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TM W O R L D S 172.189.160.70 TM Worlds Authors: Eric Burns, Kenneth A. Hite and Doug Sun Creative Direction: Christian Moore and Owen Seyler Development and Editing: Jess Heinig Line Developer, Star Trek RPG: Jess Heinig Proofreading: Bill Maxwell Product Development, Paramount: John Van Citters Visual Creative Direction: Dan Burns Art Direction: Jesse Cassem Graphic Design (Cover): Rob Burns (Interior): Kieran Yanner Production Design: Jesse Cassem, Owen Seyler and Kieran Yanner Original Art: Blake Beasley and Kieran Yanner Special Thanks To: Doug Burke for research and maps visual reference materials, Ross A. Isaacs for initial oncept. Disclaimer: While Decipher Inc. has researched extensively to make this the most authentic Star Trek Roleplaying Game possible, the depth of information necessary for a fully-realized roleplaying game is not always revealed during a weekly television show. While we have tried to extrapolate logically within the flavor of Star Trek, we have taken some liberties and players should remember that only the events, characters and places that appear on the show or in films are canon. TM, ® & © 2005 Paramount Pictures. All rights reserved. STAR TREK and related marks are trademarks of Paramount Pictures. Decipher Inc. Authorized User. © 2005 Decipher Inc., P.O. Box 56, Norfolk, Virginia U.S.A. 23501-0056. All rights reserved. w w w . d e c i p h e r . c o m WWW.STARTREK.COM Introduction Alpha Centauri Andoria Antica Athos IV Bajor Benzar Bersallis III Betazed Bolarus IX Boreth Breen Camus II Capella IV Cardassia Prime Cestus III Ceti Alpha V Coridan Corvan II Deneva Dessica II Dyson Sphere Earth Ekos Elas Elba II Eminiar VII Exo III Farius Prime Ferenginar Founders’ Homewold Gagarin IV 4 20 22 26 28 30 34 37 39 42 46 48 51 53 56 59 61 64 66 69 71 73 75 78 80 82 84 87 89 91 95 97 Galor IV Iconia Janus VI Jupiter Khitomer Ligon II M-113 Malcor III Mars Memory Alpha Nausicaa Nimbus III Ocampa Platonius Qo’nos Rigel System Risa Romulus and Remus Rura Penthe Scalos Selay Sigma Iotia II Talos IV Tantalus V Tellar Trill Triskelion Turkana IV Tycho IV Tzenketh Vulcan 99 102 105 107 110 112 114 116 119 123 125 128 130 134 136 140 135 156 160 162 165 167 169 172 174 176 178 181 183 185 188 21 + 0- -3 21 00 213+  - To seek out new worlds… The very formation of Starfleet, and later the charter of the Federation, paints the idealistic mission of its members: To search the stars for new worlds and new civilizations. Even before any Human starship carried weapons or colonists, the first flights of fancy—starting with Zefram Cochrane’s Phoenix—were leaps into the unknown, just to see “what’s out there.” This book is “what’s out there.” Countless episodes of Star Trek show planet after planet, world after world, and in many cases, they’re not so different from ours. Sure, there are gas giants and deserts and icy deathtraps, but there are also jungles and oceans and Eden-like paradises. Every world is a backdrop against which the adventure is set. Whether it’s important because it’s the source of travail (by being the homeworld of the Founders or the Romulans), or because the environment is a challenge (with poison fruit or firestorms), or because conflict looms over something on the planet (like dilithium crystals or ancient relics), an entire world lies at your fingertips for just one thing: To give you a compelling place to seed your story. After all, the Crew can’t spend all of their time on a ship. Of course, as a Narrator for a Star Trek game, you have a great advantage over the worlds of the shows: You don’t have a limit to your effects budget. Just as you can