CONTENTS A Kzinti Overlays ...... 13 Templates ...... 2 Kzinti Captain ...... 13 Federation Species ...... 2 Kzinti Crewman ...... 13 ...... 2 Kzinti Telepath ...... 13 Betazoid ...... 2 Generic Overlays...... 14 Bolian ...... 2 Diplomat ...... 14 Brikar ...... 3 Merchant...... 14 Caitian ...... 3 Scientist...... 14 Centauran ...... 3 Deltan ...... 4 Edoan...... 4 Skills ...... 15 Grazerite ...... 4 Social Sciences (Intellect) ...... 15 Hermat ...... 5 Pain Reduction (Psi) ...... 15 Horta ...... 5 Personnel ...... 16 Human ...... 5 James T. Kirk ...... 16 Tellarite...... 6 ...... 6 Zakdorn...... 6 This booklet is a compilation of rules additions and modifica- Allied Species...... 7 tions for the : The Next Generation Role Play- ...... 7 ing Game, created by members of the trekrpg listserv. Neutral Species ...... 7 ...... 7 Design and Layout: Patrick M. Murphy ...... 8 Editors: Patrick M. Murphy, other volunteers? ...... 8 Contributors: James Dyer , Yancy Evans Kzinti...... 8 , Martin Goodson Nausicaan...... 9 , Molotov Orion ...... 9 , Patrick M. Murphy Threat Species ...... 9 , Allan Shock ...... 9 ...... 10 SStar Trek® and all related marks ™, ® & © 1998 Paramount ...... 10 Jem’Hadar ...... 10 Pictures. All Rights Reserved. Last Unicorn Games authorized Star Trek: The Next Generation ...... 11 user. Roleplaying Game Tholian ...... 11 © 1998 Unicorn Games. DRAFT AV0.1 Mad Irishman Production Overlays ...... 12

Federation Overlays...... 12 Set in Monitor, AT Crillee and Trade Gothic Condensed. Created with Adobe PageMaker 6.5, Microsoft Word 98 and Adobe Acrobat 3.0.1 on a Macintosh PowerBook G3 Starfleet Intelligence Agent...... 12 Series. Federation Diplomatic Corps ...... 12 Cardassian Overlays...... 12 Cardassian Communications Officer ...... 12

1 A LUGTREK NETBOOK Typical Advantages/Disadvantages Templates Excellent Hearing +2 (due to antennae), High Pain Threshold +2 The rulebook shows us how to create those familiar spe- cies of the Federation. Many players will play Humans, Vulcans, or Betazoids, and these are well documented. Yet other play- Betazoid ers may want to play a character like Lieutenant Ilia from Star Betazoids are characterized by their telepathic abilities, Trek: The Motion Picture or Lieutenant Arex from the Star Trek enabling them to read most minds. Their strong ethics, how- animated series. The GM may also want to present a more ever, prevent them from abusing their powers. Peaceful and diversified Federation crew, or she may simply need to deter- altruistic, Betazoids typically become ship’s counselors, doc- mine what attributes an enemy has. To this end, we present tors or ambassadors. here species Templates created by listserv members, in addi- tion to those Templates from the rulebook. Attributes Fitness 2 [5] Coordination 2 [5] Federation Species Intellect 2 [5] Presence 2 [5] Andorian Empathy +1 Psi 2 [6] Hailing from the frigid planet Andoria, are char- acterized by their blue skin, snowy white hair and antennae. Skills They tend to be violent and warlike, though they channel their Charm (Influence) 2 (3) aggressive tendencies into ritualized dueling. Culture (Betazoid) 2 (3) Attributes History (Betazoid) 1 (2) Language Fitness 3 [6] Betazoid 2 Vitality +1 Receptive Telepathy 2 Coordination 2 [5] World Knowledge (Betazed) 1 (2) Intellect 2 [5] Logic –1 Typical Advantages/Disadvantages Perception +1 None Presence 2 [5] S Psi 0 [5] Bolian Skills Native to the planet Bolarus IX, Bolians are distinguished Any Science (choose Specialization) 1 (2) by their light blue skin and a bifurcated ridge running down Culture (Andorian)DRAFT 2 (3) the center V0.1 of their face. They tend to be dedicated to duty, History (Andorian) 1 (2) working hard to prove their commitment to the Federation and Language Starfleet. Their affinity for organization and group dynamics Andorian 2 makes them well-suited to almost any position in Starfleet. Primitive Weaponry (Chaka) 2 (3) World Knowledge (Andoria) 1 (2) Attributes Fitness 2 [5]

