Altern 87 y 8 Gyuiyui 19)
Altern 87 y 8 Gyuiyui 19)
Altern 87 y 8 Gyuiyui 19)
XENOLOGIST’S
GUIDE
Richard Baker
Darrin Drader Steve Winter
1
Mission Guide
CREDITS CONTENTS
Xenologist’s
Protostar
Aliens . . . . . . . . . . . . . . . . . . . . . . . . 10
and Stephen Schubert Aondha . . . . . . . . . . . . . . . . . . . . . . . . 10
Aphar . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Creature Design Araxi . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Richard Baker, Be’abac . . . . . . . . . . . . . . . . . . . . . . . . 14
Darrin Drader, Bnax Spore . . . . . . . . . . . . . . . . . . . . . 15
and Steve Winter Braanki . . . . . . . . . . . . . . . . . . . . . . . . . 16
Briith . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Bygnari . . . . . . . . . . . . . . . . . . . . . . . . . 19
Editing
Chradnur . . . . . . . . . . . . . . . . . . . . . . 20
Dale Donovan Comostor . . . . . . . . . . . . . . . . . . . . . . . 21
Druu Shilka . . . . . . . . . . . . . . . . . . . . 22
Creative Direction Ech-Huru . . . . . . . . . . . . . . . . . . . . . . 24
Richard Baker Feshorm . . . . . . . . . . . . . . . . . . . . . . . 26
Grilskib . . . . . . . . . . . . . . . . . . . . . . . . . 27
Cover Illustration H’naal . . . . . . . . . . . . . . . . . . . . . . . . . 28
Ilian Tasz . . . . . . . . . . . . . . . . . . . . . . 32
Klaus Pillon Jelmorg Swarm . . . . . . . . . . . . . . . . . . 33
Kwll . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Cover Design Llaoth . . . . . . . . . . . . . . . . . . . . . . . . . 38
Corey Macourek Lorvin . . . . . . . . . . . . . . . . . . . . . . . . . 39
Mayzod . . . . . . . . . . . . . . . . . . . . . . . 40
Interior Illustrators Myarreen . . . . . . . . . . . . . . . . . . . . . . . 44
Justin Mayhew, Nesh . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Orvhu . . . . . . . . . . . . . . . . . . . . . . . . . 46
Erebus (Giorgio De Michele),
Quonsoo . . . . . . . . . . . . . . . . . . . . . . . 47
Jesse Mohn,
Robot . . . . . . . . . . . . . . . . . . . . . . . . . 48
Claudio Pozas Skiarth . . . . . . . . . . . . . . . . . . . . . . . . 56
Surznon . . . . . . . . . . . . . . . . . . . . . . . . 57
Art Direction Tazecrab . . . . . . . . . . . . . . . . . . . . . . 58
Richard Baker Tethys Shark . . . . . . . . . . . . . . . . . . . 59
Tuz-Vilagi . . . . . . . . . . . . . . . . . . . . . . 60
Production Specialist Ty’Cli . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Umchaci . . . . . . . . . . . . . . . . . . . . . . . 62
Nissa McCormack
Vysnar . . . . . . . . . . . . . . . . . . . . . . . . 63
Xayon . . . . . . . . . . . . . . . . . . . . . . . . . 64
Xenobiologists
Yinth Dragon . . . . . . . . . . . . . . . . . . . 65
Scott Congreve, Ziz . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Christopher Cronen, Zyllek . . . . . . . . . . . . . . . . . . . . . . . . . . 67
George Velez Appendix: Creating Aliens . . . . . . 69
Alternity is a registered trademark of Sasquatch Game Studio LLC. Sasquatch Game Studio
and the Sasquatch logo are trademarks of Sasquatch Game Studio LLC. All characters and the
distinctive likenesses thereof are property of Sasquatch Game Studio LLC. This material is protected
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Sasquatch Game Studio LLC. © 2019 Sasquatch Game Studio, LLC.
2
Contents
INTRODUCTION
Complex life is extraordinarily rare in the universe. Earth’s biosphere
is a thin film of water and air between the planet’s molten interior
and the stark vacuum of outer space. Chances are good that micro-
bial life exists elsewhere in our Solar System, but as far as we can
tell, the evolution of multicellular life requires nearly ideal conditions
to persist across billions of years. The odds of life arising may actu-
ally be rather good, but whether a planet’s biosphere survives long
enough for a biosphere such as Earth’s to develop appears to be a
much more challenging question. Our Earth appears to be a winner
holding a one-in-a-million lottery ticket.
Fortunately, there are a lot of planets playing this particular
lottery.
If you have billions of opportunities to score a one-in-a-million
success, you’ll eventually amass an impressive number of suc-
cesses. That’s the story the Alternity® game chooses to tell about
our galaxy, whether it’s depicted in the wormhole-gate explorations
of the Protostar™ campaign setting or a classic voyage of discovery
in a homebrew setting of your own design. The right sort of tech-
nology can bring hundreds or thousands or—to paraphrase Carl
Sagan—billions of life-bearing planets within the reach of a team of
intrepid heroes. Each one could harbor its own marvelous biosphere
filled with creatures no human has seen before.
The Xenologist’s Guide offers a small sampling of dangerous,
helpful, or interesting creatures native to other planets. Naturally,
the collection is biased toward things that PCs need to interact with.
Alien bunnies and minnows might be biological wonders, but if they
don’t pose a threat to an Alternity hero or provide some unusu-
ally valuable resource, they’re not going to make an appearance
here. The aliens described in this book are not intended to serve
as representations of a planetary ecology—they are each the most
important, dangerous, or surprising species on the planet where the
heroes encounter them.
Many of these creatures are monsters in the sense that they’re
creatures the heroes only interact with in combat. You can get a lot
of use from this Xenologist’s Guide as a gallery of foes to fight, and
that’s fine. Don’t forget that this is a science-fiction game, though,
and that in many cases the players may find it more rewarding to
figure out how and why creatures are dangerous. Sometimes it’s
better to study a problem and devise a solution instead of just
shooting it!
Introduction 3
Mission Guide
stat block.” possess. For game purposes, creature means anything that has a
physical existence and is alive or artificially animated.
ALTERNITY:
3 Minions = 1 Standard
2 Standard = 1 Champion
4 Standard = 1 Boss
4
Reading the Entries
INITIATIVE AND SPEED
The creature’s initiative-check score and its movement rate are
noted on this line. Initiative is based on Agility and Focus, just like
PCs, and may include a default step bonus: for example, 13/18/23
(+1 step).
Speed depends on the creature’s physical form, and always
refers to a 2-impulse move action. Unless otherwise stated, this is
ground speed. Some creatures also have the ability to fly or swim.
Flying creatures must move each time they take an action in order
to stay in the air, unless they have the ability to hover. (Many natural
fliers have actions that combine moving and attacking.) Gaining
elevation in normal or heavier gravity is treated like moving in slow
terrain—the flyer pays 2 meters of movement to move forward
1 meter and gain 1 meter of elevation.
ABILITIES
The creature’s ability ratings, expressed as shorthand skill scores
for Average success; for example, Str 16+, Agi 15+, Vit 13+, and so
on. Creatures can get Excellent or Stellar successes on their ability
checks by achieving a check result 5 or 10 higher than the score
given. Most adversaries have only one or two specific skills. They
default to ability checks against the key ability for any other skill
checks they need to make.
If you need to know the actual ability rating instead of the check
score, just subtract the shorthand score from 20 (so a Strength
check of 16+ means a Strength rating of 4).
Intelligence: In addition to a skill score, the Intelligence ability
notes whether a creature’s basic intellect is instinctive, animal, pro-
grammed, or sentient.
• Instinctive: Low-order animal with limited behaviors, such as
a worm, jellyfish, or scorpion.
• Animal: Higher-order animal with complex behaviors, such as
most vertebrates.
• Programmed: Machine intelligence designed to act only
within a narrow set of functions. Full AI is better described as
sentient, not programmed.
• Sentient: Self-aware intelligence ranging from near-human to
superhuman capability.
ACTIONS
Xenologist’s
Attack actions list the speed (impulse cost), range (melee or range
ALTERNITY:
category), targets (usually 1), and attack score for the attack form,
followed by the damage inflicted by an Average hit or an Excellent/
ALTERNITY:
Stellar hit and any special effects. An attack action that targets a
spread affects 2 targets that are adjacent to each other, or 1 target
Reminder: If an effect
says “wound” without otherwise.
a damage number Damage is given as either physical or energy; if the damage has
attached, mark off no type, then it bypasses armor. Creatures that score Stellar hits
the lowest available
wound box. deal a bonus wound box of damage.
Creatures also have access to all normal actions and action
modifiers (see Actions page 141, Core Rulebook). However, low-
intelligence creatures don’t usually bother with clever tactics such
as the evade or aim action modifiers.
6
Reading the Entries
REACTIONS
If a creature has any special reactions it can take during combat,
they’re described in this section. Just like the heroes, creatures
using reactions delay their next action by some number of impulses
(usually 1). Creatures without a Reaction section can still use generic
reactions that are available to any creature (for example, making a
Dodge check when exposed to a blast).
DEFENSE
This section describes how difficult it is to attack and damage
the creature.
Size: If the creature’s size makes it easier or harder to attack, it’s
noted here.
Armor: The creature’s resistance value against physical and
energy attacks. In many cases, this represents a tough hide or
unusual physiology, not actual armor the creature wears.
Immune: Some creatures are immune to certain types of damage
or effect. If the attack hits, the creature ignores the effect.
Life Support: The creature doesn’t need to breathe and can
ignore vacuum or inhaled toxins.
Wound Boxes: The creature’s wound boxes and the effects it
suffers when it’s wounded. Some creatures, especially higher level
champions and bosses, may have two or more severity levels for
the same damage amount. When such a creature takes a wound,
use the lowest available severity listed for the adversary.
Most creatures also suffer a wound effect for receiving a serious
wound. Wound effects happen the first time (and only the first time)
that a creature sustains a wound in that row.
OTHER
Special traits and characteristics not described elsewhere are
noted here. If a creature actually has some amount of skill points
in a specific skill, it’s listed here along with its shorthand skill score
for an Average success. Standard gear or valuables might also
appear here.
1 Aphar Champion 12
ALTERNITY:
1 Feshorm Boss 26
1 Vysnar Minion 63
1 Tethys Shark Standard 59
1 Orvhu Standard 46
2 Helot L5 Boss 49
2 Lorvin Standard 39
2 Mayzod Scrabbler Minion 40
2 Nesh Sanctioner Champion 45
2 Tazecrab Standard 58
2 Ty’Cli Standard 61
2 Zyllek Thrall Champion 68
2 Yinth Dragon Boss 65
3 Briith Bruiser Champion 18
3 Chradnur Standard 20
3 Kwll Hunter Minion 35
3 Kwll Swordmaster Standard 36
3 Mayzod Soldier Standard 41
3 Saber Gunbot Minion 53
3 Zyllek Minion 67
4 Bygnari Champion 19
4 Grilskib Standard 27
4 Mayzod Bombardier Champion 42
4 Mayzod Strafer Standard 41
4 Myarreen Champion 44
4 Tuz-Vilagi Standard 60
4 Xayon Infiltrator Standard 64
5 Braanki Worker Minion 17
5 Comostor, Wild Standard 21
5 Druu Shilka Boss 22
5 H’naal Technician Minion 31
5 Kwll Instigator Boss 37
5 Mayzod Sniper Champion 43
5 Skiarth Champion 56
8
Adversaries by Threat Rating
TR Creature Role Page
6 H’naal Savage Minion 30
6 Ilian Tasz Champion 32
6 Myrmidon XJL Standard 51
6 Umchaci Boss 62
7 Braanki Warrior Standard 16
7 H’naal Eradictor Standard 28
7 H’naal Overlord Boss 29
7 Interdictor Mk. 6 Champion 50
8 Araxi Champion 13
8 Ech-Huru Spawn Minion 25
8 Jelmorg Swarm Boss 33
9 Be’abac Standard 14
9 Ech-Huru Raider Champion 24
9 Quonsoo Standard 47
9 Surznon Minion 57
10 Aondha Boss 10
10 Aondha Spawn Standard 11
10 Ziz Champion 66
11 Overseer 730 Standard 52
11 Llaoth Champion 38
12 Warspite Z9Z Boss 54
ALIENS
Xenologist’s
Protostar
AONDHA
ALTERNITY:
It’s difficult to say where one individual aondha stops and another
ALTERNITY:
AONDHA
TR 10 Large Boss Enigma (Alien)
Senses normal; Awareness 14+
Initiative 10/15/20; Speed 20 meters
Str 13+ Agi 16+ Vit 7+ Int 15+ (sentient) Foc 14+ Per 18+
ACTIONS
Acid Blob 2 impulses; Medium 1 or 2 targets; Attack 7/12/17; Damage
2d4+2/6 energy, and the target suffers damage over time (acid, passive
resist Endurance 2).
