TEXT:  
   
  - 00 - 
   
   
  Sophonts 
   
   The Traveller universe is filled with non-human sophonts. Many of these can be 
  created using the Traveller Sophont Creation System. The result is a completed Sophont 
  Creation Card: by which a player can generate sophont characters (both player-
  characters and non-player characters). 
   
   Sophont Creation is based on two far-reaching assumptions: 
   Intelligent Non-Humans. This system generates sophonts: intelligent races who exist in roughly the same planetary 
  environments as humans. They breathe atmospheric gases (or water) normally found on human-inhabited worlds and they can 
  live in roughly the same environments. 
   In Interstellar Society. Sophonts created by this system live within the greater social and economic structure of interstellar 
  society; they compete with everyone else (including humans) for jobs and positions in that society. Members of the created 
  race can pursue careers in the same way that any human character does. Members of the race can be player characters. 
   
  THE PURPOSE OF THE SOPHONT CREATION SYSTEM 
   The purpose of the Traveller sophont creation system is to 
  provide a variety of non-human characters to populate the 
  Traveller universe. Explorers visiting a world find it populated 
  with non-humans unlike those on neighboring worlds; 
  merchants trading with a world encounter unique non-
  humans to deal with; passengers on a starship find a variety 
  of strange and fascinating fellow passengers. 
   
   Each use of the Traveller Sophont Creation System 
  creates a unique intelligent race for Traveller. The results are 
  recorded on a Sophont Creation Card (this process does 
  not create a character: it records the information needed to 
  later create one or more characters for this specific race). 
   The Traveller Sophont Creation System is expressed as 
  a dice-driven random process, but it can also be used an a 
  deliberate system, with the use selecting elements from each 
  procedure to achieve specific results. 
   
   All of the details of Sophont Creation are allow the creation 
  of characters which use the same rules as apply to humans 
  (more or less) in Traveller. 
   Other Information. This Traveller Sophont Creation 
  Process necessarily refers to other information, rules and 
  charts from Traveller. Worlds are more fully created and 
  defined elsewhere. Character generation is more fully 
  detailed elsewhere. While this process strives to be 
  complete, this chapter cannot contain all relevant information, 
  and other chapters may need to be consulted. 
   
   
  WHAT SCS DOES NOT DO 
   The Traveller Sophont Creations System cannot create all 
  possible sophonts or address all possible situations. Clearly, 
  a referee can imagine and implement an alien lifeform which 
  falls outside the range of sophonts created here. 
   The TSCS does not create non-physical bodies, fantasy 
  creatures, or beings well outside the environment tolerable to 
  humans, and this list is not exhaustive. 
  q�
  THE WISE MAN’S GUIDE TO SOPHONTS 
  IISS, Encyclopediapolis, 1107 
   The preferred guide to the intelligent species of the 
  Imperium is published by the Imperial Interstellar Scout 
  Service as a continually updated database with a hardcopy 
  option. The text includes sophisticated search options and is 
  routinely consulted by naval and civilian crew before contact 
  with an unfamiliar race.  
   The following are standard concepts for the Imperial 
  Interstellar Scout Service and its classification of sophonts. 
   
   Sentient. Endowed with feeling and unstructured 
  consciousness; generally aware and capable of action and 
  reaction, but guided more by instinct and desire than by 
  structured thought or planning. Able to adapt effectively to the 
  environment, either by making a change in oneself or by 
  changing the environment or finding a new one. Sentience is 
  often called animal intelligence. A tiger, a groat, and a gazelle 
  are all sentient. From the Latin for feeling. 
   Sapient. Possessing intelligence: the mental ability to 
  reason, think abstractly, comprehend ideas, and learn. 
  Generally capable of being educated and achieving insights. 
  Sapient and sophont are synonyms, but sapient generally 
  has a lower threshold. The traditional usage: sapients are 
  (still) bound to their original homeworld. Sapients are 
  intelligent. From the Latin for wise. 
   Sophont. Possessing intelligence: the mental ability to 
  reason, think abstractly, comprehend ideas, and learn. 
  Generally capable of being educated and achieving insights.  
  Sapient and sophont are synonyms, but sophont generally 
  covers a broader range. The traditional usage: sophonts 
  have traveled to the stars and have presences on other 
  worlds. Sophonts are intelligent. From the Greek for wise. 
  
   
   
  - 00 - 
  TERMINOLOGY 
   The following terms are used. 
   Species is a biological classification of beings which share 
  the same genetic and biological structures. Dog (Canis lupis) 
  is a species. Humanity (homo sapiens) is a species. 
   Race is a sometimes used term for an intelligent species. 
  Humanity is a race. Aslan is a race. Less frequently, race 
  refers to subdivisions within an intelligent species (for non-
  intelligent species, the equivalent is breed or subspecies 
  (poodle and spaniel are breeds or subspecies within the dog 
  species). 
   Alien (from the human point of view) is any non-human 
  intelligent species. However, because non-humans consider 
  humans aliens, a less point-of-view term is required: we use 
  the term sophont. 
   Sophont is any intelligent species. If the species has never 
  ventured beyond its homeworld, the alternative Sentient is 
  often used. 
   
  The Major Races 
   Interstellar society applies the term Major Race to sophont 
  civilizations which have independently invented/ developed/ 
  discovered jump drive. Because such civilizations also 
  become prominent over large regions, Major Race also refers 
  to the relative power or importance of the species. 
   The Minor Races. By default, any sophont civilization 
  which is not Major is Minor. Minor races most likely do not 
  venture far from their homeworld; they are typically 
  encountered on their homeworlds, a few neighbor worlds, 
  and in other systems within 10 parsecs of their homeworld.  
   
  HOW DO WE IDENTIFY A SOPHONT? 
   It’s easy to create a name for a race of Sophonts (really no 
  more than random words), but the standard reference to any 
  specific Sophont is the LongName: the racial name of the 
  Sophont accompanied by the homeworld name and its 
  homestar and orbital data. 
   For example,  
   
   The Urdushkha of Irdi (Irluush 5 [ F4 V ] ) 
   The Solomani of Terra (Sol 3 [G2 V] ) 
   The Aslan of Kusyu (Tyeyo-3 [ G4 V] ) 
   
   Non-Natives. Some worlds have a substantial population 
  of non-native sophonts. Where they live as a group on a 
  world, they are referred to as “from” if they are not on their 
  current homeworld. 
   For example, there is a substantial Terran settlement on a 
  world orbiting Vega: They are referred to as 
   
   The Solomani from Terra (Sol 3 [G2 V] ) 
   
  AN OVERVIEW 
   The SCS process proceeds through several pages of 
  charts: 
   Introduction. This introduction is an overview of the 
  Traveller Sophont Creation Process. 
   01. The Sophont Creation Checklist recapitulates the 
  steps necessary to create a Sophont race. 
   02. The Sophont Creation Card records the information 
  needed to generate a Traveller character from the created 
  race. 
   03. The Sophont Creation FillForm is a worksheet for 
  recording and calculating in the details of a Sophont. 
  Ultimately, this information is transferred to the Sophont 
  Creation Card. 
   
  The Solomani of Terra (Sol-3 [ G2 V ] ) 
   
   04. Basics. The process selects or creates a plausible 
  homeworld and determines the environment in which the race 
  evolved. 
   05. Environment. The process selects the homeworld 
  terrain and environmental conditions in which the sophont 
  evolved.  
   06. Characteristics. The process determines the six 
  personal characteristics for the race.  
   07. Caste. If the race has Caste as its social characteristic, 
  then the process determines the details of the racial caste 
  structure. This page is skipped if the race does not have 
  Caste. 
   08. Gender. The process determines the gender structure 
  of the race. 
   09. Life Stages and Aging. The process determines the 
  stages of life through which race members pass: from infancy 
  to retirement. This information is used to determine the 
  lifespan and the effects of aging. 
   10. The Senses. Races may have the same senses as 
  humans, or they may be different. The process determines 
  which senses the race has and how the senses function. 
   11. Sophont Body Structure. The process determines the 
  basic physical structure (symmetry, number of limb groups, 
  location of the brain case, and location of the senses) of the 
  race. It also determines details of appearance (armor, skin 
  appearance, natural weapons, and body fluids) of the race. 
  These details may or may not be of any use in most play. 
  Many are for background.  
   12. Special Abilities. Tables determine the presence or 
  absence of special abilities, with availability to the race as a 
  whole, to members of genders, and to members of castes. 
  This page also contains the skill lists for Skill-based Caste. 
   13. Manipulators. Images illustrate the abilities of the 
  manipulators assigned under Body Structure. 
   14. Uniques. The process suggests structures for those 
  rare sophonts who have unique or non standard abilities. 
   15. Size. Formulae calculate the average or expected size 
  for the sophont based on characteristics, and against a 
  standard of Human =100. 
  
   
   
  - 00 - 
   16. Example Sophont Description. A sample description 
  for a sophont shows in detail how characters may encounter 
  data entries on a sophont. 
   17. Example NIL Description. The NIL Native Intelligent 
  life short format for describing sophonts is described. 
   18. Example Sophonts. A (non-exhaustive) list of 
  sophonts in the Traveller universe is provided. 
   
  THE SOPHONT CREATION CARD 
   Centralized record keeping for Sophont Creation is 
  provided by the Sophont Creation Card. The two-sided card 
  records the details of the Sophont, and serves as the 
  reference tables for creating sophont characters. 
   The Fillform. The Fillform is a worksheet designed to 
  make Sophont creation a smooth process. 
   
  04. HOMEWORLDS 
   The Homeworlds Page details the creation of the native 
  star system and world for the Sophont. 
   Pre-Existing Information. If information on the homeworld 
  and homestar is available, it may be used. It should conform 
  in structure to the information generated here. 
   Plausible Homeworlds. A homeworld is plausible if it has 
  Atmosphere 2 through 9 and a Population of 7+. 
   
  Stars 
   Stars are identified by their Spectral type and Size in the 
  format G2 V, where G is the Spectral Type (taken from 
  OBAFGKM), 2 is the Spectral Decimal (in the sequence 
  0123456789), and V is the Size (in the sequence Ia-Ib-II-III-
  IV-V-VI-D). 
   This creation page ignores multiple stars. If present, they 
  are lesser than the HomeStar and of no real importance in 
  the Sophont Creation process. 
   Naming and Identifying Stars. A star is typically named 
  and identified. For example, 
   
   Sol (G2 V) 
   
  Worlds and Orbits 
   The location of the homeworld in the system is important. 
  Worlds may be planets (orbiting the star) OR satellites 
  (orbiting a planet).  
   Worlds are identified by their name or by their starname 
  and orbit. Planet orbits are numbered in the sequence 0-1-2-
  3-4-5-6-7-8-9-10-11-12. 
   For example, 
   
   Terra (Sol 3) 
   
   Satellites are identified by their name, or by their starname 
  plus the orbit of their planet and the satellite orbit. Satellite 
  orbits are identified by letters in the sequence: Ay-Bee-Cee-
  Dee-Ee-Eff-Gee-Aitch-Eye-Jay-Kay-Ell-Em-En-Oh-Pee-Que-
  Arr-Ess-Tee-Yu-Vee-Dub-Ex-Wye-Zee. 
   
   For example, 
   
   Luna (Sol 3 Em) 
   
   The Habitable Zone HZ. The Habitable Zone Orbit Table 
  shows the orbit number for the Habitable Zone, which is the 
  orbital distance at which a typical world experiences 
  temperatures and climate hospitable to humans and similar 
  sophonts. 
   
   
  The Bwaps (Newts) of Maharaban 
   
   A world which is in the HZ (noted as HZ=0 or simply HZ) is 
  Temperate. It has a range of temperatures, but the world is 
  generally hospitable or habitable. 
   A world which is one orbit closer to the star (HZ= -1) is Hot; 
  circumstances such as albedo and greenhouse effect lessen 
  the heat effects to allow the world to be habitable, although it 
  is at the upper temperature limits of human habitability. 
   A world which is one orbit farther from the star (HZ= +1) is 
  Cold; albedo and greenhouse effects may lessen cold effects 
  to allow the world to be habitable, but it is at the lower 
  temperature limits of human habitability. 
   A world closer than HZ= -1 is too hot for routine 
  occupation. Such worlds however, in Orbit 0 or 1 have a 
  habitable Twilight Zone. 
   A world farther than HZ= +1 is too cold for routine 
  occupation. 
   Satellites are classified for habitability based on the orbit 
  their planet or gas giant occupies. 
   
  Natives 
   If a world has Population 7 or higher and Atmosphere 2  
  through 9, it has a Native population and is suitable for 
  Sophont Creation. 
   Extinct Natives. If a world has Atmosphere 2 through 9 
  and Population 0, then a Native Population can be created, 
  but it is Extinct. There may be ruins of the extinct sophonts 
  scattered about the world. 
   Exotic Natives. If a world has Atmosphere A+ and 
  Population 7+, its Natives are Exotic. They breathe exotic 
  atmospheric gases and require protective suits and breathing 
  gases in human friendly environments. 
   Special Cases. There is also always the chance that the 
  native population is in decline (less than Pop=7), or 
  undiscovered (probably less than Pop=7) in remote terrain. 
   
  Non-Natives 
   Sophont inhabitants of a world may be non-native, 
  including Transients, Settlers, Colonists, Corporate, and 
  Transplants. 
  
   
   
  - 00 - 
  05. NATIVE ENVIRONMENT 
   The Native Environment page details the evolutionary 
  origins of the Sophonts: the terrain in which they evolved, 
  and the type of locomotion they use, and the ecological niche 
  their forebears occupied. 
   
  Native Terrain and Locomotion 
   The native terrain for the Sophonts provides insights into 
  the origins of the species, and influences the type of 
  locomotion it uses. 
   Terrain. Eleven general terrain types are specified. If the 
  world has a Twilight Zone, special terrain types are allowed. 
   Locomotion. The system of movement for the Sophont is 
  detailed, and further influences the physical structure of the 
  Sophont. 
   
  Ecological Niche 
   The ecological niche and subniche shows what position in 
  the food chain the Sophont occupies. 
   
  06. CHARACTERISTICS 
   The Characteristics page details the assignment of the 
  physical, mental, and social characteristics for the Sophont. 
  Separately, the number of dice rolled for each Characteristic 
  is determined. 
   Humans. Humans have characteristics Strength, Dexterity, 
  Endurance, Intelligence, Education, and Social Standing. 2D 
  is rolled for each characteristic. 
   
  Big Sophonts 
   The extreme upper reaches of the Characteristic Values 
  Table produces Characteristics with values 4D 5D or 6D. 
  Because the lower range of these rolls produces abnormally 
  low values, the first two dice of each roll are automatically 6 
  each.  
   For example, for a sophont rolling C1 Str = 4D, the actual 
  roll is 12 + 2D. 
   
