Traveler Races


Homebrew

RPG Superstar 2009 Top 32

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Traveler is a much more "hard" science fiction universe then Starfinder, but it is (or was) popular enough to warrant conversion.

Humaniti – 4 HP

Spoiler:
  • for all purposes except as defined below are built as per Starfinder, page 44

Humaniti are a major race divided into three major subgroups.

Solomani

  • While Solomani society is widely multi-cultural, the underlying philosophy of the Solomani Confederation is the Solomani Movement, which promotes the idea that humans of Solomani descent are superior to all others, and are most fit to rule the galaxy.
  • Homeworld: Terra – or Earth as we currently refer to it.
  • Solomani humans have the greatest ethnic diversity of any of the human subgroups.
  • The supremacist beliefs of Solomani humans means that most tend toward lawful but non-good alignments. (The Solomani Confederation itself is Lawful Evil.) Solomani PCs can, of course, follow any alignment.
  • All Solomani characters speak Anglic and “Common.” They may also claim any Earth language as their “planetary language” (per the rules on Starfinder page 40).

Vilani

  • The Vilani have a relatively homogenous cuture, the underlying philosophy of the Vilani Imperium is one of economic control. The Imperium is dominated by the noble houses and the megacorporations.
  • Homeworld: Vland – The original humans of Vland did not evolve there but were transplanted in ancient times. Vland, while possessed of an environment, for the most part, amenable to Human life, but its alien ecology produced amino acids, proteins, and sugars that were difficult for humans to digest and metabolize without careful processing. To this day, Vilani prefer highly processed and rendered foods, and will avoid raw foodstuffs.
  • Of all the Traveler races, Vilani are culturally the closest to modern humans.
  • Vilani vary wildly in alignments. The Imperium itself was True Neutral for most of its history, falling to Neutral Evil during periods of decline.
  • All Vilani characters speak Vilani and “Common.” They rarely have a separate “planetary language” (per the rules on Starfinder page 40), and even then, it evolved as a dialect of Vilani.

Zhodani

  • The Zhodani have a very homogenous cuture, maintained by the widespread use of psionics. The Zhodani Consulate promotes a quasi-religious philosophy called Morality's Path, in which adherents (...virtually the entire Zhodani population within the Consulate) strive to pass through various life cycles and eventually unite with the universal energy field by leading virtuous lives. Zhodani are prohibited from subscribing to other faiths.
  • Homeworld: Zhodant – The original humans of Zhodant did not evolve there but were transplanted in ancient times. This world possesses a slightly lower gravity and thinner atmosphere then Earth.
  • All Zhodani characters are notably tall, but have a lithe build. They tend to be swarthy in complexion and dark-haired. Zhodani nobles often wear a turban-like headdress which serves to accentuate their height.
  • Zhodani society is divided into three hereditary groups: Nobles (the enfranchised ruling class), Intendants (the managers and administrators of society), and Proles (the masses).
  • Zhodani characters of the noble class must be Mystics, Solarions, or Technomancers, but all their powers are psionic rather than magical. Zhodani of the Intendent class are Envoys, Mechanics, Operatives, or Soldiers, but always have the phrenic adept archetype (Starfinder page 128); most are Envoys. Zhodani Proles may be Mechanics, Operatives, or Soldiers, but may not have the phrenic adept archetype.
  • A side effect of the psionic monitoring of their society is the early detection and correction of antisocial tendencies. Zhodani tend to good alignments, but the Zhodani Consulate would be considered Lawful Neutral as a whole. PCs of this human sub-group can, of course, follow any alignment.
  • All Zhodani characters speak Zhodani and “Common.” They never have a separate “planetary language” or dialect (per the rules on Starfinder page 40).

Now to the first true “alien” race.

AslanFteirle in their own language. – 6 HP

Spoiler:
The earliest Terran explorers saw in them a vague resemblance to the Terran lion, and they have been described (by Terrans) as lion-like ever since, although there is very little true similarity.
  • +2 Str, +2 Con, -2 Dex, The presence of their retractable claws and general body structure make Aslan somewhat clumsy compared to humans, but what they lack in dexterity they make up for in strength and endurance.
  • Size and Type, Aslan are Medium Humanoids of the fteirle subtype.
  • Catseye Aslan have Low-Light vision, and can see in dim light as if were normal light. For more details, see page 264. Aslan also gain a +2 racial bonus with all Perception checks.
  • Dewclaw In addition to their retractable claws, Aslan have a single highly specialized claw under each thumb, this dewclaw folds jack-knife fashion into a horny covering in the base of the thumb and palm. Because of these, Aslan are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Aslan gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual). Aslan can bite, but it is considered boorish and dishonorable; Aslan do not gain their specialization with bites.
  • Sprinter Aslan gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
  • Vital Statistics Height 6–8 ft., Weight 200–300 lbs., Maturity 16 years, Max Age]/i] 70+1d20 years, [i]Gender Ratio three females for every male.