2 TEMPLATES A Strength -1 Typical Advantages/Disadvantages Coordination 2 [5] High Pain Threshold +2, Toughness +2 Dexterity +1 Intellect 2 [5] Caitian Presence 2 [5] Psi 0 [5] A felinoid species belonging to the Federation, the Caitians are lithe and dexterous creatures. Skills Attributes Administration (choose Specialization) 2 (3) Culture (Bolian) 2 (3) Fitness 2 [5] History (Bolian) 1 (2) Coordination 3 [6] Language Dexterity +1 Bolian 2 Reaction +1 Social Science (choose Specialization) 2 (3) Intellect 2 [5] World Knowledge (Bolarus IX) 1 (2) Presence 2 [5] Psi 0 [5] 19 Typical Advantages/Disadvantages Skills Synergy +3, Ally +2 Any Science (choose Specialization) 1 (2) Culture (Caitian) 2 (3) Brikar History (Caitian) 1 (2) A species that hails from a high-gravity world, Brikar are Language massive beings with dark-bronze skin, three fingered hands Caitian 2 and tough hide. They are so massive, they have to wear per- World Knowledge (Cait) 1 (2) sonal gravity compensators to function properly in Earth-nor- mal gravities. They are very resilient. Typical Advantages/Disadvantages Excellent Balance +1, Excellent Sight +2 Attributes Fitness 4 [6] Centauran Strength +1 Vitality +1 The natives of Alpha Centauri appear virtually identical to Coordination 2 [5]SHumans, though the placement of their internal organs differs Intellect 2 [5] significantly. A highly spiritual people, they subscribe to a Presence 3 [5] holistic approach, making them excellent scientists and art- Psi 0 [5] ists. Quite often, people mistake Centaurans for Humans. Skills DRAFTAttributes V0.1 Athletics (choose Specialization) 2 (3) Fitness 2 [5] Culture (Brikar) 2 (3) Coordination 2 [5] History (Brikar) 1 (2) Intellect 2 [5] Language Logic +1 Brikar 2 Presence 2 [5] World Knowledge (Brikar homeworld) 1 (2) Empathy +1

3 A LUGTREK NETBOOK Psi 0 [5] Edoan Skills Orange-skinned humanoids with three arms and ridged brows, the Edoans are shy, reclusive creatures, but some have Any Science (choose Specialization) 2 (3) joined Starfleet where their abilities are well appreciated. Artistic Expression (choose Specialization) 2 (3) Culture (Centauran) 2 (3) Attributes History (Centauran) 1 (2) Fitness 2 [5] Language Strength -1 Centauran Prime 2 Coordination 2 [5] World Knowledge (Alpha Centauri) 1 (2) Dexterity +1 Typical Advantages/Disadvantages Intellect 2 [5] Presence 2 [5] Sexy +2 Psi 0 [4] 16

Deltan Skills The Deltans are bald, empathic humanoids, well known Any Science (choose Specialization) 2 (3) for their sensuality. Those Deltans serving in Starfleet must Artistic Expression (choose Specialization) 2 (3) take an Oath of Celibacy to assure that they will not take ad- Culture (Edoan) 2 (3) vantage of other sexually immature species. History (Edoan) 1 (2) Language Attributes Edoan 2 Fitness 2 [5] World Knowledge (Edo) 1 (2) Coordination 2 [5] Intellect 2 [6] Typical Advantages/Disadvantages Presence 3 [6] Ambidexterity +2, Multitasking +2 Empathy +1 Psi 1 [6] Grazerite Range -1 Having evolved from herbivorous herd animals, the Skills Grazerites are a peaceful species that avoids violence when- Sever possible. Any Science (choose Specialization) 1 (2) Charm (Seduction) 1 (2) Attributes Culture (Deltan) 2 (3) Fitness 2 [5] History (Deltan) 1 (2) Coordination 2 [5] Language Intellect 2 [5] DeltanDRAFT 2 V0.1 Perception +1 Pain Reduction 2 Presence 2 [5] World Knowledge (Delta IV) 1 (2) Empathy +1 Typical Advantages/Disadvantages Psi 0 [4] Sexy +2, Code of Honor (Vow of Celibacy) -2

