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Solomani Career Paths

Hi Guys,

I was wondering if there were any house rules or anything more official regarding Solomani career paths, or even character classes (SolSec in particular) on the boards, or available for purchase in the T20 line?

Cheers,
MancerBear
 
T20 is out of production; as I understand it, the license has been sunsetted. I can't speak to whether there's any fanac on T20 Solomani; certainly, nobody has submitted any to Freelance Traveller.
 
Thanks Jeff,

I've been having a good look at the career paths and the core characters, and I think I'll be able to work something out myself.

SolSec I'll do a new class for, based off the Rogue. The Career Path will be unique to SolSec, giving some "Under Cover" assignments that put the character into a multiclassed position. For example, "Under Cover: navy" puts the character into the navy for a term and they gain the navy class and benefits. There will probably be Under Cover assignments for navy, army, marines, academic, merchant, and professional. When undercover, the agent acts as a member of the career they have been placed to, rolling for assignments and such as required. If they wish to remain undercover, a reinlist roll will be required for the career, or they return to the SolSec path.

Solomani Navy will include a Scout assignment, which allows them to multiclass into Scout with all the accompanying benefits and assignments. Mustering out will be the same as the navy, along with commisioning and promotion.

That's pretty much what I have at the moment. What do you think?
 
I've already modified the navy to work for the Solomani, and once I figure out how to do tables on this board, I'll put it up for review. SolSec is going to be harder, with a considerable amount of more work.

Darren
 
I think the hardest part of creating a SolSec Agent is deciding what their secial Bonus Feats are. I've lifted Improved Search and Spot Trouble from the Rogue Class, but could use some help in defining two new ones for them.

Anyone have any ideas?

Darren
 
Okay, here are the current special feats I've come up for SolSec. I'd like one more. Anyone have any ideas?

Deep Cover: The SolSec Agent is well versed in keeping his identity secret. Add a +2 synergy bonus to all Disguise and Bluff checks.

Improved Search the SolSec Agent is adept at locating the likely spots that someone would tend to hide their secrets. Add +2 too all Search Checks

Spot Trouble: SolSec Agents are trained to spot trouble before it reaches them. This allows them to make a Spot Check to detect an ambush, approaching authorities, having their cover blown, etc, even when they normally would be unable to do so. In the case of an ambush, a SolSec Agent must make an opposed Spot/Hide skill check against the ambushing party. If successful, the SolSec Agent spots the ambush before it can be sprung. If the result is 10 or more higher than the opposing roll, the SolSec Agent spots the ambusher before the ambusher spots the SolSec Agent and his party. For most other situations, have the SolSec Agent make a Spot check (DC20) to notice the oncoming trouble before it reaches him. If the result is 30 or higher, the SolSec Agent can avoid the encounter, if desired.
 
FWIW, if/when you're comfortable with your work, I'm willing to offer Freelance Traveller as a venue for it...
 
And officially the license for T20 hasn't sunsetted; that happens later this year, I think.
 
FWIW, if/when you're comfortable with your work, I'm willing to offer Freelance Traveller as a venue for it...

Thanks Jeff,

What sort of format do you like? FYI, I'm also doing some new races like Neo-Dolphins, Chimps, and Gorillas, and a few examples of genetically modified humans.

Darren
 
I love the T20 rules... nice and easy to understand, fairy straight forward, and a rule system most people know. I have to say I love the new Mongoose Traveller too, but the T20 rules gives far more room for player choice in char gen, and leads to happier players I feel.

I'm in the process of designing the Dark Nebula Sector, which is where the majority of the game will be run. Hard to find any real information regarding the sector actually, apart from some old material from previous games. Still, gonna do what I can do :)

Cheers
 
Thanks Jeff,

What sort of format do you like? FYI, I'm also doing some new races like Neo-Dolphins, Chimps, and Gorillas, and a few examples of genetically modified humans.

Darren
Freelance Traveller will take just about any common word processing format or minimalist semantic HTML, but the preference is for either RTF or plain text.

New races would be good material.

Please don't make them worship Elvis or MJ... that's been overdone ad nausea [sic - and sick!].
 
Okay,

Been having a look at what I have done. I'm happy with SolSec except for one thing; the class is too focussed. I think I need to create a broader "Agent" class, and SolSec could be a career path option for Solomani characters.

I'm still thinking about a Solomani Party class. Seems similar to the Noble, in all honesty, with afew tweeks. Unfortunately, it will be just another focussed class. Could a Solomoni Party class just basically be a "Professional" with a specific Party career path?

Not sure how to handle the Party stat for Sol characters. Need to think about it a bit further, may go along the lines of the Vargr "Prestige" stat.

Working on two new races: the Ormine, and a gentically engineered Solomani Superman, bred specifically for war.

Any comments?
 
