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All I wanted in life was to be left alone; don't we all. So just my luck that I'd eventually become an alien abductee. Now I'm never alone. Any minute, when I'm least expecting it. And the worst part is NO ONE believes you. Well, almost no one. So I've devoted my life to providing all you disbelievers out there with proof. Proof that there are extraterrestrial biological entities right now, as we speak, visiting our planet in alien ships for purposes of a rather troubling agenda known only to certain members of the government, the FBI and certain high-ranking members of the military-industrial community who have recovered some of these very craft. Not that they would admit to it publicly, of course. Nor would they admit that they have salvaged some of this alien technology and are using it in military applications. No, that would be un-American. And they wont admit it until someone con- confronts them with irrefutable, undeniable proof. Someone like me. And, uh, I should probably mention that I do this at great risk to my own health and safety, but hey, when everyday's just another day your gonna get kidnapped by a bunch of little grey dudes from outer space what's a few CIA spooks to worry about? - ''Max Fenig, The X-Files''
 
All I wanted in life was to be left alone; don't we all. So just my luck that I'd eventually become an alien abductee. Now I'm never alone. Any minute, when I'm least expecting it. And the worst part is NO ONE believes you. Well, almost no one. So I've devoted my life to providing all you disbelievers out there with proof. Proof that there are extraterrestrial biological entities right now, as we speak, visiting our planet in alien ships for purposes of a rather troubling agenda known only to certain members of the government, the FBI and certain high-ranking members of the military-industrial community who have recovered some of these very craft. Not that they would admit to it publicly, of course. Nor would they admit that they have salvaged some of this alien technology and are using it in military applications. No, that would be un-American. And they wont admit it until someone con- confronts them with irrefutable, undeniable proof. Someone like me. And, uh, I should probably mention that I do this at great risk to my own health and safety, but hey, when everyday's just another day your gonna get kidnapped by a bunch of little grey dudes from outer space what's a few CIA spooks to worry about? - ''Max Fenig, The X-Files''
  
'''Brainstorming Media''': Akte X, Alien, Predator, Alien vs Predator, Species, Dreamcatcher, Hellraiser, Grey, Rosswell, UFO (1970'er Serie), Men in Black, Mars Attacks, Die Dreibeinigen Herrscher, Krieg der Welten, Stargate, Total Recall, Marvel Secret Wars (Comic Miniseries), Gateway (Bücher odr Textadventures)
+
'''Brainstorming Media''': Akte X, Alien, Predator, Alien vs Predator, Species, Dreamcatcher, Hellraiser, Grey, Rosswell, UFO (1970'er Serie), Men in Black, Mars Attacks, Die Dreibeinigen Herrscher, Krieg der Welten, Stargate, Total Recall, Marvel Secret Wars (Comic Miniseries), Homeworld (Bücher odr Textadventures)
  
 
'''NWoD References''': Gray Traveler (MtA Summoners p.31), Clones (PtC Strange Alchemies p.), The Creature (WoD Dogs of War p.), Living Web (WoD Antagonists p.)
 
'''NWoD References''': Gray Traveler (MtA Summoners p.31), Clones (PtC Strange Alchemies p.), The Creature (WoD Dogs of War p.), Living Web (WoD Antagonists p.)
 
==Introduction==
 
 
We are not alone. Aliens exist. 
 
they already live among us, plotting against us, devising the downfall of our race, planning to overtake our planet.
 
 
But where do the come from ?
 
The answer lies hiden beyond the vast emptieness of space.
 
 
  
 
==Lexicon==
 
==Lexicon==
  
* Abducted: (Implanted or Infected)
+
* Abducted: (Implanted or Infected); like Hithishu Spirit-Urged;
  
 
* Abyss
 
* Abyss
Line 24: Line 15:
 
* Abyssal Intruder:
 
* Abyssal Intruder:
  
* Alien
+
* Alien:
  
 
* Ancient:
 
* Ancient:
  
* Amalgam: Alien/Human, Alien/Animal or Alien/Artifact Hybrid
+
* Amalgam: Alien/Human, Alien/Animal or Alien/Artifact Hybrid; like Duguthim Spirit-Claimed; add Pow/Fin/Res to Attributes; Power Stat: Synthesis
  
* Biotech
+
* Biotech:
  
* Cortex
+
* Brood:
  
 
* Gray (plur: Grey):  
 
* Gray (plur: Grey):  
  
* Hypertech
+
* Hyperspace:
 
 
* Precursor
 
  
* Species
+
* Hypertech:
  
* Trinid:
+
* Species:
  
* UFO
+
* UFO:
  
* Verge
+
* Verge:
  
* Xenoid:  
+
* Xenoid:
  
 
==Setting==
 
==Setting==
  
"Wiedermal ist auf Cape Kenedy eine bemannte Weltraumrakete mit flamendem Feuerstrahl zurbfahrt ins All gestartet. Seit der Russe Yuri Gargarin am zwölften April 1962 als erster Erdenmensch aus der Erdatmoshäre geschossen wurde, um unseren Planetem zu umkteisen, sind inzwivhen über 500 Memschen, losgelöst von der Erdanziehung, dirch die uns hisher unbekannte Welt der Sterne geflogen. Was also könnte in 100 Jahren sein ? In 1000 Jahren ? Und die Welt, das Weltall ist eine Ewigkeit alt. Was also spricht dagegen, daß eine derart phantastische technische Entwicklung, durch Menschenwesen nicht eine Ewigkeit vor unserer Erdentechnik auf eimem anderen Stern, der heite längst verglüht ist, ebenso vor sich gegangen seien mag. Die Zeichen und Beweise dafür sind umstritten, aber undenkbar ist es nicht, daß vor abertausenden von Jahren fremde Raumfahrzeuge, silbernen Feuervögeln gleich, vom Himmelm auf die Erde stürtzten, sodass unsere tierhaften Urahnen sie für das Erscheinen ihrer Götter, der Götter aus dem All hielten." - ''Erich von Daenicken, Die Götter aus dem All''
+
===Hyperspace===
  
===Galactic History===
+
Aliens evolved into a state where their natural habitat is within immaterial realms humanity has no real classification for. 
  
'''The Signal'''
+
Stellar Hyperspace is separated from Interstellar Hyperspace by the Abyss. Stellar Hyperspace ends in Planetary Hyperspace which in turn is separated from the planets material reflection by a dimensional threshold, on earth called the Gauntlet.
Eons ago a sentient life evolved among the stars.  
+
Not only earth has a Planetary Hyperspace but all stellar Bodies of our solar system, which in turn are inhabited by alien forms of life, (known to the occultists of human society as spirits of the planetary courts). These fully ephemeral beings are paradigmaticaly compatible enough to interact with the aliens of the four species, although seldom in a peaceful manner.
  
Some species of extraterrestrial lifeforms watched the stars, wondering what was out there. Maybe there even would be someone out there watching and wondering like them. As their culture evolved the began exploring teir own state of existence. At some point they became capable of transmission and detection of signals beyond the boundaries or their world and noticed a strange signal from far away. They began to analyze the signal and generations after the original discovery of the signal they finally were able to translate it. The alien message contained incredible complex multilayered informations about some kind of technology. Again generations of researchers had to interpret the information to build a device with unknown function. The device turned out to be some kind of Ship. Capable of travel among the stars, crossing vast distances within relatively short spans of time.
+
First Stop in Solar Realm after Abyss is a gigantic Station in the Kuiper-Belt beyond the orbit of Pluto
  
'''The Great Incident'''
+
Hyperjumps must be calculated
The four Species all share a common event in their histories. At some point the constant use of Hyperspacial technology broke down the natural laws of their realms culminating in a gigantic catastrophy. The great Hyperspace Incidents ripped open the Abyss within the aliens realms of existence and their civilizations were invaded by horrible creatures.
 
