Chapter 4: Anthropomorphs

Race is probably the most important aspect of persona creation.  Assigning a persona’s race raises it from an array of attributes to something with definite character.  The characteristics of the races allows for a working base for the persona by giving it description and dimensions.  Persona race allows the player to evoke tangible images about her persona.

Every persona, from the evilest RP to the kindest player persona, has a race.  The three types of races found in EXP are anthros (humans, canines, felines, etc.), robots (janitorial to combat) and aliens (flying carnivorous plants to pulsating blobs).  Player personas primarily consist of anthropomorphs.  The other race options (robots and aliens) are extraordinary ones which are complicated to run and are only recommended for experienced players.  For more information about bots and aliens, refer to Chapter 5 Robots and Chapter 6 Aliens.

The races detailed in this chapter are referred to as anthropomorphs.  They are all upright, bipedal and humanoid.  Every persona has legs (for locomotion), arms (not used for locomotion) and hands (attached to the ends of the arms) which are used for grasping/manipulating.  The head, however, would be a facsimile of whichever race the persona is.  The body covering (skin, hide, feathers) will also reflect the base race chosen.  The properly proportioned humanoid form would sport whatever tails, snorts, brows, horns or tufts are found on the base race.

Let’s consider a player who is canine.  First, she shall choose a dog type that suits her fancy.  This is done purely for descriptive purposes and will not alter any of the attributes rolled.  The race type chosen may be reflected in the disposition of the persona though.

After much deliberation, the player chooses that her canine persona will have the likeness of a bulldog.  The persona’s head will have the gnarled features and folded jowls characteristic of a bulldog.  The skin would consist of a coat of short hair, typically found on bulldogs.  She would also have stocky upper shoulders and powerful looking arms (which end in stubby paw-like hands).  Her persona would stand upright on two fur covered legs which are topped off in a stubby tail.  Such descriptions would be analogous for other races, like florians – bark for skin, fungus for hair; or insectoids – a buggy-eyed fly’s head atop a bipedal exoskeleton.

The descriptions are as far as the similarities go.  Insectoid personas cannot lift 1000 times their own wate.  Reptiles do not automatically get poisonous bites.  Avarians aren’t all gifted with flight.  The anthro races have no special abilities other than those described in this chapter.  However, each racial type does have specific features which add to the character of the persona.

It may seem very provincial and humanocentric to have all the races bipedal, earthbound humanoids.  Such a attitude can be pseudo-scientifically defended on the grounds that there are definite biological advantages to evolving bipedal.  Regardless of how the referee defends this humanoid preference, the form has primarily been chosen for the obvious advantages it yields to role-playing.

Bird claw illustration from "Key to North American birds" by Coues, Elliott (1890).
Awkward looking, just as deadly.

Maintaining a standard of humanoid form allows for a great variety of races which are all readily suited to EXP technology and rules.  This means the game can be easily played with few rule changes for one race to another.  This allows the referee to make preparations without having to make exceptions and special rulings for each race.

The constant humanoid shape of the races can be more easily adapted to by the players.  This gives beginners and experienced players alike the ability to role-play without having to worry about being a quadruped, having treads instead of legs or being shaped like an amoeba.  The truly alien non-humanoids are covered in Chapter 5: Robots and Chapter 6:  Aliens.

How the different races arose allows for many avenues of thought.  Each one could have evolved from a lesser species (as humans evolved from apes); they could be peculiarly mutated forms of humans; they could be surviving progeny of long lost cloning experiments; or they could be a unique collection of beings, each divinely created by a superior deity (like Adam and Eve).

Inquisitive players may force a referee to answer more complex question like:  How do all the races appear in the same place?  Why are they humanoid?  Do androids dream of electric sheep (Dick)?  The answers to such questions may be included in the initial campaign background or may even be woven into the goal of the campaign itself.

The players usually have the option of choosing from one of several races.  Which races the player can choose from depends on the attributes rolled for the persona.

ReferencesThe following materials might give the reader some examples of the variety of anthropomorphs found in science fiction.  Of course, what matters is how the players and referee picture these exotic species in their own minds.  The EXP definition of any of these creatures is meant only as a guide for inspiring the sick and twisted imagination of the reader.

Aquarian:  “Mon Calamari” for Return of the Jedi, Lawrence Kasdan and George Lucas (producers), 1983 [film] 20th Century Fox. Avarian:  “Big Bird” from Sesame Street [TV] Children’s Television Network. Canine:  The “Le Teks” from William Gibson’s Johnny Mnemonic, 1981, Omni Publication International Ltd. Feline:  C.J. Cherryh, Cuckoo’s Egg, 1985, DAW. Florian:  “Alec Holland” from Alan Moore Swamp Thing, 1982, DC Comics Inc. Humanoid:  “Vulcans, Klingons and Romulans” from Star Trek (1966-1969) [TV] Paramount Productions. Insectoid:  John Brunner, The Crucible of Time, 1984, Arrow. PSH: David Brin, Earth, 1990. Reptilian:  “Jerry” from Barry Longyear, Enemy Mine in Manifest Destiny, 1980, Berkley. Ursidae:  “Chewbacca the Wookie” from George Lucas’ Star Wars Trilogy, 1977, 1980, 1983 [film] 20th Century Fox.

