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D&D 5th Edition Star Trek Supplement

a conversion of star trek to 5th edition d&d by Jacob Hines


Table Of Contents

PART 1 | RACES
1
Part 1: Races
The gametes of each "male" sex contain one quarter
of the number of chromosomes necessary to produce
o spring. During the conception of an Andorian child,
the thaan fertilizes a shen's egg with his gamete. The
chan then also fertilizes the egg.
This produces a fertilized egg that develops into a
zygote. The shen then transfers the zygote to the zhen's
pouch, where it develops into an embryo. The Andorian
fetus is incubated and nourished to term in the zhen's
pouch. The zhen does not contribute genetically to
o spring.

Aenar
The Aenar are physiologically very similar to the
Andorians. Like Andorians, they have two antennae,
although those of the Aenar had small indentations in
the funnel-shaped tips. They have no skin or hair
pigmentation, resulting in a pale ice-blue/white
appearance similar to Human albinos.
The most distinctive trait of the Aenar are their highly
evolved telepathic abilities. An Aenar is capable of
reading minds and of psychically projecting itself to
other humanoids. They use telepathy to communicate
amongst themselves. Many, if not all, Aenar are
completely blind yet had the ability to "see" via
telepathy.

Andorian Traits
Andorians have the following racial traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Charisma score increases by 1.
Age. Andorians have a rapid metabolism that means
they age somewhat faster than humans, reaching
maturity at around 15 years. This rapid maturation also
means they don’t tend to live quite as long even with
advance Federation medicine, few live past 100 years.
Size. Andorians stand at around the same height as
humans, but tend to be something thinner. Your size is
Medium.
Speed. Andorian base land speed is 30 feet.
Sex. Andorians have four biological sexes, not two.
Antennae. Andorians have a pair of antennae that
are useful for detecting their surroundings. You have
advantage on Wisdom (Perception) checks. Additionally,
even when blinded, you know the location of every
living creature within 30 feet of youthat isn’t taking
steps to hide itself (such as by the Dexterity (Stealth)
skill), though you still have disadvantage on attack rolls
made against them. This ability requires both antennae
to use.
Surefooted. You are trained in the Strength
(Athletics) skill, and have advantage on Dexterity
(Acrobatics) checks to keep your footing.
Environmental Resilience. Your tolerances for both
heat and cold are better than a human’s. You have
advantage on Constitution saving throws against
extreme heat and extreme cold.
Language. You can speak read and write Andorian and Speed. Your base walking speed is 30 feet.
Common. Languages. You can speak, read, and write Common
and Bajoran.
Aenar Traits
Aenar have the following racial traits.
Ability Score Increase. Your Constitution score
increases by 1, and your Wisdom score increases by 1.
Age. Aenar have a rapid metabolism that means they
age somewhat faster than humans, reaching maturity
at around 15 years. This rapid maturation also means
they don’t tend to live quite as long even with advance
Federation medicine, few live past 100 years.
Size. Aenar stand at around the same height as
humans, but tend to be something thinner. Your size is
Medium.
Speed. Andorian base land speed is 30 feet.
Sex. Aenar have four biological sexes, not two.
Antennae Vision. Aenar are born blind and thus rely
completely on their antennae for direction. The
Antennae can since objects within 60 feet but cannot
tell anything about color or texture. This ability requires
both antennae to use.
Natural Telepaths. Aenar can naturally cast Detect
Thoughts as a cantrip without the need for verbal,
somatic, and material components. This ability requires
both antennae to use.
Extreme Cold Resistance. Your tolerances for cold is
better than a human’s. You have advantage on
Constitution saving throws against extreme cold. You
also have resistance to cold damage.
Language. You can speak read and write Andorian
and Common.

