Biologist

woman wearing a pith helmet using binoculars and a computer in the jungle.

Watching a biologist watch

Biologists are personas with a deep interest in the organic physical world’s workings. A biologist has broad interests in taxonomy, culture and research. Their interests range from creepy crawly bugs to complicated economic systems. The vocation is broad as the organic world. Biologists are more interested in studying the organic world than repairing the organic world. Biologists are more interested in organic systems than mechanical systems. Vets, mechanics and biologists work well on research teams together.

Biologists do not have degrees or diplomas or certificates from training programs. They are self-taught, and their knowledge base is haphazard. Their knowledge comes from keen observation, gardening books, environmental leaflets, nature shows, sagely advisors, and personal experience.

Biologist Abilities

The biologist’s abilities cover all aspects of the organic world. Anything to do with organic life, anthros and aliens, falls under her purvey. This includes the observation, discovery, and identification of aliens. Biology covers the knowledge spheres of sociology, ecology, culture studies, and more. A biologist’s abilities do not include robots (mechanic) or organic repairs (veterinarian). However a biologist could take skills from the mechanic or veterinarian vocation.

Biologist abilties are divided into knacks (gifts), interests, and skills.

Knacks

Biologist knacks (gifts) are the hard wired abilities that probably lead to the persona pursuing the biologist vocation. The biologist starts with the first knack and gets a new one every three EXPS levels. Knacks are not transferrable between vocations and a player cannot choose a knack.

Biologist Knacks Table
Unique biologist knacks acquired with experience

EXPS Level

Knack

Description

1

Danger

Brief binary assessment of immediate danger from organic life.

4

Disvenomation

Identify and arrest progress of poisons from organic life forms.

7

Symbolism

Simple one word communications with organic life forms.

EXPS Level

Knack

Description

Interests

Biologist interests are broad areas that cover a swath of the organic world. The interests are: Culture, Research and Taxonomy. Any task that falls under an interest gets the interest bonus on the task roll. The Culture interest could help with a linguistic task. The Research interest could help with a laboratory task. The Taxonomy interest could help with an alien identification task.

At startup, the persona gets one interest per three points of Intelligence score. A persona with a 12 INT would get three rolls on the Biologist Interest Table. After startup the persona earns another interest with each new experience level. The player can choose to roll on the Biologist Interest Table, or choose a specific interest

Biologist Interests Table
Broad areas of interest and aptitude.

Die Roll

Interest

01-20

Culture

21-55

Research

56-89

Taxonomy

90-95

Choose

96-99

Extra Roll

00

Ref’s Own Table

Die Roll

Interest

1 per 4 INT at startup. 1 per additional level

Each interest has an associated group of skills. At startup the player gets one skill per interest. After startup the player may roll a new skill on the appropriate table or choose a specific skill.

Taxonomy Interest

Taxonomy is about identifying and categorizing organic species. The taxonomy interest is the classical biologist as a naturalist. Skills like identifying burrowers in toxic biomes or carnivores in the ocean fall under taxonomy. Mere categorization of finches on remote islands has changed society.

Research Interest

The research interest includes laboratory, invention and extension interests for the biologist. Skills like cloning, immunology, and antitoxin creation are found under the research interest

Culture Interest

The culture interest involves interaction of a population. Skills like languages, family structures, and political nuance are found under the culture interest.

Skills

Skills (previously called foci) appear as specific tasks, but have a wider impact on task rolls. A skill in aging could be used to assist a task roll for determining a persona’s, age or understand the implications of a chronovirus.

Biologist skills are grouped by interest. A taxonomy interest could come with skills like: burrowers, hivers or herbivores. A culture interest could come with skills like: language, religion or politics The interest and skill abilities are cumulative.

At startup the player gets one skill per interest. So a biologist with taxonomy 2 and culture 1 would get 2 rolls on the taxonomy skills and 1 roll on the culture skills. After start up the persona gets one new interest per new experience level. As described above the player can roll or choose the new interest. Each new interest includes a new skill. The player can choose or roll the new skill.

Culture Skills

Culture skills are about understanding the interactions of groups of organic life forms. These skills can be used to predict what a pack of aliens might do, or try and predict an election.

Culture Skills
Specific areas of study or aptitude for biologists.

Die Roll (1d100)

Cultural Skill

01-08

Community Systems

09-16

Economic Structure

17-24

Family Structures

25-32

Languages, Verbal

33-40

Languages, Written

41-48

Mass Information

49-57

Militarization

58-69

Politics

70-81

Religion/Folk Tales

82-91

Social Status/Structure

92-98

Tech Levels

99

Choose

00

Roll Extra

Die Roll (1d100)

Cultural Skill

One roll per biologist interest. ie, 1 per 3 INT at startup and 1 per new EXPS level

Research Skills

Research skills are about understanding the ways of studying the organic world. These skills can be used to make an antivenom, clone an alien, or enhance a mutation.

