There is also an active fanzine called Freelance Traveller that has stuff about aliens and critters. Trolling through conversations on the Traveller Mailing List (TML) and Citizens of the Imperium (COTI) board may also reveal some interesting items. There's also quite a bit online in the Traveller Wiki.
They don't go into much depth on character generation, sticking with some stat mods and minor rules for adapting the existing character generation systems. The JTAS (Journal of the Travellers Aid Society) had quite a number of races discussed, including the original articles on Vargr and Aslan. Cogs and Dogs has a system for generating Vilani characters that can produce very old characters with silly high levels of specialised skills. There were two Megatraveller modules published: Vilani and Vargr (sometimes known as Cogs and Dogs) and Solomani and Aslan. You can get CDs with electronic versions of these from Far Future Enterprises. This never gets old.Īll of the major races get treatments in the CT alien modules there are 8: Aslan, Vargr, Droyne, Darrians, Zhodani, K'kree, Hivers and Solomani. Hivers dislike violence and are sort of cowards. Manipulations should be beneficial, even if the manipulated party doesn't see it that way at the time. Initially Traveller was sold as a kind of GURPS like RPG (before GURPS became a published product) with science fiction trappings, which I suppose is kind of. Basically, Manipulation is the act of punking some third party into doing something for the greater good. 'Manipulations' are a thing in Hiver society. There is a 'Sport' cast that's really designed for Droyne PCs. Take a look at the discussion of casting for Droyne. The CT rules for Droyne in Alien Module 5 or the back of A3: Twilight's Peak could be adapted to Mgt without too much fuss. You can play pretty much any of the major races, although K'kree are pretty awkward as they're very large and only travel in family groups. Once I get this all figured out, I can send you the spreadsheet or the tl dr if you want. The jet's heavier, faster, and doesn't have the wing freedom that he's got.
I'll have to make it something reasonable (can't make a hairpin turn at ridiculous speeds) but I figure even with the a booster pack I can approximate him as a fighter jet. Turning radius is going to be a bitch with the ability to change wing size/shape. I'm not sure what I'll do for powered flight unless he gets a booster pack, in which case I'll have something to go off of in terms of thrust. It's a new campaign so I haven't worked out the movement speed for flight yet, but I'm planning on basically treating him like a plane and figuring out drag/lift coefficients based on an elliptical wing with a symmetric airfoil (bird wings are absolutely cambered but I don't really want to fuck with that just yet).
He has bad hearing and bad sense of smell to balance it out, kind of like the Vargr have shit vision. We rolled him like a human, but he can fly. One of my players and I homebrewed him a Droyne. I don't think the other major races appear in the main book.