I've just finished statting up the Ormine for T20, and I'm now looking at doing the Vegans (though I have to be honest with you and say they are unlikely to be seen in the Dark Nebula sector, but oh well). Next will be the Ulane. Despite the controversy regarding the great haox regarding them, I still believe that they should be present in Dark Nebula, just not the founders of a sphere of influence modelled after the Aslan.

I've also been doing a bit of research on Solomani Supermen, and it appears that there was indeed some research into it, but then it was shut down and the results exterminated. It also seems that the purge wasn't 100% complete. With that in mind, I'll create a genegineered Solomani Superman for T20 as well.

I'm also looking at doing a Neo-Dog, though that won't be anything near a playable character and more along the lines of a very intelligent dog with a limited capacity of verbal communication and paws cabable of fine manipulation.

Still happy for input form anyone out there with ideas.

Cheers,
 
Dan,

That Vegan write-up isn't too bad at all. I just made one minor adjustment to it and will be more than happy to use it as it is. Thanks for the shout-out.

Now, to research some Solomani Supermen for their write-up.

Darren
 
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I've just finished statting up the Ormine for T20, and I'm now looking at doing the Vegans (though I have to be honest with you and say they are unlikely to be seen in the Dark Nebula sector, but oh well). Next will be the Ulane. Despite the controversy regarding the great haox regarding them, I still believe that they should be present in Dark Nebula, just not the founders of a sphere of influence modelled after the Aslan.
The library data about the Ulane Hoax does say that the Ulane exists, so there's no problem there.

"The name derives from the most elaborate part of the hoax, an 83,000-word description of the Ulane Hierate, an interstellar polity purported to occupy the area where the Union of Harmony lies and supposedly run by the quiet, pastoral Ulane, a minor non-human race indigenous to Ul (Dark Nebula 0603), in a farcical parody of the structure of the Aslan Hierate."
Note: The Ulane Hoax is from a JTAS Online article and is thus not canon.


Hans
 
Okay, I've completed the supermen, and would appreciate some feedback regarding them. What do people think? My main concern is having given them enough alien levels to compensate for their abilities.

KELUIN SUPERMEN
Keluin Supermen are a genetically modified Solomani. The Rule of Man saw a need for humans that were better adapted to combat. To that end, the government tendered the Solomani corporation GenAssit, to began a secret experimental program on a number of human fetuses. The research showed promising results, but news of the experimentation was leaked to the public, causing an outcry. Fearful that a race of “better” humans would make base-line humaniti obsolete and eventually extinct, the public pressured the Rule of Man to end the program. Concerned with the potential backlash further research would receive from the general public caused the government to shut the program down and have all of the subjects destroyed. At least that’s the story the Government provided.

The truth of the matter though, was that research was continued by a black-op government division known simply as the “Department” on the remote planet of Keluin in the Canopus. The results that were later achieved were astounding, so much so that even the government department responsible for the research grew fearful of what these new “supermen” were capable of. By this time, there were too many to quietly exterminate, so the Department cancelled the project’s funding and placed Keluin under quarantine, preventing the supermen from leaving the planet.

With the coming of the Long Night, the blockade around Keluin faltered, and then failed altogether, but the Keluins had no way of maintaining their technological level, and quickly fell to barbarism and then to a Stone Age existence. Slowly, they rebuilt their society, and by the time contact was reestablished, they had achieved Tech Level 1.

Most humans, particularly those of strong Solomani background, are fearful of the Keluin Supermen, and see them as both a threat to their continued existence and not much above any of the other genetically altered races that GenAssist were responsible for. Pressure exists for the Solomani Confederation to sterilize Keluin, but so far the Government has been unwilling to destroy a potential source of tremendously capable troops. The Confederation does maintain a blockade around Keluin, and prevents all outside contact with the natives. Despite these precautions, some Keluins have managed to leave their homeworld.

Keluin Racial Traits
• +4 Str, +2 Dex, +4 Con, +2 Int, -2 Cha, -6 Soc
• Keluin base speed is 9 meters.
• All Keluins begin as 3 rd level characters with 3000XP (2 Alien Levels + their first level)
• Medium-size: Keluins receive no special bonuses or penalties due to their size.
• Lowlight Vision: Koluins possess the Lowlight Vision special ability referred to under section 6, Special Attacks, on page 397 of the Traveller's Handbook
• Keluins are naturally tough and resistant individuals. They begin the game with the feats Great Fortitude and Toughness.
• Keluins do not receive the normal human skill point bonus at 1st level.
• Keluins do not automatically receive the extra starting bonus feat that normal humans do.
• All Keluins are able to breathe Thin, Tainted, Standard, and Dense atmospheres unaided.
• Keluins only need as much as half the food, fluids, and sleep as other humans.
• +2 to all Listen and Spot checks due to sharp senses.
• +2 to all Hide checks made in natural environments.
• Keluins are impressive individuals. When determining height and weight as Human, with a base height at 145 and base weight at 56 for males and base height at 135 and base weight at 51 for females.
• Keluins age at an accelerated rate. They reach middle age at 25, old age at 35, venerable age at 50 and maximum age at 50+1d10 year.
• Automatic Languages: Keluins all speak their native language of Kelu, which has evolved from Galanglic.

