Traveller: The New Era

Alien Characters in TNE

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Date: Wed, 30 Aug 95 13:03:00 PDT
From: David Elrick <Dave.Elrick@ps.co.uk>
Subject: Alien Characters in TNE

I wrote the following article to allow TNE referees to use Traveller aliens 
as player characters with the character generation rules given in the TNE 
rulebook. The article assumes that you have access to other material on the 
aliens you choose to use.

This is not as detailed as Andy Lilly's Aslan article (which I understand 
has also been posted here), nor is it intended to be. It is meant to be a 
quick 'fix' to get people playing aliens.

Note: This article appeared in full in the latest issue of Valkyrie magazine 
(which is a very fine read).

The following article is copyright 1995, David Elrick and must not be 
reproduced without my express permission.

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Wearing The Furry Suit
Alien Player Characters in Traveller: The New Era

So far in Traveller: The New Era we have been given the chance to play 
humans from a wide variety of backgrounds - or one solitary alien race (the 
Schalli) - in the aftermath of the Virus. But that catastrophe affected all 
the sentients in the Traveller universe, not just humans (and, in any case, 
there was more than one branch of Humaniti present in the old Imperium). 
What of the irrepressible Vargr? The Aslan Ihatei endlessly reaching for the 
stars? The enigmatic Hivers? In fact, all the Traveller aliens?
The answer, of course, was that there was just not enough space in the TNE 
rulebook to give aliens more than a passing mention as NPCs (and, even then, 
not all the aliens made it into the rulebook). GDW's plans for TNE include a 
series of books called 'Aliens of the Rim', which will cover most of the 
alien races found in Traveller - starting with the Hivers and their Ithklur 
mercenaries. As I write, that first book hasn't appeared yet (although it 
might have done by the time you read this).
In the continued absence of that series, this article expands on and 
complements the descriptions given in the Traveller: The New Era rulebook 
and allows you to create playable alien player characters.
The history briefly presented for some alien races is drawn from my own 
campaign, and may not completely mesh with future TNE releases. Use it as 
you see fit (after all, the object is to have fun).
You may want to use the rules presented in Fusion, Fire & Steel to design 
alien equipment.
Author's Note: Although the stats and attributes presented here are 
extrapolated from the original Traveller and MegaTraveller material, I have 
used the careers presented in the rulebook so that, armed with just the 
rulebook and this article, you can have playable alien characters.

Hivers
Without a doubt Hivers are the most 'alien' of all the Traveller aliens. 
Physically, they have a central body from which extends six limbs, each 
ending in six small appendages. One of the limbs contains the Hiver's eye 
stalks, and another contains the Hiver's reproductive organs (Hivers 
reproduce by exchanging genetic material in a process which humans have 
described as "...shaking hands..." - small wonder then that human 
dignitaries have been wary the first time they meet Hivers!). The remaining 
four limbs function as legs or arms, as the situation requires.
Hivers are justifiably famous for their curiosity. In fact Hivers are like 
small human children: they crave knowledge of any kind, and will often go to 
quite extraordinary lengths to indulge their curiosity - even to tricking 
other races into performing unnecessary adventures just to see what happens!
Hivers are also pacifists, but they do understand that it is an imperfect 
universe and not everyone else is. Although some very exceptional Hivers 
have been known to use violence to defend themselves (and is becoming more 
common in the aftermath of Virus), most Hivers depend entirely on the 
services of their subject races - primarily the Ithklur 'mercenaries'.
Probably the main reason that Hivers are so enigmatic to other races is that 
they cannot speak - Hivers communicate between themselves by a form of 'sign 
language', and to other races through 'translators'. Hiver translators 
convert speech into ideograms which mimic Hiver sign language, and convert 
the Hiver's responses into digitised speech. The Hivers have tried (so far 
unsuccessfully) to make their translators mimic moods and personality, but, 
because of first impressions gained from their translators, Hivers still 
seem enigmatic and aloof to other races.
Hivers use the rules given in the rulebook, except: the weight formula is 
[4x(STR-AGL)]+150 for all Hivers. Hivers have no psionic ability at all, so 
PSI is zero.
Hivers can have a wide variety of careers, but most Hivers encountered 
outside Hiver space will be one of the following: Civil Engineer, Computer 
Operator, Diplomat, Mechanic, Medicine, Professor, Scientist or Trader.
Generate the Hiver's Ithklur companion(s) as NPCs as described in the 
rulebook (page 69).

