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T5 Canon Non-Human Characteristics

Perhaps I'm missing it in the T5 Core rules, but I cannot find any assignments of non-human characteristics.

It seems appropriate, to me, that perhaps Vagr are:
C1-Str
C2-Agi
C3-Vig
C4-Int
C5-Ins or maybe Edu
C6-Cha

But that's just me... is it defined anywhere? Perhaps it's up to each GM, but considering how defined the Canon Universe is, I think I'm just missing something.

If this has been answered elsewhere, I've failed to find that, too.
 
Perhaps I'm missing it in the T5 Core rules, but I cannot find any assignments of non-human characteristics.

It seems appropriate, to me, that perhaps Vagr are:
C1-Str
C2-Agi
C3-Vig
C4-Int
C5-Ins or maybe Edu
C6-Cha

But that's just me... is it defined anywhere? Perhaps it's up to each GM, but considering how defined the Canon Universe is, I think I'm just missing something.

If this has been answered elsewhere, I've failed to find that, too.

You're not missing anything. None of the Canon alien sophonts have had their stats detailed in T5 . . . yet.
 
Perhaps I'm missing it in the T5 Core rules, but I cannot find any assignments of non-human characteristics.

It seems appropriate, to me, that perhaps Vagr are:
C1-Str
C2-Agi
C3-Vig
C4-Int
C5-Ins or maybe Edu
C6-Cha

But that's just me... is it defined anywhere? Perhaps it's up to each GM, but considering how defined the Canon Universe is, I think I'm just missing something.

If this has been answered elsewhere, I've failed to find that, too.

I think there are fan-generated versions somewhere.

I am not aware of official T5 versions although I have designed a number of them on the Traveller Wiki. [http://wiki.travellerrpg.com/Main_Page ]

It's on my list of things to do.

I would think that nearly all of the humanoid species (upright bipeds with two arms and two legs) would fit the human template. T20 had some interesting takes on these things.

Shalom,
Maksim-Smelchak.
 
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I would think that nearly all of the humanoid species (upright bipeds with two arms and two legs) would fit the human template. T20 had some interesting takes on these things.

I am thinking that instead of C6/Soc, the Vargr would definitely have C6/Cha, the K'Kree would definitely have C6/Cas, and the Droyne would probably have C6/Cas & C2/Agi (the Droyne were fliers in origin, after all).

The Hivers will probably be quite interesting . . .
 
Not quite...

You're not missing anything. None of the Canon alien sophonts have had their stats detailed in T5 . . . yet.
Actually, there are stats for the following per Greg P. Lee's T5 Cirque Campaign: Vargr, Uplifted Bears and I seem to recall having done a uplifted dolphin or two. So, they are out there. (and some Zhodani too)

I would track down the stats but I have a few other things to do yet and I don't want to break out my copy right now. However, I will try and see if I can get them posted for you later. Unless, Greg or Morfydd beats me to it. :devil:


As to the other Sophont races, there was a thread or two here (T5 subforum) for the rest...somewhere.
 
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Hmm Hivers, I'll have a go.

C1- Strength
C2- Manipulation
C3- Endurance
C4- Intelligence
C5- Curiosity
C6- Precognition

No, I'm not kidding. Yes, there is a place I'm going with the three new characteristics.
 
This has been under heavy discussion, but seeing thoughts from others on this could be quite enlightening. Please continue...
 
Hmm Hivers, I'll have a go.

C1- Strength
C2- Manipulation
C3- Endurance
C4- Intelligence
C5- Curiosity
C6- Precognition

No, I'm not kidding. Yes, there is a place I'm going with the three new characteristics.


I was thinking maybe Stamina for C3. They seem to be able to put their minds to a task for some time.
 
Hmm Hivers, I'll have a go.

C1- Strength
C2- Manipulation
C3- Endurance
C4- Intelligence
C5- Curiosity
C6- Precognition

No, I'm not kidding. Yes, there is a place I'm going with the three new characteristics.

Disclaimer- I have never read any of the Alien Modules. Just never have been into the OTU that much, but of all of them the K'kree and the Hivers are the most compelling.

Manipulation is intended to deal with both dexterity and that pesky puppet master imperative Hivers seem to have.

Let's face it, there just is no rapid dodging with that Hiver body. Fast scuttling down a tunnel or starship hallway is about their speed (although they may do better in a tight hallway in zero-G since they may be able to put multiple arms/legs on both sides).

But at the same time they have a lot of precision capability, with all those eyes and tentacles able to operate complex machinery and work a craft with literally more tools then most species.

So manipulation is more about being able to do fine complex work controlling a system or do delicate precise work then regular dexterity is. So Hivers should get pluses for such task checks, and negatives for the more bodily aspects of a normal dexterity throw (including weapon shots).