  
The Ancients theoretisize that some of them are older than others and suspect that the 'younger' Ancients could be the ones responsible for the Incident. No one knows for sure. The Great Incident created some kind of fallout that erased the memory of the entire species, which made a distinction between 'older' and 'younger' ancient impossible.
+
-----
 +
Interstellar Hyperspace (Distant Reaches; Supernal Realms) -> Abyss -> Stellar Hyperspace (contains 10 planetary realms) -> Planetary Hyperspace (Earth, 7th planetary realm)
  
The Great incident cut the free evolutionary path of the Brood. Before the Incident their Hive Fleets travelled the Distant Reaches in the search of the the secrets of evolution.
+
-----
 +
Sidebox: Why the Aliens can't (or just won't) invade Asgard
  
The Xenoid claim to come from different Homeworlds, that where eradicated during the Great Incident. Only the few of their species that travelled trough Hyperspace survived the cataclysm.
+
Although Aliens mechanicaly function as spirits they do not necessarily share the same state of existence. What aliens percieve as Hyperspace may share some qualities with what humans call the Shadow but is not always identical. The spir
 
+
-----
'''Exodus'''
 
Finaly every of the four species faced extrinction. Independently their greatest thinkers all devised the same solution: to send out great ships with the last survivors of their once great civilisations in search of a safe place where they could begin anew. All of them finally followed the strange signal their people once had recieved from far away.
 
 
 
The Exodus distorted the historical views of all four species. Lots of recorded historical and cultural data could not be transmitted, was purposely erased, destroyed by accident, or was lost by other circumstances. When the aliens arrived in the solar system most of their original historical and cultural identity was gone or had lost its meaning in some way.
 
 
 
'''The Precursors'''
 
Some key concepts of galactic evolution and the solutions to certain problems connected to them seem to be universal. Every alien species discovered these concepts independently, but they were are all led down similar pathes when they started exploring them.
 
  
The four alien species are not the first ones, that travelled among the Stars. When the first ancients reached the Solar Realm thousands of years ago, they discovered strange Relics within the Belt of asteroids that marked its outer border. The most astonishing one was a gigantic space station, that nearly had the size of a moon, seemingly operational for it bradcasted signals troughout solar Hyperspace in a language unknown to the Ancients, but completely devoid of any form of spiritual or biological life.  
+
* '''Hyperdrive'''
 
+
This Numen confers the ability to move between the various realms connected by Hyperspace. Normally this Numen takes the Form of an incredibly complex piece of machinery, biological-, or astral pattern around which UFO's are constructed. Where the Grey or Xenoids create the cores of their artificial starships with this Numen, the Brood grows gigantic, symbiotic hulks around Hyperjump cores. The ancients and Abyssals both have eon-old fleets of ephemeral ships created from strange materials and enegeric states. There is a legend that a few, very powerful Ancients
The researchers found out that the Solar system was once inhabited by the Precursors, sheer immortal beings imbued with vast god-like power. They themselves once were created by a being they called the god-machine and in their own images had created races of lesser beings to serve and entertain them. Finaly they where eradicated by their unfaithful firstborn children eons ago. As the elder gods died, they cursed all of their children, not only the Firstborn which had led the uprising against them.
+
and Abyssals even found a way to Hyperjump without some kind of external projection. A UFO or Alien creature with this Numen moves between realms by 'jumping' from place to place. Jumping means the UFO dematerializes from its point of origin, travels trough a subspacial realm for a short time and then materializes at its destination. Jumps between two directly connected realms (adjacent planetary realms, or connected Astral realms, etc) without a dimensional treshold (Abyss, Gauntlet, Astral Treshold) between them costs 1 Essece and requires 15 min of travel time if the character using the Numen has already been to that realm, or is in posession of accurate Hyperspace maps. Travel across a dimensional threshold increases the Essence cost by 1 per traveler.
 
 
Originators of the Signal. Maybe buildesrs of some kind of hyperspatial infrastructure. Left Reilcs within the solar system hinting at their former existence. Where are they now ? Are they responsible for the evolution of sentient Life ? Did they originaly invent Hyperspace travel and left the technology for the other species to find ?
 
 
 
'''The Last Bastion'''
 
The Solar system is some kind of Anomaly within Hyperspace. Something in the dimensional clustering of our realm is different to the aliens original realms, that has prevented total anihilation by abyssal forces. Sure, rifts into the Abyss also exist in the solar system, but they are to few and only remain open for very short spans of time.  
 
  
 
-----
 
-----
Sidebox: Magehunters
+
'''The Philadelphia Experiment'''
From the Alien perspective Human Psionics have developed not only incrompehensible but also very dangerous aspects. Sometimes when human psionics call on their powers they open rifts into the Abyss. Although Humans do understand that this is a dangerous act they do not understnad the final consequences of these acts. The intangible wall, that separates reality and the abyss from one another is worn out a little more every time an act like this is commited. Aliens understand the horrible implications of this kind of human behaviourt, therefor some aliens don't hesitate to take drastical measures in preventing human psionics from outright destroying the last bastion by their ignorance or incapability.
 
-----
 
  
===Hyperspace===
+
The first human experiments with a Hyperdrive retroengineered from captured alient technology went horribly wrong.  
 
 
Stellar Hyperspace is separated from Interstellar Hyperspace by the Abyss. Stellar Hyperspace ends in Planetary Hyperspace which in turn is separated from the planets material reflection by a dimensional threshold, on earth called the Gauntlet.
 
Not only earth has a Planetary Hyperspace but all stellar Bodies of our solar system, which in turn are inhabited by alien forms of life, (known to the occultists of human society as spirits of the planetary courts). These fully ephemeral beings are paradigmaticaly compatible enough to interact with the aliens of the four species, although seldom in a peaceful manner.
 
 
 
First Stop in Solar Realm after Abyss is a gigantic Station in the Kuiper-Belt beyond the orbit of Pluto
 
  
 +
The human scientist, inexperieced with hyperspace calculations, programmed the wrong coordinates intontheir Hyperdrive and the Ship was warped directly into the Abyss.
 
-----
 
-----
Sidebox: Why the Aliens can't (or just won't) invade Asgard
 
  
Although Aliens mechanicaly function as spirits they do not necessarily share the same state of existence. What aliens percieve as Hyperspace may share some qualities with what humans call the Shadow but is not always identical. The spir
+
'''The Great Incident'''
-----
 
  
* '''Hyperdrives'''
+
The history of all four Species traces back to the great Hyperspace Incident which ripped open the Abyss.  
This very advanced technology confers the ability to move between the various realms connected by Hyperspace. Normally a Hyperdrive takes the Form of an incredibly complex piece of machinery, biological-, or astral pattern around which UFO's are constructed. Where the Grey or Xenoids create the cores of their artificial starships, the Brood grows gigantic, symbiotic hulks around Hyperjump cores. The Ancients have eon-old fleets of ephemeral ships created from strange materials and enegeric states. There is a legend that a few, very powerful Ancients even found a way to Hyperjump without some kind of external protection. A UFO or Alien creature with the ability to travel trough Hyperspace moves between realms by 'jumping' from place to place. Jumping means the UFO dematerializes from its point of origin, travels trough a subspacial realm for a short time and then materializes at its destination.  
 
