GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION FIVE B - ALIENS - PART TWO --------------------------------------------------------------- --------------------------------------------------------------- This section contains PC's and NPC's for use in GURPS: Trek. See GURPS: Trek - Section 5 A - Aliens - 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 Five B - Aliens - Part Two - is Copyright (c) May 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. --------------------------------------------------------------- Table of Contents: ------------------ Kzin Borg (Collective) Borg (Non-Collective) Pakled Other Races Creatures Tribbles =============================================================== KZIN (+145 points) ------------------ Attributes: ----------- ST: +6 (+80) DX: +2 (+20) HT: +2 (+20) Advantages: ----------- Acute Hearing - Two Levels (+4) Acute Taste and Smell - Two Levels (+4) Claws - One Level (+2 Damage) (+15) Combat Reflexes (+15) Damage Resistance - One Level (+1 DR) (+3) Extra Hit Points - Two Levels (+2 HP) (+10) Night Vision (+10) Sharp Teeth (+5) Disadvantages: -------------- Bloodlust (-10) Bully (-10) Odious Racial Habit: Male Chauvinism (-10) Odious Racial Habit: Eats Other Sentients (-10) Quirks: ------- Carnivore (-1) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Languages: Kzin at IQ (0) DESCRIPTION: ------------ Kzin are a felinoid race similar to Caitians. They walk erect as bipeds, but do have a noticeable slouch as they age. Their bodies are covered with fur, which covers their face and hands as well, and creates a mane-like effect for their hair. They have golden eyes, a long tail, and a voice with a rasping, but purring quality. They frequently have the Danger Sense advantage. They also generally have several battle-related skills. Kzin generally have these common disadvantages: Impulsiveness, Overconfidence, Bad Temper, Megalomania, missing finger/arm/ leg (Kzin do not like prosthetics) and other similar disadvantages. Individual Kzin vary as to which of these disadvantages are added to the package cost above. Contrary to popular opinion, Kzin do not have Berserk as a disadvantage, it just seems that way to other races. Kzin are a very warlike race, and have had numerous wars with humans, most before the formation of the Federation. They have high strength, which is augmented by sharp teeth and claws. They can see very well in the dark, and have well- developed senses of smell, taste, and hearing. They consider women to be second-class citizens, and their chauvinistic attitude bleeds over into their dealings with other races. More than once, a female has played an important part in rescues of personnel from Kzin-held territory. This attitude is due to Kzinti females being sub-sentient. They eat their meat fresh and raw, preferably still dripping with blood. They do not like vegetarians, and will not deal with them if possible. A very few Kzin have had chemical changes made to them which gives them a limited form of telepathy. Their telepaths can be foiled by thinking of chewing on raw vegetables. It is up to the GM to develop these characters if necessary. --------------------------------------------------------------- BORG (Collective) (+209 points) ------------------------------- Attributes: ----------- ST: +2 (+20) IQ: +2 (+20) HT: +2 (+20) Advantages: ----------- Bionic Reconstruction - Two Levels (+50) Cybernetic Ear - Two Levels (+4) Cybernetic Eye - Two Levels (+4) Damage Resistance - Four Levels (+4 DR) (+16) Field Sense (+10) Immunity to Disease (+10) Immunity to Poisons (+15) Implant Communicator (+10) Interface Jack (+10) Mathematical Ability (+10) Mindshare: Global Consciousness (+60) Unaging (+15) Unfazeable (+15) Weapon Link (+15) Disadvantages: -------------- Bad Reputation (-4 Reaction) (-20) Increased Life Support - One Level (-10) Odious Racial Habit: Assimilation (-15) One Fine Manipulator (-10) Sense of Duty: Borg (-10) Social Stigma: Machine (-10) Vulnerability: Damaged by Occasional Source - Two Levels (-20) Quirks: ------- (no racial) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Language: Borg at IQ (0) DESCRIPTION: ------------ Borg are cybernetically-enhanced humanoids from somewhere in the Delta Quadrant. Technological implants make them into a cyborg-type race, with all the advantages and disadvantages that implies. All Borg are linked together through cybernetic networks on board each Borg mothership. The motherships are presumed to