What is there was an Orc homeworld in the OTU?

Tom Kalbfus

Mongoose
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Suppose we had a planet of Orcs in the OTU. Imagine a planet which is the home planet of these orcs, their planet is ruled by one empire, basically the first orc nation to invent the atomic bomb conquered the planet by nuking the rival cities of other Orc nations, and that nation is now the planetary government, the world is at Tech Level 9 when the Imperium first encounters it.
The main characteristics of orcs as a race are as follows. When rolling their characteristics add +3 to strength, that means strength ranges from 5 to 15 before each character embarks on its career, maximum strength score for orcs is 18, orcs also get a +1 on Endurance, a -1 on Intelligence and Social Standing with regard to other races, with their own strength a trial by combat usually determines who leads, basically rule by the strongest. Traveller doesn't have a moral alignment system, so orcs don't always get to be the "bad guys", but they do display a number of bahaviors which make it difficult to get along with them.
1) Orcs are quick to anger
2) Orcs are quick to resort to violence over any sort of disagreements.
3) Like the orcs of The Lord of the Rings, these orcs just love fresh meat, they don't bother to cook it, and don't mind a little opportunistic cannibalism every now and then. The orcs just figure, if they are going to kill someone anyway, why let the meat go to waste?
These Traveller orcs are technological, and the situation is this: The orc homeworld is on the edge of Imperial Space, the Imperium is interested in expanding its borders beyond the orc homeworld, they sent some scouts to investigate it, and what they found there was very troubling. The orcs have spread outward from their home planet into their immediate star system, some of the orcs have established settlements which are separate from the planetary government, and there is fighting between the orc colonies and the home planet, as the colonies want to be independent of homeworld rule, and thus their Emperor, and they figure they are far enough out that the home planet cannot control them, they are just as warlike as the people on the home planet, its just that why want to control their own destiny, or more precisely their local rulers want more power for themselves and less for the Emperor, which is why they came out here in the first place.

The Imperium figures that if they expand their borders past the Orc Homeworld then through contact with traders, these orcs will quickly figure out how to build Jump Drives and then through their warlike behavior cause trouble for neighboring systems. What do you think the Imperium would do about this situation?
 
