Alien RP
Aliens are organic lifeforms. In the faux taxonomy, aliens are of the family Diversidae. The evolution of an alien is random and can lead to any shape, size, or colour. This randomness makes aliens genuinely diverse, and hence the family name. Each RP alien is unique unto itself; however, it is a member of a species.
The referee may visit this section to evolve some flora and fauna for her milieu and end up with a previously unknown space-faring species. The referee should massage the alien RP to fit her milieu. The Alien RP section is for helping creativity, not replacing it.
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RP ROLL PLAYING (Data)
Alien RP 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.
Determine the persona’s importance to the expedition and story. | |
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Die Roll (1d100) |
Relevance |
01-20 |
|
21-60 |
|
61-00 |
|
Die Roll |
Relevance |
Note the difference between CaNNon Fodder and CaNon Fodder. Author thought this was funny. |
Cannon Fodder
Cannon fodder are like movie extras that fill in the background. Alien cannon fodder are the harmless flora and fauna of a forest. Alien cannon fodder are also the sidewalk civilians of an advanced society. Alien sidewalk civilians fill the streets of a city, village, or spacecraft.
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offer no opposition
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have no useful information
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have no nutritional value, monetary value or useful parts.
Unlike anthro cannon fodder, the referee cannot generate alien cannon fodder on the fly. An alien has too many parts, literally, for the referee to create them on the fly.
It is possible to create new cannon fodder members from an existing alien species. If the expedition is tearing things up in an alien city, there will be the equivalent of sidewalk civilians. The generic attribute for alien sidewalk civilians depends on the size of the alien.
Off the cuff alien cannon fodder attributes. | ||
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Alien Size |
Attribute |
Hit Points |
Minute |
1 |
1 |
Tiny |
2 |
2 |
Small |
4 |
4 |
Medium |
6 |
6 |
Large |
9 |
9 |
Gigantic |
12 |
12 |
Humongous |
15 |
15 |
Alien Size |
Attribute |
Hit Points |
Cannon fodder does not mean expendable without consequence. Hunting flora and fauna may be against the law. Alien societies may have laws protecting their defenceless comrades.
Canon Fodder
Canon fodder may have bit parts in the story but does not make the story. Alien canon fodder are usually dangerous flora or fauna or adversarial alien combatants.
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could act in opposition to the expedition’s goals
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could injure or kill a player persona
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could accidentally alter the story of a campaign
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could have nutritional, financial or information value
The referee usually predetermines the goal of canon fodder. The referee creates as much information as needed. The alien could be an indigenous predator that eats anthros. The alien could be a one-off monster in some post-apocalyptic wasteland.
Canon fodder can be extremely dangerous to the expedition. They are there to get in the way of the player’s goals. The referee should complete a persona record sheet for alien canon fodder. There are too many moving parts with alien RPs to make them on the fly.
Canonical Persona
Canonical personas are like supporting actors that make the story possible. These referee personas are integral participants in the campaign story. They can be powerful recurring enemies or comrades in arms. Canonical referee personas are the real deal. These referee personas utilize every step of persona creation. They have all the dressings of a player persona. Only the player personas are more important to the story.
Canonical referee persona aliens usually require background on their species as well as the specific persona. In the case of recurring flora and fauna, the species background can be brief. In the case of a tool using creator society, the species background represents serious work.
Species vs Solitary
The alien created is usually a member of a species. The species could be mundane flora and fauna, an invading alien horde, or a solo first encounter. The species may define everything about the referee persona. Every member of the species may all have the same size, shape, belief and personality. A homogeneous alien species is undoubtedly the easiest pathway for the referee. How the referee persona fits into this depends on her campaign milieu and back story.
An alien referee persona need not be part of an entire species. There are many story-based explanations of solitary aliens. The alien may be the sole member of an alien species so distant they will never be part of the story. The alien may be the sole survivor of a species that suffered some cataclysm. The alien may have been grown in a mad biologist’s vat for nefarious purposes.
Alien RP Record Sheet
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. Alien RPs have a lot of essential data, and a complete persona record is best.
If it’s worth playing, it’s worth writing down. |
Alien RP Attributes
Alien RP attributes have the same ranges as player persona alien attributes. If the referee is looking for a particular configuration of attributes, she can change them in the Modifications section.
Attributes for alien personas. | |||
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Attribute |
Abbreviation |
Range |
Die Roll |
Awareness |
AWE |
3-18 |
3d6 |
Charisma |
CHA |
3-18 |
3d6 |
Constitution |
CON |
1-26 |
5d6-4 |
Dexterity |
DEX |
1-26 |
5d6-4 |
Intelligence |
INT |
1-26 |
5d6-4 |
Mental Strength |
MSTR |
1-26 |
5d6-4 |
Physical Strength |
PSTR |
1-31 |
6d6-5 |
Hit Points |
HPS |
Depends on CON and Size |
|
Social Standing |
SOC |
1-1000 |
1d1000 |
Attribute |
Abbreviation |
Range |
Die Roll |
In past versions of EXP Aliens could start with a zeroed attribute. |
Alien RP Size
The size of the alien RP affects its appearance, wate and hits points. Alien RPs can have extremely small or large sizes that are not available to player personas. These extreme sizes are called Minute and Humongous.
Alien size can be optionally adjusted by DEX and PSTR. | |||
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Die Roll (1d100) |
Alien Size |
Wate Range (kgs) |
Wate Die Roll |
01-05 |
Tiny |
0-9 |
1d10-1 |
06-25 |
Small |
1-50 |
1d50 |
26-75 |
Medium |
51-100 |
1d50+50 |
76-96 |
Large |
105-600 |
5d100+100 |
97-00 |
Gigantic |
606-6600 |
6d1000+600 |
Die Roll (1d100) |
Alien Size |
Wate Range (kgs) |
Wate Die Roll |
Tiny RP aliens may be Minute. Gigantic RP aliens may be Humongous. |
Extremely Tiny
Any Tiny alien has a 1 in 6 chance to be Minute instead. Minute aliens have a WATE of 0 to 999 grams (1d1000-1). A Minute alien will never have a WATE greater than a kilogram. Being Minute decreases the alien’s PSTR and HPS but does not affect other attributes.
Extremely Gigantic
Any Gigantic alien has a 1 in 6 chance to be Humongous instead. Humongous aliens have a WATE of 6 to 300 tons (1d50 times 6). Being a humongous alien is just an inconvenience as they have no alteration in their attributes or hit points.
Alien RP Hit Points
Bigger aliens tend to have more hit points than smaller aliens. Minute aliens must apply their size modification to the hit points generated here.
The player rolls 1 die per point of CON. | ||
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Alien Size |
HPS Range |
Die Rolled |
Tiny |
1-104 |
1d4 |
Small |
1-156 |
1d6 |
Medium |
1-208 |
1d8 |
Large |
1-312 |
1d12 |
Gigantic |
1-520 |
1d20 |
Alien Size |
HPS Range |
Die Rolled |
Alien RP Attack Frequency
The number of attacks indicates the number of attack rolls the referee makes each unit. This attack frequency is only for the alien’s naturally evolved attacks and does not apply to equipment weapons.
Determines how many natural attacks the alien can make each combat unit. |
|
Die Roll (1d100) |
Attack Frequency |
01-10 |
1 per 2 units |
11-80 |
1 per unit |
81-90 |
2 per unit |
91-96 |
3 per unit |
97-99 |
4 per unit |
00 |
Ref’s Own Table |
Die Roll |
Attack Frequency |
Add 1/3 DEX score to this roll. 1 per 2 is one attack every other unit. |
Alien RP Damage per Attack
Bigger aliens tend to inflict more damage than smaller aliens. Minute aliens must apply their PSTR modification before determining their damage per attack. The damage per attack is only for the alien’s naturally evolved attacks and does not apply to equipment weapons.
