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ICON SYSTEM KLINGON BOOK 2

VIEWS: 182 PAGES: 11

									             ICON SYSTEM KLINGON BOOK 2
                                                                         Cha pter Tw o: Traits
      Th is chapter discusses special applications for existing skills,                              sh ot. (T he sa m e ra tion ale ap plie s to M ed ica l Sc ien ce s.)
advantages and disadvantages for Klingon ch aracters, and provides
many new traits specifically for Klingons. Players should ch e ck w ith
their Narrators before taking these abilities for non-Klingon characters.

Skills
       Klingons value skill and competence. W hile their militaristic natu re
s ee m s like pure belligerence and aggressio n to many other species,
Klingons t a ke warfare seriously. They train many long hours to perfect
their fighting skills, and take great pride in them. A Klingon who cannot
fight well dishonors himself, his House a n d the Klingons who taught
h im .
       Klingons apply a similar ethos to mo st oth er a bilities a nd skills— if
he 's no t goin g to d o so m ethin g w ell, a K l in gon ofte n w on 't bo the r to
learn how to do it at all. Poor performance is disgraceful. A Klingon
w h o studies and practices enough to become an acknowledg ed
"exp ert" in a p articu lar fie ld m ay ev en rece ive a spe cial title (such as
Basai ma ster for po ets or Dahar m a ster fo r wa rriors) to reco gn ize h is
abilities.
       The rich Klin go n c ultu re g ive s th em a d ifferent perspective on, or
way of performing, certain tasks. A Klingon's approach to creating
artwo rk may differ from that taken by And orians, Humans, Cardassians
or other species. The following notes details th e key differences
between Sta r Tre k: T he Ne xt G eneration and Deep Space Nine
Roleplaying Games skills as learned by characters raised and t ra i n ed
as Klingons.

Dis ho no ra ble Sk ills
      Most Klin gons regard certain skills as dishonorable, either
because the y're "s ne ak y" or be cau se th ey pro vide som e u nfa ir
advantage (in com ba t or otherwise). Any Klingon using one of these
skills may suffer a lo ss of h ono r (includin g To tal Ho nor p oints).
Dis ho no rab le skills include: Behavior Modification, Disguise,
Espionage, Fa st Ta lk (inv olvin g d eception), Gaming (to cheat at
gam es) and Sleight of Hand (to fool or trick people, especially i n
com bat).