Fantasy Creatures For 2d6 OGL v1.0
By Omer Golan-Joel, 23-AUG-2008
The following text is designated as Open Content.
Humanoids
Creature Str Dex End Int Edu Soc Psi
Bugbear 12 7 10 5 4 0 0
Survival 1, Melee (Blade) 2, Athletics (Strength) 2
Chain Mail (8), Broadsword (4d6), 6d6 Gold
Creature Str Dex End Int Edu Soc Psi
Dwarf 7 6 8 7 8 7 0
Trade (Blacksmith, Armourer or Miner) 1, Mechanic 1, Melee (Axe) 2, Ranged (Crossbow) 0,
Gambler 1
Chain Mail (8), Shield (1d6), War Axe (3d6), Crossbow (3d6), 3d6 Gold
Creature Str Dex End Int Edu Soc Psi
Dwarf Cleric 7 6 8 7 9 8 10
Religion (Dwarven) 2, Heavy Armour 0, Melee (Bludgeon) 1, Trade (Blacksmith) 2, Persuade
1, Telepathy 2, Awareness 0
Partial Plate (12), Shield (1d6), War Hammer (2d6+3), Holy Symbol, 3d6 Gold
Creature Str Dex End Int Edu Soc Psi
Dwarf Noble 7 6 8 7 8 11 0
Melee (Axe) 3, Heavy Armour 1, Leader 2, Tactics (Military) 2, Diplomat 0, Administration 2
Plate Mail (16), Shield (1d6), War Axe (3d6), 3d6x10 Gold
Creature Str Dex End Int Edu Soc Psi
Elf 7 8 6 7 7 7 0
Ranged (Bow) 2, Melee (Blade) 1, Survival 1, Hunting 1, Stealth 2, Recon 1
Chain Mail (8), Long Bow (3d6), Rapier (1d6+4), 2d6 Gold
Creature Str Dex End Int Edu Soc Psi
Elf Healer 7 8 7 8 8 8 8
Medical 1, Philosophy (Nature) 1, Religion (Elven) 2, Survival 0, Melee (Blade) 0, Herbalism
3, Awareness 2
Dagger (1d6+2), Healing Supplies, 3d6+2 Gold
Creature Str Dex End Int Edu Soc Psi
Elf Leader 7 8 7 8 8 10 0
Ranged (Bow) 1, Melee (Blade) 3, Hunting 1, Survival 0, Stealth 2, Tactics (Military) 1,
Leader 2, Persuade 1,
Chain Mail (8), Long Bow (3d6), Rapier (1d6+4), 6d6 Gold
Creature Str Dex End Int Edu Soc Psi
Elf Mage 7 8 7 8 8 10 10
Ranged (Bow) 1, Melee (Blade) 1, Survival 0, Stealth 1, Philosophy (Alchemy) 1, Herbalism
2, Philosophy (Spiritualism) 1, Telepathy 1, Telekinesis 3
Chain Mail (8), Short Bow (3d6), Dagger (1d6+2), 3d6x5 Gold
Creature Str Dex End Int Edu Soc Psi
Gnome 5 9 5 7 7 6 0
Mechanical 2, Stealth 1, Melee (Blade) 1, Trade (Jeweller) 2, Art (Instrument) 1
Leather Armour (5), Blade (2d6), Musical Instrument, 3d6 Gold
Creature Str Dex End Int Edu Soc Psi
Gnome Priest 5 9 5 8 8 8 10
Religion (Gnomish) 2, Stealth 1, Leader 1, Medical 1, Melee (Bludgeon) 1, Awareness 1,
Telepathy 1
Leather Armour (5), Mace (2d6+2), Holy Text, 2d6 Gold
Creature Str Dex End Int Edu Soc Psi
Gnome Warrior 6 8 6 7 7 6 0
Melee (Blade) 2, Ranged (Crossbow) 1, Stealth 1, Recon 1, Tactics-1
Scale Mail (7), Shield (1d6), Hand Crossbow (2d6), Blade (2d6), 2d6 Gold
Creature Str Dex End Int Edu Soc Psi
Goblin "Civilian" 5 7 5 4 1 1 0
Survival 0, Farming 0, Hunting 1, Stealth 1, Melee (Blade) 0, Streetwise 0
Dagger (1d6+2), 1d6-2 Gold
Creature Str Dex End Int Edu Soc Psi
Goblin Leader 5 8 5 6 3 4 0
Survival 0, Leader 1, Hunting 1, Stealth 2, Melee (Blade) 1, Streetwise 1
Leather Armour (5), Shield (1d6), Blade (2d6), 3d6 Gold
Creature Str Dex End Int Edu Soc Psi
Goblin Shaman 5 8 5 7 4 3 8
Survival 2, Hunting 1, Stealth 1, Melee (Blade) 1, Religion (Goblin) 1, Philosophy
(Spiritualism) 1, Medicine 0, Herbalism 0, Telepathy 1, Telekinesis 0, Awareness 0
Blade (2d6), 3d6 Gold
Creature Str Dex End Int Edu Soc Psi
Goblin Warrior 6 8 5 4 1 2 0
Survival 1, Hunting 1, Stealth 2, Melee (Polearm) 1, Animals (Riding) 1, Recon 1
Leather Armour (5), Shield (1d6), Spear (2d6+3), 1d6 Gold
Creature Str Dex End Int Edu Soc Psi
Halfling 4 10 4 7 7 6 0
Ranged (Sling) 2, Melee (Blade) 0, Stealth 1, Farming 1, Gambler 1, Deception 1
Sling (1d6+3), Dagger (1d6+2), 2d6 Gold
Creature Str Dex End Int Edu Soc Psi
Halfling "Merchant" 4 10 4 8 8 6 0
Broker 2, Deception 2, Stealth 2, Streetwise 2, Melee (Blade) 1, Gambler 1, Mechanical 1
Dagger (1d6+2), Trade Goods, Lockpick Set, 6d6 Gold
Creature Str Dex End Int Edu Soc Psi
Halfling Warrior 4 10 4 8 8 6 0
Ranged (Sling) 2, Melee (Blade) 2, Stealth 2, Recon 1, Animals (Riding) 1
Leather Armour (5), Sling (1d6+3), Blade (2d6), 3d6 Gold
Creature Str Dex End Int Edu Soc Psi
Hobgoblin Archer 7 9 9 7 5 5 0
Ranged (Bow) 2, Melee (Bludgeon) 1, Stealth 1, Recon 1
Scale Mail (7), Short Bow (3d6), Mace (2d6+1), 3d6 Gold
Creature Str Dex End Int Edu Soc Psi
Hobgoblin Bard 7 7 8 7 7 5 0
Melee (Blade) 1, Art (Instrument) 2, Deception 1, Gambler 2, Stealth 0, Streetwise 1
Blade (2d6), Musical Instrument, 3d6 Gold
Creature Str Dex End Int Edu Soc Psi
Hobgoblin Serf 7 7 8 7 7 1 0
Melee (Polearm) 0, Hunting 0, Survival 0, Farming 1
Pitchfork (3d6, treat as Trident), 1d6 Gold
Creature Str Dex End Int Edu Soc Psi
Hobgoblin Cleric 10 7 9 8 7 6 8
Melee (Bludgeon) 1, Religion (Hobgoblin) 2, Leader 1, Administration 2, Telekinesis 1,
Awareness 0, Telepathy 0
Chain Mail (8), Shield (1d6), Mace (2d6+1), Holy Symbol, 4d6 Gold
Creature Str Dex End Int Edu Soc Psi
Hobgoblin Elite 10 7 10 7 6 7 0