maintain a link to the homeworld. This creates the Mindshare advantage. Mindshare can also act as a disadvantage as well. There are no individuals (per se) in the Borg Collective. Borg are very intelligent and highly adaptable. Each Borg is specifically modified to perform a specific task. All Borg have had one arm replaced with a multi-purpose socketable implant onto which many different devices can be placed. The usual devices carried by exploration teams are a beam weapon of some type, along with equipment similar in nature to Tricorders. Borg spend most of their time exploring the galaxy looking for new material for their worlds. They take any type of technological devices they can find, and adapt it for their own use. They also take intelligent species and assimilate them into Borg culture by adding cybernetics to the captured beings. This electronically takes away the free will of the individual and replaces it with a dedication to the Borg. Borg generally cannot survive for long if separated from the controlling influence of their mothership. The mothership is connected through subspace communications to the homeworld. Borg are so linked to each other that they are rarely surprised by anything, and are considered to be Unfazeable for this purpose. The cybernetic implants also grant Borg the ability to make mathematical calculations with ease. Borg (whether or not they are converts) are also granted: Unaging, Immunity to Poisons, and Immunity to Disease. Borg can be damaged by electromagnetic pulses, but they are -very- adaptable, and can adjust themselves to any form of attack quickly; so much so, that they soon can be virtually immune to that form of attack. The Borg Bionic Reconstruction gives them several advantages, including a built-in Weapons Link, an implanted Communicator, an Interface Jack, a Cybernetic Eye and Cybernetic Ear, and Field Sense. The Borg version of this also grants extra DR in their bodies; and extra DX and ST, but only in their arms. This also adds to the regular ST, IQ, and HT bonuses stated in the advantages section. Captain Jean-Luc Picard proved that the bionic reconstruction can be reversed, but his operation for reversal occurred very soon after his capture and assimilation. It is not known how long a captured race could remain a Borg and be converted back to natural successfully. --------------------------------------------------------------- BORG (Non-Collective) (+171 points) ----------------------------------- Attributes: ----------- ST: +2 (+20) IQ: +2 (+20) HT: +2 (+20) Advantages: ----------- Bionic Reconstruction - Two Levels (+50) Cybernetic Ear - Two Levels (+4) (+2 Hearing) Cybernetic Eye - Two Levels (+4) (+2 Vision) Damage Resistance (+4 DR) (+16) Field Sense (+10) Immune to Disease (+10) Immune to Poisons (+15) Implant Communicator (+10) Interface Jack (+10) Mathematical Ability (+10) Unaging (+15) Unfazeable (+15) Weapon Link (+15) Disadvantages: -------------- Bad Reputation (-2 reaction) (-10) Increased Life Support - One Level (-10) One Fine Manipulator (-10) Sense of Duty - Themselves (-10) Social Stigma: Machine (-10) Vulnerability: Damaged by Occasional Source - Two Levels (-20) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Language: Borg at IQ (0) DESCRIPTION: ------------ These are "Hugh's" Borg. These are the Borg that were given emotions by Lore, Data's "Brother". They aren't that different from the regular Borg, except for the fact that they are now considered to have free will. This effectively wipes out the "Mindshare: Global Consciousness" advantage, and also wipes out the "Odious Racial Habit" and part of the "Bad Reputation" of being a Borg. There is only one group of these Borg known to exist. Other than the above, the description is the same as for the standard Borg. --------------------------------------------------------------- PAKLED (-25 points) ------------------- Attributes: ----------- IQ: -1 (-10) Advantages: ----------- (no racial) Disadvantages: -------------- Appearance: Ugly (-10) Overweight (-5) Quirks: ------- (no racial) Required Skills: ---------------- Area Knowledge: (Homeworld) at IQ (0) Language: Pakled at IQ (0) DESCRIPTION: ------------ Pakleds are a humanoid species that are primarily remembered for their characteristic overweight problem. Pakleds are remembered for being a race that adopts technology from other races whether they know how it works or not. The best example of this was in the TNG episode "Samaritan Snare". They are very