Gurps Tables

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See also Gurps Tables Document Notes.

Contents

Basic Mechanics

Initial Attributes

Initial attributes for a species are set at 10 for ST, DX and HT. IQ is rolled for later. Attributes are modified during species generation. ST 10 DX 10 HT 10

Innate Skills

Some species possess innate skills as a result of their environment or evolutionary development. An example would be a carnivore with an innate Tracking skill or a natural Swimming ability. Typical innate racial skills are things like Tracking, Survival, Jumping, Running, Climbing, Swimming, etc. But are not limited to this. A Creator can assign a skill at will if it fits into the species development somewhere. The most common skills are as follows:

  • Swimming
  • Jumping
  • Climbing
  • Acrobatics
  • Escape
  • Free Fall
  • Flying
  • Language
  • Mimicry
  • Running
  • Stealth

Rule of 12

For advantages that require an attribute roll, members of a species with an average of less than 12 in that attribute will roll at 12 or the individual's actual attribute, whichever is higher. For species with an average attribute of 12 or more, always use the individual's actual attribute, even if it less than 12!

Skill Bonuses

In some ways related to Innate Skills, Skill bonuses represent a biological or cultural leaning towards certain types of activity. This can also be used to represent a formerly innate skill that has been reduced to a mere tendency within the species. For instance, a species of desert-dwelling animals who, after developing environmental controls, no longer needs to have Survival (Desert) as an active skill. Racial inclinations would give the species a bonus to learning the skill, but not necessarily the skill itself. Skill bonuses should be added after the species has been created.

Racial Personality Traits

All Personality Traits are initially assigned a rating of 0 (Human Normal) and are modified throughout the Species creation process.

Chauvinism       0
Concentration    0
Curiosity        0
Egotism          0
Empathy          0
Gregariousness   0
Imagination      0
Suspicion        0

As you create a species, keep track of the current level of each trait. All of the changes are cumulative; a herbivore may start off with low imagination, but turn out to be quite clever because of mating instincts that put a premium on trickiness. When the creature is finished, calculate the total for each trait. The resulting score gives you a scale with which to compare the new species personality against other species. These raw scores can be used to judge roughly how a character from a given species will tend to behave. Scores other than 0 translate into advantages, disadvantages or quirks, given in tables at the end.

The Home Environment (roll 2d)

This determines many of the characteristics of the species home environment.

 2-3    Desert: Survival (Desert) skill bonus +1
 4-5    Tundra/Steppe: Survival (Tundra/Steppe) skill bonus +1
 6-7    Grasslands (or other open country):
 8-9    Forest/Jungle: Roll 2d: 3-6=Brachiator, 11=Clinging, 12=Glider
 10-11  Seashore: Roll 1d+1 to determine surrounding terrain.
        Roll 2d: 3-8=Swimmer, 9-10=Amphibious
 12     Unusual Environment: See below

Unusual Environment (Roll 1d)

1  Ice Desert: Roll 2d: 3-10=Swimmer, 11-12=Ice Skates
2  Mountains/Cliffside: Roll for surrounding terrain.
     Roll 2d: 3-8=Climbing Skill, 9-10=Jumping Skill 11=Glider, 12=Winged Flight
3  Burrower: Roll 1d+1 for above-ground terrain.  Species has the Tunneling
     Ability
4  Swamp/Bog: Surrounding terrain is Forest/Jungle or Grassland
     Roll 2d: 3-8=Swimmer, 9-10=Amphibious
5  Aquatic: Species has Aquatic Disadvantage. 3-6=Gills, 7-9=Breath Holding,
     10-12=Oxygen Storage.
6  Exotic: Roll 1d and see below
    1 Space-Dwelling (Vacuum Support, 3-8=Doesn't Breathe, 9-12=Oxygen Storage
       & Decreased Life Support, 3-6=G-Intolerance, Free Fall@DX+3, ST-5, HT-2)
    2 Ocean Trench (Aquatic and Pressure Support)
    3 Geothermal Vents (Temperature Tolerance)
    4 Exotic Biology (Increased Life Support, Unusual Biochemistry)
    5 Gas Giant (Increased Life Support, G-Tolerance, Pressure Support,
       Anaerobic, 3-8=Glider, 9-12=Flight )
    6 Really Weird (Urban, Star Dwellers, Anti-Matter, etc.)

Biochemistry (Roll 1d)

Carbon-based    1-5
Silicon-based   6 (Unusual Biochemistry)

Diet (Roll 3d)

Swimmers           -1 (other than full-time aquatic species)
Burrowers          +1
Brachiator         +1
Swamp/Bog Dweller  +1

                  Carnivore   Omnivore   Herbivore   Ergivore
Terrain
 Desert             2-9        10-13       14-15       16+
 Tundra/Steppes     2-9        10-11       12-16       17+
 Forest/Jungle      2-8        9-11        12-16       17+
 Grasslands         2-8        9-10        11-15       16+
 Sea Bound          2-12       13-14       15-16       17+
 Ice Desert         2-11        12         13-17       18+
 Mountains/Cliffside      As for surrounding terrain.

Exotic
 Space-Dwelling     2-3        4-5         6-7         8+
 Ocean Trench       2-12       13-15       16-17       18+
 Geothermal Vents   2-6        7-8         9-10        11+
 Exotic Biology     2-9         10         11-15       16+
 Gas Giant          2-12       13-14       15-17       18+
 Really Weird              you're on your own...

Carnivores (Roll 2d)

Ice Desert              +2
Tundra, Warm Grassland  +1
Forest                  -2
Swimmer                 +1

0-4    Stalker
5-7    Chaser
8-9    Carrion Scavenger
10-11  Pouncer
12+    Herder

Stalker

  • Stalking carnivores stealthily track down a single animal. They are very adaptable, and may use the tactics of a chaser or pouncer. House cats and tigers are stalking carnivores.
  • (Imagination+1, Concentration+1, Suspicion-1, Animal Empathy, 3-10=Empathy +1, 3-10=Tracking Skill, Enhanced Move+1 level, 3-6=DX+1).

Chaser

  • Chasers prowl about for prey. When they find a victim, they use a burst of speed to catch it. Chasers occasionally cooperate to bring down game. Cheetahs are typical chasers.
  • (Suspicion-1, Enhanced Move+1 level, 3-8=Tracking Skill, 3-6=Animal Empathy, 3-6=Empathy+1, 3-8=Gregariousness+1).

Carrion Scavenger

  • Scavengers live off the leavings of other carnivore's meals and animals which have died of natural causes. Scavengers often hunt (usually by stalking) part-time to ensure a regular food supply. Sometimes, groups of scavengers drive a larger, solitary carnivore from its kill.
  • (Suspicion-1, Cast Iron Stomach, 6-9=Empathy-1, 3-6=Suspicion+0).

Pouncer

  • Pouncers lie in wait in trees, on high rocks, or hide themselves in foliage. When a likely victim comes by, they leap from hiding and tackle their prey. Leopards are typical pouncers.
  • (Suspicion -1, 3-8=Tracking Skill, Concentration+1).
  • A few (Roll 12 on 2d) pouncers are instead Trappers; They build physical traps to snare prey. Trappers rarely stray far from their lairs, but are very strong and/or venomous, in order to quickly subdue struggling prey.
  • (Trappers have Suspicion-1, Alertness+1, 3-10=ST+2 or Venom, 3-5=Slow Eater).

Herder

  • Herders are similar to chasers, but they usually work in groups, against groups, using "teamwork" to single out a weak prey animal from its herd. Wolves are herders; dolphins use herding techniques to corral schools of tasty fish.
  • (Suspicion-1, 6-9=Animal Empathy, 3-6=Gregariousness+2, 7-11=Gregariousness+1, 3-8=Tracking Skill, 3-6=Tactics Bonus+1)

Parasite

  • Parasites survive by feeding off of a host creature. Typically, parasites attach themselves to a host lifeform (usually larger than the parasite) and feed off of it, usually to the hosts detriment. Some parasites (12 on 2d) are actually Symbiotes and serve as a vital part of the host creatures existence without harming the host.
  • (Suspicion-1, Parasite, 6-9=Animal Empathy, 3-6=Venom, 3-10=Transference).

Omnivores (Roll 1d)

Forest, Swimmers, Aquatic +1

0-2   Gatherer/Hunter
3-4   Opportunist Browser
5+    Hunter/Browser

Gatherer/Hunter

  • (E.g., chimps and humans.) They live on grubs, fruit and seeds most of the time, but occasionally catch and eat a small animal.
  • (4-6=Curiosity+1, 6-7=Imagination+1).

Opportunist Browser

  • (E.g., pigs.) Opportunist browsers forage for middle to high-energy plants, and may eat insects and small animals.
  • (6-9=Imagination+1, 6-9=Concentration+1, 3-10=Cast Iron Stomach, 11-12=Universal Digestion)

Hunter/Browser

  • (E.g., raccoons and bears.) These omnivores hunt prey, but settle for fruit, nuts, insects and roots much of the time.
  • (3-8=Curiosity+1, 3-6=Imagination+1)

Herbivores (Roll 2d)

Ice Desert, Tundra, Grasslands   -2
Forest, Swimmer, Sea Bound       +1

0-4   Grazing
5-7   Browsing
8     Saprophytic
9+    Gathering

Grazing

  • (E.g., cows.) Spend much of their time eating low-energy food such as grass.
  • (3-9=Curiosity-1, Imagination-1, 3-6=Suspicion+2, 7-11=Suspicion+1, 6-9=Concentration-1, 3-10=Empathy-1, Slow Eater).

