Alien: The Arrival

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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

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.)

Lexicon

  • Abducted: (Implanted or Infected); like Hithishu Spirit-Urged;
  • Abyss
  • Abyssal Intruder:
  • Alien:
  • Ancient:
  • Amalgam: Alien/Human, Alien/Animal or Alien/Artifact Hybrid; like Duguthim Spirit-Claimed; add Pow/Fin/Res to Attributes; Power Stat: Synthesis
  • Biotech:
  • Brood:
  • Gray (plur: Grey):
  • Hyperspace:
  • Hypertech:
  • Species:
  • UFO:
  • Verge:
  • Xenoid:

Setting

Hyperspace

Aliens evolved into a state where their natural habitat is within immaterial realms humanity has no real classification for.

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

Hyperjumps must be calculated


Interstellar Hyperspace (Distant Reaches; Supernal Realms) -> Abyss -> Stellar Hyperspace (contains 10 planetary realms) -> Planetary Hyperspace (Earth, 7th planetary realm)


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


  • 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 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.


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.


The Great Incident

The history of all four Species traces back to the great Hyperspace Incident which ripped open the Abyss.

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.

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.

The Great Fleets of the Gray just arrived from beyond time in Hyperspace when the Great Incident happened, which trapped them in temporal linearity.

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.


Alien Physiology


Sidebox: Don't they really have Bodies ?

Lets face it: to have a fully corporeal material body sucks if you want to move at relativistict speeds. Therefore most Alien Species have shed their truely material forms, or maybe never developed ones in the first place, to be capable of movement trough Hyperspace. Alien bodies are partly ephemeral and can be interacted with as normal material entities, as long as they remain within Hyperspace. In the material realm of our world however, the body of an alien being is not quite as solid as the body of a human being. Unless the alien fully materializes with the help of a Numen or Alien Artifact, or wears an Amalgamated, fully corporeal body, their own semi-ephemeral body is subject to essence bleed (1 Essence per Rank and hour), as long as they remain in the material realm. Aliens may mechanicaly work similar to spirits, but most of them are of more substance than the conceptual beings dwelling in the Shadow reflection of our world. Brood, Grey and Xenoids count as Cryptids, while Ancients are beings completely consistent of a sentient field of energy. When stepping into the material world trough a Verge (either a 'natural' one or one generated by an UFO) an alien directly and physicaly enters our world instead of entering the incorporeal reflection of earth known as Twilight. As mentioned above the alien is subject to essence bleed, as long its semi-ephemeral body is exposed directly to the conditions of our material world. If an alien in its un-amalgamated form is reduced to zero Corpus levels while being materialized, it dies, leaving the corporeal parts of its semi-ephemeral body as a physical corpse (that could be found, filmed, obducted or more...).


  • Ancients

The Ancients evolved beyond the need to a corporeal form into sentient fields of pure primal energy, not yet measurable by human scientific means. While human sciences can provide littke definitive answers, human occultists have some theoeries that may explain the Ancients state of existence. They are beings composed of a spiritual energy called Mana and contain their energetic integrity by pure force of will.

  • Brood
  • Grey

The humanoid bodies of the Grey quite closely resemble human bodies in form and function. Grey have arms, legs, a head with sensory organs and a brain, as well as a torso filled with internal organs (although not all which humans may have and not necesarrily in the exact same spot). The difference is, that the Grey's bodies were never individuals born from biological mothers, but are mass-produced clones from one of a few generic templates, grown by hypertechnological means.

  • Xenoids

  • Essence Recuperation:

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.