Anthropomorph Creation Checklist

Step by step list of how to generate an anthropomorph player persona.
1)Anthro attributes
2)Anthro type
3)Adjust attributes
4)Age, Hite, Wate
5)Social standing (SS)
6)Mutations
7)Class
8)Combat table.
9)Roll Incidentals
10)Roll TOYS
11)Have fun

1) Anthro Attributes

Chapter 3 Attributes is dedicated the explanation of anthro attributes.  Since anthropomorphs are the basic persona type in EXP that chapter answers all your attribute questions. The referee may have all kinds of different ways for generating attributes for anthros. The table below reflects an attribute generation system that results in the most balanced collection of persona races and classes.

Table 4.1 Anthro Type Attributes

These are the required minimum attributes for each anthro type.
Anthro TypeMinimumMaximum
AquarianNoneNone
AvarianAWE 12
CON 10
DEX 10
CON 15
PSTR 17
CanineAWE 4
CHA 3
CHA 15
MSTR 20
PSTR 7
EquineDEX 8
PSTR 10
MSTR 18
FelineAWE 8
CHA 8
DEX 13
CON 17
MSTR 21
PSTR 18
FlorianCON 12
INT 12
CON 22
INT 25
HumanoidCHA -9CHA 18
InsectiodMSTR 12MSTR 25
PSHNoneNone
ReptilianMSTR 13
PSTR 10
AWE 22
CHA 18
PSTR 20
RodentiaCHA 12OR CHA 6
MSTR 23
PSTR 20
UrsidaeDEX 4
INT 4
PSTR 12
DEX 20
INT 18
MSTR 18
Anthro TypeMinimumMaximum

Attribute Minimums: The Racial Attribute Table not only restricts personas from being certain races but also protects the player while rolling mutations.  Many defective mutations can reduce attribute scores but, while creating a persona, such reductions can never force an attribute below a race’s attribute minimum.E.g., if a feline with a 9 CHA (minimum 8 CHA) were to get a Total Carapace (physical mutation #50), her CHA should drop by 4 points.  Because a feline’s minimum CHA is 8, her CHA would be 8 instead of the expected 5. Charisma is a special example because often a player will want her persona’s CHA attribute to be as low as possible.  If the player desires this, the protective aspect of the racial minimums can be ignored and her CHA can drop as low as possible.  Remember that the persona’s attributes must meet all of the racial requirements before any race can be chosen.

Attribute Maximums:  Racial maximums do not apply when the player is rolling up her persona.  So a canine could have a charisma of 17 even though the racial maximum is 15. Attribute minimums and maximums can be ignored once the campaign starts.  The racial minimums do not apply and the racial maximums are firmly in place.  If a player’s CHA drops because of burns or her PSTR drops because of disease or her INT drops because of brain damage during the campaign, the racial minimums will not limit the attribute’s decline.  If one, or several, of a persona’s attributes drops below the racial minimum during the course of a campaign, the persona does not have to change races.

2) Anthro Type

The Anthro Type Table used by the player to see which of the twelve races she may be.  The player compares the attributes she has rolled against the minimums requirements for each anthro race, and then picks the preferred one.  For example, if she wanted to be an ursidae, both her DEX and INT would have to be 4 or better and her PSTR would have to be 12 or more.  The best way to determine one’s race is to go down the minimum attribute column and then choose from the races that the persona may become.

The attribute limits ensure that races at least start the campaign with their attributes resembling their racial stock.  The restrictions ensure that hardy races have a high Con, that smart races have a high Int and that strong races have a high PSTR.  It should be re-emphasized that the humanoid races are referred to as ‘Anthropomorphs’.  Each race tends to have particular fortes and weaknesses; however, such tendencies are not the rule

There are twelve different anthro types that the players may have an opportunity to choose from.  Each type is grouped homo-typically (by shape) in such a fashion that will give respectable taxonomists fits.  These groupings are arranged by what visually appears most similar.  Some examples are: giraffes and cows are both classed as equine; kangaroos and rats are both classed as rodents; sloths and polar bears are both grouped as ursidae.  There are probably countless biological reasons for not grouping such animal types together; however, morphologically they are similar.

Each race is a bipedal, upright humanoid.  The races only have those special features listed in the discussion for that race.  Special abilities found in the animal kingdom, like flying or poison attacks, do not apply.  Such special abilities can only occur as random mutations when the persona’s mutations are rolled (see Chapter 7: Mutations).

Requirements: These are the attributes that are required are required by the personal to be the particular anthro type. For example for a persona to be an canine their AWE must be at least 4 and CHA at least 3.

Adjustments: These are the adjustments made the persona’s attributes depending on their anthro type.

Age: Used to calculate the starting age of the persona in years.

Hite and Wate: Hite in centimeters and wate in kilograms.

Determine Anthro Type: A player has generated a persona with the following attributes:  Awe 6, Cha 15, Con 17, Dex 9, Int 14, Mstr 12, Pstr 6 and Hps 42.  By comparing her attributes to the values on the minimum side of the Racial Attribute Table, this player finds she may choose from avarian, florian, humanoid, insectoid, rodent and PSH (pure strain human).

