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Star Trek Fate: Species

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The universe of Star Trek is filled with a diverse number of species. While not all of them have had significant screen time, many of them have had enough where we can get an idea about the traits of that species. Here, I try to capture these traits in my FATE core version of Character sheets.

If you aren’t familiar with FATE core, it is an RPG system that focuses on character Aspects and Skills.  You can find out more here:

http://www.evilhat.com/home/fate-core/

In my Star Trek Fate game, each character is going to have 1 Aspect tied to their Species and 1 Aspect tied to their rank in Star fleet. Other Aspects can be filled by the player.  Each character is also going to start off with 3 Refresh of abilities spent for their species and 3 Refresh free to spend as they like (as long as they don’t go below 1). Below are a listing of playable species (as of 2300)


Andorians

Species Aspect: Proud and Honorable Warriors

Species Stunts:

Limited Exoskeleton: +1 Armor vs. Blunt

Antennae: +1 Athletics (dodge or balance). If Antennae removed the character will suffer -1 Athletics (dodge and balance) for a few days in game. It takes ~10 weeks for the Antennae to grow back. During this time the character will have +0. Once the Antennae have returned the character will get the benefit again.

Adapted to cold: +2 physique on checks dealing with cold weather.


Betazoid (2273)

Species Aspect: Telepathic Humanoids

Species stunts:

Telepathy:You may use your Discipline or Empathy skill with a +1 bonus to read people’s minds. This functions similarly to the Reading People trapping of Empathy, but unlike that trapping it does not require any kind of personal interaction. It can be used on anyone in your line of sight, is fast enough to be performed within a single exchange in combat, and is defended against with the Discipline skill. Furthermore, you may use your Discipline or Empathy skill with a +1 bonus to defend against attempts to deceive you. This action exerts stress and make you take 1 mental stress.

Mood feeler: For 3 mental stress you can extend your mind to get an overall feeling of everyone’s mood in your current zone.

  • You can extend this past your current zone in 1 direction for an additional stress for each zone.
  • You may extend this past your current zone in a concentric circle for an additional 4 stress for every zone past your original.

Humans

Species Aspect: Explorers with a checkered past

Species Stunts:

Pink skin in a corner: If in a corner and the character believes there is no way to survive, spending fate points to get out of the situation count as a +3 instead of a +2

The Humanity Factor: Whenever you tie in a personal social contest with a member of another race, without spending any fate points, you may treat the results as if you had rolled one point higher.

Sheer Dumb Luck: Whenever you roll all + or all – on a check, you may choose any player (including yourself) to receive a fate point.


Tellarite

Species Aspect: Argumentative

Species Stunts:

Native of Teller Prime: +2 to Provoke to get someone to reveal an aspect about themselves or someone else.

Tellarite Physiology: +2 on Notice and Investigation checks when using smell.

Social Training: +1 Social armor against social attacks from non-Tellarites


Trill (2285)

Species Aspect: Secretive

Species Stunt:

Joined

A character starts with 6 previous lives. Each 2 previous lives takes up 1 Refresh for species creation. For each previous life a symbiont has been a part of you get the stunt:

Previous life knowledge: You also can pick a specialized category in a knowledge subset. You get +1 on any knowledge check on anything in that specialized knowledge subset.

Example:

Specialized category = Klingon Batleth ceremonial and battle use. +1

Specialized category =

Specialized category =

Specialized category =

Specialized category =

Specialized category = Historical Trill Political factions. +1

You start with 6 previous lives. You do not have to pick all of the previous lives when your character is created.

One of your aspects must be related to your most previous life.

If you choose to have additional previous lives:

  • 8 previous lives = 8 specialized category knowledge. Anytime you take an Extreme Consequence your character will die and there is a possibility the Trill Symbiont can be saved.
  • 10 previous lives = 10 specialized category knowledge. Anytime you take a Severe Consequence your character will die and there is a possibility the Trill Symbiont can be saved. If you take an Extreme consequence both your character and the Trill Symbiont will die.

Vulcans

Species Aspect: Green Blooded, long lived, logic masters

Species Stunts:

Vulcan Physiology:

+3 Physique (Strength, Durability to heat and radiation)
+1 modifier to any check where strength is key. (+1 damage on attack/+1 to skill if not doing damage)
Extra eyelid: Bright lights, flashes, and sand have no effect on you.
-3 Physique to cold.

Vulcan Rage:

If a vulcan ever loses his temper (examples: is provoked into a fight or loses a mental contest) the player gets a fate point from the GM and goes under the control of the GM for the remainder of the Scene. During this time his stats are modified to:

+5 Physique. +2 modifier to any check where strength is key.

If this happens in public, the character gets a Severe Social consequence of “Raging Vulcan”.

Vulcan Upbringing (if raised on Vulcan):

-2 Empathy to detect a lie and understand Humor
-2 Deceit when telling a lie
+2 Discipline to focus and controlling your emotions (specifically against attacks meant to Provoke an emotional response, but not against Intimidation. It is logical to acknowledge that a force is intimidating.)


Vulcan/Human

Species Aspect: Green Blooded, long lived, logic experts
Species Stunts:
Vulcan/Human physiology:
+2 Physique (Strength, Durability to heat and radiation)
+1 modifier to any check where strength is key. (+1 damage on attack/+1 to skill if not doing damage)
Extra eyelid: Bright lights, flashes, and sand have no effect on you.
-2 Physique to cold.

