TEXT: STAR TREK ROLEPLAYING GAME
  SPECIES PROFILE
  SPECIES NAME: ORKAN
  VISUAL REPRESENTATION
  SPECIES ADJUSTMENTS
  +1 Strength, +2 Agility, -1 Perception, +3 Psionics
  PHYSICAL DESCRIPTION
  Orkans are a humanoid species that so closely 
  resemble Terran humans that they are completely 
  indistinguishable from them externally. This is to say 
  that there are no discernible external anatomical 
  differences between Orkans and humans.
  The internal makeup of an Orkan is quite different, 
  however, and the differences are easily distinguished.
  The Orkan brain is more highly developed than a 
  human and there are at least three sections of the 
  brain completely devoted to psionic ability. Orkan 
  internal organs are arranged similarly to Vulcans, and 
  there is some organ redundancy.
  And the Orkan reproductive system works almost in 
  the reverse from a human. Among Orkans it is the 
  male who gives birth to an Orkan child, by laying an 
  egg similarly to most reptilian or avian species.
  Orkans are physically capable of mating with most 
  other humanoids, and with the  exception of Klingons, 
  or Vulcanoid species, these unions have been known 
  to produce children.
  Actual mating is done via sexual intercourse, whereby 
  female vaginal secretions are absorbed through the 
  penile skin of a male Orkan. These secretions contain 
  enough genetic material to fertilize the egg carried by 
  the male, which is carried inside the body for 6-8 
  weeks, before being laid. When the egg is first laid it is the 
  size of a large avian egg. This egg will grow, exponentially, 
  as the fetus inside develops over a period of 38 weeks.
  At the end of this period, the egg is large enough to contain 
  a humanoid adult. And when it hatches, the emerging Orkan 
  child has the physical characteristics of an aged human.
  Orkan Aging
  Orkans “age in reverse” in respect to what is 
  considered normal biological age in most 
  humanoids species.
  While most humanoids being life as small infants 
  and advance to end their life-cycle as aged adults, 
  the Orkan body functions as near as possible to the 
  reverse of this as has ever been recoded by science.
  In what is sometimes referred to as Benjamin 
  Button Syndrome (after the eponymous character of 
  a Hemingway novel, who ages in reverse), Orkans 
  are born as fully formed adults, appearing anywhere 
  between 50-80 human years of age.
  They are mentally, and psychologically immature, 
  however; being born with an intellect close to that of 
  a 6-year old human. Orkans reach their physical 
  maturity in their early 30s, and are considered 
  adults by Orkan law at age 37. By this time their 
  bodies have reverse-aged to appear between 30-50 
  years old.
  Orkans have an unusually long lifespan of as long 
  as 400 years. 500 in some extreme cases. During 
  this time their bodies age very slowly, but the 
  reverse aging continues.
  By the time an Orkan reaches middle-age, he or she 
  will appear as a human, roughly 20-25 years of age.
  An elderly Orkan will resemble a human teenager, or 
  a child between the ages of 8-11. And a very old 
  Orkan will have most of the physical characteristics 
  of a toddler, or a child up to the age of 6.
  An Orkan Infant
  The decrease in size of an Orkan body during aging 
  is due to a type of cellular degeneration that causes 
  the body to lose mass, slowly, over a lengthy period 
  of time, in the same way that most humanoids gain 
  size and body-mass as they grow.
  
  And while an Orkan does not actually become a 
  baby mentally, or psychologically, an aged 
  Orkan can have many physical similarities to 
  an infant and is often hard to tell apart from a 
  human child.
  Orkans are among the most developed of naturally 
  psionc species. They also have a unique epidermal 
  structure that allows them to absorb liquids directly 
  through the pores in their skin as a means of taking in 
  nourishment, and re-hydrating their bodies.
  The skin on the tips of their fingers are the most 
  pliable for this purpose, and it is not uncommon to see 
  an Orkan sitting at a bar, “drinking” with his finger 
  submerged in a glass while he is carrying on a 
  conversation. 
  This method of consuming liquids allows the nutrients 
  to enter the blood-stream directly, bypassing the 
  digestive tract. Orkans must consume more solid 
  foods by mouth, however.
  Orkans do not sleep as most humanoids do, but 
  instead put themselves into a deep meditative trance 
  and remain this way for 4-9 hours, depending on their 
  level of exhaustion. 
  And the most restful position for an Orkan to be in 
  when in this trance is to be hanging, inverted, either 
  using a device similar to 20th century Inversion Boots, 
  or by hanging their knees over a bar or similar device 
  sufficiently raised above the ground to allow the 
  Orkan to hang there, inverted.
  CULTURE
  Orkan society is a culture based around science, 
  education, and learning. And there's is a strictly non-
  violent society. There has not been a war on Ork in 
  recorded history. And they only maintain a small 
  military for the sake of planetary defense.
