[2300AD] Pentapods

Lemnoc

Mongoose
Been thinking about Pentapods and what is canonically known about them. I’ve been combing through all my sourcebooks, and what little is there seems pretty sketchy.

My vision of them is their skulls are sectioned, like an orange, with a unique brain in each of five partitions. Connecting these brains is a nerve bundle that functions a bit like the corpus callosum in the human cortex, linking the brain functions. But I imagine that, perhaps by design, this doesn’t work very efficiently in Pentapods, so the brain sections retain their characteristic functions somewhat in isolation. They must “negotiate” among these discrete brains to get things done, with very explicit C&C protocols and shortcuts for dire situations. I imagine Pentapods occasionally use their eyestalks to get the attention of particular brains, looking that brain’s eyestalk right in the eye. I imagine that, in normal times of non-stress, one of these brains is “asleep,” dormant, and each one cycles through a sleep interval in the Pentapod day. The Pentapod day is marked by ten such sleep cycles. It takes a little collective effort of the Pentapod brains to wake a slumbering brain. The whole never does sleep, and all five can operate awake.

If a brain section is damaged, bodily functions can be rerouted, like a human after a stroke. But the standard Pentapod response is to just deactivate the damaged model.

I don’t know how much of this is classic canon, but IIRC at least some of it is.

I imagine the ones manufactured for human interactions are programmed for a variety of languages, carefully selected to maximize their reach and utility (e.g, the eight most common human languages + Latin), and thus they make excellent translators. They have huge installed vocabularies, of which they use only a fraction in their own speech, and while being programmed not to be confused by metaphor are themselves strict literalists, incapable of pun or jest. You can joust with them linguistically. They understand. They do not joust back. Their humorlessness can be comical, even droll.

The first impression HR Pentapods make on humans is they seem very gifted and capable; when you hang out around them long enough, they seem immune to learning and experience. What seemed bright out of the box seems dull as the expiration date nears.

My thoughts are that the early Mk1 actually had a speaking mouth, which most humans found unsettling, so the Mk3 and later models have something a more like a stereo speaker diaphragm concealed by pleasantly colored membrane. Their voices inspire calm and confidence among humans, like a celebrity spokesperson or competent telephone operator. The HR model cycles a whole lot of very pleasant, relaxing subtle aromas, like cologne or roses. Their skin tones are like the most delightful candy.

I’ve added to the standard first contact narrative, which is that said contact didn’t exactly come off without consequence.

In 2251, the Pentapods delivered one cadaver and one living specimen to humans, who assumed the latter was an ambassador. The humans did likewise, providing their hosts with a cadaver and a xenobiologist as ambassador. Twenty-four hours later, the humans were still dithering about whether to autopsy the inactive Pentapod, when they learned that not only had the Pentapods cut up the corpse, they had also vivisectioned the xenobiologist. It was an innocent mistake, the Pentapods simply wanted to know how the organism functioned so its parts and functions could be speedily replicated. Took the humans a little while to get their heads around the fact that it wasn’t intended as attack or cruel insult. The Pentapods offered to make amends by producing a chemical map of the xenobiologist’s brain so that it might explain to his family what happened. On behalf of the family, the expedition leader politely declined this offer.

I like the story because it emphasizes the weird way Pentapods think, their utilitarian approach to scientific inquiry, their (non-malevolent) ignorance of standard ethics, and their fairly profound indifference to the distinctions of the individual. This is how I imagine they operate. A classic cautionary tale. And if players are sufficiently aware, they may come to resent how pleasant HR Pentapods appear, knowing that this is, in itself, a manipulation. But (seemingly) no harm is intended by it. The calculation is gift rather than deception.

Pentapods appreciate getting their HR models back when it is time to retire or deactivate them, as chemical maps can be made of their experiences, by which future models may be improved. Should humans not comply, no offense is registered. By the same symmetry, they register appreciation when presented with human cadavers. No offense is registered when this is declined.

I'd like to hear how others imagine this race.
 
Well, I like the Pentapods for a variety of reasons, mostly for their capacity to be a foil for humanity that is not necessarily lethal and, because of their flexibility, they can serve to a much greater degree as adventure hooks than the other alien races of 2300AD. I think of them like Niven’s puppeteers.

Haven’t had a chance to introduce them, since most of play has taken place in the American/Manchurian Arms.

But now I have cause to send my players as deputized Rangers into transPentapod Space. And that means I must prepare a brief on “What Everyone Knows About Pentapods” and, also, provide them an envoy who will serve as a passenger. So all that must be mapped.
 
For me I am thinking about adding a new system at the end of the American arm that is a Avatar like world with the Blue Monkeys as the race there. Great possibilites with all that I think. I would add more to the plot as well too!

Penn
 
It's the Ebers that have the 6-lobed brains with the thick corpus callosum connections between them, but the rest of how you write is in the smae ballpark with my perceptions. Key to the Pentapods is weird. The other key is that they always have a goal in mind, even if they fail spectacularly at the goal, they do learn from it, and they tend to learn very quickly.
 
