[go: up one dir, main page]

0% found this document useful (0 votes)
72 views16 pages

Aliens A-Z Book 3 K-O

The document is a fan sourcebook for Star Trek™ Adventures, written by Michael Walton, detailing various alien species for gameplay, including Khapra’a, Khaviti, Kunlevar, and Kyramene. Each species is described with unique traits, cultural backgrounds, and gameplay mechanics, providing options for players to incorporate them into their campaigns. The sourcebook emphasizes non-commercial use and the creative expansion of the Star Trek universe.

Uploaded by

burningbright
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
72 views16 pages

Aliens A-Z Book 3 K-O

The document is a fan sourcebook for Star Trek™ Adventures, written by Michael Walton, detailing various alien species for gameplay, including Khapra’a, Khaviti, Kunlevar, and Kyramene. Each species is described with unique traits, cultural backgrounds, and gameplay mechanics, providing options for players to incorporate them into their campaigns. The sourcebook emphasizes non-commercial use and the creative expansion of the Star Trek universe.

Uploaded by

burningbright
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

TM

- -
TM

TM

A Star Trek™ Adventures Fan Sourcebook

Written by Michael Walton

Images generated with


Microsoft Designer and Google Gemini

Khapra’a p. 02
Khaviti p. 03
Kunlevar p. 04
Kyramene p. 05
Lokabbi p. 06
Lovastine p. 07
Melleorune p. 08
Mydroth p. 09
Nahleshna p. 10
Noma Chau p. 11
Ogen-Jila p. 12
Opperlinian p. 13
Star Trek™ is the property of Paramount/CBS. All rights reserved by them.
Also, this is a non-commercial fanmade work. If you paid money for this book you got robbed.
…but not necessarily other humans. Aliens A-Z Book 3 GAMMA QUADRANT
continues the series to provide twelve more sapient If the Alpha and Beta Quadrants aren’t enough for you,
species for your Star Trek™ Adventures campaign -- take a trip through the Bajoran wormhole to explore
regardless of what kind of campaign it happens to be. Dominion space… or seek fame and fortune among great
trader species like the Dosi, the Karemma, and the Wadi…
FEDERATION/STARFLEET or fight for the glory and favor of the Founders.
What most Star Trek™ Adventures campaigns are; the
exploration, military, or scientific missions of Starfleet DELTA QUADRANT
personnel (or at least Federation citizens) and those Follow the path of USS Voyager as she fights her way
species that have normalized relations with the Federation. home to the Alpha Quadrant, or become part of the
struggles of the peoples of that faraway region of space.
KLINGON/ROMULAN
Set forth to bring glory to the Empire (Romulan or Klingon) A NOTE ON HYBRIDS
as a member of the ruling species… or one of the ruled. The Star Trek™ Adventures core rules provide instructions
on how to create a character of mixed species. One caveat
INDEPENDENT on this is to restrict such combinations to those that make
The “none of the above” option for those who want sense. A hybrid of two humanoid species or two reptiloid
something other than Federation, Klingon, or Romulan. species? Sure, why not? A mix between a humanoid and a
This also offers a chance for game action other than reptiloid, or a reptiloid and an insectoid? Highly doubtful. A
exploration or military -- if the life of an independent cross between a carbon-based lifeform and a silicon-based
scientist, merchant, or outlaw is what you crave, this is the lifeform? Not a chance.
campaign for you.
KHAPRA'A
THE NEXT GENERATION ERA AND BEYOND

Khapra’a (kah-PRAH-ah) are mostly humanoid except for


having cloven hooves for feet, yellow eyes with horizontal
pupils, and curling horns growing from the tops of their
heads. They are well adapted to living on the mountainous
islands that are the only land surface on their homeworld.
Males average 1.6-1.85 meters tall and mass about 70-85
kg. Females are typically about 10 cm. shorter and roughly
15 kg. lighter.

The planet A’chuba (ah-CHOO-bah) in the Beta Quadrant


barely qualifies as Class M, which originally led Federation
scientists to believe that it was not the Khapra’a’s planet of
origin. In fact it is, but it is only recently recovered from an
environmental disaster that led to massive climate change
-- so in a very real sense it is no longer the world on which
they evolved.

Having barely survived a catastrophe of their own making


the Khapra’a are now fanatic about the responsible use of
technology -- in particular weather control, which is what led
to the global flooding. The caution the species has learned
as a result of nearly destroying themselves doesn’t just
extend to the use of technology; most Khapra’a are loathe
to trust new ways of doing anything without first taking time
to anticipate possible drawbacks.