  Despite their pacifistic nature, or perhaps because of 
  it, the Orkans have been engaged in an ongoing 
  conflict with a neighboring species called the 
  Necrotons for centuries. But, even so, the Orkans will 
  not raise a full-scale military.
  The closest thing to a large, organized force on Ork is 
  their Expeditionary Detail. From the time they enter the 
  public education system, young Orkans are trained to 
  conduct scientific experiments, and record and 
  document data. And, during adult life, the more 
  talented and intelligent Orkans are selected to serve in 
  the Expeditionary Detail.
  Orkan Expeditionaires are sent, often incognito, to 
  observe life on other planets, experience other 
  cultures from a participative stance, and document 
  and record all that they learn fro later study by the 
  Orkan Scientific Tribunal.
  Due to their advanced telepathic abilities, Orkans 
  often transmit their recorded data as a series of 
  telepathic messages sent to a superior on a regular 
  basis, and under a tight and regimented schedule.
  While Orkans do not consciously restrain their emotions, as 
  Vulcans, they tend to behave in a manner that could be 
  considered very non-emotional. Orkans have the same 
  emotions as humans. However, due to centuries of lax 
  emotional expression, Orkan emotions have become 
  somewhat atrophied, one might say. 
  This has lead to most Orkans not being able to fully 
  understand, or properly respond to an overt emotional 
  stimulus. Among other Orkans, they will seem subdued, 
  dull, and even aloof. But, among races who display the full 
  range of their emotions, Orkans will seem awkward, and 
  socially clumsy as they try to adapt, and fit in, in a less stoic 
  society.
  Orkans study emotions more than they exercise them, and 
  it is not uncommon to hear an Orkan announce “Humor !” 
  or “Sadness !” when exposed to a display of emotion, 
  followed by an attempt to properly imitate the emotional 
  display he or she is witnessing.
  Humor is the most difficult concept for Orkans to 
  understand, as it often involves word-play, irony, and 
  sarcasm. All of these elements seem deceitful to Orkans 
  and as a result they have little grasp of traditional humor. 
  Orkans do not laugh, naturally, and their attempts at 
  imitating this response is usually a hoarse grunt, or a series 
  of half-hearted barks.
  Needless to say, Orkans are a very law-abiding people, and 
  stress honesty in all their dealings with other species. Only 
  curiosity and the desire for scientific advancement is of 
  more importance to an Orkan than their own honesty, and 
  integrity. Orkans are willing to lie, in as much as they will 
  live as part of another race or culture to study them. But 
  they do not harm those they study, or conduct any type of 
  experiments on them, preferring to learn by association and 
  interaction.
  Orkan society is atheistic, and they do not understand the 
  concept of gods.
  LANGUAGES
  The native Orkan language is a spoken language with heavy 
  emphasis on vowel sounds, hard consonants, and drawn 
  out Rs. The traditional Orkan greeting in “Na-Nu Na-Nu”, 
  given in tandem with a hand gesture similar to the famous 
  hand-sign of the Vulcans.
  The Orkan word, Shazbot, is commonly uttered in anger or 
  frustration, and is assumed to be a type of profanity.
  Most Orkans encountered off their homeworld will speak 
  fluent Standard, although often in a stiff and unusual way 
  that makes them seem almost mechanical.
  COMMON NAMES
  Orkan male names are short, monosyllabic names that 
  usually end in a hard consonant. Female names are longer, 
  and tend to end in a vowel sound. Orkans have no surname, 
  or family names.
  Male: Mork, Yok, Mearth, Orka, Bork
  Female: Gazeeba, Moosha, Fazeela
  
  HOMEWORLD
  Ork, the homeworld of the Orkans, is a large class-H 
  planet made inhabitable by the Orkan's advanced 
  environmental control technology. Advanced 
  technology seems to have always been a part of Orkan 
  society, even as far back as the Bronze Age on Earth.
  Ork is a heavily populated world, dotted with domed 
  cities, and the native Orkans travel from city to city 
  using a system of underground monorails.
  Each Orkan city has a university as it's central point. 
  And all Orkans are required to attend at least 5 years 
  of study in their home university.
  Ork is a Tech-9 level planet. And their primary 
  industry, if one can call it that, is exploration. Orkans 
  are highly valued as explorers, and first-contact 
  experts.
  Orkan nano-technology has also been instrumental in 
  many medical advances. But, Orkans have a strict 
  custom of not allowing their technology to be shared 
  for military or aggressive purposes.
  FAVORED PROFESSION
  Most Orkans are Scientists. And those encountered off 
  their homeworld will be Starship Officers, with the 
  Science Officer elite profession. Due to the nature of 
  most Orkan exploratory craft only science officers are 
  needed to crew them.
  Orkan Exploratory Pod
  Some Orkans, especially those whom remain on Ork, 
  will be Merchants specializing in mechanics, and in 
  the manufacturing and exporting of technological 
  items.
