Exobiology 101

What is an alien?

Until now, when building characters for use in the Costumed Adventurer Simulation Engine, the assumption has been that one is creating a human being. You know, someone from the planet earth like you or me (well, you, at least), whose physiology is, or was at least originally, in line with that of other humans. The main exception to this is when one plays a product of humanity's knowledge, such as a robot.

Those characters who don't fall within this classification are considered alien beings. The complicated thing about generating an alien character is that their origin must include details about what makes them alien, on top of everything else about them that needs to be described. And with some aliens, this can be especially tricky, depending on whatever it is that happens to mark them as an alien being.

This process begins with some basic questions.

Who Are Their People?

A vital facet of an alien character's background is the people that spawned them. Sure, the planet, dimension, or even timeline where a species was created or formed definitely matters, and will absolutely shape its society. But while these factors are important components of a people and their story, what matters most to us is what the very point of this alien civilization is.

In other words, why do these entities even exist? This can be as complicated a concern as 'they are the aggressive and occasionally antagonistic society that the players must contend with' or as simple an explanation as 'I wanted to make a cool alien character'. The former is great for games that will last for more than one session, but the latter is perfect for a 'one-shot' adventure.

Whatever the reason this species exists, no matter how much effort has been expended on deciding their purpose in the game, they'll be a permanent addition to its story. As such, the character of this alien society must be determined as well, which assists in both the development of the Judge's story, as well as helping players broadly know what to expect when one or more of its people appears.

Consider human history and society when conceptualizing an alien civilization, and then extrapolate from there based on how far removed conditions where they developed are from what humanity has enjoyed and/or endured. Thus, these new creations may be culturally close enough to humanity to be relatable, or they might be so different from us that they're almost incomprehensible.

At the same time, it's easy to fall into the trap of making an entire society monolithic in nature. One-note cultures are an unfortunate staple of fiction, particularly when there is no intention to actually revisist the beings in question once they've fulfilled their narrative purpose. Sure, such civilizations could be expounded upon at a later date, but building a bit of variety into each society is always a good idea.

Unless ubiquitous conformity to a singular tradition is the intent with a given culture, anyway.

What Are They?

After settling on the purpose of your new alien society, what makes its people different from humanity must be decided. Aliens range from those physically and visually indistinguishable from your neighbors, to entities we cannot even be perceive as living, to sanity-rending horrors whose mere presence may very well induce madness. Figuring out what kind of alien you wish to role-play includes choosing one of the following:

Humanlike aliens are those that are either completely human, or mechanically very close to that state of being. This kind of alien can represent offshoot species of humanity, or fictional species who appear completely human save for some abnormal characteristic such as pointy ears, weird forehead ridges, a particularly stout build, or perhaps green skin. Humanlike aliens may or may not have special powers.

Humanoid aliens are those sharing the same approximate shape as a human being, but have numerous special characteristics that are almost impossible to disguise. They may appear to be human-animal hybrids of some sort, like a satyr or mermaid, alien-human crossbreeds, particularly those of fae or demonic descent, or some other species that only shares the approximate dimensions of humankind.

Inhuman aliens are those who can't remotely be confused for a human being, and probably wouldn't want to be. This can include sentient, enhanced, or evolved animals, intelligent plants or fungi, distressingly large insectoid entities, strange masses of writhing bits whose function ignores the rational, or even oddities of chemistry that are alive, but probably don't register as such to us until they act.

Inorganic aliens are the kind that are way, way off the beaten path. Rarely possessing anything remotely like familiar, biological processes, this form of alien can include mineral entities, fluid life forms, living masses of gases, ostensibly limitless founts of energy, or possibly even vivified artificial, seemingly manufactured objects. In the extreme, these can include sentient locations or phenomenon.

When Did They Originate?

Costumed Adventurer Simulation Engine characters typically hail from the present, whether they're an accountant from New Mexico or an alien scourge from beyond the stars. One's game can be a period piece set in 1984 near a dormant volcano in Oregon, or take place on the line during World War IV's Antarctic Campaigns, but whenever it occurs is mechanically considered the here and now.

Characters featured during play should appear and act as they would during their current era, unless they have a compelling reason not to. Such reasons most often come in the form of temporal rifts, wacky contraptions, or mystical mishaps that can fling a body from their native place in time to another era altogether. And if one lacks the ability to traverse time by themselves, they likely aren't coming back anytime soon.

Mechanically speaking, aside from the threat of being returned to one's native era by the use of spells such as banishment or exposure to the likes of temporal static, there isn't all that much of a difference between adventurers from the past, present, or future. A temporal displacement as part of a character's origin makes for a great story element, however, as well as an explanation for abnormal knowledge they may hold.

Furthermore, it's a great way to rationalize the existence of heretofore unknown posthuman civilizations, whether they can be described as timelost or technically haven't even been created yet! Belonging to an extinct or potential people can also mean less work for both the player and the Judge, as lesser effort needs to be spent explaining why this civilization hasn't previously been heard of in the game.

However, playing a character drifting off their place in the timeline still prompts a bit of heavy lifting from one's Judge beforehand. While a time traveler's entire era of origin need not be planned out in great detail, Judges nonetheless need to account how events proceeded between the two time periods involved, at the very least - a process that often gives them countless plot hooks to riff off of.

Just make sure they're up for such work before proposing to add a time traveler to one's game.

Where Are They From?

Given the purpose and nature of a given group of aliens, players must determine where they come from next. An alien's point of origin isn't normally as important as their physical characteristics, but can be if the laws of physics are so different where they come from that they require special powers to survive in the campaign setting. Places of origin for alien characters can be one of the following:

Prime Earth: all kinds of beings that can be considered aliens come from our very own world. This can include strange offshoots of humanity living in secret societies previously hidden to ordinary man, mutant animals that are just as smart as (or smarter than) an ordinary person, or even inexplicable monstrosities living beneath the crust of the earth. Older media is replete with this sort of alien entity.

Other Earth: on the other hand, variant timelines are a great source of alien species. These can simply be humans native to adjacent timelines, universes where evolution went in a startlingly different direction than that which we know, or possibly even the products of alternate histories where dinosaurs continued evolving uninterrupted by a giant meteor.

Other World: while they are from the same universe as you or I, aliens from other worlds hail from a staggeringly different background than an earth with a somewhat different history. This can cause the evolution of any number of extraterrestrial entities, ranging from the usual science fiction folks with funny foreheads to awful terrors wrought in the crucible of a wildly divergent evolutionary timeline.

Other Universe: while the previous assumes characters primarily originating in a space-time that obeys the same laws of physics familiar to humanity, all bets are off when pondering species evolved in other universes. Hailing from higher (or just incomprehensibly different) planes of existence, the development of such alien life may or may not follow conventional causality - or even common sense.

Why Did They Leave Home?

When it comes down to it, aliens are called aliens because they're alien. They're entities vastly different from just about everyone and everything else living where they've chosen (or were forced) to call home, whether or not said home is populated by just one form or sentient life or has embraced a more cosmopolitan universe full of wildly different alien beings and cultures.

In the end, the big question is what brings our nascent alien into the game's setting? Are they taking advantage of the universe's infinte nature to hide far, far away from their homeworld? Could they be an explorer of the unknown, who simply decided they liked what the campaign's setting has to offer? Or is it even some other, less obvious carrot that attracted the alien 'here'?

While this may seem a minor detail about an alien character's history, it's truly the most important. Crossing the universe isn't easy, and doing so in a manner that means you may not be able to return home can be arduous. And while the previous may help develop an alien character's mechanical nature, in a rules sense, answering this question is where building an alien gets more personal.

Whether or not an alien's fellows are developed in any real sense before play begins, it is important to do at least this much work for the alien character being generated. Many other character types can skate on background and/or origin and/or history until after they are mechanically represented, but aliens, as stated, most often require a lot more plot-based lifting before they are introduced.

Then again, some players excel at, or even thrive while winging it. Others prefer starting out with one declared background while secretly putting their 'real' story together. As long as the Judge doesn't seize on previously declared details first, or can handle their players just making up alien societies within their (possibly) carefully crafted game, this is also doable. Ultimately, go with your strengths here.

And last, with all that pesky plot having been dealt with...

How Are They Represented?

Once all of the previous questions have been answered, or at least considered for a moment or two, it's time to translate what has been gleaned about this proposed alien character into benchmarks usable in the Costumed Adventurer Simulation Engine. The first step in this process is to determine how many super-human capabilities our new alien being will possess, as detailed on table 1.

Table 1: Initial Powers
01-17Three Powers18-33Four Powers34-50Five Powers
51-67Six Powers68-83Seven Powers84-00Eight Powers

Once a player knows how many powers their new alien will possess, they must determine what form said powers take. This is because, unlike how human characters are created, aliens frequently have inherent abilities as a simple function of their existence. Such abilities are those that all of their kind possess, beyond the human standard referenced by the rest of the Costumed Adventurer Simulation Engine.

Such abiliites may take the form of powers that let the alien character function where their kind hails from, if their home is sufficiently different from what us mere humans take for granted. Alternately, they may come in the form of whatever powers their bizarre evolutionary timeline has granted them by dint of conditions on the ground (or whatever) wherever they sprang into being. Or a bit of both, really!

Players may choose from or randomly roll on table 11a to determine which categories their natural powers spring forth from, then on tables 12 through 27, barring table 16, to narrow that down to individual powers. This is the same process that transnormal characters use to see what their posthuman status has wrought for them, and is functionlly the same save for the fact that to the alien, they're perfectly normal.