cunning and devious. The Pakleds have yet to be made a part of the Federation. They have already had one experience with the Federation, and there will probably be more. Pakleds are suggested for an occasional NPC race. =============================================================== OTHER RACES: ------------ The Heavy Worlders, Light Worlders, and Spacers from GURPS: Space should all be considered as methods for adapting some known races (and not just the humanoid ones! :^) into ones that the players have never seen before. They can be found in GURPS: Space pg.40. GM's should have some fun with this, and make some really strange changes in alien physiology and psychology due to changes in the environment. Even a minor change such as altering the usual terrain on the planet can be a fun way to change the known into the unknown. Imagine, for instance, what Vulcan society would have delvolped out of and/or into in a jungle setting rather than a desert. The Sparrials, Pachekki, Treefolk, and Gormelites should all be considered to be part of GURPS: Trek (somewhere) even if we haven't seen them on the show. They can be found in GURPS: Space and GURPS: Aliens. Other races from GURPS: Aliens should be considered as possibilities in Trek. It could be possible for races similar to ones in the GURPS: Fantasy Folk book to exist somewhere in the Trek universe. Of course, seeing how the crew dealt with magic could be interesting, but it is recommended that only racial info be used in Trek campaigns. Trek campaigns should be interesting enough without the introduction of magic. GM's with access to GURPS: Uplift, GURPS: Humanx, GURPS: Discworld, GURPS: Book of the New Sun or other universe sourcebooks could have a field day by including some really unusual characters into a GURPS: Trek campaign. GM's can also adapt other gaming materials for use in a GURPS: Trek campaign. The upcoming Babylon Five role-playing game would provide several good examples for PC's and NPC's. GM's should also feel free to create their own races for Trek crews to encounter in an adventure or two. If you do decide to do this, please consider sending them to me for possible inclusion in a third edition and/or third printing of these rules. --------------------------------------------------------------- CREATURES: ---------- GURPS: Bestiary should provide GM's with enough regular creatures, but some -really- interesting ones are available in GURPS: Space Bestiary and GURPS: Fantasy Bestiary. GM's with access to GURPS: Uplift, GURPS: Humanx, GURPS: Book of the New Sun, GURPS: Discworld, or any other universe sourcebooks have an even broader palette to paint from. In addition, feel free to design your own creatures for your characters to encounter. GM's can also adapt other gaming materials for use in GURPS: Trek campaigns. Leading Edge Games "Aliens" game would be a rather tough example. Several others exist. Almost anything you can imagine exists somewhere. The Trek universe seems to be unusually fertile breeding grounds for creatures of every description. Some races have even experimented with genetic constructions, such as the Klingon "Glommer", or Tribble Predator. Speaking of Tribbles: --------------------------------------------------------------- TRIBBLES (-86 points): ---------------------- Attributes: ----------- ST: 1 (-80) IQ: 3 (-60) DX: 5 (-40) HT: 17/3 (+100) Advantages: ----------- Empathic Projection: (Peaceful feelings only) (+5) Disadvantages: -------------- Dislikes Klingons (-10) Quirks: ------- Born Pregnant (-1) DESCRIPTION: ------------ Tribbles are small furry fuzzballs about 6 inches in diameter. They are warm-blooded bisexual mammals capable of reproducing at an incredible rate. In fact, they are born pregnant. They will not have the energy to reproduce without food, however. A serum to negate their reproductive abilities was discovered by Dr. Leonard McCoy, and now they are quite common pets throughout the Federation. Tribbles enjoy humanoid company, and will purr if content. For some unknown reason, Tribbles do not like Klingons, and will shriek loudly if even exposed to one. Tribbles will return the affection shown them by humanoids by somehow empathically projecting feelings of peace and relaxation. Note that without a dose of the "anti-pregnancy" serum, they will breed normally - with all the obvious results. They live about as long as the average well-kept Terran guinea pig. ===============================================================