GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION THREE D - RACES - PART FOUR --------------------------------------------------------------- --------------------------------------------------------------- These sections include some PC's and NPC's for GURPS: Trek. See GURPS: Trek - Section 3 A - Races - Part 1 for more info. Any comments about this section should be sent to: tmp_harkins@dirac.physics.jmu.edu "Mr. B." GURPS: Trek - Section Three D - Races - Part Four - is Copyright (c) May 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. --------------------------------------------------------------- Table of Contents ----------------- Tellarites Trill Vulcans Yridians =============================================================== TELLARITES (+10 points) ----------------------- Attributes: ----------- ST: +1 (+10) HT: +2 (+20) Advantages: ----------- Acute Hearing - Two levels (+4) Acute Taste and Smell - Two levels (+4) Damage Resistance - One level (+1 DR) (+3) Night Vision (+10) Disadvantages: -------------- Appearance: Unattractive (-5) Gluttony (-5) Intolerance: Other races (-5) Odious Racial Habit: Obnoxious (-10) Overweight (-5) Shortsightedness (-10) Quirks: ------- (no racial) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Language: Tellarite at IQ (0) DESCRIPTION: ------------ Tellarites are natives of the planet Tellus. They appear to have evolved from swine-like animals which are still native to that world. Tellarites are basically humanoid, but with a pinker skin tone than human caucasians (due to higher blood pressure). They have more facial and body hair than humans, with hair covering all but the frontal face and hands. This hair is not thick, like animal fur, but is more reminiscent of a hairy human. Their homeworld has a thinner atmosphere than Earth, leading to overdeveloped nasal openings, which have been compared to the snouts of Terran swine. Tellarites take immediate strong offense to such comparisons. They have better hearing than normal, and Night Vision. Tellarites are racially suspicious, argumentative and brash, at least by Terran standards. Those who trust too much or give in too easily are considered weak fools in their society. Tellarites, needless to say, make poor diplomats. They enjoy good arguments, and a merchant's bazaar on Tellus is a lively place. Tellarites make good engineers, scientists and terraformers, and make excellent legal representatives. They prefer intellectual discourse to physical confrontation. Tellarites are very fond of good food and drink - and a lot of it. Fortunately, alcohol has little adverse effect on them - it only makes them even more stubborn. Nevertheless, they are capable of going twice as long without food or water as the average Terran, since they carry an extra abdominal roll of fatty tissue. This abdominal tissue makes them look portly, but such is natural for a Tellarite, and they can, in extreme cases, live off of this fatty tissue for quite a while. Generally, though, they'd rather not skip meals. =============================================================== TRILL (+20 points) ------------------ (Note: special thanks to Keith ("Revenant") Bissett and Sean ("Dr. Kromm") Punch for revised info on Trill.) Attributes: ----------- No Trill host will ever start with an attribute under 10. All attributes generally higher, but not genetic in nature. Advantages: ----------- Trill "Racial Memory" (+40) * (see below) Trill "Immortality" (+10) ** (see below) Disadvantages: -------------- [Parasites (-30) (note: symbiotes only) see below] Quirks: ------- (no racial) Required skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Language: Trill at IQ (0) DESCRIPTION: ------------ Trill are a symbiotic species consisting of a humanoid host and a worm-like symbiont which lives in the abdomen of the host. The worm-like symbiont is extremely long-lived. An example of this is Dax, who is on at least his sixth host with Jadzia. The host does not lose any of their memories, and they are capable of accessing memories of the symbiont. If the host body is dying, the symbiont is transferred to another host. After four days, the merger between the host and the symbiont is permanent. Should the host body die without removing the symbiont within 96 hours, the symbiont will also die. Trill humanoids are very interested in the welfare of their symbiont. They even enter into contests from which the winners become the next class of people honored to become hosts. No host will ever have attributes of under 10. Trill humanoids are very honored by their selection to become hosts. Some potential hosts who do not make the cut consider suicide. Occasionally, Trill symbionts may be damaged by Transporter use, but most Trill do not seem to be bothered by beaming. Trill symbionts remember all the memories of all of their previous hosts. A modified version of Racial Memory is used for this. Trill appear very human, except for a slight spotty marking along the sides of the face. These markings are unique to each Trill, and are just as unique as a Terran human's fingerprints. They do not detract from appearance. * Trill "Racial Memory": A Trill symbiont can access memories from all of its previous hosts. Unlike "regular" Racial Memory, the GM does not need to roll versus the character's IQ to see if they can access these memories. Complete access is possible. Otherwise, this advantage is the same as the one found in GURPS: Aliens (pg. 15). ** Trill "Immortality": The symbiont can survive for 96 hours following the death of the host. If it is transferred to a new host within that time, it will continue to survive. It cannot survive absolute destruction of the host body. Upon joining with a new host the following changes occur: The