- Ancients: Essence (from Belief) - Brood: Corpus or HL - Grey: Essence - Xenoid: Essence


Amalgams

Why do Aliens wear human guises on earth ? The answers are quite simple: First and foremost, aliens who want to remain on earth for more then a couple of hours need a fully corporeal anchor for their semi-ephemeral forms to prevent essence-bleeding and finaly starvation. The second reason for amalgamating their alien forms with human host bodies, is almost as important as the first. Within a human guise the alien minimizes the risk of being uncovered by potentialy dangerous humans, or human society in general, which still is ignorant to being regularily visited by beings from outer space, while simultaneously maximizing the potential of immediate, undiscovered observation of human behaviour and neccessary interaction with the human species. The four alien species all have different attitudes toward human life resulting in different approaches when amalgamating hosts. Altough the specific processes differ in detail from species to species they share some common components. First there always are two seperate entities. The alien and the host. Then the alien's mind, or even its entire ephemeral body is inserted into the host by a procedure unique to each alien species, overriding or even eradicating any eventual original conciousness. When the alien mind is fused with its new host body it gains access to all of the hosts abilities and most of its residua memories, though aliens often lack the necessary earthly framework to fully comprehend more than a few of them, if they matter to the alien at all. The specific amalgamation procedures also all leave some kind of mark on the host body where the material part of the alien symbiote was inserted.

  • 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

  • Most ancients refrain from taking mortal human beings as amalgams for philosophical reasons. Their species recognizes the human

soul as something akin to them and most do not wish to directly harm other sentient beings at least potentially capable of ascension. Also the Ancients are inherently able to take on a projected human form, or even a multitude of other projected earthly and unearthly guises, which simplifies interacting in other ways for them. Only the most rutheless and power-hungry, as well as some of the few Invaders among the Ancients learn to claim human bodies. Some Progressionists and Pragmatists have discovered the posibilities the Grey's clones or the Xenoids artificial, cybernetic human bodies, both without souls of their own, provide. Both types of Amalgam have recently become subjects of trade between the Ancients and both of the other species. The Amalgamation Mark of the Ancients resembles an complex arcane sigil burned into the skin of the Amalgam body at the moment of insertion.

The Amalgamation Mark of the Brood is an obvius scar o the host's body, where the contracted alien larvae entered it.

The Amalgamation Mark of the Grey takes the form of a scar somewhere near the hosts spine or on its head, where it was implanted with a grey personality nodule

The Amalgamation Mark of the Xenoids always has some small part that sticks out of the host's body and reminds of a small crystal token, often disguised as some kind of jewelry.


Character Generation

  • Step 1: Create Alien
    • Choose Species
    • Note Rank (2)
    • Select Attributes
    • Choose Influences (either two from Species, Subspecies, or Convent)
    • Choose Numina (one from Species, one from Subspecies, one from Convent or free choice for Renegade)
    • Determine Advantages
    • Determine Starting Essence
    • Determine Ban
  • Step 2: Create Amalgam
  • Step 3: Synthesize Alien Amalgamation
    • Record Power Stat: Synthesys
    • Select Aspects (7)

Merits: Alien Merits, Mutations (Ridden Aspects), Psionic Merits

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.

Binding Vow, Chain of Death, Corpse Ride, Countermagic, Create Anomaly, Damnation's Path, Dead Eyes, Dead Skin, 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
(Examples: Atlanteans, Gatebuilder-Ancients, Elder Gods, Vorlons)
Influence: Knowledge (Time, Prime)
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,
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.

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

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)
Influence: Mutation (Life, Death)
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,
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:
  • Abyssals:
  • Ancients:
  • Grey: acceptable geneticians, but also potential Hosts, their cloned humans are very interesting...
  • Xenoid: good sources of genetic material, sometimes even usable as hosts.
  • Humans: one of the best imaginable hosts all troughout Hyperspace.
  • Changelings:
  • Mages:
  • Prometheans:
  • Shapechangers:
  • Vampires:

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

  • Gray
(Examples: Asgard, Companions, Eldar, Roswell-Aliens, X-Files)
Ban: must leave evidence of visit to Earth; can use Numina only with appropriate technological item
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)
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.

