruption of power their character 
  faces.  Maybe they will go the 
  whole way and become a bad guy, 
  a super threat that is all the more 
  memorable for the earlier 
  comradeship.  Perhaps the 
  character will find redemption, 
  
   
   
   91 
  sacrificing themselves or their 
  power for the greater good...  And 
  remember this is based on a TV 
  show...  Going through a death 
  scene does not necessarily write a 
  character out of the series... 
   
  Its all a Test – The last ditch 
  assault, and generally not 
  recommended.   This is simply a 
  Deux Ex Machina, and while it fits 
  with the Star Trek universe, it does 
  not satisfactorily deal with a long 
  term Psionic development plot.  
  Although it could make a nice one-
  off plot with a good group of 
  players.  Have a Q show up, 
  revealing the powerful Psionic 
  abilities as another test of 
  humanity, one that may have 
  passed or failed depending on the 
  actions the player took, and 
  whether the inscrutable Q wants 
  humanity to be more like the Q or 
  prove their self-control. 
   
  However as a narrator it is 
  important that you do not rely on 
  these controlling tools too much in 
  the first place, as this can only 
  breed antagonism between player 
  and narrator, these are tools that 
  can help focus and control Psionics 
  out of control, but as even Jim Kirk 
  found in 'Where No Man Has Gone 
  Before' such powers can be 
  decidedly unbalancing and 
  excessively powerful.  It is 
  advisable that you try to avoid a 
  'Deux Ex Machina' situation, as this 
  can only upset players unless 
  particularly well handled. And the 
  very best advice for a player that 
  has developed a very powerful 
  Psionic talent and begun to abuse 
  such powers is to absorb these 
  events into your games meta-plot 
  as the character begins to be 
  corrupted by absolute power. 
  
   
   
   92 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter Nine 
  Dramatis Personae 
  The applause echoed around the 
  arena, as one by one the Cadets 
  approached the podium and 
  Admiral Brandt, commandant of 
  Starfleet Academy, for their 
  Graduation.  After today, they 
  would become commissioned 
  officers and receive their posting.  
  A few were even receiving their 
  posting along with their Graduation. 
   
  It was a beautiful summers day, 
  and the sun beat down on San 
  Francisco harbour.  And the 
  ceremony was drawing to close. 
   
  Jace already knew that she was 
  graduating as Class Valedictorian, 
  and had her closing address 
  prepared.  but she felt a 
  nervousness beyond that of public 
  speaking.  The last few honours 
  were being given out...  She 
  glanced around...  but there was 
  still no sign. 
   
  Admiral Brandt once again 
  approached the Podium. 
  "Ladies and Gentlemen of the class 
  of 2367.  I have the pleasure and 
  the honour in introducing a special 
  guest speaker who wished to hand 
  out our final Graduation 
  personally.  It is my pleasure to 
  introduce Ambassador Laxwana 
  Troi!" 
   
  Another round of applause shook 
  the stadium, as the richly dressed 
  Betazoid took to the stand.  Her 
  smile was broad and 
  encompassing and she radiated 
  warmth and compassion.  Jace 
  was nervous, and not ready...  Not 
  yet, but she steeled herself, and 
  tried to block her emotions, afraid 
  that Troi might sense them and 
  misunderstand...  Her self focus 
  caused her to miss Troi's opening 
  words. 
  
   
   
   93 
   
  "...  And so it is with great pleasure 
  that I present to you, Class 
  Valedictorian for 2367.  Cadet Jace 
  Ral!" 
   
  If it were possible, the applause 
  and cheers from her fellow 
  students seemed louder.  Jace 
  found herself nearly floating, light-
  headed as she approached the 
  Podium, and Ambassador Troi.  
  The Ambassador shook her hand 
  customarily, and then in her own 
  way, embraced the Cadet in a 
  warm hug, as she handed over 
  Jace's graduation certificate, and 
  Padd with her posting. 
   
  Do not be nervous Little One.  You 
  have earned this honour. 
   
  Jace heard Laxwana's voice in her 
  mind.  She had been less 
  successful about blocking the 
  Ambassadors senses than she had 
  thought.  Forcing a smile to hide 
  her nerves, she took the podium, 
  she had a few words prepared for 
  the customary speech.  Her eyes 
  and mind scanned the crowd.  She 
  still wasn't ready...  She was 
  missing... 
   
  But then she saw and felt.  An older 
  Officer stepped forward, a Starfleet 
  Captain.  Their eyes looked, and 
  Jace felt a tear of joy form.  He had 
  made it.  Captain Davii 
   Ral.  Her father.  Her smile was 
  broad and as true as the joy in her 
  heart as she began her speech. 
   
  NPC's; 
   
  ‘Boothby’ Infiltrator 
   
  Species;  
  Species 8472 
  Occupation;  
  Infiltrator/Spy 
   
  ‘Boothby’ is an 
  impostor.  A 
  member of 
  Species 8472 
  sent on a mission 
  to infiltrate our 
  universe, by a 
  complex plan of 
  infiltration and 
  deception.  
  Changing shape, 
  and assuming 
  humanoid form.   The plan was to 
  infiltrate Starfleet, to dispose of the 
  danger they perceived after 
  Starfleet Captain Janeway’s 
  actions swung the balance of a war 
  between Species 8472 and the 
  Borg.  Assuming the identities of 
  real people, the infiltration was too 
  good, and the group not only began 
  perceiving the universe from the 
  alternate point of view, but also 
  began taking on personality traits of 
  the originals. 
   
  ‘Boothby’ unlike his human original 
  is the clear leader of the group, his 
  seniority amongst Species 8472 
  superseding the authority even of 
  admirals amongst the infiltration 
  group, although many would argue 
  that this is exactly like the original 
  Boothby.  Although he retains the 
  originals gruff persona, he also 
  retains the deep humanity and 
  understanding of those around him, 
  an ideal composite of humanity and 
  command.   
   
  
   
   
   94 
  It is likely that if this member of 
  Species 8472 has any influence 
  that the infiltration plan will be 
  withdrawn, and that future 
  connections can be built between 
  dimensions…   
   
  Attributes; 
  Fitness 4, Vitality +2, Strength +2 
  Coordination 2, Reaction +1 
  Intellect 3, Perception +1 
  Presence 4, Empathy +1, Willpower +2 
  Psi 3, Focus +1, Range +1  
   
  Skills; 
  Artistic Expression (Gardening) 1 (5) 
  Athletics (Boxing) 1 (2) 
  Command (Military Training) 2 (4) 
  Culture (Human) 2 (3), (Species 8472) (4) 
  Diplomacy (Intergalactic Affairs) 1 (3) 
  Espionage (Intelligence Techniques) 2 (3) 
  Gaming (3D Chess) 2 (3) 
  Intimidation (Bluster) 3 (5) 
  Language; Federation Standard 3 
  Mind Shield 2 
  Persuasion (Storytelling) 3 (4) 
  Projective Telepathy 4 
  Receptive Telepathy 4 
  Sciences, Life (Botany) 2 (3) 
  Strategic Operations (Invasion Strategy) 2 (4) 
  Tactics, Planetary (Small Unit Tactics) 2 (3) 
  Vehicle Operations (Ground) 1 (2) 
  World Knowledge (Earth) 2 (3) 
   
  Advantages/Disadvantages; 
  Argumentative -1, Obsessive Tendencies 
  (Grounds keeping) –3, Contacts (Starfleet) 
  +10, Deep Cover +2, Eidetic Memory +3, Rank 
  +3, Toughness +2 
   
  Courage;  
  2 
  Resistance;  
  6 
  Renown;  
  4 
  Initiative +1, Openness +3 
   
   
  Devinoni Ral 
   
  Species; 
  Human/Betazoid 
  Occupation; 
  Freelance 
  Negotiator 
   
  “The rules of the game 
  change to fit the 
  moment.” 
   
  Dev is a half human 
  negotiator; selling 
  out the Federation utopia he exists 
  on the fringes, a fierce 
  independent, selling his services as 
  a Negotiator and Diplomat for hire.  
  Allowing his status as human to 
  offer the front of impartial fairness, 
  and playing on the ‘Peacemaker’ 
  reputation that Humanity and 
  Starfleet has carefully fostered for 
  over 2 centuries.  In reality Dev is 
  part Betazoid, and while he has 
  only developed rudimentary Psionic 
  powers he has no scruples over 
  using his Empathic abilities to 
  control and coordinate any 
  negotiations the he is involved in, in 
  order to benefit his employers the 
  most, and therefore by terms of 
  contract, himself. 
   
  Devinoni has done a significant 
  amount of work with the Ferengi 
  using their lack of Psionic ability to 
  his financial advantage. 
   