4 TEMPLATES A Skills Horta Any Science (choose Specialization) 2 (3) After the unfortunate first UFP contact with the Horta in Artistic Expression (choose Specialization) 2 (3) 2267, these silicon-based life forms have found a place in the Culture (Grazerite) 2 (3) Federation. They possess a natural understanding of mining Diplomacy (choose Specialization) 2 (3) and can exude an extremely corrosive acid (which does 1D6 to History (Grazerite) 1 (2) 25 points of damage, depending on exposure). They have no Language vocal apparati so they must use devices to synthesize spoken Grazerite 2 language. World Knowledge (Grazer) 1 (2) Attributes Typical Advantages/Disadvantages Fitness 2 [5] Excellent Chemoreception +1, Pacifism -5 Coordination 1 [5] Intellect 2 [5] Hermat Logic +1 Presence 2 [5] A hermaphroditic race, having sexual characteristics of Psi 0 [5] both male and female. Hermats tend to keep to themselves, often being uncomfortable around divided-sex species (Obvi- Skills ously, Chief Engineer Burgoyne 172 is a major exception to this). They also possess razor-sharp canine teeth. Athletics (choose Specialization) 2 (3) Culture (Horta) 2 (3) Attributes Engineering, Material (Metallurgical) 2 (3) History (Horta) 1 (2) Fitness 3 [5] Language Coordination 2 [5] Federation Standard 2 Intellect 2 [5] World Knowledge (Janus VI) 1 (2) Perception +1 Presence 3 [5] Typical Advantages/Disadvantages Psi 0 [5] High Pain Threshold +2, Physically Impaired (mute) -1 Skills Any Science or EngineeringS (choose Specialty) 2 (3) Human Culture (Hermat) 2 (3) Humans come from Earth or one of the many colony worlds History (Hermat) 1 (2) in Federation space. Transcending their warlike natures, they Language grew to venture out into space to explore the unknown, and Hermat 2 helped to found the United Federation of Planets. World Knowledge (Hermat homeworld) 1 (2) DRAFTAttributes V0.1 Typical Advantages/Disadvantages Fitness 2 [5] Excellent Chemoreception +1, Sexy +2, Phobia (mild xenopho- Coordination 2 [5] bia) -1 Intellect 2 [5] Presence 2 [5] Willpower +1

5 A LUGTREK NETBOOK Psi 0 [5] Typical Advantages/Disadvantages Argumentative –1, Infrared Vision +2 Skills Any Science (choose Specialization) 1 (2) Vulcan Athletics (choose Specialization) 2 (3) Culture (Human) 2 (3) Famous for their logic and lack of emotion, Vulcans form History (Human) 1 (2) one of the pillars of the Federation. Like the Betazoids, most Language Vulcans exhibit some form of telepathic ability, though they Federation Standard 2 are better known for their curious natures and scientific World Knowledge (Earth or other homeworld) 1 (2) achievements, Vulcans can be found serving in a variety of postings in Starfleet — from science to security. Typical Advantages/Disadvantages Attributes 2 extra Courage Points Fitness 2 [6] Strength +1 Tellarite Coordination 2 [5] Stocky and vaguely porcine, Tellarites are known for their Intellect 2 [6] engineering skill and argumentative natures. A Tellarite will Logic +1 debate simply for the enjoyment it gives him (though they do Presence 2 [5] not, as a rule, question the orders of their commanding offic- Empathy -1 ers). They can typically be found serving throughout Starfleet, Psi 1 [6] most often as engineers and scientists. Range -1

Attributes Skills Fitness 3 [6] Any Science (choose Specialization) 2 (3) Coordination 2 [5] Culture (Vulcan) 2 (3) Reaction +1 History (Vulcan) 1 (2) Intellect 2 [5] Language Presence 2 [5] Vulcan 2 Empathy -1 2 Psi 0 [5] SUnarmed Combat (Nerve Pinch) 2 (3) World Knowledge (Vulcan) 1 (2) Skills Any Engineering (choose two Specializations) 2 (3) Typical Advantages/Disadvantages Culture (Tellarite) 2 (3) Hides Emotions –2, Code of Honor (Vulcan) –3, Curious +1 History (Tellarite) 1 (2) Language DRAFT V0.1 Zakdorn Tellarite 2 Persuasion (Debate) 2 (3) Fitness 2 [5] World Knowledge (Tellar) 1 (2) Coordination 2 [5] Reaction +1 Intellect 2 [5] Logic +1

6 TEMPLATES A History (Klingon) 1 (2) Presence 2 [5] Language Empathy -1 Klingon 2 Psi 0 [5] Primitive Weaponry (bat’leth, d’ktagh, or mek’leth) 2 (3) Unarmed Combat (mok’bara) 2 (3) Skills World Knowledge (Qo’nos or other homeworld) 1 (2) Any Science (choose specialization) 1 (2) Administration (choose Specialization) 2 (3) Typical Advantages/Disadvantages Culture (Zakdorn) 2 (3) High Pain Threshold (+2), Toughness (+2), Code of Honor Gaming (Strategema) 1 (2) (Klingon) (-4), Bloodlust (-2) History (Zakdorn) 1 (2) Language Zakdorn 2 Neutral Species Law (choose Specialization) 1 (2) World Knowledge (Zakdorn homeworld) 1 (2) Bajoran Typical Advantages/Disadvantages A species with a long history of space travel, Bajoran civi- None lization suffered greatly under Cardassian occupation. With the repelling of their Cardassian oppressors, the have taken to rebuilding their planet, and have requested (and been Allied Species granted) Federation assistance. The Bajorans are a very spiri- tual people who worship the Prophets of their wormhole; their recent experiences have also forced many to become freedom Klingon fighters. Once enemies to the Federation, the Klingon Empire be- came allied with the United Federation of Planets after the Attributes Khitomer Accords of 2293. They are aggressive, proud, and Fitness 2 [5] enjoy a well-deserved reputation as fierce warriors. Coordination 2 [5] Intellect 2 [5] Attributes Presence 2 [5] Fitness 3 [5] Willpower +1 Vitality +2SPsi 0 [5] 16 Coordination 3 [5] Intellect 2 [6] Skills Logic -2 Any Science (choose Specialization) 2 (3) Presence 2 [6] Artistic Expression or Espionage (choose one and Specializa- WillpowerDRAFT +1 tion) 2 (3)V0.1 Empathy -1 Culture (Bajoran) 2 (3) Psi 0 [6] History (Bajoran) 1 (2) Language Skills Bajoran 2 Athletics (choose Specialization) 1 (2) Streetwise (choose Specialization) 2 (3) Culture (Klingon) 2 (3) World Knowledge (Bajor) 1 (2)