Melee (Polearm) 2, Melee (Blade) 2, Heavy Armour 1, Athletics (Endurance) 2, Leadership 1
Plate Mail (16), Halberd (4d6+4), Sword (2d6+4, treat as Cutlass), 4d6x10 Gold
Creature Str Dex End Int Edu Soc Psi
Hobgoblin Warrior 10 7 9 7 6 6 0
Melee (Blade) 2, Athletics (Endurance) 1, Recon 0, Stealth 0
Chain Mail (8), Shield (1d6), Sword (2d6+4, treat as Cutlass), 3d6 Gold
Creature Str Dex End Int Edu Soc Psi
Kobold Crossbowman 5 10 4 8 7 1 0
Ranged (Crossbow) 1, Melee (Blade) 0, Mechanical 0, Stealth 1, Recon 1, Tactics 0,
Deception 1
Leather Armour (5), Hand Crossbow (2d6), Dagger (1d6+2), 1d6 Gold
Creature Str Dex End Int Edu Soc Psi
Kobold Warrior 5 9 5 8 7 1 0
Melee (Polearm) 1, Mechanical 1, Stealth 1, Recon 1, Tactics 0, Deception 1
Leather Armour (5), Shield (1d6), Spear (2d6+3), 1d6 Gold
Creature Str Dex End Int Edu Soc Psi
Lizardman Villager 8 7 9 6 2 3 0
Melee (Natural Weapons) 1, Survival 2, Hunting 1, Farming 0, Herbalism 0
Natural Scaly Skin (5), Claws+1 (2d6), 1d6 Gold
Special: Can hold its breath for 20 minutes underwater.
Creature Str Dex End Int Edu Soc Psi
Lizardman "King" 12 7 12 7 4 6 0
Melee (Natural Weapons) 2, Melee (Polearm) 2, Survival 2, Hunting 2, Leader 1, Persuasion 1
Natural Scaly Skin (5), Claws+1 (2d6), Trident (3d6), 4d6x5 Gold
Special: Can hold its breath for 20 minutes underwater.
Creature Str Dex End Int Edu Soc Psi
Lizardman Warrior 10 7 10 6 2 4 0
Melee (Natural Weapons) 2, Melee (Polearm) 1, Survival 2, Hunting 2, Leader 1, Persuasion 1
Natural Scaly Skin (5), Shield (1d6), Claws+1 (2d6), Spear (2d6+3), 1d6 Gold
Special: Can hold its breath for 20 minutes underwater.
Creature Str Dex End Int Edu Soc Psi
Lizardman Witch 8 7 9 8 7 5 10
Melee (Natural Weapons) 1, Survival 2, Hunting 1, Herbalism 2, Philosophy (Spiritualism) 1,
Medicine 2, Telepathy 2, Awareness 1.
Natural Scaly Skin (5), Claws+1 (2d6), Talisman, 1d6 Gold
Special: Can hold its breath for 30 minutes underwater.
Creature Str Dex End Int Edu Soc Psi
Orc Archer 9 7 8 5 2 2 0
Melee (Unarmed) 1, Ranged (Bow) 1, Stealth 1, Recon 0, Tactics 0
Chain Mail (8), Short Bow (3d6), Unarmed (1d6), Blade (2d6), 2d6 Gold
Creature Str Dex End Int Edu Soc Psi
Orc Bard 8 7 7 5 2 2 0
Melee (Unarmed) 1, Art (Instrument) 1, Stealth 0, Carouse 0, Streetwise 2
Unarmed (1d6), Blade (2d6), 2d6 Gold
Creature Str Dex End Int Edu Soc Psi
Orc Civilian 8 6 5 4 2 1 0
Melee (Unarmed) 1, Farming 1, Mechanic 1, Trade (any one) 1
Unarmed (1d6), Tools, 1d6 Gold
Creature Str Dex End Int Edu Soc Psi
Orc Leader 9 7 8 6 4 4 0
Melee (Polearm) 2, Leader 1, Stealth 1, Recon 1, Tactics 1
Chain Mail (8), Shield (1d6), Spear (2d6+3), Unarmed (1d6), 6d6 Gold
Creature Str Dex End Int Edu Soc Psi
Orc Shaman 9 7 8 7 5 4 8
Melee (Unarmed) 1, Stealth 0, Recon 0, Herbalism 1, Religion (Orcish) 1, Awareness 1,
Telepathy 0
Chain Mail (8), Unarmed (1d6), Blade (2d6), Horrible Idol, 3d6 Gold
Creature Str Dex End Int Edu Soc Psi
Orc Warrior 9 7 8 5 2 2 0
Melee (Polearm) 1, Stealth 1, Recon 0, Tactics 0, Athletics (Co-Ordination) 1
Chain Mail (8), Shield (1d6), Spear (2d6+3), Javelins (2d6), 2d6 Gold
Creature Str Dex End Int Edu Soc Psi
Ogre 15 5 15 3 1 0 0
Melee (Bludgeon) 2, Survival 2
Club (2d6), 3d6x5 Gold
Note: Ogres are Large creatures (see TMB p.41).
Undead
Creature Str Dex End Int Edu Soc Psi
Ghost (Self-Sustaining Psionic Manifestation) 0 0 0 7 7 0 8
Telekinesis 2, Telepathy 2
Note #1: Could only be harmed by a Psionic Assault. The ghost is exorcised (that is,
destroyed) when its Psi Strength reaches zero.
Note #2: A Ghost may posses any unshielded character or any shielded character it has
successfully assaulted. Possession gives the Ghost control over the victim until exorcised. A
Psionic Assault on a possessed character harms the ghost rather than the character.
Creature Str Dex End Int Edu Soc Psi
Ghoul 9 9 9 5 2 0 0
Melee (Natural Weapons) 2, Stealth 1, Recon 1
Bite+1 (2d6), Claws+1 (2d6)
Note: The Ghoul's saliva is infested with Strain I Neo-Rabies. after each battle in which a
character was bitten by a Ghoul, the character must make an Endurance check to avoid this
disease (see next page).
Creature Str Dex End Int Edu Soc Psi
Skeleton 7 7 7 1 0 0 0
Melee (Blade) 1
Sword (2d6+4, treat as Cutlass)
Note #1: The skeleton has Natural Armour 10 against piercing attacks and Natural Armour 5
against slashing attacks.
Note #2: For a harder-science "Skeleton", see Appendix 2.
Creature Str Dex End Int Edu Soc Psi
Skeleton Archer 7 7 7 1 0 0 0
Melee (Unarmed) 0, Ranged (Bow) 1
Short Bow (3d6), Unarmed (1d6)
Note #1: The skeleton has Natural Armour 10 against piercing attacks and Natural Armour 5
against slashing attacks.
Note #2: For a harder-science "Skeleton", see Appendix 2.
Creature Str Dex End Int Edu Soc Psi
Vampire 10 12 6 8 7 12 12