new IQ is the average of the old IQ and the new IQ. The DX, ST, and HT become the new host's. All skills are transferred to the new host, but are based off of the new IQ and DX. Quirks and mental advantages and disadvantages -may- be transferred at the GM's discretion, depending on whether or not they belong to the symbiont. New quirks, and other advantages and disadvantages will be gained as possessed by the new host. Physical advantages and disadvantages will, almost without exception, be lost. New ones will be gained from the new host. Except in exceptional circumstances, the new host should be assigned by the GM. Note that this also means that the player is using the symbiont as a character. This also means that the disadvantage of Parasite applies. =============================================================== VULCANS (+230 points) --------------------- Attributes: ----------- IQ: +2 (+20) HT: +2 (+20) Advantages: ----------- Acute Hearing - Two levels (+4) Devotion to Logic Package (see below) (+128) Enhanced Strength (ST=18 racial) (+90) Extended Lifespan (+5) Nictating Membrane (extra eyelid) (+5) Devotion to Logic Package: -------------------------- Absolute Timing (+5) Eidetic Memory - Two levels (+60) High Pain Threshold (+10) Lightning Calculator (+5) Mathematical Ability (+10) Metabolism Control (+5) Strong Will - Two levels (+2 WP) (+8) Temperature Tolerance: Heat only - One level (+10) Unfazeable (+15) Disadvantages: -------------- Devotion to Logic Package (see below) (-65) Devotion to Logic Package: -------------------------- Honesty (-10) No Sense of Humor (-10) Pacifism - Self-Defense Only (-15) Pon Farr (must return home to mate) (-10) Truthfulness (-5) Vow: Suppress all emotion (-15) (Note: total cost of entire Devotion to Logic Package = +65) Quirks: ------- Vegetarian (-1) Required skills: ---------------- Appreciate Beauty at IQ (+2) Area Knowledge: (Homeworld) at IQ (0) Language: Vulcan at IQ (0) Meditation at IQ (+2) Vulcan Nerve Pinch at DX (+4) Psionics: --------- The Vulcan Mind-Meld (+16 points total) ---------------------------------------- Telepathy at Power Level 2 - touch only Telereceive at IQ (+4) Telesend as IQ (+4) Telescan at IQ (+4) Mind Block at IQ (+4) DESCRIPTION: ------------ Vulcans are natives of the planet Vulcan, known as T'Kashi to the natives. It is a world with minimal precipitation, a very hot climate, and a surface gravity of 1.8 G (T). It also has a thinner atmosphere than Earth. Vulcans are genetically identical to the Romulans, since Romulans are an offshoot of the Vulcan race. The main differences between the two races is the Vulcan Devotion to Logic package and the suppression of all forms of emotion from Vulcans. Vulcans are taught most psionic disciplines from childhood, manifesting themselves primarily in the Vulcan Mind Meld. The Mind Meld is a telepathic power package consisting primarily of the skills Telesend and Telereceive. Conditions on Vulcan have led to many physical advantages evolving over time. Enhanced Strength, and HT +2 help to combat the effects of the heavy gravity and ensure survival on a planet with an environment as demanding as Vulcan. Their Nictating Membranes allow for near instantaneous adjustments to varying degrees of light, and Vulcans do not feel uncomfortable in climates that would be too hot for Terrans. In order to compensate for the decreased distances in hearing ranges, Vulcans have evolved pointed ears, designed to channel more sound waves into the ear canal. The average lifespan of Vulcans is roughly double that of Terrans. This is represented by the Extended Lifespan advantage. A good example: the honored Ambassador Sarek of Vulcan was born in 2165, and lived 203 years, until his death in 2368. This may not be normal either, due to the fact that Sarek secretly suffered from a debilitating disease which may have caused premature death. Vulcans are devoted to increasing their mental capacity by controlling their inner actions. To this end, they dedicate their lives to the suppression of emotions and devotion to total logic. Despite Vulcan's founding role in the UFP, there exists a substantial segment of Vulcan society which is extremely isolationistic and wants to have Vulcan free of interaction with "illogical" beings. The Devotion to Logic package is really a whole containing both the advantages and disadvantages listed. Vulcans do not naturally lack emotions; this is a discipline taught starting at the very youngest ages. If a Vulcan character is raised on Vulcan, or by at least one Vulcan parent, they can take the entire Devotion to Logic package. A few Vulcans, most notably Spock's half-brother Sybok, have given up the Devotion to Logic package in pursuit of other goals that can only come from being an emotional entity. If the character backs away from their non-emotionalism, they will be virtually ignored by Vulcan society. Also, segments of the Devotion to Logic package should begin to be lost based on the GM's discretion. Here is a description of each section of the package: Vow - Suppress Emotions: This represents the Vulcan's pursuit to give up all emotions and clear their mental faculties so that they may pursue every matter from the perspective of pure logic. When playing a Vulcan, the player must always try to hide their emotions. This will give others a -2 reaction to anyone not accustomed to being near a Vulcan, or who witnesses a sight that usually calls for an emotional response (the death of a comrade) but sees none. If a situation that would cause intense emotion occurs to a character (such as seeing a friend killed), a Will roll must be made. If it is failed, the character will show a slight emotional response, such as a single tear appearing at the corner of the