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IMPERIUMGAMES, INC. I Marc Miller's P 211 S. Beverly Dr. #208 TRAVELLER4TH EDITIC) Beverly Hills, CA 90212

Traveller is a registered Trademark of FarFuture Enterprises Copyright 0 1996 Imperium Games, Inc All rights reserved. Printed in the U.S.A -c L TM

Science- Fict io n Adventure in the Far Future

See how the Asyms get their name on page 5.

Discover the true history of the once-dangerous Controlled on page 22. Read about the unusual Sampledwellings of thefile “spidertaurs” on page 41. Find out how you can create an intelligent-tree character, a Hresh, on page 65.

Just how many forms do the bizarre Nunclees have? Find out page 78.

Meet the fascinating Providers, a race that can “invent” new life forms, on page 82.

It’s a bird! It’s a dragon! No, it’s a Trakii! See them on page 96.

The Future is Around The Corner

Travellem is a registered Trademark of FarFuture Enterprises. 0 1996 by Imperium Games, Inc. All rights reserved. Reproduction of this book in part or in whole without consent from the publisher is prohibited. Credits

Timothy 6. Brown Design & Writing Tony Lee Editing Chris Foss Cover Art Ashe Marler Illustration & Graphic Design Ray VanTilburg Alien Coloring Wildstorm Productions Additional Illustration Timothy Brown is a long-time designer, editor, and author in the game industry. His career has taken him from Game Designers’ Workshop to TSR and finally to starting his own company, Destination Games. At TSR, Tim was the Creative Director for the , Spelljammer, and Dark Sun lines from 1991 to 1993, then Director of Product Development for all products from 1993 to 1995. He is now the head of Destination Games, publisher of Pulp Dungeons adventures and Chaos Progenitus dice game. Role-Playing Game Designs Traveller: 2300/2300 AD, GDW, 1986. Space: 1889, GDW, 1988; Contributing designer. Dark Sun, TSR, 1991. Supplement Designs Fighting Ships, GDW, 1981. Velerans, GDW. 1983. Pirates of the Vistula, GDW, 1984. Alien Realms, GDW. 1986. Energy Curve, GDW, 1986. SampleKidnapped, file GDW, 1987. Colonial Atlas, GDW, 1988. More Tales From the Ether, GDW, 1989; contributing designer. Greyhawk Ruins, TSR, 1990. Dragon Kings, TSR, 1992. Asticlean Gambit, TSR, 1993. The Forsaken Elves, Destination Games, 1996. An Infestation of Kobolds, Destination Games, 1996. Dwarf Hold, Destination Games, 1996. Orc’s Lair, Destination Games, 1996. Halls of the Coven, Destination Games, 1996. Ogre Smash!, Destination Games, 1996. Caves of the Accursed Wings, Destination Games, 1996. Dragon’s Fountain, Destination Games, 1996. The Shaman’s Totem, Destination Games, 1996. The Executioner’s Challenge, Destination Games, 1996. Aliens Archives, Imperium Games, 1996. Other Game Designs Star Cruiser, GDW, 1987; Origins Award winner. 0 1996 by Imperium Games, Inc. All rights reserved. This material is protected by the copyright laws of the United States of Sky Galleons of Mars, GDW, 1988; developer. America. Any reproduction or unauthorized use of the material or art- Spellfire, TSR, 1993. work contained herein is prohibited without the express written con- Chaos Progenitus, Destination Games, 1996; design contributor. sent of Imperium Games, Inc. Fictions Traveller@ is a registered Trademark of FarFuture The Wizard’s Tale, TSR, 1993. Enterprises. Used under license by Imperium Games, Inc. Dark Knight of Karameikos, TSR, 1995. The references to any companies or products in these Magazines pages is not a challenge to the trademarks or copyrights concerned. Challenge, managing editor, 1986-1989.

2 TABLE OF CONTENTS INTRODUCTION ...... 4 ASYM Racial Origins, Asym Physiology ...... -5 Asym Psychology ...... 7 Horneworld: Artoria ...... 8 Asym History ...... Asym Society, Asym Character Generation, Other Game Rules, Travel and Starships ...... 10 Quick Role-Playing Tips, Imperial Asym Encounter ...... ll Native Asym Encounter ...... I2 BYE-REN Racial Origins, Bye-Ren Physiology ...... 13

Homeworld: Bye-Ren-Ay ...... I5 Bye-Ren Society ......

Native Bye-Ren Encounter ...... 19 THE CONTROLLED Racial o ...... 22

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Denaar Psychology ...... Horneworld: Denaar, Denaar Society ......

Native Denaar Encounter ...... 35

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s, Imperial Graytch En ...... 44

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Hresh Physiology ...... Hresh Psychology ...... Sample...... file ......