Co m m an d S kills
      As experienced by Commander William Riker and o ther Starfleet
personnel who served ab oard Klingon ships as pa rt o f the Officer
Exch ange Program, Klingons use a very different approach to the
c o m m a n d and adm inistration of a starship or space station than mo st
other spe cies . Sin c e th e Klingon military does not have a formal
command branch, comm and beco mes a " s urviva l of th e fitte st"
m atte r— a Klingon who feels a superior officer is weak, or has made an
incorrect de cisi on , ca n c ha llen ge him , se ttling the m atter in a "trial by
co m ba t" fashion. Often Klingons challenge eac h other on the basis of
hon or, resolving the contest through fierce arguments which often                             Projectile Weapon
de ge ne rate into trial by combat. This ensures only the bravest , m o s t                         This skill is unusually common among Klingons. Although it
skilled and h onorable warriors hold the most important positions.                                  ha s little practical use in battle, many warriors make a hobby
      Administration                                                                                of colle cting an d stu dying an cien t wea po ns. S om e o f their
             E xcept for the Logistics Specialization, Klingons generally                           collections are both impressive and valuable.
             scorn this skill. Only lesse r spec ies or o ld m en w ork with
             dataw ork an d n eg otiate with b ure au crats . A K lingo n w ou ld         Ot he r S kills
             rather fight his way to the heart of some bu r e a u cr a tic tan gle              Ch arm
             tha n ta lk h is w ay th rou gh it.                                                       Klin gons rarely possess this skill as most other specie s
      Diplomacy                                                                                        conceive of it—even Klingon courtship doesn't involve what
             W hile the term "Klingon diplomat" is an oxymoron throughout                              most people would consider "charm." But some have
             much of th e galaxy, in truth Klingons make fine                                          Specializations such as Inspire or Appeal To Ho nor which
             diplo m ats—at least the older, more level-headed ones.                                   reflect the w ays o ne Klin g o n w a rrior makes an emotional
             Provided they c an ho ld the ir tem pe rs in che ck, the ir                               app eal, or o ne b ase d on hon or, to an other K lingon warrior.
             aggressiveness and willing to ab ide b y hono rable                                Intimidation
             agreements serves them well at the negotiating table.                                     S ince Klin go ns pro fou nd ly res pe ct h on or, th e g rea ter a
                                                                                                       Klin go n's T ota l H o no r, th e m or e intimidating he seems. To
Op er atio ns Sk ills                                                                                  reflect this, any Klingon may divide his T o ta l Renown by 10
     First A id                                                                                        (round down), and add the quot ie n t to the Te st R esu lt of all
            W hile warriors of most species learn this skill to keep                                   Intim ida tio n T e sts he makes against other Klingons. The
            th e m s e lves an d the ir com rad es a live, K lingo ns o ften igno re it                Narrator m ay d en y a c ha rac ter th is b on us if he atte m pts
            entirely—after all, a true Klingon warrior can withstand                                   intimidating a n e n e m y or other Klingon who ha s no respect
            several injuries a n d still fight better than other species! They                         f or h im .
            prefer to rely on the ir brak'lul, tem pe r an d fig hting skills                                  W hile they can inflict pain as effectively as the
            instead of retre ating to the doctor every time they get cut or                            Romulans or C arda ssian s (albe it not as e lega ntly, perha ps),
          K l in g o n s prefe r the Blu ster a n d C ross -Exa m inatio n                                     Mo ckery typica lly app lies o nly wh en a K lin g on in su lts
          Specializations of this Sk ill t o Torture. They enjoy cowing a                               another Klingon. A Klingon cha r a c te r can ma ke a Mo ckery
          subject more than they do causing him pain.                                                   Test ag ains t a m em be r of a no ther s pe cies , but u nle ss he
      Language                                                                                          ge ts a ve r y g o o d Test Result (10 or higher), much of the
          The Klin go n ton gu e co ntain s m an y diale cts. Ta'Hol (the                               ins ult's meaning an d in nu en do in th e in su lt is lo st o n its
          "Em pe ror's Lan gua ge") is the stand ard d ialect, the one                                  targ et.
          associated with the First City and spoken by the majority of                                  Note: Characters don't need Mockery to run ritual insu lt
          Klingons. W he n o ther s pe cies lear n to s pe ak "K lingo n," they                         duels. You ca n ro lep lay del'jok quite easily with few T e sts of
          usu ally learn this tong ue . Oth er re gion s an d p lane ts with in                         any kin d . B u t no t all pla yers a re g oo d a t think ing f ast o n the ir
          the Emp ire have their own dialects; however, some sound so                                   feet an d u sin g th eir w its a s a n e xpe rien ce d K ling on m igh t.
          similar to ta'Hol that cha racters n eed no s epa rat e L a nguage                            The Mockery mechanics can he lp s uc h p laye rs c rea te
          skill to sp ea k the m . Bu t othe rs are com plete ly diff e re nt                           ap pro pria te cha racters which transcend their own (the
          languages (just like Earth's Ch i n ese has Mandarin,                                         pla yers ') lim itatio ns . A player can play a witty Klingon
          Cantonese, Fukienese and other "sub-tongues" not mutually                                     character if he wants to, regardless of his personal skills.
          intelligible). T hese dialec ts use differen t senten ce struc ture                           Specializations:
          and words (if not different sounds or w riting syste m s). A                                         Ancestral Insults, Barbed C omm ents, Classic Jibes,
          speaker of ruq'e'vet Hol (Ruk'evet Language, also called                                             Sarcasm
          ruq'Hol) wo uld n ot co m pre he nd , or m ight misunderstand,
          speech or writing in ta'Hol. A ch ara cter fro m Ru k'ev et wo uld                       Battle Trance (Ps i)
          probably have two Langua ge skills— ta'Hol and ruq'Hol.                                       The Klingon wills himself into a trance state in which h is
                  Som e Klingon dialects characters might learn include                           agression runs unchecked. He recklessly draws on his own life
          Krotmag, Morskan, Sakrej and Vospeg.                                                    ene rgy to gain strength, speed and accuracy in combat. At the
                                                                                                  start of the trance, he takes 2d 6 d amage and gains a +2 modifier
Ne w Sk ills                                                                                      on a ll U n arm ed C o m b a t or P rim itive W ea po nry te sts f or its
     The follo win g n ew skill s a pp ly m ain ly to Klingon characters, since                   duration. During the trance, he may at any time take another 2 d6
they reflect certa in a sp ec ts o f Kl ing on cu lture . If no n-K ling on s w ish to            damage to ge t an a dd iti o n a l + 1 m odifier. Th e Tra nce lasts for X
learn th em , th e N a rra to r m u st d ec id e w he th er th is is po ss ib le , m aking        rounds, where X is the difference between Difficulty and Test
the nece ssary changes as appropriate (for example, substituting                                  Re su lt. Th e ch ara cter m ay, if he so d esire s, try to reg ain h is
Co urag e Po ints for Sp end able Ho nor).                                                        trance state immediately after dropping out of it. Difficulty of
     Mo ckery (Presence)              Category: Other                                             achieving the battle trance depends o n ho w d istrac ting h is
                  Any Klingon can insult another Klingon simp ly by saying                        environment is when he attempts the trance:
           something rude to him. But som e Klin go ns a re p articu larly                              Routine: Character is alone i n a familiar, soundproof
           skilled at turning insulting phrases or belittling their fellows                             chamber
           w h e n engaging in del'jok ritual insult duels. Characters can                              Moderate: Alone in an unfam iliar but quiet place
           use Mockery to obtain the upper hand in ritual insult duels,                                 Challenging: Ch ara cter is am on g o thers pre pa ring for b attle
           which may lead to other game bonuses or benefits. W hen                                      Difficult: C haracter is on the field of battle, but has not yet
           engaged in a w ar of insu lts with another Klingon, the                                      engaged, or been engaged by, an opponent
           character ma kes a M ock ery Te st. Th e h igh e r the Test                                  Nearly Impossible: Character is already fighting an opponent
           Re su lt, the more effecti v e his in sult se em s. Th e T est R esu lt
           establishes the Difficulty for a Mockery or Presence Test                              Stare of Krug (Ps i)
           (modified by Willpower) which the target must attempt                                         Kru g , on e o f Ka hles s' faith ful re taine rs, wa s fam ou s for his
           (similar to using Dodge to establish Difficulty Numbers for                            ab ility to terrify an opponent with the raw f u ry in his eyes. The
           comb at). If the ta rge t ma kes the T est, h e re tains self-c on trol.               character mu st stare his o pp on en t direc tly in the f ace ; his
           If he fails th e T est, h e m ust e ither p ay 1 Sp en da ble Ho no r to               opponent mu st see him doin g this. If th e cha racte r suc cee ds, h is
           retain self-control or respond to th e in su lt in so m e                              victim be com es p rog ress ively m ore fea rful w ith ea ch a ttem pt to h it
           appropri ately Klingon way (this means the target has lost the                         h im . The opp one nt's first attem pt to h it suffe rs a -1 mo difier ; his
           del'jok, but the character with Mock ery m ay be the worse for                         second, a -2 m odifier; and so on. The e ffect lasts for X rounds,
           his victory).                                                                          wh ere X is the diff ere nc e b etw ee n D ifficu lty an d T es t Re su lt.
                                                                                                         Ro utin e : T h e last time you used your Stare of Krug against
            Example: G horet (Presence 3, Mockery (Barbed                                                this target, he failed to resist
            C o m ments) 2 (3)) and Tussak (Presence 2)                                                  Modera te: Target doesn't fit into any of the categories listed
            particip ate in de l'jok . Gh ore t say s, “Yo u a re a du ll-                               below
            toothed vaSa-serpent who subsists on offal                                                   Challenging: Th e la st time the target faced a Stare of Krug
            b ecause you fear to obtain better fare!” He m ake s                                         de livere d b y som eo ne else , he s ucc ess fully res isted it
            a Mockery Test and rolls three dice (for his                                                 Di fficu lt: The last time the target faced your Stare of Krug, he
            Pres enc e). His best result is a 4, to which he adds                                        suc ces sfully re siste d it
            3 from his skill. Tussak must m ake a Presen ce                                              Ne arly Impossib l e : Ta rge t's Ag gre ssio n R en ow n va stly
