By Patrick Goodman and Rachael Cruz, Star Trek Adventures Contributing Writers
Art by Paolo Puggioni
The Star Trek Adventures second edition core rulebook is now available in print and digital formats. To support the game’s launch, we’re using several weeks of STA-related blogs to provide more detail on each of the playable character species presented in the core rulebook. Perhaps the information provided in these brief travelogues will help to arm you with ideas and inspiration on what species you might want to use for your character.
BETAZED
Planetary Background
The lush, blue-green planet Betazed is the home of the telepathic Betazoids (see page 103 of the second edition core rulebook). Betazed boasts a healthy ecosystem, with much of the planet given over to dense forests. Unlike many Federation worlds, they eschew weather control technologies, which leads to a pleasant, though somewhat unpredictable, climate. It’s an ideal world both as a vacation getaway and a place to call home.
The Betazoid people, while as technologically advanced as any member of the Federation, have made a point of living in harmony with nature for centuries. Their cities are built to complement the natural environment, not compete with it. This careful stewardship of their ecosystem has helped them to maintain a huge variety of native flora and fauna.
Betazoids are scrupulously honest, sometimes to the point of being rude from the perspective of outsiders. A species of telepaths, they long ago realized it was impossible to lie to someone who could sense thoughts and intentions.
With its location near the center of the Federation, Betazed became a primary strategic target during the Dominion War. Cardassian and Jem’Hadar forces invaded and occupied the planet. They didn’t count on the willpower of the Betazoid people, however, nor on the difficulty of stifling a resistance movement when nearly all of a planet’s inhabitants could communicate telepathically.
Why You Should Play
There’s much to recommend growing up on Betazed. The population’s reverence for the natural environment leads many into a contemplative lifestyle. The cultural honesty of the Betazoid people can teach Betazoid and non-Betazoid alike to look more deeply into a person’s motivations, including their own, with or without telepathic aid. Either of these situations could lead to a character having a heightened Insight. It might take considerable Control to deal with the sometimes-harsh criticism that can stem from that cultural honesty, though.
If you were living on Betazed during the Dominion occupation, did you take part in the resistance movement to liberate the planet? It takes Daring to take on overwhelming foes like the Jem’Hadar. Were you one of the leaders of the resistance on your part of the planet? Taking on a leadership role like that not only increases a character’s Daring, it builds up their Presence as well.
Art by: Daren Dochterman
VULCAN
Planetary Background
The red planet of Vulcan is inhabitable but challenging. The air is dry and hot, with most of the world’s water supply found in underground aquifers. Only 10% of the planet’s surface is water, though research suggests this was not always the case. The temperature takes its toll on the non-native population, and the additional press of the desert planet’s high gravity easily tires visitors.
More often than not, the ancient buildings here are built into the rocks and deserts. Native architecture, while strong and imposing, frequently builds downward into the stone. The earlier architecture—those buildings from times of war—still loom imposingly, while newer buildings embrace the more ascetic and humble culture of the modern-day Vulcan. Softer construction is now favored instead of the sharp, angular designs of the past.
Some might say “dry home, dry wit,” for the Vulcan sense of humor may seem non-existent. Vulcans (see page 113 of the second edition core rulebook) are taught from a young age to suppress and deny their emotions. This was borne from the need to escape their sordid history: the planet’s inhabitants’ violent, emotionally driven rages inevitably led to war and harm to both planet and society. Only through following the tenets of logic preached by the scientist Surak were they able to reach the levels of peace and prosperity that persist in its people.
Those who refused to suppress their true emotions were no longer welcome within this society; these passionate but aggressive people settled on a new planet and became the species known today as Romulans (see page 110 of the second edition core rulebook).
Why You Should Play
Planet Vulcan is famous for the tremendous intellect and self-discipline of its inhabitants, the Vulcans. If raised among them, your character would doubtless be taught to value Reason and Control above all other attributes. Your character might be interested in the emotionality of other species around them, maybe going so far as to seek to experience out emotional experiences—or to help others develop heightened levels of calm and emotional suppression.
Order your print copy of the second edition Star Trek Adventures core rulebook now in standard format or one of three limited edition covers! And order a print copy of the second edition Game Toolkit as well, to expand your options for exploring the final frontier.
2nd Edition Core Rulebook (Command):
2nd Edition Core Rulebook (Sciences):
2nd Edition Core Rulebook (Operations):
All print orders will also receive the digital versions right away.
Alternatively, you can order the digital editions by themselves of the standard core rulebook and the Game Toolkit.
2nd Edition Core Rulebook PDF:
Thanks for reading this article, and thank you for your interest and support of Star Trek Adventures! Keep frequencies open for news about other upcoming Star Trek Adventures product releases. Live long and prosper!
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