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RACES FOR D20 STAR TREK

Originally Posted by

Rustam of the Wizards Community forums.

On this Thread

These stats are heavily influenced by the Decipher CODA Star Trek rules. All skills bonuses and bonus feats are based on those from Star Wars Revised Core Rulebook.

FEDERATION RACES

Humans
• Medium-size: As Medium-size creatures humans have no special bonuses or penalties due to their size.
• Humans base speed is 10 meters.
• +2 species bonus to all saving throws. Humans Courage and Luck tend to protect them in most situations.
• 1 extra feat at first level, because humans are quick to master specialized tasks and varied in their talents.
• 4 extra skill points a 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at first level are added on as a bonus, not multiplied in.
• Automatic Language: Federation Standard and Native Language.


ANDORIANS

• +2 Constitution, -2 Intelligence
• Medium-size: As Medium-size creatures Andorians have no special bonuses or penalties due to their size.
• Andorians base speed is 10 meters.
• +2 species bonus to Fortitude saves. The rigors of Andorian climate and culture produce few weaklings.
• +2 to Fortitude saves versus Cold effects, -1 Fortitude saves versus poisons. Thanks to their twin-layered circulatory system, Andorians are less vulnerable to the cold, but more vulnerable to poison, which spreads through their bodies faster.
• +2 species bonus to Listen and Spot skill checks. Andorians antennae enhance their senses, this feat is lost of the antennae are damaged.
• KETH: All Andorians belong to a keth, or clan, often specializing in an area of expertise or particulate service. Choose your keth, and record the modifications

Aldin: +2 species bonus to two scientific Knowledge skill (choose at character creation) skill checks.

Athrun: +2 species bonus to Astrogate and Pilot skill checks.

Birev: +2 species bonus to Disable Device and Repair skill checks.

Dara: +2 species bonus to Hide and Move Silent skill checks.

Dovoro: +2 species bonus to Appraise and one Profession (choose at character creation) skill checks.

Idrani: Bonus Feat: Weapons Focus.

Idisha: +2 species bonus to Disguise and Entertain (Acting) skill checks.

Kor: +2 species bonus to Diplomacy and Sense Motive skill checks.

P’Trell: +2 species bonus to Gather Information and Treat Injury skill checks.
• Automatic Language: Federation Standard and Andorian (also known as Graalen).

BAJORANS
• Medium-size: As Medium-size creatures Bajorans have no special bonuses or penalties due to their size.
• Bajorans base speed is 10 meters.
• +2 species bonus to Craft skill checks. Bajorans are generally artistic, and even average citizens practice some form of artistic expression as a hobby.
• +2 species bonus to Knowledge (religion) skill checks. Religion permeates Bajoran society as every child learns to respect the prophets. Even those who reject the Prophets can cite quotes from the Sacred Texts and know the proper rituals.
• +1 racial bonus to all saving throws. All Bajorans possess a pagh-roughly speaking a “soul,” though the term also refers to an individuals courage or “life force.” If a Bajoran heeds the word and will of the Prophets and lives his life properly, the Prophets support and replenish his pagh, and remains strong and pure. If he turns away from the Prophets (for example, to worship the evil Pah-wraiths) or acts evilly, his pagh becomes dark and corrupt.
If a Bajoran rejects the Phophets he loses this bonus entirely untul he atones for his betrayal.
A Bajoran mystic within four meters of another Bajoran can detect that Bajoran’s pagh with a DC 15 Sense Motive skill check. If he grasps the Bajoran’s ear (the gateway to the pagh, for the words of the Prophets enter the soul through the ear), reduce the DC to 10.

BETAZOIDS
• -2 Strength, +2 Wisdom, +2 Charisma
• Medium-size: As Medium-size creatures Betazoids have no special bonuses or penalties due to their size.
• Betazoids base speed is 10 meters.
• Bonus Feat: Psionic. Betazoids automatically possess the Psionic feat.
• +4 species bonus to Diplomacy skill checks. Betazoids prefer to settle differences through peaceful means, and Betazoid diplomats are highly sought after.
• +4 species bonus to Telepathy skill checks. Betazoids can communicate mentally only with other telepaths, however. They can read anyone’s thoughts, but can project thought only to other telepaths. (Half-Betazoids usually possess more limited empathic powers (and may substitute the Empathy skill in place of Telepathy).
• Automatic Languages: Federation Standard and Betazoid.