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
(Examples: Tripods, Silicoids, Mars-Attacks-Aliens)
Influence: Telekinesis, (Forces, Matter)
Ban:
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 Numina for all Species: Abduct, Blast, Fetter, Living Fetter, Material Vision, Reaching, Savant, Siphon, Spirit Prowess, 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)

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

  • Empath
Size:
Additional Ban:
Numen: Sense Character
  • Logician
Size:
Additional Ban:
Numen:
  • Pragmatist
Size:
Additional Ban:
Numen:
  • Progressionist
Size:
Additional Ban: must always be active in some form
Numen: Versatile Energies
  • Verloren
Size:
Additional Ban:
Numen:

Brood

  • Brood Mother
Size:
Additional Ban: must create offspring
Numen:
  • Drone
Size:
Additional Ban: must work for Hive
Numen:
  • Mutagent
Size:
Additional Ban: must seek out new evolutionary ways
Numen: extra Mutation (Aspect)
  • Synapt
Size:
Additional Ban:
Numen: Chorus
  • Warrior
Size:
Additional Ban: may never surpress primal instincts
Numen: Regeneration

Gray

  • Companion
Size: 4
Additional Ban:
Numen:
  • Eldritch
Size: 4
Additional Ban:
Numen:
  • Predator
Size: 4
Additional Ban: Hunter's Codex
Numen: Sense Prey
  • Traveler
Size: 3
Additional Ban:
Numen:

Xenoid

  • Psylon
Size:
Additional Ban:
Numen: Psionic Merit
  • Silicoid
Size:
Additional Ban:
Numen:
  • Trinid
Size: 4
Additional Ban:
Numen:
  • '
Size:
Additional Ban:
Numen:

New Merits

  • Abducted Retainer (•• to •••••)
Prerequisites: Living Fetter Numen
Effect: Von Außerirdischen Entführte und implantierte oder infizierte Menschen, die dem Character dienen.
  • Alien Artifact (•••+, special)
Prerequisites: none
Effect: UFO*s, Dimensionstore, Strahlenwaffen, Gray-Tech, Dinge aus den Tiefen des Abyss (Hellraiser-Würfel !!!) oder lebendiges Bio-Equipment (gute alte Bohrkäfrschleuder... ;-)).
  • Animal Amalgam (• to •••)
  • Clone Amalgam (• to •••••)
Prerequisites: Gray Amalgam
Effect: Character verfügt über (Rating) Anzahl künstlich gezüchteter humanoider Klonkörper mit identischen Werten. Menschliche Klone können leicht Amalgamiert werden (kein contested roll), leider haben sie aber noch immer kleine Fehler (mild Derangement) und sind aufgrund ihres Schnellwachstums nur von kurzer Lebensdauer.
  • Cybernetic Amalgam (••• or ••••)
Prerequisites:
Effect: Artificial representation of the character; either as fully digital AI (•••), or in some form of cybernetic body (••••)
  • Cybernetic Retainer (••• or ••••)
Prerequisites:
Effect: Artificial Spirit Retainer; either a fully digital AI (•••), or some kind of robot with an independent cybernetic body (••••)
  • Mutation (• to •••••)
Prerequisites: Xenoid Amalgam
Effect: Veränderungen am Wirtskörper. (dargestellt durch Ridden-Aspects)
  • UFO (•• to •••••+, special)
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])
  • Verge (* to •••••)
Prerequisites: none
Effect: Der Charakter kennt, und kontrolliert evtl, einen regelmäßigen Zugang zum Shadow. Verges sind von Supernaturals aller arten umkämpfte und sehr begehrte Orte. Manche Verges, in der Form von Wurmlöchern oder Abyssal Rifts, führen direkt zu den Herkunftsorten der Aliens. Je höher das Rating, desto häufiger ist er geöffnet. *: einmal im Jahr für wenige Tage, **: einmal alle drei Monate für zwei Tage, ***: einmal pro Monat für einen Tag und eine Nacht, ****: einmal pro Woche für eine Nacht oder einen tag, *****: jeden Tag zu einer bestimmten Stunde

Alien Technologies

Hypertech

  • Accelerator Device (••• to •••••)
Dur: *, Siz: 2, SL: *
Numina: Accelerate, Spirit Prowess, Regeneration
  • Beam Weapon (••• to ••••• •)
Dur: *, Siz: 1, SL: *
Numina: Blast, Freeze, Magnetic Disruption, Force Barrier

Typische Außerirdische Waffen, wie Laserpistolen, Phaser, Gauss-Gewehre oder andere Strahlenwaffen.