Bajorans
The

Physical Description
Bajorans resembled Humans in appearance. They are
distinguished by a series of four to seven horizontal
creases across their noses. Bajoran women gestated
for only ve months, forming an intricate network of
blood vessels between the mother and the fetus. During
the pregnancy, Bajoran women were frequently
a icted by bouts of uncontrollable sneezing, roughly
analogous to Human women experiencing morning
sickness during pregnancy.

Bajorans Traits
Ability Score Increase. Your Dexterity score increases
by 1, your Charisma score increases by 1, and your
Intelligence score increases by 1.
Age. Bajorans reach adulthood in their late teens and
live on average a century.
Alignment. Bajorans tend toward no particular
alignment. The best and the worst are found among
them.
Size. Bajorans vary widely in height and build, from
barely 5 feet to well over 6 feet tall. Regardless of your
position in that range, your size is Medium.

PART 1 | RACES
2
Betazoid Telepathic Communication. Half-Betazoids can also
cast the Message cantrip message, but can only use it
Betazoids are a race of telepathic people who are on other telepaths.
general good willed. They make great advisors and Languages. You can speak, read, and write Common
counselors. and one additional languages of your choice.

Physical Description
Externally, Betazoids are physically indistinguishable
from Humans in every aspect but one: the irises of their
eyes are completely black. They can cross-breed with
Humans.
In mid-life, Betazoid females undergo a physiological
change known as "The Phase" during which their sex
drive increased by a factor of four or more.
Betazoids are natural telepaths. The common psionic
abilities of Betazoids extended from sensing thoughts
and/or emotions, over projecting thoughts and/or
emotions, to manipulating the minds of others.
Betazoids also felt the emotions of animals. Betazoids
also were able to read the emotions and thoughts of
non-corporeal beings. Some races they were are totally
unable to read their minds, such as Ferengi and
Changelings.

Betazoids Traits
Ability Score Increase. Your Charisma score increases
by 1, and your Wisdom score increases by 2.
Age. Betazoids reach adulthood in their late teens
and live on average a century.
Alignment. Betazoids tend toward good chaotic
alignment. They are general good but can be vary
mischievous.
Size. Betazoids vary widely in height and build, from
barely 5 feet to well over 6 feet tall. Regardless of your
position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Telepaths. Betazoids can naturally cast
Detect Thoughts as a cantrip without the need for
verbal, somatic, and material components.
Telepathic Communication. Betazoids can also cast
the Message cantrip message, but can only use it on
other telepaths.
Languages. You can speak, read, and write Common
and one additional languages of your choice.