Choice is allowed here, above and beyond that which exists throughout the character generation process, because some abilities need to be adopted to make an alien character work. Undersea humanoids may require dual respiration to get by on the surface, for example, while a rocky entity might need a permanent, always-active form of transformation / self to explain their very existence as a life form.

The narrative and mechanical stress such requirements may place on the generation and continued existence of alien characters is the reason they are allowed one more power than other folks who manage the same result on table 1 (or their origin's equivalent). For those players generating an alien using the systematic method of character generation, they may simply add five (5) points when getting started.

Players may assign none, some, or all of their initial power slots to abilities that describe their people, as they see fit. The more powers they wield as a function of their kind, however, the less they'll have available from any supplemental origins of power. And that's perfectly fine, if the alien's creator wants that. Maybe they want to play an alien using off the shelf hardware, after all.

However, alternate power sources are available to aliens because a vast array of these being featured in various media have inherent powers and... something else going on with them. Think aliens visiting earth in their starships, or dread creatures from beyond the universe trespassing in our realm with sorcery. In other words, like other characters, alien adventurers may possess relatively unique capabilities.

Alien characters in the making may roll on or choose from the additional origins of power listed on table 2, if they wish to adopt any. If the result of such a roll is Combination, roll again twice to determine which two additional sources of power the alien will draw from - or, alterantely, feel free to adopt one of the common, existing combinations detailed in the Combination section, below.

Table 2: Supplemental Alien Power Origins
01-17Transnormal18-33Technological34-50Sorcerous
51-67Psionic68-83Immortal84-00Combination

With that settled, the next thing players generating an alien must do is determine their new character's ability scores. How a player does this depends on what kind of alien they attempt to generate and what additional origin(s) of power they draw their abilities from. Unless explicitly stated otherwise, alien characters can use the best options available to them on table 3 when determining their ability scores.

A humanlike alien utilizes table 3a to find their Strength, Endurance, and one mental ability score, table 3b to generate their Fighting, Agility, and another mental ability score, and finally table 3d to determine their remaining mental ability score. This is the process for generating a normal human's ability scores, but isn't constrained by normal human limits, as shown in the Ability Scores chapter.

Other aliens utilize the same process as humans with a transnormal or technological origin. To wit, they roll on table 3a to determine one ability score, table 3b to determine the next three ability scores, and table 3d to determine their final three ability scores. Players generating non-humanlike aliens, or aliens bolstered by these origins of power, may choose the order these rolls are made in.

If the alien in process wields sorcery or psionics, they'll tend closer to humanlike beings in their ability scores. They use table 3a when determining Strength and Endurance, table 3b for their Fighting and Agility, and table 3d for their three mental ability scores. This assumes the mage or psi is to be a humanlike alien; if not, they can default to the process used by other alien types if they wish.

Finally, aliens featuring one or more divine founts of power may use tables 3b, 3d, and 3f to roll for two of their ability scores each, and then table 3h for the seventh. They may choose which of these tables determine which ability score, as can transnormals and high tech characters, but their higher possible ability scores lend a lot more gravity to these choices during character generation.

Should players have access to hyperkinetic ability scores, upgrade rolls on table 3b to table 3c, rolls on table 3d to table 3e, rolls on table 3f to table 3g, and rolls on table 3h to table 3i. All characters save for those with immortal power sources roll on table 3a to determine their Resources, while those with divine providence on their side may do so on table 3b. All characters begin with a Popularity of zero (0).

Finally, once the ranks of an alien's ability scores have been ascertained, players must sort out how powerful their inherent abilities are, should they possess any. Roll on table 3b to determine the rank of half of one's natural alien abilities, and table 3d for the other half. If hyperexhaustive and hyperkinetic ranks are available to the character, upgrade those to table 3c and 3e, respectively.

Table 3: Rank Generation
Table ATable BTable CTable DTable ETable FTable GTable HTable IRank
--01-01-01-01Hyperexhaustive
010102-05--0102-05--Feeble (2)
02-2502-0506-10--02-0506-10--Poor (4)
26-5006-2511-25--06-1011-15--Typical (6)
51-7526-5026-500102-0511-2516-25--Good (10)
76-9951-7551-7502-2506-2526-5026-500102-05Excellent (20)
0076-9576-9026-5026-5051-7551-7502-2506-25Remarkable (30)
-96-9991-9551-7551-7576-9076-8526-5026-50Incredible (40)
-0096-9976-9976-9591-9586-9051-7551-75Amazing (50)
---0096-9996-9991-9576-9976-95Monstrous (75)
-----0096-990096-99Unearthly (100)
--00-00-00-00Hyperkinetic

Once these rolls are complete, players may gamble on any two ability scores of their choice, potentially shoring up areas on their new alien they feel could use assistance. The only limits in this regard are the results on table 4 themselves, as well as the power rank ceiling for their campaign. If you're not already aware of this cap for heroic (or villainous) power, ask your friendly neighborhood Judge!

Table 4: Rank Modifiers (Gambling)
CrazyRiskyTraditionalLenientEasyColumn Shift
01-----4 CS
02-0501----3 CS
06-1502-05-01--2 CS
16-2506-2501-1502-2501-1 CS
26-7526-7516-5026-5002-250 CS
76-8576-9551-6551-7526-50+1 CS
86-9596-9966-8576-9951-75+2 CS
96-990086-950076-99+3 CS
00-96-00-00+4 CS
(Shift X max).(Un 100 max).(Mn 75 max).(Am 50 max).(In 40 max).

Once a prospective alien entity has resolved how many powers they have, how many origins those powers can be drawn from (besides their native abilities), and finally their primary ability scores, it's time to get more specific. The following is a short walkthrough of the process required to generate powers for each kind of character in the game, with the dozens of tables necessary presented afterwards.

When determing what powers, spells, or psionics the alien will possess, consider that the instructions and tables below are a wildly condensed set of instructions for building characters that utilize the associated origins of power. It is highly recommended that players consult character generation rules for each origin type they will wield if not already unfamiliar with the process in question.

At any rate, the six sources of power an alien might supplement their basic abilities with include:

Transnormal Power Origins

The first step in creating an alien whose powers are supplemented by a transnormal origin is to determine what form those ascendant abilities take. Did the alien receive bonus powers after exposure to freakish radiation or bizarre chemicals? Is he or she a mutant? Or did they die, only to rise again as a super-alien? Assuming choice isn't part of the equation, figure this out by rolling once on table 5.

Table 5: Transnormal Power Origins
01-14Altered Humans15-28Arisen29-43Composites
44-57Degenerates58-72Descendants73-86Mutants
87-00Reanimates

Recall that all transnormal character types feature a bonus of sorts, a unique characteristic that helps to define them in relation to other transnormals. These bonuses are applied to such beings after the rest of character generation is complete, which often allows them to have ability scores or power ranks that (with the Judge's permission) can even exceed their campaign's power rank ceiling.

With an alien's transnormal component determined, it's time to actually figure out which powers it provides the character. Roll on table 11a to determine the category a power belongs to, and then use that to roll on the indicated power category table (12 through 27, save for table 16) to home in on an individual super power. Once the power is determined, head on over to the Powers document to read it.

Players should do this because, at the beginning of almost every power description in the CASE, there is a list of related powers, abilities that dovetail with the indicated power. If the alien will draw any more abilities from this origin, players may either choose one of these related powers for his or her next power selection(s), or may instead roll randomly again.

Theme characters (or at least themed power sets) are more easily assembled when a player can add related powers to one or two abilities which are randomly generated, instead of just dealing with a hodgepodge of completely random powers. Though that, too, can lend itself to the creative process, tying numerous disparate abilities together into a cohesive whole!

Recall that some powers are vastly more potent than others. These particularly versatile abilities occupy more than one power 'slot' on a character, whether chosen or rolled up randomly. Powers like this will have a number in parenthesis after their name (such as (2), for instance), which determines how many power 'slots' they use up when added to one's character.

Finally, once the powers of an alien's transnormal component have been ascertained, players must determine that individual's specific power ranks. Roll on table 3b to determine the rank of half of one's transnormal abilities, and table 3d for the other half. If hyperexhaustive and hyperkinetic ranks are available to the character, upgrade those to table 3c and 3e, respectively.

For more information on generating transnormal characters, please refer to the Transnormality Treatise.

Technological Power Origins

Alien characters who receive some of their powers via technology find that their technological abilities function for them in the same fashion as human high tech characters. In other words, the only real difference between technology-based adventurers is how one with their ascendant technology they happen to be. In other words, they are device wielders, cyborgs, or robots, as detailed on table 6.

Table 6: Technological Power Origins
01-33Users34-67Cyborgs68-00Robots

All technological powers come with a built-in limitation, which is what sets characters who wield them apart from folks with other origins. Bear this in mind when determing the power rank such abilities will operate at, because these limitations do bolster the ranks of the powers they curtail in the normal fashion. All of these limitations are considered weak in strength, unless players choose otherwise.

With an alien's technological component determined, it's time to actually figure out which powers it provides them. Roll on table 11a to determine the category a technological power belongs to, and then use that to roll on the indicated power category table (12 through 27, minus table 16) when homing in on an individual super power. Once that first power is determined, head on over to the Powers document to read it.

Players should do this because, at the beginning of almost every power description in the CASE, there is a list of related powers, abilities that dovetail with the indicated power. If the alien character will draw any more abilities from their technological origin, they may either choose one of these related powers for his or her next power selection(s), or may instead roll randomly again.

What this does is allow a player to build an alien character whose high tech abilities are closely related to one another, if so desired. Players may go either way when generating aliens with access to advanced technology, however, for the abilities their gear has is determined by their knowledge, their resources, their individual whims, and whatever technology their people have developed.

