Since my last attempt was a bust, I’ll look to purely Nomad-based solutions for my Nomad-based problems.
Xenofauna
This time I’ll generate some base species using the Xenofauna tables in FTLN (pp 242-253, 259), then “evolve” them into sapients.
Sample Base Species
Here are the steps to create xenofauna in Nomad. I’ll create 6 at a time.
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Determine the terrain type. For simplicity I’ll choose “Mixed” for all six of my candidate species. I may regret this later.
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Determine the creature’s Niche.
# 2d6 Niche Size Modifier # Appearing Stamina Armor Damage 1 4 Prey -2D +2D -1D -2D -2D 2 5 Opportunist -2D -1D +1D 3 6 Opportunist -1D +1D +1D +1D 4 7 Herbivore -1D +3D +1D +1D -1D 5 9 Herbivore +1D +1D +2D 6 12 Predator +1D +3D +1D +2D -
Determine a size for your animal. This will give the rough size and dice to roll for the number appearing, Stamina, Armor, and Damage
# Roll Size # Appearing 1 2D-2D Small (dog) 4D 2 2D-2D Medium (human) 1D 3 2D-1D Medium 2D 4 2D-1D Medium 5D 5 2D+1D Large (horse) 2D 6 2D+1D Titanic (t. rex) 1D # Roll Stamina Roll Armor Base Damage 1 2D-1D 9 1D-2D 1 -3D 2 4D 11 1D 3 +1D 3 4D+1D 17 1D+1D 3 +1D 4 3D+1D 12 0D+1D 0 -2D 5 6D+2D 26 2D 9 +1D 6 8D+3D 34 4D+1D 12 +5D -
Determine two Traits for the creature.
# Traits 1 Caustic Spray, Paired 2 Ambushes, Paired 3 Automaton, Pursuer 4 Rapid, Night Vision 5 Brachiator, Night Vision 6 Mimic, Trample -
Determine Special Abilities, if any.
# Special Abilities 1 Cling, Mind Blast 2 Iron Stomach, EMF Sense 3 none 4 Medicinal Properties 5 none 6 none -
Assign four Skill points to Combat, Physical, Stealth, and Social.
See below.
Putting this all together, we have
# | Niche | Size | # App. | Stamina | Armor | Damage | C | P | So | St | Traits/Special Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | Prey | Small | 4D | 9 | 1 | 0 | 0 | 1 | 1 | 2 | Caustic Spray, Hibernates, Cling, Mind Blast |
2 | Opportunist | Medium | 1d3x2 | 11 | 3 | 1D | 1 | 1 | 1 | 1 | Ambushes, Paired, Iron Stomach, EMF Sense |
3 | Opportunist | Medium | 2D | 17 | 3 | 1D | 2 | 2 | 0 | 0 | Automaton, Pursuer |
4 | Herbivore | Medium | 5D | 12 | 0 | 0 | 0 | 2 | 1 | 1 | Rapid, Night Vision, Medicinal Properties |
5 | Herbivore | Large | 2D | 26 | 9 | 1D | 0 | 3 | 0 | 1 | Brachiator, Night Vision |
6 | Predator | Titanic | 1D | 34 | 12 | 5D | 3 | 1 | 0 | 0 | Mimic, Trample |
(I decided to replace one of the Paired traits with another randomly rolled trait, and got Hibernates.)
I was hoping one of these would happen to have Proto-Sapient or at least Crude Hands. Ah well.
Sapient Species?
Let’s review our species so far.
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Our caustic spraying, hibernating, mind-blasting prey species looks like a good candidate for Uplift, especially since it already has a psionic talent. I almost imagine something like a cranky Gekkonid.
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Our paired, ambushing opportunist also sounds like it exhibits intelligent behavior already.
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The automaton opportunist, on the other hand, sounds profoundly unintelligent: charge ahead at prey that crosses its path, stop for nothing. Cross that one off.
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Herbivores don’t usually make for intelligent species. This looks like a herd animal that keeps watch day and night and runs when it sees danger. I’m inclined to cross it off too.
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Humanity descended from brachiators, but I don’t see how a horse-sized nocturnal tree-dweller would end up any different from man. (Or even work.) Scratch that one too.
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A titanic predator that mimics its prey then tramples it wounds hilarious, even more so if it could talk, but I’m going to say no to this one.
New Sapient Species
I’m going to leave these as NPC Only species – Class III – because I’m not sure how to balance all their inherent abilities.
BRIAPOID
Size | Stamina | Armor | Damage | C | K | P | So | St | T | V |
---|---|---|---|---|---|---|---|---|---|---|
Small | 12 | 1 | 1D-1D | 0 | 0 | 1 | 1 | 1 | 1 | 0 |
Traits/Special Abilities: Sapient, Manipulators, Caustic Spray, Hibernates, Cling, Psionic
Psionic Talents: Microkinesis, Mind Blast
Despite their cantankerous nature, spacers find Briapoids excellent crew on a long voyage. Just don’t startle them out of their long naps.
