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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Tim on November 28, 2007, 11:22:43 PM

Title: Aliens in Classic Traveller
Post by: Tim on November 28, 2007, 11:22:43 PM
My group is going to be taking a break from hippie games for a few months, so I'm going to be running a short-arc Traveller campaign. Unfortunately, my LBB collection is somewhat incomplete. I'd like for my players to be able to create standard Traveller alien PCs if they so desire. From prowling around on the Citizens of the Imperium website, it appears that all of the player alien races in LBB Traveller are in the various JTAS books.

Two questions:
1) I am hesitant to spend $60 on print books. Are the JTAS books available as legitimate non-pirated PDFs anywhere?

2) Are the JTAS reprints worth picking up if all you're really interested in are the standard Traveller aliens (meaning Vargr, Aslan, Hivers, and such)?  

Thanks!
Title: Aliens in Classic Traveller
Post by: Werekoala on November 28, 2007, 11:28:40 PM
eBay is your friend. You can probably (I say probably) find some old Traveller books - more specific to what you want/need - cheaper than reprints. Alien books in particular.

That said, the Aliens books are great if you want to run Traveller for any length of time. If this is just a break for another campaign, no reason you can't just be humans. There are character generators online, you can find alot of the equipment (and even more fan-made material) online easily enough. Even ships.

And even as humans, there's plenty of trouble to get into. For example, you could have a crew of a ship with a borken part, down and out on a fairly low-tech world with all kinds of pressure simmering beneath the geopolitical surface, who decide to take a job as security guards for a cargo run on a train. What could go wrong, right?
Title: Aliens in Classic Traveller
Post by: Ian Absentia on November 28, 2007, 11:34:16 PM
Quote from: Tim1) I am hesitant to spend $60 on print books. Are the JTAS books available as legitimate non-pirated PDFs anywhere?
Not that I'm aware of.  There's the CD-ROM collection, but not downloadable .PDFs.
Quote2) Are the JTAS reprints worth picking up if all you're really interested in are the standard Traveller aliens (meaning Vargr, Aslan, Hivers, and such)?
Not for just the aliens information, no.  They're valuable for various and sundry reasons, but the aliens info would amount to a rather small portion of that whole.

On the brighter side of things, there are the collected reprints of the Aliens Modules, 1-4 (http://www.warehouse23.com/item.html?id=FFE021) and 5-8 (http://www.warehouse23.com/item.html?id=FFE022).  Those two books are nothing but alien goodness, and they pursue the topics in much greater depth than the necessarily brief entries found in the JTAS.  Granted, you're not going to get any of the number of Minor Races (aside from the Darrians), but they're good books.

!i!

[Edit: Werekoala makes a good point.  Chances are pretty good that you can scare up original prints of specific alien modules that will suit your personal needs for a fair sight better than $60 for both reprints.]
Title: Aliens in Classic Traveller
Post by: Tim on November 28, 2007, 11:38:22 PM
Quote from: WerekoalaeBay is your friend. You can probably (I say probably) find some old Traveller books - more specific to what you want/need - cheaper than reprints. Alien books in particular.

I take it that's a no on the PDF front. I was hoping for instant gratification!

QuoteThat said, the Aliens books are great if you want to run Traveller for any length of time. If this is just a break for another campaign, no reason you can't just be humans. There are character generators online, you can find alot of the equipment (and even more fan-made material) online easily enough. Even ships.

I actually have books 1-5, and you're right, there are an almost overwhelming number of Traveller resources on the web. I think I'll just set up 'No Aliens' as a ground rule, if I can't find the alien books on e-bay. Shame, though, I was hoping to do a CJ Cherryh 'Chanur' type thing with a multi-race politically neutral space station.

Thanks for the info.
Title: Aliens in Classic Traveller
Post by: Tim on November 28, 2007, 11:43:49 PM
Quote from: Ian AbsentiaOn the brighter side of things, there are the collected reprints of the Aliens Modules, 1-4 (http://www.warehouse23.com/item.html?id=FFE021) and 5-8 (http://www.warehouse23.com/item.html?id=FFE022).  Those two books are nothing but alien goodness, and they pursue the topics in much greater depth than the necessarily brief entries found in the JTAS.  Granted, you're not going to get any of the number of Minor Races (aside from the Darrians), but they're good books.