Browsing

  • (E.g., goats.) Consume leaves, shoots, roots and other mid-energy plant food. This takes a moderate amount of time.
  • (6-9=Imagination-1, 3-6=Suspicion+1, 6-9=Concentration-1, 6-9=Empathy-1, 7-11=Cast Iron Stomach)

Saprophytic

  • Simply put, fungi-creatures who live off of the chemical decompositions of rotting flesh and vegetable matter. Saprophytosis yields little energy, and saprophytes spend a great deal of time squatting in piles of carrion and compost. On the positive side, their 'food' need not be of very high quality.
  • (Curiosity-2, Imagination-1, Concentration-1, Empathy-1, Slow Eater, Cast Iron Stomach or Universal Digestion, 3-5=Sessile).

Gathering

  • Eat high-energy fruits, nuts and seeds, plus insects. Of the herbivores, they spend the least time eating.
  • (6-7=Concentration-1, 6-9=Empathy-1).

Ergivores (Roll 2d)

Space-dwelling or Weird  -4
Ice Desert, Tundra       -1
Forest                   +1
Swimmer                  +4

1-4    Pure
5-6    Mixed
7-10   Rooted
11+    Tapper

Pure

  • Live solely on energy, though minerals may be necessary to grow and reproduce. Higher frequency EM radiation or electricity is preferred; anything below visible light on the spectrum is useless. Pure ergivores are very rare.
  • (Imagination-1, Concentration-1, Empathy-1, 6-9=Chauvinism-1, 3-10=Slow Eater, Doesn't Eat or Drink).

Mixed

  • They depend on energy for only part of their food. In fact, the ergivore part may be a symbiote, supplying nutrition in lean times in exchange for protection and waste products.
  • Use the Diet table to see what the species main source of food and method of gathering it is. Use that type when rolling on the tables below. After other attributes are calculated, add 2 to HT. The creature regains lost Fatigue at twice normal speed when supplied with the required energy type, and takes twice as long to starve as an ordinary creature.

Rooted

  • (E.g., terran plants.) They use energy (e.g., sunlight, microwaves, etc.) to process minerals, water and organic chemicals into food. May be mobile, but are slow.
  • (Imagination-1, 3-8=Concentration-1, 3-8=Empathy-1, 6-9=Chauvinism-1, 3-10=Doesn't Breath, 3-10=Slow Eater, 3-6=Reduced Move-1, 7-12=Sessile).

Tapper

  • Tappers wander about seeking high-energy sources. The energy source must be intense, and may be rare in nature (e.g., electrical currents, radioactives, geothermal areas.)
  • (6-9=Concentration+1, 6-9=Imagination+1, 3-10=Doesn't Breath, Doesn't Eat or Drink, Dependency or Increased Life Support)

Metabolism (Roll 1d)

Most species are homeothermic; their bodies maintain a constant temperature. This has a high metabolic cost, but homeothermic creatures can live in a wide variety of climates.

Tundra, Ice Desert                    +1
Sea Bound, Desert                     -1
Chaser, Pouncer or Herder Carnivores  +1
Ergivore                              -1
Winged                                +1

1- Slow Metabolism (1 Level)
2-3 Cold-Blooded
4-5 Warm-Blooded
6+ Hyperactive Metabolism

Special Metabolic Powers (Roll 3d)

On a roll of 12 on 2d, roll 2d and consult the chart below.

3-5 Extra Fatigue
6-7 Recovery
8-9 Reduced Fatigue
10-11 Sanitized Metabolism
12-13 Delicate Metabolism
14-15 Gluttony
16-18 Unusual Biochemistry

Environmental Dependence (Roll 2d)

This measures how dependent the species is on its native environment. Roll 2d and consult the chart below. These results may be superseded by the results from the Environment section above. (I don't find this table to be necessarily very interesting, but it could spark some interesting ideas. I have decided to leave it in for now)

2    Increased Life Support. The species needs greater amounts of life support
     than a human would in order to travel away from its native environment.
3    Decreased Life Support. The species needs less life support materials than
     a human would in order to leave its home world.
4    Dependency. The species is dependent on some substance native only to its
     home environment and cannot survive without it.
5-10 None. The species has no special needs/weaknesses.
11   Weakness. The species is vulnerable to some substance not native to its
     home environment.
12   Planetbound. The species is completely dependent on its homeworld's
     environment at all without severe consequences to its health.

Activity Cycle (Roll 2d)

This determines the daily activity cycle of the species. At the farthest extreme are those creatures which do not need "downtime" or sleep as we know it and can maintain activity throughout the day and night.

Slow Metabolism               +2
Cold-Blooded                  +1
Warm-Blooded                  -1
Hyperactive Metabolism        -2
Stalker Carnivore             -3
Pouncer Carnivore             -2
Chaser Carnivore              -1
Carrion Scavenger Carnivore   +1
Trapper Carnivore             -2
Herder Carnivore              +1
Opportunist Browser Omnivore  -1
Hunter/Browser Omnivore       -2
Grazing Herbivore             +2
Pure Ergivore                 +4
Rooted Ergivore               +3
Tapper Ergivore               +2


1-5   Nocturnal
6     Variable. 
7-8   Crepuscular
9-12  Diurnal
13+   Doesn't Rest

Nocturnal

  • Spends most of its time awake during the hours of darkness.
  • Silence+4. If the species possesses Nightvision it will also be Color-Blind on a result of 3-8 on 2d.

Variable

  • Variable creatures are capable of functioning perfectly well at any time of day.
  • 2-9 Prone to "catnaps" lasting 1d-3 hours, 3-8=Light Sleeper.

Diurnal

  • Most activity taking place during daylight hours.

Crepuscular

  • Active in dim light at dawn or dusk. Usually both, with rest periods in the middle of each the day and night.

Doesn't Rest

  • Creatures which do not need "downtime" or sleep as we know it and can maintain activity throughout the day and night.

Rest Cycle Variations (Roll 1d)

On a 12 on 2d, roll 3d and consult the chart below.

2-3    Deep Sleeper
4-5    Extra Sleep
6-7    Less Sleep 1-5
8-9    Racial Skill Bonus:
        1-3  Dreaming +1-3
        4-6  Lucid Dreaming +1-3
10-11  Reduced Sleep 
12-13  Reduced Sleep
14-15  Sensie Talent
16-18  Sleepy

Society (Roll 2d)

All species have some sort of social behavior, even if it is scaring away anything that approaches.

Stalker Carnivore             -3
Pouncer Carnivore             -2
Chaser Carnivore              -1
Carrion Scavenger Carnivore   +1
Trapper Carnivore             -3
Herder Carnivore              +1
Parasite Carnivore            -2
Symbiote Carnivore            -1
Gatherer/Hunter Omnivore      +2
Opportunist Browser Omnivore  +1
Hunter/Browser Omnivore       +1
Grazing Herbivore             +3
Browsing Herbivore            +2
Gathering Herbivore           +2
Saprophytic Herbivore         -2
Pure Ergivore                 -4
Rooted Ergivore               -3
Tapper Ergivore               -2
Mixed Ergivore        Use modifier for primary type


1-    Solitary (3-10=Empathy-1, 3-10=Egotism+1, Gregariousness-1, Suspicion+1)
2-3   Pair-Bonding (3-6=Chauvinism+1, 6-9=Egotism+1, 3-10=Gregariousness-1,
       3-10=Suspicion+1)
4     Family Group (3-8=Chauvinism+1, 3-6=Suspicion+1)
5-6   Pack/Troop (3-6=Chauvinism+2, 7-11=Chauvinism+1, 3-6=Egotism-1,
       3-6=Gregariousness+1)
7-8   Herd (7=Empathy+1, 6-9=Egotism-1, 6-9=Gregariousness+1, 6-9=Chauvinism+1,
       6-9=Suspicion+1)
9-11  Hive (3-8=Empathy+1, Egotism-1, 3-10=Gregariousness+1, 3-8=Chauvinism+1,
       Suspicion+1)
12+   Colonial/Swarm (3-10=Empathy+2, Egotism-2, 3-10=Gregariousness+2,
       3-8=Chauvinism+2)

Size (Roll 2d)

Ice Desert                 -1          Pouncer Carnivore          -1
Sea Bound                  +1          Ergivores (except mixed)   -2
Aquatic                    +2          Glider or Winged           -2
Burrower                   -3          Vacuum                     +2
Brachiator                 -2          Parasite or Symbiote       -2
Grazing Herbivore          +2          Colonial/Swarm             -3
Gathering Herbivore        -2
Gatherer/Hunter Omnivore   -1