HESTESIAN
Size | Stamina | Armor | Damage | C | K | P | So | St | T | V |
---|---|---|---|---|---|---|---|---|---|---|
Medium | 14 | 3 | 1D | 1 | 0 | 0 | 1 | 0 | 1 | 1 |
Traits/Special Abilities: Sapient, Manipulators, Ambushes, Paired, Iron Stomach, EMF Sense
Hestesians mate for life. Despite acquiring sapience and starships, they still enjoy startling and hunting small prey.
Evaluation
Hmm, I don’t know. It works, I guess, but I’m just not feeling it.
Synthoids
The Synthoid supplement introduces genetically engineered humans into Nomad. Maybe we can create non-human species with it.
Catperson
Synthoids are built from “steps”, increments of add-ons, much like starships.
Let’s allow six steps, equivalent to Late Galactic Age tech.
Category | Steps | Benefits |
---|---|---|
Muscle | +1 | Physical 2, Stamina 20 |
Acuity | +0 | 3 Skills, max level 2, -1D to unskilled throws |
Loss | +0 | 0 |
Options | +4 | 4 minor options |
Controls | +0 | Special Meds |
TOTAL | +5 |
TEREID
Stamina | Armor | Damage | C | K | P | So | St | T | V |
---|---|---|---|---|---|---|---|---|---|
20 | 0 | claws 2D | 2 | 0 | 2 | 1 | 3 | 0 | 0 |
Talent: Hunter
Options: Claws/Teeth, Enhanced Hearing, Night Vision, Stealth
Quirk: Fuzzy (+1 armor vs melee damage)
Mountain Aliens
Or how about “Species 1” from the previous article?
Category | Steps | Benefits |
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Muscle | +2 | Physical 3, Stamina 23 |
Acuity | +2 | 4 Skills, max level 3 |
Loss | +0 | 0 |
Options | +2 | 2 minor options |
Controls | +0 | Special Meds |
TOTAL | +6 |
SERAIAN
Stamina | Armor | Damage | C | K | P | So | St | T | V |
---|---|---|---|---|---|---|---|---|---|
23 | 0 | hands 1D | 1 | 0 | 3 | 1 | 2 | 0 | 0 |
Talent: Endurance
Options: Climb, Cold Tolerance
Quirk: Large
Evaluation
This method certainly works … if you have an idea what you want. If you’re looking for inspiration, something with random tables (like the Xenofauna table) would be a better fit.
Freestyling
In my own notes I designed a living Ship and the crab-like Repairers that scuttle around her. I don’t know whether this is good design or bad – I probably overdid the Traits and Special Features – but here’s what I came up with for the Repairers:
REPAIRER
# App. | Size | Stamina | Armor | Damage | C | K | P | So | St | T | V |
---|---|---|---|---|---|---|---|---|---|---|---|
6D | Small | 12 | 6 | 2D | 1 | 1 | 1 | 0 | 0 | 2 | 1 |
Talent: Rigger (FTLN p 24)
Xenofauna Traits/Special Abilities:
- Cling
- Glue Spray
- Hands
- Hive Mind
- Hyper Touch
- Immune to humanoid diseases
- Oxygen Storage
- Sapient
- Symbiotic with Ship
- Vacuum Adaptation
If I built this creature as a Synthoid I’d be well into Cosmic territory. Each of its many Special Abilities performs a function:
- The creature must secure itself to the hull and make repairs. (Cling, Hands)
- It must brave hull breaches and even crawl outside the ship. (Oxygen Storage, Vacuum Adaptation)
- A quick way to seal breaches is to spray them with fast-setting glue. (Glue Spray)
- The Repairers must remain in tune with the Ship and each other to most efficiently find and fix broken hull and mechanisms. (Hive Mind, Hyper Touch, Symbiotic with Ship)
- Some of the repairs are quite complex. (Sentient)
- The creature originally came from non-human stock. (Immune to humanoid diseases)
Also not noted: Repairers are wholly dependent on the Ship for their life support, not only in the usual way but in the sense of gaining all their nutrients from the ship itself. Their digestive systems are practically nonexistent, so they can commit more mass and energy to their duties. They are, in a sense, the Ship’s self-repair robots.
Anyone who tried to board the Ship without permission would face about two dozen of these monsters who would try to restrain them with Glue Spray and then toss the intruders out the nearest airlock or hull breach.
Appendix: New Special Abilities
- Hands
- The species has manipulators with opposable digits at roughly human dimensions, allowing them to use human tools with no penalty. Sapient
- Immune (to condition)
- The species is immune to a specific condition, like disease or poison.
- Manipulators
- The species has manipulators with opposable digits, allowing them to use human tools with a -1D penalty. Specially-made tools have no penalty. Sapient
- Psionic
- The species has two psionic talents, and can gain more with experience.
- Sapient a.k.a. Sentient
- The species has intelligence, tool use, and language roughly comparable to humanity. Crude Hands, Hands, Manipulators
- Symbiotic (with species)
- The species has a symbiotic relationship with another species. The two (or more) species rely on each other to fulfill basic needs like food, locomotion, or defense. Hive Mind, Pheromone Communication
- Vacuum Adaptation
- The species lives in airless or nearly airless conditions, and is therefore inured to the rigors of hard vacuum. This creature doesn’t need to breathe. Either it feeds directly on energy (e.g. solar radiation, temperature differentials) or its orifices are natural airlocks. Oxygen Storage