SAMPLE VALUES: TALENTS


 Beware of unintended consequences PROJECTED CONSEQUENCES
 The higher the waters, the higher we must climb REQUIREMENT: Khapra'a, or GM’s Permission
 Whoever breaks it should fix it You are especially good at anticipating what effects a
 One’s hubris is one’s own worst enemy new technology or process might have in the long term.
For such a task you roll a bonus d20 and may re-roll
ATTRIBUTES: +1 Control, +1 Fitness, +1 Reason one die that doesn’t generate a success.
TRAIT: Khapra'a. Their light builds and abundant fast- KHAPRA'A NAMES: The family name is followed by a
twitch muscles make Khapra’a fast and agile. They are personal name. A full introduction includes the name of
phenomenal climbers who can walk up slopes as steep as the individual’s birthplace. Family and place names are
60° without using their hands, but they are less proficient always three syllables long with an apostrophe in them,
at swimming. The cold and thin air of high altitude don’t and “ll” is pronounced like “y. “
bother them, but heat and high pressure are a different
matter. Khapra’a are cautious and conservative -- often  FAMILY: A’glera, De’igo, Ga’raza, Vi’pano
too much so for their own good.
 FEMININE: Aralla, Gisol, Orian, Sala
THE GREAT RAM’S FEATURES (SPECIES ABILITY):
You have natural weaponry in the form of hooves and  MASCULINE: Ateo, Jahul, Rafal, Zalador
horns. Unarmed attacks in the form of headbutts and kicks
have +1 Severity. You may also roll an additional d20 on  PLACE: do Coro’do, do Ma’adri, do Sanjel’o, do
climbing tasks and checks to resist the effects of altitude. Val’ensa

A Khapra’a makes for a good “voice of reason” character in a Starfleet or independents campaign. For a change of pace one could defy
the stereotype and have a reckless Khapra’a innovator as a PC or NPC.
KHAVITI
THE NEXT GENERATION ERA AND BEYOND

Khaviti (kah-VEE-tee; hard guttural sound as in “chutzpah”) are


humanoids with traitsof both rodents and felines. They stand
1.45-1.6 meters tall and have skin and hair in shades of purple.
Most have blue or violet eyes, while yellow and gray are rare.

The Khaviti are descended from plains-dwelling nocturnal


herbivores, and to this day their diet consists of legumes,
vegetables, fruits, and tubers. The fact of having always been
gatherers but never hunters has colored their outlook throughout
their history. Khaviti society strongly favors cooperation over
competition, and to their thinking the best defense is to be too
good at trading and negotiation to be worth attacking. They have
also retained their ancestors’ penchant for fleeing predators
instead of fighting them; none of Khavit’s (kah-VEETZ)
languages has any word for “coward,” but many use the same
word for “bravery” and “suicide” or for “hero” and “idiot.” Some
also retain the ancestral ability to deter predators by projecting
their fear onto an attacker.

The probability of experiencing violence -- and the surety of


being trained to commit it -- causes the Khaviti who join Starfleet
to be regarded as mildly insane by others of their species. The
fact that most Starfleet Khaviti have criminal records and/or a
history of being troubled youths does nothing to dispel this belief.
While rather timid by human standards Khaviti in Starfleet are
among the most violent members of an almost completely
nonviolent species.

SAMPLE VALUES: TALENTS


 We either work together or die alone EMOTION BOMB
 Another’s life is not mine to take REQUIREMENT: Khaviti, or GM’s Permission
 To hurt me they must first catch me You can roll Presence + Command to make an
 Only fight when flight doesn’t work Intensity 2 Stun attack on a target within Reach, and
you can increase the damage using Command. This
ATTRIBUTES: +1 Control, +1 Insight, +1 Presence ability has no effect if the target is truly emotionless.
TRAIT: Khaviti. Khaviti have superior night vision and KHAVITI NAMES: Khaviti names are 2-4 syllables
keen senses of smell and hearing, but their eyes are long and sound vaguely Egyptian. In place of a family
hypersensitive to light. They are supremely graceful and name there is an identifier of the individual’s place in
can run with alarming speed. As contact empaths they their immediate family. As a person ages they may
dislike touch outside the context of a close relationship but replace the identifier with an epithet that reflects some
are otherwise excellent negotiators. The tail is prehensile, great (mis)deed, but a full introduction includes both.
but not enough so for fine manipulation. They are quite
incapable of digesting meat  FEMININE: Doreni, Nethor, Rekhbatani, Shayet

NIGHTRUNNER (SPECIES ABILITY): You are naturally  MASCULINE: Amare, Khutar, Opaout, Yenthu
stealthy, and you can move at top speed without breaking
stealth. You roll an extra d20 on all stealth tasks, and  EPITHET: Bloodhunter, Disowned Daughter,
performing a movement task doesn’t automatically give Moonstrider, Second Son of [father’s name]
away your position.

With their allergy to combat Khaviti make good comic relief characters in Federation campaigns, or one could go against the grain with
a scrappy Khaviti who rushes in where angels fear to tread. Be sure to play up how more conventional Khaviti react to such individuals.
KUNLEVAR
ALL ERAS OF PLAY

Kunlevar (KOON-leh-vahr) are genetic cousins of the


Bolians with blue skin and flat noses. Males are bald, and
most females can only grown hair from the temples down
to chin length. Average height is 1.45-1.7 meters with
males being noticeably taller. Kunlevar are thick-boned and
heavyset with masses of 80-100 kg. being common.

