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[[File:Vulcan Race.jpg|thumb|500px|right|Sarek, a male Vulcan (2293) ]]
[[File:Vulcan Race.jpg|thumb|500px|right|Sarek, a male Vulcan (2293) ]]


'''Name''': Vulcan<br />'''Dice''': 14D<br />'''Dexterity''': 2D/4D<br />'''Knowledge''': 2D+1/4D+1<br />'''Mechanical''': 2D+1/4D+1<br />'''Perception''': 2D/4D<br />'''Strength''': 2D+1/4D+1<br />'''Technical''': 2D+2/4D+2
'''Name''': Vulcan<br />'''Dice''': 13D<br />'''Dexterity''': 2D / 4D<br />'''Knowledge''': 2D / 4D<br />'''Mechanical''': 2D / 4D<br />'''Perception''': 2D / 4D<br />'''Strength''': 2D+1 / 4D+1<br />'''Technical''': 2D+1 / 4D+1


'''Move''': 10/12<br />'''Size''': 1.5 - 2.0 m<br />'''Weight''': 40 - 120 kg<br />'''Life Span''': 200 years
'''Move''': 10/12<br />'''Size''': 1.5 - 2.0 m<br />'''Weight''': 40 - 120 kg<br />'''Life Span''': 200 years


'''Special Abilities''':
'''Special Abilities''':
*'''Curious''': Confronted with a scientific mystery, Vulcans need to know the answer. In situations where a Vulcan  character is confronted with the unknown, they receive a free Character Point to spend, but it must be spent in that situation or it is lost.
*'''Mind Meld''': Vulcans have some minor Telepathic ability. A Vulcan that chooses to become Force Sensitive gains Sense at 1D free and gains [[Life Detection]], [[Life Sense]], and [[Receptive Telepathy]] free. Through training and practice a Vulcan may perform a Mind Meld. A Mind Meld is an exchange of memories. A Vulcan can read the memories of the target or share their own memories with the target. Both participants remember the experience afterwards, though they both know the memories belong to someone else.<br />A Mind Meld is very difficult to use at range; add +10 to all difficult numbers if the Vulcan is not touching the target. The Sense Difficulty is modified by relationship.


*'''KEEN HEARING''': Vulcans have especially sharp hearing. Vulcans receive a +4D to search rolls involving sound(s).
*'''Hides Emotions''': Vulcans never allow themselves to express their true feelings. No one ever knows how they feel about anything, and it's difficult to coax the information out of them. Vulcans receive a 1D penalty to all skills involving emotion, such as Bargain, Command, Con, Persuasion, and Intimidate (depending on the situation, GM's might provide this as a bonus rather than a penalty). Vulcans do not view this as a hindrance.
*'''PSIONIC''': Vulcans automatically start force sensitive. Vulcans start with [[Life Detection]], [[Life Sense]], and [[Receptive Telepathy]]. (Although these powers are not useable unless the Vulcan has dice in Sense.)
*'''Code of Honor''': Never give in to emotion; solve problems logically; violence breeds emotion.
*'''ENHANCED RAPID HEALING''': When injured, Vulcans concentrate their strength, blood, and antibodies onto injured organs by a type of self-induced hypnosis. Once per day, a Vulcan character can enter into a trance lasting 10 minutes for every affected wound level. At the end of this period, the Vulcan recovers a number of wound points equal to his Strength x 2. When employed, this ability replaces the character's natural healing for the day. The character still gains the benefit of First Aid and Medicine skill tests, however.<br />
*'''MIND-MELD''': This Vulcan discipline allows them to share memories with another character. Both participants in a meld know the origins of their new memories, and meld does not cause identity loss or confusion. Treat this ability as a skill, starting at 1D, which can be advanced as aan advanced skill. The Vulcan character must be able to touch his target (and the ability does not work through physical barriers such as gloves). Establishing a mind meld is a full round action. The character makes a Mind Meld skill test and adds his Sense dice, opposed by the target's Willpower or Sense (if the target actively resists). Even if the target's reaction test succeeds, the character can continue to plumb more deeply into his psyche as another full-round action, initiating an new opposed test, but at a -1D to the skill test. This penalty is cumulative.
 
*'''NERVE PINCH''': Vulcans can perform a combat maneuver, the nerve pinch, on any vertebrate by gripping it at the base of the neck (or an equivalent nerve center) and applying pressure in a special way. The character must make a Brawling skill test to hit the proper spot correctly. This test suffers a -5 skill test penalty. Used against an opponent who is unaware of the attempt, ignore this penalty. If successful, the target is automatically stunned for 2D rounds (no reaction test is allowed).