            Test against Difficulty 7 to resist losing his temp er.                                      exceeds your own
            Tussak rolls his two dice, but only gets a 3 and a
            4, so he fails. Rather than lose the duel so early,                              Klingo n M artial Arts
            Tussak spend s 1 Spendable Honor point to keep                                         Given the K lingo n cu lture's ag gre ssive an d m ilitaristic n ature , it
            h is temper in check, but he still feels his h a nd                              comes as no surprise that Klingons have been developing armed and
            wanting to reach for h is da gg er to te ach this pa htk                         unarmed m artia l arts styl e s f o r millennia. While the Klingon
            a le sso n h e w on 't so on forg et....                                         Suv'DuSaQmey, or "fighting schools," are not as n um erous or varied
                                                                                             as those of some cultures (su ch as the An do rian s), th ey s till pre se nt a
                                                                                             wide rang e of o ptions for cha racters to learn fo rm a l Klingon fighting
                  Players should roleplay their characters' use of                           arts.
            M oc ke ry. If they create particula rly good insults, or o n es                       The K lin go n te rm SuvlaH (literally, "Fighting Abilities") signifies
            which (inte ntionally or not) jab one of the target's sore spots,                "martial arts," bot h armed and unarmed (Suv'DuSaQmey mo re
            they receive a Test Result bonus (typically +1, or +2 at                         pro pe rly sign ifies th e e ntire b od y of K lingo n m artia l arts and
            mo st). If their insult sounds weak or poorly delivered, they                    styles/scho ols). In this con text laH signifies "fighting style" more than
            m ay s uff er a co rres po nd ing pe na lty.                                     just "ability," similar to some applications o f th e E arth te rm jutsu. The
                  The Narrator can use the Te st Re sult from a M ocke ry                    general term for a martial artist is Su vla H'w I'.
            Test to gau g e on look ers' re actio n to a n ins ult. A T est R esu lt               Klingon m artia l arts rely on power and strength, focusing on
            of 7 m ight in spire a few smirks or a guffaw among the                          offensive rather than defensive capab ilities— prou d Kling on w arriors
            Klingons observing the duel. A Tes t R esult of 13 could cause                   avo id look ing lik e the y are c on stan tly avo idi n g a ttacks in a most
            the crowd to laugh aloud at the offended Klingon , si n ce the                   cow ard ly fash i o n ! Klingon spiritual philosophy, however, helped
            insult is particularly clever, vicious and biting.                               influence certain "so ft" fighting styles w hich e mp has ize circula r m otions
and use a n o p p onent's force against him. Some of these styles, such                              imm obilize op po ne nts , bu t this res tricts his ow n a bility to
as M ok'bara , passed beyond the Empire's bounds for other citizens of                               make other attacks.
the galaxy to learn (few non-Klingons p ossess the strength and                               Joint Twist/Break (taS'ghor)
stam ina to u se the mo re ag gres sive K lingon fighting fo rms ).                                  Di fficu lty: 9
      Armed martial arts ar e Sp ec ializa tion s o f Pr im itive W ea po nry;                       Damage: Special
unarmed styles are Speci alizations of U narm ed C om bat. Th e text                                 Effect/Notes: This mane uve r im m ob ilizes on e o f the targ et's
below provides details on the primary unarm ed a nd a rme d m ane uve rs                             limbs jus t like Jo int L oc k; h ow ev er, th e a g gres so r als o tw ists
which co m pris e K ling on m artia l arts . De scrip tions of various fighting                      the joint to cause his victim agonizing but nondamaging pa in.
styles list maneuvers for each by name only. Narrators can adapt any                                 The target takes 2+1d6 Stun damage for every round caught
of these styles to the expanded, optional martial arts rule s from the                               in th e J oin t T wis t; ru le s fo r S tu n d am age a re fo und on page
Star T re k: T h e N ext G eneration Players' Guide; as teris ks in dic ate                          133 of the Star Trek: The Next Generation Roleplaying
advanced maneuvers for each style.                                                                   G a m e core rulebook. If the attacker wishes, he may make an
Fighting Competitions                                                                                Opposed Test against his victim using Fitness ( m o d ified by
      Klingons frequently engage in martial arts co m pe titions to hone                             Stre ng th an d the ag gre sso r's sig nific a n t advantage) to break
their figh ting s kills an d d em on strate their p row ess . Co m pe titions fall                   the grabbed joint, causing the ch a ra cte r to be co m e
into two bro ad ca teg orie s: vuS ("Limited") and vuSbe' ("U nlimited").                            Incapacitated and making the limb useless until healed.
Unlimited com pe titions in volv e fu ll-contact fighting with no holds or                    Power Strike (Q a w 'Q a)
ma neu vers ba rred , and usu ally res ult in the injury o r de ath of b oth                         Di fficu lty: 8
fighters. Limited competitions forbid certain maneuvers or weapon s so                               Damage: 5+1d6
Klingon wa rriors d on 't kill eac h o ther d urin g a spo rting event. For                          Effect/Notes: A stronger, fiercer form of Advanced Strike, the
example, some ba t'leth fighting matches ban the T'g ha maneuver                                     Power Strike sim ulates certain types of very powerful
(involving a s las h a t the he ad ); Mo k'bara com pe titions restrict the K o H -                  atta cks , bu t is d ifficu lt to e xec ute pro pe rly.
ma n-ara blo ck, w hic h c an ca us e s erio us inju ry.                                      Precision Strike ( )
                                                                                                     Di fficu lty: 8
Un arm ed M ane uvers                                                                                Damage: 3+1d6 Stun
     Advanced Strike (D o s 'Q a)                                                                    Effect/Notes: The character uses this strike to attack nerve
          Di fficu lty: 7                                                                            cen ters and other vulnerable spots on the targ et's bo dy,
          Damage: 4+1d6                                                                              causing Stun Damage.
          Effect/Notes: Similar to the Basic S trike, but more powerful                       Slam (y o 'Q a)
          and diff icu lt to e xec ute , the Ad va nc ed Strik e re pre se nts                       Di fficu lty: 5
          various types of kicks and strong punches.                                                 Damage: 3+1d6
     Basic Strike (c h o' Qa)                                                                        Effect/Notes: The character can onl y u se this maneuver
          Di fficu lty: 6                                                                            following a successful Grab ( n o t including Joint Lock). The
          Damage: 2+1d6                                                                              aggressor pick s up the g rab be d ch ara cter a nd sm ash es h im
          Effect/Notes: The Basic Strike represents a wide variety of                                into the gro un d, w hile reta i n in g his hold on the grabbed
          punches, short kicks, and other attacks.                                                   cha racter.
     Bearhug (yo'Hegh)                                                                        T a k ed o w n (w o D u 'Q a)
          Di fficu lty: 4                                                                            Di fficu lty: 8
          Damage: 3+1d6                                                                              Damage: 3+1d6
          Effect/Notes: The character can only use this maneuver                                     Effe c t/N otes: The attacker throws his opponent to the
          following a su cces sful G rab (n ot includ ing Jo int Lock ),                             ground. Besides taking damage from this attac k, the victim
          allowing him to squeeze his opponent for damage.                                           suffe rs penalties for being prone until he gets to his feet
     Escape (yo'jun)                                                                                 (which takes an a ction).
          Di fficu lty: 6                                                                     Throw (w o D u)
          Da m ag e: N /A                                                                            Di fficu lty: 8
          E ffect/Notes: Co mb atants u se this m ane uve r to esca pe fro m                         Damage: 1+1d6
          Grabs, Join t Locks, and similar attacks. It grants the                                    E ff ec t/N otes: The attacker throws his opponent to the
          d e fender a + 2 b on us to h is F itne ss + Stre ng th T es t wh en                       groun d . The victim suffers penalties for being prone until he
          m aking a n Op p os ed R o ll to e sc ap e su ch m a ne u ve rs . U sing                   gets to h is feet (wh ich take s an action).
          Esca p e counts as an Immediate Action, but may only be
          attempted once per round.                                                        Arme d M ane uvers
     Grab (yo'breH)                                                                           Blunt Attack (qutlh'QaSl)
          Di fficu lty: 7                                                                          Di fficu lty: 6
          Da m ag e: N /A                                                                          Damage: Special
          Effect/Notes: If suc ces sful, th e ch ara cter g rab s two of h is                      Effect/Notes: The character strikes his opponent with the
          op po ne nt's limbs (usually his arms) a n d effe ctive ly                               blunt part of an edged weapon, inflictin g th e w ea po n's
          im m obilizes them, preventing the attacker from using them                              damage as Stun Damage.
          un til f re e d . T h e c h ar ac te rs m a ke a n O pp o s e d Test using          Feint (tojQaSl)
          Fitness (modified by Strength) each round to determine                                   Difficulty: Special
          whether the g rab be d ch ara cter c an free his lim bs. If th e ro lls                  Damage: +3
          tie, on e lim b is fre ed ; if the targ et w ins the r o ll , h e fre es bo th           Effect/Notes: This blow fools the opponent, creating an
          limbs; if the agg ress or w ins, th e targ et rem ains he ld. Th is                      opening it exploits. The opponent makes a Routine (5)
          Opposed Te st is a n Im m ed iate Ac tion , bu t m ay o nly be                           Primitive W ea po nry o r Inte llec t Te st to de tec t the fein t. If he
          attempted once per rou nd . The attac ker m ust u se b oth h is                          succeeds, the s ub seq ue nt atta ck h as a Dif ficu lty of 9; if he
          arm s to pe rform this m ane uve r.                                                      fails, the Difficulty is 6.
     Joint Lock (taS 'HIv )                                                                   Guarded Strike (HubQaSl)
          Di fficu lty: 7                                                                          Di fficu lty: 7
          Da m ag e: N /A                                                                          Damage: +1
          Effect/Notes: If success ful, the cha racte r gra bs o ne of h is                        Effect/Notes: A q uic k, care fully gu ard ed blo w. A ny a ttem pts
          op po ne nt's l im b s ( u s u a ll y a n a r m ) an d e f fe c ti v e ly                to dodge o r block in that same round, or in the next round
          immobilizes it, p re ve ntin g th e a tta ck er fro m us in g th at lim b                befo re the ch arac ter laun che s an y further attacks, receive a
          un til freed. The characters ma k e an Opposed Test using                                +1 Test Resu lt bonus.
