The Magnificent Ferengi - Cold North Publishing 1991-2014

Transcription

The Magnificent Ferengi - Cold North Publishing 1991-2014
The Magnificent Ferengi
A Sourcebook for the ICON RPG System
Credits:
A Divine Treasury of Ferengi Character Options for CODA written by Steven A. Cook
Career Paths - Ferengi for ICON written by Dan Gurden with Stephen A Cook
Consolidated and Expandeded by Owen E. Oulton
Table of Contents
2
3
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5
6
7
8-10
11
12
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20
Table o f Contents
Introduction
Profit, the M aterial Contin uum, and the Afterlife
The Great Material Continuum
The Divine Treasury
Vault of Eternal Destitution
Ferengi P rofit Marg in
Encounters
Career O verlays
Ferengi Accountant/Bureaucrat
Ferengi FCA Auditor/Liquidator
Bar Owne r/Host
Career O verlays, cont d
Dabo Girls
Ferengi Merc hant Priest
Lawyer
Career O verlays, cont d
Ferengi Privateer
Ferengi Eliminator
Ferengi Your Overlay
Character Creation Packages
Early Life Packages
Advanced Training Packages
Characte r Creation P ackages, co nt d
Professional Packages
The Rules of Acquisition
The Complete Ferengi Rules of Acquisition
Stages of Acquisition
Eras
Enterprise
The Original Series
The Next Genertaion
Eras, con t d
Deep Space Nine
Voyager
Technology
Locator Bomb
Energy W hip
Mind Control Spheres
Sample Characters
Dai Mon Bonk (Eric Rush)
Sample C haracters, co nt d
Liquidatror Queeg (Steven Cook)
Sample C haracters, co nt d
Quark (canon)
Grand Nagus Rom (cano n)
Sample C haracters, co nt d
Lieutenant Nog (canon)
Ishka (canon)
Sample C haracters, co nt d
Brunt, FCA (canon)
Ferengi Ships
Small Ferengi Pod
Large Ferengi Pod (Quark s Treasure )
Deck Plans
`Welcome to our home. Please place your imprint on the legal
waivers and deposit your admission fee in the box by the door.
Remember, my house is my house [cringe].
`As are its contents.
Family Business, Star Trek: Deep Space Nine®.
Introduction
The easily duped pirate, the swindling merchant, the power
hungry DaiMon, the cowardly gunrunner all are Ferengi
stereotypes seen repeated ly on the various Star Trek® shows.
They are useful to the Narrator as adversaries and enemies, but
are they decent player character archetypes? Probably not. Not
until Star Trek: Deep Space Nine® did we see well-developed
characters o n screen wo rthy of the mon iker Player Ch aracter.
This netbo ok expan ds the optio ns available to players desirin g to
create Ferengi characters for the Star Trek Deep Space Nine
Roleplaying Game!" . Included are expansions to the Ferengi
species description cove ring eras, providing sample ch aracters,
new pieces of Ferengi technology,including the locator bomb,
energy whip and the mind control sph eres and the Ferengi shuttle
pod.
Profit, the Material Continuu m, and the Afterlife
Profit is at the co re of Feren gi culture. Som ething isn t worth
doing unless there is profit to be made. To the Ferengi mind,
why would yo u give away so mething for fre e when you c ould
charge a price for it, and therefore gain something you didn t
have a profit. For Ferengi, this is just the way life and the
universe works. Greater profit equals greater life and a greater
afterlife.
The Great Material Continuum
The Great Material Continuum governs all aspects of Ferengi
life. This belief system posits that all societies exist in alternating
states of having and wanting, and is metap horically seen as a
great flowing river comprised of material acquisitions. If wanting
gains dominance over having or vice versa then the great
river churns and overflows, becoming dangerously unstable. And
as the river go es, so does society. Instability is no t prospero us in
the long term.
A Ferengi in financial trouble often finds himself tossed to the
shores of the great river by a wave of inflation. Similarly, he
might run agro und on a sh oal of hard ship and ha ve to swim to
safety. Finding his w ay back on to the river req uires a Feren gi to
seek financial consolidation, a realigning of his investments, the
selling of his property, or even a loan.
To stay afloat on the river, a Ferengi carefully navigates by
balancing profit and loss, acqu isition and liquidation, while also
keeping an eye out for opportunities farther along the river s
course. O ne who de ftly navigates the gre at river can, in effec t,
steer the river s course toward opportunity. The skilled
Ferengi one with the lobes for bus-iness
earns great
prosperity, and a second chance to pursue profit in the afterlife.
The Divine Treasury
The Divine Treasury is the sacred palace of the Ferengi afterlife.
The walls, furnishings and doors and everything else are
made of gold-pressed latinum. A sign above the entrance to the
Divine Treasury read s, Please have your pro fit-and-loss
statement ready for inspection before entering the Divine
Treasur y.
When a Ferengi dies, his spirit goes before the Registrar of the
Divine T reasury, who decides w hether the Fe rengi deser ves to
enter. This involves much
cringing, bribery, and obsequious groveling. If the
Registrar is imp ressed by the Ferengi s actions, he is
allowed to enter the Div ine Treas ury.
Once inside, the Ferengi bids on a new life under the supervision
of the Blessed Exchequer and Celestial Auctioneers. If the
Ferengi has acquired enough profit in life, he pays for a new one
and is reborn, earning the chance to gain yet more profit. If
theFereng i did not earn enough p rofit, his bid fails and his spirit
is banished from the Divine Treasury and locked in the Vault of
Eternal Destitution forever.
Thus, a Fe rengi gets only o nce chanc e at a profitab le afterlife. A
prosperous Ferengi gains a second life, and if he earns enough
profit again, a thir d, and eve n a fourth. Fer engi myth pur ports
that the richest, most powerful Ferengi throughout history the
Grand Nagi are sometimes actually reincarnations of Gint, the
first Nagus and creator of the Rules of Acquisition.
Vault of Eternal Destitution
An afterlife in the Vault of Eternal Destitution is the worst
possible fate. Every Ferengi banished to the Vault becomes the
property of a Vault Auditor. The Auditors form a council called
the Regulation Committee, which is lead by the Desecrated
Auditor the most powerful and influential Auditor. The
Committee oversees every aspect of business and life in the
Vault. These policies, known as the Laws of Destitution, are
harsh.
The Auditors charge outrageous accommodation expenses, high
income taxes, service charges, and strictly regulate transactions.
Painstaking financial audits and fines await Ferengi who break
the Laws.
Thoug h it is possible, few F erengi ever m anage to b ribe their
Auditor to overlook transgressions. Fewer still gain enough
wealth to buy the title of Auditor and get to own slaves
themselves.
To scar e their children into behavin g, Ferengi m others recite
stories of the D emons o f Despair. T he demo ns are evil spirits
from the Vault of Eternal Destitution Ferengi who were
generous and cha ritable, unconcerned with pro fit, or otherwise
heretical. Legends say that the demons take shadowy forms and
escape the Vault for a time, stealing latinum and other valuables
from miscreant children.
Fereng i Profit M argin
Profit is the driving force of Ferengi culture. All Ferengi seek
it whether it s latinum, property, jewelry, starships, or other
material possessions. The more profit a Ferengi has, the greater
he is respecte d and envied by his peers. A lso greater is his
chance o f influencing fellow F erengi.
Ferengi cha racters have a Profit M argin score (or simply P rofit)
which gains them enhanced benefits and is based on Renown,
replacing Courage as does Klingon Honour. W hen making
Influence, Intimidate, Negotiate, and Persuade tests involving
other Ferengi, a character automatically gains his full Renown
modifier to the skill test. No recognition test is required.
For instance, Nilva, the chairman o f Slug-o-Cola, probab ly has a
high Profit Margin marking him with high favor and influence.
Convers ely, Blog, a F erengi who publishes P akled love poetry,
probably has a Profit of 0 a lobe-challenged fool of uninspiring
potential and influence (with horrible taste in literature).
Encounters
The Ferengi are one of the most well traveled species in the
galaxy. Ferenginar, the Ferengi homeworld, is located in the
Bajor sector, and Ferengi are often encountered in this region of
space. Fe rengi also trav el througho ut the Alpha a nd Beta
quadrants, especially along the valuable trade routes near
Cardassia n and Fed eration spa ce. They c ommon ly ply their
wares in the Gamma Quadrant too, although traders have focused
on systems ne ar the Idran e nd of the B ajoran wo rmhole. R eports
indicate that entrepreneurs have even found their way to the
Delta Quadrant, likely via unstable wormholes or other similar
phenomena.
Administration (Audit) 2 (3)
Intimidation (Bluster or Interrogation)2 (3)
Culture (Ferengi Rules of Acquisition) 1 (2)
Law (Ferengi Commercial By-Laws) 1 (2)
Computer (Choose Specialisation) 1 (2)
History (Ferengi) 1 (2)
Language s; Ferengi 1
Security (Choose Specialisation) 1 (2)
Bargain (Bribery) 1 (2)
Streetwise (Choose Specialisation) 1 (2)
Contact +1, Shrewd +1, Wealth +2
Arrogan t -1, Greed y -1, Rival -2
Bar O wner/H ost
Character Overlays
Ferengi Accountant/Bureaucrat
The Ferengi acc ountant is designed to fill one of the most
important gaps in Ferengi society, a profession of prestige and
trust. It is only the most skilled and most efficient accountant that
manages to proceed up through the ranks to tha t of 'Liquidator', a
rare honour indeed, but usually one that is deserved after many
years of hostile negotiations and other less scrupulous 'hands-on'
methods o f job prom otion...