Half-Betazoids Traits
Ability Score Increase. Your Charisma score increases
by 2, and your Wisdom score increases by 1.
Age. Half-Betazoids reach adulthood in their late
teens and live on average a century.
Alignment. Half-Betazoids tend toward good
alignment. They are general good willed.
Size. Half-Betazoids vary widely in height and build,
from barely 5 feet to well over 6 feet tall. Regardless of
your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Empaths. Half-Betazoids cannot read
another creatures mind but they can sense emotion.
You have advantage when trying to detect a creatures
motive with an insight check.
Cardassians
Bajorans Traits
Ability Score Increase. Your Strength score increases
by 1, your Constitution score increases by 1, and your
Charisma score increases by 1.
Age. Cardassians reach adulthood in their late teens
and live on average a century.
Alignment. Cardassians tend toward no particular
alignment. The best and the worst are found among
them.
Size. Cardassians vary widely in height and build,
from barely 5 feet to well over 6 feet tall. Regardless of
your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common
and Cardassian.
Ferengi Names
Ferengi
Ferengi names usually are one syllable long.
"A Ferengi without pro t is no Ferengi at all."
Male Ferengi Names: Nog, Nazrarik, Nuxac, Bota,
~ Rule number 18 of the Ferengi Rules of Acquisition
Fapak, Letedok, Nilramp, Rom, Goramra, Friza, Piron,
Irazar
Ferengi are driven by a need to accumulate material
Female Ferengi Names: Fakis, Mode, Henavira,
wealth. This greed is central to their society, and to
Tilagis, Leraphi, Ulak, Nalati, Nosizera, Tirokis, Srarra
their culture. If you have money, you are friend to a
Ferengi... if you do not you are ignored.
In addition they have a very rigid patriarchal attitude,
Racial Traits
women are not allowed to achieve wealth until their Ability Score Increase. Your Wisdom score increases by
husbands die. Until then they are not allowed to wear 1, your Intelligence score increases by 1 and your
clothes, nor are they allowed to hold any sort of public Charisma score increases by 1.
o ce. Age. Ferengi mature about the same rate as humans
but can live up to about 150 years old.
Physical Description Size. Ferengi are shorter than humans and tend to be
about 4 to 5 feet tall. Your size is small.
Ferengi stand at about 4 to 5 feet tall and have large Speed. Ferengi base land speed is 25 feet.
bulbous heads with enlarged brain cages. Their ears are Exceptional Hearing. Ferengi have the largest ears
very large and covered with nerves to feel pleasure. of all the races. Ferengi have advantage on perception
Their teeth are pointed. They also have orange tinted
checks for hearing.
skin.
Expert Merchants. Ferengi are experts when it comes
Most Ferengi wear fancy clothing to show o their
to trading Ferengi have advantage on rolls to negotiate
wealth and business prowess. This includes golden
prices.
necklances and chains hanging from ear to ear.
Four-Lobed Mind. Ferengi minds have four distinct
lobes that make it impossible to read their minds by
Unwaivering Capitalism traditional means.
The Ferengi people are the greatest examples of a Skilled in Bribery. Ferengi are experienced in the art
of bribery. Ferengi have advantage on roles to use
purely capitalists society. The primary driving force for
bribes.
most Ferengi is the aquisition of wealth. Ferengi go
even as far as auctioning o their physical remains
before death.
The Ferengi people believe in an afterlife called the
Divine Treasury. When a Ferengi dies the Registrar
greets the recently deceased at the gates to the Divine
Treasury. If the Registrar nds the arrival worthy, he
will accept their bribe and usher them inside. Once
inside, the deceased are met by the Blessed Exchequer
who reviews their pro t and loss statements. If a
Ferengi leads a pro table life, they are allowed to bid
on a new life under the supervision of the Celestial
Auctioneers.
However, if the Ferengi did not lead a pro table life
they will be sent to the Vault of Eternal Destitution; a
place of great su ering for all inside.

The Grand Nagus


The Grand Nagus is the leader of the Ferengi Alliance.
He is both the political leader of the species as well as
the economic leader. Virtually all decisions that
a ected the Ferengi require the approval of the Grand
Nagus, whose power is supported by the Ferengi Bill of
Opportunities and backed by the Board of Liquidators.

The Rules of Acquisition


The Ferengi people loosely follow a set of guidelines
call The Rules of Acquisition. Most of these rules are
designed to help Ferengi gain pro t. The Rules of
Acquisition were written by Gint, the rst Grand Nagus
of the Ferengi people.

PART 1 | RACES
3
Klingons Warrior People. You may add your pro ciency bonus
to damage rolls for any weapon you wield.
Language. You can speak read and write Klingons
"With re and steel did the gods forge the Klingon
and Common.
heart. So ercely did it beat, so loud was the sound,
that the gods cried out,
'On this day we have brought forth the strongest
heart in all the heavens. None can stand before it
without trembling at its strength.'
But then the Klingon heart weakened, its steady
rhythm faltered and the gods said,
'Why have you weakened so? We have made you the
strongest in all of creation.'*
And the heart said...
'I am alone.'
And the gods knew that they had erred. So they went
back to their forge and brought forth another heart.
But the second heart beat stronger than the rst, and
the rst was jealous of its power. Fortunately, the
second heart was tempered by wisdom.
'If we join together, no force can stop us.'
And when the two hearts began to beat together,
they lled the heavens with a terrible sound. For the
rst time, the gods knew fear. They tried to ee, but it
was too late. The Klingon hearts destroyed the gods
who created them and turned the heavens to ashes. To
this very day, no one can oppose the beating of two
Klingon hearts."
~ Excerpt from a traditional Klingon wedding
ceremony

Physical Description
Klingons stand about as tall as humans, with a
tendency towards a more muscular build. Their most
striking characteristic is the raised, ridged foreheads.
They also tend to have dark skin, slanted eyebrows,
and hair that is usually brown or black and worn long
by both genders. Klingon males usually wear goatees.