          Fitness (mo dified b y Streng th) eac h rou nd to d eterm ine                       Jab (qIgh'QaSl)
          whether the grabbed character can free his limb . This                                   Di fficu lty: 6
          Opposed Test is an Immediate Action, but may only be                                     Damage: +1
          attempted once per round. The a g g ressor may use his other                        Lunge
          limbs to attack, bu t all such a ttemp ts are a t -2 d u e to his                        Di fficu lty: 8
          awk w ard po sitio n. A ch ara cte r m ay u se bo th h is a rm s to                      Damage: +3
        Effect/Notes: The character moves up to 3 meters (minimum                                      c h a rac ter's taunts. If the character succeeds, his opponent
        of 1 m eter) to w ard h is targ et, us ing th e m om en tum of h is                            becomes enraged. For the next 1d6 round s, the opponent
        m ov em en t to in cre as e th e a ttac k's p ow er.                                           attacks only the character, and does n ot dod ge or b lock , only
   Power Slash (Qaw'QaSl)                                                                              attack using his most powerful blows.
        Di fficu lty: 9
        Damage: +4                                                                        Unarmed C omb at Styles
   Shove                                                                                   Mo k'bara
        Di fficu lty: 6                                                                         Th is style stresses Klingon spirituality and the contr o ll e d use of
        Da m ag e: N /A                                                                   the figh ter's te m pe r an d stre ng th. Its prim ary atta cks inclu de pa lm
        Effect/Notes: This maneuver must follow a Block. The                              strikes, a llow ing g rea ter co ntrol o f forc e tha n p un che s or k icks. W hile
        character catches his attacker 's w e apon on his own, then                       not es pe cia lly po pu lar a m on g th e K ling on s th em se lve s (s inc e it d oe sn 't
        exe rts his strength to push the attacker awa y fro m him (to                     allow for expressions of raw power like q e l' Qa and VeSwI'HoS'laH ),
        ga in room to ma neuver, to knock him d ow n, to th row him                       many non -Klingo ns lea rn i t, o ften comparing it to Earth's Aikido or Tai
        through a window or off a roof). If the Sho v e s u c ce eds, the                 Ch'i Ch'uan, or Bajor's Ga 'sho n A dra la.
        character pushes the victim back 1-2 meters. The opponent                               Mo k'bara Maneuvers:
        also falls down unless he makes a Rout in e (4) Acrobatics,                             c h o' Qa (Basic Strike)
        Athletics or C oo rdin ation Te st (his c h oice). Of course, the                       D o s 'Q a (Advanced Strike)
        victim can Block the attac k an d rem ain loc ked in a figh ting                        ma n-ara (Block)
        clin ch with his op po ne nt.                                                           p u p 'Q a (Prec ision S trike)*
   Skilled Attack (po'QaSl)                                                                     taS'ghor (Joint Tw ist/Break )*
        Difficulty: Special                                                                     taS 'HIv (Joint Lock)
        Damage: +2                                                                              tIch (Ta un t)
        Effect/Notes: The cha racter m ake s a s pe cial a ttack w ith his                      w o D u (Throw)
        weapon. Although difficult to execute properly, this maneuver                           w o D u 'Q a (Take dow n).
        is equally difficult for t h e ta rge t to b loc k. If th e ta rge t atte m pts
        to block ; use the lowe r of 8 or the Block's Test Result when                    q e l'Q a
        determ ining the Difficulty Nu mb er for this m ane uve r.                                K n o w n to m em be rs o f oth er s pe cie s a s "K ling on Bo xing ," or
   Slash (Dop'QaSl)                                                                       sim ply "Sm ash -Fist," q e l' Qa is one of the m ost b rutal fig hting styles in
        Di fficu lty: 8                                                                   the galaxy. It barely qualifies as a style, since it employs a limited
        Damage: +3                                                                        number of m an eu ve rs a nd the y sh ow rela tive ly little p olis h. T ypic ally a
   Thrust                                                                                 q e l' Qa fighter simply punches his o pp on en t with un res train ed fur y,
        Di fficu lty: 7                                                                   counting on hi s ow n toughness to prevent himself from taking damage.
        Damage: +2                                                                        N evertheless, a skilled q e l' Qa fighter appreciates the value of a good
   Weapon Flourish (nuH'ang)                                                              block or well-timed sidestep.
        Di fficu lty: 7                                                                           q e l'Q a Maneuvers:
        Da m ag e: N /A                                                                                  c h o' Qa (Basic Strike)
        Effect/Notes: Th e c ha rac ter p erf orm s a fan cy, e l a bora te                              D o s 'Q a (Advanced Strike)
        p a t te rn woven in the air with his weapon to intimidate his                                   ma n-ara (Block)
        op po ne nt. H e m ak e s a M ode rate (7) P rimitive W eap onry                                 Q a w 'Q a (Pow er Strike)*
        Test in a n O pp os ed Te st a ga inst his opponent's Intimidation                               tIch (Ta un t)
        skill (or Presence), modified by W illpower. If the character                                    yo'breH (Grab)
        wins the c on test, his op po ne nt be com es in timid ated by his                               y o 'Q a (S la m )
        see m ingly high level of combat ski ll . H e suffers a -1 Test
        Re sult penalty to any Tests related to attacking the                             TIqul'bara
        cha racter, or defending against the character's attacks, in                            Many believe Kahless himself created TIqul'ba ra, the mo st
        that round or the next round.                                                     vers atile of the Klingon martial arts p assed down by one master after
                                                                                          another for countless centuries. During that time over two dozen
Man euvers for Armed and Unarm ed Com bat                                                 va rian ts developed in different regions, som e fro m the teachings of
   Block (ma n'ara )                                                                      unorthodox m as ters . TIqul'ba ra uses a wide variety of mane uvers,
        Di fficu lty: N/A                                                                 including kicks — rela tively ra re in Klin go n m artial a rts. Un fortu na tely
        Da m ag e: N /A                                                                   prac titioners do not respond well when grabbed, restrained or confined;
        Effect/Notes: This maneu ver parries a hand-to-hand attack                        they need maneuvering room to use their skills properly. Som e fighte rs
        (if attacker is armed, character using Block may need to use                      have adapted grabbing and escaping techniques from other styles to
        a weapon). The character rolls a Test (using his Primitive                        compensate.
        W eap onry or U na rm ed Co m ba t, as a pp rop riate) to esta blish                    TIqul'bara Maneuvers:
        a Difficulty for hitting him with such attacks.                                               c h o' Qa (Basic Strike)
   Disarm (nuHbe')                                                                                    D o s 'Q a (Advanced Strike)
        Di fficu lty: 9                                                                               ma n-ara (Block)
        Damage: Special                                                                               p u p 'Q a (Prec ision S trike)*
        Effect/Notes: This maneuver allows a character to disarm an                                   Q a w 'Q a (Pow er Strike)*
        armed opponent by striking the weapon from his hand. If the                                   tIch (Ta un t)
        Unarmed C o m ba t o r P rim it iv e W eaponry Test succeeds, the                             w o D u (Throw)
        two characters engage in Opp osed Tests with their Fitness                                    w o D u 'Q a (Takedown)
        (modified by Str en gth ); the ag gre sso r rec eiv es a + 2 b on us to
        his Test Result. If he wins t h e Opp os ed Ro ll, his op po ne nt's              VeSwI'HoS'laH
        w e a p o n falls 1d6 meters away; if he fails, his opponent                              The "style of the wa rrior's strength" combines boxing and
        reta ins the we ap on .                                                           wrestling elements to create a style which, while still depending
   Taunt (tIch)                                                                           prim arily on the figh ter's stre ng th a nd fer oc ity, is n ot s o b ruta l as
        Di fficu lty: 7                                                                   q e l' Qa.
        Damage: Special                                                                           VeSwI'HoS'laH Maneuvers:
        Effect/Notes: Th e ch ara cter in sult s, belittles, mocks and                                c h o' Qa (Basic Strike)
        tau nts his opponent, causing him to lose his temper and                                      D o s 'Q a (Advanced Strike)
        attack withou t regard for his own safety. The character rolls a                              ma n-ara (Block)
        Test (using his Primitive W eaponry or Unarmed Combat, as                                     tIch (Ta un t)
        appropri a te , or Mockery if he has that skill) in an Opposed                                yo'breH (Grab)
        Test ag ains t his o pp on en t's ap pro pria t e skill (Primitive                            yo'Hegh (Bearhug)
        W eap onry or U narm ed C om bat) o r Presence, modified by                                   yo'jun (Escape)
        W illpowe r. If the opponent succeeds, he laughs at the                                       y o 'Q a (S la m )
Armed Com bat Styles                                                                    Comm endation (+1 to +3)
Bat'leth'laH                                                                                   The acco m panying table lists some of the Commendations
      The art o f fig hting with the ba t'leth , or Klingon crescent-sword,             Klingon ch ara cte rs c an ea rn. E a c h a ward includes a bonus to Total
evolved into d o zen s o f dif fer en t su b-s tyles fro m the Klin go n c ultu re's    Ho nor. M os t co m m en da tion s in clu de m ed als or o the r de co rations w orn
great em ph asis on skill w ith this weapon. Some ba t'leth schools focus               o n th e w arrio r's ba ld ric or u nif orm .
on very precise or "exotic" maneuvers (such a s s weeps, or cutting
spe cific ten do ns to in ca pa cita te o pp on en ts); o thers simply employ the             Klingon Commendations
basics and try finding new ways to defeat an opponent's maneu vers.                           Cost Total Honor Comm endation
Because the ba t'leth is such a versatile weapo n, masters deve loped                         1    1           Kre'jok, Rib bo n o f the Em pire , Aw ard of M erit
many different maneuvers—from short jabs with the fo rward tines and                          2    2           Em pire Me da llion , Ta'Qal, Star of Kahless
broad slashes, to powerful overhand chops an d legsweeps.                                     3    3           Order of the Ba t'leth , Order of Kahless,
      Bat'leth'laH Maneuvers:                                                                                  Jaq'togh
            Dop'QaSl (Slash)
            ghoS'QaSl (Th rus t)                                                        Rank (Military, Political, Religious)
            HubQaSl (Gu arde d Strike )*
            ma n'ara (Block)
            nuH'ang (W eap on F lourish )*
            nuHbe' (D is arm )
            nuHyuv (Shove)
            po'QaSl (Skilled A ttack)*
            Qaw'QaSl (Pow er Sla sh)*
            qIgh'QaSl (Jab)
            qutlh'QaSl (Blunt Attack)
            tIch (Ta un t)
            w o D u 'Q a (Takedown)