Administration (Accounting) 2 (3)
Bargain (Choose Specialisation) 2 (3)
Culture (Ferengi Rules of Acquisition) 1 (2)
Fast Talk 1
Law (Ferengi Commercial By-Laws) 1 (2)
Computer (Research) 1 (2)
History (Ferengi) 1 (2)
Intimidation (Bluster or Interrogation) 1 (2)
Language s; Ferengi 1
Persuasion (Negotiation) 1 (2)
Wealth +1, Con tact +1, Riva l -2
Ferengi FCA Auditor/Liquidator
One of the most fearsome and powerful people in Ferengi
culture, the spe ctre of a visit by FC A Audito rs strikes terror in
Tending bar is a career of some esteem among the Ferengi, and
often a living exa mple of the 7 th rule of acqu isition - Keep your
ears ope n. Bartenders across the universe are renowned for
being a friendly person to talk to, but few pay as close attention
as a Fereng i barkeep . Many dr eam of retiring to the life of a
barkeep, but amongst the Ferengi the barkeep is seen
as a path to a Latinum filled retirement. He is as skilled at
mixing complicated cocktails of flavour, from a Finagle s Folly
or a Risan Sun rise to Romu lan Ale or Klingon Warnog, or even
something as simple as Slug-o- Cola or Terran Root Beer , as
he is at managing those peo ple around them. A good suit is also
part of the unifo rm, but be c areful to reme mber the 4 7th rule
though - Never trust a man wearing a better suit than you
own.
Charm (Choose Specialisation) 2 (3)
Fast Talk 2
Merchant (Bar) 2 (3)
Culture (Ferengi Rules of Acquisition) 0 (1)
Artistic Expression (Choose Specialisation) 1 (2)
Gaming (Choose Specialisation) 1 (2)
Languages (Choose) 1
Persuasion (Choose Specialisation) 1 (2)
Sciences, Physical (Chemistry) 1 (2)
Streetwise (Choose Specialisation) 1 (2)
Wealth +1,
Code of Honour (Bar Tenders Code) -2, Rival -1,
Empathy Edge +1
New Trait
the hearts of all go od busine sses and ho rror stories ar e told to
little children of their ruthless punishments on the poor
businessman. These individuals serve as the policing agency
within Ferengi territory ruthlessly scrutinising business
transactions a nd taking their c ut.
Code o f Honou r (Bar T enders C ode) -2
"Look A fter your custom ers; they are you r biggest asset.
"Don t get involved in trouble, stay ne utral in any disagr eement,
and try not to hold an
opinion so strong that you disagree with your customers, even
when they are clearly
wrong.
"Any trouble - Make sure it goes outside the bar.
Dabo Girls
Ah, Dabo, the game of kings. What s that? You don t know how
to play? W ell, allow m e to introdu ce you to my assistan t Alicia
here. First spin is free &
Many Ferengi entrepreneurs go into the hosting trade. It is often
said that while there are many different words for rain in the
Ferengi Language, there are also no streets without a bar on
Ferenginar. One of the key secrets to the hosting trade is to keep
the custome r occupie d and intere sted while you ply them with
Synthohol. A key part of that are the bar games, offering
opportunity to keep the customers mind of the bar prices, give
them an oc casional cha nce at winning (afirm favourite to
encourag e repeat cu stom, just rem ember the odds M UST remain
stacking in the house s favour), and something to look at the
Dabo G irls.
Its important to remember that the term Dabo Girl does not
imply a partic ular game, the y could be playing Da bo, they cou ld
be playing tongo or poker, who cares? That s not what the
customer should be
looking at. The key to a good Dabo Girl is to follow
the key employee guidelines. These differ between various
establishme nts accord ing to the hosts tas tes, but all Feren gi hosts
seem to know them intuitively. Broadly they are;
1 She has to be a female &
2 ..a sexy female.
3 No Fere ngi fema les, Dabo girls have sp ecific
costumes, and Ferengi females must be unclothed.
4 Assets. She s got to have them, if you re distracted
by them at interview, she s hired.
5 The costume. Scanty enough to be revealing, yet
ensuring that no thing is seen. - clothed fem ales are
quite alluring &
Once all these aspects are covered, your players could be playing
chess and nobody would notice "Place your bets and take a
spin! DABO!"
Charm (Seduction and Oo-Mox) 2 (3) (3)
Gaming (D abo and Cho ose Specialisation) 2
(3) and (3)`
Sleight of Hand (Gaming Cheats) 1 (2)
Artistic Expression (Choose Specialisation) 1(2)
Fast Talk 1
Languages (Choose) 1
Merchant (Bar) 1 (2)
Persuasion (Choose Specialisation) 1 (2)
Streetwise (Choose Specialisation) 1 (2)
Sexy +2
Obligation (Employer) 1
Ferengi M erchant Pr iest
Ferengi bu siness mod els are so clo sely attuned with th eir
mysticism that it should come as little surprise
that on Ferenginar there exist mortal guardians of the divine
treasury. Adepts of the Divine Treasury and guides upon the
banks of the path of the G reat Ma terial Continu um, for a suitab le
fee they will teach and advise Responsible for the teaching of the
most sacred text; the rules of acquisition. And available for hire
to bless business transactions, and to arrang e marriage contracts.
Ferengi hav e also taken to making pilgrim ages to Ea rth's Wall
Street, which they view as a holy site of commerc e and business,
and then speculate on where Earth got it all wrong since then &
Culture (Ferengi Rules of Acquisition) 2 (3)
Merchant (Choose Specialisation) 1 (2)
Persuasion (Oratory) 2 (3)
Theology (Choose Specialisation) 2 (3)
Bargain (Choose Specialisation) 1 (2)
Computer (Choose Specialisation) 1 (2)
Fast Talk 1
History (Choose Specialisation) 1 (2)
Language ; Ferengi 1
Social Sciences (Choose Specialisation) 1 (2)
Shrewd + 1, We alth +2, Riva l 2, Pacifist -1, Fa natic -3
Lawyer
Lawyers abound within Ferengi Alliance territory, but they may
be encountered just about anywhere in explored space where
legal disputes exist as Ferengi lawyers work insidiously to find
even the tiniest legal loophole and exploit it for their own - or
their clients - nefarious purposes, and they are renowned for
their successful c ase load.
Intimidation (Cross-Examination) 2 (3)
Law (Choose Specialization) 2 (3)
Persuasion (Debate) 2 (3)
Culture (Ferengi Rules of Acquisition) 0 (1)
Administration (Choose Specialization) 1 (2)
Computer (Research) 1 (2)
Fast-Talk 1
Language: Federation Standard 1
Mediation (Choose Specialization) 1 (2)
Personal Equipment (Choose Specialization) 1
(2)
Wealth +1, Rival -2
Ferengi Privateer
The Fe rengi Alliance does not m aintain a regula r space nav y per
se. What is known of the Ferengi Defensive forces seems to have
developed from the cultures love and pursuit of gain and wealth.
A Ferengi will self finance to purchase a vessel, hire a crew and
ply the space lanes for pro fit.
It is known that se veral 'influential' individua ls hold the co ntracts
for patrolling a nd defend ing Alliance ter ritory. These contracts
from the Governm ent can be very lucrative and allow the se
'Admirals' to purchase new and b etter ships, and hire the best
personne l, although ma ny frontier con tracts are cor respond ingly
poorly defended due to the smaller retainer fees compensating
those regional patrols. The personnel on these ships are very
similar to privateers upon ancient Earth s oceans, who worked
for their governments in wartime, making their operations
legitimate (at least in the eyes of their government). And as such
they were called privateers, a title that many of these personnel
enjoy for its ancient and romantic connotations (and so much
more ap pealing than p irate)...
Many o f the Admira ls/Owners hire personne l that fall within
their budget, and it is not unusual to find members of many
different spec ies serving on these vessels, ea ch earning the ir pay,
plus a negotiated percentage of any booty. This complex method
of defence does mean that each 'sector' of the Alliance can have
vastly differing operational techniques, and even strengths of
fleet, making illegal activities rife within Ferengi space.
At least they would be illegal if the Alliance authorities felt that
such activities constituted a crime.
Bargain (Choose Specialisation) 1 (2)
Energy Weapon (Choose Specialisation) 1 (2)
Security (Choose Specialisation) 1 (2)
Ships Systems (Choose 2 Specialisation) 2 (3), (3)
Fast Talk 1 or Dodge 1
Athletics (Choose Specialisation) 1 (2)
Culture (Ferengi) 0 (1)
Language ; Ferengi 1
Personal Equipment (Choose Specialisation) 1 (2)
Planetside Survival (Choose Specialisation) 1 (2)
Streetwise (Choose Specialisation) 1 (2)
Bold + 1, We alth +1, Riva l 1
Ferengi Eliminator
When all else fails, sometim es the only way to an Acquisitio n is
to eliminate one s rivals. Charging top rices, Ferengi Eliminators
are the créme de la créme of business adjusters For an additional
fee, he ll even keep it a secret - or make it well known,
depend ing on the clien t s needs...
Assassination (choose Specialisation) 2 (3)
Athletics (choose Specialisation) 1 (2)
Concealment (choose Specialisation) 1 (2)
Culture (Ferengi Rules of Acquisition) 0 (1)
Demolitions (choose Specialisation) 1 (2)
Dodge 1
Energy Weapon (choose Specialisation) 1 (2)
Language
Federation Standard 1
Personal Equipment (choose Specialisation) 1 (2)
Primitive Weaponry (choose Specialisation) 1 (2)
Streetwise (choose Specialisation) 1 (2)
Unarmed Comb at (choose Specialisation) 1 (2)
Wealth +1, Rival -2
Ferengi your Overlay &
What if you want to play a Ferengi from another career
discipline? Just add the following skill, Advantage and
disadvantage to the standard Overlay package to add a
touch of
Ferengi business to the standard template.
Culture (Ferengi Rules of Acquisition) 0 (1)
Wealth +1, Rival -2
Character Creation Packages
Early Life (5DP)
Bankr upt Fa mily
The character's family went bankrupt when he was a child. He
suffered great humiliation and was forced to fend for himself as
an adolesc ent. He ear ned nary a strip of latinum from his
Attainment C eremony.
Fast Talk 1, Streetwise (Choose Specializa tion) 1 (2),
Diminished Social Status -1
Lobes for Business
The character developed the "lobes" for business at an
astonishingly young ageand earne d great respect from his elders.
Not surprisingly, many of his peers were e xtremely jealous.
Bargain (Choose Specialization) 1 (2), +1
Perception, Patron +2, Wealth +1, R ival -2
Advanced Training Packages (9DP)
Core/Frontier World Trade Mission
The character serve d in an administrative position or as a
mediator on an extended Ferengi trade mission in either frontier
or core wo rld territory.