  07. CASTES 
   The Castes page details the structure of Castes for the 
  sophont. If Characteristic C6 does not equal Caste, this page 
  is skipped. 
   The Central Concept. The Caste Creation process 
  creates a Caste Generation Table with entries 02 through 12; 
  when the SCC is used to create individual characters, this 
  table is used when determining individual Caste for a 
  character. For example, in the process of creating four 
  different Sophonts (we’ll call them the Ay, Bee, Cee, and  
  Dee), each with Body Caste Structure. For each, the creator 
  rolls Flux for each entry. He will need nine rolls for each 
  Sophont. The (example) rolls are 
   
   
  EXAMPLE ROLLS 
    
  02 03 04 05 06 07 08 09 10 11 12 
   Ay 
  0 
  0 
  0 
  0 
  0 
  x 
  0 
  0 
  0 
  0 
  x 
   Bee 
  -5 
  -4 
  -3 
  -2 
  -1 
  x 
  0 +1 +2 +3 
  x 
   Cee 
  +5 +4 +3 +2 +1 
  x 
  0 
  -1 
  -2 
  -3 
  x 
   Dee 
  0 +1 
  -1 +2 
  -2 
  x +3 
  -3 +4 
  -4 
  x 
   (This is a table of example die rolls to help understand 
  Sophont Caste Creation. Each row is a pregenerated set of 
  Flux rolls used in the example. The first row [Ay] is a constant 
  roll of zero [column 7 does not need a roll]. Row Bee starts at 
  -5 and works its way up; Row Cee works its way down. Row 
  Dee is random.) The rolls create the results below: 
   
  The Hivers of Guaran ( Primary- 2 [ K1 V ] ) A667800-F 
   
   
  Specimen Caste for the Ay, Bee, Cee, and Dee 
  F Entry Ay 
  Bee 
  Cee 
  Dee  
  1 K02 
  Muscle 
  Healer 
  Claw 
  Muscle 
  2 K03 
  Muscle 
  =Gender 
  =Special 
  Muscle 
  3 K04 
  Muscle 
  Antibody 
  Voice 
  Memory 
  4 K05 
  Muscle 
  Sensor 
  Muscle 
  Muscle 
  5 K06 
  Muscle 
  Memory 
  Muscle 
  Sensor 
  6 K07 
  Muscle* 
  Muscle* 
  Muscle* 
  Muscle* 
  5 K08 
  Muscle 
  Muscle 
  Muscle 
  Voice 
  4 K09 
  Muscle 
  Muscle 
  Memory 
  Antibody 
  3 K10 
  Muscle 
  Muscle 
  Sensor 
  =Special 
  2 K11 
  Muscle 
  Voice 
  Antibody 
  =Gender 
  1 K12 
  Brain* 
  Brain* 
  Brain* 
  Brain* 
  F= Frequency: the number of times this entry is expected to 
  occur out of 36 rolls. * Automatic Entry. 
   
   These tables are used in Character Generation; a player 
  creating an individual sophont character for the Ay Bee Cee 
  or Dee would use this table to determine the Caste for the 
  character:  
   Ay caste characters are almost all Muscles. One in 36 is a 
  Brain. 
   Bee caste characters have a one in 36 chance (entry 02) of 
  being a Healer. They have a dedicated gender member. 
   Cee caste characters have a one in 36 chance of being a 
  Claw (some sort of warrior) (entry 02). Note that they have 
  Special caste (which is then determined from the Special 
  column). 
   Dee caste characters have a 12 in 36 (1 in 3) chance of 
  being a Muscle (entries 02, 03, 05, 07). They have both a 
  special and a gender entry. 
   
  08. GENDER 
   The Gender page details the structure of Genders for the 
  sophont. Information about Gender is recorded on the back 
  of the SCC. 
   The term Gender is used to convey a combination of 
  social, cultural, and reproductive concepts not fully conveyed 
  by the term Sex. 
   The Central Concept. The Gender Creation process 
  
   
   
  - 00 - 
  creates a Gender Generation Table with entries 02 through 
  12; when the SCC is used to create individual characters, the 
  Gender Generation Table is used when determining 
  individual Gender for a character. For example, in the 
  process of creating four different Sophonts (we’ll call them 
  the Ay, Bee, Cee, and Dee), each with Dual Gender 
  Structure. For each, the creator rolls Flux for each entry. He 
  will need nine rolls for each Sophont.  
   The (example) rolls are 
   
    
  02 03 04 05 06 07 08 09 10 11 12 
   Ay 
  x 
  x 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
   Bee 
  x 
  x 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 +1 +2 +3 
   Cee 
  x 
  x +5 +4 +3 +2 +1 
  0 
  -1 
  -2 
  -3 
   Dee 
  x 
  x 
  0 +1 
  -1 +2 
  -2 +3 
  -3 +4 
  -4 
   
  Specimen Gender for the Ay, Bee, Cee, and Dee 
  F Entry Ay 
  Bee 
  Cee 
  Dee  
  1 K02 
  Female* 
  Female* 
  Female* 
  Female* 
  2 K03 
  Male* 
  Male* 
  Male* 
  Male* 
  3 K04 
  Female 
  Female 
  Male 
  Female 
  4 K05 
  Female 
  Female 
  Female 
  Male 
  5 K06 
  Female 
  Female 
  Male 
  Male 
  6 K07 
  Female 
  Female 
  Male 
  Male 
  5 K08 
  Female 
  Male 
  Male 
  Female 
  4 K09 
  Female 
  Female 
  Female 
  Male 
  3 K10 
  Female 
  Male 
  Male 
  Female 
  2 K11 
  Female 
  Male 
  Female 
  Female 
  1 K12 
  Female 
  Male 
  Female 
  Female 
  F= Frequency: the number of times this entry is expected to 
  occur out of 36 rolls. * Automatic Entry. 
   
   These tables are used in Character Generation; a player 
  creating an individual sophont character for the Ay Bee Cee 
  or Dee  would use this table to determine the Caste for the 
  character:  
   Ay gender characters are predominately Female (out of 36, 
  3= Male; 33= Female). 
   Bee gender characters (out of 36, Male= 13; Female= 23). 
   Cee gender characters (out of 36, Male = 24; Female= 12). 
   Dee characters (out of 36, Male = 21; Female = 15). 
   
  09. LIFE STAGES 
   The Life Stages page recounts the various developmental 
  periods in the life of a Sophont. Life Stages are reckoned in 
  Terms. 
   Humans. Humans begin life with a two year infancy (a half 
  Term) followed by nine Life Stages of two Terms each (=74 
  years. 
   Non-Humans. Different sophonts can have Life Stages of 
  different lengths. Each Life Stage (after Infancy) may be as 
  short as zero Terms (effectively skipped) and as long as four 
  Terms. 
   For example, a very-long-lived (and very rare) Sophont 
  could have all Life Stages four Terms (16 years) long. After 
  its two-year Infancy, nine 16-year Terms gives the Sophont a 
  life expectancy of 146 years or more. On the other hand, a  
  very-short-lived (and also very rare) Sophont could roll ones 
  on the Life Stage Duration table: for a two-year infancy, a one 
  Term childhood, and a one Term Peak: giving a Life 
  Expectancy of 10 years. 
   
  10. THE SENSES 
   The Senses page determines the possible senses and 
  their parameters for the Sophont. The senses are more 
  specifically detailed in the Sense chapter. 
   Senses are identified by Strings of applicable digits that 
  control precisely how a sense works. 
   Vision. The vision string includes a constant that controls 
  Vision Actions and the three specific wavelengths 
  (sometimes called colors, and ranging from the ultra-violet to 
  the infra-red) which can be seen. 
   Hearing. The Hearing String includes a constant that 
  controls Hearing Actions. It also shows the central sound 
  frequency (and what frequencies on either side) that can be 
  heard; and the central sound frequency (and side 
  frequencies) use by the voice. 
   Smell. The Smell String includes a constant that controls 
  smelling, and evaluates its sharpness. The characteristic 
  scent for the Sophont is also created. 
   Touch. The Touch String includes a constant that controls 
  the sense of touch, and evaluates it sensitivity. 
   Awareness. The Awareness String includes a constant 
  that controls Awareness, and evaluates its acuity. 
   Perception. The Perception String includes a constant that 
  controls Perception, evaluates its acuity, and gives strength 
  to the ability express oneself in Perception Voice. 
   
  Language Medium or Type 
   The Language used by a Sophont is dependent on the 
  senses available. The tables determine the primary 
  Language form for the sophont. 
   
  11. BODY STRUCTURE 
   The Body Structure page determines the essential 
  structure of the sophont, including the location of the brain 
  and senses, the number and types of limbs, and a variety of 
  body features. 
   
  12. SPECIAL ABILITIES 
   The Special abilities page determines special abilities 
  available to the race as a whole, or to members of genders or 
  castes. 
   
  13. MANIPULATORS 
   The manipulators assigned under Body Structure are 
  illustrated. 
   
  14. UNIQUES 
   In order to take into account non-standard or unusual 
  abilities, body structures, or body processes, the Uniques 
  chart shows several possible concepts. 
   
  15. SIZE 
   The Size chart shows formulae for calculating body size 
  (based on Human=100) for the Sophonts. 
  Why Aren’t These Races Called Aliens? 
   Humans see non-humans as aliens; but non-humans see humans as aliens. We need a word that conveys the idea of an 
  intelligent species. Aliens doesn’t work.  Extra-terrestrial (besides being too long) excludes those who live on Terra, and most 
  humans don’t live on Terra anyway. Xeno (Greek for stranger) is basically a synonym for alien. 
   Sophont (originated by Karen Anderson, and appearing first in works by Poul Anderson about 1966) fits the requirements: 
  “an intelligent being more or less equivalent in reasoning power with humans.” Accepted usage excludes machines unless they 
  have true artificial intelligence (and not just great processing power). 
  
   
   
  - 00 - 
  AN UNCONVENTIONAL OVERVIEW OF HUMANITY 
   It is possible to describe a Sophont in alternate ways, each of which has its own validity. A conventional, egalitarian view of 
  humanity produces the WGTS entry below.  
   
  From Page 6 of  
   Wiseman's Guide To Sophonts ( Solomani Rim edition ). 
   
    The Solomani of Terra (Sol 3 [ G2 V ] 
   
  HomeWorld Profile: Terra A877B99-D 
   Terra ( Sol 3 ) is a temperate world orbiting a G2 V 
  primary. 
   
  System Details  
   The Sol system contains 4 worlds (plus various minor 
  planets and satellites), four gas giants, and one planetoid 
  belt.  
   
  Body Structure  
   Solomani are bilateral bipeds (classified HBS-T-AN-LN-N). 
  The Solomani body structure consists of a head with brain 
  and senses and a torso with two limbgroups. Limbgroup one 
  has arms with hands. Limbgroup three has legs. Under the 
  LG4 FN-FN standard classification system, LG2 LG4 are 
  omitted. The Solomani body is characterized by a bony 
  interior skeleton covered by skin. Interior body fluids are 
  blood.   
   The Solomani are Plains Walkers: generally adapted to 
  and most comfortable in plains terrain.  These sophonts 
  originally occupied the Omnivore Hunter/Gatherer ecological 
  niche. Solomani breathe Air-8.   
   The genetic profile is SDEIES. The Solomani have an 
  average life expectancy of  74 years.  On the standard 
  Imperial Size spectrum (where humans are 100), the 
  Solomani are size ranked 100 . 
   
  Gender Structure 
   
   The Solomani have a Dual ( technically FM ) gender 
  structure.  The reported gender census (IISS Survey Report: 
  420-892R) is Female: 51, Male: 49. ( shown as percentages). 
   Gender Based Differences. Observed differences 
  between genders roles include:  none significant. 
   
  Caste Structure 
   The Solomani have no apparent caste; any differences 
  within the species appear to be cultural in nature. 
   
  Sensory Abilities 
   
   The Solomani have a range of senses which includes 
  Vision, Hearing, Smell, and Touch.  
   The sense of vision is generally Standard; Solomani eyes 
  are sensitive to the band: RGB.  
   The sense of hearing is generally standard.  
   The sense of smell is generally inferior.  
   The sense of touch is generally standard.  
   The Solomani sense of Vision is dominant. 
   The racial scent is HUM-7FV (based on an IISS survey). 
   
  Special Abilities. Talents.  
   There is no indication of special abilities or talents. 
   
  From Page 6 of  
   Sophontology Rethought ( Solomani Rim edition ). 
   
   [Only alternative texts shown.] 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gender Structure 
   
   The Solomani have a Group (technically 1234 )  gender 
  structure.  The reported gender census (IISS Survey Report: 
  420-892R) is One: 46, Two: 44, Three: 5, Four: 5 ( shown as 
  percentages).  
   Gender Based Differences. Observed differences 
  between genders roles include:   
   The One (corresponds to Female) is the baseline. 
   The Two (corresponds to Male) is generally slightly 
  stronger; slightly less dexterous; slightly less endurant. 
   The Three (corresponds to Neuter [non-breeding; Male 
  pattern. Gay] is generally equivalent to Male. 
   The Four (corresponds to Neuter [non-breeding; Female 
  pattern. Lesb] is generally equivalent to Female. 
   
   
   
   
   
   
  Special Abilities. Talents.  
   There are reports that individuals are capable of Psionics 
  at low levels (approximately 10% of the population). 
   There are reports of individuals capable of Perception. 
   
   
   
   Supporting materials for this entry are on file at Encyclopediopolis on Reference, and at AAB data repositories throughout 
  the Imperium. 
   
  
   
   
  - 00 - 
   
   
  The Zhodani of Zhdant (Pliebr-2 [K0 V ] A6549C8-F 
   
   
   
   
   
   
   
   
   
  The Hivers of Guaran ( Primary- 2 [ K1 V ] ) A667800-F 
   
   
   
  The K’kree of Kirur ( Gzang-5 [ F1 V ] ) B863A03-F 
   
   
   
   
   
   
   
   
   
  The Vargr of Lair (Kneng-3 [G5 V ] ) A8859B9-F 
   
   
  
   
   
  - 00 - 
   
   
  The Aslan of Kusyu ( Tyeyo-3 [G4 V ] ) A876986-E 
   
   
  The Humans of Terra (Sol-3 [ G2 V ] ) 
   
   
   
  The Virushi of Virshash (Thintle-0 [ M1 D ]  DA86954-6 
   
  
  5�
  Sophonts-01- Checklist 
  !�
   
   
  Sophont Creation 
   The Sophont Creation Process creates a Sophont Creation Card 
  SCC which is then used as the basis for basic character generation of 
  the Sophont. 
   The steps and the charts involved are detailed here. 
  Sophont-01 
  Checklist 
   
   01. Introduction and Checklist. 
  This introduction is an overview and 
  checklist of the Traveller Sophont 
  Creation Process. 
   02. The Sophont Creation Card 
  records the information needed to 
  generate a Traveller character from the 
  created race. 
    A. Prepare a blank SCC. 
   03. Blank Fillform. 
    A. Prepare a blank Fillform. 
   04. Basics. The process selects or 
  creates a plausible homeworld. 
    A. Create a Homestar. 
     1. Flux for Spectral Type (Sp). 
     2. Roll for Spectral Decimal 0-9. 
     3. Flux for Spectral Size. 
    B. Determine Habitable Zone. 
    C. Create Homeworld. 
     1. Flux for World or Satellite. 
     2. Actual Orbit (HZ Var). 
     3. If Satellite, for Satellite Orbit. 
     4. Determine Homeworld SAHPG. 
     5. Note Climate. 
     6. Name Homeworld. 
    D. Name the Sophonts. 
    E. Determine Native Status. 
   05. Environment. The process 
  determines the evolutionary 
  environment for the Sophonts and 
  states their ecological niche. 
    A. Native Terrain /Locomotion. 
     1. Flux for Native Terrain. Record 
  as Environ Roll. 
     2. 1D for Locomotion Column and 
  select from the Native Terrain row. 
    B. Ecological Niche. 
     1. Flux for Basic Class. 
     2. Flux in the specific Basic Class 
  column. 
   06. Characteristics. Determine the 
  six personal characteristics for the race.  
    A. Sophont Characteristics. Flux 
  on columns C1-C2-C3-C4-C5-C6 for 
  characteristic names. 
    B. Characteristic Values. Flux on 
  columns C1-C2-C3-C4-C5-C6 for Dice 
  for each Characteristic. 
   07. Caste. If the race has C6= Caste 
  as its social characteristic, then the 
  process determines the details of the 
  racial caste structure. Skip if the race 
  does not have Caste. 
    A. Caste Structure Types. 1D for 
  Caste Type. 
    B. Caste Table Creation. Start with 
  Entry 2 on the SCS, roll on the 
  appropriate column for the Caste Entry. 
     1. Automatic: Entry 7 = Common. 
     2. Automatic: Entry 12 = Unique. 
    C. If Skilled Caste, 1D and 1D for 
  each Entry on the Caste Skills Table 
  (Chart 11). 
    D. Caste Shift. 
    E. Caste Assignment. 
    F. Caste Based Differences. 
   08. Gender. Determine the gender 
  structure of the race. 
    A. Gender Components.  
     1. Flux for Gender Structure. 
     2. For each Entry 2 to 12 on the 
  Gender Generation Table, Flux for 
  specific Gender. 
    B. Gender Assignment. 
    C. Gender Shift. 
    D. Gender Based Differences. 
   09. Life Stages and Aging. 
  Determine the stages of life through 
  which race members pass: from infancy 
  to retirement. This determines the 
  lifespan and the effects of aging. 
    A. Enter ½ for Life Stage 0. 
    B. Life Stage Duration. For each 
  Life Stage 1 to 9, determine its 
  duration. 
   10. The Senses. Races may have 
  the same senses as humans, or they 
  may be different. The process 
  determines which senses the race has 
  and how the senses function. 
    A. For each sense, Flux for each 
  possible Sense to determine if present. 
    B. For each Sense present, Flux 
  on the appropriate columns to create 
  the Sense String. 
    C. Generate the Racial Scent. 
    D. Identify the primary Language. 
   11. Sophont Body Structure. The 
  process determines the basic physical 
  structure (symmetry, number of limb 
  groups, location of the brain case, and 
  location of the senses) of the race. 
  These details may or may not be of any 
  use in most play. Many are for 
  background. 
    A. Body Structure. 
     1. Flux for Symmetry. 
     2. Flux for Head and Torso. 
     3. Locomotion Type, 
      a. Flux for Front Limbs. 
      b. Flux for Rear Limbs. 
    B. Body Features. 
     1. Flux for Skeleton. 
     2. Flux for Fluids. 
     3. Flux for Skin 
     4. Flux for Weapon. 
     5. Flux for Manipulators. 
   12. Sophont Special Abilities.  
    A. Special Ability 
     1. Possible Special Ability Type.  
     2. Flux for Special Ability Row. 
     3. Adjustments as necessary. 
    B. Voices. 
     1. Flux for Voice if Hearing 
     2. Flux for Pvoice if Perception. 
   13. Manipulators. 
   14. Uniques. The creation may 
  implement 
     1. Metamorphosis. 
     2. Symbionts. 
     3. Hibernation. 
     4. World Condition Effects. 
   15. Sophont Size. The process 
  allows a calculation of the height and 
  weight and relative size of a member of 
  the race. 
   16. Example Sophont Description.  
   17. Example NIL Sophonts.
   