Melee (Natural Weapons) 2, Stealth 2, Recon 1, Deception 3, Carousing 2, Telepathy 1,
Awareness 3
Bite+2 (3d6), Claws+1 (2d6)
Note #1: The vampire's saliva is infested with Strain II Neo-Rabies. After each battle in which
a character was bitten by a vampire, the character must make an Endurance check to avoid this
disease (see next page).
Note #2: Despite being powerful undead, Vampires have several weaknesses. First, they are
extremely vulnerable to UV radiation and take 3d6 damage per minute of exposure. Second,
blood is their only source of sustenance and they must feed at least once per week or suffer 1d6
damage per additional day without blood. Third, most – but not all - vampires have a severe
phobia of holy symbols and would cower if they see one. And fourth, they are allergic to
silver, and every attack by a silver or silver-coated weapon deals an additional 1d6 to them.
Creature Str Dex End Int Edu Soc Psi
Zombie 10 5 9 1 0 0 0
Melee (Natural Weapons) 1
Bite (1d6), Unarmed (1d6)
Neo-Rabies
Strain I Neo-Rabies is transmitted by Ghouls' bites. A character whose all three physical attributes
are reduced to zero by this disease turns into a Ghoul.
Strain II Neo-Rabies is transmitted by Vampires' bites. A character whose all three physical
attributes are reduced to zero by this disease turns into a Vampire.
Disease DM Damage Interval
Strain I Neo-Rabies 0 1d6+2 1d6 days
Strain II Neo-Rabies -4 1d6+6 1d6 hours
Animals and Beasts
Type Habitat Str Dex End Int Ins Pac Psi
Bear
Hunter (Omnivore), 400kg Forest Walker 20 7 16 1 12 6 0
Recon 2, Survival 2, Athletics (Strength) 2, Melee (Natural Weapons) 3
Teeth (3d6), Claws (3d6)
A fully-grown brown or polar bear.
Type Habitat Str Dex End Int Ins Pac Psi
Boar
Gatherer (Omnivore), 100kg Forest Walker 16 8 12 1 10 10 0
Recon 1, Survival 3, Athletics (Strength) 2, Melee (Natural Weapons) 2
Tough Hide (3), Tusks (2d6)
The large, hot-tempered ancestor of domestic pigs.
Type Habitat Str Dex End Int Ins Pac Psi
Balroach
Intermittent (Omnivore), 25kg Jungle Walker 6 8 12 1 8 7 0
Stealth 1, Recon 1, Survival 3, Athletics (Co-Ordination) 2, Melee (Natural Weapons) 1
Hard Shell (5), Mandibles (1d6)
A huge cockroach-like creature (actually an alien arachnid-like creature) feeding on dung and trash.
Type Habitat Str Dex End Int Ins Pac Psi
Cat
Pouncer (Carnivore), 6kg Desert Walker 6 8 12 1 8 4 0
Stealth 2, Recon 1, Survival 1, Athletics (Co-Ordination) 2, Melee (Natural Weapons) 2
Claws (1d6) and Teeth (1d6)
A common house-cat.
Type Habitat Str Dex End Int Ins Pac Psi
Cockroach, Giant
Intermittent (Omnivore), 1kg Desert Walker 1 6 1 0 4 10 0
Stealth 1, Recon 1, Survival 3, Athletics (Co-Ordination) 1, Melee (Natural Weapons) 0
Mandibles (1d6)
A giant insect feeding on carrion and dung in the open desert, in trash heaps or in sewers.
Type Habitat Str Dex End Int Ins Pac Psi
Crocodile
Killer (Carnivore), 800kg Swamp Amphib. 20 8 16 1 7 4 0
Recon 1, Stealth 1, Survival 1, Athletics (Endurance) 1, Melee (Natural Weapons) 3
Teeth+2 (4d6)
A deadly Terran reptile living in swamps, rivers and sometimes even the seas.
Type Habitat Str Dex End Int Ins Pac Psi
Dog
Chaser (Carnivore), 50kg Plain Walker 11 12 7 1 7 9 0
Survival 0, Athletics (Endurance) 1, Recon 2, Melee (Natural Weapons) 2
Teeth (2d6)
A guard or attack dog.
Type Habitat Str Dex End Int Ins Pac Psi
Elephant
Intermittent (Omnivore), 5,000kg Plain Walker 25 5 25 1 12 12 0
Recon 1, Survival 2, Athletics (Strength) 2, Melee (Natural Weapons) 1
Thick Hide (5), Trunk (3d6), Trample+2 (5d6)
A giant Terran mammal with a flexible trunk and huge ears. Quite intelligent and trainable.
Type Habitat Str Dex End Int Ins Pac Psi
Horse, Heavy
Grazer (Herbivore), 400kg Prairie Walker 14 12 14 1 9 9 0
Recon 0, Survival 1, Athletics (Endurance) 3, Melee (Natural Weapons) 0
Hooves (2d6)
A light riding steed. Light horses could run four times as fast as a Human being.
Type Habitat Str Dex End Int Ins Pac Psi
Horse, Light
Grazer (Herbivore), 800kg Prairie Walker 20 10 20 1 9 9 0
Recon 0, Survival 1, Athletics (Endurance) 3, Melee (Natural Weapons) 0
Hooves (3d6)
A heavy war or work horse capable of running three times as fast as a Human being.
Type Habitat Str Dex End Int Ins Pac Psi
Lion
Pouncer (Carnivore), 200kg Prairie Walker 15 10 10 1 7 10 0
Recon 1, Stealth 2, Survival 2, Athletics (Endurance) 1, Melee (Natural Weapons) 2
Teeth+2 (4d6), Claws (2d6)
Terra's King of Mammals.
Type Habitat Str Dex End Int Ins Pac Psi
Lizard, Giant
Killer (Carnivore), 100kg Marsh Walker 14 8 16 1 4 4 0
Recon 2, Survival 1, Athletics (Endurance) 1, Melee (Natural Weapons) 2
Teeth (2d6)
A giant lizard similar to a Komodo Dragon.
Type Habitat Str Dex End Int Ins Pac Psi
Mammoth
Intermittent (Omnivore), 5,000kg Plain Walker 25 5 25 1 12 12 0
Recon 1, Survival 2, Athletics (Strength) 2, Melee (Natural Weapons) 1