Grab 3 impulses; Melee 1 or 2 targets, up to 4 m away; Attack 7/12/17 (+1
step); Damage 2d8+2/6 physical, and the aondha grapples the target if
it beats the target’s Hand to Hand check. The aondha can grapple up to 3
Medium-sized or smaller targets at the same time.
Consume 3 impulses; Melee up to 3 grappled targets; Effect each target
must make an Endurance check (–2 step penalty). On a success, the
target suffers 1 wound (acid). On a failure, the target suffers 2 wounds
(acid), and the aondha heals 1 wound box.
10 Aliens
Aondha
REACTIONS
Divide 2-impulse reaction. When hit by any attack other than a blast or
area effect, the aondha can choose to ignore the normal damage inflicted
by the attack and instead divide, creating a new aondha spawn adjacent
to it. The original aondha then suffers 3 wounds. An aondha can only use
Divide three times per combat scene.
DEFENSE
Large Enemies gain a +1 step bonus to attack the aondha.
Immune Acid, poison, sonic, and stun.
Regeneration, Rapid At the end of each action round, the aondha heals 1
wound box unless the wound was inflicted by radiation damage.
(16+ dmg) dead Loses cohesion in wet splat
(16+ dmg) can no longer use Divide Leaking protoplasm
(16+ dmg) releases one grappled Pseudopod shot away
target
(13 to 15 dmg) retreats 4 m as a Recoils but keeps fighting
reaction
(1 to 12 dmg) Quivers like jelly
OTHER
Skills Dodge 14+, Engineering 13+, Mechanics 13+, Willpower 14+
AONDHA SPAWN
TR 10 Medium Standard Enigma (Alien)
Senses normal; Awareness 14+
Initiative 10/15/20; Speed 20 meters
Str 15+ Agi 16+ Vit 11+ Int 15+ (sentient) Foc 14+ Per 18+
ACTIONS
Acid Blob 2 impulses; Medium 1 target; Attack 7/12/17; Damage 2d4+0/4
energy, and the target suffers damage over time (acid, passive resist
Endurance 2).
Grab 3 impulses; Melee 1 target; Attack 7/12/17 (+1 step); Damage 2d8+0/4
physical, and the target must make an Athletics check or be grappled.
Consume 3 impulses; Melee 1 grappled target; Effect the target must make
an Endurance check. On a success, the target suffers 1 wound (acid). On a
failure, the target suffers 2 wounds (acid), and the aondha spawn heals 1
wound box. No, the spawn can’t
DEFENSE divide. That way
Immune Acid, poison, sonic, and stun. lies madness.
Aondha 11
Mission Guide
APHAR
Xenologist’s
fur, strong jaws filled with sharp teeth, and eight clawed legs. In
ALTERNITY:
APHAR
TR 1 Medium Champion Animal
Senses normal; Awareness 14+
Initiative 11/16/21 (+1 step); Speed 40
meters
Str 15+ Agi 15+ Vit 16+
Int 19+ (animal) Foc 16+ Per 16+
ACTIONS
Multi-Attack 4 impulses. The aphar makes
two attacks; either Claw and Bite against
the same or different targets, or two Claw
attacks against the same target.
Bite 3 impulses; Melee 1 target; Attack 16/21/26
(+1 step); Damage 1d6+4/8 physical, and the
target must make an Athletics check or be
knocked prone.
Claw 3 impulses;
Melee 1 target;
Attack 16/21/26
(+1 step);
Damage 1d6+2/6
physical. If the attack hits, the
aphar makes a second claw attack against that target.
DEFENSE
Armor 3 physical, 3 energy
(10+ dmg) dead Drops to the ground
(10+ dmg) speed reduced to 30 m One or more legs crippled
(7 to 9 dmg) –1 step penalty to all checks Screeches in blind fury
(4 to 6 dmg) moves 6 m and uses Bite as Bares fangs and pounces
a 1-impulse reaction
(1 to 3 dmg) Shakes head and glares
12 Aliens
Aphar
ARAXI
Hulking rock-like creatures that consume metal by means of an
oxidizing slime, araxi pose a serious threat to explorers. Araxi have
three limbs arranged equally around their starfish-like bodies, with
a writhing mass of feeding tendrils below and three stalked eyes on
the upper surface of their bodies. When lying still, they look a little
like heaps of pinkish-gray boulders.
Araxi are about as intelligent as dogs, and can understand (or
speak) a few words of human speech if trained to do so. They can
be trained to trade heavy labor for food (in their case, labor for
refined metals). In the wild, araxi head straight for humanoids wear-
ing or carrying refined metal such as weapons, tools, or some forms
of armor, battering them into submission to slurp up the tasty treat.
ARAXI
TR 8 Huge Champion Enigma (Alien, Mineral)
Senses normal, metal sense (see below); Awareness 15+
Initiative 14/19/24; Speed 15 meters
Str 7+ Agi 19+ Vit 12+ Int 18+ (animal) Foc 15+ Per 18+
ACTIONS
Slam 3 impulses; Melee spread; Attack 9/14/19 (+1 step); Damage 1d6+5/10
physical, and the target must make an Athletics check or be knocked prone.
Oxidizing Tendrils 3 impulses; Melee 1 prone target; Attack 9/14/19
(+2 steps); Effect The target gains damage over time (acid, 1 wound,
active resist Endurance ends effect). The target must counter the attack
with an Endurance check, or the largest metal item they carry or wear
becomes damaged (–1 step penalty to checks requiring the item). A dam-
aged item that is damaged again suffers a –2 step penalty to checks, and
is destroyed if damaged a third time.
REACTIONS
Bash Back 1-impulse reaction. When the araxi is wounded by an adjacent
attacker, it uses Slam against the triggering creature.
DEFENSE
Huge Enemies gain a +2 step bonus to attack the araxi.
Immune Acid, poison
Armor 8 physical, 4 energy
(16+ dmg) incapacitated Sinks to ground, twitching
(16+ dmg) loses its reaction Rusting slime drains from body
(14 to 15 dmg) becomes slowed Rocky chunks blasted away
(11 to 13 dmg) distracted until its Retracts eyes and flails tendrils
next action
(1 to 10 dmg) Ignores the attack
OTHER
Metal Sense An araxi can sense the presence of metal ore and objects
within Close range.
Araxi 13
Mission Guide
BE’ABAC
Xenologist’s
large teeth. Their hands and feet are clawed, allowing them to climb
ALTERNITY:
BE’ABAC
TR 9 Large Standard Humanoid (Alien)
Senses normal, low-light vision; Awareness 13+
Initiative 11/16/21; Speed 20 meters
Str 14+ Agi 16+ Vit 14+ Int 17+ (sentient) Foc 15+ Per 17+
ACTIONS
Multi-Attack 5 impulses. The be’abac attacks twice, using Bite and Spear
against the same or different targets.
Bite 3 impulses; Melee 1 target; Attack 8/13/18 (+1 step); Damage 1d8+3/7
physical.
Spear 4 impulses; Melee or Medium 1 target; Attack 8/13/18 (+1 step);
Damage 2d8+0/4 physical. On an Excellent or better success, the target
must make an Athletics check or be knocked prone.
DEFENSE
Large Enemies gain a +1 step bonus to attack the be’abac.
Armor 5 physical, 4 energy
(16+ dmg) Incapacitated Screams and falls over
(14 to 15 dmg) –2 step penalty to all checks Reeling, swings wildly
(12 to 13 dmg) –1 step penalty to all checks Howls in pain
(1 to 11 dmg) Grunts in annoyance
OTHER
Gang Up The be’abac gains a +2 step bonus to its melee attack if at least
one other friendly creature is adjacent to the target instead of the
normal +1 step bonus.
Mountain Native The be’abac ignores slow terrain resulting from snow, ice,
and slopes. It climbs at twice the normal climbing rate.
Skills Athletics 10+, Endurance 12+, Stealth 12+, Survival 13+
14 Aliens
Be’abac
BNAX SPORE
Balloon-like plants native to the mountainous jungles of their home-
world, bnax spores resemble colorful flying jellyfish. Most of the time
they drift with the wind, but they are drawn by the scent of blood or
rotting flesh, seeking nutrient-rich carcasses in which to root their
dangling tendrils. When the winds aren’t helpful, the spores skewer
animals that come within range of their barbed tendrils and wait for
the victims to exhaust themselves and die.
Strangely enough, something about the spores’ weird neural
systems generates interference against psionic abilities. Live bnax
spores are caught and sold offworld to individuals worried about
psionic spying. (Clipping the barbs from a captive spore is simple.)
Rooted bnax spores eventually grow into bnax trees, which are
unremarkable except for their very unusual method of spreading
their seeds.
BNAX SPORE
TR 1 Small Minion Enigma (Plant)
Senses normal; Awareness 15+
Initiative 15/20/25; Speed fly 10 meters
Str 19+ Agi 18+ Vit 17+ Int 20+ (instinctive) Foc 17+ Per 20+
ACTIONS
Tendril 3 impulses; Melee 1 target; Attack 16/21/26 (+1 step); Damage 1/5
physical. If the attack inflicts a wound on a living creature, the spore is
attached to the target (see below).
DEFENSE
Small Enemies suffer a –1 step penalty to attack the spore.
Armor 1 physical, 1 energy
(1+ dmg) dead Pops open, sinks to ground
OTHER
Minion Attack The spore’s attack deals one wound if its damage overcomes
the target’s armor. Stellar attacks deal only one wound, but ignore armor.
Attach A spore that inflicts a wound with its tendril attaches itself to its
target. An attached spore takes no further actions after it attaches.
When a spore attaches, the target must make an Endurance check or
become weakened. If a spore attaches to a weakened target, the target
must make an Endurance check or become dazed, and if a spore attaches
to a target that is already dazed, the target must make an Endurance
check or become slowed. Removing a spore by yanking out the tendril is
a 3-impulse action; this inflicts 1 wound box of damage (armor does not
apply). An attached spore can be removed without causing further injury
with a successful Medicine (treatment) check.
Psionic Interference Creatures attempting to use psionic skills within 20
meters of a bnax spore suffer a –1 step penalty to their check for each
spore within range, to a maximum penalty of –3 steps for three or more
spores.
Bnax Spore 15
Mission Guide
BRAANKI
Xenologist’s
BRAANKI WARRIOR
Warriors are the most xenophobic of the braanki castes. Their
natural response is to destroy anything that might pose a threat to
braanki interests. Their primary weapon is a powerful plasma-orb
generator implanted in one arm.
16 Aliens
Braanki
ACTIONS
Plasma Orb 4 impulses; Very Long blast 2 (4) meters; Attack 10/15/20 (+1
step); Primary Damage 2d6+3 energy; Secondary Damage 2d6 energy.
Powered Slam 4 impulses; Melee 1 target; Attack 10/15/20 (+1 step);
Damage 2d6+2/6 physical, and the target must make an Athletics check
or be knocked off-balance.
REACTIONS
Rapid Repair 1-impulse reaction. When wounded by an attack, the braanki
can attempt a Resilience check. On a success, it heals 1 wound box.
DEFENSE
Immune Bleeding, insane
Armor 3 physical, 3 energy
(16+ dmg) dead Falls over, twitching
(13 to 15 dmg) –1 step penalty to all checks Cyber systems shorting out
(10 to 12 dmg) slowed Impeded by damaged limbs
(1 to 9 dmg) stunned 1 impulse Pauses, then resumes attack
OTHER
Skills Dodge 12+, Piloting 12+, Resilience 12+
BRAANKI WORKER
When a braanki community or project is threatened, workers form
an important defensive reserve. If the warriors can’t handle a threat,
the workers seek to overwhelm it through sheer numbers. Their
laser implants serve as potent weapons as well as cutting and
welding tools.