Hmmm, I always forget about e23! Those reprints are far more focused than what I was looking at on the QLI site. I bet I could get by with the first book, too, which would be better on my wallet. If e-bay doesn't work out I'll buy 'em. Thanks!
Title: Aliens in Classic Traveller
Post by: Werekoala on November 28, 2007, 11:49:50 PM
Quote from: TimShame, though, I was hoping to do a CJ Cherryh 'Chanur' type thing with a multi-race politically neutral space station.

That's a fantastic idea! There's no reason you still can't do that, all it takes is a bit of creativity on your part. With only 3 physical stats to deal with, making alien races in CT from a pure mechanics standpoint is easy enough (heavy-worlders? +2 to str. Arborean tree-jumpers? +2 to dex. etc.) - just come up with aliens of your own! The main races are well estabilshed, but there are countless (i.e. however many you want) minor races out there. I had the honor of creating a minor human race myself, for SJGs Traveller, that is in the books now as a "canon" race. Quite fun if you're of a creative bent - and aren't we all? :)

Hell, if you want, I'll come up with one for you. I imagine other folks on here who love CT could do so as well. Just a couple of paragraphs and stat modifiers - shouldn't be hard!
Title: Aliens in Classic Traveller
Post by: Ian Absentia on November 28, 2007, 11:53:53 PM
Quote from: TimHmmm, I always forget about e23! Those reprints are far more focused than what I was looking at on the QLI site. I bet I could get by with the first book, too, which would be better on my wallet.
That's what I was thinking, too.  The K'kree are a fun read, but I've never seriously used them in a campaign.  On the other hand, the triple-threat of Aslan, Vargr, and Zhodani were easily my most-referenced modules.

!i!
Title: Aliens in Classic Traveller
Post by: Tim on November 28, 2007, 11:57:23 PM
Quote from: WerekoalaHell, if you want, I'll come up with one for you. I imagine other folks on here who love CT could do so as well. Just a couple of paragraphs and stat modifiers - shouldn't be hard!

Sure! I wasn't really worried about NPC alien races (more worried about having playable aliens, and wasn't sure if the career choices were different for Vargr, Aslan, and such), but...how about generating up some Kif. With a side of Mahendo'sat? :D
Title: Aliens in Classic Traveller
Post by: Werekoala on November 28, 2007, 11:58:47 PM
Hm, okay. You using the traditional Imperium worlds or making your own?
Title: Aliens in Classic Traveller
Post by: Ian Absentia on November 29, 2007, 12:00:02 AM
Quote from: WerekoalaHell, if you want, I'll come up with one for you. I imagine other folks on here who love CT could do so as well. Just a couple of paragraphs and stat modifiers - shouldn't be hard!
Oh, you son of a bitch.  Like I don't already have other pots on the burner.

All right, let me think...

!i!
Title: Aliens in Classic Traveller
Post by: Tim on November 29, 2007, 12:03:41 AM
Quote from: WerekoalaHm, okay. You using the traditional Imperium worlds or making your own?

I'll be generating a sub-sector with a big 'ol space station right in the center. I figure the various races' territories would go out from there in roughly pie-shaped slices, with maybe a 2 or 3 parsec buffer zone around the politically neutral station.

All of the properties of the Imperium would be intact that aren't nullified by what I just lined out above, except the Solomani will probably be irrelevant to this game. The Zhodani will still be around, though.
Title: Aliens in Classic Traveller
Post by: Werekoala on November 29, 2007, 12:05:09 AM
Quote from: Ian AbsentiaOh, you son of a bitch.  Like I don't already have other pots on the burner.

All right, let me think...

:mischief2:
Title: Aliens in Classic Traveller
Post by: Tim on November 29, 2007, 12:17:19 AM
Very cool, guys. I appreciate it! If anyone wants to make up any nearly-incomprehensibly weird aliens, that would be cool, too.
Title: Aliens in Classic Traveller
Post by: Werekoala on November 29, 2007, 12:51:41 AM
First draft, should get you started at least. Can be used as NPCs or PCs at your discretion.

