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Updated Traveller Racial Templates

While there are countless factors that have kept people playing Traveller for the past three decades, its races may be the biggest draw. From the honorable Aslan to the unpredictable Vargr, Traveller is full of aliens that are fun to encounter and fun to play. The GURPS Traveller: Alien Races books introduced these species to GURPS fans everywhere -- and now that GURPS Fourth Edition has been released, many of those gamers are looking to move their Traveller games to the new system.

This page upgrades all of the "major race" templates to Fourth Edition. Note that these templates are not strict, trait-for-trait conversions; instead, I strove to capture a race's physical, mental, and social essence. Also note that I deliberately left out the Low TL and High TL traits, as these are dependent upon the community the character grew up in, not on race. Remember my house rule on flavor traits -- if you don't agree with it, you'll want to adjust the value of Extended Lifespan, Short Lifespan, and Regrowth in the templates below.

Disadvantages listed in italics can be "bought off", as they are a product of social conditioning. Other disadvantages cannot; they are either physical, external to the character, or are hardwired into their brain.

Note that a GCA datafile for these templates is available in the GCA section of this site.


Aslan (Male): 2 points

    Aslan average 2" taller and 45 lbs. heavier than a Human of the same ST.

    Attribute Modifiers: ST +1 [10]; DX -1 [-20].
    Secondary Characteristic Modifiers: FP +1 [3].
    Advantages: Acute Hearing +3 [6]; Acute Taste/Smell +3 [6]; Claws (Talons) [8]; DR 1 (Tough Skin, -40%) [3]; Enhanced Move 1 (Ground; Fatigues after 5 seconds instead of 15, -5%) [19], Extended Lifespan 1 [1]; Night Vision 9 [9]; Perk (Fur) [1]; Temperature Tolerance 1 (Cold) [1].
    Disadvantages: Code of Honor (Fteir) [-15]; Greed (12) [-15]; Intolerance (Non-Aslan) [-10]; Short Lifespan 1 (Only affects frequency of aging rolls, -50%) [-2].
    Quirks: Incompetence (Merchant) [-1]; Only considers land (and to a lesser extent, goods and services) to have any value [-1]; Proud [-1].
    Features: Aslan use most other races' handheld equipment at -2 to skill and vice-versa [0].

Female Lens: +0 points

    More pragmatic and capable of handling money, though less renowned as warriors. Remove ST bonus [-10]. Reduce Greed (12) to Greed (15) [+8]. Remove all Quirks except Proud [+2].

"Racial Aslan" Lens: +27/+26 points

    Non-Fteir Aslan, raised in the Imperium. Remove Code of Honor [+15], Intolerance [+10], Incompetence [+1/+0], and Proud [+1]. Increases Male Aslan cost by +27 points (to 29) or Female Aslan cost by +26 (to 28).

Design Notes: The Aslan "land quirk" could be seen as a significant disadvantage, as it prevents Aslan males from negotiating above the level of barter, but it also reduces the situations in which the Greed disadvantage will come into play (and is thus not as much of a hindrance.) An Aslan male will never feel tempted by offers of money or titles.


Droyne: -32 to 29 points

    Droyne come in six different castes, each with their own template. The traits common to all Droyne are represented below as a meta-trait. A ST 7 Droyne will stand about 3'6" and weigh 65 lbs. Add 6" and 10 lbs. for each +1 ST or subtract half as much for each -1 ST. Some ST 9 Droyne and all Droyne of ST 10 or higher thus have SM 0 instead of SM -1.

Droyne Meta-Trait: Claws (Blunt) [3]; Detect (Oytrip; Analyzing, +100%; Long-Range, +50%; Precise, +100%; Telepathic, -10%) [17]; Flight (Gravity Restrictions, -15%; Winged, -25%) [24]; Invisibility (Can Carry Objects: Medium Encumbrance, +50%; Switchable, +10%; Glamour: Will-3, -15%; Telepathic, -10%) [54]; Night Vision 4 [4]; Peripheral Vision [15]; Striker (Tail; Crushing; Limited Arc, Behind, -40%) [3]; Secret (Psionic) [-10]; Short Lifespan 1 (Only affects thresholds, -50%) [-2]; Vulnerability (Crushing x2) [-30]; Feature (Can induce Krinaytsu) [0]. SM -1. 78 points.

Chirper or Young Droyne: -32 points

    Attribute Modifiers: ST -3 [-30]; DX -1 [-20]; IQ -2 [-40].
    Advantages: Droyne [78].
    Disadvantages: Hidebound [-5]; Social Stigma (Second-Class Citizen or Minor) [-5]; Status -2 [-10].

