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{{TrekHeader}} <div class="codex-page codex-page--trek"> = Species = <div class="codex-subtitle">Selecting a Species in ''To Boldly Go''</div> <p class="codex-lead">A character’s species describes genuine physical, neurological, and sensory differences. It may provide characteristic Talents, impose particular Hindrances, or permit capabilities unavailable to most humanoids. It does not determine the character’s personality.</p> Choose a species that supports the character you want to play. Species is an important part of a character, but it is only one part. Two Vulcans, Klingons, Humans, or Andorians may have completely different backgrounds, professions, convictions, and approaches to life. <div class="trek-mission"> <div class="trek-mission-title">Infinite Diversity</div> Species rules describe common capabilities, not an approved personality. They do not require every Klingon to be a warrior, every Vulcan to be a scientist, every Ferengi to be a merchant, or every Human to embody Federation ideals. </div> == Selecting a Species == === 1. Choose a Species === Select one of the species available in the campaign. Most player characters will be members of the Federation or officers accepted into Starfleet through an established exchange or special-assignment program. The species description explains the character’s natural capabilities and identifies any rules that must be added to the character sheet. === 2. Record Species Traits === Species Traits are abilities shared by nearly every healthy adult member of a species. They may represent unusual strength, heightened senses, environmental adaptation, redundant organs, telepathy, long life, or some other biological capability. A Species Trait is not a learned skill. It does not require a Focus simply because most Humans lack the same ability. === 3. Take Required Talents === Some species provide one or more required [[Trek:Talents|Talents]]. These represent significant capabilities that need a specific game effect, such as Vulcan strength, Betazoid telepathy, or an Andorian’s antennae. Required species Talents count as part of the character’s normal selection of Talents. A species package should make a character different, not simply more powerful. === 4. Take Required Hindrances === Some species impose a required [[Trek:Hindrances|Hindrance]]. This may represent a biological need, an instinctive response, an environmental vulnerability, or a deeply rooted psychological pressure. A required Hindrance should create meaningful complications during play. It should not dictate every decision the character makes. === 5. Create the Individual === After recording the species rules, decide what those rules mean for this particular person. Consider: * Where was the character raised? * How closely do they identify with their home culture? * Why did they enter Starfleet? * How do they respond to the expectations others place upon their species? * Which qualities belong to the individual rather than the species? Culture, education, profession, and personal interests are usually represented by [[Trek:Disciplines|Disciplines]], [[Trek:Focuses|Focuses]], Talents, Hindrances, and the character’s history—not by universal species rules. == Common Character Species == <div class="codex-grid trek-grid"> <div class="codex-card"> <div class="codex-panel-title">[[Trek:Humans|Humans]]</div> One of the founding peoples of the Federation. Humans are extraordinarily diverse and have no single defining profession, culture, or temperament. </div> <div class="codex-card"> <div class="codex-panel-title">[[Trek:Vulcans|Vulcans]]</div> Strong, long-lived humanoids who control powerful emotions through logic, discipline, and cultural practice. </div> <div class="codex-card"> <div class="codex-panel-title">[[Trek:Andorians|Andorians]]</div> A founding Federation species adapted to a cold environment, distinguished by their antennae, alert senses, and physical resilience. </div> <div class="codex-card"> <div class="codex-panel-title">[[Trek:Tellarites|Tellarites]]</div> A founding Federation species whose robust physiology and argumentative traditions are often mistaken for simple belligerence. </div> <div class="codex-card"> <div class="codex-panel-title">[[Trek:Bolians|Bolians]]</div> Federation members with distinctive physiology and a strong presence throughout Starfleet. </div> <div class="codex-card"> <div class="codex-panel-title">[[Trek:Denobulans|Denobulans]]</div> Long-lived humanoids with unusual biological adaptations and a culture comfortable with social arrangements other species may find complicated. </div> <div class="codex-card"> <div class="codex-panel-title">[[Trek:Betazoids|Betazoids]]</div> Telepathic humanoids whose mental abilities make privacy, honesty, and emotional boundaries matters of practical importance. </div> <div class="codex-card"> <div class="codex-panel-title">[[Trek:Klingons|Klingons]]</div> Powerful and resilient humanoids who may serve aboard a Starfleet vessel through exchange, diplomatic, or special-assignment arrangements. </div> </div> == Species and Culture == Biology and culture are not interchangeable. Vulcan emotional control is learned, even though the emotions being controlled have a biological basis. Klingon strength is biological; Klingon honor is cultural. Betazoid telepathy is biological; how a Betazoid uses it is personal and cultural. Use Species Traits for capabilities that members of the species possess naturally. Use Focuses, Talents, Hindrances, and character history for upbringing, beliefs, professional training, and individual experience. <div class="codex-callout trek-briefing"> <div class="codex-callout-title">Biology is Not Destiny!</div> Choosing a species does not assign a department or role. An Andorian may be a physician, a Bolian may command a starship, a Klingon may become a scientist, and a Vulcan may specialize in security. Build the individual rather than a representative specimen. </div> == Unlisted Species == The ''Star Trek'' universe contains hundreds of intelligent species, many of which appear only briefly. A player may propose a species not listed here. The player and Game Master should identify only those biological differences likely to matter during play. Most humanoids require no elaborate package. One defining Talent, a required Hindrance where appropriate, and a few sentences describing unusual capabilities are usually enough. Do not add a mechanical bonus merely because a species has a recognizable culture. Reputation, custom, education, and social expectations belong in the character’s history unless they directly affect what the character can do. Artificial life forms, radically nonhumanoid beings, and species with abilities far beyond ordinary Starfleet personnel require special consideration. Android player characters should remain rare and should never be treated as an ordinary species choice. == Continue Character Creation == After selecting a species, return to [[Trek:Your First, Best Destiny|Your First, Best Destiny]] and continue by assigning Attributes and [[Trek:Disciplines|Disciplines]]. [[Category:Trek]] [[Category:Trek rules]] [[Category:To Boldly Go]] [[Category:Character creation]] {{TrekFooter}}
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