Anthro RP

Anthros are upright, bipedal humanoids. In the fake taxonomy, anthros are of the family Hominidae and the genus homo. Referees are most familiar with playing this type of referee persona. They have hands, heads and faces. The referee should massage the anthro RP to fit her milieu. This section is for helping creativity, not replacing it.

Anthro RP Delivery Checklist

Anthro RP Roll Playing

Roll playing is a play on words that honours the dice rolling required to create a referee persona. The roll playing here generates the data that a referee needs to play a referee persona. The referee should massage the roll results to reflect the milieu of her campaign. There is less massaging to do in this section than the role-playing section.

Anthro 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

Note the difference between CaNNon Fodder and CaNon Fodder. Author thought this was funny.

Cannon Fodder

Cannon fodder are the movie extras that fill in the background. Anthro cannon fodder are called sidewalk civilians. Sidewalk civilians fill the streets of a city, village, or spacecraft.

Cannon Fodder are volume discounted anthros used to attack cannons.

Cannon Fodder
  1. offer no opposition

  2. have no useful information

  3. have no nutritional value, monetary value or useful parts.

The referee can create sidewalk civilians on the fly. Any numerical value needed is 6. Anthro cannon fodder have 6 HPS, 6 DEX, and 6 MSTR. The anthro type can is non-descript as in a mutt for canines. Cannon fodder only transiently exists, and no persona record sheet is needed. You can stop here if you randomly rolled cannon fodder.

Cannon fodder does not mean expendable without consequence. Killing off cannon fodder is against norms and laws in most settings. Police forces and superheroes spend most of their time protecting cannon fodder.

Canon Fodder

Canon fodder may have bit parts in the story, but they do not make the story. Anthro canon fodder are minions, soldiers, or security staff.

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 information or treasure

The referee usually predetermines the goal of canon fodder. The referee creates as much information as needed. For example, mercenaries defending a lab may only have a pistol and a BP and BNP. Their uniforms may be uniforms, and no further description is needed. The referee generates other attributes as needed. The referee may keep their info on a card, and a persona record sheet is not essential.

Canon fodder can be extremely dangerous to the expedition. They are there to get in the way of the player’s goals. If there is combat, the canon fodder is ready for action.

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 attributes, vocations, mutations and goals. Only the player personas are more important to the story.

Anthro 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.

If it’s worth playing, it’s worth writing down.

Drawing of a space suit with fish swimming in the helmet.

An aquarium not an aquarian

Anthro RP Type

The anthro RP type should reflect the referee’s milieu. The anthro type table is for inspiration only.

Referee Persona Anthro Type
Determine the anthro RP anthro type.

Die Roll (1d100)

Anthro Type

01-03

Aquarian

04-10

Avarian

11-25

Canine

26-30

Equine

31-34

Feline

35-44

Florian

45-65

Humanoid

66-72

Insectoid

73-79

Purestrain

80-84

Reptilian

85-93

Rodentia

94-00

Ursidae

Die Roll (1d100)

Anthro Type

Anthro Subtypes

The anthro subtype should reflect the referee’s milieu. The anthro subtype table is for inspiration only.

Anthro subtypes are phenotypical, not scientific. Anthros are appearance only and are faithful to mundane terran science.

Non-descript anthro types are also called mutts. A canine mutt is a canine, but no more distinct than that.

Anthro RP Sub Types
When mutt just isn’t enough.

