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A DIVINE TREASURY

OF FERENGI
CHARACTER OPTIONS

Credits:
Written by Steven A. Cook

Special thanks to Brian K for suggestions, rules bashing and contribution of the Material River
Evangelist and Executive Courier professional packages.

Please send all inquiries and comments to Steve at steven_a_cook@yahoo.com


This document is not for retail sale, and no copyright infringements are intended.
The Star Trek Role Playing Game is published by Decipher, Inc.
Star Trek is a trademark of Paramount Pictures, Inc. All rights reserved.
Welcome to our home. Please place your metaphorically seen as a great flowing river comprised
imprint on the legal waivers and deposit your of material acquisitions. If wanting gains dominance
admission fee in the box by the door. Remember, over havingor vice versathen the great river churns
my house is my house [cringe]. and overflows, becoming dangerously unstable. And as
the river goes, so does society. Instability is not
As are its contents. prosperous in the long term.
Family Business, Star Trek: Deep Space Nine. A Ferengi in financial trouble often finds
himself tossed to the shores of the great river by a wave
The easily duped pirate, the swindling merchant, the of inflation. Similarly, he might run aground on a shoal
power hungry DaiMon, the cowardly gunrunnerall of hardship and have to swim to safety. Finding his way
are Ferengi stereotypes seen repeatedly on the various back onto the river requires a Ferengi to seek financial
Star Trek shows. They are useful to the Narrator as consolidation, a realigning of his investments, the
adversaries and enemies, but are they decent player selling of his property, or even a loan.
character archetypes? Probably not. Not until Star To stay afloat on the river, a Ferengi carefully
Trek: Deep Space Nine did we see well-developed navigates by balancing profit and loss, acquisition and
characters on screen worthy of the moniker Player liquidation, while also keeping an eye out for
Character. opportunities farther along the rivers course. One who
This article expands the options available to deftly navigates the great river can, in effect, steer the
players desiring to create Ferengi characters for the Star rivers course toward opportunity. The skilled
Trek Roleplaying Game. Included are expansions to Ferengione with the lobes for businessearns
the Ferengi species description covering eras, providing great prosperity, and a second chance to pursue profit in
sample characters, and introducing a new species the afterlife.
ability; new personal and professional development
packages; a liquidator elite profession; new edges and The Divine Treasury
flaws; and two pieces of Ferengi technology, the locator
bomb and energy whip. The Divine Treasury is the sacred palace of the Ferengi
afterlife. The walls, furnishings and doorsand
Update to Ferengi Species Description everything elseare made of gold-pressed latinum. A
sign above the entrance to the Divine Treasury reads:
Add the following section to the Ferengi species Please have your profit-and-loss statement ready for
description found on pages 36-37 of the Players inspection before entering the Divine Treasury.
Guide. When a Ferengi dies, his spirit goes before the
Registrar of the Divine Treasury, who decides whether
the Ferengi deserves to enter. This involves much
Profit, the Material Continuum, and the
cringing, bribery, and obsequious groveling. If the
Afterlife Registrar is impressed by the Ferengis actions, he is
allowed to enter the Divine Treasury.
Profit is at the core of Ferengi culture. Something isnt Once inside, the Ferengi bids on a new life
worth doing unless there is profit to be made. To the under the supervision of the Blessed Exchequer and
Ferengi mind, why would you give away something for Celestial Auctioneers. If the Ferengi has acquired
free when you could charge a price for it, and therefore enough profit in life, he pays for a new one and is
gain something you didnt havea profit. For Ferengi, reborn, earning the chance to gain yet more profit. If the
this is just the way life and the universe works. Greater Ferengi did not earn enough profit, his bid fails and his
profit equals greater lifeand a greater afterlife. spirit is banished from the Divine Treasury and locked
in the Vault of Eternal Destitution forever.
The Great Material Continuum Thus, a Ferengi gets only once chance at a
profitable afterlife. A prosperous Ferengi gains a
The Great Material Continuum governs all aspects of second life, and if he earns enough profit again, a third,
Ferengi life. This belief system posits that all societies and even a fourth. Ferengi myth purports that the
exist in alternating states of having and wanting, and is richest, most powerful Ferengi throughout historythe
Grand Nagiare sometimes actually reincarnations of a Profit of 0a lobe-challenged fool of uninspiring
Gint, the first Nagus and creator of the Rules of potential and influence (with horrible taste in literature).
Acquisition.