  Attributes; 
  Fitness 3, Vitality +2 
  Coordination 3,  
  Intellect 3, Perception +2  
  Presence 3, Empathy +1, Willpower +1 
  Psi 2 
   
  Skills; 
  Admin (Bureaucratic Manipulation) 3 (4) 
  Bargain (Haggling) 4 (5) 
  Charm (Seduction) 3 (4) 
  Computer (Research) 3 (4) 
  Diplomacy (Commercial Treaties) 3 (5) 
  Espionage (Observe) 2 (3) 
  Fast Talk 3 
  History (Betazoid) 2 (4), (Federation) (3) 
  Language; Federation Standard 3 
  Language; Betazoid 3 
  Law (Interstellar Law) 2 (3) 
  Mediation (Commercial) 3 (4) 
  Personal Equipment (Communicator) 2 (3) 
  Persuasion (Oratory) 3 (4) 
  Receptive Empathy 2 
  Sciences, Social (Economics) 2 (4), (Political 
  Science) (3) 
   
  Advantages/Disadvantages; 
  Arrogant –1, Contact +2 (Liquidator Brunt), 
  Cultural Flexibility +1, Dark Secret (Empathic 
  Ability) –1, Greedy –1, Sexy +1, Wealth +2 
   
  Courage;  
  6 
  Resistance;  
  5 
  Renown;  
  10 
  
   
   
   95 
  Aggression +1, Initiative +3, Openness +1, Skill 
  +5 
   
   
  Eris  
   
  Species;  
  Vorta 
  Occupation;  
  Infiltrator/Diplomat 
   
  Eris is a Vorta 
  trained in first 
  contact.  Like many 
  other Vorta she has 
  a squad of elite Jem’Hadar troops 
  at her disposal, but her abilities lay 
  beyond that of simple military 
  prowess.  Instead her genetic 
  make-up excels in subterfuge and 
  diplomacy.  Unlike many other 
  Vorta, she also possesses a form 
  of Telekinetic ability, a genetic 
  mutation that her Founder masters 
  have chosen to retain.   
   
  Her mission is simple, she and her 
  Jem’Hadar are charged with 
  making contact with other species, 
  and to determine their potential as 
  traders, opponents or as a 
  conquered people, using whatever 
  means are required, from straight 
  forward diplomatic introduction 
  through to other, more devious 
  means of contact. 
   
  She was Starfleet’s first contact 
  with the Dominion in 2368, when 
  she posed as a prisoner of her own 
  Jem’Hadar squad in order to 
  infiltrate Deep Space Nine.  
  Although her infiltration was soon 
  spotted and failed, she escaped 
  back to the Founders to report her 
  findings and opinions.  Eris’s 
  opinions of Starfleet and the Alpha 
  Quadrant may have been a 
  significant contribution towards the 
  War that followed years after. 
   
  Eris’s fate during the war is 
  unknown, but it seems clear that 
  she is particularly well suited to her 
  task, and likely still serves the 
  Changelings after the Cease Fire.   
   
  Attributes; 
  Fitness 3, Strength -1, Vitality +1 
  Coordination 3 
  Intellect 4, Perception +1 
  Presence 3, Willpower +1 
  Psi 2, Focus +1 
   
  Skills;  
  Administration (Intelligence) 2 (4) 
  Athletics (Running) 3 (4)  
  Bargain (Bribery) 3 (4) 
  Computer (Data Alteration/Hacking) 3 (4) 
  Dodge 3 
  Energy Weapon (Disruptor) 1 (3) 
  Espionage (Covert Communications) 3 (4), 
  (Observation) (5), (Intelligence Techniques) (4) 
  Fast Talk 4 
  Language; Dominionese 4 
  Mind Shield 4 
  Personal Equipment (UT) 3 (4), 
  (Communicator) (4) 
  Sciences, Social (Anthropology) 2 (3) 
  Sciences, Space (Astrogation) 2 (3) 
  Search 3 
  Security (Security Systems) 3 (4) 
  Stealth (Stealthy Movement) 3 (4) 
  Strategic Operations (Analysis) 3 (5) 
  Telekinesis 3 
  Unarmed Combat (Wrestling) 2 (3) 
   
  Advantages/Disadvantages; 
  Bold +1, Excellent Hearing +2, Language 
  Ability +2, Fanatic (Dominion) –3, Poison 
  Resistant +12, Strong Will +2, Poor Sight -2 
   
  Courage;  
  5 
  Resistance;  
  4 
  Renown; 
  18 
  Aggression +4, Discipline +6, Initiative +3,  
  Skill +5 
   
   
  Inspector Kashyk 
   
  Species; Devorian 
  Occupation; Security Inspector 
   
  “Do you trust me?  Of course not.  And 
  why should you?” 
   
  
   
   
   96 
   
   
  One of many Devore soldiers, the 
  Inspectors job is to patrol Devore 
  Imperium space and arrest any 
  trespassing Psionics.  Kashyk is a 
  distrustful rogue who has managed 
  to carve a niche within the military, 
  truly an oddity. 
   
  On the one hand, he has the ability 
  to be charming, seemingly honest, 
  pleasant company, while at the 
  same time lying through his teeth, 
  and implying danger.  A very 
  attractive combination, and 
  something Kashyk is far more than 
  willing to use to his advantage. 
   
  His loyalty is to the Devore 
  Imperium, although he is often 
  willing to mix business with 
  pleasure should the opportunity 
  present itself. 
   
  Unlike many other Devore, he 
  harbours no great hatred for 
  Psions, but simply tries to do his 
  duty.  It doesn’t matter to him that 
  each arrest he makes effectively 
  consigns the prisoner to death, 
  neither does he care enough to 
  fanatically pursue a target blindly.  
  To him it is simply a job, a job he 
  enjoys and intends to perform to 
  the best of his abilities.  However 
  he is still part of a greater Imperium 
  involved in a general witch-hunt, 
  and persecution of Psychics. 
   
   
  Attributes; 
  Fitness 3, Vitality +1 
  Coordination 3, Reaction +1 
  Intellect 3, Perception +2  
  Presence 3, Willpower +2 
  Psi 1, Focus –1, Range –1 
   
  Skills; 
  Administration (Military) 2 (4) 
  Athletics (Running) 2 (3) 
  Charm (Seduction) 3 (4) 
  Command (Starship Command) 2 (4) 
  Culture (Devore Imperium) 2 (3) 
  Diplomacy (Negotiation) 1 (3) 
  Dodge 2 
  Energy Weapon (Phaser) 2 (3) 
  Fast Talk 2 
  History (Devore Imperium) 1 (2) 
  Language; Devore 4 
  Law (Devore Imperium) 2 (4) 
  Personal Equipment (Scanner) 2 (3) 
  Sciences, Physical (Physics) 2 (3) 
  Sciences, Space (Astrophysics) 2 (3), 
  (Astrogation) (3) 
  Search 2 
  Ships Systems (Helm) 2 (3), (Command) (4), 
  (Tactical) (3) 
  Starship Tactics (Interdiction) 2 (4), (Patrol) (3) 
  Unarmed Combat (Martial Arts) 2 (3) 
  Vehicle Operation (Shuttlecraft) 2 (4) 
  World Knowledge (Deverone) 1 (2)  
   
  Advantages/Disadvantages; 
  Alertness +2, Bold +2, Rank (Inspector) +3,  
  Sexy +2, Shrewd +1, Strong Will +2, 
  Toughness +2,  Impulsive –1, Intolerant 
  (Psychics) –1, Power-Hungry –1, Rival -1 
   
  Courage;  
  5 
  Resistance;  
  6 
  Renown; 
  9 
  Aggression  +3, Discipline +2, Initiative +3, 
  Openness –2, Skill +3 
   
   
  Kes  
   
  Species; Ocampan 
  Occupation; Ocampan Leader 
   
  Kes spent nearly four years aboard 
  the USS Voyager, working closely 
  with Starfleet members lost in her 
  native Delta Quadrant.  During that 
  time she discovered more about 
  her people and herself than she 
  had ever managed in her life up 
  until that point. 
   
  
   
   
   97 
   
   
   
  Coming from the short lived 
  Ocampan species, she underwent 
  a personal voyage of discovery, 
  along with her travels in the 
  universe, going further than any 
  member of her species had ever 
  gone before.  And along the route 
  she unlocked several abilities that 
  had all but become latent in the 
  Ocampan species. 
   
  Eventually her powers overtook 
  her, and she evolved, a most 
  unusual thing to happen within one 
  lifetime.  Joining others she had 
  never met, such as John Doe or 
  the Organians, she became a 
  being of energy.  She remained 
  able to retain her humanoid form, 
  but was equally able to exist as a 
  being of energy and thought. 
   
  Three years later she returned, 
  confused and angry, her anger was 
  misplaced and aimed at Janeway 
  and Crew, but after the situation 
  was resolved, she realised that she 
  was homesick and concerned for 
  the fate of her people, long since 
  forced to the surface of Ocampa 
  despite its difficulties.  However 
  Kes had displayed powers beyond 
  that ever seen before, including the 
  ability to travel in time.  And she left 
  for Ocampa, sure in the knowledge 
  that she would be able to help, to 
  change things for the better, and 
  help her Ocampan people take 
  steps into the bigger universe, safe 
  in the knowledge that she has 
  friends, and powers, to help protect 
  the Ocampans against their many 
  enemies. 
   
  Attributes; 
  Fitness 3, Strength -1 
  Coordination 3, Dexterity +1 
  Intellect 4, Logic +1, Perception +1 
  Presence 4, Willpower +2, Empathy +1 
  Psi 4, Focus +2, Range +1 
   
  Skills; 
  Computer (Research) 2 (3) 
  Culture (Ocampan) 2 (3), Starfleet (4) 
  Dodge 2 
  Languages; Federation Standard 3, Ocampan 3 
  Meditation (Vulcan Meditation Techniques) 3 (4) 
  Personal Equipment (Medical Tricorder) 2 (4) 
  Projective Telepathy 5 
  Receptive Empathy 3 
  Receptive Telepathy 5 
  Sciences, Life (Botany) 4 (5) 
  Sciences, Medical (Exoanatomy) 2 (3), 
  (General Medicine) (4) 
  Ships Systems (Communications) 2 (3), 
  (Medical) (4) 
  Telekinesis 3  
  Telekinetic Manipulation 2 
  ThermoKinesis 1 
  Time Shift 2 
  Vehicle Operation (Shuttlecraft) 1 (3) 
  World Knowledge (Ocampa) 1 (2) 
   
  Advantages/Disadvantages; 
  Bold +1, Curious +1, Cultural Flexibility +1, 
  Eidetic Memory +3, (Exile -4)*, Impulsive –1, 
  Pacifist –1, Psionically Gifted +3 
   
  Courage; 
  9 
  Resistance;  
  3 
  Renown; 
  35 
  Aggression –5, Discipline +5, Initiative +5,   
  Openness +10, Skill +10 
   
  * - This flaw only applies during Kes’s time 
  aboard the USS Voyager until her return. 
   