Damage rolled on a success attack roll. | |||||
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Alien PSTR |
Tiny |
Small |
Medium |
Large |
Gigantic |
0-5 |
d4 |
d6 |
d10 |
d12 |
d20 |
6-10 |
d6 |
d8 |
d12 |
d20 |
3d10 |
11-15 |
d8 |
d10 |
d20 |
3d10 |
3d12 |
16-20 |
d10 |
d12 |
3d10 |
3d12 |
4d10 |
21-25 |
d12 |
d20 |
3d12 |
4d10 |
4d12 |
26-30 |
d20 |
3d10 |
4d10 |
4d12 |
5d10 |
Alien PSTR |
Tiny |
Small |
Medium |
Large |
Gigantic |
Alien Attack Type
The vast majority of aliens will bite, slap, punch and kick their way through combat. Other attack types exist. For simplicity, the attack type will apply to all of the alien’s attacks. The referee can make multiple rolls on this table to give her RP alien with multiple attacks different kinds of attacks. For instance, an alien with three attacks per unit could have three Type A attacks or two Type A attacks and one Type B attack.
Determine the attack type of the alien’s naturalized attack. | ||
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Die Roll (d100) |
Attack Type |
Examples |
01-75 |
Type A |
Bite, punch, lick, rake, gore |
76-97 |
Type B |
Spit, breath, quill, spray |
98-99 |
Type C |
Bullet, lazer, dart, ray |
00 |
Ref’s Own Table |
|
Die Roll |
Attack Type |
Examples |
Alien RP Armour Rating
How hard is it to damage this alien in combat?
Alien RP Wate Allowance
The wate allowance is the same for all personas. The WA indicates how much the alien can carry without being encumbered.
The stronger you are the more you can carry. | |
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Physical 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 |
Physical Strength |
WATE Allowance (kgs) |
Alien RP Shape
The alien shape is entirely random and makes for very diverse corporeal denizens. For more details about alien shape, jump to Detailed explanation exist at Alien Shape.
The referee makes four rolls on the Alien Body Parts Table. One roll for each of the four body parts that compose the alien. Each body part has a terrain type associated with it. The terrain type is in brackets and looks like (l, a, w, s). It is crucial to record the terrain type along with the shape of the body part.
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Head
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Torso
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Arms
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Legs
Roll 1d100 and 1d6 for Head, Torso, Arms, and Legs. Record letters in brackets l=land, a=air, w=water, s=sessile. | |||
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DIE ROLL |
(1d6) |
||
(1d100) |
1-2 |
3-4 |
5-6 |
01-02 |
Alligator (lw) |
Gorilla (l) |
Platypus (lw) |
03-04 |
Amoeba (w) |
Grasshopper (la) |
Porcupine (l) |
05-06 |
Amphioxus (s-w) |
Guinea pig (l) |
Preying Mantis (l) |
07-08 |
Anemone (s-w) |
Hammerhead (w) |
Priapulid (w) |
09-10 |
Ant (l) |
Hawk (a) |
Pterosaur (a) |
11-12 |
Anteater (l) |
Hectapus (w) |
Puffer fish (w) |
13-14 |
Antelope (l) |
Hippopotamus (lw) |
Rabbit (l) |
15-16 |
Ape (l) |
Horse (l) |
Rat (l) |
17-18 |
Armadillo (l) |
Horseshoe Crab (lw) |
Raven (a) |
19-20 |
Barnacle (s-w) |
Jellyfish (w) |
Rhinoceros (l) |
21-22 |
Bat (a) |
Kangaroo (l) |
Scorpion (l) |
23-24 |
Bear (l) |
Kelp (aw) |
Sea Star (s-w) |
25-26 |
Beaver (lw) |
Koala (l) |
Sea Spider (w) |
27-28 |
Beetle (la) |
Ladybug (la) |
Sea Urchin (s-w) |
29-30 |
Blimp (s-a) |
Lamprey (w) |
Seagull (law) |
31-32 |
Blue Whale (w) |
Lemur (l) |
Seahorse (w) |
33-34 |
Brontosaur (l) |
Leopard (l) |
Seal (lw) |
35-36 |
Budgie (a) |
Lion (l) |
Shark (w) |
37-38 |
Butterfly (a) |
Lizard (l) |
Sheep (l) |
39-40 |
Cactus (s-l) |
Lobster (w) |
Shrimp (w) |
41-42 |
Camel (l) |
Lynx (l) |
Skunk (l) |
43-44 |
Capybara (lw) |
Mammoth (l) |
Sloth (l) |
45-46 |
Cat (l) |
Manta Ray (w) |
Slug (l) |
47-48 |
Caterpillar (l) |
Marmot (l) |
Snail (l) |
49-50 |
Centipede (l) |
Mite (l) |
Snake (l) |
51-52 |
Chimpanzee (l) |
Mockingbird (a) |
Sperm Whale (w) |
53-54 |
Cicada (la) |
Mole (l) |
Spider (l) |
55-56 |
Clam (w) |
Moose (l) |
Sponge (s-w) |
57-58 |
Cockroach (l) |
Morel (s-w) |
Squid (w) |
59-60 |
Conifer (s-l) |
Mosquito (a) |
Stegosaurus (l) |
61-62 |
Coral (s-w) |
Moth (a) |
Swan (law) |
63-64 |
Cow (l) |
Mouse (l) |
Tarantula (l) |
65-66 |
Crab (lw) |
Mule (l) |
Tarsier (l) |
67-68 |
Crocodile (lw) |
Mushroom (s-l) |
Tasmanian Devil (l) |
69-70 |
Dog (l) |
Nototherium (l) |
Termite (l) |
71-72 |
Dolphin (w) |
Opossum (l) |
Tick (l) |
73-74 |
Do do Bird (la) |
Orangutan (l) |
Tiger (l) |
75-76 |
Dragon (law) |
Orca (w) |
Triceratops (l) |
77-78 |
Dragonfly (a) |
Osprey (a) |
Trilobite (w) |
79-80 |
Duck (law) |
Ostrich (l) |
Turtle (lw) |
81-82 |
Elephant (l) |
Ox (l) |
Tyrannosaurus (l) |
83-84 |
Fern (s-l) |
Oyster (w) |
Viper (w) |
85-86 |
Ferret (l) |
Paramecium (w) |
Vole (l) |
87-88 |
Fly (a) |
Penguin (lw) |
Vulture (a) |
89-90 |
Frog (lw) |
Piranha (w) |
Walrus (lw) |
91-92 |
Gila Monster (l) |
Pig (l) |
Wasp (a) |
93-94 |
Giraffe (l) |
Pill bug (l) |
Wolverine (l) |
95-96 |
Goat (l) |
Planaria (w) |
Wombat (l) |
97-98 |
Goose (law) |
Plasmodium (w) |
Worm (l) |
99-00 |
None (s) |
None (s) |
Ref’s Own Table |
(1d100) |
1-2 |
3-4 |
5-6 |
DIE ROLL |
(1d6) |
Adornments
These are optional accents to the alien’s appearance. Adornments are entirely descriptive. Adornments do not detract from or add any abilities to the alien.
An accent for the head if desired. | |
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Die Roll (1d12) |
Head Adornment |
1 |
Antenna(e) |
2 |
Antler(s) |
3 |
Ears (any) |
4 |
Horn(s) |
5 |
Knob(s) |
6 |
Peak(s) |
7 |
Plume(s) |
8 |
Quill(s) |
9 |
Spines(s) |
10 |
Tufts(s) |
11 |
None |
12 |
Ref’s Own Table |
Die Roll (1d12) |
Head Adornment |
An accent for the torso if desired. | |
---|---|
Die Roll (1d20) |
Body Adornment |
1 |
Arms Adornment |
2 |
Bump(s) |
3 |
Crest(s) |
4 |
Head Adornment |
5 |
Hole(s) |
6 |
Knob(s) |
7 |
Knurl(s) |
8 |
Lumps (wet) |
9 |
Lumps (dry) |
10 |
Ridge(s) |
11 |
Ruff(s) |
12 |
Scales |
13 |
Slime |
14 |
Spine(s) |
15 |
Spout(s) |
16 |
Tree(s) small |
17 |
Vine(s) |
18 |
Wing(s) |
19 |
None |
20 |
Ref’s Own Table |
Die Roll (1d20) |
Body Adornment |
Replacement for grabby things, if desired. | |
---|---|
Die Roll (1d10) |
Arms Adornment |
1 |
Adhesive |
2 |
Claws |
3 |
Hands (any) |
4 |
Hooves |
5 |
Magnetic |
6 |
Paws |
7 |
Pincers |
8 |
Talons |
9 |
Tentacles |
10 |
Ref’s Own Table |
Die Roll (1d10) |
Arms Adornment |
Coat and Colour
The referee can leave the alien as a patchwork of different skin types or choose a particular coat from one body part. The colour can be as complicated or as simple as desired. The referee can massage the alien colour to match the terrain or reflect its abilities. The referee can generate a random colour from the Giant Colour Table.
Colour your world. | |||
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Simple |
Fancy |
||
(1d12) |
Colour |
(1d100) |
Colour |
1 |
Black |
01-04 |
Black |
5 |
Carbon |
||
6 |
Charcoal |
||
7 |
Midnight |
||
8 |
Oil |
||
2 |
Blue |
9-12 |
Blue |
13 |
Blueberry |
||
14 |
Cyan |
||
15 |
Cobalt |
||
16 |
Denim |
||
17 |
Navy |
||
18 |
Robin |
||
19 |
Sapphire |
||
3 |
Brown |
20-22 |
Brown |
23 |
Coffee |
||
24 |
Oak |
||
25 |
Mocha |
||
26 |
Taupe |
||
4 |
Gray |
27-29 |
Gray |
30 |
Fog |
||
6-10 |
Granite |
||
31 |
Silver |
||
32 |
Slate |
||
33 |
Smokey |
||
5 |
Green |
34-36 |
Green |
37 |
Apple |
||
38 |
Avocado |
||
39 |
Emerald |
||
40 |
Forest |
||
41 |
Jungle |
||
42 |
Lime |
||
43 |
Olive |
||
44 |
Sage |
||
45 |
Seaweed |
||
6 |
Orange |
46-48 |
Orange |
49 |
Gold |
||
50 |
Dijon |
||
51 |
Spice |
||
7 |
Pink |
52-54 |
Pink |
55 |
Blush |
||
56 |
Daisy |
||
57 |
Violet |
||
58 |
Watermelon |
||
8 |
Purple |
59-61 |
Purple |
62 |
Eggplant |
||
63 |
Grape |
||
64 |
Indigo |
||
65 |
Magenta |
||
66 |
Maroon |
||
67 |
Plum |
||
68 |
Violet |
||
9 |
Red |
69-72 |
Red |
73 |
Burgundy |
||
74 |
Cherry |
||
75 |
Scarlet |
||
76 |
Lava |
||
77 |
Ruby |
||
78 |
Violet |
||
10 |
White |
79-81 |
White |
82 |
Milk |
||
83 |
Shell |
||
84 |
Vanilla |
||
11 |
Yellow |
85-87 |
Yellow |
88 |
Corn |
||
89 |
Goldenrod |
||
90 |
Macaroni |
||
91 |
Manilla |
||
92 |
Mustard |
||
93 |
Peach |
||
12 |
Choose |
94-00 |
Ref’s Own Table |
(1d12) |
Colour |
(1d100) |
Colour |
Simple |
Fancy |
Optional roll to change how the colour appears. | |
---|---|
Die Roll (1d20) |
Affect |
1 |
Bright |
2 |
Clear |
3 |
Dark |
4 |
Dirty |
5 |
Drab |
6 |
Dull |
7 |
Florescent |
8 |
Grizzly |
9 |
Iridescent |
10 |
Light |
11 |
Metallic |
12 |
Muted |
13 |
Normal |
14 |
Punchy |
15 |
Ruddy |
16 |
Shimmering |
17 |
Shiny |
18 |
Sparkly |
19 |
Transparent |
20 |
Choose |
Die Roll (1d20) |
Affect |
Roll to see how the two colours interact. | |
---|---|
Die Roll (1d20) |
Pattern |
1 |
Accents |
2 |
Bolts |
3 |
Cammo |
4 |
Digicam |
5 |
Diamonds |
6 |
Dots |
7 |
Hexagons |
8 |
Ovals |
9 |
Patchy |
10 |
Plaid |
11 |
Polka Dots |
12 |
Poke A Dots |
13 |
Splashes |
14 |
Splotches |
15 |
Spots |
16 |
Squares |
17 |
Squiggles |
18 |
Stripes |
19 |
Tartan |
20 |
Triangles |
Die Roll (1d20) |
Pattern |
Alien RP Movement Rate
Alien movement rate is as important as size in regards to combat. The shape of the alien determines whether it hops, slithers, flaps, or gallops along. More detail is available at Alien Movement
Movement Unit
Add the terrain types (l, a, w) for each body part shape and multiply them by the movement unit.
16 DEX move unit 4 h/u. Body parts: Sheep (l), Wasp (la), Duck (law) and None (s). | |||
---|---|---|---|
Terrain Type |
Score |
Move Unit |
Move Rate |
Land - (l) |
3 |
4 h/u |
12 h/u |
Air - (a) |
2 |
4 h/u |
8 h/u |
Water - (w) |
1 |
4 h/u |
4 h/u |
Terrain Type |
Score |
Move Unit |
Move Rate |
The body shape 'none' is sessile and has no movement rate. |
Alien RP Mutations
Aliens have a chance of getting mutations. However, they are more like natural abilities that function as mutations. An alien’s mutations apply to the entire species and are more like naturally evolved defensive or offensive abilities. Therefore, alien mutations are not considered mutations in the usual sense — as if they were abnormalities or variations from the norm.
An entire alien species can have a defect. The defective mutation will likely inform the alien species' culture, history, and society.
In the case of potent mutations like time stop or death field generation limitations are recommended. All alien species members do not possess the ability, or the ability may transiently arise.
Mental Abilities
The chance of an alien having a mental mutation is equal to the alien’s mental strength attribute score. An alien with a 15 MSTR would have a 15% chance of having a mental mutation. If the alien has a defective mutation, the player gets another roll on the mutation table. Aliens do not have multiple mental mutations. To determine the mutation like ability jump to Mental Mutations.
Physical Abilities
The chance of a creature having evolved a physical mutation is equal to the alien’s constitution attribute score. An alien with a 10 CON has a 10% chance of having a physical mutation. If the alien has a defective mutation, the player gets another roll on the mutation table. Aliens do not have multiple physical mutations. To determine the mutation like ability jump to Physical Mutations.
Alien RP Age
Life expectancy is defining feature of organic life forms.
Determine the total life span of the alien. |
||
Die Roll (1d100) |
Maximum Age |
Die Roll |
01-10 |
1-10 |
1d10 |
10-25 |
10-60 |
1d6 x 10 |
26-75 |
50-120 |
50 + (1d6 x10) |
76-85 |
110-160 |
100 + (1d6 x 10) |
86-93 |
160-250 |
150 + (1d10 x 10) |
94-95 |
100-600 |
1d6 x 100 |
96-95 |
100-1200 |
1d12 x 100 |
99 |
100-100000 |
1d1000 x 100 |
00 |
Ref’s Own Table |
|
Die Roll |
Maximum Age |
Die Roll |
Extremely Short Life Spans
If the alien’s life span is less than ten years, there is a 1 in 6 (1d6) chance that the alien will have an extremely short life span. Extremely short life spans should influence the alien RP’s biology and society. Short-lived species often depend on large numbers of offspring requiring minimal energy exertion. This biological process is called progeny over prodigy.
Parameters for alien RPs with extremely short (progeny) life spans. | ||
---|---|---|
Die Roll (1d100) |
Time Unit |
Duration |
01-02 |
Minutes |
1-100 (1d100) |
03-07 |
Hours |
1-100 (1d100) |
08-15 |
Days |
1-30 (1d30) |
16-30 |
Weeks |
1-50 (1d50) |
31-99 |
Months |
1-12 (1d12) |
00 |
Ref’s Own Table |
|
Die Roll (1d100) |
Time Unit |
Duration |
Extremely Long Life Spans
If the alien’s life span is more than 10000 years, there is a 1 in 6 (1d6) chance that the alien will have an extremely long life span. Extremely long life spans should influence the alien RP’s biology and society. Long-lived species often devote increased energy to fewer, more advanced offspring. This biological process is called prodigy over progeny.
Extremely Long Life Spans
The life stage of the alien RP sets the groundwork for calculating all other age elements. | |
---|---|
Die Roll (1d100) |
Alien Age |
01-05 |
Child |
06-15 |
Adolescent |
16-65 |
Adult |
66-90 |
Elder |
91-99 |
Aged |
00 |
Ref’s Own Table |
Die Roll (1d100) |
Alien Age |
Anthropomorphizing alien life stages for our convenience and fun. | |
---|---|
Life Stage |
Proportion of Life Span |
Child |
First 1-10% |
Adolescent |
1-6% |
Adult |
10-80% (10d8) |
Elder |
Remaining Life Span |
Aged |
Last 1-4% |
Life Stage |
Proportion of Life Span |
Alien RP EXPS Level
Good for flora, fauna, and vocations. An alien predator with a high experience level will be more dangerous than a low-level predator of the same species.
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 |
Alien RP Society
Alien society is something for the referee to consider and prepare for her campaign carefully. A single alien society can be the basis for an entire campaign. The process for determining an alien player persona’s society is complex and time-consuming.
For alien referee personas, the society and tech levels are on one table. The referee generates a society level and then generates the tech level in a second roll. There is a much higher chance of an alien having a vocation and having tech level creator.
The society levels are cumulative. If the alien has Education, she automatically has Culture and Language. For a refresher on the implications of alien society jump to Alien Society.
Determine society and tech level of alien. Society roll is cumulative. | |||
---|---|---|---|
Die Roll (1d100) |
Society |
Die Roll (1d100) |
Tool Usage |
01-30 |
No Language |
01-80 |
None |
81-99 |
Simple |
||
00 |
Tech |
||
— |
Comp |
||
— |
Creator |
||
31-70 |
Language |
01-30 |
None |
31-85 |
Simple |
||
86-99 |
Tech |
||
00 |
Comp |
||
— |
Creator |
||
71-85 |
Culture |
01-15 |
None |
16-60 |
Simple |
||
61-85 |
Tech |
||
86-95 |
Comp |
||
96-00 |
Creator |
||
86-95 |
Education |
— |
None |
01-10 |
Simple |
||
11-75 |
Tech |
||
76-90 |
Comp |
||
91-00 |
Creator |
||
96-00 |
Vocation |
— |
None |
— |
Simple |
||
01-10 |
Tech |
||
11-50 |
Comp |
||
51-00 |
Creator |
||
Die Roll (1d100) |
Society |
Die Roll (1d100) |
Tool Usage |
No Language
Aliens with no language are the flora and fauna of the world. The abilities, size and life-span of the alien determine where they fit in on the food chain. Aliens can always communicate amongst themselves. The lack of language prevents higher-level organization or communications across the species. If an alien with no language is a canonical referee persona, she will have some way to communicate with her expedition members.
Language
Aliens with language can communicate amongst themselves and with expedition members. This language has no impact on tool usage. An alien with the ability to communicate may still lack any concept of using a tool. If the referee wishes, she can burden the alien with a religious belief.
Religious Belief
The list here describes the structure of the religious belief. The referee and her milieu determine the nomenclature, structure, hypocrisy, and corruption of the political system. This belief applies explicitly to the alien referee persona. The referee may wish to roll different beliefs for the entire species.
This table lends a broad stroke to the Persona’s religious belief. | |
---|---|
Die Roll (1d100) |
Religious Belief |
01-10 |
Anonymous writings. |
11-20 |
Charismatic leader. |
21-30 |
Icon object or creature. |
31-40 |
Universal conjoining force. |
41-50 |
Many creators. |
51-60 |
Holy martyrs. |
61-70 |
Messiah. |
71-80 |
One creator. |
81-90 |
One creator plus hierarchy. |
91-00 |
Ref’s Own Table |
Die Roll (1d100) |
Religious Belief |
Culture
Culture allows the aliens to organize their species with a common culture. Aliens with culture also have language. Culture and language have no impact on tool usage. An alien with the ability to communicate may still lack any concept of using a tool. If the referee wishes, she can burden the alien with a political belief.
Political Belief
The list here describes the structure of the political belief. The referee and her milieu determine the nomenclature, structure, hypocrisy, and corruption of the political system. This belief applies explicitly to the alien referee persona. The referee may wish to roll different beliefs for the entire species.
This table lends a broad stroke to the Persona’s political belief. | ||
---|---|---|
Die Roll (1d100) |
Belief |
Description |
01-05 |
Anarchism |
Organization is evil. |
06-10 |
Aristocracy |
Governed by the 'best' people. Small privileged class. |
11-15 |
Bananarchy |
Peaceful non-regulated existence amongst tropical fruits. |
16-20 |
Bureaucracy |
Administration by complexity. Efficiencies are condemned. |
21-25 |
Capitalism |
Money and biz is king. Laissez Faire. |
26-30 |
Communism |
Classless society. Common ownership. |
31-35 |
Democracy |
Random selection of most popular person. |
36-40 |
Despotism |
Rule and control by singular person. |
41-45 |
Egalitarianism |
Belief in equality of all. |
46-50 |
Environmentalism |
Protect environment above all. |
51-55 |
Fascism |
All power to one party and charismatic leader. |
56-60 |
Feudalism |
Numerous lords and indebted vassal. |
61-65 |
Imperialism |
Power through colonial acquisitions. |
66-70 |
Ma/Pa triarchy |
Inheritance of power via gender lines |
71-75 |
Militarism |
Exaltation of military virtues and ideals. |
76-80 |
Monarchy |
One person inherits throne of power for life. |
81-85 |
Technocracy |
Governed by technicians, scientists and computers. |
86-90 |
Theocracy |
Governed by immediate divine guidance. |
91-95 |
Totalitarianism |
State controls all activities of people. |
96-00 |
Ismism |
Ref’s own table. |
Die Roll (1d100) |
Political Belief |
Description |
Education
An alien with education will also have culture and language. Education indicates that the species can train its members and pass on information from one generation to the next. Education does not indicate anthro-like vocations. While tool use is nearly guaranteed, an alien species with education may still eschew all technology. If the referee wishes, she can burden the alien with a philosophical belief.
Philosophical Belief
Some are real. Some are silly. All are mental exercises in futility. This belief applies explicitly to the alien referee persona. The referee may wish to roll different beliefs for the entire species.
You think therefore you are. If you think too much… | |
---|---|
Die Roll (1d100) |
Philosophy |
01-05 |
Atomism |
06-10 |
Cynicism |
11-15 |
Deism |
16-20 |
Enthalpism |
21-25 |
Excessivism |
26-30 |
Existentialism |
31-35 |
Hedonism |
36-40 |
Idealism |
41-45 |
Ismism |
46-50 |
Materialism |
51-55 |
Mechanism |
56-60 |
Metaphysicism |
61-65 |
Monetarianism |
66-70 |
Pantheism |
71-75 |
Pragmatism |
76-80 |
Rationalism |
81-85 |
Realism |
86-90 |
Stoicism |
91-95 |
Technocracy |
96-00 |
Ref’s Own Table |
Die Roll (1d100) |
Philosophy |
Vocation
Aliens with vocations represent the highest level of societal development. Aliens with vocation have education, culture, and language as well. This alien species will certainly embrace technology, but there is no guarantee that they have unleashed their full technological creativity. Only tool usage decides if the species has reached the coveted creator level.
Alien RP Vocation
Aliens at the societal level of vocation roll a vocation type. This vocation type is for the specific alien referee persona, and the species will have all vocations.
If the referee persona is an alien knite, her mental strength jumps to 18. Other than the mental strength limitation, no other attribute limitations or adjustments apply.
Determine random vocation | |
---|---|
Die Roll (1d100) |
RP 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 |
Multi-Class |
00 |
Ref’s Own Table |
Die Roll |
RP Vocation |
Alien RP Tool Usage
Alien tool usage is absolute. For a refresher on the implications of alien society jump to Alien Society.
Convert the tool score into technological adeptness. | ||
---|---|---|
Tool Score |
Tool Usage |
Description |
0 |
None |
No concept a tool. Will not use a tool. |
1 |
Simple |
Non-powered tools. Wind, gravity, water. |
2 |
Tech |
Electrics, springs, machines. Less physical effort. |
3 |
Computer |
Computerized machines. Remove physical effort. |
4 |
Creator |
Build anything. No limits. |
Tool Score |
Tool Usage |
Description |
None Tool User
The alien species has no concept of a tool. They would never consider an artifact as anything other than a rock or branch to step over. This tool ignorance transcends language, culture, and education. This alien can only solve a problem using its body parts. This alien only drinks water. She would never collect water.
Simple Tool User
Simple tool usage is limited to non-powered tools that require constant physical effort. These tools depend on the environment of the alien’s biome. If the alien species has no language, the tools are limited to the temporary use of sticks or rocks. If the alien species has language, they can have re-usable tools and employ wind, water and gravity to their advantage.
This alien does not use mundane equipment or artifacts at all. This alien would only ever use her natural attacks in combat. This alien may use a rock to smash something. This alien could use a stick to reach something.
Tech Tool User
This alien species utilizes any device that reduces their physical workload. These devices can use electricity, steam, and springs. They have complicated clockwork machines but no computational devices.
The alien can use all Mundane Equipment. This alien may have survival equipment for their terrain. This alien may have an artifact but lacks knowledge of how it works. High-tech artifacts may be mistaken for magic. A tech tool using alien RP gets one roll on the Limited TOY Table below. The tech level of the toy rolled cannot exceed TL 10.
Comp Tool User
This alien species can use electronic devices that can replace all physical work. These devices include computers, telecommunications, and encryption. There may be rudimentary robots and faux autonomous intelligence. The comp level tool user does not have access to physics-defying technologies. As a species, homo sapiens of mundane terra are at this level.
This alien can use all mundane tools, but she will prefer to use toys. A comp tool user gets one roll per two EXPS levels on the Limited TOY Table below. The tech level of the toy rolled cannot exceed TL 10.
Not all TOYS are equal. | ||
---|---|---|
Die Roll (1d100) |
Artifact Type |
Forbidden (Re-roll) |
01-10 |
Powered Armour |
|
Vac Suit |
||
11-20 |
All Aerosols |
|
Fusion |
||
Gravruptor |
||
Torc |
||
21-30 |
Death Ray |
|
Electron |
||
Fission |
||
Fusion |
||
31-40 |
Cerebro Converter |
|
Cloning |
||
Life Ray |
||
Reguv Chamber |
||
Translinker |
||
41-45 |
AI |
|
Dehydrator |
||
Fusion |
||
Robot |
||
46-50 |
Black Hole |
|
Geo Drop Disk |
||
Transmogrifier |
||
Temporal Disruptor |
||
51-60 |
DNA |
|
Mutations |
||
61-75 |
Nil |
|
76-90 |
Nil |
|
91-99 |
Ref’s Own Table |
|
00 |
Roll regular TOYS |
|
Die Roll (1d100) |
Artifact Type |
Forbidden (Re-roll) |
Creator
There is no limit to what creators can make and create. Creator alien species have space travel, special drives, autonomous intelligence, robots, and more. Creativity is their only limit. An alien species can reach creator-level tool use without evolving vocations.
This alien has an intimate relationship with and understanding of technological devices. This alien can combine toys for synergistic effects. Creators get one roll on the regular TOYS table per EXPS Level. Treasure and Random Junque do not count as a TOYS roll for creators. Creator aliens can amass great wealth as well as deadly weapons.
Jump from the Toy Category to get a toy type. | |
---|---|
Die Roll (1d100) |
Toy Category |
01-04 |
|
05-10 |
|
11* |
|
12-15 |
|
16* |
— Bomb |
17-28 |
|
29* |
|
30-41 |
|
42* |
— Robot |
43-52 |
|
53-64 |
|
65-74 |
|
75-84 |
|
85-88 |
|
89* |
|
90-99 |
|
00 |
Ref’s Own Table |
Die Roll |
Toy Category |
* May be deferred to TOY Type immediately above |
Alien RP Combat Table
The combat table keeps track of the persona’s combat skills and increases with EXPS level. The referee may need two combat tables for her tool using aliens. For general info about combat tables, jump to Combat Tables in tactical combat. For a detailed explanation of the outline below jump to Alien Combat Table.
Naturally Evolved Attacks
The combat table calculated here is for the alien’s naturally evolved attacks and is not used for any tool using attacks. The referee must generate an anthro-based vocation combat table for tool users. For the vocation based combat table, jump to Anthro combat table.
Alien Combat Table Example
A second-level gigantic alien has a 22 PSTR, 15 DEX, and a 3 INT. Her attack is spitting sharp blobs of resin which is Attack Type B.
Bonus Proficient (BP) | |||
---|---|---|---|
Attack Type A |
10 * PSTR + Level * Bonus |
||
Attribute Bonus |
10 * 22 = 220 |
||
Level Bonus |
(PSTR * Lvl) = 22 * 3 = 66 |
||
BP for Type A |
(No Type A attack - demo only) |
286 |
|
Attack Type B |
10 * DEX + Level * Bonus |
||
Attribute Bonus |
10 * 15 = 150 |
||
Level Bonus |
(DEX * Lvl) = 15 * 3 = 45 |
||
BP for Type B |
195 |
||
Attack Type C |
10 * INT + Level * Bonus |
||
Attribute Bonus |
10 * 3 = 30 |
||
Level Bonus |
(INT * Lvl) = 3 * 3 = 9 |
||
BP for Type C |
(No Type C attack - demo only) |
39 |
Bonus Non Proficient (BNP) |
|||
Attack Type A |
Type A BNP = Type A BP |
||
BNP for Type A |
(No Type A attack - demo only) |
286 |
|
Attack Type B |
Type B BNP = Type B BP |
||
BNP for Type B |
195 |
||
Attack Type C |
Type C BNP = Type C BP |
||
BNP for Type C |
(No Type C attack - demo only) |
39 |
Maximum Roll (MR) |
|||
Attack Type A |
Type A BP + 700 |
||
MR for Type A |
286 + 700 (example only) |
986 |
|
Attack Type B |
Type B BP + 750 |
||
MR for Type B |
195 + 750 |
945 |
|
Attack Type C |
Type C BP + 800 |
||
MR for Type C |
39 + 800 (example only) |
839 |
Damage per Attack replaces DA | ||
---|---|---|
Alien Size |
PSTR |
Damage per Attack |
Gigantic |
22 |
4d12 |
Alien attack table for spitting sharp resin chunks. | ||||
---|---|---|---|---|
Type |
BP |
BNP |
MR |
DA |
A |
— |
— |
— |
— |
B |
195 |
195 |
945 |
4d12 |
C |
— |
— |
— |
— |
Alien RP Biology
Alien biology assigns terrain, eating habits, reproduction etc. The referee should always massage the alien biology to work best within her campaign milieu. Many alien species will have evolved beyond the most primal aspects of their biology. It would be unlikely for a creator tool user to still ambush prey in the desert, but their restaurants may reflect this biological history.
Biome
The biome is an alien’s naturally evolved terrain type. Flora and fauna would not venture beyond their terrain type. More advanced alien species are not limited to their biome.
Determine basic ecology for the alien. | |
---|---|
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 (1d100) |
Biome Type |
Biome Modification
The biome modification is a geographic adjective for the alien.
Modify the alien biome. | |
---|---|
Die Roll (1d100) |
Modification |
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 (1d100) |
Modification |
Energy Source
Nom noms.