  
Hyperjump Cost: Jumps between two directly connected realms (adjacent planetary realms, or connected Astral realms, etc) without a dimensional treshold (Gauntlet, Astral Treshold) between them costs 1 Essece and requires 15 min of travel time if the character using the Numen has already been to that realm, or is in posession of accurate Hyperspace maps. Travel across a dimensional threshold increases the Essence cost by 1 per traveler.  
+
The Ancients theoretisize that some of them are older than others and suspect that the 'younger' Ancients could be the ones responsible for the Incident. No one knows for sure. The Great Incident created some kind of fallout that erased the memory of the entire species, which made a distinction between 'older' and 'younger' ancient impossible.
  
* '''Hyperjump Calculations'''
+
The Great incident cut the free evolutionary path of the Brood. Before the Incident their Hive Fleets travelled the reaches of Primal Wyld in the search of the the secrets of evolution.  
Hyperjumps also must be calculetd properly, before the Hyperdrive can be initiated.
 
:Dice Pool: Power + Influence Travel, or Int + Science + Influence Travel modified by the Gauntlet Strenght of the destination, successes also depending on the type of destination
 
:Action: extended, every roll takes 30 minutes. (1 success for empty interplanetary space, 5 for wild regions on a planetary surface, 10 for populated areas on a planetary surface and 15 successes for a densely populated area).
 
:Roll Results:
 
:Dramatic Failure: The calculations are a total desaster and the Jump crosses the Abyss. The UFO is jumped to an entirely different location than intended and an Abyssal manifestation accurs at the moment of the UFO's reintegration.
 
:Failure: The calculations are far off the intended coordinates. The Jump takes the UFO to another location of similar specifications as intended, but maybe thousands of miles away from the inteded destination.
 
:Success: the jump is made to the intended location.
 
:Exceptional Success: the jump is  made to the intended location in only two-thirds of the normal hyperjump time.
 
  
-----
+
The Great Fleets of the Gray just arrived from beyond time in Hyperspace when the Great Incident happened, which trapped them in temporal linearity.
Interstellar Hyperspace (Distant Reaches; Supernal Realms) -> Abyss -> Stellar Hyperspace (contains 10 planetary realms) -> Planetary Hyperspace (Earth, 7th planetary realm)
 
  
-----
+
The Xenoid claim to come from different Homeworlds, that where eradicated during the Great Incident. Only the few of their species that travelled trough Hyperspace survived the cataclysm.
'''The Philadelphia Experiment'''
 
  
The first human experiments with a Hyperdrive retroengineered from captured alient technology went horribly wrong.
 
 
The human scientist, inexperieced with hyperspace calculations, programmed the wrong coordinates intontheir Hyperdrive and the Ship was warped directly into the Abyss.
 
 
-----
 
-----
  
 
===Alien Physiology===
 
===Alien Physiology===
 
(Zum transfer in den Exodus-Schiffen mussten die ursprünglich materiellen Körper der aliens in so 'ne art Soulgems, sogenannten Cortices (sing. Cortex) 'digitalisiert' werden; Ancient Cortex: schimmernder ball aus energie; Brood Cortex: Biologische Masse, Wurmartiger Parasit, Cerebraler Knoten, Alien-Ei; Grey Cortex: Chip, Chromglänzendes Implantat; Xenoid Coretex: kleiner Kristall, 'versteinerter' Ammonit, fossiler Abdruck)
 
  
 
-----
 
-----
Line 148: Line 102:
  
 
* Brood
 
* Brood
...While all brood can produce and infect hosts with unimprinted  Larvae, only Hive Mothers are able to imprint shards of the Hive Soul into their Larvae to create offspring with the capability to grow to full maturity and sentience.
 
  
 
* Grey
 
* Grey
Line 157: Line 110:
 
-----
 
-----
 
* Essence Recuperation:
 
* Essence Recuperation:
Aliens need Essence resonant with their original realm of origin, which may be a hard to come by on earth. On board of a UFO or within a Station an alien of any species may regain one Essence per day.
+
All Aliens may extract Essence out of abducted mortal bodies, or harvest essence generated by cults tailored to the specific essential needs of the alien entity. On very rare occasions an alien might find a Locus that generates an appropriate resonance of essence, but very few of those exist in the mortal realm and then only in remote and primordial locales.
All Aliens may extract additional Essence out of abducted mortals, or harvest essence generated by cults tailored to the specific essential needs of the alien entity. On very rare occasions an alien might find a Locus that generates an appropriate resonance of essence, but very few of those exist in the mortal realm and then only in remote and primordial locales.
 
  
- Ancients: Strong energetic Field,
+
- Ancients: Essence (from Belief)
- Brood: Genetic Material
+
- Brood: Corpus or HL
- Grey:  
+
- Grey: Essence
- Xenoid:  
+
- Xenoid: Essence
 
-----
 
-----
  
Line 182: Line 134:
 
==Character Generation==
 
==Character Generation==
  
* Step 1: Create Alien Cortex
+
* Step 1: Create Alien
 
** Choose Species
 
** Choose Species
** Determine Attributes (9)
+
** Note Rank (2)
** Choose Competencies (3 dots from Species or Convent)
+
** Select Attributes
** Choose Procedures (7 dots)
+
** Choose Influences (either two from Species, Subspecies, or Convent)
** Select Merits (7)
+
** Choose Numina (one from Species, one from Subspecies, one from Convent or free choice for Renegade)
 
** Determine Advantages
 
** Determine Advantages
 +
** Determine Starting Essence
 
** Determine Ban
 
** Determine Ban
 
* Step 2: Create Amalgam
 
* Step 2: Create Amalgam
** Select Type (Human, Animal, Clone, or Machine)
+
**  
** Determine Attributes (5/4/3)
 
** Modify Attributes by Amalgam Type
 
** Determine Skills (11/7/4 for Human, 9/6/3 for others)
 
** Record special Advantages
 
 
* Step 3: Synthesize Alien Amalgamation
 
* Step 3: Synthesize Alien Amalgamation
** Distribute Pow/Fin/Res of Alien onto Amalgams Attributes
+
** Record Power Stat: Synthesys
** Record Power Stat: Symbiosys (1)
+
** Select Aspects (7)
** Determine Starting Essence
 
  
Symbiosis    E per turn    Max. Essence
+
Merits: Alien Merits, Mutations (Ridden Aspects), Psionic Merits
    1            1            10
 
    2            1            15
 
    3            2            20
 
    4            2            25
 
    5            3            30
 
    6            3            40
 
    7            4            50
 
    8            5            60
 
    9            6            75
 
  
 +
===''Species'' (Origin Splat)===
 +
* '''Abyssal Intruder'''
 +
:(Examples: Cthulloides, Cenobites, Galactus)
 +
:Influence: Nightmares (Fate, Mind)
 +
:Ban: must adhere to given Pact or Oath
 +
:Starting Numina: Corpse Ride, Siphon
 +
:Special: Speed Species Factor 5, Size 2 to 4, non-humanoid form, 
 +
:Common Numina: Create Anomaly, Derange, Essence Conversion, Harrow, Soul Snatch
 +
:Common Amalgams: Most Abyssals are not able to claim living Amalgams, although they are (un-)nataraly able to posess human or animal corpses (Revenants), which are consumed over time by their unnatural presence, but within which they even have the capability of using their dark Numina.
  