  
  5�
  Sophont-02 Card 
  @�
   
   
  Sophont Creation Card 
   The character is the individual through which the player in Traveller 
  performs all activity. Most characters are human, and the basic 
  character generation procedures in Traveller are for humans.  
  02 
  Sophonts 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SOPHONT CREATION CARD 
   
  Size:  
   
   
  1 
   
  Race Name 
  LongName
  StarName & Orbit
   
   
   
   
   
   
   
  2 
   
  Homeworld 
  UWP and Trade Classifications
  Homestar 
   
   
   
   
   
   
   
  3 
   
  Native Status 
  Environ Flux
  Overview
   
  Life Expectancy
   
   
   
   
   
   
   
  yrs 
   
   
  4 
   
  Niche and Subniche 
  Genders 
  �
  Symmetry 
  � 
  0 
   
  �
   
   
   
   
   
   
   
   
   
  5 
   
  Native Environment and Locomotion 
  �
  Castes 
  �
  Head 
  � 
  1 
   
  �
   
   
   
   
   
   
   
   
   
  6 
   
  Breathes 
  �
  Racial Scent 
  �
  Torso 
  � 
  2 
   
  �
   
   
   
   
   
   
   
   
   
  7 
   
  Characteristics (GP) 
  Senses 
  Limbgroup 1 
  � 
  3 Chargen Starts 
  �
   
   
   
   
  SGEIIS 
   
  HTP 
   
   
   
   
   
  8 
   
  C1 Str 
  � 
   
  Energy
  Vision String 
  �
  Limbgroup 2 
  � 
  4 
   
  �
   
   
   
   
   
   
   
   
   
   
   
   
  9 
   
  C2 Dex Agi Gra 
  � 
   
  Vibration
  Hearing String 
  �
  Limbgroup 3 
  � 
  5 Physical Aging  
  �
   
   
   
   
   
   
   
   
   
   
   
   
  10 
   
  C3 End Sta Vig 
  � 
   
  Volatiles
  Smell String 
  �
  Limbgroup 4 
  � 
  6 
   
  �
   
   
   
   
   
   
   
   
   
   
   
   
  11 
   
  C4 Int 
  � 
   
  Contact
  Touch String 
  �
  Tail 
  � 
  7 
   
  �
   
   
   
   
   
   
   
   
   
   
   
   
  12 
   
  C5 Edu Tra Ins 
  � 
   
  Fields
  Aware String 
  �
  Skeleton 
  � 
  8 
   
  �
   
   
   
   
   
   
   
   
   
   
   
   
  13 
   
  C6 Soc Cha Cas � 
   
  Auras
  Percep String 
  �
  Skin 
  �
  Body Fluids 
  � 
  9 Mental Aging 
  �
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4�
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SOPHONT CREATION CARD (BACK) 
   
   
   
   
   
   
  2 
   
   
   
   
  3 
   
  G1 1FE 
  C1 
  C2 
  C3 
  C4
  C5
  1FE
  K02
  C1 
  C2 
  C3 
  C4
  C5
   
   
   
   
   
   
  2 
   
   
   
   
   
   
   
   
  4 
   
  G2 2MA 
  2MA
  K03
   
   
   
   
   
   
  3 
   
   
   
   
   
   
   
   
  5 
   
  G3 3NB 
  3NB
  K04
   
   
   
   
   
   
  4 
   
   
   
   
   
   
   
   
  6 
   
  G4 
  K05
   
   
   
   
   
   
  5 
   
   
   
   
   
   
   
   
  7 
   
  G5 
  K06
   
   
   
   
   
   
  6 
   
   
   
   
   
   
   
   
  8 
   
  G6 
  K07 Common
   
   
   
   
   
   
  7 
   
   
   
   
   
   
   
   
  9 
   
  Caste Assignment:  
  �
  K08
   
   
   
  8 
   
   
   
   
   
   
   
   
  0 
   
  Caste Shift 
  �
  K09
   
   
   
  9 
   
   
   
   
   
   
   
   
  1 
   
  Gender Assignment 
  �
  K10
   
   
   
  10  
   
   
   
   
   
   
   
  2 
   
  Gender Shift 
  �
  K11
   
   
   
  11  
   
   
   
   
   
   
   
  3 
   
  Caste-Gender Relation 
  �
  K12 Unique
   
   
   
  12  
   
   
   
   
   
   
   
   
   
  4�
   
   
   
   
   
   
   
   
   
   
  
  5�
  Sophont Examples 
  #�
   
   
  Identification 
   Can 
   
  Sophont 
   The Can of Sanest (Telsenorsec 1 [ M0 V ] ) 
   
  Homeworld 
   Sanest A344000-0 Ba  Pa Tz  Cold World 
  Omnivore - Gatherer 
   
   
   
  NIL: Can: Omnivore Gatherer. Wetlands Flyer. Gender: MF.  Symmetry: Bilateral Biped.  Limb Groups 
  (WN-LN): Wings with Graspers, Legs, Tailless.  Weak Vision: INA,  Weak Hearing,  Weak Smell,  Weak 
  Touch,    SDVITS: 222332 Size: 100 
   
   
  Environment 
    
  Native Status  Extinct Natives  
  05 
  Being Type  Flyer 
   
  Environment  Wetlands       +3 
   
  Niche/ Subniche  Omnivore - Gatherer 
   
  Breathes  Breathes: Water and Air-4 
  10 
  Racial Spectra  INA  ( Local= INA  )  
   
     
  Characteristics 
    
  Genetic Profile  SDVITS 
  06 
  C1  Str 
  2 D  
   
   
  C2  Dex 
  2 D  
   
   
  C3  Vig 
  2 D  
   
   
  C4  Int 
  3 D  
   
   
  C5  Tra 
  3 D  
   
   
  C6  Soc 
  2 D  
   
   
    
  The Senses 
   VHST 
  Vision  V-08-INA 
   
  10 
  Hearing  H-06-5250 
   
   
  Smell  S-07-4 
   
   
  Touch  T-10-2 
   
   
     
   
   
     
   
   
     
  Physical 
    
  Overview  N-TBS-WN-LN-T 
  11 
  Symmetry  Bilateral 
   
  Head  Headless 
   
  Torso  Torso with Brain and Senses 
  13 
  Manipulators  Graspers 
   
  LimbGroups  WN-LN 
   
  LG-1  Wings with Graspers 
   
  LG-2   
   
  LG-3  Legs 
   
  LG-4   
   
  Tail  Tailless 
   
  Peds  Biped 
   
  Skeleton  Exoskeleton 
   
  Body Fluids  Blood 
   
  Skin  Furry Pelt 
   
  Weapons  Tusks 
   
     
  Life Stages 
    
  0 
  Infancy  
  Half-term 
  =2 years 
  09 
  1 
  Childhood  
  2 
  =8 
   
  2 
  Adolescence  
  2 
  8 
   
  3 
  Young Adult  
  4 
  16 
   
  4 
  Adult  
  2 
  8 
   
  5 
  Peak  
  2 
  8 
   
  6 
  Mid-Life  
  1 
  4 
   
  7 
  Senior  
  2 
  8 
   
  8 
  Elder  
  1 
  4 
   
  9 
  Retirement  
  1 
  4 
   
   Life Expectancy  
   
  = 70 
   
   
  Details 
   
  15 
  Size  
  100 
  10 
  Scent  QTL-DQB 
  12 
  Special  - 
  07 
  Genders  Dual     (order= MF ) 
  08 
  Castes   
   
   
    
  Gender and Caste 
  Genders 2D Castes 
  Female 
  2 
   
  07 
  Male 
  3 
   
  Female 
  4 
   
  08 
  Male 
  5 
   
   
  Male 
  6 
   
   
  Male 
  7 
   
   
  Female 
  8 
   
   
  Female 
  9 
   
   
  Female 10  
   
  Male 11  
   
  Female 12  
   
     
   
   
  Str 
  Dex 
  Vig
  Int
  Tra
  Gender Differences 
  C01 
  C02 
  C03
  C04
  C05
  G01
  0 
  0 
  0
  0
  0
  08 
  G02
  +5 
  +4 
  +3
  0
  -2
   
  G03
   
   
   
  G04
   
   
   
  G05
   
   
   
  G06
   
   
   
   
   
  Caste Differences 
  C01 
  C02 
  C03
  C04
  C05
  K02
   
   
  07 
  K03
   
   
   
  K04
   
   
   
  K05
   
   
   
  K06
   
   
   
  K07
  0 
  0 
  0
  0
  0
   
  K08
   
   
   
  K09
   
   
   
  K10
   
   
   
  K11
   
   
   
  K12
   
   
   
   
   
   
   
   
   
  08 
   
  07 
   
  07 
   
  08 
  Gender is Assigned at Birth  
  08 
  Gender is Fixed 
   
  08 
  Gender Census: Female: 47, Male: 52. 
  07 
  Caste Census:  
   
  
  5�
  Sophont FillForm 
  #�
   
   
  Identification 
    
   
  Sophont 
    
   
  Homeworld 
      
   -  
   
   
   
   
   
   
  Environment 
    
  Native Status   
  05 
  Being Type   
   
  Environment          
   
  Niche/ Subniche   -  
   
  Breathes   
  10 
  Racial Spectra    ( Local=   )  
   
     
  Characteristics 
    
  Genetic Profile   
  06 
  C1   
    
   
   
  C2   
    
   
   
  C3   
    
   
   
  C4   
    
   
   
  C5   
    
   
   
  C6   
    
   
   
    
  The Senses 
    
     
   
  10 
     
   
   
     
   
   
     
   
   
     
   
   
     
   
   
     
  Physical 
    
  Overview   
  11 
  Symmetry   
   
  Head   
   
  Torso   
  13 
  Manipulators   
   
  LimbGroups   
   
  LG-1   
   
  LG-2   
   
  LG-3   
   
  LG-4   
   
  Tail   
   
  Peds   
   
  Skeleton   
   
  Body Fluids   
   
  Skin   
   
  Weapons   
   
     
  Life Stages 
    
  0 
  Infancy  
  Half-term 
  =2 years 
  09 
  1 
  Childhood  
   
  = 
   
  2 
  Adolescence  
   
   
   
  3 
  Young Adult  
   
   
   
  4 
  Adult  
   
   
   
  5 
  Peak  
   
   
   
  6 
  Mid-Life  
   
   
   
  7 
  Senior  
   
   
   
  8 
  Elder  
   
   
   
  9 
  Retirement  
   
   
   
   Life Expectancy  
   
  =  
   
   
  Details 
   
  15 
  Size  
   
  10 
  Scent   
  12 
  Special   
  07 
  Genders                     (order=          ) 
  08 
  Castes   
   
   
    
  Gender and Caste 
  Genders 2D Castes 
   
  2 
   
  07 
   
  3 
   
   
  4 
   
  08 
   
  5 
   
   
   
  6 
   
   
   
  7 
   
   
   
  8 
   
   
   
  9 
   
   
   10  
   
   11  
   
   12  
   
     
   
   
  Str 
   
  Int
  Gender Differences 
  C01 
  C02 
  C03
  C04
  C05
  G01
   
   
  08 
  G02
   
   
   
  G03
   
   
   
  G04
   
   
   
  G05
   
   
   
  G06
   
   
   
   
   
  Caste Differences 
  C01 
  C02 
  C03
  C04
  C05
  K02
   
   
  07 
  K03
   
   
   
  K04
   
   
   
  K05
   
   
   
  K06
   
   
   
  K07
  0 
  0 
  0
  0
  0
   
  K08
   
   
   
  K09
   
   
   
  K10
   
   
   
  K11
   
   
   
  K12
   
   
   
   
   
   
   
   
   
  08 
   
  07 
   
  07 
   
  08 
    
  08 
   
   
  08 
  Gender Census:  
  07 
  Caste Census:  
   
  
  5�
  Sophonts-04 
  $�
   
   
  Homeworld 
   Each specific species of sophonts originally evolved on a homeworld 
  with specific details of environment. Basic Information generates this 
  information as part of the species background. 
  Sophont-04 
  Homeworld 
   
  REQUIRED SYSTEM INFORMATION 
  FOR SOPHONTS 
   The star system and homeworld data 
  necessary for a sophont include: 
   
   Homestar Spectral, Decimal, Size. 
   World or Satellite (and Satellite 
  Orbit), and Habitable Zone Variation. 
   Habitable Zone for the System. 
   Homeworld Name, the SAHPG 
  component of the UWP, and Climate. 
   Race Name (may be deferred until 
  after generation). 
   Native Status. 
   
  PRE-EXISTING INFORMATION 
   Additional information may be 
  available because it has been 
  HOMESTAR  
  Size 
  Flux 
  Sp O 
  B 
  A 
  F 
  G K M 
   - 6 
  OB Ia 
  Ia 
  Ia 
  II 
  II II II 
   - 5 
  A 
  Ia 
  Ia 
  Ia 
  II 
  II II II 
   - 4 
  F 
  Ib 
  Ib 
  Ib 
  III 
  III III II 
   - 3 
  F 
  II 
  II 
  II 
  IV IV IV II 
   - 2 
  F 
  III 
  III 
  III 
  V 
  V V III 
   - 1 
  G 
  III 
  III 
  IV V 
  V V V 
   
  0 
  G 
  III 
  III 
  V 
  V 
  V V V 
   +1 
  K 
  V 
  III 
  V 
  V 
  V V V 
   +2 
  K 
  V 
  V 
  V 
  V 
  V V V 
   +3 
  M 
  V 
  V 
  V 
  V 
  V V V 
   +4 
  M 
  IV IV V 
  VI VI VI VI 
   +5 
  M 
  D 
  D 
  D 
  D 
  D D D 
   +6 
  M 
  D 
  D 
  D 
  D 
  D D D 
   Size IV is not possible for K5-K9 and 
  M0-M9 stars. Size VI is not possible for 
  A0-A9 and F0-F4 stars. 
  WORLDS AND ORBITS 
  Satellite 
  2D 
  World 
  HZ Var Close 
  Far 
   - 6 Satellite 
  - 2 
  Ay 
  En 
   - 5 Satellite 
  - 1 
  Bee 
  Oh 
   - 4 Satellite 
  - 1 
  Cee 
  Pee 
   - 3 Satellite 
  - 1 
  Dee 
  Que 
   - 2  World 
  0 
  Ee 
  Arr 
   - 1 World 
  0 
  Eff 
  Ess 
   
  0 World 
  0 
  Gee 
  Tee 
   +1 World 
  0 
  Aitch 
  Yu 
   +2 World 
  0 
  Eye 
  Vee 
   +3 World 
  +1 
  Jay 
  Dub 
   +4 World 
  +1 
  Kay 
  Ex 
   +5 World 
  +1 
  Ell 
  Wye 
   +6 World 
  +2 
  Em 
  Zee 
  previously generated, or because the 
  sophont is being created for an existing 
  system. The tables here allow creation 
  of the required information if it is not 
  otherwise available. 
   
