Anthro Referee Personas

Anthros are upright, bipedal humanoids. In the faux taxonomy, anthros are of the family Hominidae and the genus homo. Referees are most familiar with playing this kind of referee persona. They have hands, heads and faces. The referee should massage the anthro RP to fit her milieu. This 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 Anthro Record v7

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

The referee persona record sheet is just another persona record sheet. There are few bonus elements of which the referee must keep track. Most player personas do not have elements like personality, politics or religion. The referee can also use the persona record sheet to keep track of interactions with the expedition.

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

A space suit with fish swimming in the helmet.

An aquarium not an aquarian

Genus

The anthro genus should reflect the referee’s milieu.

Anthro Genus Table
Determine the anthro RP genus.

Die Roll (1d100)

Anthro Type

01-03

Aquarian

04-10

Avarian

11-25

Canine

26-30

Equine

31-34

Feline

35-44

Florian

45-65

Humanoid

66-72

Insectoid

73-79

Purestrain

80-84

Reptilian

85-93

Rodentia

94-00

Ursidae

Die Roll (1d100)

Anthro Type

Species

The anthro species should reflect the referee’s milieu. The most common species is generalis. Generalis is the typical non-descript anthro species. On mundane terra a canine generalis is called a mutt.

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Anthro species are phenotypical, not scientific. Anthros are appearance only and are unfaithful to mundane terran science.

Size

Use this single look-up table to create the anthro’s hite and wate. All anthros are considered to have the size category of Medium. For a refresher on calculating hite and wate jump to Anthro Size. To choose specific sizes like obese, skinny tall or short, jump to Strong Descriptors.

Anthro Quick Hite and Wate Table
Anthro RP hite and wate based on genus.

Anthro

Hite

Wate

Type

Base (cm)

Variation (cm)

Base (kg)

Aquarian

150

(6d20)-50

60

Avarian

175

(3d20)-40

71

Canine

150

(1d12)-8

48

Equine

186

(2d20)-20

81

Feline

150

(1d20)-9

45

Florian

165

(2d20)-30

50

Humanoid

169

(2d20)-20

62

Insectoid

150

(8d20)-40

55

PSH

169

(2d20)-20

62

Reptilian

165

(3d20)-30

50

Rodentia

175

(2d20)-30

71

Ursidae

208

(2d20)-20

139

Type

Base (cm)

Variation (cm)

Base (kg)

Anthro

Hite

Wate

hite and wate refresher at Anthro Size

Age

First generate the age category of the referee persona and then hone in on an exact age in years.

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

Anthro Years Old Table
Roll the dice indicated at genus and age category.

Genus

Child

Adol

Adult

Elder

Aged

Aquarian

1d4

4+1d50

54+1d50

104+1d10

115+1d4

Avarian

1d12

12+1d6

15+1d20

36+1d30

66+1d8

Canine

1d4

4+1d20

24+1d20

44+1d20

65+1d6

Equine

1d10

9+1d20

29+1d20

49+1d50

99+1d8

Feline

1d4

4+1d20

24+1d20

44+1d20

64+1d8

Florian

1d20

20+1d50

70+1d20

90+1d20

110+1d6

Humanoid

1d12

12+1D8

20+1d20

40+1d50

90+1d6

Insectoid

1d20

20+1d20

40+1d20

60+1d20

79+2d8

Purestrain

1d12

12+1d8

20+1d20

40+1d50

90+1d6

Reptilian

1d20

20+1d50

70+1d50

120+1d50

170+1d10

Rodentia

1d4

4+1d50

54+1d10

64+1d20

84+1d8

Ursidae

1d8

8+1d6

14+1d50

64+1d20

84+1d8

Genus

Child

Adol

Adult

Elder

Aged

Attributes

Referee persona attributes are slightly better than player persona attributes and do not affect the persona’s genus or vocation. The referee generates initial attributes for the referee persona using the attributes table below. The attributes are then modified to reflect the anthro genus and vocation. To choose descriptive attributes like slow, weak, or dumb jump to Strong Descriptors.

Anthro Attribute Generation Table
Randomly determine the anthro attributes.

Attribute

Abbreviation

Range

Die Roll

Awareness

AWE

3-18

3d6

Charisma

CHA

3-18

3d6

Constitution

CON

3-18

3d6

Dexterity

DEX

3-18

3d6

Intelligence

INT

3-18

3d6

Mind

MND

4-16

4d4

Strength

STR

3-18

3d6

Hit Points

HPS

5-90

Special

Social Standing

SOC

1-1000

1d1000

Attribute

Abbreviation

Range

Die Roll

4d6DL

For attributes with ranges of 3-18 can replace the 3d6 roll with a 4d6DL roll. With 4d6DL the player rolls 4d6 and drops the lowest die roll. If a player rolls 4, 3, 5, and 2, she drops the 2, and her total is 12. The impact on the nature of the game using drop the lowest is astounding. Using 4d6DL allows for powerful vocations like spies and knites to be more frequent.