  Experience Cost:
+
Binding Vow,
  Symbiosyis              New Dots x8
+
Chain of Death,
Affinity Competency    New Dots x6
+
Corpse Ride,
Common Competency      New Dots x7
+
Countermagic,
Other Competency        New Dots x8
+
Create Anomaly,
Procedure              2 xp per dot
+
Damnation's Path,
Vitality                New Dots x3
+
Dead Eyes,
+
Dead Skin,
===''Species'' (Origin Splat)===
+
Dement,
 +
Derange,
 +
Discorporation,
 +
Drain,
 +
Emotional Aura,
 +
Empower Host,
 +
Ensnare,
 +
Fearstruck,
 +
Final Strike,
 +
Ghost Eater,
 +
Hallucinations,
 +
Harrow,
 +
Hibernate,
 +
Morphic Form,
 +
Plague of the Dead,
 +
Psychic Torment,
 +
Rapture,  
 +
Regenerate,
 +
Sense Character,
 +
Sleep Eater,
 +
Soul Harvest,  
 +
Spirit Minions,
 +
Spirit Venom,
 +
Tendrils,
 +
Terrify,
 +
Terrifying Change,
 +
Usurp Vice,
 +
Whisper Chorus,
 +
Zombify
  
 
* '''Ancient'''  
 
* '''Ancient'''  
 
:(Examples: Atlanteans, Gatebuilder-Ancients, Elder Gods, Vorlons)
 
:(Examples: Atlanteans, Gatebuilder-Ancients, Elder Gods, Vorlons)
:Affinity Competencies: Knowledge, Energy, Avatar
+
:Influence: Knowledge (Time, Prime)
:Ban: may not leave material evidence when visiting Earth
+
:Ban: may not leave material evidence when visiting Earth
 +
:Starting Numina: Mortal Mask, Versatile Energies
 
:Special: Speed Species Factor 5, bonus equal to Rank; Size 2 to 4, non-humanoid form,  
 
:Special: Speed Species Factor 5, bonus equal to Rank; Size 2 to 4, non-humanoid form,  
 +
:Common Numina: Electrical Posession, Immunity [Material Weapons], Lament, Manipulate Energy, Unaproachable
 
:Common Amalgams: Ancients seldom use Amalgam bodies, in favour of a more indirect approach, sometimes machines or cybernetic humanoid Amalgams created by Hypertech are used to interact directly with humans or other alien visitors.  
 
:Common Amalgams: Ancients seldom use Amalgam bodies, in favour of a more indirect approach, sometimes machines or cybernetic humanoid Amalgams created by Hypertech are used to interact directly with humans or other alien visitors.  
  
Stereotypes:
+
Chorus,
* Abyssals:
+
Compulsion,
* Ancients:
+
Countermagic,
* Brood:
+
Discorporation,
* Grey:
+
Emotional Aura,
* Humans:
+
Essence Conversion,
* Changelings:
+
Fearstruck,
* Hunters:
+
Firestarter,
* Mages:
+
Force Barrier,
* Shapeshifters:
+
Freeze,
* Prometheans:
+
Gauntlet Control,
* Vampires:
+
Ghost Sign,
 +
Ghost Speech,
 +
Heal, Innocious,
 +
Immunity [Material Weapons]
 +
Lament,
 +
Magnetic Disruption,
 +
Manipulate Energy,
 +
Mechanical Posession,
 +
Mortal Mask,
 +
Pathfinder,
 +
Phantasm,
 +
Rapture,
 +
Sense Character,
 +
Speed,
 +
Spirit Minions,
 +
Spiritual Vision,
 +
Telepathy,
 +
Terrify,
 +
Unapproachable
 +
Vesatile Energies,
 +
Wilds Sense
  
 
* '''Brood'''  
 
* '''Brood'''  
 
 
The Hive-Fleets of the Brood float deep within the vast reaces of Hyperspace. Their ever changing and evolving Civilization is bred by powerful Hive Mothers, led by Synapts with mysterious Psi-abilities, formed by wounderous and hideous Mutagents, maintained by restless Drones and protected by ferocious Warriors.
 
The Hive-Fleets of the Brood float deep within the vast reaces of Hyperspace. Their ever changing and evolving Civilization is bred by powerful Hive Mothers, led by Synapts with mysterious Psi-abilities, formed by wounderous and hideous Mutagents, maintained by restless Drones and protected by ferocious Warriors.
 
 
:(Examples: The Alien, Species, Bugs, Tyranids, Wraith)
 
:(Examples: The Alien, Species, Bugs, Tyranids, Wraith)
:Affinity Competencies: Genetics, Hive, Host
+
:Influence: Mutation (Life, Death)
 
:Ban: must ensure survival and evolution of species
 
:Ban: must ensure survival and evolution of species
 +
:Starting Numina: Symbyosis, Transmogrify Victim
 
:Special: Speed Species Factor 5, Size 1, bonus equal to Rank; non-humanoid form,  
 
:Special: Speed Species Factor 5, Size 1, bonus equal to Rank; non-humanoid form,  
:Common Amalgams: The Brood readily infect ephemeral and corporeal beings alike with their offspring but are only capable of amalgamating themselves sybioticaly into a biological host body. Brood favour human or animal hosts that are large enough to hide their monstrous alien form and express some desired genetic quality most ofte adequate to the individual brood's function within its hive.
+
:Common Numina: Camouflage, Hibernate, Tendrils, Trill, Sense Prey
 
+
:Common Amalgams: The Brood readily infect ephemeral and corporeal beings alike with their offspring but are only capable of amalgamating themselves sybioticaly into a biological host body. Brood favour human or animal hosts that are large enough to hide their monstrous alien form and express some desired genetic quakity most ofte adequate to the individual brood's function within its hive.
Stereotypes:
+
:Stereotypes:
 
* Abyssals:  
 
* Abyssals:  
* Ancients:
+
* Ancients:  
* Grey: potential Hosts
+
* Grey: acceptable geneticians, but also potential Hosts, their cloned humans are very interesting...
* Xenoid: sources of genetic material, sometimes even usable as hosts
+
* Xenoid: good sources of genetic material, sometimes even usable as hosts.
* Humans: one of the best imaginable hosts all troughout Hyperspace  
+
* Humans: one of the best imaginable hosts all troughout Hyperspace.
 