Another concern when determining the technological powers a character will possess is what form they manifest in. The ascendant abilities of high tech characters are uniquely related to their physical source, and a high tech hero, villain, or other adventurer must at least explain where they come from. This explanation needn't be anything requiring a master's degree, though, as many comic books can attest.

All partially technical alien beings may gain powers via items that are external to their body. While otherwise intact alien beings who are the users of high tech devices solely gain their technological abilities via these implements, cyborgs and robots can designate one or more of their powers as sourced via disconnected devices as well, should they so choose.

Furthermore, the form the technology-based part of an alien takes may provide them bonus powers. Cyborgs either possess the equivalent of hard points, based on the MS of their implants, or body armor if they feature a full body replacement. Robots also benefit from body armor as a bonus power, along with Unearthly (100) ranked resistance to disease and poison (unless their concept would indicate otherwise).

Recall that some powers are vastly more potent than others. These particularly versatile technological abilities occupy more than one power 'slot' on a character, whether chosen or rolled up randomly. Such powers will have a number in parenthesis after their name (such as (3), for instance), which determines how many power 'slots' they use up when added to one's character.

Finally, once the powers of their alien character's technological component have been ascertained, players must determine that individual's specific power ranks. Roll on table 3b to determine the rank of half of one's high tech abilities, and table 3d for the other half. If hyperexhaustive and hyperkinetic ranks are available to the character, upgrade those to table 3c and 3e, respectively.

For more information on generating technology-based characters, please refer to the Technical Reference.

Sorcerous Power Origins

Alien sorcerers are only as durable as others of their kind, which may or may not be hardier than a human. An alien character wielding magic need not undergo special changes to their physicality to cast spells, only the training required to do so. Bearing that in mind, the only net difference between how one wizard brandishes magic at others is the school of magic they were trained in, as determined on table 7.

Table 7: Magic Schools
01-08Alchemy09-15Clericism16-23Eclecticism
24-31Elementalism32-38Entreatism39-46Faerie Magic
47-54Geomancy55-61Paraprobabilitism62-69Philosophical Magic
70-77Physiomancy78-84Technomancy85-92Thaumentalism
93-00Voodoo

With one's school determined, it's time to sort out what magic an alien caster of spells possesses. Characters wielding magic can generally choose half of their spells, starting with their first. This is because it's often vital for wizards to begin play with at least one spell explicitly belonging to their school of magic - and subsequent choices let them better guide their overall magical journey.

When generating spells randomly, refer to table 28 to determine which type of spell is to be generated, then tables 29 through 46 to sort out each spell. If 'school spell' is the result, players can typically only choose from those belonging to their own path of the obscure, but each mystical school has one or two other traditions that dovetail with their own; see the Book of Magic for more on this.

Furthermore, the optional entreaty spells from the Entreaty Spells document are included as well, as it does consist of a pre-made class of beings that can be entreated for power - not to mention dozens of entreaty spells to showcase what magic of this type is capable of. Should the Judge feel aliens wouldn't know of the Anunnaki, they can replace table 32 with one that features entreaty spells based on other lore.

In addition to their many spells, all sorcerers may begin play with one magical artifact - even alien characters who are only partly dedicated to mysticism receive this bonus! Generate this magically infused device as one would any ordinary spell, but recall that as an item, it is subject to the portable limitation, which may drastically increase its power depending on just how unique it is.

Note that spells with a (2) or (3) listed after them count as either two spells or three spells, respectively, or cost an amount of points per rank equal to the normal amount times that multiple; spiritual link, for instance, occupies two spell slots or costs two points per rank. Spells with an asterisk in parenthesis (*) are special in cost; see their spell description for more.

At any rate, once a player has determined which magical abilities they have access to, whether it comes in the form of a spell or an ensorcelled implement, they must determine what rank they operate at. Thaumaturges may utilize table 3d to roll up all their spell ranks, though if hyperkinetic and hyperexhaustive ranks are available in the campaign, make use of table 3e, instead.

For more information on generating magic-wielding characters, please refer to the Book of Magic.

Psionic Power Origins

Psis are generally beings who intently train their minds, bodies, and souls to unlock the secret abilities hidden within us all, though psionics sometimes emerge due to extreme circumstances. Aliens channeling this origin of power for some of their ascendant abilities generate them in a very similar, but slightly different, manner than ordinary psis, starting with a roll on or choice from table 8.

Table 8: Psionic Activation Method
01-33Believer34-67Natural68-00Trained

Results that would indicate either a natural psi or a believer with additional psionic training have been removed from this table in Exobiology 101. This differs from the standard character generation process in the Manual of the Psi because these results are, technically speaking, someone who 'double dips' into psionics as an origin of power, drawing from it in two distinct fashions.

Those formally trained to master their psionic powers do so via traditional, intermediate, or casual schooling. These methods control which disciplines of power a trained psi may draw from and when, and each features a powerful benefit that offsets the lack of choice or power availability inherent to them. If it isn't chosen, the training method a psi will use is sorted out on table 9.

Table 9: Psionic Training Method
01-33Casual34-67Intermediate68-00Traditional

With the specific nature of their psionic activation sorted, alien characters making use of this power origin may begin to determine the psionics they will begin play with. Natural psis and believers will use table 47 to indicate whether their next power will be an art, talent, or skill, while trained psis will always generate powers in that specific order before beginning again.

Alien psis then roll on table 48 to see which discipline from which that first power issues forth. This affects their subsequent power choices, depending on how their powers were activated. Trained psis must gain nine powers from that first discipline before they can begin training in a new one, while intermediate psis need only master three from a discipline before they can draw from another.

Other psis, whether casually trained, possessing natural powers, or empowered by their potent beliefs, have more flexibility. They have the option of changing the discipline they draw from each time they add a new psionic, should they desire. Psis undertaking a more casual method of schooling have a more limited power selection, though, which is why there are two versions of each power table available.

Once the type and discipline an alien psi's next power will draw from is determined, players may roll on tables 49 through 75 to choose determine the specific psionic they'll be adding to the mix. They may then repeat this process as necessary, depending on their specific kind of psi activation, for as many other ascendant abilities that will result from their access to this origin of power.

Consider that not all psionics are created equal. Those psi powers with a number in parenthesis after them (perhaps (4), for example), occupy that many power 'slots', or cost that many points per rank they are bought at; causality control, for example, is a psimantic art that fits this description. Psionics with an asterisk in parenthesis (*) are special in cost; see their power description for more.

The only caveat to the above is that traditionally trained psis must take the root power of a discipline first. That's an essential component to how their psionic education proceeds, thus even aliens using traditional psionics must follow this rule. Intermediate psis need not begin a discipline by choosing that root power, but won't actually master a discipline until they've accomplished this.

Once all the powers an alien will utilize from this origin of power have been determined, the player behind them must complete them with power ranks. Psionic powers all utilize table 3d when sorting out their initial power ranks, unless the character wielding them has access to hyperexhaustive and hyperkinetic power ranks. If this is the case, they should utilize table 3e, instead.

For more information on generating psionic characters, please refer to the Manual of the Psi.

Immortal Power Origins

Deific beings are those rare few whose ascendant abilities are derived, either in whole or in part, by their interactions with the power of faith. An alien character dipping their toes into the divine may have multiple founts of power to draw from, but this one, the one that frequently involves a perpetual existence, is often the most desirable. Common deific power origins are showcased on table 10.

Table 10: Immortal Power Origins
01-10Numenplyer11-20Empowered21-30Legacies
31-40Aspirants41-50Quintessential Variants51-60Reincarnators
61-70Preincarnators71-80Demigods81-90Abstracts
91-00Gods

As one can see by investigating the nature of these immortal origins of power, there is a stark difference between each (reincarnators and preincarnators notwithstanding). While the numenplyer, aspirant, empowered, and legacies lack additional abilities besides what they roll up next, the rest each possess a bonus power that describes how they scoff at the concept of mortality, as follows.

With a deific being's immortal component determined, it's time to actually figure out which powers it provides the character. Roll on table 11b to determine the category a power belongs to, and then use that to roll on the indicated power category table (12 through 26) to home in on an individual super power. Once the power is determined, head on over to the Powers document to read it.

Players should do this because, at the beginning of almost every power description in the CASE, there is a list of related powers, abilities that dovetail with the indicated power. If the alien character will draw any more abilities from this origin, players may either choose one of these related powers for his or her next power selection(s), or may instead roll randomly again.

Theme characters (or at least themed power sets) are more easily assembled when a player can add related powers to one or two abilities which are randomly generated, instead of just dealing with a hodgepodge of completely random powers. Immortal beings in particular benefit from powers that seemingly work together to describe who and what they are, as that helps them to accumulate the power of faith!

Recall that some powers are vastly more potent than others. These particularly versatile abilities occupy more than one power 'slot' on a character, whether chosen or rolled up randomly. Such powers will have a number in parenthesis after their name (such as (5), for instance), which determines how many power 'slots' they use up when added to one's character.

Finally, once the powers of their alien character's divine component have been ascertained, players must determine that individual's specific power ranks. Alternate between tables 3b, 3d, 3f, and 3h to do this, though in campaigns with access to hyperexhaustive and hyperkinetic ranks, roll on tables 3c, 3e, 3g, and 3i, instead. As you can see, the more divine powers one has, the mightier they can be!

For more information on generating divine characters, please refer to the Deionomicon.

Combination Power Origins

While most human adventurers typically only draw from one well when developing ascendant capabilities, aliens don't necessarily follow that trend. Perhaps a given entity's society doesn't have such hard and fast rules between origins of power, or maybe access to multiple power sources is a given for them. As such, aliens wielding more than one type of ascendant ability are more common than you'd think.

