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Of course, there isn’t enough space here to cover every alien or adversary from the Doctor’s
adventures, never mind the hundreds of other races in the universe. This chapter is just going to cover
the larger, more familiar races. Rules for other races and enemies, as well as creating your own
adversaries, will be covered in greater detail in Aliens and Creatures and other future supplements.
For example, we’ll cover the New Paradigm Daleks here, but won’t go into detail on the differences
between the Supreme, Strategist, Scientist, Drone and Eternal. We’ll also detail Silurians, but only
those of the specific sub-species found in Wales and not any specific characters from that sub-
species such as Eldane or Restac. If you need these specific characters in your game, feel free to use
the generic stats for their races, though for major villains you may wish to ‘up’ their stats a little and
give them few extra Story Points. Speaking of which...
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the atraxi
In much the same way that the Judoon are intergalactic ‘police-
for-hire’, the Atraxi are universal prison wardens.
the atraxi
An Atraxi’s body is a large mass of rough crystal surrounding
a single giant eye. They have elements of technology built into
them, allowing them to monitor crimes and scan for information
that may be relevant to their life-long jobs.
Ruthless and determined, Atraxi are born to serve in these awareness 5 presence 5
prisons and will go to great lengths to ensure the continued coordination 3 resolve 6
incarceration of their captives. When Prisoner Zero escaped
through a crack in time, the Atraxi followed. Unable to use the ingenuity 2 strength 6
same crack through the universe they flew for 12 years through
space until they located their ward on Earth. skills
Convince 4, Fighting 2, Marksman 2,
Descending on the planet, they offered a simple resolution: Science 1, Survival 1, Technology 2,
Prisoner Zero would give itself up, or the Earth would be Transport 2
disintegrated to ensure the convict’s destruction. This is perhaps
harsh, but the Atraxi will stop at nothing to do their jobs well.
traits
While their ways may seem extreme, the Atraxi really do exist Alien, Environment (Minor-Space),
for the good of the universe. There’s no end to the villainy of those Voice of Authority, Alien Appearance
locked away in their vast prisons, just waiting for a chance of (Major), Distinctive, Obsession (Major-
escape Detain Prisoners)
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the nestene consciousness
the nestene The Nestene is one of the oldest races in the universe,
existing in the Dark Times with the Racnoss, Great
Vampires and Carrionites. The Nestene is technically
one huge mind, often known as a gestalt intelligence
– where all of the race is linked into one hive mind,
known as the Nestene Consciousness.
Most can produce simple tentacles to attack, and can become incredibly sticky and pliable.
Some can even have small projectile weapons. Anything made entirely of plastic can be
animated in this way... just imagine an army of little action figures marching to attack!
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skills skills
Fighting 3, Marksman 1 (if it possess a Fighting 2, Marksman 2, Subterfuge 2
projectile attack)
traits
traits Armour (5), Fear Factor (1), Immunity
Armour (5), Natural Weapons (Minor or (Bullets), Natural Weapons (Major
Major), Networked (Minor), Weakness x2), Networked (Minor), Slow (Minor),
(Major-Signal Cutoff) Weakness (Major-Signal Cutoff)
story points: 0
Autons
Autons are used as a more violent force, the foot troops of the Nestene.
These animated plastic dummies, armed with deadly weapons concealed
in their hands, are devoid of independent thought and exist only to do
the Consciousness’ will.
They are incredibly tough, being made almost entirely out of plastic,
are hard to kill without melting them with flame or blowing them
completely to bits. Bullets seem to have little effect on them at all.
Outside of that, their only true weakness is their control signal,
which can be blocked or severed if one can find the correct psychic
frequency or disable the transmitter.
duplicates
In addition to the familiar Auton the Nestene employs to do its
dirty work, it is also able to send off an autonomous part of its
consciousness to become a Duplicate – an Auton that can assume
a stealthier role, replicating an existing lifeform and assuming
their identity. This tactic was used once in the past to replace key
government figures (before the Doctor intervened), and again recently
when a duplicating Auton assumed the form of Rory Williams.
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duplicate Cybermen
Mankind has always sought to improve itself,
but not all change is for the better. When one
awareness 2 presence 2 wealthy lunatic decided to improve the world,
his experiments led to the Cybermen. The
coordination 3 resolve 2 Cybermen are a product of the Cybus Industries
ingenuity 1 strength 5 Corporation, a huge multinational company
in an alternate version of our world. In this
alternate world, humanity had become more
skills reliant on networked systems and upgradeable
Convince 1, Fighting 2, Knowledge 1, technologies. Most people kept themselves
Marksman 2, Subterfuge (Disguise) 2 wired into a vast information and communication
network via ‘ear pods’. The network was run
by Cybus Industries, a company set up to
traits produce devices that were the brainchild of its
Armour (5), Immunity (Bullets), Natural managing director, John Lumic. These brilliant
Weapons (Minor), Natural Weapons technologies had made Lumic and his company
(Major x2), Shapeshift (Minor), very rich indeed. But as brilliant as Lumic was,
Dependency (Major-Living Imprint), he was also insane and obsessed.
Weakness (Major-Signal Cutoff)
Lumic’s body was in terrible decline, and he
longed to find a way to upgrade himself into
weapons & equipment something better. He became obsessed with the
power of machines and robotics, and developed
Hand Blaster 4/L/L
a steel body that could be controlled by a
Body Weaponry 3 / 7 / 10 living brain. Lumic used his considerable
fortune to develop this new technology, not
just for himself but for all humanity. In
story points: 1 - 2 his arrogance he believed that he alone
knew what was best for the human race.
By converting everyone into identical
Cybermen he would eradicate prejudice,
These Duplicates are not disease and maybe even death. He had
completely convincing, and no understanding that immortality in a
sometimes have ‘plasticy’ world with no art, love, culture or variety
skin or behave strangely. would be no life at all.
In addition, the facsimile is
based on a living imprint Needless to say, few people wanted to
and the Nestene must keep be turned into Cybermen. After several
the original subject alive experiments conducted on unsuspecting
and in captivity in order for homeless people, Lumic created a small
the Duplicate to keep its army of Cyber troops. Then he used
form. software in the ear pod network to control
the weak-willed so they walked into his
The Duplicate of Rory, drew on processing facilities for ‘upgrading’.
Amy’s memories to make it more Luckily, the Doctor and a resistance
lifelike and convincing and it had movement known as the Preachers
all of the emotions and memories managed to defeat Lumic and his plan,
of its subject without need of a but they failed to destroy all the Cybermen.
living imprint. This Duplicate Instead, the Cybermen saw a hole through
was something special, an realities and started their plans to break into
exception to the rule, our world.
and probably required
special resources to create.
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cybermen
Again, this invasion was halted by the Doctor during the
destruction of Torchwood One, in what has become known as ‘the
Battle of Canary Wharf’. While the Cybermen, and the Daleks they
followed through the Void, were returned to their purgatory, some
Cybermen may remain active, while others have escaped the Void,
falling through time. Scattered through history, these Cybermen
are not the only ones in existence.
Mondasian Cybermen
In our reality, another type of Cyberman existed, occupants of
the 10th planet of Earth’s solar system, Mondas. This planet
was propelled out of our solar system, and the Cybermen
conquered many planets before Mondas returned and the
Cyberman attempted another of their invasions of Earth. What
has happened to these Cybermen is unclear, though the head of
one can be found in Henry van Statten’s Vault (recovered from the
sewers of London in 1975).
The Doctor and Amy Pond encountered one group of ‘Mondas’ awareness 2 presence 2
Cybermen in the Arctic circle, where their crashed spaceship coordination 2 resolve 3
had remained buried in the ice for centuries. With the aid
of Cybermats, small snake like cybernetic creatures, the ingenuity 2 strength 7
Cybermen were able to take control of a small human research
facility and awaken their sleeping army.
skills
Convince 2, Fighting 3, Marksman 2,
Medicine 1, Science 1, Technology 4,
cyber-Physiology
A Cyberman is essentially a human brain and nervous system
wired into a powerful robotic body. There are a variety of methods traits
for converting a human into a Cyberman, some of which use more Armour (10), Cyborg, Fear Factor
of the original body. If the Cybermen are rushed and need more (3), Natural Weapon (Minor), Natural
converts quickly, they simply encase the body in armour and Weapon (Major x2), Networked (Minor),
initiate their brainwashing technology. Technically Adept, Slow (Minor)
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Daleks
dalek In the entire universe, no race has caused more death
and destruction or incited more fear and terror than
the Daleks. Those who see a Dalek for the first time
often underestimate them. They look like little more
than an armed pepper pot, some sort of silly robot
that will have a problem getting up stairs. Nothing
could be further from the truth.
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time, the Progenitors contained small strands allow a Dalek to survive easily under water or in
of pure Dalek DNA to aid in the Daleks rebirth hard vacuum. Even the heat of falling through
should they ever find themselves on the verge a planet’s atmosphere from space cannot
of extinction. Created from Davros’ DNA, the destroy the suit or kill the mutant inside. Energy
‘impure’ Daleks were unable to operate the thrusters in the casing allow the Dalek to fly in
device, and it wasn’t until they could attain a space or in atmosphere at low altitudes.
testimony to their true nature from the Doctor
himself that the Progenitor would begin to work. Finally, advanced computers allow the
mutant to hack into most computer networks,
Hidden on Earth during the Second World War, downloading huge amounts of data in moments.
the Daleks posed as loyal servants of the British
army, even creating a robot to aid them in their Everything about a Dalek is designed to
scheme. Once the Doctor confirmed that they kill and destroy – even their plunger-like
were in fact Daleks, they were able to use the manipulator arm can suffocate a man to death,
Progenitor to create a new Dalek Paradigm. Five crush their skulls or extract their brainwaves.
Daleks were born from the device: a Strategist
(blue); a Scientist (orange); an Eternal (yellow);
a Supreme (white); and a Drone (red). These new
Daleks eradicated the old to maintain the purity
of their race.
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believe they can overcome an obstacle they will
sacrifice as many slaves, resources and even
themselves to achieve their objective. Daleks are
slaves to their own race, seeing the individual as
unimportant compared to the glory of the Dalek
race as a whole.
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Judoon
The Judoon are a form of ‘police for hire’ although the chances
of them arriving to ‘serve and protect’ are pretty low. They are
judoon
engaged to enforce galactic law, usually on behalf of the Shadow
Proclamation, or to track down known criminals. While it may
seem to be your lucky day when a police force arrives, the
Judoon are single-minded and utterly without mercy when it
comes to the letter of the law. It is more accurate to call them
licensed vigilantes, bounty hunters, or just plain thugs. Judoon
resemble large bipedal Rhinoceroses, and are about as gentle,
understanding and easy to talk to.
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silurians Silurians
Human beings were not the first race to dominate
the Earth. Long before them, long before even the
first mammals appeared on the great plains of the
prehistoric planet, another race of creatures roamed
the planet’s lush, jungle environments. The Silurians
(also known by many other names, most commonly
Homo Reptilia) were a race of humanoid lizards who
ruled a vast empire stretching over the continent and
even beyond, delving deep under the oceans.
Stun Gas Rifle S/S/S At various points throughout history, some Silurians
have awakened when their hibernation chambers
Silurian Mask (Major Gadget): Scan, were disturbed. These small groups believed that the
Transmit Earth was still rightfully theirs, and that the Human
beings needed to be returned to their rightful place.
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The one area that the Silurian race never made Mutations can
great advancements in, however, was space be handled by
travel. This might have been due to the difficulty giving the player
of taking that first step when the next nearest Traits, including
celestial body wasn’t the moon but Mars, some alien Traits
physiological problem or a total lack of curiosity. like Alien
Whatever the reason, the Silurians remained a Appearance
planet-bound species which may explain why or Fear
they take the possession of Earth so seriously. Factor.
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Smilers and Winders
In the 29th Century, with the Earth bombarded by
solar flares, the human race fled to the stars for their
safety. While some departed to other planets and
smilers
some hibernated within space stations such as the
Ark, most of the population of the United Kingdom
left together to live aboard ‘Starship UK’.
Smilers
Smilers performed all the public service jobs awareness 2 presence 6
aboard the ship, from keeping control of the
population to teaching and providing information. coordination 2 resolve 4
Looking like old fairground attractions, the inner ingenuity 4 strength 5
clockwork workings of a Smiler were concealed by
a large black robe, and a terrifying wooden face.
The Smiler itself was contained in a large glass-and-wood booth, usually painted red and kept
extremely clean by the fearful population. In extreme cases, when pushed far beyond reasonable
limits, a Smiler would stand and leave his booth, ensuring the removal of the disruptive person itself.
While rumours of the Smilers’ anger circulated the ship for centuries, few were brave enough to
try angering one of the robots. Children would sometimes play games with the Smilers, seeing who
could push them the furthest. These games often ended badly though, and the ‘winners’ were
sometimes never heard from again. The fear of the Smilers was usually enough to keep the
population under control, and it was rare that they would actually have to take action.