* Changelings:  
 
* Changelings:  
* Hunters:
+
* Mages:
* Mages:
 
* Shapeshifters:  
 
 
* Prometheans:
 
* Prometheans:
* Vampires:
+
* Shapechangers:
 +
* Vampires:  
  
* '''Gray'''
+
Animal Control,
 
+
Camouflage,
The Grey are a dying race. Eons ago, (on the transit to become an interstellar Hyperspace society) they lost the ability to reproduce by biological means. With their already very high developed technology Grey scientist perfected the techniques of cloning replacement bodies and invented systems for the recording and transfer of an individuals personality structure into said bodies.
+
Chorus,
 
+
Clasp, Drain,
The Grey harvest genetic material (human female ovaries and male semen) on earth, that is processed and modified as raw material to grow clones. Also crucial to the production of cloned replacement bodies is a metaphysical substance called Azoth. With the help of that substance clone bodies can be grown within a matter of days and also in excelent quality.
+
Empower Host,
 +
Ensnare,
 +
Fearstruck,  
 +
Final Strike,
 +
Gauntlet Breach,  
 +
Hibernate,
 +
Howl,
 +
Morphic Form,
 +
Pathfinder,
 +
Regenerate,
 +
Seek,
 +
Sense Character,
 +
Sense Prey,
 +
Speed,
 +
Spirit Venom,
 +
Spiritual Vision,
 +
Stalwart,
 +
Swarm Form,
 +
Telepathy,
 +
Tendrils,
 +
Trill,
 +
Wilds Sense
  
Aozth was always a rare substance to the Grey, without natural occurances on their homeworld, so they set out to search the vast Hyperspace for sources of the direly needed substance.
+
* '''Gray'''
 
 
Even though the gigantic Motherships of the Grey moved at relativistic speeds
 
 
 
:(Examples: Asgard, Companions, Eldar, Roswell-Aliens, X-Files)
 
:(Examples: Asgard, Companions, Eldar, Roswell-Aliens, X-Files)
 
:Ban: must leave evidence of visit to Earth; can use Numina only with appropriate technological item
 
:Ban: must leave evidence of visit to Earth; can use Numina only with appropriate technological item
:Affinity Competencies: Travel, Technology, Clone
+
:Influence: Travel (Space, Spirit)
 +
:Starting Numina: Amalgamate, Impossible Technologies
 
:Special: Speed Species Factor 5, Size 3 or 4, humanoid form, one starting Influence +1 (max Rank +2)
 
:Special: Speed Species Factor 5, Size 3 or 4, humanoid form, one starting Influence +1 (max Rank +2)
 +
:Common Numina: Accelerate, Magnetic Disruption, Materialize, Platonic Element, Threshold
 
:Common Amalgams: With their advanced hypertchnological means the Grey have a unique access to cloned human bodies for amalgamation, a process thoroughly researched and refined by them. They also amalgamate abducted humans sometimes for specific tasks, or to deeply infiltrate human society. Their Amalgams, either genuine abducted humans, or synthetic clones, are controlled by tiny cranial implants which symbiothesize the minds of alien and host.
 
:Common Amalgams: With their advanced hypertchnological means the Grey have a unique access to cloned human bodies for amalgamation, a process thoroughly researched and refined by them. They also amalgamate abducted humans sometimes for specific tasks, or to deeply infiltrate human society. Their Amalgams, either genuine abducted humans, or synthetic clones, are controlled by tiny cranial implants which symbiothesize the minds of alien and host.
  
Stereotypes:
+
Accelerate,
* Abyssals:
+
Chorus,
* Ancients:
+
Claim,
* Brood:
+
Compulsion,
* Grey:
+
Force Barrier,
* Humans:
+
Fortify Material,
* Changelings:
+
Freeze,
* Hunters:
+
Gauntlet Breach,
* Mages:
+
Gauntlet Control,
* Shapeshifters:
+
Hallucinations,
* Prometheans:
+
Hibernate,
* Vampires:
+
Left-Handed Spanner,
 +
Magnetic Disruption,
 +
Mana Conversion,
 +
Mechanical Posession,
 +
Mortal Mask,
 +
Pathfinder,
 +
Platonic Element,
 +
Posession,
 +
Regeneration,
 +
Revelation,
 +
Sense Prey,
 +
Spirit Venom,
 +
Spiritual Vision,
 +
Telepathy,
 +
Threshold,
 +
Versatile Energies
  
 
* '''Xenoid'''  
 
* '''Xenoid'''  
 
:(Examples: Tripods, Silicoids, Mars-Attacks-Aliens)
 
:(Examples: Tripods, Silicoids, Mars-Attacks-Aliens)
:Affinity Competencies: Material, Psychokinetics, ESP
+
:Influence: Telekinesis, (Forces, Matter)
:Ban: count as inanimate objects (halve DV)
+
:Ban:  
:Special: Speed Species Factor 5; Size 2 to 4, natural Armor equal to Rank, non-humanoid form, Dur (Rank), lack of either speech, capability to move or manipulate things with hands
+
:Starting Numina: Posession, Telekinesis
 +
:Special: Speed Species Factor 5; Size 2 to 4, natural Armor equal to Rank, non-humanoid form, lack of either speech, capability to move or manipulate things with hands
 +
:Common Numina: Compulsion, Manipulate Elements, Mechanical Posession, Regenerate, Telepathy
 
:Common Amalgams: Xenoids utilize both humans and machines as Amalgams. While most Xenoids prefer highly evolved artifical construt bodies as human guises, some like to experience the 'real deal' and ride real human bodies, if only for short times. Xenoids often feel a little awkward within their Amalgam bodies, that are capable of strange concepts like speech or direct physical interaction. They often move or behave clumsy, or talk in strange ways if unacustomed to.  
 
:Common Amalgams: Xenoids utilize both humans and machines as Amalgams. While most Xenoids prefer highly evolved artifical construt bodies as human guises, some like to experience the 'real deal' and ride real human bodies, if only for short times. Xenoids often feel a little awkward within their Amalgam bodies, that are capable of strange concepts like speech or direct physical interaction. They often move or behave clumsy, or talk in strange ways if unacustomed to.  
  
Stereotypes:
+
-----
* Abyssals:  
+
Common Numina for all Species:  
* Ancients:
+
Abduct, 
* Brood:  
+
Blast,
* Grey:  
+
Fetter,
* Humans:  
+
Living Fetter,
* Changelings:  
+
Material Vision,
* Hunters:  
+
Reaching,
* Mages:  
+
Savant,
* Shapeshifters:  
+
Siphon,
* Prometheans:
+
Spirit Prowess,
* Vampires:
+
Thieve,
 +
 
 +
===''Convents'' (Interest Splat) ===
 +
* '''Colonist Project''' (wollen Erde mehr oder minder friedlich kolonisieren; meist verfolgt jede Spezies ihr eigenes Kolonisationsprojekt mit ihren jeweiligen Mitteln und Absichten)
 +
:Influence: Colonisation
 +
:Ban of Power:  
 +
* '''Conservationist Council''' (wollen Erde in ungestörtem Zustand erhalten, zumindest bis die Menschen von allein Interdimensionalreisen zu Stande bringen; beobachten und messen die Entwicklung der Erde und versuchen Alien-Einflüsse zu verhindern oder zu vertuschen)
 +
:Influence: Conservation
 +
:Ban of Power: Erase evidence of other aliens;
 +
* '''Invaders''' (wollen die Erde erobern und ihre Ressourcen ausbeuten, egal ob mineralisch, biologisch oder spirituell; meist einhergehend mit der totalen Unterwerfung der Menschheit)
 +
:Influence: Invasion
 +
:Ban of Power:  
 +
* '''Recreationist Moveent''' (sehen Erde als Tourismusziel, Free-for-all Vergnügungspark oder Hinterweltlerplaneten mit dem ohnehin egal ist, was damit geschieht, solange man seinen Spass haben kann; hinterlassen gerne Kornkreise als planetare Graphiti)
 +
:Influence: Recreation
 +
:Ban of Power:  
 +
* '''Hunter's Guild''' (Jagen auf der Erde, meist Menschen aus Sport oder Trieb, manchmal aber auch andere, auf die Erde geflohene Aliens für Kopfgeld oder Ehre; leben oft nach dem sogenannten "Hunter's Codex")
 +
:Influence: Hunt
 +
:Ban of Power: Hunt honorably;
 +
 