Mek'leth'laH
     Although sco rne d b y m an y ba t'leth figh t e rs a s a les ser w ea po n, in
the hands of a trained w a rrior the m ek 'leth , or Klingon short sword, can
be a versatile and deadly weapon. Its unusual shape allows f o r s h o rt
slashes an d thru sts, po we rful ch op s, an d a wid e ra nge of blocks, locks
and disarms.
     Mek'leth'laH Maneuvers:
          Dop'QaSl (Slash)
          ghoS'QaSl (Th rus t)
          HubQaSl (Gu arde d Strike )*
          ma n'ara (Block)
          nuH'ang (W eap on F lourish )*
          nuHbe' (D is arm )
          po'QaSl (Skilled A ttack)*
          qIgh'QaSl (Jab)
          qutlh'QaSl (Blunt Attack)
          tIch (Ta un t)

Advantages
Existing Advantages
     Unless noted otherwise, these advantage s a p ply to Klingons as
detailed in the Star Trek: T h e N ex t G e ne ra tio n R o le pla yin g G a m e core
rulebook an d s up ple m en ts, a nd oth er L as t U nicorn Gam es Star Trek
products.

Combat Advantages
      The following advantages occur with greater than normal
frequency a m o n g K lingons due to their society's emph asis on conflict
and aggressive approaches to problems: Alertness; Battle-Hardened;
Bold; Qu ick- Dr aw ; Re so lute ; Sixth Sense; Strong Will; Toughness; and
W eapon Master. Of course, all pure-blooded Klingons h a ve H igh Pa in
Th resh old and Organ Redundancy (brak'lul) as a fun ction of the ir
ph ysio log y.
                                                                                               Klingons do no t buy the Department Head, Promotion, Political
                                                                                        Rank or Religious Rank a d v a n tages like other characters. Instead, they
Courage and Renown Advantages
                                                                                        take suc h p ositio ns b y killing th e p erso n w ho ho lds th em in ho no rab le
     Advantages which provide a charac ter w ith C ou rag e P oin ts
                                                                                        co m ba t, or receive appointment s t o th e m b a s e d o n th e ir
(either perman ently or for discre t e p urpo se s) p rov ide Klin go ns with
                                                                                        ac co m plis hm en ts and Total Honor. The accompanying table lists the
Sp en da ble Honor points instead. Advantages which affect his Skill or
                                                                                        minimum Total Honor necessary to hold certain offices or positions.
Agg ressio n R eno wn like wise a ffect his T otal H ono r.
                                                                                        C h a racters do not automatically receive such positions just bec a u se
                                                                                        they have that much Total Honor; instead, receiving the position
Alien Upbringing (+1)
                                                                                        requires roleplaying. The character might kill the curre nt officeh olde r,
        Because of Klingons' warlike nature, they sometimes leave "war
                                                                                        ing ratia te himself with the person who has the power to appoint
orphans" on Klingon outposts in their wake. Members of other species
                                                                                        someone to fill the pos ition, or disp lay grea t valor in b attle to dra w h is
sometimes rescue and raise these children (Starfleet's Lt. C md r. W orf
                                                                                        superiors' attention. The Narrator determines whether a character
is on e e xam ple ). A K ling on rais ed in a no n-K ling on en viro nm en t m ay o r
                                                                                        receives an offer of a position, or what he must do to take that position
may no t m ak e th e e ffo rt to s tud y and follow his Klingon heritage; doing
                                                                                        for him self.
so us ua lly req uire s so m e e ffo rt, es pe cia lly if his pa ren ts' sp e cies or
wo rld does not maintain cordial relations with the Klingon Empire. For
fu r th e r discussion of how Alien Upbringing affects Klingon characters,
                                                                                              Klingon Ranks
refer to th e A lien Ad op tion Ea rly Lif e H isto ry pa ckage under
                                                                                              Total Honor  Political Rank
Background History in Chapter One o f this book.
                                                                                              30           A low-ranking Ho u se leader on the Klingon
                       High Co un cil; H ouse leader of equivalent                         Coordination 3
                       power; colonial governor; ambassador                                Inte llec t 2
           40              A medium-ranking House leader on the                                   Perception +1
                           Klingon High Council ; House leader of                          Presence 2
                           equ ivalen t pow er.                                                   Em pathy -2
           50              A po we rful o r p rominent member of the                              Willpower +1
                           Klingon High Council; the h e a d of a                          Ps i 0
                           House of pow er eq ual to the me mb ers
                           of the Hig h C ou ncil
           75              The Ch anc ellor o f the High                             Wea pon M aster (+2, +4 or +6)
                           Co un cil                                                      W eapon Ma ster wo rks the s am e for K lingon s as fo r o th er species,
                                                                                     but Klingons can buy a third level—a +3 b o n u s to Tes ts to hit ta rge ts
     Total Honor       De pa rtme nt H ea d/Ty pe of S hip                           with a particular weapon for 6 Develo pment Points. This reflects the
          10                Sco uts, Sp ecialized, S upp ort/Aux iliary              Klingon c ultu re 's in te ns e e m ph as is on ha nd -to -h an d c om ba t.
          15                Destroyers,Escorts Fast Attack                           Ch arac ters of o t h e r s p e cies (even ones know n for their fighting skills,
                            Ships                                                    like the A ndo rians) s h o u l d not be allowed to buy it in most
           20               Cruisers, Frigates                                       circumstances.
           25               Battleships, Warships
           35               The Negh'Var                                             New Advantages
                                                                                     D'akturak (+2)
     Total Honor       Military Rank                                                       A Klingon with this advantage is an "ice man"—one who's very
          0                  Ensign                                                  good at k ee pin g h is te m pe r an d fo cu sin g o n h is g oa ls, a llow ing him to
          10                 L ie u te n a nt ( JG )                                 ne go tiat e , g amble or conduct other non-combative activities without
          15                 Lieutenant                                              resorting to "typical Klingon" methods. A Klingon with this advantage
          20                 Lieutenant Comm ander                                   must almost never pay Spendable Honor to keep his temper (see
          25                 Ra'wI' (Com ma nde r)                                   Chapter One of this book for rules on Honor), even during del'jok. On ly
          30                 HoD (Captain)                                           on those occasi o ns where he faces the most extreme and demeaning
          40                 Sa' (Gen eral)0                                         of insu lts (prim arily wh en som eo ne suc ces sfully u ses the M ock ery sk ill
                                                                                     aga inst him ) mu st he p ay Sp end able Ho nor to k eep his tem per.
     Total Honor       Religious Rank
          0                 Monk                                                     Fe l'm In (+1)
          10                Cle ric                                                        Fe l'm In is the Klingon "death eye," the instinctive ability to look an
          25                Hig h C leric                                            opponent in the eye and see his intent to kill. W hen fighting an
                                                                                     opponent in one -on-o ne c om bat, the c hara cter m a y m ake a Routine (4)
                                                                                     Intellect + Perception Test (this is an Immediate Action). If he fails,
Mixed Species Heritage (+6)                                                          nothing ha pp en s. If h e s uc ce ed s, h e c an de term ine his op po ne nt's
      Ge ne tic reco rds a nd com m on exp erie nce sho w K lin gons can             intentions in the combat—is he willing t o fight to the death, or just
crossbreed with several other species, including Hum ans, Bajorans,                  enough to satisfy ho nor, o r something in between? This gives the
Andorians and Romulans. (On the oth e r h a nd, they cannot breed with,              ch ara cte r +1 Sp en da ble Ho no r to u se du ring tha t figh t.
or ha ve sig nific an t diff icu lty bre ed ing with , Trill, Tellarites and
Cardassians, am on g o thers.) Kling on c rossb reed s are n ot                      Fero city (+3)
common— many other rac es se em too "sm all" a nd "fra gile " to                            Fe roc ity is the positive sid e o f the Blo od lus t dis ad va nta ge . A
Klin go ns — bu t do exis t.                                                         Klingon with this advan t a g e becomes so focused on battle that he
The acc om panying table includes suggested Templates for Klingon-                   be c o m e s a better fighter. He receives +1 die to roll for all Primitive
dominant Mixed Species Heritage c h a racte rs. Pla yers m ay cre ate th eir         W ea po nry, Shipboard Systems (Tactical), and Unarmed Combat
own instead. The Narrator decides whether a species's native                         Tests. He also receives + 1 S pe nd ab le H on or w he ne ver h e e ng ag es in
advantages, suc h a s K lingons' High Pain Threshold and Organ                       co m ba t.
Re du nd an cy, ap ply to a c ros sb ree d (O rga n R ed un da nc y, or b rak'lul,
alm ost ne ver ca rries ove r).                                                      GheH'lar (+3)
                                                                                            GheH'lar is the Klin go n a bility to i n spire others to fight better or
                                                                                     strug gle harder. A Klingon with this advantage is a born leader, or one
     Klingo n/An doria n Te m plate                                                  who thro u g h exam ple rem inds o thers o f the "Kling on id eal" tow ard
     Fitness 3                                                                       which they should strive. He may choose o ne Klingon to inspire each
            Strength +1                                                              r o u nd (this does not require any conscious act on his part, but sho u ld
            Vitality +2                                                              be roleplayed as the player sees fit). That Klingon receives +1
     Coordination 3                                                                  Sp en da ble Hono r to use to accomplish whatever im mediate task he
     Inte llec t 2                                                                   has be e n inspired to perform. The goal must be an immediate one,
            Log ic -1                                                                such as defeating an onru shin g e ne m y or bre akin g o ut of a priso n ce ll.
            Perception +1                                                            If the insp ired Klingon doesn't use the point of Spendable Honor on
     Presence 2                                                                      that action, or if he leaves the character's presence for too long (as
            Em pathy -2                                                              determined by the N arrator), the b onu s po int of S pendable Honor
            Willpower +1                                                             fad es aw ay.
     Ps i 0
                                                                                     Heirloom (+1)
     Klingo n/Hu m an a nd K lingon/B ajora n Te m plate                                   The character possesses an object of importance to his family or
     Fitness 3                                                                       House. Examples include a ba t'leth or other weapon used by a famous
            Strength +1                                                              ancestor in an important ba ttle; his great-grandfather's medals and
            Vitality +2                                                              awards fro m ca m pa ign s a ga ins t Sta rfle et; o r a pie ce of a ntiq ue jew elry.
     Coordination 3                                                                  The object's value is typica lly o nly s en tim e nta l, b ut it m a y h av e s om e
     Inte llec t 2                                                                   intrinsic use (the ch arac ter mig ht use an H eirloom wea pon in com bat).
     Presence 2
            Willpower +1                                                             Holdings (varies)
     Ps i 0                                                                               A Klingon with this advantage owns a sm all es tate s om ew he re in
                                                                                     the Empire. How he obtained t h e pro pe rty (inh erita nc e, c on qu es t,
     Klingo n/Ro m ulan T em plate                                                   favor) de pe nd s o n th e c ha rac ter's ba ckg rou nd an d th e s erie s. A
     Fitness 3                                                                       character ca n lo se this ad va nta ge thro ug h th e co urse of game play
          Strength +1                                                                (perhaps he 's a ccu se d o f trea so n a nd his po sse ssio ns co nfis ca ted); i f
          Vitality +2
so, he does not regain the points spent on it—he should instead                          act io n, ass um ing h e's w illing to spe nd all the rest o f his S pe nd ab le
co nc en trate on av en gin g th e in su lt an d re co ve ring his pro pe rty.           Honor to reac h that sta ge). Fu rtherm ore , K lingons who know the
       Because of the wide range of possibilities for this advan tag e, n o              character has a P r o p h e cy ten d to be we ll dis po se d to wa rd h im (to
guidelines exist for the c ost in D eve lopm ent P oints; the N arra tor must            sim ula te this, the cha racte r m ay rec eive a + 1 T est R esu lt bon us o n a ll
se t the co st. T he m ore us efu l a H old ing , the m ore it sh ou ld c os t.          Pres enc e-ba sed Skill Tes ts with othe r Klingo ns).
                                                                                                 T o receive the benefits of Prophecy, the player must roleplay the
Ho no ra ble (+2)                                                                        character properly. He must remain aware of the Prophecy, con stan tly
     Othe rs know the character for being extremely honorab le . H e                     questioning whether he's doing "the right thing" to fulfil l it. In so m e
receives +1 To tal H on or, w hich also incre ase s his Sp en da ble H onor              situations, his focus on the Prophecy may distra ct o r c on fu se him ,
and can affect R e nown Tests. The character may not actually be                         resulting in p en altie s to Te sts . The Narrator should set other
honorable, but everyone thinks he is.                                                    roleplaying gu ide line s b as ed on the Pro ph ec y itse lf; fo r ex am ple , a
                                                                                         Klingon fated to restore spir it u ality to Klingon society must live a
                                                                                         spiritual life him self.
                                                                                                 Being the subject of a prop he cy h as its drawbacks as well. Those
                                                                                         fated to become tools of destiny o fte n do not survive the experience (or
                                                                                         if they do, are profoundly changed by it). A player whose c h a ra cter
                                                                                         fulfills his Pro p h e c y m a y find the character is no longer playable and
                                                                                         must become an NPC or legendary hero.

