Alien RP

Aliens are organic lifeforms. In the faux taxonomy, aliens are of the family Diversidae. The evolution of an alien is random and can lead to any shape, size, or colour. This randomness makes aliens genuinely diverse, and hence the family name. Each RP alien is unique unto itself; however, it is a member of a species.

The referee may visit this section to evolve some flora and fauna for her milieu and end up with a previously unknown space-faring species. The referee should massage the alien RP to fit her milieu. The Alien RP section is for helping creativity, not replacing it.

Record Sheet

You will not be able to keep track of everything that is needed for a referee persona. It is recommended that you print out a persona record sheet to keep track of stuff. Download the bare bones PDF (75K) at Alien Record v7

If it’s worth creating, it’s worth writing down.

Relevance

Not all RPs are created equal. Some personas are less important than others. The referee usually knows the importance of the persona before she starts generation. An RP’s relevance increases the more entangled they are with the expedition.

Referee Persona Relevance Table
How important is this referee persona (RP)?

Die Roll (1d100)

RP Relevance

Example

01-30

Cannon Fodder

Background, transient, not storyful

31-60

Cannon Fodder

Engaging, transient, accidentally storyful

61-00

Canonical RP

Connected, Plotful, storyful

Die Roll (1d100)

RP Relevance

Example

Species vs RP

The alien being evolved is usually a member of a species. The species could be mundane flora and fauna, an invading alien horde, or a close encounter of the 3.14th kind. The species may define everything the referee requires for her RP. Every member of the species may all have the same size, shape, belief and personality. A homogeneous alien species is undoubtedly the easiest pathway for the referee.

An alien referee persona need not be part of an entire species. There are many story-based explanations of solitary aliens. The alien may be the sole member of an alien species so distant they will never be part of the story. The alien may be the sole survivor of a species that suffered some cataclysm. The alien may have been grown in a mad biologist’s vat for nefarious purposes.

If an alien is part of a larger alien species she may have her own way of partaking in that species. The RP Story Cues represent the individual quirks of the alien. These may set the persona apart from her species predominant smell, religion or political beliefs.

Attributes

Alien RP attributes have the same ranges as player persona alien attributes. If the referee is looking for a particular configuration of attributes, she can change them in the Strong Descriptors section.

Alien Attributes Table
Attributes for alien personas.

Attribute

Abbreviation

Range

Die Roll

Awareness

AWE

3-18

3d6

Charisma

CHA

3-18

3d6

Constitution

CON

1-26

5d6-4

Dexterity

DEX

1-26

5d6-4

Intelligence

INT

1-26

5d6-4

Mind

MND

1-26

5d6-4

Strength

STR

1-31

6d6-5

Hit Points

HPS

CON and Size

Social Standing

SOC

1-1000

1d1000

Attribute

Abbreviation

Range

Die Roll

Size

The size of the alien RP affects its appearance, wate and hits points. Alien RPs can have extremely small or large sizes that are not available to player personas. These extreme sizes are called Minute and Humongous.

Alien Size Category Table
Generate the alien size category

Die Roll (1d100)

Alien Size

Wate Range (kgs)

Wate Die Roll

01-05

Tiny

0-9

1d10-1

06-25

Small

1-50

1d50

26-75

Medium

51-100

1d50+50

76-96

Large

105-600

5d100+100

97-00

Gigantic

606-6600

6d1000+600

Die Roll (1d100)

Alien Size

Wate Range (kgs)

Wate Die Roll

Hite may be calculated elsewhere.

Minute

Any Tiny alien has a 1 in 6 chance to be Minute instead. Minute aliens have a WATE of 0 to 999 grams (1d1000-1). A Minute alien will never have a WATE greater than a kilogram. Being Minute decreases the alien’s STR and HPS but does not affect other attributes.

Minute Alien HPS and STR adjustment

STR = (rolled STR) * (wate/1000)

An alien with 50 HPS, 12 STR, and 500 gm Wate would have 25 HPS and 6 STR.
The minimum STR and HPS of a Minute alien are 1.