      Size       Height     Weight    Attributes       Weight/Size Increment
*     Viral        -          -       ST-10, HT-6/-8         -
1-    Itsy       6"-12"     11lbs     ST-9, HT-4/-6      1/8", .5lb
2-3   Tiny       24"-36"    45lbs     ST-6, HT-2/-4      1/4", 1lb
3     Small      3'-4'6"    80lbs     ST-3, HT -1/-3     1/2", 2lbs
4-5   Short      4'7"-5'6"  135lbs    ST-1               1", 4lbs
6-8   Average    5'9"       150lbs    Normal             1", 5lbs
9-10  Tall       6'2"       180lbs    ST+1, HT+1         1", 6lbs
11    Big        6'6"       210lbs    ST+2, HT+2         1.25", 7lbs
12    Huge       8'         400lbs    ST+4, HT+4/+6      1.5", 13lbs
13    Giant      12'        900lbs    ST+6, HT+6/+10     3", 30lbs
14+   Titanic    18'        1500lbs   ST+8, HT+8/+12     6", 60lbs
*     Monstrous  24'        2000lbs   ST+10, HT+10/+14   12", 120lbs


  • Sizes marked with the Asterisk (*) are considered too rare to be rolled normally. Choose these sizes when designing a species from scratch. Giant, Titanic and Monstrous species are considered almost exclusively be aquatic or low-gravity creatures. Viral species are creatures like the Riders from GURPS Aliens or colonial lifeforms such as the nanomachines from Blood Music, by Greg Bear, as such they have no real need for statistics such as Height and Weight.
  • The split listing for HT indicates modifications to HT and Hit Points, respectively.
  • Viral species have Inconvenient Size (small), Transference and Increased Life Support, on a roll of 3-10 they are Anaerobic and Parasitic as well.
  • Itsy and Tiny species have Inconvenient Size (small) and Decreased Life Support.
  • Huge species suffer from Inconvenient Size (large) and Increased Life Support. On a roll of 3-5 they have Increased Strength+1. they have Suspicion-1.
  • Giant, Titanic and Monstrous species suffer Inconvenient Size (large) and Increased Life Support. On a roll of 3-6 they have Increased Strength +2/+3/+4 respectively.
  • Height and Weight are given for ST 10. Increase or decrease the weight by the Bulk factor determined below. Once the final ST is determined, lower or raise this by the weight and size increments provided. Increments are the pounds of weight and inches of height added/subtracted for each point by which ST is higher/lower than ST 10. The increments are also used to adjust the weight and height of characters whose ST differs from the racial average.
  • The heights and weights on this table need to be totally reworked. The weights in particular are absurd (they are not scaling as fast as they should, working out fron average) can also not be determined before Body Shape below. Still thinking about what to do with this. Also should be converted to metric.

Bulk (Roll 1d)

Some species have especially slight or heavy builds.

Grazing Herbivore               +1
Ice Desert                      +1
Desert                          -1
Arboreal                        -1
Hyperactive Metabolism          -1
Slow Metabolism                 +1
Species has Increased Strength  +1


Roll  Bulk     Effect                  Weight Increment
1-    Slight   60% weight; -2 to HT     -1/-3/-7lbs
2     Light    80% weight; -1 to HT     -.5/-1/-3lbs
3-4   Average  No effect
5     Heavy    120% weight; +1 to HT    +1/+2/+3lbs
6+    Bulky    150% weight; +2 to HT    +2/+5/+7lbs
  • The weight increment for the species is changed by its build. The triple entry for the

Weight Increment column shows the change in the weight increment for Tiny and Small/Short; Normal; and Tall, Big, Huge, Giant, Titanic and Monstrous species. A Big, Light species would have a final weight increment of 6lbs.

  • I ignore all the weight increment stuff as inaccurate and uninteresting and just record the descriptor (slight, heavy, etc.)

The Food Chain (Roll 1d)

Carnivore        +2
Herbivore        -1
Swimmer          +1
Tiny or Small    -1
Big              +1
Huge or Larger   +2


0-1   Low (Suspicion+2, Stealth@DX)
2-3   Middle (Suspicion+1)
4-5   Near Top (3-7=Animal Empathy)
6-7   Top, Shared (3-9=Chauvinism+1, 3-9=Empathy+1)
8+    Top, Solitary (Suspicion-1, Empathy-1)

Reproduction

A species' reproductive biology greatly affects its behavior and values. Imagine how different human society would be if, like most other mammals, our females were only "in the mood" one or two times a year! Imagine if male humans felt compelled to drive off other males or mark their territory. Reproduction rarely affects the play of the game. Some sexual strategies add traits. If a species is subject to especially strange mating behaviors, give them an appropriate Obnoxious Racial Habit, Compulsive Behavior or Quirk.

Reproductive Strategy (Roll 1d)

Reproductive strategy is basically a question of quantity versus quality. Some species carry on by producing many individuals, hoping a few will survive. Others have few offspring, but invest lots of time and resources in each individual. Mass-produced young tend to be less individualistic and varied than those that take time to grow up. Reproductive strategy determines how neotenous individuals of the species are. Neoteny-the biological term for retention of juvenile characteristics-seems to be an important root of sentience. neotenous creatures learn through experience, including play and games. Low-neoteny creatures are guided by instinct.

Small or smaller    -1
Huge or larger      +1
Low on food chain   -1
Top of food chain   +1

     Number of Offspring/Commitment to Young
1-   Hordes/Very little: (Low Neoteny) Egotism-2, Curiosity-2, Imagination-1,
       Early Maturation (two levels). (On a roll of 12 on 2d the species will
       have Racial Memory)
1-2  Many/Low: Egotism-1, Imagination-1, Curiosity-1. Early Maturation (one
       level).
3-5  Several/Moderate: No Modifiers
6    Few/Much: (neotenous) 3-6=Egotism+1, 5-9=Empathy+1, 3-10=Curiosity+1, 
       3-6=Imagination+1
7+   Very few/Very much: (highly neotenous) 3-10=Empathy+1, 6-9=Concentration+1,
       Curiosity+1, 3-8=Imagination+1

Lifespan (Roll 2d)

Lifespan falls under this heading because a longer lifespan is considered to be a reproductive strategy.

Huge, Giant or larger  +1
Tiny, Small            -1
Itsy or Viral          -2
Hordes/Very Little     -2
Many/Low               -1
Few/Much               +1
Very few/Very much     +2

0-     Short Lifespan (three levels)
1-2    Short Lifespan (two levels)
3-4    Short Lifespan (one level)
5-10   Normal Lifespan
11-12  Extended Lifespan (one level)
13-14  Extended Lifespan (two levels)
15+    Extended Lifespan (three levels)

Number of Sexes (Roll 2d)

Reduced Move                          -1
Sessile                               -2
Moderate or higher care investment    +1
Hyperactive Metabolism/Warm-blooded   -1
Cold-blooded                          +1
Slow Metabolism                       +2

3-   Parthenogenesis; self-contained, "do it yourself" style. May create clones
       of parent, or genes may be exchanged by odd means. 3-6=Gregariousness-1,
       12=Racial Memory (Limitation: Direct ancestors only)
4-5  Hermaphroditic; one sex performs both rolls. requires mating to reproduce. 
6    Two sexes; but individual's gender changes seasonally or with age.
       Empathy+1, Hermaphromorph (Limitation: Only under certain conditions)
7-10 Two sexes; No modifiers
11   Three sexes; 3-6=Gregariousness+1
12+  1d+3 sexes; Sex education is a college-level course. May be an artificial
        arrangement. Gregariousness+1, 3-9=Imagination+1

Method of Delivery (Roll 2d)

Tundra/Steppe                       -1
Ice Dessert                         -1
Aquatic                             +1
Moderate or higher care investment  -1
Flyer                               -2
Cold-blooded                        +2
Slow Metabolism                     +3
Parthenogenetic                     +1

4- Oviparous: lays eggs. 3-6=Suspicion+1, 6-9=Concentration+1.
5-7 Live Birth. 6-8=Empathy+1, 8-10=Egotism-1
8-9 Ovoviviparous: hatches the eggs within its body resulting in a live birth
10 Inconvenient: -5 point Compulsive Behavior or Dependency
11 Buds: small creatures grow from the exterior of the parent's body and
 eventually drop off and become independent
12 Fissions: creature splits into two or more young. The parent creature
 ceases to exist for all intents and purposes. 3-10=Egotism-1, 11-12=Egotism-2
13+ Weird/Disgusting: -10 point Compulsive Behavior or Odious Racial Habit

Development at Birth (Roll 1d)

Tundra/Steppe                       +1
Grassland                           +1
Burrower                            -1
Swimmer/Amphibian                   +1
Aquatic                             -2
Herbivore (any)                     +1
Moderate or higher care investment  -1
Extended Life Span                  -1
Slow Metabolism                     +1
Hyperactive Metabolism              +1
Solitary                            +1
Pair-Bonding                        -2
Herd                                +1
Colonial/Swarm                      +1
Small or smaller                    +1
Big or larger                       -1

3-    Born very weak/defenseless: 3-10=Empathy+1
4     Kept in pouch for part of childhood: 6-9=Empathy+1
5+    Born fairly well developed: 3-7=Imagination-1, 7-8=Gregariousness+1

Special Reproductive Features (Roll 3d twice)

*    Sterile. The species must be cloned or bred from a related species. This
       result is too rare to roll randomly and must be chosen by the Creator. An
       example is the terran mule, which is bred from horses and donkeys.
2-5  Nothing unusual
6-8  Sex plays an important part in the species' social system.
        3-10=Gregariousness+1, 7-9=Egotism+1
9    Stop rolling
10   Only the dominant members of the tribe/pack reproduce.
        3-10=Gregariousness+1, 3-10=Egotism+1 (If Solitary or Pair-Bonding, stop
        rolling)
11   As for #10 above, but subordinate members of the tribe/pack are
        sterile/neuter. Neuters are Egotism-1
12   Only one female in pack/herd/whatever is fertile
13   High sexual dimorphism: each sex is highly distinct from the others in size
        and/or other features. 3-6=Empathy-1. If this feature is rolled twice,
        roll for each sex seperately on the Mental Abilities tables.
14   Species has genetically determined castes. there are 1d+1 castes.
       Chauvinism+1
15   As #14 above, but only one caste is capable of reproduction. the "queens"
       may be mindless blobs or highly individualistic (Chauvinism+1). An
       intelligent queen has Egotism+2; all others have Egotism-1.
16   Offspring go through a lengthy "mindless" or "animal" stage. 3-7=Egotism+1
17   Reproductive Control. The species has complete control of its
       reproductive processes.
18   Something really weird, inconvenient, possibly disgusting. May lay eggs in
       host creatures, mating may be fatal, or perhaps the species uses
       genetically engineered "brooders" to incubate their young.
**   Dying Species. For some reason, either natural or as a result of some
       ecological disaster, plague or maybe even a good old fashioned "evil
       eye", the species death rate is exceeding their birth rate, and within a
       generation or two the entire species will reach extinction. This is a
       special circumstance and requires Creator fiat, rather than a random
       roll.

Basic Shape

Limbs and Symmetry (Roll 2d)

The number of limbs the creature has, and the pattern in which they are arranged, must be determined before gong further. Unless otherwise specified, beings are bilaterally symmetrical, like humans, pigs, insects and worms. Creatures which are radially symmetrical are basically "circular," with limbs evenly spaced around the perimeter. The classic Terran example is the starfish.

2*    One or no limbs, roll 2d:
        2-10 = One Manipulator. Radially symmetrical on a 1-2 on 1d.
        11-12 = No Manipulators. Radially symmetricalon 1-3 on 1d.
3     Two limbs.  Radially Symmetrical on a 1 on 1d
4     Three limbs. Radially symmetrical on a 1-4 on 1d.
5-8   Four limbs. Radially symmetrical on a 1 on 1d.
9-11  Six limbs. Radially symmetrical on a 1-2 on 1d.
12    1d+6 limbs. Radially symmetrical on 1-3 on 1d.

*Creatures like snakes and worms fall into this category.

Extra Limbs

Many creatures have "extra" limbs (tail, trunk, prehensile tounge, pseudopods, tendrils) that can be used for manipulation. These often vary in strength, dexterity, and sensitivity. Roll a die on the chart below.

Number of Extra Limbs (Roll 1d)
1-4    No extra limb
5      1 extra limb
6      1d+3 extra limbs
Strength of Extra Limbs (Roll 1d)
1-2    Flimsy (feeler, cilia, whiskers). ST 1
3-4    Weak (human lips). ST 2
5      Fair (monkey tail). ST-4
6      Strong (Elephant trunk). Same as primary limbs.
Dexterity of Extra Limbs (Roll 1d)
1-3    Crude. DX-4
4-5    Fair. DX
6      Excellent. DX+2
Tactile Sensitivity of Extra Limbs (Roll 1d)
1-2   Crude. Reduced Manual Dexterity-2
3-4   Fair. Manual Dexterity as normal
5     Excellent. Increased Manual Dexterity+1, Sensitive Touch
6     Fair, has excellent "other" sense built in


Posture

Posture determines the position in which a creature carries itself. Posture determines its basic speed, and its ability to use tools while on the move. There are separate charts for bilaterally symmetrical and radially symmetrical creatures. Note these are functional, not technical usages of "Radially Symmetrical" and "Invertebrate".

Bilaterally Symmetrical Postur (Roll 1d)
Brachiator   +1
Swimmer    -1
Amphibious/Sea Bound  -2

2-  Horizontal
3   Centauroid (Six or more limbs only. Otherwise Horizontal.)
4   Semi-upright (If eight or more limbs, this is a centauroid with four "arms."
      If four-limbed, it moves like a chimpanzee.).
5+  Upright
Radially Symmetrical Posture (Roll 1d)
Brachiator   +2
Swimmer/Amphibious/Sea Bound -1

0-2   Invertebrate
3-5   Semi-Upright
6     Upright

Hands and Feet

Hands (or their equivalent) vary considerably in quality and construction; they are divided here into several basic types. The hands or feet possessed by the species is determined by rolling on the following charts.

  • Creatures with Horizontal postures roll for all pairs of limbs on the Walking Limbs table.
  • Semi-Upright species roll on the Handling Limbs table for the front pair of limbs and the Walking Limbs table for the other pair(s) of limbs.
  • Centauroids have either four or six Walking Limbs (2 or 3 pairs), and two to four Handling Limbs.
  • Upright postured beings have two Walking Limbs (1 pair), all other limbs are Handling Limbs.
  • Invertebrates roll for all limbs on the Handling Limbs table (roll for each individual limb, or in sets, by option)

Walking Limbs (Roll 1d)

Swimmers                -1
Amphibious/Sea Bound    -2
Brachiator/Climber      +2
Plains-dweller          -1
First pair of limbs     +1

*    Sessile: The species is incapable of movement under its own power. This is
       too rare to be rolled randomly on this table, if the species has not been
       previously determined to be sessile.
2-   Running Hoof: Optimized for speed; poor for manipulation. (For water
       creatures, the two rear limbs are a massive fluke instead.) Gives one
       level of Enhanced Move in the appropriate environment. 
3    Cloven Hoof: Perfect for surefooted mountain dwellers. (Flipper for water
       creatures). DX+1
4-5  Walking Paws: Basic Feet. One level of Enhanced Move (Limitation: Only when
       on all fours...or sixes, or eights, or...).
6    Grasping Paws: Reduced Move-1
7    Crude Hands: Reduced Move-1
8+   Feet Manipulators: Reduced Move-1

Handling Limbs (Roll 1d)

Invertebrate   -1
Horizontal     -1
Upright        +1
Brachiator     +1
Centaur        +1

1-   Walking Paws: Basic Feet. One level of Enhanced Move
       (Limitation: Only when on all fours...or sixes, or eights, or...). No
       Fine Manipulators.
2    Grasping Paws: Poor Grip and Reduced Manual Dexterity-4.
3    Crude Hands: Reduced Manual Dexterity-2.
4+   Hands

Number of Digits (Roll 1d)

Invertebrate                -1
Horizontal                  -1
Upright                     +1
Brachiator                  +1
Centaur                     +1
Swimmer/Amphibious/Aquatic  +1
Running or Cloven Hooves    -4

0- No Digits: 8-12=Species has the No Fine Manipulators Disadvantage
1 One Digit: 8-12=Species has the One Fine Manipulator Disadvantage
2 Two Digits:
3 Three Digits:
4 Four Digits:
5 Five Digits:
6+ 1d+4 Digits:

Hooves

  • Hooves or other highly specialized walking tools can be used to bash and shove objects around, but are virtually useless for manipulation. A species with only hooves has the No Fine Manipulators disadvantage.

Walking Paws

  • Typified by human and dog feet. They can be used to shove objects around, but are very poor for fine manipulation. If the species only has walking paws, they have the No Fine Manipulators disadvantage.

Grasping Paws

  • A prime example is the versatile raccoon. Grasping paws lack thumbs, and two are needed to get a really good grip on an object. Poor Grip and Reduced Manual Dexterity-4.

Crude Hands

  • Gorilla and Orangutan hands have thumbs and long, versatile fingers, but they can't compare to human hands for most jobs. Reduced Manual Dexterity-2.

Feet Manipulators

  • Manipulators that function equally with human-like hands, but are also used for walking

Hands

  • Human-like hands. No bonus or penalty to tasks.

Modified Hands and Feet and Assorted Manipulators (Roll 3d)

On a result of 12 on 2d, roll three die and consult the chart below.

3-4  Clinging. Indicates clinging via claws, suction pads or adhesive goo.
5-6  Silence
7-8  Wings
9    Super Jumping
10   Increased Manual Dexterity 
11   Walk on Liquid
12   Bad/Poor Grip
13   Cannot Climb
14   Cannot Swim
15   No Fine Manipulators
16   One Fine Manipulator
17   Short Arms
18   Long Arms

Mouths

Most species have at least one of these. Determine strength, dexterity and tactile sensitivity as per extra limbs. Extra mouths may be added to limbs as required. Muscular lips, cilia or tendrils may be added to increase sensitivity and manipulation abilities. Mouths can vary widely in construction, from insect-like mandibles, humanoid lips and teeth, lamprey-like suckers, feeding tubes, filters like baleen whales, etc.

Natural Weapons

Many species have natural weapons. Some of these do "physical" damage (impaling, cutting, crushing); others are more exotic.

Teeth that Rend, Claws that Snatch (Roll 2d twice)

Carnivore               +2
Aquatic                 +2
Herbivore               -2
Huge, Giant or larger   -1


0-    Smashing Tail/Clubbed Limbs
1     Spikes
2     Spines
3     Big Horns/Tusks
4     Butting Horns/Butting Knobs
5     Blunt Teeth/Crushing Mandibles
6     Horns
7     None
8     Sharp Teeth/Small Mandibles
9-10  Small Claws/Small Pincers
11    Talons/Large Pincers
12    Fangs/Large Mandibles
13+   Spear

All Things Foul and Venomous (Roll 3d)

Chemical weapons.

Low on Food Chain           -3
Middle of Food Chain        -1
Desert                      +2
Aquatic/Amphibian/Swimmer   +1
Huge or Giant               -1

1-    Roll twice more on this table, using only one die.
2-3   Poison Barbs. Roll 1d: 1=skin agent.
4     Musk. Stench Spray. Irritant mist cloud.
5     Poison Sweat. Roll 1d: 1 or 2= skin agent.
6-10  No chemical weapons
11    Fangs. Roll 1d: 1-5=poisonous, 6=corrosive.
12    Webbing
13    Clinging
14    Drug Factory 
15    Stinger
16    Poison spit/squirt. Roll 1d: 1-2=skin agent.
17    Corrosive spit/squirt. I.e. Digestive juices or Disassembler nanotech. 
18+   Plague Carrier or Lifebane
  • The level of the venom-its potency-is equal to HT/4. Water creatures won't have spit/squirt or sprayed venoms; if this result appears, give them poison fangs or poison sweat, and increase the venom's level by 2.
  • The Limited Uses limitation is very common.

Special Weapons Division (Roll 3d)

A few species have extraordinary defenses. On a "12" on 2d, the species will possess a "Special Defense". Roll three dice, modify as shown, and consult the chart below.

Trapper Carnivore  -1
Herbivore          -1
Ergivore           +2
Aquatic            +1


3-  Webbing
4   Constriction (Includes Flexibility)
5   Cool
6   Dampen
7   Breathe Fire
8   Surge
9   Warm
10  Flash
11  Shock
12  Image
13  Deafen
14  Smoke (or Ink)
15  Sonic Blast
16  Bioelectric Shock
17  Laser
18+ Lightning

Body Covering (Roll 1d)

Roll on the appropriate table below to determine the creature's outer covering. If "special" is rolled, roll again on the Special Covering table. Coverings are described after the tables.

Hot Climates (Desert)
1-2  Very thin fur
3-4  Skin
5    Scales
6    Special

Moderate Climates
1    Fur
2    Feathers
3    Skin
4    Heavy scales
5    Thick fur
6    Special

Cold Climates (Ice Desert, Tundra)
1    Fur
2    Skin
3    Thick hide
4-5  Thick Fur
6    Special

Aquatic Creatures
1-2  Thick, sleek fur
3    Scales
4-5  Skin
6    Mucous over skin

Special Covering Chart (Roll 3d)

3    Spiny Fur/Quills
4    Hard Carapace (Insect chitin or crustacean shell).
5    Armor Plates (bone, very heavy chitin, etc.)
6    Thick Hide
7    Soft Carapace (Insect chitin or crustacean shell)
8    Cork or "barky" covering
9    Coat of Slime 
10   Covering has Chameleon properties. Chameleon level 1.
11   Metal or Silicate deposits.
12   Blubber
13   Elastic Skin
14   Ablative Coating
15   No Body Heat
16   Cartilage
17   Bioluminescent Spots
18   Abrasive Skin
  • Mucous: A slimy layer (like that on a fish) that prevents chafing and/or streamlines passage through water. Very good at cooling; creature always sweats. Makes "wearer" -2 to grapple. Increase creature's water requirement by 10%. Subject to freezing, drying out or scraping off. Bad Smell. On a 10-12 on 2d the species is Amphibious.
  • Skin: No special properties. Pale skin may "burn" in direct sunlight.
  • Very Thin Fur: Like that of a Chihuahua. Prevents sunburn; no other properties.
  • Spiny Fur: Like porcupine quills. PD 1, DR 1. Does 1d-2 impaling damage to opponents in close combat.
  • Soft Carapace: A chitinous layer like those on an insect. PD 2, DR 2.
  • Hard Carapace: A chitinous layer like those on an insect. PD 3, DR 3.
  • Coat of Slime: Like mucous, only slipperier. -4 to grapple.
  • Fur: Acts as light clothing. DR 1. One level of Temperature Tolerance.
  • Scales: Small, tough scales. DR 1.
  • Heavy Scales: Thick, armored scales. PD 1, DR 1
  • Armor Plates: Like those on a pangolin. PD 2, DR 3.
  • Thick Hide: Similar to elephant or rhino hide. PD 1, DR 1.
  • Thick Fur: A polar bear's pelt, for example. PD 1, DR 1. Acts as warm clothing. May cause suffering in hot weather! Two levels of Temperature Tolerance.
  • Chameleon Skin: Species gets a +4 bonus to Stealth skill when perfectly still, or +2 bonus when moving.
  • Metal or Silicate Deposits: Deposits of metal or silicates that form on the creatures skin. PD 3, DR 4. Heavy deposits are PD 4, DR 7.
  • Blubber: Retains body heat. Adds PD 1, DR 3 versus crushing damage only. Three levels of Temperature Tolerance.
  • Elastic Skin: The creature has naturally pliable and elastic skin, allowing the creature to stretch and shape it.
  • Cork or "barky" Covering: Trees have this, for example. PD 1, DR 2.
  • Ablative Coating: Deposits of skin, minerals or even dead chitin that serve as an ablative defense against attacks. If this is rolled, roll again or choose another covering and multiply its DR by 2, that will be the DR of the Ablative Coating.
  • No Body Heat: The creatures skin dissipates body heat very effectively. +6 to Camouflage rolls versus Infravision or Heat Sensitive methods of sight or tracking.
  • Cartilage: Like a shark. PD 1, DR 2. Flexible.
  • Bioluminescent Spots: Like some deep sea fish, the creature has colonies of bioluminescent bacteria living on its skin or some form of light generating organ. Some lifeforms may even be able to "focus" these spots into flashlight like beams.
  • Abrasive Skin: The species skin is naturally abrasive, like a sharks. Does 1d-4 cutting damage in close combat.

Special Structural Abilities (Roll 2d)

Roll 2d, on a result of 12 exactly the species has a special adaptation to its structural assembly. Roll 2d to determine the type of structural ability. Under each type, there is a list of possible specific abilities for the designer to choose from.

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2: Cardiovascular

  • Acceleration Tolerance
  • Hard to Kill 1-3. The species, for structural or internal reasons is very hard to kill without blowing it apart completely with the first shot. This can represent de-centralized internal; organs, unnatural toughness, greater resistance to the effects of shock, etc.
  • Extra Fatigue 1-5
  • Extra Hit Points 1-3
  • Improved G-Tolerance
  • Recovery
  • Injury Intolerance: Great Internal Pressure. The species maintains structural integrity by using a gas or liquid medium under great pressure to promote rigidity. Bleeding damage is doubled.
  • Injury Tolerance: No Blood. The species has no fluid medium for distribution of necessary compounds throughout the body.
  • Acceleration Weakness.
  • Acceleration Tolerance.
  • Vulnerability. The species is particularly susceptible to some form of physical attack.

3: Gastro-Intestinal

  • Sanitized Metabolism
  • Cast Iron Stomach
  • Universal Digestion
  • Delicate Metabolism
  • Vulnerability. The species is particularly susceptible to some form of physical attack.

4: Glandular

  • Emergency Response
  • Combat Reflexes
  • Increased Speed +1-2
  • Increased Speed +3
  • Hyper-Reflexes
  • Hyper-Strength
  • Vulnerability. The species is particularly susceptible to some form of physical attack.

5: Immune System

  • Disease-Resistant
  • Longevity
  • Immunity to Disease
  • Vulnerability. The species is particularly susceptible to some form of physical attack.
  • Weak Immune System

6: Lifespan and Self-Repair

  • Longevity
  • Rapid Healing
  • Very Rapid Healing
  • Extended Lifespan
  • Immunity to Disease
  • Regeneration, slow
  • Unaging
  • Regrowth
  • Regeneration, regular
  • Regeneration, fast
  • Immortality
  • Regeneration, instant
  • Undying
  • Vulnerability. The species is particularly susceptible to some form of physical attack.
  • Self-Destruct
  • Slow Healing
  • Unhealing

7: Liver, Kidney, and Intestinal

  • Alcohol Tolerance
  • Resistant to Poison
  • Decreased Life Support
  • Oxygen Storage
  • Immunity to Poison
  • Vulnerability. The species is particularly susceptible to some form of physical attack.