Determines what the alien consumes for food. | |
---|---|
Die Roll (1d8) |
Energy Source |
1 |
Herbivore |
2 |
Carnivore |
3 |
Omnivore |
4 |
Chemosynthetic |
5 |
Photosynthetic |
6 |
Detritovore |
7 |
Psionic |
8 |
Ref’s Own Table |
Die Roll (1d8) |
Energy Source |
Energy Procurement
How does the alien get its nom noms?
Determine how the alien acquires it’s energy source. | |
---|---|
Die Roll (1d8) |
Procurement Strategy |
1 |
Ambush |
2 |
Chase |
3 |
Hunt |
4 |
Trap |
5 |
Infect |
6 |
Infest |
7 |
Store |
8 |
Ref’s Own Table |
Die Roll (1d8) |
Procurement Strategy |
Reproduction
Where do little aliens come from?
How the alien makes more aliens. | |
---|---|
Die Roll (1d8) |
Reproduction |
1 |
Mitosis |
2 |
Oviparous (hatched) |
3 |
Spores |
4 |
Viviparous (Marsupial) |
5 |
Viviparous (Placental) |
6 |
Parasitic |
7 |
Fusion |
8 |
Ref’s Own Table |
Die Roll (1d8) |
Reproduction |
Dwelling
Typical living space. Tool usage may allow the alien species to live in architecture informed by this biological history.
The alien’s preferred place of rest. | |
---|---|
Die Roll (1d12) |
Habitation Type |
1 |
Burrow |
2 |
Cave |
3 |
Dam |
4 |
Hive |
5 |
Hole |
6 |
Hollow |
7 |
Home |
8 |
Web |
9 |
Foliage |
10 |
Trees |
11 |
None |
12 |
Ref’s Own Table |
Die Roll (1d12) |
Habitation Type |
Grouping
Do they hang out in groups or solo? .Alien Group Size
How aliens of a feather number together? |
||
Die Roll (1d100) |
Group Size |
Description |
01-20 |
Solo |
Prodigy over progeny. |
21-42 |
Family Unit |
Caring for youth |
43-80 |
Pack |
Related group. |
81-95 |
Herd |
Safety in numbers. |
96-99 |
Swarm |
Progeny over prodigy. |
00 |
Ref’s Own Table |
Only if 100 rolled. |
Tool Score |
Tool Usage |
Description |
Alien RP Combat Ratio
Combat Ratio (CR) is how tough the referee persona is. The CR is a number that pretends to measure how dangerous an RP is in combat. The higher the combat ratio, the more powerful an adversary the referee persona is. The CR is used to determine the EXPS value and number of attackers.
The Combat Ratio number indicates how many player personas represent a fair fight. For this process, a player persona is a level one anthro persona with a typical combat table.
A CR of 20 indicates that the solitary referee persona could handle 20 player personas. This referee persona is very dangerous. A CR of 1/10 indicates that ten referee personas are needed to fight one player persona. This referee persona is very weak in combat.
The combat ratio does not determine precisely how many referee personas show up in an encounter. The milieu and the story determine the number of referee personas., not the CR.
Calculating a Combat Ratio
-
RPs initial CR is 1
-
Add all the Pluses to the CR
-
Multiply all the Times to the CR
-
Combat ratio does not follow BODMAS
-
Alien Specific
-
Bonus Proficient
-
Attack Type
-
Number of Attacks
-
Damage per Unit
-
Movement Rate
-
Hit Points
-
Mental Strength
Alien Specific
Combat Ratio adjustments particular to alien RPs. | |
---|---|
Alien Ability |
Combat Ratio Adjustment |
Tool Usage |
|
None |
Times half |
Creator |
Times 2.0 |
Society |
|
Flora Fauna |
Times Half |
Full Society |
Times 2.0 |
Biology |
|
Psionic Energy Source |
Times 2.0 |
Ambusher |
Plus 4 |
Web Building |
Plus 2 |
Grouping |
|
Pack |
Plus 2 |
Herd |
Plus 4 |
Swarm |
Times 1.5 |
Vocations |
|
Anti-Knite |
Plus 5 per level; Times 1.5 |
Knite |
Plus 3 per level; Times 1.5 |
Mercenary |
Plus 1 per level |
Nothing |
Times Half |
Spie |
Plus 2 per level |
Alien Ability |
Combat Ratio Adjustment |
Bonus Proficient
The more likely to hit the more dangerous. | |
---|---|
Bonus Proficient (BP) |
Combat Ratio Adjustment |
<25 |
Quarter |
26-50 |
Half |
51-100 |
Nil |
101-150 |
Plus 3 |
151-200 |
Plus 6 |
201-250 |
Plus 9 |
251-300 |
Plus 12; Times 1.5 |
301-350 |
Plus 14; Times 2.0 |
Above 350 |
Plus 16; Times 2.5 |
Bonus Proficient (BP) |
Combat Ratio Adjustment |
Attack Type
Strange and range impacts combat ratio. | |
---|---|
Attack Type |
Combat Ratio Adjustment |
Type A Attack |
— |
Type B Attack |
Plus 3 |
Type C Attack |
Plus 6 |
Type D Attack |
Plus 9 |
Type E Attack |
Plus 12; Times 1.5 |
Type F Attack |
Plus 12; Times 2.0 |
Area of effect Type A |
Times 1.5 |
Area of effect Type B |
Times 2.0 |
Area of effect Type C |
Times 3.0 |
Mental Mutation Attacks |
Times 2.5 |
Invisible Attacks |
Times 2.5 |
Time altering attacks |
Times 4.2 |
Attack Type |
Combat Ratio Adjustment |
Number of Attacks
The number of attack rolls each unit, regardless of Attack Type. | |
---|---|
Number of Attacks (unit) |
Combat Ratio Adjustment |
<1 per unit |
Half |
1 |
— |
2 |
Plus 2 |
3 |
Plus 4; Times 1.25 |
4 |
Plus 6; Times 1.75 |
5 |
Plus 8; Times 2.25 |
6 |
Plus 10; Times 2.75 |
Number of Attacks (unit) |
Combat Ratio Adjustment |
Damage per Unit
The total damage delivered in one unit, regardless of attack type. | |
---|---|
Damage Per Unit |
Combat Ratio Adjustment |
<1 |
Consider Times 0 |
1-5 |
Quarter |
6-10 |
Half |
11-20 |
— |
21-30 |
Plus 1 |
31-40 |
Plus 2 |
41-50 |
Plus 4 |
51-60 |
Plus 5 |
61-70 |
Plus 6; Times 1.25 |
71-80 |
Plus 7; Times 1.50 |
81-90 |
Plus 8; Times 1.75 |
91-100 |
Plus 9; Times 2.0 |
101-125 |
Plus 10; Times 2.25 |
Above 125 |
Plus 12; Times 2.5 |
Damage Per Unit |
Combat Ratio Adjustment |
Movement
The combat table movement rate of the persona. Does not include vehicles. | |
---|---|
Movement Rate (hu) |
Combat Ratio Adjustment |
<2 |
Quarter |
3-4 |
Half |
5-6 |
— |
7-8 |
Plus 2 |
9-10 |
Plus 3 |
11-12 |
Plus 5 |
13-14 |
Plus 7 |
Above 15 |
Plus 9 |
Movement Rate (hu) |
Combat Ratio Adjustment |
Hit Points
The more Hit Points the harder it is to stop. | |
---|---|
Hit Points Max (HPS) |
Combat Ratio Adjustment |
<10 |
Quarter |
10-20 |
Half |
21-40 |
— |
41-50 |
Plus 1 |
51-60 |
Plus 2 |
61-70 |
Plus 3 |
71-80 |
Plus 4 |
81-90 |
Plus 5 |
91-100 |
Plus 6 |
101-125 |
Plus 8 |
126-150 |
Plus 8; Times 1.25 |
151-175 |
Plus 8; Times 1.50 |
176-200 |
Plus 8; Times 1.75 |
201-250 |
Plus 10; Times 2.0 |
251-300 |
Plus 10; Times 2.25 |
301-350 |
Plus 12; Times 2.5 |
Above 350 |
Plus 12; Times 3.0 |
Hit Points Max (HPS) |
Combat Ratio Adjustment |
Mental Strength
The more mental strength the more resilient the higher the combat ratio.