   
  Ambassador Kollos 
   
   
   
  
   
   
   98 
  Species; Medusan 
  Occupation; Ambassador 
   
  The Medusan ambassador has 
  been in Federation service for over 
  a Century.  One of the few 
  Medusans to travel from their 
  homeworld, despite the danger 
  their presence poses to others.  
  Kollos has been very careful in his 
  choice of assistants.  Ensuring that 
  they would be able to survive any 
  encounter they might have the 
  ambassador.  The accidental 
  exposure to humans aboard the 
  USS Enterprise under Captain Kirk 
  is still fresh in its memory.  But 
  equally so one of Kollos’s fonder 
  memories is that of his temporary 
  inhabit of Spock’s corporeal body. 
   
  Attributes; 
  Fitness N/A 
  Coordination N/A 
  Intellect 4, Logic +1 
  Presence 4, Willpower +1, Empathy +1 
  Psi 2, Focus +1 
   
  Skills; 
  Administration (Bureaucratic Manipulation) 2 
  (3), (Diplomatic Corps) (4) 
  Computer (Simulation/Modelling) 3 (4) 
  Culture (Medusan) 2 (4), (Federation) (3) 
  Diplomacy (Negotiation) 3 (5) 
  History (Federation) 3 (4), (Medusan) (5) 
  Intimidation (Bluster) 2 (3) 
  Languagse; Federation Standard 3, Medusan 5 
  Law (Federation Law) 3 (4) 
  Mediation (Political) 3 (5) 
  Mind Meld 3 
  Mind Shield 3 
  Personal Equipment (Encounter Suit) 3 (4) 
  Persuasion (Oratory) 3 (4), (Debate) (5) 
  Politics (Manoeuvre) 3 (4) 
  Projective Telepathy 3 
  Receptive Empathy 2 
  Receptive Telepathy 3 
  Sciences, Social (Political Science) 4 (5) 
  Sciences, Space (Astronavigation) 3 (5) 
  Ships Systems (Flight Control) 2 (4) 
   
  Advantages/Disadvantages; 
  Contact +3 (Dr Miranda Jones) 
  Non-Corporeal +5, Pacifism –3, Political Rank 
  +2, Sense of Direction +1, Strong Will +2,  
   
  Courage; 
  8 
  Resistance;  
  N/A 
  Renown; 
  20 
  Aggression –3, Discipline –3, Initiative +4, 
  Openness +3, Skill +7 
   
   
  Dr Miranda Jones 
   
  Species; Human 
  Occupation; Diplomatic Assistant 
   
   
   
  Dr Jones is one of a very few 
  human telepaths.  However she 
  was born blind, and while her 
  disability seemed lessened by her 
  telepathic gifts, it did help her serve 
  the Medusan Ambassador Kollos 
  enabling her to avoid insanity by 
  being unable to view the 
  Ambassadors incorporeal form. 
   
  She serves as interface for the 
  Ambassador, allowing his 
  colleagues and compatriots to deal 
  with an individual, revealing a 
  shrewd understanding of humanoid 
  psychology. 
   
  After over 100 years, Dr Jones is 
  starting to show the signs of her 
  advanced age, but so far she has 
  not let that stop her from fulfilling 
  her duties.  Serving her role, and 
  her closest friend. 
   
  Attributes; 
  Fitness 3, Vitality -1 
  Coordination 3, Dexterity –1, Reaction -1 
  Intellect 5, Logic +1 
  Presence, Willpower +2 
  Psi 3, Focus +1, Range +1 
   
  Skills; 
  Administration (Bureaucratic Manipulation) 3 (4) 
  Computer (Research) 4 (5) 
  Culture (Human) 3 (5), (Federation) (5), 
  (Medusan) (4) 
  Dodge 3 
  
   
   
   99 
  History (Human) 3 (4) 
  Diplomacy (Intergalactic Affairs) 3 (5), 
  (Negotiation) (4) 
  Language; Federation Standard 4 
  Law (Federation Law) 3 (4) 
  Mediation (Political) 2 (4) 
  Mind Shield 5 
  Personal Equipment (Sensor Web) 3(4) 
  Persuasion (Debate) 3 (4) 
  Projective Telepathy 4 
  Receptive Telepathy 3 
  Sciences, Social (Political Science) 3 (4) 
  Security (Security Procedures) 2 (3) 
   
  Advantages/Disadvantages; 
  Contact +3 (Ambassador Kollos), Medical 
  remedy +3 (Sensor Web Clothing) 
  Argumentative –1, Medical Problem -3 (Blind), 
  Slow Healing -2 
   
  Courage; 
  7 
  Resistance;  
  2 
  Renown; 
  20 
  Discipline +4, Initiative +8, Openness +3,  
  Skill +5 
   
   
  Laxwana Troi 
   
  Species; Betazoid 
  Occupation; Ambassador 
   
   
   
  Laxwana projects an air of arrogant 
  nobility and hedonism, as befits her 
  status.  And to a great many, that is 
  as far as they see.  Only a select 
  few see the true persona 
  underneath, that of a strong, 
  compassionate woman, strongly 
  aware of the universe around her.   
  Besides, sometimes it’s nice to 
  have the most powerful captain in 
  Starfleet fear your arrival.   
   
  However the last few years have 
  been especially hard on Mrs Troi, 
  as she fulfilled her duties as a 
  Federation Ambassador, she has 
  been faced with her own mortality, 
  that of her children, lost love, and 
  the invasion of her homeworld.  
  Trapped on Betazed while the 
  Dominion pillaged her planet, 
  Laxwana found new reserves of 
  strength and was an instrumental 
  part of the Betazoid resistances 
  leadership, keeping her peoples 
  minds free until her daughter and 
  her crewmates aboard the 
  Enterprise could effect the 
  liberation of her homeworld. 
   
  Attributes; 
  Fitness 3, Vitality +2 
  Coordination 3,  
  Intellect 4, Perception +2 
  Presence 4, Empathy +2, Willpower +2  
  Psi 4, Focus +1, Range +2 
   
  Skills; 
  Administration (Bureaucratic Manipulation) 3 (4) 
  Charm (Seduction) 3 (4) 
  Command (Nobility) 3 (4) 
  Culture (Betazoid) 4 (6) 
  Diplomacy (Commercial Treaties) 2 (3) 
  Fast Talk 3 
  History (Betazoid) 3 (5) 
  Intimidation (Bluster) 3 (4) 
  Law (Betazoid) 3 (5), (Federation) (4) 
  Mind Shield 5 
  Persuasion  (Oratory) 3 (4)  
  Projective Telepathy 5 
  Receptive Empathy 4  
  Receptive Telepathy 5 
  Search 3 
  Sciences, Social (Political Science) 3 (4) 
   
   
  
   
   
   100 
   
  Advantages/Disadvantages; 
  Allies +4 (Many and Varied), Ally +2 (Mr 
  Homm), Arrogant –1, Bold +1, Code of Honour 
  (Code of Sentience) –3, Contacts +3 (Many 
  and Varied), Curious +1, Dependant –2, Great 
  House +3, Impulsive –1, Political Rank +4 
  (Betazed), Political Rank +3 (Federation 
  Diplomat), Rapid Healing +1, Romantic 
  Attachment –2 (Many and Varied), Shrewd +1, 
  Strong Will +2, Wealth +3,  
   
  Courage;  
  9 
  Resistance; 
  5 
  Renown; 
  40 
  Aggression +3, Discipline –4, Initiative +10,  
  Openness +15, Skill +13 
   
   
  Sabin Genestra 
   
   
   
  Species; Betazoid 
  Occupation; Federation 
  Investigator 
   
  Genestra is a civilian security 
  specialist who has a long working 
  relationship with Starfleet Admiral 
  Norah Satie.  His role as 
  investigator is undertaken with the 
  help of his Betazoid Telepathic 
  talents, aiding with the cross 
  examination of suspects during 
  tribunals and interviews. 
   
  His first loyalties are to Starfleet 
  and his Boss, and in this he has 
  few qualms against the use of his 
  powers to breach mental privacy, 
  and will use his sense of a persons 
  own guilt to push them, until they 
  reveal whatever it is they are 
  hiding. 
   
  While good at his job, his liberal 
  use of his abilities have made him 
  unpopular amongst the rank and 
  file of Starfleet, even if he is 
  considered somewhat of a legend 
  by Starfleet Security. 
   