BOLIANS
• -2 Strength, +2 Dexterity
• Medium-size: As Medium-size creatures Bolians have no special bonuses or penalties due to their size.
• Bolians base speed is 10 meters.
• +2 species bonus to Diplomacy and Gather Information skill checks. The gregarious and sociable Bolians are always making friends.
• +2 species bonus to attack rolls and cooperative skill checks. This bonus is added to the base +2 for a successful cooperative skill check as well as the initial skill check. Bolians naturally excel at working with a team.
• +1 to attack rolls and saves when defending others. Bolians tend to be selfless and protective of others.
• Automatic Languages: Federation Standard and Bolian.

CENTAURANS
• +2 Charisma
• Medium-size: As Medium-size creatures centaurans have no special bonuses or penalties due to their size.
• Centaurans base speed is 10 meters.
• +2 species bonus to Will saves. Centaurans are centered, possibly as part of their Human heritage.
• +2 species bonus to Bluff, Diplomacy and Sense Motive skill checks. If a Centauran takes the Psionic feat, she receives a +2 species bonus to Empathy skill. Centaurans are culturally concerned with others’ emotional state.
• +2 species bonus to all Craft and Entertain skill tests. Centaurans are trained and nurtured in aesthetics from childhood.
• Automatic Languages: Federation Standard and Centauran.


DELTANS

• -2 Constitution, +2 Wisdom, +2 Charisma
• Medium-size: As Medium-size creatures Deltans have no special bonuses or penalties due to their size.
• Deltans base speed is 10 meters.
• Bonus feat: Psionic. Deltans automatically posess the Psionic feat.
• +2 species bonus to Astogate and Survival (dealing with direction or orienteering) skill checks. Deltans have a knack for navigating, especially by the stars and tides.
• +4 species bonus to Empathy skills tests. A Deltan with 8+ in Empathy skill can take the Mind-Meld skill (treat as the Vulcan species ability).
• +2 species bonus to Heal Another, Heal Self, and Treat Injury skill checks. The Deltan technique of pain reduction allows a Deltan empath to ease the pain and trauma from wounds and disease.
• Automatic Languages: Federation Standard and Deltan.

GRAZERITES
• Medium-size: As Medium-size creatures Grazerites have no special bonuses or penalties due to their size.
• Grazerites base speed is 10 meters.
• +4 species bonus to Concentration skill checks. Grazerites are skilled at maintaining their focus through lengthy periods of detailed meditation.
• +2 species bonus to Fortitude saves to resist Stun effects.
• +2 species bonus to Bluff, Diplomacy and Sense Motive skill checks involving groups of sentient beings. +2 species bonus to Knowledge (alien species) and Knowledge (Politics) skill checks. Grazerites are masters of group agreement and consensus, and sensitive shifts in group opinion.
• +2 natural armor bonus to Defense. Grazerites have a natural body armor that enhances their defense.
• A Grazerite can head butt opponents with his thick skull, receiving a +1 species bonus to the attack roll, dealing 1d6 damage (plus Strength modifier). The head butt does not provoke an attack of opportunity. All Grazerites are trained palava, the traditional Grazerite unarmed combat method, centering on the use of horns to smash one’s opponent off-balance. It descends from the primitive contest Grazerites males used to fight for admission to, and leadership of, the tribe. Palava exists solely as a Grazerite athletic sport, similar to Earth wrestling.
• Automatic Languages: Federation Standard and Grazerite.