  • Dimensional Engine (••• to ••••• •)
Dur: *, Siz: 4, SL: *
Numina: Abduct, Gauntlet Breach, Gauntlet Control, Thief

Gerät, daß Gauntlet-durchquerungen möglich macht. Standard-Antrieb eines UFO's

  • Dimensional Gate (••• to ••••• ••)
Dur: *, Siz: 6, SL: *
Numina: Abduct, Gauntlet Control, Reaching, Thief, Threshold

Statt UFO's gibt es auch sationäre Tore zwischen den Welten. Muss auf einem entsprechenden Locus oder in einer Verge errichtet werden, um zu funktionieren.

  • Essence Capacitator (••• to ••••• •••)
Dur: *, Siz: 1-5, SL: *
Numina: none

Gerät zum speichern von Essenz. Jeder zusätzliche Dot gibt 5 punkte Essenz, die das Gerät speichern kann und erhöht die Size des Gerätes um eins. Oft integriert in UFO's, aber es gibt auch kleine, tragbare Versionen (Sizte 1-3), die bis zu 15 punkte Essenz halten können.

  • Hibernation Chamber (••• to ••••)
Dur: *, Siz: 5, SL: *
Numina: Hibernate, Regeneration

In einer Kälteschlafkammer werden menschliche (Klon-)Körper aufbewahrt. Bei Hyperraumflügen oder langen aufenthalten im Hyperraum würden menschliche Körper Schaden nehmen, daher müssen Außerirdische darauf achten, daß ihre Beute oder künstliche Körper zum unerkannten Aufenthalt auf der Erde sicher aufbewahrt sind. Wird meist in UFO's oder andere Basen integriert aufgrund der nicht unerheblichen Grösse derartiger Maschinen.

  • Hyperspace Beacon (•••)
Dur: *, Siz: 3, SL: *
Numina: Reaching

Ein Gerät, daß es Außerirdischen ermöglicht bestimmte Numina durch eine Dimensionale Barriere wie den Gürtel hindurch zu wirken. Wird auch benötigt um Kommunikation zwischen verschiedenen Hyperraum-Realms (z.B. vom Mars-Hyperraum zum Erd-Hyperraum) zu betreiben.

  • Implant (••• to ••••• •)
Dur: *, Siz: 0, SL: *
Numina: Chorus, Spirit Prowess, Psychic Torment, Telepathy

Implantierte nanotechnologische Geräte. Vom Grey-Standard Implantat, daß zum taggen Entführter benutzt wird, bis hin zu speziellen, körperverbessernden Technologien.

  • Imlantation Probe (••• to ••••• •)
Dur: *, Siz: 1, SL: *
Numina: Living Fetter, Psychic Torment, Spirit Venom, Siphon

Gerät zum chirurgischen einsetzen von Implantaten; sieht in ausgefahrenem Zustand aus, wie ein Eispickel; wird von manchen Huntern als einzige Waffe verwendet.

  • Primium Component (••)
Dur: *, Siz: 0, SL: *
Numina: Platonic Element
Essence to maintain real: none

Other Grey Technology may be built out of Primium Components; 2 components congretate into a Size 1 oject, 5 components into Size 2, 10 components into Size 3, 20 into Size 4, 40 into Size 5, and so on; One Primium Component is equivalent to 1 Essence, Corpus, or Willpower in a Versatility Engine.

