Business, commerce, finance, and the acquisition of profit dominate Ferengi culture the same way they occupy the Ferengi mind. A Ferengi’s status in society depends almost entirely on how much profit he earns. Every Ferengi male memorizes and lives by the Rules of Acquisition, 285 maxims describing good business practices and providing general advice for a profitable existence.
In Ferengi society, women are second-class citizens. Until REDACTED, females could not wear clothes, conduct business, or participate in politics. They were expected to remain subservient to men, right down to chewing males’ food to soften it up before they ate it.
The leader of the Ferengi Alliance, a government organized along economic lines, holds the title “Grand Nagus.” Below him many other nagi, subnagi, and lesser officials fill the administrative ranks, each earning profit by extorting bribes from people who need their services. The Grand Nagus employs Grand Proxies and the Liquidators of the Ferengi Commerce Authority to keep lesser Ferengi in line and, if necessary, take a cut of their profits for himself.
Personality: The typical Ferengi is a clever, ingratiating, and above all profit-motivated person. The pursuit of material possessions and wealth dominates his thoughts. He often seems to stick his neck out just a little too far in his efforts to acquire profit, then tries to wheedle, sneak, bribe, and cajole his way out of trouble. Ferengi leave Ferenginar in search of profit. In their pursuit of profit, they pursue many different careers, explorer, merchant, pirate, scientist, assassin, or many other professions.
Physical Description: Ferengi are shorter and more slightly built than Humans. Ferengi have tannish to pumpkin- colored skin, with no head or facial hair. They keep their pointed teeth sharp with special grooming tools. The most notable Ferengi feature is the ears—large, prominent ones whose upper edges merge with a distinctive brow ridge. Males have larger ears than females. Besides allowing Ferengi to hear extremely well, the ears are an erogenous zone and inspire many cultural metaphors and sayings. For example, a Ferengi with plenty of financial skill and savvy is said to “have the lobes for business.”
Example Names: Ferengi have only given names. Rom, Bok, Ishka, Farek, Lumba, Quark, Pel, Prindora, Zek, Krax, Arridor, Brunt.
Ferengi Species Traits
- +2 Wisdom, +2 Charisma, -2 Constitution. Ferengi are perceptive and have strong personalities, but they have fairly weak bodies and a low tolerance for pain.
- Medium-sized: As Medium-size creatures, Ferengi have no special bonuses or penalties due to their size.
- Ferengi base speed is 30 feet.
- Keen Hearing: Ferengi have especially sharp hearing. They gain a +2 racial bonus to Listen checks.
- Eye for Profit: Even the lowliest crewman on a Ferengi Marauder can identify business opportunities. All Ferengi can make an Profession skill check to identify an opportunity for profit. With a successful check, the GM should tell the player how the situation could be turned to profit—meeting an ambassador could provide a lucrative contact, acquiring the rights to a stable wormhole could ream millions, and someone, somewhere might want 100 gross of self-sealing stem bolts. The GM determines an appropriate DC for the Profession skill check based on the opportunity for profit.
- Four-Lobed Brain: Ferengi have four-lobed brains, which render them immune to psionic skills and psi-like abilities. Ferengi cannot acquire the Psionic abilities, and all Psionic skill checks against them automatically fail.
- Head for Numbers: Due to both physiological and cultural reasons, Ferengi possess a knack for juggling numbers. They gain a +2 species bonus to Knowledge (Physical Sciences) and Gamble checks.
- Lobes for Business: Ferengi often find the best way to maximize their profit, from finding the best prices on kanar to bilking dabo girls of their tips. All Ferengi gain a +2 species bonus to Diplomacy checks made in the pursuit of profit and business.
- Automatic Language: Ferengi.