TR 5 Medium Minion Xenosoph (Alien)
Senses normal, thermal vision; Awareness 15+
Initiative 11/16/21; Speed 20 meters
Str 15+ Agi 16+ Vit 14+ Int 17+ (sentient) Foc 15+ Per 18+
ACTIONS
Laser Implant 3 impulses; Long 1 target; Attack 12/17/22 (+2 steps); Damage
3/7 energy.
Cybernetic Claws 3 impulses; Melee 1 target; Attack 12/17/22 (+1 step);
Damage 2/6 physical, and the worker grapples the target if it beats the
target’s Hand to Hand check.
DEFENSE
Immune Bleeding, insane
Armor 3 physical, 3 energy
(1+ dmg) dead Falls over, thrashing
OTHER
Minion Attack The worker’s attack deals one wound if its damage over-
comes the target’s armor. Stellar attacks deal only one wound, but ignore
armor.
Skills Computer 15+, Driving 14+, Mechanics 13+
Braanki 17
Mission Guide
BRIITH
Xenologist’s
Big, strong, and always ready for a fight, briith are intelligent human-
oids from a high-g world who often seek employment as bodyguards
Protostar
weighs over 120 kilos, and their gray, pebbly hide is tough enough to
turn a knife blade or a bullet graze. Their admittedly brutish appear-
ALTERNITY:
BRIITH BRUISER
TR 3 Medium Champion Humanoid (Alien)
Senses normal; Awareness 16+
Initiative 13/18/23 (–1 step); Speed 20 meters
Str 13+ Agi 17+ Vit 14+ Int 17+ (sentient) Foc 16+ Per 17+
ACTIONS
Chainsaw Bayonet 4 impulses; Melee 1 target; Attack 14/19/24 (+2 steps);
Damage 1d6+2/7 physical and target must make a Resilience check or
begin taking damage over time (bleed). If the attack result is Excellent
or Stellar, the briith can make a free melee attack with a –1 step penalty
against any target within reach.
Sonic Bore 4 impulses; Close spread; Attack 14/19/24 (+1 step); Damage
1d8+2/7 energy, and target must counter with an Endurance check or be
stunned 3 impulses.
Unarmed 3 impulses; Melee 1 target; Attack 14/19/24; Damage 1d6+0/4
physical.
DEFENSE
Armor 3 physical, 3 energy
(12+ dmg) incapacitated Falls with a mighty thud
(12+ dmg) –3 step penalty to all checks Staggers, but keeps coming
(9 to 11 dmg) –2 step penalty to all checks Roars in anger
(6 to 8 dmg) –1 step penalty to all checks Wipes away blood and grins
(1 to 5 dmg) Snorts in derision
OTHER
High-g Adaptation Briith suffer no penalty from high-g environments and
reduce the penalty for extreme-g environments by 2 steps.
Skills Coercion 15+, Mechanics 15+, Security 15+
Gear Hardmesh uniform, sonic bore, chainsaw bayonet
18 Aliens
Briith
BYGNARI
The bygnari is an aquatic creature that has evolved to be a dangerous
predator in swamps, marshlands, and tidal flats as well as underwater.
Its skin absorbs oxygen directly from air as well as water, allowing it to
survive for up to three days outside of water. Its body is shaped much
like a fish, although it has tentacles that it uses to move about on land.
The tentacles are also equipped with powerful bioelectric cells that
generate lethal shocks. In combat, it grabs its prey with its tentacles
and then devours it with its viciously sharp, shark-like teeth.
Despite the fact that bygnari are not sentient, they have found
their way to the oceans of many worlds for two reasons: First, byg-
nari often attach their eggs to the hulls of ships that land in water or
marshland. Second, bygnari are highly prized as intimidating guard-
beasts. Criminals and individuals who don’t particularly care what
happens to trespassers use bygnari to protect water-based installa-
tions and strongholds. They are extremely adaptable and can make
their homes in cold, warm, fresh, and salt water.
BYGNARI
TR 4 Medium Champion Animal (Alien, Amphibious)
Senses normal; Awareness 14+
Initiative 11/16/21; Speed 10 meters/40 meters underwater
Str 15+ Agi 15+ Vit 16+ Int 19+ (animal) Foc 16+ Per 18+
ACTIONS
Bite 3 impulses; Melee 1 target; Attack 13/18/23 (+1 step, or +3 steps vs. a
grappled target); Damage 1d10+3/7 physical.
Tentacle Grab 3 impulses; Melee 1 or 2 targets; Attack 13/18/23 (+1 step);
Damage 1d6+3/7 physical, plus Shock (see below). In addition, the bygnari
grapples the target if it beats the target’s Hand to Hand check.
REACTIONS
Fury 2-impulse reaction. When hit by an attack, the bygnari moves up to 2
meters on land or 4 meters in the water and uses a Tentacle Grab attack
against any target within reach.
DEFENSE
Armor 2 physical, 4 energy
Immune Electricity
(13+ dmg) incapacitated Rolls sideways and falls still
(13+ dmg) –3 step penalty to all Writhes uncontrollably
checks
(10 to 12 dmg) –2 step penalty to all Thrashes and snaps
checks
(7 to 9 dmg) –1 step penalty to all Dark ichor spurts from wound
checks
(1 to 6 dmg) Ignores the hit
OTHER
Shock A creature hit by the bygnari’s tentacle grab must make an Endur-
ance check or suffer an additional wound of 1d8 energy (electricity).
Bygnari 19
Mission Guide
CHRADNUR
Xenologist’s
CHRADNUR
TR 3 Large Standard Animal (Alien)
Senses normal; Awareness 15+
Initiative 15/20/25 (–1 step); Speed 30 meters
Str 12+ Agi 18+ Vit 13+ Int 19+ (animal) Foc 17+ Per 18+
ACTIONS
Improved Charge 4 impulses. The chradnur moves up to 30 meters and uses
Gore.
Gore 4 impulses; Melee 1 target; Attack 14/19/24 (+1 step); Damage 1d8+2/6
physical, and the target must make an Athletics check or be pushed 2
meters and knocked prone.
REACTIONS
Stomp 2-impulse reaction; Trigger an enemy falls prone adjacent to a
chradnur; Effect the chradnur attacks the triggering enemy. Melee 1
target; Attack 14/19/24 (+1 step); Damage 1d8+4/8 physical.
DEFENSE
Large Enemies gain a +1 step bonus to attack the chradnur.
Armor 5 physical, 3 energy
(12+ dmg) Dead Collapses in a heap
(9 to 11 dmg) can no longer use Stomp Staggering, but still fighting
(6 to 8 dmg) –1 step penalty to all checks Bellows in anger
(1 to 5 dmg) Snorts and stomps
OTHER
Blood-Crazed The chradnur gains a +1 step bonus to attack if it’s wounded.
Extra Durability The chradnur has more wound boxes than normal.
20 Aliens
Chradnur
COMOSTOR
Comostors are rust-colored bipedal saurians with the intelligence
of great apes and a nearly endless supply of courage. They are
aggressive and intelligent enough to use simple tools such as clubs
or thrown rocks; while they have clawed hands, they typically prefer
to batter their foes with blunt, heavy objects.
In the wild, comostors gather in small troops of nomadic hunt-
er-gatherers that are usually led by the eldest female; males are
foul-tempered loners that generally drift away from their troops as
they reach maturity. Comostor troops have been known to make
use of some simple herding and trap-building behaviors to take
down large prey, but in most cases they rely on sheer ferocity to
swarm and overwhelm prey—or intruders in the troop’s territory.
Comostors can be trained to wear armor and use just about any big,
heavy weapon, making them useful as assault-beasts and brutal
bodyguards. They tend to stay loyal to the individuals they’re con-
ditioned to obey unless they are abused, at which point comostors
are likely to turn on their former masters. Most trained comostors
can learn to recognize a few hundred words and key command
phrases or gestures, although their own linguistic ability is limited to Usually, “Food now?”
no more than a word or two at a time.
COMOSTOR, WILD
TR 5 Medium Standard Animal (Alien)
Senses normal; Awareness 15+
Initiative 11/16/21; Speed 20 meters
Str 14+ Agi 16+ Vit 13+ Int 18+ (animal) Foc 15+ Per 19+
ACTIONS
Club 3 impulses; Melee 1 target; Attack 12/17/22 (+1 step); Damage 1d6+4/8
physical. On an Excellent or better success, the comostor can make
another Club attack against the same target.
Claw 3 impulses; Melee 1 target; Attack 12/17/22 (+1 step); Damage 1d6+2/6
physical.
Thrown Stone 3 impulses; Close 1 target; Attack 12/17/22; Damage 1d8+2/6
physical.
DEFENSE
Armor 2 physical, 1 energy
(14+ dmg) incapacitated Screams in rage, falls
(11 to 13 dmg) dazed for rest of scene Head sways, staggers
(8 to 10 dmg) gains +1 on damage rolls for Hisses in cold fury
rest of scene
(1 to 7 dmg) Ignores the attack
OTHER
Fast Charge The comostor pays 0 impulses to use the Charge action modi-
fier. It gains a +1 step bonus to its attack rolls during this action.
Skills Stealth 14+, Survival 13+
Comostor 21
Mission Guide
DRUU SHILKA
Xenologist’s
itself into our reality. The druu shilka can see into normal space
while remaining five-dimensional, albeit with Poor visibility. When it
ALTERNITY:
DRUU SHILKA
TR 5 Large Boss Enigma (Alien, Extradimensional)
Senses normal, transdimensional sight; Awareness 13+
Initiative 9/14/19 (–1 step); Speed fly 40 meters
Str 16+ Agi 16+ Vit 14+ Int 13+ (sentient) Foc 13+ Per 15+
AURA
Distortion Zone A living creature that begins its action within 10 meters of
a druu shilka in normal space must make a Willpower check. If the check
fails, the acting creature determines its action randomly (see the Insane
status, page 163, Core Rulebook).
22 AliensShilka
Druu
ACTIONS
Dimension Shift 2 impulses. The druu shilka shifts from normal to 5-D space,
or vice versa. The druu shilka must be in normal space to take any actions
other than moving.
Double Attack 4 impulses. The druu shilka makes two tentacle or distortion
bolt attacks.
Distortion Bolt 3 impulses; Medium 1 target; Attack
12/17/22 (+1 step); Damage 1d10+1/5 untyped, and
target is considered to be in the distortion zone at
DIMENSIONAL SCIENCE
the start of its next action. Detecting a 5-D druu shilka
Tentacle 3 impulses; Melee 1 target; Attack 12/17/22 requires specially built scien-
(+1 step); Damage 1d8+4/8 physical. tific equipment and expertise
REACTIONS in weird physics that aren’t
Reflect 2-impulse reaction. When targeted by an commonly studied. Modifying
energy ranged attack, the druu shilka can attempt a sensor device to detect a
a Dodge check as an opposed check to counter 5-D druu shilka is a complex
the attacker’s check result. If the opposed check skill check against Science
results in the failure of the original attack, the (–2 step penalty) requiring 3
druu shilka redirects the attack against a different successes. Building a projec-
target of its choice within 10 meters. The original tor that can force a dimen-
attacker attacks the new target at a –2 step sion shift requires 6 suc-
penalty. cesses (1 hour per check).
DEFENSE
5-D A druu shilka in 5-D is immune to detection or
attack by creatures in normal space.
Large Enemies gain a +1 step bonus to attack the druu shilka.
Stun Resistant Stun effects on the druu shilka are treated as daze effects
instead.
Armor 2 physical, 4 energy
(14+ dmg) destroyed Fades to nothingness
(14+ dmg) dazed for rest of Flickers in and out of reality
scene
(11 to 13 dmg) cannot use Reflect Too tangible to bend space
reaction
(8 to 10 dmg) aura only 3 m for 5 Distortion zone weakens
impulses
(1 to 7 dmg) No visible effect
OTHER
Dimensional Proximity A druu shilka in 5-D disrupts normal space within
Medium range in unpredictable ways. Common effects include headaches,
flickering lights, sudden computer failures, a sense of being watched, or
an inexplicable mist or fog.
Skills Dodge 12+, Science 11+, Stealth 12+
Druu Shilka 23
Mission Guide
ECH-HURU
Xenologist’s
ECH-HURU RAIDER
Ech-huru are most often encountered as solitary ravagers who
attack ships or stations to seize valuable resources. Some use
humanoid mercenaries or criminals as cannon fodder.