Encounters
Vault of Eternal Destitution
The Ferengi are one of the most well traveled species in
An afterlife in the Vault of Eternal Destitution is the the galaxy. Ferenginar, the Ferengi homeworld, is
worst possible fate. Every Ferengi banished to the Vault located in the Bajor sector, and Ferengi are most often
becomes the property of a Vault Auditor. The Auditors encountered in this region of space. Ferengi also travel
form a council called the Regulation Committee, which throughout the Alpha and Beta quadrants, especially
is lead by the Desecrated Auditorthe most powerful along the valuable trade routes near Cardassian and
and influential Auditor. The Committee oversees every Federation space. They commonly ply their wares in the
aspect of business and life in the Vault. These policies, Gamma Quadrant too, although traders have focused on
known as the Laws of Destitution, are harsh. systems near the Idran end of the Bajoran wormhole.
The Auditors charge outrageous accommodation Reports indicate that entrepreneurs have even found
expenses, high income taxes, service charges, and their way to the Delta Quadrant, likely via unstable
strictly regulate transactions. Painstaking financial wormholes or other similar phenomena.
audits and fines await Ferengi who break the Laws.
Though it is possible, few Ferengi ever manage to bribe Ferengi Free Trader
their Auditor to overlook transgressions. Fewer still
gain enough wealth to buy the title of Auditor and get to The Ferengi free trader travels the spacelanes
own slaves themselves. throughout the galaxy, seeking opportunities for profit.
To scare their children into behaving, Ferengi He could be a shifty thief out to bilk unsuspecting
mothers recite stories of the Demons of Despair. The locals of their valuables or an honest (as honest as
demons are evil spirits from the Vault of Eternal Ferengi get) trader dealing Vulcan mocha beans at a
DestitutionFerengi who were generous and modest price (as modest as Ferengi prices get). He may
charitable, unconcerned with profit, or otherwise have his own ship and crew or he could be part of a
heretical. Legends say that the demons take shadowy merchant consortium.
forms and escape the Vault for a time, stealing latinum
and other valuables from miscreant children. Profession: Merchant
Elite Profession: Free Trader
Species Ability: Ferengi Profit Margin Advancements: 15
Attributes: Agl 8 (+1), Int 12* (+3), Per 10 (+2), Prs
Profit is the driving force of Ferengi culture. All 10* (+2), Str 5 (+0), Vit 6 (+0)
Ferengi seek itwhether its latinum, property, Reactions: Quik +2, Savv +3*, Stam +0, Will +2
jewelry, starships, or other material possessions. The Defense: 8
more profit a Ferengi has, the greater he is respected Health: 6
and enviedby his peers. Also greater is his chance of Courage: 3
influencing fellow Ferengi. Renown: 3 [Renown was assigned to NPC, not gained
Ferengi characters have a Profit Margin score through advancements]
(or simply Profit) which gains them enhanced benefits Species Abilities: Bonus Edge (Skill Focus), Eye for
and is based on Renown. When making Influence, Profit, Four-lobed Brain, Head for Numbers, Lobes for
Intimidate, Negotiate, and Persuade tests involving Business, Profit Margin (3)
other Ferengi, a character automatically gains his full Personal Development: Mercantile Upbringing
Renown modifier to the skill test. No recognition test is Professional Development: Trader
required.
For instance, Nilva, the chairman of Slug-O-
Cola, probably has a Profit of at least 8 or 10marking
him with high favor and influence. Conversely, Blog, a
Ferengi who publishes Pakled love poetry, probably has
[The simple version of the skills detail, including Species Abilities: Bonus Edge (Skill Focus), Eye for
*only* actual skill levels] Profit, Four-lobed Brain, Head for Numbers, Lobes for
Skills: Business, Profit Margin (2)
Appraise +5 (Antiques) Personal Development: Bankrupt Family*
Armed Combat: Simple +1 Professional Development: Corporate Espionage
Athletics +3 Agent*
Computer Use +3 *New packages, see this article
Enterprise: Administration +2
Enterprise: Business +6 [The simple version of the skills detail, including
Influence +6 *only* actual skill levels]
Inquire +5 (Fraternize) Skills:
Knowledge: Culture +6 (Ferengi) Appraise +4
Knowledge: History +6 (Ferengi) Armed Combat: Simple +2
Knowledge: Specific World +6 (Ferenginar) Computer Use +5 (Invasion)(Sabotage)
Language: Federation Standard +3 Conceal +3 (Cache)
Language: Ferengi +4 Enterprise: Streetwise +4
