TEXT: STAR TREK ROLEPLAYING GAME
  SPECIES PROFILE
  SPECIES NAME: K'NORMIAN
  VISUAL REPRESENTATION
  SPECIES ADJUSTMENTS
  +1 Intellect, -1 Vitality, +2 Perception
  PHYSICAL DESCRIPTION
  K'normians are a humanoid race that bares a very 
  strong resemblance to Terran humans, with one 
  obvious exception. The K'normian forehead is 
  noticeably enlarged, in comparison to humans, and 
  features a pattern of ridges and deeply pigmented 
  raised areas that cover a thick skull made up of layers 
  of dense bone that serves as a type of armor – alost a 
  natural helmet – to protect the K'normians' enlarged 
  brains.
  Aside from their skulls, and foreheads, K'normians are 
  very similar to humans, and can even interbreed. 
  K'Norminan skin pigmentation runs the gamut, as 
  does hair-coloring.
  K'normians tend to wear their hair long, in the back. 
  Perhaps to off-set the lacking of hair over their 
  foreheads.
  K'normians are a very attractive race of humanoids. 
  And they are also a very gregarious and friendly race.
  CULTURE
  K'normians have a very open, liberal culture. They are 
  a gentle, and passive species who seem to have no 
  natural enemies. 
  Needless to say, they are not a warlike culture nor do 
  they produce very many soldiers, or people who 
  follow a more violent stripe of military life.
  K'normian society is based around learning, and intellect. 
  Not only from a scientific point of view but all forms of 
  learning – art, history, and the study of alien cultures.
  K'normian fascination with outside cultures, and alien 
  societies results in a species-wide lack of prejudices. 
  K'normians will be civil and accommodating to most 
  anyone.  They make friends easily, and keep them.
  There is no such thing as sexism in K'normian society. And, 
  there is no real class distinction to speak of. K'normians 
  were among some of the earliest societies to abolish a 
  monetary driven culture. And while, like most members of 
  the Federation, K'normians do trade in latinum and 
  Federation credits, they do no structure their society to 
  force their citizens to devote their lives, and most of their 
  efforts to expanding their credit-base.
  LANGUAGES
  The native K'normian language of K'normic is a simple 
  language designed to impart ideas easily and quickly. 
  Words consist of as few syllables as possible, and are 
  dominated by short vowels and soft consonants.
  Most K'normians will know at least some important phrases 
  in three or four languages. And most, if not all K'normians 
  encountered will be functionally fluent in Federation 
  Standard.
  COMMON NAMES
  Short, functional names. No surnames. And very little 
  gender distinction in K'normian nomenclature.
  Some common K'normian names are Borzac, Shoak, Zacaz, 
  and Doric (all male), or Shizic, Tria, Druz, or Floic (female).
  HOMEWORLD
  The K'normian homeworld of K'norm is a very Earth-like 
  planet. It is larger than Earth, but has a similar land-to-water 
  ratio. 
  The environment is very stable, and despite some 
  industrialized areas, natural resources are strictly 
  maintained so that there is a healthy balance to the natural 
  world and the technological world.
  K'normians live in domed cities, designed to keep any 
  pollutants produced by industrial activity away from the 
  planet's natural atmosphere and ecology.
  K'noram is a popular vacation spot among people in 
  neighboring sectors. And the K'normian people enjoy 
  playing host to off-worlders.
  FAVORED PROFESSION
  Several K'normians serve in Starfleet. And they tend to fill 
  positions in Science, Engineering, or Operations. It is rare if 
  not unheard-of to find a K'normian in the Security or 
  Tactical departments.
  Civilian K'normians are, most often, Scientists; and just as 
  often will have the elite profession of Explorer. K'normian 
  Merchants are also common, usually in positions that allow 
  a K'normian to interact with a wide variety of different 
  people, of different species.
  
  The service industry is a common choice. And many 
  K'normians find work as restaurant owners, bar-
  tenders, or other similar occupations.
  SPECIES ABILITIES
  Although not known for their physical brawn, or 
  toughness, K'normians are well regarded for their 
  keen powers of deduction, reasoning skills, and 
  overall advanced intellect.
  K'normians receive a +1 bonus to their Intellect score, 
  and +2 to their Perception, but suffer a -1 penalty to 
  their Vitality score.
  K'normians also have some very distinctive species 
  traits.
  Spacetime Attunement: Functioning similar to the 
  same ability had by El-Aurians, the K'normian brain-
  structure gives them a greater appreciation of subtle 
  disruptions in the space-time continuum. Like El-
  Aurians, K'normians can detect even the slightest 
  alteration of a timeline. For more information 
  regarding the function of this ability see p. 66, of 
  Aliens.
  Cultural Flexibility: (bonus edge) All K'normians 
  possess the Cultural Flexibility edge as a species trait. 
  (see p. 133, of the Player's Guide)
  Pacifism 2: (species flaw) K'normians are non-violent, 
  and will not commit violent acts unless absolutely 
  necessary.  K'normians possess the Pacifism flaw, at 
  level 2, as a species trait. (see p. 142, of the Player's 
  Guide)
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Species/alien_Knormian.pdf