REGULANS
• +2 Dexterity, -2 Constitution, +2 Wisdom
• Medium-size: As Medium-size creatures Regulans have no special bonuses or penalties due to their size.
• Regulans base speed is 12 meters.
• Low-Light Vision: Regulans can see twice as far as Humans in dim light. They retain the ability to distinguish color and detail under these conditions.
• +2 species bonus to Listen, Search and Spot skill checks. +2 additional species bonus to Listen skill checks to discriminate sounds. Regulans can hear sounds in the ultrasonic and subsonic frequencies.
• Automatic Languages: Federation Standard and Regulan Standard.

TELLARITES
• +2 Constitution, -2 Charisma
• Medium-size: As Medium-size creatures Tellarites have no special bonuses or penalties due to their size.
• Tellarites base speed is 10 meters.
• Infrared Vision: Tellarites can see heat patterns in the dark up to 20 meters. Infrared vision shows the heat outline, and cannot give details such as color and texture.
• +2 species bonus for any check that involves physical exertion (Swimming, Running, etc.). The single-minded Tellarites learn to push themselves.
• +2 species bonus to Reflex saves and Initiative rolls. Tellarite brain-eye structure and slightly higher adrenaline and acetylcholine production of the Tellarite limbic system, both contribute to better-than-average reflexes.
• Bonus feat: Gearhead. Tellarites have a natural affinity with building and repairing mechanical devices, possibly due to superior senses of relative distance, depth and density.
• +2 species bonus to Knowledge (Engineering) and Knowledge (Technology) skill checks. Every Tellarite receives intensive training in engineering at all levels of school.
• Automatic Languages: Federation Standard and Tellarite.

TIBURONESE
• -2 Constitution, +2 Charisma
• Medium-size: As Medium-size creatures Tiburonese have no special bonuses or penalties due to their size.
• Tiburonese base speed is 10 meters.
• +2 species bonus to Diplomacy and Gather Information skill checks. Tiburonese are friendly and comfortable with others.
• +2 species bonus with Bluff and Gaming skill checks. Tiburonese culture enjoys amusements and games of chance of all kinds.
• +2 species bonus with Computer Use, Disable Device, Knowledge (Technology) and Repair skill checks. Tiburonese are the product of the Federation’s most technophilic culture.
• Automatic Languages: Federation Standard and Tiburonese.

TRILL
• -2 Constitution, +2 Intelligence, +2 Wisdom
• Medium-size: As Medium-size creatures Trill have no special bonuses or penalties due to their size.
• Trill base speed is 10 meters.
• 4 extra skill points a 1st level and 1 extra skill point at each additional level, like humans, trill are versatile and capable. (The 4 skill points at first level are added on as a bonus, not multiplied in.
• Non-Joined Trill: 1 extra feat at first level, non-joined Trill are quick to master specialized tasks and varied in their talents.
• Joined Trill: +2 species bonus to all Knowledge and Profession skill checks. This reflects the knowledge of the symbiont’s past hosts, and their accomplishments.
• Joined Trill: 4 extra skill points at the time of joining for each past host the symbiont has had. (rolling 1D4+1 is a good way to determine the number of past hosts).
• Symbionts do not have feats independent of their host. Feats are an aspect of the host character and do not carry over from host to host.
• Some joined Trill cannot safely use transporters. To determine this roll 1D6, on a 1, the character suffers from this restriction. Every time the character uses a transporter make a Fortitude save (DC 20), if the save is failed the character suffers 2D6 damage from the transport (no defense or reaction roll applies).
• Automatic Languages: Federation Standard and Trill.

VULCAN
• +4 Strength, +2 Intelligence, -4 Charisma
• Medium-size: As Medium-size creatures Vulcans have no special bonuses or penalties due to their size.
• Vulcan base speed is 12 meters.
• +4 Species bonus to Listen checks. Vulcans have keen hearing and are very attentive.
• Bonus feat: Psionic. Vulcans automatically posses the Psionic feat.
• Bonus Feat: Stamina. Vulcans heal at twice the rate that Humans do.
• +4 species bonus to Mind-Meld skill checks. This Vulcan discipline allows them to share memories with another character.
• Vulcan can make a Nerve Pinch attack by making a successful Touch attack. If successful the target must make a Fortitude save (DC 15 + half attackers level + Intelligence. Mod.). If the save fails the target is automatically stunned for 2D6 rounds.
• Automatic Languages: Federation Standard and Vulcan.