Anthro

Roll 1d8

Type

1

2

3

4

5

6

7

8

Aquarian

Crab

Dolphin

Eel

Goldfish

Octopus

Orca

Salmon

Shark

Avarian

Budgie

Crow

Dodo

Eagle

Parrot

Pigeon

Seagull

Vulture

Canine

Chihuahua

Dane

Dingo

Labrador

Poodle

Terrier

Weiner

Wolf

Equine

Clydesdale

Cow

Donkey

Gazelle

Giraffe

Sheep

Shetland

Zebra

Feline

Calico

Cougar

Leopard

Lion

Manx

Sabre

Sphynx

Tiger

Florian

Apple

Coconut

Daisy

Fern

Pine

Rose

Shroom

Turnip

Humanoid

Chimp

Dwarf

Elf

Gorilla

Human

Neander

Orc

Pig

Insectoid

Ant

Beetle

Fly

Mantis

Pill bug

Scorpion

Spider

Worm

Purestrain

Black

Blue

Brown

Green

Red

Tan

White

Yellow

Reptilian

Alligator

Brontosaur

Gecko

Komodo

Lizard

Snake

T-Rex

Turtle

Rodentia

Beaver

Gerbil

Guinea

Mole

Mouse

Racoon

Rat

Sloth

Ursidae

Black

Brown

Grizzly

Naked

Panda

Polar

Sloth

Sun

Type

1

2

3

4

5

6

7

8

Anthro

Roll 1d8

source links for anthro subtypes

Anthro RP Size

Use this single look-up table to create the anthro’s hite and wate. For a refresher on calculating hite and wate jump to Anthro Size. To choose specific sizes like obese, skinny tall or short, jump to Modifications.

Anthro RP Hite and Wate
Anthro RP hite and wate based on anthro type.

Anthro

Hite

Wate

Type

Base (cm)

Variation (cm)

Base (kg)

Aquarian

150

(6d20)-50

60

Avarian

175

(3d20)-40

71

Canine

150

(1d12)-8

48

Equine

186

(2d20)-20

81

Feline

150

(1d20)-9

45

Florian

165

(2d20)-30

50

Humanoid

169

(2d20)-20

62

Insectiod

150

(8d20)-40

55

PSH

169

(2d20)-20

62

Reptilian

165

(3d20)-30

50

Rodentia

175

(2d20)-30

71

Ursidae

208

(2d20)-20

139

Type

Base (cm)

Variation (cm)

Base (kg)

Anthro

Hite

Wate

Anthro RP Age

Most often, the lifespan category is enough of a descriptor for the referee persona. If the story needs an exact age, EXP has a table that has you covered.

Anthro RP Lifespan Category
Where is the anthro RP in her lifespan.

Die Roll (1d100)

Age Range

01-05

Child

06-15

Adolescent

16-65

Adult

66-90

Elder

91-99

Aged

00

Ref’s Own Table

Die Roll

Age Range

Anthro RP Age in years
Use the anthro type and age range.

Type

Child

Adol

Adult

elder

Aged

Aquarian

1d4

4+1d50

54+1d50

104+1d10

115+1d4

Avarian

1d12

12+1d6

15+1d20

36+1d30

66+1d8

Canine

1d4

4+1d20

24+1d20

44+1d20

65+1d6

Equine

1d10

9+1d20

29+1d20

49+1d50

99+1d8

Feline

1d4

4+1d20

24+1d20

44+1d20

64+1d8

Florian

1d20

20+1d50

70+1d20

90+1d20

110+1d6

Humanoid

1d12

12+1D8

20+1d20

40+1d50

90+1d6

Insectiod

1d20

20+1d20

40+1d20

60+1d20

79+2d8

Purestrain

1d12

12+1d8

20+1d20

40+1d50

90+1d6

Reptilian

1d20

20+1d50

70+1d50

120+1d50

170+1d10

Rodentia

1d4

4+1d50

54+1d10

64+1d20

84+1d8

Ursidae

1d8

8+1d6

14+1d50

64+1d20

84+1d8

Type

Child

Adol

Adult

elder

Aged

Anthro RP Attributes

Referee persona attributes are slightly better than player persona attributes and do not affect the persona’s anthro type or vocation. The referee generates initial attributes for the referee persona using the attributes table below. The attributes are then modified to reflect the anthro type and vocation. To choose descriptive attributes like slow, weak, or dumb jump to Modifications.

Anthro RP Attributes
Anthro RP attributes are generated differently than player persona anthros.

Attribute

Range

Dice

AWE

3-18

3d6

CHA

3-18

3d6

CON

3-18

4d6DL

DEX

3-18

4d6DL

INT

3-18

4d6DL

PSTR

3-18

4d6DL

MSTR

3-18

3d6

SS

1-1000

1d1000

HPS

CON dependent

See HPS

Attribute

Range

Dice

4d6DL = roll 4d6 and drop the lowest value. 6, 4, 1, 3 =S 13

Anthro RP Hit Points

A referee persona’s Hit Points (HPS) maximum is determined the same as any other anthro persona. For more information about anthro hit points jump here.

HPS Maximum

HPS = (1/2 CON x 1d8) + CON

A persona with a CON of 11 would roll 6d8 and add 11. Rounding benefits the player.