7 A LUGTREK NETBOOK Typical Advantages/Disadvantages Attributes One extra Courage Point; Species Enemy () -4 Fitness 4 [6] Strength +2 Breen Vitality +2 Coordination 1 [4] A politically non-aligned species well adapted to surviv- Reaction -2 ing in cold conditions. Their outlook has been shaped by the Intellect 2 [5] harsh conditions of their homeworld, such that many acts Presence 2 [5] deemed of questionable morality by Federation species are Willpower +1 looked upon as necessary to fulfill their obligations by the Breen. Psi 0 [3] The Breen must wear refrigerated suits when exploring most environments considered tolerable by M-class planetary stan- Skills dards. Any Science (choose Specialization) 1 (2) Attributes Culture (Gorn) 2 (3) History (Gorn) 1 (2) Fitness 3 [5] Language Vitality +2 Gorn 2 Coordination 1 [4] Unarmed Combat (choose Specialization) 2 (3) Intellect 2 [5] World Knowledge (Gorn homeworld) 1 (2) Presence 2 [5] Psi 0 [0] 18 Typical Advantages/Disadvantages Skills High Pain Threshold +2, Toughness +2, Code of Honor (Gorn) –2 Any Science (choose Specialization) 2 (3) Culture (Breen) 2 (3) History (Breen) 1 (2) Kzinti Language The Kzin are a race of powerful and aggressive bipedal Breen 2 felinoids which stand about eight feet tall. Their females are Planetside Survival (choose non-arctic Specialization) 2 (3) unintelligent. They also produce telepaths which are able to World Knowledge (Breen) 1 (2) read minds, though they are resistant to reading minds of her- Sbivores or females. Typical Advantages/Disadvantages Telepathic Resistance +4, Obligation -3 Attributes Fitness 4 [6] Gorn Strength +2 Vitality +2 The Gorn are immense, bipedal reptilians who adhere to a DRAFTCoordination V0.1 2 [6] strict code of honor. They are slow but strong opponents. Since Dexterity +1 their first contact with the Federation at Cestus III, relations Intellect 1 [5] with the Federation have improved but have on occasion bro- Presence 1 [5] ken down into conflict. Empathy -1 Psi 2 [6] Focus -1

