Wednesday, May 5, 2010

Atomic Dawn: Aliens

Aliens (Extra Terrestrials)
"The Earth is a farm. We are someone else's property."
-Charles Fort
Aliens are very real in the Atomic Dawn, though the distinction should be made that these beings are dimensional travelers, using Plane Shift to traverse the wide universe. These creatures have been monkeying around with human history for as long as there have been humans. The deeply deluded often claim that these beings are helpful and peaceful, but their activities down through history indicate the contrary. I will be detailing aliens in future posts.
Characters with the Plane Shift mental mutation or devices allowing the use of this power, can find themselves in one of the home planes of these beings. Other planes do exist, but most lack livable conditions for Earth life (Explorer suits or a vessel are recommended). Following are several sample planes to shunt curious player characters:
Agartha: A dimension that covers the internal surface of a Earth like planet. Agartha is lit by a miniature sun suspended at the center of the hollow sphere, so it is perpetually overhead wherever one is in Agartha. Animal and plant life there is much like that found on prehistoric Earth, though dinosaurs and other species have continued to develop in strange and startling ways. Several alien species are known to dwell here, from Greys and Pleiadeans to the cruel Reptoids.
Cydonia: An underground city buried under the sands of Mars. Though the surface of that planet is unlivable to Earth creatures, this city has a breathable (but dry) atmosphere, though outside is instant death.
Chi Tauri: A world in a binary star system in the constellation Taurus and home of the dreaded reptilan aliens. It is a hot world, where all non-reptiles are seen as food animals.
Erra: Home of the mysterious Pleiadeans (or Nordic) aliens, and said to exist somewhere in the Pleiades star cluster in the constellation Taurus. It is a world of shining mists and great temples. Earthlings are not welcome here and will be expelled upon discovery.
Sirius: The name of the world and its star system, as its denizens have not named it in any tongue known to man. This is a dark, cold, watery world peopled by the nigh-immortal Nommos. Few who travel here ever return.
Zeta Reticuli: Distant home star system of the Grey Aliens. It is said to be a technological utopia, but one in which Earth-kind are unwelcome save as test subjects.


No. Enc.: 1d6
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 7
Hit Dice: 3
Attacks: 1
Damage: 1d4 or weapon type
Save: L3
Morale: 10
Hoard Class: XXI (Almost always tech)
The Greys are an extra-dimensional species that are encountered by people around the world. Greys are grey skinned, hairless humanoids standing from 3 1/2 to 6 feet in height with huge black eyes and no sexual organs. It is believed that these beings reproduce solely through cloning, and are known to have power over biology and mutation. Reports from individuals who have been in contact with the Greys vary on their intentions: some say they are kind beings-here to guide us through our evolution, while others believe they are cruel invaders intent on ruling the planet. One thing is certain, most people who have come in contact with Greys believe that they are actively abducting pure humans and mutants on a regular basis. The Greys are reported to be abducting individuals and extracting eggs or semen to create replicant androids.
All greys are remarkably intelligent, having a +80% Technology roll modifier and a WIS of 21. Greys always possess advanced technology, often attended by advanced robots and androids of varying design and purpose. On the rare occasion when they are seen in the wastes, greys are often found with the following; Laser Pistol Mk 2, Force Screen Belt, Healing Pack, Proton Energy Pill and a Ready Syringe.
Mutations: Frailty, Mental Phantasm, Metaconcert, Metamorph (always has all black eyes), Neural Telepathy. 

Nordics (Pleiadeans)

No. Enc.: 1d4
Alignment: Lawful
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 10
Attacks: 1
Damage: by weapon
Save: L10
Morale: 10
Hoard Class: III, IV, IX, XXI
The Nordics are an extra-dimensional species which has been reported to be observing the activities here on Earth. Individuals who have allegedly come in contact with the Nordics say that they are here to observe our culture and not interfere in our evolution. Many believe that the Nordics are in conflict with they Greys because they object to the Greys interfering with human evolution. Other than these few theories, not a lot is known about the Nordics.
Nordic aliens are said to be extremely human-like in appearance, with pale white skin, colorless lips, and hair that is either light blond or white. Some accounts describe them as having pale blue eyes, although they have also been described as having pink, red, yellow, green, or violet eyes. Some cases have the eyes as somewhat resembling those of Greys', large and slanted, or being completely dark, lacking irises and sclerae. Most accounts say that they are tall; either 6–8 ft tall or 18–24ft tall, statuesque, and attractive. It is more common for them to be reported as being male than female.
Nordics are all remarkably intelligent, having a +70% Technology roll modifier and a WIS of 21. Nordics always possess advanced technology. Nordic technology is often psychic in nature, such as devices that emit a Mind Thrust effect, and Plane Shift belts rather than more easily recognizable devices. Nordics also use flying saucers and create synthetic androids that resemble idealized humans.
Mutations: Bizarre Appearance (eerily beautiful), Density Alteration (self), Empathy, Increased Sense (Hearing), Increased Sense (Vision), Force Screen, Mental Barrier, Neural Telepathy. 


No. Enc.: 1d4 (plus 1d10 Greys)
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 1
Hit Dice: 7
Attacks: 3 or weapon
Damage: 1d6/1d6/1d8 or by weapon
Save: L5
Morale: 9
Hoard Class: XIX

The Reptoids (or Reptilians) are a ferocious species of extra-dimensional aliens that long ago subjugated the greys (see above), and view human and mutantkind as food animals at best. It is believed by many that these creatures are the reason for the large number of gargoyle-like demons made reference to down through human history. It is known that they hate pure humans torturing and killing them whenever possible. Mutants can expect only slightly better treatment as slaves and lackeys.
Reptoids stand roughly seven feet in height and are covered in scales, possessing claws and fangs, resmbling dinosaur or dragon-like people. Reptoids tend to live below ground, but often live or venture to the surface. The reptoid noble caste (called Draco) are all exceptional reptoids, who are treated as a 10 HD monster, saves as a 6th level character, and has 200 hit points. All reptoids in the presence of the reptoid king have a morale score of 10.
Reptoids are extremely intelligent, possessing a +70% Technology roll modifier and a WIS of 18. All reptoids have access to advanced technology. An average reptoid will have the following; X-Laser Rifle (appears as a staff), Force Screen Belt, and the alien equivalent of LazAb armor.
Mutations: Control Light Waves, Increased Sense (
Hearing, Smell, Vision), Prehensile Tail, Quick Mind, Regenerative Capability, Teleport, and Vampiric Field. Draco Reptoids also have Complete Wing Development, Disintegrate and Plane Shift.

Alien Hybrids

These are the offspring of aliens and pure humans. This is not to say that actual sex takes place between an alien and a human, although it has been reported on occasion. It's usually the grays that are reported when hybrids are concerned, but not always. The process is most often described for women as some form of artificial insemination during an abduction experience. Then the fetus is usually removed a few months later during another abduction.
Many abductees report seeing liquid filled containers with what appears to be small aliens or hybrids inside. Others state that they have encountered hybrids much older who are not confined to a container. Abductees also indicate that the human/alien hybrid process is not yet perfected, like they're still trying to get it just right. Sages believe that the aliens are unable to provide the bond and the emotional nurturing of a human parent and that this is the reason some hybrids are allowed to be raised by the mother.

Playing Hybrids
Players wishing to run alien hybrids should always be those who were born and raised amongst their mothers people. Such beings should be created as a Mutant Human with mutations along the themes presented under the alien races depicted above. Hybrids raised amongst aliens are far too alien in mindset to be playable, as alien should mean ALIEN, with weird motivations not found amongst humankind.

Tools of the Aliens
Alien technology is always of weird design and purpose, often at least a bit outside of complete human understanding. Alien technology is often alive after a fashion, possessing a personality of sorts. Below are several examples:


Hit Dice: 10
Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Basic Hand
Armor: Bio-Orgone (AC 2)
Sensors: Nerve Web, MANA Sensor (detect Psychic powers/mutants).
Mental Programming: Artificial Intelligence (INT 6, WIS 20)
Accessories: Holo Screen, Self-repair Unit (powered by eating), Homing Device (Greys).
Weaponry: Fists (as Warp Field Mace), Irritant Gas Dispenser (as an Irritant Gas Grenade centered on the Sasquatch).
Sasquatch are bio-engineered robots created long ago by the Grey Aliens from captured human and animal DNA for use as scouts and laborers. Sasquatch have been active on Earth for hundreds or possibly thousands of years, inspiring legends of giants and hairy men, but were largely disregarded as tall tales or hoaxes by a skeptical world. Now they are known to be very real and are seen in any wilderness region where greys are to be found. Though they look completely organic when "alive", once destroyed their artificial nature becomes apparent. Their bones quickly degenerate and their skin becomes rubbery and artificial feeling. In ages past, such remains were mistakenly believed to be costumes of some sort rather than the potent creature that it is.
Sasquatch appear as immense (8-11') hairy humanoids that resemble man-ape hybrids of some kind. They are normally very shy and reclusive when left on their own, maintaining themselves by consuming plant matter and small game, sometimes pilfering from garbage cans or taking an occasional dog (which they seem to loath). Sasquatch will normally seek to escape or avoid enemies, using their 240' movement rate and Holo screen to do so, but if forced into battle, they will lash out with their huge fists or Irritant Gas attack. 

Flying Saucer

Hit Dice: 100
Frame: Armature
Locomotion: Antigravity Thrusters (Air and Underwater)
Manipulators: Probe
Armor: Megatanium Armor (AC -1)
Sensors: Class VI Sensor System, MANA Sensor (detect Psychic powers/mutants)
Mental Programming: Artificial Intelligence
Accessories: AV Recorder, Holo Screen, Inertial Inhibitor, Internal Passenger Unit (10 passengers or 2000 lbs), Clone/Regeneration Tank, Self-repair Unit, Photon Screen, Planar Gate Generator (Plane Shift).
Weaponry: 2 EMP Rifles and 2 mounted X-Laser Rifles.
Flying Saucers are the vehicle of choice for most alien races, being their sole means of transport between dimensions, as well as a mobile home, lab and science fascility as well as a potent defender. Flying Saucers are discs 80 feet across and capable of housing 10 greys or other beings indefinately, with an internal lab area and a clone/regeneration tank.
Saucers can fly at speeds over 200 miles per hour and capable of making 90 degree turns without killing its passengers. Being robotic, saucers can operate themselves and will only accept commands from a Alien seeking to dispel or kill any non-Alien seeking to take command.

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