Table 4.2 Example Determining Anthro Type

With attributes Awe 6, Cha 15, Con 17, Dex 9, Int 14, Mstr 12, Pstr 6 and Hps 42 the player could choose from any of the following anthro types: avarian, florian, humanoid, insectoid, rodent and PSH (pure strain human)
Anthro TypeMinimumMaximum
AquarianNoneNone
AvarianAWE 12
CON 10
DEX 10
CON 15
PSTR 17
CanineAWE 4
CHA 3
CHA 15
MSTR 20
PSTR 7
EquineDEX 8
PSTR 10
MSTR 18
FelineAWE 8
CHA 8
DEX 13
CON 17
MSTR 21
PSTR 18
FlorianCON 12
INT 12
CON 22
INT 25
HumanoidCHA -9CHA 18
InsectoidMSTR 12MSTR 25
PSHNoneNone
ReptilianMSTR 13
PSTR 10
AWE 22
CHA 18
PSTR 20
RodentiaCHA 12OR CHA 6
MSTR 23
PSTR 20
UrsidaeDEX 4
INT 4
PSTR 12
DEX 20
INT 18
MSTR 18
Anthro TypeMinimumMaximum

Aquarian

Aquarian protesting hooking.

Table 4.5 Aquarian Data

Data for creating a brand new aquarian player persona.
RequirementsNil
Adjustments
+2 AWE; +2 DEX-2 on all attributes when out of liquid.
Age5-10 (4+1d6) years
Hite and WateHite (cms)Wate (kgs)
One size fits all150+(6 x d20)-5060

Aquarians can also be referred to as Homo Pisces.  They are basically fish people.  It would be expected for an aquarian to have webbed hands, webbed feet and a scaly covering for skin.

An aquarian persona can choose to appear as one of many aquatic life forms.  Some examples are shark, goldfish, octopus, salmon, viper, sea cucumber, anemone or sea star.  Remember that regardless of the descriptive aquarian type chosen, the persona remains a bipedal humanoid that possesses no special abilities other than rolled mutations.  For example, an aquarian fashioned after an electric eel would not have an electric shock. Some aquarians from popular fiction are mermaids, Aquaman, Flipper, Abe Sapien and the Creature From the Black Lagoon.

Aquarians are very limited in that they can only be played easily in the milieu which they were spawned.  The aquarians are aquatic life forms and are not capable of prolonged stays in gaseous environments.  Fishoids may temporarily leave their liquid environments after hyper-circulating (a process of super-soaking their gills) for at least ten minutes.  An aquarian can survive in a gaseous atmosphere for one minute per point of CON.  There are special environmental suits that aquarians can obtain to prolong their stay out of water.

Aquarians suffer many out-of-liquid penalties regardless of what equipment they have.  The lack of buoyancy out of water makes gravity effects much more severe for aquarians.  This race moves at -25% when on normal gravity land.  They also suffer a severe penalty of -2 on all attributes.  Players running aquarians should keep two sets of data, one for in the water and one for on land.  The -2 on all attribute penalty will alter movement rate, combat tables and mutations.  Note that the attribute penalty may keep some aquarians permanently in the water.

Aquarians are quite familiar with low or zero gravity environments.  In such environments, they suffer no attribute penalties and can move at +30%.  For further information on low gravity, see Chapter 19:  Special Terrain.

Avarian

avarian.39
I am not a quack.

Table 4.6 Avarian Data

Particulars for generating an avarian player persona.
Requirements
AWE 12; CON 10; DEX 10
Adjustments
+3 AWE; -1 CON; +2 DEX; -2 PSTR
Age13-16 (12+1d4) years
Hite and WateHite (cms)Wate (kgs)
Large175+(2 x d20)-4071
Small175+(3 x d10)-2065

Avarians usually have beaks for mouths, feathers for hair, down covered skin and eyes where our ears would normally be.  This race is also known as homo avis.

An avarian can choose to appear as one of many bird types:  hawk, parrot, albatross, ostrich, penguin, vulture, swallow, puffin, robin, etc.  Remember that regardless of the bird type chosen, the persona remains a bipedal humanoid that naturally possesses no abilities other than those listed here.  For example, almost all birds can fly; however, almost no avarians can fly. Some avarians from popular fiction are Big Bird, Howard the Duck, and Hawk.

Avarians are generally wingless; however, there is a 30% chance of an avarian having decorative wings in addition to down covered arms.  These residual wings will not hamper the persona in any way; however, they are nothing more than decorative.  Of those avarians which randomly attain wings, 20% of those can fly.  Players that insist on having wings for their avarian personas have a 2% chance of being able to fly.  These percentage chances are commonly determined by rolling deci-dice, where the lower the roll the more likely they are of occurring.

Flying avarians are able to fly at up to double their regular movement rate.  Those avarians which are capable of flight also suffer a -2 h/u movement rate penalty when they are walking on the ground.  Those avarians that have the ground movement penalty cannot have a movement rate less than 1 h/u.  An avarian with a 16 DEX would have a 6 h/u as determined on the movement table in chapter 3 (Attributes).  If this avarian also had functioning wings, she could fly at 12 h/u and run at 4 h/u.  For more information about movement rates, see Chapter 12:  Time and Movement.

Avarians are flighty, nervous and aware of their surroundings.  This is the basis of their ambush detection bonus of being able to use three times their AWE to detect ambushes.  This is something that players should frequently remind their referee about in order to ensure that the detection ability is always employed.  For further information, see Chapter 34: Ambush.

