Date: 28 Nov 96 08:40:44 -0500
Subject: Alien Builder's Charts v1.1
From: "Jeff Kazmierski" (odysseus@novia.net)

This is the first rewrite of my original Alien Design System article. After reviewing the first posting I found that there were a few details left out of the original set of charts, that I felt should be added. I've added two new charts: Skeletal System (found under the heading "Body Arrangement") and a table describing three basic types of Communal Societies (family, herd and hive), table 8a, added after "Personality".

If anyone has any further comments or additions, please let me know.


  1. Primary Environment

    RollEnvironment
    01-05Flyer
    06-80Land Surface
    81-95Amphibian
    96-00Other (Flyer or Swimmer)

    Modifiers:]
    If homeworld Hydro = A: +20
    If homeworld Hydro = 3-: -10
  2. Symmetry
    01-94Bilateral
    95-00Radial

    Modifiers:
    If Environment = Flyer: -5
    If Environment = Swimmer: +5
  3. Number of Brains
    01-95One Brain
    96-00Two Brains (it is 90% likely that the second brain only handles physical coordination and does little or no thinking.)
  4. Body Arrangement (bilateral)

    Head (Roll once for each brain)
    01-95Brain is in the head
    96-00Brain is internal to body

    Tail (There is a 5% chance that the tail serves as manipulative organ in addtion to the being's hands.)
    01-65No tail
    66-99One tail
    00Two or more tails

    Feet/Legs (or other locomotive limbs)
    01-702 legs
    71-904 legs
    91-936 legs
    94-963 legs
    97-981 leg (01-80: hopper w/Perfect Balance; 81-00: gastropod)
    995 legs
    007 or more legs

    Arms (or other manipulative limbs)
    01-802 arms
    81-901 arm
    91-954 arms
    96-993 arms
    005 or more arms

    Skeletal System
    01-95Endoskeletal (skeleton is internal)
    96-00Exoskeletal (skeleton is external)

  5. Body Arrangement (radial)

    Head (Roll once for each brain)
    01-70Brain is in a head
    71-00Brain is internal to body

    Legs and Arms (there will be the same number of each type of limb; roll only once. There is a 20% chance that the limbs function as both legs and arms, as in the Hivers)
    01-603 legs and 3 arms
    61-954 legs and 4 arms
    96-995 legs and 5 arms
    006 legs and 6 arms

    Skeletal System
    01-95Endoskeletal
    96-00Exoskeletal

  6. Extremities (digits and toes) Digits (fingers)
    01-952d6+1 fingers
    96-001 tentacle-like finger

    Feet
    01-40Plantigrade (heel on ground)
    41-80Digitigrade (toes on ground)
    81-95Unguligrade (elephant-like pad)
    00Other

  7. Dietary Class and Speed
    RollClassSpeed
    01-40Hunter (omnivore)Double
    41-60Gatherer (omnivore)Normal
    61-80Chaser (carnivore)Triple (01-60), Double (61-00)
    81-90Pouncer (carnivore)Double
    91-95Intermittent (herbivore)Double
    96-98Grazer (herbivore)Double
    99Hijacker (scavenger)Double
    00Intimidator (scavenger)Double

  8. Personality
    Type:Society:Init:Intraspecies:Interspecies:
    Huntercommunalhighcooperativeaggressive
    Gathererindividuallowcooperativepassive
    Chasercommunalhighcompetetiveaggressive
    Pouncerindividualhighcompetetiveaggressive
    Intermittentindividualloweitherpassive
    Grazercommunallowcooperativepassive
    Hijackereitherhighcompetetiveaggressive
    Intimidatoreitherhighcooperativeaggressive

    "Society" describes whether a being is group or individually oriented.
    "Initiative" refers to the ability of an individual to take action when left on its own.
    "Intraspecies" refers to how well a being gets along with members of its own species.
    "Interspecies" refers to how well the species relates to other races.

  9. Communal Societies
    RollBasic Unit
    01-60Family or Clan
    61-95Herd or Pack
    96-00Hive
    "Family or Clan" refers to a small group of individuals, all related, with a single "alpha" pair functioning as head of the group. Breeding between individuals within the group is limited to the dominant "parent" pair. External breeding is unrestricted. Competition between groups is usually strong.
    Examples: lions, deer, Aslan, Humans

    "Herd or Pack" indicates a large number of individuals of the same species, organized into several subunits, with a single "alpha family". Breeding between individuals within the herd is unrestricted but may be affected by social standing.
    Examples: hyenas, wildebeest, K'Kree

    "Hive" refers to eusocial societies where a a single breeding female controls all activity within a large group of creatures. All males are fertile and permitted to breed with the "queen", and all females except the queen are sterile. Competition for breeding among hive females may be either high or low, depending on the age and strength of the queen (and designer choice).
    Examples: bees, naked mole rats, (no Traveller equivalent)

  10. Weight
    RollWeightSTRDEXEND
    01-0512kg1d62d6+2d6
    06-1525kg1d6+22d6+11d6+2
    16-3550kg2d6-22d62d6-2
    36-65100kg2d62d62d6
    66-85200kg2d6+22d62d6+2
    86-96400kg3d62d6-13d6
    97-00800kg3d62d6-23d6

    Modifiers:
    -20 If Flyer
    +20 If Swimmer
    +10 If Homeworld Size = 9+
    -10 If Homeworld Size = 4-
    -20 If Exoskeletal
  11. Natural Weaponry
    RollWeaponry
    01-85None
    86-00Yes (If weaponry is present, roll on the Animal Sizes and Weaponry Table, T4 p.152)