8 TEMPLATES A Skills Orion Athletics (choose Specialization) 2 (3) Green-skinned humanoids infamous throughout the Fed- Culture (Kzinti) 2 (3) eration because of the Orion Syndicate. History (Kzinti) 1 (2) Language Attributes Kzin 2 Fitness 2 [6] Unarmed Combat (choose Specialization) 2 (3) Strength +1 World Knowledge (Kzin homeworld) 1 (2) Coordination 2 [5] Intellect 2 [5] Typical Advantages/Disadvantages Perception +1 Toughness +2, Code of Honor (must fight to the death when Presence 2 [5] engaged in hand-to-hand combat) –3, Intolerant (herbivores Psi 0 [6] and pacifists) –2 Skills Nausicaan Bargain (choose Specialization) 2 (3) The Nausicaans are extremely tall, surly humanoids who Culture (Orion) 2 (3) throw their weight around whenever possible. Once a client History (Orion) 1 (2) species to the , they now are found throughout the Language Alpha Quadrant wherever hired muscle is needed. Federation Standard 1 Orion 2 Attributes Streetwise (choose Specialization) 2 (3) Fitness 3 [6] World Knowledge (Rigel VII or other homeworld) 1 (2) Strength +2 Vitality +1 Typical Advantages/Disadvantages Coordination 2 [6] Greedy -1 Reaction +1 Intellect 1 [5] Threat Species Presence 1 [5] Psi 0 [5] SBorg Skills The Borg are a cybernetically enhanced humanoid spe- Athletics (choose Specialization) 1 (2) cies, each drone tied into a centralized communications net- Culture (Nausicaan) 2 (3) work known as the Collective. The Borg civilization is con- History (Nausicaan) 1 (2) stantly expanding to conquer new species, in which their tech- Intimidation (Bluster) 1 (2) nology and distinctiveness is added to that of the Borg. Language DRAFT V0.1 Nausicaan 2 Attributes Unarmed Combat (choose Specialization) 2 (3) Fitness 4 [6] World Knowledge (Nausicaa III) 1 (2) Strength +1 Vitality +1 Typical Advantages/Disadvantages Coordination 1 [6] High Pain Threshold +2, Bloodlust -2 Intellect 4 [6] 9 A LUGTREK NETBOOK Presence 1 [5] Cardassian 2 Willpower +2 World Knowledge (Cardassia Prime or other homeworld) 1 (2) Empathy -2 Typical Advantages/Disadvantages Psi 0 [0] Eidetic Memory +3, Shrewd +1 Skills Any necessary Skill and Specialization (accessed through the Ferengi Collective) 3 (4) The Ferengi are a greedy and capitalistic species, with Language business transactions and contracts forming the very philo- Borg 2 sophical basis of their civilization, as formalized in the 285 Unarmed Combat (wrestling) 2 (3) Rules of Acquisition. They are shorter than humans, with clearly lobed foreheads and prominent earlobes. Typical Advantages/Disadvantages Eidetic Memory +3, Enhanced Vision +2, High Pain Threshold Attributes +2, Multitasking +2, Rapid Healing +1 Fitness 1 [5] Strength -1 Cardassian Vitality +1 Once a peaceful race, economic pressures brought about Coordination 2 [3] a military regime marked by rigid social order to Cardassia. Intellect 2 [6] The Cardassians now make gains through war, subterfuge and Logic +1 ruthless brutality. They favor warm climes and are renown for Perception +1 their photographic memories. The Cardassians have been a Presence 2 [5] threat to the Federation since the 2350s. Willpower -1 Cardassians may function normally at high temperatures Empathy -1 (higher than those tolerable to humans). In cold climates, Psi 0 [0] however, they suffer the effect of a -1 to their Stamina. Skills Attributes Any Science (choose Specialization) 1 (2) Fitness 2 [5] Bargain (choose Specialization) 2 (3) Coordination 2 [5] Culture (Ferengi) 2 (3) SHistory (Ferengi) 1 (2) Intellect 3 [5] Perception +1 Language Presence 2 [3] Ferengi 2 Willpower +1 Merchant (choose Specialization) 2 (3) Psi 0 [6] DRAFTWorld KnowledgeV0.1 (Ferenginar or other homeworld) 1 (2) Skills Typical Advantages/Disadvantages Any Science (choose Specialization) 1 (2) Telepathic Resistance +4, Greedy -1 Administration (choose Specialization) 2 (3) ’ Culture (Cardassian) 2 (3) Jem Hadar History (Cardassian) 1 (2) The Jem’Hadar are a warrior client species of the Domin- Language ion, having been genetically engineered by the Founders and 10 TEMPLATES A controlled by the Vorta. They lack a crucial isogenic enzyme Skills needed for survival which the Founders use to keep them un- Administration (choose Specialization) 1 (2) der control. They live shirt, often brutal, lives, and do not eat Any Science (choose any two Specializations) 2 (3) or sleep. Culture (Romulan) 2 (3) Attributes History (Romulan) 1 (2) Language Fitness 3 [6] Romulan 2 Strength +2 Unarmed Combat (Romulan) 2 (3) Vitality +2 World Knowledge (Romulus, Remus or other homeworld) 1 (2) Coordination 2 [6] Intellect 2 [5] Typical Advantages/Disadvantages Presence 1 [5] Curious +1, Shrewd +1, Arrogant –1, Code of Honor (Romulan) Willpower +1 -2 Psi 0 [5]

Skills Tholian Athletics (choose Specialization) 2 (3) Tholians are very punctual and territorial creatures of crys- Culture (Jem’Hadar) 1 (2) talline form from a hot world. Language Jem’Hadar 2 Attributes Planetside Survival (choose Specialization) 2 (3) Fitness 2 [5] Unarmed Combat (choose Specialization) 2 (3) Vitality -2 Coordination 2 [4] Typical Advantages/Disadvantages Intellect 2 [6] High Pain Threshold +2, Rapid Healing +1, Resolute +3, Tough- Logic +1 ness +2, Fanatic –3, Medical Problem -3 Presence 2 [4] Psi 0 [4] Romulan Skills The society of this offshoot of the Vulcan race is extremely Any Science (choose any two Specializations) 2 (3) rigid and duty-bound. The Romulans are an arrogant and Culture (Tholian) 2 (3) scheming species,S and have remained enemies to the Federa- History (Tholian) 1 (2) tion since 2160. Language Attributes Tholian 2 World Knowledge (Tholia) 1 (2) Fitness 2 [6] StrengthDRAFT +1 Typical V0.1 Advantages/Disadvantages Coordination 2 [5] Mathematical Ability +3, Sense of Time +1 Intellect 2 [5] Perception +1 Presence 2 [5] Empathy -1 Psi 0 [6]