Canine

The hair of the dog.

Table 4.7 Canine Data

What one needs to set up a canine player persona.
RequirementsAWE 4; CHA 3
Adjustments
+1 on AWE; -2 on CHA; +1 on CON
Age5-10 (4+1d6) years
Hite and Wate
Hite (cms)
Wate (kgs)
One size fits all
150+(d12)-8
48

The race of canines can be more scientifically referred to as Homo Canis.  The canines are humanoid dogs that are covered in fur and sport doggy tails.

A canine persona can select the looks of one of many dog types:  poodle, terrier, wolf, jackal, dingo, fox, etc.  No matter which of the canine types are chosen, the persona remains a bipedal humanoid that possesses no other natural abilities other than those described here.  For example, real bloodhounds have finely tuned detection senses but the only searching aid a bloodhound persona would receive would be her AWE. Some canines from popular fiction are Goofy, Rhalgorn (the Aldair series), M’Ling, most and most werewolves.

Radiation Sense

Although not all canines are bloodhounds, they stil have a keen sense of smell.  This keen aromatic faculty allows the persona to — when actively searching — detect radiation.  The canine’s radiation detection range is 2 hexes per point of AWE.  This is a simple yes/no response as to whether radiation is present or not.  The ability to sense radiation yields no more information about the radiation source other than its presence and general direction.

To determine the radiation type, the homo canis persona must get closer to the source.  The effective range for determining radiation type is 1 hex per 2 points of AWE.  Once within range, a canine has a 5% chance per point of MSTR of properly identifying the radiation type.  If properly identified, the canine persona will get some idea of its intensity and general type.  Intensity should never be described to the player as numbers.  The referee should describe it as dangerous, background, lethal, etc.  More information about the dangers of radiation poisoning are described in Chapter 19:  Special Rolls.  The type of radiation will rarely be of importance to the expedition and, if it is, the referee must be prepared to describe it.  Note that the two abilities are separate; if the canine fails to identify the radiation type, she is just as likely to be poisoned by it as any other persona.

Equine

Equine have running prowess.

Table 4.8 Equine Data

What every player needs to know to make an equine persona.
RequirementsDEX 8; PSTR 10
Adjustments +1 DEX; -1 INT; -2 MSTR; +2 PSTR
Age10-29 (9+1d20) years
Hite and WateHite (cms)Wate (kgs)
Large186+(2 x d20)-20
81
Small179+(2 x d20)-2071

The race of equines can also be labelled as Homo Equus.  They have  horse like heads, hooves for feet, fly-swatting tails and their cured skins make good leather.

Equines can choose to resemble any of a great variety of hoofed animals:  Clydesdale, gazelle, elephant, cow, goat, unicorn, giraffe, etc.  It doesn’t matter which of the animal types are chosen, the persona remains a bipedal humanoid that naturally possesses no more abilities than those covered in this section.  For example, the mythical unicorn is supposed to be able to teleport from one place to another.  A Homo Equus unicorn could not teleport without rolling a teleport mutation. Some equines from popular fiction are: Foaly,  minotaurs (neither are exactly anthropomorphs) and satyrs.

Before the RCMP…

The equines are fast.  They get a bonus of +3 h/u on their movement rate and, when running at a full sprint (gallop), they can move at 2 and ½ times their normal speed.  Equines are also fantastic horizontal jumpers and can leap 2 hexes per 8 points of PSTR.  When jumping, this race does not need to make an attribute check to avoid tumbling and can proceed unhindered.  Lastly, the Homo Equus can jump twice as high as all other persona races.

Feline

This would be a Catsi Tab

Table 4.9 Feline Data

Feline data for creating this anthro type is below.
Requirements
AWE 8; CHA 8; DEX 13
Adjustments -2 CON; +2 DEX; -1 PSTR
Age5-10 (4+1d6) years
Hite and WateHite (cms)Wate (kgs)
Skinny150+(d20)-945
Chubby150+(d20)-648

Meow.  For those readers who haven’t already guessed, felines can also be referred to as Homo Felis.  Felines are cat people.  they have furry bodies, long slender tails and mouths full of sharp little teeth.

Some of the animal types that felines may resemble are listed here:  Siamese, manz, lion, tiger, puma, jaguar, leopard, ocelot, etc.  It must be stated again that the feline type chosen is purely descriptive and has no abilities other than those described here.  For example, a leopard fashioned feline persona could not accelerate up to 100 kmh to catch prey (or more likely a bus).  A feline’s base movement rate is determined by her DEX, like any other persona.

Some felines from popular media are Fritz the Cat, Sylvester, Cowardly Lion, Furtig Thundercats, The Baron, and the Kzin.

Felines have a keen sense of balance and agility.  Because of this, they are granted a +30% movement bonus.  Therefore, a feline with a 5 h/u movement rate (determined by the DEX Table) would move at 6.5 h/u (1.3 x 5 h/u) which is rounded up to 7 h/u.