Hit Points

A referee persona’s Hit Points (HPS) maximum is determined the same as any other anthro persona. For more information about anthro hit points jump here.

Calculation

HPS = (1/2 CON x 1d8) + CON

A persona with a CON of 11 would roll 6d8 and add 11. Rounding benefits the persona.

Genus Adjustment

For player personas the attributes determine the choice of anthro genus. For referee personas the anthro genus alters the attributes Attributes are never corrected down. If the referee needs a clumsy feline, she can achieve this using the Strong Descriptors.

Anthro Genus Attribute Correction Table
Anthro RPs can correct their attributes by genus.

Genus

Attribute

Range

Die Roll

Aquarian

AWE

13-24

1d12+12

Avarian

AWE

13-24

1d12+12

Feline

DEX

13-24

1d12+12

Insectoid

INT

13-18

1d6+12

Pure Strain

CHA

13-20

1d12+8

Reptilian

MND

13-18

1d6+12

Rodentia

CHA

13-20

1d12+8

Ursidae

STR

13-22

1d10+12

Genus

Attribute

Range

Die Roll

Mutations

Referee personas mutate the same as other personas. The referee can push for mutations by doubling the chance. The table is be used as a guide if mutations are to be assigned. Purestrain anthros are not vessels for zany mutations. Insectoids rarely get phenomic mutations. Keep in mind that some mutations are campaign changers and should be appropriately rare.

Anthro Mutation Chance Table
Mutate now. Avoid the post bomb rush.

Type

Psionic

Amount

Phenomic

Amount

Aquarian

10%

1-2

3%

1

Avarian

7%

1-2

5%

1

Canine

18%

1-2

22%

1-3

Equine

8%

1-2

8%

1-2

Feline

10%

1-2

10%

1-2

Florian

7%

1-2

7%

1-2

Humanoid

23%

1-4

25%

1-4

Insectoid

23%

1-2

1%

1

Purestrain

3%

1

0%

0

Reptilian

8%

1-2

8%

1-2

Rodentia

6%

1-2

11%

1-3

Ursidae

13%

1-2

15%

1-2

Type

Psionic

Amount

Phenomic

Amount

Purestrains cannot have an obvious (phenomic) mutation at start up.

Psionics were formerly Mental Mutations and Phenomics were formerly Physical Mutations

Anthro RP EXPS Level

Generate an experience level for every anthro RP. Anthros have vocations, and the EXPS level can be their most important roll. EXPS level impacts how many artifacts and skills the RP gets.

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

Anthro RP Vocation

All anthros get a vocation. The referee should choose the vocation that best suits the needs of the story and milieu.

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.

Attribute Correction

RP attributes do not select the persona’s vocation type. The attributes are modified to reflect the vocation type. Attributes are never corrected down. However, if the referee needs a clumsy spie, she can achieve this at Strong Descriptors

Referee Persona Vocation Attribute Correction Table
Align attributes with vocation.

Vocation

Attribute

Correction

Biologist

AWE

12 + 1d6

INT

12 + 1d6

Knite

DEX

13 + 1d6

MND

17 + 1d4

Mechanic

INT

12 + 1d12

Mercenary

HPS

40 + 1d6 per level

Nomad

AWE

12 + 1d6

Nothing

SS

700 + 1d50 per level

Spie

AWE

12 + 1d6

CON

12 + 1d6

DEX

12 + 1d6

INT

12 + 1d6

Veterinarian

CHA

12 + 1d8

INT

10 + 1d8

Vocation

Attribute

Correction

Strong Descriptors

The following table gives guidelines for numerical changes that various descriptors represent. This table can be used to spice up an entirely random referee persona. Not everyone is great. It largely lives at the end of this section for ease of calculations. Strong descriptors can lead to anomalies like weak mercenaries, or clumsy spies.

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

Movement Rate

Movement rate is dependent on DEX and represented in hexes per unit. If the referee needs a slow or fast RP, this is modified at Strong Descriptors

Dexterity and Movement Rate
More dexter. More faster.

Dexterity (DEX)

Movement Rate (h/u)

1

1

2

1

3

2

4

2

5

2

6

3

7

3

8

3

9

4

10

4

11

4

12

5

13

5

14

5

15

6

16

6

17

7

18

8

19

9

20

10

21

11

22

12

23

13

24

14

25

15

Dexterity

Move (h/u)

Defence Rating

Defence Rating is adjusted using DEX. Defence Rating (DEF) is a number that indicates the persona’s natural ability to avoid being harmed in combat. The higher the persona’s Defence Rating, the more difficult it is for an attacker to score a successful attack roll. Defence Rating attempts to create a universal number that indicates how difficult a persona is to damage. There is a more detailed discussion found under Defence Rating in the tactical combat rules.

