I was originally going to make this all one post, but it turns out that tables take up a ton of space, so this post will cover alien biology. I also intend to make posts for random alien cultures and random planets, with links between them all. Until then, here's biology:
Random Alien Tables
Biology
These tables determine the physical form of your alien race. Roll or choose at least one option from each table. I designed these tables with both NPCs and PCs in mind, so if a player wants to play an alien, they can work out the details with the GM and balance out strengths and weaknesses. I for one have never liked Numenera's policy of making racial options their own descriptor. If you keep it simple enough, you might could get away with adding on these abilities in addition to your descriptor.
Update: Someone just pointed out that Numenera doesn't use d4, d8, or d12. I'm not going to shorten or lengthen these tables, but if you lack the appropriate dice, use the Dungeons and Dragons Dice Roller.
Update 2: Okay, never mind. Backed by popular demand, the two non-standard tables have been converted to standard dice. Perhaps it's not the most elegant solution, but now you just need d6, d10, and d20 to use these.
Update: Someone just pointed out that Numenera doesn't use d4, d8, or d12. I'm not going to shorten or lengthen these tables, but if you lack the appropriate dice, use the Dungeons and Dragons Dice Roller.
Update 2: Okay, never mind. Backed by popular demand, the two non-standard tables have been converted to standard dice. Perhaps it's not the most elegant solution, but now you just need d6, d10, and d20 to use these.
Table 1 - Form
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1d6
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Form
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Details
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1
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Biped
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The
creature walks upright on two legs, and probably has some upper manipulation
limbs.
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2
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Quadruped
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The
creature has four or more ambulatory limbs, but none that are specialized for
manipulation. To manipulate something, they must sit down, prop themselves
up, or use just one hand.
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3
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Centaur
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The
creature has a lower body with four or more ambulatory limbs, and an upper
body with some dedicated manipulation limbs.
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4
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Serpentine
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The
creature has no ambulatory limbs, and must slither around.
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5
|
Amorphous
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The
creature is capable of changing its shape somehow. It might be a shapeless
amoeba-like thing capable of forming pseudopods, a creature that cultivates
multiple specialized limbs, or a full-blown shapeshifter.
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6
|
Multi-limbed
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The
creature has several limbs which can be used for a variety of purposes, like
an octopus.
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Table 2 – Biology
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1d10
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Biological
Analog
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Details
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1
|
Fish
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The
creature is or was adapted for life underwater. Gills, fins, scans, swim
bladders and nictitating eyelids are all likely features.
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2
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Avian
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The
creature is descended from fliers. Wings, vestigial or otherwise, are a
given. Warm blood, high-capacity lungs, keen eyesight, and speed and
dexterity are likely. Feathers optional.
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3
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Plant
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The
creature is an ambulatory plant, or possibly fungus. Leaves and tendrils are
likely features, as well as photosynthetic skin. The creature most likely
reproduces through seeds or spores.
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4
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Reptile
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The
creature has scales, teeth, claws, cold blood, and/or a tail, like a reptile.
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5
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Amphibian
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The
creature is semi-aquatic, and probably has damp, semipermeable skin and
webbed feet, as well as lungs.
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6
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Mammal
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The
creature is warm-blooded and probably hirsute. They probably also give live
birth and nurse their young.
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7
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Mollusk
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The
creature has few or no hard parts, a mucous membrane, and probably a
multitude of special limbs or pseudopods.
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8
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Arthropod
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The
creature has a hard exoskeleton with mechanical joints, like an insect or a
crustacean.
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9
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Mineral
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The
creature is made primarily of an inorganic material, like silica, stone, or
crystal.
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10
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Exotic
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The
creature is made of some bizarre material normally unsuited for life, like
fire, energy, light, etc.
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Table 3 – Size
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1d6
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Size
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Details
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1
|
Tiny
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The
size of a house cat, or smaller
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2
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Small
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Shorter
than 4ft tall, or about the size of a large dog
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3
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Human-Sized
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-
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4
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Large
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8
to 12ft tall, or about the size of a horse
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5
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Huge
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12
to 20ft tall, or about the size of an elephant
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6
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Gargantuan
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Elephant-sized
or larger.