Humongous

Any Gigantic alien has a 1 in 6 chance to be Humongous instead. Humongous aliens have a WATE of 6 to 300 tons (1d50 times 6). Being a humongous alien is just an inconvenience as they have no alteration in their attributes or hit points.

Hit Points Max

Bigger aliens tend to have more hit points than smaller aliens. Minute aliens must apply their size modification to the hit points generated here.

Alien Hit Points (HPS) Table
Size determines Dye Type. CON determines the number of dice.

Alien Size

Die Type

HPS Range

Tiny

1d4

1-104

Small

1d6

1-156

Medium

1d8

1-208

Large

1d12

1-312

Gigantic

1d20

1-520

Alien Size

Die Type

HPS Range

This number is also called the Hit Points Max (HPM)

Attacks

The number of attacks indicates the number of attack rolls the referee makes each unit. This attack frequency is only for the alien’s naturally evolved attacks and does not apply to equipment weapons.

Alien Attack Frequency Table

Determines how many natural attacks the alien can make each combat unit.

Die Roll (1d100)

Attack Frequency

01-10

1 per 2 units

11-80

1 per unit

81-90

2 per unit

91-96

3 per unit

97-99

4 per unit

00

Ref’s Own Table

Die Roll

Attack Frequency

Add 1/3 DEX score to this roll. 1 per 2 is one attack every other unit.

Attack Type

The vast majority of aliens will bite, slap, punch and kick their way through combat. Other attack types exist. For simplicity, the attack type will apply to all of the alien’s attacks. The referee can make multiple rolls on this table to give her RP alien with multiple attacks different kinds of attacks. For instance, an alien with three attacks per unit could have three Strike attacks or two Strike attacks and one Fling attack.

Alien Attack Types Table
Determine the attack type of the alien’s naturalized attack.

Die Roll (d100)

Attack Type

Examples

01-75

Strike

Bite, punch, lick, rake, gore

76-97

Fling

Spit, breath, quill, spray

98-99

Shoot

Bullet, lazer, dart, ray

00

Ref’s Own Table

Die Roll

Attack Type

Examples

Damage

Bigger aliens tend to inflict more damage than smaller aliens. Minute aliens must apply their STR modification before determining their damage per attack. The damage per attack is only for the alien’s naturally evolved attacks and does not apply to equipment weapons.

Alien Attack Damage Table
Damage amount for natural attacks.

Alien STR

Tiny

Small

Medium

Large

Gigantic

0-5

d4

d6

d10

d12

d20

6-10

d6

d8

d12

d20

3d10

11-15

d8

d10

d20

3d10

3d12

16-20

d10

d12

3d10

3d12

4d10

21-25

d12

d20

3d12

4d10

4d12

26-30

d20

3d10

4d10

4d12

5d10

Alien STR

Tiny

Small

Medium

Large

Gigantic

Aliens do NOT get get a Force Bonus as STR is included in Damage Roll.

Defence

How hard is it to damage this alien in combat?

AR = 500 + 3d100

Rolling 15, 89 and 64, would give an AR of 668.

Shape

The alien shape is entirely random and makes for very diverse corporeal denizens. For more details about alien shape, jump to Detailed explanation exist at Alien Shape.

The referee makes four rolls on the Alien Body Parts Table. One roll for each of the four body parts that compose the alien. Each body part has a terrain type associated with it. The terrain type is in brackets and looks like (l, a, w, s). It is crucial to record the terrain type along with the shape of the body part.

Roll once for each body part.
  1. Head

  2. Torso

  3. Arms

  4. Legs

Alien Body Parts Table
Roll 1d100 and 1d6 for Head, Torso, Arms, and Legs. Record letters in brackets l=land, a=air, w=water, s=sessile.