'''Description'''
'''Description'''
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'''Source''':
'''Source''':
*[http://memory-alpha.wikia.com/wiki/Vulcan Memory Alpha: Vulcan]
*[http://memory-alpha.wikia.com/wiki/Vulcan Memory Alpha: Vulcan]
*Star Trek RPG Players Guide (Decipher) (pages 48-49)
*[http://memory-beta.wikia.com/wiki/Vulcan Memory Beta: Vulcan]
*Star Trek RPG Players Guide (LUG) (page 65)
*thedemonapostle
*thedemonapostle

Revision as of 16:58, 13 August 2016

Sarek, a male Vulcan (2293)

Name: Vulcan
Dice: 13D
Dexterity: 2D / 4D
Knowledge: 2D / 4D
Mechanical: 2D / 4D
Perception: 2D / 4D
Strength: 2D+1 / 4D+1
Technical: 2D+1 / 4D+1

Move: 10/12
Size: 1.5 - 2.0 m
Weight: 40 - 120 kg
Life Span: 200 years

Special Abilities:

  • Curious: Confronted with a scientific mystery, Vulcans need to know the answer. In situations where a Vulcan character is confronted with the unknown, they receive a free Character Point to spend, but it must be spent in that situation or it is lost.
  • Mind Meld: Vulcans have some minor Telepathic ability. A Vulcan that chooses to become Force Sensitive gains Sense at 1D free and gains Life Detection, Life Sense, and Receptive Telepathy free. Through training and practice a Vulcan may perform a Mind Meld. A Mind Meld is an exchange of memories. A Vulcan can read the memories of the target or share their own memories with the target. Both participants remember the experience afterwards, though they both know the memories belong to someone else.
    A Mind Meld is very difficult to use at range; add +10 to all difficult numbers if the Vulcan is not touching the target. The Sense Difficulty is modified by relationship.
  • Hides Emotions: Vulcans never allow themselves to express their true feelings. No one ever knows how they feel about anything, and it's difficult to coax the information out of them. Vulcans receive a 1D penalty to all skills involving emotion, such as Bargain, Command, Con, Persuasion, and Intimidate (depending on the situation, GM's might provide this as a bonus rather than a penalty). Vulcans do not view this as a hindrance.
  • Code of Honor: Never give in to emotion; solve problems logically; violence breeds emotion.

Description

PERSONALITY: Vulcans suppress their emotions in favor of a rigidly logical approach to life. They frown on displaying or relying on emotion. They often have difficulty relating to emotional species.

PHYSICAL DESCRIPTION: Vulcans have the same average height and weight as Humans. Their eyebrows possess a distinctive upward slant, and their ears have points. Their skin tones range from olive to dark brown, in part because of the green cast provided by their copper-based blood.

HOMEWORLD: Vulcan, the second of six planets orbiting Vulcanis A (40 Eridani A), a harsh, desert world of scorched plains, rough mountain ranges, and stark beauty.

CULTURE: The Vulcans possess a sophisticated, ancient culture with customs dictated by their devotion to logic. Vulcan art forms are formal and precise, intended not to evoke an emotional response but to stimulate thought or help induce a meditative mindset.

Vulcans also enjoy strategy games, formal debates, and similar activities. A Vulcan must apply logic to all situations he encounters and never give in to emotion (including violent emotions). If he fails, he suffers the scorn of other Vulcans.

Vulcans see violence as a waste of resources, time, and lives, and therefore illogical. If a Vulcan practices a martial art, he does so to hone his physique and discipline his mind. Above all else, Vulcans value peace and prefer to resolve differences—logically—through mediation. They are not fools, however, and when a Vulcan logically concludes that force must be met by force, he makes a formidable adversary.

Every seven years beginning at age 14, Vulcan males experience Pon farr, in which the mating urge emerges with irresistible force. A Vulcan who does not mate suffers a fatal neurochemical imbalance. He may also experience plak-tow, the "blood fever," when he loses all control of his emotions and can fight and kill without hesitation. Occasionally, Starfleet physicians have developed elaborate chemical, psychological, or holodeck-based "cures" for Pon farr episodes.

COMMON NAMES: Vulcans use only given names, though in ritual greetings they add their parent's name (and sometimes more), as in Spock, son of Sarek, son of Solkar.

MALE NAMES: Delvok, Lojal, Sakar, Sakkath, Sarek, Satelk, Satok, Savar, Skon, Solkar, Solok, Sonak, Soral, Spock, Stonn, Surak, Sybok, Tuvok, Vorik.

FEMALE NAMES: Saavik, Sakonna, Selar, Senva, Sitak, T'Lar, T'Lara, T'Pan, T'Para, T'pau, T'Pel, T'Penna, T'Pera, T'plana-hath, T'pring, T'Shanik.

Source: