Biologist
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.
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
Broad areas of interest and aptitude. | |
---|---|
Die Roll |
Interest |
01-20 |
|
21-55 |
|
56-89 |
|
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.
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.
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.
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 |
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 |
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.
Footprint? Language? Bad Map?
-
Taxonomy interest
-
Herbivores, Desert Biome skill
-
-
Taxonomy interest
-
Detritivores, Desert Biome skill
-
-
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).
-
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.
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 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.
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 |