Negotiate +10 (Bargain) Forgery +5
Observe +1 (Listen) Influence +3
Ranged Combat: Energy Weapons +5 Inquire +4 (Fraternize)
Repair +3 Investigate +2
Science: Physical Science +1 (Mathematics) Knowledge: Culture +3 (Ferengi)
System Operations +4 (Flight Control) Knowledge: History +2 (Ferengi)
Edges: Cultural Flexibility, Friendly, Shrewd, Skill Knowledge: Specific World +4 (Ferenginar)
Focus: Keen Hearing, Wealth 1 Language: Federation Standard +4
Flaws: Coward Language: Ferengi +5
Professional Abilities: MerchantHorse-trading, Observe +5 (Listen)
Connections, Pandering, Merchant Knowledge (T2), Ranged Combat: Energy Weapons +4
Procurement (T3); Free TraderBusiness Savvy, Sleight of Hand +3
Stranglehold Stealth +4
Edges: Cultural Flexibility, High Pain Threshold,
Ferengi Rogue Innovative (Reconnaissance, Soldier ability), Quick
Shot, Skill Focus (Keen Hearing)
This rogue is not your sniveling, cowardly Ferengi. Flaws: Dark Secret (bankrupt family)
Hes an efficient, street savvy criminal with the lobes to Professional Abilities: Con Artist, Scoundrels Fortune
get lucrative jobs and the guts to let it rip with a pistol. (Stealth skill), Sabotage (Computer Use) (T2),
He works alone and hes a skilled saboteur and Streetsmart (T2)
computer hack. Just dont ask him about his past
youll get a cover story if youre lucky. If youre Additional Ferengi Characters
unlucky, youll wind up on the wrong end of a Varon-T
disruptor. Diplomat: The diplomat believes the Ferengi can bring
civilized ideals to the galaxy. Mercantilism, not war, is
Profession: Rogue the Ferengi way, and many others will benefit from this
Advancements: 8 philosophy. Perhaps he serves on a Gamma Quadrant
Attributes: Agl 12* (+3), Int 8 (+1), Per 12* (+3), Prs mission to establish relations with new cultures, or he
9 (+1), Str 4 (+0), Vit 6 (+0) works to expand relations with the Federation or other
Reactions: Quik* +3, Savv +3, Stam +0, Will +1 Alpha-Beta Quadrant powers.
Defense: 10
Health: 6 Scientist: The scientist is brilliant but misunderstood.
Courage: 3 Shes an expert in her field out to prove her talents and
Renown: 2 [Renown was assigned to NPC, not gained gain the respect of prominent scientists in the galaxy.
through advancements] However, her lust for profit tarnishes her reputation and
involves her with unsavory scoundrels. A criminal Eras
background haunts her.
Enterprise: Ferengi are rarely encountered and
Merchant: Hes an economic thrill-seeker who isnt virtually nothing is known of their culture or
obsessed with profithes already wealthybut rather technology. Ferengi encountered outside their own
driven by the risks and rewards of the financial game. territory in this era are likely merchants seeking
Hell lose a deal without gripe so long as the untapped markets or raiders with stolen warp-capable
negotiations and adventure surrounding it excite him. ships. Starfleet Captain Jonathan Archer and his crew
Hes a big spender, hard drinker, and fast lover. He successfully repel a group of Ferengi privateers from
knows someone in every port of call. taking over the starship Enterprisealthough, at the
time, the crew has no idea the raiders are Ferengi.
Rogue: Mercantile affairs are beyond his kenhed
barely know a merger from a take-over from a TOS: The Ferengi remain an enigmatic species. Those
bankruptcy. However, he knows people, their desires encountered are merchants, free traders, rogues,
and their secret vices, so hes a master manipulator. prospectors and pirates. The state of Ferengi-developed
Perhaps hes a spy in training for a secret organization technology remains unknown, but myriad alien
like the Orion Syndicate or maybe hes a Starfleet technologies are available to rich Ferengi entrepreneurs.
Intelligence informant? Those who cant afford to pay for technology steal it.
Small and organized pirate fleets form under
Starship Officer: The starship officer sees a nobler role powerful crime bosses, first staking Ferengi influence
for Ferengi at large than profiteering. He also wants to within wide-ranging interstellar black markets and
show his Starfleet superiors that hes a team player and laying the groundwork for what becomes the Ferengi
a leader. Other Ferengi see his lack of latinum lust as Alliance fleet. The Ferengi reputation for treachery
weakness, an example of the poison other cultures, becomes widely known among species ensnared by
particularly the Federation, feed to Ferengi to control their business acumen.
them. But hes proud of his goals.