 +
* '''Renegades''' (Aliens die sich gegen die Werte seiner Ursprunsgesellschaft gestellt haben. Sie kännen aufgrund eines begangenen Tabubruchs oder Verbrechens, oder auch aus freiem Entschluss seinem Ursprung den Rücken zuzukehren, nie mehr zu ihrer Spezies zurückehren. Oft werden Renegades von ihrer eigenen Spezies wie Vogelfreie gejagt, daher versuchen einige von ihnen auf die Erde zu fliehen)
 +
:Influence:  
 +
:Special: excange one of the starting Bans of the character's Species against the Ban to never return to the aliens society of origin.
 +
 
  
 
===''Subspecies'' (Subsplat)===
 
===''Subspecies'' (Subsplat)===
Aliens that take on the distinct features of a subspecies have cosen to take on a specific evolutionary path of their root-species.
 
  
Each Subspecies comes with an additional Ban, which represents the limitations of the chosen path, but is rewarded by an additional gain in power in the form of a Numen or special Aspects.
+
====Abyssal Intruders====
 +
* '''Accamoth'''
 +
:Size:
 +
:Additional Ban: must provide Investment powers to pactees
 +
:Numen: Astral Sojourn
 +
* '''Gulmoth'''
 +
:Size:
 +
:Additional Ban:
 +
:Numen:
 +
* '''Idigam(oth)'''
 +
:Size:
 +
:Additional Ban:
 +
:Numen:
 +
* '''Qlipoth'''
 +
:Size:
 +
:Additional Ban:
 +
:Numen: Transmogrify Victim
  
 
====Ancient====
 
====Ancient====
* '''Ascenionist'''
+
* '''Empath'''
 
:Size:  
 
:Size:  
:Additional Ban:  
+
:Additional Ban:
:Benefit:  
+
:Numen: Sense Character
:Affinity Competencies: ESP
 
 
* '''Logician'''
 
* '''Logician'''
 
:Size:  
 
:Size:  
:Additional Ban:  
+
:Additional Ban:
:Benefit:
+
:Numen:  
:Affinity Competencies:  
 
 
* '''Pragmatist'''
 
* '''Pragmatist'''
 
:Size:  
 
:Size:  
:Additional Ban:  
+
:Additional Ban:
:Benefit: 
+
:Numen:  
:Affinity Competencies:  
 
 
* '''Progressionist'''
 
* '''Progressionist'''
 
:Size:  
 
:Size:  
 
:Additional Ban: must always be active in some form
 
:Additional Ban: must always be active in some form
:Benefit:  
+
:Numen: Versatile Energies
:Affinity Competencies: Technology
 
 
* '''Verloren'''
 
* '''Verloren'''
 
:Size:  
 
:Size:  
 
:Additional Ban:  
 
:Additional Ban:  
:Benefit:
+
:Numen:  
:Affinity Competencies:  
 
  
 
====Brood====
 
====Brood====
* '''Hive Mother'''
+
* '''Brood Mother'''
 
:Size:  
 
:Size:  
 
:Additional Ban: must create offspring
 
:Additional Ban: must create offspring
:Benefit:
+
:Numen:
:Affinity Competencies:  
 
 
* '''Drone'''
 
* '''Drone'''
 
:Size:  
 
:Size:  
 
:Additional Ban: must work for Hive
 
:Additional Ban: must work for Hive
:Benefit:
+
:Numen:
:Affinity Competencies:  
+
* '''Mutagent'''
* '''Mutant'''
 
 
:Size:  
 
:Size:  
:Additional Ban: must seek out new evolution ways
+
:Additional Ban: must seek out new evolutionary ways
:Benefit: extra Mutation (Aspect)
+
:Numen: extra Mutation (Aspect)
:Affinity Competencies:
 
 
* '''Synapt'''
 
* '''Synapt'''
 
:Size:  
 
:Size:  
 
:Additional Ban:  
 
:Additional Ban:  
:Benefit:  
+
:Numen: Chorus
:Affinity Competencies: ESP
 
 
* '''Warrior'''
 
* '''Warrior'''
 
:Size:  
 
:Size:  
 
:Additional Ban: may never surpress primal instincts
 
:Additional Ban: may never surpress primal instincts
:Benefit:
+
:Numen: Regeneration
:Affinity Competencies:  
 
  
 
====Gray====
 
====Gray====
Line 378: Line 438:
 
:Size: 4
 
:Size: 4
 
:Additional Ban:
 
:Additional Ban:
:Benefit:  
+
:Numen:
:Affinity Competencies: ESP
 
 
* '''Eldritch'''
 
* '''Eldritch'''
 
:Size: 4
 
:Size: 4
 
:Additional Ban:
 
:Additional Ban:
:Benefit:
+
:Numen:
:Affinity Competencies:  
+
* '''Predator'''
* '''Chaser'''
 
 
:Size: 4
 
:Size: 4
 
:Additional Ban: Hunter's Codex
 
:Additional Ban: Hunter's Codex
:Benefit:
+
:Numen: Sense Prey
:Affinity Competencies:  
 
 
* '''Traveler'''
 
* '''Traveler'''
 
:Size: 3
 
:Size: 3
 
:Additional Ban:
 
:Additional Ban:
:Benefit:
+
:Numen:
:Affinity Competencies:  
 
  
 
====Xenoid====
 
====Xenoid====
Line 400: Line 456:
 
:Size:  
 
:Size:  
 
:Additional Ban:  
 
:Additional Ban:  
:Benefit:
+
:Numen: Psionic Merit
:Affinity Competencies:  
 
 
* '''Silicoid'''
 
* '''Silicoid'''
 
:Size:  
 
:Size:  
 
:Additional Ban:
 
:Additional Ban:
:Benefit:
+
:Numen:
:Affinity Competencies:  
 
 
* '''Trinid'''
 
* '''Trinid'''
 
:Size: 4
 
:Size: 4
 
:Additional Ban:
 
:Additional Ban:
:Benefit:
+
:Numen:
:Affinity Competencies:  
 
 
* ''''''
 
* ''''''
 
:Size:  
 
:Size:  
 
:Additional Ban:
 
:Additional Ban:
:Benefit:  
+
:Numen:
:Affinity Competencies:
 
 
 
===''Convents'' (Interest Splat) ===
 
* '''Colonist Project''' (wollen Erde mehr oder minder friedlich kolonisieren; meist verfolgt jede Spezies ihr eigenes Kolonisationsprojekt mit ihren jeweiligen Mitteln und Absichten)
 
:Influence: Colonisation
 
:Ban of Power:
 
 
 
* '''Conservationist Council''' (wollen Erde in ungestörtem Zustand erhalten, zumindest bis die Menschen von allein Interdimensionalreisen zu Stande bringen; beobachten und messen die Entwicklung der Erde und versuchen Alien-Einflüsse zu verhindern oder zu vertuschen)
 