The persona’s Defence Rating is dependent on her Dexterity. The faster, more agile, and more wiggly the anthro, the more difficult it is to land a combat punch. The Defence Rating determined here is her naked Defence Rating.

Calculate Anthro Defence Rating

DEF = 500 + 6 * DEX

A persona with a 12 DEX would have an DEF of 572.

Anthro personas are unique because they can wear armour to protect themselves in combat.

Wate Allowance

The better the STR, the more she can lift.

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)

Equipment

Referee personas carry equipment. They have food, survival equipment, funds, and toys. RPs get one TOYs roll for every experience level.

Mundane

Referee personas usually have what is necessary to survive in the local terrain. The persona’s survival equipment will vary with the terrain and the referee’s milieu.

TOYs

Toys are technological devices that behave like magical devices. If a referee persona needs a particular technological device, the referee will add it to the persona. The referee may limit RP equipment to maintain game balance.

Higher-level RPs will have successfully identified most of their toys. An RP may also have an unidentified technological toy. An unidentified toy is an artifact. A lower-level RP is more likely to be carrying around an artifact.

Referee Persona TOYs
  • one roll on TOY table per EXPS Level

  • vocation limits do not apply

  • spacecraft, robot or vehicle limits do not apply

  • treasure is accumulated but does not count as roll

Toy Department Table
Jump from the Toy Department to generate the artifact.

Die Roll (1d1000)

Department

001-075

Aerosols

076-150

Armaments

151-230

Armour

231-240

Artillery

241-245

Biomech

246-325

Biorepair

326-335

Bombs

336-425

Devices

426-500

Grenades

501-575

Guns

576-650

Junque

651-725

Materiel

726-800

Mundane

801-880

Pharma

881-890

Robot

891-895

Spacecraft

896-970

Treasure

971-990

Vehicles

991-000

Ref’s Own Table, Player’s Choice

Die Roll

Department

Junque, Materiel and Mundane (576-800) typically do not count as a roll.

Biomech, Spacecraft and Vehicles may be rerolled if they impair the plot.

Attack Table

The attack table keeps track of the persona’s combat skills and increases with EXPS level. The referee need not calculate a complete attack table for cannon, or canon, fodder referee personas. Canonical referee personas need a full attack table calculated. For general info about attack tables, jump to Attack Tables in tactical combat. For detailed info about the calculations below, jump to Anthro attack table.

A second level spie has the following attributes: AWE 12 CHA 11 CON 12 DEX 10 INT 12 MND 14 and STR 16.

Completed Anthro Attack Table
Skilled Bonus (Skilled)

Strike Attack

1.5 * AWE + 2 * DEX + 1.5 * INT + 5 * STR + Level * Bonus

Attribute Component

1.5 * 12 + 2 * 10 + 1.5 * 12 + 5 * 16 = 136

Level Component

(spie * 2) = 30 * 2 = 60

Skilled for Strike

196

Fling Attack

1 * AWE + 4 * DEX + 1 * INT + 2 * STR + Level * Bonus

Attribute Component

1 * 12 + 4 * 10 + 1 * 12 + 2 * 16 = 96

Level Component

(spie * 2) = 30 * 2 = 60

Skilled for Fling

156

Shoot Attack

1 * AWE + 9 * DEX + 1 * INT + 1 * STR + Level * Bonus

Attribute Component

1 * 12 + 9 * 10 + 1 * 12 + 1 * 16 = 130

Level Component

spie = 30, level = 2, 30 * 2 = 60

Skilled for Shoot

190

Raw Bonus (Raw)

Strike Attack

Strike Skilled * Spie Fraction

Raw for Strike

196 * 25%

49

Fling Attack

Fling Skilled * Spie Fraction

Raw for Fling

156 * 25%

39

Shoot Attack

Shoot Skilled * Spie Fraction

Raw for Shoot

190 * 25%

49

Max Roll (Max)

Strike Attack

Strike Skilled + 625

Max for Strike

196 + 625

821

Fling Attack

Fling Skilled + 650

Max for Fling

156 + 650

806

Shoot Attack

Shoot Skilled + 675

Max for Shoot

190 + 675

865

Damage Adjuster (Force)

Strike Attack

STR * 1/2

Force for Strike

16 * .5

8

Fling Attack

STR * 1/4

Force for Fling

16 * .25

4

Shoot Attack

STR * 0

Force for Shoot

16 * 0

0

Putting It All Together
Attack table for a 2nd level spie persona.

Type

Skilled

Raw

Max

Force

A

196

49

821

8

B

156

39

806

4

C

190

49

865

0

Startifacts

Anthro 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 anthro should have a name as any anthro player persona does. For anthro, naming shenanigans jump to Anthro 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.