Vulcan Rage:

If a vulcan ever loses his temper (examples: is provoked into a fight or loses a mental contest) the player gets a fate point from the GM and goes under the control of the GM for the remainder of the Scene. During this time his stats are modified to:

+4 Physique. +2 modifier to any check where strength is key.

If this happens in public, the character gets a Severe Social consequence of “Raging Vulcan”.

The Humanity Factor: Whenever you tie in a personal social contest with a member of another race, without spending any fate points, you may treat the results as if you had rolled one point higher.

Vulcan Upbringing (if raised on Vulcan):

-1 Empathy to detect a lie and understand Humor
-1 Deceit when telling a lie
+1 Discipline to focus and controlling your emotions (specifically against attacks meant to Provoke an emotional response, but not against Intimidation. It is logical to acknowledge that a force is intimidating.)


Vulcan and Vulcan/Human Discipline Training:

If you are a Vulcan or Vulcan/Human, refresh may be spend on Vulcan Discipline Training. Similar to experience, you can only spend Refresh up to half of your current Refresh.

1=     +1 Discipline to focus and controlling your emotions (specifically against attacks meant to Provoke an emotional response, but not against Intimidation. It is logical to acknowledge that a force is intimidating.)

2=  Vulcan Nerve Pinch: Once per scene, you can perform the Vulcan Nerve pinch on any living target that has a neck (You are able to perform this on 2 subjects, but it has to be during the same action). You must give the target a Fate point (this works as a Compel). They agree to be removed from the scene (“Passed Out” aspect). Once the scene is over they will recover and remove the Aspect. During that scene, if the character you removed from the scene is killed you receive a Severe social Consequence of “Performed the Vulcan Death Grip”.

If the target is not willing to take a Fate point to be removed from the scene they must refuse the Compel by giving you a Fate point.  This attack is a 2 stage attack. 1st, you must attempt to make contact with the defender. You may use Fight or Discipline (with focus bonus) while the defender may use Fight or Athletics to dodge.  If the attack is successful you may place the negative boost of “Vulcan neck pinched” on the defender, then you move to the 2nd part of the attack that is actually doing damage. You may use your Will or Discipline skill as an attack.  Your bonus to Focus acts as a Weapons rating.  The defender uses Will to defend.

3=    You now have +2 Discipline to focus and controlling your emotions (specifically against attacks meant to Provoke an emotional response, but not against Intimidation. It is logical to acknowledge that a force is intimidating.)

4= Vulcan Mind Meld: Once per scene you may attempt a Vulcan Mind Meld. Target must be a living creature. You must be able to touch the creatures face. To initiate the attack you must roll a Discipline vs. the defenders physical dodge skill. If successful you can start the attack. The attack can be Discipline or Willpower (your Focus bonus acts as a Weapons Rating) and can be defended with either Discipline or Willpower (your Focus bonus acts as Armor). If your attack takes the target out they reveal an Aspect about themselves or important information you are looking for. If you survive the attack the defender now gets to attack you. The combat ends when 1 party is taken out.

If the defender is willing, the characters should share at least one aspect with each other, with no limit to what information may be shared.  Also, replace an aspect with the aspect “Mind Melded with ” to be used in any social situation involving that person.  As a side effect, all mental consequences are shared between both of them immediately.  A person’s first mind meld can be traumatic.  Consider the first contact to be a mental attack, even if they are willing.  There is only one full round of attacks that occur (attacker vs. defender, defender vs. attacker) before they can get it under control.  If the defender is taken out, then the Meld fails due to mental strain.



Non-Playable Species

Nausicaans

Species Aspect: Ill-Tempered Pirates
Species Stunts:
Nausicaan Physiology:

  • Physique +2 (Strength, Endurance) +1 Modifier to any check where strength is key.
  • Intimidating Stature: +2 on Provoke checks when they can use their 2 meter height as an advantage.

Gang Mentality: When in a group with at least 1 other Nausicaan the group gets a +2 to place a Social Aspect on the scene.
Emotional: -1 Armor vs. Provoke checks to illicit an emotional response.


Klingons

Species Aspect: Proud and Honorable Warriors
Species Stunts
RedundantOrgans: 2 extra physical Mild Consequences
Klingon Physique: Physique +2 (Strength, Endurance) +1 modifier to any check where strength is key.
Battle for Honor: This character can attempt to provoke 1 other character into a physical fight. If both parties agree that this will be a 1 v 1 combat where no outside parties can interfere, each party receives 1 Fate and a temporary aspect of “fighting for honor” that they get 1 free tap on. If, during the combat one of the participants is assisted by an outside party that character, and that interfering party, automatically receive a Serious Social consequence of “Honorless Coward”. This consequence can be removed by defeating another character with the “Honorless Coward” consequence in similar combat. Otherwise it will have to be removed normally.


Romulans

Species Aspect: Long lived, green blooded, Masters of Guile and Secrecy.
Species Stunts:
Romulan Physiology: +1 Physique (Strength, Endurance to heat and radiation) -1 Physique (cold)
Emotional: -1 Armor vs. Provoke checks to illicit an emotional response.
Raised on Romulus:

  • Half Truths: As long as your lie contains some truth you get a +2 to you Deceit.
  • Takes One to Know One: You may use Deceit instead of Empathy to catch someone in a lie.
  • Read the Surface: You can get a sense of someone quickly when trying to “read” them. Your first attempt to read someone takes less than a minute of interaction, instead of the usual ten. Any subsequent efforts with the same person do not enjoy this benefit.

~Taylor

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Author: Burn Everything Gaming

Website that mostly produces Actual Play Podcast as well as game reviews and other musings on the topic. Hope you enjoy.

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