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Winders
winders With a clockwork technology, the very nature of their
mechanisms means that someone, or something,
needs to be on-hand to wind it. And, like all
technology, sometimes it fails or breaks down. To
remedy this situation, Starship UK employed a group
of people to repair and maintain the Smilers, and
dubbed them ‘the Winders’. Their ominous uniform,
voluminous black robes and a Large key hung
around their neck, identified them as servants of
the machine, but it also hid a dark secret.
story points: 3 - 5
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SONTARANS
sontaran One of the most formidable and determined
militaristic races in the galaxy are the Sontarans.
From Sontar in the southern spiral arm of the
galaxy, the Sontarans are shorter and stronger than
humans due to evolving in the higher gravity of their
homeworld. They are a clone race, produced in their
millions. Their cloned origins mean that they look
very similar, though slight genetic deviations in skin
tone, voice, teeth and height, possibly introduced
intentionally during the cloning process, have been
evident. All Sontaran clones are male. There may
be female Sontarans, but to date no human has
encountered one.
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SYCORAX
There are plenty of bullies in the universe, and the Sycorax are
a whole race of them. This warrior species travels the galaxy
sycorax
looking for fertile worlds with significantly less advanced
inhabitants. When they find one they use as many tricks as they
can to intimidate the less experienced race into surrendering.
The Sycorax will then take half the population to sell as slaves
and steal whatever mineral wealth from the planet they can. If
the population is particularly submissive, they will happily farm
such a planet as often as possible, returning whenever the
population and resources have had a chance to replenish.
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When they are stronger, or facing larger numbers, their attacks can be simpler and more
brutal, ripping their victims apart with their talons and fanged teeth. However, the Angels’
most dangerous weapon is their speed. At their strongest, they can cover many metres in the
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blink of an eye, which, incidentally, is when they If the victim gets a Bad or Disastrous result,
have to attack. the Angel has infected them and they will
gradually become an Angel themselves. They
When observed the Angels become ‘quantum will have to pass another Resolve and Strength
locked,’ turning to stone. And as the Doctor roll every hour, at a Difficulty of 12 + 3 for each
pointed out, you can’t kill a stone. In fact, the hour past the first, losing a point of Resolve for
sobriquets ‘Weeping Angel’ and ‘Lonely Assassin’ every Level of Failure. Once the victim’s Resolve
come from the fact that, as statues, they often reaches 0, the transformation is complete.
hide their eyes behind their hands, as though
crying, in order to hide their own gaze from other Curing the infection is difficult, and typically
Angels, for fear of quantum locking each other involves removing the mental image or memory
into eternal paralysis. of the Angel completely from the victim’s mind.
The Doctor had to drop the Angels through a
Weeping Angels are timeless and eternal. space-time crack to erase the one in Amy...
They can regenerate any physical damage they
may have sustained, although this can be a slow
process taking decades depending on the type of Special TRAIT - lights out
damage and the availability of radiation sources. Angels can interfere with the normal flow of
electricity by spending their own energy, typically
Angels do not speak, as such, having no voices to short out light sources that are keeping them
of their own, but they can still communicate when from their victims. The amount of Story Points
they feel a need to cajole, demoralise or threaten varies from 1 to short out all the flashlights in the
their victims. All they need is a previous victim’s immediate vicinity for a round or permanently
cerebral cortex and a method of transmission. suppress one light source, to 6 or more for
countering a magnetic lock. Groups of Angels
can and will pool Story Points for large tasks,
Special TRAIT - don’t blink especially if there’s a meal at the other end.
Angels move at incredible speeds so long as
they are unobserved and may act once in every
phase, talking (if they have some method of Special TRAIT - time eater
communication), moving, doing, and attacking all The Angels consume potential temporal energy
in the same round. Alternately, they may forgo by ripping living beings out of their time line
the first three phases in order to rend a victim to and throwing them backwards in time. If the
shreds, attacking four times in one round. Angel is striking to feed and lands a successful
physical attack, the victim is thrown back in time
An Angel at full strength moves like the wind a number of years equal to the roll of two dice
but as it weakens from hunger or damage, it will multiplied by ten, per level of Success. The
slow down. As such, an Angel’s Speed is equal to Angel gains 1 Story Point for every Level of
their current Story Point Total. Success it scores on this attack, up to a
maximum of 9 Story Points.
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a human from another world, you don’t need the
Alien Trait (see pg.22) for that. If what attracts the
player to the alien race is that it is simply more
powerful, they are probably interested in them for
the wrong reasons.
