TEXT: 5�
  Sophonts-01- Checklist 
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  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.
   
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=8101 Sophont Creation-01 Checklist.pdf