Such speed and agility was once needed by felines in order to catch prey but this was before they could buy it at the supermarket.  The ability to ambush prey is an asset too and felines get a bonus when trying to ambush a target.  This bonus only applies when the feline is acting alone or the entire ambushing expedition is feline.  An ambushing feline can subtract her DEX from the target’s AWE.  So if a feline with a 14 DEX is trying to ambush a target that has a 16 AWE, the target’s effective AWE is reduced to 2.  This is very devastating to the target.  See Chapter 34: Ambush for more information. Homo Felis also has equal nite/day vision.  This allows them to operate in darkness without any penalty.

Florian

Homo Planta goes back to school.
Teacher. I don’t have a weed problem.

Table 4.10 Florian Data

Here are the seeds for creating a florian player persona.
RequirementsCON 12; INT 12
Adjustments+1 INT
Age
21-40 (20+1d20) years
Hite and WateHite (cms)Wate (kgs)
One size fits all.165+(3 x d20)-3050

Florians are also known as Homo Planta.  The florians are walking plants which will usually have bark for skin and fungus or leaves for hair.  All florians have a humanoid shape with many types of decorations to choose from:  petunia, rose, seaweed, pine cones, etc.  Remember that these various flroian types are merely decorations for upright humanoids and they have no abilities other than those listed here.  For example, a florian persona modelled after poison ivy would not be untouchable.  However, a florian’s charisma could be so low that she is treated like poison ivy.  Florians do not have any special prowess at hiding amongst the flora either. Some florians from popular fiction are: Arti, Matango, Triffid, Mycon, and Centaurians.

Naudsonce by H. Beam Piper Illustration by Morey Analog Science Fact Science Fiction Jan 1962
Turnipian florians carry large cornucopia.

Photosynthesis

Florians are photosynthetic.  Even florians modelled after fungi are photosynthetic.  This means that florians need nourishing sunlight and plenty of water to keep from starving.  The florians do  not have blood coursing through their arteries (stroma) but they do have flowing liquids that, if lost, will cause death.  A wounded florian will essentially bleed to death but at a much slower rate than other races.  A florian will lose 1 hit point per 10 units, whereas all other races will lose 1 hit point per 5 units.

Florians not only bleed slower but they heal faster.  When resting in sunlight all day, drinking lots of water and sleeping all night (i.e., not out pollinating), a florian will heal twice as fast as other races.  A Sunbathing florian will initially heal at 2 HPS per day and, after one week, heal at 4 HPS per day.  For more information about healing, see the chapter on natural healing.

Florians do have lungs but they operate at a much reduced rate and effectively carry out an opposite process to mammalian lungs.  Florian lungs draw carbon dioxide from the air for photosynthesis and blow off waste oxygen.  The lungs are redundant and florians can “hold” their breath indefinitely.  This allows florians to be unaffected by inhaled gases.  Because the skin of the florian is such a doubly important organ, fire, heat, cold and corrosive attacks do double damage.

Humanoid

A humanoid and his hoe.

Table 4.11 Humanoid Data

All the deets for humanoid treats
Requirements
CHA -9
Adjustments
-2 CHA
Age13-18 (12+1d6) years
Hite and WateHite (cms)Wate (kgs)
Large176+(2 x d20)-2071
Small169+(2 x d20)-2062

Humanoids are also labelled Homo Mutabilis.  The humanoids are typically human shaped but they are atypically susceptible to mutations.  Players with humanoid personas may choose to have any skin colour they desire.

The humanoid race is a highly mutated version of PSH (pure strain human).  Humanoids include all human races (Asian, Black, Caucasian, etc.) plus some related geni:  simians (monkeys, apes), suidae (pigs, boars), elves, dwarfs, orcs, punk rockers, etc.  None of these descriptive types have any of their purported natural abilities.  for example, elves and leprechauns are supposed to have many mythical abilities; however, a humanoid persona would only resemble such a humanoid and the only special abilities they have would be the ones generated as mutations.Humanoids from popular fiction are Gollum, Vulcans, Zira, Moreauvians, Gammoreans, They Live Aliens, any mutant. Homo Mutabilis has no remarkable abilities other than their extreme susceptibility to mutations.

Insectoid

An invisible insectoid watching a bug on the wall.
An invisible insectoid watching a bug on the wall.

Table 4.12 Insectoid Data

Data required to create an insectoid player persona.
RequirementsMSTR 12
AdjustmentsNil
Age
21-32 (20+1d12) years
Hite and WateHite (cms)Wate (kgs)
Large
150+(6 x d20)-5055
Small125+(8 x d20)-4060

Homo Insectum is the pseudo-scientific term for the race of insectoid.  An insectoid will sport the head shape of whatever insect type is chosen.  Insectoids also have an exoskeleton-like skin covering and decorative limbs and/or wings. An insectoid persona could resemble a bee, wasp, worm, slug, flea, mosquito, beetle, tick, louse, moth, grasshopper, dragonfly, etc. Since there is such variety in the insect world, it must be re-emphasized here that the descriptive character of the persona is nothing more than that.  The insectoid is a bipedal, upright humanoid that possesses no abilities other than those described here and whatever additional mutations are rolled.  For example, a persona modelled after a wolf spider could not make a web nor could a bee-like homo insectum sting; however, special mutations may yield such abilities. Some insectoids from popular fiction are:  Jiminy Cricket, Brundlefly,

Because of an indescribably peculiar brain pattern, insectoids are naturally resistant to psionic attack.  They receive a bonus of +1 for every 5 points of MSTR on saves versus psionic attack.