8: Musculo-Skeletal

  • Double-Jointed
  • Manual Dexterity
  • Toughness
  • Brachiator
  • Catfall
  • Extra Encumbrance
  • Extra Hit Points to +3
  • Extra Hit Points to +6
  • Extra Hit Points to +9
  • Super Jump
  • Extra Flexibility
  • Flesh Pockets
  • Fragile. The species has an extremely delicate or fragile construction. Hollow bones, crystalline structure, etc.
  • Bowlegged. The species is naturally Bowlegged.
  • Injury Tolerance: No Cutting/Impaling Bonus.
  • Injury Tolerance: No Neck. The species has no neck.
  • Extra Encumbrance. The species has a better load-bearing ability than humans do.
  • Increased Density. The species is constructed of denser materials than terrestrial animals.
  • Vulnerability. The species is particularly susceptible to some form of physical attack.
  • Reduced Move
  • Reduced Hit Points
  • Wings.

9: Respiratory

  • Breath-Holding 1
  • Extra Fatigue 1-4
  • Voice
  • Breath-Holding 2+
  • Decreased Life Support
  • Extra Fatigue 5+
  • Filter Lungs
  • High Pressure Lungs
  • Low Pressure Lungs
  • Mimicry
  • Vulnerability. The species is particularly susceptible to some form of physical attack.

10: Respiratory Alternatives

  • Gills
    • water only
    • air and water
  • Oxygen Storage
  • Pressure Support
    • to 10 atmospheres
    • to 100 atmospheres
    • immune to pressure

11: Nervous System Enhancements

  • Increased Speed +1-2*
  • Increased Speed +3*
  • Enhanced Time Sense*
  • Increased Speed +4*
  • Increased Speed +5*
  • Injury Tolerance: No Brain. The species has no centralized nervous system or its brain is distributed throughout its body.
  • High Pain Threshold
  • Low Pain Threshold
  • Vulnerability. The species is particularly susceptible to some form of physical attack.

marked with * = A limitation like Requires Chemical Trigger, Emergencies Only or Costs Fatigue is sometimes appropriate, as is the racial disadvantage Short Lifespan.

12: Transformations

  • Elastic Skin
  • Vacuum Adaptation
  • Flexibility
  • Doesn't Breathe
  • Doesn't Eat or Drink
  • Vacuum Support
  • Morph
  • Transformation. The species has one (or more) alternate forms that it can transform into to adapt to different situations in their environment. This is usually coupled with Limitations such as: Takes 1d6 days, requires extraordinary amounts of food, etc.
  • Morph. The species is a natural metamorphic lifeform, capable of transforming into radically different creatures. Usually suggested for things like nanomorphs, etc. If you want to be able to do this quickly, the species will have to either eat a WHOLE lot of food or subsist on very high energy foods. The process will also generate a great deal of heat during the transformations. But the Creator is ultimately the arbiter and can do anything he damn well wants. Possible Limitations are: Suffers Berserk, Bloodlust, Compulsive Behavior, Gluttony or Impulsiveness for a time after each Morph.
  • Body of Gas. The most typical example of this is a cloud of micro-organisms or extremely small clouds of hive mind insects. Occasionally also has the benefits of the Transference advantage.
  • Body of Water. The creatures structure is completely fluid...
  • Body of Stone. The quintessential cinematic silicon-based lifeform.
  • Body of Metal. Another staple of silicon based life, also common in naturally evolved machine intelligences.
  • Body of Fire. Beings of living plasma are an example of this type.
  • Injury Tolerance: No Vitals. The creatures internal organs are either very well distributed (de-centralized) or it uses nothing we recognize as vital organs.

Possible Limitations: Emergencies Only Limited Use Nuisance Disadvantage: Temporary Disadvantage (often Bad Temper, Gluttony or Lecherousness) Requires Chemical Trigger Cardiac Stress Costs Fatigue Uncontrollable Unreliable

Communication

Almost every species can communicate-on a basic level-through scent and body language. Some are gifted with special abilities:

Voice Boxes (Roll 1d)

Some species have a voice box, a specialized organ for making complex sounds.

Aquatic     +1
Winged     +1
Lives in Pack/Troop   +1
Lives in herd    +1
Lives in hive    +1
Reproduction limited to dominant members +1
Herder Carnivore   +1
Gatherer/Hunter Omnivore  +1

2-   No voice box. Mute.
3-5  Partial Voice. Grunts, purrs and howls possible (good for communicating emotions).
6-7  Voice box. Roll for frequency range:
       2- Very Low: Basso-profundo and subsonic rumbles. Includes Subsonic
        Hearing and Subsonic Speech.
       3-5 Normal: Human voice range
       6-7 Very High: High-pitched squeals and ultrasonic sound. Includes
         Ultrahearing and Ultrasonic Speech.
8+   Extraordinary Range: Can cover all ranges from infra-ultra. Includes all
Speech and Hearing abilities.
Special Voice Box Modifications (Roll 1d)

On a result of 1 on one die, roll on the table below.

1    Disturbing Voice
2-3  Voice
4    Stuttering
5    Penetrating Call
6    Mimicry

Other Communication Types (Roll 2d three times)

Roll three times on the chart below. If rolled once, the method is assumed to be a "natural" channel of communication, comparable to an animal's grunts and howls. If the same method is rolled twice, the channel is sensitive enough to be used for speech. If rolled three times, the channel is extraordinary; very subtle and sophisticated languages are possible. In any case, the species automatically has the ability to sense the special channel. Roll two dice, modified as below. Additional communication forms are purchased as Secret Communication:

Ergivore    +2
Chummy, Congenial or Gregarious  +1


2-3     No special channel:
4-6     Pheremones (or other chemical methods)*.
7-9     Color patterns
10-11   Somatic (Body language, cilia flickers, antennae twitches, interpretive
          dance, etc.)
12      Electromagnetic (Radio, magnetic fields, etc. Radio Hearing and Radio
          Speech/Broadcast are such types of communication.) 
13+     Telepathy (Emotion sense, etc.)
  • Pheremones: The first level of Pheremones gives the species Pheremone Control. Broader-spectrum pheromones are bought as a Reaction Bonus or Charisma with the limitation Scent-Based [-20%]. This also gives the species one or more levels of the disadvantage Weak Will [only to resist pheromones or seduction attempts, -75%]. Further levels allow the purchase of other Pheremonal Powers: Awe, Dread, Entrancement, Summon or Majesty with the Scent-Based limitation [-20%]. Typically Pheremones are species-specific, if you wish to purchase Pheremones that will work on other species that share similar physical traits it is a +50% Enhancement.

Senses

A species' senses influences the way it thinks and perceives the world. A species identical to humanity, except with (say) poor eyesight but a wolf's sense of smell, would have a drastically different culture and technology.

Game Note: The Eye Contact Only (-20%) limitation can also be applied to sensory advantages limited to the same three hex range which don't require eye contact. Faz Sense (feline whiskers that sense air currents) or limited forms of Infravision or Sonar Vision are examples.

Vision

Vision is one of the most powerful types of sense available. It has evolved on nearly all worlds, and almost all species have it.

Sharpness of Vision (Roll 1d)
Burrower      -2
Reduced Move  -1
Sessile       -3
Diurnal       +2
Crepuscular   +1
Arboreal      +2
Flyer         +3

0    Blindness (See below.)
1    Motion detection only (3-10=Curiosity-1, 3-10=Suspicion+1)
2-3  Poor (Bad Sight disadvantages)(3-6=Curiosity-1, 3-7=Suspicion+1)
4-5  Average ("Poor Vision" -2 to rolls using sense of sight).
6-7  Good (Human range).
8    Excellent (Acute Vision+2)
9    Extraordinary (Hawk; Acute Vision+5; +1 Ranged Attack Bonus)
10+  Astonishing (Acute Vision+8; +2 Ranged Attack Bonus)

*Blindness, a -50 point disadvantage, is very rare and mostly confined to species that are sessile or live in lightless environments (such as some burrowers).  Many Blinds species can sense the presence of light but nothing else. If a species has another sense which substitutes for vision, it's not blind for point purposes.
Number of Eyes (Roll 1d)
1     Roll again. On a second result of 1, the species has one eye.
2-3   Two eyes
4     Three eyes
5     Four eyes
6     2d eyes
Eye Placement (Roll 1d)
Low in Food Chain    +1
Top of Food Chain    -1
Carnivore            -1
Pure Herbivore       +1
Brachiator/Glider    -1
Three or more eyes   +1
Six or more eyes     +2

1-    Narrow. Has binocular vision, but can't have Peripheral Vision.
2-3   Front (Human norm). Has binocular vision.
4-5   Wide. Has Peripheral Vision, and non-binocular vision. No Depth Perception
       disadvantage.
6     Eyes on stalks (Peripheral Vision, Independently Focusable Eyes; can look
       around corners).
7+    All around vision (360° Vision advantage). If the species has fewer
       than four eyes, it has non-binocular vision as well (No Depth
       Perception).
Special Visual Powers (Roll 3d twice)
Carnivore   -2
Ergivore    +2
Nocturnal   -2