DIE ROLL

(1d6)

(1d100)

1-2

3-4

5-6

01-02

Alligator (lw)

Gorilla (l)

Platypus (lw)

03-04

Amoeba (w)

Grasshopper (la)

Porcupine (l)

05-06

Amphioxus (s-w)

Guinea pig (l)

Preying Mantis (l)

07-08

Anemone (s-w)

Hammerhead (w)

Priapulid (w)

09-10

Ant (l)

Hawk (a)

Pterosaur (a)

11-12

Anteater (l)

Hectapus (w)

Puffer fish (w)

13-14

Antelope (l)

Hippopotamus (lw)

Rabbit (l)

15-16

Ape (l)

Horse (l)

Rat (l)

17-18

Armadillo (l)

Horseshoe Crab (lw)

Raven (a)

19-20

Barnacle (s-w)

Jellyfish (w)

Rhinoceros (l)

21-22

Bat (a)

Kangaroo (l)

Scorpion (l)

23-24

Bear (l)

Kelp (aw)

Sea Star (s-w)

25-26

Beaver (lw)

Koala (l)

Sea Spider (w)

27-28

Beetle (la)

Ladybug (la)

Sea Urchin (s-w)

29-30

Blimp (s-a)

Lamprey (w)

Seagull (law)

31-32

Blue Whale (w)

Lemur (l)

Seahorse (w)

33-34

Brontosaur (l)

Leopard (l)

Seal (lw)

35-36

Budgie (a)

Lion (l)

Shark (w)

37-38

Butterfly (a)

Lizard (l)

Sheep (l)

39-40

Cactus (s-l)

Lobster (w)

Shrimp (w)

41-42

Camel (l)

Lynx (l)

Skunk (l)

43-44

Capybara (lw)

Mammoth (l)

Sloth (l)

45-46

Cat (l)

Manta Ray (w)

Slug (l)

47-48

Caterpillar (l)

Marmot (l)

Snail (l)

49-50

Centipede (l)

Mite (l)

Snake (l)

51-52

Chimpanzee (l)

Mockingbird (a)

Sperm Whale (w)

53-54

Cicada (la)

Mole (l)

Spider (l)

55-56

Clam (w)

Moose (l)

Sponge (s-w)

57-58

Cockroach (l)

Morel (s-w)

Squid (w)

59-60

Conifer (s-l)

Mosquito (a)

Stegosaurus (l)

61-62

Coral (s-w)

Moth (a)

Swan (law)

63-64

Cow (l)

Mouse (l)

Tarantula (l)

65-66

Crab (lw)

Mule (l)

Tarsier (l)

67-68

Crocodile (lw)

Mushroom (s-l)

Tasmanian Devil (l)

69-70

Dog (l)

Nototherium (l)

Termite (l)

71-72

Dolphin (w)

Opossum (l)

Tick (l)

73-74

Do do Bird (la)

Orangutan (l)

Tiger (l)

75-76

Dragon (law)

Orca (w)

Triceratops (l)

77-78

Dragonfly (a)

Osprey (a)

Trilobite (w)

79-80

Duck (law)

Ostrich (l)

Turtle (lw)

81-82

Elephant (l)

Ox (l)

Tyrannosaurus (l)

83-84

Fern (s-l)

Oyster (w)

Viper (w)

85-86

Ferret (l)

Paramecium (w)

Vole (l)

87-88

Fly (a)

Penguin (lw)

Vulture (a)

89-90

Frog (lw)

Piranha (w)

Walrus (lw)

91-92

Gila Monster (l)

Pig (l)

Wasp (a)

93-94

Giraffe (l)

Pill bug (l)

Wolverine (l)

95-96

Goat (l)

Planaria (w)

Wombat (l)

97-98

Goose (law)

Plasmodium (w)

Worm (l)

99-00

None (s)

None (s)

Ref’s Own Table

(1d100)

1-2

3-4

5-6

DIE ROLL

(1d6)

Roll 1d100 and 1d6 for Head, Torso, Arms, and Legs. Record letters in brackets l=land, a=air, w=water, s=sessile.

Adornments

These are optional accents to the alien’s appearance. Adornments are entirely descriptive. Adornments do not detract from or add any abilities to the alien.

Head Adornment
An accent for the head if desired.

Die Roll (1d12)

Head Adornment

1

Antenna(e)

2

Antler(s)

3

Ears (any)

4

Horn(s)

5

Knob(s)

6

Peak(s)

7

Plume(s)

8

Quill(s)

9

Spines(s)

10

Tufts(s)

11

None

12

Ref’s Own Table

Die Roll (1d12)

Head Adornment

Torso Adornment
An accent for the torso if desired.

