Biologist

Studies and observes organic things.

woman wearing a pith helmet using binoculars and a computer in the jungle.

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.

Biologist Interests Table
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.

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.

Taxonomy Expertise Table
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

Players may choose their areas of expertise.

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.

Research Expertise Table
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

Players may choose their expertise.

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.

Culture Expertise Table
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

Players may choose their areas of expertise.

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.

Biologist Gifts Table
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.

Maximum number of gifts is 5.

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.

Biologist Task Compendium
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.

Biologist Task List
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.

Biologist Experience Points Table
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