TNG: The Ferengi Alliance utilizes its burgeoning
Soldier: For years, his unusual burliness and propensity military fleet and expands its sphere of economic
for violence landed him jobs aboard pirate vessels. The control to many star systems in the Alpha and Beta
kind of jobs most sane Ferengi wont touch since they Quadrants. In the 2360s, the Federations Starfleet has
involve high personal risk and little profit return. But he several hostile encounters with the Ferengi, further
was good at it, tough, even businesslike. Unfortunately, spreading the species reputation for roguery and deceit.
his temperament and unabashed lust for one bosss However, mistrust breeds resentment among
mistress proved his undoing. Now, hes a homeless Ferengi, especially those few not solely motivated by
mercenary, having worked for the Romulans, profit. The scientist Doctor Reyga, for example, seeks
Cardassians, and other shadowy types. But he desires the respect of his peers for his development of
more than latinum and violencehe needs a cause. metaphasic shielding. Unfortunately, aboard the
Perhaps to redeem his vagabond past? Enterprise-Da Federation vessel no lesshes
murdered by a rival scientist before reaping the
Mystic: Her ethereal wisdom may have come by professional benefits of his genius. Ferengi say this kind
spiritual epiphany, years of study and contemplation, or of hate and violence is all too common among people
simply an alien entity that put the zap on her head. who claim to be civilized.
Regardless, she has donned clothing, rid herself of Ferengi encountered in this era are not just
needless material possessions, and abandoned the rogues, pirates and other nefarious types, but also
traditional selfish Ferengi ways. Her enlightened military officers, scientists, traders and merchants.
sensibilities lead her on a pilgrimage to share her
wisdom with others. DS9: The Dominion War does little to change the
course of Ferengi society. During the conflict, many
Ferengi turn to (or continue) smuggling and blockade
running. Others, such as Quark (Proprietor of Quarks
Bar, Grill, Gaming House, and Holosuite Emporium
Arcade, a wholly owned subsidiary of Quark Missions: Liquidators are normally assigned duties by
Enterprises, Inc.), run mostly legitimate businesses the FCA, such as investigating a specific individual for
while hoarding illegal profit on the side through black by-law infractions. Some liquidators can pick and
market auctions, double-dealing, and other shady choose their assignments because of their friends and
activity. standing within the FCA. Others are known as sniffer
However, change does come to Ferengi society liquidatorsa special investigator who does
from withinby Grand Nagi Zek and Rom. Both preliminary forensic accounting work to see if financial
introduce reforms to Ferengi law that permit women crimes warrant an official investigation. Perhaps the
rights of equality and profit earning, resulting in a more most feared liquidators, they operate in the shadows,
open, if still greed-focused, culture. Furthermore, secretly pouring over Ferengi business transactions,
Roms son, Nog, becomes the first Ferengi admitted to accounts, investments, and other electronic (or paper)
Starfleet Academy. Although Nogs acclimation is latinum trails.
troublesome, he ultimately proves a capable and
respected officer during the Dominion War. Background: Most liquidators, like other Ferengi,
Ferengi encountered in this era are increasingly begin their careers as merchants. To become a
from legitimate, respected professionsdiplomats, registered liquidator, a Ferengi must follow the routine
scientists and starship officers. Most Ferengi still work steps to rise the business ladderwork hard, offer
as merchants, traders or entrepreneurs. Of course, bribes, suck up to the boss, pay a registration and
befitting Ferengi temperament, there are always those licensing fee, and so on. Sometimes, a rogue or
pirates and scoundrels who prefer theft to business. diplomat befriends and bribes the right FCA
commissioner to gain a liquidator position. These
VOY: Ferengi encountered in the Delta Quadrant have Ferengi have at least a passing knowledge of
likely arrived through a wormhole or some other accounting ledgers, some financial savvy, and the
unstable stellar anomaly. For instance, Captain Janeway temperament to bully others when necessary.
and the crew of the U.S.S. Voyager discover two
Ferengi masquerading as gods to the Takarians. The Role: The liquidator is perfect for a Ferengi based
hucksters scheme is thwarted, but they escape and are series. He can serve as a source of information and
pulled into a wormhole. Other similar encounters might contacts, but also intimidate other Ferengi when
occurthe distances and dangers Ferengi overcome in necessary. He might also have political aspirations,
pursuit of profit often know no bounds. Ferengi who working and bribing his way to being a Nagus. For a
manage to reach the Delta Quadrant must be either mixed species and profession series, the liquidator
keenly adept or fabulously lucky (or unlucky). These could have his own ship and work alongside merchants
might be maverick scientists, daring prospectors, and rogues out for their own profit, which is always a
hopelessly lost traders, or outlaws on the run. noble Ferengi goal. A liquidator might also suit a player
who needs a recurring (but not permanent) character.