Research Skills
Areas of aptitude or training for biologists.

Die Roll (1d100)

Research Skill

01-06

Aging

07-12

Alien Theory

13-23

Cloning

24-29

Cryogenics

30-35

Cybernetics

36-41

Eugenics

42-47

Genetics

48-53

Immunology

54-59

Inorganic/Robotic

60-65

Mutation/Evolution

66-71

Paleontology

72-82

Physiology

83-88

Toxins/Poisons

89-94

Xenophysiology

95-99

Choose

00

Roll Extra

Die Roll (1d100)

Research Skill

One roll per biologist interest. ie, 1 per 3 INT at startup and 1 per new EXPS level

Taxonomy Skills

Taxonomy is about identifying and categorizing organic species. Each skill includes a skills and a biome type. A taxonomy skill could look like this: Taxonomy - Herbivore - Desert Biome.

Taxonomy Skill
Area of specialization or interest of the biologist.

Die Roll (1d100)

Taxonomy Study

01-02

Burrowers

03-04

Camouflage

05-10

Carnivores

11-12

Cavers/Diggers

13-14

Chaser/Hunters

15-16

Dam Makers

17-21

Detritovores

22-24

Foliage/Tree Dwellers

25-29

Herbivores

30-31

Hivers

32-33

Hoarder/Storers

34-35

Infecting

36-37

Infesting

38-40

Large/Gigantic

41-42

Long Lived

43-46

Microbiologic

47-51

Mitotic Reproduction

52-53

Move in Air

54-55

Move in Water

56-57

Move on Land

58-59

Multiple Attacks

60

Mutated

61-70

Nomadic Biome

71-75

Omnivores

76-77

Oviparous

78-79

Parasitic

80-85

Photosynthetic

86-88

Poisonous

89

Powered Attacks (Shoot)

90

Psionic

91

Ranged Attacks (Fling)

92

Robotic

93

Short Lived

94

Spores

95

Trappers

96-97

Viviparous

98

Web Makers

99

Choose

00

Roll Extra

Die Roll (1d100)

Taxonomy Study

One roll per biologist interest. ie, 1 per 3 INT at startup and 1 per new EXPS level

Each taxonomy skill includes a complete biome as well

Biome Tables

Biome tables are included here for convenience.

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

Skills help the biologist win a task roll. A skill is not required to attempt a task.

Optimizing the Abilities

A biologist can rack up a lot of abilities. What follows is a way to keep track of them.

Mystical connected semi-circles scratched into ground.

Footprint? Language? Bad Map?

Example Three Rolls At Startup
  1. Taxonomy interest

    • Herbivores, Desert Biome skill

  2. Taxonomy interest

    • Detritivores, Desert Biome skill

  3. Culture interest

    • Languages, Verbal skill

Interests and skills are cumulative and separated. The persona has two taxonomy interest, and the player can use them on any task related to taxonomy. Even if the persona has no chaser/hunter behaviour skills, she will use taxonomy 2 when working on a chaser/hunter behaviour. When figuring out something about herbivores, she will get a total bonus of 3 (taxonomy 2 and herbivore 1). When studying a herbivore in a desert biome, she will get a total bonus of 5 (taxonomy 2, herbivore 1 and desert biome 2).

Reorganized abilities
  • Taxonomy - 2

    • Desert Biome - 2

    • Herbivores - 1

    • Detritivores - 1

  • Culture - 1

    • Languages, Verbal - 1

Biologist Tasks

Biologist tasks involve anything organic that does not involve healing. Most biologist tasks are knowledge based unless an obvious physical intervention is involved. The minimal equipment required by a biologist is her notebooks. The referee may make a target roll more difficult if the biologist does not have her notebooks.

For the intricate details of how to resolve tasks in EXP jump here.

Biologist Task Examples
This list is not exhaustive.

Task

Difficulty

Cloning

Bizarre

Designing Genes

Bizarre

Age Determinatin

Normal

Psionics Detection

Tough

Psionics Determination

Impossible

Phenomics Detection

Normal

Estimate Resilience

Hard

Estimate Danger

Trivial

Estimate INT

Easy

Energy Source

Easy

ID Social Norms

Normal

Identify Healer

Normal

Identify Leader

Easy + INT of target

Task

Difficulty

Biologist EXPS

The benefits of increasing experience levels are more skills, improved task success, and marginally better combat skills. Biologists earn experience points for completing procedures and role-playing within their vocation. Only 20% of combat experience can go towards a biologist’s experience point total.

Biologist Experience Points Table
EXPS required to advance in levels of expertise for biologists.

Experience Points

Experience Level

0-1250

1

1251-2500

2

2501-5000

3

5001-10000

4

10001-20000

5

20001-42500

6

42501-70000

7

70001-110000

8

110001-220000

9

220001-450000

10

230000

Per level beyond 10th

Experience Points

Experience Level