When Combination comes up on table 2, an alien has the choice of rolling on the table two again, adopting several additional founts of power, or they can choose one of the pre-existing combination power forms described in the Costumed Adventurer Simulation Engine. The process of generating characters with these is presented in the Combination Character Cookbook, as well as the other linked character creation guides.

Either way, the general process of creating a combination alien is the same as it is for a human with a multiple origins of power. Where aliens differ, however, is that some of their ascendant abilities may already be accounted for before they even start dipping their toes into other power sources. This may limit how many powers they can utilize from each additional origin, thus diluting their overall effect.

This thus requires a careful balancing act for players as they generate their alien with a combination power origin. How many powers do they want inherent to their kind, and how many will come from their transnormal augmentations and/or high tech devices and/or magical spells and/or artifacts or hard-earned psionics and/or divine providence? It ultimately depends on players' idea for their aliens, really.

This can be especially fraught when one considers that some powers are much more potent than others. Especially versatile abilities tend to occupy more than one power slot during character generation, which can further limit how many origins of power the alien can effectively dip their toes into. Such abilities usually have a number behind their name in the power / spell / psionic rolling tables, below.

(workin' on it)

For more advice on producing alien characters utilizing combination origins, please refer to the Combination Character Cookbook.

Power Tables

Table 11a: Power Categories (transnormal and technological variant)
01-07Biological Control08-14Combination15-21Energy Control
22-28Energy Generation29-35Matter Control36-42Mental Control
43-49Mental Enhancement50-56Movement57-63Physical Control
64-70Physical Enhancement71-77Physical Weaponry78-84Power Control
85-91Reality Control92-99Sensory00Ultimate Power?

Table 11b: Power Categories (deific variant)
01-07Biological Control08-13Combination14-20Energy Control
21-27Energy Generation28-33Faith34-40Matter Control
41-47Mental Control48-53Mental Enhancement54-60Movement
61-67Physical Control68-73Physical Enhancement74-80Physical Weaponry
81-87Power Control88-93Reality Control94-00Sensory

Table 13: Combination Powers
01-07Berserker (2)08-13Dyad (2)14-20Environmental Pocket (2)
21-27Environmental Sense (2)28-33Evolution Control (2)34-40Hostility Screen (2)
41-47Ice Generation (2)48-53Jeopardy (2)54-60Missile Generation
61-67Nanotechnology Generation (3)68-73Organic Circuitry (3)74-80Plasma Generation (2)
81-87Regenerative Armor (3)88-93Teleformation (3)94-00Weather Control (2)

Table 16: Faith Powers
01-06Avatar (2)07-11Awe12-17Commandment
18-22Deionic Attack23-28Disengagement29-33Exaltation
34-39Faith (5)40-44Genesis45-50Inculcation
50-56Mortal Guise57-61Nature Resistance62-67Omnipotence
68-72Omnipresence73-78Omniscience79-83Plenipotentiary
84-89Regenesis90-94Sanctuary95-00Signature Power (*)

Table 19: Mental Enhancement Powers
01-07Danger Sense (2)08-14Eidetic Memory (*)15-21Fortuity
22-28Jury Rigging29-35Kit-bashing36-42Linguistics
43-50Mental Invisibility (2)51-57Self Control58-64Spectral Freedom (*)
65-71Super Invention (*)72-78Transfixture79-85Ultimate Talent (*)
86-92Unyielding Will93-00Xenoglossy

Table 22: Physical Enhancement Powers
01-04Additional Organs (*)05-08Body Armor09-12Clinging (*)
13-16Damage Reduction (*)17-20Deflection (*)21-24Dual Respiration (*)
25-28Environmental Indep. (*)29-32Flake Armor33-36Greater Invulnerability (*)
37-40Greater Resistance (*)41-44Invulnerability (*)45-48Longevity (*)
49-52Plasticity53-56Reformation (2)57-60Regeneration (2)
61-64Resistance (*)65-68Revival69-72Screened Senses
73-76Stasis (*)77-80Super Breath81-84Super Speed (3)
85-88Turnabout89-92Universal Digestion (*)93-96Universal Respiration (*)
97-00Zest

Table 23: Physical Weaponry Powers
01-06Additional Limbs (*)07-12Barbs (*)13-18Battle Tail (*)
19-25Claws (*)26-31Edges (*)32-37Fangs (*)
38-43Hard Points (*)44-50Horns (*)51-56Pouches (*)
57-62Prehensile Hair63-68Prehensile Skin69-75Prehensile Tail (*)
76-81Quills (*)82-87Razor Skin (*)88-93Tentacles (*)
94-00Wings (*)

Table 25: Reality Control Powers
01-04Ability Boost05-08Antigravity09-12Buttress (2)
13-16Causality Control (4)17-20Combining Powers (*)21-24Future Control (2)
25-28Grace29-32Gravity Control33-36History Control (3)
37-40Initiative Control (2)41-44Karma Control (2)45-48Keeper
49-52Learned Invulnerability (4)53-56Lethality (2)57-60Logos
61-64Luck (3)65-68Nimiety (2)69-72Override (3)
73-76Planar Control (3)77-80Power Boost81-84Roulette (2)
85-88Reassignment (2)89-92Space Control93-96Thaumaturgical Vampirism (2)
97-00Time Control (3)

Table 27: Ultimate Power
01-49Return to Table 550-51Ultimate Power (5)52-00Return to Table 5

Spell Tables

Table 28: Spell Type
01-17Personal18-33School34-50Universal
51-67Group68-83Dimensional84-00Entreaty

Table 32: Optional Entreaty Spells
01-02Auscultation03-04Bane of Lies05-06Bashmu (2)
07-08Berserker (2)09-10Blood of Qingu (3)11-12Buttress (3)
13-14Carrier Wave15-16Circular Vision (*)17-18Conflagrant Chariot
19-20Daybreak21-22Death Ray23-24Dual Respiration (*)
25-26Dyad (2)27-28Elongation29-30Fulgor (2)
31-32Gestalting (2)33-34Grace35-36Headway
37-38Homogenization39-40Imaginary Mass41-42Inodoriferous
43-44Internal Universe45-46Judicature47-48Keeper
49-50Lethality (2)51-52Logos53-54Nimiety (2)
55-56Ophidia (3)57-58Power Absorption (4)59-60Psi Web
61-62Quash63-64Quid Pro Quo65-66Quittance
67-68Super Digging69-70Super Invention71-72Super Jumping (*)
73-74Super Running75-76Super Swimming77-78Super Tracking
79-80Threescore Pestilence (2)81-82Tramplede (2)83-84Ultravision
85-86Unyielding Will87-88Upholder89-90Warrior's Art
91-92Whatever93-94Wondrous Warehouse95-96Wrest (3)
97-98Yclept (3) 99-00Zest

Table 33: Group Spells
01-08Adjoining (2)09-15Alteration (2)16-23Eldritch Attacks (2)
24-31Inanime (3)32-38Masking (2)39-46Motivity (2)
47-54Passing (2)55-61Pishogue (2)62-69Scrying (3)
70-77Sensing (2)78-84Shields (2)85-92Thaumaturgy (2)
93-00Witchery (2)

Table 34: Alchemy School Spells
01-08Alchemical Analysis09-15Aggregation16-23Antimatter (3)
24-31Assimilation32-38Atomic Sense39-46Device Sympathy
47-54Dissolution55-61Drones62-69Fuel
70-77Matter Generation (3)78-84Object Projection85-92Object Sympathy
93-00Transmutation (3)

Table 35: Clericism School Spells
01-08Bless09-15Commune (2)16-23Cure Disease
24-31Decontamination32-38Degeneration39-46Deliverance (3)
47-54Detoxification55-61Harm62-69Lie Detection
70-77Mortal Guise78-84Recovery85-92Regeneration / Others
93-00Resuscitation

Table 36: Eclecticism School Spells
01-08Linguistics09-15Locational Memory16-23Mental Trap
24-31Metabolic Focus32-38Mimicry39-46Origin Sense
47-54Self Control55-61Transient Magic62-69Ultimate Talent (*)
70-77Vapors78-84Variable Sorcery85-92Variable Talent (*)
93-00Vocal Control

Table 37: Elementalism School Spells
01-08Aura (2)09-15Between (2)16-23Catalysis
24-31Color Control32-38Corrosion39-46Cyclone
47-54Disintegration (2)55-61Elemental Control (*)62-69Elemental Sense
70-77Energy Projection78-84Environmental Pocket (2)85-92Jelling
93-00Power Dampening

Table 39: Faerie School Spells
01-08Aciurgy09-15Ego Suppression16-23Faerie Dust
24-31Fey Sense32-38Fugue39-46Glamour
47-54Inspiration55-61Jumbling62-69Pheromones
70-77Power Attenuation78-84Sensory Attenuation85-92Sensory Distortion
93-00Static Field

Table 41: Paraprobabilitism School Spells
01-08Dimensional Static09-15Fallout Absorption16-23Flux (2)
24-31Flux Analysis32-38Personal Static39-46Reprise (2)
47-54Roulette (2)55-61Sorcerous Amplification62-69Sorcerous Attenuation
70-77Spell Control (2)78-84Static Shield85-92Thaumaturgical Vampirism (2)
93-00Universal Static

Table 42: Physiomancy School Spells
01-08Clinging (*)09-15Detachable Parts16-23Greater Invulnerability (*)
24-31Gyration32-38Learned Invulnerability (4)39-46Organs (2)
47-54Personal Weaponry (2)55-61Plasticity62-69Reassignment (2)
70-77Regeneration / Self (2)78-84Revival85-92Situational Adaptation
93-00Super Speed (3)