When the Klingons came to planet Kunlev (KOON-lev) they


expected an easy conquest. They did not expect to be
welcomed with open arms, served a sumptuous meal, and
sold summer homes. The Kunlevar are no champions of
the combat arena, but they are titans of the financial arena.
Within a decade of being conquered by the Klingon Empire
-- if you can call it conquest -- the members of the Kunlev
Association had inserted themselves into nearly every facet
of Klingon business. They don’t run anything on paper
because Klingons hold all of the executive positions, but no
Klingon truly understands the complex web of networks
and regulations that the Kunlevar have woven to hide the
fact that they have (by their lights) conquered the Klingons.
The nice thing about being the power behind the throne is
already having cover when the daggers come out.

Kunlevar pride themselves on their “honesty;” they avoid


lying outright, but they often tell the truth selectively. In their
culture lies of omission aren’t considered to truly be lies.
They regard written lies as the gravest of sins.

SAMPLE VALUES: TALENTS


 Better a kingmaker than a king SUCK UP
 A verbal contract is worth the paper it’s written on REQUIREMENT: Kunlevar, or GM’s Permission
 Between love or money, choose both When confronted with violence from a sapient being
 Never cheat those you might do business with again with whom you can communicate you can roll Presence
+ Command versus the target’s Insight + Command. If
ATTRIBUTES: +1 Insight, +1 Presence, +1 Reason you win the other party stops attacking unless provoked
again. You must spend 1 Determination to use this
TRAIT: Kunlevar. Kunlevar aren’t agile, but they are quite
talent again during the same scene.
resilient. They can digest a wide range of proteins, and
they are so disease resistant that they prefer meat that’s KUNLEVAR NAMES: The full name is first name/middle
slightly rotten (they evolved from carrion eaters). Kunlevar name/family name/“fahn [ancestral home].” Kunlevar go
appear to be harmless even when trying to be intimidating, by first names with family and friends and middle names
but they are naturally skilled at persuasion. Ethanol has with everyone else. The phonetics sound Germanic.
little effect on them, but they enjoy the taste.
 FEMININE: Anyeh, Olvia, Senja, Vibekeh
ADIPOSE ARMOR (SPECIES ABILITY): You aren’t fat,
you’re well-padded. You have Protection 2 that stacks with  MASCULINE: Halbrik, Nikalaz, Taunin, Yuhan
other armor that you wear, though finding armor that fits
you takes some doing. The extra mass slows you down,  FAMILY: Gunzler, Kinz, Nageber, Pakau
however; you have +1 to the complication range for any
task check related to movement or agility.  ANCESTRAL: Heileber, Lorobok, Sülledrof, Tanstafl

Kunlever work best in an independents campaign, but they can also fit in a Klingon campaign that isn’t excessively combat focused. A
Kunlevar master trader can be a great patron… or a frightening mastermind antagonist.
KYRAMENE
THE NEXT GENERATION ERA AND BEYOND

Kyramenes (KEER-ah-meenz) are humanoids with blue


skin, black hair, black eyes, and webbed hands and feet --
they are fully amphibious. The average height range is 1.6-
1.9 meters with females tending slightly taller and slimmer.
The Kyramenes have retained aspects of their ancestral
culture, most notably their caste system, into the modern
day. The three castes are officially equal, but the Avaia
(scholars) occupy most positions of power. The other two
castes are the Delkuta and Hekona (artisans and warriors,
respectively).

Kyramenes had a slow pace of technological development


because living underwater part of the time made certain
paths of advancement difficult or unavailable. Much of their
technology consists of engineered lifeforms rather than
manufactured machines, and they are among the most
advanced species in the Federation in this area. Balancing
the limits of living tech against the demands of industrial
society guided them down a path of sustainability; Kyram
(KEER-ehm) has a nearly pristine environment.

Kyram only achieved warp capability at the end of the 23rd


Century and has been a Federation member for less than
one human (or Kyramene) lifetime. Kyramenes are very
much aware of being the new kids in the quadrant, and
this often affects how they relate to other species -- usually
on the government level, but sometimes as individuals.

SAMPLE VALUES: TALENTS


 A place for everything and everyone DEADLY VOICE
 My caste does not define me REQUIREMENT: Kyramene, or GM’s Permission
 My ancestors are watching when no one else is For 2 Momentum you can focus an echolocation pulse
 Destiny is a goal, not a gift into a Medium range Severity 1 Stun attack with the
Piercing and Inaccurate qualities. This attack can deal
ATTRIBUTES: +1 Control, +1 Fitness, +1 Reason Deadly damage if you are submerged and the target
is at least half submerged.
TRAIT: Kyramene. Adapting to moving through water has
given Kyramenes strength equal to that of Vulcans. They KYRAMENE NAMES: A caste title is followed by a
can see well in the dark, but their main sense is hearing; clan name, a family name, and a personal name, in
they are capable of echolocation and can communicate that order. Sea language, which is spoken underwater,
quickly and efficiently by means of “sonar glyphs.” They sounds like dolphin calls and whalesong. The land
are vulnerable to heat and dehydration. language is similar to Greek.