                                                                                         To da y Is A G oo d D ay T o D ie (+1)




Intimidating (+1)
     Due to the ch arac ter's size or d em ean or, othe rs p e rceive him as
intimidating and dan gerous. He receives +1 S pendab le Honor to use
whenever m ak ing Intim ida tion Te sts o r oth er T es ts in vo lvin g a ttem pts
to cow others.

Ma stery (+1)
       Othe rs revere the ch ara cter as an e xpe rt prac titione r of a certa in
skill or d isci plin e, a nd a wa rde d h im a spe cial title in reco gn ition o f his
abilities (see acco mp anying table).

      Ma stery
      Title             Subject                  Minimum
                                                             Total Honor
      Basai Ma ster Poe try                      15
      Dahar Ma ster W arfare, fighting           35
      Kort'al Ma ster Di plo m ac y,
                             negotiating                     20
      Suras Ma ster Advocacy                     20
      Ta'thot Ma ster Doctoring, healing         15

      A character w ith M astery receives +1 Spend able Hono r to use
whenever he attempts any Test relating to his rela t e d subject. For
example, a Basai Master receives + 1 Spendable Honor to use when
he makes an Artistic Expression Test to compose a poem; a Dahar
M as ter g ets the sa m e b on us wh en he en ga ge s in co m ba t.
      Players must obtain the Narrator's permission before b u ying th is                      The character is determined to do his duty in combat, no m atter
advantage. Typ i c ally it takes years of experience and accomplishment                  what the odds or how difficult the task. W henever he is outnumbered or
before receiving such titles; most characters should buy this advantage                  at some other significant disadvantage in a combat situation, he
with Experience Points, not during characte r creation. Furthermore,                     receives +1 Spendable H onor to use in an effort to snatch victory from
cha racters must have a minimum am ount of Total Honor to receive a                      the jaw s o f de fea t.
Mastery title, as indicated in the table.
                                                                                         Honor Advantages
Prophecy (+4)                                                                                 The following advan tages affect a character's Honor or Renown.
      A Klin go n w ith this adva ntag e d rea m ed that K ah less cam e to h im         Typic ally characters must buy them during character creation, since
and prophesied that he would accomplish something wonderful and                          they relate t o a character's House and his relationship to that House.
important for the K lingon peo ple. Th e N arra to r m ust decide what the               Players m us t ha ve the Na rrato r's p erm issi on to b uy th em with
prophecy conce rns (so me thing sig nifican t which relates to one or m ore              Experience Points.
important series story arcs), and how muc h th e character knows about
his role in it (usually no t mu ch).                                                     Devoted (+2)
      Prophecy ha s tw o g am e e ffe cts. F irst, w he ne ve r the N arrator                    A Klingon with this advantage embra c e s h is House's traditions
determines the ch ara cter is acting directly to fulfill his destiny (whether            wholeheartedly. He m ust participate enthusiastically in all House
he knows it or not), he receives +1 Spendable Honor to use on any                        ac tiv i ti e s. For example, if his House becomes involved in a blood feud,
such actions. Second, he cannot spend all his Honor in pursu it of his                   he must be at the forefront of the conflict. He r e ceive s do ub le
de stin y. If he uses his last p oin t of Spendable Honor trying to fulfill the          Agg ression Renown for all missions he conducts on behalf of his
pro ph ec y, that last Spendable Honor point immediately refreshes (in                   House . On the o ther h an d, if the Ho use ea rns n eg ative Ag gre ssio n
effect allowing him to spend a point of Spendable Ho nor o n ev ery
Renown for any reason, he receives double that many points of                                     those crippled by battle in juries, but regard them as he roes who gave
negative Aggression Renown.                                                                       themselves to further the Em pire's causes.