Admin istration O R Med iation (Ch oose Sp ecial-ization ) 1 (2),
Merchant (Choose Specialization) 1 (2), World Knowledge
(Choose World) 1 (2)
Ferengi Trade Vessel Spacehand
The cha racter served aboard a Ferengi trad e vessel as an a llaround mechanic, engineer and maintenance crewman.
Any Engineering (Choose Specialization) 1 (2), Personal
Equipment (Choose Specialization) 1 (2), Shipboard Systems
(Choose Specialization) 1 (2)
First Contact Specialist Training
The cha racter has train ing as a first contac t specialist, with
focuses in analyzing potential markets, investment opportunities
and exploitable resou rces.
Diploma cy (Negotiation) 1 (2), So cial Sciences (Econ omics)
(Sociology) 1 (2)(2), Contact +1, Cultural Flexibility +1
Futures Exchange or numerous worlds' stock market or trade
exchange networks. He may have worked for a financial firm or
as an independent speculator.
Bargain (Marketplace Haggling) 1 (2), Knowledge: Stock
Markets/Futures Exchange Etiquette & Lingo 1, Social Science
(Economics) 1 (2), Wealth +1
Interstellar Econ omic Analy st
The character has studied interstellar corporations, and has
experience in the financial investment, brokerage and banking
fields.
Administration (Bureaucratic Manipulation)
1 (2), Knowledge: Interstellar Corporations
1, Social Science (Economics) 1 (2)
Private Secto r Scientist
The cha racter is ded icated to a p articular scientific field . He is
most likely motivated by profit, but also possesses a genuine
interest in scientific disc overy.
Any Science (Choose two Specializations) 2 (3)(3), Personal
Equipment (appropriate device) 1 (2), Curious +1,
Argumentative 1
Marketing and Sales Training
The cha racter has wo rked for a lar ge corpo ration or sm all
family-run business and possesses training in the marketing and
sales of a variety of products and/or se rvices.
Charm (Influence) 1 (2), Knowledge: Marketing Strategies 1, +1
Percep tion, Inno vative +1 ,
Shrewd +1
Additional Ferengi Character Types
Professional Packages 10DP
Corporate Espionage Agent
The character works for a single (or various) corporations
investigating and sabotaging rival corporations' manufacturing
facilities, trade secrets,
research and deve lopment projec ts, and other similar activities.
Computer (Choose Specialization) 1 (2), Energy Weapon
(Choose Sp ecialization) OR P ersonal Equ ipment (Cho ose
Intrusion Device) 1 (2), Espion age (Ch oose Sp ecialization ) 1(2),
Security (Choose Specialization) 1 (2), Marked Man 2
Entertainment Manager/Agent
The character works in the entertainment industry as a manager,
agent or talen t scout. He's alwa ys searching fo r the next "b ig
star" who'll rock the entertainment 'b iz.
Charm (Choose Specialization) 1 (2), Fast Talk 1, Knowledge:
Entertainment Industry 1, Contact +1, Favo r Owed +1, Rival -1
Freelance Medical Practitioner
The character is a qualified doctor and performs private medical
services to those willing to pay his fees.
Life Science (Choose Specialization) 1 (2), Medical Science
(Choose specialization) 2 (3), Personal Equipment (Medical
Tricorde r or similar d evice) 1 (2), C ode of H onor (H ippocra tic
Oath or similar oath) OR Dark Secret (Ma lpractice Suit) -2
Frontier Scout
The character works in frontier territories as a scout, determining
the potential of newly discovered worlds for colonization or
industrial dev elopmen t.
Planetary Scien ces (Choose
Specialization) 1 (2), Planetside Survival
(Choose Specialization) 1 (2), Energy
Weapon OR Shipb oard System s (Choose Specializa tion) 1(2),
Curious OR Sense of
Direction +1
Futures Exchange/Stock Market Speculator
The character has earned a living speculating on the Ferengi
Diplomat
The dip lomat believ es the Feren gi can bring c ivilized ideals to
the galaxy. Mercantilism, not war, is the Ferengi way, and many
others will benefit from this philosophy. Perhaps he serves on a
Gamma Quadrant mission to establish relations with new
cultures, or he works to expand relations with the Federation or
other Alpha-Beta Q uadrant powers.
Scientist
The scientist is brilliant but misunderstood. He s an expert in her
field out to prove his talents and gain the respect of prominent
scientists in the galax y. Howev er, his lust for pro fit tarnishes his
reputation and involves her with unsavory scoundrels. A criminal
background haunts him.
Merchant
He s an econo mic thrill-seeker w ho isn t obsessed with
profit he s already wealthy but rather driven by the risks and
rewards of the financial game. H e ll lose a deal without gripe so
long as the negotiations and adventure surrounding it excite him.
He s a big spender, hard drinker, and fast lover. He knows
someon e in every po rt of call.
Rogue
Mercantile affairs are beyond his ken he d barely know a
merger from a take-over from a bankruptcy. However, he knows
people, their desires and their secret vices, so he s a master
manipulator. Perhaps he s a spy in training for a secret
organization like the Orion Syndicate or maybe he s a Starfleet
Intelligence info rmant?
Starship Officer
The starship officer sees a nobler role for Ferengi at large than
profiteering. He also wants to show his Starfleet superiors that
he s a team player and a leader. Other Ferengi see his lack of
latinum lust as weakness, an example of the poison other
cultures, particularly the Federation, feed to Ferengi to control
them. But he s proud of his goals.
Soldier
For years, his unusual burliness and propensity for violence
landed him jobs ab oard pirate vessels. The kind of jobs most
sane Ferengi won t touch since they involve high personal risk
and little profit return. But he was good at it, tough, even
businesslike. Unfortunately, his temperame nt and unabashed lust
for one boss s mistress proved his undoing. N ow, he s a
homeless mercena ry, having worked for the Ro mulans,
Cardassians, and other shadowy types. But he desires more than
latinum and v iolence he needs a cause. Per haps to red eem his
vagabo nd past?
2.
My stic
Her ethereal wisdom may have come by spiritual epiphany, years
of study and contemplation, or simply an alien entity that put the
zap on he r head. Re gardless, she h as donne d clothing, rid herself
of needless material possessions, and abandoned the traditional
selfish Ferengi ways. Her enlightened sensibilities lead her on a
pilgrimage to share her wisdo m with others.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
The Rules of Acquisition
A living and breathing document that forms the core of Ferengi
culture, treated with significant reve rence by all F erengi. Th is is
one of the d ocumen ts that all Ferengi c hildren are e xpected to
learn and understand by rote above all else. It is a collection of
rules guiding a ll aspects of Fe rengi com merce and many a
businessman will try to lay out their guidance in parable format
in the hope that one day they may find their simple lesson added
to the Law of Acquisition. Or better yet find new insight from the
existing laws As a game mechanism the Laws of Acquisition and
knowledg e of the laws is no t going to be a Law skill spec iality,
Instead it is simply a check against Culture (Ferengi) skill. For
this reason all F erengi temp lates should inc lude this culture sk ill
as a core discipline. Of course players (characters) with a
knowledg e of the Laws of Acquisitio n can simply p ick a quote
and hope it applies without a skill check. There is nothing wrong
with this scattergun approach to the Laws of Acquisition in fact
many Ferengi often seem to use them this way, too.
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The Complete Ferengi Rules Of Acquisition
Once you have their money, never give it back
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You ca n't cheat an hon est custome r, but it never hur ts to
try
Never sp end mor e for an acq uisition than you h ave to
Sex and profit are the two things that never last long
enough
If you can't break a contract, b end it
Never let fam ily stand in the way o f opportu nity
Always keep you ears open
Keep count of your change
Instinct plus op portunity eq uals profit
A dead customer can't buy as much as a live one
Latinum isn't the only thing that shines
Anything worth selling is worth selling twice
Anything worth doing is worth doing for money
Anything stolen is pure pro fit
Acting stupid is often smart
A deal is a deal ... until a better one comes along
A ba rga in us uall y isn 't
A Fereng i without profit is no Ferengi at all
Don't lie too soon after a promotion
When the customer is sweating, turn up the heat
Never p lace friend ship before pr ofit
Wise men can hear profit in the wind
Never take the last coin, but be sure to get the rest
Never ask when you can take
Fear makes a good business partner
The vast majority of the rich in this galaxy did not
inherit their wealth; the y stole it
The most beautiful thing about a tree is what you do
with it after you cut it down
Morality is always defined by those in power
When someone says "It's not the money," they're lying
Talk is cheap; synthehol costs money
Never make fun of a Ferengi's mother
Be careful what you sell. It may do exactly what the
customer e xpects
It never hurts to suck up to the boss
War is good for business
Peace is good for business
Too many Ferengi can't laugh at themselves anymore
You can always buy back a lost reputation
Free advertising is cheap
Praise is cheap. Heap it generously on all customers
If you see pro fit on a journe y, take it
Money talks, but having a lots of it gets more attention
Only nego tiate when you are certain to p rofit
Caressing an ear is often more forceful than pointing a
weapon
Never argue with a loaded phaser
Profit has limits. Loss has none
Labor camps are full of people who trusted the wrong
person
Never trust a man wearing a better suit than you own
The bigg er the smile, the sh arper the kn ife
Old age and greed will always overcome youth and
talent
Never bluff a Klingon
Never admit a mistake if there's someone else to blame
Only Bugsy could have built Las Vegas
Sell first; ask questions later
Never b uy anything you c an't sell
Always sell at the h ighest possib le profit
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Pursue profit; women come later
Good customers are almost as rare as Latinum - treasure
them
Friendship is seldom cheap
Fee advice is never cheap
Never use Latinum where your words will do
Never buy what can be stolen
The riskier the road, the greater the p rofit
Power without profit is like a ship without an engine
Don't talk shop; talk shopping
Don't talk ship; talk shipping
Anyone serving in a fleet who is crazy can be relieved,
if they ask for it
Enough is never enough
Comp assion is no sub stitute for a profit
You co uld afford yo ur ship withou t your gover nment if it weren't for your government
Get the money first, then let the buyers worry about
collecting the merchandise
Gamble and trade have two things in common: risk and
Latinum
Never let the competition know, what you're thinking
Ne ver trus t ad vice from a dy ing F ere ngi; liste n bu t do n't
trust
A Fereng i without profit is no Ferengi at all
Home is where the heart is, but the stars are made of
Latinum
Every once in a while, declare peace. It confuses the
hell out of your enemies
Go where no Ferengi has gone before; where there is no
reputation the re is profit
Don't discrim inate. The m ost unlikely spec ies can create
the best customers
Benefit from the Vulcan greed for knowledge
If it works, sell it. If it works we ll, sell it for more. If it
doesn't work, quadruple the price and sell it as an
antique
There's nothing more d angerous than an hone st
businessman
A smart customer is not a good customer
Revenge is profitless
She can touch your ears but never your Latinum
Death takes no bribes
A wife is a luxury, a sm art accoun tant a necessity
Trust is the big gest liability of all
When the boss comes to dinner, it never hurts to have
the wife wear something
Latinum lasts longer than lust
Mine is better than ours
He who drinks fast pays slow
Never confuse wisdom with luck
He's a fool wh o makes h is doctor his h eir
Beware of small expe nses: a small leak will kill a ship
Important, more impotant, Latinum
Faith moves mountains - of inventory
If you would keep a sec ret from an en emy, don't tell it
to a friend
Profit is the better part of valor
Never trust a wise man
Everything that has no owner, needs one
Never do something you can make someone do for you
Nature decays, but Latinum lasts forever
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Sleep can interfere with op portunity
Money is never m ade. It is merely won or lost
Wise m en don't lie, they just b end the truth
There is no honor in p overty
Win or lose, there's always H uyperian B eetle Snuff
A woma n wearing clo thes is like a man w ithout profit
Dignity and an empty sack is worth the sack
Only a fool p asses up a b usiness opp ortunity
Treat people in your debt like family ... exploit them
Never slee p with the bo ss's wife unless you pa y him
first
Never sleep with the boss's sister
Small print lead to large risk
Greed is eternal
There's always a way out
If the profit seem s too goo d to be true , it usually is
Never cheat a honest man offering a decent price
Buy, sell, or get out of the way
Even a blind man can recognize the glow of Latinum
Everything is fo r sale, even friend ship
As the customers go, so goes the wise profiteer
A friend is only a friend until you sell him something.