Kif

Originating on the swampy heavy-G world of (insert name of world fitting your criteria here) the Kif, at first glance, did not seem to be a sentient race at all. The original human explorers who encountered them during the Second Survey stated that the amorphous 2' tall mounds of translucent cells were similar in appearance to jellyfish, and appeared to lack both intelligence or technology. As such, they were filed away as an uninteresting animal species. After a brief study that included acquiring small samples of the creatures, the Survey went on.

In reality, the Kif that were encountered by the Second Survey ships were the adolecent form of the species, exiled to the surface of their homeworld to live or die by wits alone for one year. Deep in their burrows and subterranean caverns, adult Kif - their skins hardened into a leathery layer streaked and marked with colorful patterns and tactile ridges - worked, lived, and died far beneath the feet of the human explorers. Neither species was aware of the others until many decades later, when Imperial Scouts arrived to perform a more detailed survey.

Fortune intervened; the Imperial Scouts arrived within a week of the autumnal equinox of (name of world), the traditional time when the adult Kif journied to the surface to collect the surviving juveniles. As the Scouts looked on in shock and awe, previously hidden passages in the muck and mire bordering the many shallow seas opened up, and hardened, mature Kif emerged to greet their surviving young. The surprise was mutual - never before had bipedal vertibrates been known to walk on (name of world).

Fortunately, the initial contact was peaceful. The Kif, wearing ceremonial woven harnesses and carrying highly decorated disc-shaped "shields" (actually familial crests intended to attract the young of their particular clan) were immediately recognized as sentient beings by the Scouts. First contact protocols were enacted, and the rest is history. Within a few weeks, the Imperials and Kif were conversing, and their absorption into the Imperium began.

Kif -Stats and More

Str: +2  Dex: +1  SS: -5 (Hive creature)
Movement reduced by 2/3

Kif are large (10' - 15' across, 2' - 3' tall on their homeworld) "jelly-filled" creatures that, when juvenile, have very thin exterior skins. As they age, their skins harden to the equivalent of Jack (leather) armor. Elderly Kif (50+/- standard years) have skin equal to Cloth armor. They communicate through a combination of low-frequency thrimming pulses that pass through the swampy soil of their homeworld, and waving the small tentacles that ring their body. They are incapable of producing vocalizations; as such, communication with other races requires written language (which Kif pick up quite quickly) or an understanding of their native language by those they are speaking with.

There are no "males" or "females" in Kif society; they are large-scale asexual creatures who reproduce by mitosis, budding young off of a mature parent. As such, much of the personal experience of an individual Kif is passed along to their offspring. This passed knowledge does not manifest immediately upon birth, however; it takes years to develop into a full-fledged "familial memory". In their youth, Kif are barely more than animals, and there is no special bond between parent and child - that comes after surviving their year on the surface of their homeworld. Once an offspring is received back into the family, the bond is immediate and intense.

The Kif social structure resembles many hive-like creatures in known space; they exist to attend to the needs of the community ("hive" is a bit of a misnomer - they are quite aware of their individuality and capable of individual thought and action, but given the choice they will always act in the best interests of their family). Leadership is granted to (or taken by; there is still dispute on this matter) the eldest of the Kif in any particular conclave or hive via a highly ritualistic cannibalism of the elder. When the eldest of a family are nearing death, their oldest children will devour them, absorbing their accumulated knowledge into the familial memory. Then, they take the place of the fallen as leader of the family.

