CONTACT
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.
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.
Last edited: