Wednesday, May 12, 2010

Atomic Dawn: Religion

Religion (or at least Spirituality) is extremely important to civilization. Its holds peoples together despite pressures of war, disease, torment and death. And it is no different in the Mutant Future. Though Atom Bomb cults (ala Beneath The Planet of The Apes) and similar are amusing, they don't have the depth of more thought out religions.
In the setting of the Atomic Dawn, most of the religions of the setting are real-world religions, though often changed somewhat to accommodate the new conditions and sentiments of the world. Most priests, shaman, druid or guru found in a community will be amongst the only folks likely to have any sort of amassed knowledge. Whether this is in the form of actual books (literacy), computer databanks, or knowledge passed on from teacher to pupil, this knowledge will be very important.
In the Atomic Dawn, being someone who has some schooling, is perhaps literate, and hopefully has his communities best interests at heart, is a big deal. People live very close to death, and any help tey can get is appreciated.

Religions of The Atomic Dawn

Christianity, Catholicism
This pre-apocalypse religion is very active in the present age. Though with Rome long since sunk beneath the rising Mediterranean, regional branches of the Church have had the luxury of determining their own policies. At present, there are two Popes, one in the Merican city of Alamo City (San Antonio, TX) in the Alamo Empire, the other in New Madrid (Madrid Spain). Thankfully the distances of these two prevent direct conflict so far.
The Catholic Church of Atomic Dawn is far more "Medieval" than its modern counterpart. Life is tough, hard and laced with disease and death, and the church pulls no punches. Nowadays, priests can marry and women can be deacons (but not priests) though the church is once again full of "mysteries" that are not regularly told to the common folk. And reading of the Bible is not encouraged, as it is taught only one properly trained can really understand it.
Catholic Saints: A great many saints and teachers are revered by the Catholic Church. But the following are of particular interest, having their own orders and movements within the church:

Saint Agatha and Saint Peregrine (Patron Saints of Cancer Victims)
The horrors of radiation and chemical poisoning are widespread across the mutant future, and so reverence of these saints is fairly common. Shrines to both saints are commonly seen in or around places of healing.

Saint Christopher (Patron Saint of Mutant Humans)
A giant of ancient times, sometimes depicted with a bestial (dog-like) face, Saint Christopher is quite popular amongst mutant humans, particularly Goliaths and other giant mutants. Christopher teaches the value of hard work and honesty as well as the active pursuit of evil-doers. Members of this order are usually humbly attired in clothing well suited for use in ward work.
Mutant humans may become monks, friars, nuns and even priests of the Order of Saint Christopher, and as such this order has a wide range of specialties at their disposal. Being semi-military in bent, warrior clergy of St Christopher can be found aiding in battles against the wicked such as bandits, evil spirits or more potent evils.

Saint Cyprian (Patron Saint of Psychic Mutants)
A saint said to have been a pagan occultist who repented of his ways. He and his followers are focused on converting magicians and pagans, and seeking to thwart the efforts of evil spirits. In a world with Plane Shift, and critters from other planes, this is a very busy order. Psychic mutants will be numerous in service to Saint Cyprian.
Note: Saint Cyprian is often called upon by those seeking Saint Deaths aid (see below), as his knowledge of dark spirits and risky ventures is of use when dealing with such an unpredictable spirit.

Saint Dimpna (Patron Saint of Insanity, Rape and Incest Victims)
Monastery/Orphanages dedicated to this saint are dedicated to aiding victims of sex crimes and madness, both all too common troubles in this age. Such places are often tended and guarded by a great many mutants and very angry women, who being victims of terrible cruelty, take to their mission with unusual zeal.

Order of Saint Death/Santa Muerte (Our Lady of Shadows)
Saint Death appears as a skeletal woman, clad in a long robe and carrying a scythe and a globe or scale. A wild and frightening spirit, whose patronage can be bought with binding oaths that cannot be altered at a later date. She is very popular as a protective spirit, as few wish to cross her. Mutants of all sort are welcome amongst monks dedicated to Saint Death, particularly those with precognition.
Walking Dead are frequently seen in temples dedicated to this saint, and the monks and priests of this order seem to have a strange affinity with these creatures. To really terrify your players, including undead monsters from Labyrinth Lord as servants of
Saint Death can be devastating. Creatures such as Wraiths and Wights are particularly useful and thematic though I suggest changing the "only hit by magic weapons" to "only hit be lasers" or something similar.

Order of Saint Fiacre (Patron Saint of Mutant Plants)
St Fiacre is most renowned as the patron saint of growing food and medicinal plants, and is much loved by mutant plants. He is commonly depicted as a fierce, druid-like man dressed as a gardener. Members of this order often look more like herbalists and gardeners, wearing plain clothing and good boots when not barefoot.
Holy sites dedicated to this saint are always gardens. Though they are tolerated as worshipers and even allowed to be monks and friars (non-cloistered monk), mutant plants may not yet become priests.

Saint Francis of Assisi (Patron Saint of Mutant Animals)
Saint Francis is renowned for his gentle, loving heart and his compassion for animals, mutant and otherwise. Saint Francis and the Franciscan Order are very popular amongst mutant animals, who can gain rank as monks and friars (non-cloistered monk) within the order. Mutant Animal priests do sometimes exist but are very rare.

Other Religions
These other religions can be found in one form or another in the Atomic Dawn setting. This is not an exhaustive list by any means. Mutant Lords (DM's, GM's, Storytellers) are encouraged to make up their own pockets of belief.

Ancestor Worship
Reverence of particularly popular and heroic ancestors could take the form of genetic screening and fear of birth defects amongst pure humans and human-looking mutants. Some examples of ancestor worship could take the form of iconic characters from our world such as Chuck Norris, Oprah, George Washington or others.


Animism
Worship of the land and its "spirits" is a very common form of spiritualism in Atomic Dawn. The land itself is even more fickle and dangerous as it is now, with mutant beasts and predatory or even intelligent plants to have to deal with. Animistic wise-folk (shaman, witch doctors, Shinto priests etc) in the setting usually possess a vast array of knowledge concerning local mutant types, seeing them as avatars of the spirit world. Deals struck with local mutant creatures, including offerings of food, trade goods and the erecting of shrines are common.


Baptist Christians
One thing you have to say about Baptists, is that they know their Bible. So I don't see them losing their knowledge of their faith, though with regional deviations. In remote towns and back woods communities are the most common locales for baptist communities. These communities are often a bit cautious of outsiders, but generally good folks. Mutant Animals and Mutant Plants will never be considered to have souls amongst these sorts, though individuals might feel differently. Mutant Humans are okay, but really weird powers are feared.

Islam
These are very tough people. Dedicated, smart and willing to fight to the death for their beliefs. Regions where this faith is strong are always clean, highly organized and highly literate. Xenophobia is common in such places, though certain allowances are made for Christians and Jews as "People of the Book." Mutant animals and plants are seen as soulless creatures, and mutant humans held in suspicion, though in some communities they are tolerated.
Judaism
Nothing so puny as a complete global meltdown can stop the papa of Abrahamic faiths! These folks will certainly be around, and widespread to boot. In the age of Atomic Dawn they are more more "Old Testament" than politician though, having a distinctly warrior/nomad culture. Mutants of all stripes are not tolerated within the faith of Judaism, but are not normally persecuted. The Jewish faith has much to say about cleanliness and community, so even in the Mutant Future, those of the Jewish faith will be clean and highly organized.


Monster Cults
Sometimes something awful lives nearby and demands worship and sacrifice. This can be mutant creatures or horrible otherworldly beings. Most communities are powerless to oppose such beings and thus serve these creatures to the best of their abilities. These communities are not always happy for attempts at rescue, as fear of reprisal for failure is intense.
Priests or priestesses dedicated to such religions are usually amongst the most depraved creatures imaginable, joyously sacrificing food, livestock and people to whatever fiend they serve.

Mormonism
Mormonism is alive and well in the Atomic Dawn, centered around the bustling city-state of Eden (central Missouri). They are clean, organized folk who prize creativity and education, and as such have a strong core of community. The tradition of polygamous marriage so often denounced in the modern world is again very popular amongst Mormons, and draws little or no disdain amongst the folk of the Atomic Dawn.
As animals and plants are held to have immortal souls in the Mormon faith, mutants are accepted into their faith, though always in a lower tier of leadership.

Old Deities (Pantheons etc)
Worship of ancient gods such as the Greek, Norse or Aztec pantheons has had a resurgence in the age of Atomic Dawn. Mix-ups of these and other religions are very common with a mis-matched pantheon from differing nationalities. Some though, are quite pure, and hold to ancient teachings of the Greek, Celtic or other gods. Mutants of all sorts will be welcome amongst these folks, but Androids rarely are (save cults dedicated to Vulcan or similar beings).

Scientism
Using science as a religion is nothing new in our world or in post apocalyptic stories. Such groups use scientific language to explain away transcendent, unprovable aspects of being such as the soul, afterlife and morality, taking on the role of religion. This is really a form of Materialism, and is an occult belief from the Enlightenment period.
The "science" of scientism takes on the feel of alchemy, with mystical concepts and equations mixed with medicine, engineering and chemistry. One doesn't have to look far for research in these matters, from Newtons ritualism, Blavatsky's Theosophy, Hubbards Scientology and the more extreme forms of the modern Green movement.