Droyne Drone: 5 points

    Attribute Modifiers: ST -3 [-30].
    Advantages: Claim to Hospitality (Oytrip) [2]; Droyne [78].
    Disadvantages: Addiction (Purpose; Highly addictive [-5]; Duty (Oytrip; Nonhazardous; 15 or less) [-10]; Gregarious [-10]; Hidebound [-5]; Selfless (12) [-5]; Sense of Duty (Oytrip) [-5]; Status -1 [-5].

Droyne Leader: 24 points

    Attribute Modifiers: ST -3 [-30]; DX -1 [-20]; IQ +1 [20].
    Advantages: Claim to Hospitality (Oytrip) [2]; Droyne [78]; Status 1 [5].
    Disadvantages: Addiction (Purpose) [-1]; Duty (Oytrip; Nonhazardous; 15 or less) [-10]; Chummy [-5]; Hidebound [-5]; Selfless (12) [-5]; Sense of Duty (Oytrip) [-5].

Droyne Sport: 29 points

    Attribute Modifiers: ST -3 [-30].
    Advantages: Claim to Hospitality (Oytrip) [2]; Droyne [78].
    Disadvantages: Addiction (Purpose) [-1]; Duty (Oytrip; Nonhazardous; 15 or less) [-10]; Selfless (12) [-5]; Sense of Duty (Oytrip) [-5].

Droyne Technician: 20 points

    Attribute Modifiers: ST -3 [-30].
    Advantages: Artificer 1 [10]; Claim to Hospitality (Oytrip) [2]; Droyne [78].
    Disadvantages: Addiction (Purpose; Totally addictive) [-10]; Duty (Oytrip; Nonhazardous; 15 or less) [-10]; Gregarious [-10]; Selfless (12) [-5]; Sense of Duty (Oytrip) [-5].

Droyne Warrior: 22 points

    Attribute Modifiers: DX +1 [20]; IQ -2 [-40]; HT +1 [10].
    Advantages: Claim to Hospitality (Oytrip) [2]; Droyne [78]; Striker (Tail; Crushing; Long, +100%) replaces the existing Striker [7].
    Disadvantages: Addiction (Purpose; Totally addictive) [-10]; Duty (Oytrip; 15 or less) [-15]; Gregarious [-10]; Hidebound [-5]; Selfless (12) [-5]; Sense of Duty (Oytrip) [-5]; Status -1 [-5].

Droyne Worker: 5 points

    Attribute Modifiers: ST +1 [10]; DX -1 [-20]; IQ -2 [-40]; HT +1 [10].
    Advantages: Claim to Hospitality (Oytrip) [2]; Droyne [78]; Very Fit [15].
    Disadvantages: Addiction (Purpose; Totally addictive) [-10]; Duty (Oytrip; Nonhazardous; 15 or less) [-10]; Gregarious [-10]; Hidebound [-5]; Selfless (12) [-5]; Sense of Duty (Oytrip) [-5]; Status -1 [-5].

Design Notes: The Status levels above are for the Imperium as a whole and thus do not match the Droyne Status Table on p. ARIII95, which is inflated by one level to reflect Droyne society. In keeping with Traveller canon, Droyne do not read each others' minds, but instead use Detect to check on their fellow oytrip members. (The Analyzing enhancement tells the Droyne which member(s) he's scanning, and a further IQ roll will reveal their general status and situation.) To create a community of flightless Droyne, remove Flight and Vulnerability (increasing template cost by +6 points.)


Hiver: -29 points

    A ST 10 Hiver is 3' thick, 10' across when outstretched, 5' high in normal stance, and 330 lbs. Add or subtract 20 lbs., 2" of thickness and height, and 4" of outstretched width for each point of ST difference.

    Secondary Characteristic Modifiers: Basic Speed -2.00 [-40].
    Advantages: 360-Degree Vision [25]; DR 1 (Tough Skin, -40%) [3]; Extra Arms +4 (Foot Manipulators, -30%) [28]; Extra Legs (4 Legs) [5]; Flexibility (Double-Jointed) [15]; High Manual Dexterity +2 [10]; Infravision [10]; Injury Tolerance (No Brain) [5]; Regrowth [10]; Resistant to Telepathy +8 (Anti-Psi, -0%) [7]; Vibration Sense (Air) [10].
    Disadvantages: Callous [-5]; Cannot Speak (Mute; Mitigator, Chest computer, -60%) [-10]; Combat Paralysis [-15]; Cowardice (6) [-20]; Curious (6) [-10]; Invertebrate [-20]; Low Pain Threshold [-10]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Post-Combat Shakes (6) [-10].
    Quirks: Chauvinistic [-1]; Virus magnet -- roll HT+2 every month or come down with an annoying but treatable illness [-1].