:Influence: Conservation
 
:Ban of Power: Erase evidence of other aliens;
 
 
 
* '''Invaders''' (wollen die Erde erobern und ihre Ressourcen ausbeuten, egal ob mineralisch, biologisch oder spirituell; meist einhergehend mit der totalen Unterwerfung der Menschheit)
 
:Influence: Invasion
 
:Ban of Power:
 
 
 
* '''Recreationist Moveent''' (sehen Erde als Tourismusziel, Free-for-all Vergnügungspark oder Hinterweltlerplaneten mit dem ohnehin egal ist, was damit geschieht, solange man seinen Spass haben kann; hinterlassen gerne Kornkreise als planetare Graphiti)
 
:Influence: Recreation
 
:Ban of Power:
 
 
 
* '''Hunter's Guild''' (Jagen auf der Erde, meist Menschen aus Sport oder Trieb, manchmal aber auch andere, auf die Erde geflohene Aliens für Kopfgeld oder Ehre; leben oft nach dem sogenannten "Hunter's Codex")
 
:Influence: Hunt
 
:Ban of Power: Hunt honorably;
 
 
 
* '''Renegades''' (Aliens die sich gegen die Werte seiner Ursprunsgesellschaft gestellt haben. Sie kännen aufgrund eines begangenen Tabubruchs oder Verbrechens, oder auch aus freiem Entschluss seinem Ursprung den Rücken zuzukehren, nie mehr zu ihrer Spezies zurückehren. Oft werden Renegades von ihrer eigenen Spezies wie Vogelfreie gejagt, daher versuchen einige von ihnen auf die Erde zu fliehen)
 
:Influence:
 
:Special: excange one of the starting Bans of the character's Species against the Ban to never return to the aliens society of origin.
 
 
 
==Competencies and Procedures==
 
 
 
===Common Procedures===
 
 
 
* Biological Amalgamation
 
:•    Prepare Amalgamation (Living Fetter)
 
:••    Temporary Amalgamation (Posession)
 
:•••  Full Amalgamation (Claim)
 
:••••  Imbue Temporary Amalgamation
 
:••••• Imbue Full Amalgamation
 
 
 
* Technological Amalgamation
 
:•    Prepare Amalgamation (Fetter)
 
:••    Temporary Amalgamation (Remote Control)
 
:•••  Full Amalgamation (Mechanical Posession)
 
:••••  Imbue Temporary Amalgamation
 
:••••• Imbue Full Amalgamation
 
 
 
* Energy
 
:•    Read Energetic Field
 
:••    Energy Shield
 
:•••  Control Energetic Field
 
:••••  Transmute Energy (Versatile Energies)
 
:••••• Generator
 
 
 
* Genetics
 
:•    Geneseed (Genetic Database)
 
:••    Mutate Base Lifeform
 
:•••  Mutate Median Lifeform
 
:••••  Mutate Sentient Lifeform
 
:••••• (Heredetary Change MtA p.192)
 
 
 
* Technology
 
:•    Analize Technology
 
:••    Interface Technology
 
:•••  Create Hypertech
 
:••••   
 
:•••••
 
 
 
* Material
 
:•    Alter Conductivity (MtA p.194)
 
:••    Alter Durability
 
:•••  Shape (WtF p.138)
 
:••••  Transmute Material
 
:••••• Condense or Expand (WtF p.139)
 
 
 
===Ancient Procedures===
 
 
 
* Knowledge
 
:•    Knowledge of Names (Know Name WtF p.126)
 
:••    Knowledge of Culture (Traveller's Blessing WtF p.126)
 
:•••  Knowledge of the Collective (Sagacity WtF p.127)
 
:••••  Knowledge of the Soul (Soul Read WtF p.124)
 
:••••• Knowledge of Things to come (Omen Gazing WtF p.124)
 
 
 
* Avatar
 
:•    Radiant Avatar (Unaproachable)
 
:••    Invincible Avatar (Immunity)
 
:•••  Avatar of Species (Mortal Mask)
 
:••••  Phantasmal Avatar (Fictive Form)
 
:••••• Transcendant Avatar
 
 
 
===Brood Procedures===
 
 
 
* Hive
 
:•    Assimilate (Whisper Chorus)
 
:••    Instinctive Sympathy (Blood Sympathy)
 
:•••  Synaptic Imperative (Compulsion)
 
:••••  Synergetic Collective (draw pool from highest Skill within hive)
 
:••••• Hivemind
 
 
 
* Host
 
:•    Sense Host (Sense Life MtA p.181)
 
:••    Control Host (Body Control MtA p. 182)
 
:•••  Evolve Host (Transmogrify Victim)
 
:••••   
 
:••••• Swarm Host
 
 
 
===Grey Procedures===
 
 
 
* Travel
 
:•   
 
:••    Pathfinder
 
:•••  Traveler
 
:••••  Navigator
 
:•••••
 
 
 
* Clone
 
:•   
 
:••    Sensory Enhancements
 
:•••  Virtual Skill
 
:••••   
 
:•••••
 
 
 
===Xenoid Procedures===
 
 
 
* ESP
 
:•   
 
:••   
 
:•••   
 
:••••   
 
:•••••
 
 
 
* Psychokinetics
 
:•   
 
:••   
 
:•••   
 
:••••   
 
:•••••
 
  
 
==New Merits==
 
==New Merits==
Line 576: Line 493:
 
:Prerequisites:  
 
:Prerequisites:  
 
:Effect: Artificial Spirit Retainer; either a fully digital AI (•••), or some kind of robot with an independent cybernetic body (••••)
 
:Effect: Artificial Spirit Retainer; either a fully digital AI (•••), or some kind of robot with an independent cybernetic body (••••)
 
* '''Device''' (• to •••••)
 
:Prerequisites: Cybernetic Amalgam
 
see Unfleshed Merit, PtC Saturnine Nights p.
 
  
 
* '''Mutation''' (• to •••••)
 
* '''Mutation''' (• to •••••)
Line 588: Line 501:
 
:Prerequisites: none
 
:Prerequisites: none
 
:Effect: Der Character hat eine mobile Basis auf der Erde, von der aus er seine Ankunft vorbereiten, oder zu der er zurückkehren kann, um einige Zeit in seiner natürlchen Form zu verbringen, Körper und andere Ausrüstung lagern, reparieren oder herstellen kann und vieles mehr. Manche Aliens teilen sich ein UFO um ihre Resouren gemeinsam effektiver nutzen zu können. Oft versteckte Landungskapseln, abgestürzte UFO's, oder (als Radioantennenturm ;-)) getarnte Raumschiffe, aber auch ganze Koloniestützpunkte oder Hives. (standard Stronghold-Faktoren, immer Portable, ein dot pro zusätzlich eingebautem Alien Artefakt [Hyperantrieb, Bordgeschützen, Stasiskapseln, etc])
 
:Effect: Der Character hat eine mobile Basis auf der Erde, von der aus er seine Ankunft vorbereiten, oder zu der er zurückkehren kann, um einige Zeit in seiner natürlchen Form zu verbringen, Körper und andere Ausrüstung lagern, reparieren oder herstellen kann und vieles mehr. Manche Aliens teilen sich ein UFO um ihre Resouren gemeinsam effektiver nutzen zu können. Oft versteckte Landungskapseln, abgestürzte UFO's, oder (als Radioantennenturm ;-)) getarnte Raumschiffe, aber auch ganze Koloniestützpunkte oder Hives. (standard Stronghold-Faktoren, immer Portable, ein dot pro zusätzlich eingebautem Alien Artefakt [Hyperantrieb, Bordgeschützen, Stasiskapseln, etc])
 
* '''UFO Cult''' (• to •••••)
 
:Prerequisites: Alien
 
:Effect: The Alien has gathered a small group of mortals, that readiely provide it with Essence appropriate to its type. The cult generates up to (Rating) dots of Essence either trough praise, work, or sacrifice.
 
