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.

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.

Random Referee Persona Relevance
Determine the persona’s importance to the expedition and story.

Die Roll (1d100)

Relevance

01-20

Cannon Fodder

21-60

Canon Fodder

61-00

Canonical Persona

Die Roll

Relevance

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.

Cannon Fodder
  1. offer no opposition

  2. have no useful information

  3. 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.

Alien Cannon Fodder Attributes
Off the cuff alien cannon fodder attributes.

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.

Canon Fodder
  1. could act in opposition to the expedition’s goals

  2. could injure or kill a player persona

  3. could accidentally alter the story of a campaign

  4. 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.

Alien Attributes
Attributes for alien personas.

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
Alien size can be optionally adjusted by DEX and PSTR.

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.

Minute Alien HPS and PSTR adjustment

PSTR = (rolled PSTR) * (wate/1000)

An alien with 50 HPS, 12 PSTR, and 500 gm Wate would have 25 HPS and 6 PSTR.
The minimum PSTR and HPS of a Minute alien are 1.

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.

Alien Hit Points (HPS)
The player rolls 1 die per point of CON.

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.

Number of Alien Attacks

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.

Alien Damage Per Attack
Damage rolled on a success attack roll.

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.

Alien Attack Type
Determine the attack type of the alien’s naturalized attack.

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?

AR = 500 + 3d100

Rolling 15, 89 and 64, would give an AR of 668.

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.

Physical Strength and Wate Allowance (kg)
The stronger you are the more you can carry.

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.

Roll once for each body part.
  1. Head

  2. Torso

  3. Arms

  4. Legs

Alien Body Parts
Roll 1d100 and 1d6 for Head, Torso, Arms, and Legs. Record letters in brackets l=land, a=air, w=water, s=sessile.

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.

Head Adornment
An accent for the head if desired.

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

Torso 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

Alien Arms Adornments
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.

Giant Colour Table
Colour your world.

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

Colour Affect
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

Colour Pattern
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

move (h/u) = DEX / 4

An alien with a 12 DEX would have a base movement unit of 3 h/u.

Add the terrain types (l, a, w) for each body part shape and multiply them by the movement unit.

Calculating Alien Movement
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.

Total Life Span

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.

Extremely Short Alien RP Lifespans
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

100000 - 100000000 (100000 * 1d1000) years

500 on the 1d1000 yields a life span of 50 million years.

Alien RP Life Stage
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

Alien Life Stages
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.

Referee Persona Level
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.

Alien Society Single Table
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.

Referee Persona Religious Belief
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.

Referee Persona Political Belief
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.

Referee Persona Philosophical Belief
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.

Referee Persona Vocation
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.

Alien Tool Score
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.

Limited TOY System
Not all TOYS are equal.

Die Roll (1d100)

Artifact Type

Forbidden (Re-roll)

01-10

Armour

Powered Armour

Vac Suit

11-20

Grenade

All Aerosols

Fusion

Gravruptor

Torc

21-30

Gun

Death Ray

Electron

Fission

Fusion

31-40

Vet Equipment

Cerebro Converter

Cloning

Life Ray

Reguv Chamber

Translinker

41-45

Miscellaneous Equipment

AI

Dehydrator

Fusion

Robot

46-50

Miscellaneous Weapon

Black Hole

Geo Drop Disk

Transmogrifier

Temporal Disruptor

51-60

Pharmaceutical

DNA

Mutations

61-75

Random Junque

Nil

76-90

Treasure

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.

Toy Categories
Jump from the Toy Category to get a toy type.

Die Roll (1d100)

Toy Category

01-04

Aerosol

05-10

Armour

11*

 — Powered Armour

12-15

Grenade

16*

 — Bomb

17-28

Gun

29*

 — Artillery

30-41

Miscellaneous Equipment

42*

 — Robot

43-52

Miscellaneous Weapon

53-64

Pharmaceutical

65-74

Random Junque

75-84

Treasure

85-88

Vehicle

89*

 — Space Vehicle

90-99

Vet Equipment

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

Putting It All Together
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.

Alien 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.

* Alien Biome Modification*
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 Atmoshphere

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.

Alien Energy Source
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?

Alien Energy Procurement Strategy
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?

Alien Reproductive Method
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.

Alien Dwelling Type
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?
Minute aliens add 30 to their roll.

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

  1. RPs initial CR is 1

  2. Add all the Pluses to the CR

  3. Multiply all the Times to the CR

  4. Combat ratio does not follow BODMAS

CR = (1 + all Pluses) * all Times

An RP with a Plus 1, Plus 4, Plus 2, Times 1.25, and Times 2.0
(1 + 1 + 4 + 2) * 1.25 * 2.0 = 20

Combat Ratio Checklist
  1. Alien Specific

  2. Bonus Proficient

  3. Attack Type

  4. Number of Attacks

  5. Damage per Unit

  6. Movement Rate

  7. Hit Points

  8. Mental Strength

Alien Specific

Alien Referee Persona Combat Ratio Adjustment
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

Bonus Proficient (BP) Combat Ratio Adjustment
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

Attack Type and Combat Ratio Adjustment
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

Number of Attacks Combat Ratio Adjustment
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

Damage Combat Ratio Adjustment
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

Movement Rate Combat Ratio Adjustment
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

Hit Points (HPS) Combat Ratio Adjustment
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.

Mental Strength (MSTR) Combat Ratio Adjustment
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.

Referee Persona Origin
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.

Referee Persona Presence
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.

Referee Persona Goal
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.

Referee Persona Extroverted Personality Trait

Die Roll (1d100)

Personality

Description

01-77

None

Introverted

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

Insanity

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.

Introverted Personality Trait
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.

Insane Personality Traits
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 Appearance
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.

Referee Persona Clothing
Clothing is appearance and does reflect culture.

Die Roll (1d100)

Clothing

Geographic

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

29-30

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

78-79

Wet Coast Raincoat

89-81

Monk

82-83

Pilgrim

84-85

Trucker Hat

86-87

Military

88-89

Farmer

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.

Alien Aroma
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.

Referee Persona Modifications
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.