Then he is a customer
Friendship is temporary, profit is forever
A lie isn't a lie until someo ne else know s the truth
A lie isn't a lie, it's just the truth seen from a different
point of view
Gratitude c an bring on generosity
Ferengi are not responsible for the stupidity of other
races
Never trust your customers
Never trust a beneficiary
If it gets you profit, sell your own mother
The flimsier the produce, the higher the price
Never ju dge a custo mer by the size of his wallet ...
sometimes good things come in small packages
There's always a catch
The only value of a collectible is what you can get
somebo dy else to pa y for it
The shar p knife cuts qu ickly. Act withou t delay!
Necessity is the mother of invention. Profit is the father
Law makes everyone equal, but justice goes to the
highest bidder
Wives se rve; brothe rs inherit
The answ er to quick a nd easy pro fit is: buy for less, sell
for more
Comp etition and fair p lay are mutually e xclusive. Fair
play and financial loss go hand-in-hand
A Ferengi waits to bid until his opponents have
exhausted themselves
The family of Fools is ancient
There's no thing wrong w ith charity ... as long as it
winds up in your pocket
Always ask for the costs first
If possible sell neither the sizzle nor the steak, but the
Elphasian wheat germ
New customers are like razor toothed gree worms. They
can be succulent, but sometimes they bite back
Opportunity waits for no one
Females a nd finances d on't mix
Make your shop easy to find
Sometimes, what you get free costs entirely too much
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Ask not what your profits can do for you; ask what you
can do fo r your profits
You can't free a fish from water
The differe nce betwe en manure and Latinum is
commerece
What's mine is mine, and what's yours is mine too
Even in the w orst of times so meone tur ns a profit
You are surrounde d by opp ortunities; you ju st have to
know where to look
Don't pay until you have the goods
The customer is always right ... until you have their cash
Respect is good, Latinum is better
Never kill a customer, unless you make more profit out
of his death tha n out of his life
His money is only your's when he can't get it back
A th irsty cust ome r is g ood for p rofi t, a d run k on e isn 't
Never spend your own money when you can spend
someone elses
Never allo w one's culture's law to get in the way of a
universal goa l: profit
Never giv e away for free what can be sold
If a deal is fairly and lawfully made, then seeking
revenge especially unprofitable revenge, is illegal
Beware of relatives be aring gifts
If you're going to h ave to end ure, make yo urself
comfortab le
Never ga mble with an empath
Time is Latinum. The early Ferengi get the Latinum
If you can sell it, do n't hsitate to steal it
A piece of Latinum in the hand is worth two in a
customer's pocket
Share and perish
When everything fails - run
Ferengi's don't give promotional gifts!
Know your enemies ... but do business with them
always
The world is a stage - don't forget to demand admission
Whenever you think that things can't get worse, the
FCA will be knocking on you door
Never offer a confession when a bribe will do
Even dishonesty can't tarnish the glow of Latinum
Whenever you're being asked if you are god, the right
answer is YES
Genius without opportunity is like Latinum in the mine
There are three things you must not talk to aliens: sex,
religion and taxes
If you want to ruin yourself there are three known w ays:
Gambling is the fastest, women are the sweetest, and
banks are the most reliable way
There are two things that will catch up with you for
sure: death and taxes
If your dancing partner wants to lead at all costs, let her
have her own way and ask another one to dance
Never bet on a race you haven't fixed
Borrow on a handshake; lend in writing
Drive your business or it will drive you
Let other keep their reputation. You keep their money
If the flushing isn't strong enough, use your brain and
try the brush
Klingon women don't dance the tango
It's always good business to know about new customers
before they walk in your door
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Wounds heal, but debt is forever
Only give money to people you know you can steal
from
Never trust your customers, especially if they are your
relatives
Employees are the run gs on your ladder to succ ess don't hesitate to step on them
The sec ret of one p erson is ano ther person 's opportunity
A madman with Latinum means profit without return
The justifica tion for pro fit is profit
a) A friend in need is a customer in the making
b) A friend in need mea ns three times the profit
A Ferengi in need, will never do anything for free
When the G rand Nagus arrives to o ffer you a business
opportunity, it's time to leave town until he's gone
When the customer dies, the money stops a-comin'
Fighting with K lingons is like gam bling with
Cardassians - it's good to have a friend around when
you lose
Never trust a hardworking employee
Give someone a fish, you feed him for one day. Teach
him how to fish, and you lose a steady customer
Tell them what they want to hear
A wife, who is able to clean, saves the cleaning lady
In business deals, a disruptor can be almost as
important as a calculator
If they accept yo ur first offer, you eithe r asked too little
or offered too much
Stay neutral in co nflicts so that you ca n sell supplies to
both sides
Never b egin a busine ss transaction o n an empty
stomach
Instinct without opportunity is useless
Never take hospitality from someone worse off than
yourself
Only pay for it if you are confronted with loaded phaser
Always know what you're buying
A friend is not a friend if he asks for a discount
Profit is like a be d of roses - a few thorns are ine vitable
Beware of any man who thinks with his lobes
Knowledge is Latinum
Rich men don't come to buy; they come to take
Never throw anything away: It may be worht a lot of
Latinum so me Starda te
Pride comes b efore a loss
Don't take your family for granted, only their Latinum
Loyalty can b e bought ... an d sold
All things come to those who wait, even Latinum
Beware the man who doesn't make time for oo-mox
Manipulation may be a Ferengi's greatest tool, and
liability
If you steal it, make sure it has a warr anty
Life's no fair (How else would you turn a profit?)
Every dark cloud has a Latinum lining
Never d eal with begg ars; it's bad for pro fits
Don't trust anyone who trusts you
You ca n't buy fate
There's a sucker born every minute. Be sure you're the
first to find each one
The truth will cost
Ambition knows no fa mily
The higher you bid, the more customers you drive away
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Never undere stimate the inportance of the fist
impression
More is good, all is better
If you got something nice to say, then SHOUT
If you can't sell it, sit on it, but never give it away
A warranty is valid only if they can find you
He that speaks ill of the wares will buy them
Never question luck
Celebrate when you are paid, not, when you are
promised
Respec t other culture's be liefs; they'll be more like ly to
give you money
A dead vendor doesn't demand money
Satisfaction is not guaranteed
Let the buyer beware
A contract without fine print is a fool's document
Anyone who can't tell a fake doesn't deserve the real
thing
A warranty w ithout loop -holes is a liability
Syn theh ol is the l ubr ican t of c hoi ce fo r a c usto mer 's
stuck purse
Only fools negotiate with their own money
A Ferengi is only as important as the amount of
Latinum he c arries in his poc kets
A lie is a w ay to tell t he tr uth t o so meo ne w ho d oes n't
know
Gamb ling is like the way to p ower: Th e only way to w in
is to cheat, but don't get caught in the process
A wealthy ma n can afford everything exc ept a
conscience
No lob es, no profit
Never let a female in clothe s cloud you r sense of pro fit
It's not the size of your planet, but it's income, that
matters
The fear of loss may be your greatest enemy or your
best friend - cho ose wisely
A pair of good ears will ring dry a hundred tongues
Wish no t so much to live Long, as to live well
a) Whe n in doubt, lie
b) When in doubt, buy
c) When in doubt, demand more money
d) When in doubt, shoot them, take their money, run
and blame som eone else
Never purchase anything that has been promised to be
valuable or go up in value
It's better to have gambled and lost than to never have
gambled at all
There's ma ny witty men who se brains can 't line their
pockets
The way to a Ferengi's heart is through his wallet
Always count their Latinum before selling anything
There is no profit in love; ho wever, a stron g heart is
worth a few bars of Latinum on the open market. Keep
it on ice
Latinum can't buy happiness, but you can sure have a
blast renting it
If at first you don't succ eed, try to acq uire again
Diamo nds may be girl's best friend, but yo u can only
buy the girl with Latinum
It's better to swallow your pride than to lose yo ur profit
Never close a deal too soon after a female strokes your
lobes
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An empty bag can not stand upright
Blood is thicker than wa ter, but harde r to sell
Business is like war; it's important to recognize the
winner
Rules are always subject to change
Rules are always subject to interpretation
No good deed ever goes unpunished
Stages of Acquisition
In addition to the Rules, Ferengi recognize five Stages of
Acquisition
Infatuation: An unreasoning love or attraction & "I
want it."