Before they even consider playing an alien At some point, someone might even want to
you need to figure out how cosmopolitan the play a ‘good’ Dalek or Auton Duplicate, and to
adventures are likely to be. In adventures on be fair this is not unprecedented. The Doctor
other worlds where even humans are different once infected a group of Daleks with the ‘Human
and unusual, having red skin, a forked tail and Factor,’ and Rory once became an Auton
horns won’t be a problem. This may not hold Duplicate, but the thing to remember is that
true for worlds where humanity has little to no in each of these cases, these characters were
experience with alien life forms and a very firm short-lived and often doomed to tragedy. The
idea of what a devil looks like. Luckily, there are humanised Daleks were wiped out in a civil war
plenty of alien creatures that can at least look against their brethren and Rory killed Amy and
human. Some aliens might be shape shifters, had to stand guard over her tomb for 2,000 years
or able to adopt a human form like Multiforms. before the universal reboot changed him back.
Others can disguise themselves.
Such races also have a reputation that will
After considering their ability to fit into their precede them and cause trouble for the rest of
surroundings, you need to think how suitable the the group. Anyone travelling with a Dalek is likely
alien species is as a player character. Some races to be feared, shunned and threatened even if
are inappropriate due to their strange cultures the mutant inside the casing has been given the
and attitudes. An Ood is not an overly- powerful ‘Human Factor’.
character, but may be a little slow and docile for
the Doctor’s adventures, for example. Finally, you limit the impact these creatures
have in your stories by allowing them to be
In general it really all comes down to ‘tamed’ in this manner. Cybermen, Sontarans,
asking the player why they want to play even other Daleks aren’t quite as exciting when
an alien? What can they do with this you spend all your time in the company of one. As
character that you can’t with a human? If such, the Gamemaster shouldn’t feel bad about
they want their character to basically be disallowing such characters in their game.
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ALIEN TRAITS
Below is a list of alien Traits that the character can have to set them apart from mere humans. The
list includes Traits that are usually best reserved for villains (and they will be indicated in the text).
Just as other Traits that can be purchased, they come in Minor, Major and Special Good and
Bad Traits. To get started creating your alien, you simply need to purchase the Alien Trait (See
pg.22), and then you can pick any of the Traits presented here, as well as those available to
human characters.
Of course, the list of Alien Traits presented below is just a sample of what can be done,
though most of the aliens the Doctor has encountered to date can be built using these
Traits. If you wish to design your own Trait, you should feel free to do so. Of course, if you’re
creating an alien as a villain or enemy for the characters in an adventure, you don’t really
need to worry about costs and how many Traits they have, whatever it takes to make a
cool alien character. However, you can total up the Traits you’ve used to see just how many
points you would have spent, so you can see how powerful the alien is compared to the
average character (who usually has between 6-10 points worth of Traits).
Effect: Additional Limbs is a Minor Good Alien Trait, and costs just 1 point for every
additional pair of limbs. If the alien has additional legs, their effective Speed (when
calculating chases and the like) is increased by +2. If the limbs are arms, the
first additional action in any Round receives no penalty (as they can effectively
do two things at once). This Trait can be taken twice to create an eight limbed
alien, though they will be obviously more alien. Additional limbs can be had on
top of this, but they receive no bonus and cost no extra – there comes a point
when you have so many legs or arms that it just becomes confusing and
you can end up tripping over your own feet.
Effect: Alien Appearance is a Bad Trait that can be either 1 Point or 2 Points. The
more severe the Alien Appearance Trait, the more ‘alien’ the character looks.
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As a Major Bad Trait, the ‘alien-ness’ of the character is more
extreme. They may have tentacles instead of limbs, or a face like a
squid – they could look like anything! Again, on advanced planets
that are used to aliens this isn’t a problem, but if they meet less
experienced peoples they will suffer a -4 penalty on social rolls and
may possibly even become the target of scared locals who assume
the alien is evil and needs burning.
Effect: Alien Senses is a Minor Good Alien Trait which costs 1 point. At
character creation, the sense that is particularly good (whether this is
sight, hearing, tremor sense, etc) should be specified as well as the
particulars of the extraordinary perception (what is so special about
it and what is sensed). When the alien uses the sense, it gains a +4
bonus to Awareness rolls but only when using that sense.