  Attributes; 
  Fitness 3, Strength +1, Vitality +1 
  Coordination 2, Reaction +2 
  Intellect 3, Logic +1, Perception +2  
  Presence 2, Willpower +1 
  Psi 3, Focus +1, Range -1 
   
  Skills; 
  Administration (Bureaucratic Manipulation) 2 (3) 
  Bargain (Haggling) 2 (3) 
  Behaviour Modification (Resistance) 2 (4) 
  Computer (Simulation/Modelling) 3 (4) 
  Diplomacy (Intergalactic Law) 2 (4) 
  Energy Weapon (Phaser) 2 (3) 
  Espionage (Observation) 3 (4) 
  History (Federation) 3 (4) 
  Intimidation (Cross Examination) 3 (4), 
  (Interrogation) (4) 
  Law (Federation Law) 3 (4), (Starfleet Regs) (4) 
  Mind Shield 4 
  Personal Equipment (Communicator) 2 (3) 
  Persuasion (Oratory) 2 (3) 
  Projective Telepathy 2 
  Receptive Empathy 4  
  Receptive Telepathy 3 
  Search 3 
  Security (Security Procedures) 3 (4) 
  Sciences, Medical (Forensics) 2 (3) 
  Sciences, Social (Political Science) 2 (4) 
   
  Advantages/Disadvantages; 
  Argumentative –1, Arrogant –1, Fanatic –2 
  (Seek and Expose Guilt in Others), Patron +2, 
  (Admiral Norah Satie), Resolute +3, Security 
  Clearance +3, Shrewd +1 
   
  Courage;  
  5 
  Resistance; 
  4 
  Renown; 
  17 
  Aggression +3, Discipline +3, Initiative +4,   
  Openness +2, Skill +5 
   
   
  T’Lar 
   
  Species; Vulcan 
  Occupation; High Priestess 
   
  “Your request is not Logical.” 
   
  
   
   
   101 
  A Vulcan religious leader and 
  philosopher of great standing 
  amongst her species.  T’Lar serves 
  as the High-Priestess at the temple 
  on Vulcan’s Mount Seleya towards 
  the end of the 23rd century, and 
  continues to serve through the 24th 
  century. 
   
   
   
  One of only a very small number of 
  Vulcan Priests able to perform the 
  Fal-Tor-Pan ceremony. 
   
  T’Lar now spends her days in quiet 
  solitude and contemplation, with 
  her trusted students taking over her 
  duties in the temple.  Many feel that 
  this venerated Vulcan is aware of 
  her impending death and is offering 
  her students a chance to find her 
  replacement for when she has 
  gone…  Others don’t feel that T’Lar 
  could ever die, no matter how 
  illogical such an assumption should 
  be. 
   
  Attributes; 
  Fitness 3, Strength +1, Vitality +1 
  Coordination 3 
  Intellect 4, Logic +2 
  Presence 4, Willpower +2 
  Psi 5, Focus +2, Range -1 
   
  Skills; 
  Artistic Expression (Logic Sculpture) 2 (4) 
  Culture (Vulcan) 3 (5) 
  History (Vulcan) 3 (5) 
  Language; Vulcan 4 
  Language; Federation Standard 2 
  Law (Vulcan Religious Law) 3 (5), (Vulcan Law) (4) 
  Meditation (Focus) 3 (4) 
  Mind Meld 5 
  Persuasion (Oratory) 3 (5), (Debate) (4) 
  Planetary Survival (Desert) 2 (4) 
  Projective Telepathy 1 
  Receptive Telepathy 2 
  Sciences, Medical (Vulcan Medicine) 2 (4) 
  Sciences, Social (Sociology) 3 (4) 
  Theology (Logic) 4 (5) 
  Unarmed Combat (Nerve Pinch) 1 (4) 
  World Knowledge (Vulcan) 2 (4) 
   
  Advantages/Disadvantages; 
  Famous Incident +10, Kolinahr +4, Multitasking 
  +2, Religious Rank +4, Toughness +2 
  Code of Honour (Vulcan) -3, Hides Emotions -
  2, Pacifism -1 
   
  Courage;  
  7 
  Resistance;  
  6 
  Renown;  
  35 
  Aggression –5, Discipline +10, Initiative +5, 
  Openness +5, Skill +10 
   
   
  Tam Elbrun 
   
  Species; Betazoid 
  Occupation; First Contact 
  Specialist 
   
  “I can hear everything and everyone on 
  this ship, I can’t shut them out.” 
   
  Tam was born 
  with his full 
  Psionic gift, 
  unlike many 
  Betazoids, who 
  develop in 
  adolescence.  
  The constant 
  intrusion of 
  other minds 
  was both 
  unwelcome 
  and constant.  
  And unlike other Betazoids who 
  grow into their powers, and are 
  able to prepare for them, Tam was 
  forced to listen, even when he was 
  too young to learn how to control 
  his abilities.  As with his rare 
  compatriots, Tam had a difficult 
  time adjusting to this, and spent 
  much of his youth in the care of 
  medical facilities for the re-
  occurring mental problems this 
  condition has caused.  Leading to a 
  phobia of being around sentient 
  beings, but unable to do anything 
  
   
   
   102 
  about it, he constantly faced his 
  own fears and tried to serve the 
  Federation as best he could, using 
  his powerful gift as a First Contact 
  Specialist. 
   
  Fortunately for Tam, he discovered 
  sanctuary on one of the missions 
  he was sent on.  Making contact 
  with an Entity dubbed ‘Tin Man’, it 
  was discovered that Tin Man was 
  actually a sentient ship, bereft of 
  crew and alone.   
   
  Before he knew it, Tam had 
  bonded with the ship, forming a 
  telepathic link between them, and 
  suddenly his mind was not filled 
  with a cacophony of voices, but 
  suddenly only one, after all the 
  years, a pleasant change.  Tam 
  eventually disappeared with Tin 
  Man, to explore the universe anew. 
   
  Attributes; 
  Fitness 3 
  Coordination 3, Reaction +1 
  Intellect 4, Perception +1 
  Presence 3, Empathy +1, Willpower -1 
  Psi 5, Focus -1, Range +2 
   
  Skills; 
  Admin (Bureaucratic Manipulation) 2 (3) 
  Command (Starship Command) 2 (3) 
  Computer (Research) 3 (4) 
  Diplomacy (Negotiations) 3 (4), (Federation 
  Law) (4) 
  Dodge 2 
  Fast Talk 2 
  History (Betazoid) 3 (4) 
  Languages; Federation Standard 3, Betazoid 4 
  Law (Federation Law) 2 (4) 
  Personal Equipment (Tricorder) 2 (4) 
  Projective Telepathy 5 
  Receptive Empathy 3 
  Receptive Telepathy 5 
  Sciences, Medical (Psychology) 2 (3) 
  Sciences, Social (Anthropology) 3 (5) 
  Sciences Space (Stellar Cartography) 1 (2) 
  Security (Security Procedures) 2 (3) 
  Ships Systems (Gomtuu) 2 (4) 
   
  Advantages/Disadvantages; 
  Ally (Gomtuu) +3, Arrogant –1, Exile (self Exile) 
  –4, Intolerant (around people) –2, Psionically 
  Gifted +3, Toughness +2 
   
  Courage;  
  4 
  Resistance; 
  5 
  Renown;  
  18 
  Aggression +3, Discipline –4, Initiative +2, 
  Openness –7, Skill +12 
   
   
  Tanis 
   
  Species; Ocampan 
  Occupation; Faction Leader 
   
  “Hurt people… help them… give life… 
  kill.  Its all the same. 
   
  Tanis is the 
  leader of a group 
  of over 2000 
  dissident 
  Ocampans.  
  Instead of 
  remaining 
  behind to be 
  looked after by 
  the Caretaker, 
  his ancestor’s 
  left with the Caretakers mate 
  Suspira.  The departure led to a 
  schism in the species.  While the 
  native Ocampa lost their ability to 
  use many of their powers, and led 
  lifespans of 9 years, Tanis’s group 
  upkeep the use of Psionics, and it 
  is not unusual for members of his 
  group to live greater life-spans of 
  12 or more years.  
   
  When last encountered Tanis 
  claimed to be 12 years old, 
  outliving any known Ocampa, but 
  he claimed that many in his group, 
  including his father were able to 
  live lifespans up to 20 years. 
   
  Tanis has a fanatical loyalty and 
  psychic connection to Suspira, the 
  Nacine that saved him and his kind 
  so many generations before, 
  allowing them to communicate with 
  her and call on her.  And in return 
  they serve as Suspira’s presence in 
  the universe.  However Tanis’s 
  loyalties are conflicted with his 
   
  
   
   
   103 
  personal loyalty to the Ocampan 
  species.   
   
  It was this conflict that led to the 
  Ocampan colonies downfall, as 
  Tanis tried to recruit Kes from the 
  crew of the USS Voyager while full-
  filling Suspira’s intent on taking 
  revenge for the death of her mate 
  against the crew of the Federation 
  Starship.  While it is certain that 
  Tanis’s intentions towards Kes and 
  her advancement were honourable, 
  his actions were not, and upon the 
  discovery of his plan he was forced 
  into a Psionic Combat against Kes, 
  one in which he lost, and was 
  forced along with the rest of the 
  Ocampan Colony to join Suspira in 
  her own realm of Exosia. 
   
  Tanis and his group disappeared in 
  2369, but Kes also seeks to find 
  them and persuade them to rejoin 
  the Ocampa and re-integrate their 
  powers amongst the whole 
  advancing the whole species.  
  While it is unlikely that Tanis still 
  lives, with the Psionic Power he 
  displayed it does not seem an 
  unreasonable assumption. 
   
