STAR TREK PC SPECIES (SWADE)

Write ups for playable species in a LOWER DECKS-era Star Trek RPG using the Savage Worlds Adventure Edition (SWADE) rules.


ANTARAN
Type: Humanoid
Place of Origin:
Allegiance: Independent
Masculine Names:
Feminine Names:

Antarans are an Alpha or Beta Quadrant species that was once subjugated and demonized by the Denobulans during the latter’s militant colonial history. To this day there exists tension between the two species based on the unresolved history of war crimes and genocide.

Physically Antarans resemble Humans with a v-shaped ridge on their forehead marked with Trill-like spots. They exhibit no notable talents beyond what is found in humans. Their average lifespan is similar to humans.

  • JADED (2) – Antarans are still socially traumatized by the unspeakable atrocities committed against them. They add +2 to Fear checks, and -2 from Fear Table results.

BAJORAN
Type: Humanoid
Place of Origin: Bajor
Allegiance: Federation ally
Masculine Names:
Feminine Names:

Bajorans are an Alpha Quadrant species that first began exploring space around 850 years ago. More recent history has found the Bajorans the victim of a brutal occupation by the Cardassians, and the newly liberated system served as the de-facto front line of the Dominion War.

Bajorans appear nearly identical to Humans except for several horizontal creases across the bridge of their nose. There are, however, some physiological differences.

Bajorans are very spiritual people. Their beliefs center around the Prophets – who reside in the Bajoran Wormhole – and their adversaries, the Pah-wraith – outcast Prophets which now reside in the Fire Caves. Some Bajoran shrines and monasteries are in possession of Orbs, which are artifacts of great power created by the Prophets; coming into physical contact with an Orb often triggers visions, even among non-Bajorans. Most Bajorans wear an earring of religions and familial significance on their left ear.

  • SERVANT OF THE PROPHETS (2) – Due to the history of strife that Bajorans have faced through their history, most have become willing to share what fortune, fate, and luck comes their way. Bajoran characters may freely pass Bennies to any other character they can communicate with.

BENZITE
Type:
Humanoid
Place of Origin: Benzar
Allegiance: Federation member
Masculine Names:
Feminine Names:

Benzites have two opposable thumbs on each hand.

  • IMMUNE TO POISON (1) – Benzites are immune to poison.
  • ENVIRONMENTAL RESISTANCE (1) – Benzites have a +4 bonus to resist radiation.
  • CHLORINE BEATHERS (-2) – Every 24 hours a Benzite must spend at least 1 hour in their native atmosphere.
  • EDUCATED (2) – Benzites may choose and Professional Edge, Alertness, or Linguist to start play with.

BETAZOID
Type: Humanoid
Place of Origin:
Allegiance:
Masculine Names:
Feminine Names:

INSERT DESCRIPTION.

  • EMPATHIC (2) – Betazoids begin play with the Empathy power and 5 power points.

EDOAN
Type: Humanoid
Place of Origin:
Allegiance:
Masculine Names:
Feminine Names:

INSERT DESCRIPTION.

  • SPIRIT WALK (2) – Rigelians have a Zen-like quality about them, as such when spending a Benny to re-roll a trait, Rigelian characters add +2 to the total.

EXOCOMP
Type: Humanoid
Place of Origin:
Allegiance:
Masculine Names:
Feminine Names:

INSERT DESCRIPTION.

  • SPIRIT WALK (2) – Rigelians have a Zen-like quality about them, as such when spending a Benny to re-roll a trait, Rigelian characters add +2 to the total.

HUMAN
Type: Humanoid
Place of Origin:
Allegiance:
Masculine Names:
Feminine Names:

INSERT DESCRIPTION.

  • SPIRIT WALK (2) – Rigelians have a Zen-like quality about them, as such when spending a Benny to re-roll a trait, Rigelian characters add +2 to the total.

KAELON
Type: Humanoid
Place of Origin:
Allegiance:
Masculine Names:
Feminine Names:

INSERT DESCRIPTION.

  • SPIRIT WALK (2) – Rigelians have a Zen-like quality about them, as such when spending a Benny to re-roll a trait, Rigelian characters add +2 to the total.

KLINGON
Type: Humanoid
Place of Origin:
Allegiance:
Masculine Names:
Feminine Names:

INSERT DESCRIPTION.

  • SPIRIT WALK (2) – Rigelians have a Zen-like quality about them, as such when spending a Benny to re-roll a trait, Rigelian characters add +2 to the total.

NAPEAN
Type: Humanoid
Place of Origin:
Allegiance:
Masculine Names:
Feminine Names:

INSERT DESCRIPTION.