  HOMEWORLD 
   Sophont generation uses the SAHPG 
  (Size, Atmosphere, Hydrographics, 
  Population, Government) components 
  of the Universal World Profile. 
   S. Size. Planetary Size: 2D-2.  
   A. Atmosphere: Flux + Size. 
    If Size =0, Atmosphere =0. 
   
  HABITABLE ZONE ORBIT  
  Spectral> A0- A4- 
  A9- 
  F2- 
  F7- 
  G2- 
  G9- 
  K4- 
  K9- 
  M4- 
   
  Size 
    A3 
     A8   F1 
    F6 
    G1 
    G8 
    K3 
    K8 
    M3   M8   M9 
   
  Ia 
  12 
  12 
  12 
  12 
  11 
  12 
  12 
  12 
  12 
  12 
  12 
   
  Ib 
  11 
  11 
  10 
  10 
  10 
  10 
  10 
  10 
  10 
  11 
  11 
   
  II 
  9 
  9 
  8 
  8 
  8 
  8 
  8 
  9 
  9 
  10 
  11 
   
  III 
  8 
  8 
  7 
  6 
  6 
  6 
  7 
  7 
  8 
  8 
  9 
   
  IV 
  7 
  7 
  6 
  6 
  5 
  5 
  5 
  - 
  - 
  - 
  - 
   
  V 
  7 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  0 
  0 
  0 
   
  VI 
  - 
  - 
  - 
  3 
  3 
  2 
  1 
  0 
  0 
  0 
  0 
   
  D 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
   The Habitable Zone (HZ) orbit number shown here indicates a world surface 
  environment which is hospitable to humans and similar sophonts. 
   
   H. Hydrographics. Flux+ Size. 
    Maximum A.  
    If Size =0-1, Hyd =0; 
    If Atm =0-1 or A+, Hyd DM - 4.  
   P. Population. 2D-2. 
   G. Government. Flux +Pop. 
   
  Convert negative values to 0. 
   
  NATIVES 
   Sophonts who evolved on the 
  Homeworld are Natives. 
   Native sophonts are identified as  
   “of” a homeworld. 
   All other sophonts are identified as 
  “from” a different (native) homeworld. 
   
  WORLDS 
   World. A planet or satellite. 
   Planet. A world orbiting a star. 
   Satellite. A world orbiting a planet. 
   Mainworld. The most important 
  world in a system. 
   Belt. An asteroid belt (which may be 
  a mainworld).or a planetoid belt  
  NATIVE STATUS 
   Note the status of the sophonts.
   Transients. Pop = 1-2-3. Locals are 
  present as merchant, corporate, 
  military, or research personnel.  
   Settlers. Pop = 4-5-6. Locals have 
  settled here but do not (as yet) meet 
  the criteria for colonists or transplants. 
   Colonists. Gov = 6. 
   Corporate. If Gov = 1 (employees). 
   Transplants. Atm = 0-1. Sophonts 
  evolved elsewhere and settled this 
  world many years ago. Not used if 
  Settlers or Transients. 
   Extinct / Vanished. Pop = 0. The 
  sophonts are Extinct. If Transplants, 
  call them Vanished instead. If TL>0, 
  they are Catastrophic Extinct (or 
  Vanished).  
   Exotic. Environment (Atm >9) makes 
  these sophonts incompatible with 
  traditional human environments. 
   Natives. If not Settlers, Colonists, 
  Corporate, or Transplants, they are 
  Natives. Pop 0 or 7+ and Atm 2+.  
  CLIMATE 
   A Mainworld in the orbit shown is 
  marked with this climate. 
   
    
  HZ Temperate 
    
  HZ - 1 Hot 
    
  HZ +1 Cold 
    HZ = 0 or 1 Twilight Zone  
  = Tz 
   Close Satellite Locked 
  = Lk 
   
   Hot. At the upper limits of human 
  temperature endurance. 
   Cold. At the lower limits of human 
  temperature endurance. 
   Twilight Zone. Tidally locked with a 
  Temperate band at the Twilight Zone, 
  plus a Hot region (hemisphere) facing 
  the Primary and a Cold region 
  (hemisphere) away from the Primary. 
   Locked. Satellite (Ay through Em) 
  Locked to the planet it orbits. A Locked 
  satellite does not have a Twilight Zone; 
  Its day length equals the time it takes to 
  orbit its planet. 
  
  5�
  Sophonts-05 
  %�
   
   
  Native Environment 
   The details of a sophont’s evolutionary environment shape its 
  morphology, locomotion, and the ecological niche it occupies. 
  Sophont-05 
  Environment 
   
  NATIVE TERRAIN 
   
  Mountain 
  Steep dominating 
  region. 
  - 5 
   
  Desert 
  Dry region with 
  sparse vegetation. - 4 
   
  Exotic 
  Strange or 
  abnormal region. 
  - 3 
   
  Rough Wood.  
  High density 
  vegetation region. 
  - 2 
   
  Rough 
  Uneven or broken 
  surface region. 
  - 1 
   
  Clear 
  Flat expansive 
  unbroken region. 
    0 
   
  Forest 
  Flat with high 
  vegetation. 
  +1 
   
  Wetlands 
  Water dominated 
  marsh region. 
  +2 
   
  Wetland Wood 
  Water dominated 
  swamp region. 
  +3 
  Ocean 
  Interface of sea 
  and atmosphere. 
  +4 
   
  Ocean Depths 
  Subsurface ocean 
  regions. 
  +5 
   Preserve this Roll as Environ DM. 
   
  TWILIGHT ZONE / LOCKED 
   
   
  Baked Lands 
  Hot Region 
   
  - 5 
   
   
  Twilight Zone 
  Temperate Region 
  - 0 
   
   
  Frozen Lands 
  Cold Region 
  May include ice-covered 
  +1 
   Substitute these Native Terrain names if 
  the Homeworld is Twilight Zone or Locked. 
   
  NATIVE EVOLUTIONARY ORIGINS 
   A natively-evolved sophont has, as its origins, the following elements: 
   Native Terrain. A specific type of terrain in which the sophont had its earliest 
  origins. Native Terrain in turn influences Locomotion. 
   Locomotion. The essential self-powered, patterned motion of limbs (or other 
  anatomical parts) system of movement used by the sophont. 
   
  NATIVE TERRAIN AND LOCOMOTION 
    
  Native 
  ___________________ Roll 1D ___________________ 
  Flux 
  Terrain 
  1 
  2 
  3 
  4 
  5 
  6 
  - 5 Mountain 
  Walker Walker 
  Walker 
  Walker 
  Walker 
  Flyer 
  - 4 Desert 
  Walker Walker 
  Walker 
  Walker 
  Walker 
  Flyer 
  - 3 Exotic 
  Amphib Walker 
  Walker 
  Walker 
  Flyphib 
  Flyer 
  - 2  Rough Wood 
  Amphib Walker 
  Walker 
  Walker 
  Walker 
  Flyer 
  - 1 Rough 
  Amphib Walker 
  Walker 
  Walker 
  Walker 
  Flyer 
   0 Clear 
  Walker Walker 
  Walker 
  Walker 
  Walker 
  Walker 
  +1 Forest 
  Walker Walker 
  Walker 
  Walker 
  Walker 
  Walker 
  +2 Wetland 
  Amphib Aquatic 
  Walker 
  Walker 
  Walker 
  Flyer 
  +3 Wetland Wood Amphib Walker 
  Walker 
  Walker 
  Walker 
  Flyphib 
  +4 Ocean 
  Flyphib Swim 
  Swim 
  Swim 
  Diver 
  Diver 
  +5 Ocean Depth 
  Diver 
  Diver 
  Diver 
  Diver 
  Diver 
  Diver 
   If Atm 8+, DM - 2. If Size 5-, DM – 1. If Hyd 6+, DM +1. If Hyd 9+, DM +1 
   Greater than highest entry, use +5; less than minimum entry, use - 5. 
   
  SOPHONT MORPHOLOGY 
  Type 
  Walks 
  Dives Swims 
  Flies 
  Other 
  Breathes 
  Walker 
  Walks 
  - 
  - 
  - 
  - 
  Air- <Atm> 
  Amphibian Walks 
  - 
  Swims 
  - 
  - 
  Air- <Atm> and Water 
  Aquatic 
  Walks 
  - 
  Swims 
  Flies - 
  Air - <Atm> 
  Diver 
  - 
  Dives Swims 
  - 
  - 
  Water 
  Flyer 
  Walks 
  - 
  - 
  Flies - 
  Air- <Atm> 
  Flyphib 
  - 
  Dives  
  Flies - 
  Air- <Atm> and Water 
  Swimmer 
  - 
  - 
  Swims 
  - 
  - 
  Air- <Atm> 
  Static 
  - 
  - 
  - 
  - 
  Immobile Air- <Atm> 
  Drifter 
  - 
  - 
  - 
  - 
  Drifts 
  Water 
   Walks. Moves (walks, jumps, crawls) on land. Swims. Moves in water at or 
  near surface. Dives. Moves in water, in the depths. Flies. Moves in 
  atmosphere. Breathes. Insert Homeworld Atmosphere after Air. Static and 
  Drifter apply only if Producer. 
   
  ECOLOGICAL NICHE 
  Flux Niche 
  Herbi- 
  Omni- 
  Carni- 
  Scavenger 
  Producer 
   - 6 Producer 
  Grazer 
  Hunter 
  Pouncer 
  Carrion-Eater Collector 
   - 5 Producer 
  Grazer 
  Hunter 
  Pouncer 
  Carrion-Eater Collector 
   - 4 Herbivore 
  Grazer 
  Hunter 
  Pouncer 
  Carrion-Eater Collector 
   - 3 Herbivore 
  Intermittent Hunter 
  Pouncer 
  Hijacker 
  Collector 
   - 2 Omnivore 
  Intermit 
  Hunter 
  Pouncer 
  Hijacker 
  Collector 
   - 1 Omnivore 
  Intermit 
  Gatherer Pouncer 
  Hijacker 
  Collector 
   0 Omnivore 
  Intermit 
  H / G 
  Chaser 
  Intimidator 
  Basker 
   +1 Omnivore 
  Grazer 
  Gatherer Chaser 
  Intimidator 
  Basker 
   +2 Omnivore 
  Grazer 
  Gatherer Chaser 
  Intimidator 
  Basker 
   +3 Carnivore 
  Grazer 
  Gatherer Chaser 
  Intimidator 
  Basker 
   +4 Carnivore 
  Grazer 
  Gatherer Trapper 
  Intimidator 
  Basker 
   +5 Scavenger Grazer 
  Gatherer Siren 
  Reducer 
  Basker 
   +6 Scavenger Filter 
  Eater 
  Killer 
  Reducer 
  Basker 
   Roll Flux for Niche; then Flux in the appropriate column. 
   Apply Environment Roll to appropriate columns (but not Basic Class). 
  
  5�
  Sophonts-06 
  ^�
   
   
  Characteristics 
   Sophonts, like standard human Traveller characters, have six distinct 
  characteristics: three physical, two mental, and one social.  
   The specific characteristics are determined by this system.  
  Sophont-06 
  Characteristics 
   
  THE UPP 
   
   
   
   
   
   
   
   
   
  C1 Strength 
  C3 Endurance 
  Stamina 
  Vigor 
  C5 Education 
  Training 
  Instinct 
   
   
   
   
   
   
   
   
   
  C1 
  C2 
  C3 
  C4 
  C5 
  C6 
   
   
  9 
  A 
  B 
  5 
  6 
  7 
   
   
   
   
   
   
   
   
   
  C2 Dexterity 
  Agility 
  Grace 
   
   
  C4 Intelligence 
  Caste 
  Charisma 
  C6 Social Standing 
   
   
   
   
   
   
   
   
   The Universal Personality Profile (UPP) records the six characteristics as 
  single digits using the hex code (the Ehex code if values exceed F). 
   
  CHARACTERISTICS 
  Possible personal characteristics include: 
  Char  
  Characteristic 
  H* Description 
  GP Letter 
  C1 
  Str 
  Strength 
  H 
  physical power and ability. 
  S 
  C2 
  Dex 
  Dexterity 
  H 
  body and eye-hand coordination. 
  D 
  C2 
  Agi 
  Agility 
  A 
  overall body coordination.  
  A 
  C2 
  Gra 
  Grace 
  A 
  overall body-limb coordination.  
  G 
  C3 
  End 
  Endurance 
  H 
  physical resistance to fatigue. 
  E 
  C3 
  Sta 
  Stamina 
  A 
  long-term ability to pursue a task. 
  S 
  C3 
  Vig 
  Vigor 
  A 
  short-term ability to resist fatigue. 
  V 
  C4 
  Int 
  Intelligence 
  H 
  natural ability to think and reason.  
  I 
  C5 
  Edu 
  Education 
  H 
  achievement level of schooling 
  E 
  C5 
  Tra 
  Training 
  A 
  based on cultural heritage 
  T 
  C5 
  Ins 
  Instinct 
  A 
  based on genetic heritage. 
  I 
  C6 
  Soc 
  Social Standing H 
  position in large group hierarchy. 
  S 
  C6 
  Cha 
  Charisma 
  A 
  position in small group hierarchy. 
  C 
  C6 
  Cas 
  Caste 
  A 
  position in genetic group hierarchy. 
  K 
   H= Human characteristic (may be present in non-humans). If all 
  characteristics are H, the species may be (but is not necessarily) Human. 
   A= Analog (non-human) characteristic. 
   
   All races have Strength and Intelligence. A race may have Dexterity or 
  one of its analogs: Grace or Agility. A race may have Endurance or one of 
  its analogs: Stamina or Vigor. 
   A race may have Education or one of its analogs: Training or Instinct. 
   A race may have Social Standing or one of its analogs: Charisma or 
  Caste. 
   In many cases, a characteristic can be used as its analog (usually with a 
  penalty), but other restrictions may also apply. 
   
   Genetic Profile GP. The six initial letters of the characteristics for a 
  species comprise the Genetic Profile. The letters in the GP have meaning 
  dependent on position (for example, S in position 1 indicates Strength, and 
  in position 3 indicates Stamina). Because two characteristics in position 6 
  have the initial letter C, use K for Caste. For example, Human is SDEIES 
  (Strength, Dexterity, Endurance, Intelligence, Education, Social Standing).  
   