Die Roll (1d20)

Body Adornment

1

Arms Adornment

2

Bump(s)

3

Crest(s)

4

Head Adornment

5

Hole(s)

6

Knob(s)

7

Knurl(s)

8

Lumps (wet)

9

Lumps (dry)

10

Ridge(s)

11

Ruff(s)

12

Scales

13

Slime

14

Spine(s)

15

Spout(s)

16

Tree(s) small

17

Vine(s)

18

Wing(s)

19

None

20

Ref’s Own Table

Die Roll (1d20)

Body Adornment

Alien Arms Adornments
Replacement for grabby things, if desired.

Die Roll (1d10)

Arms Adornment

1

Adhesive

2

Claws

3

Hands (any)

4

Hooves

5

Magnetic

6

Paws

7

Pincers

8

Talons

9

Tentacles

10

Ref’s Own Table

Die Roll (1d10)

Arms Adornment

Coat and Colour

The referee can leave the alien as a patchwork of different skin types or choose a particular coat from one body part. The colour can be as complicated or as simple as desired. The referee can massage the alien colour to match the terrain or reflect its abilities. The referee can generate a random colour from the Giant Colour Table.

Movement

Alien movement rate is as important as size in regards to combat. The shape of the alien determines whether it hops, slithers, flaps, or gallops along. More detail is available at Alien Movement

Movement Quarter

move (h/u) = DEX / 4

An alien with a 12 DEX would have a Movement Quarter of 3 h/u.

Add the terrain types (l, a, w) for each body part shape and multiply them by the movement unit.

Alien Move Calculation
16 DEX. Move quarter 4 h/u. Body parts: Sheep (l), Wasp (la), Duck (law) and None (s).

Terrain Type

Score

Move Quarter

Move Rate

Land - (l,l,l)

3

4 h/u

12 h/u

Air - (a,a)

2

4 h/u

8 h/u

Water - (w)

1

4 h/u

4 h/u

Terrain Type

Score

Move Quarter

Move Rate

The body shape 'none' is sessile and has no movement rate.

Evolutations

Aliens can enjoy all the special abilities that psionic and phenomic mutations offer. However when a player is generating an alien they are generating an entire genus and species. These mutation abilities are evolved abilities and not point mutations. Hence the naming convention of evolutation.

Adding powerful mutations to an entire species requires consideration to plot and milieu. An evolutation may only appear at certain life stages, or only certain members of the species have the evolutation. An army of gigantic flying aliens with death field generation would be a world breaker. However, a species of tiny aliens with weak telekinesis would be make for an interesting culture.

Aliens are biological in nature and can acquire unique mutations from radiation or cheeky pharma.

Psionic

The chance of an alien having a psionic mutation is equal to the alien’s Mind attribute score. An alien with a 15 MND would have a 15% chance of having a psionic mutation. Player personas cannot start with a defect. Aliens do not have multiple psionic mutations. To determine the evolutation jump to Psionic Mutations.

Phenomic

The chance of a creature having evolved a phenomic mutation is equal to the alien’s Constitution attribute score. An alien with a 10 CON has a 10% chance of having a phenomic mutation. Player personas cannot start with a defect. Aliens do not have multiple phenomic mutations. To determine the evolutation jump to Phenomic Mutations.

Life Span

Life expectancy is defining feature of organic life forms.

Total Life Span Table

Determine the total life span of the alien.

Die Roll (1d100)

Maximum Age

Die Roll

01-10

1-10

1d10

10-25

10-60

1d6 x 10

26-75

50-120

50 + (1d6 x10)

76-85

110-160

100 + (1d6 x 10)

86-93

160-250

150 + (1d10 x 10)

94-95

100-600

1d6 x 100

96-95

100-1200

1d12 x 100

99

100-100000

1d1000 x 100

00

Ref’s Own Table

Die Roll

Maximum Age

Die Roll

Short Life

If the alien’s life span is less than ten years, there is a 1 in 6 (1d6) chance that the alien will have an extremely short life span. Extremely short life spans should influence the alien RP’s biology and society. Short-lived species often depend on large numbers of offspring requiring minimal energy exertion. This biological process is called progeny over prodigy.