Pure Strain Human

PSH teaching pure biology.

Table 4.13 PSH Data

Pure Strain Human info sheet for player persona anthros.
RequirementsNil
Adjustments+3 CHA
Age
13-18 (12+1d6) years
Hite and WateHite (cms)Wate (kgs)
Large176+(2 x d20)-2071
Small169+(2 x d20)-2062

Pure strain humans (PSH) are often referred to as Homo Sapiens.  The exhausting title of pure strain human is abbreviated to PSH.  PSH are the collection of upright, bipedal humanoids which inhabit our planet earth. The qualifier “Pure Strain” implies nothing to support bigoted aspirations and PSH’s can choose from any human ethnicity:  African, Asian, Indian, Hispanic, Caucasian, etc.  Pure strain humans are simply upright, bipedal humanoids who possess no purported mythical abilities other than those described here.  None of the varieties of the human animal are in any way more proficient at any one task than another.  Physical abilities are described by class, rolled attributes and mutations and nothing else. Almost every shred of literature devised involves the actions of at least some PSH.  A few of the most famous PSH are listed here:  Luke Skywalker (Star Wars), Jim and Angelina DiGriz (Stainless Steel Rat) and Indiana Jones (Raiders of the Lost Ark).

The “pure” in pure strain human cannot be taken to literally.  PSH have the benefit of starting the campaign with no physical mutations or diseases of any sort.   However, they are susceptible to both once involved in the campaign.  In fact, PSH have a very slim chance of starting a campaign with one mental mutation.  This mutation CANNOT be a defect.  See Chapter 7:  Mutations.

Reptilian

Reptilian Knite knee deep in trouble.
Reptilian Knite knee deep in trouble.

Table 4.14 Reptilian Data

Data sheet for reptilian player personas.
RequirementsMSTR 13; PSTR 10
Adjustments-2 CHA; +1 CON; +3 MSTR
Age21-40 (20+1d20) years
Hite and Wate
Hite (cms)Wate (kgs)
One size fits all.165+(3 x d20)-3050

Reptilians have the taxonomic label of Homo Serpens.  All reptilians are covered in the exptected leathery hide and have lizard-like heads. Reptilians have a good variety of descriptions to choose from:  salamanders, snakes, iguanas, alligators, turtles, frogs, t-rexes, brontosaurs, etc.  Note that the type of reptile chosen is done so for descriptive purposes:  they are upright, bipedal humanoids which naturally possess no abilities other than those listed here.  For example, a frog-like reptilian wouldn’t be amphibious unless she rolled a mutation like non-breathing. Famous reptilians from popular fiction are:  Yoda (Empire Strikes Back), Thareesh (Aldair series) and Jerry (Enemy Mine).

Chameleon

A reptilian has an 8% chance of having chameleon-like powers which enable the reptilian to blend into the background.  This skin colour alteration will work 90% of the time.  Chameleon power is a defensive hiding ability which allows the reptilian to become virtually invisible provided that she doesn’t move while being watched.  The skill will not work if she attempts to employ it while under direct gaze.  Chameleon power will also succumb to sonar or any other special vision.  The persona must be completely naked in order to employ this ability.  For more information see Chapter 59: Physical Mutations (mutation #6 chameleon power).

Reptilian Torpor

All reptilians can voluntarily revert into a trance-like state similar to an ursidae’s hibernation.  Once the reptilian is in this torpor, she cannot be awakened for 2-12 days.  The number of days unconscious is rolled by the referee and is kept secret from the players.  While in this state of lower metabolism, the persona will heal at a constant 3 hit points each day.

A reptilian can go into torpor by her own decision or automatically (as when failing a damage system shock roll).  In either case, the reptilian will heal at a rate of 3 hit points per day and remain unconscious for 2 to 12 days.  Reptilians will remain in their torpor for 2 to 12 days regardless of whether they are completely healed or not.  Reptilians cannot go into torpor if they have less than 0 hit points.  When this occurs, reptilians are dying like all other races.

The torpor condition lowers the reptilian’s metabolism and can be used to reduce the effects of poisonous atmospheres.  When in the torpor state, ingested and inhaled poisons have 1/2 intensity and effect.  However, the reptilian will still be unconscious for the full 2 to 12 days.  Corrosive, heat and flame attacks are unaffected by the torpor.

Rodentia

Dirty rat and a spy.
Dirty rat and a spy.

Table 4.15 Rodentia Data

Rodent data for player personas.
RequirementsCHA 12
Adjustments+2 AWE; +1 DEX; -1 PSTR
Age 5-25 (4+1d20) years
DimensionsHite (cms)Wate (kgs)
Large175+(2 x d20)-1571
Small175+(2 x d20)-2071

Rodentia are fur covered humanoids with paws, rodent heads and tails (whenever applicable).  Rodentia can also be referred to as rodents or homo rodens.  Some rodent types that a player can choose from are listed here:  beaver (Canadian eh!), kangaroo, rat, mouse, mole, vole, porcupine, hedgehog, gopher, platypus, hamster, gerbil, squirrel, etc. No matter which rodent type is chosen, the persona remains a bipedal humanoid who possesses no natural abilities other than those detailed here.  For example, a beaver can chew down timber and construct dams better than a civil engineer can chew down trees and construct dams.  However, the only dam building experience a beaver persona could have would be through civil engineering (the mechanic class). Some rodents from popular fiction are:  Rattons (Breed to Come) and Bugs Bunny (Warner Bros.).