Despite their seemingly low level of technological advancement, Kif are speedy learners and quite inquisitive. Their semi-fluid form, multiple fine apendages, and perfect memory has led many Kif off-world as engineers, technicians, and even surgeons. Their love and skill for detailed work is at odds with their massive size, something that seems is a point of pride and humor among their race.
Title: Aliens in Classic Traveller
Post by: jeff37923 on November 29, 2007, 07:55:25 AM
Not to derail the alien building, but I'd like to plug the Classic Traveller CD-ROM. Its the best value for the money because on one CD that is the same price as one of the reprint books, you get all of the Classic Traveller books (except for JTAS, which is another CD). All of the files are in PDF format and are editable. So, don't just pass by the CD-ROM.
Title: Aliens in Classic Traveller
Post by: Tim on November 29, 2007, 09:00:49 AM
Yep, that's one alien alien, there, Werekoala. Love it...especially the dichotomy between their interests and talents and their appearance (mound!). One question: how do they move around? on their tentacles?

You haven't read CJ Cherryh's Chanur books, have you? Kif is the name of a race of shark-like bad guys from those novels. Mahendo'sat are otter-like crafty traders. I'm not asking for a re-do, though. Your Kif rock!

You should read those books sometime, though. They absolutely scream Traveller, to me: The Chanur saga describes the trials, tribulations, and adventures of the all-female Hani (essentially Aslan) crew of a free-trader as they get into a shit-load of trouble. There are running gunbattles on a space station, terse diplomacy, first contact, tense submarine-like space hide and seek battles, crazy aliens, complicated political situations, anthropomorphic aliens, and, well, lots of good stuff.
Title: Aliens in Classic Traveller
Post by: Tim on November 29, 2007, 09:01:32 AM
Quote from: jeff37923Not to derail the alien building, but I'd like to plug the Classic Traveller CD-ROM. Its the best value for the money because on one CD that is the same price as one of the reprint books, you get all of the Classic Traveller books (except for JTAS, which is another CD). All of the files are in PDF format and are editable. So, don't just pass by the CD-ROM.

Cool. Thanks for the advice. I believe I've located everything I need on e-bay, luckily.
Title: Aliens in Classic Traveller
Post by: beeber on November 29, 2007, 09:01:35 AM
ian--thanks for the warehouse23 link--i still need the ct aliens 1-4 (i have the MT versions).  my gaming budget is straining hard, these days :flop:

werekoala--what could go wrong on a train?!  i thought this was a milk run! :keke:
Title: Aliens in Classic Traveller
Post by: Werekoala on November 29, 2007, 10:27:21 AM
Quote from: TimYep, that's one alien alien, there, Werekoala. Love it...especially the dichotomy between their interests and talents and their appearance (mound!). One question: how do they move around? on their tentacles?

Yup, they slither around. On a lower (or normal) grav world they might be pretty fast, but on their homeworld not so much.

Quote from: TimYou haven't read CJ Cherryh's Chanur books, have you? Kif is the name of a race of shark-like bad guys from those novels. Mahendo'sat are otter-like crafty traders. I'm not asking for a re-do, though. Your Kif rock!

I've always heard about them, but never read the books. Actually, when you said "Kif" my first thought was "Kiff" from Futurama, and I think that inflenced me to make them boneless sacks of protoplasm. :)
Title: Aliens in Classic Traveller
Post by: Dr Rotwang! on November 29, 2007, 12:28:43 PM
Quote from: jeff37923Not to derail the alien building, but I'd like to plug the Classic Traveller CD-ROM. Its the best value for the money because on one CD that is the same price as one of the reprint books, you get all of the Classic Traveller books (except for JTAS, which is another CD). All of the files are in PDF format and are editable. So, don't just pass by the CD-ROM.
Seconded.  I have it, I use it, I love it and I recommend it.

Don't make me come over there...!
Title: Aliens in Classic Traveller
Post by: Xanther on November 29, 2007, 03:15:22 PM
The Chanur series is an excellent base of operations, it would be cool to see what you come up with.

One book I found very helpful in alien design and balance is Atomik Alienz which can be found here http://www.pigames.net/store/default.php?cPath=66 amoung other places.   Only about $6 and should include even stuff to make the Knnnn with their strange matrix minds. :)  And the stress flaw of those pale white aliens whose name I cannot begin to remember how to spell correctly.