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Table 4 – Movement
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1d6
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Movement
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Details
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1
|
Normal
|
The
creature walks, or slithers, as its form suggests.
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2
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Flight
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The
creature has wings, gravity obviators, or gas sacs with which it can fly.
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3
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Swimming
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The
creature is faster than any human swimmer, but doesn’t necessarily breathe
water.
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4
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Burrowing
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The
creature is adapted for burrowing with digging claws or the like.
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5
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Climbing
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The
creature is an adept climber, either with sticky pads or just long, strong
limbs.
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6
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Multiple
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Roll
twice and add the result.
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Table 5 – Adaptations
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1d20
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Adaptation
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Details
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1
|
Aptitude
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This
species is really good at one thing, and receives an asset on all related
tasks. This might be technology, hunting, bartering, etc.
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2
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Camouflage
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Either
the creature can change its body color to blend in, giving it an asset on
stealth, or it has terrain specific camouflage, giving it two assets on
stealth, but only on that specific terrain.
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3
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Clairvoyance
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This
species can see the future, to some extent. They can never be caught by
surprise, and a level 5 (or higher, GM’s discretion) Intellect task can
determine roughly how dangerous/rewarding a particular endeavor might be.
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4
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Energy
Manipulation
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This
species can manipulate a certain type of energy or force, like heat, light,
gravity, electricity, magnetism, etc. They have an asset when dealing with
these forces, and can use them offensively in a short ranged attack that
deals 4 damage and costs 1 Intellect point.
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5
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Exotic
metabolism
|
In
addition to (or in place of) normal food, this species has some broader food
source. They can ingest detritus, electricity, light (i.e., photosynthesis),
minerals, etc.
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6
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Exotic
Senses
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This
species can see in infrared, ultraviolet, radar, or has echolocation. In
addition to revealing things about its environment that other creatures might
miss, they negate the penalties of working in darkness.
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7
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Extremophile
|
This
species can survive in an environment that would kill other species. This
might be extreme heat or cold, poisonous atmosphere, crushing pressures, or
the void itself.
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8
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Fast
|
This
species is extremely fast and agile. +4 to Speed pool and/or an asset on
Speed tasks.
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9
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Intimidating
|
This
species has a terrifying, predatory appearance. They receive an asset on
intimidation.
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10
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Natural
Armor
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This
species has a tough hide, thick scales, armor plates, or the like. +1 Armor.
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11
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Natural
Weapons
|
This
species has teeth, claws, or something similar that are still deadly to use.
Their unarmed attacks count as medium weapons.
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12
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Poison
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This
species has a stinger, spit, or gas that conveys a deadly poison. Creatures
who fail a Might defense immediately take 3 damage, and 1 damage for every
hour thereafter for 1d4 hours. Using this costs 2 Might points.
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13
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Regeneration
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This
species has incredible regeneration abilities. Severed limbs regrow, albeit slowly,
and they have two single-action recovery rolls instead of one.
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14
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Shapeshifter
|
This
species can alter the shape of its body somewhat. This grants it an asset on
disguise, fitting through tight spaces, etc.
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15
|
Slow
metabolism
|
This
species only needs to eat about once a week.
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16
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Smart
|
This
species is known for its intelligence. +4 to Intellect pool and/or an asset
on Intellect tasks.
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17
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Sociable
|
This
species can make friends with all sorts, and gets an asset on all pleasant
social interaction.
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18
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Strong
|
This
species is incredibly strong. +4 to Might pool and/or an asset on tasks
requiring great strength.
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19
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Telekinesis
|
This
species can manipulate objects up to short range, using their Intellect pool
instead of Might. The difficulty of any fine manipulation tasks is increased
by 2 outside of immediate range, however.
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20
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Telepathy
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This
species can mentally communicate with any other sentient species, surpassing
all language barriers.
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Table 6 – Weaknesses
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1d20
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Weakness
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Details
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1-2
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Boorish
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This
species is known for its poor social skills. The difficulty of all pleasant
social interactions is increased by one.
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3-4
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Clumsy
|
This
species has poor motor skills. -2 to Speed Pool and/or increase the
difficulty of all tasks requiring dexterity by one.
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5-6
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Ineptitude
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There’s
one thing that this species is particularly bad at. This might be technology,
navigating, lying, or something else, but increase the difficulty of all such
tasks by one.
