Biologist
Studies and observes organic things.

Watching a biologist watch
Biologists are personas with a deep connection with the workings of the organic physical world. The vocation is broad as the organic world. Their scope can vary from creepy crawly bugs to complicated economic systems.
Biologists are more interested in studying the organic world than repairing the organic world. Biologists are more interested in organic systems than mechanical systems. Veterinarians, mechanics and biologists work well on research teams together.
Biologists do not have degrees or diplomas or certificates from training programs. They are self-taught, and their knowledge base is haphazard. Their knowledge comes from keen observation, gardening books, environmental leaflets, nature shows, sagely advisors, and personal experience.
If your table is using attribute determined vocations a biologist must have a total AWE and INT greater than or equal to 18.
Knowledge
The biologist’s abilities cover all aspects of the organic world. Anything to do with organic life, anthros and aliens, falls under her purvey. This includes the observation, discovery, and identification of aliens. Biology covers the knowledge spheres of sociology, ecology, culture studies, and more. A biologist’s abilities do not include robots (mechanic) or organic repairs (veterinarian). However a biologist could take tasks from the mechanic or veterinarian vocation.
Interests
Interests are broad areas that cover a swath of the organic world. Biologist interests are: Taxonomy, Research, and Culture. The Taxonomy interest could help with an alien identification task. The Research interest could help with a laboratory task. The Culture interest could help with a linguistic task.
At startup, the persona gets one interest per three points of Intelligence score. A persona with a 12 INT would get four rolls on the Biologist Interest Table. After startup the persona earns another interest with each new experience level. The player can choose to roll on the Biologist Interest Table, or choose a specific interest.
| Broad areas of interest and aptitude. | |
|---|---|
Die Roll |
Interest |
01-20 |
Culture |
21-55 |
Research |
56-89 |
Taxonomy |
90-00 |
Extra Roll |
Die Roll |
Interest |
Startup: 1 per 3 INT at startup. +1 per additional level. |
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Players may choose their areas of interest. |
|
While it is possible for players to create bespoke interests it is not recommended. Creating bespoke interests requires an experienced table of players.
Taxonomy
Taxonomy is about identifying and categorizing organic species. The taxonomy interest describes the classical biologist as a naturalist. Taxonomy interest would apply to things like identifying subterranean swarm beetles or ancient aquatic aliens. Recall than the mere categorization of finches has had a large impact on mundane Terran society.
Research
The research interest includes laboratory, invention and extension interests for the biologist. Tasks like cloning, immunology, and antitoxin creation are found under the research interest
Culture
The culture interest involves interaction of a population. Knowledge like languages, family structures, and political nuance are found under the culture interest.
Expertise
Biologist expertise is grouped by interest. A taxonomy interest could come with expertise in: burrowers, hivers or herbivores. A culture interest could come with expertise in: language, religion or politics
At startup the player gets one areas of expertise per interest. So a biologist with taxonomy 2 and culture 1 would get 2 taxonomy expertise and 1 culture expertise. After start up the persona gets one new expertise per experience level. While it is recommended to have a persona’s expertise limited to her interests, it is not essential. For example, a biologist with taxonomy interest and no taxonomy expertise seems odd.
Taxonomy
Taxonomy expertise is focused on knowledge about categorizing specific types of diversidae. A taxonomy expertise could look like this: Taxonomy - Aggressive. This would allow the biologist strengths when engaging aggressive aliens.