  Attributes; 
  Fitness 3, Vitality +1 
  Coordination 3 
  Intellect 4, Perception +2 
  Presence 3, Willpower +2 
  Psi 3, Focus +1 
   
  Skills; 
  Admin (Colony) 2 (4) 
  Charm (Personable) 3 (5) 
  Command (Colony Leadership) 3 (4) 
  Computer (Research) 2 (3) 
  Diplomacy (Intergalactic Affairs) 2 (4) 
  Espionage (Observation) 3 (4) 
  Fast Talk 4 
  History (Ocampan) 2 (4) 
  Instruction (Teaching) 2 (3) 
  Language; Ocampan 4 
  Law (Intergalactic law) 1 (3) 
  Meditation (Focus) 2 (3) 
  Mind Shield 3 
  Persuasion (Oratory) 3 (4) 
  Projective Telepathy 4 
  Trans Dimensional Telepathy 2 
  Receptive Telepathy 3 
  Sciences, Life (Biology) 3 (4) 
  Sciences, Social (Political Science) 2 (3), 
  (Sociology) (4) 
  Sciences, Space (Subspace Field Dynamics) 2 
  (3), Alternate Dimensional Theory (4) 
  Telekinesis 3 
   
  Advantages/Disadvantages; 
  Ally +3 (Suspira), Arrogant –1, Bloodlust –2, 
  Fanatic (Loyalty to Suspira) –3, Innovative +1, 
  Psionically Gifted +3 
   
  Courage;  
  4 
  Resistance;  
  4 
  Renown;  
  30 
  Aggression +8 
  Discipline +8 
  Initiative +2 
  Openness -4 
  Skill +6 
   
   
  The Viceroy 
   
   
   
  Species; Reman 
  Occupation; Leader 
   
  “In Darkness, there is strength.” 
   
  The Viceroy is the natural leader of 
  the Reman people, a direct 
  descendant of the tribal chieftains 
  enslaved centuries ago by the 
  Romulans.  And as such, retains 
  just the barest smattering of his 
  position in relation to the other 
  Reman slaves, the deaths of other 
  noble lines along the way setting 
  
   
   
   104 
  the example of obedience or death.  
  However the Viceroy longs to free 
  his people. 
   
  The opportunity arose when a 
  young human child was sentenced 
  to the Dilithium mines of Remus, a 
  child that exhibited great 
  intelligence beyond his years and 
  yet one that the guards seemed 
  wary of, as if he were important to 
  someone in the Romulan 
  Command structure.  Sensing an 
  opportunity, the Viceroy protected 
  and nurtured the young Shinzon 
  and sought the answers to the 
  puzzle laid before him, and looked 
  at ways of making them serve 
  Reman freedom. 
   
  However as Shinzon grew, two 
  things became apparent, Shinzon, 
  and as his guardian, The Viceroy 
  had an unknown benefactor, 
  someone in the Romulan 
  Command Structure, and that 
  Shinzon was a natural leader and 
  warrior.  The pieces began to fall 
  into place as Shinzon began 
  working out a deep, convoluted 
  plan to take revenge on all those 
  that had wronged him, and the 
  Viceroy pledged himself to 
  Shinzon’s cause… 
   
  Attributes; 
  Fitness 3, Vitality +1 
  Coordination 3 
  Intellect 4, Perception +2 
  Presence 3, Willpower +2 
  Psi 3, Focus +1 
   
  Skills; 
  Admin (Logistics) 2 (4) 
  Athletics (Running) 2 (3), (Climbing) (4) 
  Command (Combat Leadership) 3 (4) 
  Computer (Romulan Computers) 2 (3) 
  Diplomacy (Intergalactic Affairs) 2 (4) 
  Energy Weapon (Disruptor) 2 (3) 
  Espionage (Counterintelligence) 3 (5) 
  Fast Talk 3 
  History (Reman) 3 (4), (Romulan) (4) 
  Languages; Reman 4, Romulan 4 
  Law (Romulan) 3 (4), (Romulan Navy 
  Regulations) (5) 
  Personal Equipment (Tricorder) 3 (4) 
  Primitive Weaponry (Knife) 3 (4) 
  Projective Empathy 4 
  Projective Telepathy 4 
  Science, Life (Genetics) 2 (3) 
  Science, Planetary (Geology) 3 (4) 
  Stealth (Shadows) 3 (5) 
  Strategic Operations (Romulan) 2 (3) 
  Tactics, Starship (Romulan) 2 (3) 
   
  Advantages/Disadvantages; 
  Ally (Shinzon) +3, Benefactor (unknown) 
  +2, Bold +1, Excellent Hearing +1, 
  Excellent Chemoreception +1, Intolerant 
  (Romulans) –3, Medical Problem (Photo-
  Sensitive) –1, Night Vision +2, Political 
  Rank +3, Promotion +2, Species Enemy 
  (Romulans) –3, Toughness +2, Vengeful 
  (towards Romulans) –1 
   
   
  Courage;  
  6 
  Resistance;  
  6 
  Renown;  
  28 
  Aggression +5, Discipline +10, Initiative +5, 
  Openness +4, Skill +4 
  
   
   
   105 
   
   
   
   
   
   
   
   
   
   
  Chapter Ten  
  Adventure Seeds 
  The graduation ceremony was over 
  and the two Starfleet officers sat in 
  a Restaurant, a celebration meal 
  before them.  Father and Daughter. 
   
  "You were wonderful out there 
  today."  Davii told his beloved 
  daughter. "Very inspiring!" 
   
  They ate in silence for a few more 
  moments. A bond shared, despite 
  the years of separation, and the 
  promise of more to come courtesy 
  of their respective roles within 
  Starfleet.  Neither cared, they 
  simply enjoyed the companionable 
  silence that hung between them. 
   
  Eventually Davii broke the silence 
  again.  "So where were you 
  posted?" 
   
  Jace blushed.  Reaching back for 
  her Padd.  She had been scared, 
  just a little.  Just enough to not 
  want to see.  No words were 
  needed, the thoughts were open 
  and shared.  Devii smiled benignly 
  at her daughter, and reached out to 
  hold her offered hand the gesture 
  and thoughts were equally clear. 
   
  I am here for you. 
   
  Jace nodded, she understood and 
  activated the Padd as she took a 
  look at her orders, at her first 
  assignment. 
   
  Jace smiled broadly 
  “It’s the Enterprise!” 
   
  Excited and happy, she almost 
  squealed in delight as she grabbed 
  her father and hugged him.  “I got 
  the Enterprise!” 
   
  “You know.”  Davii spoke his pride 
  filling his voice while hugging his 
  Daughter close. 
  
   
   
   106 
  “There is a whole universe that’s 
  been waiting for you.  I know the 
  two of you Will get along just 
  fine…” 
   
  Adventures; 
   
  So follows a small number of 
  Adventure seeds that involve 
  Psionics.  The details are left 
  sketchy to allow you the Narrator to 
  fill out the blanks as required… 
   
  I have also attempted to leave the 
  Scenarios as open as possible 
  (with one exception), to allow them 
  to fit whether you are running an 
  Enterprise era, TOS era, TNG era 
  or Post Dominion War Campaign. 
   
  Just an Illusion; 
   
  The crew are assigned the task of 
  transporting a Betazoid Diplomat to 
  a peace conference, and the 
  players are assigned to look after 
  the Ambassador for the duration of 
  the journey.  The Ambassador is 
  pleasant and friendly enough, and 
  the task seems far less onerous 
  than is usually the case for such a 
  duty.  Unfortunately the Diplomat 
  happens to be suffering from the 
  early stages of a feverish disorder, 
  an illness that is about to reach full 
  bloom… 
   
  That night the players are off duty 
  and while each is sleeping, they 
  find their consciousness drawn into 
  a group hallucination, created by 
  the Ambassadors own fevered 
  dreams in conjunction with his 
  projective telepathy, the 
  Ambassador having drawn the 
  characters in sub-consciously. 
   
  Trapped in a fevered hallucination, 
  the players must negotiate a 
  dream-like maze and 
  hallucinogenic nightmares in order 
  to reach the ambassador and help 
  him awake… 
   
  
   
   
   107 
  Open Your Mind; 
   
  One of the non-Psionic characters 
  suddenly begins manifesting 
  Psionic powers.  These powers are 
  relatively minor at first, but slightly 
  uncoordinated, so sometimes 
  embarrassing.  But soon the 
  powers increase ten-fold, as the 
  powers spiral, the control does not, 
  still occasionally acting beyond the 
  characters control (listen to the 
  player for clues about sub-
  conscious use of the powers, keep 
  pressing the player for immediate 
  thoughts, and what he wants to 
  do/to happen, then make it 
  happen).  
   
  Is this a new evolution?  A test from 
  the Q?  Or simply an unknown 
  Psionic alien trying to make 
  contact?   
   
  Meanwhile as the powers increase 
  exponentially, the player is 
  inadvertently exposing his friends 
  and crewmates to danger. 
   
  Note; This is a good opportunity to 
  allow a player to begin their use of 
  Psionics when such powers would  
  not normally available amongst the 
  group, especially if a player has 
  expressed an interest in developing 
  a Psionic side to an established 
  character. 
   
  A Touch of Magic; 
   
  While on a standard Away Team 
  on a more primitive planet, a 
  Psionic member of your Player 
  Character group is separated from 
  the Away Team, and discovered by 
  locals who witness the Psychic gifts 
  in action.   
   
  Trapping the Psion and accusing them 
  of witchcraft/mind-control or similar, 
  the crew are now faced with the 
  dilemma of how to negotiate their 
  crewmates freedom while attempting 
  to preserve the prime directive (of 
  course transporters are right out as a 
  Psion that disappears into thin air 
  could easily make matters worse)... 
   
  Unfair Advantage; 
   
  Whilst negotiating a planetary 
  peace treaty, a previously unknown 
  third party comes forward, and 
  claims a staked interest.  Their 
  claims are proved valid, and so 
  they are invited to the negotiations. 
   
  Their negotiations team is fronted 
  by a Telepath, who seemingly uses 
  his abilities to destabilise the 
  negotiations.  There-by causing 
  more harm than good.  Is this 
  simply a ploy, or unfair negotiations 
  technique, or is something a little 
  more sinister on the horizon? 
   