Extremely Short Lifespan Table
Parameters for alien RPs with extremely short (progeny) life spans.

Die Roll (1d100)

Time Unit

Duration

01-02

Minutes

1-100 (1d100)

03-07

Hours

1-100 (1d100)

08-15

Days

1-30 (1d30)

16-30

Weeks

1-50 (1d50)

31-00

Months

1-12 (1d12)

Die Roll (1d100)

Time Unit

Duration

Long Life

If the alien’s life span is more than 10000 years, there is a 1 in 6 (1d6) chance that the alien will have an extremely long life span. Extremely long life spans should influence the alien RP’s biology and society. Long-lived species often devote increased energy to fewer, more advanced offspring. This biological process is called prodigy over progeny.

Extremely Long Life Spans

100000 - 100000000 (100000 * 1d1000) years

500 on the 1d1000 yields a life span of 50 million years.

Life Categories

The amount of time spent in each age category

Alien Life Stages Table
Anthropomorphizing alien life stages for our convenience and fun.

Life Stage

Proportion of Life Span

Child

First 1-10%

Adolescent

1-6%

Adult

10-80% (10d8)

Elder

Remaining Life Span

Aged

Last 1-4%

Life Stage

Proportion of Life Span

Age

To determine the persona age the referee must determine the age category first. All biological life forms have the same age categories.

Age Category Table
Where is the referee persona in her lifespan.

Die Roll (1d100)

Age Range

01-05

Child

06-15

Adolescent

16-65

Adult

66-90

Elder

91-99

Aged

00

Ref’s Own Table

Die Roll

Age Range

Once the age category is determined the referee can just assign any age that fits into the age category. It is very common to just use the age category for aliens, skipping all the maths.

EXPS Level

Good for flora, fauna, and vocations. An alien predator with a high experience level will be more dangerous than a low-level predator of the same species.

Referee Persona Level Table
Determine the EXPS level of the referee persona.

Die Roll (1d100)

RP Level

01-09

One

10-29

Two

30-49

Three

50-64

Four

65-74

Five

75-82

Six

83-88

Seven

89-92

Eight

93-97

Nine

98-99

Ten

00

Ref’s Own Table

Die Roll (1d100)

RP Level

Strong Descriptors

Often a referee will want a tiny alien, a dumb alien, a slow alien, or even a stupid, slow, small alien (prey). Alien attributes tend to be higher than other personas. Descriptors such as tough, smart and strong give attribute values relative to anthro personas. This table may fall short if the referee is trying to generate an alien persona stronger than other aliens in her species. The downwards attribute modifications are most helpful.

Strong Descriptors Table
Descriptors and their modifications.

Die Roll

Description

Attribute

Range

Calculate

Downward (1d100)

01-08

Clumsy

DEX

2-7

1d6+1

09-16

Delicate

HPS

0-3

1d4-1 @ CON

17-24

Docile

MND

1-6

1d6

25-32

Dumb

INT

2-7

1d6+1

33-40

Shunned

SOC

1-50

1d50

41-48

Slow

Move

-20-80%

2d4*10

49-56

Ugly

CHA

-5-6

1d12-6

57-64

Unaware

AWE

2-7

1d6+1

65-72

Weak

STR

2-9

1d8+1

73-80

Wimpy

CON

2-9

1d8+1

81-88

Skinny

WATE

-20-60%

2d3*10

89-94

Short

HITE

-20-60%

2d3 * 10

95-00

Unlucky

All Rolls minus 20%

Upward (1d100)