  Orkans working for the Federation often become 
  Diplomats, and Envoys. But, the favorite elite 
  profession for an Orkan is that of the Explorer.
  SPECIES ABILITIES
  Orkans are as strong as Vulcans, and even more agile 
  than humans. They receive a +1 adjustment to 
  Strength, and twice that as a bonus to their Agility 
  scores. 
  Their social naivete tends to hamper their 
  understanding of their surroundings. This causes 
  Orkans to suffer a -1 reduction to their Perception.
  Psionics: Orkans are among some of the most 
  advanced psions known to the Federation. Their 
  telepathic abilities are considered to be phenomenal 
  even in comparison to those of Betazoids.  
  Orkans begin the game with the Psionic attribute, and 
  receive a +3 adjustment to their attribute score. They also 
  automatically receive the psionic skill, Telepathy, at +6, and 
  Mind Shield at +3. But, Orkans cannot learn Empathy skills.
  They are able to telepathically communicate with other 
  Orkans over very long distances (even interplanetary 
  distances) by initiating a telepathic link with their contact 
  (TN 15). The other Orkan must be actively attempting to 
  receive the mental signal, however. If they are not, then the 
  Orkan transmitting must make the attempt at +6 to the TN.
  Telekinesis: Orkans also have advanced telekinetic abilities. 
  They can levitate most objects within a particular weight-
  range using their minds, and even cause electrical 
  discharge using their telekinetic abilities to excite particles 
  in the atmosphere of their surroundings in much the same 
  was as lightning is formed during a thunderstorm.
  These telekinetic bursts can cause damage equal to a heavy 
  stun. And they appear as a small bolt of electricity moving 
  from the outstretched hand or fingers of the Orkan toward 
  the target. An Orkan will only use this ability in self-defense.
  Other aspects of Orkan telekinesis should be resolved 
  using the rules for Telekinesis given as part of the 
  Psychokinesis rules for the Ocampa (Aliens, p. 116).
  Timestop: This is a very rare, and unusual psionic 
  phenomenon that is ironically common among Orkans. With 
  a successful Telepathy test (TN 15) an Orkan can stop all 
  time within their immediate surroundings in a radius equal 
  to their Presence attribute in meters. The Orkan continues 
  to move and act normally, while anyone within the influence 
  of the Timestop is literally frozen in time.
  This effect lasts for a number of rounds equal to the Orkan's 
  Presence. At Telepathy 8+, an Orcan may add their 
  Willpower reaction modifier to both the range of effect and 
  the duration of the Timestop.
  If an Orkan wants to end a Timestop before its duration 
  expires, he may do so with a second successful Telepathy 
  test. Only the Orkan who initialized the Timestop may stop it 
  prematurely.
  Inversion: Orkans rest, and recover from fatigue by putting 
  their bodies into a deep trance-like state, in an inverted 
  position (usually, hanging upside down). It takes 3-12 
  rounds for an Orkan to induce such a trance, after which 
  they can be awakened as if they were asleep.
  If an Orkan attempts to rest without inverting he will recover 
  from fatigue and exhaustion at 1/3 the normal rate. And an 
  Orkan recovering from injuries and requiring bed rest must 
  be inverted to heal properly.
  Due to their dependency on inversion, Orkans will often try 
  to “sit down” by assuming a yoga-like head-stand position.
  Emotionally Unadapted: While Orkans have the same range 
  of emotions as humans, they seldom experience them to 
  their full potential. As a result, Orkans do not always give 
  the right responses, or sometimes over-do the responses 
  they give. This gives them a -1 to all Social skills, as well as 
  
  a -1 to their Savvy reactions.
  Epidermal Absorption: Orkans can absorb liquids 
  directly into their blood-stream through their pores. 
  Especially on the skin of their fingertips. 
  This makes it very easy for them to take in liquid 
  nutrients, but if an Orkan absorbs a toxic substance in 
  this fashion then it is harder for them to resist the 
  effects of the toxin, and they make all rolls to resist 
  absorbed toxins at -5.
  Bonus Edge: Curious
  Species Flaw: Easily Distracted
  Orkan Stun Baton
     Specifications: 22.86 cm length, 0.34kg
     Description: The closest thing Orkans have to 
  a weapon. These slender, light batons are used 
  by Orkan defense forces to subdue enemy 
  combatants, or unruly individuals. They are 
  carried as a sidearm by security forces on Ork, 
  and are not allowed offworld, except in the 
  possession of trained Orkan personnel and 
  then only in emergency circumstances.
     Settings: 1-3
     Duration/Energy: 800
     Range: Contact, up to 1 meter
     Rules: Used with Simple Weapons (Club) or 
  Simple Weapons (Orkan Stun Baton) skill. Can 
  also be used in a pinch as a club, in which case 
  it delivers 1d6 in damage and has a parry 
  modifier of -2.
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Species/alien_Orkan.pdf