Rodentia earn a 20% bonus on their movement rate.  So a rodent that moves 5 h/u as determined on the Movement Table would actually move at 6 h/u.  Rodents are unaffected when scuttling through the underbrush or similar floral terrain coverings. Rodentia also enjoy 12 hex night/day vision which is disrupted by alternative light sources such as torches and searchlights.  Thus the night/day vision can only operate in the absence of significant light.

Ursidae

Bare handed combatant.
Bare handed combatant.

Table 4.16 Ursidae Data

Just the bare minimum info to create an ursidae player persona.
RequirementsDex 4; INT 4; PSTR 12
Adjustments
+1 CON; -2 INT; +2 PSTR
Age
9-12 (8+1d4) years
Hite and WateHite (cms)Wate (kgs)
Larger208+(2 x d20)-20139
Large176+(2 x d20)-2078

Ursidae have the scientific nomenclature of Homo Ursus.  Ursidae are big, furry bearoids.  They have rotund bodies, bear-like heads and claw-tipped stubby hands.  Some ursidae descriptive types are:  grizzly bear, sloth, wookie (Star Wars), polar bear, yeti, brown bear, sasquatch, etc.  Remember that regardless of the bear type chosen, the persona remains a bipedal humanoid that naturally possesses no more abilities than those described here. Some ursidae from popular fiction are:  Chewbacca (Star Wars), Smokey the Bear and Signar Haldring (Aldair series).

Hibernation

Ursidae can revert to a hibernation-like stupor in which their metabolism is so slowed that they appear dead.  Only a well trained veterinarian can determine whether a hibernating ursidae is dead or just resting.  Ursidae will only hibernate when they voluntarily decide to do so.  They will not automatically hibernate if they are knocked unconscious (failing a DSS roll).  The persona must be conscious and voluntarily curl up in order to hibernate.  Ursidae cannot hibernate when their HPS totals are negative and they are dying like all other personas. Once bedded down to hibernation, the ursidae will sleep for 1 – 6 days.  this is determined by the referee with a d6 roll and the result is kept secret from the players.  While hibernating, the ursidae will heal on hit point each day for every two points of CON.  So an ursidae hibernating for 4 days with a 14 CON, would heal a total of 28 HPS. Metabolic poisons have no effect on an ursidae while she’s in hibernation.

During the time of rest, there is a 1/2% chance that the persona will actually slip into a state of permanent sleep, otherwise referred to as death.  At the end of hibernation, the ref makes a kilo-die roll.  If this is less than 005, the ursidae has died due to a severely decreased metabolism.  Remember that only the trained eye can distinguish hibernation from death so uneducated players won’t know an ursidae has kicked the bucket until she starts to smell. Any attempt to wake an ursidae will have a 7% chance of success regardless of what the attempt is.  For instance, whispering softly into her ear will be as effective as inducing electric shocks.  Only one such attempt can be made each day of hibernation.

Frenzy 

In complete juxtaposition to the ursidae hibernation ability is their frenzied attack.  The persona can revert to this mauling frenzy by choice or when confronted with a situation she cannot readily find a solution for.  When intellectually stumped, as ursidae will frequently find themselves, there is a 5% chance that she will involuntarily go frenzied.  If an ursidae is awakened from her hibernation, there is a 40% chance she will automatically go into her insane violence act.

Once frenzied, the persona has reverted to a claw-driven, non-powered fighting machine.  The persona will drop all weapons of any sort and proceed to rend and tear at the major cause of the dilemma with her bare claws.  When attacking in this frenzied fashion, the ursidae will receive 1 and 1/2 attacks per experience level per unit.  No ursidae can have more than 6 attacks per unit while in a frenzy.  Each attack strikes as a type A weapon and does 1-6 points of damage per hit.  The ursidae can also add 1/2 her PSTR bonus to each hit, turning her into a lethal killing machine (the same as 1/2 her type A damage adjustment).  Thus a 6th level ursidae with an 18 PSTR would get 6 attacks, each capable of inflicting 10 to 15 points of damage.  Other non-cerebral, physical actions such as force rolls are twice as likely to succeed while frenzied.  Frenzied ursidae do not have to make damage system shock rolls and will continue fighting until they are at a negative HPS total.

The homo ursus frenzy is not the panacea of hand to hand combat that it appears.  The fit will last for 2 to 16 units.  The duration of the attack is rolled by the referee and kept secret from the players.  If an ursidae’s opponents have been eliminated, her frenzy will continue until the duration is up.  This means that she will attack the nearest organic creature for the remainder of the frenzy — be it RPC, player or alien.  So even an ursidae’s best comrades flee until she has calmed down.  Once the frenzy ends, there is a 10% chance that it will continue for another 1-8 units.

Ursidae are particularly hardy and, when saving against cold based attacks, ursidae get +2 on their saving throw. All cold based attacks do 25% less damage to an ursidae.