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alien quite a tough cookie! Even Lethal damage is Effect: Enslaved is a Major Bad Trait, worth 2
resisted: treat it as 8 levels of damage and reduce points, meaning that the alien character is part of
it accordingly. a recognisably enslaved race. While the race may
have been freed, they may still suffer the social
As a Major Trait, the damage reduction is stigma of their past, or they may currently be
increased to 10. In most cases, this represents under the control of a dominant race.
thick plating, such as natural growths of bone or
even metal. At this level, the Armour Trait costs 2 On top of being under the control of others,
points, but the alien’s Coordination is reduced by the alien will get a -2 penalty on all social rolls
1 (to a minimum of 1). (usually involving their Presence or Resolve)
when trying to voice their opinion due to their
The highest level is as a Special Trait, which submissive nature. Even if they are freed, it will
costs 3 points, gives the alien an armour value take time to break their submissive attitude. It
of 15 and reduces its Coordination by 2. The doesn’t mean it is impossible, but it takes a great
creature may be made of solid stone, like a deal of internal resolve to overcome.
Weeping Angel, or be slightly ethereal and take
little damage from anything.
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As a Major Good Trait, the alien can really take
to the skies. Above 100 metres, their effective
Speed is three times their Coordination. They can
fly as high as they like (though the Gamemaster
may want to take other factors into account such
as air, cold, and other environmental effects).
If they’re travelling below 100 metres, they will
probably travel slower to avoid obstacles and
the Gamemaster may impose a limit (or make
the alien’s player roll additional Awareness and
Coordination checks to see if they can react in
time to any dangers).
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Effect: This is a Minor or Major Alien Good Trait that can be purchased
multiple times if the creature is particularly dangerous. As a Minor
Trait, the weapon is only for close combat. These are usually teeth,
claws, spines, electrical shocks or something similar. A weapon
like this increases the damage of the usual physical attack by +2,
so the alien’s damage is equal to their Strength +2. This increase
is just like normal close combat weapons, as the Trait adds blades
or ‘dangerous’ damage to their physical attack.
This Trait can be purchased multiple times to reflect various forms of attack that
the creature has, or it can work on a single weapon and increase the damage
cumulatively. For example, a Dalek has only one weapon (the exterminator
‘death ray’). It’s a long range weapon that usually kills with one shot, so the
Exterminator is worth 2 Major Natural Weapons Traits, if not more.
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Effect: Just as with the Hypnosis Trait, the target (usually human). Internal examination will reveal
will have the opportunity to resist becoming that the alien is not who or what they appear
possessed (with a Resolve and Convince or to be and there may be small inconsistencies
Ingenuity roll). The possessing alien receives a that the sharp observer can recognise, like the
+4 bonus on their first roll to possess someone, plastic-like skin of an Auton Duplicate.
but should the alien ever fail a possession roll
against a particular individual, this bonus is lost As a Major Good Trait, the disguise is perfect
in subsequent attempts against them. and no one can distinguish the alien’s false form
by physical examination alone.
The possessing alien can inhabit the body for
as many hours as they have Resolve, although As a Special Good Trait, the alien may
very powerful foes might be able to inhabit a shapeshift into multiple forms and replicate
body indefinitely (Gamemaster’s discretion). If actual people, like Prisoner Zero. This costs 4
they force the host to do something that violates points.
their nature (like attacking a friend) the victim
will have a chance to resist, forcing another
possession roll. If the victim can score a Fantastic Special (Special Good)
Success on this roll, the possessing entity loses Sometimes aliens can do something remarkable
control. and odd, something that none of the other Traits
listed here covers, like the Silurians mutating
For additional information, see ‘Being Possessed’ tongue attack or the Weeping Angels ability to
on pg.57. move in the blink of an eye and devour their
victims future. This Trait allows the Gamemaster
to go wild and create the odd and special powers
that can sometimes define the race.
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Alien Flora and Fauna Sky shark
The characters will visit a wide variety of alien
planets in their travels and encounter a wide The Sky Sharks that flit between the ice
variety of alien plants and animals as a result. clouds of Sardak’s World have everything in
common with their Earth counterparts.
You could write out a fully detailed character
profile for these creatures, but many times
this is unnecessary as most of them lack the attributes
intelligence or full physical capabilities of a STR 7, COOR 3, AWA 3
sentient being and will likely only see a small
bit of screen time anyway. As such, to save time SKILLS
and space, you can focus on the most obvious Bite (Skill 2) 4 / 9 / 13
abilities that will show up in an adventure.
Hunt (Skill 6)
134
Adventures in Time and Space
escape!
almost there!
breaking away!
captured!