1      Spectrum Vision
2-3    Infravision
4      Night Vision. Most species with Nightvision are Color Blind as well.
5      Nictating Membrane
6      Microscopic Vision
7-12   None
13     Color Blind
14     Telescopic Vision
15     Polarized Eyes
16     Independently Focusable Eyes
17     Penetrating Vision
18+    Night Blindness/Day Blindness


Hearing (Roll 1d)

Forest/Jungle               +1
Stalker/Pouncer Carnivore   +2
Herder Carnivore            +1
Symbiote Carnivore          -2
Grazer Herbivore            +1
Saprophytic Herbivore       -1
Ergivore (not Mixed)        -2
Diurnal                     -1
Partial Voice               +1
Voice Box                   +2

2-    Deafness
3     Poor (Hard of Hearing disadvantage)
4-5   Average (Human, 6-8=Directional Hearing)
6-7   Good (Dog; Acute Hearing+2, Directional Hearing)
8     Excellent (Acute Hearing+5, Directional Hearing, 5-8=Parabolic Hearing)
9+    Extraordinary (Acute Hearing+8, Directional Hearing, Parabolic Hearing,
        roll twice for Special Hearing Powers)
Special Hearing Powers (Roll 2d)
Amphibian or Aquatic      +1
Blind                     +2
Vision is Poor or worse   +1
Big or larger             -1
Small or smaller          +1

1-4   Subsonic Range
5     Full Range (infra-ultra)
6     No special ability
7-9   Ultrasonic Range
10+   Sonar Vision (dolphin, bat)

Tactile (Roll 1d)

Forest/Jungle          +1
Mountains/Cliffside    +1
Omnivore (any)         +1
Grazing Herbivore      -1
Saprophytic Herbivore  +2
Pure Ergivore          -2
Tapper Ergivore        +1
Huge or larger         -1
Diurnal                -1

* No Sense of Touch. Too rare to roll normally. Reduced Manual Dexterity-6.
High Pain Threshold.

2-     Crude. Reduced Manual Dexterity-2
3-4    Fair. Manual Dexterity as normal
5-6    Excellent. Increased Manual Dexterity+1, Sensitive Touch
7+     Fair. Has excellent "other" sense built in

Motion Sense (Roll 1d)

Swimmer/Aquatic   +2

* No Motion Sense.

1-3  Normal.
4    Faz Sense/Whiskers.
5    Absolute Direction.
6+   Sense of Perception.

Kinesthetic (Roll 1d)

This is the sense of balance and motion, "surefootedness" and level of perception of internal goings-on (heart rate, digestion, respiration, healing).

Brachiating  +1
Flyer   +2
Small   +1
Huge or larger  -2

* No Kinesthetic Sense. Creature must use sight and tactile senses to determine
position of limbs! DX-3. Too rare to be rolled normally.

0-2   Poor. DX-1. On a 3-6 the species suffers from Motion Sickness.
3-4   Average (Human)
5     Good. Cats, monkeys. Perfect Balance advantage. 3-6=Catfall.
6+    Excellent. Born acrobats, incredible control of reflexes. DX+2, Perfect
        Balance and Catfall. 
Special Kinesthetic Powers (Roll 2d)
Lives in Desert or Ice Desert   +1
Aquatic                         -1

2-     Full Coordination advantage
3-6    No special ability
7      Low Pain Threshold
8      Can (or must) hibernate under certain conditions. This is Metabolism
         Control (Limitation: Only under certain conditions).
9      The species has Metabolism Control. Level of power depends on the
          species' kinesthetic sense:
               None: Power 1
               Poor: Power 2
               Average: Power 3
               Good: Power 4
               Excellent: Power 6
10     Species can guide its healing processes. Rapid Healing advantage.
11     Species has both Rapid Healing and Metabolism Control. Sentients can
          learn to control their own immune systems and more; Increase HT by
          IQ/4 for purposes of fighting disease and healing.
12+    Species possesses #11 above plus the Hyper-Reflexes, High Pain Threshold
          and Hyper-Strength advantages. Species with a Good or better
          kinesthetic sense may opt to purchase Longevity, while a species with
          an Excellent kinesthetic sense may purchase Unaging or even
          Immortality!

Sense of Taste (Roll 1d)

Herbivore (any)   +1
Rooted Ergivore   +2
Blind    +1

1     None
2     Poor. -4 on all taste related sense rolls.
3-4   Average. Human.
5-6   Good. Acute Sense of Taste+2.
7+    Excellent. Acute Sense of Taste+5 and Discriminatory Taste. With training,
         a member of the species can determine the exact chemical makeup of
         substances.

Sense of Smell (Roll 1d)

Grassland    +1
Carnivore    +1
Diurnal      -1
Pack/Troop   +1
Hive         +1
Blind        +1

0-1   None
2     Poor. -4 on all smell related sense rolls.
3-4   Average. Human.
5-6   Good. Acute Sense of Smell+2, 3-8=Discriminatory Scent. Can track by
         smell: Tracking Skill.
7+    Excellent. Bloodhound level. Acute Sense of Smell+5, Discriminatory Scent
         (As Empathy within 2 Hexes; +50%). Can track by Smell: Tracking Skill.
         With training, a member of this species can detect very weak (or old)
         scents and determine their source.

Other Senses (Roll 1d)

On a result of 6 exactly, the species has an "extra" sense. Roll 1d to determine which extra sense:

1-3  Magnetic Sense
4    Radar Sense
5    Radiation Sense
6    ESP

Mental Abilities

Note: these tables are skewed toward the creation of species with mid to high animal intelligence.

Intelligence (Roll 3d)

"Intelligence is the ability to solve problems. Sentience is the ability to make them." -Howard Prau Sessor

Herder Carnivore                +2
Parasite Carnivore              -2
Gatherer/Hunter Omnivore        +2
Oppurtunist/Browser             +1
Hunter/Browser                  +1
Grazing Herbivore               -1
Saprophytic Herbivore           -2
Gathering Herbivore             +1
Rooted Ergivore                 -2
Tapper                          +1
Slow-Metabolism                 -2
Warm-Blooded                    +1
Hyperactive Metabolism          +0
Pair-Bonding                    +1
Family                          +2
Pack/Troop                      +3
Herd                            +1
Colonial/Swarm                  -1
Itsy                            -2
Tiny                            -1
Giant or Bigger                 -1
Low on Food Chain               -1
Near Top of Food Chain          +1
Top of Food Chain, Shared       +1
Very Little or Low Investment   -2
Very Much Investment            +2
Born Weak                       +1


1-       IQ 1
2-3      IQ 2
4-5      IQ 3
6-7      IQ 4
8-10     IQ 5
11-12    IQ 6
13       IQ 7
14-16    IQ 8
17-18    IQ 9
19       IQ 10
20+      IQ 11


Sentience

A species marked as Presentient has the "potential" to be fully sentient with a little "help" (i.e. uplift).

IQ 4 or less   -1
IQ 5-6         +0
IQ 7-8         +1
IQ 9           +2
IQ 10 or more  +4

1-4    Non-sentient
5-6    Presentient
7+     Sentient

Note that it is possible for a creature to have a fairly high IQ and not be Presentient.

Special Mental Abilities (Roll 3d)

Roll three dice. On a roll of 8-12 the species has a special mental ability. To determine the special ability, roll three dice on the tables below and pick the Table 1 or Table 2 ability. Some of these abilities are hard to apply to a non-sentient species, feel free to ignore or adapt them.

     Table 1                      Table 2
3    Absolute Timing              Alertness
4    Intuition                    Autotrance
5    Lightning Calculator         
6    Eidetic Memory I             Fearlessness
7    Eidetic Memory 2             Chronolocation
8    Mathematical Ability         Musical Ability
9    Absolute Direction           
10   Ambidexterity                3D Spatial Sense
11   Fearlessness                 Collected/Composed
12   Intuitive Mathematician      Cool
13   Racial Memory                Imperturbable
14   Enhanced Time Sense          Unfazeable
15   Compartmentalized Mind       Cultural Adaptability
16   Mindshare    
17   Language Talent   
18   Psionic Power. See below.


Special Mental Disabilities (Roll 3d)

Roll two dice. On a roll of 10-12 the species has a special mental disability. To determine the special disability, roll three dice on the tables below and pick the Table 1 or Table 2 disability. Some of these disabilities are hard to apply to a non-sentient species or not applicable, feel free to ignore or adapt them.

     Table 1                       Table 2
3    Split/Multiple Personality    Bad Temper
4    Ignorance                     Bully
5    Capricious                    Chronic Depression
6    Flashbacks                    Dyslexia
7    Indecisive                    Impulsiveness
8    Innumerate                    Laziness
9    Manic-Depressive              Lecherousness
10   No Sense of Humour            Megalomania
11   Non-Iconographic   
12   Stress Atavism                Sadism
13   Bestial                       Sense of Duty
14   Berserk                       Slave Mentality
15   Combat Paralysis              Stubborness
16   Bloodlust                     Weak Will
17   Shyness
18   Delusion

One limitation for mental disadvantages that might be common in individuals with performance-enhancing glandular modifications is Gluttony, Lecherousness or Stuttering with the limitation "Post-Emergencies Only" (-50%). The hormones produced by combat overdrive causes a glandular imbalance that results in temporarily aberrant behaviour for several minutes afterward.

