Alien Biology
Biology gives a cursory description of where the alien fits into its ecological system. The biome describes the alien’s preferred terrain that the alien. The remaining tables provide some insight into what makes an alien tick. For alien species that use tools and have vocations, these biological descriptors merely inform the species' nature. Advanced species may embrace or eschew this evolutionary heritage.

Biomes are not just trees and dirt.
Biome
A biome is a the weather, flora, fauna, biology, and geography of where the alien species is most comfortable. Most aliens can survive outside their biome, and the biome offers no special benefits to the persona. The alien biome is a descriptive tool that helps build the species. The biome is for an entire species and is used to inform the species behaviour, culture and politics.
Each biome benefits from a characteristic. An alien from a High Gravity Coniferous biome would be at home in such a biome.
-
Moisture
-
Temperature
-
Vegetation
-
Characteristic
| Tends to have this amount of moisture most of the time. | ||
|---|---|---|
Die Roll (1d100) |
Moisture |
Mundane Terra |
01-05 |
Arid |
Arrakis |
06-20 |
Dry |
Sahara |
21-45 |
Moist |
Amazon |
46-70 |
Wet |
Vancouver |
71-95 |
Rainy |
|
96-99 |
Torrential |
|
00 |
Ref’s Own Table |
Choose |
Die Roll (1d100) |
Moisture |
Mundane Terra |
Moisture levels on mundane terra and beyond. |
||
| Tends to be this temperature most of the time. | ||
|---|---|---|
Die Roll (1d100) |
Temperature |
Mundane Terra |
01-15 |
Freezing |
Polar |
16-30 |
Cold |
Boreal |
31-50 |
Cool |
Temperate |
51-70 |
Warm |
Temperate |
71-85 |
Hot |
Mediterranean |
86-99 |
Scorching |
Tropical |
00 |
Ref’s Own Table |
Choose |
Die Roll (1d100) |
Temperature |
Mundane Terra |
Temperature levels found on Mundane Terra. |
||
| Tends to have this amount of vegetation. | ||
|---|---|---|
Die Roll (1d100) |
Vegetation |
Description |
01-05 |
Denuded |
Not even small plants |
06-15 |
Desert |
Small and rare plants |
16-30 |
Tundra |
Grasses or short plants |
31-45 |
Tundra |
Grasses and clumps of short plants |
46-60 |
Steppe |
Deep grasses, taller plants |
61-75 |
Copse |
Patches of tall plants and trees |
76-95 |
Forest |
All trees and tall plants |
96-99 |
Jungle |
Impassible dense trees and plants |
00 |
Ref’s Own Table |
Choose |
Die Roll (1d100) |
Vegetation |
Description |
Tree > Tall Plant > plant > bush > grass. |
||
| Unique biome characteristic. | ||
|---|---|---|
Die Roll (1d100) |
Characteristic |
Description |
01-04 |
Atmosphere, Heavy |
Constant fogginess |
05-08 |
Atmosphere, Thin |
Minimal oxygen |
09-12 |
Boggy |
Thick bogs |
13-16 |
Bright |
Hard on the eyes |
17-20 |
City |
Anthro high rises |
21-24 |
Dark |
Light needed to see |
25-28 |
Farm |
Resource growth location |
29-32 |
Flat |
No hills or mounds |
33-34 |
Gaseous |
Lacking terra firma |
35-36 |
Gravity, absent |
Floating around |
37-40 |
Gravity, high |
Heavy hangs thy head |
41-44 |
Gravity, low |
Light on the feet |
45-48 |
Hilly |
Up and down |
49-52 |
Lentic |
Pond living |
53-54 |
Megalopolis |
Multilevel enormous city |
55-58 |
Mountainous |
Don’t fall off |
59-60 |
Oceanic |
On or under water |
61-64 |
Ruin |
Unoccupied city |
65-68 |
Sandy |
Endless beach |
69-61 |
Steep |
Always uphill not mountainous |
62-63 |
Stormy |
Radical departures from biome |
64-74 |
Standard |
No particular |
75 |
Subterranean |
Biome is underground |
76-79 |
Swampy |
Shallow waters |
80-83 |
Toxic, air |
Don’t breath the air |
84-87 |
Toxic, land |
Don’t stand still |
88-91 |
Toxic, Vegetation |
Don’t eat the grass |
92-95 |
Toxic, water |
Don’t drink the water |
96-99 |
Village |
Small living space |
00 |
Ref’s Own Table |
Choose |
Die Roll (1d100) |
Characteristic |
Description |
Food Source
Energy source is what the alien biologically requires to sustain their existence. An absence of energy leads to alien death. The energy source is usually from their biome, but it could also be from the local grocery store. The nature of what the alien must consume for sustenance is determined on the below table. The energy source is for an entire species and is used to inform the species behaviour, culture and politics.