Human Sacrifice
Not at all uncommon in the age of Atomic Dawn, though variation do occur amongst different groups. Catholic Christians and Muslims frequently call for the death of those who use harmful psychic powers or seek to commune with dread spirits (which do exist in Atomic Dawn- an up and coming article), killing such people in gruesome fashion.
Animism frequently calls for all sorts of sacrifice (as all things are thought to have souls) from rocks, and plants to animal and human sacrifice. Ancestor worship often calls for the burnt sacrifice of objects or creatures desired by the dead ancestor, including wives or favored servants.

Witch Trials
Fear of psychic mutants and disease would has given rise to a new era of Witch trials and killings in the Atomic Dawn. Elaborate and brutal methods for extracting confessions from suspected witches would be just as cruel and impractical as from the past though some true detecting may exist in regions with appropriate groups.
And its not just Christians of Muslims who are guilty of this practice. Fear of witches is widespread amongst all cultures.

Friday, May 7, 2010

Atomic Dawn: CostMart






CostMart is the corporate survivor of the great Price Wars from just before the Apocalypse. In the old days, this corporation's stores systematically devastated far better stores, selling cheap bulk merchandise with an absolute minimum in quality or customer service.
Like cockroaches and Twinkies, not even nuclear, biological and ecological devastation can get rid of CostMart. Even now, their android and robot run facilities, farms, and stores can be found here and there. In fact, the need for cheap weaponry, armor, vehicles and other goods has caused CostMart to adapt to the times. Now, CostMart has come out with a selection of relic weapons and relic devices (made with bright plastic and bearing the CostMart logo).
In the Mutant Future, CostMart "stores" are more like brightly painted concrete and steel fortresses. These facilities are manned by smiling androids and guarded by Minor Enforcement Bots, Riot Bots and Robo-turrets (with smiley faces). Shoplifters and other troublemakers will find that CostCo troops are extremely efficient and armed with more advanced devices.

Governance
"A government, for protecting business only, is but a carcass, and soon falls by its own corruption and decay." -Amos Bronson Alcott
CostMart is governed by a thirteen-member Board of Directors, who are almost never seen outside CostMart facilities in person, instead using specialized remote control robots similar to the MFO, but much more powerful. This board has absolute control over the corporation, answering only to each other (when they get caught). Each board member has a large personal army and controls significant resources.

CostMart Employees
"Five O'clock in he mornin',
I'm up before the sun,
When my work day is over,
I'm too tired for havin' fun."
-DEVO, Working In A Coal Mine
Most of CostMarts employees are Replicant Androids produced in CostMart Facilities. These androids are perfect employees, as they are smart, tough, and die before promotion is a real possibility. Other forms of androids and A.I. robots can also be found working for CostMart. Pure Humans and mutants can also find employment as wage slaves of assorted types and hired muscle for discouraging would-be competitors.
Mutants are used more than employed, with most serving the corporation as laborers and test subjects. Particularly skilled or powerful mutants might find employment with CostMart, but almost entirely as enforcers or mechanics.

Superstores











Most CostMart stores are big, but superstores dwarf them all. Superstores are enormous pyramidal complexes as large as a city. These structures offer a wide range of services and merchandise, and maintain their own medical facilities, replicant factories and defense force. Aircraft refueling services are offered here for costumers and for CostMart vessels.
Repair Facilities: CostMart superstores maintain well-stocked machine shops staffed by one or more repair bots, several androids (any type) and a few human or mutant employees. The repair bots are programmed for vehicles androids and robots but not weapons.