MARINER (SPECIES ABILITY): You can withstand the  CLAN: Dyraemin, Lomene, Okai, Pakruma
cold and pressure of depths as great as 300 meters and
can hold your breath for [Fitness x 5] minutes at a time.  FAMILY: Horon, Lotessae, Numox, Sarsea
You reduce the difficulty of swimming-based tasks by 1,
and you swim about twice as fast as any human could. If  FEMININE: Emmelis, Jurome, Mondeia, Takris
you sleep in water you can come up for air without waking.
 MASCULINE: Audrus, Giazon, Lagrodus, Rudos

Kyramenes are intended for a Federation/Starfleet or independents campaign.


LOKABBI
ALL ERAS OF PLAY

The Lokabbi (loh-KAH-bee) are 1.4-1.6 meter tall hairless


humanoids with skin in various shades of blue-green, large
red, orange, or yellow eyes that lack pupils, and tail-like
appendages on the backs of their heads like those of their
genetic cousins the Chandir. Lokabbi are an impetuous
people with a love of exploration that rivals that of humans.
No doubt this is a holdover from their nomadic past.

NX-02 Columbia didn’t make first contact with the Lokabbi;


it’s more accurate to say the Lokabbi made first contact
with Columbia. Their propulsion technology was superior
to Earth’s then, and it remains among the most advanced
in the Federation. If only their medical tech had kept up.

Environmental disasters left the surface of Kabbiar (KAH-


bee-arr) uninhabitable centuries ago; the species now lives
on space stations and aboard ships, and they see no point
in going back to life on planets. The Lokabbi have strict
sex-based division of labor; females occupy administrative
and academic roles while males are the artisans, laborers,
and warriors. The Lokabbi joined the UFP for protection
from the Klingons, but since the Organian Peace Treaty
the All-Fleet has gotten bolder about exploring worlds on
the edge of Klingon space. After the Dominion War there
are even clanships that have gone through the Bajoran
wormhole to brave the Gamma Quadrant.

SAMPLE VALUES: TALENTS


 To the horizon and beyond HOLLER
 Mine is but one voice in the choir REQUIREMENT: Lokabbi
 Live on a planet? Who does that? For 2 Momentum you can make a Presence + Command
 It’s not just a ship, it’s a home task versus Control + Command tasks from each hearing
creature within Close range -- the difficulty is reduced by 1
ATTRIBUTES: +1 Control, +1 Daring, +1 Presence (minimum 0) for your allies if you warn them. Creatures
that lose this contest are unable to take major actions for
TRAIT: Lokabbi. Lokabbi have superior speed and agility. one full round.
The resonance chambers in their cranial trunks let them
vocalize in both the infrasonic and ultrasonic ranges, and LOKABBI NAMES: The personal name (two or four
they can hear those sounds as well. Due to their small syllables for females, one or three for males) is followed by
stature Lokabbi aren’t particularly strong, and as diurnal the matronymic “ye’ + [mother’s name]” and the name of
creatures they see poorly in the dark. the birth ship (ships have masculine names). A formal
introduction includes the individual’s rank or profession,
DEEP BREATH (SPECIES ABILITY): You can store extra and some add a navinymic “vo’ + [name of current ship].”
air in your cranial trunk. You can automatically hold your
 FEMININE: Dharnil, Emundani, Kinsha, Nemorona
breath for up to [Fitness ÷ 2, round down] minutes. On any
breath control task you may roll the first additional d20 for  MASCULINE: Beph, Lartaran, Ohiroth, Urilless
free, and you can re-roll one die that doesn’t generate a
success.  EXAMPLE: Ens. Nemorona ye’Dharnil Ohiroth
vo’Enterprise

Lokabbi can easily fit into a Starfleet or independent campaign, or even a game set in the Gamma Quadrant. If a majority of the PCs
are Lokabbi a campaign set on a clanship is perfectly viable!
LOVASTINE
ALL ERAS OF PLAY

The Lovastine (loh-VASS-teen) are human-shaped but not


true humanoids. They are green-skinned with pointed ears
and eyes with blue sclerae. The species is highly sexually
dimorphic; males are 2.0-2.25 meters tall and mass about
90-110 kg. on average, while females are about 1.55-1.7
meters tall and 55-75 kg. with larger ears and darker skin.

Before the Federation had formed the Lovastine developed


warp drive and began to explore the quadrant in which their
world was located. They made peaceful contact with two
other species, the Joturai and the Melleorune, and made a
mutual defense pact with them against a mysterious power
that threatened all three. A chance encounter with the
Earth ship NX-02 Columbia led to all three species joining
the Federation a few years before the Romulans revealed
themselves and declared war.

Lovast (LOH-vast) is a balkanized world with dozens of


cultures, but what many of them have in common is a high
regard for knowledge. They are renowned as scholars, and
they regard teaching as the most prestigious profession.
Most of their cultures are at least somewhat patriarchal --
though they don’t actually regard females as inferior -- and
a man often has a number of wives proportionate to his
status. With a sex ratio of approximately three females to
every male there is little risk of having large numbers of
surplus males.