  The Hunt; 
   
  Crash-Landing on a planet a small 
  shuttle crew find themselves being 
  hunted by a Psionic creature.  And 
  are forced to defend themselves 
  with rapidly dwindling resources 
  until a rescue can be effected by 
  their crew-mates aboard their ship. 
   
  Perhaps the creature is fully 
  Psionic and Pseudo-Intelligent, and 
  is able to avoid their traps set to 
  catch it.  Perhaps it simply senses 
  the presence of a Psionic member 
  of the downed crew and is reacting 
  to an intrusion into its territory.  The 
  full background is up to you, but 
  remember to make the creature big 
  and scary enough to worry the 
  survivors of the crash. 
   
   
  
   
   
   108 
  After-Shocks; 
   
  While on leave on Betazed, after 
  the Dominion War, the characters 
  are enjoying a much-deserved 
  R&R, and the renowned 
  hospitability of the Betazoid people.   
   
  This situation changes fast 
  however, when a number of grizzly 
  Murders are committed, each 
  victim seems frozen in a horrific 
  tableau of fear, but no other 
  obvious means of death. 
   
  A lone investigator believes that 
  this is all connected to the use of 
  Empathic abilities against the 
  Dominion occupational forces and 
  that the culprit is a Betazoid mad 
  with fear and post-traumatic 
  stress?   
   
  A murder investigation ensues, one 
  that needs to be kept very low-key 
  and away from the 
  population at large, and so the 
  Crew are assigned to the 
  Investigator to seek out the killer 
  and hopefully conclude this dark 
  episode peacefully… 
   
  Breaking the Chains; 
   
  The vacancy in the Romulan 
  powerbase after Shinzon’s death 
  has caused serious problems with 
  the Romulan Empire.  They are 
  attempting to withdraw the Empire 
  into isolation again, to make a 
  chance to rebuild and grow strong, 
  and lick the wounds caused by 
  their fleet losses in war and the 
  loss of the Senate.  However 
  Starfleet and the Federation are 
  trying to retain their political and 
  diplomatic ties, and push the links 
  forged during the wartime alliance.  
  Aid ships have been sent to 
  Romulus to help rebuild the 
  damage there and feed the people, 
  and thus the Players find 
  themselves assigned an older 
  escort ship and the task of bringing 
  this relief convoy into Romulus. 
   
  With a group comprising of 
  Starfleet, Federation Merchant 
  Marine and even Romulans, they 
  find themselves drawn into a 
  power-struggle as the Romulan 
  Psions use the opportunity to 
  distance themselves from the Tal 
  Shiar and emplace themselves as 
  the new leaders of an empire to 
  forge in their image. 
   
  Can the crew bring this dangerous 
  uprising to a halt or will the 
  changes in the Empire begin a new 
  and deadly chapter for Interstellar 
  Politics, undoing so many 
  advances in relations... 
   
  Ghost of Echo’s; 
   
  While on an away team a Psychic 
  member of the crew begins to hear 
  whisperings and see things out of 
  the corner of his eye.  And yet no 
  Tricorder readings or witnesses 
  can back their story up. 
   
  While the rest of the mission goes 
  smoothly, this crew-member is 
  getting more spooked as they go.   
   
  But as the Away Team attempts to 
  leave events transpire to stop this 
  from occurring as an Ion storm 
  blows up around their location.  It 
  would be a simple task to hold up 
  and out-wait the storm. 
   
  Sooner or later they will have to 
  look into the outlandish claims of 
  ghosts, and will eventually discover 
  some ancient Psionic based 
  technology from an older 
  
   
   
   109 
  civilisation, that was reactivated by 
  the presence of a Psychic. 
   
  Now they just need to deactivate 
  the machine to allow the Ion Storm 
  it created to dissipate, or negotiate 
  with its lonely AI?  Alternatively it 
  may even be a bona-fide ghost 
  story. 
   
  Note; Would suit a Halloween 
  special game.  So play up the 
  spook value and paranoia…  
  Would also suit a ‘practical joker’ 
  character, allowing the rest of the 
  players/crew to enjoy a little light-
  hearted revenge. 
   
   
   
  
   
   
   110 
   
   
   
   
   
   
   
   
   
   
  Appendix i  
  Psionic Lexicon 
  Anti-psi: defined as psychic talents that 
  (for the most part) serve to frustrate, avoid, 
  confuse, destroy or otherwise interfere 
  with the operation of normal psi; they can 
  affect the power and/or information 
  content and/or vector of psi fields within 
  range. v They can moderate the abilities of 
  others. 
   
  Apportation: a gift or phenomenon where 
  matter-through-matter is made possible by 
  changing the phase relationships in the 
  materials involved. 
   
  Astral Projection: the projection of the 
  conscious mind via the etheric double or 
  energy body. This is what happens during 
  "out-of body" experiences (O.B.E.s). 
   
  Astralportation: the [physical] 
  transportation of an object by the astral or 
  etheric body. 
   
  Awakinings: The awakening of Psionic 
  power or potential in an individual who has 
  had no previous history of Psionic ability. 
   
  Bilocation: the ability or phenomenon of 
  being in two different places at the same. 
   
  Biopsychokinesis: The ability to 
  communicate with and control plants and / 
  or micro-organisms. Also known as Bio-
  PK. 
   
  Catalyst Telepathy: the ability to awaken 
  latent and/or dormant psychic abilities in 
  others. 
   
  Cellular Psychokinesis: the ability to 
  psychokinetically manipulate biological 
  materials on the cellular, gene, 
  chromosome, and DNA levels. 
   
  Clairaudience: the ability to hear voices 
  that convey useful information (not 
  schizophrenia); the psychic faculty that 
  corresponds with the physical sense of 
  hearing. 
   
  Claircognizance: A psi ability where a 
  person "just knows" of a fact, an impeding 
  accident, etc. 
   
  Clairempathy: the ability to sense the 
  emotional and physical condition of others 
  from a distance (see also Empathy and 
  Telempathy). 
   
  Clairgustance: psychic faculty that 
  
   
   
   111 
  corresponds with the physical sense of 
  taste. 
   
  Clairolfactance: psychic faculty that 
  corresponds with the physical sense of 
  smell. 
   
  Clairsentience: psychic faculty for 
  sensing energy and conditions pertaining 
  to communicating entities; the ability to 
  read auras. This is the ability associated 
  with mediumship. 
   
  Clairtangency: psychic faculty that 
  corresponds with the physical sense of 
  touch. 
   
  Clairvoyance: psychic faculty that 
  corresponds with the physical sense of 
  sight. 
   
  Conjoined Dreaming: A state of 
  Dreaming that is shared by multiple 
  participants.  Easily mistaken for mass 
  hallucinations or simple coincidence, this 
  state is very difficult to prove and study. 
   
  Command Voice: a form of telepathic 
  hypnosis where psi is superimposed upon 
  verbal commands, speech. 
   
  Cryokinesis: The psi ability to cool or 
  freeze things by slowing molecular action. 
   
  Déjà vu:  The unnatural feeling that one 
  has been at a place before. 
   
  Dermo-optical perception: the ability to 
  differentiate colours and symbols through 
  the skin; especially the fingertips. 
   
  Dream Clairvoyance: clairvoyant images 
  received in or during dreaming. 
   
  El-sike: (pronounced "el-see-kay") a 
  variant of storm control (see below) 
  wherein electrical, electronic, and electro-
  mechanical devices can be controlled 
  through psi processes. 2) The ability to 
  communicate with machine intelligences; 
  3) The ability to access information directly 
  from magnetic media and computer 
  systems— in essence, the linking of 
  human nervous system to. "machine 
  "nervous system." 
   
  Electrical Psychokinesis (EPK): the 
  variant of storm control.  Where street 
  lights, [electrical] clocks, computers, and 
  any /or all electrical appliances are 
  affected; usually negatively. 
   
  Empath: A person with a strong degree or 
  a high level of empathy, clairempathy, 
  telempathy, or all of them together. 
   
  Empathy: the general ability to sense the 
  emotional and physical states of others 
  and perceiving them as one's own feelings 
  and sensations. 
   
  Esper:  Generic name for any person with 
  ESP or Psi abilities. See also psi. 
   
  Extraretinal vision: eyeless sight. 
   
  Extratemporal perception: the ability to 
  perceive events that take place outside 
  our normal space/time continuum or in the 
  time vortex. 
   
  Forced Rapport: the ability to force 
  telepathic contact on those who either 
  don't want it or can't handle it. 
   
  Geas: ancient term that is used to 
  describe a form of telepathic hypnosis 
  (see below) wherein some outside force 
  impels a person to perform a given act or 
  task; such a command cannot be ignored 
  since both physical and psychological 
  stresses are involved that can cause 
  severe discomfort, even death, unless the 
  command is acted upon. 
   
  Illusion: the ability to change the surface 
  appearance of reality by introducing a non-
  existent objects into the scene, or 
  negatively, by making an existing object 
  invisible. 
   
  Imzadi: A Betazoid term, meaning 
  ‘beloved’, although it actually transcends 
  its use as a term of endearment, instead it 
  has come to describe the voluntary linking 
  of souls, and a level of closeness between 
  individuals that is more than a mere love 
  affair. 
   
  Jinx Ability: an aspect of telekinesis that 
  negatively affects the "laws" of probability 
  so that things go wrong, the strangest and 
  most unlikely things happen, etc. Usually 
  this is a subconscious aspect of 
  telekinesis. 
   