| Determines what the alien consumes for food. | |
|---|---|
Die Roll (1d100) |
Energy Source |
01-30 |
Herbivore - flora |
31-50 |
Carnivore - fuana |
51-80 |
Omnivore - flora and fauna |
81-85 |
Chemovore - specific chemical |
86-90 |
Photovore - specific light |
91-95 |
Detritovore - decomposed flora or fauna |
96-98 |
Psionovore - psionic life force |
99-00 |
Ref’s Own Table |
Die Roll (1d100) |
Energy Source |
Psionovores eat Mind (MND) and this energy source has implications for other personas. |
|
Psionovore requires a bit of extra attention. A psionovore drains the Mind Attribute of biological (anthros, aliens) in order to survive. The referee or table may give the alien volition over what it eats as a psionovore. Most importantly does the player persona drain the Mind (MND) attribute of fellow expedition members. A psionovoric alien can be the basis for entire milieu or young adult literature property.
Food Procurement

Boo!
Energy procurement is all that matters to flora or fauna aliens. Energy procurement for a creator tech species may be no more interesting than a button push. The energy source is for an entire species and is used to inform the species behaviour, culture and politics. Contradictory energy source and procurement combinations are intentional to reflect the peculiarity and diversity of biologic entities
| Determine how the alien acquires it’s energy source. | |
|---|---|
Die Roll (1d100) |
Procurement Strategy |
01-15 |
Ambush - surprises dinner |
16-35 |
Chase - wears down dinner |
36-75 |
Hunt - tracks down dinner |
76-85 |
Trap - comes back for dinner |
86-88 |
Infect - drains dinner’s energy |
89-90 |
Infest - consumes dinner’s body |
91-98 |
Store - holds dinner for later |
99-00 |
Ref’s Own Table |
Die Roll (1d100) |
Procurement Strategy |
Reproduction

Out on a limb prodigy reproductive strategy.
The reproductive strategy is for the entire species and is used to inform the species behaviour, culture and politics.
| How the alien makes more aliens. | |
|---|---|
Die Roll (1d100) |
Reproduction |
01-10 |
Fissionarity - baby splits off the alien |
11-15 |
Endoparasitism - baby grows inside another alien |
16-20 |
Exoparasitism - baby grows attached to another alien |
21-25 |
Exotransformism - another alien transforms into baby |
26-30 |
Gamatocorpic - baby arises from two fused aliens |
31-50 |
Marsupality - baby born into a sac inside the alien |
51-70 |
Oviparity - baby born from a sac outside the alien |
71-90 |
Placentality - baby born live from the alien |
91-98 |
Sporogenesis - baby born from a deposit outside the alien |
99-00 |
Ref’s Own Table |
Die Roll (1d100) |
Reproduction |
Grouping

They are probably coming to play.
The alien grouping indicates how the aliens organize themselves on a granular level. More simply put, how is the expedition most likely going to encounter this alien? The alien grouping applies to flora, fauna, and advanced civilizations. As for combat encounters in the dangerous wildlands, the referee will consider a fair balance between the expedition and aliens.
| How aliens of a feather number together. | ||
|---|---|---|
Die Roll (1d100) |
Group Size |
Description |
01-20 |
Solo |
Prodigy over progeny. |
21-42 |
Family Unit |
Caring for youth |
43-80 |
Pack |
Related group. |
81-95 |
Herd |
Safety in numbers. |
96-99 |
Swarm |
Progeny over prodigy. |
00 |
Ref’s Own Table |
Choose or create. |
Tool Score |
Tool Usage |
Description |
Dwelling
The dwelling type is for the entire species and is used to inform the species behaviour, culture and politics.