Klingon Traits
Klingons have the following racial traits.
Ability Score Increase. Your Strength score increases
by 2, and your Constitution score increases by 1.
Age. Klingons age much faster than humans, reaching
maturity at age 13. However, they can also live longer
lives, upwards of 150 years, although few die of old age.
Size. On average, Klingons tend to stand taller than
humans, 6 to 7 feet. Their dense bones and muscles
coupled with their general build means they also tend
to weigh a bit more. Your size is Medium.
Speed. Klingon base land speed is 30 meters.
Chosen of Kahless. You are trained in the Strength
(Athletics) skill and have advantage on pure strength
matchups.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Redundant Organs. If you would be reduced to 0 hit
points, you can instead choose to be reduced to 1 hit
point. Once you use this ability, you can’t use it again
until you nish a long rest.

PART 1 | RACES
4
Romulans
The Romulans are a humanoid race from the planet
Romulus. The Romulans were biological cousins of
Vulcans, descended from those who rejected Surak's
reforms during the Time of Awakening.

Physical Description
Due to their shared ancestry, Vulcans and Romulans
possessed very similar physiology, including varied skin
color. Romulans had pointed ears, eyebrows that were
arched and up-swept, and copper-based blood that
appeared green when oxygenated in the arteries, or
copper or rust-colored when deoxygenated in the veins.
(Star Trek Generations) Most Romulans had two brow
ridges above the bridge of their nose, forming a V-
shape on the forehead. However, a minority of
Romulans lack these ridges, making them outwardly
indistinguishable from Vulcans. The Romulan heart is
gray in color. Romulans lacked the rigorous mental
disciplines developed by the followers of Surak. They
were a passionate people, easily moved to extreme
emotions.
Romulans may share some genetics with the Vulcans
but are di erent enough that they have lost the ability
to initiate a mind meld. They also do not have the same
mating ritual known as Pon Farr.

Romulan Traits
Romulans have the following racial traits.
Ability Score Increase. Your Strength score increases
by 1, your Wisdom score increases by 1, and your
Charisma score increases by 1.
Age. Romulans mature and can live as long as their
Vulcan counterparts.
Size. Romulans stand around the same height and
have about the same build as humans. Your size is
Medium.
Speed. Romulan base land speed is 30 feet.
The Declared. All Romulans are highly resistant to
mental manipulation. You are pro cient in Wisdom
saving throws.
Spycraft. All Romulans are good at intrigue and
treachery. You are trained in the Wisdom (Insight) and
Charisma (Deception) skills.
Cipher Training. You have advantage on rolls to
decipher or create secret messages.

PART 1 | RACES
5
Tellarites
Humanoid mammals that average shorter and more
rotund than Humans. Tellerite faces are marked by a
broad, at, upturned nose and small eyes. Their hands
have three ngers including thumb. They are quite
dexterous in spite of their broad ngers. They nd
Human room temperature to be cold, indicative of a
higher body temperature.
Tellarites are an impatient people. They are also
known for their "stubborn pride". They have a
propensity toward strong emotion.
It is seen that Tellerites enjoy a good argument.
Argument is considered a sport on Tellar. Tellarites
often begin an interaction with a series of complaints;
this is how they start arguments with someone they had
recently met. If they had nothing to complain about
they would simply insult the person. Because of their
ability to argue Tellarites made excellent politicians.