  Katra:  The Vulcan concept of the soul.  
  Just prior to death, the Vulcan custom has 
  it, that said Vulcan should mind-meld with 
  
   
   
   112 
  an individual close to them.  This can 
  result in leaving their Katra for safekeeping 
  and return to Vulcan, or even something 
  as simple as sending a farewell message 
  in the event of their death… 
   
  Latent Telepath: Someone who has 
  telepathic abilities but who is not aware of 
  them or can consciously use them. 
   
  Lethal Forced Rapport: an even more 
  rare variant of telepathy and forced rapport 
  is the ability to kill with a single thought. 
   
  Levitation: the ability to neutralize gravity 
  locally through psi processes in a 
  controlled fashion, thus enabling an object 
  to rise. 
   
  Melders: A slang term for Vulcans 
  participating in the ‘Mind Meld’.  Originally 
  used as a derogatory term, since it has 
  come to refer to Vulcans in the act of the 
  mind-meld. 
   
  Mental Projection: the ability to project 
  one's mind any distance while keeping the 
  integrity between mind and physical body. 
   
  Mind-Meld: The ancient act of Vulcan 
  Touch Telepathy, where two individuals 
  join minds.  Enabling both parties to 
  communicate telepathically, and also 
  share experiences and memories.  Mind 
  melding is an intense and deeply personal 
  and intimate experience. 
   
  Multiple-future precognition: The ability 
  to see not only the future but also a 
  number of probable future events 
  presented "side-by-side" like the pages in 
  a book; the most probable future will be 
  the one most prominently outlined. 
   
  Namapathy: true psychic healing. 
   
  Nimpathy: a sharing of sensation; a 
  community of feeling. This is an actual 
  transmission of physical sensation and is 
  not related to empathy or telesthesia (see 
  below). 
   
  Objective Clairvoyance: the ability to 
  "see" people, events that are taking place 
  on spiritual planes or alternate 
  dimensions. 
   
  Occipital Lobe: See Para-Cortex.  
  Another name for the part of the Mid-
  Brain, commonly associated with Psionic 
  activity. 
   
  Ocular Hypnosis: a variant of telepathic 
  hypnosis where psi commands are 
  generated along the optic nerves and 
  through the eyes 
   
  Oneiromancy: the telepathic ability to 
  enter into another person's dreams and 
  alter their content or even affect the health 
  of the person through their dreams. 
   
  Para-Cortex: A Telepathic lobe in the mid-
  brain of most sentient species.  Telepathic 
  Species have strong active Paracortex, 
  while species with no Psionic ability it 
  seems to lay redundant.  See also the 
  Occipital Lobe. 
   
  Parakinesis:  the ability to locally 
  neutralize inertia, thus enabling a very 
  small amount of force to produce a 
  disproportionate amount of movement in 
  an object. 
   
  Personation: the ability to take on the 
  mental characteristics and personality 
  traits of others. 
   
  Personification: the ability to take on the 
  physical characteristics and features of 
  others. 
   
  Precognition: the ability to see the future 
  either while awake or in dreams. 
   
  Precognitive Telepathy: the ability to 
  telepathically "read" thoughts that have yet 
  to have been generated. 
   
  Preja Vu: The opposite of deja vu: the 
  preternatural feeling that a person will be 
  at a place at some future time. 
   
  Premonition: an indistinct "hunch" or 
  feeling of impending danger to ones self or 
  others. 
   
  Presentiment: a feeling of danger to 
  one's self only. 
   
  Psi: This word can either mean the unique 
  energy involved with all psychic 
  phenomena, but it also is the descriptive 
  general term for a person with any psychic 
  abilities. This term is interchangeable with 
  esper. 
   
  
   
   
   113 
  Psion (i): A seldom-used alternate name 
  for a psi. (See above). 
   
  Psion (ii): The term used by the Tal Shiar 
  to describe one of their rare Psionic 
  operatives.  A name that inspires fear, 
  even within the ranks of the Tal Shiar. 
   
  Psychic: This word mostly denotes a 
  person who may or may not have any psi 
  abilities but usually for money, makes 
  predictions, does "psychic" surgery, tells 
  people about their past lives, etc. 
   
  This word can also be used loosely to 
  describe a renowned person of 
  considerable psi ability e.g. the Russian 
  psychic, Wolf Messing. 
   
  Psycholuminescence: the ability to 
  produce cold light by a psi-to-light 
  conversion process; such light is 
  sometimes called "witch light." 
   
  Psychometry: the ability to, and 
  technique for, gathering information on 
  people and events by touching some 
  object that was present at the time. 
   
  Psychoprojective Telepathy: Literally, 
  the ability to create solid forms from the 
  power of one’s mind.  Often projected 
  during extreme emotional stress, and 
  feeding of the Psions life energy, often 
  leading to unconsciousness and even 
  death, if sustained for more than an hour 
  or two.  More than one distinct projection 
  can be created. 
   
  Psychopyresis: The ability to start and/or 
  control fires. 
   
  Psychosomatic: The often used for the 
  development of medical symptoms based 
  on Neurosis, it has expanded to include 
  other phenomena where personal belief 
  has led to the development of a personal 
  attribute (negative or positive) that did not 
  previously exhibit.  
   
  Radiesthesia: the ability to locate water, 
  minerals, etc. from a distance; dowsing. 
   
  Reciprocal Clairvoyance: during 
  telepathic contact over great distances the 
  parties involved can see each other as if 
  face-to-face. 
   
  Retrocognition: the ability to perceive or 
  see events that have taken place in the 
  past. 
   
  Retrocognitive Telepathy: the ability to 
  pickup thoughts generated in the past. 
   
  Scanner: Slang name for a person with a 
  wide range of strong psi abilities. 
   
  Seer: Generic term for someone with the 
  gift(s) of prophecy (precognition), 
  clairvoyance, and extratemporal 
  perception. 
   
  Snooper: Slang name for a person with 
  well-defined clairvoyance or any general 
  sense of perception; a seer. 
   
  Storm control: the ability to 1) convert the 
  planetary magnetic field into high-tension 
  electricity or lightning, and; 2) the ability to 
  influence those factors that create 
  [electrical] storms. 
   
  Subjective Clairvoyance: the reception 
  of images by communicating entities while 
  the subject is in a trance. 
   
  Teek: Slang name for a person with 
  telekinetic abilities. 
   
  Teep: Slang name for a person with 
  telepathic abilities; a telepath, often used 
  as a ‘catch-all’ term for all Psionic 
  Individuals, and often used offensively. 
   
  Telekinesis: defined as the ability to move 
  objects or affect matter from a distance; 
  mind-over-matter. Also known as TK and 
  psycho-kinesis (PK). See also 
  biopsychokinesis, cryokinesis, 
  psychopyresis, and electrical 
  psychokinesis (EPK) — a variant of storm 
  control. 
   
  Telempathy: the ability to communicate 
  by way of emotions rather than thought as 
  in telepathy (below); communication with 
  animals is usually telempathic in nature. 
   
  Telepath: A person with strong telepathic 
  abilities. In this context, it is a person who 
  not only has the abilities but is also aware 
  of them and can use them to varying 
  degrees. 
   
  Telepathy: mind-to-mind communication; 
  mind reading.  
   
  Telepathic Clairvoyance: the reception of 
  a visual image from a telepathic sender. 
  
   
   
   114 
   
  Telepathic Hypnosis: the ability to control 
  and manipulate others telepathically. 
   
  Teleportation: the transition of a person 
  or object from one place to another via a 
  jump through Rieman space and is 
  therefore instantaneous. 
   
  Telesthesia: the transmission of such 
  sensations as fear, sensuality, etc. 
   
  Time Search: the practice of astrally 
  projecting one's consciousness to a level, 
  or dimensional plane, where past time can 
  take on an objective reality to such a 
  traveller. 
   
  Time Shift: the ability to control the flow of 
  time; the ability to travel (shift) through 
  time. 
   
  Time Stasis: the ability to stop all motion 
  on the molecular, atomic, and sub-atomic 
  levels without any loss of heat; hence, a 
  complete stasis of time. 
   
  Touch Telepathy: a limited form of 
  telepathy accomplished through physical 
  touch; e.g. the "Vulcan mind-meld." 
   
  Tracking/homing gift: A variant of 
  radiesthesia and is 1) the ability to track 
  virtually anything, and; 2) the ability to find 
  one's way back to a given starting point no 
  matter how shifting or confusing the route 
  may be. 
   
  Transfiguration: the ability to change the 
  external shape of matter; shape shifting. 
   
  Transmutation:  the rare ability to 
  rearrange the atomic and/or molecular 
  structure of matter to change one material 
  or element into another. 
   
  Travelling Clairvoyance: the ability to 
  see events taking place some distance 
  away. 
   
  Witch: A word used to describe people, 
  who practice witchcraft. Also, generally, a 
  derogatory term for anyone who has 
  certain psi or supernatural abilities. 
   
  Note; in this context, witchcraft is defined 
  as the practice of manipulating people, the 
  world, etc. by the use of spells and other 
  practices. This is not "Wicca,"— a religious 
  belief-system— but a technique, a 
  discipline, and a science for utilizing psi as 
  well as paranormal and/or supernatural 
  forces. 
   
  X-ray Clairvoyance: the ability to "see" 
  through solid objects. 
   
  Xenoglossy: the ability to speak and/or 
  understand any language; known as the 
  "gift of tongues." 
   
  Xenotelepathy: the ability to understand 
  foreign thoughts, alien symbols; not to be 
  confused with xenoglossy (see below). 
  