Justification: Moral excuse used to explain & "I must
have it!"
Appropriation: To take to one's self in exclusion of
others & "IT'S MINE AT LAST!"
Obsession: A compulsive or irrational preoccupation
& "My Precious!"
Resale: The actio n of selling som ething previo usly
bought & "Mak e me an offer."
Eras
Enterprise
Ferengi are rarely encountered and virtually nothing is known of
their culture or te chnology. F erengi enco untered ou tside their
own territory in this era are likely merchants seeking untapped
markets or raiders with stolen warp-capable ships. Starfleet
Captain Jonathan Archer and his crew successfully repel a group
of Ferengi privateers from taking over the starship Enterprise
although, at the time, the crew has no idea the raiders are
Ferengi.
The Original Series
The Ferengi remain an enigmatic species. Those encountered are
merchants, free traders, rogues, prospectors and pirates. The
state of Ferengi-developed technology remains unknown, but
myriad alien technologies are available to rich Ferengi
entrepreneurs. Those who can t afford to pay for technology
steal it. Small and organized pirate fleets form under powerful
crime bosses, first staking Ferengi influence within wide-ranging
interstellar black markets and laying the groundwork for what
becomes the Ferengi Alliance fleet. The Ferengi reputation for
treachery becomes widely known among species ensnared by
their business acumen.
The Next Generation
The Ferengi Alliance utilizes its burgeoning military fleet and
expand s its sphere of ec onomic c ontrol to ma ny star systems in
the Alpha and Beta Quadrants. Official First Contact with the
Federation is made in 2364. In the late 2360s, the Federation s
Starfleet has several hostile encounters with the Ferengi, further
spreading the species reputation fo r roguery an d deceit.
Howev er, mistrust bree ds resentme nt among F erengi, espe cially
those few not solely motivated by profit. The scientist Doctor
Reyga, for e xample, see ks the respec t of his peers for his
development of metaphasic shielding. Unfortunately, aboard the
Enterprise-D a Federa tion vessel no less he s murdere d by a
rival scientist befo re reaping th e professio nal benefits of his
genius. Ferengi say this kind of hate and violence is all too
common among peo ple who claim to be civilized. Ferengi
encountered in this era are not just rogues, pirates and other
nefarious types, but also military officers, scientists, traders and
merchants.
Deep Space Nine
The Dominion W ar does little to change the course of Ferengi
society. During the conflict, many Ferengi turn to (or continue)
smuggling and blockade running. Others, such as Quark
(Propr ietor of Qu ark s Bar, Gr ill, Gaming H ouse, and H olosuite
Emporium Arcade, a wholly owned subsidiary of Quark
Enterprise s, Inc.), run mo stly legitimate busine sses while
hoarding illegal profit on the side through b lack market auctions,
double-d ealing, and o ther shady ac tivity.
However, change does come to Ferengi society from within by
Grand Nagi Zek and Rom . Both introduce reforms to Ferengi
law that permit women rights of equality and profit earning,
resulting in a more open, if still greed-focused, culture.
Furthermore, Rom s son, Nog, becomes the first Ferengi
admitted to Starfleet Aca demy. Altho ugh Nog s acclimation is
troublesome, he ultimately proves a capable and respected
officer during the Dom inion W ar.
Ferengi encountered in this era are increasingly from
legitimate, respected professions diplomats, scientists and
starship officers. Most Ferengi still work as merchants, traders or
entrepreneurs. Of course, befitting Ferengi temperament, there
are always tho se pirates and scoundre ls who prefer theft to
business.
Voyager
Ferengi encountered in the Delta Quadrant have likely arrived
through a wormhole or some other unstable stellar anomaly. For
instance, Captain Janeway and the crew of the U.S.S. Voyager
discover two Fereng i masquerading as god s to the Takarians.
The hucksters scheme is thwarted, but they escape and are
pulled into a wormhole. Other similar encounters might
occur the distances and dangers Ferengi overcome in pursuit of
profit often know no bounds. Ferengi who manage to reach the
Delta Quadrant must be either keenly adept or fabulously lucky
(or unlucky). These might be maverick scientists, daring
prospectors, hopelessly lost traders, or outlaws on the run.
Technology
Locator Bomb
Specifications: 20 cm diameter, 2 kg
Description: The locator bomb is a short-range attack device and
a popular, if excessively violent, tool employed by Ferengi
assassins (elimina tors). The locator bo mb can b e remotely
controlled or programmed to track and attack a target. To
identify its quarry, the device utilizes so phisticated p heromo nic
sensors. T he locator b omb's antigra vity propulsio n unit enables it
to fly at a rate of 20 meters per round. The most common
explosive used in locator bombs is a mixture of sorium and
argine. Th e bomb can only op erate for three hours befo re its
power cell needs to be replaced or recharged. Locator bombs are
illegal devices, banned on m ost civilized worlds.
A locator bomb can be employed two ways by programming or
remote co ntrol. Prog ramming a locatorbo mb to attack a specific
individual req uires a Difficulty 10 Computer (Programming) or
Demolitions (Locator Bomb) skill test. In order to attack a
target, the ope rator must first ac quire a phe romonic scan to
program into the bomb. The remote control transmitter device
can be used to scan any individual s pheromonic signature if the
user is within 2 meters (no test required). Remotely operating a
locator bomb requires a Shipboard Systems (Sensors) or
Demo litions (Locato r Bomb ) skill test, with the difficulty
modified by the
range to the target and any other appropriate modifiers. When
operated remotely, the controller manipulates the bomb's flight
and attack capabilities with a hand-held transmitter. Maintaining
line of sight to the target grants a +2 bonus.
The bomb s sorium and argine residue is detectable with a
tricorder scan (and an appropriate Demolitions, Investigate or
Science skill test as determined by the N arrator, typically at least
Difficulty 7 or 10) after the bomb explo des.
Range: 5/10/20/30+20 m, Blast Radius: 4 m, Damage: 5d6+10,
Drop Off: -10/m Duration/Energy: 3 hours (replaceable power
cell)
Fereng i Energy Whip
Specifications: 1.5 m length, 1 kg.
Description: The energy whip is a ranged energy weapon
primarily used by Ferengi m ilitary personne l. When th e whip is
cracked it releases a high-energy plasma discharge that streaks
toward a target in an undulating blue wave. Those struck by the
wave are stun ned for 15 minutes. Attack ing multiple targ ets with
an energy wh ip increases th e TN b y +3 per tar get. All targets
must be within 5 meters of eac h other. Th is attack require s only
one com bat action, b ut uses up two charges pe r target.
Damage: 3-8, Power: 150 charges, Range: 5 metres
Mind Control Spheres
Specifications: Controlling Sphere: 1.2 m diameter, 70 kg;
Amplifying Sphere: 50 cm diameter, 15kg
Description: This system consists of two spheres, a master
controller and a brain-wave amplifier. The system allows the
person operating the controlling sphere to manipulate the
thoughts of the victim. The sphere can create a controlled
hallucination a nd use it to misle ad the victim into all manner o f
actions. Th e system has a v ery long rang e and is relative ly
simple to use. These spheres can only be set to operate on one
humanoid being at a time. Destruction of either sphere ends
control. The device works better it it references a strong memory
of the victim. The Controlling Sphere must be within 100,000km
of the Amplifying Sphere, which in turn must be within 1000
metres of the target being.The Ferengi consider the use of such
devices illegal and do not tolerate their use at all. The Ferengi
Alliance has outlawed the use o f the Mind Contro l Sphere. These
systems may b e purchase d on the bla ck market, b ut the price is
staggering.
Once the controller ha s activated the sphere, it takes 1 D6 days
for the process to begin to work on the victim. After the time lag,
the Narrator must must make a secret saving roll against the
intended v ictim's PER+ WIL sc ore each d ay. If the contro ller is
making use of a specific memory on the part of the victim,
subtract 1 d ie from the die roll. If the target fails his sav ing roll
two days in a ro w, mind co ntrol is establishe d. Once th e link is
established, the person needs another 1D6 days operating the
controlling sphere to alter the mental state of the victim.
Therea fter, the contro ller can make the victim relive a memory,
make the vic tim relive an alter ed mem ory, or mak e him
experience an altered perception ot reality. The control can be
broken by destroying either sphere or by making a successful
Saving Roll against the characters PER+WIL score two days in a
row. The person operating the controlling sphere would then
have to begin the process anew to re-establish the link.