It also measures the impulse to manipulate their environment, as the two seem to be linked at a deep neurological level.

The act of manipulating events to a specific conclusion therefore has more Hiver cultural connotation as a work of art and fine craftsmanship, there are likely Museums of Manipulations in the more storied nests, where legendary Manipulations serve as both history and art piece.
 
Curiosity takes the place of Education, measuring both the drive of the Hiver to learn and what they have learned in general. The more they learn, the more they want to know.

This tendency can be counterproductive and is largely curbed from dangerous inherited levels by the larval process- too curious larva often end up eaten quickly, leaving the more balanced ones to mature.

On the other hand Hiver curiosity often takes them to apply for membership in specialized nests, which can be thought of as more akin to a dojo for a field of study/engineering rather then a tribe. This cultural annd behavioral imperative helps spread expertise and DNA.

Highly curious Hivers can be a real problem, taking apart things to see how they work, asking extremely inappropriate questions, and questioning all assumptions. Fortunately it is very tiring for them to ask other species questions as we are missing so much nuance in Hiver communication, eventually they will give up, but not likely before unsettling things come up.
 
Precognition- possibly the most surprising trait.

It is developed as part of the larval survival process, larva that can anticipate dangers are more likely to survive, and Hiver geneticists theorize that it was a crucial capability that allowed the Hivers to survive their pre-intelligence and pre-civilization animal state.

The post civilization conscious decision to continue classic larval Darwinian selection has caused this trait to remain a part of Hiver physiology, development and culture to the present day.

After the development of Precog is triggered in the wilds, the yearlings are taught how to use their gift during their nest education.

Hivers generally do not have other psion traits, although there are nests dedicated to finding and developing such individuals and spreading their DNA around as fast as possible should they arise.

As a result of the general precognition trait, conversations with Hivers can be very confusing as they can change time tense very quickly and casually regarding a past present or future event, since they really see little difference between them. The translators sometimes do not catch these nuances.

And obviously it would be very upsetting to most humans to hear what sounds like premonitions of bad things happening, which may or may not occur or even be meant by the Hiver.

Precognition obviously can be a very useful trait for scientific and technological inquiry, and desperate unscrupulous brokers and traders who have sussed out the Hivers' secret ability constantly try to get Hivers to give them market tips, which most Hivers are loathe to do. Dangerous direction, the Hiver may decide to start its own new manipulation......

Unlike human psions, which have their best possible development early on in life, Hiver precogs start at 1d6 and can increase their level as they grow older.

Hivers have learned that precognition is not revelation of an immutable destiny but can be changed, at sometimes great cost, and that sometimes efforts to alter a precognition results causes it to occur. Different Hivers can also see different outcomes, which affects their continued precog development.

As a Hiver has more success in using their future vision to see things that do happen, or are able to understand the whole precognition and more importantly change the outcome, their precog strength goes up. And as it goes up, they end up in bigger and bigger leadership roles, since they have demonstrated 'foresight' and ability to change outcomes. In that sense it functions as 'social standing'.

A full Hiver planetary or federation council is filled with such precogs and is a fearsome strategic element to consider.

Obviously, precognition has a lot to do with the activity of manipulation, as it will be used to inform and understand a proposed manipulation and has outcomes that largely determine who expands their precog abilities and leads and who does not.

It also feeds into the curiosity drive as precog visions are maddeningly imprecise and makes Hivers want to know more, or if the vision was accurate and it actually happened.

Precognition as a psionic ability should be considered as an extension of Clairvoyance, but always in a future sense, and subject to change and potentially taken out of context. The Precog concentrates on a person, place or object.

The user should use the points from the Clairvoyance table, and adding a future time value to points used. Future time values are like distance values, with an immediate 1d6 seconds (which turn of a hallway is safe) being like close, the next two levels being 1d6 minutes or hours for 1 point, the next two levels being 1d6 days or weeks for 2 points, the next two levels 1d6 months or years for 3 points, etc.

Referees using this most troublesome psionic ability should be cautious giving it to players, or making Hivers into gods. They aren't and this ability is flawed in that it shows a potential occurrence, not a certain one.

Think of the Delphic Oracle and how many came to grief misunderstanding their predictions.

A referee should seek to make precog visions happen as often as not, but with completely different contexts then the player expectations, or better yet their actions they took 'knowing' about the future caused it to occur.
 
Oh, one last note- I have to think it's a fight to the death between the K'kree and the Hivers.

As badly as our steak-eating scent sets off the K'kree, we are likely judged at least 'convertible'.

The Hivers on the other hand- intentionally leave their young to be eaten by carnivores? Bring in hunters as part of their life cycle? Make carnivorous lizards be their primary military forces, ON PURPOSE?

The K'kree probably tell their young about the bad lizards that are going to get them if they do not stick with the Herd.