FCA Liquidator (Elite Profession) He shows up when least expected, or when needed, as
determined by the series and Narrator.
Liquidators are the eyes and ears of the Ferengi
Commerce Authority. They have jurisdiction within and Prerequisites: Presence 8+, Contacts (FCA), Business
without the Ferengi Alliance to investigate violations of +4, Inquire +3, Investigate +3, Negotiate +4
trade by-laws and other financial wrongdoings, and to Professional Skills: Appraise, Business, Computer Use,
enforce appropriate punishments upon the guilty. Influence, Inquire, Investigate, Knowledge: Law,
Widely feared for the powers they wield over ordinary Negotiate
Ferengi, liquidators are often extremely arrogant. They
expect all to cringe and grovel at their feet, obeying Professional Abilities
every uttered command without question. Two or three
hulking Nausicaan bodyguards ensure that proper The following abilities characterize liquidators. A
respect is paid. character automatically gains the Invoke Writ ability as
well as one Tier 1 professional ability when entering the
liquidator profession. Additional abilities can be chosen
through advancement (see page 152 of the Players Upgrade: This ability can be taken a second time, with
Guide) provided the character meets the prerequisites. the other skill.
Prerequisite: Obscured by Loopholes
Invoke Writ: A liquidator may invoke a Writ of
Accountability upon any other Ferengi (regardless of Meet My Nausicaan Friends: Because liquidators
where he lives or does business) if there is sufficient often need to bully, pressure, or otherwise intimidate
evidence to indicate financial wrongdoings, whether by others into cooperating with them, they learn to use
him or a family member he is responsible for. Although hired thugs to maximum advantage. When accompanied
the FCA actually approves and issues the writ, it is up by Nausicaans, the liquidator gains double the normal
to the liquidator to carry out the investigation and prove third-party bonus granted him for Intimidate tests from
to the FCA that the Ferengi in question has violated the the Nausicaans Forceful Presence species ability. (See
law. Aliens, p.111, for more information).
During an investigation, the suspect Ferengis Prerequisite: Wots, uh the Deal?
accounts are frozen and business ventures temporarily
shut down. If transgressions are proved, the liquidator Tier 3 Professional Abilities
metes out the appropriate punishments. These typically
include heavy fines, seizure of assets and accounts, When Youre in (the FCA): A seasoned liquidator has
selling of family members into indentured servitude, earned a reputation through successful liquidations,
and so forth, depending on the severity of the intimidation, threats, and outright fear mongering. If the
violations. If the Ferengi in question is cleared of the liquidator scores an extraordinary success during any
charges, no harm comes to him, and the liquidator Influence or Investigate skill test, his renown
walks away with a pocketful of bribes (ah, fees) for automatically increases by +1 at the end of the episode.
services and information rendered. Prerequisite: The Gold its in the or Meet My
Nausicaan Friends
Tier 1 Professional Abilities
Personal Development Packages
Obscured by Loopholes: Liquidators are highly
trained to find technical legal loopholes, or just plain Feel free to substitute any new edge later in this article
make them up. When making Negotiate skill tests, for one presented in these personal development
liquidators gain an affinity bonus equal to half their packages.
Persuade or Knowledge (Law) skill rounded up
(whichever skill is appropriate to the situation, at the
Bankrupt Family
Narrators discretion).
Your family went bankrupt when you were a child. You
and your entire family were humiliated and shunned
Wots, uh the Deal?: Liquidators are well schooled in
from Ferengi society. Your Attainment Ceremony
the art of trickery, deceit, and bribery, and are experts at
profits were meager at best, so a decent apprenticeship
detecting falsehoods. Liquidators gain a +2 bonus to all
proved beyond your grasp.
Savvy reaction tests.
Pick 1 Skill: Appraise +2, Gaming +2, Streetwise +2
Pick 3 Skills: Business +1, Computer Use +1, Influence
Tier 2 Professional Abilities +1, Inquire +1, any one Knowledge skill +1, any one
Language skill +1, Negotiate +1, Persuade +1
The Gold its in the: Since liquidators often need to Pick 2 Edges: Competitive, Everyman, Innovative,
identify and analyze secret accounts, false business Shrewd, Skill Focus
ledgers, and other ersatz documents, theyve learned a Flaw (mandatory): Dark Secret (Bankrupted)
few tricks of the trade to speed up discovering such
chicanery. Designate either the Computer Use or
Starfleet Flunky
Investigate skill when selecting this ability. When
You managed to get accepted into Starfleet Academy.