ZALDANS
• +2 Strength, +2 Constitution, -2 Wisdom, -4 Charisma
• Medium-size: As Medium-size creatures Zaldans have no special bonuses or penalties due to their size.
• Zaldan base speed is 10 meters.
• +2 species bonus for any check that involves physical exertion (Swimming, Running, etc.). Although not water-breathers, Zaldans evolved the ability to remain underwater for extended periods of time.
• +2 species bonus to Swim checks.
• +2 species bonus to Fortitude saves to resist diseases and poisons. Zaldan biochemistry is highly efficient, since it evolved to digest the incredibly dangerous and often toxic Zaldan kelp.
• +2 species bonus to Will saves, Zaldan culture and sociaobiology both encourage firmness of mind.
• +2 species bonus to Fortitude saves to resist cold. It also takes twice as long for suffer damage when exposed to the icy vacuum of space. The icy Zaldan climate and oceans give Zaldans excellent resistance against the cold.
• Automatic Languages: Federation Standard and Zeldan.

OTHER RACES

CARDASSIANS
• -2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma
• Medium-size: As Medium-size creatures Cardassians have no special bonuses or penalties due to their size.
• Cardassians base speed is 10 meters.
• +2 species bonus to Fortitude saves. Cardassians’ thisck skin and tough bodies allow them to tolerate pain better than other species.
• +2 species bonus on all Knowledge skill checks and those checks that involve memory. All Cardassians receive intense mental training during childhood.
• +2 Species bonus to Bluff, Gather Information and Sense Motive checks. Even the most innocuous relationship with a Cardassian could be part of an elaborate pot. Cardassians are generally good at extracting information from others, through careful questioning, subterfuge, or interrogation.
• Bonus feat: Influence. Corruption, influence peddling, graft, and nepotism afflict Cardassian society-often it’s whoa a Cardassian knows, not what he knows, that matters. Every Cardassian has vesalya, a vast and elaborate web of personal contacts, influence, and friends who help him get things done. Someone does a favor for him, he does a favor for them in return, and thetyey use and exchange vesala.
A Cardassian gains enhanced benefit from his Reputation, improving his chances to persuade another Cardassian to assist him (because of his status) or intimidating a fellow Cardassian to provide secret information (because of his powerful connections).
• Automatic Language: Cardassian.

FERENGI
• -2 Strength, +2 Intelligence, +2 Charisma
• Medium-size: As Medium-size creatures Cardassians have no special bonuses or penalties due to their size.
• Cardassians base speed is 10 meters.
• Ferengi have four-lobed brains, which render them immune to psionic skills and psi-like abilities. Ferengi cannot aquire the Psionic feat, and al Psionic skill checks against them, that aren’t physical in nature, automatically fail.
• +4 species bonus to Listen checks. Ferengi have enormous ears.
• +4 species bonus to Appraise skill checks and Appraise is always a class skill. Even the lowliest crewman on a Ferengi Marauder can identify business opportunities.
• +4 species bonus to Knowledge (Mathematics) skill checks. Due to both physiological and cultural reasons, Ferengi possess a knack for juggling numbers.
• +2 species bonus to all Profession skill checks. Ferengi often find the best way to maximize their profit, from finding the best prices on kanar to bilking dabo girls of their tips.
• Automatic Language: Ferengi

KLINGONS
• +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
• Medium-size: As Medium-size creatures Klingons have no special bonuses or penalties due to their size.
• Klingons base speed is 10 meters.
• Proficient with Klingon weapons. All Klingons learn to use the weapons traditional to their culture.
• +2 species bonus to Fortitude saves plus an additional +4 species bonus to Fortitude saves that involve disease, massive damage poison, and stunning. Klingons possess duplicates of many of their vital organs—they have an eight-chambered heart, two livers, and twenty-three rib pairs. This redundancy, called brak’kul, makes it much harder to kill them.
• Klingon Ferocity: When a Klingon’s ferocity is triggered, he temporarily gains +4 Strength, +2 vitality points per level, and a +2 ferocity bonus on Fortitude and Will saves, but suffers a -2 to Defense. Klingons have short temper and are quick to fight.
• Bonus feat: Influence. Klingons put high value on their reputation as honorable warriors. This ability is similar to Cardassian velasa, but deals more with honor than treachery.
• Automatic Language: Klingon.