TR 9 Huge Champion Xenosoph (Alien, Amphibious)
Senses normal; Awareness 12+
Initiative 13/18/23 (+1 step); Speed 25 meters, swim 25 meters
Str 11+ Agi 19+ Vit 14+ Int 13+ (sentient) Foc 14+ Per 16+
ACTIONS
Plasma Bore 4 impulses; Very Long 1 target; Attack 8/13/18 (+1 step);
Damage 2d6+4/8 energy. The weapon creates a 3-meter minor blast
around the primary target that deals 2d6 energy damage (the primary
target is not affected).
Tentacle Rush 4 impulses; the ech-huru moves up to 6 meters and makes
two tentacle attacks against the same or different targets.
Tentacle 3 impulses; Melee 1 target; Attack 8/13/18 (+1 step); Damage
2d6+2/6 physical, and the target must make an Athletics check or be
knocked prone.
24 Aliens
Ech-Huru
DEFENSE
Huge Enemies gain a +2 step bonus to attack an ech-huru.
Armor 8 physical, 5 energy (ablative)
(17+ dmg) dead Thrashes weakly, hisses, dies
(17+ dmg) –2 step penalty to all Writhes wildly, enraged
checks
(15 to 16 dmg) stunned 1 impulse Rocked back on its tentacles
(12 to 14 dmg) uses Tentacle Rush as Lunges for nearest enemy
reaction
(1 to 11 dmg) Glares at attacker
OTHER
Reach Ech-huru can make melee attacks against targets up to 5 meters away.
Hardy Biology Ech-huru gain a +3 step bonus on Endurance and Resilience
checks. If incapacitated by exposure to vacuum, ech-huru fall dormant
and can survive in that state for up to 30 days.
Skills Coercion 12+, Endurance 12+, Engineering 11+, Science 11+, Willpower 12+
Gear Carbon fiber armor, plasma bore (neither fit Medium humanoids).
ECH-HURU SPAWN
Ech-huru are parthenogenic. They have no emotional attachment to
their offspring and treat them as useful soldiers—or slaves—until the
juvenile becomes large and intelligent enough to pose a threat, at
which point the parent drives out its offspring.
Ech-Huru 25
Mission Guide
FESHORM
Xenologist’s
ture has a long, barbed tongue that can grapple smaller prey and
drag it to the waiting jaws.
FESHORM
TR 1 Large Boss Animal (Alien)
Senses low-light, thermal; Awareness 13+
Initiative 10/15/20; Speed 20 meters, climb 10 meters
Str 12+ Agi 18+ Vit 15+ Int 20+ (instinctive) Foc 15+ Per 19+
ACTIONS
Slam 3 impulses; Melee 1 or 2 targets; Attack 16/21/25 (+1 step); Damage
1d8+2/6 physical, and target must make an Athletics check or be knocked
prone.
Tongue Barb 1 impulse; Close 1 target; Attack 16/21/25 (+1 step); Damage
1d6+0/3 physical, and the target is grappled.
Drag 1 impulse; Close 1 target grappled by tongue barb. The feshorm pulls
the target 6 m closer. The target can use a 1-impulse reaction to attempt
an Athletics check to resist being dragged.
Crushing Bite 3 impulses; Melee 1 grappled or prone target; Attack 16/21/25
(+2 steps); Damage 1d8+5/9 physical.
REACTIONS
Thrashing Body 1-impulse reaction; the feshorm uses its Slam against an
adjacent enemy that hits it with an attack.
DEFENSE
Large Enemies gain a +1 step bonus to attack the feshorm.
Armor 4 physical, 2 energy
(10+ dmg) incapacitated Collapses, spurting ichor
(10+ dmg) slowed for rest of Twitching legs ripped off body
scene
(7 to 9 dmg) releases grappled Buzzes loudly, retracts tongue
target
(4 to 6 dmg) distracted until next Twists and snaps at air
action
(1 to 3 dmg) Clacks mandibles
OTHER
Ambush Attack The feshorm hunts by lurking in thick brush or trees and
waiting for prey to wander within reach of its tongue. A foe that enters
the ambush area makes an Awareness check to spot the feshorm; a
group of foes make a group skill check instead. If the check fails, the
feshorm gains a +3 step bonus on its tongue barb attack and gains tacti-
cal surprise.
Skills Stealth 14+
26 Aliens
Feshorm
GRILSKIB
Sentient mineral beings composed of living crystal, grilskibs are
actually the evolved form of nanobots that escaped into a subter-
ranean crystal cavern. They take the form of hulking Medium-sized
bipeds made of translucent amber, light brown, or orange-colored
stone. Pulses of light flicker inside their vitreous forms. They
are alive, but the architecture of their brains is roughly similar to
advanced computer technology. Although they are not inherently
evil, they tend to think of organic life as inferior—best to put it down
when it gets in the way.
Grilskibs live in large subterranean communities. Communica-
tion between grilskibs is silent and electronic, although they have
been able to patch into the electronic communication equipment of
other species.
GRILSKIB
TR 4 Medium Standard Enigma (Alien, Mineral)
Senses normal, low-light; Awareness 16+
Initiative 14/19/24 (–1 step); Speed 15 meters
Str 15+ Agi 18+ Vit 13+ Int 15+ (sentient) Foc 16+ Per 18+
ACTIONS
Laser Ray 3 impulses; Medium 1 target; Attack 13/18/23 (+2 steps); Damage
2d4+1/5 energy.
Grab 3 impulses; Melee 1 target; Attack 13/18/23 (+1 step); Damage 2d4+1/5
physical, and the grilskib grapples the target if it beats the target’s Hand
to Hand check.
Crush 3 impulses; Melee 1 grappled target; Attack 13/18/23 (+3 steps);
2d4+3/7 physical.
REACTIONS
Revenge 2-impulse reaction. When wounded by an attack, the grilskib makes
a laser ray attack with a +2 step bonus against the enemy that wounded it.
DEFENSE
Absorb The grilskib is immune to laser damage and effects. When hit by a
laser attack or effect that deals at least 5 damage before applying the
grilskib’s immunity or armor resistance, the grilskib heals 1 wound box.
Immune Bleeding, poison, fire
Life Support The grilskib ignores most environmental conditions.
Armor 3 physical, 3 energy
(13+ dmg) destroyed Shatters in an explosion!
(10 to 12 dmg) –2 step penalty to all checks Chips fly from injuries
(7 to 9 dmg) –1 step penalty to all checks Red lights pulse in body
(1 to 6 dmg) Appears unaffected
OTHER
Death Burst The grilskib explodes 1 impulse after it loses its last wound box.
Blast 4 (8) meters; Primary Damage 2d4+2 physical; Secondary Damage
1d6 physical.
Grilskib 27
Mission Guide
H’NAAL
Xenologist’s
H’NAAL ERADICATOR
Eradicators are the warriors of the h’naal. Resourceful and deter-
mined, they know neither fear nor pity, taking whatever action is
necessary to advance the overlords’ (see below) interests. The only
thing that prevents the h’naal eradicators from burning a dozen
worlds and enslaving a dozen more is the species’ unwillingness to
reveal its existence.
28 Aliens
H’naal
Tentacle 3 impulses; Melee 1 target; Attack 10/15/20; Damage 1d6+2/6
physical.
REACTIONS
Psychic Retaliation (1/scene) 1-impulse reaction; Trigger a living enemy
within Close range attacks the h’naal; Effect the triggering creature must
make a Willpower check or become impaired (active resist 1).
DEFENSE
Armor 3 physical, 4 energy
(16+ dmg) dead Collapses, spurting ichor
(13 to 15 dmg) –1 step penalty to all checks Lashes tentacles in pain
(10 to 12 dmg) stunned 1 impulse Staggers under big hit
(1 to 9 dmg) moves 2 meters as free action Advances after grazing hit
OTHER
Telepathic Contact The h’naal can communicate telepathically with any
creature it can see within Long range. If they do not share a language, it
can only convey feelings and images.
Skills Coercion 14+, Endurance 12+, Stealth 14+, Survival 13+, Willpower 10+
Gear Crystalmesh armor, heat ray
H’NAAL OVERLORD
Most h’naal possess some amount of telepathic ability, but the
overlords are a caste of h’naal who hone these powers into a potent
mental arsenal. Overlords can easily dominate the minds of weaker-
willed creatures around them, driving them temporarily insane or
even compelling their victims to forget about them altogether.
In combat, the overlord relies on Cloud the Mind to remain hidden
from most of its foes, and uses Compulsion Wave and Mental Com-
mand to make them attack each other.
H’naal 29
Mission Guide
Xenologist’s
DEFENSE
Armor 3 physical, 4 energy
(16+ dmg) dead Topples over, quivering
(16+ dmg) –2 step penalty to all Shrieks, splattering ichor
checks
(13 to 15 dmg) –1 step penalty to all Dark ichor seeps from wounds
checks
(10 to 12 dmg) loses Cloud the Mind Flinches, losing concentration
until next action
(1 to 9 dmg) moves 2 meters as Recoils from grazing hit
free action
OTHER
Telepathic Contact The h’naal can communicate telepathically with any
creature it can see within Long range. If they do not share a language, it
can only convey feelings and images.
Skills Coercion 12+, Endurance 11+, Science 10+, Telepathy 10+, Willpower 10+
Gear Crystalmesh armor, heat ray
H’NAAL SAVAGE
Survivors of a ruined civilization, h’naal savages are feral scaven-
gers cut off from the remaining citadels of their race by the destruc-
tion of their wormhole networks and teleportation chambers. They
eagerly adopt any advanced weapons or devices that fall into their
clutches, regardless of their origin.
30 Aliens
H’naal
DEFENSE
Shield The h’naal savage has 50 percent cover against attacks from the front.
(1+ dmg) dead Collapses, spurting ichor
OTHER
Minion Attack The savage’s attack deals one wound if its damage overcomes
the target’s armor. Stellar attacks deal only one wound, but ignore armor.
Telepathic Contact The h’naal can communicate telepathically with any
creature it can see within Long range. If they do not share a language, it
can only convey feelings and images.
Skills Stealth 12+, Survival 12+, Willpower 12+
Gear Shield, trispear (a primitive weapon that accommodates a two-tentacle
grip).
H’NAAL TECHNICIAN
Technicians are civilized h’naal of the lower classes. They avoid
close combat with inferior aliens unless an eradicator or overlord is
on the scene to lead them into battle.
H’naal 31
Mission Guide
ILIAN TASZ
Xenologist’s
war. A militaristic race, ilians are divided into numerous rival citadels
that compete for status under the rules of a complex code of honor; the
ALTERNITY:
Tasz hail from one such citadel. An ilian citadel is bound by common
purpose and philosophy instead of blood, since ilians are asexual and
do not keep track of physical relation.
A typical ilian stands 3 meters tall and weighs about 600 kilograms.
Its body is composed of conductive crystals held together by some sort
of magnetic resonance; limbs and heads often appear to be physically
The species name unattached, merely levitating in place. (They are in fact connected; the
is ilian. The Tasz invisible energy fields that knit together an ilian are just as much a part of
are an order of
its body as the visible crystals.) Their “faces” are exotic, colorful gemstones.
“knights” who rule a
prominent citadel. Ilians are masters of an advanced technology based on specialized crystal
growth and the manipulation of energy fields.
ILIAN TASZ
TR 6 Large Champion Enigma (Alien, Mineral)
Senses normal; Awareness 14+
Initiative 14/19/24; Speed 15 meters
Str 11+ Agi 18+ Vit 13+ Int 15+ (sentient) Foc 14+ Per 16+
ACTIONS
Martial Strike 3 impulses; Melee 1 target; Attack 11/16/21 (+1 step); Damage
2d6+2/6 physical. If the attack hits, the ilian can make a free Martial Strike
attack against the same or different target (to a maximum of three attacks
in one action).
Shard Thrower 3 impulses; Long 1 target; Attack 11/16/21 (+1 step); Damage
1d10+4/8 physical. The weapon creates a 2-meter minor blast around the primary
target that deals 2d6 physical damage (the primary target is not affected).
DEFENSE
Large Enemies gain a +1 step bonus to attack the ilian.
Immune Bleeding, fire, poison
Vulnerable The ilian loses one extra wound box when it is wounded by an elec-
tricity attack.