What’s available at CostMart?
Everything you could want or need, at least that’s what the ads say. CostMart and its employees have made it their business to supply the consumer with his, her or its every need. Though all stores attempt to provide a wide selection, high-tech merchandise such as energy weapons, vehicles or robots, are only carried in Superstores (see above). They sell clothing, toys, electronics as well as weapons and other gear. Here are some examples (prices in parenthesis):
Advanced Melee Weapons (Superstores only): Shock Gloves (80gp), Stun Baton (120gp), Vibro Dagger (200gp) Vibro Sword (350gp).
Advanced Firearms (Superstores only): Laser Pistol Mk1 (700gp), Laser Rifle (750gp), Stun Pistol (300gp), Stun Rifle (300gp).
Advanced Armor (Superstores only): Ballistic Nylon (400gp), Metal Insert (550gp), Plastic Plate (700gp).
Drugs, Chemicals, and Medical Devices: Antitox (5sp), Filter-Dose (4sp), K-O Shot (6sp), Medi-Spray I (4gp), Medi-Spray II (8gp), Diagnostic Scanner (20gp), Healing Pack (60gp), Ready Syringe (40gp).
Encasing Military Armors (Superstores Only): Light EMA (3,500gp).
Primitive Firearms: Ammunition (10gp per 100 rounds), Pistol, revolver (80gp), Pistol Ammunition (10gp per 100 rounds), Carbine, 98 short (120gp), Carbine Ammunition (10gp per 100 rounds), Sport Rifle (150gp), Rifle Ammunition (10gp per 100 rounds), Shotgun (100gp), Shotgun Shells (2 gp per 10 rounds).
Weapons, Armor, Adventuring Gear, Trade Goods: All types (as page 16-18 Mutant Future).
Foodstuffs and Junk: Canned Foods (2 cp), Dehydrated Pills (1sp), Goo Tube (4cp), Salt Pills (1cp), Soup Mixes (1sp), Synthihol (2sp), Hologram Projector (2gp), Identity Card (1gp), Ion Bonding Tape (2sp), Light Rod (2gp), Light Stick (1gp), Magnesium Firestarter (3gp), Portable Stove (5gp), Survival Kit (6gp)
Gizmos: Advanced Breathing Apparatus (300gp), Autograpnel (10gp), Boron Solution Spray (15gp), Cigarette Lighter (4cp), Communicator (4sp), Firestarter Cube (20gp), Flashlight (60gp), Force Screen Belt (600gp), Gas Mask (100gp), Gas Mask Filter (50gp), Chemical Sensor (40gp), Geiger Counter (10gp), Rad Tab (5gp), Infra-Red Goggles (100gp), Motion Detector (140gp), Optic Scanner (200gp), Portable Detection Radar (150gp), Power Fist (300gp), UV Sterilizer (100gp), Water Purifier (60gp), X-Ray Goggles (120gp).
Power Sources: Power Cell (20gp), Power Pack (60gp), Power Clip (40gp), Power Beltpack (400 gp), Power Backpack (650 gp), Minifusion Cell (800gp), Plutonium Clip (1,500gp), Radioactive Battery (2,000gp).
Robots (Superstores only): Exterminator Bot (300gp), Interpreter Bot (600gp), Mechanical Field Operative (2,000gp), Minor Enforcement Bot (1,000gp).
Vehicles (Superstores only): Motorcycle (500gp), Car (1,000gp), Truck (1,500gp), Hoverbike (2,000gp), Hoverbus (7,500gp), Hovercar (3,500gp), Hovertruck (5,000gp).
Note: All CostMart equipment is cheaply made, and thus is never better than Condition Grade 3 but never worse than Condition Grade 1. So keep your receipt!

MacGuffin Restaurants
A chain of eateries that can always be found in or around CostMart stores, but also on their own in all but the most inhospitable places. Restaurants are brightly lit and furnished with plastic booths and formica tables complete with tinny musak. These android-run eateries serve the addictive MacGuffin burgers (1sp), Big MacGuffin Burger (2sp) and MacGuffin Supreme Burger (3sp), often served with fries* (2cp). They also sell an assortment of fizzy drinks (2 cp) and flavored milkshakes (5 cp).
*Fried what, nobody knows.

CostMart Business Practices
"Greed is the inventor of injustice as well as the current enforcer." -Julian Casablancas
CostMart maintains its mercenary attitude towards business into the post-apocalyptic era, though now without the "restraint" it formerly suffered. When CostMart moves in, they quickly dominate local business in one way or another.
Arms Dealing: CostMart operatives are always looking to open new markets, and no better than the hunger for weapons and armor. Promoting conflict between differing groups serves CostMart well, as it makes for asteady income and keeps would-be threats from gaining enough personal power to endanger CostMart interests.
CostMart Farms: CostMart farms dominate certain agricultural zones, taking ownership of water supplies, chasing off or killing livestock of neighbors. These farms can be set up literally overnight, and are built like fortresses.
Manufacturing: CostMart maintain extensive manufacturing facilities. These factories create everything from food products and medicine to high-tech machinery and androids. Efficient use of space is a hallmark of CostMart factories, such as combining meat processing and cloning in the same section (how different are they really?). The region around a CostMart factory is very polluted, giving rise to disease and mutation. Manufacturing is one of the only CostMart branches that employs a great many mutants, as the harsh conditions are deemed too dangerous for valuable android workers.
Strongarm Tactics: Independent sellers of products, will quickly find agents of CostMart knocking at his or her door. This does not mean that every blacksmith and food vender need fear CostMart, only those who expand their business into a chain or large seller.

CostMart Airship












Required Crew:
10 (Androids and Minor Enforcer Bots)
Top Speed: 50 mph
Cargo: 10,000 lbs.
Structural Hit Points: 200
Duraplastic Armor: AC 5
Weaponry: Four laser Rifles (forward, aft)
CostMart uses rigid helium airships to transport cargo between remote stores. These vessels are all equipped with an inertial inhibitor and a self-repair unit for protection from the rigours of travel. Some CostMart airships act as mobile stores, carrying merchandise to remote locales, though this role is usually reserved for smaller and better armed vessels.

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.



Greys

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. 



Reptoids

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:


Sasquatch

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.


DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...