ORIONS
• -2 Wisdom, +2 Charisma
• Medium-size: As Medium-size creatures Cardassians have no special bonuses or penalties due to their size.
• Cardassians base speed is 10 meters.
• +2 species bonus to Will saves. The average Orion is a product of an unthinkably ancient, cosmopolitan civilization stretching across two quadrants and priding itself on its casual decadence. Nothing fazes him, and nothing is too strange to deal with.
• 5 Energy resistance versus radiation, 10 Energy resistance versus ultraviolet radiation. Orions evolved unda a ble-white sun and the purple skies of Rigel VII. Their green skin keeps them relatively immune to ultraviolet radiation and somewhat resistant to radiation in general.
• +2 species bonus on Appraise , Bluff, Diplomacy, Gather Information and Sense Motive skill checks.
• Automatic Language: Orion (also called Kolari).

ROMULANS
• +2 Strength, -2 Wisdom, -2 Charisma
• Medium-size: As Medium-size creatures Romulans have no special bonuses or penalties due to their size.
• Romulans base speed is 10 meters.
• +4 Species bonus to Listen checks. Romulans have keen hearing and are very attentive.
• +2 species bonus to attack rolls and cooperative skill checks. This bonus is added to the base +2 for a successful cooperative skill check as well as the initial skill check. Trained from birth to devote themselves to the Romulan state, Romulans work well in organizations and while under stress.
• +2 species bonus to Gather Information, Listen, Search and Spot checks. Romulan society is encouraged to watch their fellow citizens for signs of disloyalty, Tal Shiar agents infiltrate all tiers of society, individuals keepa an eye on neighbors, and sub-commanders rountinely inform on superior officers.
• Bonus feat: Influence. Romulans concern themselves with the glory of the empire. This ability is similar to Cardassian velasa, but deals more with power than treachery.
• Automatic Language: Romulan.

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Equipment

Originally Posted by

Rustam of the Wizards Community forums.

On this Thread

Well… a true Starfleet phaser comes in vaious types with 16 different settings. There have been many suggestions on how to deal with this, but I believe that the following is a good example:

Hand Phaser Settings

1 Stun (Fort save DC 15) – “Light Stun” Stun a Human for 5 min 2 Stun (Fort save DC 20) “Medium Stun” Stun a Human for 15 min 3 Stun (Fort save DC 25) “Heavy Stun” Stun a Human for 1 hour 4 2d6 “Light Thermal” Cut a 1 m hole in 10 cm of wood in 3 min 5 2d8 “Medium Thermal” Cut a 1 m hole in 10 cm of steel in 3 min 6 3d6 “Heavy Thermal” Cut a 1 m hole in 10 cm of steel or rock in 30 sec 7 3d8 “Light Disrupt A / Kill” Killl a humanoid; cut a 1 meter hole in duranium bulkhead in 10 min 8 8d6* “Light Disrupt B” Vaporize humanoid 9 9d6* “Light Disrupt C” Vaporize resilient alloys (beam may ricochet) 10 10d6* “Medium Disrupt A” Vaporize any substance (energy rebound prior to vaporization common) 11 11d6* “Medium Disrupt B” Explode 10 cubic meters of rock into rubble 12 12d6* “Medium Disrupt C” Explode 50 cubic meters of rock into rubble 13 13d6* “Heavy Disrupt A” Explode 100 cubic meters of rock into rubble 14 14d6* “Heavy Disrupt B” Explode 160 cubic meters of rock into rubble 15 15d6* “Heavy Disrupt C” Explode 400 cubic meters of rock into rubble 16 16d6* “Medium Disrupt D” Explode 600 cubic meters of rock into rubble * At this setting any target hit must make a Reflex save DC 10 to avoid a Critical. Any target reduced to 0 Wound Points / Hit Points is disintegrated.

