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.
| 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 |

An aquarium not an aquarian
Genus
The anthro genus should reflect the referee’s milieu.
| 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 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.
| 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 |
| 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.
| Randomly determine the anthro attributes. | |||
|---|---|---|---|
Attribute |
Abbreviation |
Range |
Die Roll |
Awareness |
3-18 |
3d6 |
|
Charisma |
3-18 |
3d6 |
|
Constitution |
3-18 |
3d6 |
|
Dexterity |
3-18 |
3d6 |
|
Intelligence |
3-18 |
3d6 |
|
Mind |
4-16 |
4d4 |
|
Strength |
3-18 |
3d6 |
|
Hit Points |
5-90 |
||
Social Standing |
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.
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 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.
| 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.
| 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.
| 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
| 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.
| 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
| 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
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.
| 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.
-
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
| Jump from the Toy Department to generate the artifact. | |
|---|---|
Die Roll (1d1000) |
Department |
001-075 |
|
076-150 |
|
151-230 |
|
231-240 |
|
241-245 |
|
246-325 |
|
326-335 |
|
336-425 |
|
426-500 |
|
501-575 |
|
576-650 |
|
651-725 |
|
726-800 |
|
801-880 |
|
881-890 |
|
891-895 |
|
896-970 |
|
971-990 |
|
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.
| 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 |
|
| 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.