   
   
   115 
   
   
   
   
   
   
   
   
   
   
  Appendix ii  
  ICON Psionic Ability 
  Listings 
  
   
   
   116 
   
  Name 
  Ability/Cascade 
  Pre-Req? 
  Source 
  Attribute 
  Visions 
  Clairvoyance 
   
  TNG Players Guide 
  Psi 
  Far Seeing 
  Cascade 
  Clairvoyance @ 3 
  TNG Players Guide 
  Psi 
  Precognition 
  Cascade 
  Clairvoyance @ 3 
  TNG Players Guide/All Our Yesterdays 
  Psi 
  Mind Meld 
  Telepathy 
   
  TNG/DS9 Core 
  Psi 
  Plat-Vok/Platvhokh (Share Mind) 
  Cascade 
  Mind Meld @ 3 
  Way of Kolinhar 
  Psi 
  Plat-Var (Multiple Meld) 
  Cascade 
  Mind Meld @ 3 
  N/A 
  Psi 
  Plat-Ra/Platrha (Switch Minds) 
  Cascade 
  Mind Meld @ 3 
  Way of Kolinhar 
  Psi 
  Mind Shield/Khat-Kutha 
  Focus 
   
  TNG/DS9 Core/Way of Kolinhar 
  Psi/Presence 
  Khat-Kel (Mind Bar) 
  Cascade 
  Mind Shield @ 3  
  Way of Kolinhar 
  Psi/Presence 
  Khat-T'Kel (Mind Preservation) 
  Cascade 
  Mind Shield @ 3  
  All Our Yesterdays 
  Psi 
  Psionic Negation 
  Cascade 
  Mind Shield @ 3 and Human 
  TNG Players Guide 
  Psi 
  Reflective Mind Shield 
  Cascade 
  Mind Shield @ 3  
  TNG Players Guide 
  Psi 
  Projective Empathy 
  Empathy 
   
  TNG/DS9 Core 
  Psi 
  Empathic Attack 
  Cascade 
  Projective Empathy @ 3 
  TNG Players Guide 
  Psi 
  Intrude 
  Cascade 
  Projective Empathy @ 3 
  N/A 
  Psi 
  Projective Telepathy 
  Telepathy 
   
  TNG/DS9 Core 
  Psi 
  Illusion Creation 
  Cascade 
  Projective Telepathy @ 3 
  TNG Players Guide 
  Psi 
  Lisjana/Leshtana (Confuse the Senses) 
  Cascade 
  Projective Telepathy @ 3 
  Way of Kolinhar 
  Psi 
  Lispata/Leshfata (Mislead the Senses) 
  Cascade 
  Lisjana @ 3 
  Way of Kolinhar 
  Psi 
  Liskel'Tu/Leshkhaltu (Blind Senses) 
  Cascade 
  Lispata @ 3 
  Way of Kolinhar 
  Psi 
  Mind Control  
  Cascade 
  Projective Telepathy @ 3 
  TNG/DS9 Core/TNG Players Guide 
  Psi 
  Induce Trance 
  Cascade 
  Projective Telepathy @ 3 
  TNG Players Guide 
  Psi 
  Tans-Dimensional Telepathy 
  Cascade 
  Projective Telepathy @ 3 
  N/A 
  Psi 
  Receptive Empathy 
  Empathy 
   
  TNG/DS9 Core 
  Psi 
  Empathic Healing 
  Cascade 
  Receptive Empathy @ 3 
  TNG Players Guide 
  Psi 
  Receptive Telepathy 
  Telepathy 
   
  TNG/DS9 Core 
  Psi 
  Psychometry 
  Cascade 
  Receptive Telepathy @ 3 
  TNG Players Guide 
  Psi 
  Psychosense * 
  Cascade 
  Receptive Telepathy @ 3 
  TNG Players Guide 
  Psi 
  Tashaka (Detect Psionic Traces) 
  Cascade 
  Receptive Telepathy @ 3 
  Way of Kolinhar 
  Psi 
  Taskefa (Read Psionic Traces) 
  Cascade 
  Tashaka @ 3 and Mind Meld @ 3 
  Way of Kolinhar 
  Psi 
  Vhakhnar (Brainwash) 
  Cascade 
  Mind Control @ 3 and Mind Meld @ 3 N/A 
  Psi 
  Rha-Tel (Control Body) * 
  Focus 
   
  Way of Kolinhar 
  Presence 
  Rha-Tel-Pan (Master Body) 
  Cascade 
  Rha-Tel @ 3 
  Way of Kolinhar 
  Presence 
  Rha-Fak (Enhance Fitness) 
  Focus 
   
  Way of Kolinhar 
  Presence 
  Rha-Fak-Pan  
  Cascade 
  Rha-Tel @ 3 and Rha-Fak @ 3 
  Way of Kolinhar 
  Presence 
  Shantip (Healing Trance) 
  Focus 
   
  Way of Kolinhar 
  Psi 
  Shan-Laka (Healing Touch) 
  Cascade 
  Shantip @ 3 and Mind Meld @ 3 
  Way of Kolinhar 
  Psi 
  Telekinesis 
  Telekinesis 
   
  TNG Players Guide 
  Psi 
  Electromanipulation 
  Cascade 
  Telekinesis @ 3 
  TNG Players Guide 
  Psi 
  Psi Blast 
  Cascade 
  Telekinesis @ 3 
  N/A 
  Psi 
  Telekinetic Manipulation 
  Cascade 
  Telekinesis @ 3 
  TNG Players Guide 
  Psi 
  Thermokinesis 
  Cascade 
  Telekinesis @ 3 
  TNG Players Guide 
  Psi 
  Temporal Projection 
  Temporal 
   
  All Our Yesterdays 
  Psi 
  Temporal Sense 
  Clairvoyance 
   
  All Our Yesterdays 
  Psi 
  Time Shift 
  Temporal 
  Temporal Projection @3 
  All Our Yesterdays 
  Psi 
  Time Stop 
  Temporal 
   
  All Our Yesterdays 
  Psi 
  Vhoshanta (Body Reading) 
   
   
  Way of Kolinhar 
  Intellect 
  Vhoslan (Body Knowledge) 
  Cascade 
  Vhoshanta @ 3 
  Way of Kolinhar 
  Intellect 
   
   
   
   
   
  
   
   
   117 
   
   
   
   
   
   
   
   
   
   
  Appendix iii 
  Bibliography 
   
  Bibliography 
   
  LUG 
  DS9 RPG Core Rules 
  TNG RPG Core-Rules 
  TNG Player Guide 
  The Way of Kolinahr. – The Vulcan 
  Sourcebook 
  All Our Yesterday’s. – The Time 
  Travel Sourcebook 
  Starfleet Academy. - Sourcebook 
  Way of D’era. – The Romulan 
  Sourcebook 
   
  Decipher 
  Star Trek; Players Guide. 
  Star Trek; Starfleet Operations 
  Manual. 
  Star Trek; Aliens Guide 
   
   
  General Trek 
  The Star Trek Official Fact Files 
  Star Trek DS9 Companion 
  The Star Trek Encyclopaedia 
   
  Episodes 
  Star Trek TOS 
  #1 – The Cage 
  #2 – Where No Man Has Gone 
  Before  
  #8 – Charlie X 
  #16 – The Menagerie (parts 1 &2) 
  #27 – Errand of Mercy 
  #30 – Catspaw 
  #34 – Amok Time 
  #51 – Return to Tomorrow 
  #60 – And the Children Shall Lead 
  #62 – Is There In Truth No Beauty 
  #63 – The Empath 
  #67 – Plato’s Stepchildren 
  #79 – Turnabout Intruder 
  Star Trek; The Motion Picture 
  Star Trek III; The Search For Spock 
   
  Star Trek TNG 
  #132 – Loud As A Whisper 
  #163 – Yesterdays Enterprise 
  #168 – Tin Man 
  #171 – Sarek 
  #172 – Manage a Troi 
  
   
   
   118 
  #173 – Transfigurations 
  #184 – The Loss 
  #187 – Devils Due 
  #212 – Violations 
  #221 – The Perfect Mate 
  #222 – Imaginary Friend 
  #225 – The Inner Light 
  #229 – Man of the People 
  #254 – Liaisons 
  #259 – Dark Page 
  #260 – Attached 
  #266 – Sub Rosa 
  #270 – Eye of the Beholder 
  Star Trek; Nemesis 
   
  Star Trek DS9 
  #429 – Second Sight 
  #446 – The Jem’Hadar 
  #450 – Equilibrium 
  #456 – Fascination 
  #471 – Facets 
  #491 – Hard Time 
  #493 – The Muse 
  #498 – Broken Link 
  #504 – The Assignment 
  #506 – Things Past 
  #508 – The Rapture 
  #538 – Far Beyond the Stars 
  #545 – The Reckoning 
  #551 – Image in the Sand 
  #563 – Field of Fire 
   
  Star Trek Voyager 
  #101/102 – Caretaker (parts 1 & 2) 
  #126 – Cold Fire 
  #133 – Meld 
  #148 – Remember 
  #152 – Warlord 
  #155 – Alter Ego 
  #168/169 – Scorpion (parts 1 & 2) 
  #170 – The Gift 
  #178 – Random Thoughts 
  #198 – In the Flesh 
  #204 – Counterpoint 
  #223 – Barge of the Dead 
  #241 – Fury 
  #251 – Repression 
   
   
  Star Trek Enterprise 
  #017 – Fusion 
  #040 – Stigma 
  #058 – Exile 
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Star Trek RPG/Last Unicorn Games/Star Trek Rpg - LUG Netbook - An Open Mind - Mindmelds And Empaths - The Psionics Sourcebook.pdf