SAMPLE VALUES: TALENTS


 Those who teach us are worthy of honor ADVANCED CHEMSIGHT
 A lie is the only weapon that can kill an idea REQUIREMENT: Lovastine
 To stop learning is to stop living You can see absorption spectra as well as emission
 A follower knows how, a leader knows why spectra. You roll an additional d20 on tasks that use
Chemsight, and you can re-roll any number of dice in
ATTRIBUTES: +1 Control, +1 Insight, +1 Reason your dice pool.
TRAIT: Lovastine. In addition to their great stamina and
LOVASTINE NAMES: The name is 2-3 syllables long
resistance to disease and toxins Lovastine have superior
followed by a 5-digit designator -- the first and last
intelligence. Their native atmosphere contains a small
digits are odd for males and even for females. A full
percentage of methane -- they can go without it for a few
introduction includes the parents’ names joined by a
minutes at a time, but for longer periods they require
hyphen, father’s name first.
special breathing apparatus or medical intervention.

CHEMSIGHT (SPECIES ABILITY): Your eyes have the  SAMPLE NAMES: Anbur, Fojurin, Heshirut, Idaz,
ability to see chemical emission spectra. You can, as a Kadeen, Nechorda, Riju, Yejorn
minor action, make an Insight + Science check to identify
the chemical composition of a material that you can see  EXAMPLE: Yejorn 16225 Anbur-Nechorda
(limited by your degree of knowledge and familiarity). As a
side effect of this ability you can automatically see what
would otherwise be colorless gases.

The Lovastine are intended to provide an additional species choice for an era of play in which there are very few canon options. They fit
best within a Federation campaign.
MELLEORUNE
ALL ERAS OF PLAY

Melleorune (MELL-ay-oh-roon) are humanoids with skin


color ranging from deep pink to warm purple, white or pink
hair, pink or red eyes, and pointed ears. The height range
is about 1.55-1.7 meters with males only slightly taller than
females. The Melleorune are known to be an offshoot of
the Violaceans.

The Federation made first contact with Melleor (MELL-ay-


ore) at one remove; their ally Jotu answered a distress call
from NX-02 Columbia, and that resulted in the alliance of
Jotu, Melleor, and Lovast all being brought into the UFP.
The Melleorune in particular were glad to have made new
friends as theirs were the first worlds affected when the
Romulans attacked a few years later.

The Melleorune are very different from their Violacean


cousins; rather than building their society around courtly
intrigues and mercantile endeavors the Melleorune follow
martial and creative ways. Their culture values warriors,
artists, and craftspersons in equal measure, and every
individual is encouraged to be at least two of those -- for
example, a smith who makes weapons that are works of art
or a warrior who can forge their own weapons. It’s not that
the Melleorune don’t believe in specialization, it’s that they
understand the danger of overspecialization. Melleor has a
strong oral tradition; storytelling and poetry are their most
cherished art forms.

SAMPLE VALUES: TALENTS


 Better an expert at few skills than a master of one IRIANDITE
 Keep your weapons sharp and your wits sharper REQUIREMENT: Melleorune
 Don’t just tell a good story,live one You are versed in the Iriandite (ee-ree-AHN-deet)
 A friend at your side is as good as a weapon on your warrior-bard traditions of your people. You gain two
hip Focuses, one in Oratory or Poetry and another in
Fencing.
ATTRIBUTES: +1 Daring, +1 Fitness, +1 Presence
MELLEORUNE NAMES: Personal names are 2-3
TRAIT: Melleorune. Melleorunes have fast reflexes and syllables with female names ending in “-al,” “-el,” or
excellent hand-eye coordination as well as high resistance “-il” and male names ending in “-an,” “-in,” or “-on.”
to solar radiation and glare. They are ill-adapted to cold or Surnames are four syllables and end in “-a,” “-en,” or
arid conditions, and their night vision is poor. “-un.” A full introduction ends with “child of [mother’s
name].”
PHOTOGENESIS (SPECIES ABILITY): Your body uses
solar radiation to promote cellular regeneration. You can  FEMININE: Avourel, Nithroel, Perumal, Veril
automatically remove an injury or burn a disease or toxin
from your system by exposing yourself to bright sunlight  MASCULINE: Adresin, Elion, Jerrinan, Myrin
for X hours, where X equals the Severity of the injury or
malady. Artificial light only works if it contains a significant  FAMILY: Alagossa, Caralamun, Tiriana, Visakien
percentage of ultraviolet wavelengths.

Melleorune provide yet another species option for the early days of Starfleet, and they also work for an independents campaign.
MYDROTH
THE NEXT GENERATION ERA AND BEYOND

Mydroth (MY-drawth) look like bipedal lizards with flexible


tails almost as long as they are tall. They are currently the
smallest known sapient reptiloids; they stand about 1.35-1.5
meters tall with males averaging 5 cm. taller than females.
Their hide is most frequently some shade of green, but there
are ethnic minorities with gray or black hide.