making related skill tests, the liquidator performs the
Unfortunately, the academic rigors and intense
task in half the base action time. This also applies to
workload were too much for your Ferengi sensibilities
related extended tests.
and you dropped out. Those hew-mons are demanding
taskmasters! But, youre determined not to let what you +2, any one Language +1, Negotiate +3, Specific World
did learn be wasted, and your lobes have been opened (choose) +1
to other lifestyleswith many opportunities for profit. Pick 5: +1 to any professional skill
Pick 1 Skill: Administration (Federation) +2, Computer Pick 1 Edge: Competitive, Contacts, Meticulous,
Use +2, any one Knowledge skill +2 Multi-tasking, Wealth
Pick 3 Skills: Athletics +1, any one Engineering skill
+1, any one Language skill +1, Repair +1, any one Material River Evangelist/Consultant
Science skill +1, Sport +1, System Operation +1, (Merchant)
Unarmed Combat +1 The Great Material River rewards those who are
Pick 1 Edge: Contacts, Curious, Fit, Likeable, Skill capable of navigating and steering its currents. You are
Focus there to help. Using a combination of sciences, your
council provides fellow Ferengi with the guidance they
Professional Development Packages need to find their way along the Great Rivers currents.
The Evangelist is a merchant wrapped in layers of
Feel free to substitute any new edge later in this article spiritualism.
for one presented in these professional development Skills: Appraise (Economy) +4, Business +2, Influence
packages. (Charm) +2, Knowledge (Economics) +2, Persuade
(Oratory) +2, Religion (Great Material River) +3,
Lawyer (Diplomat) Pick 5: +1 to any Professional Skill
You are a legal expert who relishes finding even the Pick 1 Edge: Confident, Contacts, Coordinator,
tiniest legal loopholes to exploit for your own or your Shrewd, Wealth
clients (often-nefarious) purposes.
Skills: Administration +3, Computer Use (Retrieve) +1, Corporate Espionage Agent (Rogue)
Inquire (Interview) +2, Investigate +1, any one You have stolen trade secrets, sabotaged research and
Language skill +2, Law +4, Negotiate +3, Persuade +2 development projects, spied on manufacturing facilities,
Pick 5: +1 to any professional skill and performed other espionage activities.
Pick 1 Edge: Contacts, Eidetic Memory, Meticulous, Skills: Computer Use (Invasion) +3, Conceal (Cache)
Shrewd, Skill Focus (Eloquent or Persuasive) +2, Forgery +2, Investigate +2, Inquire (Fraternize) +3,
Observe +4, Stealth +1
Frontier Scout (Merchant) Pick 5: +1 to any professional skill
Youve worked in frontier territories as a scout, Pick 1 Edge: Blends In, Contacts, Friendly, Innovative,
analyzing the potential markets, investment Meticulous
opportunities, and exploitable resources of newly
discovered cultures and worlds. Freelance Doctor (Scientist)
Skills: Appraise +2, Business +1, Planetary Science +2, You are a doctor-for-hire and perform medical services
Repair +2, Social Science (Economics) +3, Specific to those willing to pay your exorbitant fees. To you,
World +2, Survival (choose) +2, System Operation credentials are less important than results and profit.
(Sensors) +3 Skills: Computer Use +1, First Aid +2, Investigate +2,
Pick 5: +1 to any professional skill Medicine (choose) +3, Life Science (choose) +2,
Pick 1 Edge: Confident, Courageous, Fit, Healthy, Negotiate (Bargain) +2, Persuade +1, Physical Science
Sense of Direction +1, System Operation (Medical) +2
Pick 5: +1 to any professional skill
Futures Exchange/Market Speculator Pick 1 Edge: Curious, Innovative, Likeable, Shrewd,
(Merchant) Skill Focus (Seductive)
You have earned a living speculating on the Ferengi
Futures Exchange or numerous stock market or trade Privateer Scientist (Scientist)
exchange networks. You may have worked for a You are an expert in a scientific field. Although profit
financial firm or as an independent speculator. and fame motivate you, the drive for genuine scientific
Skills: Administration +2, Appraise (Corporate Stocks) discovery within you is strong.
+3, Business +3, Computer Use (Retrieve) +2, Inquire
Skills: Administration or Business +1, Computer Use Enigma Lobes
(Retrieve) +2, Investigate (Research) +2, any one You have sharp senses for noticing patterns within data,
Knowledge skill +1, Negotiate +1, Persuade +2, Repair making logical deductions, solving puzzles and
+2, any one Science skill +3, any one other Science mysteries, and spotting obscure connections between
skill +1, System Operations (Sensors) +2 facts and events.