01-08

Alert

AWE

17-22

1d6+16

09-16

Famous

SOC

900-999

1d100+900

17-24

Fast

Move

+20-80%

2d4 * 10

25-31

Handsome

CHA

17-22

1d6+16

32-34

Tall

HITE

+20-60%

2d3 * 10

35-45

Obese

WATE

+20-80%

2d4 * 10

46-50

Lucky

All Rolls plus 20%

51-58

Nimble

DEX

17-22

1d6+16

59-74

Resilient

HPS

+30%

HPS*1.3

75-77

Resolute

MND

18-21

1d4+17

78-86

Smart

INT

18-23

1d6+17

87-92

Strong

STR

18-23

1d6+17

99-00

Tough

CON

17-22

1d6+16

Die Roll

Description

Attribute

Range

Die Roll

Wate Allowance

The wate allowance is the same for all personas. The WA indicates how much the alien can carry without being encumbered. For tool users this could be weapons and computers. For flora and fauna wate allowance represents what they can push around for no good reason.

Strength and Wate Allowance (kg)
The stronger you are the more you can carry.

Strength

WATE Allowance (kgs)

1

5

2

7

3

7

4

8

5

9

6

10

7

12

8

13

9

14

10

15

11

16

12

17

13

18

14

19

15

20

16

22

17

25

18

28

19

31

20

34

21

39

22

45

23

52

24

60

25

69

26

79

27

90

28

102

29

115

30

115

31

132

32

151

33

175

Strength

WATE Allowance (kgs)

Attack Table

The attack table keeps track of the persona’s combat skills and increases with EXPS level. The referee may need two attack tables for her tool using aliens. For general info about attack tables, jump to Attack Tables in tactical combat.

The attack table calculated here is for the alien’s naturally evolved attacks and is not used for any tool using attacks. For a detailed explanation of alien attack tables jump to Alien Attack Table. Aliens that are tool users do not use their alien attack table when using weapons. The referee must generate another vocation attack table for tool users. For the vocation based attack table, jump to Anthro attack table.

Biology

Alien biology assigns terrain, eating habits, reproduction etc. The referee should always massage the alien biology to work best within her campaign milieu. Many alien species will have evolved beyond the most primal aspects of their biology. It would be unlikely for a creator tool user to still ambush prey in the desert, but their restaurants may reflect this biological history.

Biome

The biome is an alien’s naturally evolved terrain type. Flora and fauna would not venture beyond their terrain type. More advanced alien species are not limited to their 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

Nom noms.

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.

Food Procurement

How does the alien get its nom noms?

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

Where do little aliens come from?

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

Dwelling

Typical living space. Tool usage may allow the alien species to live in architecture informed by this biological history.

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

Grouping

Do they hang out in groups or solo?

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

Aroma

What a wonderful smell you have discovered.

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

Society

Alien society is something for the referee to consider and prepare for her campaign carefully. A single alien society can be the basis for an entire campaign. The process for determining an alien player persona’s society is complex and time-consuming.

For alien referee personas, the society and tech levels are on one table. The referee generates a society level and then generates the tech level in a second roll. There is a much higher chance of an alien having a vocation and having tech level creator.

The society levels are cumulative. If the alien has Education, she automatically has Culture and Language. For a refresher on the implications of alien society jump to Alien Society.

Society and Tool Usage Snap Table
Determine society and tech level of alien. Society roll is cumulative.

Die Roll (1d100)

Society

Die Roll (1d100)

Tool Usage

01-30

No Language

01-80

None

81-99

Simple

00

Tech

 — 

Comp

 — 

Creator

31-70

Language

01-30

None

31-85

Simple

86-99

Tech

00

Comp

 — 

Creator

71-85

Culture

01-15

None

16-60

Simple

61-85

Tech

86-95

Comp

96-00

Creator

86-95

Education

 — 

None

01-10

Simple

11-75

Tech

76-90

Comp

91-00

Creator

96-00

Vocation

 — 

None

 — 

Simple

01-10

Tech

11-50

Comp

51-00

Creator

Die Roll (1d100)

Society

Die Roll (1d100)

Tool Usage

Language

Aliens with language can communicate amongst themselves and with expedition members. This language has no impact on tool usage. An alien with the ability to communicate may still lack any concept of using a tool. If the referee wishes, she can burden the alien with a religious belief.

