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 4 5 6 7 8-10 11 12 13 14 15 16 18 19 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. 3. 4. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 1. The Complete Ferengi Rules Of Acquisition Once you have their money, never give it back 50. 51. 52. 53. 54. 55. 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 56. 57. 58. 59. 60. 61. 62. 63. ÿÿ 64. 65. 66. 67. 68. 69. 70. 71. 72. 73. 74. 75. 76. 77. 78. 79. 80. 81. 82. 83. 84. 85. 86. 87. 88. 89. 90. 91. 92. 93. 94. 95. 96. 97. 98. 99. 100. 101. 102. 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 103. 104. 105. 106. 107. 108. 109. 110. 111. 112. 113. 114. 115. 116. 117. 118. 119. 120. 121. 122. 123. 124. 125. 126. 127. 128. 129. 130. 131. 132. 133. 134. 135. 136. 137. 138. 139. 140. 141. 142. 143. 144. 145. 146. 147. 148. 149. 150. 151. 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 152. 153. 154. 155. 156. 157. 158. 159. 160. 161. 162. 163. 164. 165. 166. 167. 168. 169. 170. 171. 172. 173. 174. 175. 176. 177. 178. 179. 180. 181. 182. 183. 184. 185. 186. 187. 188. 189. 190. 191. 192. 193. 194. 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 195. 196. 197. 198. 199. 200. 201. 202. 203. 204. 205. 206. 207. 208. 209. 210. 211. 212. 213. 214. 215. 216. 217. 218. 219. 220. 221. 222. 223. 224. 225. 226. 227. 228. 229. 230. 231. 232. 233. 234. 235. 236. 237. 238. 239. 240. 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 241. 242. 243. 244. 245. 246. 247. 248. 249. 250. 251. 252. 253. 254. 255. 256. 257. 258. 259. 260. 261 262. 263. 264. 265. 266. 267. 268. 269. 270. 271. 272. 273. 274. 275. 276. 277. 278. 279. 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 280. 281. 282. 283. 284. 285. 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)