| Areas of taxonomic expertise. | |
|---|---|
Die Roll (1d100) |
Taxonomy Expertise |
01-04 |
Aggressive |
05-08 |
Ancient |
09-12 |
Aquatic |
13-16 |
Armoured |
17-20 |
Detritivores |
21-24 |
Flying |
25-28 |
Gigantic |
29-32 |
Hidden |
33-36 |
Infestors |
37-40 |
Microscopic |
41-44 |
Mechanical |
45-48 |
Mutated |
49-52 |
Omnivores |
53-56 |
Oviparous |
57-60 |
Parasitic |
61-64 |
Photosynths |
65-68 |
Poisoners |
69-72 |
Psionic |
73-76 |
Solo |
77-80 |
Subterranean |
81-84 |
Swarms |
85-88 |
Tiny |
89-92 |
Trappers |
93-96 |
Viviparous |
97-00 |
Extra Roll |
Die Roll (1d100) |
Taxonomy Expertise |
Startup: 1 per taxonomy interest. +1 per additional level |
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Players may choose their areas of expertise. |
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Research
Research expertise focuses on specific areas of research of the organic world. These areas of expertise can be used to make an antivenom, clone an alien, or enhance a mutation.
| Areas of biologist research expertise. | |
|---|---|
Die Roll (1d100) |
Research Expertise |
01-04 |
Aging |
05-08 |
Archeology |
09-12 |
Bioelectrics |
13-16 |
Biochemistry |
17-20 |
Bioprinting |
21-24 |
Cloning |
25-28 |
Conservation |
29-32 |
Cryogenics |
33-36 |
Cybernetics |
37-40 |
Ecology |
41-44 |
Epidemiology |
45-48 |
Genetics |
49-52 |
Hyperspace |
53-56 |
Immunology |
57-60 |
Microbiology |
61-64 |
Mutations |
65-68 |
Paleontology |
69-72 |
Physiology |
73-76 |
Regeneration |
77-80 |
Reproduction |
81-84 |
Synthetics |
85-88 |
Toxins |
89-92 |
Virology |
93-96 |
Xenobiology |
97-00 |
Extra Roll |
Die Roll (1d100) |
Research Expertise |
Startup: 1 rolls per research interest. +1 per additional experience level |
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Players may choose their expertise. |
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Culture
Culture expertise focuses on understanding the interactions of groups of organic life forms. These expertise can be used to predict what a pack of aliens might do, or try and predict an election.
| Specific areas of biologist cultural expertise. | |
|---|---|
Die Roll (1d100) |
Culture Expertise |
01-05 |
Arts |
06-10 |
Communities |
11-15 |
Ecology |
16-20 |
Economics |
21-25 |
Education |
26-30 |
Families |
31-35 |
Foods |
36-40 |
Governance |
41-45 |
Health |
46-50 |
Informatics |
51-55 |
Laws |
56-60 |
Linguistics |
61-65 |
Markets |
66-70 |
Military |
71-75 |
Privilege |
76-80 |
Rituals |
81-85 |
Technology |
86-90 |
Tools |
91-95 |
Traditions |
96-00 |
Extra Roll |
Die Roll (1d100) |
Culture Expertise |
Startup: 1 per culture interest. +1 per additional level |
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Players may choose their areas of expertise. |
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Gifts
Biologist gifts are tasks that the player does not need to make a task roll for. The persona gets one gift at first level and more difficult ones are added at prescribed levels.
| Gifts are biologist tasks that require no task roll. | |||
|---|---|---|---|
EXPS Level |
Amount |
Difficulty |
Recommendation |
1 |
One |
Trivial (<25DD) |
Dangerous? |
3 |
Two |
Normal (<43DD) |
Smarter than me? |
6 |
Three |
Hard (<85DD) |
Mutated? |
9 |
Four |
Tough (<127DD) |
Phenomic ID |
12 |
Five |
Impossible (<200DD) |
Psionic ID |
EXPS Level |
Amount |
Difficulty |
Recommendation |
A biologist gift was previously called a knack. |
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Maximum number of gifts is 5. |
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Tasks
Biologist tasks involve anything organic that does not involve healing. Most biologist tasks are knowledge based unless an obvious physical intervention is involved. The minimal equipment required by a biologist is her notebook. The referee may make a target roll more difficult if the biologist does not have her notebook. For the intricate details of how to resolve tasks in EXP jump to Task Rolls.
Each vocation have special tasks called gifts at which they automatically succeed. The player can choose from the below list of tasks or create a bespoke gift.
