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.
| 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.
| Attributes for alien personas. | |||
|---|---|---|---|
Attribute |
Abbreviation |
Range |
Die Roll |
Awareness |
3-18 |
3d6 |
|
Charisma |
3-18 |
3d6 |
|
Constitution |
1-26 |
5d6-4 |
|
Dexterity |
1-26 |
5d6-4 |
|
Intelligence |
1-26 |
5d6-4 |
|
Mind |
1-26 |
5d6-4 |
|
Strength |
1-31 |
6d6-5 |
|
Hit Points |
|||
Social Standing |
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.
| 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.
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.
| 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.
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.
| 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.
| 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?
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.
-
Head
-
Torso
-
Arms
-
Legs
| 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.
| 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 |
| 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 |
| 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
Add the terrain types (l, a, w) for each body part shape and multiply them by the movement unit.
| 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.
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.
| 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
Life Categories
The amount of time spent in each age category
| 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.
| 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.
| 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.
| 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.
| 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.
-
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
Nom noms.
| 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?
| 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?
| 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.
| 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?
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.