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<blockquote data-quote="Morrus" data-source="post: 6160084" data-attributes="member: 1"><p style="text-align: right"><a href="http://www.enworld.org/forum/showwiki.php?title=Traveller:Mongoose%20Traveller%20SRD&redirect=no" target="_blank">[ATTACH]58196[/ATTACH] </a></p> <p style="text-align: right"></p><p></p><p><span style="font-size: 12px">Alien species may have different criteria for Social Standing: Caste or Charisma. When dealing with a race that has a different concept of Social Standing, all DMs from Social Standing or its alien equivalent – whether positive or negative – are halved.</span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px">In addition to their characteristics, aliens may have one or more alien traits.</span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Armoured:</strong> The alien possess thick fur, scales, a bony exoskeleton or other natural protection that gives it one point of natural armour.</span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Aquatic:</strong> The alien is adapted to life underwater. It can breathe underwater, or hold its breath for a long period (Endurance x 10 minutes on average). If amphibious, its Dexterity is halved on land. If the species is not amphibious, then it cannot operate out of water without mechanical aid or telepresence.</span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Atmospheric Requirements:</strong> The species requires an unusual combination of gasses to breathe, and cannot survive in most atmospheres without artificial aid.</span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Engineered:</strong> The species has been altered by some external factor to adapt to changed circumstances or a different environment. Medical treatment of Engineered species by a facility of a lower Technology Level than that at which the species was created receives a negative DM equal to the difference.</span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Fast Metabolism:</strong> Creatures with a fast metabolism require more food than most species, and their life support costs are doubled. In combat, fast-metabolism creatures gain a +2 initiative bonus. Fast-metabolism creatures halve their Endurance for the purposes of determining fatigue.</span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Feral:</strong> Feral species are uncivilised, regardless of their technological knowledge. Feral species roll Education on 1d6 only.</span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Flyer:</strong> The species can fly using wings, glider membranes, gasbags or other means. Characters of this species gain the Athletics (flying) skill at Level 0 and can travel at a speed noted in their description. Flying creatures who are aloft must spend one minor action every round on movement or stall and fall out of the air.</span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px">Winged flight is tiring and can only be sustained for a number of rounds equal to the creature’s Endurance before requiring a like amount of rest. Some specialised avians can increase this to minutes or even hours equal to Endurance.</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">Species with glider membranes cannot gain altitude while flying. They descend one metre every time they move forwards and cannot use more than one minor action for flying movement in a round.</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">Species that float using gasbags or some other method do not need to move to remain aloft.</span> </li> </ul><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Large:</strong> The species is considerably larger than the average for sophonts. Large creatures generally have a Strength and Endurance of 3d6 or even 4d6, and a Dexterity of 1d6. Life support requirements for Large creatures are doubled.</span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px">Some Large creatures are described as Huge. Attacks against Huge creatures receive a +1 DM to hit.</span> </li> </ul><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Natural Weapon:</strong> The species has a natural weapon, such as claws, a strong bite or a poisonous stinger. Such weapons are usable at Personal range and deal +1 damage. The creature gains Melee (natural weapons) at level 0.</span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>No Fine Manipulators:</strong> The species has no fingers or other prehensile appendages, preventing them from easily picking things up, pushing small buttons, reaching into tight spaces, and so on. </span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Notable (Characteristic):</strong> Some species are notably dextrous, intelligent, tough or strong. Characters from such races have a positive Dice Modifier when rolling for that characteristic (+2 unless otherwise specified), and their racial maximum for that characteristic is increased by the same amount. </span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Psionic:</strong> All members of the species are Psionic, and may determine their Psionic Strength and talents at the start of character generation. </span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Small:</strong> Small species generally have a Strength and Endurance of only 1d6, and a Dexterity of 3d6. The minimum size for a sophont is about half that of a human, Some Small creatures are described as Tiny. Attacks against Tiny creatures receive a –1 DM to hit.</span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Slow Metabolism:</strong> Creatures with a slow metabolism require less food than most species, and their life support costs are halved. In combat, slow-metabolism creatures suffer a –2 initiative penalty. </span></p><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Uplifted:</strong> This species was originally non-sentient, but has been raised to a higher intelligence by another species. Uplifted races generally become client species of their patron. Two common uplifted animals are apes and dolphins:</span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px">Uplifted apes have Notable Strength and Endurance (+2) but all other characteristics are Weak (–2). They have the Uplifted trait.</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">Uplifted dolphins have Notable Strength (+4) and Notable Endurance (+2) but Weak Intelligence, Education and Social Standing (–2). They have the Uplifted, Aquatic (fully aquatic, air-breathers) and No Fine Manipulators traits.</span> </li> </ul><p><span style="font-size: 12px"> <strong></strong></span></p><p><span style="font-size: 12px"><strong>Weak (Characteristic):</strong> The opposite of Notable (Characteristic), some species are weaker, less resilient or less well educated than others. Characters from such races have a negative Dice Modifier when rolling for that characteristic (–2 unless otherwise specified), and their racial maximum for that characteristic is decreased by the same amount.</span></p><p></p><p style="text-align: right">[HI][trav]Mongoose Traveller SRD[/trav][/HI]</p> <p style="text-align: right"></p></blockquote><p></p>