11 A LUGTREK NETBOOK Federation Standard 1 Overlays Law (Starfleet Regulations) 1 (2) Vehicle Operations () 1 (2) It is obvious that LUG could not put every possible Overlay into the basic rulebook, but it is equally obvious that GMs will Federation Diplomatic Corps need many more Overlays than contained therein in short or- der. Listserv members have been hard at work to fill that void; While Starfleet keeps the peace by means of its military until such time that LUG can release new supplements with might, the Federation relies upon its trained diplomats to main- new Overlays, make use of the following. tain relations with foreign powers. While many diplomats are culled from various luminaries of a given planet, the Federa- tion maintains a well-trained cadre of attaches, consuls and Federation Overlays other foreign service officers to augment

Primary Skills Starfleet Intelligence Agent Administration (Bureaucratic Manipulation) 2 (3) Battles — and wars — are often won or lost based on Diplomacy (choose Specialization) 2 (3) intelligence gathered prior to engagement. Recognizing the Charm (Influence) 2 (3) value of covert operations in protecting the interests and val- Social Science (Political Science) 2 (3) ues of the Federation, Starfleet maintains a well-trained divi- Persuasion (Debate) 1 (2) sion of operatives to carry out intelligence missions and other- wise collect, disseminate and analyze data of sensitive na- Secondary Skills ture. Athletics (choose Specialization) 1 (2) The following Overlay represents an operative trained ex- Computer (choose Specialization) 1 (2) tensively by, and reporting directly to, Starfleet Command. Dodge 1 Other foreign nationals employed as agents by Starfleet or op- Energy Weapon (Phaser) 1 (2) eratives in-place should use the Generic Overlay for spies be- First Aid (choose Specialization) 1 (2) low. History (Federation) 1 (2) Language Primary Skills Federation Standard 1 Espionage (Intelligence Techniques) 2 (3) Law (Starfleet Regulations) 1 (2) Language (choose Language) 1 Personal Equipment (choose Specialization) 1 (2) Planetary Tactics S(choose Specialization) 2 (3) Security (Security Systems) 2 (3) Strategic Operations (choose Specialization) 2 (3) Cardassian Overlays

Secondary Skills Cardassian Communications Officer Athletics (choose Specialization) 1 (2) DRAFT The communicationsV0.1 officer is charged with operating all Behavior Modification (Resistance) 1 (2) Computer (choose Specialization) 1 (2) communications equipment onboard the ship or station. They Dodge 1 handle all ship to ship and ship to planet communications. Energy Weapon (Phaser) 1 (2) This officer is also the official intelligence officer. History (Federation) 1 (2) Primary Skills Language Espionage (Intelligence Techniques) 2 (3) 12 OVERLAYS A Shipboard Systems (Communications) 2 (3) Unarmed Combat (choose Specialization) 2 (3) Strategic Operations (choose Specialization) 2 (3) Vehicle Operations (choose Specialization) 1 (2) Systems Engineering (Communication Systems) 2 (3) Language (choose two Languages) 1 Kzinti Crewman This Overlay represents the standard Kzin starship Secondary Skills crewmember: adequately trained in one or more aspects of starship operation, and able to be called upon to do battle in Athletics (choose Specialization) 1 (2) space or on a planet’s surface. Behavior Modification (choose Specialization) 1 (2) Computer (choose Specialization) 1 (2) Primary Skills Dodge 1 Energy Weapon (Phaser) 1 (2) Energy Weapons (Disruptor) 1 (2) Planetary Tactics (choose Specialization) 1 (2) History (Cardassian) 1 (2) Shipboard Systems (choose Specialization) 2 (3) Language Systems Engineering (choose Specialization) 1 (2) Cardassian 1 Vehicle Operations (choose Specialization) 1 (2) Law (Seventh Order Regulations) 1 (2) Secondary Skills Kzinti Overlays Athletics (choose Specialization) 1 (2) Computer (choose Specialization) 1 (2) Dodge 1 Kzinti Captain Energy Weapon (Phaser) 1 (2) Those Kzinti which rise to command starships do so by Personal Equipment (choose Specialization) 1 (2) means of their physical prowess as often as that of their intel- Planetside Survival (choose Specialization) 1 (2) ligence or resourcefulness. Still, the average Kzinti starship Propulsion Engineering (choose Specialization) 1 (2) commander is a fearsome opponent. Unarmed Combat (choose Specialization) 2 (3)