  • SPIRIT WALK (2) – Rigelians have a Zen-like quality about them, as such when spending a Benny to re-roll a trait, Rigelian characters add +2 to the total.

ORION
Type: Humanoid
Place of Origin:
Allegiance:
Masculine Names:
Feminine Names:

INSERT DESCRIPTION.

  • SPIRIT WALK (2) – Rigelians have a Zen-like quality about them, as such when spending a Benny to re-roll a trait, Rigelian characters add +2 to the total.

RIGELIAN
Type: Humanoid
Place of Origin: Rigel System
Allegiance: Federation member
Masculine (Exo-male/Exo-female) Names: Vozal, Wudad, Proloo, Zowaar, Vanaer, Tayaextilr, Keizyaacho, Gralooveip, Riizamu, Zoloyod
Feminine (Endo-male/Endo-female) Names: Hiiva, Jaesaa, Khashim, Zasteel, Koosoi, Soigrooseis ,Xaeseina, Kouculniix, Kheeneiggo, Halacoi

Rigelians are a humanoid species from the Beta Quadrant that has been warp capable species since at least the mid 22nd century, and took part in the 2155 Coalition of Planets talks which lead to the formation of the United Federation of Planets.

Rigelians have four genders (exo-male, endo-male, exo-female, endo-female) and their internal physiology is similar to Vulcans and Romulans. The three species blood chemistry and neurology are so similar in fact, that they are each susceptiblity to the neurological disease Tuvan Syndrome.

Most Rigelians come across as calm, dispassionate, and soft-spoken. Many think of themselves of being on a spiritual journey towards enlightenment.

  • SPIRIT WALK (2) – Rigelians have a Zen-like quality about them, as such when spending a Benny to re-roll a trait, Rigelian characters add +2 to the total.

SAURIAN
Type: Humanoid
Place of Origin: Sauria
Allegiance: Federation member
Masculine Names: Rilii, Junno, Tak, Zazgo, Pluchvii, Plujuchve, Rekzazo, Donzin, Rarkusa, Nuzogtii
Feminine Names: Mugga, Gliyuum, Yiegro, Yagtie, Salu, Yiguqqoo, Sagtuosam, Kuugrizo, Gasuutta, Uuruqqun

Rigelians are a reptilian species from the Alpha Quadrant that has been a member of the United Federation of Planets since the 23rd century.

Saurians are very distinct in appearance being mostly reptilian, and are known to be stronger than they appear. Saurian skin tones typically range near red (such as red, purple, pink and brown), and they also have very large lizard-like eyes.

  • CAST-IRON CONSTITUTION (1) – Saurians are immune to poison (including alcohol).
  • 74K VISION (1) – Saurians have the ability to see an exceptional visual spectrum. As such they ignore penalties for Dim or Dark conditions.

TELLARITE
Type: Humanoid
Place of Origin: Tellar Prime
Allegiance: Federation member
Masculine Names: Gart, Ber, Gra, Mor, Xav, Liss, Kin, Thel, Khok, Gouth
Feminine Names: Vaagrap, Tlegol, Zheffarr, Tashlin, Skuttim, Bonno, Khensh, Ghalell, Hoblahg, Khashnesh

Tellarites are a stout species with a distinguished porcine snout. Sometimes they have hoof-like hands and feet. Their skin is pinkish-brown and coarse, and normally heavily covered with hair, so males tend to be bearded. Relative to humans, Tellarites have a higher average body temperature, and a greater perception of distance, dimension, and depth.

Tellarites tend to be stubborn and argumentative. An argument is often initiated by either a series of complaints or an insult, and is considered a kind of sport in their culture. They have an aptitude for engineering, enjoy mud baths and consider canine to be a delicacy.

  • ARGUMENTATIVE (-1) – Most species do not appreciate the value of aggressive debate like Tellarites do. Tellarites are -2 to Persuasion with non-Tellarites.
  • MIRACLE WORKER (2) – Due to their better spatial perception, Tellarites tend to be mechanically inclined. As such they add +2 to Repair rolls and halve the required time with a raise.
  • NOSE IN THE AIR (-1) – Tellarites are famously stubborn and never admit when they are wrong.
  • PIG HEADED (2) – Tellarite intransigence does have a silver lining, they are +2 to resists tests of Smarts or Spirit

TRILL
Type: Humanoid
Place of Origin: Trill
Allegiance: Federation member
Masculine Names:
Feminine Names:
Family Names: Maamohl, Ruzix, Bimel, Reeiahn, Komid, Gregers, Mezux, Tagrauhl, Reeux, Billahl
Symbiote Names:

The Trill are an Alpha Quadrant species that has been part of the Federation since the 23rd Century. Trill are very similar to Humans except for their spots, which are mostly conspicuous at the temple and sides of the neck, but – in fact – run laterally down the sides of their bodies to their feet.