No Language

Aliens with no language are the flora and fauna of the world. The abilities, size and life-span of the alien determine where they fit in on the food chain. Aliens can always communicate amongst themselves. The lack of language prevents higher-level organization or communications across the species. If an alien with no language is a canonical referee persona, she will have some way to communicate with her expedition members.

Religious Belief

Aliens with language may have religious beliefs. The list here describes the structure of the religious belief. The referee and her milieu determine the nomenclature, structure, hypocrisy, and corruption of the political system. This belief applies explicitly to the alien referee persona. The referee may wish to roll different beliefs for the entire species.

Persona Religion Belief Table
Broad stroke describing religious belief.

Die Roll (1d100)

Religious Belief

01-10

Anonymous writings.

11-20

Charismatic leader.

21-30

Icon object or creature.

31-40

Universal conjoining force.

41-50

Many creators.

51-60

Holy martyrs.

61-70

Messiah.

71-80

One creator.

81-90

One creator plus hierarchy.

91-00

Ref’s Own Table

Die Roll (1d100)

Religious Belief

Culture

Culture allows the aliens to organize their species with a common culture. Aliens with culture also have language. Culture and language have no impact on tool usage. An alien with the ability to communicate may still lack any concept of using a tool. If the referee wishes, she can burden the alien with a political belief.

Political Belief

The list here describes the structure of the political belief. The referee and her milieu determine the nomenclature, structure, hypocrisy, and corruption of the political system. This belief applies explicitly to the alien referee persona. The referee may wish to roll different beliefs for the entire species.

Persona Political Beliefs Table
This table lends a broad stroke to the Persona’s political belief.

Die Roll (1d100)

Belief

Description

01-05

Anarchism

Organization is evil.

06-10

Aristocracy

Governed by the 'best' people. Small privileged class.

11-15

Bananarchy

Peaceful non-regulated existence amongst tropical fruits.

16-20

Bureaucracy

Administration by complexity. Efficiencies are condemned.

21-25

Capitalism

Money and biz is king. Laissez Faire.

26-30

Communism

Classless society. Common ownership.

31-35

Democracy

Random selection of most popular person.

36-40

Despotism

Rule and control by singular person.

41-45

Egalitarianism

Belief in equality of all.

46-50

Environmentalism

Protect environment above all.

51-55

Fascism

All power to one party and Charismatic leader.

56-60

Feudalism

Numerous lords and indebted vassal.

61-65

Imperialism

Power through colonial acquisitions.

66-70

Ma/Pa triarchy

Inheritance of power via gender lines

71-75

Militarism

Exaltation of military virtues and ideals.

76-80

Monarchy

One person inherits throne of power for life.

81-85

Technocracy

Governed by technicians, scientists and computers.

86-90

Theocracy

Governed by immediate divine guidance.

91-95

Totalitarianism

State controls all activities of people.

96-00

Ismism

Ref’s own table.

Die Roll (1d100)

Political Belief

Description

Education

An alien with education will also have culture and language. Education indicates that the species can train its members and pass on information from one generation to the next. Education does not indicate anthro-like vocations. While tool use is nearly guaranteed, an alien species with education may still eschew all technology. If the referee wishes, she can burden the alien with a philosophical belief.

Philosophical Belief

Some are real. Some are silly. All are mental exercises in futility. This belief applies explicitly to the alien referee persona. The referee may wish to roll different beliefs for the entire species.

Persona Philosophical Belief Table
You think therefore you are. If you think too much…​

Die Roll (1d100)

Philosophy

01-05

Atomism

06-10

Cynicism

11-15

Deism

16-20

Enthalpism

21-25

Excessivism

26-30

Existentialism

31-35

Hedonism

36-40

Idealism

41-45

Ismism

46-50

Materialism

51-55

Mechanism

56-60

Metaphysicism

61-65

Monetarianism

66-70

Pantheism

71-75

Pragmatism

76-80

Rationalism

81-85

Realism

86-90

Stoicism

91-95

Technocracy

96-00

Ref’s Own Table

Die Roll (1d100)

Philosophy

Vocation

Aliens with vocations represent the highest level of societal development. Aliens with vocation have education, culture, and language as well. This alien species will certainly embrace technology, but there is no guarantee that they have unleashed their full technological creativity. Only tool usage decides if the species has reached the coveted creator level.