Primary Skills Kzinti Telepath Command (Starship Command) 2 (3) The telepath aboard Kzin ships is regarded as a useful Diplomacy (choose Specialization) 1 (2) tool, if he is not looked fondly upon by his shipmates. Perform- Energy Weapon (Phaser) 1 (2) ing some medical functions, the telepath’s function is similar Law (Federation Law)S 1 (2) to that of the ship’s counselor on Starfleet vessels in that he is Planetary or Starship Tactics (choose Specialization) 1 (2) supposed to give his commander valuable information about Shipboard Systems (choose Specialization) 1 (2) their opponents. Beyond this, a Kzin telepath does not actu- Secondary Skills ally counsel the rest of the crew. Reading minds is a taxing proposition for Kzin telepaths. Athletics (chooseDRAFT Specialization) 2 (3) V0.1 Computer (choose Specialization) 1 (2) Primary Skills Dodge 2 Bargain (choose Specialization) 1 (2) Language Diplomacy (choose Specialization) 1 (2) Federation Standard 1 First Aid (choose Specialization) 1 (2) Personal Equipment (choose Specialization) 1 (2) Receptive Telepathy 4 Planetside Survival (choose Specialization) 1 (2) Shipboard Systems (Medical) 1 (2) 13 A LUGTREK NETBOOK Secondary Skills Merchant Athletics (choose Specialization) 1 (2) Representing a fairly typical trader or similar business- Computer (choose Specialization) 1 (2) man, this Overlay can be used to generate merchants of most Dodge 1 species. Energy Weapon (Phaser) 1 (2) Language Primary Skills Federation Standard 1 Bargain (choose Specialization) 2 (3) Law (Federation Law) 1 (2) Computer or Streetwise (choose Specialization) 1 (2) Personal Equipment (choose Specialization) 1 (2) Persuasion (choose Specialization) 1 (2) Planetside Survival (choose Specialization) 1 (2) Merchant (choose Specialization) 2 (3) Vehicle Operations (choose Specialization) 1 (2) Vehicle Operation (choose Specialization) 2 (3) Generic Overlays Secondary Skills Culture (choose Culture) 1 (2) Fast Talk 1 (2) Diplomat Gaming (choose Specialization) 1 (2) Players are likely to encounter diplomats from various spe- Language cies with some frequency. Use this Overlay as a guide to cre- Federation Standard 1 ating diplomats and attaches for most species. For members (choose two other Languages) 1 of the Federation Diplomatic Corps use the Federation Overlay Law (choose Specialization) 1 (2) above. World Knowledge (choose Planet) 1 (2)

Primary Skills Scientist Diplomacy (choose Specialization) 3 (4) This Overlay represents an average civilian scientist work- Persuasion (choose Specialization) 2 (3) ing within the bounds of the Federation or its explored space, Social Sciences (Political Science) 2 (3) and can be used to create scientists, professors and special- Charm 2 (3) ists of most species with some slight modification. For some Law (Federation) 1 (2) specialists, you may need to rearrange some skills; for instance, an archaeologist would likely replace Engineering with more Secondary Skills SHistory skill. Artistic Expression (choose Specialization) 1 (2) Computer (choose Specialization) 1 (2) Primary Skills Culture (choose Culture) 1 (2) Computer (choose Specialization) 2 (3) Fast Talk 1 (2) Personal Equipment (choose Specialization) 2 (3) History (Federation) 1 (2) Science, Any (choose Specializations) 2 (3) and (4) Language DRAFT V0.1 Science, Any Other (choose Specialization) 1 (2) Federation Standard 1 Shipboard Systems (Sensors and one other Specialization) 2 (choose another Language) 1 (3) World Knowledge (choose Planet) 1 (2) Secondary Skills Administration (choose Specialization) 2 (3)

14 OVERLAYS A Engineering, Any (choose Specialization) 1 (2) History (choose Civilization) 1 (2) Language Federation Standard 1 (choose another Language) 1 Persuasion (choose Specialization) 1 (2) Vehicle Operations (choose Specialization) 1 (2)

Spy This Overlay is intended to create spies and other seedy underworld characters typical to most species.