Sample Characters
Daimon Bonk
Name: "Daimon" B onk
Profession: Smuggler/Arms Merchant
Species: Ferengi, Gender: male, Age: 48
Attributes
Fitness ; Strength +1; Vitality +1
Coordination 2
Intellect 2; Logic +1; Perception +2
Presence 2; Empa thy -1; Willpo wer -1
Psi 0
Skills
Bargain (Bribery) 3 (4)
Computer (Simulation/Modelling) 2 (3)
Culture (Ferengi) 2 (3)
(Trill) (3)
(Bajoran) (3)
Dodge 1
Energy Weapons (Ferengi Phaser) 2 (3)
(Energy Whip) (3)
Fast Talk 1
History (Ferengi) 2 (3)
(Trill) (3)
(Bajoran) (3)
Language
Ferengi 2
Trill 2
Bajoran 2
Merchant (Ferengi Market) 2 (3)
(Weapons) (3)
Personal Equipment (PADD) 2 (3)
Planetside Survival (Swamp) 1 (2)
(Urban) (2)
Security (Security Systems) 2 (3)
Shipboard Systems (Flight Control) 1 (2)
(Sensors) (3)
Streetwise (Orion Syndicate) 1 (2)
Weaponsmith (Phasers) 2 (3)
(Energy Whip) (3)
Unarmed Combat (Brawling) 1 (2)
World Knowledge (Ferenginar) 1 (2)
(New Paris) (2)
(Bajor/Terok Nor) (2)
Traits
Medical Problem (Allergic to Andorian Wool) -2; Contact
(Bajoran Official) +1; Contact (Trill Official) +1; Contact
(Starfleet Intelligence) +2; Patron (Quark) +2; Rival
("Liquidator" Queeg) -1; Intolerant (Cardassians) -2; Greedy -1;
Assets (40% o f Trill Mining Comp any); Assets (Mission Class
Courier); Romantic Interest (Padia Kelsitt, unjoined Trill);
Mathem atical Ability +3 ; Excellent H earing +2 ; Telepath ic
Resistance +4
Other Statistics
Courage 3
Renown 15
Aggressio n 0, Discip line 3, Initiative 10 , Openne ss 2, Skill 0
Resistance 2
Background
Place of Birth: Ferenganar
Date of Birth: 2332
Early Life History: Mercantile Upbringing
Previous Caree r: Military (6 years)
Previous Caree r: Bartender (5 years)
Merchant (7 yea rs)
Smuggler/Arms M erchant (10 years)
Description and Personality
Height: 1.5m, Weight: 75kg
Complexion: dark orange, Hair: bald, Eyes: violet
Based on a character idea by Eric Rush
"Liquidator" Queeg
Name: "Liquidator" Queeg
Rank: B ar Owne r/Former Smuggler C aptain
Position: Owner/Operator
Assignment: "Liquidator" Queeg's Bar, Cretok Nor
Race: Ferengi, Gender: male, Age: 30
Attributes
Fitness: 2; Strength -1; Vitality +1
Coord ination: 3
Intellect: 4; Logic +1; Perception +2
Presence : 3; Empa thy -1; Willpo wer -1
Psi: 0
Skills
Administration (Bureaucratic Manipulation) 2 (3)
Athletics (Running) 1 (2)
Bargain (Marketplace Haggling) 2 (4)
Computer (Data Alteration) 1 (2)
Culture (Ferengi) 2 (3)
Energy Weapon (Klingon Disruptor) 1 (3)
Espionage (Forgery) 2 (4)
Fast-Talk 2
Gaming (Tongo) 2 (3)
History (Ferengi) 1 (2)
Language:
Ferengi 2
Federation Standard 2
Law (Ferengi Trade Laws) 2 (3)
(Federation Law) (3)
Merchant (Weapons) 2 (3)
(Bartender) (3)
(Steward) (3)
Personal Equipment (Tricorder) 1 (2)
Planetside Survival (Urban) 1 (2)
Security (Security Systems) 1 (3)
(Lock Picking) (2)
Shipboard Systems (Sensors) 2 (3)
(Flight Control) (3)
Streetwise (Locate Contraband) 2 (4)
Vehicle Operation (Shuttlecraft) 2 (3)
World Knowledge (Ferenginar) 1 (2)
Traits
Assets (Ship , The Elegant Pelican) +2 (Bar) +1; Contact (Brak)
+1; Curious +1; Excellent Hearing +2; Innovative +1;
Mathematical Ability +3; Telepathic Resistance +4
Addiction (Beetle Snuff) -1; Compulsion (Lecherous) -2; Greedy
-1; Rival (Q uack, bro ther) -1; Rival (" Dai-M on" Bo nk) -1
Shady B ackgroun d (Crimina l Activity) -2
Other Statistics
Courage Points: 3
Renown: 30
Aggressio n 2, Discip line 0, Initiative 10 , Openne ss 10, Skill 8
Resistance: 3
Backgro und Note s:
Place of Birth: Ferenginar
Date of Birth: 2350
Early Life History: Family Business
Previous Caree r: Gun Runner (5 yea rs)
Previous Caree r: Smuggler (5 years)
Bar Tend er (2 years)
Queeg was born to Quorg and B uka on Ferenginar in 2350 and
his early years we re spent learn ing the tricks of the tra de in his
brother Quack's successful smuggling ring. Queeg's father,
Quorg, served aboard a D'Kora class Marauder, but was killed
during a failed mutiny against the ship's Daimon when Queeg
was just six years old. In his late teens, Queeg quickly tired of
being an indentured slave to his older brother and sneaked away
to seek out his own fortune among the stars. Fortunately for
Queeg, the years he spent "shaving" his brother's latinum
provided him with a decent amount of venture capital. Queeg
regretted leaving his "moogie", but such is the nature of Ferengi
life. After all, you should "never allow family to stand in the
way of opp ortunity".
Queeg moved from sector to sector, working with various
nefarious crim inals, thugs and c on men. H e eventually m et a
Ferengi named B rak. Brak opera ted a gun running business,
dea ling mos tly w ith th e Ca rda ssia ns an d M aqu is, a nd Q uee g's
talents and skill impressed him. The pair managed to make a
decent am ount of latinum and gained a reputation as comp etent,
skilled gunrunners. Somehow they always managed to stay one
step ahead of both the Cardassians and the Maquis, either of
whom wo uld have sur ely killed the two o ff if knowledge o f their
double-d ealing leaked out.
Queeg and Brak worked together for five years, but things
became to-hot-to-hand le when the D ominion sta rted to stick its
nose into the affairs of the Alpha Quadrant. Queeg and Brak
shutdown their operation and parted ways. Queeg had made a
significant amount of money during the years with Brak, enough,
in fact, to purchase his own ship, the "Elegant Pelican". The
Pelican has been modified and re-built several times using
technologies from the Fed eration, Klingons, Ferengi, and o thers.
Queeg live d on De ep Spac e Nine for a while and wo rked with
Quark (the station's notoriou s Ferengi ba r-owner) sev eral times.
Recently, Queeg and several associates (two rather
hard-to-handle Klingon cousins, Kronak and Lektor, and an
Andorian who once was a Starfleet officer) were involved in a
business deal selling a shipment of sub-space detonation devices
to a Bajoran Vedek with ties to the Maquis. Unfortunately, the
deal went sour when the Klingons thought they should be
rewarded with Queeg 's ship. Needle ss to say, Que eg quickly
parted co mpany with the rabble-ro using Klingo ns, escaping with
his life and his ship intact. Queeg has recently taken up residence
on Cretok Nor.
Appearance and Personality:
Height: 1.6m
Mass: 50kg
Complexion: orange, Hair: bald, Eyes: blue
Queeg is tall and slender for a Fe rengi. He typically wears a
bright, multi-coloured suit, plenty of jewellery, and large,
mirrored sunglasses.
Queeg is a quick-witted, sneaky, self-confident trickster. He has
a love for fast ship s, fast women a nd even faste r profits! His
gaudy suit co llection is the envy o f many Feren gi and he lov es to
wear as much jewellery as he can fit on his fingers, neck and
lobes. Since his confrontation with the Klingon cousins, Queeg
is constantly accompanied by two burly Nausicaans, who also
serve as his ship hands. Queeg is a bit more aggressive than the
average Ferengi, a result of his shady life and tendency to find
himself "lobe deep in the action" quite often. Queeg has severed
ties with his family. Because of this and his elegantly forged
financial documentation, Queeg has attracted the attention of the
FCA on several occasions. Fortunately, he has eluded any kind
of fine or punishment. Queeg's older brother Quack is jealous of
his success and takes every o pportunity to try and create trouble
for him.
Based on a character by Stephen Cook.
Quark
Name: Quark
Position: Owner, Quarks Bar
Assignment: Starbase Deep Space Nine
Species: F erengi, Ge nder: male
Attributes
Fitness ; Strength -1; Vitality +1
Coordination 3
Intellect 3; Logic +1; Perception +1
Presence 2; Empa thy -1; Willpo wer -1
Psi 0
Skills
Athletics (Running) 1 (3)
Bargain (Bribery) 4 (5)
Marketplace Haggling (5)
Computer (Data Alteration/Hacking) 3 (4)
Craft (Bartending) 3 (4)
Culture (Ferengi) 2 (3)
Dodge 2
Fast Talk 4
Gaming (Tongo) 4 (5)
History (Ferengi) 1 (2)
(Federation) (3)
Language
Ferengi 2
Federation Standard 2
Law (Trade Regulations) 2 (3)
Merchant (Bajor Sector Market) 4 (5)
Black Market (5)
Personal Equipment (Ferengi PADD) 1 (2)
Planetside Survival (Swamp) 1 (2)
Security (Security Systems) 3 (4)
Shipboard Systems (Flight Control) 2 (3)
Streetwise (Locate Contraband) 3 (4)
Vehicle Dperatlons (Shuttlecraft) 1 (2)
World Knowledge (Ferenginar) 1 (2)
Traits
Contact (Orion Syndicate member); Contact (Grand Nagus
Rom); E xcellent He aring; Ma thematical A bility; Telepa thic
Resistance; Wealth (cash: ownership of Quark's); Greedy; Shady
Backgr ound; Riv al (Liquidato r Brunt)
Other Statistics
Courage : 3
Renown : 6
Aggressio n: 0, Disciplin e: 0, Initiative: 3, O penness: 0 , Skill: 3
Resistance 2
Backgro und Note s:
Place of Birth: Ferenginar
Date of Birth: 2326
Father: Keldar (deceased); Mother: Ishka; Stepfather: Zek; ExWife: Grilks; Brother: Grand Nagus Rom; Sister-in-Law: Leeta;
Nephe w: Nog; C ousins: Gaila , Stol, Barb o, Frin
Early Life History: Family Business
Quark wa s born in 23 26 to K eldar and Ishka. Acco rding to
Ishka, Keldar wasn't a very successful businessman, but he knew
"everything" about family. His son, Rom, confirmed his lack of
financial acumen, noting that he went from one bad deal to the
next. However, Keldar was still a very traditional Ferengi, and
refused to take business advice from his wife, despite the fact
that she was actually far more adept at financial matters than he
was. He once said to Quark, "I don't know what I'm going to do
about that fem ale...", referring to Ishka's headstro ng tendenc ies.
Prior to opening his bar on Terok Nor, later Deep Space 9,
Quark se rved as an a pprentice for a sub-nag us, and app arently
was set for a golden future in the Ferengi business world.
Unfortunately, he forgot the one hundred and twelfth Rule of
Acquisition ("Never have sex with the boss's sister"). Disgraced,
he was fired and had to start again from scratch.
