Traveller Races

'Traveller 4' Conversions:  These are home-brewed conversions for the alien races in T4's 'Alien Archives' (Imperium Games).  Refer to that book for complete data.

Name

(Nickname)

Description UPP
ASYM

  Biped.  Symmetrical except for arms (one heavy and well-muscled, the other thin and dextrous).  Physically versatile.  Strict ecologists, experimentalists, reknowned for their generosity.   

As normal
BYE-REN

  Human (Extreme High-G variant).  Very short, very muscular, height-fixated, stoic, all relationships seen as long-term.

STR 2d6+4;

END 2d6+2

DENAAR

(Pipers, Body-Boppers)

  Centauroid (2 arms, 4 legs).  Immortal mentalities that change Denaar bodies whenever it suits (most Denaar breed and maintain herds of non-sentient Denaar for this purpose).  Retains no more than 9 Terms of skills at any given time.  Risk-takers. 

STR 2d6+2
GUY-TROY

(The Controlled)

  Winged bipeds that "lost" their own culture - saved from extinction by the Imperium.  Claustrophobic, impatient, easily bored, but can be EXTREMELY focussed.  

STR & END 1d6+2
GRAYTCH

(Spidertaurs)

  Centauroid (2 arms, 8 legs).  Excellent mobility in 3-D situations.  Non-violent and tolerant.

DEX & END 2d6+2

SOC 1d6+2

HANA SAKA

(Ogres)

  Hexapod (six limbs).  Non-humanoid.  Phyically imposing.  VERY patient & tolerant.  Sensitive hearing.  Revolting eating habits.

STR & END 3d6

DEX 2d6+2

HRESH

(Trees)

  Intelligent mobile trees (which become immobile with age).  Strong mothering instinct - each carries around its own personal menagerie / ecosystem.  Specialized parts (treelimbs with extra dexterity, large leaves for shade, etc.) often grafted on.

STR & END 2d6+1

DEX 1d6+2

NUNCLEES

(Worm Balls)

  Colony creature (worm-based).  Very hard to kill - given time and oppurtunity, could conceivably regrow from one single worm.  The colony can "sub-divide" into smaller less able units if needs be (and later recombine).  Unemotional, difficulty understanding other species. 

As normal (?)
TEKUNDU

(Bloaters)

  Humans, geneered for an arid environment.  Can internally store extreme amounts of water (hence the nickname). Comfortable isolationists who respect endurance.

As normal
TRAKII

(Dragons)

  Winged creatures (similar to "Classic European" dragons).  Very long-lived, equally long-winded, deep convictions, sense of superiority to other races.

STR 2d6+4

DEX 1d6+2

END 2d6+2

  The Nunclees are arguably too weird for even a typical group of PCs.  The Hresh and the Trakii can be used, with care.  The rest are OK.

'Home-brewed' Races: The following are races worked up using a 'Roll-Yer-Own-Alien' system from a back issue of 'Dragon' magazine.  Names were derived from MegaTraveller's 'Vilani Word Generator'.  Admittedly, the detail is scanty, since they have so far been used only for NPCs and flavour text.  If one was ever chosen for a Character, then more detail would be worked up in collaboration.

*****

INGAKIGGU - Minor race from Pscias / Spinward Marches.  Bipedal, one arm & a medium length tail.  One eye, sensitive olfactory, and low-frequency audio.  Weighs around 400 kg.

  Imagine an emu or ostrich with leathery skin instead of feathers, and a sensor cluster at the front end of the body, instead of a neck and head.  The arm (which looks a little like an elephant's trunk) is also in front, towards the underside, enabling Ingakiggu to easily gather food from the ground.  Relatively solitary by human standards, they hold exploration and story-telling in high regard, and often partner with Humans to these ends.  Personality-wise, they are a very calm and centred species, but somewhat abrasive (little regard for social niceties).

  UPP - STR 4d6, END 3d6, SOC 1d6+2.