  • Telepathic Device (••• to ••••• ••••)
Dur: *, Siz: 2, SL: *
Numina: Halucinations, Posession, Psychic Torment, Telepathy, Revelation, Animal Control, Compulsion
  • Unitool (••• to ••••• •••)
Dur: *, Siz: 1, SL: *
Numina: Fetter, Left-Handed Spanner, Mechanical Posession, Fortify Material, Magnetic Disruption, Thief
  • Versatility Engine (••• to •••••)
Dur: *, Siz: 4, SL: *
Numina: Versatile Energies, Platonic Element, Mana Coversion
  • Visor (••• to •••••)
Dur: *, Siz: 1, SL: *
Numina: Pathfinder, Spiritual Vision, Sense Prey

Biotech

  • Symbiotic Armor
  • Organic Weapon
  • Black Oil
  • Clone Algam
  • Mutagen ()

Refined, extracted genetic material of humans, animals or Corpus of other Alien lifeforms. One batch of Mutagen equals 1 L Health Level or 1 Corpus dot of damage.

  • Mutation

Aspects; generated trough mutating alien procedures; a single mutation requires a sample of the desired quality and (Mutation Rating) batches of Mutagen.

UFO's

  • Abyssal Kubus (•) (Satelite UFO)

Dur: *, Siz: 2, SL: , Acc: *, Safe Spe: - (- mph), Max Spe: - (- mph), Handling: -, Crew: 1*, Cover: none, Craft/Enchantment Pen: -2

Component Technologies: (0) Drop-Pod (deploys into Torture Suite 1),
  • Brood Spore-Pod (••) (Pod UFO)

Dur: *, Siz: 7, SL: , Acc: *, Safe Spe: - (- mph), Max Spe: - (- mph), Handling: , Crew: 1, Cover: full, Craft/Enchantment Pen: -2

Component Technologies: (1) Drop-Pod (deploys into Workshop 1), Cocoon (Hibernate)
  • Grey Saucer (•••) (Tiny UFO)

Dur: *, Siz: 12, SL: , Acc: 60, Safe Spe: 587 (400 mph), Max Spe: 1195 (815 mph), Handling: +4, Crew: 1+2, Cover: full, Craft/Enchantment Pen: -3

Component Technologies: (1) Atmospheric Drive (Gauntlet Breach), Computer Network 1
  • Xenoid Triangle (••••) (Small UfO)

Dur: *, Siz: 20, SL: , Acc: 50, Safe Spe: 1027 (700 mph), Max Spe: 2200 (1500 mph), Handling: +2, Crew: 1+4, Cover: full, Craft/Enchantment Pen: -4

Component Technologies: (2) Atmospheric Drive (Gauntlet Breach), Sensors (Seek), Tractor Beam (Telekinesis)
  • Ancient Starbird (•••••) (Small UFO)

Dur: *, Siz: 25, SL: , Acc: 40, Safe Spe: 1195 (815 mph), Max Spe: 2735 (1700 mph), Handling: +1, Crew: 1+6, Cover: full, Craft/Enchantment Pen: -5

Component Technologies: (3) Atmospheric Drive, Hyperdrive (Gauntlet Breach), Beam Weapons (Blast), Sensors (Seek)
  • Abyssal Shadowship (••••• •) (Medium UFO)

Dur: *, Siz: 30, SL: , Acc: 30, Safe Spe: - (- mph), Max Spe: - (- mph), Handling: 0, Crew: 2+8, Cover: full, Craft/Enchantment Pen: -6

Component Technologies: (3) Atmospheric Drive, Hyperdrive (Gauntlet Breach), Anomaly Generator (Create Anomaly), Beam Weapons (Blast)
  • Ancient Phoenix (••••• ••) (Medium UFO)

Dur: *, Siz: 40, SL: , Acc: 30, Safe Spe: - (- mph), Max Spe: ( mph), Handling: 0, Crew: 2+20, Cover: full, Craft/Enchantment Pen: -7

Component Technologies: (4) Hyperdrive (Gauntlet Breach), Astral Drive (Astral Sojourn), Sensors (Seek), Versatility Engine (Versatile Energies), Ancient Knowledge Database (Savant)
  • Xenoid Warship (••••• •••) (Large UFO)

Dur: *, Siz: 60, SL: , Acc: 20, Safe Spe: ( mph), Max Spe: ( mph), Handling: -2, Crew: 3+50, Cover: full, Craft/Enchantment Pen: -9