Personality: Keluins are proud and arrogant, fully aware that they are physically and mentally superior to their parent race. They are very tribal in nature, and want to be given a chance to advance and progress just like any other branch of Humaniti.

Among non-Keluins, they are seen as bold and willing to take greater risks than what would be considered safe, or even sane. This is just an expression of their self-confidence and belief in their personal abilities.

Physical Description: Tall and muscular, all Keluins strike an imposing figure. Naturally tones, the men have broad shoulders, barrel chests, and narrow waists, while the women are shapely yet obviously athletic. Through the irregular expression of melanin, their skin is multi-colored which acts as camouflage in natural surroundings.

Status: Minor Race, human

Homeworld: Keluin X586000-0

Languages: All Keluins speak their native language of Kelu, which has evolved from Galanglic. Those that leave their homeworld find Galanglic relatively easy to learn.

Adventures: Most Keluins venture from their homeworld as elite soldiers or marines in the employ of the Solomani Confederation, jobs that they are supremely adapted for. Others act as bodyguards and mercenaries, though they find the prejudice towards them to be almost constant, leading some of them to become criminals and pirates.
 
So no comments/feedback on the Keluin Supermen, eh? Perhaps something a little more official then?

ORMINE
An intelligent minor race, the Ormine are very long-lived with some characteristics resembling Terran reptiles. Their metabolism is slow, with a minimal homeothermic response to keep them from actually freezing.

The lifespan of the Ormine is about 300 standard years, with maturity coming at 30 standard years. The elders of a community are its leaders, and serve for life once chosen. Understandably, Ormine culture is slow-moving and very conservative. On their own, they have never developed past tech level 8.

The Solomani arrival 3,000 years ago was a severe cultural shock. Solomani spacers were impatient with the deliberate movements of the councils that negotiated with them, while the Ormine for the most part thought the Solomani rude, impetuous, and thoughtless.

Human technological superiority, however, was undeniable. This attracted some few younger Ormine minds. With every human visit, some Ormine took passage to new worlds. Colonies grew up on several suitable planets and some unsuitable ones. The technology to conquer the inhospitable worlds was supplied by the Solomani in exchange for work contracts and pledges of loyalty. Thus most of the gerontocracy is deeply in debt to the Solomani and is part of their political sphere. The Ormine retain their rule by elders, but those elders usually have a human "advisor". Any who express their disapproval of this arrangement too strongly may find themselves exiled to one of the less pleasant worlds.

ORMINE RACIAL TRAITS
• +2 Con, -2 Dexterity, -2 Social Standing.
• Ormine base speed is 6 meters due to their short legs but their base swim speed is 12 meters.
• Medium-size: Ormine receive no special bonuses or penalties due to their size.
• +3 Natural AC bonus due to their armor-like plates.
• Low-Light Vision: Ormine can see twice as far as humans in dim underwater conditions.
• 4 to all Swim checks and can always choose to take 10 on a Swim action, even if distracted or endangered. Ormine can use the run action while swimming, provided they swim in a straight line.
• Ormine can breathe underwater as easily as they can breathe air, thanks to their gills. They suffer no penalties in water.
• Automatic Languages: All Ormine speak their native language and many have come to be completely fluent in Galanglic as well.

Personality: Ormine are conservative in general. Their long lifespan has led to a psychological profile that encourages a preference for tradition and examining the potential of all outcomes of all new ideas before any decisions are made. Many outsiders fine the Ormine to be slow and at times tremendously ponderous. Young Ormine are becoming increasingly impatient with this traditional mindset, and seek to encourage their society into taking risks that would prove to beneficial for the entire race.

Physical Description: Ormine are upright, short-legged bipeds with a short, flat tail for balance. The arms are also relatively short and the hands partly webbed. They are covered with jointed plates rather like the armour of a Terran armadillo. Their origin was obviously aquatic and they retain several adaptations that make them at home in the water, including gills which open and activate upon diving.

Status: Minor Race.

Homeworld: Ankhlare B577AA6-8, in the Akhlare Subsector (Dark Nebula)

Languages: All Ormine speak Orm, their native language. Those that have regular dealings with the Solomani Confederation or live off their native homeworld also typically speak Galanglic.

Adventures: Older Ormine are unlikely to adventure, but youngsters are eager to explore the galaxy, and tend to adventure for the same reasons that humans do.
 
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