   Non-Biological Elements. It is possible for other characteristics to be 
  present in artificial beings (and not of importance here).  
  THE CHARACTERISTICS 
  C1 
   
  Strength 
  C2 
  Agility 
  Dexterity 
  Grace 
  C3 
  Vigor 
  Endurance 
  Stamina 
  C4 
   
  Intelligence 
  C5 
  Training 
  Education 
  Instinct 
  C6 
  Charisma 
  Social Standing 
  Caste 
   
  SOPHONT CHARACTERISTICS 
   Flux C1 
  C2 
  C3 
  C4 
  C5 
  C6 
   
  -5 Str 
  Agi 
  Sta 
  Int 
  Ins 
  Cas 
   
  -4 Str 
  Agi 
  Sta 
  Int 
  Ins 
  Cha 
   
  -3 Str 
  Agi 
  Sta 
  Int 
  Ins 
  Soc 
   
  -2 Str 
  Agi 
  Sta 
  Int 
  Ins 
  Soc 
   
  -1 Str 
  Dex 
  End 
  Int 
  Edu 
  Soc 
   
  0 Str 
  Dex 
  End 
  Int 
  Edu 
  Soc 
   +1 Str 
  Dex 
  End 
  Int 
  Edu 
  Soc 
   +2 Str 
  Gra 
  Vig 
  Int 
  Tra 
  Soc 
   +3 Str 
  Gra 
  Vig 
  Int 
  Tra 
  Soc 
   +4 Str 
  Gra 
  Vig 
  Int 
  Tra 
  Cas 
   +5 Str 
  Gra 
  Vig 
  Int 
  Tra 
  Cha 
   For characteristics C1 through C6, roll Flux 
  to determine each specific characteristic. 
   If species is Flyer, DM -2. Flyers are more 
  likely to have Agi, Sta, and Ins 
   If species is Swimmer or Diver, DM +2. 
  Swimmers and Divers are more likely to have 
  Gra, Vig, and Tra. 
   
  CHARACTERISTIC VALUES 
   
   __Physical____ 
  _Mental__ 
  Social
   
   C1 
  C2 
  C3 
  C4 
  C5 
  C6 
   
    
  Agi 
  Sta 
   
  Ins 
  Cas 
   
    
  Gra 
  Vig 
   
  Tra 
  Cha 
   Flux Str 
  Dex 
  End 
  Int 
  Edu 
  Soc 
   - 5 1D 
  1D 
  1D 
  1D 
  1D 
  1D 
   - 4 1D 
  1D 
  1D 
  1D 
  1D 
  1D 
   - 3 2D 
  2D 
  2D 
  2D 
  2D 
  2D 
   - 2 2D 
  2D 
  2D 
  2D 
  2D 
  2D 
   - 1 2D 
  2D 
  2D 
  2D 
  2D 
  2D 
   
  0 2D 
  2D 
  2D 
  2D 
  2D 
  2D 
   +1 2D 
  2D 
  2D 
  2D 
  2D 
  2D 
   +2 3D 
  3D 
  3D 
  3D 
  2D 
  2D 
   +3 3D 
  3D 
  3D 
  3D 
  2D 
  2D 
   +4 4D* 
  4D* 
  4D* 
  3D 
  2D 
  2D 
   +5 5D* 
  5D* 
  5D* 
  4D* 
  2D 
  2D 
   +6 6D* 
  6D* 
  6D* 
  4D* 
  2D 
  2D 
   Roll separately on the proper column for 
  each characteristic. Rolls above the entries on 
  the table use the highest entry; rolls below the 
  entries on the table use the lowest entry. 
   Physical: Roll Flux, DM+ Environ Flux. 
   C3: If Chaser, +2. If Pouncer, -2. 
   C5 (Edu/Tra): Always 2D for sophonts. 
   C6 (Cas): See the Caste tables. 
   
   * IF the value is 4D 5D 6D roll 4D= 12 + 2D, 
  5D= 12 + 3D, or 6D= 12 + 4D. 
   
  
  5�
  Sophonts-07 
  &�
   
   
  Castes 
   For those species which have Caste, it rigidly assigns social and 
  economic roles within the community unit. The differentiation of caste 
  roles between species which have Caste varies widely. 
   The Caste Tables are skipped if the race does not have Caste. 
  Sophont-07 
  Castes 
   
  THE CASTE GENERATION TABLE  
   The Caste Generation Table on the Sophont 
  Creation Card is unique to the race being 
  described; it determines castes of the race, and in 
  what proportion they occur.  
   Determine the Caste Structure.  
   Roll Flux on Caste Table Creation and place 
  that result in entry 2 on the Sophont Creation 
  Card. Continue until all entries 2-12 have been 
  made. Some castes may be duplicated; others 
  may not be present depending on the die roll.
  CASTE STRUCTURE TYPES 
   1D Caste Structure 
   1 
  Body. Caste roles recapitulate roles within the body. 
   2 
  Economic. Caste roles are economic functions. 
   3 
  Family. Caste roles are functions within the family unit. 
   4 
  Military. Caste roles establish military organization. 
   5 
  Social. Caste roles are elements of a social hierarchy. 
   6 
  Skilled. Caste roles dictate unique skills for each member. 
   Caste Structures are metaphors for social or economic structures. 
   Casteless. An individual who has not (or not yet) been assigned 
  Caste is Casteless. 
  CASTE TABLE CREATION 
    
  Flux Body 
  Economic 
  Family 
  Military 
  Social 
  Special 
    
  - 5 Healer 
  Innovator 
  Healer 
  Medic 
  Artist 
  DeMinimus 
   =Gender - 4 =Gender 
  =Gender 
  =Gender 
  =Gender 
  =Gender 
  Useless 
    
  - 3 Antibody 
  Guard 
  Defender 
  Aide 
  Enforcer 
  Advisor - 
    
  - 2 Sensor 
  Researcher Caregiver 
  Scout 
  Drone 
  Instructor 
    
  - 1 Memory 
  Artisan 
  Caregiver 
  Specialist 
  Artist 
  Shaman 
   Common 
  0 Muscle 
  Laborer 
  Breadwinner Soldier 
  Unit 
  Expendable 
    
  +1 Muscle 
  Craftsman 
  Breadwinner Technician 
  Unit 
  Defective 
    
  +2 Muscle 
  Clerk 
  Breadwinner Warrior 
  Unit 
  Valuable 
    
  +3 Voice 
  Manager 
  Uncle 
  Leader 
  Patron 
  Advisor+ 
   =Special +4 =Special 
  =Special 
  =Special 
  =Special 
  =Special 
  Sport 
    
  +5 Claw 
  Entrepreneur Leader 
  Staff 
  Entertainer 
  Vice-Leader 
   =Unique 
  X Brain 
  Director 
  Archon 
  General 
  Ruler 
   
   =Gender (Flux - 4). Caste is the Gender with the same roll on the parallel Gender 
  Determination Table on the Sophont Creation Card. 
   =Common (Flux 0). Automatically insert the Common Caste at Entry 7 on the table. 
   =Special (Flux +4). Re-roll on the Special column. 
   =Unique Caste (Entry 12). The Unique Caste is automatically inserted at Entry 12. 
   Skilled Caste Type. Each individual member of the Skilled Caste rolls on the Skilled Caste 
  table during Character Generation and receives that Skill with level equal to C5. 
   Caste Digits: The specific Caste Characteristic digit for the UPP is the highest die roll on the 
  Caste Table which creates this Caste. 
  THE SKILLED CASTE 
   The Specific Skill. 
  The individual receives a 
  Skill or Knowledge 
  randomly from the Skill 
  List. Caste Skill is 
  ultimately equal to C5 
  (Edu, Tra, or Ins).  
   The Caste name for 
  an individual is the skill 
  held. For example, 
  Author, Pilot, or Gunner. 
   As in the other Castes,  
   Flux -4 = Gender;  
   Flux +4 = Special. 
   Entry 12 = Leader. 
   
   The skill distribution 
  for the Skilled Caste 
  varies by clan, region, or 
  group. Different groups 
  within the species can 
  have different Skilled 
  Caste tables.
   
  CASTE-BASED DIFFERENCES 
  Flux C1 
  C2 
  C3 
  C4 
  C5 
   - 5 
  - 5 
  - 5 
  - 5 
  - 5 
  -5 
   -4 
  - 4 
  - 4 
  - 4 
  - 4 
  - 4 
   -3 
  - 3 
  - 3 
  - 3 
  - 3 
  - 3 
   -2 
  - 2 
  - 2 
  - 2 
  - 2 
  - 2 
   -1 
  -- 
  -- 
  -- 
  -- 
  -- 
   0 
  -- 
  -- 
  -- 
  -- 
  -- 
   +1 
  -- 
  -- 
  -- 
  -- 
  -- 
   +2 
  +2 
  +2 
  +2 
  +2 
  +2 
   +3 
  +3 
  +3 
  +3 
  +3 
  +3 
   +4 
  +4 
  +4 
  +4 
  +4 
  +4 
   +5 
  +5 
  +5 
  +5 
  +5 
  +5 
   Common is the baseline Caste; 
  differences are from this value. C5 
  is Ins (but not Edu or Tra). 
   Roll for each Caste Type other 
  than Common; roll once within each 
  Caste Type for each Characteristic. 
   Caste-Based Differences are 
  imposed at Caste Assignment.
   
  CASTE SHIFT 
  1D 
  Shift 
   1 No shift 
   2 No shift 
   3 No shift 
   4 No shift 
   5 Mid-Life Shift 
   6 Rotation 
   Caste may change in the 
  course of a lifetime.  
   Mid-Life Shift. Assign (reroll 
  on the table) a new Caste at the 
  start of Life Stage 6.  
   Rotation. Advance Caste at 
  the start of each Life Stage. 
  Caste 12 promotes to Caste 2. 
   If Caste Shifts, Caste-Based 
  Differences also shift. Existing 
  Caste skills remain; and a 
  available new Caste skills are 
  acquired one per year. 
   
  CASTE ASSIGNMENT 
  1D 
  Assignment  
   
  Life Stage 
   1 Random (Assigned At Birth) 
   
  0 
   2 Random (Assigned At Adolescence) 
  2 
   3 Random (Assigned By Heredity) 
  0 
   4 Random (Assigned By The Community) 
  0 
   5 Selected (Family Choice) 
   
  2 
   6 Selected (Personal Choice) 
   
  2 
   Random. Use the Caste Table on the Sophont 
  Creation Card for a character being generated. 
   Selected. The player chooses Caste. 
   Before Assignment. An individual is Casteless 
  (without Caste) until it is assigned. 
   Inherited Caste is subject to special rules. 
   
  ASSIGNMENT IN THE SKILLED CASTE 
   Within the Skilled Caste, a member receives 
  one level of the Caste Skill or Knowledge each 
  year, beginning when Caste is assigned, until the 
  level equals Edu, Tra, or Ins. The levels received 
  are in addition to any other skills received. 
  
  5�
  Sophonts-08 
  *�
   
   
  Gender Structure 
   Gender indicates the evolutionarily established reproductive roles 
  within a race. Gender may include physical differentiation between the 
  members of the genders and other distinctive differences. 
   
  Sophont-08 
  Gender 
   
  THE GENDERS 
   There are six possible genders for any specific race, and there are a variety of 
  gender structures which make use of them. 
   Solitaire. Individuals reproduce without participation of an alternate gender mate. 
   Dual. Two individuals of different genders pair for reproduction. 
   FMN. Three distinct genders exist, of which only two participate in reproduction. 
  Gender 1 is Female (F), Gender 2 is Male (M), and Gender 3 is Neuter (N). 
   EAB. Three individuals come together for reproduction. Gender 1 is Egg Donor (E), 
  Gender 2 is Activator (A), and Gender 3 is Bearer (B). 
   Group. Many individuals come together for reproduction. Genders are identified as 
  numbers One, Two, Three, Four, Five, and Six (not all are necessarily present). 
   
  Structure 
  Gender1 
  Gender2 
  Gender3 
  Gender4 
  Gender5 
  Gender6 
  Solitaire 
  Solo 
  -- 
  -- 
  -- 
  -- 
  -- 
  Dual 
  Female 
  Male 
  -- 
  -- 
  -- 
  -- 
  FMN 
  Female 
  Male 
  Neuter 
  -- 
  -- 
  -- 
  EAB 
  Egg Donor 
  Activator 
  Bearer 
  -- 
  -- 
  -- 
  Group 
  One 
  Two 
  Three 
  Four 
  Five 
  Six 
   
  COMPLETING A  
  GENDER GENERATION TABLE  
   The Gender Generation Table on 
  the Being Creation Card is unique 
  to the race being described; it 
  determines genders of the race, 
  and in what proportion they occur.  
   Beginning with entry 2 on the 
  form under Gender Generation, roll 
  Flux and consult Gender 
  Components. Based on the result, 
  consult the appropriate column and 
  continue until all entries 2-12 have 
  been completed. Some possible 
  genders may be duplicated; others 
  may not be present depending on 
  the die roll results. 
   
  THE CASTE - GENDER RELATION 
   1D Relationship 
   1 Dependent 
   2 Dependent 
   3 Casted Breeder 
   4 Casted Breeder 
   5 Independent 
   6 Independent 
   Dependent. Each caste is always of one 
  specific gender. Caste determines Gender. 
   Casted Breeder. The first gender (1FE) is 
  always the breeder caste and is identified as 
  by the gender name. All other castes may be 
  any gender. Apart from 1FE, Caste and 
  Gender are independently determined. 
   Independent. Caste and Gender are 
  determined independently. 
  GENDER COMPONENTS 
  Flux 
  Structure 
  Solitaire 
  Dual 
  EAB 
  FMN 
  Group 
   -5 
  Solitaire 
  Female 
  Female 
  Egg 
  Female 
  Six 
   -4 
  Solitaire 
  Female 
  Female 
  Egg 
  Female 
  Six 
   -3 
  EAB 
  Female 
  Female 
  Egg 
  Female 
  Four 
   -2 
  EAB 
  Female 
  Female 
  Activator 
  Male 
  Four 
   -1 
  Dual 
  Female 
  Male 
  Egg 
  Female 
  Two 
   0 
  Dual 
  Female 
  Female 
  Activator 
  Male 
  One 
   +1 
  Dual 
  Female 
  Male 
  Bearer 
  Neuter 
  Three 
   +2 
  FMN 
  Female 
  Male 
  Bearer 
  Neuter 
  Five 
   +3 
  FMN 
  Female 
  Male 
  Bearer 
  Neuter 
  Five 
   +4 
  Group 
  Female 
  Female 
  Activator 
  Male 
  Six 
   +5 
  Group 
  Female 
  Male 
  Bearer 
  Neuter 
  Six 
   On the Gender Determination Table, enter Gender 1 (Female, Egg, or 
  One) on entry line 2. If Dual, FMN, or EAB, enter Gender 2 (Male, Activator) 
  on entry line 3. If FMN or EAB, enter Gender 3 (Neuter, Bearer) on entry 
  line 4. For each remaining entry line, roll Flux on the appropriate column 
  and enter the result.  
   
  GENDER-BASED DIFFERENCES 
  Flux C1 
  C2 
  C3 
  C4 
  C5 
   - 5 
  - 5 
  - 5 
  - 5 
  - 5 
  -5 
   -4 
  - 4 
  - 4 
  - 4 
  - 4 
  - 4 
   -3 
  - 3 
  - 3 
  - 3 
  - 3 
  - 3 
   -2 
  - 2 
  - 2 
  - 2 
  - 2 
  - 2 
   -1 
  -- 
  -- 
  -- 
  -- 
  -- 
   0 
  -- 
  -- 
  -- 
  -- 
  -- 
   +1 
  -- 
  -- 
  -- 
  -- 
  -- 
   +2 
  +2 
  +2 
  +2 
  +2 
  +2 
   +3 
  +3 
  +3 
  +3 
  +3 
  +3 
   +4 
  +4 
  +4 
  +4 
  +4 
  +4 
   +5 
  +5 
  +5 
  +5 
  +5 
  +5 
   Roll once within each Gender for 
  each Characteristic. C5 is Ins (but not 
  Edu or Tra). Roll for each Gender 
  Type other than 1FE;  
   
  GENDER ASSIGNMENT 
   Flux Assigned By Shifts? 
   - 5 by Family 
  Progression 
   
  -4 at Maturity 
  Progression 
   
  -3 at Maturity 
  Fixed 
   
  -2 at Birth 
  Fixed 
   
  -1 at Birth 
  Fixed 
   
  0 at Birth 
  Fixed 
   +1 at Birth 
  Fixed 
   +2 at Birth 
  Fixed 
   +3 at Maturity 
  Fixed 
   +4 at Maturity 
  Transform 
   +5 by Individual Transform 
   Maturity = Life Stage 2. 
   
  BEFORE GENDER ASSIGNMENT 
   If Gender is not assigned at birth, 
  the individual’s Gender prior to 
  assignment is Neuter. 
   