Thick Woolly Hide (8), Trunk (3d6), Trample+2 (5d6)
A giant Terran mammal with a flexible trunk and huge ears. Quite intelligent and trainable.
Type Habitat Str Dex End Int Ins Pac Psi
Octopus, Giant
Hunter (Carnivore), 400kg Deep Ocean Swim. 12 8 12 1 10 4 0
Recon 1 Survival 2, Athletics (Endurance) 0, Melee (Natural Weapons) 1
Beak+1 (3d6), Tentacles (2d6)
A giant cephalopod.
Type Habitat Str Dex End Int Ins Pac Psi
Owlbear
Hunter (Omnivore), 400kg Woods Walker 22 6 22 1 8 4 0
Recon 1, Survival 1, Stealth 2, Athletics (Strength) 1, Melee (Natural Weapons) 3
Thick Hide (5), Beak (3d6), Claws (3d6)
A magical monstrosity resembling a grotesque cross between an owl and a bear.
Type Habitat Str Dex End Int Ins Pac Psi
Rat
Gatherer (Omnivore), 1kg Forest Walker 1 6 1 1 10 10 0
Recon 1, Survival 2, Stealth 2, Athletics (Co-Ordination) 1, Melee (Natural Weapons) 1
Teeth (1d6). May transmit diseases by biting (referee's discretion).
The famous, ubiquitous, opportunistic Terran rodent.
Type Habitat Str Dex End Int Ins Pac Psi
Rat, Giant
Gatherer (Omnivore), 12kg Forest Walker 6 8 6 1 10 10 0
Recon 1, Survival 2, Stealth 2, Athletics (Co-Ordination) 1, Melee (Natural Weapons) 1
Teeth+1 (2d6). May transmit diseases by biting (referee's discretion).
The mythical giant rat, twice the size of a cat!
Type Habitat Str Dex End Int Ins Pac Psi
Shark
Killer (Carnivore), 800kg Ocean Swimmer 20 8 10 0 8 6 0
Recon 3, Survival 0, Stealth 1, Athletics (Endurance) 1, Melee (Natural Weapons) 2
Tough Scales (4), Teeth+1 (4d6)
A relatively primitive fish with a highly evolved sense of smell and particularly sharp teeth.
Type Habitat Str Dex End Int Ins Pac Psi
Scorpion
Pouncer (Carnivore), 1kg Desert Walker 1 8 1 0 6 2 0
Recon 0, Survival 0, Stealth 2, Athletics (Co-Ordination) 1, Melee (Natural Weapons) 1
Stinger (1d6); a successful attack injects venom (DM 0, damage 2d6).
A Terran arachnid with a venomous stringer at the tip of its abdomen ("tail").
Type Habitat Str Dex End Int Ins Pac Psi
Scorpion, Giant
Pouncer (Carnivore), 50kg Desert Walker 10 10 10 0 6 2 0
Recon 0, Survival 0, Stealth 2, Athletics (Co-Ordination) 1, Melee (Natural Weapons) 1
Exo-skeleton (6), Pincers (1d6), Stinger (1d6); a successful stinger attack injects venom (DM 0,
damage 2d6).
A mythical monstrous version of the common scorpion.
Type Habitat Str Dex End Int Ins Pac Psi
Smilodon (Sabre-Tooth Cat)
Pouncer (Carnivore), 400kg Forest Walker 20 8 15 1 8 7 0
Recon 1, Survival 2, Athletics (Endurance) 1, Melee (Natural Weapons) 2
Teeth+2 (5d6), Claws (3d6)
A pre-historic pouncer with large, sharp fangs.
Type Habitat Str Dex End Int Ins Pac Psi
Snake, Poisonous
Pouncer (Carnivore), 1kg Desert "Walker" 1 8 1 0 8 2 0
Recon 1, Survival 0, Stealth 2, Athletics (Co-Ordination) 1, Melee (Natural Weapons) 1
Teeth (1d6); a successful attack injects venom (DM -2, damage 3d6).
A poisonous, legless reptile.
Type Habitat Str Dex End Int Ins Pac Psi
Spider, Giant
Pouncer (Carnivore), 25kg Desert Walker 8 8 8 0 6 2 0
Recon 1, Survival 0, Stealth 2, Athletics (Co-Ordination) 1, Melee (Natural Weapons) 1
Exo-Skeleton (5), Fangs (1d6); a successful attack injects venom (DM -4, damage 2d6).
A mythical monstrous version of the common spider.
Type Habitat Str Dex End Int Ins Pac Psi
Tiger
Pouncer (Carnivore), 200kg Jungle Walker 16 10 10 1 8 7 0
Recon 1, Stealth 2, Survival 2, Athletics (Endurance) 1, Melee (Natural Weapons) 2
Teeth+2 (4d6), Claws (2d6)
A solitary, jungle-dwelling (or taiga-dwelling) relative of the lion.
Type Habitat Str Dex End Int Ins Pac Psi
Toad, Giant
Pouncer (Carnivore), 100kg Swamp Amphibian 12 6 12 0 8 2 0
Recon 0, Stealth 1, Survival 0, Athletics (Co-Ordination) 1, Melee (Natural Weapons) 1
Maw& Tongue (2d6); any successful attack counts as a successful grapple check (TMB, p.64).
A huge amphibian monstrosity with a particularly long tongue.
Type Habitat Str Dex End Int Ins Pac Psi
Warg
Chaser (Carnivore), 100kg Plain Walker 15 10 15 1 10 10 0
Survival 2, Athletics (Endurance) 1, Recon 2, Stealth 1, Melee (Natural Weapons) 2
Teeth+1 (3d6)
A monstrous wolf typically tamed by Goblins as a riding mount.
Type Habitat Str Dex End Int Ins Pac Psi
Wolf
Chaser (Carnivore), 50kg Plain Walker 12 10 8 1 10 10 0
Survival 2, Athletics (Endurance) 1, Recon 2, Stealth 1, Melee (Natural Weapons) 2
Teeth (2d6)
The feral ancestor of the dog. Note that healthy wolves would rarely attack humans; rapid ones or
wolf-dog crossbreeds will.
The Dragon
Type Habitat Str Dex End Int Ins Pac Psi
Dragon
Killer (Carnivore), 400kg Mountain Flier 14 8 8 1 15 6 0
Survival 1, Athletics (Flying) 1, Recon 1, Melee (Natural Weapons) 2, Ranged (Breath) 2
Armoured Hide (10), Teeth+1 (3d6), Claws (2d6), Dragon's Breath (see below)