Vargr
Vargr are, without any doubt, the most widely scattered race in the New Era 
apart from humans. You can encounter Vargr in large numbers almost anywhere 
in the coreward end of the old Imperium, as well as the Regency and the 
Vargr states. As if that wasn't enough, individual Vargr can be found almost 
anywhere in the old Imperium, although very seldom any any other races' 
territory (except the Zhodani Consulate, which has a large native Vargr 
population).
Vargr were originally genetically engineered by the ancients from Terran 
Canines and they still have many similarities with dogs: they don't sweat - 
all heat loss is through the mouth; they prefer to eat small amounts often 
and then snooze while the food is digested; they can only see in black and 
white, so Vargr tend to favour very 'loud' colours (in fact it has often 
been said that a Vargr's taste is entirely in his mouth!). In all, Vargr are 
brash and loud and they favour direct action over talk (this does not mean 
that they will avoid planning things though - Vargr aren't stupid).
Finally, let's lay one common myth to a long-overdue rest. After three 
hundred thousand years of evolution Vargr no longer stick their heads out of 
the window when they're driving (and if you've seen a Vargr drive an air 
raft you'll know why)!
Attributes: STR -1, AGL +1, CON -1. All other attributes are generated 
normally, except social standing. Charisma replaces social standing, and 
starting charisma is generated using 1D6+1. Vargr mass slightly more than 
Humans on average. The formulae are: Male [4x(STR-AGL)]+90; Female 
[4x(STR-AGL)]+70.
All careers and skills are open to Vargr (subject to the homeworld 
restrictions described in the rulebook).

Aslan
Aslan fared better than most against Virus, although they did not escape 
unscathed. The Virus crossed the border from Imperial space into Solomani 
space as if it wasn't there - their computer systems were so alike in many 
ways. But the Aslan Hierate was split up into thousands of clans, each with 
their own computer systems, codes and procedures - and each with their own 
enclaves on Kusyu, the Aslan homeworld. The virus crossed the last eight 
parsecs to the Aslan/Solomani border in three months. It took four months to 
cross the one parsec to Kusyu, where it almost dead-ended.
Now, almost seventy years later, Virus still ravages Kusyu and the 
subsectors immediately around it, but the rest of the Hierate remains 
relatively Virus-free. All Aslan know that the sacrifice of their homeworld 
bought them enough time to save the rest of the Hierate by instituting 
anti-Virus measures. Those measures, coupled with the enormous diversity in 
computer systems, managed to stop the spread of the Virus almost dead. But 
at a terrible, terrible price.
Treatment of captured Virus strains vary from clan to clan: some isolate and 
study it; most destroy it along with the infected system; and some, mostly 
in Reaver's Deep and Daibei, have 'befriended' certain strains and are 
working with them to build new civilisations in that border area.
Aslan treatment of Imperial remnants is another matter, however. Most Aslan 
view the Virus as a made thing - a weapon made by Imperials and released 
without thought. The fact that Virus was not designed to be used against the 
Aslan doesn't matter - they regard all remnant Imperials as culpable.
Because Aslan honour views attacks on an unsuspecting enemy as cowardly, 
most Imperial remnants found by Aslan are revived before being spaced or 
hung. Some clans view the Imperials as being without any honour, however, 
and some remnants are blown up with their ships, never having been revived.
In Aslan society, the first son is groomed to take over from his Father as 
head of the clan. All the other sons (called Ihatei - literally 'second 
son') are expected to leave home and make a new home and clan of their own. 
This has been the basis of Aslan expansion for hundreds of years and has 
barely changed in all that time.
In the past, the majority of the Ihatei struck out Coreward and Trailing 
(towards the Imperium) - indeed, the Emperor Strephon had an honour guard of 
Aslan. Now, although there is some expansion into Daibei and towards the 
Regency, almost all Ihatei have turned their faces Spinward and Rimward, 
expanding away from the Virus.
Attributes: STR +2, AGL -1, CON +1. All other attributes are generated 
normally. Aslan are physically much larger than Humans. The formulae are: 
Male [4x(STR-AGL)]+110; Female [4x(STR-AGL)]+85. Determine everything else 
normally as described in the rulebook, but add +1 to initiative.
All characters use careers from the rulebook.
Most Aslan females encountered outside the Hierate will follow one of the 
following careers: Belter, Bureaucrat, Civil Engineer, Diplomat, Mechanic, 
Scout or Trader.
Aslan males will be one of: Barbarian, Bounty Hunter, Hunter, Civil Pilot, 
Mercenary, Scout or Wealthy Traveller.
Military careers are open to both males and females.
In Aslan society, there is a very strict demarcation of skills, with some 
skills being prohibited to one gender or another. Only Aslan females may 
have skills from the following skill clusters:
Technician, Vice, Space Vessel, Space Tech, Medical, Interaction, Engineer, 
Economics, Charm, Aircraft.
No skill clusters are specifically Aslan male only, the following skill 
clusters are most likely in all Aslan males: Determination, Explore, Melee, 
Perception.
The remaining skill clusters can be used by either males or females.