Better the mental strength the more challenging the encounter. | |
---|---|
MSTR |
Combat Ratio Adjustment |
<4 |
Quarter |
4-7 |
Half |
8-12 |
— |
13-15 |
Plus 2 |
16-17 |
Plus 4 |
18-19 |
Plus 6 |
20-21 |
Plus 8 |
22-23 |
Plus 10 |
Above 23 |
Plus 12 |
MSTR |
Combat Ratio Adjustment |
Alien RP Story
The referee persona’s story is a skeleton to help the referee create a backstory. Alien society and alien tool usage heavily influence the nature of the alien’s story. Connon fodder flora and fauna will not have goals like reordering the universe,. A creator species that lives 2 million years may have nothing to do but reorder the universe.
Flora and fauna that have an origin of "off-planet" can be a source of mystery. A creator alien that has an origin of "off-planet" may have a spaceship nearby.
This section is an aid to creativity, not a replacement for creativity. |
Origin
The past story element is a geographic cue for the referee and players. This location history helps determine if this persona is exotic or mundane. The details of the persona’s origin may fit into the current milieu or require the referee to extend her world.
Is she from away or far away? | |
---|---|
Die Roll (1d100) |
Origin |
01 |
Off Planet |
02-10 |
Very Far away |
11-30 |
Far away |
31-90 |
Nearby |
91-95 |
At home |
96-99 |
Knows expedition |
00 |
Ref’s Own Table |
Die Roll (1d100) |
Origin |
Present
The present story element is a mix of intentions and reasons for showing up. The reasons behind the Present Story may need filling out or may fit into the existing milieu.
What is the referee persona’s frame of reference to the expedition. Friend or foe? | |
---|---|
Die Roll (1d100) |
Presence |
01-03 |
Want’s to harm |
02-10 |
Want’s to deceive |
11-30 |
Curious and not trusting |
31-90 |
Plain curious |
75-84 |
Has fair business |
85-95 |
Curious and trusting |
96-99 |
Wants to Help |
00 |
Ref’s Own Table |
Die Roll (1d100) |
Presence |
Future
The future story element is usually an internal goal of the persona. The referee may drop hints about the persona’s future goals. If they are nefarious, the referee will likely keep the plans secret. It is also possible that the persona will not know what her future goal is.
May be internalized or externalized. | |
---|---|
Die Roll (1d100) |
Goal |
01 |
Reorder the universe |
02-10 |
Provide for family |
11-30 |
Provide for self |
31-90 |
Make it to tomorrow |
91-95 |
Find meaning for self |
96-99 |
Find love and understanding. |
00 |
Ref’s Own Table |
Die Roll (1d100) |
Goal |
Alien RP Personality
Personality traits help guide the referee when the RP is making decisions. While it is fun to play up an RP’s personality, the referee must remember the pithy aphorism; less is more. The players should be guiding the story, not a strong-willed referee (persona).
How the alien expresses these personality traits is up to the referee. If an alien does not have language, she cannot express complex emotions. Aliens like flora and fauna can have personalities. The personality would determine how the referee persona interacts with the players. A local alien without language or tool use may flee in terror with the presentation of a book (bibliophobia)
The personality types are organized by how strongly they influence the persona’s decision.
The initial die roll is on the Extroverted Personality Trait table. However, the persona is more likely to have an introverted personality trait.
Die Roll (1d100) |
Personality |
Description |
01-77 |
None |
|
78 |
Aesthetic |
Appreciating good taste and beauty. |
79 |
Altruist |
Concerned with welfare of others. |
80 |
Barbarian |
Crude and wild in taste and manner. |
81 |
Coward |
Avoids danger and pain. |
82 |
Dandy |
Extreme elegance of appearance. |
83 |
Diplomat |
Innate skills for communicating between parties. |
84 |
Egoist |
Devoted to self interest and advancement. |
85 |
Fanatic |
Excessive zeal for a cause. |
86 |
Fop |
Dandy in personality and dress. |
87 |
Hedonist |
Pleasure is the main pursuit. |
88 |
Iconoclast |
Hater of icons. |
89 |
Liar |
Prefers falsehood over truth. |
90 |
Martyr |
Quick to sacrifice self for cause. |
91 |
Miser |
Deprives all to hoard wealth. |
92 |
Optimist |
Habitually expects positive outcome. |
93 |
Pessimist |
Habitually expects bad outcome. |
94 |
Pervert |
Habitually turns from morally acceptable. |
95 |
Ponderer |
Continual excessive pondering. |
96 |
Prankster |
Endless tricks and pranks. |
97 |
Sadist |
Delights in cruelty. |
98 |
Schemer |
Constant plotter of everything. |
99 |
Insane |
|
00 |
Ref’s Own Table |
|
Die Roll |
Personality |
Description |
Extroverted
Extroverted personality traits are not irrational. They are just obvious. A diplomatic RP will not try to negotiate with a heavy combot. She will run away. A diplomatic RP may intercede between player persona arguments about loot distribution. The expedition can win over an extroverted personality trait with some convincing.
Introverted
These are not immediately obvious to the players. The referee persona may have opinions based on the personality trait, but she will readily agree with the expedition. An introverted personality trait may influence a referee’s "behind the shield" decision.
Subtle personality traits that influence the referee persona’s actions and choices. | |
---|---|
Die Roll (1d100) |
Introverted Trait |
01 |
Aloof |
02 |
Altruistic |
03 |
Amoral |
04 |
Arrogant |
05 |
Barbaric/Foul |
06 |
Callous |
07 |
Capricious/Impulsive |
08 |
Careless |
09 |
Cautious |
10 |
Cheerful |
11 |
Compassionate |
12 |
Contrary |
13 |
Covetous |
14 |
Cowardly/Craven |
15 |
Curious |
16 |
Deceitful |
17 |
Diplomatic |
18 |
Driven |
19 |
Easy Going |
20 |
Egotistical |
21 |
Even-Tempered |
22 |
Exacting |
23 |
Fanatical |
24 |
Fearless |
25 |
Foppish/Haughty |
26 |
Forgiving |
27 |
Friendly |
28 |
Hedonistic |
29 |
Hot Tempered |
30 |
Humble/Retiring |
31 |
Iconoclastic |
32 |
Immoral |
33 |
Imposing |
34-60 |
Insane - mild |
61 |
Iquisitive |
62 |
Insensitive |
63 |
Irreverent |
64 |
Jealous |
65 |
Kindly |
66 |
Loquacious |
67 |
Lustful |
68 |
Lusty |
69 |
Malevolent/Mean |
70 |
Mischevious |
71 |
Miserly/Avaricious |
72 |
Moody |
73 |
Morose |
74 |
Obsequious |
75 |
Obsessive |
76 |
Opinionated |
77 |
Optimistic |
78 |
Perverted |
79 |
Pessimistic |
80 |
Pious |
81 |
Ponderous |
82 |
Proud |
83 |
Sadistic |
84 |
Scheming |
85 |
Scrupulous |
86 |
Secretive |
87 |
Sensitive |
88 |
Slothful |
89 |
Sober |
90 |
Studious |
91 |
Suspicious |
92 |
Taciturn/Reclusive |
93 |
Thrifty |
94 |
Trusting |
95 |
Truthful |
96 |
Unforgiving |
97 |
Vengeful |
98 |
Violent |
99 |
Wasteful |
00 |
Ref’s Own Table |
Die Roll (1d100) |
Introverted Trait |
Insane
Insane personality traits are not clinical illnesses. The traits are not illnesses from the DSM. They are personality traits so strong that the RP may make the wrong decision and cannot be convinced otherwise.
The insanity may be overt and quickly discovered by the expedition. Or it may be hidden and discovered when it is too late.