Notes Changing the setting is a move action.

Regulations and Computer Locks

All phasers are restricted to Heavy Stun setting as the maximum setting, and all phasers must be kept at setting 1 by default. Only a senior officer (Captain, Exec, Security Officer, aso) can order a setting higher than 3.
Regardless of orders, no phaser aboard ship can be set to a higher setting than setting 8, unless a commanding officer (Captain or Exec only) alters the computer lock, requiring a Computer Use check (DC 15) from a proper command terminal. Authorizing a setting higher than 8 can only be done under extreme circumstances without breach of regulation.
A phaser can be disconnected from the ships computer lock by making a Computer Use or Repair check (DC 20). Disconnecting a phaser from the computer lock is a serious breach of regulation, and may lead to a courtmartial.
A phser out of range of the ships computer is not restriced, and may be set to any setting. The range of the computer lock is the same as the range for standard communication.

Special Settings

Standard Beam – Default setting, using the standard phaser damage settings.
Pulse – Firing in pulse mode creates shorter beams that inflict +1 point of damage per damage die, at a cost of 2 extra charges.
Continuous Beam – A continuous beam, fired as a standard attack action, confers a +2 bonus to the attack roll, at a cost of 2 additional charges.
Wide Beam – Wide beam mode allows you to hit several targets at once or to clear a large area of debris. Wide beam mode affects all targets in a 10 meter / 30 feet cone. Wide beam costs three times the charges or firing the weapon on standard mode and restricts the weapon to power settings 1-6.
Overload – Setting a phaser to overload requires a Demolitions check, or other appropriate skill, such as Repair (DC 15). A timer can be set to detonate any time within 1-5 rounds after activation. The blast destroys the phaser and deals 1d6 points of damage per 2 remaining charges in a 10 meter blast radius.

Starfleet Type-I Hand Phaser
Weapon type: Holdout Phaser
Proficiency Group: Blaster Pistols
Damage: Settings 1-8
Charges: 50
Range Increment: 6 m
Hardness: 5
WP/HP: 1
Multifire/Autofire: M/A
Critical: 20
Weight: .2 kg
Type: Energy
Size: Tiny
Break DC: 12

Starfleet Type-II Holstered Phaser
Weapon type: Phaser Pistol
Proficiency Group: Blaster Pistols
Damage: Settings 1-16
Charges: 100
Range Increment: 12 m
Hardness: 5
WP/HP: 2
Multifire/Autofire: M/A
Critical: 20
Weight: .6 kg
Type: Energy
Size: Small
Break DC: 14

Starfleet Type-III Phaser Rifle
Weapon type: Phaser Rifle
Proficiency Group: Blaster Rifles
Damage: Settings 1-16
Charges: 100
Range Increment: 20 m
Hardness: 5
WP/HP: 4
Multifire/Autofire: M/A
Critical: 20
Weight: 1.1 kg
Type: Energy
Size: Medium
Break DC: 14
Notes: It has flip up sight for aimed shots +1 circumstance bonus. Also has a targeting module that can ignore first two range increment modifiers and gives a +3 circumstance bonus to attacks when taking and aimed shot. Shooter must take a full round action to acquire target.

Starfleet Type-IV Compression Phaser Rifle
Weapon type: Phaser Rifle
Proficiency Group: Blaster Rifles
Damage: Settings 1-16
Charges: 100
Range Increment: 6 m
Hardness: 5
WP/HP: 5
Multifire/Autofire: M/A
Critical: 20
Weight: 2.0 kg
Type: Energy
Size: Medium
Break DC: 15
Notes: Has a targeting module that can ignore first two range increment modifiers and gives a +3 circumstance bonus to attacks when taking and aimed shot. Shooter must take a full round action to acquire target.

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