Component Technologies: (4) Hyperdrive (Gauntlet Breach), Beam Weapons (Blast), Shield Generators (Force Barrier), Tractor Beam (Telekinesis), Transporter Beam (Materialize)
  • Brood Hiveship (••••• ••••) (Huge UFO)

Dur: *, Siz: 100, SL: , Acc: 10, Safe Spe: ( mph), Max Spe: ( mph), Handling: -4, Crew: 5+100, Cover: full, Craft/Enchantment Pen: -13

Component Technologies: (4) Hyperdrive (Gauntlet Breach), Archive [Genetic Samples], Biological Weapons (Blast), Sentient Ship (Spiritual Minion), Cocoons (Hibernate)
  • Grey Mothership (••••• •••••) (Gigantic UFO)

Dur: *, Siz: 150, SL: , Acc: 10, Safe Spe: ( mph), Max Spe: ( mph), Handling: -6, Crew: 10+500, Cover: full, Craft/Enchantment Pen: -18

Component Technologies: (5) Hyperdrive (Gauntlet Breach), Beam Weapons (Blast), Central-Control-AI (Spiritual Minion), Transporter Beam (Materialize), Workshop [Cloning, Hypertech]

Storytelling

  • Alien Abduction

Why do Aliens come to Earth ? What do they want in our material world ? The answer is rather complex and depends on both the aliens species and its affiliation with one of the Convents as well as multitude of other factors. For some Aliens the material Realm of earth represents an irresistable curiosity, a trait they share with most intrasolar- and earthbound spirits. It contains a myriad of phenomena to be studied, used or abused, among which human beings are ceartainly the most interesting to all of the four alien species. The Abyssals revel in their hatred for all material beings, yet they 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. The Ancients belive that some of their kind evolved from humanoid creatures into energetic-spiritual beings eons ago and therefore take interest in humanity. They initiated the formation of the Coservationist Council to give humanity a chance to evole and eventually ascend, but also to study, measure and test their evolutionar potential for their own means. Earth represents a very rich source of genetic material for the Brood alltogether. They also need material hosts to procreate. Humans have proven an ideal host body and are therefore highly regarded and requested by Hives of all kinds. Some Grey, not unlike the Ancients, belive that humanity is some kind of atavistic version of their own species, or that they share some kind of common ancestor. Since the Grey only reproduce trough Cloning their genetic code has degenerated. They try to infuse their species with live trough the use of human genetic material. Grey Scientist experiment with humans for quite some time now and have accumulated vast genetic databases from which they are able to clone human bodies that become Amalgamated, or sometimes reinserted into human society without a directly controlling alien conciousness to perform preprogramed tasks. The Agenda towards Earth and humanity for the Xenoids is almost as diverse as their many Subspecies. Some study humans out of scientific curiosity, others hunt and abduct humans for profit, sport or for their own special means, still others buy or even collect humans as potential Amalgams, slaves, or just as prestigios display subjects for their menageries. From the perspective of the Abducted this is most often a horrible experience regardless of which species of Alien is actually responsible. The Subject is suddenly kidnaped from his ordinary life by a spaceship, a strange light wich could have been a teleporter- or tractor-beam, or directly by a strange alien creature. Then he gets probed, tested, tortured, or worse even eaten by the alien. Those that survive this disturbing experience and are returned are most often entirely changed people. Some react frightened and never tell of their abduction, from fear of being ridiculed or appearing insane, but retain a form of deep seated paranoia. Others tell of their experience, some even organize in groups of like-minded individuals. Some start to behave irrationaly after their abduction, sometimes to the point that they cannot be recognized even by their closest family or friends.


Lost Time The reports of abductees agree on little facts but one common phenomenon is the loss of time. As the human body is brought into Hyperspace, where time has not the same meaning as in the material realm, it does not age normaly and is often under some form of alien mind-control or unconcious. Chronometers dont function properly either and stop while in Hyperspace.


  • The Mystery of Origin

All four Alien Species agree that clues that reveal some of the secrets of their own existence may be hidden on earth. (see primitive Alien Organisms) Each species even has some heretics among them that brought up ridiculous theories, that the individual species may have originated from the primitive material realm of earth.

