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Memer/Saret (GURPS Aliens)

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SOC-13
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MEMER/SARET (Adapted from GURPS Aliens)







All credit to Steve Jackson Games. I believe Crrede or Sharleen Lambard, or possibly Steve Jackson, created the original race.
GURPS Aliens, my source, does not specify.





STR 1D6

DEX 2D6

END 2D6

INT 2D6

EDU 2D6

CAS 2D6 (1/2 value of CASTE=effective SOCIAL)



Integument provides protection equivalent to cloth armor.



Biological equivalent of a vacc suit in all practical respects: a pressurized body and a closed gas-exchange system with a symbiote



Able to metabolize nearly any organics or volatiles, plastics, dry ice, and various lubricants and hydrocarbon fuels.



Sees in the infrared spectrum: may detect heat radiation in very fine gradations, but is colorblind



Vestigial auditory organs must throw 8+ to distinguish sounds a Human would hear easily. Eyestalks give 270 degrees of vision, which somewhat helps compensate for this very poor sense of hearing.



Ages 4 years more quickly than normal



Regards most other sophont species with unease and disgust, if not outright fear. Strongly prefers to interact with these ‘monsters’ via robots, radio, or screencasts. -1 to reactions.



A special intuition gives +1 DM to rolls for interstellar Jump navigation




DESCRIPTION

The Memer/Saret symbiotic aliens resemble (vastly enlarged--about the size of a juvenile Vargr)Terran crab spiders with barnacle-like growths attached to their undersides. A Memer has eight legs and two arms.





Memer/Saret do not require vacc suits, but they often still learn the skill--for them, it applies principally to powered armatures which they use to boost their relatively low strength, better enabling them to handle cargo and, if need be, to fight and move about in 1 g or stronger gravity environments.

Cost as vacc suit. Add 2 to STR for Memer/Saret only.



Homeworld



A221833-B

Small but very dense, rich in heavy metals. Wide temperature swings. Very thin, low oxygen atmosphere.


Design note:

I kept the UPP adjustments simple, zeroing on low strength as befits a race native to a lower gravity rockball, without worrying about the fine granularity of GURPS that does not really translate well to Traveller.



Several mental and social disadvantageous could be rolled into a low SOC roll.

I retained the teratophobia as a distinct feature.



I opted to make them hard or hearing rather than stone deaf.

Intuition in GURPS is psionic in campaigns that use psi, but I didn’t want to make a psionic race with a new power, so I tweaked general racial intuition to a specific Jump navigation boost. This will seldom arise in gameplay and isn't useful without navigation skill, s I don't count it as more than a minor ability.
 
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Addendum

Per GURPS Aliens, these guys are mutes who use sign language.

That's fine, but I'm going to add something I put in for my conversion of this species-pair to Star Frontier: infrared communications. The Memer/Saret modulate infrared radiation from their bodies, which signals they combine with gestures and floor-transmitted vibrations, in order to communicate with others of their kind.

I followed the basic details on the homeworld in my UWP.


I'm adding a few additional notes of my own:


Version 1

The homeworld is dense and rich in heavy metals, highland regions only have trace atmosphere.

Proto-Memer/Saret developed the ability to traverse the barren, nearly airless highlands and harvest the untouched resources found in those lofty regions. Sapience may have developed as more easily accessible food-matter ran low and the symbiotic pairs had to adapt new and varied strategies for acquisition of volatiles and organic compounds, and to protect their hauls when they returned to the lowlands to spawn.

---

Note

Memer/Saret can adjust the pressure in their bodies, but they are very uncomfortable in dense atmospheres and avoid such miserable places. They suffer health problems after extended periods in gravity over 1 g.


THIS RACE IS NOT RECOMMENDED FOR PCs due to racial psychology; they fear 'monsters' and even their powerful impulse to gather resources won't likely impel them to socially mix with such creatures. Do business, yes, but it is conducted with machines and telecomms when possible.

A party composed of Memer/Saret, and possibly advanced robots, would make for a very unusual campaign option--barnacled spider-bugs and robotic servitors, roaming the space lanes in a tramp freighter, looking to make credits!
 
Last edited:
Addendum

Per GURPS Aliens, these guys are mutes who use sign language.

That's fine, but I'm going to add something I put in for my conversion of this species-pair to Star Frontier: infrared communications. The Memer/Saret modulate infrared radiation from their bodies, which signals they combine with gestures and floor-transmitted vibrations, in order to communicate with others of their kind.

I followed the basic details on the homeworld in my UWP.


I'm adding a few additional notes of my own:


Version 1

The homeworld is dense and rich in heavy metals, highland regions only have trace atmosphere.

Proto-Memer/Saret developed the ability to traverse the barren, nearly airless highlands and harvest the untouched resources found in those lofty regions. Sapience may have developed as more easily accessible food-matter ran low and the symbiotic pairs had to adapt new and varied strategies for acquisition of volatiles and organic compounds, and to protect their hauls when they returned to the lowlands to spawn.

---

Note

Memer/Saret can adjust the pressure in their bodies, but they are very uncomfortable in dense atmospheres and avoid such miserable places. They suffer health problems after extended periods in gravity over 1 g.


THIS RACE IS NOT RECOMMENDED FOR PCs due to racial psychology; they fear 'monsters' and even their powerful impulse to gather resources won't likely impel them to socially mix with such creatures. Do business, yes, but it is conducted with machines and telecomms when possible.

A party composed of Memer/Saret, and possibly advanced robots, would make for a very unusual campaign option--barnacled spider-bugs and robotic servitors, roaming the space lanes in a tramp freighter, looking to make credits!

Reminds me of the methane k’k’z or whatever it was from Chanur.
 
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