Table 43: Philosophical School Spells
01-08Aura (2)09-15Chaos Shift (*)16-23Defensive Portals
24-31Empathic Hammer32-38Flaying39-46Forensics
47-54Hostility Screen (2)55-61Inferiority Complex62-69Offensive Portals
70-77Philosophical Sense78-84Purge85-92Temporal Windows
93-00Universal Windows

Table 45: Thaumentalism School Spells
01-08Eidetic Memory09-15Energy Doubles (2)16-23Enlightenment (2)
24-31Mental Doubles (2)32-38Mental Repair39-46Mind Duplication
47-54Polarization55-61Psi Sense62-69Psionic Control (2)
70-77Psionic Vampirism (2)78-84Transfixture85-92Transient Psionics
93-00Variable Psionics

Table 46: Voodoo School Spells
01-08Body Control09-15Integral Control16-23Loathing
24-31Pain32-38Phobia39-46Psychoplasm Animation (2)
47-54Soul Control55-61Spectral Gestalt (2)62-69Spectral Sense
70-77Spectral Vampirism (2)78-84Sympathetic Magic85-92Vodun (2)
93-00Weakness Generation (2)

Psionics Tables

Table 47: Psionic Power Type
01-33Psionic Arts34-67Psionic Talents68-00Psionic Skills

Table 48a: Psionic Disciplines (without combination character options)
01-17Empathic Powers18-33Metapsi Powers34-50Psikinetic Powers
51-67Psimotive Powers68-83Psipathic Powers84-00Superpsi Powers

Table 48b: Psionic Disciplines (with combination character options)
01-11Empathic Powers12-22Metapsi Powers23-33Psikinetic Powers
34-44Psimantic Powers45-55Psimotive Powers56-66Psipathic Powers
67-77Superpsi Powers78-88Technopsi Powers89-00Theonic Powers

Empathic Powers

Table 49a: Empathic Arts (standard selection)
01-07Aciurgy08-14Animal Hybridization / Others15-21Death Ray
22-28Empathy29-35Gestalting (2)36-42Harm
43-50Life Ray51-57Plant Hybridization / Others58-64Reanimation (2)
65-71Regeneration / Self (2)72-78Resurrection (2)79-85Transformation / Others (2)
86-92Vampirism (2)93-00Vivification (2)

Table 49b: Empathic Arts (casual selection)
01-10Animal Hybridization / Others11-20Death Ray21-30Empathy
31-40Life Ray41-50Plant Hybridization / Others51-60Reanimation (2)
61-70Regeneration / Self (2)71-80Resurrection (2)81-90Transformation / Others (2)
91-00Vampirism (2)

Table 50a: Empathic Talents (standard selection)
01-08Age Control / Others09-15Animal Control16-23Cancer
24-31Drones32-38Emotion Control39-46Empathic Hammer
47-54Essence Control55-61Forensics62-69Healing / Self
70-77Plant Control78-84Regeneration / Others85-92Resuscitation
93-00Rotting

Table 50b: Empathic Talents (casual selection)
01-11Animal Control12-22Cancer23-33Emotion Control
34-44Empathic Hammer45-55Essence Control56-66Healing / Self
67-77Plant Control78-88Resuscitation89-00Rotting

Table 51a: Empathic Skills (standard selection)
01-08Animal Sympathy09-15Augury16-23Biological Invisibility
24-31Biological Sense32-38Cure Disease39-46Decontamination
47-54Degeneration55-61Detoxification62-69Healing / Others
70-77Mood Swings78-84Plant Sympathy85-92Recovery
93-00Retrospection

Table 51b: Empathic Skills (casual selection)
01-11Animal Sympathy12-22Biological Sense23-33Degeneration
34-44Detoxification45-56Healing / Others57-67Mood Swings
68-78Plant Sympathy79-89Recovery90-00Retrospection

Metapsi Powers

Table 52a: Metapsi Arts (standard selection)
01-06Adrenal Vampirism07-12Animal Hybridization13-18Biological Vampirism (2)
19-25Danger Sense (2)26-31Energy Absorption (2)32-37Invulnerability (*)
38-43Kinetic Absorption (2)44-50Lethality (2)51-56Longevity (*)
57-62Organs (2)63-68Personal Weaponry (2)69-75Plant Hybridization
76-81Regeneration / Self (2)82-87Shape Change88-93Super Speed (3)
94-00Transformation / Self (2)

Table 52b: Metapsi Arts (casual selection)
01-10Adrenal Vampirism11-20Animal Hybridization21-30Biological Vampirism (2)
31-40Danger Sense (2)41-50Kinetic Absorption (2)51-60Longevity (*
61-70Organs (2)71-80Personal Weaponry (2)81-90Plant Hybridization
91-00Shape Change

Table 53a: Metapsi Talents (standard selection)
01-06Adrenal Boost (*)07-12Body Armor13-18Corrosion
19-25Density Control26-31Detachable Parts32-37Elongation
38-43Environmental Adaptation (2)44-50Grace51-56Greater Resistance (*)
57-62Growth63-68Imaginary Doubles (2)69-75Intangibility
76-81Metabolic Focus82-87Plasticity88-93Poison
94-00Shrinking

Table 53b: Metapsi Talents (casual selection)
01-10Adrenal Boost (*)11-20Body Armor21-30Corrosion
31-40Density Control41-50Elongation51-60Environmental Adaptation (2)
61-70Grace71-80Intangibility81-90Metabolic Focus
91-00Poison

Table 54a: Metapsi Skills (standard selection)
01-06Age Control07-12Atomic Sense13-18Biological Sense
19-24Blending25-29Combat Edge (*)30-35Disease
36-41Dyad42-47Environmental Indep. (*)48-53Imaginary Mass
54-59Pain60-65Philosophical Sense66-71Resistance (*)
72-77Stasis (*)78-82Super Senses (2)83-88Super Synesthesia (*)
98-94Unyielding Will 95-00Zest

Table 54b: Metapsi Skills (casual selection)
01-09Atomic Sense10-18Biological Sense19-27Combat Edge (*)
38-36Environmental Indep. (*)37-45Imaginary Mass46-54Pain
55-63Resistance (*)64-72Stasis (*)73-81Super Senses (2)
82-90Unyielding Will 91-00Zest

Psikinetic Powers

Table 55a: Psikinetic Arts (standard selection)
01-07Antimatter (3)08-13Damage Reduction (*)14-20Disintegration (2)
21-27Energy Cohesion28-33Energy Generation34-40Energy Projection
41-47Energy Vampirism (2)48-53Image Projection (2)54-60Kinetic Energy Control
61-67Matter Generation (3)68-73Psychokinesis74-80Psychometry
81-87Telekinesis88-93Topological Control (3)94-00Transmutation (3)

Table 55b: Psikinetic Arts (casual selection)
01-10Damage Reduction (*)11-20Energy Cohesion21-30Energy Generation
31-40Energy Projection41-50Energy Vampirism (2)51-60Image Projection (2)
61-70Psychokinesis71-80Psychometry81-90Telekinesis
91-00Topological Control (3)

Table 56a: Psikinetic Talents (standard selection)
01-06Body Control07-12Cyclone13-18Deflection (*)
19-24Energy Control25-29Flaying30-35Flight
36-41Force Blast42-47Force Field48-53Friction Control
54-59Invisibility / Others60-65Matter Duplication (2)66-71Microscopic Vision
72-77Object Projection78-82Object Sympathy83-88Psi Web
98-94Telescopic Vision 95-00Transduction (2)

Table 56b: Psikinetic Talents (casual selection)
01-10Body Control11-20Cyclone21-30Energy Control
31-40Flaying41-50Flight51-60Force Blast
61-70Force Field71-80Invisibility / Others81-90Psi Web
91-00Transduction (2)

Table 57a: Psikinetic Skills (standard selection)
01-06Circular Vision (*)07-12Clairtouchence13-18Energy Sense
19-25Flaw Sense26-31Invisibility / Self32-37Kinetic Focus
38-43Levitation44-50Object Animation51-56Object Charge
57-62Object Cooling63-68Object Hardening69-75Object Warming
76-81Object Weakening82-87Power Dampening88-93Propulsion
94-00Sidestep (*)

Table 57b: Psikinetic Skills (casual selection)
01-10Circular Vision (*)11-20Energy Sense21-30Flaw Sense
31-40Invisibility / Self41-50Kinetic Focus51-60Levitation
61-70Object Charge71-80Object Warming81-90Object Weakening
91-00Sidestep (*)

Psimantic Powers

Table 58a: Psimantic Arts (standard selection)
01-08Casting09-17Causality Control (4)18-25Dimensional Static
26-33Energy Generation34-41Future Control (2)42-50History Control (3)
51-58Nimiety (2)59-67Override (3)68-75Reassignment (2)
76-83Thaumaturgical Absorption (2)84-91Thaumaturgical Vampirism (2)92-00Variable Sorcery

Table 58b: Psimantic Arts (casual selection)
01-12Casting13-25Causality Control (4)26-37Dimensional Static
38-50Override (3)51-62Reassignment (2)63-75Thaumaturgical Absorption (2)
76-87Thaumaturgical Vampirism (2)88-00Variable Sorcery

Table 59a: Psimantic Talents (standard selection)
01-08Antimagic Generation09-17Buttress (2)18-25Dimensional Attunement
26-33Energy Control34-41Extend (2)42-50Fallout Absorption
51-58Flux (2)59-67Luck (3)68-75Reprise (2)
76-83Spell Control (2)84-91Transient Magic92-00Universal Static