Insanity is not role-played as a disease but as a decision influencer. |
Extroverted and introverted personality traits will not put the persona in harm’s way. Insane personality traits can put the whole expedition in harm’s way. These are the kind of traits that will override the better, often safer, decision.
The expedition can influence extroverted and introverted personality traits to do what is best for the expedition. Insane personality traits are immune to the rational input of the expedition.
These are not actual insanities but influences that lead to bad decisions. | ||
---|---|---|
Die Roll (1d100) |
Insanity |
Description |
01-03 |
Amnesia |
Loss of memories. |
04-06 |
Anxiety |
Abnormal sense of apprehension. |
07-09 |
Hypochondria |
Imaginary physical ailments. |
10-12 |
Hysteria |
Unmanageable emotional excitability. |
13-15 |
Melancholia |
Severe sadness and gloom. |
16-18 |
Paranoia |
Delusions of persecution and irrational suspicion. |
19-21 |
Confabulation |
Cannot tell the truth even to her benefit. |
22-24 |
Religiosity |
All events relate to supernatural powers |
Manias |
Consumed by.. |
|
25-26 |
Dipsomania |
Uncontrollable desire for beverages. |
27-28 |
Jornemania |
Conviction of safety at journey’s end. |
29-30 |
Kleptomania |
Compulsion to steal without economic gain. |
31-32 |
Mechanomania |
Technology is the all saving supreme solution. |
33-34 |
Megalomania |
Infantile feelings of supremacy. |
35-36 |
Monomania |
Fixation on singular object or goal. |
37-38 |
Pyromania |
Irresistible impulse to start fires. |
Phobias |
Fear of.. |
|
39-41 |
Acrophobia |
Heights. |
42-45 |
Agoraphobia |
Open Spaces. |
46-48 |
Aichmophobia |
Sharp things. |
49-51 |
Ailurophobia |
Cats and small furry things. |
52-54 |
Anthrophobia |
Humanoids. |
55-57 |
Astrophobia |
Outer Space. |
58-60 |
Bibliophobia |
Books. |
61-62 |
Claustrophobia |
Close spaces. |
63 |
Compuphobia |
Computers. |
64-66 |
Ergophobia |
Work. |
67-69 |
Gonnephobia |
Guns. |
70-72 |
Hydrophbia |
Water, liquids. |
73-74 |
Linonophobia |
Rope, string. |
75 |
Necrophobia |
Death. |
76-78 |
Mysophobia |
Dirt. |
79-81 |
Nictophobia |
Darkness. Night. |
82-84 |
Opthalmophobia |
Being stared at. |
85-87 |
Phobophobia |
Fear. |
88-89 |
Practicophobia |
Vocations. |
90 |
Robophobia |
Robots. |
91-93 |
Technophobia |
Technology. |
94-96 |
Xenophobia |
Strangers. |
97-99 |
Zoophobia |
Animals. Aliens. |
00 |
Ref’s Own Table |
|
Die Roll (1d100) |
Insanity |
Description |
Alien RP Appearance
An RPs appearance has three elements: clothing, hygiene and gender. All of them are optional.
Gender
Gender represents appearance only. Gender does not represent genetics, sexuality, reproduction, or employment. It is up to the referee to decide how gender appearance applies to a parasitic psionic ambushing insect.
Gender is an appearance and neither physiology nor sexuality. | |
---|---|
Die Roll (1d100) |
Appearance |
01-42 |
Feminine |
43-84 |
Masculine |
85-99 |
Neutral |
00 |
Ref’s Own Table |
Die Roll |
Appearance |
Clothing
Clothing is appearance only. Clothing does not represent the culture, gender, occupation or personality of the referee persona.
Alien RP clothing is unique to the alien. At best, the clothing type loosely informs the appearance of the clothing.
Flora and fauna have NO clothing.
Clothing is appearance and does reflect culture. | |
---|---|
Die Roll (1d100) |
Clothing |
Style |
|
01 |
Arctic |
02-03 |
Africa - Eastern (Lamba) |
04-05 |
Africa - Central (Tugh) |
06-07 |
Africa - Northern (Jellabiya) |
08-09 |
Africa - South (Pano) |
10-11 |
Asia - Central (Chapan) |
12-13 |
Asia - Island (Sokutai) |
14-15 |
Asia - Continent (Hanbok) |
16-17 |
Asia - Southeast (Kraben) |
18-19 |
Europe - Central (Kroje) |
20-21 |
Europe - North (Kilt) |
22-23 |
Caribbean (Junkanoo) |
24-25 |
America - North (Poncho) |
26-27 |
Oceania - (Aloha) |
Historic |
|
28-30 |
Lumberjack |
31-35 |
Wild West |
36-40 |
Egyptian - Ancient |
41-42 |
Roman - Toga |
43-47 |
Renaissance - Royalty |
48-49 |
Renaissance - Merchant |
50-51 |
Renaissance - Peasant |
52-53 |
1800s - Aristocrat |
54-55 |
1800s - Pauper |
56-57 |
Medieval - Nobility |
58-59 |
Medieval - Serf |
60-61 |
1930s |
62-63 |
1940s |
64-65 |
1950s |
66-67 |
1960s hippy |
68-69 |
1970s |
Fashionista |
|
70-71 |
Rocker |
72-73 |
Mod |
74-75 |
Punk |
76-77 |
Yoga Spandex |
78-82 |
Wet Coast Raincoat |
82-83 |
Pilgrim |
84-85 |
Trucker Hat |
86-87 |
Military |
88-89 |
Farmer |
89-81 |
Monk |
90-91 |
Power Tie with Suit |
92-93 |
Coveralls |
94-95 |
Sports Team |
96-97 |
Goth |
98-99 |
Extreme Angularity |
00 |
Ref’s Own Table |
Die Roll (1d100) |
Clothing |
Traditional |
Style |
Aroma
What a wonderful smell you have discovered.
What the alien smells like to other personae. | |
---|---|
Die Roll (1d100) |
Alien Aroma |
01-03 |
Alcohol |
04-06 |
Apples |
07-09 |
Ashes |
10-12 |
Bananas |
13-15 |
Beans |
16-18 |
Beer |
19-21 |
Bologna |
22-24 |
Bread |
25-27 |
Chives |
28-30 |
Chocolate |
31-33 |
Cigarettes |
34-36 |
Cinnamon |
37-39 |
Corpses |
40-42 |
Estrogen |
43-45 |
Grease |
46-48 |
Hay |
49-51 |
Hemlock |
52-54 |
H.P. Sauce |
55-57 |
Ink |
58-60 |
Leather |
61-63 |
Lemons |
64-66 |
Methane |
67-69 |
Oats |
70-72 |
Oranges |
73-75 |
Pork |
76-78 |
Rubber |
79-81 |
Salmon |
82-84 |
Sawdust |
85-87 |
Spruce |
88-90 |
Swamp |
91-93 |
Tar |
94-96 |
Tuna |
97-99 |
Whiskey |
00 |
Ref’s Own Table |
Die Roll (1d100) |
Alien Aroma |
Alien RP Modifications
Often a referee will want a tiny alien, a dumb alien, a slow alien, or even a stupid, slow, small alien (prey). Alien attributes tend to be higher than other personas. Descriptors such as tough, smart and strong give attribute values relative to anthro personas. This table may fall short if the referee is trying to generate an alien persona stronger than other aliens in her species. The downwards attribute modifications are most helpful.
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 |
MSTR |
1-6 |
1d6 |
25-32 |
Dumb |
INT |
2-7 |
1d6+1 |
33-40 |
Shunned |
SS |
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 |
PSTR |
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 |
SS |
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 |
MSTR |
18-21 |
1d4+17 |
78-86 |
Smart |
INT |
18-23 |
1d6+17 |
87-92 |
Strong |
PSTR |
18-23 |
1d6+17 |
99-00 |
Tough |
CON |
17-22 |
1d6+16 |
Die Roll |
Description |
Attribute |
Range |
Die Roll |
Alien RP Name
The alien should have a name as any other player persona does. The referee may have to name both a referee persona and an alien species. For alien, naming shenanigans jump to Alien Name.