Damage System Shock

1d20 + HPT + CON + LVL > 42

A 1st level anthro with 30 HPT and 10 CON must roll 1 on 1d20. A 1st level anthro with 20 HPT and 10 CON must roll 11 on 1d20. A 1st level anthro with 11 HPT and 10 CON must roll 20 on 1d20

Anthro RP Recovery

1d20 + HPT + CON + LVL > 32

A 1st level anthro with 20 HPT and 10 CON must roll 1 on 1d20. A 1st level anthro with 6 HPT and 10 CON must roll 15 on 1d20.

Anthro Type Attribute Corrections

For RPs, attributes do not select the anthro type. The attributes are modified to reflect the anthro type. Attributes are never corrected down. However, if the referee needs a clumsy feline, she can achieve this at Modifications

Anthro Type Attribute Correction
Anthro RPs can correct their attributes by anthro type.

Type

Attribute

Range

Die Roll

Aquarian

AWE

13-24

1d12+12

Avarian

AWE

13-24

1d12+12

Feline

DEX

13-24

1d12+12

Insectoid

INT

13-18

1d6+12

Pure Strain

CHA

13-20

1d12+8

Reptilian

MSTR

13-18

1d6+12

Rodentia

CHA

13-20

1d12+8

Ursidae

PSTR

13-22

1d10+12

Type

Attribute

Range

Die Roll

Anthro RP Movement Rate

Movement rate is dependent on DEX and represented in hexes per unit. If the referee needs a slow or fast RP, this is modified at Modifications

Dexterity and Movement Rate
More dexter. More faster.

Dexterity (DEX)

Movement Rate (h/u)

1

1

2

1

3

2

4

2

5

2

6

3

7

3

8

3

9

4

10

4

11

4

12

5

13

5

14

5

15

6

16

6

17

7

18

8

19

9

20

10

21

11

22

12

23

13

24

14

25

15

Dexterity

Movement Rate (h/u)

Anthro RP Armour Rating

Armour rating is adjusted using DEX. Armour rating (AR) is a number that indicates the persona’s natural ability to avoid being harmed in combat. The higher the persona’s armour rating, the more difficult it is for an attacker to score a successful attack roll. Armour rating attempts to create a universal number that indicates how difficult a persona is to damage. There is a more detailed discussion found under Armour Rating in the tactical combat system.

The persona’s armour rating is dependent on her dexterity. The faster, more agile, and more wiggly the anthro, the more difficult it is to land a combat punch. The armour rating determined here is her naked armour rating.

Calculate Anthro Armour Rating

AR = 500 + 6 * DEX

A persona with a 12 DEX would have an AR of 572.

Anthro personas are unique because they can wear armour to protect themselves in combat.

Anthro RP Wate allowance

The better the PSTR, the more she can lift.

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)

Anthro RP Mutations

Referee personas mutate the same as other personas. The referee can push for mutations by doubling the chance. The table should be used as a guide if mutations are to be assigned. Pure Strains are not vessels for zany mutations. Insectoids rarely get physical mutations. Keep in mind that some mutations are campaign changers and should be appropriately rare.

Anthro Mutation Chance Table
Mutate now. Avoid the post bomb rush.

Type

Mental

Amount

Physical

Amount

Aquarian

10%

1-2

3%

1

Avarian

7%

1-2

5%

1

Canine

18%

1-2

22%

1-3

Equine

8%

1-2

8%

1-2

Feline

10%

1-2

10%

1-2

Florian

7%

1-2

7%

1-2

Humanoid

23%

1-4

25%

1-4

Insectoid

23%

1-2

1%

1

Purestrain

3%

1

0%

0

Reptilian

8%

1-2

8%

1-2

Rodentia

6%

1-2

11%

1-3

Ursidae

13%

1-2

15%

1-2

Type

Mental

Amount

Physical

Amount

Purestrain cannot have a defective start mutation.

Anthro RP EXPS Level

Generate an experience level for every anthro RP. Anthros have vocations, and the EXPS level can be their most important roll. EXPS level impacts how many artifacts and skills the RP gets.

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

Anthro RP Vocation

All anthros get a vocation. The referee should choose the vocation that best suits the needs of the story and milieu.

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

Vocation Attribute Correction

RP attributes do not select the persona’s vocation type. The attributes are modified to reflect the vocation type. Attributes are never corrected down. However, if the referee needs a clumsy spie, she can achieve this at Modifications

Referee Persona Vocation Attribute Correction
Align attributes with vocation.