Table 59b: Psimantic Talents (casual selection)
01-12Antimagic Generation13-25Dimensional Attunement26-37Fallout Absorption
38-50Flux (2)51-62Luck (3)63-75Spell Control (2)
76-87Transient Magic88-00Universal Static

Table 60a: Psimantic Skills (standard selection)
01-08Contingency09-17Distraction18-25Flux Analysis
26-33Logos34-41Magic Magnet42-50Magic Sense
51-58Nativity Sense59-67Personal Static68-75Proxy
76-83Sorcerous Amplification84-91Sorcerous Attenuation92-00Sorcerous Invisibility

Table 60b: Psimantic Skills (casual selection)
01-12Distraction13-25Flux Analysis26-37Magic Magnet
38-50Magic Sense51-62Nativity Sense63-75Personal Static
76-87Sorcerous Amplification88-00Sorcerous Attenuation

Psimotive Powers

Table 61a: Psimotive Arts (standard selection)
01-08Banishment (3)09-15Between (2)16-23Dimensional Displacement
24-31Dimensional Interface (2)32-38Dimensional Transit39-46Gravity Control
47-54Planar Control (3)55-61Portal (2+)62-69Space Control
70-77Summoning (2)78-84Teleportation85-92Time Control (3)
93-00Time Travel (2)

Table 61b: Psimotive Arts (casual selection)
01-11Dimensional Displacement12-22Dimensional Interface (2)23-33Dimensional Transit
34-44Gravity Control45-55Space Control56-66Summoning (2)
67-77Teleportation78-88Time Control (3)89-00Time Travel (2)

Table 62a: Psimotive Talents (standard selection)
01-08Age Control / Others09-17Aggregation18-25Antigravity
26-33Chaos Shift (*)34-41Defensive Portals42-50Initiative Control (2)
51-58Internal Universe59-67Mind Walk68-75Offensive Portals
76-83Quarantine84-91Teleportation / Others92-00Temporal Static

Table 62b: Psimotive Talents (casual selection)
01-12Aggregation13-25Antigravity26-37Defensive Portals
38-50Mind Walk51-62Offensive Portals63-75Quarantine
76-87Teleportation / Others88-00Temporal Static

Table 63a: Psimotive Skills (standard selection)
01-08Age Control / Self09-17Anchor18-25Bilocation
26-33Compass Sense (*)34-41Locational Memory42-50Locational Sense
51-58Nativity Sense59-67Telelocation68-75Teleport Trigger (*)
76-83Temporal Windows84-91Transient Universe92-00Universal Windows

Table 63b: Psimotive Skills (casual selection)
01-12Anchor13-25Bilocation26-37Compass Sense (*)
38-50Locational Memory51-62Locational Sense63-75Telelocation
76-87Teleport Trigger (*)88-00Transient Universe

Psipathic Powers

Table 64a: Psipathic Arts (standard selection)
01-06Astral Projection07-12Clairvoyance13-18Crowd Control (2)
19-25Group Link (2)26-31Mental Repair32-37Mind Link
38-43Mind Lock44-50Mind Transfer (2)51-56Mind Wipe
57-62Possession (2)63-68Precognition (3)69-75Psi Bolt
76-81Psionic Vampirism (2)82-87Psychic Invisibility88-93Psychic Probe
94-00Telepathy

Table 64: Psipathic Arts (casual selection)
01-10Astral Projection11-20Clairvoyance21-30Mind Link
31-40Mind Lock41-50Possession (2)51-60Psi Bolt
61-70Psionic Vampirism (2)71-80Psychic Invisibility81-90Psychic Probe
91-00Telepathy

Table 65: Psipathic Talents (standard selection)
01-06Auscultation07-12Clairalience13-18Clairaudience
19-25Clarity26-31Forgetfulness32-37Illusion Projection (2)
38-43Jumbling44-50Linguistics51-56Mind Control
57-62Nonapparent Vision63-68Postcognition69-75Sensory Link
76-81Sleep82-87Static Field88-93Thought Projection
94-00Translation

Table 65b: Psipathic Talents (casual selection)
01-10Auscultation11-20Clairaudience21-30Clarity
31-40Forgetfulness41-50Linguistics51-60Mind Control
61-70Sensory Link71-80Sleep81-90Static Field
91-00Thought Projection

Table 66a: Psipathic Skills (standard selection)
01-06Caesura07-12Charm13-18Clairgustance
19-24Clairtouchence25-29Combat Edge30-35Daydreams
36-41Ego Suppression42-47Fugue48-53Inferiority Complex
54-59Lie Detection60-65Loathing66-71Mesmerism
72-77Phobia78-82Sending83-88Sensory Distortion
98-94Sensory Projection 95-00Sensory Reception

Table 66b: Psipathic Skills (casual selection)
01-09Charm10-18Combat Edge19-27Daydreams
38-36Ego Suppression37-45Fugue46-54Lie Detection
55-63Loathing64-72Mesmerism73-81Sensory Distortion
82-90Sensory Projection 91-00Sensory Reception

Superpsi Powers

Table 67a: Superpsi Arts (standard selection)
01-08Empowerment (2)09-15Energy Generation16-23Karma Control (2)
24-31Macro Sense (2)32-38Mind Duplication39-46Power Boost
47-54Psionic Absorption (2)55-61Psychoplasm Animation (2)62-69Soul Control
70-77Spectral Freedom (*)78-84Spectral Gestalt (2)85-92Spectral Vampirism (2)
93-00Variable Psionics

Table 67b: Superpsi Arts (casual selection)
01-11Empowerment (2)12-22Mind Duplication23-33Power Boost
34-44Psionic Absorption (2)45-55Psychoplasm Animation (2)56-66Soul Control
67-77Spectral Gestalt (2)78-88Spectral Vampirism (2)89-00Variable Psionics

Table 68a: Superpsi Talents (standard selection)
01-07Antipsion Generation08-14Energy Control15-21Energy Doubles (2)
22-28Enlightenment (2)29-35Image Animation36-42Keeper
43-50Linguistics51-57Link (2)58-64Mental Doubles (2)
65-71Mental Invisibility (2)72-78Psion Generation79-85Psionic Control (2)
86-92Quintessential Variation93-00Xenoglossy

Table 68b: Superpsi Talents (casual selection)
01-11Antipsion Generation12-22Energy Control23-33Enlightenment (2)
34-44Image Animation45-55Link (2)56-66Mental Invisibility (2)
67-77Psion Generation78-88Psionic Control (2)89-00Xenoglossy

Table 69a: Superpsi Skills (standard selection)
01-08Ability Boost09-15Clone Projection16-23Eidetic Memory
24-31Polarization32-38Psi Sense39-46Psionic Amplification
47-54Psionic Attenuation55-61Self Cannibalization62-69Self Control
70-77Spectral Sense78-84Transfixture85-92Twinning (*)
93-00Ultimate Talent (*)

Table 69b: Superpsi Skills (casual selection)
01-11Ability Boost12-22Polarization23-33Psi Sense
34-44Psionic Amplification45-55Psionic Attenuation56-66Self Control
67-77Spectral Sense78-88Transfixture89-00Twinning (*)

Technopsi Powers

Table 70a: Technopsi Arts (standard selection)
01-09Assimilation10-18Cyberspatial Projection19-27Device Generation (2)
38-36Empowerment (2)37-45Knowledge46-54Mesmermechanism
55-63Nanotechnology Generation (3)64-72Organic Circuitry (3)73-81Reassembly (2)
82-90Super Invention 91-00Variable Cybernetics

Table 70b: Technopsi Arts (casual selection)
01-14Assimilation15-28Cyberspatial Projection29-43Device Generation (2)
44-57Knowledge58-72Mesmermechanism73-86Reassembly (2)
87-00Variable Cybernetics

Table 71a: Technopsi Talents (standard selection)
01-09Artificial Power Source10-18Interfacing19-27Kit-bashing
38-36Overdrive37-45Positron Generation46-54Repair
55-63Schema64-72Transception73-81Transient Psionics
82-90Upgrade 91-00Variable Talent (*)

Table 71b: Technopsi Talents (casual selection)
01-14Artificial Power Source15-28Overdrive29-43Repair
44-57Transception58-72Transient Psionics73-86Upgrade
87-00Variable Talent (*)

Table 72b: Technopsi Skills (casual selection)
01-14Computer Link15-28Device Sympathy29-43Electronics Disruption
44-57Mechanical Disruption58-72Optimization73-86Technical Intuition
87-00Technological Sense

Theonic Powers

Table 73a: Theonic Arts (standard selection)
01-09Apotheosis (*)10-18Exaltation19-27Faith (5)
38-36Genesis37-45Investment (3)46-54Macro Sense (2)
55-63Omnipotence64-72Organism Generation (3)73-81Revival
82-90Signature Power (*) 91-00Theonic Absorption (2)

Table 73b: Theonic Arts (casual selection)
01-12Faith (5)13-25Genesis26-37Investment (3)
38-50Omnipotence51-62Organism Generation (3)63-75Revival
76-87Signature Power (*)88-00Theonic Absorption (2)

Table 74a: Theonic Talents (standard selection)
01-09Antideionic Attack10-18Avatar (2)19-27Awe
38-36Deific Impersonation37-45Deionic Attack46-54Deionic Control (2)
55-63Inculcation (2)64-72Mortal Guise73-81Nature Resistance (3)
82-90Omnipresence 91-00Sanctuary

Table 74b: Theonic Talents (casual selection)
01-12Antideionic Attack13-25Awe26-37Deionic Attack
38-50Deionic Control (2)51-62Inculcation (2)63-75Nature Resistance (3)
76-87Omnipresence88-00Sanctuary

Table 75a: Theonic Skills (standard selection)
01-08Bless09-17Boon18-25Commandment
26-33Disengagement34-41Fortuity42-50Omniscience
51-58Plenipotentiary59-67Regenesis68-75Theonic Amplification
76-83Theonic Attenuation84-91Theonic Invisibility92-00Theonic Sense

Table 75b: Theonic Skills (casual selection)
01-11Bless12-22Boon23-33Commandment
34-44Fortuity45-55Omniscience56-66Regenesis
67-77Theonic Amplification78-88Theonic Attenuation89-00Theonic Sense

And then...