Unlike Humans, Trill are capable of joining with a Symbiote and existing as a combined being. They remain joined until the passing of the host, when the Symbiote can be joined with another host. This pairing is made possible in part due to the heightened Trill immune system.

Joined Trill are benefited with greater experience and a kind of near-immortality thanks to the Symbiote.

  • HYPER METABOLISM (1) – Trill make excellent hosts because of their excellent immune systems. Trill characters are immune to disease.
  • HIGHLY TRAINED (1) – Almost all Trill seek to be joined. The selection process is highly competitive. As such Trill player characters start with an addition skill point to reflect this rigorous.
  • JOINED SYMBIOTE (+2) – FOR JOINED TRILL ONLY – A joined Trill enjoys the experience of lifetimes of existence. A joined Trill may attempt to recall a skill possessed by a former host, by making a Smarts roll. Success grants the skill at d4, a raise grants a d6. Failures mat be reattempted after an hour of meditation. This skill lasts until the character attempt to recall another skill.
  • TIES THAT BIND (-2) – FOR JOINED TRILL ONLY – A joined Trill is absolutely dependent on the Symbiote. Should the Symbiote be removed for any reason, the Host immediately suffers a point of Fatigue. Each day apart add another point of Fatigue until the Host is incapacitated, at which point the character dies.

VULCAN
Type: Humanoid
Place of Origin: Vulcan
Allegiance: Federation member
Masculine Names: Sava, Sasar, Solen, Telin, Sorik, Suva, Taurak, Sonak, Satonn, Tokar
Feminine Names: Ariadh, Laihath, T’Prea, T’Vei, T’Leia, T’Sai, Paaleia, Plera, Lara, T’Madh

Vulcans are an Beta Quadrant species, genetically related to Romulans, and the first alien species Earth contacted in 2063. As such they have been influential members of the United Federation of Planets and its antecedent organizations for over three hundred years.

An average Vulcan lifespan is about two centuries. They possess a natural strength up to three times greater than that of the average human. In appearance they are similar to Humans, but with pointed ears and upswept eyebrows. Their blood is copper-based which lends their complexions a slightly greenish hue. Their eyes are protected from extreme sunlight by a inner eyelid.

Vulcans are very known for their strict adherence to logic. It is commonly held that they are incapable of lying, however they are capable of guile should it be the logical solution to a given situation. Suppression of their emotions creates the need to undergo Pon-Faar (ritual mating) every seven years of their adult life, or risk madness. As such many Vulcans undertake arranged marriages at a young age, normally about 10 years old.

  • BAD LUCK (-2) – Vulcans lack some of the creativity and adaptability of more passionate species. As such they get one less Benny per session.
  • CALCULATING (-1) – Vulcans tend to over-analyze situations. In the heat of battle this can mean that a Vulcan will tend to respond less quickly than a Human might. Vulcans draw two initiative cards and act on the lower one. Jokers may be used normally.
  • SURAK’S TEACHING (-2) – Vulcans tend to be honest to a fault. Their dedication to logic means they tend to follow moral rules and will not kill or abuse prisoners and generally act in an honorable manner.
  • GREEN-BLOODED INHUMAN (-1) – Dedication to pure logic often makes Vulcans seem cold and calculating, as such they have a -2 to Persuasion checks with other species.
  • KAHS-WAN ORDEAL (+1) – Vulcans survive on a hostile, dry, sun-burnt planet. Vulcans are +2 to resist heat, and blinding environmental effects.
  • LOGICAL MIND (+2) – Dedication to extreme logic has effectively made the Vulcans generally more intelligent than other species. They start with a d6 in Smarts rather than a d4.
  • SUPERHUMAN STRENGTH (+2) – Vulcans are also much stronger than humans. They start with a d2 in Strength rather than a d4.
  • VULCAN PSIONICS (+3) – Some Vulcans are trained in Psionics and as such start with 5 Power points to use among the following skills:
    • MIND MELD – The character may spend 2 Power make touch attack to read the targets mind. If successful the character makes an opposed Smarts roll, with each success and raise providing one piece of information from the target’s memory.
    • VULCAN NERVE PINCH – The character may spend 3 Power to make a Touch Attack against a target. If successful the target makes a Smarts roll at -2 or be shaken. On a raise the target is Incapacitated.

Leave a Reply

Your email address will not be published. Required fields are marked *