Aslan

  • The Aslan Heirate is a rather loose confederation of worlds with little central direction. The binding force of the Heirate is not government or nationalism, but a common heritage, culture, and tradition.
  • Homeworld: Kusyu
  • The Aslan have long been a warrior race, they are noble and proud, devoted to those in authority above them and responsible to those who owe them fealty from below. Aslan society is based on the family and its relationships.
  • Aslan pride makes them a touchy race. Dueling is a common way by which insults and slights are resolved, especially if social rituals and other tension-relieving forms fail to defuse the problem. Duels follow well-established rituals and are fought to the death only rarely. Males and females never duel; insults and slights are dismissed with the excuse that males (females) don’t understand female (male) honor. If the insult is too blatant or extreme then a member of the insulted Aslan’s family (and of the correct gender) will respond with a challenge.
  • The sexes have very different roles in Aslan society. Males (in all but the lowest classes) are concerned with military operations, acquisition of territory, and political affairs. Females, on the other hand, are concerned more with industry, trade, and science. Male Aslan may be Envoys (political), Mystics, Operatives (but not hackers), Solarians, or Soldiers. Female Aslan may be Envoys (economic), Mechanics, Mystics, Operatives (but not Daredevils), Solarions (rare), and Technomacers. (Mystics, Solarion, and Technomancer powers are always psionic in the Traveler universe.)
  • Despite the lack of racial unity in the Heirate, the tradition bound culture of Aslan makes them tend toward Lawful alignments, with good more common then evil. (The Heirate itself is Chaotic Neutral.) Aslan PCs, of course, can be of any alignment.
  • Aslan names tend to be faux-Japanese in flavor.
  • All Aslan characters speak Fteirle and “Common.” They never have a separate “planetary language” or dialect (per the rules on Starfinder page 40).

Silver Crusade

Just Vargr, K'Kree, etc more to go :D


And Hivers & Droyne, to say nothing of the Minor races.

RPG Superstar 2009 Top 32

Ltfngr wrote:
Just Vargr, K'Kree, etc more to go :D

I'm not sure if the K'kree would work as a Starfinder race? They may be too strong.

As it is, I am kind of worried that the Aslan I've written are a bit too powerful, but they seem in line with the Vesk. (And the Dex penalty is brutal in this game.)


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Lord Fyre wrote:
Ltfngr wrote:
Just Vargr, K'Kree, etc more to go :D

I'm not sure if the K'kree would work as a Starfinder race? They may be too strong.

As it is, I am kind of worried that the Aslan I've written are a bit too powerful, but they seem in line with the Vesk. (And the Dex penalty is brutal in this game.)

K'kree would also have the practical problem that they're big, and thus don't readily do well in the tight (for them) quarters of a Human ship. They are also, IIRC, xenophobic to sometimes alarming degrees.

They'd make poor player-characters but would be nice "aliens". Or, rather, nasty ones.


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K'kree are also claustrophobic and really wouldn't do well on human ships. Or the other places adventurers tend to go. Their ongoing crusade against meat-eaters... yeah. Antagonists, not protagonists.


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K'Kree are not viable as pc's for many reasons. The most important being their Herd instinct that means a K'kree who is not around at least 30+ other K'kree goes mad very quickly.
The original traveller character gen for them actually created a family unit of a Patriarch , his wives and underlings and it was never really meant that they would be played alongside 'normal' races


I would say that the Aslan Dewclaw should count as archaic , it is ineffectual against modern armour unless enhanced with implants.
But that is in a hard sci fi setting so in Starfinder given the way Vesk natural weapons work perhaps you are ok in not calling it archaic

RPG Superstar 2009 Top 32

JohnHawkins wrote:

I would say that the Aslan Dewclaw should count as archaic , it is ineffectual against modern armour unless enhanced with implants.

But that is in a hard sci fi setting so in Starfinder given the way Vesk natural weapons work perhaps you are ok in not calling it archaic

That was my thought too. But, if running a more Hard Science Fiction" setting, it should be Archaic, but so should the Vesk's ability. Dewclaw duels are fought without armor anyway.

And, yes, I am working on the Vargr and Hivers. Work interferes. :(

avr wrote:
K'kree are also claustrophobic and really wouldn't do well on human ships. Or the other places adventurers tend to go. Their ongoing crusade against meat-eaters... yeah. Antagonists, not protagonists.

Most of the interesting adventures in Traveler happened in the Spinward Marches (on the opposite side of the Vilani Imperium from the Two Thousand Worlds) anyway.