Droyne and Chirpers
Droyne and Chirpers were once found on worlds widely scattered across the 
old Imperium. Sadly, of all the 'major' races they fared the worst during 
the rebellion and afterwards, being subjected to widespread racism on a 
massive scale. Where they were unable to get right away from human 
settlements, they suffered pogroms, slavery and genocide.
Although their own technology was barely affected by Virus, they were too 
scattered and mistrusted to be allowed to offer assistance in all but a very 
small number of cases.
What Imperial and other xenobiologists failed to realise was that Chirpers 
and Droyne are the same race. Chirpers are merely immature Droyne who have 
not been 'caste'. However, with the genocide visited upon the Droyne and the 
widespread destruction of anything resembling Droyne artifacts or culture, 
the caste system has all but vanished in many areas. As a consequence, 
'true' Droyne communities are very rare - most communities that managed to 
survived to the present day are made up entirely of Chirpers.
Droyne society comprises six castes: Workers, Warriors, Technicians, Drones, 
Leaders and Sports. There are three Droyne genders, designated (by Imperial 
Xenobiologists - nobody thought to actually ask the Droyne) Alpha Male, Beta 
Male and Female. Leaders, Sports and Warriors are Alpha Males; Workers and 
Technicians are Beta Males; Drones are Females.
Chirpers appear to be all one gender, but gender differences must eventually 
surface, because Chirpers are able to reproduce.
All Chirpers and Droyne roll 1D6+1 for STR and CON, and 1D6+2 for AGL. 
Social standing is only applicable in Chirper or Droyne communities, and is 
treated as zero for dealings with non-Droyne who are not familiar with 
Droyne or Chirpers. The weight formula for Droyne and Chirpers is 
[4x(STR-AGL)]+20.
Careers details are only given for Leaders, Warriors and Sports. If your 
players want to play Technicians, Drones or Workers (both roles which are 
heavily involved in Droyne society, but rarely come into contact with 
outsiders) make no stat modifications and choose the closest career from the 
rulebook.
Careers are directly related to caste (ignore stat minimum requirements 
given in the rulebook):
Leaders add +2 to INT and +1 to initiative. Leaders take any career which 
enables them to lead, whether in a military or a civilian role.
Warriors add +2 to STR, +1 to AGL and +1 to initiative. Warriors are trained 
purely for combat purposes (suitable careers include Bounty Hunter, 
Mercenary and Tough).
Sports add +1 to AGL and +1 to EDU. Sports are the adventurers and explorers 
of Droyne society and the most likely caste to be found away from other 
Droyne (suitable careers include Diplomat, Scout and Tough).
Chirpers have no stat modifications and use the Barbarian career from the 
rulebook.

The branches of Humaniti
No-one really knows how many worlds the Ancients seeded with Humans, the old 
Imperium catalogued 50 confirmed seeded worlds and over 300 more which 
required further investigation. The old Imperium was primarily made up of 
two 'branches' of Humaniti - Vilani and Solomani - and most Imperials were a 
mix of the two (although many claimed to be solely one or the other for 
political reasons). The other 'main' branches of Humaniti are the Zhodani 
and the Darrians.

Solomani
Solomani live rimward of the old Imperium. During the rebellion, the 
Solomani Confederation took the chance to regain some of the 'disputed' 
territory (disputed, at least, by the Solomani) from the Imperium, including 
Terra, before Virus overwhelmed them.
Solomani believe themselves to be the only 'racially pure' branch of 
Humaniti. To create a Solomani, use the character generation rules presented 
in the rulebook without modifications.