Design Notes: Cowardice and Post-Combat Shakes can be reduced in severity, but require GM permission (and a recommended 5-point Unusual Background each) to buy off completely. The self-control rating for Curious can be raised, to a maximum of 15, but the disadvantage cannot be bought off; that would be the equivalent of brain damage to a Hiver. The -3 to HT from Weak Immune System and the +4 from Panimmunity (in Third Edition) largely cancelled each other out; the only effect was the possibility of catching an annoying virus every month, which is left as a physical Quirk.

Ithklur: 62 points

    A ST 13 Ithklur is typically 7' tall and weighs 400 lbs. Add or subtract 2" and 25 lbs. for every point of ST difference.

    Attribute Modifiers: ST +3 (Size, -10%) [27]; DX +1 [20]; HT +1 [10].
    Secondary Characteristic Modifiers: SM +1.
    Advantages: Acute Taste/Smell +3 [6]; Claws (Blunt) [3]; DR 1 [5]; Infravision [15]; Striker (Tail; Crushing) [10]
    Disadvantages: Bloodlust (12) [-10]; Code of Honor (Ithklur, see p. ARIII26) [-15]; Obsession (Gain enlightenment) (12) [-5]; Odious Racial Habit (Prankster) [-5]; Overconfident (12) [-5].
    Racial Skill Bonuses: +1 to Animal Handling [2]; +2 to Gardening [4].


K'Kree (Male): 13 points

    A ST 12 K'kree will stand about 6' or 7' tall and weight about 1000 lbs. Use judgment to adjust for ST.

    Attribute Modifiers: ST +2 (Size, -20%) [16]; IQ -1 [-20].
    Secondary Characteristic Modifiers: HP +10 (Size, -20%) [16]; SM +2.
    Advantages: Acute Hearing +2 [4]; Acute Taste/Smell +2 [4]; Claws (Hooves) [3]; Enhanced Move 1 (Ground) [20]; Extra Legs (Four) [5]; Empathy (Racial, -20%; Smell-Based, -20%) [9]; Lifting ST +10 (Lower Body Only, -40%; Size, -20%) [12]; Striking ST +10 (Lower Body Only, -40%; Size, -20%) [20]; Temperature Tolerance 2 [2].
    Disadvantages: Claustrophobia (9) [-22]; Fanaticism [-15]; Gregarious [-10]; Guilt Complex [-5]; Hidebound [-5]; Intolerance (All non-K'kree) [-10]; Reputation -2 (Intolerant Fascists; Everyone) [-10].
    Quirks: Careful posture -- takes one full turn to go prone, twice as long to change positions otherwise, and cannot "dodge and drop" [-1]
    Features: +2 on rolls to turn quickly; -2 on rolls to avoid falling over if shoved or struck. [0]

Female Lens: -35 points

    Add Combat Paralysis [-15], Duty (Raise children; 15 or less; Nonhazardous) [-10], and Social Stigma (Valuable Property) [-10]

Design Notes: The -40% limitation for Lower Body Only is priced comparably to the limitation for No Fine Manipulators, as it prevents the K'kree from bringing his strength to bear for anything involving his arms (such as lifting objects or using a weapon). The GM may wish to charge an Unusual Background for any K'kree who wants to buy off Claustrophobia or Gregarious; recommended values are 5 points to reduce the former, 10 points to buy it off, and 5 points to reduce or remove the latter.


Vargr: 16 points

    Vargr average 4" shorter and 10 lbs. lighter than a Human of the same ST.

    Attribute Modifiers: ST -1 [-10]; DX +1 [20].
    Secondary Characteristic Modifiers: Perception +1 [5]; FP -1 [-3].
    Advantages: Acute Taste/Smell +3 [6]; Acute Vision +1 [2]; Claws (Blunt) [3]; DR 1 (Tough Skin, -40%) [3]; Enhanced Move 1 (Ground; Fatigues after 5 seconds instead of 15, -5%) [19], Perk (Fur) [1]; Temperature Tolerance 1 (Cold) [1]; Teeth (Sharp) [1].
    Disadvantages: Cannot Kick [-5]; Chummy [-5]; Curious (12) [-5]; Easy to Read [-10]; Reputation -1 (Chaotic and easily swayed; Everyone) [-5].
    Quirks: Heavily influenced by Pack Reputation [-1]; Proud [-1].

Design Notes: Instead of Charisma, model the Vargr pecking order with Reputation (Small Group, Pack, x1/3), which may vary depending on one's actions.


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