*****

SHENII ("Howlers") - Minor race, from a world with a Very Thin atmosphere.  Massively-built symmetrical omnivorous biped with four arms.  Chitinous-looking skin, with fur down the back, on the palms, and on the soles of the feet.  Weighs 200 kg.  Extremely loud voices (can hit 110 decibels with mild effort).  Large lung capacity.  Warrior-stoic, protective of females, poor negotiators, tone-deaf, otherwise quite boisterous.  Very popular in the Imperial Marines (especially as Drill Instructors).

  UPP - STR & END 3d6, SOC 1d6+2.  

*****

SAGUKIMABIR - Minor race from Mabir / Spinward Marches.  Radial symmetry, 8 limbs, 4 eyes (spaced around body), carnivore.  Weighs 50 kg.  Socially aggressive demeanour (stereotypical New York cab-driver after quitting cigarettes, taking up assertiveness training and eating lots of raw meat).  Firm belief in teamwork.  Reputation for "flexible" ethics (perhaps undeserved).

  UPP - STR 1d6+1,  DEX 2d6+3, END 1d6+2, SOC 1d6+1.

Traveller Careers

  The following are "home-brewed" careers for Traveller.

COLONIST:  Sometimes called "Homesteaders".  People who settle and develop previously uninhabited areas, ranging from hostile environments in already-developed systems to entirely new worlds.  They may be independants, but are usually family-oriented and/or company employees.  As with Belters and Barbarians, Characters can begin this career path one Term earlier than most careers.  Numerous variants of this career exist - detailed here is a typical high-tech type, originating from worlds with a Tech Code of Pre-Stellar+.  Low-Tech Colonists are essentially Barbarians, and those specializing in space activities are Belters or Starfarers.

BOUNTY HUNTER / SKIP TRACER:  Individuals who track down and bring to justice criminals and loan defaulters in return for any reward offered for those persons.  Depending upon circumstances and methodology, Bounty Hunters / Skip Tracers may operate overtly or covertly, as either free-lancers or as 'muscle' for specific corporations or governments.  Characters mustering out of Law Enforcement can automatically become a Bounty Hunter if they so choose.  They must come from a world with a Tech Code of Pre-Stellar +.

STARFARER:  Professional starship crewmen.  However, Starfarers are not specialized (as distinct from Belters, Corsairs, Merchants, Scouts, or Navy) - they go wherever the money is.  Characters mustering out of Navy, Scouts, Corsairs, Belters, or Merchants (or any other career where that Character receives a starship as part of his/her mustering out benefits) can automatically become a Starfarer.  Otherwise, they must come from a world with a Tech Code of Early Stellar +.

Colonist

Bounty Hunter Starfarer
Service Skills

Survival -1

1 Skill per Special Duty

2 Skills per Term

Gun Combat -1

1 Skill per Special Duty

2 Skills per Term

Space - 1

1 Skill per Special Duty

2 Skills per Term

Enlist

4+

7+

5+

+1

If Str 10+

If Dex 7+

If Int 9+

+2

If Int 10+

If Str 10+

If End 7+

Survival

5+

7+

6+

+2

If End 10+

If Int 9+

If Dex 10+

Special Duty

4+

5+

6+

Reenlist

3+

5+

4+

Personal Development
  1. Physical
  2. Physical
  3. Physical
  4. Hand Cbt
  5. Mental
  6. Carousing
  1. Physical
  2. +1 Dex
  3. Physical
  4. Gun Cbt
  5. Hand Cbt
  6. Vice
  1. Physical
  2. +1 Dex
  3. +1 End
  4. Vice
  5. Hand Cbt
  6. Carousing
Service Skills
  1. Physical
  2. Weapon Cbt
  3. Environ
  4. Vehicle
  5. Technical
  6. +1 Educn
  1. Gun Cbt
  2. Hand Cbt
  3. Vice
  4. Vehicle
  5. Interrogation
  6. Environ
  1. Hand Cbt
  2. Special Cbt
  3. Vehicle
  4. Environ
  5. Technical
  6. Space
Advanced Education
  1. Hunting
  2. Prospecting
  3. Special Cbt
  4. Environ
  5. Technical
  6. Vehicle
  1. Technical
  2. Interpersonal
  3. Gun Cbt
  4. Space
  5. Vehicle
  6. Tactics
  1. Space
  2. Vice
  3. Space Tech
  4. Exploratory
  5. Gun Cbt
  6. Medical
Advanced Education