Vocation

Attribute

Correction

Biologist

AWE

12 + 1d6

INT

12 + 1d6

Knite

DEX

13 + 1d6

MSTR

17 + 1d4

Mechanic

INT

12 + 1d12

Mercenary

HPS

40 + 1d6 per level

Nomad

AWE

12 + 1d6

Nothing

SS

700 + 1d50 per level

Spie

AWE

12 + 1d6

CON

12 + 1d6

DEX

12 + 1d6

INT

12 + 1d6

Veterinarian

CHA

12 + 1d8

INT

10 + 1d8

Vocation

Attribute

Correction

Anthro RP Equipment

Referee personas carry equipment. They have food, survival equipment, funds, and toys. RPs get one TOYs roll for every experience level.

Mundane Equipment

Referee personas usually have what is necessary to survive in the local terrain. The persona’s survival equipment will vary with the terrain and the referee’s milieu.

TOYs

Toys are technological devices that behave like magical devices. If a referee persona needs a particular technological device, the referee will add it to the persona. The referee may limit RP equipment to maintain game balance.

Higher-level RPs will have successfully identified most of their toys. An RP may also have an unidentified technological toy. An unidentified toy is an artifact. A lower-level RP is more likely to be carrying around an artifact.

Referee Persona TOYs
  • one roll on TOY table per EXPS Level

  • vocation limits do not apply

  • space vehicle, robot or vehicle limits do not apply

  • treasure is accumulated but does not count as roll

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

Anthro RP Combat Table

The combat table keeps track of the persona’s combat skills and increases with EXPS level. The referee need not calculate a complete combat table for cannon fodder or canon fodder referee personas. Canonical referee personas need a full combat table calculated. For general info about combat tables, jump to Combat Tables in tactical combat. For detailed info about the calculations below, jump to Anthro combat table.

A second level spie has the following attributes: AWE 12 CHA 11 CON 12 DEX 10 INT 12 MSTR 14 and PSTR 16.

Bonus Proficient (BP)

Attack Type A

1.5 * AWE + 2 * DEX + 1.5 * INT + 5 * PSTR + Level * Bonus

Attribute Bonus

1.5 * 12 + 2 * 10 + 1.5 * 12 + 5 * 16 = 136

Level Bonus

(spie * 2) = 30 * 2 = 60

BP for Type A

196

Attack Type B

1 * AWE + 4 * DEX + 1 * INT + 2 * PSTR + Level * Bonus

Attribute Bonus

1 * 12 + 4 * 10 + 1 * 12 + 2 * 16 = 96

Level Bonus

(spie * 2) = 30 * 2 = 60

BP for Type B

156

Attack Type C

1 * AWE + 9 * DEX + 1 * INT + 1 * PSTR + Level * Bonus

Attribute Bonus

1 * 12 + 9 * 10 + 1 * 12 + 1 * 16 = 130

Level Bonus

spie = 30, level = 2, 30 * 2 = 60

BP for Type C

190

Bonus Non Proficient (BNP)

Attack Type A

Type A BP * spie percentage

BNP for Type A

196 * 25%

49

Attack Type B

Type B BP * spie percentage

BNP for Type B

156 * 25%

39

Attack Type C

Type C BP * spie percentage

BNP for Type C

190 * 25%

49

Maximum Roll (MR)

Attack Type A

Type A BP + 625

MR for Type A

196 + 625

821

Attack Type B

Type B BP + 650

MR for Type B

156 + 650

806

Attack Type C

Type C BP + 675

MR for Type C

190 + 675

865

Damage Adjuster (DA)

Attack Type A

PSTR * 1/2

DA for Type A

16 * .5

8

Attack Type B

PSTR * 1/4

DA for Type B

16 * .25

4

Attack Type C

PSTR * 0

DA for Type C

16 * 0

0

Putting It All Together
Combat table for a spie persona.

Type

BP

BNP

MR

DA

A

196

49

821

8

B

156

39

806

4

C

190

49

865

0

Anthro 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

Anthro RP Combat Ratio Adjustments

Anthro RP Combat Ratio is tricky to calculate because anthros are soggy bags of mostly water. However, their weapons and vocations can make them the most dangerous RPs in the game.

When preparing an anthro combat ratio, the referee should consider all of the RP’s equipment. A nothing canine with a fusion pistol is more dangerous than a nomad feline with a bow and arrows.