eye. A critical failure indicates a momentary loss of control that subsides after another Will roll is successful. If either of these situations occurs, the character will then need to meditate for d6 days in order to atone for the loss of control. Until they do this, all Will rolls are -1. Half-Vulcans generally have a harder time keeping control under moments of duress, and can take this disadvantage at -30 points. At this level, all Will rolls are at -1. If this control is lost, all future Will rolls will be at -2 until atonement is made. Characters with the Devotion to Logic package are immune to fear, insults, and all other such attacks, as long as their Will rolls are successful. Treat this as "Unfazeable". This training gives Vulcans many mental advantages as well: Eidetic Memory - Photographic: Vulcans can remember highly detailed information about events, people, and places they encountered during their life. This also allows them to learn IQ-based skills faster and easier than normal. It should be noted that Eidetic Memory is usually treated as an in-born advantage. Such is not the case with Vulcans. This advantage, as well as the others, are the results of the mental discipline of their Devotion to Logic. Lightning Calculator and Mathematical Ability: Vulcans can do complex calculations in their minds, and analyze almost any mathematical equation with ease. Metabolism Control: Vulcans can control their metabolism through concentration. They can even put themselves into a trance-like state, which acts as sort of a mental vacation. This trance can also be used by Vulcans to accelerate their own healing processes. Strong Will: Gained through their mental honing. Unfazeable: This advantage (from pg. B237) represents the fact that Vulcans do not react the way that other races react in various emotional circumstances. Pon Farr: This represents the Vulcans' link to their mates. Once every seven years, Vulcans must return home to take a mate (or rejoin one already taken). This drive is very strong, and cannot be resisted long. These advantages stem from the ritual of the disadvantages. Like having two sides of the same coin, you can't have one without the other. If the GM feels that the player is not playing their advantages and (especially) disadvantages fully, they can be declared lost. If so, a character should have all regular mental skills reduced accordingly (recommended: loss of one level of Eidetic Memory first) and no longer to be allowed to use their advantages. The player character may be able to regain their Devotion to Logic package through rituals (such as the Kolinahr). This would only be in very extreme cases, however. Vulcan Mind-Meld: ----------------- Psionic power, +16 for skill level equal to IQ. This ability is touch only (power level 2) and is bought as a Mental/Hard skill. This skill effectively links two minds together and allows one to search the other's motives, memories, etc. Modifiers to success are as follows. Subject has Mind Shield Power: minus Telepathy power Subject is willing: +1 User knows subject: +1 User knows subject intimately: +1 After the initial contact, two willing characters may freely exchange memories, information, and feelings. Under these circumstances, the mind-meld causes no stress or loss of fatigue. On a critical failure of a Will roll by the initiator, he will be stunned for d6 minutes. Also, the initiator loses two levels of fatigue and the contact is broken. A critical success by the subject also causes the link to be broken. Vulcan Nerve Pinch: (Physical/Hard) (No default) ------------------------------------------------ This classic of TOS is only effective as an attack to one location - the neck. The purpose of the attack is to render a humanoid unconscious by doing as little true damage as possible. To attack with this skill, an attack must be made at the defender's neck, using any offensive skill, such as Brawling, or even DX. The attack is made at -5 for hit location (neck), with an additional -2 to account for the difficulty of properly placing the fingers in the exact location needed to allow this skill to work properly. This gives a total hit adjustment of -7. If a hit is made, roll a quick contest of the Nerve Pinch skill versus the target's HT to avoid unconsciousness. If the attack is successful, the defender will fall unconscious for 20-HT minutes. Rigid armor protects completely, flexible armor adds half its DR as a bonus to HT. =============================================================== YRIDIANS (+20 points) --------------------- Attributes: ----------- HT: +2 (+20) Advantages: ----------- 3D Spacial Sense (+10) Disadvantages: -------------- Appearance: Ugly (-10) Quirks: ------- (no racial) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Language: Yridian at IQ (0) DESCRIPTION: ------------ Yridians are a gnomish race of aliens whose skin color varies in hue from ochre to lavender. They have deeply wrinkled skin, a vestigial nose, and very large, pointed ears. The skin on their scalps is deeply furrowed down the back of their head. Many are bald, some have a wild shock of lavender hair. Yridians are a race that deals in information. They have had some dealings with the Federation. All of the ones that have been documented have been about selling information regarding the UFP to other parties. Some members of this race are wanted by the Federation for questioning. Very little other than this is currently known, although an enterprising crew could probably convince the Yridians to sell information about themselves to the Federation. This would make for interesting adventures for GM's wishing to expand on the known information about Yridians. ===============================================================