Once all the powers an alien character will draw from their various origins have been determined, and ranks have been rolled for each, the player behind their creation may gamble on those ranks if they wish. As does every other character type, aliens may gamble once if they possess between one and three powers, twice if they have between four and six powers, and thrice if they can wield even more.

Limitations

Players are often unhappy with the ranks they've rolled up for their character. Even after adjusting various ranks with gambling attempts, they're just not satisfied with what they've come up with. That isn't necessarily a bad thing, as sometimes one has a specific vision in mind for their character. This is where limitations come in! A player may subject their character to limitations to make them more powerful.

Limitations come in two distinct flavors: power limitations and character limitations. A power limitation is just that, an altering of how said power works to the detriment of the player, as compared to others who can use this ability. A power so limited may not affect certain objects or beings, can only be used during certain specific time periods, or may otherwise work in a manner others may find unusual or restrictive.

Character limitations, however, change the nature of every power a person uses, not just one. A character limitation may simply be a power limitation that 'works' on every single power, an alteration to the basic function of powers in general, or even some other constraint that seriously hampers how a character operates (such as an inability to move without the aid of powers).

At any rate, the severity of the limitation determines just how much of a power boost the character may receive. Limitations come in four flavors: weak, strong, very strong, and extreme. A weak limitation is just that, a minor crimp in an ability's effectiveness, and only offers a +1 CS. Each successive limitation provides a further +1 CS to the power's rank, but as their names imply, they become increasingly constraining.

Alternately, a character can take a limitation on a power to replace one already built in to it; some powers, like those involving time, have several such constraints already baked in. With the Judge's permission, players may swap out one limitation for another, as long as the new limitation would be equally as inconvenient, which allows a player to better craft the character they imagine in their heads.

Enhancements

Similarly, a player might have more than enough power (or might think such, at any rate), or simply wants more 'bang for their buck' out of their existing power roster. If this is the case, they may decide to empower their abilities with enhancements. Like limitations, enhancements have four levels of power, including weak, strong, very strong, and extreme, each of which adds a subsequent -1 CS modifier to one's power ranks.

In exchange for suffering from the effects of this modifier, the character's ability will benefit from an improvement of some sort. Moving a power up one speed or range category is considered a strong enhancement, while two is an extreme enhancement. At the same time, a power can be given a hyperkinetic rank if not already rolled randomly, serving as an extreme enhancement to the specific power it applies to.

Like limitations, enhancements are difficult to apply across an entire character, though this isn't impossible. While speeds and ranges vary from power to power, things such as initiative penalties can apply to all of a character's actions and powers. Alternately, one might opt to gain a hyperkinetic ability score, which is considered a weak character enhancement (thus applying a -1 CS to all of one's powers).

Usually, the reduction in rank an enhancement inflicts is enough to make up the difference. This can make purchasing new powers more difficult down the line, though, particularly if a character enhancement is in effect; a new power to be affected by an enhancement must be bought at a rank high enough that, upon applying the negative CS, it will at least work at the normal starting value.

Quirks

Slightly more palatable than limitations or enhancements, quirks are minor changes to a character that either saddle him or her with some disadvantage, or enhance a trait of theirs. They can also be used to raise the rank one or more of a character's powers work at if so desired, within the confines of that system. The quirks rules have more on this, but the quirk tables are presented here, for convenience.

Normally, quirks are a voluntary affair - players may or may not use quirks, as they see fit. They are presented below, in the format of random rolling tables, for two reasons. The first is for the Judge's use, to quickly generate random characters when time is of the essence. Alternately, a player may roll randomly if he or she wants or needs a quirk and doesn't know what to pick. Not that they're bound by such a roll, of course.

Quirks are divided up into the beneficial and deleterious quirks of a physical, mental, and role-play nature. Those quirks which cost (or grant) two quirk points are noted with a two in parenthesis (2), while those that can be taken at multiple levels are noted with an asterisk in parenthesis (*).

Note: when building aliens that are partial device users, as opposed to cyborgs or robots, players receive one free quirk point at this stage of character generation. If using the systematic method to build a character, players may instead add a point to their character, which is ostensibly for use when purchasing quirks, but may be designated for any other purpose if desired.

Table 76: Quirks Categories
01-17Physical (beneficial)18-33Physical (deleterious)34-50Mental (beneficial)
51-67Mental (deleterious)68-83Role-Play (beneficial)84-00Role-Play (deleterious)

Table 78: Physical Quirks (deleterious)
01-05Abnormal Attribute06-11Acceleration Intolerance12-16Addiction (*)
17-21Albinism22-27Allergy (*)28-32Color Blind
33-37Dulled Sense (*)38-42Dwarfism43-47Epilepsy
48-52Feebleness53-58Gigantism59-63Gravity Intolerance (*)
64-68Lameness69-74Low Pain Threshold75-79Missing Parts (2)
80-84Rank Loss (2)85-89Slow Healing90-94Weak Bones (2)
95-00Weakness (2)

Table 80: Mental Quirks (deleterious)
01-03Action Addict04-06Attitude (*)07-08Bluntness (*)
09-11Bully (*)12-14Combat Paralysis (*)15-17Compulsiveness (*)
18-19Cowardice (*)20-22Cyber-neurosis23-25Delusions (*)
26-28Fanaticism (*)29-31Frenzied32-33Greed (*)
34-36Gullibility (*)37-39Honesty (*)41-42Impulsiveness (*)
43-44Inept (*)45-47Insanity (2)48-50Insomnia
51-53Jealousy (*)54-56Karmic Dearth (2)57-58Laziness (*)
59-61Learning Disorder62-64Low Stress Threshold (*)65-67Mania (*)
68-69Multiple Personality (*)70-72Pacifism (*)73-75Paranoia (*)
76-78Personal Code (*)79-81Phobia (*)82-83Pushover
84-86Rudeness (*)87-89Short Attention Span90-92Shyness (*)
93-94Stubborn (*)95-97Temper (*)98-00Vow (*)

Table 81: Role-Play Quirks (beneficial)
01-09Ally10-18Assistant19-27Attractive (*)
38-36Benefactor (*)37-45Cash Flow (2)46-54Charmed
55-63Fame (*)64-72Fan Club73-81Good Reputation
82-90Likability (2) 91-00Lucky (2)

Table 82: Role-Play Quirks (deleterious)
01-06Alien Culture (*)07-11Bad Reputation12-17Bigotry (*)
18-22Dependent23-28Detractors29-33Enemy (*)
34-39Illiteracy40-44Jinxed45-50Loner (*)
50-56Nerd57-61Poverty62-67Repugnant Personality (*)
68-72Snob73-78Social Dependent (*)79-83Unattractive (*)
84-89Unlucky (2)90-94Unpleasant Habits (*)95-00Weirdness Magnet

Talents

The talents your freshly built alien character begins play with can be determined per any other character type, beginning by rolling up their number of initial talents on table 83. Then, roll for the category each talent will belong to on table 84. To finish up, roll for individual talents using tables 85 through 92, one table for each applicable category of talents.

However, the actual talents a character has really should be determined by his or her origin. Keeping this in mind, the Judge may well opt to let a player choose some (or all of) the talents their alien possesses, allowing him or her a lot more creative control over their character. Another thing to consider is that a talent can function at a higher 'level' than normal.

There are three 'tiers' of talents, each providing an increasing bonus to ACTIONs applicable to said talent. When generating these heightened skills, however, note that they cost more; a level 2 talent counts as two talents, while a level 3 talent counts as four. This can get expensive fast, but is a great way to showcase what your character is really good at.

Also, some talents cost more than others, even before higher talent levels are considered. A talent that has a number in parenthesis counts as that many talents during character generation; these are mostly background talents, but others can cost more as well. Similarly, the Student talent costs all of one's initial talent slots, for it by definition implies that a body does not have any other talents.

Note: when building aliens that are partially device users, as opposed to cyborgs or robots, players may add two additional talent slots at this stage of character generation. If using the systematic method to build a character, players may instead add two points to their character, which are intended to be spent on talents, but may be repurposed for any other use, if desired.

Table 83: Number of Talents
01-17Two talents18-33Three talents34-50Four talents
51-67Five talents68-83Six talents84-00Seven talents

Table 84: Talent Categories
01-12Background13-25Behavioral26-37Environmental
38-50Fighting51-62Miscellaneous63-75Professional
76-87Scientific88-00Weapon

Table 85: Background Talents
01-25Heir to Fortune (3)26-50Law Enforcement (2)51-75Military (2)
76-00Student (*)

Table 86: Behavioral Talents
01-14Hypnosis15-28Leadership29-43Manipulation
44-57Performer58-72Service73-86Sleight of Hand
87-00Tactics

Table 87: Environmental Talents
01-09Astronaut10-18Boating19-27Climbing
38-36Driving37-45Piloting46-54Planargation
55-63Riding64-72Stealth73-81Survival
82-90Teamster 91-00Tracking

Table 89: Miscellaneous Talents
01-12Escape Artist13-25First Aid26-37Gastronomy
38-50Power Skill51-62Repair / Tinkering63-75Resist Domination
76-87Trance88-00Trivia

Table 90: Professional Talents
01-06Agriculture07-11Artist12-17Business / Finance
18-22template23-28Crime29-33Demolitions
34-39Detective / Espionage40-44Education45-50Engineering
50-56Journalism57-61Law62-67Leathercraft
68-72Metalcraft73-78Politics79-83Salesmanship
84-89Sports90-94Stonecraft95-00Woodcraft

Table 91: Scientific Talents
01-07Archaeology08-13Biology14-20Chemistry
21-27Computers28-33Criminology34-40Electronics
41-47Genetics48-53Geology54-60Linguistics
61-67Lore68-73Mathematics74-80Medicine
81-87Physics88-93Psychology94-00Theology

Contacts

Also presented for convenience is the table used to detail the initial number of contacts a new character possesses; it is available as table 93 in Exobiology 101. Table 94, then, lists the types of contacts an alien character may have upon the start their career, if the player needs any ideas; one need not roll up contact types randomly if they don't wish to.