Famous Ancestor (varies)                                                                          Code of Honor (-2 to -5)
      T h e character descended from someone famous—perhaps even                                         Th is disadvantage occurs frequently among Klingons, who
Kahless him self! Th e m ore D evelopment Points the character spends                             pa ssio na tely follow causes. (See Book O ne of this bo xed set fo r de tails
on this advantage, the more famous his ancestor (Kahless would be                                 o n Klingon honor and psychology.) The standard Klingon Cod e, a s
wo rth 5 Developmen t P o in ts, with othe r Klingo ns p ropo rtionately less ).                  described in th e S ta r T re k: T he N ex t G e ne ra tio n R o le pla yin g G a m e
Eac h po int spen t gives the cha racter + 1 To tal Ho nor.                                       and Star Trek: Deep Space Nine Roleplaying Ga m e core rule bo oks , is
                                                                                                  the mo st com mo n; the C ode of H one sty, Cod e of Fairness and Pledge
Favored (+2)                                                                                      f ro m those books also crop up frequently. Characters can use other
      The ch ara cte r is h is fa the r's fa vo rite c hild . He sits in an honored               Klingo n C ode s of H ono r:
pla ce, an d re ceiv es a dd ed atten tion. T o re flect th is, he ma y roll +1 die                      Code of Kahless (-5) :
when m aking Tests with an y one Milita ry Skill (p ick o ne from the lis t in                                Similar t o th e normal Klingon Co de, it also includes a
Chapter One). He also receives +2 Skill Renown.                                                               devoti o n to the spiritual and moral ideals espoused by
                                                                                                              Kahless. Klingo ns fo llowing this cod e tend to be m ore
First Born (+4)                                                                                               "religious" and spiritual than the typical Klingon, though they
     The character is destined to inherit the mantle of leadership for                                        share the refusal to brook insults or show cowardice.
his House, and every o n e kn o ws he is destined for greatness. To
prep are him for this role , he rec eiv ed sp ec ial tra inin g. H e m ay role +1                       Death Before Dishonor (-5) :
die when making Tests with skills in one of these categories:                                               Although mo st Klingo ns g o to gre a t le ngths to pre serv e the ir
Comm and, O p er atio n s, O th e r ( ch o os e o n e) . H e also rece ives +2 Sk ill                       honor, they won't necessarily put themselves in mortal
Renown.                                                                                                     danger t o d o so re gu larly. A Klin go n w ith th is co de will; to
                                                                                                            h im , m aintain ing h is ho no r an d re pu tation for h on ora ble
Line of Succession (+2)                                                                                     beh avior is m ore im portan t than life itself.
       W hile no t the Firs t Bo rn, o r like ly to inh erit lea de rship of h is
H o u s e , the ch ara cte r is re lativ ely h igh up the ch ain of d es ce nt— jus t a                 House Code (-2) :
de ath or two may put him in the position of heir. He may choose a ny                                       A Klingon with this disadvantage is especially dedicate d to
one skill for wh ich he m ay ro ll +1 die wh en m ak ing Te sts ; h e also has                              the i d e als of his House (in a sense the opposite of the
+2 Skill Renown.                                                                                            D e v o t e d ad va nta g e ) . R e g a r d le s s o f th e p e r so n a l
                                                                                                            conse quences to him self, he d oes wha t he m ust to su ppo rt
Disadvantages                                                                                               his H ous e an d m aintain its p owe r.
Existing Disadvantages
      U nless noted otherwise, these disadvantages apply to Klingons                              Dark Secret (-1 to -3)
a s d e tailed in the S ta r T re k: T he N ex t G e ne ra tio n R o le pla yin g G a m e               If a Klingon's Dark Secret is revealed to the public ( n o t t h e s am e
core rulebook and supp lements, and other Last Unicorn Gam es Star                                a s D ark Se cre t R e ve ale d, s ee be lo w ), h e p erm a ne ntly lo se s a nu m ber
Trek products.                                                                                    of Total Honor points equal to the value of the disadvantage. He may
                                                                                                  als o e arn ne ga tive Re no wn .
Combat Disadvantages                                                                                    The Narrator may, if he chooses, ignore the Tota l Ho no r pe na lty
      The follo win g d isa dv an tag es oc cu r with gre ate r th a n normal                     for revelation of a Dark Secret. For example, for many years Kurn had
frequency among K l in g o ns due to their society's emph asis on conflict                        a Da rk Se cret : h e w as the son of Mogh. Since revealing this poses
and ag gre ssiv e a pp roa ch es to p rob lem s: A rgu m en tativ e; A rrog an t;                 other dangers (that enemies of the House of Mogh , such as the House
Blo od lus t; Chro nic Pa in , D o m in ee rin g; Im p uls iv e; M e dic al P ro ble m ;          of Du ras , wo uld try to k ill him ), an d th e s ec ret itself is no t partic ular ly
Ph ysica lly Imp aire d; R ival; a nd Ve ng efu l.                                                disho n o r a b le, the Narrator might choose not to reduce his Total Honor
                                                                                                  whe n the fa ct be com es p ub licly kno wn — esp ecia lly if Kurn him self
Courage and Renown Disadvantages                                                                  reve als it in an honorable way, such as defending the honor of the
     Disadvantages reducing a character's Courage Points (either                                  House of Mogh.
permanently or fo r disc rete p urp ose s) de crea se a Klin go n's S pe nd ab le
Honor po ints ins tead . D isadvantages affecting his Skill or Aggression                         Dark Secret Revealed (-2 to -4)
Re now n likew ise affe ct his To tal Ho nor.                                                           Th is disadvantage, fi rst introduced in The W ay o f D'era , signifies
                                                                                                  that the ch arac ter hi d e s a Dark Secret—and someone knows it and
Addiction (-1 to -4)                                                                              uses it a g a in st him as c on tinua l blac km ail. H e m ay ha ve p articip ated in
       Klingons regard Addiction as extremely shameful. It represents a                           an assa ssina tion plot o r som e othe r dishon ora ble a ctivity, or sim ply
loss o f c on tro l n o tru e w arrio r c an to le ra te . If a K lin go n s ta rts th e g am e   committed a crim e. The player and the Narrator should work together
with a publicly known Addiction, he must reduce his Total Honor by 1                              to concoct an appropriate secret which fits the series.
po int, but he gains an ad ditional Development Point for the                                           On ly a handful of people k n o w o f a Dark Secret Revealed. If the
disadv a n tage. If he chooses to keep it secret, he loses no Total Honor                         ch ara cte r's s e c re t b e co m e s w i d el y k n o w n , h e suff ers the
at the sta r t o f th e series. If his Addiction becomes known thereafter, he                     consequences described under Dark Secret, above.
loses the point of Total Honor, but does no t gain an additional
Development Point for the disadvantage.                                                                 Dark Secret Revealed
                                                                                                        Value           Secret
Argum enta tive (-1)                                                                                    -2       Em ba rrass ing ( "Yo u're o nly h alfKlin go n? ")
      Many Klingons take this disad v a n ta ge. They see arguing as a                                  -3       Career-Ruining ("Yo u sh ow ed cow ard ice in
soc ial, nonlethal form of combat, and beli e v e victories in debates                                           ba ttle?")
increase their honor. Arguments can lead to actual combat, so                                           -4       Life-Threatening ("You betrayed our people at
Arg um en tative cha racte rs are often go od figh ters a s we ll.                                               Kh itom er? ", "You hired assassins to di s p ose o f a
                                                                                                                 rival? ")
Bloodlust (-2)
     Th is dis ad va nta ge is qu ite c om m on am on g K ling on s, w ho do n't
even consider it a shortcoming. Some of them even turn their love of                              Diminished Social Status (-1, -3 or -5)
violence into an advantage by purchasing the Ferocity advantage.                                         Th is disadvantage can represent ritual Klingon discommendation
                                                                                                  or "shaming," such as W orf's discommendation at the hands of the
Ch ron ic P ain (-2)                                                                              H ig h Coun cil. The value of the disadvantage depends on the extent of
Medical Problem (-1 or -3)                                                                        the res trictions imp ose d on the ch arac ter (see acco mp anying table).
Physically Impaired (-1 to -3)
     These disadvantages all work well representing old war wounds                                      Diminished Social Status
and similar problems, s u c h as Ge ne ral/C ha nc ello r M arto k's lo st e ye, a                      Value    Status
severed or useless limb, or a damaged heart. Klingons do not scorn
      -1          Lesser Discomm endation: The character loses a
                  few minor privileges or perks, and loses 1 To tal
                  Honor point permanently (or until someone                                Ph ob ia (-2 to -5)
                  reverses the discomme ndation). This level of                                   Th is disadvantage is also extreme ly rare in Klingon society, since
                  Diminished Social S t a tus als o re pre se nts tha t a                  Kli n g o n s believe in confronting one's fears to overcome an d banish
                  character was born into a lo w er-class Klingon                          th em .
                  family, or as a vumwI' (commoner), and has fewer
                  rights and privileges in society.                                        Pow er-hung ry (-1 to -2)
      -3          Greater D is co m m en dation: The character loses                             Th is disadvantage has, sadly, becom e much more common on
                  most privileges within Klingon society, and may                          Qo'noS in recent years. W here once Klingons lived only to fight
                  even be stripp ed of so m e la nds o r titles, but does                  ho no rab ly an d ru le n ob ly, tod ay m an y co nc ern the m s e lve s w ith
                  not give up his major or most important                                  maintaining and increasing their own power and that of their House.
                  possess ions (including a seat on the High                               Gowron, Chancellor until killed by W orf in 2375, is a perfect exa m ple ;
                  Co unc il). He loses 3 Total H ono r po i n ts                           so are the leaders of the House of D uras.
                  pe rm an en tly (or until such time as someone
                  reve rses the disco mm end ation).                                       Rival (-1 to -3)
      -5          Fu ll Discomm end ation : The cha racte r lose s all                          In a society devo t e d to co nflict a nd com pe tition, riva lries in evita bly
                  righ ts and privile ges in Klingon society, including                    develop. Many Klingons take this disadvantage. Sometimes it
                  all la nd s, title s a nd ho no rs . H e be co m es                      becomes more intense a n d turns into a Hunted disadvantage instead
                  nonexistent in th e e yes of K lingo n so ciety , and his                (see belo w).
                  entire family and Ho u se are disgraced for seven
                  generations. He los es 5 p oin ts o f To tal Honor                       Shady Background (-1 to -5)
                  (thoug h he may recover that lost Honor if someone                              Klingons with Shady Backgrounds aren't very honora ble. The
                  reve rses the disco mm end ation).                                       character mu st sub tract the va lue o f the disa dva ntage (1-5) fro m his
                                                                                           T o tal Honor. (For this reason, increase the value of the disadvantage
                                                                                           b y - 2 unless the character also takes Honorless Dog, but do not
Ex ile (-4)                                                                                su btra ct T ota l Ho no r ba se d o n th os e a dd ition al 2 po ints of v alu e.)
       Th is humiliating pu nish m en t som etim es a cco m pa nies Fu ll
Discomm endation (see Diminished Social Status, above). It is one of                       Shamed (varies)
the worst punishm e n t s th e High Council can impose on a Klingon, one                          Th is disadvantage, first introduced in The W ay o f D'era ,
rar e ly us ed . Oth er K ling on s a ttac k a n E xiled Klin go n if h e re turn s to     rep res en ts the ch ara cte r co m m itting so m e a ct w h i c h cau se d h im to
Qo'noS. He also suffers a -1 die penalty on all Presence -base d S kill                    lose prestige—he surrendered to an enemy, abandoned his post, or
Te sts made against K li n g ons who know of his exile (this may require a                 failed s p e ctacularly before a large group. This stigma continues
Re now n Te st).                                                                           haunting the character, no ma tter what he doe s to reg ain h is hon or.
                                                                                           For every 1 Development Point received from this disadvantage, the
Gu ilt (-1)                                                                                character gains two negative Renow n Points (t h u s going from, for
      Klingons rarely take this disadva n t a ge (wh ose gam e effe cts are                example, Aggression 3 to Aggression 1, and thus losing Total Honor as
deta iled on pages 80-81 of the Star Trek: The Next Generation Players'                    we ll). T h e bigger the disgrace, the more Renown lost. The player
Guide). Psychologically they seem ab le to b rush asid e fe eling s of g uilt              sho uld determine the nature of his character's shame and reduce the
by convincing themselves the act in question (however despicable)                          ap p r o p riate Renown Aspect. Supporting Cast characters who succeed
was ne ces sary to ma intain surv ival, p o w er o r h on or. B u t s om e                 in a Renown Tes t for the c ha racte r alw ays re cog nize him for h is
Klingons ta ke it a s A sh am e d, in dic atin g th e s ha m e th ey fe el fo r s om e     sha me ful beh avior.
past dishonorable act. Ashamed functions identically to Guilt, but has
different triggers.                                                                        S w or n E ne m y (-1 to -3)
                                                                                                 As with Rival, and for the same reasons, this disa dv an tage
Hides Emotions (-1 or -2)                                                                  freq ue ntly occurs in Klingon society. Sometimes all it takes is the
         W hile they don't go to the Vulcan extreme, many Klingons take                    exchange of a n in su lt or tw o, a nd a b rief flur ry o f bl o ws, and sud de nly
p a i n s to hide their emotions. They regard emotional displays as                        two Klingons are lifelong enem ies.
"inappropriate" in almost all circumstances. At the same time, t h ey
often exp res s vio len t em otio ns , su ch as an ge r, wh en ne ce ssa ry.               New Disadvantages
Klingons ma y take this adva ntage at a reduced value (-1) to reflect how                  Cow ard (-1)
they only hide nonviolent emotions such as se ntime nt, love, fea r,                             The c ow a rd ly c ha ra cte r fe ars ris kin g h is lif e o r s uf fe rin g h arm .
affection, and pride in others. W hen it co m e s to hatred, anger and                     Th is doesn't mean he never fights—some people are more afraid of
other emotions involving violence, they rarely restrain them selves.                       looking like cowards than of getting hurt—but in the end, he's still
                                                                                           wra c k e d b y fear. Whenever faced with a situation inspiring enough fear
Imp ulsive (-1)                                                                            to ha m pe r the c ha racte r's ac tions , he m ust u se a po int of S pe nd ab le
      Many young Klingons feel th e y can take on and conquer the                          Ho nor. If he doe s n o t s p end the point, he either (a) suffers a -1 Test
world. Ra the r tha n s top pin g to co ns ide r m atte rs o f tac tics, s trate gy, or    Re sult on all Tests m a d e w hile afraid, or (b) quickly flees from
simple pru de nce , they ru sh h ea dlon g into ba ttle, de term ined to ac qu it          wh ate ve r's ca us ing the fea r. Th e N arra tor d ec ide s w hic h re su lt ap plie s,
themselves "with honor." O ften they only find an honorable death and                      based on what's most dramatically appropriate for the scene or
bu rial.                                                                                   episode. Pu blic d ispla ys of c ow ard ice u sua lly earn a character
                                                                                           negative A ggression Renown (and thus a loss of Total Honor), and
Obligation (-1 to -3)                                                                      may lead to other disadvantages such as Shamed.
      At the -3 p oin t va lue , this dis ad va nta ge ca n re pre se nt th e Ip'Iw , or
Klingon blood oath. A blood oath is a promise of venge ance which,                         Doom (-1)
once s w orn, cannot be broken, even if it takes decades to fulfill or                           Kahless ap pe are d to th e ch ara cter in a d rea m an d fo retold his
co sts the character his life. A s o lemn ceremony usually accompanies                     doom . The character now feels a sometimes overwhelming sense of
the swearing of a blood oath.                                                              dread at the thought of his impending doom. Whe n e ver c on fro nte d w ith
                                                                                           a situation, circumstance, or phen o m en a re m ind ing him of K ah les s's
Pacifism (-1 to -5)                                                                        pro phecy (the Narrator must choose the character's triggers, perh a ps
      Th is disadvantage is so rare in Klingon society as to be a lmost                    after co ns ultin g w ith th e p laye r), the ch ara cte r m us t m ak e a M od era te
no ne xiste nt. Othe rs rega rd a K lingon with an y level of P acifism as a               (7) Presence Test (m odified by W illpower) or suffer a -1 die penalty for
coward, and usually as an honorless warrior as well . T h e character                      all rolls until the situation changes or he can overcome his feelings.
must sub t ra ct the disadvantage's value (1-5) from his Total Honor. (For                 The character may roll to resist his despair every round; once he
this rea son incre ase the v alue of the dis a d v a n ta ge by -2 unless the              su cce ed s, n o fu rthe r roll s a re n ec es sa ry.
character also takes Honorless Dog, but do not subtract Total Honor
ba se d o n th os e a dd ition al 2 po ints of v alu e.)
                                                                                           Hot-Tempered (-2)
      The character has difficulty controlling his fierce temper, often                          2            E n em y House is as stro ng as the ch ara cte r's
aroused by trivialities. W henever he must use Spendable Honor or lose                                        House
his temper, his Spendable Honor cost to keep his cool is doubled.                                3            Enem y H ou se is str on ge r tha n th e c ha rac ter's
                                                                                                              House
Hunted (-2 to -4)
      Similar to Rival and Sworn Ene my, this disadvantage indicates an
adv ersa ry actively pursues the character with the intent of killing or                   Disgraced Ancestor (varies)
capturing him. More "proactive" than a Sworn Enemy, a hun t e r devotes                         The cha racter desce nds from someone who was disgraced or
virtua lly his entire life to tracking down and killing the c hara cter (either            suffered d is co m me ndation. The more Development Points received
by him self, or throu gh h ired pro xies su ch a s profe ssion al ass assin s).            from this disad van tage, the mo re infam ous his an cesto r. E a c h point
                                                                                           spe nt gives the ch arac ter -1 To tal Ho nor.
      Hunted
      Value       Hunter
      -2          Less powerful or influential than the character
      -3          A peer
      -4          More powerful or influential than the character