The habitable land surface on Nendorgal (nehn-door-GAWL)


is concentrated in the tropical and equatorial zones, and with
much of that land consisting of archipelagos and island
continents there is a lot of coastline. This resulted in a large
area being taken up by the planetary analogs of cypress and
mangrove swamps which are the Mydroths’ natural habitat.
Here the Mydroth developed into hunters, especially of
carnivores much larger and fiercer than they are. This habit
of using guile and teamwork to overcome big obstacles was
the driving force behind their advance in technology. To this
day the Mydroth value cooperation over individual talent and
speed and efficiency over brute force, and they delight in
meeting challenges that others think are too great for them.

Mydroth society officially has equality of the sexes, though


males are slightly over-represented in the business and
technical fields while the same is true of females in medicine
and education. They have made conscious effort to have
equal representation within the legal and law enforcement
professions.

SAMPLE VALUES: TALENTS


 A lot going on under the surface SPRING TAIL
 Weak alone but strong together REQUIREMENT: Mydroth
 Danger in the water, safety in the trees You have trained yourself to use your tail to provide
 My brain versus your brawn? Not an even fight. an extra boost when leaping. When you use your tail
to assist a jumping-related task you may re-roll any
ATTRIBUTES: +1 Control, +1 Daring, +1 Insight number of dice in your dice pool.

TRAIT: Mydroth. Mydroth are well adapted to the hot and MYDROTH NAMES: A 1-2 syllable personal name is
humid conditions of the swamps in which they evolved, but followed by a clan name. Male names end in gutteral
they don’t do well in cold or arid conditions. They are great consonant sounds (c, g, k, or x), female names end in
climbers and swimmers, and their sense of smell is highly soft consonants (l, m, n, or v). Clan names are after a
acute. Their excellent reflexes make up for their lack of significant geographical feature of the ancestral home.
brute strength. A full introduction includes the birth order (“firstborn,”
“secondborn,” etc.) and “of [parents’ names, father’s
THEREBY HANGS A TAIL (SPECIES ABILITY): Your tail name first].”
is both fully prehensile and and strong enough to support
your weight. You may roll an extra d20 when using your  FEMININE: Athil, Brekgren, Ebbim, Ghav
tail to assist a climbing task. You can also use it for simple
 MASCULINE: Cheg, Hurrec, Shex, Tirark
manipulation or grasping, to make an unarmed attack, or
to wield a one-handed melee weapon.  CLAN: Bluelake, Greatriver, Redhill, Talltrees

Mydroth are intended for a Federation/Starfleet campaign but also work in an independents game.
NAHLESHNA
THE NEXT GENERATION ERA AND BEYOND

Nahleshna (nah-LESH-nah) are humaniform reptiloids with


green or brown hide. Females stand roughly 2-2.3 meters
tall while males average about 10 cm. shorter with heavier
builds. Both sexes have prominent horns with those of the
males being somewhat larger.

The Nahleshna Sodality is an up-and-coming power in the


Delta Quadrant; they are a small polity, but their territory
and influence are expanding. Since their contact with USS
Voyager under the command of Captain Kathryn Janeway
they have begun to emulate the Federation’s values of
exploration and cooperation. They have already made key
alliances in their region of space which, in combination
with their advanced technology, has allowed them to repel
incursions by the Kazons and Numiri. By the time the UFP
returns to the Delta Quadrant the Matriarchs of Nahlesh
(nah-LESH) plan to have created their own Federation.

Nahleshna society is unabashedly matriarchal; males are


not treated as second-class citizens, but it is clearly the
females who are in charge. Intrasexual competition is even
more of a driving force for the Nahleshna than it is for
Humans -- a matriarch’s number of husbands is limited by
her wealth and status, while a male must earn his place in
a harem through displays of prowess be it artistic, athletic,
martial, mercantile, or technical. The need to prove one’s
worth informs all that the Nahleshna do.

SAMPLE VALUES: TALENTS


 We must make our mothers proud JUNGLE/SWAMP DWELLER
 You don’t deserve to have your blood on my horns REQUIREMENT: Nahleshna, or GM’s Permission
 No sacrifice is too great for my nest You are adept at surviving in one of your species’
 It is not enough to beat them, they must know who native biomes. Choose rain forest (Jungle Dweller) or
beat them swamp (Swamp Dweller). For tasks that use the
Survival focus, whether you have it or not, you may
ATTRIBUTES: +1 Control, +1 Fitness, +1 Presence re-roll any number of dice in your dice pool while in
your chosen biome. You may take both talents.
TRAIT: Nahleshna. With their exceptional strength and
endurance Nahleshna are fearsome warriors despite their NAHLESHNA NAMES: The personal name (four
dislike for conflict. They are well adapted to the heat and syllables for females, three syllables for males) is
humidity of the rain forests and swamps in which they followed by a 2-syllable family name. Married males
evolved, but they can’t handle cold. As diurnal creatures take their wives’ family names.
they don’t see well in the dark.
 FEMININE: Jahagasra, Kshaptoya, Sijayethor,
FANG AND HORN (SPECIES ABILITY): Your natural Visasharet
weapons are truly terrifying. Unarmed strikes with your
 MASCULINE: Adadat, Doruptesh, Nahejar,
bite or your horns inflict Deadly damage and have the
Vristimi
Intense quality.
 FAMILY: Kreva, Seree, Shika, Sraylas