    Modifiers:
    +20 If carnivore
    +10 If exoskeletal
  12. Natural Armor
    Roll Armor
    01-90None
    91-00Yes (reroll on table below)

    RollArmor
    01-351
    36-652
    66-751 Rigid
    75-853
    86-952 Rigid
    96-984
    993 Rigid
    004 Rigid

    Modifiers to first roll:
    -5 If Carnivore
    +5 If Scavenger
    +10 If Herbivore
    Automatic if Exoskeletal
  13. Body Coverings
    RollEndoskeletal
    01-55Hairless Skin or Hide<
    56-70Fur or Hair
    71-80Tortoise-like Carapace
    81-90Scales
    91-00Feathers or Down
    RollExoskeletal
    01-65Chitin
    66-00Bony Carapace

    There is a 20% chance of the species having two major body coverings and a 5% chance of it having three.

  14. Internal Temperature
    RollType
    01-95Warm Blooded
    96-00Cold Blooded

  15. Reproduction

    Production of Young
    01-85Live-bearing
    86-99Egg-laying
    00Other(cloning, budding, fission, etc)

    Sexes
    01-10One sex (parthenogenic or asexual)
    11-90Two sexes
    91-99Three sexes (male, female, transient)
    00Four or more sexes (male, female, parent, transient)

    Modifiers: Hive societies always have three sexes (queen, male, drone)

  16. Senses

    Major/Minor Senses
    01-30Visual
    31-60Auditory
    61-85Olfactory
    86-90Tactile
    91-99Taste
    00Psionics

    Roll twice on this table. The first roll is the major sense, and the second roll is the minor sense.

    Visual
    01-05Reduced acuity
    06-20No color vision
    21-60Normal
    61-65Light-enhancing
    66-70Light-reducing
    71-75Infrared bias
    76-80Ultraviolet bias
    81-85Telescopic vision (farsighted)
    86-90Microscopic vision (nearsighted)
    91-95Other
    96-00Two of the above
    +20 if major sense
    -20 if minor sense

    Auditory
    01-05Decreased sensitivity
    06-55Normal
    56-65High-frequency bias
    66-75Low-frequency bias
    76-85Heightened sensitivity
    86-90Sonar
    91-95Other
    96-00Two of the above
    +20 if major sense
    -20 if minor sense

    Olfactory
    01-05Decreased sensitivity
    06-65Normal
    65-95Increased sensitivity
    96-00Other
    +20 if major sense
    -20 if minor sense

    Tactile

    01-50Normal
    51-60Heat tolerant
    61-70Cold tolerant
    71-80Pain tolerant
    81-90Heightened sensitivity
    91-95Other
    96-00Two of the above
    +20 if major sense
    -20 if minor sense

    Taste
    01-80Normal
    81-95Heightened sensitivity
    96-00Other
    +20 if major sense
    -20 if minor sense

    Psionics
    01-50Clairvoyance: Sense
    51-65Telepathy: Life Detection
    66-75Clairvoyance: Clairvoyance
    76-85Clairvoyance: Clairaudience
    86-95Clairvoyance: Clairvoyance/Clairaudience
    96-98Full Clairvoyance
    99-00Full Telepathy

    There should be 1-6 sensory organs of each of visual, olfactory and auditory senses. All organs of any single sense should be located in the same area of the being's body. Radially symmetrical species have as many organs of each type as they have arms and legs.

  17. Location of Sensory Organs
    RollLocation
    01-80Head (if any; if not, roll 1d20+80 for 81-100)
    81-95Body
    96-98Arms
    99-00Legs

  18. Special Abilities

    There is only a 5% chance of a species having one or more special abilities. Either roll from the chart below, or choose an appropriate ability.

    01-03Perfect sound imitation
    04-06Perfect balance: Hoppers receive this automatically.
    07-09Metabolic control: Can survive for up to 30 days without food or water, but must rest for 1-6 days afterward.
    10-12Radiation detection (in conjunction with UV vision)
    13-15Electrical generation: 1d6 damage, requires 1d6 minutes to recharge
    16-18Heightened immunity to poison
    19-21Heightened immunity to disease
    22-24Psionics (fully developed)
    25-27Rapid Healing: 1d3 times normal healing rate
    28-30Filtered respiration
    31-33Expanded lung capacity: can breathe in atmospheres down to 1/2 of native pressure
    34-36Perfect recall
    37-39Savant-like calculation
    40-42Chameleon-like covering
    43-45Magnetic field detection
    46-48Odor or gas generation
    49-51Climbing ability: Gains Claws or sticky pads.
    52-54Perfect time sense
    55-57Natural psionic shield
    58-60Perfect sense of direction (on homeworld only)
    61-63Bioluminescent
    64-66Temporary vacuum resistance: Natural armor equal to 4/Rigid.
    67-69Silent movement: +1 to surprise, native Stealth-2 skill.
    70-72Amplified sonics: powerful vocal cords and enlarged lung capacity
    73-75Gills: in swimmers or amphibians only
    76-78Burrowing skills: automatically gains Claws as weapon.
    79-81Feign death
    82-84Hibernation: slows metabolism as if on Fast drug for ENDxd6 days.
    85-87Extremely long lifespan: 2d6x100 years
    88-95Other special ability
    96-00Two from above chart


    Traveller is a registered trademark of Far Future Enterprises.
    Portions of this material are Copyright ©1977-1996 Far Future Enterprises.

    Joseph Heck (joe@mu.org) 21 August 2000
    http://traveller.mu.org/house/alien.builder.charts.html