The Dragon is a large airborne predator native to a Size 5, Atmosphere 8 world. Its fire-breathing
capabilities stem from the fact that it could siphon and filter methane from its digestive tract and
store it in two large sacks at its belly. The gas is then pumped through its mouth and ignited by a
bio-electric spark-generating organ in its thorax. The dragon carries enough methane in its sacks for
5 combat rounds of breathing fire; they will refill after a good meal and 6D6 hours of rest.
Every time a dragon is hit with an explosive or incendiary weapon, roll 9+ on 2d6 for its methane
sacks to catch fire, painfully killing the creature by setting it on fire. Alternatively, a character may
attempt to aim directly at these sacks with a DM of -2. Of course, if all of the methane in the sacks
has been used up, ignore these rules.
A dragon's fiery breath is treated as an automatic weapon; any attack by it is treated as Full Auto
and uses up 18 "ammo". If the dragon achieves an Effect of 6 or more in a breath attack, the target
catches fire, and would continue to take an additional 1d6 damage per round until the flames are put
out (taking two full combat rounds of dedicated efforts, or a Significant Action using a fire
extinguisher).
Weapon Range Damage Auto Magazine
Dragon's Breath Ranged (Pistol) 3d6 6 "90"
A dragon's skin is strong, scaly and very light. A suit of armour may be made from this skin,
requiring a Dexterity, Trade (Armourer), 1-6 Weeks, Difficult (-2) task. This armour will be similar
to Leather Armour in shape and weight, but will provide the protection of a Breastplate.
The Flying Eye
Type Habitat Str Dex End Int Ins Pac Psi
Flying Eye
Pouncer (Carnivore), 25kg Mountain Flier 7 7 7 1 12 4 0
Survival 1, Athletics (Flying) 0, Recon 1, Stealth 1, Melee (Natural Weapons) 1, Ranged (Energy
Pistol) 2
Tough Hide (6), Teeth+1 (2d6), Eyes (see below)
The Flying Eye looks like a large (2m diameter) warty sphere with one huge central eye and a big,
toothy mouth. Around its head, the Flying Eye has 1d6 small (10cm diameter, 60cm long)
"eyestalks". Most of the Flying Eye's body consists of a huge hydrogen bladder; the gas is a byproduct
of the creature's digestive process. The hydrogen has two uses: first, it is used to allow the
creature to float in the air, and second, the Flying Eye uses this gas as a fuel for a special organ
which resembles a hydrogen/oxygen fuel cell. The electricity generated by the creature serves as its
energy source (in other words, the creature is "powered" by bio-electricity). In addition, the Flying
Eye can "burn" greater than usual amounts of hydrogen to power up its "eyestalks" - though this
procedure tends to eat up its hydrogen reservoir rather quickly.
The "eyestalks" are not eyes (only the central eye serves as a visual organ) - but rather natural laser
weapons! The Flying Eye may "fire" any or all of its "eyestalks" in one turn, and may target one
creature per "eye" (it has 1d6 "eyestalks"). The "eyestalks" are treated as Laser Pistols (TMB
p.100); however, the Flying Eye's body holds only enough hydrogen to power 2d6 shots in total. To
fully "recharge", the Flying Eye must eat a good meal (say, one unfortunate adventurer) and digest
it for 3d6 hours.
Every time a Flying Eye is hit, roll 8+ on 2d6 for its hydrogen bladder to rupture, killing the
creature. However, if the attack was an explosive or incendiary one, and has ruptured the gas
bladder, the hydrogen explodes, "attacking" everything within a 5m radius and causing 4d6 damage
on a successful hit.
The Hydra
Type Habitat Str Dex End Int Ins Pac Psi
Hydra – Main Body
Killer (Carnivore), 3,200kg Hill Walker 25 3 36 1 8 3 0
Survival 1, Athletics (Endurance) 2, Recon 0
Armoured Hide (10), Heads (see below, treated as "separate creatures")
Type Habitat Str Dex End Int Ins Pac Psi
Hydra – Head
Killer (Carnivore), 200kg Hill Walker 12 8 10 1 8 3 0
Survival 1, Athletics (Endurance) 2, Recon 0, Melee (Natural Weapon) 2
Armoured Hide (5), Bite+1 (3d6)
The Hydra is a non-flying dragon-like creature with a stocky main body and six heads, each of them
capable of attacking each round. Each head is treated as a separate creature in regard to attacks and
wounds. It is possible to severe the heads one by one, reducing the number of attacks the creature
has; however, its vital organs and brain are all in the main body, and all the heads will re-grow
within 1d6 weeks if the main body remains alive.
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Tom Kalbfus said:
The Imperium figures that if they expand their borders past the Orc Homeworld then through contact with traders, these orcs will quickly figure out how to build Jump Drives and then through their warlike behavior cause trouble for neighboring systems. What do you think the Imperium would do about this situation?