Atomik Alienz is a generic point-buy alien creation system adaptable to any game.  It is what I bought to replace my long lost Star Master play-by-mail rules book; which I think was lost in the move of '84.
Title: Aliens in Classic Traveller
Post by: Xanther on November 29, 2007, 03:24:30 PM
More info:

A link to a thread on CotI on topic:

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=5669
Title: Aliens in Classic Traveller
Post by: Xanther on November 29, 2007, 03:28:56 PM
Finally (can you tell I love this topic) something I cam up with im my own Traveller Universe re aliens....

Some of the non-human ways of thinking I have a hard time describing being a human. This is my shot at trying to capture alien thinking.

This idea struck me about 7-10 years ago when I was reading both C.J. Cherryl's Chanur novels, White's Sector General novels and investigating the Myers-Briggs personality profile scheme. Cherryl had the matrix brain Knnn (I beleive without pulling down the book) and White had the relevant physiological aspects of alien life forms classifed with letter codes, Myer-Briggs looks at human personality with four binary concepts, the introvert/extrovet, sensing/intuitve, etc. concepts.

My cognitive classification: Cognition is described by 4 areas: (1) Sense of Identity; (2)Thought Process; (3) Event Relational Process; (4) Temporal Perception. The non-human ways will appear non-sensical and illogical to humans (that's why they are alien) but strangely these alien cultures can still build starships, etc.

Generally, species which are the same in all 4 areas of cognition will be able to at least communicate effectively. Although cultural differences can lead to misunderstandings (see Sol's history), their brains basically work the same.

Aliens which differ in 1 area can be communicated with but with great difficulty even if the two species share a common goal and a desire to work together.

Species with two or more code differences find it near impossible to communicate or work with each other. The other species' actions appear chaotic, insane and are completely unpredicatbale to the other. In this situation, an intepreter species is needed to bridge the gap. I give some examples below after the classifications.

Alien Cognition Classifications
Sense of Identity - individual (I), collective (H), cooperative (C), emergent (E)

Thought Process - linear (L), matrix (M)

Event Relational Process -sequential (S), reflexive (R)

Temporal Perception -uniform (U), variable (V)


EXAMPLES:

Identity

I=humans, H=collective: many individual thougths form one group will/mind, there are no individuals (e.g., borg STNG); C=cooperative: individual minds can access a group mind but individuals still retain individual will/mind; E=emergent:individauls have no sapience but in groups a form of sapience emerges, also refered to as a hive-mind.

Thought Process

L=linear: individual concepts can stand alone, binary logic possible, concept of independent variables possible; M=matrix: no concept stands alone, do not readily grasp binary logic or concept of independent variables, grasp problems composed of multiply dependent variables readily.


Event Relational Process

S=sequential: effect follows cause, effects are the manifestation of cause, predictive theories favored; R=reflexive: cause is the manifestation of effects, theories often appear ad hoc or by fiat to S (sequential thinkers) but such species appear to more readily grasp faster than light travel concepts.

Temporal Perception

U=uniform: time percieved as proceeding in a linear fashion at a relatively constant rate; V=varaible: one of the hardest concepts for U (uniform) species to grasp, V species have a hard time grasping beginnings and ends as these concepts are understood by U species.


For example, Humans are ILSU as are almost all species in sci-fi, the Borg HLSU, the Knnn IMSU, a "hive" species might be EMSU.
Accordingly, humans may find it near impossible to understand the "hive" but can communicate with the Knnn, albiet with difficulty. The Knnn have a hard time with humans and the "hive" but can communicate with both. The Knnn can thus serve as go betweens or interpreters for the Human and "hive" species.

All PC species should be ILSU in my opinion, this is not a system primarily for PC development but for universe development.

For example, this cognitive system can be used to "explain" why aliens act in unexplainable and to humans irrational ways. The GM need not even need to explain, how can a ILSU do so. One role-playing aspect is through using an NPC interpretive species and being aware that aliens are not just beings with more or less limbs who breathe different air. Thus, some NPC species may become a valuable interpreter/diplomatic species even if they have nothing else going for them.
Title: Aliens in Classic Traveller
Post by: jrients on November 30, 2007, 09:36:52 AM
Xanther, that is great stuff!