More Races (and Class options) will be added later (such as Soong Androids), but for now the Notes will Focus on those Races who are most active within the Federation.
Again I make an assumption here, that in reading these notes you are familiar with the Star Trek Universe – so detailed descriptions of these Races aren’t included.
+2 Con, -2 Wis
High Pain Threshold
Andorian Characters add double their Level to their Life Points.
Andorian Characters add a +2 Species Bonus to all rolls involving Tasks involving listening, and detecting anomalies (such as hidden passages) within a 3 meter radius.
Andorians who lose an Antennai suffer disorientation and migraines until it grows back (+2 difficulty modifier to all challenges).
Bajorans receive a +2 bonus to all Reflex, Toughness, and Willpower rolls. This is due to their natural determination, tenacity, and a strong belief in the Prophets and their “Pagh”.
Bajorans come from a Culture of Artists and Craftsmen, and so receive a +2 Racial Bonus to all Tasks involving Arts and Crafts.
Betazoids are naturally Telepathic, and so may attempt Tasks involving Telepathy and Empathy. These abilities are always considered to be Class Skills, so Betazoids may add double their level as a bonus to any rolls involving such Tasks.
Betazoids add a +4 Species Bonus to all rolls involving Negotiating and Mediating Tasks.
-2 Str, +2 Dex
Bolians receive a +2 Racial Bonus applied to all Tasks when working as part of a Team. This applies to other members of the Team as well, not just Bolians. Providing the Bolian is present, everyone in the Team receives the +2 bonus to all Task rolls.
Human characters receive a +2 bonus to all Reflex, Toughness, and Willpower rolls. Courage and Luck tend to protect Humans in most situations.
Humans tend to excel at things they are passionate about. They receive a + 4 Racial Bonus to a “Field of Expertise” of the Players Choice (noted on the Character Sheet), or +2 Racial Bonus to any two “Specialities” of the Players Choice (noted on the Character Sheet).
+2 Con, -2 Cha
Tellarites are a lot more robust than most Races, and so receive a +2 Racial Bonus to Toughness.
Tellarites tend to be precise and deliberate – giving them a natural “leaning” towards the Engineering Class. They receive a +4 Racial Bonus to all Tasks involving Engineering, Maintenance, and Repair. This also tends to make them impatient with other races, so they receive a +2 to the Challenge Rating of all Task involving Diplomacy and Social Interaction.
+2 Int, +2 Wis
Joined Trill have many lifetimes of Training. They receive a + 4 Racial Bonus to two “Fields of Expertise” of the Players Choice (noted on the Character Sheet), or +2 Racial Bonus to any four “Specialities” of the Players Choice (noted on the Character Sheet), or they may instead take one “Field of Expertise” and any two “Specialities” of the Players Choice (noted on the Character Sheet) instead.
+2 Int, +4 Str, -6 Cha
Vulcans are naturally Telepathic, and so may attempt Tasks involving Telepathy – however for the purposed of these rules such Tasks are restricted to Mind Melds and the Vulcan Nerve Pinch. Such Tasks are always considered to be Class Skills, so Vulcans may add double their level as a bonus to any rolls involving such Tasks.
Vulcan Nerve Pinch – An application of a Vulcan Neuralpressure Technique, the nerve Pinch requires contact with a nerve cluster between the neck and shoulder of the subject. When using this talent, the character must make an unarmed attack roll – using the standard Attack Rules. Upon a successful hit - if the subject fails a Toughness save with a Challenge modification equal to the value of the attacking Vulcans Wisdom Bonus, the subject is rendered unconscious for 2d6 minutes, or until revived by medical attention.
Vulcan Mind-Meld – Often mistaken as a simple Psychic technique, the Mind-Meld is steeped in Vulcan tradition and mysticism – and wasn’t allowed to be used on non-Vulcans until the 23rd Century. By coming in physical contact with a willing subject, the character is able to merge minds with the subject, essentially creating a single consciousness in two bodies. This allows for deep two-way mental communication. An unwilling Target must make a Willpower Save, with a Modifier equal to the Vulcans Level – if the victim passes the roll the Mind Meld is unsuccessful, and may not be attempted again for 24 hours.
Rapid Healing - Vulcans may, once a day if injured – enter a trance-like state to heal themselves.
10 Minutes = 1D8 Hit Points or 1D4 Life Points
20 Minutes = 2D8 Hit Points or 2D4 Life Points
30 Minutes = 3D8 Hit Points or 3D4 Life Points
40 Minutes = 4D8 Hit Points or 4D4 Life Points
50 Minutes = 5D8 Hit Points or 5D4 Life Points - and so on . . . . . . . . .