  
 
* '''Verge''' (* to •••••)
 
* '''Verge''' (* to •••••)
Line 598: Line 507:
  
 
==Alien Technologies==
 
==Alien Technologies==
 
----
 
Sidebox: Researching Alien Technologies
 
Most analyses of objects of alien origin turn out to be the one thing: Inconclusive. If the researcher comes up with an exceptional success, at least he finds out, that some or all of the analized substance matches nothing earthly. Every additional exceptional sucess on an extended research roll gives another clue about the object, either about its function, or previous use.
 
-----
 
  
 
===Hypertech===
 
===Hypertech===
Line 908: Line 812:
  
 
* Lunar Alien Hunter (Werewolf)
 
* Lunar Alien Hunter (Werewolf)
 
===Abyssal Antagonists===
 
 
* '''Abyssal Intruder'''
 
:(Examples: Cthulloides, Cenobites, Galactus)
 
:Influence: Nightmares, Anomalies, Corpses
 
:Ban: must adhere to given Pact or Oath
 
:Starting Numina: Corpse Ride, Siphon
 
:Special: Speed Species Factor 5, Size 2 to 4, non-humanoid form, 
 
:Common Numina: Create Anomaly, Derange, Essence Conversion, Harrow, Soul Snatch
 
:Common Amalgams: Most Abyssals are not able to claim living Amalgams, although they are (un-)nataraly able to posess human or animal corpses (Revenants), which are consumed over time by their unnatural presence, but within which they even have the capability of using their dark Numina.
 
 
-----
 
 
The Abyssals revel in their hatred for all material beings, yet they also need human guises to interact in the material realm to orchestrate its downfall and human souls to feed on. They also enjoy the sensations of torturing or corrupting humans for whatever twisted reason they may have.
 
 
* To the Abyssals a non-supernatural human being represents nothing more than food wrapped in quite practical packaging. After the Abyssal has consumed the soul of a mortal being it may fuse itsself with the remaining lifeless husk to reanimate it. The amalgamation of an Abyssal Intruder with a human corpse has become known under the sobriquet of "Revenant", labled by the human inability to distinguish beings from beyond their dimensional threshold.
 
The Amalgamation Mark of the Abyssals is the lightly obvious lifelessness of its Revenant Amalgam
 
 
-----
 
Approriate Numina:
 
Binding Vow,
 
Breath Stealing,
 
Chain of Death,
 
xCorpse Ride,
 
Countermagic,
 
xCreate Anomaly,
 
Damnation's Path,
 
Dead Eyes,
 
Dead Skin,
 
Dement,
 
Derange,
 
Discorporation,
 
Drain,
 
Emotional Aura,
 
Empower Host,
 
Ensnare,
 
Essence Conversion,
 
Fearstruck,
 
Final Strike, 
 
Ghost Eater,
 
Hallucinations,
 
xHarrow,
 
Hibernate,
 
Morphic Form,
 
Plague of the Dead,
 
Psychic Torment,
 
Rapture, 
 
Regenerate,
 
Sense Character,
 
Siphon, 
 
Sleep Eater,
 
Soul Harvest,
 
xSoul Snatch,
 
Spirit Minions,
 
Spirit Venom,
 
Tendrils,
 
Terrify,
 
Terrifying Change,
 
Usurp Vice,
 
Whisper Chorus,
 
Zombify
 
 
====Abyssal Subspecies====
 
* '''Accamoth'''
 
:Size:
 
:Additional Ban: must provide Investment powers to pactees
 
:Numen: Abyssal Investments
 
* '''Gulmoth'''
 
:Size:
 
:Additional Ban:
 
:Numen:
 
* '''Idigam(oth)'''
 
:Size:
 
:Additional Ban:
 
:Numen:
 
* '''Qlipoth'''
 
:Size:
 
:Additional Ban:
 
:Numen: Transmogrify Victim
 
 
====Abyssal Assimilated====
 
* '''Ancient'''
 
Approriate Numina for Ancient Assimilated:
 
Chorus,
 
Compulsion,
 
Countermagic,
 
Discorporation,
 
Emotional Aura,
 
Essence Conversion,
 
Fearstruck,
 
Firestarter,
 
Force Barrier,
 
Freeze,
 
Gauntlet Control,
 
Ghost Sign,
 
Ghost Speech,
 
Heal,
 
Innocious,
 
Immunity [Material Weapons]
 
Lament,
 
Magnetic Disruption,
 
Manipulate Energy,
 
Mechanical Posession,
 
Mortal Mask,
 
Pathfinder,
 
Phantasm,
 
Rapture,
 
Sense Character,
 
Speed,
 
Spirit Minions,
 
Spiritual Vision,
 
Telepathy,
 
Terrify,
 
Unapproachable,
 
Vesatile Energies,
 
Wilds Sense
 
 
* '''Brood'''
 
Appropriate Numina for Brood Assimilated:
 
Animal Control,
 
Camouflage,
 
Chorus,
 
Clasp,
 
Drain,
 
Empower Host,
 
Ensnare,
 
Fearstruck,
 
Final Strike,
 
Gauntlet Breach,
 
Hibernate,
 
Howl,
 
Morphic Form,
 
Pathfinder,
 
Regenerate,
 
Seek,
 
Sense Character,
 
Sense Prey,
 
Speed,
 
Spirit Venom,
 
Spiritual Vision,
 
Stalwart,
 
Swarm Form,
 
Telepathy,
 
Tendrils,
 
Trill,
 
Wilds Sense
 
 
* '''Grey'''
 
Approriate Numina for Grey Assimilated:
 
Accelerate,
 
Chorus,
 
Claim,
 
Compulsion,
 
Force Barrier,
 
Fortify Material,
 
Freeze,
 
Gauntlet Breach,
 
Gauntlet Control,
 
Hallucinations,
 
Hibernate,
 
Left-Handed Spanner,
 
Magnetic Disruption,
 
Mana Conversion,
 
Mechanical Posession,
 
Mortal Mask,
 
Pathfinder,
 
Platonic Element,
 
Posession,
 
Regeneration,
 
Revelation,
 
Sense Prey,
 
Spirit Venom,
 
Spiritual Vision,
 
Telepathy,
 
Threshold,
 
Versatile Energies
 
 
* '''Xenoid'''
 
 
-----
 
Common Numina for all Species Abyssal Assimilated:
 
Abduct, 
 
Blast,
 
Fetter,
 
Living Fetter,
 
Material Vision,
 
Reaching,
 
Savant,
 
Siphon,
 
Spirit Prowess,
 
Thieve,
 

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