Physical Description
Tellarites were a stout humanoid species with an
average body height shorter than that of Humans. They
had distinctive snouts, wore beards, and their hands
were sometimes hoof-like in appearance. Their lower
jaw possessed a pair of small tusks.

Tellarite Traits
Tellarites have the following racial traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Wisdom score increases by 2.
Age. Tellarites age at the same rate as humans.
Probably. We don’t actually know. This upsets the
Continuum.
Size. Tellarites tend to be short and stocky. They
average only about 5 tall, though they can weigh nearly
as much as a human. Your size is Medium.
Speed. Tellarite base land speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
Keen Scent. That nose isn’t just for show. Tellarites
have advantage on Wisdom (Perception) checks that
rely on scent.
Scathing Rebuttal. Tellarites greatly prize arguing
with one another and have a culture built around
debate –and insults. You are trained in the Wisdom
(Insight) skill. Furthermore, you may as an action
designate a target within 10 meters that can hear you
and proceed to make rude comments, possibly
concerning their parentage. The target must succeed
on a Wisdom saving throw (DC 8 + your pro ciency
bonus + your Charisma modi er) or be Stunned for 1
round.
Grand Design. Tellarites have a history of coming
together and creating large structures that are
beautiful and functional. All Tellarites have pro ciency
in Mason's Tools and one other chosen tool set.
Language. You can speak read and write Tellar and
Common.

PART 1 | RACES
6
Unjoined Trill Traits
Trill
Ability Score Increase. Your ability scores each
Trill resemble humans in almost all regards, the major
increase by 1.
di ernece between them is the fact that they can join
Age. Trill reach adulthood in their late teens and live
with a symbiont species.
on average a century.
Alignment. Trill tend toward no particular alignment.
Physical Description The best and the worst are found among them.
Trill resemble humans for the most part. However, trill Size. Trill vary widely in height and build, from barely
are distinguished by two rows of spots going down each 5 feet to well over 6 feet tall. Regardless of your
side of their bodies, from forehead to toe. Their skin position in that range, your size is Medium.
color can vary. Joined Trills are also extremely allergic Speed. Your base walking speed is 30 feet.
to insect bites; the biochemical connections between Languages. You can speak, read, and write Common
the host and symbiont cannot tolerate the reaction and Trill
caused by the insect's venom. It may be noted that Trill
are known for having cold hands. Joined Trill Traits
Ability Score Increase. Your ability scores each
Trill Symbiont increase by 1.
Age. Trill reach adulthood in their late teens and live
The Trill symbionts are teardrop-shaped, asexual, and
on average a century.
can swim in their natural pools. The symbionts
communicate with each other via electrical impulses Alignment. Trill tend toward neutral alignments. Due
to their past experience they tend to have a more
transmitted through milky water that they inhabited.
accepting view on life.
They also had a limited form of communication with
Size. Trill vary widely in height and build, from barely
certain Trill while not joined.
5 feet to well over 6 feet tall. Regardless of your
Trill symbiont join a new host through a surgical
position in that range, your size is Medium.
procedure in which it is placed in the abdomen, where it
Speed. Your base walking speed is 30 feet.
developed a connection through the narrow part of its
Codependance. Joined Trill are codependant to their
body to the host's body. Once a symbiont is joined for
symbiont. If they are separated the other will die in a
over ninety-three hours, the symbiont became
few hours. However this can be avoided if they are
dependent on its Trill host and vice versa; the Trill
rejoined (this does not have to be with the same host or
would die within hours without a symbiont, and the
symbiont).
symbiont could not return to their natural pools nor
Host Knowledge. Joined Trills have knowledge and
survive a signi cant period of time outside of a host.
experiences from previous hosts. The Joined Trill gains
After and during joining, symbionts took with them all
6 new skill pro ciencies.
of the memories of their previous Trill hosts so, upon
Insect Allergy. Joined Trills are allergic to insect
joining, the new Trill host gains those memories. The
bites. If a joined Trill gets bitten by an insect they are
brains of the symbiont and host are able to
Poisoned and take 1d4 damage per round until healed
communicate, and, indeed, do not function separately.
through any means.
Analyzing the brain wave patterns of the symbiont
Languages. You can speak, read, and write Common,
separately from the host was possible, and, to a
Trill and two additional languages of your choice.
degree, the symbiont's patterns do not change
signi cantly from host to host.
Although Humans can be used as a host to a
symbiont, the symbiont cannot remain in their bodies
for long without physically harming the Human host.