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7-8
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Sensory
blindness
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This
species lacks one or more common senses, like vision, hearing, smell, etc.
This could make all tasks that normally require it more difficult by one
level, or they could have some way to compensate, such as echolocation.
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9-10
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Slow
|
This
species is not very fast. -2 to Speed and/or increase the difficulty of all
tasks requiring speed by one.
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11
|
Special
environment
|
This
species requires a special environment, which it cannot survive outside of,
such as underwater, a special atmosphere, high temperatures, etc. For every
hour spent outside this environment, the creature takes 4 points of damage.
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12
|
Special
metabolism
|
This
species has a very special diet. It might be food from its own planet,
containing specific chemicals, or it might be something like electricity or
certain minerals. Either way, normal food provides them no nourishment and
may even be poisonous.
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13-14
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Squishy
|
This
species is soft-bodied and does not absorb damage well. -4 to Might pool or
reduce hit points by one-third, rounded down.
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15-16
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Stupid
|
This
species is renowned for its stupidity. -2 to Intellect pool and/or increase
the difficulty of all tasks requiring intelligence by one.
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17-18
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Violent
|
This
species has a natural propensity for violence. When combat begins, a member
of this species cannot stop fighting until they have killed/incapacitated at
least one foe, or succeed on a level 4 Intellect task.
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19
|
Vulnerability
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This
species has an allergy to a specific, semi-rare substance, such as certain
plants, fungus, mammals, synth, a specific metal, etc. Exposure to this
substance forces a level 4 Might defense, or all actions are increased in
difficulty by 1 for 1d4 hours. Ingesting the substance requires the same
Might defense, but also deals 4 damage.
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20
|
Weak
|
This
species has particularly weak muscles. -2 to Might pool and/or increase the
difficulty of all tasks requiring strength by one.
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Table 7 – Reproduction
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1d10
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Reproductive
Method
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Details
|
1-2
|
Sexual,
internal
|
This
method requires sexual intercourse between two or more individuals. One or
both might then give live birth or lay eggs.
|
3
|
Sexual,
external
|
This
method involves one individual laying eggs, and another fertilizing them.
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4-5
|
Hermaphroditism
|
This
species has both male and female sex organs, and can create a genetically
identical offspring or reproduce sexually.
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6
|
Parthenogenesis
|
This
species asexually produces genetically identical offspring, either through
laying eggs or live birth.
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7
|
Budding
|
This
species grows nodules on its body that eventually fall off and become
genetically identical offspring.
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8
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Sporulation
|
This
species produces spores, or seeds, that take root in soil or some other
medium and slowly mature into adults.
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9
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Parasitic
|
This
species can only reproduce by gestating their young in the body of another
creature, living or dead, willing or otherwise.
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10
|
Artificial
|
This
species can only reproduce with the aid of technology.
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Table 8 – Lifespan
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1d6
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Lifespan
|
Details
|
1
|
Very
Short
|
Less
than 30 years.
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2
|
Short
|
30
to 60 years.
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3
|
Moderate
|
60
to 120 years.
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4
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Long
|
120
to 300 years.
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5
|
Very
Long
|
300
to 1000 years.
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6
|
Immortal
|
Indefinitely,
barring violence, disease, or an accident.
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Recommended Reading
Now to give credit where credit is due. Naturally I have been influenced by a variety of sources, and the idea of randomly generated alien races is nothing new. If you found this blog post useful, check out these other useful resources. The best part is that they can all be acquired for free:
Stars Without Number is a d20 based space exploration hexcrawl game set in the future, psychic powers included. It has excellent tables for random aliens, planets and such. The free version has just about everything you need for this purpose.
Species and Societies is a pay-what-you want PDF of random tables for generating, what else? Species and societies. It also has adaptation notes for a variety of systems, but sadly the Cypher System is not among them. Future blog post, maybe?
Metamorphica is a great resource for just about any game. It has a truly staggering collection of tables and suggestions for their use. You can create alien species, monsters, demons, chaos-mutated sorcerers, you name it. It's all systems agnostic, and it's pay-what-you-want. It's an incredibly useful book, though, so I highly recommend supporting the creators.
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