  GENDERS MAY SHIFT 
   Individual Initial Gender Assignment is 
  based on the Gender Determination. 
   If Gender is not Fixed, it will shift under 
  one of the following structures: 
   Progression. Individual changes gender 
  at the beginning of each Life Stage. The new 
  gender is the next higher entry on the 
  Gender Table on the Sophont Creation Card 
  (which also means that gender may remain 
  the same). 
   Transform. Individual transforms from one 
  specific gender to another (randomly 
  determined) once at Mid-Life Life Stage 6. It 
  is possible that the new gender may be the 
  same as the old gender. 
   
   Gender-Based Differences shift when 
  Gender shifts. 
  
  5�
  Sophonts-09 
  (�
   
   
  Life Stages 
   The Life Stages of a Race determine when a Sophont begins an adult 
  career, when an individual begins to feel the effects of age, when an 
  individual expects to retire, and the traditional lifespan for the Sophont. 
  Sophont-09 
  Life Stages 
   
  THE NINE STAGES OF LIFE 
   Every sophont’s life is a succession of Life Stages, each with its own particular significance. Understanding the Life Stages 
  for a Sophont helps understand the psychology which governs its members. These stages include: 
   
   No. Life Stage 
  Description 
  Human= 
   
  0.  Infant.  
  A helpless infant under the care of an adult member of the family. 
  0 -  1 
   
  1.  Child.  
  An immature individual receiving basic education. 
  2 -  9 
   
  2.  Teen.  
  A gender mature individual not yet fully responsible in society. Gender and Caste maturity. 
  10 -17 
   
  3.  Young Adult.  A physically mature individual with full responsibilities in society. Character Generation begins. 
  18 -25 
   
  4.  Adult.  
  A full member of society. 
  26 -33 
   
  5.  Peak.  
  An individual at the height of physical and mental abilities. Physical aging begins. 
  34 -41 
   
  6.  Mid-Life.  
  An individual approximately half way through a typical life span. 
  42 -49 
   
  7.  Senior.  
  An experienced individual. 
  50 -57 
   
  8.  Elder.  
  An individual at the greatest levels of personal achievement. 
  58 -65 
   
  9.  Retirement.  
  An individual is living on the fruits of his prior labors. Mental aging begins. 
  66 -74 
   
   Life Stage 2. The first two years of 2-Teen is the period of Gender maturity, and (if the Race has Caste) of Caste maturity. 
   Cadets. Cadet characters are generated and start play at the beginning of year 3 of Teen. (=12 for Humans). 
   Life Expectancy (or traditional lifespan) is the sum of the lengths of the Life Stages. For example, Humans have a 2-year 
  infancy and nine stages of 8 years each, producing a traditional lifespan of 74 years.  
   
  LIFE STAGE DURATION Young  
   
  Mid 
   
    
  Infant Child Teen Adult Adult Peak Life 
  Senior Elder Retired 
  Flux 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
   - 5 1/2 
  1 
  0 
  0 
  0 
  1 
  0 
  0 
  0 
  1 
   - 4 1/2 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
   - 3 1/2 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
   - 2 1/2 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
   - 1 1/2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
     0 1/2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
   +1 1/2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
   +2 1/2 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
   +3 1/2 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
   +4 1/2 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
   +5 1/2 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
   Duration is shown in 4-year Terms (1 = one term of four years). 
   
    
   
   Life Stages for each sophont may vary in 
  length.  
   This chart indicates the number of terms (4 
  year terms) the sophont spends in a Life 
  Stage. Infancy is automatically one-half term (2 
  years). A result of 0 indicates that a particular 
  Life Stage is skipped (or has an extremely 
  short duration of perhaps a few weeks). 
   Beginning with Life Stage 1, roll Flux for 
  each Life Stage and record the number of 
  terms for each Stage on the Being Creation 
  Card. 
   
  AGING 
   Aging affects the character’s physical and mental 
  characteristics, ultimately reducing them to zero and inflicting 
  death. 
   Characters are immune to Aging for roughly the first half of 
  their lives. Once Aging begins, it occurs every term on the 
  character’s birthday and may reduce individual 
  characteristics. 
   
  Physical Aging 
   Sophont Physical Aging affects the Physical 
  Characteristics C1 Strength, C2 Dexterity Agility Grace, and 
  C3 Endurance Stamina Vigor. It begins at the beginning of 
  Life Stage 5- Peak) and is resolved as an Aging Check. 
   
  Mental Aging 
   Sophont Mental Aging affects Intelligence and Instinct (if 
  present). It begins at the beginning of Life Stage 9- 
  Retirement and is resolved as an Aging Check.. 
  THE AGING CHECK 
   The Aging Check is resolved every four years on the 
  character’s birthday. The Crisis is rolled for each applicable 
  Characteristic. 
   
   To Feel Age Effects (The Aging Check) 
   2D < Life Stage 
   Success inflicts -1 on the characteristic.  
   (A character wants to FAIL this action). 
   
   If one Characteristic is reduced to 0, it is reset to 1. 
   If two Characteristics are reduced to 0, the character 
  suffers an illness and spends four weeks in rest and 
  recuperation. The two characteristics are each reset to 1. 
   If three Characteristics are reduced to 0, the character 
  suffers a major illness and must spend four months in rest 
  and recuperation. The three characteristics are each reset to 
  1. The second time three characteristics are reduced to 0, 
  the character dies. 
  
  5�
  Sophonts-10 
  5
   
   
  The Senses 
   There are six possible senses, of which all Sophonts have Touch, 
  and they may or may not have one or more of the others. 
   The senses are defined and described using the human senses as 
  the baseline.  
  Sophonts-10 
  The Senses 
   
  THE SENSES 
   Each sense concentrates on one specific 
  phenomenon of the six broad types that 
  senses can perceive.  
   The six categories are: 
   
  Vision sees wavelengths of light 
  (possibly infrared or ultraviolet). 
   
  Hearing hears sound (possibly 
  infrasonic or ultrasonic). 
   
  Touch feels objects (including 
  sensing of patterns, textures, shapes, 
  temperature, and other information). 
   
  Smell and Taste sense an 
  identifiable aspect of objects. The two 
  are treated as one sense.  
   
  Awareness senses electrical or 
  magnetic fields.  
   
  Perception senses biological or 
  sentient auras. 
   Other senses are possible, but they are 
  either minor in scope or too exotic in 
  execution for this system to handle. When 
  they are present, they are administered as 
  exceptions or through special rules. 
   Sense Strings. Capabilities of the 
  senses are conveyed by Sense Strings. 
   
  SENSE STRINGS 
  Sense 
  String 
   
  Elements 
  Vision 
  V-00-RGB 
  V- Constant- Band1 Band2 
  Band3 
   
  Hearing 
  H-00-FSVR H- Constant- Freq 
  Span  
  Voice  
  Range 
  Smell 
  S-00-S 
  S- Constant- Sharpness 
   
   
  Touch 
  T-00-S 
  T- Constant- Sensitivity 
   
   
  Awareness 
  A-00-A 
  A- Constant- Acuity  
   
   
  Perception 
  P-00-AV 
  P- Constant- Acuity PVoice  
   
   
  THE SENSES 
  Flux 
  Constant Vision 
  Hearing Smell 
  Touch 
  Aware 
  Percep 
   
  -5 
  06 
  Blind 
  Deaf 
  Anosmic 
  Touch 
  Unaware Oblivious 
   
  -4 
  08 
  Blind 
  Deaf 
  Anosmic 
  Touch 
  Unaware Oblivious 
   
  -3 
  10 
  Blind 
  Deaf 
  Anosmic 
  Touch 
  Unaware Oblivious 
   
  -2 
  12 
  Vision 
  Deaf 
  Anosmic 
  Touch 
  Unaware Oblivious 
   
  -1 
  14 
  Vision 
  Hearing Anosmic 
  Touch 
  Unaware Oblivious 
   
  0 
  16 
  Vision 
  Hearing Smell 
  Touch 
  Unaware Oblivious 
   +1 
  18 
  Vision 
  Hearing Smell 
  Touch 
  Aware 
  Oblivious 
   +2 
  20 
  Vision 
  Hearing Smell 
  Touch 
  Aware 
  Percept 
   +3 
  22 
  Vision 
  Hearing Smell 
  Touch 
  Aware 
  Percept 
   +4 
  24 
  Vision 
  Hearing Smell 
  Touch 
  Aware 
  Percept 
   +5 
  26 
  Vision 
  Hearing Smell 
  Touch 
  Aware 
  Percept 
   Roll Flux once on each Sense column and note the Senses received on the 
  Sophont Creation Card (the sense of Touch is automatic). Roll Constant for 
  EACH Sense received. For each Sense received, consult the specific chart for 
  that Sense and create the Sense String. 
   
  VISION  
   
  HEARING  
   
   
  SMELL 
  TOUCH 
  AWARE 
  PERCEPT 
  Flux 
  C 
  Band 
  Star 
  C Freq Span Voice Range 
  C Sharp 
  C 
  Sensi 
  C 
  Acuity 
  C 
  Tone PVoice 
   -6 
  04 DHV 
  B0-B3 
  04 
  1 
  0 
  1 
  0 
  04 
  0 
  04 
  0 
  04 
  0 
  04 
  0 
  0 
   -5 
  06 UDH 
  B5-B8 
  06 
  1 
  0 
  1 
  0 
  06 
  1 
  06 
  1 
  06 
  1 
  06 
  1 
  1 
   -4 
  08 SUD 
  B9-A1 
  08 
  2 
  1 
  2 
  0 
  08 
  1 
  08 
  1 
  08 
  1 
  08 
  1 
  1 
   -3 
  10 PSU 
  A2-A8 
  10 
  3 
  1 
  3 
  0 
  10 
  1 
  10 
  2 
  10 
  2 
  10 
  2 
  2 
   -2 
  12 BPS 
  A9-F6 
  12 
  4 
  2 
  4 
  0 
  12 
  1 
  12 
  2 
  12 
  2 
  12 
  2 
  2 
   -1 
  14 GBP 
  F7-G1 
  14 
  5 
  2 
  5 
  1 
  14 
  2 
  14 
  3 
  14 
  3 
  14 
  3 
  3 
   0 
  16 RGB 
  G2-K0 
  16 
  6 
  3 
  6 
  2 
  16 
  3 
  16 
  3 
  16 
  3 
  16 
  3 
  3 
   +1 
  18 CRG 
  K1-K3 
  18 
  7 
  4 
  7 
  3 
  18 
  4 
  18 
  3 
  18 
  3 
  18 
  3 
  3 
   +2 
  20 ACR 
  K4-K6 
  20 
  8 
  4 
  8 
  3 
  20 
  5 
  20 
  4 
  20 
  4 
  20 
  4 
  4 
   +3 
  22 NAC 
  K7-K9 
  22 
  9 
  5 
  9 
  3 
  22 
  5 
  22 
  4 
  22 
  4 
  22 
  4 
  4 
   +4 
  24 INA 
  M0-M1 
  24 
  A 
  5 
  A 
  4 
  24 
  6 
  24 
  5 
  24 
  5 
  24 
  5 
  5 
   +5 
  26 FIN 
  M2-M4 
  26 
  B 
  6 
  B 
  4 
  26 
  6 
  26 
  5 
  26 
  5 
  26 
  5 
  5 
   +6 
  28 XFI 
  M5-L8 
  28 
  C 
  6 
  C 
  4 
  28 
  6 
  28 
  6 
  28 
  6 
  28 
  6 
  6 
   +7 
  30 ZXF 
  L9+ 
  30 
  D 
  7 
  D 
  4 
  30 
  6 
  30 
  6 
  30 
  6 
  30 
  6 
  6 
   
  LANGUAGE MEDIUM 
   Sophonts typically communicate by an efficient language 
  based on their available senses under the following priorities:  
   
  If The Sense Combination is 
   Hearing 
  Verbal Language 
   Perception, Deaf 
  Perceptual Language 
   Vision, Deaf, Oblivious 
  Visual Sign Language 
   Touch, Deaf, Oblivious, Blind 
  Tactile Sign Language 
   
  SOME SENSES ABSENT 
  Blind= No Vision. 
  Deaf= No Hearing. 
  Anosmic= No Smell. 
  Unaware= No Awareness. 
  Oblivious = No Perception. 
   
  THE RACIAL SCENT 
   Generate the Racial Scent 
  using 1D and 1D for each of 
  the six digits, producing a 
  scent in the format ABC-
  DEF. 
  RACIAL SCENT 
   D 1 2 3 4 5 6 
   1 1 2 3 4 5 6 
   2 A B C D E F 
   3 G H I 
  J K L 
   4 M N O P Q R 
   5 S T U V W X 
   6 Y Z 7 8 9 0 
   The sophont, like all 
  living creatures, has a 
  characteristic scent which 
  it emits, and which can be 
  sensed by others.  
   Human is HUM. 
  
   
  5�
  Sophonts-11 
  5
   
   
  Body Structure 
   The physical appearance of the race is determined by body 
  symmetry, number of limb groups, location of the braincase and senses, 
  armor status of the body, natural weaponry, and number of eyes and 
  ears. 
  Sophont-11 
  Body Structure 
   
   
    
   
   
   
   
   
   
  Aquatic 
  Diver 
  BODY STRUCTURE  
   
  Flyer  
  Walker 
  Amphibian 
  Swimmer 
  Flyphib 
  Flux Symmetry 
  Head and Torso 
  Front Rear 
  Front Rear 
  Front Rear Front 
  Rear Front 
  Rear Tail 
   -5 Asymmetrical HS 
  TB 
  WW 
  WW 
  AA 
  LL 
  AA 
  FF 
  AA 
  FF 
  FF 
  FF 
  P 
   -4 Asymmetrical HS 
  TB 
  WW 
  WM 
  AA 
  LL 
  AA 
  LF 
  AA 
  LF 
  WW 
  FM 
  V 
   - 3 Asymmetrical HS 
  TB 
  WA 
  WL 
  AN 
  LN 
  AF 
  LL 
  AF 
  LL 
  WA 
  FL 
  T 
   -2 Bilateral 
  HBS 
  T 
  WA 
  WN 
  AN 
  LN 
  AF 
  LN 
  AF 
  LN 
  WA 
  FN 
  T 
   -1 Bilateral 
  HBS 
  T 
  WL 
  WN 
  LL 
  LN 
  AL 
  FN 
  AL 
  FN 
  WL 
  FF 
  N 
   0 Bilateral 
  HBS 
  T 
  WL 
  LN 
  LL 
  LN 
  AL 
  FN 
  AL 
  FN 
  WL 
  FN 
  N 
   +1 Bilateral 
  HBS 
  T 
  WL 
  LN 
  LL 
  LN 
  AL 
  LN 
  AL 
  LN 
  WL 
  FN 
  N 
   +2 Trilateral 
  HBS 
  T 
  WN 
  LN 
  LN 
  LN 
  AW 
  WL 
  FF 
  FF 
  WN 
  FN 
  N 
   +3 Trilateral 
  N 
  TBS 
  AN 
  LM 
  AL 
  LM 
  AF 
  WF 
  AF 
  FF 
  FN 
  FN 
  N 
   +4 Radial 
  N 
  TBS 
  AN 
  MM 
  AL 
  MM 
  AF 
  FM 
  AF 
  FM 
  FN 
  FM 
  M 
   +5 Radial 
  N 
  TBS 
  AA 
  NN 
  AN 
  NN 
  AN 
  MM 
  AN 
  MM 
  FF 
  NN 
  A 
   
   Symmetry. Indicates general 
  structure of the body. Bilateral limbs are 
  in pairs; Trilateral limb groups are 
  triplets; Radial limb groups have 1D 
  limbs per group. Asymmetrical has 1D 
  limbs per group (roll for each limb 
  group). DM -2 if Grace. +2 if Agility. +2 
  if Swimmer or Diver. 
   Head and Torso. One roll 
  determines both Head and Torso. Note 
  that the Brain is not necessarily located 
  in the Head, but there is only one Brain. 
   Limb Group Structure. Using 
  Environment Type (Flyer, Walker, 
  Amphibian, Swimmer, Diver, 
  Flyphibian) roll for Front limbs and Rear 
  limbs. Front Limbs terminate in 
  Manipulators; Rear Limbs do not have 
  Manipulators. 
   Tails. Roll for the presence of a Tail. 
  Manipulator is a prehensile tail. 
  Proboscis is technically not a tail; it is a 
  Trunk emanating from the Head (if no 
  head, from the front of the Torso). 
   