Zhian'tara
The zhian'tara is the Trill rite of closure, in which a
joined Trill meets with the previous hosts of their
symbiont.
During the rite, the personalities and memories of the
previous hosts are telepathically transferred from the
host to the bodies of voluntary friends by a Guardian.
The former hosts' personalities assert themselves and
the new host can converse and interact with them; this
allows the new host to "meet" the other hosts who had
been, until then, only memories and emotions. The
objective is to allow the new host to understand more
completely how the past hosts in uence the new hosts.
It is up to the volunteer friends to decide when to
release the consciousnesses back to the original Trill.

PART 1 | RACES
2
Vulcans Speed. Your base land speed is 30 feet.
Logical Mind. You are trained in one Intelligence-
based skill of your choice at character creation.
     "I thought it was generally accepted, sir, that
Mind Meld. By touching a creature, you can initiate a
Vulcans are an advanced and most honorable race."
mind meld. Doing so requires 3 rounds of uninterrupted
"They are, they are – and damned annoying at
contact and a successful Intelligence check (DC 10). A
times."
creature can resist the mind meld by making an
"Yes, sir."
Wisdomsaving throw (DC 8 + your pro ciency bonus +
– Data and Leonard McCoy, 2364 ("Encounter at
your Intelligence modi er); on a success, the meld
Farpoint")
attempt fails, though you may try it again. He or she
can repeat this saving throw each round to break the
Vulcans are a humanoid race, with copper-based blood,
meld; otherwise you may end it as a free action on your
slightly green-tinted complexion and notably pointed
turn. While mind-melded, you can communicate
ears. When vulcans are hurt their blood is green
telepathically with your target and he or she with you.
becuase of the copper. Over the centuries, Vulcans have
You can also peruse the target’s memories.
developed a culture dedicated to the complete mastery
Vulcan Nerve Pinch. If the Vulcan makes a successful
of logic, learning to suppress their once-violent
grapple check on any humanoid creature Medium or
emotions in nearly every aspect of their existence.
Meditation and self re ection are traits are practices smaller, the Vulcan may use, as a bonus action, the
that are commonly seen performed by Vulcans. Vulcan Nerve Pinch. Upon success, the target must
make a Constitution save versus the Vulcans Dexterity
Mind Meld check; if the target succeeds, the Nerve Pinch is
nulli ed, if the target fails, the target falls unconscious
The Vulcan mind meld or mind probe is a telepathic link for 1d8 hours.
between two individuals. It allowed for an intimate Vulcan’s Forge. You have advantage on Constitution
exchange of thoughts, thus in essence enabling the checks against extreme heat, and require only a
participants to become one mind, sharing quarter as much water per day as a human.
consciousness in a kind of gestalt. Language. You can speak read and write Vulcan and
A mind meld is not something that vulcans use lightly. Common.
A mind meld is a very intimate ritual for vulcans.
Sometimes information from the vulcan's mind can be
left behind during a mind meld.

Pon Farr
The pon farr isddd a Vulcan time of mating, and the
rituals following it were shrouded under a veil of
mystery and secrecy. It was considered to be a very
private matter within Vulcan society, so much that only
a handful of Star eet doctors had ever handled it.
Among themselves, Vulcans found it inappropriate to
involve themselves with another's pon farr.