Primary Skills Computer (Data Alteration/Hacking) 2 (3) Espionage (choose Specialization) 2 (3) Personal Equipment (choose Specialization) 1 (2) Security (choose Specialization) 1 (2) Streetwise (choose Specialization) 1 (2)

Secondary Skills Charm (choose Specialization) 1 (2) Disguise (choose Specialization) 1 (2) Dodge 1 Energy Weapon (choose Specialization) 1 (2) Language (choose any Language) 2 Law (choose Specialization) 1 (2) Unarmed Combat (choose Specialization) 1 (2) Vehicle OperationsS (choose Specialization) 1 (2) DRAFT V0.1

15 A LUGTREK NETBOOK matic Success makes the character feel as if they were com- Skills pletely unwounded, and suffer no Wound Level effects entirely. Such characters, if not carefully watched (or restrained, in the While the Traits chapter of the rulebook covers many di- case of more serious injuries) may attempt tasks beyond the verse skills, there is always room for more. New species may ability of their wounded bodies, and cause themselves greater require new talents, your NPCs may need some obscure ability, harm or even death. A Dramatic Failure may have consequences or your players may have something else in mind. For this of inflicting another wound level (this cannot raise a target reason, we have created some new skills — as well as new above Near Death however) or causing a phobia or mental dis- specializations for existing skills — to complement those from order through intense, psychic pain. the basic rules. Routine: Calming a Stunned target Social Sciences (Intellect) Moderate: Calming or reducing the pain of an Injured tar- While the Social Sciences skill is included in the rulebook, get we include some new specializations for the skill here. Challenging: Calming or reducing the pain of a Wounded target Linguistics: The study of language: its form, structure, Difficult: Reducing the pain of an Incapacitated target nature and use as well as language histories and the Nearly Impossible: Reducing the pain of a Near Death interaction of language and societies. target Philosophy: The search for values and meaning and analy- Specializations: None sis of the grounds and concepts of fundamental be- liefs. Religion: The study of devotion to religious faith or faiths, whether personal beliefs or institutionalized systems of belief.

Pain Reduction (Psi) This ability is closely associated with the Deltans, although other races utilize it as well. Using this ability allows the prac- titioner to calm and reduce the amount of shock, pain, and emotional distressS of the subject. Generally used to assist in emergency surgical procedures, Deltans (and other practitio- ners) are also able to make excellent use of this ability to aid victims of mental trauma and shock. Pain Reduction is extremely difficult to use at range; add +2 to all Difficulty Numbers if the character is not touching the target. EachDRAFT successful task at the difficulty level of the V0.1 additional wound reduces the target’s Wound Difficulty pen- alty and apparent Wound Effect by one level. Pain Reduction does not actually heal any physical damage, however. The character’s body remains in the full wounded condition unless further conventional healing is applied. Any additional wounds “restore” the full (and likely higher) Wound penalty. A Dra-

16 PERSONNEL A (Environment Suit) (3) Personnel () (3) In this section we include Persuasion (Oratory) 2 (3) game statistics for notable Physical Sciences (Mathematics) 1 (2) characters of the Star Trek uni- Planetary Tactics (Small Unit) 2 (3) verse, from the mightiest of Planetside Survival (Forest) 2 (3) starship captains to the dead- Projectile Weapons (Submachine Gun) 1 (2) liest of villains. Propulsion Engineering () 1 (2) (Impulse) (2) Security (Security Systems) 2 (3) James T. Kirk Shipboard Systems (Communications) 1 (2) One of the most famous (Flight Control) (3) captains in the history of (Sensors) (2) Starfleet, Captain James T. Kirk (Weapons Systems) (2) commanded the U.S.S. Enterprise on its historic five-year mis- () (3) sion of galactic exploration from 2264 to 2269. (Tactical) (2) Space Sciences (Astrogation) 3 (4) Attributes Starship Tactics (Federation) 4 (5) Fitness 3 (Klingon) (5) Vitality +1 (Romulan) (5) Coordination 4 Streetwise (Human) 3 (4) Intellect 4 Systems Engineering (Weapons Systems) 1 (2) Presence 5 Unarmed Combat (Starfleet Martial Arts) 3 (4) Psi 0 Vehicle Operation (Shuttlecraft) 1 (2)

Skills Advantages/Disadvantages Administration (Starship Administration) 2 (3) Ally (crew), Athletic Ability, Bold, Department Head (Command). (Logistics) (3) Famous Incident (Many), Innovative, Promotion (Admiral, later Charm (Seduction) 3 (4) back to Captain), Quick-Draw, Resolute, Sexy, Shrewd, Tacti- Command (Starship Command) 4 (5) cal Genius, Zero-G Training, Code of Honor (Starfleet), Impul- Computer (Data Alteration/Hacking)S 2 (3) sive, Species Enemy (), Intolerance (Klingons). Culture (Human) 2 (3) Diplomacy (Intergalactic Affairs) 4 (5) Courage Points: 10 Energy Weapon (Phaser) 3 (4) (Phaser Rifle) (4) Renown: 70 First Aid (Human) 1 (2) Aggression 11 Gaming (3-D Chess)DRAFT 3 (4) InitiativeV0.1 19 History (Federation) 2 (3) Discipline -9 (Human) (3) Openness 14 Languages Skill 17 Orion 3 Federation Standard 3 Personal Equipment () 2 (3)

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