Armor 5 physical, 3 energy
(15+ dmg) incapacitated Falls to ground in pieces
(15+ dmg) –2 step penalty to all checks Important nexus shattered
(12 to 14 dmg) –1 step penalty to all checks Crystal nexus damaged
(9 to 11 dmg) distracted until next action Energy fields fluctuating
(1 to 8 dmg) Just absorbs the attack
OTHER
Skills Coercion 14+, Dodge 16+, Science 13+
Gear shard thrower (a projectile weapon that hurls razor-sharp crystal), alloy
armor bands
32 Aliens
Ilian Tasz
JELMORG SWARM
Jelmorgs are diminutive creatures only 8 to 16 cm across. They
resemble land-dwelling starfish the size of small rodents, although
they’re able to scuttle around at a surprising speed and individuals
can have from three to nine limbs. They live in tightly-packed colo-
nies, and most of the time they’re docile and harmless. However, jel-
morgs become very dangerous when they hunt as a swarm, which AP stands for armor
triggers behavior similar to a feeding frenzy among sharks. On their piercing (page 105,
home world, their natural prey are creatures much larger than them- Core Rulebook).
selves, with tough exoskeletons that the jelmorgs saw through with
their tooth-lined limbs before predigesting the prey’s flesh with acid.
Their ability to defeat most personal defensive suits makes them a
significant danger even to well-armed explorers.
JELMORG SWARM
TR 8 Huge Boss Animal (Alien Swarm)
Senses normal; Awareness 15+
Initiative 11/16/21; Speed 20 meters
Str 17+ Agi 16+ Vit 11+ Int 20+ (instinctive) Foc 15+ Per 18+
ACTIONS
Gnaw 3 impulses; Melee every target inside the swarm; Attack 9/14/19;
Damage 1d8+5/9 physical, AP 2. If the attack inflicts a wound, the target
suffers damage over time (acid, passive resist Endurance 2). A target
already suffering acid damage doesn’t suffer from repeated hits.
DEFENSE
Huge Enemies gain a +2 step bonus to attack the jelmorg swarm.
Horde Attacks against a jelmorg swarm are made with a –5 step penalty
unless the weapon has the autofire, blast, ignite, irradiate, or spread
special ability.
Armor 2 physical, 2 energy
(16+ dmg) “dead” Survivors devour each
other
(16+ dmg) distracted until its next Jelmorgs turn on their
action wounded
(14 to 15 dmg) base size reduced to 6 m Swarm losing cohesion
(11 to 13 dmg) Frenzy (see below) The swarm speeds up!
(1 to 10 dmg) They don’t even notice
OTHER
Frenzy Once the jelmorg swarm takes a wound of 11 to 13 damage, its speed
increases to 30 m and its Gnaw attack takes 2 impulses instead of 3.
Swarm The jelmorg swarm has a base size of 8 meters. It can occupy
and move through the same spaces as other creatures and vice versa
without penalty. It can move through any opening that’s at least 10 cm in
diameter.
Jelmorg Swarm 33
Mission Guide
KWLL
Xenologist’s
most. They set their sights on catching up to the tech level of the
galaxy around them as quickly as possible, employing diplomacy,
espionage, and guile to keep their more advanced neighbors from
dominating them until they could meet other species on an equal
footing. Before humans made contact with the kwll, kwll technology
was roughly analogous to human tech of the 19th century: steam,
firearms, and steel. In the years since, kwll have leapfrogged whole
eras of technology, mastering electricity, electronics, atomic theory,
advanced chemistry, and more.
Physically, a kwll is a six-limbed predator with a coat of sleek,
oily fur and a short, pointed snout concealing a fang-filled mouth. It
bears a passing resemblance to Earth’s seals or sea lions, although
kwll are not good swimmers and dislike water. Its torso is long
and flexible, and its limbs are short and strong. A typical kwll
stands a little shorter than a human, averaging around 1.4
meters in height, but it is stocky and strong beneath its
sleek coat, weighing a good 70 kilograms or more
despite its short stature. Its eyes are dark and
the fur of its underside is noticeably lighter
than the dark, striped fur of its back. A kwll
needs little protection against the ele-
ments and generally wears little cloth-
ing other than weapon har-
nesses, tool belts, and sashes
or short capes whose principal
purpose is displaying jewelry
and allegiance emblems.
Kwll society is organized in
a dizzying array of polities, city-
states, and self-styled empires,
but the real power lies in the
hands of aristocratic families who
constantly jockey for control of the most valuable
institutions and states. Relations between two
kwll nations are often much more complex
than they appear, as most of the important
decisions are made behind closed doors
by aristocrats who may be trading influence
or favors in one area to realize some subtle
gain in an entirely different arena. A kwll sees
34 Aliens
Kwll
little distinction between competing peacefully and competing with
assassinations and acts of sabotage; humans are often shocked by
how quickly kwll resort to lethal force, and how quickly they resume
negotiations after blood has been spilled.
While kwll constantly feud with each other and shift alliances at
the drop of a hat, they have a phenomenal ability to cooperate on
one hand while backstabbing their allies on the other. Because of
this flexibility, they remain surprisingly united in their dealings with
other species. Aristocrats of different families collaborate to pursue
species-wide goals of technology transfer and diplomatic trouble-
making much more easily than their internal rivalries would seem to
allow. Kwll are also very, very good at using deceit and misdirection
to get what they want or deflect the suspicions of others. They’ve
even figured out how to use human lobbyists, PR firms, and alien-
rights activists to maintain an unthreatening image in human worlds.
KWLL HUNTER
No self-respecting kwll goes anywhere without at least one sharp
instrument somewhere on its person. Bodyservants, artisans, mer-
chants—it doesn’t matter. Kwll are always ready to murder those
who threaten them, those who cross them, or those whose deaths
might earn them favor with higher-ranking families. In diplomatic set-
tings, kwll resort to stealth and obfuscation to conceal their involve-
ment in any killings that they deem necessary.
Kwll 35
Mission Guide
KWLL SWORDMASTER
Xenologist’s
36 Aliens
Kwll
KWLL INSTIGATOR
Part spy, part assassin, part agent provocateur, the instigator is a
kwll who poses as a diplomat while carrying out all kinds of covert
actions in the service of its aristocratic masters. An instigator often
has access to technology otherwise banned to the average kwll.
Kwll 37
Mission Guide
LLAOTH
Xenologist’s
psionic and possesses the ability to stun or kill its prey at range with
savage telekinetic blows. It doesn’t hunt humans per se since people
ALTERNITY:
look nothing like its usual prey, but it is aggressive and territorial; the
llaoth’s instinctive response to encountering creatures it hasn’t seen
before is to lash out in an effort to eliminate potential competition.
A llaoth is a one-ton quadruped with thick, clawed legs, a lashing
tail, and a blunt, bulbous head that looks more like the prow of a
ship than a face. Its mouth is small and hidden under its chin, and
Pronounced
“loww-th” or its six eyes are deeply embedded in bony crevices. Most of the
“yoww-th.” space inside its massive, distended skull is taken up by its teleki-
netic organs.
LLAOTH
TR 11 Large Champion Animal (Alien, Psionic)
Senses normal, low-light; Awareness 14+
Initiative 10/15/20 (+1 step); Speed 20 meters
Str 11+ Agi 17+ Vit 10+ Int 18+ (animal) Foc 13+ Per 16+
ACTIONS
Telekinetic Slam 3 impulses; Long 1 or 2 targets within 4 m of each other;
Attack 6/11/16 (+1 step); Damage 3d6+0/4 physical, and the target must
make an Athletics check or be knocked prone.
Ram 4 impulses; Melee spread; Attack 6/11/16 (+1 step); Damage 1d10+6/10
physical.
REACTIONS
Tail Lash 1-impulse reaction; Trigger an enemy ends its action within 4 m of
the llaoth. Melee 1 target; Attack 6/11/16; Damage 1d10+4/8 physical, and
the target must make an Endurance check or be stunned 3 impulses.
DEFENSE
Large Enemies gain a +1 step bonus to attack the llaoth.
Telekinetic Deflection Physical attacks against the llaoth suffer a –3 step
penalty. Energy attacks suffer a –1 step penalty.
Psionic Resistance The llaoth has resistance 3 to mind bolts (and similar
psionic attacks).
Armor 7 physical, 3 energy
(16+ dmg) dead Rears up, shrieks, falls
over
(16+ dmg) stunned 1 impulse Staggered for a moment
(16+ dmg) armor reduced by 3 Bony plate cracked by hit
(14 to 15 dmg) distracted until next action Ichor spurts from wound
(1 to 13 dmg) Stamps ground angrily
OTHER
Skills Dodge 15+, Psychokinesis 12+, Willpower 9+
38 Aliens
Llaoth
LORVIN
Lorvins are colorful, amphibious creatures that resemble newts with
brown, blue, and orange markings. They are roughly the size and
weight as a dog and possess wide mouths filled with small teeth.
Individually, lorvins tend to be curious and even playful. However,
their innocuous appearances conceal their true natures: They’re
pack hunters and they can be dangerous in groups, especially when
hunting. A typical hunting group consists of three to six individuals,
and their aggressiveness increases with their numbers. Lorvins can
also be fiercely protective over their lairs, especially when their
eggs or young are present. Lairs are usually found in shallow lakes,
rivers, or in wet caves; lorvins prefer well-hidden burrows where
their egg clutches can be kept damp.
Lorvins have a venomous bite, but that’s not their most danger-
ous weapon. Their natural language is infrasound. They chatter
constantly amongst themselves, so simply being near a group of
lorvins can sicken most humans. Despite their facility at commu-
nication, lorvins are no smarter than most other animals, so their
low-frequency rumblings and hoots convey little more than basic
emotions or warnings to one another. Lorvins have proven untrain-
able for all practical purposes, though they have been known to
befriend members of other species and follow them around, leading
to master-pet relationships.
LORVIN
TR 2 Small Standard Animal (Alien, Amphibious)
Senses normal, low-light; Awareness 16+
Initiative 10/15/20; Speed 20 meters, swim 20 meters
Str 16+ Agi 15+ Vit 16+ Int 19+ (animal) Foc 15+ Per 18+
AURA
Infrasound Chatter A living creature that begins its action within 20
meters of at least two lorvins must make an Endurance check or become
impaired until it is no longer within range of two lorvins. The check suffers
a –1 step penalty for each additional lorvin after the first two.
ACTIONS
Poison Bite 3 impulses; Melee 1 target; Attack 15/20/25 (+1 step); Damage
1d6+1/4 physical. If the attack inflicts a wound, the target must make an
Endurance check or take damage over time (poison, passive resist Endur-
ance). The target is impaired until the poison damage ends.
DEFENSE
Small Enemies suffer a –1 step penalty to attack the lorvin.
Armor 2 physical, 2 energy
(11+ dmg) Dead Stumbles and falls still
(8 to 10 dmg) –2 step penalty to all checks Yowls in pain
(5 to 7 dmg) –1 step penalty to all checks Hisses and snaps at foe
(1 to 4 dmg) Yips and flinches back
Lorvin 39
Mission Guide
MAYZOD
Xenologist’s
MAYZOD SCRABBLER
Nonintelligent workers, scrabblers generally ignore nonmayzod
creatures unless the intruders actually enter mayzod structures or
tunnels, or interfere with the scrabblers’ tasks.
40 Aliens
Mayzod
Swarm Attack The scrabbler gains a +1 step bonus with its Pincer attack
for each other scrabbler attacking the same target in this impulse, to a
maximum of +3 steps for 4 creatures attacking the same target.
Sudden Death At any time, the scrabbler can cause its own death simply by
willing itself to die. This happens as an autonomic response if it’s rendered
unconscious by enemy action.
MAYZOD SOLDIER
Bred for suicidal loyalty and courage, mayzod soldiers gladly accept
their own deaths if it leads to the destruction of an enemy. One claw
is genetically modified into a biological rifle that fires a dense slug of
calcium carbonate (like an oyster’s shell) and resin.
TR 3 Medium Standard Xenosoph (Alien)
Senses normal, low-light; Awareness 15+
Initiative 11/16/21; Speed 25 meters
Str 15+ Agi 16+ Vit 16+ Int 17+ (sentient) Foc 15+ Per 18+
ACTIONS
Claw 3 impulses; Melee 1 target; Attack 14/19/24 (+1 step); Damage 1d6+3/7
physical.
