Biologist

Drawing of a 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 Interest 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 (Type C)

90

Psionic

91

Ranged Attacks (Type B)

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 Type Table
Each biome has a characteristic.

Die Roll (1d100)

Biome Type

01-08

Coniferous

09-16

Deciduous

17-24

Desert

25-32

Farm

33-40

Grassland

41-48

Industrial

49-56

Megalopolis

57-64

Oceanic

65-72

Ruins

73-80

Tropic Forest

81-88

Tropic Grassland

89-99

Tundra

00

Ref’s Own Table

Die Roll

Biome Type

Biome Characteristic

Modifying characteristic of a biome.

Die Roll (1d100)

Biome Characteristic

01-10

Normal

11-20

Toxic

21-30

High Gravity

31-40

Low Gravity

41-50

Thin Atmosphere

51-60

Dense Atmosphere

61-70

Underground

71-80

Aboveground

81-90

Mountainous

91-99

Extraplanetary

00

Ref’s Own Table

Die Roll

Biome Characteristic

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.

Biologist Maneuvers and example DDs
Degree of Difficulty of day to day maneuvers.

Maneuver

Degree of Difficulty (DD)

Alien ID, common

3

Alien ID, uncommon

6

Alien ID, rare

9

Alien ID, very rare

12

Cloning

35

Designing Genes

42

Determine Age

4-15 (1d12+3)

Determine Mutations

1d12

Estimate Armour Rating

Alien DD plus 1d6

Estimate Move Rate

1

Estimate HPS

Alien DD plus 1d4

Estimate Damage

1-8 (1d8)

Estimate INT

Alien ID plus 1d4

Feeding Habits

Alien ID plus 1d4

Identify Alien Etiquette

Alien ID plus 1d10

Identify Healer

Alien ID plus 1d4-2

Identify Leader

Alien ID plus 1d4-2

Maneuver

DD

the author has no idea why there are two separate tables
Example Biologist Procedures
Example procedures and degree of difficulty (DD)

Procedure

DD

Bonus

Alien ID

1d6

AWE

Alien AR

2d6

AWE

Alien Move

1d6

AWE

Alien HPS

1d12

AWE

Alien Language

1d4

AWE

Alien Energy Source

1d12

AWE

Cloning

42

Nil

Gene Alteration

32

Nil

ID Leader

1d8+5

AWE

Procedure

DD

Bonus

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
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