Some Ancients theoretisize that they once also where corporeal entities that ascended into a state of pure energy. When the Ancients heard the Mages stories of Atlantis, a few of them thought it possible they could have been those Atlanteans that ascended before or during the great cataclysm of the Incident, whis in itsself shares a lot of ele,ents with the story of the first great human civilizations downfall.

Some Grey scientists can imagine that earth may be their lost home planet the Grey left millions of human years ago to travel the vast reaches of Hyperspace

The Brood and Xenoid may also have originated on earth during the pre-human aeras as concurring products of evolution.

Some earth occultists theroetisize about the seemingly non-existent spirits of the planets beyond saturn, the ongoings in the asteroid belt and the similarities between Helions and the few encountered Ancients.

Alien Relics Alien Relics that point towards the mysteries of Origin have been found in the arctic circle, in the middle of deserts or jungles, or hidden deep underwater in unknown reaches. Some Alien Relics may even be encountered in secret bases hidden insde the asteroid belt or on the outer planets, which are mysteriously devoid of indigenous spiritual life.

  • Alien Invasion

Homeworld Defense; Motherships

  • Secret Wars

Alien vs. Alien, Alien vs. Spirt, Alien vs. Human (Stargate, X-Files). Most often a variant of Alien Invasion, but with a much more covered approach

  • The Great Hyperspace Wars

The four Alien Species have a long history of infights and whole inter-species wars to look upon. The Ancients and the Abyssals have been in a state of constant, though quite cold, warfare against each other since the Great Incident. Hives of the Brood have fought both Grey and Xenoid Motherships to capture host bodies and genetic material of the other species and do so still every now and then, but these singular incidents never culminated into a fullscale Hyperspace War, at least not until now. When portions of the Grey and Xenoid Fleets encountered each other for the first time, they completely misunderpreted each others signals which started a Hyperspace War that lastet for several generations of both species until an enduring peace could be negotiated with the help of ancient mediators.