Pick 5: +1 to any professional skill Prerequisite: Perception 6+
Pick 1 Edge: Confident, Curious, Eidetic memory, Effect: When you spend 1 Courage on a test to help
Meticulous, Thinker solve a mystery, problem, puzzle, or some other
conundrum, you gain +5 to your test result rather than
Alliance Toady (Soldier) the standard +3.
You were a hired cog aboard a Ferengi Alliance vessel
under the command of a cutthroat DaiMon. You Indefatigable Dealer
performed many duties, but were always replaceable. You are a dogged negotiator with a heart of gold-
Your official records are excellent, satisfactory, pressed latinum. No really. When a friends
pathetic, or non-existentdepending on the bribes you negotiations go sour, you are able to step in and turn the
gave your superiors. lost opportunity into a profitable deal.
Skills: Computer Use +2, Energy Weapons +2, Gaming Prerequisite: Presence 6+
(choose) +2, Inquire +3, Observe +3, any one Ranged Effect: When you spend 1 Courage on Business,
Combat skill +2, Repair +1, Survival +1, System Negotiate or Persuade tests to help other people, you
Operations +1, Tactics +1, Unarmed Combat +1 gain +5 to your test rather than the standard +3.
Pick 5: +1 to any professional skill
Pick 1 Edge: Competitive, Defensive Attack, Dodge, Rigger
Speed, Thick Skull Youve spent long hours breaking your back under
consoles, in system conduit crawlspaces, and patching
Executive Courier (Soldier) systems together with parts and technology that
Need a dozen bricks of gold-pressed latinum from the shouldnt be patched. You know the computers guts
Bolian Bank by Tuesday? Sister getting married? inside and out.
Sometimes things of value need to be transported, and Prerequisites: Intellect 6+
there are those who make profits by stealing them. You Effect: You gain a +3 bonus to Computer Use skill tests
are one of the bonded tradesmen who guarantee the safe on systems youve helped build from the ground up.
delivery of materials.
Skills: Any one Armed Combat skill +2, Energy Skill Focus (Banter)
Weapons +2, Negotiate +2, Observe (Spot) +4, Systems You have the gift of gab and can enthrall others with
Engineering (Flight Control) +2, System Operation meaningless anecdotes and banter.
(Flight Control) +3, Repair +2 Effect: You gain a +1 bonus to Influence and Inquire
Pick 5: +1 to any Professional Skill tests.
Pick 1 Edge: Bold, Contacts, Fast On Your Feet, Sense
of Direction, Wealth
Skill Focus (High-Roller)
You are a cunning gambler who keeps a cool head and
New Edges straight face even when the stakes are high.
Effect: Gain a +4 bonus to any one Gaming specialty.
Elegant Cringer
You have a knack for performing the perfect cringe at New Flaws
the perfect time.
Prerequisite: Perception 6+
Diminished Social Status
Effect: When dealing with other Ferengi, you gain a +2
You have a social stigma or you are from a social group
bonus to all social tests.
that suffers prejudice among your own species. This
could mean you suffer minor discrimination or outright
intolerance, depending on the severity and nature of the
social diminishment. In addition, your social status may Effect: You suffer a 2 penalty to all Business and
require you to perform certain duties or limit you to Negotiate skill tests.
certain careers. This flaw has no effect on people from
other cultures or species, unless they share the same or Lustful
similar attitudes. Your craving for oomox is boundless, and seldom do
Effect: Minor loss of status. You suffer a 4 penalty to you pass up the chance to indulge your hyperactive
social tests involving those that look down upon you. libido.
Upgrade: You can upgrade this flaw to increase the Effect: When you encounter someone you find
severity of social discrimination. desirable, you must spend 1 Courage to avoid making
Diminished Social Status 2: Major loss of status. You sexual overtures toward him or her (or it).
suffer a 6 penalty to social tests involving those that
look down upon you. Phobia
Diminished Social Status 3: Extreme loss of status. You You have an intense fear of a specific object or
suffer a 8 penalty to social tests involving those that situation. It could be a fear of crowds, darkness,
look down upon you. heights, spiders, water, enclosed spaces, Klingon targs,
or virtually anything else that could be frightening.
Emotional Wall Effect: When you encounter something you fear, you
Youre a close person. Seldom do you reveal your true suffer a 4 penalty to all skill tests until the source of
thoughts, feelings, opinions or emotions. Its difficult to your fear is removed or you spend 1 Courage to
get information from you. overcome your fear. Note that if the object you fear is
Effect: You suffer a 1 penalty to all social tests. so rarely encountered that this flaw becomes
meaningless, the Narrator can (and should) disallow
Gluttony your phobia.