Passion (-2)
      Klingons often feel very strongly about certain thin gs— their
House, their spouse, the merits of a particular artist. The character
must indicate the subject of his strong feelings (see accompanying
table). W henever the person or thing is insulted, thre a t e n ed or in
dan ger, he m us t de fen d it i n an appropriately Klingon ma nner or use
do ub le the no rma l Spe nda ble H ono r points for not doing so. Inaction
may also en tail oth er p en alties , suc h a s pe rm an en t loss o f To tal H onor
due to earning negative Renown.

      Klingon Passions
      Name                Subject
      Dagh'nong           A particular artist and his works
      Ghom'nong     A p artic ula r gro up (typ ica lly a m ilitary un it)
      Par'machkai'nong A spouse or lover
      Tuq'nong      The House the character belongs to                         or
                    serves


Scorned (-2)
      Oth er K lin go ns he ap sc orn up on th e c ha ra cte r a nd re ga rd him as
"un wo rthy" because of some blunder he once co m mitted, h is statu s in
so cie ty, or other reasons. He can neve r s h a ke this stigma regardless of
how well he does in life, or how high his Re nown or Total Honor
b e come s. W he ne ver h e m ake s an y Tes ts rela ted to soc ial inte ractio n
with other K lingon s (includ ing m ost Pre sen ce-b ase d skills), he s uffers
a -2 Test Result unless h e us es a S p en da ble H on or p oin t to ov erc om e
this eff ec t.

Honor Disadvantages
     The following disadvantages affect a c h a r a cter's Honor and                       Dis ho no ra ble (-2)
Renown. Typ ica lly ch ara cte r s m u st buy them during character creation,                       Many others know the chara c te r as dishonorable. He loses 2
since they relate to a ch arac ter's H o u s e and his relationship to that                T o t a l Ho nor po ints . Th e c ha rac ter m igh t no t ac tua lly b e
House. Players must have the Narrator's perm i s s io n to b uy th em with                 dishonorable— but everyone at least thinks he is.
Experience Points.
                                                                                           Estranged (-2)
Black Sheep (-1)                                                                                 A n Estranged character wants nothing to do with his House. H e
      The cha racter is his father's least favorite child. (The player and                 do es n't ca re a bo ut h is fa m ily's b loo d fe ud s o r ob liga tion s, a n d w ishes
Narrator sho uld work toge ther to de term ine w hy his fathe r fee ls this                House members would leave him alone. While this grants a certain
wa y.) Klin go n so ciety co nsid ers s uch dislike disg race ful, c a u sing              me asu re of f re edom , it also cuts him off from the H ouse's assistance
others to shun the character as well. He rolls -1 die when making                          a n d res ou rc es (o fte n a d a ng e ro u s s ta te o f a ff air s, s in ce H ou se
Presence-based Skill Tes ts aga inst othe r K l in g o n s wh o kn ow ab ou t his          enemies may not spare him simply becau se h e is Estranged). He may
circum stanc es (w hich m ay requ ire a R eno wn T est).                                   never use Spendable Honor to request assistance from his House or
                                                                                           its members, or to improve Test Resu lts fo r Pr es en ce -ba se d S kill T es ts
Blood Feud (-1 to -3)                                                                      mad e against House m emb ers.
       A Blood Feud (ve S'Iw ) is a vendetta between Houses (it's
es se ntially a fo rm of S wo rn E ne m y for H ou ses ). The y stem from old              Honorless Dog (-6)
ins ults or d efe ats, p olit ic a l rivalries, and insults accidentally or                      The character has no honor, and ca n ne ver g ain a ny, so gre at is
de libera tely give n. W ha teve r the c au se, th e ch ara cter's Ho use joins in         his disgrace. He automatically has 0 Total Honor p o ints, and may
a B lo od Fe ud , a nd he m ust su pp ort it by fighting members of the other              never have any, even temporary Spendable Honor granted by
House, pa rticipa ting in plan s to c au se th e e ne m y's do wn fall. H is               advantages for discrete purposes. (The Narrator may, at his option,
personal f ee lin g s o n th e m atte r a re ir re le va n t; a lo ya l H ou se m em ber   allow th e c ha ra cte r to us e th e s ta nd ard C ou ra ge P oin t s ys te m instead,
must he lp ou t. T he dis ad va nta ge 's va lu e d ep en ds on th e e ne m y              and start the game with 3 Courage Po i n ts ; b u t he can never earn or
Ho use 's relative p owe r.                                                                b u y any furth er C oura ge P oints, no r derive any be nefit from
                                                                                           advantages which provide temporary Courage Points.) He m u st de lete
      Blo od Fe ud Ta ble                                                                  the Co de of H on or: K lingo n fr om his Te m pla te a nd rep lac e th os e p oin ts
      Value      Enem y House                                                              with some other disadvantage (perhaps even some of the points from
      1          E n em y H o u se is w eake r tha n th e c ha rac ter's                   this one ).
                 House
Rebellious (-2)                                                                 Seventh Son Of A Seventh Son (-1)
     A Rebellious character still belongs to his House and participates               The o ppo site of L ine of S uc ce ssio n, th is d isa dv an tag e re pre se nts
in most of its affairs, but stubbornly insists o n go in g his ow n wa y. H e   a character who's so f a r d o wn in his House's birth order that no one
may not support all of the House's positions and goals publicly, and            pa ys h im an y min d. He mu st choose any one skill he knows, for which
often has enemies within the House itself. The S pendab le Honor cost           he rolls -1 die w he n m akin g T ests . (The Na rrato r m ust a pp rove the s kill
doubles for requesting aid from the House or any of its mem bers , or for       chosen; somethin g t h e character uses frequently in crucial situations,
making Pres enc e-ba sed Skill Tes ts aga inst Ho use me mb ers. H e also       like Primitive W eaponry or S hipb oa rd S ystem s, no t a "ba ckg rou nd " skill
receives 2 negative Discipline Renown.                                          su ch as Cu lture or H isto ry.)

								
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