It's probably twice as bad that some Hiver fungus taste good and would be import items. K'kree illegal smuggling item?

The Hivers for their part are NEVER going to change their life cycle and probably recognize the long term fanatical threat. It probably informs a lot of the manipulations they would be undertaking in human space, as the strategic hinge on the flank between the two species.

They are probably also setting up a manipulation to get the K'kree to chill. This could be their most difficult manipulation yet.
 
Perhaps I'm missing it in the T5 Core rules, but I cannot find any assignments of non-human characteristics.

It seems appropriate, to me, that perhaps Vagr are:
C1-Str
C2-Agi
C3-Vig
C4-Int
C5-Ins or maybe Edu
C6-Cha

As Wayne, Don, et al have noted, the Major Races have been mulled over, but it's time to open up the discussion to see what insights are out there.

Since the Aslan and Vargr were intented to be "easy" aliens, my attempt was to vary their characteristics only slightly.

Also, since physical characteristics directly affects size (sum of dice x 12 = average mass in kg), one change there is hopefully sufficient.

[Note that this causes a slight loss of differentiation! I expect that DMs, if important, should be handled in the Gender-Characteristic DMs table.]

Thus:

Vargr

Str 2D
Dex 2D
Vig 3D
Int 2D
Edu 2D
Cha 2D

Thus, Vargr size = (2 + 2 + 3/2) x 12 = 66 kg (Is this close to canon?)

Aslan

Str 2D
Dex 2D
Sta 2D
Int 2D
Edu 2D
Soc 2D

Aslan size = (2 + 2 + 4) x 12 = 96 kg (close enough?)

The more "basic" sophonts will likely be easier to define (Vargr, Aslan) than the "advanced" ones (Hiver, K'Kree) but in all cases there are discussions to be had on the choice of characteristic. Weighing each characteristic analog that Traveller5 allows, as well as characteristic modifiers... there are lots of ways to do it, and there's even the possibility of departing from the rules, though that is a last resort and should be avoided as much as possible. Usually there are better ways within the rules to get desired effects than to overload the core mechanics.


Droyne

Str 1D
Agi 2D
End 2D
Int 2D
Edu 2D
Cas 2D

Droyne size = (1 + 1 + 2) x 12 = 48 kg (but note that some castes may have different characteristic ratings!)


Ael Yael

Str 2D
Agi 2D
End 2D
Int 2D
Edu 2D
Soc 2D

Ael Yael size ( 2 + 1 + 2 ) x 12 = 60 kg (tall and very thin)
 
From the pages of Greg P. Lee's T5 Cirque Campaign....

As it says in the title, these are the stats used for CharGen for a couple of Sophonts. No real formatting as they were cut & pasted from boilerplate I used for the various characters.

Behold!


uplifted bears.

UPP: Str 3D, Dex 2D, Sta 3D, Int 2D, Tra 2D, Cha 2D

vargr.

UPP: Str 2D (M: +1) Dex 2D (M: -1) Vig 3D (M: +1) Int 2D Edu 2D Cha 2D {Aging starts at 26}.

uplifted dolphins.

UPP: Str 3D, Gra 2D, Sta 2D, Int 2D, Tra 2D, Cha 2D.

aslan.

UPP: Str 2D (M: +2) Dex 2D Sta 2D (M: +2) Int 2D Edu 2D (M: -3) Soc 2D.


Enjoy and commence firing....*runs and baseball slides into the bunker*
 
What is your size formula?
You appear to be halving the red stat except in the case of Aslan where you double it.
 
What is your size formula?
You appear to be halving the red stat except in the case of Aslan where you double it.

Yes, that's an effect of the characteristic analog in question.

There are two substitutes for Dexterity, Agility and Grace, which have a slight tendency towards representing sophonts who descended from flyers and swimmers respectively. Both of those count as half value for size calculation.

There are two substitutes for Endurance, Vigor and Stamina. Sophonts with Vigor tend to have a "burst mode" in their muscles, while those with Stamina tend to just keep on going. Vigor counts as half value, while Stamina counts as double value.
 
Yes, that's an effect of the characteristic analog in question.

There are two substitutes for Dexterity, Agility and Grace, which have a slight tendency towards representing sophonts who descended from flyers and swimmers respectively. Both of those count as half value for size calculation.

There are two substitutes for Endurance, Vigor and Stamina. Sophonts with Vigor tend to have a "burst mode" in their muscles, while those with Stamina tend to just keep on going. Vigor counts as half value, while Stamina counts as double value.
For most purposes but for body mass?

And Aslan are "pouncer" types in their genetic history, right? That suggests Vigor to me.
Bears are also "bursters".
 
Great points Bloo. You're right on target with the current State Of The Discussion.

And yes - it is quite reasonable that Carnivore Pouncers would have Vigor. They don't need it, but there may well be a tendency to have it.
 
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