TEXT: STAR TREK ROLEPLAYING GAME
  SPECIES PROFILE
  SPECIES NAME: KAZARITE
  VISUAL REPRESENTATION
  SPECIES ADJUSTMENTS
  -2 Presence, +2 Perception     +2 Psionics
  PHYSICAL DESCRIPTION
  The Kazarites are a humanoid life-form with a very 
  simian appearance. Their skin is dark and leathery, 
  and their facial features bare a strong resemblance to 
  those of a Terran chimpanzee.
  They have high foreheads, somewhat enlarged from 
  the human norm, and large, pendulous ears.
  Kazarites wear their dark hair long, and all Kazarites 
  are bearded. Even females, who sport a thinner beard 
  than the males. Their bodies, with the exception of 
  their hands and faces, are covered in a short, thick 
  dark fur.
  Kazarites have large hands, with long, nimble fingers. 
  And they have naturally tough, thick nails that can 
  function as claws if necessary.
  CULTURE
  Although Kazarites have some advanced technology, 
  and are very comfortable with engineering equipment 
  and scientific material, they chose to live a more 
  agrarian, nomadic existence on their own homeworld.
  Because of their unique ability to communicate with 
  the animals of their home planet, and with most 
  animals that they encounter, Kazarites live in harmony 
  with their native wildlife.
  They are an outdoorsy people despite the harsh 
  physical conditions of some regions of the Kazarite 
  homeworld. And even though some of their traditional 
  garments feature bits of fur and animal skin they do not 
  hunt, or use animals for food.
  The skins and fur used in their clothing are scavenged from 
  animals discovered by Kazarite nomads after they have 
  died, or animals that have been killed by natural predators.
  Kazarites have a very open society. They are an honest, and 
  trustworthy people. And despite their somewhat beastly 
  appearances, once one gets to know a Kazarite they will 
  find them to be a friendly, gregarious, and curious people.
  Kazariteswork well with others, and work even better with 
  animals.
  In Kazarite society the male is at least the equal to the 
  female. In most cases Kazarite clans will be lead by the 
  eldest female, or the female who has born the most 
  children.
  LANGUAGES
  Kazarites speak their own native language, Kazarian. And 
  most Kazarites encountered off their homeworld will speak 
  at least a functional Federation Standard.
  They cannot physically mimic the sounds, or “speech” of 
  animals, but they easily understand any animal with which 
  they telepathically communicate.
  COMMON NAMES
  Kazarites have a single name – no surname, or clan 
  affiliation within their names. Kazarite names are usually 
  between one and three syllables. And feminine names 
  sound very similar to those used by males.
  Some examples of Kazarite names include Amyx, Chamish, 
  Todal, Rakaar, and Shivaris.
  HOMEWORLD
  Kazar, the homeworld of the Kazarites, is a rugged and 
  intemperate world, for the most part. There are several 
  deserts on Kazar, the largest being the Jarol desert.
  The Mestiko government, in exile, made their home and 
  headquarters in the Jarol desert from 2274, to 2282.
  Kazar is a large class-M world. And in the northern regions 
  there are wide expanses of woodlands, grasslands, and 
  mountains.
  The equatorial region of the planet is marked by deserts, 
  and rocky drylands.
  And there are several islands in the southern hemisphere 
  known for their volcanic activity.
  Kazar is home to a wide variety of flora, including some 
  desert plants that are rumored to have strong medicinal 
  properties.
  There are also over 700 different species of wild animals on 
  Kazar, ranging from small rodents to large, predatory 
  reptiles.
  Kazarite technology is at TL6, TL7 in some regions 
  commonly visited by the Federation or other off-world 
  
  socitieties. And even though Kazarites do not make a 
  point of developing any military might, or construct 
  large spacecraft they will often travel offworld to take 
  jobs as scientists, or starship officers.
  Kazarites export clothing and other hand-made goods 
  to many neighboring planets. And Kazarite robes are 
  in high demand among upper-class Tellarites.
  FAVORED PROFESSION
  Kzaraites tend to favor the sciences, and civilian 
  Scientists are the favored profession of most 
  Kazarites. 
  They will usually specialize in the fields of Ecology, or 
  Anthropology.
  Kazarites also make excellent Engineers, Operations 
  personnel, or Counselors (due to their latent telepathic 
  abilities). 
  There are several Kazarites serving in Starfleet.
  SPECIES ABILITIES
  Psionic: Kazarites are born with at least some level of 
  natural psionic ability. And this ability becomes 
  stronger as they grow, reaching a level of psionic 
  potency roughly the equal of a full-grown Betazoid by 
  the time the Kazarite is, themselves, considered a 
  legal adult in their culture. Kazarites gain a +2 to their 
  Psionic attribute, during character generation. And 
  they may advance this attribute as a favored attribute.
  Animal Empathy: Kazarites are able to sense and 
  interpret the emotions of most animals. They will 
  begin the game with Empathy +2, but are only able to 
  use this ability in regard to animal life.
  Animal Telepathy: Kazarites with a Psionic attribute of 
  8 or higher will have a telepathic rapport with animals 
  as well as the usual empathic connection. This gives 
  the Kazarite the ability to actually communicate, 
  mentally, with animals, receiving and projecting 
  thoughts and emotions to create a mental dialogue. 
  Kazarites who have this ability begin the game with 
  Telepthy +2, but, as with the Animal Empathy ability, 
  this skill is only useable in communicating with animal 
  life forms.
  Telekinesis: Kazarites have some telekinetic ability. 
  This co-responds to Telekinesis as describe for the 
  Ocampa on page 116 of Aliens. To use Telekinesis 
  effectively, a Kazarite must develop it as a 
  Psychokinetic Psionic skill.
  Self-teleportation: Kazarties have a naturally occurring 
  ability to teleport themselves short distances. And 
  they have this ability regardless of their level of 
  development in their other psionic abilities. To 
  teleport, a Kazarite must make a Psionic attribute test 
  (TN 10). If successful the Kazarite is able to teleport in 
  any direction up to a distance equal to their Psionic 
  attribute score plus their Willpower reaction modifier 
  in meters. Failure of the initial test to teleport simply 
  results in the Kazarite remaining where they are.
  After trying to teleport, whether they succeed or not, a 
  Kazarite must make a successful Stamina test (TN 5), or 
  suffer one level of fatigue.
  Fatigue levels become cumulative, if a Kazarite repeatedly 
  fails his Stamina reactions, after teleportation attempts. And 
  a Kazarite can exaust himself quickly, if he usues this ability 
  too often.
  For this reason Kazarites do not use their ability to teleport 
  accept in cases of emergency.
  Kazarites also receive a +2 species bonus to their 
  Perception attribute. They are very astute, and alert and 
  tend to notice things most people overlook. Due to their 
  animal-like appearances, and what is often perceived as a 
  primitive or “untamed” nature, they suffer a -2 penalty to 
  their Presence attribute, however.
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Species/alien_Kazarite.pdf