The Imperium is not afraid to interdict primitive systems, though this situation would be tricky to enforce.

Depending on the border the Imperium might attempt to contact the space-faring side and recruit them to keep someone else from doing so.

A situation like the Sydites could occur, with the Orcs resisting the outsiders to local stalemate, resulting in a smallish border state and an attitude problem. Note that the post Civil War Imperium is interested in expanding its influence but not its borders, except in the case of strategic need.
 
To Solomani666,
Thanks for the Traveller stats on fantasy creatures, they will really be helpful for my "Really Big Starship" Dungeon. The orcs I'll be sing will be space pirates, they come from a tech level 9 civilization, and a very warlike one at that, but the pirates hire them because they think they would be wonderful Enforcers, and some have risen to command positions in their organization. The Imperium doesn't want them to get Jump Drives, but the Pirates don't care, they being short sighted and motivated primarily by greed. I think I will make the dungeon and think of the rationale later.
GypsyComet said:
Tom Kalbfus said:
The Imperium figures that if they expand their borders past the Orc Homeworld then through contact with traders, these orcs will quickly figure out how to build Jump Drives and then through their warlike behavior cause trouble for neighboring systems. What do you think the Imperium would do about this situation?

The Imperium is not afraid to interdict primitive systems, though this situation would be tricky to enforce.