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...... Nunclees History ...... nclees Character Generation, Other Game Rules ...... Quick Role-Playing Tips, Imperial Nunclees Encounter, Native Nunclees Encounter ...... THE PROVIDERS Racial Origins, Provider Physiology ...... 83 Provider Psychology ...... 84 Homeworld: Hydractus, Provider Society ...... 85 Provider History ...... Provider Character Generation, Other Game Rules, Travel and Starships, Quick Role-Playing Tips, Native Provider Encounter, Imperial Provider TEKUNDU Racial Origins, Tekundu Physiology ...... go Tekundu Psychology ...... Homeworld: Yulani, Te ociety ...... 92 Tekundu History, Tekundu Character Generation, Other Game Rules ...... Travel and Starships, Quick Role-Playing Tips, Imperial Tekundu Encounter, Native Tekundu Encounter ...... TRAKll Racial Origins, Trakii Physiology ...... 96 Trakii Psychology ...... 97 Homeworld: Trakiini, Trakii Society, Trakii History ...... 98 Trakii Character Generation, Other Game Rules, Travel and Starships, Quick Role-PI .. .99 NativeTrakii Encounter ...... 100 WILDSTORM ART GALLERY ...... lo1 INTRODUCTION The Traveller universe moves to the rhythms of the massive Imperium. The milieus build upon its history, the origins of different incarnations of the empire, and its many encounters with the sur- rounding alien communities of stars dominated by the other major races-the Aslan, Hivers, Kkree, Vargr, plus the Vilani’s brothers in humaniti, the Solomani and Zhodani. These races dominate the landscape of local stars, expanding and contracting with the regular tempo of their interstellar unions. But within these vast expanses of space are thousands of worlds that have also spawned intel- ligent life. These “minor races,” dubbed so because their technologies have never achieved inter- stellar travel independently, are as evolved and varied as the major ones. The homeworlds of these races are sprinkled throughout the region of the Imperium, sometimes a part of it, sometimes inde- pendent, other times still absorbed into the community of a major alien race. Regardless, any mem- ber travelling among the stars does so as a guest of a superior technology. Less than 10% of the Imperial population is non-Vilani. Of these only 10% come from the minor races. Still, their numbers can be staggering, considering the trillions that live under the Imperial starburst. Locally, they can dominate a region, and more often than not still dominate their home- worlds. In their niches, the minor races’ influence can be very strong. The New Minor Races Imperial Encounters: There is an This volume presents twelve minor races for use encounter presented for each alien living in the in any Traveller campaign. Each is suitable for Imperium. This gives both the referee and play- non-player and player character status. ers a glance at the race filling a role in the main- Homeworlds: Homeworld locations are pur- ly human interstellar community. posely left vague so you can place the aliens Native Encounters: There is also an exam- anywhere in the region of the Imperium. Of ple of each race encountered on its native world. course, it is still possible to include these aliens This gives the referee a good example to build into your game without ever specifying the loca- on and lets the characters experience a bit of tion of their homeworld; most of the alienSample races the file native culture for each race. have significant populations living in the Imperium, far from their homes. Character Generation: Rules are given to create characters for each alien race using the existing Traveller rules. Generally, these charac- ters utilize the existing character generation rules with modifications based on physiology, psychology, or technology.

4 ASYM Aysms embody every element of curiosity, tinkering, and collecting. They are asymmetrical bipeds from gath- eredomnivore stock. In their natural or defensive position, the head rests down into a fleshy cavity in the torso, making the Asym 1.3 to 1.5 meters tall. But when they need to they can extend the "head" with its single large eye and triangulated ears, on a telescoping neck another half meter. They have two arms, the left one very powerful and thick, the right very slender and delicate. They have two prehensile tails, one branching out from the base of the spine just above the legs, the other emerging from mid back. An Asym's legs are short and muscular, with broad, flat, tough feet. The Asym native language is harsh and grinding, depending on the snapping of the tongue against the teeth as well as barks and groans developed in the body cavity, but humans can learn to imitate it. They call themselves the kotch-cho-ba, which translates to "home people" or "people of the guided eye," depending on the region of their homeworld. To humans, the most notable feature of the race at first glance is that their upper torso is asymmetrical. They are known, therefore, as asyms throughout the Imperium. They are also known colloquially as "pack rats" or "double tails." Racial Origins Asym Physiology Asym are native to a rocky, harsh world where the A full grown Asym weighs 50 to 80 kilograms. At rest, deserts and rock wastes have gradually taken over they stand between 1.3 and 1.5 meters tall, though from once-rich and fertile grounds. Their ancestors their telescoping necks can stretch this by another emerged from the dwindling grass and forest lands half meter. onto the widening wastelands as primitive gatherers. Body Composition: An Asym stands on two Their diet switched from grains and leaves to moss- legs supporting a thick, asymmetrical torso. The left es and fungus-like growths. Specialization of their half of the torso is dominated by thick muscles and limbs appears to have occurred during this period. bones to support the leverage of the powerful left One arm developed great strength for lifting large arm. The large left shoulder is covered with a black, stones and boulders, the other grew slender to reach and remove the meager nourishment growing Asym Skeleton beneath. Competitors for the dwindling food supply forced the Asym to congregate into communities largerSample than file a single family. The first tribes were pure hunters, preying on all other species and even each other, nearly wiping their own kind out; there is consider- able evidence of cannibalism during this period. However, this can't have been a productive tribal lifestyle since they appear to have switched to coop- erative gathering and protection from predators in just a few centuries. Their world suffered a large meteor impact dur- ing this tribal period, now 12,000 standard years ago. A large ice asteroid impacted the southern hemisphere with cataclysmic effect. Archaeological evidence notes the passing of many species as the light of the sun was diminished drastically by dust carried high in the atmosphere. Many of the fallen species were competitors or predators of the primi- tive Asym, so when they emerged into the post- impact world their numbers swelled drastically. Agriculture and civilization soon followed, along with intricate vocal and written communication. The Asym have since dominated their world, reaching an independent tech level of 8. 5