TEXT: 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. 
   
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=8106 Sophont Creation-06 Characteristics.pdf