  BODY STRUCTURE OVERVIEW 
   The Body Structure Overview 
  presents in capsule form the details of 
  the head, torso, limbs, and tail of the 
  sophont in the format: 
   
  A-B-CD-EF-G 
   
   A= Head (with or without Brain and 
  Senses), B= Torso (with or without 
  Brain and Senses), CD= Front Limbs 
  (with Manipulators), EF= Rear Limbs, 
  and G= Tail / Proboscis.  
   Stance. A sophont is horizontal (and 
  has Length rather than Height) if it has 
  NO rear limb groups, or more Rear limb 
  groups than Front limb groups. All 
  others are Vertical and have Height 
  (not Length). 
  HEAD, TORSO, AND LIMB CODES 
  Head And Torso  
   
  HS 
  Head with Senses 
   
  HBS Head with Brain and Senses 
   
  N 
  No Head 
   
  T 
  Torso 
   
  TB 
  Torso with Brain 
   
  TBS Torso with Brain and Senses 
   
   
  Limb Groups 
  A 
  Arms 
   
  F 
  Flippers 
   
  L 
  Legs 
   
  M 
  Multiple Leg Groups 
   
  N 
  No Limbs 
   
  W 
  Wings 
   
   
  Tail/Proboscis 
  A 
  Antennae 
   
  M 
  Manipulator 
   
  N 
  No Tail 
   
  T 
  Tail 
   
  V 
  Vestigial Tail 
   
  P 
  Proboscis 
   
   
  BODY FEATURES 
  Flux Skeleton 
  Fluids 
  Skin 
  Weapon 
  Manipulators 
   
   - 6 Fluid Interior Sacs 
  Foam 
  Feathery Pelt  
  Tentacles 
   -5 Fluid Interior Sacs 
  Foam 
  Feathery Pelt  
  Tentacles 
   -4 Fluid Interior Sacs 
  Lymph 
  Furry Pelt 
  Tusks 
  Tentacles 
   - 3 Cartilege Interior 
  Hemolymph 
  Hairy Pelt 
  Fangs 
  Grippers 
   -2 Cartilege Interior 
  Ichor 
  Leather 
  Teeth 
  Grippers 
   -1 Bony Interior 
  Blood 
  Skin 
  - 
  Hands 
   0 Bony Interior 
  Blood 
  Skin 
  - 
  Hands 
   +1 Bony Interior 
  Blood 
  Skin 
  - 
  Hands 
   +2 Exoskeleton 
  Gore 
  Fine Scales 
  Claws 
  Paws 
   +3 Exoskeleton 
  Slime 
  Scales 
  Hooves 
  Graspers 
   +4 Segmented Shell 
  Scum 
  Spines 
  Spikes 
  Graspers 
   +5 Segmented Shell 
  Humours 
  Plates 
  Sting 
  Sockets 
   +6 Segmented Shell 
  Humours 
  Plates 
  Sting  
  Sockets 
   DM +1 if Swimmer Flyer. DM - 1 if Flyer. 
  Body Feature Terms 
   Skeleton. The type of interior 
  support structure. 
   Fluids. Typical body fluids. 
   Skin. General description of body 
  covering. 
   Armor. General description of 
  natural armor (value = 2D) 
   Weapon. General description of 
  natural weapon. 
   Manipulators. Front Limbs terminate 
  in Manipulators (Rear Limbs do not). 
  Manipulators on Legs are dual use 
  (thus doubling as Feet or Peds). 
   If otherwise no Manipulators, assume 
  Mouth is Manipulator. 
  
   
  5�
  Sophonts-12 
  !@
   
   
  Special Abilities 
   A sophont may have special abilities (for every member, or for 
  specific members based on gender or caste).  
  Sophont-12 
  Special Abilities 
   
  CASTE SKILLS LIST EXPANDED 
     Die C 
   
   
   
   
   
  . 
   A B 1 
  2 
  3 
  4 
  5 
  6 
   1 1 Recon 
  Aeronautics 
  Admin 
  Advocate 
  SoundMimic ACV 
   1 2 Spines 
  Aquanautics 
  Artillery 
  Artist 
  Biologics 
  Author 
   1 3 Sensors 
  Automotive 
  Astrogator 
  Beams 
  Computer 
  Broker 
   1 4 Actor 
  Bureaucracy 
  Craftsman 
  Compute 
  Driver 
  Mole 
   1 5 Flyer 
  BattleDress 
  Dancer 
  Diplomat 
  Explosives 
  Medic 
   1 6 Empath 
  Engineer 
  Designer 
  Exotics 
  G-Drive 
  Grav 
   2 1 Flapper 
  Fluidics 
  Electronics 
  Forensics 
  J-Drive 
  Math 
   2 2 Leader 
  Heavy Wpns 
  Engineer 
  Legged 
  Liaison 
  JOT 
   2 3 Tracked 
  Launcher 
  Gravitics 
  Mechanic 
  Athlete 
  Trader 
   2 4 Pilot 
  Magnetics 
  Hostile Env Ordnance 
  Blades 
  LTA 
   2 5 Animals 
  Life Support 
  Language 
  P-Plant 
  Counsellor 
  Sail 
   2 6 Tactics 
  Photonics 
  Musician 
  Sapper 
  Ortillery 
  Ship 
   3 1 Turrets 
  Programmer 
  Strategy 
  Small Craft Fighting 
  Rotor 
   3 2 Seafarer 
  Slug Thrower 
  M-Drive 
  Stealth 
  Osmancer 
  Rider 
   3 3 Survey 
  Naval Arch 
  Navigation 
  Survival 
  Wheeled 
  Sprays 
   3 4 Comms 
  Streetwise 
  Polymers 
  Trainer 
  Screens 
  Sub 
   3 5 Teacher 
  Teamster 
  Spacecraft 
  Animals 
  Steward 
  Wing 
   3 6 Unarmed Vacc Suit 
  Starships 
  No Skill 
  Zero-G 
  WMD 
   Roll die A (if greater than 3, reroll) and die B for row; roll die C for column. 
   
  SPECIAL ABILITIES 
   
   
  1 
  2 
  3 
  4 
  5 
  6 
  Flux 
  The Arts 
  Talents 
  Talents 
  Senses 
  Disability Trades 
   - 5 
  Actor 
  Insight 
  Math 
  Touch 
  -  
  Biologics 
   - 4 
  Actor 
  Empath 
  Math 
  Touch 
  Stench 
  Biologics 
   - 3 
  Dancer 
  Hibernate 
  Memorize 
  Vision 
  Blind 
  Mechanics 
   - 2 
  Artist 
  Hypno 
  SoundMimic Hearing 
  Deaf 
  Mechanics 
   - 1 
  - 
  - 
  - 
  - 
  - 
  - 
     0 
  - 
  - 
  - 
  - 
  - 
  - 
   +1 
  - 
  - 
  - 
  - 
  - 
  - 
   +2 
  Music 
  Intuition 
  Mem < - > 
  Awareness 
  Unaware Craftsman 
   +3 
  Artist 
  Rage 
  Mem < - > 
  Perception 
  Oblivious Craftsman 
   +4 
  Osmance 
  ReGen 
  Mem < - > 
  Smell 
  Anosmic 
  Electronic 
   +5 
  Osmance 
  Curiosity 
  Mem < - > 
  Smell 
  Anosmic 
  Electronic 
   It is entirely possible that a race may have no special ability. If a Special Ability is 
  present, the individual generated character receives = 1D. Roll 1D for the column, 
  followed by Flux for the row which applies. 
   Sophont Based Special Abilities. Consult this table once for the Race.  
   Gender Based Special Abilities. Consult this table once for each Gender.. 
   Caste-Based Special Abilities Consult this table once for each Caste. 
   
  Adjustments to Special Abilities. 
   Music: If Deaf and Oblivious, reroll. 
   Smell: If Anosmic, reroll. 
   Mem < - >. Roll for the Sense associated. 1= Vision. 2= Audio. 3= Scent. 4= 
  reroll. 5= Aware. 6= Percep. If the sense is absent, reroll. 
   SoundMimic: If Deaf, reroll. 
   Senses: If the sense is currently absent, the recipient Gender or Caste acquires 
  the sense. Create its String. If the sense is present, increase the Constant for the 
  recipient Gender or Caste by +2. 
   Disability: If the sense is already absent, there is no effect. 
   Morph: If Internal Structure= Fluid Filled Sac, if 1D= 5 or 6, Sophont has Morph. 
  CASTE SKILLS LIST SHORT 
   1D 1D Skill List 1 
  Skill List 2 
   1 
  1 
  Actor 
  Heavy Wpns 
   1 
  2 
  Admin 
  Hi-G 
   1 
  3 
  Animals 
  Hostile Env 
   1 
  4 
  Art 
  Insight 
   1 
  5 
  Astrogator 
  JOT 
   1 
  6 
  Athlete 
  Language 
   2 
  1 
  Author  
  Lawyer 
   2 
  2 
  BattleDress 
  Leader 
   2 
  3 
  Biologics 
  Liaison 
   2 
  4 
  Broker 
  Mechanic 
   2 
  5 
  Bureaucracy 
  Medic 
   2 
  6 
  Carouse 
  Music 
   3 
  1 
  Command 
  Naval Arch 
   3 
  2 
  Comms 
  Photonics 
   3 
  3 
  Computer 
  Pilot 
   3 
  4 
  Counsellor 
  Polymers 
   3 
  5 
  Craftsman 
  Programmer 
   3 
  6 
  Dancer 
  Recon 
   4 
  1 
  Designer 
  Sapper 
   4 
  2 
  Diplomat 
  Seafarer 
   4 
  3 
  Driver 
  Sensors 
   4 
  4 
  Electronics 
  Stealth 
   4 
  5 
  Engineer 
  Steward 
   4 
  6 
  Explosives 
  Strategy 
   5 
  1 
  Fighting 
  Streetwise 
   5 
  2 
  Fluidics 
  Survey 
   5 
  3 
  Flyer 
  Survival 
   5 
  4 
  Forensics 
  Tactics 
   5 
  5 
  Forward Obsv Teacher 
   5 
  5 
  Gambler 
  Trader 
   6 
  1 
  Gravitics 
  Vacc Suit 
   6 
  2 
  Gunner 
  Zero-G 
   6 
  3 
  Biologics 
  Mechanic 
   6 
  4 
  Electronics 
  Photonics 
   6 
  5 
  Fluidics 
  Polymers 
   6 
  6 
  Gravitics 
  Programmer 
   Select Skill List 1 or Skill List 2. 
   
   
  TYPES OF VOICES 
  Flux  Code Voice 
  PVoice 
   
  0 
  0 
  Mute 
  Mute 
   
  -5 
  1 
  Whistles 
  Faint 
   
  -4 
  2 
  Whistle 
  Vague 
   
  -3 
  3 
  Vowels 
  Common 
   
  -2 
  4 
  Musical 
  Firm 
   
  -1 
  5 
  Standard 
  Strong 
   
  0 
  6 
  Standard 
  Powerful 
   +1 
  7 
  Standard 
   
   +2 
  8 
  Guttural 
   
   +3 
  9 
  Consonantal  
   +4 
  A 
  Clicks Pops  
   +5 
  B 
  Mimic 
   
  
  5�
  Sophonts-13 
  !#
   
   
  Manipulators 
   Sophonts need to manipulate their environment; most do so with 
  hands or hand-like manipulators. The common forms of manipulators 
  are hands, paws, tentacles, gripper, graspers, and sockets. 
  Sophont-13 
  Manipulators 
   
   
   
   
   
   
   
  Hands 
  Paws 
  Tentacles 
  The termination of a limb consisting of 
  two opposed groups of one or more 
  moderately flexible digits, capable of 
  holding an object. 
  The termination of a limb consisting of 
  several unopposed moderately flexible 
  digits which can grasp and hold an 
  object.  
  The termination of a limb capable of 
  entwining or coiling. The termination 
  may be one tentacle, or it may be more 
  than one working together. 
   
   
   
   
   
   
   
  Graspers 
  Grippers 
  Sockets 
  The termination of a limb consisting of 
  three or more mutually opposed flaps or 
  digits capable of clamping an object 
  between them. 
  The termination of a limb consisting of 
  two opposed groups of relatively 
  inflexible flaps or digits capable of 
  clamping an object between them. 
  The termination of a limb consisting of a 
  hollow rimmed with muscle capable of 
  holding an object within it. It may have 
  an internal tentacle-like manipulator. 
   
  USING MANIPULATORS 
   Manipulators determine precisely how a sophont handles 
  objects and operates mechanisms. 
   Grip. Grip is the strength which a manipulator adds (or 
  doesn’t add) when holding an object. Grip is a mod for tasks 
  using Strength and involving manipulators. 
   
  USING CONTROLS WITH MANIPULATORS 
   Controls are the interface between a sophont and an 
  object. They range from simple handles to keypad inputs. 
   
  CONTROLS 
    
  Grip Preferred Optimized Alien 
  Touch 
  Hand 
  0 
  0 
    0 
  - 1 
  0 
  Paw 
  - 2 
  0 
  - 1 
  - 3 
  -1 
  Tentacle 
  +1 
  0 
    0 
  - 1 
  0 
  Grasper 
  0 
  0 
    0 
  - 2 
  -2 
  Gripper 
  +2 
  0 
  - 1 
  - 3 
  -1 
  Socket 
  - 1 
  0 
    0 
  - 2 
  -3 
   The Mod shown applies when using the manipulator with 
  the control type shown. 
   Touch Mod is used with the Touch Sense Action 
  Typical Controls 
   The grip or handle and trigger mechanism on a weapon. 
   The adjusting knobs on a communicator. 
   The operating levers and mechanism on a vehicle. 
   The input devices on computers and equipment. 
    
   Preferred Controls. Controls adapted to a specific 
  manipulator (for example, Paw Controls, Tentacle Controls). 
  Properly used Preferred Controls have no mods. 
   Optimized Controls. Controls specifically designed to be 
  used by all possible manipulators. Optimized Controls have 
  fewer disadvantageous mods. Many vehicles have Optimized 
  Controls. 
   Alien Controls. Non-optimized controls not adapted for 
  the manipulator being used (for example Paw controls being 
  used by Hands). Alien Controls are subject to 
  disadvantageous mods. 
   
  Configurable Controls 
   Controls capable of being adjusted to Preferred Controls. 
  Configuration time varies, as does the actual effectiveness of 
  the configured format. 
  
  5�
  Sophonts-14 
  !$
   
   
  Unique Circumstances 
   Some sophonts have unusual or unique physical or life cycle 
  structures. These uniques may be implemented for specific sophonts 
  are necessary. This list is not exhaustive. 
  Sophont-14 
  Uniques 
   
  METAMORPHOSIS 
   The sophont individual undergoes one or more abrupt and dramatic changes in 
  physical structure or form, typically when the sophont advances from one Life Stage to 
  the next. At its simplest, Metamorphosis occurs once and the sophont changes 
  abruptly; in more complex structures, the sophont repeatedly transforms into new and 
  different forms. 
   The Changes. When a sophont Metamorphosizes, it takes on a totally new physical 
  structure: create a NEW sophont to be the next stage: the only firm requirement is that 
  the new form must be larger than the old form. 
   Life Stages. Each change takes place at the beginning of a Life Stage. 
   Metamorphic Stages. The Table gives a series of Metamorphic Stage names. Their 
  precise meaning for a sophont may differ from the classic biological meaning. For 
  example, Egg is the name of the lowest or earliest of Metamorphic Stages rather than 
  necessarily an ovoid immobile form. 
  AVAILABLE 
  METAMORPHIC STAGES 
   Egg. 
   Embryo.  
   Larva. 
   Nymph.  
   Pupae.  
   Subimago. 
   Imago. 
   Postimago 
   Adult.  
   Post Adult. 
   