[QUOTE="Morrus, post: 6160084, member: 1"] [RIGHT][URL="http://www.enworld.org/forum/showwiki.php?title=Traveller:Mongoose%20Traveller%20SRD&redirect=no"][ATTACH=CONFIG]58196._xfImport[/ATTACH] [/URL] [/RIGHT] [SIZE=3]Alien species may have different criteria for Social Standing: Caste or Charisma. When dealing with a race that has a different concept of Social Standing, all DMs from Social Standing or its alien equivalent – whether positive or negative – are halved. In addition to their characteristics, aliens may have one or more alien traits. [B] Armoured:[/B] The alien possess thick fur, scales, a bony exoskeleton or other natural protection that gives it one point of natural armour. [B] Aquatic:[/B] The alien is adapted to life underwater. It can breathe underwater, or hold its breath for a long period (Endurance x 10 minutes on average). If amphibious, its Dexterity is halved on land. If the species is not amphibious, then it cannot operate out of water without mechanical aid or telepresence. [B] Atmospheric Requirements:[/B] The species requires an unusual combination of gasses to breathe, and cannot survive in most atmospheres without artificial aid. [B] Engineered:[/B] The species has been altered by some external factor to adapt to changed circumstances or a different environment. Medical treatment of Engineered species by a facility of a lower Technology Level than that at which the species was created receives a negative DM equal to the difference. [B] Fast Metabolism:[/B] Creatures with a fast metabolism require more food than most species, and their life support costs are doubled. In combat, fast-metabolism creatures gain a +2 initiative bonus. Fast-metabolism creatures halve their Endurance for the purposes of determining fatigue. [B] Feral:[/B] Feral species are uncivilised, regardless of their technological knowledge. Feral species roll Education on 1d6 only. [B] Flyer:[/B] The species can fly using wings, glider membranes, gasbags or other means. Characters of this species gain the Athletics (flying) skill at Level 0 and can travel at a speed noted in their description. Flying creatures who are aloft must spend one minor action every round on movement or stall and fall out of the air.[/SIZE] [LIST] [*][SIZE=3]Winged flight is tiring and can only be sustained for a number of rounds equal to the creature’s Endurance before requiring a like amount of rest. Some specialised avians can increase this to minutes or even hours equal to Endurance.[/SIZE] [*][SIZE=3]Species with glider membranes cannot gain altitude while flying. They descend one metre every time they move forwards and cannot use more than one minor action for flying movement in a round.[/SIZE] [*][SIZE=3]Species that float using gasbags or some other method do not need to move to remain aloft.[/SIZE] [/LIST] [SIZE=3] [B] Large:[/B] The species is considerably larger than the average for sophonts. Large creatures generally have a Strength and Endurance of 3d6 or even 4d6, and a Dexterity of 1d6. Life support requirements for Large creatures are doubled.[/SIZE] [LIST] [*][SIZE=3]Some Large creatures are described as Huge. Attacks against Huge creatures receive a +1 DM to hit.[/SIZE] [/LIST] [SIZE=3] [B] Natural Weapon:[/B] The species has a natural weapon, such as claws, a strong bite or a poisonous stinger. Such weapons are usable at Personal range and deal +1 damage. The creature gains Melee (natural weapons) at level 0. [B] No Fine Manipulators:[/B] The species has no fingers or other prehensile appendages, preventing them from easily picking things up, pushing small buttons, reaching into tight spaces, and so on. [B] Notable (Characteristic):[/B] Some species are notably dextrous, intelligent, tough or strong. Characters from such races have a positive Dice Modifier when rolling for that characteristic (+2 unless otherwise specified), and their racial maximum for that characteristic is increased by the same amount. [B] Psionic:[/B] All members of the species are Psionic, and may determine their Psionic Strength and talents at the start of character generation. [B] Small:[/B] Small species generally have a Strength and Endurance of only 1d6, and a Dexterity of 3d6. The minimum size for a sophont is about half that of a human, Some Small creatures are described as Tiny. Attacks against Tiny creatures receive a –1 DM to hit. [B] Slow Metabolism:[/B] Creatures with a slow metabolism require less food than most species, and their life support costs are halved. In combat, slow-metabolism creatures suffer a –2 initiative penalty. [B] Uplifted:[/B] This species was originally non-sentient, but has been raised to a higher intelligence by another species. Uplifted races generally become client species of their patron. Two common uplifted animals are apes and dolphins:[/SIZE] [LIST] [*][SIZE=3]Uplifted apes have Notable Strength and Endurance (+2) but all other characteristics are Weak (–2). They have the Uplifted trait.[/SIZE] [*][SIZE=3]Uplifted dolphins have Notable Strength (+4) and Notable Endurance (+2) but Weak Intelligence, Education and Social Standing (–2). They have the Uplifted, Aquatic (fully aquatic, air-breathers) and No Fine Manipulators traits.[/SIZE] [/LIST] [SIZE=3] [B] Weak (Characteristic):[/B] The opposite of Notable (Characteristic), some species are weaker, less resilient or less well educated than others. Characters from such races have a negative Dice Modifier when rolling for that characteristic (–2 unless otherwise specified), and their racial maximum for that characteristic is decreased by the same amount.[/SIZE] [RIGHT][HI][trav]Mongoose Traveller SRD[/trav][/HI] [/RIGHT] [/QUOTE]
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