| The alien’s preferred place of rest. | |
|---|---|
Die Roll (1d100) |
Habitation Type |
01-10 |
Burrow |
11-20 |
Cave |
21-25 |
Dam |
26-35 |
Hive |
36-45 |
Hole |
46-50 |
Hollow |
51-65 |
Nest |
66-70 |
Web |
71-80 |
Foliage |
81-90 |
Trees |
91-97 |
None |
98-00 |
Ref’s Own Table |
Die Roll (1d100) |
Habitation Type |
Aroma
The aroma is for the entire species and is used to inform the species behaviour, culture and politics. Aroma can play a role where aliens are big bads and their mere smell informs the game play.
| What the alien smells like to other personae. | |
|---|---|
Die Roll (1d100) |
Alien Aroma |
01-03 |
Alcohol |
04-06 |
Apples |
07-09 |
Ashes |
10-12 |
Bananas |
13-15 |
Beans |
16-18 |
Beer |
19-21 |
Bologna |
22-24 |
Bread |
25-27 |
Chives |
28-30 |
Chocolate |
31-33 |
Cigarettes |
34-36 |
Cinnamon |
37-39 |
Corpses |
40-42 |
Estrogen |
43-45 |
Grease |
46-48 |
Hay |
49-51 |
Hemlock |
52-54 |
H.P. Sauce |
55-57 |
Ink |
58-60 |
Leather |
61-63 |
Lemons |
64-66 |
Methane |
67-69 |
Oats |
70-72 |
Oranges |
73-75 |
Pork |
76-78 |
Rubber |
79-81 |
Salmon |
82-84 |
Sawdust |
85-87 |
Spruce |
88-90 |
Swamp |
91-93 |
Tar |
94-96 |
Tuna |
97-99 |
Whiskey |
00 |
Ref’s Own Table |
Die Roll (1d100) |
Alien Aroma |
Sounds
The sounds that the alien make will inform it’s language whether it is part of a society with education or flora and fauna scraping out it’s existence.
Die Roll (1d100) |
Sound |
What the alien sounds regardless of how the sound is made. |
|
01-02 |
Baaing |
03 |
Barking |
04 |
Bawling |
05 |
Baying |
06 |
Bellowing |
07 |
Bleating |
08 |
Blubbing |
09 |
Burping |
10 |
Booming |
11 |
Braying |
12 |
Buzzing |
13 |
Cackling |
14 |
Chattering |
15 |
Cheeping |
16 |
Chirping |
17 |
Chortling |
18 |
Chirruping |
19 |
Chittering |
20 |
Chucking |
21 |
Churring |
22 |
Clanging |
23 |
Clapping |
24 |
Clicking |
25 |
Clucking |
26 |
Cooing |
27 |
Coughing |
28 |
Creaking |
29 |
Croaking |
30 |
Crowing |
31 |
Crying |
32 |
Dinging |
33 |
Donging |
34 |
Droning |
35 |
Drumming |
36 |
Flashing |
37 |
Gibbering |
38 |
Glugging |
39 |
Gobbling |
40 |
Groaning |
41 |
Growling |
42 |
Grunting |
43 |
Hissing |
44 |
Honking |
45 |
Hooting |
46 |
Howling |
47 |
Huffing |
48 |
Humming |
49 |
Krinkling |
50 |
Laughing |
51 |
Licking |
52 |
Lowing |
53 |
Massaging |
54 |
Mewing |
55 |
Miming |
56 |
Mooing |
57 |
Mumbling |
58 |
Murmuring |
59 |
Neighing |
60 |
Oinking |
61 |
Peeping |
62 |
Pheromoning |
63 |
Piping |
64 |
Purring |
65 |
Quacking |
66 |
Radar-ing |
67 |
Rattling |
68 |
Rawring |
69 |
Roaring |
70 |
Ruffling |
71 |
Screaming |
72 |
Screeching |
73 |
Shrieking |
74 |
Simpering |
75 |
Singing |
76 |
Snapping |
77 |
Snorting |
78 |
Snuffing |
79 |
Squawking |
80 |
Squeaking |
81 |
Squealing |
82 |
Swishing |
83 |
Tattering |
84 |
Telepathing |
85 |
Thumping |
86 |
Troating |
87 |
Trumpeting |
88 |
Twittering |
89 |
Ultrasounding |
90 |
Uttering |
91 |
Wailing |
92 |
Warbling |
93 |
Wheeking |
94 |
Whining |
95 |
Whinnying |
96 |
Whispering |
97 |
Whooping |
98 |
Yapping |
99 |
Yelling |
00 |
Yelping |
Die Roll (1d100) |
Sound |
Often rolled in pairs: Yelping and Baaing |
|