Zhodani
Zhodani live spinward and coreward of the Regency. Because of the draconian 
anti-virus policies adopted by the Regency and the Zhodani Consulate, the 
Virus failed to get a hold within the Consulate (although many Zhodani 
'protectorates' outside the Consulate borders suffered as badly as 
everywhere else).
Zhodani society is split into three classes: Nobles (social standing 10+), 
Intendants (social standing 9) and Proles (social standing 8-). All Nobles 
are psionic (and all psionics are Noble - social advancement is purely a 
matter of ability) and Proles are not.
To create a Zhodani, use the character generation rules presented in the 
rulebook without modifications. If a character has psionic ability, advance 
their social standing to 10 and treat them as psionics trained.

Vilani
Vilani consider themselves the only 'racially pure' Imperials and their part 
of space, centred on Vland, the 'Fourth Imperium' (sic). Unlike the 
Solomani, the Vilani withdrew into their own little enclave and prepared for 
the worst - it didn't save them. War-weary, ravaged by Virus and overrun by 
Vargr they barely survived at all.
Vilani society is built on three principles: tradition, efficiency and 
community spirit. It was the Vilani who 'built' and ran the great 
megacorporations of the old Imperium, and it's not hard to see why. Most 
Vilani are patient and methodical, which comes back to the three prinicples. 
But Vilani can afford to be patient because Vilani, particularly pure-bred 
Vilani, age more slowly than other humans.
To create a Vilani, use the character generation rules presented in the 
rulebook without modifications, except: for bloodline roll 1D20 and apply 
the following results.
If the result is 1 to 15, the character is of mainly non-Vilani ancestry and 
applies aging effects normally (as described in the rulebook).
If the result is 16 to 18, the character has some Vilani blood and applies 
+2 to all their aging rolls.
If the result is 19, the character is almost pure Vilani and applies +3 to 
all their aging rolls.
If the result is 20, the character is a pure-bred Vilani from one of the old 
Vilani families. These characters apply +4 to their aging rolls.

Darrians
Darrians live in a small group of worlds immediately spinward of the 
Regency. Without a doubt, their survival into the new era was entirely due 
to Norris' policies against the Virus. Such is the cosmopolitan nature of 
Darrian society that, within Darrian borders, you can find 'pure' Darrians, 
Aslan (mostly citizens of the Confederation, although a small number of 
Ihatei have been allowed to settle on Darrian worlds), Zhodani and 
'Imperials'.
Darrian Aslan are sympathetic to, but do not subscribe to, the feelings that 
Hierate Aslan have about Imperial remnants.
Darrian Aslan are created using the Aslan character generation guidelines. 
Darrians are created as follows:
Attributes: Darrians use the rules given in the rulebook, except: STR is 
generated using 1D6+1, CON is 1D6+1 and EDU is +2. Darrians speak Darrian 
and Anglic, Darrian Aslan also speak the Aslan language. Darrians use the 
social standing rules as presented in the rulebooks, because there is no 
stigma attached to nobility as there is within the old Imperium, use the 
titles and landhold rules unmodified.
Darrians mass slightly less than other Humans on average. The formulae are: 
Male [4x(STR-AGL)]+86; Female [4x(STR-AGL)]+70. Darrian Aslan use the rules 
presented under Aslan, above.
All careers and skills are open to Darrians, except where homeworld/region 
does not permit Darrian characters. Darrian Aslan use the career 
restrictions detailed for Aslan.

Finally, use aliens sparingly in your Traveller games. If each player plays 
a different alien, they become just another character 'class'. Aliens should 
present some mystery in your games - their motives and ways of thinking are 
not the same as humans and they should not be played as just humans in furry 
suits. Not only that, each alien (PC or NPC) is an individual, and will 
behave differently to other members of their own race. Use the information 
in the rulebook (particularly the NPC motivation information), and the 
information from this article, to guide you when you first play an alien and 
always think about what it means to be a member of one of these races.
If necessary, referees should present aliens as NPCs until their players 
know enough about them to portray them properly. From the haughty Aslan and 
the chaotic, impulsive Vargr to the mysterious Hivers, make each one 
different and your Traveller games will come alive.

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Enjoy,

Dave Elrick