Depending on the border the Imperium might attempt to contact the space-faring side and recruit them to keep someone else from doing so.

A situation like the Sydites could occur, with the Orcs resisting the outsiders to local stalemate, resulting in a smallish border state and an attitude problem. Note that the post Civil War Imperium is interested in expanding its influence but not its borders, except in the case of strategic need.
The orcs basically make good thug characters, they are motivated by greed and self-advancement, social status matters little in orc society, all that separates an orc noble from a commoner is his ability to eliminate his rivals and call upon others to fight his battles for him. Orc respect for nobility is inspired by their fear of them. All orc nobles are warriors, none are fops or playboys. The orc nobles like to keep worgs for pets, even in their starships, worgs by the way are giant canines the size of horses, so not every orc can keep their worgs in spaceships, as their is not room for them, but the nobles often do. Sometimes if someone displeases them, they will become the worg's next meal. These modern orcs of course have more modern means of transportation than riding on the backs of worgs these days, but many often do anyway, for fun, for ceremonial hunts and just because their worgs need the exercise if for no other reason.

So which of the standard Traveller races are most like Orcs? I think an Orcs advantage is strength only serves them when they come within melee range of their opponents, they tend to stand between 2 to 3 meters tall, closer to 2 meters than 3, they probably make bigger targets to hit with a ranged weapon. Most modern ranged weapns can probably take them out in a single shot without armor. Orcs come in their own when they come within range of a sword or an axe.
Here is a sample orc character:

Character Lund, Race Orc, Age 26 (Orcs begin their careers at age 14), Racial Traits +3 Strength, +1 Endurance, -1 Intelligence, -1 Social Standing Career Path Drifter (Barbarian) 1/ Rogue (Pirate) 2; Characteristics: Strength 15 (+3), Dexterity 9 (+1), Endurance 6, Intelligence 6, Education 6, Social Standing 7; Skills Animals (Riding) 0, Astrogation 1, Carouse 1, Gunner (Turrets) 1, Gun Combat (Energy Rifles) 0, Melee (Blade) 3, Pilot (Spacecraft) 1, Seafarer (Sail) 0, Stealth 0, Survival 1; Cash on hand Cr1700.
Flakjacket 6; Greataxe (heft 1) Attack +5, damage 4d6; Laser Rifle TL13 Attack +1, damage 5d6+3, Ship Share.
 
I think that you may be dialing up the Orc too high ... this is looking more like a Traveller Dragon (uber everything).
Humans should not need to resort to 'Orc Tactics' (throwing an overwhelming numerical superiority at the enemy) to defeat an Orc in combat.

Just my opinion, you should follow your heart.
 
atpollard said:
I think that you may be dialing up the Orc too high ... this is looking more like a Traveller Dragon (uber everything).
Humans should not need to resort to 'Orc Tactics' (throwing an overwhelming numerical superiority at the enemy) to defeat an Orc in combat.

Just my opinion, you should follow your heart.
Maybe your right, but I'll give you my reasoning though, my orc example was the best of 36 orcs I rolled using my excel spreadsheet. Under Orcs as characters in the Monster Manual, it says the following:
Orc Traits: Orcs possess the following racial traits.
+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma
The corresponding Traveller Characteristics are
+2⅔ Strength, -1⅓ Intelligence, -1⅓ Education, -1⅓ Social Standing.
I just rounded them out to be +3 Strength, -1 Intelligence, -1 Education, and -1 Social Standing, maybe I shouldn't have added the +1 Endurance, take that away and the pluses and minuses balance out. What do you think. Now remember the example I provided was an exceptional orc, not the average orc. The orc in the monster manual has these stats:
Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
This translates to
Str 11⅓, Dex 7⅓, End 8, Int 5⅓, Edu 4⅔, Soc 4
Which rounds out to
Str 11, Dex 7, End 8, Int 5, Edu 5, Soc 4
Does that look more reasonable?
Compare that with

Creature Str Dex End Int Edu Soc Psi
Orc Warrior 9 7 8 5 2 2 0
Melee (Polearm) 1, Stealth 1, Recon 0, Tactics 0, Athletics (Co-Ordination) 1
Chain Mail (8), Shield (1d6), Spear (2d6+3), Javelins (2d6), 2d6 Gold

My average orc derived by dividing each stat by 1.5 is stronger, more educated and has a higher social standing that the orc listed here. I also gave my orc a Great Axe, the Greataxe in the MM does 1d12 points of damage, by comparing D&D weapons with their Traveller equivalent, I determined that a D&D point of damage is worth 2 Traveller points of damage, so I figured how many d6s would do a maximum of 24 points of damage and I came up with 4d6, and since it is a 2 handed weapon, I gave it a heft of 1, otherwise a treated it as a blade, and used the ranges for blade. I have the character sheet for him. I think I will make him part of the PC crew, not all orcs are bad you know, this one is a pirate of course, but Lund is somewhat less bestial than his brethren. the Stereotype however pretty much holds for most orcs, Lund is somewhat of an exception.
 
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