Slug Thrower 4 impulses; Medium 1 target; Attack 14/19/24; Damage
1d8+0/4 physical (1d8+3/7 physical with AP 3 at Close range).
Jump Attack 5 impulses. The soldier jumps up to 10 meters and makes a claw
attack at any point during its move.
DEFENSE
Armor 3 physical, 1 energy
(12+ dmg) dead Claws close spasmodically
(9 to 11 dmg) loses Jump Attack Multiple legs hang limply
(6 to 8 dmg) moves 4 m as a reaction Advances relentlessly
(1 to 5 dmg) Ignores the attack
OTHER
Sudden Death At any time, the mayzod soldier can cause its own death
simply by willing itself to die. This happens as an autonomic response if it’s
rendered unconscious by enemy action.
MAYZOD STRAFER
Smallest and least intelligent of the mayzod warrior breeds, strafers
are dangerous nevertheless because they are built to rain down
death from the air. A threatened community’s first response to a
threat usually comes in the form of flights of strafers that intercept
intruders kilometers away from the mayzod lair.
Mayzod 41
Mission Guide
Xenologist’s
ACTIONS
Strafe 5 impulses. The strafer flies up to its speed and makes up to three
Spikespewer attacks against different targets that are each no more
Protostar
Damage 1d8+1/5 physical. If the attack wounds the target, the target suf-
fers damage over time (bleeding, passive resist Endurance or successful
ALTERNITY:
MAYZOD BOMBARDIER
This massive creature is a living artillery piece the size of an elephant.
It lobs huge balls of incandescent plasma at enemies that explode
on contact.
42 Aliens
Mayzod
Armor 7 physical, 6 energy
(13+ dmg) dead (Death Burst) Explodes in blast of plasma
(13+ dmg) slowed for rest of sceneLimbs can’t support its
weight
(10 to 12 dmg) loses Plasma Barrage Plasma glowing through
carapace
(7 to 9 dmg) distracted until next action Flinches from the attack
(1 to 6 dmg) Buzzes in deep, angry tone
OTHER
Death Burst The bombardier explodes 1 impulse after it loses its last wound
box. Blast 5 (10) meters; Primary Damage 1d8+3 energy; Secondary
Damage 1d8 energy.
Sudden Death At any time, the bombardier can cause its own death simply
by willing itself to die. This happens as an autonomic response if it’s ren-
dered unconscious by enemy action.
MAYZOD SNIPER
Stealthy and clever, the sniper is capable of more independent action
than most other mayzods. It often serves as a scout for mayzod forces.
TR 5 Medium Champion Xenosoph (Alien)
Senses normal, low-light; Awareness 11+
Initiative 10/15/20; Speed 25 meters
Str 15+ Agi 15+ Vit 16+ Int 16+ (sentient) Foc 15+ Per 18+
ACTIONS
Venomous Claws 3 impulses; Melee 1 or 2 targets; Attack 12/17/22 (+1 step);
Damage 2d6+2/6 physical, and the target must make an Endurance check
or become dazed by poison (passive resist, Endurance).
Plasma Thrower 3 impulses; Long spread; Attack 12/17/22 (+1 step); Damage
1d10+4/8 energy, and a creature hit by this attack must make a Dodge
check or begin taking damage over time (fire, active resist Dodge).
REACTIONS
Counterattack 2-impulse reaction. When hit by a melee attack, the sniper
uses its Venomous Claws attack against the triggering creature.
DEFENSE
Armor 3 physical, 1 energy
(14+ dmg) dead Set ablaze by its own plasma
(14+ dmg) plasma bore only hits 1 Chunks missing from carapace
target
(11 to 13 dmg) loses Counterattack Reactions jerky and
uncoordinated
(8 to 10 dmg) speed reduced to 20 m Slowed by missing leg
(1 to 7 dmg) Ignores the attack
OTHER
Sudden Death At any time, the sniper can cause its own death simply by
willing itself to die. This happens as an autonomic response if it’s rendered
unconscious by enemy action.
Skills Acrobatics 13+, Stealth 11+, Survival 13+
Mayzod 43
Mission Guide
MYARREEN
Xenologist’s
MYARREEN
TR 4 Large Champion Enigma (Plant)
Senses normal; Awareness 13+
Initiative 12/17/22; Speed 10 meters
Str 12+ Agi 17+ Vit 15+ Int 18+ (animal) Foc 15+ Per 18+
ACTIONS
Grab 3 impulses; Melee 1 or 2 targets (reach 8 m); Attack 13/18/23 (+1 step);
Effect the target is grappled. It can have up to four targets grappled at
one time.
Drag 1 impulse; Melee 1 or 2 grappled targets. The myarreen pulls the target
4 m closer. The target can use a 1-impulse reaction to attempt an Athletics
check to resist being dragged.
Bite 3 impulses; Melee 1 adjacent grappled target; Attack 13/18/23 (+3
steps); Damage 2d6+1/5 physical, and the target must make an Endur-
ance check or become impaired by the myarreen’s sedating saliva (active
resist Endurance).
DEFENSE
Large Enemies gain a +1 step bonus to attack the myarreen.
Armor 3 physical, 2 energy
(13+ dmg) dead Sinks to ground, twitching
(13+ dmg) –1 step penalty to all checks Growing noticeably weaker
(10 to 12 dmg) one grappled target released Tendrils thrash uselessly
(7 to 9 dmg) uses Drag as a reaction Convulsively tightens grip
(1 to 6 dmg) Seems unfazed
OTHER
Minor Camouflage The myarreen gains a +2 step bonus on Stealth checks to
hide in its native terrain.
Ambush The myarreen hides with its tendrils deployed, threatening any-
thing within 8 m of its body. A creature that enters a myarreen’s ambush
makes an Awareness check to spot the tendrils before entering. If the
check fails, the creature is automatically hit by the Grab attack, and the
myarreen gains tactical surprise.
44 Aliens
Myarreen
NESH
The nesh live according to fairly rigid social norms. However, individ-
ual nesh sometimes test the limits of what their society will accept,
the same way humans do. Furthermore, when outsiders visit the
Neverending Grove, someone must interact with them and protect
the All-Tree’s designs against alien interference. Enter the nesh
sanctioners, who combine the duties of ambassadors with those of
telepathic secret police.
Nesh sanctioners serve as watchdogs over their fellow nesh and
as liaisons to outsiders, both on the nesh homeworld and in the
galaxy at large. They are a peculiarly militant diplomatic corps, as
ready to wield a gun as a treaty agreement.
NESH SANCTIONER
TR 2 Medium Standard Humanoid (Alien)
Senses normal; Awareness 15+
Initiative 11/16/21 (+2 steps); Speed 20 meters
Str 17+ Agi 16+ Vit 16+ Int 15+ (sentient) Foc 15+ Per 16+
ACTIONS
Double Attack 4 impulses. The sanctioner makes two knife attacks.
Knife 3 impulses; Melee 1 target; Attack 15/20/25 (+2 steps); Damage
1d4+4/8 physical.
Sonic Bore 4 impulses; Close spread; Attack 15/20/25 (+1 step); Damage
1d8+2/6 energy, and the target makes an Endurance check. If the target
fails to counter the attack success, it is stunned for 3 impulses.
DEFENSE
Armor 4 physical, 2 energy
(11+ dmg) dead Folds up and crumples to ground
(11+ dmg) –3 step penalty to all “I serve the All-Tree!”
checks
(8 to 10 dmg) –2 step penalty to all Grunts in pain, flinching
checks
(5 to 7 dmg) –1 step penalty to all “This is your last warning!”
checks
(1 to 4 dmg) “This is pointless. Surrender now.”
OTHER
Communion The nesh sanctioner can make Influence checks and Coercion
checks while communicating telepathically.
Empathy The nesh sanctioner gains a +2 step bonus on Empathy checks to
assess someone’s mood, and it suffers a –2 step penalty on Willpower
checks to avoid mental manipulation.
Rapport The nesh sanctioner can communicate telepathically with up to
five sentient creatures at one time. All must have Intelligence 2 or higher,
and all must be within 1 km of the nesh sanctioner. This communication is
conducted at the speed of normal speech.
Skills Culture 14+, Empathy 13+, Influence 14+
Nesh 45
Mission Guide
ORVHU
Xenologist’s
guard-beasts that
ALTERNITY:
highly aggressive
and territorial. They
employ sophisticated
stalking tactics,
sending one or two
pack members
out into the open
to drive poten-
tial prey into an
ambush by the
rest of the pack.
Orvhus are lean, scaly
quadrupeds that look a little bit
like lions with leathery crests
instead of manes. Their
scales are a mottled dark
blue and light blue in color,
and they have powerful clawed feet.
ORVHU
TR 1 Medium Standard Animal (Alien)
Senses low-light, scent; Awareness 14+
Initiative 11/16/21; Speed 40 meters
Str 14+ Agi 15+ Vit 16+ Int 18+ (animal) Foc 16+ Per 17+
ACTIONS
Claws 3 impulses; Melee 1 target; Attack 16/21/25 (+1 step); Damage
1d6+2/6 physical, and the orvhu grapples the target if it beats the tar-
get’s Hand to Hand check.
Rend 3 impulses; Melee 1 grappled target; Attack 16/21/25 (+2 steps);
Damage 1d6+4/8 physical.
DEFENSE
Armor 2 physical, 2 energy (5 vs. lasers)
(10+ dmg) dead Goes down thrashing wildly
(7 to 9 dmg) –1 step penalty to all checks Snarls and snaps at air
(4 to 6 dmg) moves 6 meters Springs away from pain
(1 to 3 dmg) Yips but keeps coming
OTHER
Scattering Hide The orvhu has improved armor against lasers and similar
effects (see Armor, above).
Skills Stealth 13+, Survival 14+
46 Aliens
Orvhu
QUONSOO
Quonsoos are better known by their common nickname, “space
eels.” They aren’t eels at all, or even particularly eel-like, but once
that tag was applied, it stuck. Quonsoos are little more than hollow
cylinders of leathery, translucent tissue, more akin to tough sea
cucumbers than eels.
Quonsoos thrive in cold vacuum, crushing and consuming any-
thing that fits into their tubelike bodies. They sense their surroundings
and move through space by manipulating gravity. They are greatly
feared by spacers who do extravehicular work in asteroid belts.
Whenever a spacer disappears, space eels are likely to be blamed.
QUONSOO
TR 9 Large Standard Enigma
Senses normal, low-light, gravitational; Awareness 14+
Initiative 12/17/22; Speed 2 meters, fly 25 meters (in space only)
Str 13+ Agi 16+ Vit 12+ Int 19+ (animal) Foc 15+ Per 18+
ACTIONS
Engulf 3 impulses; Melee 1 target; Attack 8/13/18 (+1 step); Damage 1d10+4/9
physical, and a Medium or smaller target must make a Dodge check or be
swallowed by the quonsoo. The quonsoo can only engulf one creature at
a time. An engulfed creature is grappled, but the quonsoo is not. Anything
outside the quonsoo has total cover from the engulfed creature.
Constrict 3 impulses; Melee 1 engulfed target; Attack 8/13/18 (+3 steps);
Damage 1d10+4 physical.
REACTIONS
Eject 1-impulse reaction; Trigger An engulfed creature wounds the quonsoo;
Effect The quonsoo spits out the attacker. The triggering creature moves
10 meters away from the quonsoo and is stunned 3 impulses.
DEFENSE
Immune Poison, radiation
Indistinct The quonsoo is hard to see in space. Awareness checks to spot it
there take a –3 step penalty, and attacks against it from Medium range
or longer suffer a –3 step penalty.
Shared Risk Attacks against the quonsoo that score an Excellent or Stellar
success inflict an Average success on any engulfed creature.
Life Support The quonsoo ignores most environmental conditions.
Armor 4 physical, 2 energy
(16+ dmg) dead Corpse shrinks by 50 percent
(15 dmg) no longer Indistinct Flesh gains a milky appearance
(12 to 14 dmg) moves 10 m as a reaction Jets toward attacker
(1 to 11 dmg) Ripples silently
OTHER
Gravitational Sense A quonsoo can detect anything that has mass. It can
sense objects behind other objects and inside other objects, but it must
make an Awareness check to discern otherwise-hidden creatures.