Like (most) quirks and talents, contacts can be taken at one of three levels of importance; for example, a police contact might be a beat cop (level 1), an FBI operative (level 2), or even an Interpol agent (level 3). Similarly, contacts of a higher level cost an increased amount of contact 'slots' - a level 2 contact counts as two contacts, while a level 3 contact costs four contact 'slots'.

Aliens have the option of adding their kind as a contact. This doesn't mean every individual matching their origins will be a reliable source of aid, so much as they tend to react more favorably to the character when encountered. This reflects the fact that most aliens are far, far from home, and it's often quite nice to run into a (hopefully) friendly face within the campaign setting.

Note: when building aliens that are partial device users, as opposed to cyborgs or robots, players may add two additional contact slots at this stage of character generation. If using the systematic method to build a character, players may instead add two points to their character, which would ideally be used to purchase contacts, but may be designated for any other purpose if desired.

Table 93: Number of Starting Contacts
01-17Two contacts18-33Three contacts34-50Four contacts
51-67Five contacts68-83Six contacts84-00Seven contacts

Table 94: Contacts
01-06Aide07-11Artist / Performer12-17Business
18-22Criminal23-28Doctor29-33Expert
34-39Foreign Power40-44Government45-50Hero / Villain
50-56Informant57-61Journalist62-67Lawyer
68-72Mentor73-78Military79-83Organization
84-89Police90-94Scientist95-00Trivia

Equipment

On top of all of their stupendous, ascendant capabilities, alien characters also have their pick of conventional, mundane equipment. These devices won't be the kind that make or break their style, for the most part, but they often fill in holes on an adventurer's roster when needed - or, at the very least, add a bit of luxury to their life.

Common equipment a character can possess depends on their Resources. One may automatically have any gear with a price equal to his or her Resources rank or less, and may start out with materials of up to their Resources rank +2 CS with but a small explanation (the character has a McMansion ™ that she paid off previously). Anything more exorbitant must be approved by the Judge, but isn't necessarily out of the question.

It's mostly just a matter of feasibility and availability at that point.

And Last, But Not Least

Once everything else has been determined about a new character, any transnormal bonuses they receive as a part of their particular origin(s) should be applied. These are always placed on a character last, to let them enhance the results of random character generation. In fact, if the Judge is willing, the ranks enhanced by such bonuses can even be allowed to exceed his or her normal campaign power limits!

Systematic (Point Based) Character Assembly

Players start with fifty-five (55) points with which to build an alien character. They may spend these points as they wish, only limited by the campaign's power level ceiling. For example, a plane-spanning campaign may limit characters to Shift Y (200) or less on most ranks. Ask the Judge about his or her campaign limits before proceeding any further, if you're not sure what they are!

To begin with, determine how far above (or below) the norm the character will be in each ability score; for our purposes, the 'norm' is Typical (6). For every +1 CS a player applies to each spend one point, and for each -1 CS applied to these values, add one point. The sky is the limit with an alien character, though humanlike aliens may hew closer to normal human limits (which are detailed in the Ability Scores chapter).

A starting character is assumed to have Typical (6) Resources and a Popularity score of zero (0). One may alter these ability scores as they can any other, though at double the cost for each CS; Monstrous (75) ranked Resources would cost twelve points, for example. If one intends to purchase the Heir to Fortune background talent, they shouldn't alter this 'base' Resources score any. Health and Karma are determined normally.

An opposed Popularity score (negative for heroes, positive for villains) is worth two points, no matter how great it is.

Before purchasing an alien's powers, one should determine their powers' origins, if this has not already been decided, for they may include bonus powers up front, or added benefits down the line. When buying powers, spells, or psionics, each rank in each power costs one point, starting at Feeble (2) rank. Again, the upper rank of each ascendant ability is only limited by the campaign's power level ceiling.

Those alien characters with a partially divine origin for their powers need not purchase their bonus power via the point-based system. The player building a character with this kind of ability may roll randomly for a power rank, if their bonus inherent has one, and then spend points to increase its rank further if desired. But points need not be spent on this power during character generation.

Costs can be controlled by adding limitations, which can apply to either one or all of a character's powers. Whether applied to one power or globally to the character as a whole, weak limitations reduce the cost of a power by one point, strong limitations by two points, very strong limitations by three points, and extreme limitations by four points. Consider the effect of such limitations before counting those point savings!

Remember that all powers have a minimum cost of one (1) point, no matter how limited they may be.

Moving the other direction, a player may enhance their powers. A weak enhancement increases the cost by one point, strong enhancements add two points, very strong enhancements raise the cost by three points, and extreme enhancements add four points to a power's final cost. Such enhancements include improving the range or speed categories of a power, as well as other augmentations to its functionality.

Remember that many powers cost more than the base value; the blood of Qingu spell, for example, costs three points per rank. Powers with a heightened cost are noted in the character generation tables listed above (those with numbers in parenthesis after the name). Limitations and enhancements are multiplied in value by this cost; for instance, a very strong limitation on ultimate power would reap a fifteen point discount.

If one's Judge allows their use in his or her campaign, one thing to consider is the use of Hyperkinetic and Hyperexhaustive rank qualifiers. These can each be purchased in the point system if allowed, being treated as either an extreme enhancement (in the form of a Hyperkinetic power) or an extreme limitation (in the form of a Hyperexhaustive power). Creating a hyperkinetic ability score is a weak character enhancement.

Both can be very unbalancing in their own way, however, so check to make sure their use is okay.

Once a character's powers are determined, he or she may purchase talents and contacts as they see fit, each costing one point. If one would like heightened talents or contacts (both come in three tiers), they must pay two points for a level two talent or contact, or four points for a level three talent or contact. The Student background talent costs five points, but cannot be purchased with any other (save for Heir to Fortune).

Note that alien characters who draw power from external high tech devices as one of their origins may add four points here, ostensibly for talents and contacts, but players may direct their placement as they see fit.

A player may use remaining points to purchase beneficial quirks - or add a few points to pad weak areas with deleterious quirks. Most quirks give (or take) one point, but if purchased at a higher level, they function in much the same way as talents or contacts in this regard (two points for a level two quirk, four points for a level three quirk). Also, quirks without level but that count double cost (or give) two points.

Note that alien characters who draw power from external high tech devices as one of their origins may add one point here, ostensibly for quirks, but players may use them as they see fit.

Next, determine what gear the character possesses. As is the case with randomly generated characters, aliens built with points may choose any standard gear that is readily available in the campaign, as long as its cost falls within a few CS of their Resources rank. If they want something more expensive, the player must give a good reason for such, though the Judge has veto power over improbable items.

Finally, add those bonuses that the character's origin affords him or her if they have a transnormal power source.

Once the player is out of points, it's up to the Judge to look over what the player has wrought. Does the character's math add up? Does it fall within predetermined campaign limitations for power level? Are such aliens suitable for their game? If nothing appears to be wrong, and the Judge likes what he or she sees, they should approve what a player has created, and then allow them to complete the last portion of their character's creation.

Assuming they didn't actually start with such.

Filling in the Blanks

Once all the basic details concerning your character have been ascertained, it is time to 'fill in the blanks,' or to detail all of their personal and background information, the stuff you can't quantify with dice rolls or points. Who are they? What do they look like? Where are they from? What are they like? How did they acquire their astounding collection of differing super-human abilities?

All of this character information must be determined by the player to make it truly his or her own, and to really 'flesh them out'. This is often the most difficult portion of the character generation process, the portion where many tend to fail. However, with a little effort and some serious consideration, the answers to these questions can make that sheet of paper with all the funny words on it really come alive!

Sample Aliens

The final chapter of Exobiology 101 consists of a small ensemble of sample aliens. These are provided as examples of how Exobiology 101 can be used to represent various aliens in the Costumed Adventurer Simulation Engine. Though as always, if you don't think such representations fit what you have in mind for your own game, feel free to concoct your own variations on a theme!

Ghouls: like their mindless lessers, ghouls arise due to the intervention of magic, exotic chemicals, or viruses. However, they're stronger and more intelligent, qualities that make them far more dangerous than their zombie 'relatives'.

Zombies: whether raised by magic or chemicals or viruses, zombies are a grave (pardon the pun) threat to humanity as a whole. Though usually mindless and incredibly awkward, zombies can be tenacious in their pursuit, and terrifying in large numbers.

For Reference

Exobiology 101 is far from complete, by any definition of the term. I have mostly built out the character generation rules for alien beings, thanks to my having done so with the Combination Character Cookbook, but have yet to add a blurb about combinations in Exobiology 101. Then, I have to decide where to go from there. I'll get on that as time permits, of course, but I have no schedule yet, sorry.

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