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.

Landscape of futuristic wall in front of planet and stars.

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.

Steps to Biome Creation
  1. Moisture

  2. Temperature

  3. Vegetation

  4. Characteristic

Biome Moisture Table
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

Tofino

96-99

Torrential

LV-426

00

Ref’s Own Table

Choose

Die Roll (1d100)

Moisture

Mundane Terra

Moisture levels on mundane terra and beyond.

Biome Temperature Table
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.

Biome Vegetation Table
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.

Biome Characteristic Table
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.

Alien Energy Source Table
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

Thick skinned toothy worm bursting from ground.

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

Alien Energy Procurement Table
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

Overly large egg in tiny nest balancing on limb out over cliff.

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.

Alien Reproductive Table
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

Many gigantic spider crab aliens rushing the viewer.

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.

Alien Grouping Table
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.

Alien Domicile Table
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.

Alien Aroma
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.

Alien Sounds Table

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