Quonsoo 47
Mission Guide
ROBOT
Xenologist’s
ever humans travel, they bring robot workers, guards, sentries, and
ALTERNITY:
DEFENDER G300
An inexpensive commercial model often found serving as a facil-
ity sentry or a personal bodyguard, the Defender G300 is rugged
and reliable. The robot has a sturdy base with six wheels, a 1.5-
meter torso, and tentacle-like manipulator arms. Its weapon is
mounted in a turret-like housing atop its body. It can easily handle
stairs or rough terrain by rotating its suspension, although it can’t
climb ladders.
48 Aliens
Robot
TR 1 Medium Champion Mechanism (Robot)
Senses normal, low-light; Awareness 15+
Initiative 11/16/21; Speed 40 meters
Str 14+ Agi 16+ Vit 15+ Int 16+ (programmed) Foc 15+ Per 19+
ACTIONS
Double Attack 4 impulses; the Defender makes two sonic pulser or two
tentacle attacks against the same or different targets.
Sonic Pulser 3 impulses; Medium 1 target; Attack 16/21/26 (+1 step); Damage
1d8+0/4 energy, and the target must make an Endurance check or be
stunned 3 impulses.
Tentacle 3 impulses; Melee 1 target; Attack 16/21/26 (+1 step); Damage
1d6+0/4 physical, and the Defender grapples the target if it beats the
target’s Hand to Hand check.
REACTIONS
Protect 1-impulse reaction; Trigger an adjacent ally is attacked by an enemy
the Defender is aware of. The Defender exchanges places with the ally
and becomes the target of the attack.
DEFENSE
Life Support The Defender ignores most environmental conditions.
Armor 3 physical, 2 energy
(10+ dmg) destroyed Topples over, smoking
(10+ dmg) Loses Double Attack One side shorts out
(7 to 9 dmg) –2 step penalty to all checks “Repairs required.”
(4 to 6 dmg) –1 step penalty to all checks Pieces of casing shot away
(1 to 3 dmg) “Target designated hostile.”
OTHER
Wheeled Slow terrain costs the Defender 4 m of movement instead of 2 m.
Skills Medicine 14+, Security 14+
HELOT L5
The Helot is a heavy-labor robot that is basically a walking, self-
directed forklift for handling heavy cargo and bulk materials. It has a
bipedal chassis with two large manipulator arms that end in adjust-
able forks. The chassis includes a 250-kilo counterweight on its
back, plus the ability to deploy four additional stabilizing “feet” when
needed for heavy lifts. The Helot weighs in at a hefty 1 ton, but can
lift loads of up to three times that weight. Naturally, that’s
the kind of Helot
Helots are programmed for safety and carefully monitor their described here.
environment to avoid endangering nearby humans. However,
criminals have been known to reprogram Helots to serve as brutal,
walking tanks.
Robot 49
Mission Guide
Xenologist’s
ACTIONS
Double Attack 4 impulses; the Helot makes two lift-arm attacks against the
same or different targets.
Protostar
INTERDICTOR MK. 6
The Interdictor is a commercially available combat robot designed
to provide serious firepower against distant targets from the air or
from the ground. It features advanced repulsion-field thrusters that
provide a low-speed flight capability, as well as a rugged tripedal
chassis to allow ground-based operation when the terrain favors
it. The robot can store up to 24 missiles in its internal magazine,
selecting between different weapons depending on the situation.
(Z-missiles with general-purpose blast and armor-piercing acid war-
heads are described below.) Perhaps its most dangerous weapon is
its fiendishly clever tactical programming. The Interdictor is a smart
and resourceful opponent, with a lethal knack for opportunity fire.
50 Aliens
Robot
Targets that fail to dodge are pushed 4 m from the blast origin and
knocked prone.
Z-Missile, Acid 3 impulses; Very Long 1 target; Attack 10/15/20 (+1 step);
Damage 2d6+1/5 energy (AP 3), and targets suffers damage over time
(acid, passive resist Endurance).
Slam 3 impulses; Melee 1 target; Attack 10/15/20 (+1 step); Damage 1d8+2/6
physical.
REACTIONS
Opportunity Fire 2-impulse reaction; Trigger an enemy within Long range
moves out of cover; Effect the Interdictor makes a Z-Missile attack
against the triggering enemy. The Interdictor can’t use Opportunity Fire
on consecutive actions.
DEFENSE
Life Support The Interdictor ignores most environmental conditions.
Stun Resistant Stun effects on the Interdictor are treated as daze effects
instead.
Armor 4 physical, 4 energy
(15+ dmg) destroyed Explodes!
(15+ dmg) loses Opportunity Fire CPU damaged
(12 to 14 dmg) loses fly speed, descends 10 m Thrusters knocked out
each impulse until it lands Gold plating and
(9 to 11 dmg) can’t attack at L or VL range Targeting sensors damaged hot paint jobs are
(1 to 8 dmg) “Engaging.” popular too.
OTHER
Death Burst The Interdictor explodes 1 impulse after it
loses its last wound box. Blast 3 (6) meters; Primary
Damage 2d10 energy; Secondary Damage 2d6
energy.
Skills Dodge 10+
MYRMIDON XJL
Designed for the brutal sport of robotic
arena fighting, the Myrmidon often
doubles as an elite bodyguard or
assassin in its owner’s service. Using
arena-fighters as muscle is something
of a status symbol in some criminal
circles, and gangsters have been known
to spend lavishly on customizing their
favorite fighter’s weapons outfit or
combat programming.
Most gladiator models are bipedal robots that wield
powered melee weapons, but the variations on the basic
design are countless.
Robot 51
Mission Guide
Xenologist’s
Str 13+ Agi 13+ Vit 14+ Int 16+ (programmed) Foc 15+ Per 18+
ALTERNITY:
ACTIONS
Vibrosword 3 impulses; Medium 1 target; Attack 11/16/21 (+1 step); Damage
1d8+3/7 physical.
ALTERNITY:
REACTIONS
Block 1-impulse reaction. When targeted by a melee attack, the Myrmi-
don can make a vibrosword attack as an opposed check to counter the
attacker’s check result.
DEFENSE
Life Support The Myrmidon ignores most environmental conditions.
Battle Shield The Myrmidon has 50% cover (–2 step penalty) against melee
and ranged attacks originating from in front of it.
Armor 3 physical, 3 energy
(15+ dmg) destroyed Winds down like broken toy
(12 to 14 dmg) –1 step penalty to all checks Servos grind, losing balance
(9 to 11 dmg) loses Battle Shield Shield shot away
(1 to 8 dmg) “Lethal mode ACTIVE.”
OTHER
Skills Athletics 11+, Dodge 11+, Performance (arena combat) 14+, Resilience
12+
OVERSEER 730
A machine designed to serve as an instrument of tyranny, the Over-
seer is a powerful surveillance and intervention robot that special-
izes in monitoring restive populations and eliminating insurgents
wherever it finds them. Not only is it an effective combat robot,
it also serves as a local command node, coordinating the efforts
of allied robots in its vicinity and devising clever plans for accom-
plishing its tasks. Its chassis consists of a spherical torso ringed by
repulsion-field generators and powerful metallic tentacles. It has a
coffin-shaped prisoner compartment on its back for capturing and
transporting those who resist its commands.
52 Aliens
Robot
Capture 3 impulses; Melee 1 stunned or unconscious target of Medium size
or smaller; Effect The Overseer uses its tentacles to move a subdued
target into its prisoner compartment, which is filled with anesthesia gas.
A living creature that begins its turn in the compartment must make
an Endurance check or be incapacitated for 1 minute. A creature in the
compartment is grappled by the Overseer, but the Overseer is not grap-
pled and can move normally. Prisoners can break out by defeating the
Overseer in an opposed Athletics check. Prisoners can’t be targeted by
enemies outside—the Overseer provides total cover.
DEFENSE
Large Enemies gain a +1 step bonus to attack the Overseer.
Life Support The Overseer ignores most environmental conditions.
Armor 6 physical, 5 energy
(16+ dmg) destroyed “Action… not… permitted… “
(16+ dmg) any captive released Hatch cracked, prisoner falls out
(14 to 15 dmg) –1 step penalty to all Shudders, sparks flying
checks
(1 to 13 dmg) “Do not resist. It is pointless.”
OTHER
Command Nexus Non-Overseer mechanisms within Medium range of an
allied Overseer gain a +1 step bonus on all attacks and cannot become
dazed, distracted, or slowed. The Overseer perceives everything an allied
mechanism in its command aura perceives.
Skills Coercion 12+, Computer 9+, Dodge 9+, Empathy 11+, Security 9+
SABER GUNBOT
It’s generally illegal to disable a nonmilitary robot’s safety settings
and fit it out with weapons, but that doesn’t stop people who need
cheap, disposable firepower from doing exactly that. The Saber
gunbot is a fairly common “upgrade kit” that includes basic targeting
optics, tactical software, and a replacement behavior card with the
safeties disabled. Criminal gangs and people running illicit busi-
nesses in dangerous neighborhoods are the most common users
of Saber gunbots, but sometimes miners or colonists on dangerous
planets fit out labor robots to guard against indigenous wildlife.
The gunbot’s weapon is typically a cheap SMG welded onto
one forearm.
Robot 53
Mission Guide
Xenologist’s
DEFENSE
Armor 4 physical, 2 energy
(1+ dmg) destroyed Topples with a shower of sparks
Protostar
OTHER
ALTERNITY:
Minion Attack The gunbot’s attack deals one wound if its damage over-
comes the target’s armor. Stellar attacks deal only one wound but ignore
ALTERNITY:
armor.
Skills Mechanics 16+
Gear SMG (welded to arm), 2 spare magazines (in storage compartments).
WARSPITE Z9Z
The Warspite is essentially a robotic tank—an autonomous combat
vehicle designed to locate, identify, and then neutralize enemy
forces with the application of heavy firepower. Unarmored humans
on foot have little chance against a Warspite that’s locked in on their
position; taking out a Warspite usually requires top-line powered
armor and sustained heavy-weapons fire. The Warspite’s chassis is
a sturdy, tracked hull with a microfusion power plant that provides
a field endurance of 6 months or more for routine patrols. Atop the
hull is an armored turret equipped with highly capable sensors and
weapon systems. The Warspite is 5.5 meters long, 2 meters wide,
and 2 meters tall, weighing in at 10 tons with a full ammunition
load—it’s comparable to a small armored fighting vehicle.
Warspites (and similar heavy combat robots) are military assets
and generally kept under close control. Unfortunately, there is a lot
of money to be made by selling military-grade fighting machines
to local dictators or megacorps with special “security” concerns.
Warspites occasionally fall into the hands of people who want to fix
problems with the use of excessive firepower and who don’t really
care if anyone gets hurt in the process.
54 Aliens
Robot
REACTIONS
Counterfire 0-impulse reaction; Trigger an enemy within Medium range
hits the Warspite; Effect the Warspite makes an Antipersonnel Flechettes
attack against the triggering enemy. The Warspite can’t use Counterfire
on consecutive actions.
DEFENSE
Huge Enemies gain a +2 step bonus to attack the Warspite.
Life Support The Warspite ignores most environmental conditions.
Stun Resistant Stun effects on the Warspite are treated as daze effects
instead.
Force Shield The Warspite is protected by energy fields that absorb
damage. All energy and physical attacks that hit the Warspite hit the
force shield instead. The force shield has armor 5 and durability as below:
(16+ dmg)
(13 to 15 dmg)
(10 to 12 dmg)
(7 to 9 dmg)
(1 to 6 dmg)
When the force shield loses its last wound box, it fails. (Any extra wounds
inflicted by the attack that destroys the force shield bleed through to
the Warspite and are subject to its normal armor.) Once a force shield is
destroyed, all subsequent attacks in the scene ignore it.
Armor 9 physical, 6 energy
(19+ dmg) destroyed Stops and starts smoking
(19+ dmg) becomes dazed and Systems shorting out
slowed
(17 to 18 dmg) –1 step penalty to all Targeting system damaged
checks
(15 to 16 dmg) Counterfire requires 1 Defenses overloaded
impulse
(1 to 14 dmg) Barely a scratch
OTHER
Skills Dodge 10+, Mechanics 12+, Security 12+
Robot 55
Mission Guide
SKIARTH
Xenologist’s
fish, with a wide-lipped mouth, slits for a nose, and large, black eyes.