   
  SYMBIONTS 
   The sophont lives in a paired relationship with another organism. 
   Dominated Carrier. An external or visible sophont (the Carrier) is inhabited by an 
  interior symbiont (Dominant) acting as the brain. The Carrier is typically deficient in 
  Mental Characteristics; the Dominant is typically diminutive by highly intelligent.  
   A Dominant can be transferred from Carrier to Carrier. 
   Assisted Carrier. The Carrier is inhabited by an interior symbiont (Assistant). Both 
  Carrier and Assistant are intelligent and interact to process information.  
   An Assistant can be transferred from Carrier to Carrier. 
   
  HIBERNATION 
   The sophont undergoes a long-
  term hibernation (typically lasting a 
  full life stage).  
   
   
   
   
  UNIQUES 
   This system cannot cover every possible 
  situation. Where necessary, or where desired, 
  unique elements of the Sophont structure can be 
  inserted. Such Uniques may change, supplement, 
  complement, or supersede any of the other 
  sophont information. For example, 
   The Shriekers of Shvireeyiyi experience an 
  intense aging crisis at Life Stage 5. 
   The Intferhi of Beta Hydrae have two heads. 
   
   
   
   
  THE EFFECTS OF WORLD CONDITIONS 
   The conditions of the homeworld have an effect of the abilities of the 
  sophont. Sophonts from worlds with extremes of Hot, Cold, Light, and 
  Radiation react to the damage they inflict differently. 
   
  Sophont From 
    
  Hot 
  Cold 
   
  Rad 
   
  Bright 
  Normal 
  World 
  World 
  Normal World 
  Normal World 
  Hot-4 
  Hot-3 
  Hot-5 
   
   
   
   
  Hot-3 
  Hot-2 
  Hot-4 
   
   
   
   
  Hot-2 
  Hot-1 
  Hot-3 
   
   
   
   
  Hot-1 
   
  Hot-2 
   
   
   
   
  -- 
  Cold-1 
  Hot-1 
  -- 
   
  -- 
   
  Cold-1 
  Cold-2 
   
  Rad-1 
   
  Flash-1  
  Cold-2 
  Cold-3 
  Cold-1 
  Rad-2 
  Rad-1 
  Flash-2 Flash-1 
  Cold-3 
  Cold-4 
  Cold-2 
  Rad-3 
  Rad-2 
  Flash-3 Flash-2 
  Cold-4 
  Cold-5 
  Cold-3 
  Rad-4 
  Rad-3 
  Flash-4 Flash-3 
   
    
  
  5�
  Sophonts-15 
  !%
   
   
  Sophont Size 
   The physical height and weight of a character can be determined 
  from the physical characteristics in the UPP. 
  Sophonts-15 
  Size 
   
  BEING SIZE 
   Size is a measure of the volume (and to some extent the weight) of a sophont. Size is measured in units approximately 
  equal to one liter (1000 liters to a cubic meter). As a very rough measure, Size is also the mass of a person or sophont in 
  kilograms. The size standard or benchmark is Human = 100. Size for a sophont is based on the three physical characteristics 
  C1 C2 C3 (and according to the Calculating Size Table). 
   
  Individual Size 
   To determine the size of an individual sophont, 
   Total the physical characteristics for the individual (halving 
  Grace and Agility; doubling Stamina). Divide the total by 21 
  and multiply by 100. The result is individual sophont size. 
   
   
  Calculating Species or Sophont Size 
   C1 Strength 
  Char 
   
   C2 Dexterity 
  Char 
   
   C2 Grace 
  Char / 2 
  makes it lighter or smaller 
   C2 Agility 
  Char / 2 
  makes it lighter or smaller 
   C3 Endurance 
  Char 
   
   C3 Stamina 
  Char * 2 
  makes it heavier or larger 
   C3 Vigor 
  Char /2 
  makes it lighter or smaller 
   Char= Individual rolled Characteristic Value (for example, if 
  Str = 7, Char = 7). 
   
  Total= C1 + C2 + C3 
  Individual Size = 100 * ( Total / 21). 
   
   For example, a Human SDEIES rolls 2D each for C1 C2 
  C3 physical characteristics and the result is 777 = 21/ 21 = 1 
  * 100 = 100. This human is totally average in size. 
   For example, a Hexaphant SDSIES rolls 3D+12, 2D, 3D 
  +12 for C1 C2 C3 physical characteristics and the result is 
  M9T= 21 + 9 + 54 = 84 / 21 = 4 * 100 = Size 400. This 
  individual is larger than the average Hexaphant and large by 
  any measure. 
  Average Size 
   To determine the average size for a Sophont, 
   Total the number of dice used to generate the Physical 
  Characteristics (halving Grace, Agility, and Vigor; doubling 
  Stamina). Divide the total by 6 and multiply by 100. The result 
  is typical size for the sophont. 
   
  Calculating Species or Sophont Size 
   C1 Strength 
  Dice 
   
   C2 Dexterity 
  Dice 
   
   C2 Grace 
  Dice / 2 
  makes it lighter or smaller 
   C2 Agility 
  Dice / 2 
  makes it lighter or smaller 
   C3 Endurance 
  Dice 
   
   C3 Stamina 
  Dice * 2 
  makes it heavier or larger 
   C3 Vigor 
  Dice /2 
  makes it lighter or smaller 
   Dice= Number of dice rolled for the characteristic (for 
  example, if Str = 2D, Dice = 2). 
   
  Total= C1 + C2 + C3 
  Typical Size = 100 * ( Total / 6 ). 
   
   For example, a Human SDEIES rolls 6D (2D + 2D + 2D) 
  for C1 C2 C3 physical characteristics = 6 / 6 = 1 * 100 = 100. 
  A Human is size 100. 
   For example, a Hexaphant SDSIES rolls 12D (5D + 2D + 
  5D) = 5+ 2 + 5*2 = 17/6 = 2.83* 100 = 283. A Hexaphant is 
  size 283. 
   If the Sophont has Mods on the die rolls, add or subtract 
  fractional dice (+1 = +0.16; -1 = -0.16). For example, a 
  Sssnth SDEIES rolls 6D-3 (2D-1 + 2D-1 + 2D -1) for physical 
  characteristics C1 C2 C3 = 6-.5 = 5.5/6 = 0.91 *100 = 91.A 
  Sssnth is Size = 91. 
   
  SMALL, STANDARD, OVERSIZE, AND TITAN 
   Sophonts (and all users: robots, armored suits) fall into four broad classes: Small, Standard, Oversize, and Titan. All four 
  classes are approximations, with wide variation in the specifics. 
   Small (about 50). A small number of sophonts fall into the Small Size Class. Small assumes the individual is less than 1 
  meter tall and less than 50 kg mass. C1 C2 C3 are probably created with 1D each. 
   Standard (about 100). Humanity and most sophonts fall into the Standard Size Class. Standard assumes the individual is 
  approximately 1.5 to 2 meters tall and less than 100 kg mass. C1 C2 C3 are probably created with 2D each. 
   Oversize (about 200). A few sophonts fall into the Oversize Size Class. Oversize assumes the individual is approximately 3 
  to 4 meters tall (possibly altered by a multi-legged horizontal stance) and masses 400 to 800 kg. C1 C2 C3 are probably 
  created with 3D each. 
   Titan (about 300). A very few sophonts are in the Titan Size Class. Titan assumes the individual is approximately 4 to 5 
  meters tall (possibly altered by a multi-legged horizontal stance) and masses 1 to 2 tons. C1 C2 C3 are probably created with 
  4D or 5D each. 
   
   Armor and Robots 
   Armor for sophonts, and Humaniform or Sophontiform robots are produced in Standard (same size as the Sophont), 
  Oversize (double size), and Titan (triple size). 
   For example, an Oversize Humaniform Robot is twice the size (height) of a human. A Titan Battledress for a human is triple 
  the size (height) of a standard robot. 
  
  5�
  Sophonts-16 
  !^
   
   
  Example Sophont Description 
    
  Sophonts-16 
  Description 
   
  From Page 1269 of Wiseman's Guide To Sophonts ( Deneb edition ). 
   
  The Enmiish of Garkila (Uug 5 [ F4 V ] ).  
   
  HomeWorld Profile: Garkila D4209CC-A 
   Garkila ( Uug 5 ) is a temperate world orbiting a F4 V primary. Garkila is a desert world. The Enmiish homeworld is a poor 
  non-agricultural industrial world. Garkila is a high population world diversely populated by an eclectic mix of natives  
  (approximately 54% ), transplanted groups, and others (humans = 36%).   
   System Details. The Uug system includes four worlds (plus various minor planets and satellites), two gas giants, and no 
  planetoid belts.  
   
  Body Structure 
   
   Enmiishs are bilateral bipeds  ( classified HBS-T-AN-LN-N ). The Enmiish body structure consists of a head with brain and 
  senses and a torso with two limbgroups..   Limbgroup one has arms with graspers.   Limbgroup three has legs.   Under the 
  LG4 AN-LN standard classification system, LG2 LG4 are omitted.   The Enmiish body is characterized by a exoskeleton 
  covered by scales. Interior body fluids are gore.   
   The Enmiish are Wetlands Walkers: generally adapted to and most comfortable in wetlands terrain.  These sophonts 
  originally occupied the Omnivore Gatherer ecological niche. Enmiish breathe Water and Air-2.   
    The genetic profile is SASIEK.  The Enmiish  have an average life expectancy of  60 years.  On the standard Imperial Size 
  spectrum (where humans are 100), the Enmiish are size-ranked 116 . 
   
  Gender Structure 
   
   The Enmiish have a Dual ( technically MF )  gender structure.  The reported gender census (IISS Survey Report: 420-175Y) 
  is Female: 47, Male: 52. ( shown as percentages; may not total 100% due to rounding).  
   Gender Based Differences. Observed differences between gender roles include:  The Male is somewhat stronger, is slightly 
  more agile, has somewhat less stamina, and is considerably smarter.      
   
  Caste Structure(subject to change based on additional data). 
   
   The Enmiish have a Social caste structure based on random caste assignment at birth (presumably through hormone and 
  enzyme interactions). Caste assignments do not shift during the lifetime of the individual. Observed caste roles include Patron, 
  Unit, Artist, Unit ( var-1 ), Unit ( var-2 ), Unit ( var-3 ), Enforcer, Unit ( var-4 ), Entertainer, Unit ( var-5 ), and Ruler. A reported 
  caste census (IISS Survey Report: 420-175Y) is 5-Social: Artist: 7, Enforcer: 12, Unit: 58, Patron: 2, Entertainer: 7, Ruler: 2. 
   
   The Patron has somewhat more stamina, and is substantially less smart.  The Unit is slightly stronger, is slightly less agile, 
  and is slightly smarter.  The Artist is somewhat smarter.  The Unit ( var-1 ) is considerably less agile, has slightly less stamina, 
  and is somewhat smarter.  The Unit ( var-2 ) is somewhat less agile, and is substantially less smart.  
   The Unit ( var-3 ) is the baseline against which other Castes are compared. 
   The Enforcer is slightly weaker, and has slightly less stamina.  The Unit ( var-4 ) has somewhat less stamina, and is slightly 
  less smart.  The Entertainer is slightly more agile.  The Unit ( var-5 ) is considerably weaker, is slightly less agile, has slightly 
  less stamina, and is slightly smarter.  
   The Ruler is somewhat weaker, is slightly less agile, has slightly more stamina, and is considerably smarter.  
   The reasons for the variations (physiological and/or mental differences) (marked (var-))  within caste roles remains unclear. 
   
  Sensory Abilities 
   
   The Enmiish have a range of senses which includes Vision, Hearing, Smell, Touch, and Percept.  
   The sense of vision is somewhat superior; Enmiish eyes are sensitive to the band: GBP.  
   The sense of hearing is generally somewhat inferior.  Enmiish hear in the range 2^2 to 2^6 hertz.   Enmiish voices are 
  generally in the range 2^3 to 2^7 hertz.  Enmiish voices are not audible to humans. Human voices are audible to Enmiish. For 
  reference, humans hear in the range 2^6 to 2^12 and speak in the range 2^7 to 2^9. A dog whistle is about 2^14. 
   The sense of smell is generally slightly inferior.  
   The sense of touch is generally superior.  
   Perception is generally slightly superior.  
   The Enmiish sense of Touch is dominant. 
   The racial scent is KPX-41F (revised from previous data). 
   
   Special Abilities and Talents. There are reports that individuals are capable of Teleken 
   
  Additional World Data and Commentary (omitted) 
  
  5�
  Sophonts-17 
  !&
   
   
  Example Sophont Description 
   
  Sophonts-17 
  NIL 
   
   The standard short description of a sophont uses the format from the Pocket Edition of Wiseman’s Guide to Sophonts. 
  About 30 words paint a picture of the sophont’s appearance and capabilities, and a traveller venturing to a world benefits from 
  reviewing the Wiseman’s Guide to Sophonts before arrival. 
   
  NATIVE INTELLIGENT LIFE 
  Reference: 
   
  Comments: 
  03-D 
  NIL: Sophont Name. 
  NIL= Native Intelligent Life. 
  04-B-1 and 2 
  Niche and Subniche. 
   
  04-A-1 and 2 
  Terrain and Locomotion. 
   
  06-A 
  Caste. 
  Omitted if no Caste. 
  07-A 
  Gender Structure. 
  Genders shown with more numerous first. 
  10-A-1 and 3b 
  Symmetry and Peds. 
   
  10-A-3 
  Limb Group Structure. 
   
  09 
  Senses. 
  Include Adjective if Constant outside the range 12-20 
  05-A and B 
  Genetic Profile and Content. 
   
  12 
  Size. 
   
   
   
   
  Example: 
  NIL: Kugurgam: Herbivore Intermittent. 
  Forest Walker. Gender: BAE. Symmetry: 
  Bilateral Biped. Limb Groups (AN-LN): 
  Arms with Hands, Legs, Tailless. 
  Enhanced Vision- BPS, Enhanced 
  Hearing, Enhanced Touch. SAEIIS: 
  221222 Size: 66. 
  From Page 198 of the Pocket Wiseman's Guide To 
  Sophonts (Deneb edition ). 
   
   
   
   
  NIL: Lasousshesan: Omnivore Hunter. 
  Plains Walker. Gender: MFN.  Symmetry: 
  Bilateral 8-ped.  Limb Groups (AN-LM): 
  Arms with Paws, Legs, Three Leg Groups, 
  Manipulative Tail.  Enhanced Vision: XFI,  
  Enhanced Hearing,   Touch,    SDVITS: 
  323332 Size: 133 
  From Page 1011 of the Pocket Wiseman's Guide To 
  Sophonts (Deneb edition ). 
   
   
   
   
  NIL: Viigvi: Omnivore Gatherer. Jungle 
  Walker. Gender: FM.  Symmetry: 
  Asymmetrical No-ped.  Limb Groups (AN-
  NN): 4 Arms with Sockets, Tailless.  Weak 
  Vision: NAC,  Enhanced Hearing,  Smell,  
  Enhanced Touch,  Weak Aware,  
  Enhanced Percept,  SGEIES: 313332 
  Size: 108 
  From Page 923 of the Pocket Wiseman's Guide To 
  Sophonts (Deneb edition ). 
   
   
   
   
  NIL: Enaphsul: Omnivore Hunter. Forest 
  Walker. Gender: FNM.  Symmetry: 
  Bilateral Quadruped.  Limb Groups (NL-
  NL): Legs with Hands, Legs, Tailless.   
  Hearing,   Touch,    SDEIES: 322222 
  Size: 116 
  From Page 514 of the Pocket Wiseman's Guide To 
  Sophonts (Deneb edition ). 
   
   
   
  Sense Constant 
  Adjective 
   
   
  1 
  11 
  Weak 
   
   
  12 
  20 
  Normal 
   
   
  21 
  30 
  Strong 
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/30 Sophonts.pdf