Sample Characters

Aliens

Gray

  • Grey Traveler
Pow: 3     Fin: 6    Res: 3
Rank: 2
Influences: Travel 4
Numina: Impossible Technologies, Ban of Power, Abduct (UFO), Fetter (Unitool), Living Fetter (Implantation Probe), Pathfinder (Visor), Spiritual Vision (Visor), Thief (Unitool)
Ban: Grey must leave evidence of visit in Material Realm; Grey cannot use other Numina without an appropriate technological item.
Ini Mod:     9    Size:     3    Speed: 12 (F3)
Unarmed:     9 B     
Probe:     10 L    
Defense:    6        Armor: -/-
Corpus (6): 
Willpower (6):
Essence (15): 
  • Grey Technician
Pow: 3     Fin: 6    Res: 3
Rank: 2
Influences: Travel 2, Technology 2
Numina: Impossible Technologies, Ban of Power, Fetter (Unitool), Fortify Material (Unitool), Left-Handed Spanner (Unitool), Magnetic Disruption (Unitool), Mechanical Posession (Unitool), Platonic Element (Versatility Engine)
Ban: Grey must leave evidence of visit in Material Realm; Grey cannot use other Numina without an appropriate technological item.
Ini Mod:     9    Size:     3    Speed: 12 (F3)
Unarmed:     9 B     
Unitool:     8 L
Defense:    6        Armor: -/-
Corpus (6): 
Willpower (6):
Essence (15): 
  • Grey Telepath
Pow: 4     Fin: 5    Res: 3
Rank: 2
Influences: Travel 2, Arcanum [Mind] 2
Numina: Impossible Technologies, Ban of Power, Animal Control (Telepahic Device), Chorus (Implant), Compulsion (Telepahic Device), Hallucinations (Telepahic Device), Posession (Telepathic Device), Telepathy (Implant)
Ban: Grey must leave evidence of visit in Material Realm; Grey cannot use other Numina without an appropriate technological item.
Ini Mod:     9    Size:     3    Speed: 12 (F3)
Unarmed:     9 B     
Probe:     10 L    
Defense:    6        Armor: -/-
Corpus (6): 
Willpower (6):
Essence (15): 
  • Grey Scientist
Pow: 4     Fin: 6    Res: 2
Rank: 2
Influences: Travel 2, Dimensional Science 2
Numina: Impossible Technologies, Ban of Power, Gauntlet Breach (Dimensional Engine), Gauntlet Control (Dimensional Engine), Platonic Element (Versatility Engine), Reaching (Dimensional Engine), Spiritual Vision (Dimensional Engine), Versatile Energies (Versatility Engine)
Ban: Grey must leave evidence of visit in Material Realm; Grey cannot use other Numina without an appropriate technological item.
Ini Mod: 10        Size:     3    Speed: 13 (F3)
Combat 1:          
Combat 2:         
Defense:    6        Armor: -/-
Corpus (5): 
Willpower (8):
Essence (15): 
  • Grey Bounty Hunter
Pow: 3     Fin: 5    Res: 4
Rank: 2
Influences: Travel 2, Hunt 2
Numina: Impossible Technologies, Ban of Power x2, Abduct (UFO), Accelerate (Acceleration Device), Sense Prey (Visor), Spirit Prowess (Acceleration Device), Blast (Beam Weapon), Freeze (Beam Weapon)
Ban: Grey must leave evidence of visit in Material Realm; Grey cannot use other Numina without an appropriate technolofical item; Grey Bounty Hunters adhere to the 'Codex', a special code of Honor never to end a Hunt until the Contract is solved.
Ini Mod:     8    Size:     3    Speed: 11 (F3)
Unarmed:     8 B     
Beam W.:     10 L
Defense:    5        Armor: 4
Corpus (7): 
Willpower (8):
Essence (15): 
  • Grey Renegade
Pow: 3     Fin: 5    Res: 4
Rank: 2
Influences: Travel 3, Deception 1
Numina: Impossible Technologies, Ban of Power, Abduct (UFO), Blast (Beam Weapon), Siphon (Implantation Probe), Spirit Venom (Implantation Probe), Spirit Prowess (Implant), Thief (UFO)
Ban: Grey must leave evidence of visit in Material Realm; Grey cannot use other Numina without an appropriate technological item.
Ini Mod:     8    Size:     3    Speed: 11 (F3)
Unarmed:     9 B     
Probe:     10 L    
Defense:    5        Armor: 4
Corpus (7): 
Willpower (8):
Essence (15):

Amalgams

  • Monitor 310 (Ancient Progressionist Conservationist)

Cybernetic Amalgam

  • Dodge Ram (Grey Chaser Hunter)

Clone Amalgam

  • Uatu the Watcher (Xenoid Silicoid Psionic)

Human Amalgam

  • Xywwyzy (Brood Mutagent Recreationist)

Human Amalgam

  • (Ancient Verloren Invader)
  • (Grey Eldritch Colonist)
  • (Brood Synapt Renegade)

Other Alien Lifeforms

  • Silicon-Based Mycelium

The myclium is an eon-old, semi-sentint biological weapon sometimes found in glassy-looking remains in primordial, extreme temperature zones (Volcanoes, Glaciers). The first one who analyzes the alien relic is infected by enclosed microscopic spores of the mycelium. The mycelium grows wihin the lungs of the infected host body, where it leaves dusty remains of its metabolization of gases and portions of the hosts tissue and erupts after a period of X days to spred new spores. right before that it tries to ensures that its host is near other organisms to infect.

Pow:      Fin:         Res:
Rank:
Influences:
Numina:
Ban:
Ini Mod:         Size:         Speed: 
Combat 1:          
Combat 2:         
Defense:            Armor:    
Corpus (): 
Willpower ():
Essence (): 
  • Helion Searing (Intrasolar Planetary Spirit)
  • Ynix of Mars (Intrasolar Planetary Spirit)

Human Antagonists

  • Mortal Alien Hunter (Redneck)
  • Lunar Alien Hunter (Werewolf)