Combat Ratio Checklist
  1. Anthro Specific

  2. Bonus Proficient

  3. Attack Type

  4. Number of Attacks

  5. Damage per Unit

  6. Movement Rate

  7. Hit Points

  8. Mental Strength

Anthro Specific

Anthro Specific Combat Ratio Adjustment
Combat Ratio adjustments particular to anthro referee personae.

Anthro Abilities

Combat Ratio Adjustments

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

Anthro Abilities

Combat Ratio Adjustments

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

Anthro RP Role Playing

The first half of referee persona creation (RP Roll Playing) involves much dice rolling and data collection. The data collected is essential for players using the Roll Playing Rules.

This section is an aid to creativity, not a replacement for creativity.

This second half of referee persona creation (RP Role Playing) is qualitative and descriptive. Little or none of the information in this section affects the power of the persona. However, it does affect the story of the persona. The Anthro RP Role Playing section is for inspiration and creative support. Use this section as a framework for creating the backstory plans and emotions of referee personas.

Anthro RP Story

The referee persona’s story is a skeleton to help the referee create a backstory. By this point, the persona already has a vocation, anthro type, experience level. The past, present, future and personality of the persona give the referee a skeleton to hang the story meat.

Cannon, and canon, fodder do not have detailed stories at all. Canonical personas may need a lot more.

Past

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

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).

The personality types are organized by how strongly they influence the persona’s decision.

Personality and Decisions
  1. None - follows and contributes.

  2. Introverted - has opinions but does not fight for them.

  3. Extroverted - has strong opinions and behaviours.

  4. Insane - has beliefs and will make bad decisions.

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

Anthro RP Appearance

An RPs appearance has three elements: clothing, hygiene and gender. All of them are optional.

Clothing

Clothing is appearance only. Clothing does not represent the culture, gender, occupation or personality of the referee persona. A persona’s clothing may be uniform that she always wears or may be a nuance of existing fashions.

An RP may have several favourite styles and may even combine them in some random arrangement. The shoes may be punk rock, but the hairdo renaissance.

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

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

Hygiene

Hygiene is a general habit that the persona exhibits. Hygiene does not influence charisma, social standing or task rolls.

While variable depending on the scenario, the RP tends to ebb back to the hygiene description. A habitually immaculate RP that fell in the mud would look like someone who fell in the mud. The immaculate RP would clean herself off sooner and better than the filthy RP. A habitually filthy spie would not arrive un-groomed at an aristocratic function.

Referee Persona Hygiene
Attention to self care.

Die Roll (1d100)

Hygiene

01-05

Filthy

06-15

Dirty

16-35

Dishevelled

36-65

Non-Descript

66-85

Clean

86-95

Well Groomed

96-99

Immaculate

00

Ref’s Own Table

Die Roll (1d100)

Hygiene

Gender

Gender represents appearance only. Gender does not represent genetics, sexuality, reproduction, or employment. The politics of gender are up to the referee and players.

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

Anthro RP Beliefs

Beliefs are purely cerebral elements of the referee persona. They are not nearly as entrenched as personality or hygiene. Referee personas may talk the talk about a belief, but how devout they are is variable. RP beliefs are what the persona would like to be rather than what they are.

Depth of Beliefs
How much she believes. Add INT.

Die Roll (1d100)

Religion

Politic

Philosophy

01-12

Yes

 — 

 — 

13-24

Yes

Yes

 — 

25-36

Yes

 — 

Yes

37-48

Yes

Yes

Yes

49-60

 — 

Yes

 — 

60-72

 — 

Yes

Yes

73-84

 — 

 — 

Yes

85-00

None

Die Roll (1d100)

Religion

Politic

Philosophy

Religious Belief

The list here describes the structure of the religion and does not list existing human faiths. The referee and her milieu determine the nomenclature, structure, hypocrisy, and corruption of the religion.

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

Political Belief

The list here describes the structure of the politics and does not list existing human parties. The referee and her milieu determine the nomenclature, structure, hypocrisy, and corruption of the political system.

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

Philosophical Belief

Some are real. Some are silly. All are mental exercises in futility.

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

Modifications

Modifications are descriptors that make changes to the referee personas attributes and size.

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

Anthro RP Name

The anthro should have a name as any anthro player persona does. For anthro, naming shenanigans jump to Anthro Name.