Your appetite for food and drink is legendary.
Whenever you eat, you cant (or wont) stop until you Edges Revisited
are absolutely stuffed to bursting. And then comes
dessert.
Promotion
Effect: When you eat, you gorge, and you must have at
The following table delineates the rank structure for
least three squares a day (consider each meal to be
Ferengi Alliance vessels. See page 136 of the Players
double normal portions for things like standard issue
Guide for the benefits associated with each rank.
rations and such). For two hours after you eat, you
suffer a 2 penalty to all Agility (and Agility-based skill
Promotion (Ferengi Alliance)
tests) and Quickness tests.
Promotion Bonus Rank
1 +1 Blot
Holosuite Addiction 2 +1 Sloob
Whether you lust for the latest productions of the 3 +2 Groob
Vulcan Love Slave or Randy Risian series, or you find 4 +2 Mon
it easier to associate with programmed facsimiles of 5 +3 DaiMon
people than their real counterparts, your obsession with
holosuite fantasies closely orbits planet delusional. Note that there are two other ranks on Ferengi vessels,
Effect: When presented with the chance to indulge your cog and glom, but they provide no special benefits.
holo-habit, you must spend 1 Courage to avoid Rather they determine what duties individual crewmen
temptation. If you avoid the holosuite for more than a have. The lowest rank aboard a Ferengi vessel is the
day, you suffer the effects described in the Addiction cog, equivalent to a Starfleet ensign; superiors
flaw in the Players Guide. Use those rules as well to affectionately know these rank-and-file crewmen as
wean yourself off your vice, you dirty little troll! toadies. The second-highest rank on a Ferengi ship is
glom. The position is always filled by a monusually
Lobeless Idiot the one the DaiMon trusts the leastand he is
Your business sense is lacking and you seldom earn the responsible for carrying out the DaiMons orders on a
profit you expect.
daily basis (functioning similarly to a Starfleet Ferengi Energy Whip
executive officer). Specifications: 1.5 m length, 1 kg.
Description: The energy whip is a ranged energy
Technology weapon primarily used by Ferengi military personnel.
When the whip is cracked it releases a high-energy
Locator Bomb plasma discharge that streaks toward a target in an
Specifications: 15-20 cm diameter, 1-2 kg undulating blue wave. Those struck by the wave are
Description: The locator bomb is a short-range attack temporarily immobilized (stunned).
device and a popular, if excessively violent, tool Rules: Attacking multiple targets with an energy whip
employed by Ferengi assassins (eliminators). The increases the TN by +5 per target. All targets must be
locator bomb can be remotely controlled or within 5 meters of each other. This attack requires only
programmed to track and attack a target. To identify its one combat action, but uses up two charges per target.
quarry, the device utilizes sophisticated pheromonic Settings: 2 only
sensors. Duration/Energy: 1,000 charges
The locator bomb's antigravity propulsion unit Range: 5/10/15/20+5 meters
enables it to fly at a rate of 20 meters per round. The
most common explosive used in locator bombs is a
mixture of sorium and argine. The bomb can only
operate for three hours before its power cell needs to be
replaced or recharged. Locator bombs are illegal
devices, banned on most civilized worlds.
Rules: A locator bomb can be employed two ways
programming or remote control. Programming a locator
bomb to attack a specific individual requires a TN 15
Computer Use (Programming) or Demolitions (Arm
Explosives) skill test. No ranged combat modifiers
apply when programming a bomb to attack, but
academic test modifiers do apply. In order to attack a
target, the operator must first acquire a pheromonic
scan to program into the bomb. The remote control
transmitter device can be used to scan any individuals
pheromonic signature if the user is within 2 meters (no
test required).
Remotely operating a locator bomb requires a
System Operation (Sensors) or Demolitions (Arm
Explosives) skill test, with the TN modified by the
range to the target and any other appropriate ranged
combat modifiers. When operated remotely, the
controller manipulates the bomb's flight and attack
capabilities with a hand-held transmitter. Maintaining
line of sight to the target grants a +2 test result bonus.
The bombs sorium and argine residue is
detectable with a tricorder scan (and an appropriate
Demolitions, Investigate or Science skill test as
determined by the Narrator, typically at least TN 10 or
15) after the bomb explodes.
Range: 5/10/20/30+20 m, Blast Radius: 4 m, Damage:
5d6+10, Drop Off: -10/m
Duration/Energy: 3 hours (replaceable power cell)

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