The Nahleshna are intended specifically for a Delta Quadrant campaign -- if Starfleet had a permanent presence in the Delta Quadrant
the Nahleshna would be the first to sign up. Indeed, the Delta Quadrant Starfleet Academy would probably be on one of their worlds.
NOMA CHAU
POST DOMINION WAR

Noma Chau (noh-mah CHOW) are humanoids with black or


dark gray skin and visible circuitry on their scalps. They
have red eyes -- including red sclerae -- and lack any hair
except eyebrows and eyelashes. Their height range is the
same as that of Humans.

The natives of Auloru Noma (AW-loh-roo NOH-mah) had


only recently developed warp drive when they first met the
Borg. From that contact they learned of the possibilities of
nanotechnology, and it changed the course of their species’
evolution. Within decades they invented biologically-based
nanotech that was nearly on par with that used by the Borg,
and from there they developed bio-cybernetic sensory
augments and direct neural interface technology. They
eventually figured out how to transmit stem nanites across
the placenta during pregnancy, so modern Noma Chau are
born with precursor nodes that develop into the full suite of
wetware implants at the onset of puberty.

Before contact with the Borg the Noma Chau were a deeply
spiritual people, and fusing their biology with technology
hasn’t changed this. They retain a belief in the sanctity of
the soul and the value of individuality -- they regard it as an
atrocity to use neural interface technology to rob people of
their uniqueness. The Noma Chau don’t mind augmenting
themselves with machines, but they have no desire to
become machines.

SAMPLE VALUES: TALENTS


 The flesh and the machine are stronger together NANO-IMMUNE SYSTEM
 The soul is more than just data REQUIREMENT: Noma Chau
 Innovation is life You have special medical nanites that supplement your
 It is the unknowable that gives meaning to the known immune system. You reduce the Severity of any disease
or toxin you are exposed to by 1, and you are completely
ATTRIBUTES: +1 Control, +1 Insight, +1 Reason immune if the Severity is reduced to 0. You may purchase
this talent a second time to reduce the Severity by 2.
TRAIT: Noma Chau. Noma Chau are highly intelligent
and have acute senses of sight and hearing. They are NOMA CHAU NAMES: The personal name is 2-3
resistant to Borg assimilation nanites but vulnerable to syllables; male names begin with “D” or “T” while female
EMP effects and electric shocks. names begin with “I” or “Y.” The surname consists of the
first syllables of each of the parents’ names joined by
WETWARE (SPECIES ABILITY): You have inborn neural hyphen, mother’s name first. Each Noma Chau also has a
interface technology that allows you to link with compatible 9-digit Individual Identification Number (IIN) which is only
devices (including most Federation tech and others’ neural given in situations that require the full legal name.
implants) at Close range as if it was within Reach. Linking
with unfamiliar devices or penetrating security software  FEMININE: Idan, Iseyath, Yael, Yedrani
requires a Control + Engineering task at a GM-determined
difficulty. The presence of bio-cybernetic implants in your  MASCULINE: Daviad, Dezeth, Tarux, Tuliron
retinas allows you to see electromagnetic fields.
 EXAMPLE: Iseyath Ya-Dav 415217787

Noma Chau can be a controversial option for a Federation campaign; their inclusion of nanotechnology into their biology would make a
lot of other sapients uncomfortable. Exploring how this might be a result of species-wide trauma could make for some interesting stories.
OGEN-JILA
THE NEXT GENERATION ERA AND BEYOND

Ogen-Jila (oh-gehn JEE-lah) are the descendants of Earth


Humans, but they are not Homo sapiens. They are in fact
Homo neanderthalensis. An average adult stands 1.5-1.75
meters tall and masses about 60-85 kg.; males are slightly
taller and heavier than females, and both sexes have more
body hair than is typical for H. sapiens. The mirror neurons
in the Ogen-Jila brain are especially well developed.
The exact details of how the Ogen-Jila arrived in the Jila
system -- let alone the Beta Quadrant -- are lost to history.
What is known is that the outer system is riddled with
shifting spatial anomalies and that the inner planets host a
network of Preserver artifacts that shield against spatial
anomalies. The Jila asteroid belt also contains prodigious
quantities of trellium ore. It is surmised that the Preservers
placed the Ogen-Jila in a location that was protected from
incursions by other species but which the Ogen-Jila would
be able to safely leave when they were ready. That the
Ogen-Jila now have starships that are shielded with
trellium-D would seem to bear this out.
The Ogen-Jila have come a long way from the hunter-
gatherers who were first placed on Jila III. They prize
knowledge and craftsmanship, and they have the same
love of exploration that is common among Humans of any
origin. The sex-based division of labor practiced by their
ancestors has given way to complete equality of the sexes,
and peacefulness is one of their core values.