At some point, Quark served for eight years as a cook aboard a
Ferengi freigh ter. Despite b eing a coo k, Quark c ommon ly
carried a d isruptor pisto l with him at all times, b ecause (in
Quark's words) "every member of the freighter's crew thought
himself a food critic."
Appearance and Personality:
Height: 1.6m
Mass: 65kg
Complexion: orange, Hair: bald, Eyes: blue
Even though he engaged in numerous shady ventures, by Ferengi
standards Quark was a compassionate and generous man who
proved his worth and loyalty to nearly all DS9 crew members
throughou t the years, gaining th eir well-earned respect.
Based on the character played by Armin Shimerman
Grand Nagus Rom
Name: Rom
Rank: Grand Nagus
Position: H ead of State
Assignment: Ferengi Alliance
Race: Ferengi
Gender: male; Age: 51
Attributes
Fitness 1; Strength -1; Vitality +1
Coordination 2
Intellect 2; Logic +1; Perception +2
Presence 2; Empa thy -1; Willpo wer -1
Psi 0
Skills
Administration (Ferengi) 1 (2)
Athletics (Springball) 1 (2)
Bargain (Marketplace Haggling) 2 [3]
Charm (Choose Specialisation) 2 (3)
Computer (Simulations/Modelling) 1 (2)
Culture (Ferengi) 2 [3]
(Ferengi Rules of Acquisition) (3)
Diplomacy (Negotiation) 2 (3)
Fast Talk 3
History (Ferengi) 1 [2]
(Federation) (2)
Language
Ferengi 2
Bajoran 1
Federation Standard 1
Law (Ferengi Commercial Law) 1 (2)
(Bajoran Militia Regulations) 1 (2)
Merchant (Stocks and Futures) 2 (3]
(Bartending) (3)
Personal Equipment (Tricorder) 2 (3)
Planetside Survival (Jungle) 1 (2)
Shipboard Systems (Operations) 1 (2)
Social Sciences (Political Science) 1 (2)
Systems Engineering (EPS Systems) 1 (3)
(Replicator Systems) (2)
(Holodeck Systems) (2)
Vehicle Operation (Shuttlecraft) 1 (2)
World Knowledge (Ferenginar) 1 [2]
Traits
Advantages
Contact +1; Excellent Hearing +2; Mathematical Ability +3;
Political Rank: Grand Nagus; Telepathic Resistance +4
Disadvantages
Greedy -1; Romantic Attatchment: Leeta (wife)
Other Statistics
Courage : 3
Renown: 55
Aggression: -10, Discipline: 10, Initiative: 20, Openness: 10,
Skill: 5
Resistance: 2
Relatives
Father: Keldar, Mother: Ishka, Stepfather: Zek, Ex-wife:
Prinadora, Wife: Leeta, Brother: Quark, Son: Lieutenant Nog
Background Notes:
Birthplace: Fenginar
Birthdate: 2332
Early Life History: Mercantile Upbringing
Professional Packages: Bartender, Starbase Operations
Professional Career: Grand Nagus
Rom's mother, Ishka, loved Rom very much and protected him.
She saw that he was a good man, unsuccessful in commercial
ventures, but with a good heart. Ironically, she saw Rom as being
more similar to his father Ke ldar, whom Quark m istakenly
idolized, although he too was a terrible businessman. Quark,
conversely, was more like her. Ro m and Ishka were ve ry close
when he was a child, and they remained close when Rom moved
away from Ferenginar. Rom never quarreled with her over her
lifestyle, nor resented her for earning more profit than him. Ishka
was his "Moogie." He supported her against both Quark and the
Ferengi Commerce Authority. When he admitted to being
somewhat uncomfortable with being in Ishka's newly clothed
presence in a private discussion between them, she disrobed, but
"only for him".
Quark exploited and belittled Rom all of his life. Growing up,
Quark often teased Rom about his smaller lobes and about
supposedly being adopted. He worked in Quark's Bar for low
wages, and was cheated out of his share of the profits. When
Grand Nagus Zek visited Deep Space 9, Q uark made Rom give
up his quarters for the Nagus. When Zek appointed Quark to be
the new Grand Nagus, Rom conspired to kill Quark, and may
have succeeded if Zek and Odo h adn't arrived at the last
moment. Quark later praised Rom for his treachery. At first Rom
did whatever Quark demanded. But as time went on, Rom began
to resist his brother's demands. Rom became less afraid of Quark
and confronted him over many issues. When Quark dropped
Rom's share of the profits from 14.3% to 12.5% (from
one-seventh to one-eighth share of profit), Rom left and joined
Martus Mazur in opening a rival bar. When Martus began
treating Rom even worse , he returned to Quark's wh ere he cou ld
at least "be c heated by fa mily." He o pposed Quark o ver his
treatment of the ir mother, who against Feren gi law earned profit.
He refused to allow Qu ark to stop h is son Nog 's admission to
Starfleet Academy in late 2371. The following year, he
single-handedly organized a union of Quark's employees after
Quark had cut their wages. He defied his brother and Liquidator
Brunt, who the Ferengi Commerce Authority had sent to resolve
the situation. After the wages had been restored, Rom made the
final break with his brother. Rom joined the maintenance crew
on Dee p Space 9. But, throu ghout all the co nflicts with his
brother, he and Quark loved each other very much. This was
evident whe n he becam e jealous o f Quark's relation ship with Pel.
Rom exposed "him" as a female during a visit by Grand Nagus
Zek in 2370.
Rom became sick due to being overworked. He became angry at
the working conditions in Quark's, and formed the Guild of
Restaurant and Casino Employees. Brunt arrived at the station
and threatened Rom, when this failed he had Quark beaten and
threatened to kill him. Rom ended the strike when Q uark secretly
agreed to his demands. He followed this up with an application
to join the station's Bajoran engineering crew and joined Chief
O'Brien's maintenance team, initially working in waste extraction
as a Diagnostic and Repair Technician, Junior Grade. Rom
re-calibrated the deflector beam at O'Brien's request. O'Brien
was ordered to do this by a Pah-wraith who had taken over
Keiko O'Brien's body and had threatened to kill her. Rom
informed O'B rien that the recalibration would send the deflector
beam into the wormhole and kill the aliens inside it. O'Brien was
able to rig the beam to hit the alien and save Keiko. As Rom kept
O'Brien's secr et safe until Keik o was no lo nger in dang er, this
endeared Rom to O'Brien, who promoted him. He was further
promoted to Maintenance Engineer, First Class in mid-2375.
A se ries of ev ents thro ugh the y ear s all con trib uted to R om's
elevation to nagus. In 2375, Rom eventually became Grand
Nagus of the Ferengi Alliance. At first the Nagus Zek ignored
Rom, believing him to be of poor business sense and not very
intelligent. Zek disagreed strongly with many of Rom's choices
concerning his son Nog. Zek did not like the idea of Nog
attending a Human school, and was opposed to Nog entering
Starfleet. But events and Ishka would influence the improvement
of Zek's attitude to ward Ro m. Rom h elped resto re the nagus to
the Ferengi ways after the nagus had been influenced by the
wormhole aliens. He helped restore Zek as the Grand Nagus after
Brunt had deposed him. Rom became the perfect choice for
Nagus b ecause he h imself had ne ver been a traditional Fe rengi.
Zek believed that he would be an excellent successor for the
newly reformed Ferenginar.
Appearance an d Personality
Height: 1.68m; Mass: 65kg
Complexion: orange; Hair: bald; Eyes: light blue; Distinguishing
Marks: none
Rom is an average -sized Ferengi with a receding chin an d lessthan-impress ive lobes. H e seems cau tious and unfo rceful in his
speech an d manner isms, but when his mind is mad e up, it is
made up! He is deep ly in love for his be autiful Bajo ran wife, a
former Dabo Girl at Quark s Bar. He deeply respects and loves
his Moogie, who remains one of his primary ad visors.
