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Felinians

sabredog

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Hey, don't blame me for their common-usage name...that was the fault of the player who long ago insisted I have some kind of cat alien before the Aslan came to be. And since I never liked the Aslan (not that there's anything wrong with using them..but MTU is not the OTU), I preferred to keep these guys and have been tweaking them for many years.

Now that I'm building a set of player and referee manuals for my universe I am compiling a set of "Scott's Alien Guides" for each of my own major races. The Felinians use a duct-tape-and-hammer version of stutterwarp from Trav:2300 so they'd be different form everyone else, but otherwise ought to work in anyone's universe with minor or no tweaking. The stutterwarp might work, too, but I'm only including here a sample from my guide book for them to see if there is interest, or if I'm booed off the stage.

If there is interest I'll add more info as it develops, and/or upload the whole shebang to the library or Freelance Traveller for everyone to use. And then I'll trot out the other BEM's later.

Anyway, here's a taste...let the tomato throwing commence:

http://www.travellerrpg.com/CotI/Discuss/showthread.php?p=359387#post359387
 
Okaay....no comments, suggestions, rants, or tomatoes? Anyone want more, like chargen, maps, and such in addition to more background?
 
Sabredog, more please.

After all, I can't plagiarize your work if you don't post it.

I didn't post because I didn't have any criticism to share. Your work is thorough and self-consistent. I'll post more if I spot anything that looks out of place after a more thorough reading but in the meantime please keep going.
 
Plagiarize away! It's the highest form of compliment.

I posted some more in the Library: stutterwarp info and some info on the religious beliefs of the Felinians. Included is a major and persistent heresy that challenges those beliefs and points in the direction of some interesting stuff on the Felinians.

Eventually this whole thing will be better organized and put together in a packet for refs and players. At that time I'll make it all available here for anyone to use. It's just time consuming to reformat it all into coherent form when so much of it is in a from only I can make sense of (all those little scraps of paper, assorted notebooks, and the key to it all in my head...you know how it is).
 
It's just time consuming to reformat it all into coherent form when so much of it is in a from only I can make sense of (all those little scraps of paper, assorted notebooks, and the key to it all in my head...you know how it is).

I do know exactly how it is. :)
 
Its still fun though.

I posted the corrected Beliefs and Practices document just now - got God A swapped with B so I fixed it. Too much writing from scribblings I can't read at this hour but that's just a hazard of not sleeping I guess. I get these brainstorms and just gotta keep banging away at the keys.

Anyway folks, sorry about the screw-up and I posted the right document just now.

Next up will be the "Secret Ref Stuff" that clarifies what this heresy and all is really about and how it pertains to potential adventures and events in the grand scheme of my campaign (and mayhap your's if you wanna glean some inspiration from it).
 
A lot no doubt, and it is a staple of sci fi literature - especially the old space opera stuff. I resisted the idea for a long time since I figured I wouldn't be able (like when I was 16) to make anything that didn't just come off as a Kzin knock-off. When the OTU trotted out the Aslan I wasn't surprised.

When I first worked up these guys I kept them waaaay in the background of my game since they were really just to shut up a persistent player who was a regular for a couple of years. After he stopped playing I shelved them as just background material. But once in a while I'd add some info here and there and I've finally figured out a good use for them in my campaign so its time to fully flesh them out.

They have psionics, they have a cranky type of jump-ish drive, and they have interesting secrets (both that they keep, and have been kept from them) for players to discover as the campaign moves along this time. In fact the Felinians are turning into the key to the campaign, though the players have yet to find that out.
 
I kept my "Maori" at TL4 on their single homeworld, with a tribal culture, a preference for natural surroundings, and a general distrust of offworlders. They were Ancient uplifts, based on mountain lions, pumas, and leopards. Since their ancestors were taken from Terra more than a quarter-million years before the appearance of Felis Domesticus, they has as much in common with the common housecat as Humans have with bonobos.

My players encountered only one -- a female shaman who escaped the wrong end of tribal politics by stowing away in a merchant vessel, the crew of which learned what it means to "Fight like a she-cat" while in jumpspace ...
 
Sorry this was delayed but RL is turning things upside down right now and I am having a hard time finding time for transcribing my old Traveller materials. I will continue as best as I can, but the chargen is next and the most complicated since I'm revising it to fit LLB 1 and MT formats - I might just leave it as MT format since that seems a nice balance between LBB 1 and the later LBB expanded careers.

This file has the historical info detailing the development of the Felinians and you can see how it meshes with both the official dogma and the major heresy. Since it involves high TL races IMTU referees should feel free to adapt as need to the OTU is they wish. The Ancients could be plugged in easily.

Anyhow, the new file is posted in the Library now and any feedback is, as usual, appreciated.
 
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