Vocation

Aliens at the societal level of vocation roll a vocation type. This vocation type is for the specific alien referee persona, and the species will have all vocations.

If the referee persona is an alien knite, her Mind jumps to 18. Other than the Mind limitation, no other attribute limitations or adjustments apply.

Referee Persona Vocation Table
Determine random vocation

Die Roll (1d100)

Vocation

01-15

Biologist

16-17

Knite

18-32

Mechanic

33-47

Mercenary

48-62

Nomad

63-78

Nothing

79-83

Spie

84-98

Veterinarian

99-00

Multi-Class

Die Roll

Vocation

Multi-class. Roll twice re-rolling repeats and rolls over 98.

Tool Usage

Alien tool usage is absolute. For a refresher on the implications of alien tool usage to Alien Society.

Alien Tool Score Table
Convert the tool score into technological adeptness.

Tool Score

Tool Usage

Description

0

None

No concept a tool. Will not use a tool.

1

Simple

Wind, gravity, water. Much physical effort

2

Tech

Electrics, springs, machines. Less physical effort.

3

Computer

Computerized machines. Remove physical effort.

4

Creator

No limits. Remove mental and physical effort.

Tool Score

Tool Usage

Description

None

The alien species has no concept of a tool. They would never consider an artifact as anything other than a rock or branch to step over. This tool ignorance transcends language, culture, and education. This alien can only solve a problem using its body parts. This alien only drinks water. She would never collect water.

Simple

Simple tool usage is limited to non-powered tools that require constant physical effort. These tools depend on the environment of the alien’s biome. If the alien species has no language, the tools are limited to the temporary use of sticks or rocks. If the alien species has language, they can have re-usable tools and employ wind, water and gravity to their advantage.

This alien does not use mundane equipment or artifacts at all. This alien would only ever use her natural attacks in combat. This alien may use a rock to smash something. This alien could use a stick to reach something.

Tech

This alien species utilizes any device that reduces their physical workload. These devices can use electricity, steam, and springs. They have complicated clockwork machines but no computational devices.

The alien can use all Mundane Equipment. This alien may have survival equipment for their terrain. This alien may have an artifact but lacks knowledge of how it works. High-tech artifacts may be mistaken for magic. A tech tool using alien RP gets one roll on the Limited TOY Table below. The tech level of the toy rolled cannot exceed TL 10.

Computer

This alien species can use electronic devices that can replace all physical work. These devices include computers, telecommunications, and encryption. There may be rudimentary robots and faux autonomous Intelligence. The comp level tool user does not have access to physics-defying technologies. As a species, homo sapiens of mundane terra are at this level.

This alien can use all mundane tools, but she will prefer to use toys. A comp tool user gets one roll per two EXPS levels on the Limited TOY Table below. The tech level of the toy rolled cannot exceed TL 10.

Creator

There is no limit to what creators can make and create. Creator alien species have space travel, special drives, autonomous Intelligence, robots, and more. Creativity is their only limit. An alien species can reach creator-level tool use without evolving vocations.

This alien has an intimate relationship with and understanding of technological devices. This alien can combine toys for synergistic effects. Creators get one roll on the regular TOYS table per EXPS Level. Treasure and Junque do not count as a TOYS roll for creators. Creator aliens can amass great wealth as well as deadly weapons.

Startifacts

Alien RPs get startifacts like any other persona. RPs are typically awarded one roll per EXPS Level. High level RPs can be very dangerous by way of their TOYs alone. For Startifacts jump to Startifacts

Name

The alien should have a name as any other player persona does. The referee may have to name both a referee persona and an alien species. For alien, naming shenanigans jump to Alien Name.

Story Cues

There are all manner of story cues that the referee may wish to generate. All are optional. For setting up story cues for this referee persona jump to Story Cues.

Combat Ratio

The combat ratio determines how dangerous a referee persona is. Combat ratio is partially optional, but plays a roll in assigning combat experience. To generate a danger number for this persona jump to Combat Ratio.