Colin said:
It's the Ebers that have the 6-lobed brains with the thick corpus callosum connections between them, but the rest of how you write is in the smae ballpark with my perceptions. Key to the Pentapods is weird. The other key is that they always have a goal in mind, even if they fail spectacularly at the goal, they do learn from it, and they tend to learn very quickly.

Thanks for that clarification! I will deepen my research. :)
 
I also tend to think the pentapods are perhaps the most interesting of the races. It's their sheer flexibility and non "cardboard" nature (something the kaefers suffer from) that sets them apart... although the ebers are intriguing too.

It's just a shame that so little is available on the pentapods... something that I hope is soon fixed.
 
Internal Pentapod politics are a snakepit, much of which humans can't even perceive, let alone comprehend. There are a huge number of factions, each with their own goal, and their own perception of humanity.

Things to keep in mind regarding Pentapods:
The average HR Pentapod is 20% smarter than the average human...
They are weird.
Everything they do, they do for a reason, even if the reason only makes sense to them. They may even have multiple reasons.
They learn very quickly.
They do not think in a linear fashion, so they are very unpredictable.
Except for the HR types, they have almost zero empathy.
While typically non-violent, their lack of empathy means that any violent response is likely to vary from extreme to absurd.
They are weird.
 
The French Arm Sourcebook will have some information on Pentapods, maybe 1500 - 3000 words (2-4 pages)
 
Colin said:
Things to keep in mind regarding Pentapods:
The average HR Pentapod is 20% smarter than the average human...
They are weird.
Everything they do, they do for a reason, even if the reason only makes sense to them. They may even have multiple reasons.
They learn very quickly.
They do not think in a linear fashion, so they are very unpredictable.
Except for the HR types, they have almost zero empathy.
While typically non-violent, their lack of empathy means that any violent response is likely to vary from extreme to absurd.
They are weird.

These are excellent characterizing qualities, thanks! I like their "wheels within wheels" ways of doing things, and the notion that their entire "outreach to humanity" schtick while friendly and benevolent on the surface masks an unseen manipulation. Everything known about them are but bubbles on the surface of a stewpot, with all the ingredients and spices and heat sources masked below.

They seem like the types that could pull the wings off a fly, not out of malice or even interest but in a dogged pursuit of cataloging what happens next.

The French Arm Sourcebook will have some information on Pentapods, maybe 1500 - 3000 words (2-4 pages)

Can't wait. Saving my pennies. :D
 
I understand the hype that everyone seems to have for these aliens, thinking they are awesome, but honestly I don't in particular like them very much myself. I will use them but need to see more written about them. I would rather have a more human style alien to make the the bad guy in my own campaign.

Penn
 
2330ADUSA1 said:
I would rather have a more human style alien to make the the bad guy in my own campaign.

Humans always make the best human-style bad guys in any campaign. :D

One reason I really favor the 2300AD universe over Classic Traveller is the aliens aren't just humans dressed up in cat suits and lizard suits and dog suits. I understand that CT* did that to allow these races to be played as PCs (and because, frankly, the inspirational sources of the era indicated that direction), but I like my aliens a bit more inscrutable and, well, alien.

*Which I love in other ways for other reasons

EDIT: Seems like running the Cyborg rules out to an extreme could produce some pretty malevolent human style bad guys....
 
Now I have GM'd Traveller for a long time and my current campaign is based in a 2300 campaing but in 2330 AD. I have been running this campaign now with the same 7 players for 3.5 yrs (playing every other wednesday night). Now prior to that I GM'd a Traveller campaign based in my own created universe where it was set in a BSG style setting and the main bad guys were the Cylons.

the Cylons were the machines (Robots) of a now dead race of creatures called Cylons. Now these machines were more like Terminators for the Infiltration types, or the Centurians of the last BSG new series, or the Centurians of the old show as others. Now these worked real well.

Basically mankind came from a world called Cobal, and settled in a star cluster of 15 systems. Twelve of those systems had a planet that was capable of supporting human life. The Cylons have been at war with the humans from the time of Cobal, where humans manage to kill off the living Cylons but their machines survived. So in the future some 1000+ yrs, the cyclons launched a all out attack against the Colonials all 12 worlds and were extremely successful BUT the humans did survive and so did much of their assets . The campaign was based around one of their Battle Groups was sent out after the main repelled attacks were done and try to locate Cobal again and data on the Cylon's Homeworld. The Battle Group consisted of the Battle Star galitica, and a few support warships and other vessels in order to conduct a search/spy/attack campaign. That campaign lasted for 4 hrs time, when I rebooted to start up my current 2330 AD Traveller campaign setting inwhich we are currently playing.

The Cylons machines (Terminators , new and old Centurians) are extremely cool.

Penn
 
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