Based o n the cha racter play ed by M ax Gro dénch ik
Lieutenant Nog
Name: Nog
Rank: Lieutenant
Position: Engineering Assistant, Deep Space Nine/USS D efiant
Race: Ferengi, Gender: male, Age: 25
Attributes
Fitness: 2
Vitality: +1
Coord ination: 4
Intellect: 3
Presence : 2
Empathy: +1
Willpower +1
Psi: 0
Skills
Athletics (Running) 1 (2)
Bargain (Marketplace Haggling) 1 (2)
Business (Appraisal) 1 (2)
Charm (Seduce) 1 (2)
(Influence) (2)
Conceal (Cache) 1 (2)
Comp uter (Hac king/Data A lteration) 1/2
Culture (Ferengi) 2 (3)
Energy Weapons (Phaser) 1 (2)
First Aid (Wound/Combat Trauma) 1 (2)
Forgery (Documents) 1 (2)
History (Ferengi) 1 (2)
(Federation) (2)
Languages: Federation Standard 2
Ferengi 2
Material Engineering (Structural/Spaceframe) 1 (2)
(Personal Equipment) (3)
Persuasion (Bluff) 1 (2)
Physical Sciences (Mathematics) 1 (2)
Propulsion Engineering (Warp Drive) 1 (2)
Shipboard Systems (Flight Control) 1 (2)
Stealth (Hide) 1 (2)
Streetwise (Ferengi Underworld) 1 (2)
Surveillance (Observation) 1 (2)
Systems Engineering (Power Systems) 1 (2)
World Knowledge (Ferenginar) 1 (2)
(Bajor) (2)
Traits
Contacts (Capt. Sisko, Miles O'Brien, Grand Nagus Rom),
Excellent Hearing +2, Famous Incidents (several), Asset
(Wealth) +1, Medical Problem (Missing Leg) -2, Medical
Remedy (Biosynthetic Leg) +2, First Ferengi in Starfleet
Other Statistics
Courage : 3
Renown : 5
Aggression: +2; Discipline: 0; Initiative: +1; Openness: +1;
Skill: +1
Resistance: 3
Backgro und Note s:
Birthplace: Ferenginar, Birthdate: 2355
Father: Grand Nagus Rom, Mo ther: Prinadora, Stepmother:
Leeta, Uncle: Quark, Grandmother: Ishka
Early Life History: Mercantile Upbringing
Academy Life History: Starbase Duty (DS9)
Cadet Cruise: Starbase Duty (DS9)
Tours of Duty: Starbase Duty (DS9)/Starship Duty (USS
Defiant)
Appearance and Personality:
Height: 1.5m, Mass: 65kg
Complexion: orange, Hair: bald, Eyes: violet
Distinguishing Marks: Biosynthetic leg
Based on the character play ed by Aron Eisenberg
Ishka
Name: Ishka
Position: Advisor to Grand Nagus of the Ferengi Alliance
Race: Ferengi, Gender: female, Age: 120
Attributes
Fitness 1; Strength -1; Vitality +1
Coordination 2
Intellect 2; Logic +1; Perception +1
Presence 2; Empathy -1; Willpower +2
Psi 0
Skills
Bargain (Marketplace Haggling) 2 [3]
Charm (Seduction) 2 (3)
Courtesan (Wife) 2 (3)
Craft (Cooking) 2 (3)
Culture (Ferengi) 2 [3]
Fast Talk 3
History (Ferengi) 1 [2]
Instruction (Child Rearing (2 (3)
Knowledge: Stock Markets/Futures Exchange Etiquette & Lingo
2
Language s: Ferengi 2
Federation Standard 1
Merchant (Stock Market/Futures Trading) 3 (4)
Service (Housekeeping) 2 (3)
Social Science (Economics) 2 (3)
Streetwise (Ferengi Underground Investing) 2 (3)
World Knowledge (Ferenginar) 1 [2]
Traits
Advantages
Excellent H earing +2 ; Mathem atical Ability +3 ; Telepath ic
Resistance +4; Wealth +1
Disadvantages
Greedy -1
Other Statistics
Courage : 3
Renown: 100
Aggression: -5, Discipline: -25/+5, Initiative: 20, Openness: 10,
Skill: 15, Luck: 20
Resistance: 2
Relatives
Father: Adred, Husbands: 1. Keldar (deceased) 2. Former Grand
Nagus Ze k, Sons: Q uark, Gran d Nagus Rom, E x-Daughte r in
Law: Prinadora, Daughter in Law: Leeta, Stepson: Krax,
Grandson: Lieutenant Rom
Background Notes
Birthplace: Ferenginar, Birthdate: 2260
Early Life History: Household Upbringing
Advanced T raining: Wifely Duties
Professio nal Career : Stock M arket Tra der (cove rtly)
Ishka was married for many years to Keldar, a Ferengi who
unfortunately d id not any gre at skill at business, an d bore him
two sons, Q uark and R om. Qua rk left home e arly and ma de his
own way in the galaxy, while Rom stayed at home with Ishka,
whom he fondly called "Mo ogie".
Where Keldar did not have the typical Ferengi lobes for
business, she did, and after his death, against Ferengi tradition
(and law) she began to dabble in the Stock Market and Futures
Trading . She mad e a great de al of latinum, bu t was eventually
found out and was forced to return her illegal earnings. With the
help of her son, Rom, she actually only paid back a third of the
real sum.
Soon after, she became involved with then-Grand Nagus Zek,
and quick ly became his primary finan cial advisor a nd de facto
power behind the Ferengi throne. Zek began to lose his faculties
and she was kidnapped by the Dominion, forcing Quark, Rom
and Nog to recruit an unlikely group of Ferengi to rescue her.
Although financially cunning and rapacious, the Ferengi band
was less than suited for this task, but managed not only to rescue
her but capture her Vorta kidnapper. Not long after, Zek decided
to retire to Risa with Ishka for he alth reasons a nd named Rom his
successor. Ishka remains Rom's financial advisor.
Appearance and Personality:
Height: 1.63m, Mass: 55kg
Complexion: orange, Hair: bald, Eyes: brown
Distinguishing Marks: facial wrinkles
Ishka is a Ferengi woman of mature years. She is protective of
her "Zekkie" and her sons, and has a will of steel. She pionerered
Ferengi females' right to wear clothes and to earn profit. A few
years ago, she went to Vu lcan to have a lobe-lift.
Based o n the cha racter play ed by A ndrea M artin and Cecily
Adams
Brunt, FCA
Name: Brunt
Position: Liquidator
Assignmen t: Ferengi Co mmercial A uthority
Race: Ferengi, Gender: male, Age: 49
Attributes
Fitness 1; Strength -1; Vitality +1
Coordination 2
Intellect 2; Logic +2; Perception +1
Presence 2; Empa thy -1; Willpo wer -1
Psi 0
Skills
Administration (Accounting) 3 (4)
Bargain (choose Specialisation) 5 (6)
Computer (Research) 1 (2)
Culture (Ferengi) 3 (4)
Energy Weapon (Phaser) 1 (2)
Fast Talk 2
History (Ferengi) 2 (3)
(Ferengi Commercial Authority) (3)
Intimidation (Bluster) 1 (2)
Language
Ferengi 3
Law (Ferengi Commercial By-Laws) 2 (3)
Merchant (choose Specialisation) 1 (2)
Persuasion (Negotiation) 1 (2)
Security (Security Procedures) 1 (2)
(Security Systems) (2)
Streetwise (Ferengi Underworld) 1 (2)
World Knowledge (Ferenginar) 1 (2)
Traits
Bold +1; Contact (Zek) +2; Curious +1; Excellent Hearing +2;
Guileful +1; Mathematical Ability +3; Position: Liquidator +4;
Shrewd +1; Telepathic Resistance +4; Wealth +1
Argumentative -1; Arrogant -1; Competitive -1; Coward -1;
Domineering -1; Greedy -1; Power Hungry-1; Prideful -1; Rival
(Quark) -1 ; Vindictive -1
Other Statistics
Courage : 3
Renown: 20
Aggression: 5; Discipline: 0; Initiative: +5/-5; Openness: -5;
Skill: 0
Resistance: 2
Backgro und Note s:
Birthplace: Ferenginar, Birthdate: 2331
Early Life History: Legal Upbringing
Advanced Training: Mercantile Assistant
Professio nal Career : Law Enfo rcement
Brunt s parentage is not a matter o f public reco rd. Fereng i with
whom he has had professional encounters sometimes opine that
his mother was the result of miscegenation between a Nausicaan
and a Klingon Targ and that his father died of shame when he
was born.
Appearance an d Personality:
Height: 1.7m, Mass: 70kg
Complexion: orange, Hair: bald, Eyes: brown, Distinguishing
Marks: none, though his lobes are less than generous
Brunt is a stereotypical Ferengi - annoying; officious; obseqious
and very, very greedy. He is mean, in both senses of the word,
and vindictive.
Based on the character played by Jeffery Combs
Ferengi Ships
Ferengi Pod
The Ferengi Pod has a crew of 2, Pilot and Flight Engineer. It
has no cabins, being only used for short-range missions, and has
a large cargo hold in the aft section.
Class and Type: Ferengi Pod
Hull Chara cteristics:
Size: 2 (1 deck; 6 m etres)
Resistance: 2
Structural Points: 40
Operational Characteristics:
Crew/Passengers: 2/8 [5 pwr/round]
Computers: 2 [2 pwr/round]
Transporters: 1 personnel[1 pwr/round]
Tractor Beam: None
Propulsion and Power Characteristics:
Warp System: 4.0/5.0/6.5 (1 hour) [2 pwr/warp factor]
Impulse System: .5c/.75c [5/7 pwr/round]
Power: 80
Sensor Systems:
Long Range Sensors: +0/5 light years [6 pwr/round]
Lateral Sensors: +0/1 light year [4 pwr/round]
Navigational Sensors: +0 [5 pwr/round]
Cloak: None
Sensor S kill: 4
Weapon Systems:
Type IV Disruptors
Range: 10/30,000/100,000/300,000
Arc: all Fwd arcs (360 degrees)
Accuracy: 4/5/7/10
Damag e: 8
Power: [8]
Weap ons Skill: 3
Defensive System s:
Deflector Shields
Protection: 20/30
Power: [20]
Description an d Notes:
The Pod was seen TN G s The Price and again in VGR s sequel
episode False Pr ofits.
Fereng i Shuttle
The Shuttle has a crew of 3 - Pilot, Flight Engineer and Master.
The Master sits on an elevated chair overlooking the helm.
Consoles flank the Master s chair. Aft of them are a small head
and a water -based sho wer. The Master ha s a cabin with a double
bed, while the other crew share a double cabin. Both cabins have
food replicators. Aft of the cabins are a pair of cargo holds, and
flanking the rear hatch are a pair of engineering sp aces.
Class and Type: Ferengi Sh uttle
Hull Chara cteristics:
Size: 2 (1 deck; 18 metres)
Resistance: 2
Structural Points: 40
Operationa l Characteristics:
Crew/Passengers: 2/8 [5 pwr/round]
Computers: 2 [2 pwr/round]
Transporters: 1 personnel[1 pwr/round]
Tractor Beam: None
Propulsion a nd Pow er Characteristics:
Warp System: 4.0/5.0/6.5 (6 hours) [2 pwr/warp factor]
Impulse System: .5c/.75c [5/7 pwr/round]
Power: 80
Sensor System s:
Long Range Sensors: +0/10 light years [6 pwr/round]
Lateral Sensors: +0/1 light year [4 pwr/round]
Navigational Sensors: +0 [5 pwr/round]
Cloak: None
Sensor S kill: 4
Weapon Systems:
Type VI Disruptors
Range: 10/30,000/100,000/300,000
Arc: 720 degrees (a ll)
Accuracy: 4/5/7/10
Damage: 12
Power: [12]
Weap ons Skill: 3
Defensive System s:
Deflector Shields
Protection: 40/50
Power: [40]
Description an d Notes:
An example of a F erengi Shuttle is Quark s Quark s Treasure ,
used by his cousin Gaila to pay off a debt to Quark. Quark s
brother R om som ewhat optim istically estimated tha t it could
outrun a Romulan Interceptor. This Shuttle accidentally travelled
back in time and crashed in Roswell, New M exico in 1947, as a
result of sabotage by Gaila.
Ferengi Pod (6 metres)
Ferengi
Shuttle
(18 metres)