RPG Superstar 2009 Top 32

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Now the long promised ...
Vargr – 4 HP

Spoiler:
The Vargr are descended from carnivore/chaser stock transplanted from Terra to Grnouf approximately 300,000 years ago.
  • +2 Dex, +2 Chr, -2 Wis, Vargr reactions are somewhat faster than those of the typical humans. A legacy of the pack behavior of their ancestors, Vargr are rather gregarious, seeking the security and comfort of fellowship. Yet at the same time Vargr within a group are engaged in nearly constant struggles to achieve dominance and prestige - even in the face of adversaries or other dangers.
  • Size and Type, Vargr are Medium Humanoids of the canid subtype.
  • Infighting The constant struggle for dominance gains Vargr a +2 racial bonus on Intimidate checks. They also have to be ready to fight at a moment’s notice, so receive the Improved Initiative feat for free.
  • Sharp Senses Vargr gain a +2 racial bonus with all Perception checks. Surprisingly, Vargr have not retained the superior night vision of their ancestors.
  • Vital Statistics Height 5–6 ft., Weight 100–150 lbs., Maturity 18 years, Max Age 80+2d20 years, Gender Ratio same as humans
.

Vargr

  • The Vargr Extents are those regions of space settled by and under the control of various Vargr governments. As a rule, Vargr governments fragment rapidly, and nothing like a unified government has ever been established over the Extents.
  • Homeworld: Grnouf – Human explorers first named it “Lair,” but Vargr don’t appreciate that name.
  • Individual Vargr within a group are each seeking their own niche, and will always be striving to achieve more and better things to improve their own status. As leaders make mistakes or go off in a direction others disagree with, factions emerge and cause considerable upheaval as members of the original group are drawn in different directions. Vargr move from one group or association to another with great regularity, and seemingly have no loyalty to any specific institution or purpose.
  • The only cohesive force in the Extents is the fierce feeling of racial pride, which, on occasion, bring about a slight tendency toward racial cooperation. Such tendencies, however, usually break down quickly in the wake of struggles for dominance among cooperating groups. While PC Vargr can be of any alignment, they have a racial predisposition to Chaotic alignments. The Extents, as a whole, would be considered Chaotic Neutral.
  • Vargr can be of any character class, but frequently multiclass. Envoys enjoy a special status, the fragmentation of Vargr Society has resulted in a strong need for intermediaries who can assist in resolving disputes. (Mystic, Solarion, and Technomancer powers are always psionic in the Traveler universe.)
  • All Vargr characters speak Gvegh and “Common.” Virtually every Vargr world has its own “planetary language” (per the rules on Starfinder page 40).

Still working on Hivers.


Would you object if I filled in a few minor races from the Spinward Marches area? I'd start with the Darrians and Sworld Worlders and go on from there.

Oh, and good luck when it comes time for the Droyne. I think you'll need it.


The Sword Worlders are Terran Solomani that have Emigrated to the Spinward Marches during the Long Night. Their culture is based on (poorly researched) Nordic myths and legends. (citation)

RPG Superstar 2009 Top 32

Bluenose wrote:
Would you object if I filled in a few minor races from the Spinward Marches area? I'd start with the Darrians and Sworld Worlders and go on from there.

I think that would be wonderful!

Bluenose wrote:
Oh, and good luck when it comes time for the Droyne. I think you'll need it.

Doing the various castes will be a major challenge.


Lord Fyre wrote:
Bluenose wrote:
Would you object if I filled in a few minor races from the Spinward Marches area? I'd start with the Darrians and Sworld Worlders and go on from there.

I think that would be wonderful!

Bluenose wrote:
Oh, and good luck when it comes time for the Droyne. I think you'll need it.

Doing the various castes will be a major challenge.

Not just the castes, but the omnipresent psionics, flight contingent on gravity and air density...

Are you using the Classic Traveller alien modules for referenced? I suspect that using T20 would just be too easy.

RPG Superstar 2009 Top 32

Pagan priest wrote:
Are you using the Classic Traveller alien modules for referenced? I suspect that using T20 would just be too easy.

Yes, I have the "Classic Traveler" modules for Alsan and Vagr. It turns out I do not have the one for Hivers, Droyne, or K'kree (hence my delay).

And, yes, the Droyne are being a stumbling block.


Different castes as classes, perhaps? Certainly a warrior-caste makes a good match for a Solarian or Soldier, I could see Leaders as Envoys, and Sport/Operative. A basic Droyne race, then give extra bonuses to characters that go into particular classes.

RPG Superstar 2009 Top 32

Bluenose wrote:
Different castes as classes, perhaps? Certainly a warrior-caste makes a good match for a Solarian or Soldier, I could see Leaders as Envoys, and Sport/Operative. A basic Droyne race, then give extra bonuses to characters that go into particular classes.

Kind of how I did the Zhodani above

Liberty's Edge

Did you do the Droyne as small?

RPG Superstar 2009 Top 32

Qstor wrote:
Did you do the Droyne as small?

I haven't done them (or the Hivers) yet, because I don't have the needed Traveler sourcebooks. :(

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