Psionic Talents (Roll 3d)

For species with the Psionic Power special mental ability, use the table below to determine the creature's psi power and level of the talent. The low end of the table has mostly communication talents; those in the middle are "warning" skills. Those on the high end are weapons, used to trap or kill prey. In animals, the skill of the power is equal to 12 or the species' IQ, whichever is greater. When the species becomes sentient, individuals must learn the skill, but there is a +1 Racial Skill Bonus for that ability.

Trapper Carnivore     +1
Low on Food Chain     -3
High on Food Chain    +3
Lives in Pack/Troop   -1
Lives in herd         -2

1-      Telesend and Telereceive* Power 6
2       Telesend*   Power 8
3       Telereceive*   Power 8
4-5     Precognition*   Power 6
6       Clairvoyance/Clairaudience* Power 6
7-9     Emotion Sense   Power 8
10-12   Danger Sense
13      Psionic Resistance  Power 10
14      Luck**
15      Psi Static   Power 10
16      Telekinesis   Power 8
17      Telesend   Power 6
18      Sleep*    Power 6
19      Mental Blow*   Power 10
20      Telerecive and Telecontrol* Power 8
21+     Probability Alteration  Power 4
  • *Creatures with these powers can also erect a Psi Shield. Shield power is half that of the primary power. If the species is a Herd or Hive, or suffers Hive-Mentality, and possesses any of these Telepathy abilities it also suffers from Telepathic Addiction; if the species is Solitary and possesses Telerecieve or other Telepathy abilities it suffers from Supersensitive instead.
  • **Luck is the animal form of a dangerous and powerful talent, Probability Alteration. Animals use it unconsciously, instinctively to "stack the deck" in their favor. When used by a trained sentient adept, this power has other, more spectacular uses.
  • Telesend and Telereceive are potential powers in animals; in practice, an animal with these has "telempathy" and can project and receive emotions only. (If retained by the sapient species, this is a limitation that reduces Telepathy Power cost by 50%).

Variations

So far our species has been affected by biology, environment, social systems and the like. There are random factors as well. These can lead to surprises and anomalies. Roll two dice for each basic attribute (ST, DX, HT, and IQ), and for each of the eight personality traits (Chauvinism, Concentration, Curiosity, Egotism, Empathy, Gregariousness, Imagination, Suspicion). In this process, 1 and 2 point varitaions in IQ are more significant than in other stats, and the designer may wish to ignore random variation for IQ (or, indeed, for all stats).

 2-3   Subtract 2 from the attribute/trait
 4-5   Subtract 1 from the attribute/trait
 6-8   No modifier.
 9-10  Add 1 to the attribute/trait
11-12  Add 2 to the attribute/trait

Determining Personality Traits

Chauvinism

This is the measure of the entire species' ego. Unless socialized to include others in its "in group," individuals of chauvinistic species tend to be individually bigoted or patronistic. Below-normal chauvinism makes for an adaptable, friendly species.

+3   Chauvinistic. As +2, but if Suspicion is greater than +1, this becomes
       Xenophobia.
+2   Chauvinistic. If Empathy is less than +1 or Suspicion is more than -1, this
       becomes Intolerance: (Other Species).
+1   Chauvinistic (Quirk). If Empathy is less than 0 or Suspicion is more than
       0, this becomes Intolerance: (Other Species).
0    Normal
-1   Broad-Minded (Quirk).
-2   Broad-Minded (Quirk). If Suspicion is below 0 and Empathy is above 0, this
       becomes Xenophilia.
-3   Undiscriminating (Quirk). If Empathy is above 0 or Suspicion is below 0,
       this becomes Xenophilia. If both of these are true, it becomes Strong
       Xenophilia. 3-6=Cultural Adaptability.

Concentration

This is a measure of how much the species' individuals can concentrate on a single action, plan ahead, and think "deep thoughts." At high levels, this may result in "savant" abilities. At lower levels, habit and instinct take over.

+3   Single-Minded and either High Pain Threshold, Mathematical Ability,
       Musical Ability, Language Talent, Lightning Calculator, or Intuitive
       Mathematician.  The Creator may choose one or roll randomly.
       3-6=Workaholic.
+2   Single-Minded.
+1   Attentive (Quirk.)
0    Normal.
-1   Distractible (Quirk).
-2   Short Attention Span.
-3   Absent-Minded or Confused.

Curiosity

This is the tendency for individuals to go out of their way to investigate new things, appreciate art, and yearn for adventure. Note that if a creature is not curious, it may still notice something new; it just doesn't find it worthy of attention.

+3   Very Curious. If Concentration or Suspicion is 0 or less, roll at -2.
+2   Curious. If Concentration is 0 or less, roll at -2.
+1   Nosy (Quirk). If Concentration is 0 or less, this becomes the Curious
       disadvantage.
0    Normal.
-1   Staid (Quirk).
-2   Incurious. If Suspicion is below 0, this becomes Obdurate.
-3   Obdurate.

Egotism

This determines the sense of personal importance that the members of the species have. If a species has a low egotism, its members will put their own interests below those of the species as a whole.

+3   Self-Centered.
+2   Selfish. If Suspicion is +1 or more or Empathy is -1 or less, this becomes
       Self-Centered.
+1   Proud (Quirk). A high Suspicion score enhances this. If Suspicion is +2 or
        more, or Empathy is -2 or less, this becomes Self-Centered.
0    Normal.
-1   Humble (Quirk).
-2   Selfless. But if Chauvinism is +2 or higher, take Hive Mentality instead.
-3   Hive-Mentality. But if Concentration is +3 or higher, take Slave-Mentality
       instead.

Empathy

This is a measure of whether the species can sense, or comprehend, the feelings and attitudes of others.

+3   Empathy advantage. If Gregariousness is above 0, the species is also
       automatically Charitable.
+2   Sensitive. If Gregariousness is +1 or better, roll three dice; the species
       is Charitable on a result of 8 or less. 
+1   Responsive (Quirk). If Gregariousness is above 0 and Suspicion below 0,
       replace this with Sensitive.
0    Normal.
-1   Oblivious.
-2   Low Empathy.
-3   Callous. If the species is carnivorous, there is a 1 in 6 chance of
       Bloodlust. 
-4   Solipsist. If the species is carnivorous, there is a 50% chance of
       Bloodlust.

Gregariousness

This is a measure of the species' need (or dislike) for company. Note that this interacts with Chauvinism. The less chauvinistic a species is, the more its liking for company will extend to other species.

+3   Gregarious. If Egotism is +1 or higher add Compulsive Carousing.
+2   Chummy.
+1   Congenial (Quirk).
0    Normal.
-1   Uncongenial (Quirk).
-2   Loner. 
-3   Reclusive.

Imagination

A measure of how good individuals of the species are at coming up with new ideas and seeing patterns in seemingly "random" data.

+3   As for +2, but must have Empathy +1 or better, or get the Odious Racial
       Habit: "Won't shut up about their great ideas!" (-5 points).
+2   As for +1, but if Egotism is above 0 or Concentration is below +1, the
       species also gets the Dreamer Quirk. It is possible to be Versatile and a
       Dreamer.
+1   Imaginative (Quirk). If Concentration is 0 or better, and
       Egotism is below +2, the species gets the Versatile advantage.
0    Normal.
-1   Dull (Quirk).
-2   Hidebound.
-3   Hidebound and IQ -1.
-4   Cannot Learn

Suspicion

This trait determines how the species reacts toward new things-with pleasure, fear or distrust.

+3   Edgy. Also roll 3d (+3 if carnivore, -3 if herbivore.) If the roll is under
      10, the species has Cowardice. Otherwise it is Paranoid.
+2   Edgy. If Curiosity is -3, the species is merely Careful.
+1   Careful. But if Curiosity is -2 or less, treat Suspicion as Normal.
0    Normal.
-1   Cool.
-2   Collected. If Egotism is +2 or greater, the species has Overconfidence.
-3   Imperturbable. If Egotism is +1 or greater, the species has Overconfidence.

Combining Traits

  • These traits can form the basis of dozens of personality types.
  • Humble, Chauvinistic and Chummy makes for a loyal, eager-to-please follower type. Add Suspicion and Single-Minded and you've got a perfect rank-and-file soldier.
  • Empathy, Chummy, Single-Minded and Chauvinistic is a good combination for a diplomat who must deal with strange species yet retain a sense of purpose.
  • Imagination and low Concentration might result in a brilliant "flake". Curiosity and moderate Suspicion could make a great explorer; add Chauvinism and Egotism for a conquistador.
  • If two traits seem opposed, compensating behaviors, often quite complex, may evolve. For example, Proud matched with Chummy may lead to constant, ritualistic struggles for dominance. Wolves, who are both individualistic and sociable, have just this sort of society.
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