TEXT: STAR TREK ROLEPLAYING GAME
  SPECIES PROFILE
  SPECIES NAME: IZARIAN
  VISUAL REPRESENTATION
  SPECIES ADJUSTMENTS
  +1 Vitality, +2 Perception
  PHYSICAL DESCRIPTION
  The Izarians, or Izarans are actually humans. In the 
  late 22nd century, a human colony was established on 
  the planet of Izar, on the third planet in the Epsilon 
  Boötis system.
  Epsilon Boötis III was also known as Izar, and the 
  name has since become associated with the colony, 
  and by extension, its people.
  And, although most Izarians tend to be more hardy, 
  healthy, and durable than the average Terran, Izarians 
  are still humans. The harsh conditions of the planet 
  are to credit for the sturdier constitutions of the 
  Izarian colonists, who, after two centuries on the 
  planet; have developed a tolerance for conditions that 
  would stymie other humans.
  Izarians are phyiscaly indistinguishable from Terran 
  humans, although Izarian men seem to have a 
  propensity for the premature graying of their hair. By 
  the time they reach their mid-40s most Izarian men 
  have hair of gray, or even a whitish silver color.
  CULTURE
  Izar is a human colony, and for the most part the 
  different cultures and customs of the people who 
  formed the colony are still in practice. The original 
  colony was a mixture of several races and cultures 
  from Earth, and these influences still remain very 
  much a part of Izarian life.
  That said, Izar has developed a culture of its own that is a 
  blend of the cultures that formed the colony, with a more 
  edgy, and rugged frontier lifestyle expected of a colonial 
  settlement on such a rugged, weather-worn planet.
  The lifestyle of most Izarians is often compared to the Old 
  West, or Wild West, of the North American continent on 
  Earth in the late 19th century. And as a result Izar has 
  produced some of the loyal tactical officers, brilliant 
  strategists, and respected command officers in the history 
  of Starfleet.
  LANGUAGES
  The language of the Izarian colony is, by default, Federation 
  Standard. Other common Earth languages such as Spanish, 
  Chinese, and French are also abundantly spoken as are 
  some dialects from Alpha Centauri.
  There is also a minor Deltan influence on the planet, and the 
  Deltan language is taught in some schools as a secondary 
  language.
  COMMON NAMES
  Izarian names are the usual common names of Earth 
  humanity. Although some Izarians will drop either their first 
  or last name and refer to themselves simply as “so-and-so 
  of Izar”. 
  This is especially true of Izarians who are raised in broadly 
  multi-cultural regions of the planet where varying styles in 
  naming and a wide variety of spoken languages are the 
  norm.
  HOMEWORLD
  Izar (or Epsilon Boötis III) is a Class M  planet  located in the 
  Epsilon Bootis system of the Alpha Quadrant. In 2183, the 
  United Federation of Planets established the Izar colony on 
  the planet's surface, and the planet quickly became a 
  member world, with a predominantly human population.
  A heavily populated planet with many port facilities Izar is 
  the third world orbiting Epsilon Boötis, a small orange star.
  An early Earth colony, Izar is now completely independent.
  Izar's weather is infamous in the Federation for high winds, 
  dust storms and tornadoes, which all occur on a regular 
  basis. As a result most of Izar's settlements are located 
  underground, since Izar is geologically inactive.
  Starfleet's Kharicson Training Base is located here, on the 
  continent of Pangaea, whereas New Seattle, the largest city 
  and planetary capital is home to the Izar Institute of 
  Meteorology.
  By 2380, the population of Izar has reached over 185 million 
  people.
  FAVORED PROFESSION
  Izarians make excellent Soldiers and will often chose this 
  profession. Their naturally hardy physiques and frontier 
  lifestyle provides a natural background for a military life.
  Izarians who chose to serve in Starfleet are most often 
  found in the Security, Tactical, or Command divisions.
  
  SPECIES ABILITIES
  Izarians are still human, and as such have the same 
  physical and mental perimeters as the average Terran 
  with only few exceptions.
  Izarians are naturally more hardy, and sturdy due to 
  the harsh physical conditions on Izar. After two 
  centuries, the people of the Izar colony have 
  developed enough of a naturally high constitution for 
  all Izarians to receive a +1 species bonus to their 
  Vitality scores.
  The often rugged frontier lifestyle that most Izarians 
  lead, especially outside of the larger cities like New 
  Seattle, also serves to improve their Perception, 
  resulting in a +1 species bonus to this attribute.
  Izarians also have the same Species Traits as humans:
  Adaptable: Izarians are the perfect example of this 
  human trait in practice. And they receive the same +2 
  bonus to either Stamina, Quickness, or Willpower 
  reactions as Terran humans. (see p. 39 of the Player's 
  Guide, or p. 86 of Aliens).
  The Human Spirit: Izarians have maintained the unique 
  nature of humans during the evolution of their colony. 
  And due to their drive, and versatility Izarians begin 
  the game with +1 Courage (see p. 39 of the Player's 
  Guide, or p. 86 of Aliens).
  Skilled: Izarians have their own set of experiences to 
  draw upon to develop the skills they will need in their 
  later professional lives. During the personal 
  development portion of character creation Izarians 
  receive the same skill bonuses as other humans (see 
  p. 39 of the Player's Guide, or p. 86 of Aliens).
  In addition, Izarians also have the following traits 
  inherent to natives of the Izar Colony.
  Tactical Genius: Izarians have a knack for strategy, 
  planning, and organizing military offensives on both a 
  small and large scale. Izarians receive a +2 bonus to 
  all skill tests in Tactics.
  Great Stamina: (bonus edge) Due to the harsh nature 
  of the environment of Izar, all Izarians are 
  uncommonly sturdy and resist fatigue easier than 
  most people. The receive this edge as a species trait 
  (see p. 134 of the Player's Guide).
  ERAS
  Enterprise: During most of this era there is no Izar 
  colony. However, a series set in the later years of the 
  Enterprise era or during the first century of the 
  Federation could be centered around the formation of 
  the Izar Colony.
  TOS: By the late 23rd century Izar has become an 
  independent colony, and is still under the protection of 
  Starfleet,  and the Federation. Several famous figures 
  have emerged from the Izar Colony including captain 
  Kelvar Garth.
  TNG: In the second half of the 24th century, Izar is one 
  of the most populated independent colonies in the 
  Federation, and is one of the main centers of human 
  population outside the Sol system.
  DS9: Despite its strategic position, the Izar Colony was not 
  directly effected by the Dominion War, despite several 
  attacks on Izar by Breen forces. A series set in this era 
  could be set on Izar, with Federation forces dug in in the 
  underground settlements that dominated the colny.
  VOY: Izarians stranded so far from home will have the same 
  sturdy resilience as they demonstrate in the face of the 
  harsh conditions on their own planet. 
  FAMOUS IZARIANS
  Starfleet Fleet Captain Kelvar Garth, aka "Garth of Izar", one 
  of Starfleet's greatest captains.
  Thomas Oromon, the 23rd President of the United 
  Federation of Planets.
  Christine Vale, Starfleet officer, security chief on the USS 
  Enterprise-E and first officer of the USS Titan. 
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Species/alien_Izarian.pdf