Compendium
A non-exhaustive list of biologist tasks arranged by increasing difficulty.
| A non-exhaustive list of biologist tasks arranged by increasing difficulty. | ||
|---|---|---|
Task |
Difficulty |
Description |
Trivial |
||
Biological |
12 |
Is it biological? Yes/No. |
Sentience |
12 |
Sentience present. Yes/No. |
Easy |
||
Living |
24 |
Is it alive and living? Yes/No. |
Dangerous |
24 |
Is biological organism a threat? |
Flora or Fauna |
36 |
Is the alien flora or fauna? Yes/No. |
Ranged Attacks |
36 |
Is this alien gonna fling stuff? |
Normal |
||
Age |
42 |
Estimate chronological age. |
Maturity |
42 |
Estimate stage in life cycle (child, adult). |
Smarter than me |
42 |
Is an anthro or alien smarter than the biologist? |
Energy Source |
42 |
What does it eat? |
Threat level |
42 |
Degree of danger potential. |
Alien organization |
56 |
Solo, family, herd, pack. |
Leader Finder |
56 |
Identify leader or presence of leader. |
Hard |
||
Health Care |
84 |
Is there a healer in the group? |
Mutated |
84 |
Mutated. Yes/No. |
Mutation Type |
84 |
Psionic or phenomic. |
Tough |
||
Phenomic Identification |
126 |
Identify nature of phenomic mutation. |
Impossible |
||
Psionic Identification |
168 |
Identify nature of psionic mutation. |
Bizarre |
||
Cloning |
242 |
Make a copy of a biologic entity. |
Gene Design |
242 |
Create new gene expressions. |
Task |
Difficulty |
Description |
List
A similar list of tasks arranged in alphabetical order.
| A non-exhaustive alpha ordered list of biologist tasks. | ||
|---|---|---|
Task |
Difficulty |
Description |
Age |
42 |
Estimate chronologic age. |
Alien organization |
56 |
Solo, family, herd, pack. |
Biological |
12 |
Is it biological? Yes/No. |
Cloning |
242 |
Make a copy of a biologic entity. |
Dangerous |
24 |
Is biological organism a threat? |
Energy Source |
42 |
What does it eat? |
Flora or Fauna |
36 |
Is the alien flora or fauna? Yes/No. |
Gene Design |
242 |
Create new gene expressions. |
Health Care |
84 |
Is there a healer in the group? |
Leader Finder |
56 |
Identify leader or presence of leader. |
Living |
24 |
Is it alive and living? Yes/No. |
Maturity |
42 |
Estimate stage in life cycle (child, adult). |
Mutated |
84 |
Mutated. Yes/No. |
Mutation Type |
84 |
Psionic or phenomic. |
Phenomic Identification |
126 |
Identify nature of phenomic mutation. |
Psionic Identification |
168 |
Identify nature of psionic mutation. |
Ranged Attacks |
36 |
Is this alien gonna fling stuff? |
Sentience |
12 |
Sentience present. Yes/No. |
Smarter than me |
42 |
Is an anthro or alien smarter than the biologist? |
Threat level |
42 |
Degree of danger potential. |
Task |
Difficulty |
Description |
Experience
The benefits of increasing experience levels is increased knowledge, aptitude and gifts, improved task success. Biologists marginally improve their combat tasks as well. Biologists earn experience points for completing procedures and role-playing within their vocation. Only 20% of combat experience can go towards a biologist’s experience point total.
| EXPS required to advance in levels of expertise for biologists. | |
|---|---|
Experience Points |
Experience Level |
0-1250 |
1 |
1251-2500 |
2 |
2501-5000 |
3 |
5001-10000 |
4 |
10001-20000 |
5 |
20001-42500 |
6 |
42501-70000 |
7 |
70001-110000 |
8 |
110001-220000 |
9 |
220001-450000 |
10 |
230000 |
Per level beyond 10th |
Experience Points |
Experience Level |