3) Adjust Attributes

These changes can only be made after the player has chosen an anthro type for her persona.  For example, if a persona qualifies to be an ursidae, the following adjustments must be made to her attributes:  PSTR +2, CON +1 and INT -2.  These adjustments can exceed racial maximums but cannot go below racial minimums. The attribute adjustments ensure that certain races tend towards certain attribute values.  In effect, it ensures even more that strong anthro types have high PSTRs and the dumb have low INTs. The attribute adjustments of each anthro type is listed under the anthro type.

4) Age, Hite, Wate

All personas must roll a start age after they have selected a race.  Each race has a different start age.  The start age may place them in one of two age categories ranging from adolescent to adult.  In most cases, the persona will be an adolescent.  While creating a persona, none of the attribute adjustments for age, as described in Chapter 13:  Health, can be applied.  If the persona survives for many campaign years, her attributes will feel the effects of aging until she eventually dies of old age.

A persona’s physical dimensions will prove very important at least several times during a campaign.  Whenever a persona is being carried by the rest of the expedition, her wate must be considered.  Whenever she is trying to fit into a space suit, her hite must be considered.  Calculation of a persona’s dimensions appears to be a daunting task; however, it is not near as difficult a task as it seems.  It is important not to ignore the generation of dimensions while the persona is being created because the omission will certainly come back to haunt smooth role-playing.

A personas HITE is easily calculated by rolling the prescribed dice and carrying out the necessary calculations.  E.g., the average HITE of a female equine is 179 cm.  This is shown in the first part of the HITE equation. To avoid a race of clones, the average HITE is adjusted by a dice roll.  A player with an equine persona would roll 2d20 (roll 2 twenty-sided dice and add their values) and then subtract 20 from the result.  This gives a range of -18 cm to +20 cm below and above the average HITE. If a player were to roll 3 and 11 on the 2d20 roll, she would end up subtracting 6 cm from the 179 cm average.  This would make her equine persona 173 cm tall. Example 179+(3+11)-20 =173 cm

Hite Equation for an Equine
179+(2 x d20)-20 cm        71 kg

WATE variation is mostly determined by a persona’s HITE.  The average WATE if a race is listed as a single number after the HITE equation.  In the case of the equine race, this value is 71 kgs. If a persona is shorter than average, her  WATE will be lighter than the average WATE.  Those personas taller than average will be heavier.  First, divide the persona’s HITE by the average HITE for the race.  Then multiply this quotient by the average WATE.  For example, the female equine would divide her calculated HITE (173 cms) by the average HITE for her race (179 cms) 173/179 = 0.97.  This value is multiplied by the race’s average WATE (71 kgs).  This equine’s WATE would be 69 kgs (0.97x71kgs).

An obvious problem with this method is that all personas of the same HITE, race and sex will have the same WATE.  If this causes the referee some consternation, then a random factor of d50-25 percent can alter each persona WATE.  This is a range of +25% to -24%.  So, if the same equine persona above were to have a -15% random adjustment, her final WATE would be 58.6 kgs.  That is 69 kgs x .85 + 58.6 kgs.

5) Social Standing

This is an optional attribute. It is only essential for the persona class nothing. Social Standing (SS) rolled on a d1000 and the players CHA is added to the roll.

6) Mutations

Each persona type has a different chance of mutating. Mutations are described in detail in Chapter 7 Mutations. The table for determining mutations is included here for convenience.

Table 4.17 Mutation Frequency Based on Anthro Type

A chunk of Table 7.1 here for convenience.
Anthro TypeMental (d100)Mutation NumberPhysical (d100)Mutation Number
Aquarian10%1-33%1
Avarian7%1 (and roll again)5%1
Canine18%1 (and roll again)22%1-6
Equine8%1-28%1-2
Feline10%1-310%1-2
Florian7%1-37%1-2
Humanoid23%1-625%1-6
Insectoid23%1-41%1
Pure Strain Human3%10%0
Reptilian8%1-28%1-2
Rodentia6%1-311%1-3
Ursidae13%1-215%1-2
Anthro TypeDie Roll (d100)Mutation AmountDie Roll (d100)Mutation Amount

7) Class

Each persona gets to choose a profession or area of specialization. Classes are detailed in Chapter 8: Classes. The table for determining classes is included here for convenience.

Table 8.1 Persona Class Requirements

Minimum attributes required by the player persona to pursue various classes.
ClassAttributes
BiologistAWE plus INT 18
KniteDEX 15; MSTR 18; HPS 25; one EXPS Level; ref's permission
MechanicINT 13
MercenaryCON plus DEX plus PSTR 22; HPS 40
NomadAWE 10; CON 6; INT 5; HPS 20
NothingNil
SpieTotal attributes (not HPS) 92; HPS 30
VeterinarianCHA 12; DEX plus INT 16
ClassAttributes

8) Combat Table

The combat table is the basis of tactical combat in EXP. The table is used to determine the persona’s increased chance to hit in combat. The player should refer to Chapter 9: Combat Tables.

 

9) Roll Incidentals

Incidentals are the mundanes of a campaign. Starting funds, starting equipment. Naming of the persona, describing of the persona. Refer to Chapter 10: Incidentals for lots of little tidbits.

10) Roll TOYS

TOYS is the Technological Object Yield System. Chapter 41: Outline of TOYS begins the epic dispersal of unknown technological artifacts that the persona starts with. It is far too complicated to have the TOYS section covered here. Just head on to chapter 41 and have a lot of fun.