Vulcan Names
    Male Vulcan Names: Tahna Los, Taibak, Enabran
Tain, Talok, Taurik, Tebok, Thalen, Thei, Thelev, Tieran,
Janel, Norvo, Timicin, Skon, Solkar, Tavek, Mestral,
Pola, Koss, Soval
Female Vulcan Names: Tal Celes, Taleen, Taris,
Yanas, Kestra, Asil, T'Para, Sakonna, Senva, T'Lara,
Tallera, T'Pol, T'Les, T'Meni, T'Lar, T'Mir, T'Pring, T'Penna

Vulcan Traits
Vulcans have the following racial traits.
Ability Score Increase. Your Strength score increases
by 1, and your Intelligence score increases by 2.
Age. Vulcans reach maturity at about the same speed
as humans, but they can live to be older, 200 years or
more.
Size. Vulcans stand around the same heightand have
about the same build as humans, though usually lean
from a vegetarian diet. Your size is Medium.

PART 1 | RACES
7
Items
Weapons
Name Cost Damage Weight Properties
Klingon Weapons
Bat'leth 75 gp 1d6 slashing 8lb. Heavy, nesse, versatile (2d6)
Mek'leth 30 gp 1d8 slashing 3lb. Finesse
D'k tahg (dagger) 20 gp 1d6 slashing 2lb. Finesse, light
Kut'luch "Mevak" (dagger) 30 gp 2d4 slashing 2lb. Finesse, light
Gin'tak (spear) 10 gp 1d6 piercing 4lb. Thrown (range 10/40), versatile (1d12)
Painstik 300 gp 4d4 radiant 3lb Ammo, reload (5 shots), special
Klingon disrupter 800 gp 3d8 radiant 3lb Ammo (range 40/60), reload (5 shots)
Federation Weapons
Type 1 phaser 1000 gp 3d6 radiant 1lb Ammo (range 20/60), reload (15 shots)
Type 2 phaser 1500 gp 4d6 radiant 2lb Ammo (range 30/120), reload (15 shots)
Type 3 phaser 3000 gp 5d6 radiant 12lb Ammo (range 60/300), reload (15 shots), two-handed
TR-116 3000 gp 4d6 piercing 10lb Ammo (range 60/300), reload (10 shots), , two-handed
TR-120 6000 gp – 10lb Ammo (range 60/300), reload (10 shots), special, two-handed
Other Weapons
Lirpa "Vulcan" 30gp 1d8 slashing 3lb. Versatile (1d10)
Ushaan-tor "Andorian" 10gp 1d4 slashing 1lb. Finesse, light, special
Ammunition
Federation Energy Cell 500gp – 0.5lb Refuels Type 1,2,3 phasers, and TR-116, TR-120
Klingon Power bank 120gp – 0.5lb Refuels Klingon disrupter, and painstik
Magic Items

Sword of Kahless
Weapon (Bat'leth), very rare

The Sword of Kahless was the rst bat'leth ever forged.


It was designed and created by Kahless the
Unforgettable. According to Klingon mythology, Kahless
created the sword by dropping a lock of his hair into a
river of lava, and then cooling the burning lock in a lake
and forging it into a blade.
The Sword of Kahless has the stats of a normal
Bat'leth but starts with a +2 to hit. With every
consecutive hit on a target this goes up by 2 (for
example, the second hit will be +4 to hit).

Knife of Kirom
Weapon (Dagger), very rare

The Knife of Kirom is a sacred Klingon artifact, over one


thousand years old, said to be stained with the blood of
Kahless the Unforgettable.
The Knife of Kirom has the same stats as a dagger
accept it does 2D4 Necrotic Damage.

8
References Planned Additions
Andorian Ale
Phasers
Websites Bat
Orions
Used for a starting basis for the Andorian, Klingon, Augmented Humans
Tellarites, Romulans, and Vulcan. Bajorans
https://img.4plebs.org/boards/tg/image/1493/10/1493 Cardassians
Vorta
Jem'hadar
kazon
Mirror Humans

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