SAMPLE VALUES: TALENTS


 War is a fool’s errand STONE KNIVES AND BEAR SKINS
 Home isn’t a place, it’s the people you love REQUIREMENT: Ogen-Jila, or GM’s Permission
 What hurts you hurts me As a legacy of your species’ analysis of the Preserver
 You can’t see what’s beyond the horizon unless you go artifacts on the homeworld you know how to adapt
and look substandard equipment to work with advanced tech.
At the cost of 3 Momentum you can ignore one
ATTRIBUTES: +1 Fitness, +1 Insight, +1 Reason complication caused by working on technology more
advanced than the tools or raw materials available.
TRAIT: Ogen-Jila. With their dense musculature Ogen-
Jila have impressive strength. They are well adapted to OGEN-JILA NAMES: Names are 1-3 syllables, often
the cold but less tolerant of heat. with gutteral sounds. A full introduction includes the
parents’ names, mother’s name first, and the name of
HEARTSYNCH (SPECIES ABILITY): You can experience the birthplace.
a controlled version of another sapient’s emotional state
by succeeding on an Insight + Command task -- you feel  FEMININE: Agyut, Fakiro, Kramgah, Trignel
what the other party feels but are in no danger of being
overwhelmed by it. You reduce the difficulty by 1 if you are  MASCULINE: Brogu, Dorruk, Golurar, Roroloog
making eye contact with the subject, and you may re-roll
any number of dice in your dice pool if you are touching  BIRTHPLACE: Iskagel, Kiknahb, Orvolu, Titag
the subject.

Ogen-Jila are a good option for an independents campaign; as of the time period described in the write-up they have not joined the
Federation. Their location in the Beta Quadrant opens up the possibility of Ogen-Jila antagonists in a Klingon or Romulan campaign.
OPPERLINIAN
THE NEXT GENERATION ERA AND BEYOND

Opperlinians (ah-purr-LIN-ee-enz) are humanoids 1.7-1.9


meters tall with green skin and darker green markings --
usually stripes or spots -- on their faces and torsos. Each
individual’s pattern is unique, but members of the same
paternal line have similar markings. Opperlinians have
yellow eyes and green or black hair.

The Federation’s first contact with the Opperline (AH-purr-


line) system occurred when NCC-1701-D USS Enterprise
made the initial foray into what they believed was an
uninhabited system. Imagine their surprise when instead
they found a thriving civilization. The inhabitants of
Opperline IV explained that they were the descendants of
Orions who had been marooned on the planet. With hard
work and dedication they worked their way back up to
being a warp-capable civilization, but by then they had no
desire to return to the Orion system. They did, however,
retain the mercantile instincts of their Orion forebears --
albeit with less of a predatory edge -- and they saw in the
Federation a rich opportunity for trade. By the time the
Dominion War broke out Opperline IV had become an
associate Federation member.

Opperlinians have a weaker version of Orion pheromones


that is present in both sexes. They see nothing wrong with
using this ability in business or diplomatic negotiations, but
they frown on using it for personal matters.

SAMPLE VALUES: TALENTS


 It only takes one bad bet to end a winning streak SCENT OF [EMOTION]
 Never do for love what you wouldn’t do for money REQUIREMENT: Opperlinian
 Never do for money what you wouldn’t do for love Your pheromones are particularly attuned to evoking
 If the first offer seems too good, it’s not enough a specific emotion; when trying to produce or intensify
that emotion you may re-roll all of the dice in your dice
ATTRIBUTES: +1 Control, +1 Fitness, +1 Presence pool for Aromatic. You may take this talent more than
once, choosing a different emotion each time.
TRAIT: Opperlinian. Due to their complex cardiovascular
systems Opperlinians have superior stamina. They also OPPERLINIAN NAMES: Personal names are 2-3
have exceptional agility, flexibility, and olfactory senses. syllables. Feminine names begin and end with
Their distinctive minty scent can make stealth difficult, and consonants while masculine names begin with vowels
they are sensitive to strong smells. and end in consonants or vice versa. The family name
is one syllable and is given before the personal name.
AROMATIC (SPECIES ABILITY): You emit pheromones
that can affect the emotions of other humanoids. When you  FEMININE: Bheizuab, Glungral, Photath, Zulgrior
perform a Presence-based task to influence the mood of
another humanoid you can buy the first additional d20 for  MASCULINE: Azem, Qeleti, Thahre, Yozia
free. You can also re-roll one failed die from your dice pool.
This ability has no effect if the target is unable to smell you,  FAMILY: Drul, Ghirn, Thef, Vrot
nor can it affect non-humanoids or artificial lifeforms.

Opperlinians work equally well in a Federation/Starfleet or independents campaign. An Opperlinian trader could be an interesting rival,
patron, or antagonist for a commerce-based campaign.
Presenting the third book of Aliens A-Z, a compendium of new
sapient species for Star Trek™ Adventures. Each is presented
in sufficient detail to be playable, or the GM can use them to
further flesh out the galaxy in all its infinite diversity.

You might also like