(Educn 8+)

  1. Medical
  2. Academic
  3. Exploratory
  4. Inborn
  5. Environ
  6. Interpersonal
  1. Space Cbt
  2. Legal
  3. Vice
  4. Special Cbt
  5. Inborn
  6. Interpersonal
  1. Pilot
  2. Space Cbt
  3. Space Tech
  4. Interpersonal
  5. Space
  6. Inborn
Muster Out - Benefits
  1. Low Psg
  2. +1 Int
  3. Weapon
  4. Vehicle
  5. Equipment
  6. Enhancement
  1. Mid Psg
  2. +1 Educn
  3. Armour
  4. License
  5. Weapon
  6. Ship
  1. Low Psg
  2. +1 Int
  3. +1 Educn
  4. Weapon
  5. Travellers'
  6. Ship
Muster Out - Cash
  1. -
  2. 1,000
  3. 5,000
  4. 10,000
  5. 15,000
  6. 20,000
  7. 30,000
  1.  -
  2. 1,000
  3. 2,000
  4. 5,000
  5. 10,000
  6. 20,000
  7. 50,000
  1.  -
  2.  -
  3. 1,000
  4. 5,000
  5. 10,000
  6. 20,000
  7. 100,000

  Armour - First receipt of this benefit gains the Character a standard Flak Jacket.  Second receipt upgrades it to a Combat Environment Suit.  Third to TL 12 Combat Armour.  Subsequent rolls are taken as Vacc Suit skill.

  Enhancement - The Character's ability to survive in one environment has been improved via surgical alteration and/or gene-therapy.  For example, aquatic colonists may get implanted gills, webbed digits, waterproof skin, and eyes altered for better underwater vision.  Other colonists may be able to breathe certain atmosphere taints without ill-effect, have heightened tolerances to toxins common to the local ecology, and/or be able to digest weird proteins.  Enhanced colonists still can survive in "normal" environments, but problems are possible for the unwary - such as aquatics being vulnerable to dehydration, those immune to certain things getting a heightened sensitivity to other substances, and those with altered biochemistries suffering from diet deficiencies.  Also note that the more extreme the environment the Character has been adapted to, the more extreme the changes in physical appearance (and hence to NPC reaction rolls).  None of these changes alter a Character's base UPP, nor is it possible to take repeated Enhancements to gain tolerances for diverse environments.  Repeat 'Enhancement' rolls can be used to improve what the Character already has or as a free choice between 'Weapon', 'Vehicle' and 'Equipment'.  Alternatively, if Players or Referee are uncomfortable with this particular Benefit; treat it as a free choice between 'Weapon', 'Vehicle' or 'Equipment'.  

  Equipment - The Character gets one item of standard personal equipment  - such as a sensory device, navigational aid, communications gear, toolkit, hand computer, doctor's instruments, etc..  Additional rolls may be taken as other items or as skill in their use.

  License - The Character gains limited police / law enforcement privileges on one specific world (Referee's choice). On that world, he may carry personal (non-energy) weapons up to two levels in excess of local law levels, and has limited access to that world's police files and records.  Each additional roll extends this privilege to another world.  

 Ship (Bounty Hunter) - Character gains a 100 ton starship (with mortgage) of stock-standard design.  Subsequent rolls pay off 10 years from its mortgage.

 Ship (Starfarer) - Character gains a 100 ton stock-standard starship (with mortgage), or pays 10 years off the mortgage of a pre-existing starship.  Each subsequent roll can increase the ship's size (100 ton increments) or pay off 10 years from its mortgage.

  Vehicle - The Character owns a vehicle (not space-capable!).  Depending upon exact circumstances, this can be anything from a one-being grav-cycle to a fully-rigged sailing ship.  Additional rolls may be taken as other vehicles or as skills in the maintenance or operation of those vehicles.

  Weapon - One personal weapon (not energy, not infantry-support or artillery, not vehicle-mounted, etc.).  Subsequent rolls may be taken as other weapons or as skill in weapons already chosen.


 

 MAIN PAGE