Skiarths spend most of their time in the ocean, but they are more
ALTERNITY:
SKIARTH
TR 5 Large Champion Xenosoph (Alien, Amphibious)
Senses normal, low-light; Awareness 16+
Initiative 11/16/21; Speed 20 meters, swim 20 meters
Str 13+ Agi 18+ Vit 14+ Int 18+ (sentient) Foc 15+ Per 17+
ACTIONS
Claw Frenzy 4 impulses. The skiarth makes two claw attacks against the
same or different targets. If it hits the same target with both claws, it
grapples the target and can use Rend as a free action.
Claw 3 impulses; Melee 1 target; Attack 12/17/22 (+1 step); Damage 2d6+2/6
physical.
Rend 3 impulses; Melee 1 grappled target; Attack 12/17/22 (+3 steps);
Damage 2d6+2/6 physical, and the target must make an Athletics check
or be thrown up to 5 m and knocked prone.
DEFENSE
Large Enemies gain a +1 step bonus to attack the skiarth.
Armor 4 physical, 2 energy
Extreme Regeneration At the end of each action round, the skiarth heals 2
wound boxes unless the wound was inflicted by fire or radiation damage.
A dead skiarth can’t regenerate.
(14+ dmg) dead Dies crawling toward slayer
(14+ dmg) slowed for rest of the scene Crippled by serious blow
(11 to 13 dmg) distracted until next action Roars and slaps at wound
(8 to 10 dmg) knocked off-balance Jolted by a hard hit
(1 to 7 dmg) Just makes it madder
OTHER
Blood-Crazed The skiarth gains a +1 step bonus to attack if it’s wounded.
Skills Athletics 11+, Stealth 14+, Survival 13+
56 Aliens
Skiarth
SURZNON
Fierce primate-like aliens from
a savage world, surznons
gather in huge troops that
often number in the hun-
dreds. These troops are
highly aggressive, hunting
down any potential food that
catches their attention and over-
whelming prey with wave after wave
of furious assaults. Nature has also
provided surznons with a dangerous
missile weapon: they can pluck out
the spines on their forearms and fling
them with deadly accuracy. A caustic
venom in the spine inflicts an agoniz-
ing wound. While they are not sentient,
surznons have learned to recognize
guns as weapons that kill from a dis-
tance, and they know to screen their
approach with cover when attacking
armed parties.
SURZNON
TR 9 Medium Minion Animal (Alien)
Senses normal, low-light; Awareness 14+
Initiative 11/16/21 (+1 step); Speed 30 meters, climb 15 meters
Str 14+ Agi 15+ Vit 15+ Int 18+ (animal) Foc 16+ Per 17+
ACTIONS
Fling Spine 3 impulses; Close 1 target; Attack 8/13/18 (+1 step); Damage 4/8
physical, and if the spine inflicts a wound on a living target, the target
becomes impaired (active resist, Endurance).
Maul 3 impulses; Melee 1 target; Attack 8/13/18 (+1 step); Damage 5/9
physical.
DEFENSE
Improved Evade The surznon pays 0 impulses to use the Evade action modi-
fier. When it evades, enemies attacking it suffer a –3 step penalty to their
attack rolls.
Armor 2 physical, 2 energy
(1+ dmg) dead Leaps up shrieking, then falls
OTHER
Minion Attack The surznon’s attack deals one wound if its damage over-
comes the target’s armor. Stellar attacks deal only one wound, but ignore
armor.
Skills Dodge 13+, Endurance 13+, Stealth 13+
Surznon 57
Mission Guide
TAZECRAB
Xenologist’s
a hard, full-body carapace. Its small claws are equipped with three
ALTERNITY:
pincers instead of two, but those are purely for handling food; two
oversized antennae are its weapons. These antennae can telescope
ALTERNITY:
TAZECRAB
TR 2 Small Standard Animal (Alien)
Senses normal; Awareness 15+
Initiative 10/15/20; Speed 15 meters
Str 17+ Agi 14+ Vit 16+ Int 19+ (animal) Foc 16+ Per 19+
ACTIONS
Shock 2 impulses; Melee 1 target; Attack 15/20/25; Damage 1d6+0/4
energy, or 1d6+3/7 energy if charged (see below). If the tazecrab suc-
ceeds with a charged Shock, the target must counter the attack result
with an Endurance check or become impaired (active resist Endurance).
Recharge 2 impulses. The tazecrab gains a +2 step bonus on its next Shock
attack. The tazecrab begins a scene with its Shock attack charged.
Bite 3 impulses; Melee 1 target; Attack 15/20/25 (+1 step); Damage 1d4+0/3
physical.
DEFENSE
Small Enemies suffer a –1 step penalty to attack the tazecrab.
Armor 3 physical, 1 energy
(11+ dmg) dead Sparks erupt from cracked carapace
(8 to 10 dmg) Recharge requires 4 One antenna amputated
impulses
(5 to 7 dmg) knocked prone Kicks itself upside-down in spasm
(1 to 4 dmg) Loses a leg, but doesn’t seem to care
OTHER
Camouflage The tazecrab gains a +4 step bonus on Stealth checks to hide in
its native terrain (salt marsh and coastal terrain).
58 Aliens
Tazecrab
TETHYS SHARK
The principles of convergent evolution naturally lead to the rise
of familiar forms on many different worlds. Humans exploring new
worlds naturally name new creatures they encounter after examples
of superficially similar creatures from Earth. The Tethys shark is an
excellent example; it looks like it would be at home in Earth’s seas.
However, it’s actually native to the vast ocean within the icy shell of
a Europa-like moon. The creature is eyeless, compensating for its
blindness with keen senses of echolocation and electroreception.
It’s fast, smart, aggressive, and social, gathering with others of its Named for Earth’s
primordial sea, not
kind into deadly packs to take down large prey. the moon of Saturn.
Naturally, few humans go swimming a hundred kilometers under
the ice of gas-giant moons. However, specialized ice-mining colo-
nies and science outposts have been established within Europan
worlds of unusual interest. Tethys sharks are sometimes intro-
duced to other planets to serve as marine colony protectors, or are
trained to deliver and retrieve scientific equipment. In some cases,
Tethys sharks escape human control and revert to their predatory
(and dangerous) habits—or even turn on the facilities they are sup-
posed to protect.
TETHYS SHARK
TR 1 Medium Standard Animal (Alien, Aquatic)
Senses blind, echolocation, electrosense; Awareness 14+
Initiative 13/18/23 (+1 step); Speed swim 40 meters
Str 15+ Agi 17+ Vit 16+ Int 19+ (animal) Foc 16+ Per 18+
ACTIONS
Bite 3 impulses; Melee 1 target; Attack 16/21/26 (+1 step); Damage 1d6+1/5
physical, and the target suffers damage over time (bleeding, passive
resist Endurance or successful Medicine treatment ends the effect).
DEFENSE
Armor 2 physical
(10+ dmg) dead Goes limp and starts to sink
(7 to 9 dmg) stunned 2 impulses Drifts aimlessly for a moment
(4 to 6 dmg) retreats 10 m as a reaction Recoils, backing off
(1 to 3 dmg) Ignores the injury
OTHER
Blind The Tethys shark is eyeless. However, in water its echolocation and
electrosense allow it to “see” up to 200 meters, and it suffers none of the
combat penalties for being blind as long as it can “ping” its target with
echolocation or sense its target’s bioelectric field. Loud sounds or electric
discharges “blind” the Tethys shark for 5 impulses.
Swarm Attack The Tethys shark gains a +1 step bonus with its attack for
each other shark attacking the same target in this impulse, to a maximum
of +3 steps for 4 creatures attacking the same target.
Tethys Shark 59
Mission Guide
TUZ-VILAGI
Xenologist’s
TUZ-VILAGI
TR 4 Small Standard Enigma (Alien, Mineral)
Senses normal, thermal vision; Awareness 17+
Initiative 13/18/23; Speed 20 meters
Str 15+ Agi 16+ Vit 15+ Int 16+ (sentient) Foc 17+ Per 16+
AURA
Body Heat Resolve at end of impulse 8. Creatures within 4 meters of a tuz-
vilagi must make an Endurance check or suffer 2d4 energy damage (fire).
ACTIONS
Bolt Thrower 4 impulses; Medium 1 target; Attack 14/19/24 (+1 step);
Damage 1d6+3/7 physical, AP 2.
Slam 3 impulses; Melee 1 target; Attack 13/18/23 (+1 step); Damage 1d6+3/7
physical, and the target begins taking damage over time (fire, active
resist 1).
DEFENSE
Small Enemies have a –1 step penalty on attacks against the tuz-vilagi.
Immune Acid, fire, poison
Armor 4 physical, 5 energy
(13+ dmg) incapacitated Freezes in black, rocky crust
(10 to 12 dmg) –2 step penalty to all checks Writhes in agony
(7 to 9 dmg) –1 step penalty to all checks Molten blood splatters ground
(1 to 6 dmg) Recoils, looking for cover
OTHER
Skills Empathy 14+, Engineering 14+, Mechanics 14+
Gear Bolt thrower, containment suit (essentially vacuum armor).
60 Aliens
Tuz-Vilagi
TY’CLI
A species of small, sentient flyers from a lush forest world, ty’cli are
primitive hunter-gatherers who prefer to avoid contact with outsid-
ers. However, the alien ruins and rich biosphere of their homeworld
often brings human explorers into their territory.
Physically, a ty’cli reminds most human observers of a dragonfly.
It has long, slender limbs, translucent wings, compound eyes, and
small mandibles. Its skin is tough, leathery, and hairless, and has an
iridescent sheen in the right lighting. However, the ty’cli is actually
more like a mammal than an insect. On the ground, it adopts an
upright, bipedal stance, freeing its forelimbs for tool use. Its lan-
guage consists of complex clicks, chirps, and whistles.
Ty’Cli society is tribal. Most tribes are merely skittish and seek to
avoid contact with humans. Some tribes, however, are highly xeno-
phobic and choose to confront intruders rather than flee from them.
A hostile ty’cli tribe fighting in its home territory can be a serious
challenge despite their simple weapons; the ty’cli are masters of
stealth and hit-and-run attacks.
TY’CLI
TR 2 Small Standard Humanoid (Alien)
Senses normal; Awareness 14+
Initiative 9/14/19; Speed 20 meters, fly 50 meters
Str 18+ Agi 14+ Vit 17+ Int 17+ (sentient) Foc 15+ Per 18+
ACTIONS
Hit and Run 4 impulses. The ty’cli moves up to its speed and makes an
attack at any point during its move. If it finishes its move in a spot with
cover or concealment, it can make a Stealth check to hide.
Bow 3 impulses, reload 1 impulse; Medium 1 target; Attack 15/20/25 (+1
step); Damage 1d6+1/5 physical and poison (see below).
Bite 3 impulses; Melee 1 target; Attack 15/20/25 (+1 step); Damage 1d4+1/4
physical and poison (see below).
DEFENSE
Small Enemies have a –1 step penalty on attacks against the ty’cli.
Armor 3 physical, 1 energy
(9+ dmg) incapacitated Folds up and tumbles to ground
(6 to 8 dmg) –1 step penalty to all checks Screeches and shudders
(3 to 5 dmg) can’t fly in next action Shot through wing
(1 to 2 dmg) flies 10 m as a reaction Clicks and darts for cover
OTHER
Poison Ty’cli have a venomous bite, and often apply their natural venom to
their arrows. A creature wounded by a ty’cli bite or arrow must make an
Endurance check or suffer damage over time (poison, passive resist 1).
While poisoned, the target is also impaired.
Skills Stealth 12+, Survival 13+
Gear Bow, 12 arrows.
Ty’Cli 61
Mission Guide
UMCHACI
Xenologist’s
are leaps and bounds more aware than the vast majority of plants.
Researchers have never found this creature’s planet of origin, and it
ALTERNITY:
UMCHACI
TR 6 Medium Boss Enigma (Alien, Plant)
Senses normal; Awareness 16+
Initiative 12/17/22; Speed 10 meters
Str 15+ Agi 16+ Vit 13+ Int 20+ (instinctive) Foc 16+ Per 19+
ACTIONS
Root-Tentacles 3 impulses; Melee 1 or 2 targets; Attack 11/16/21 (+1 step);
Damage 2d8+0/4 physical, and the umchaci grapples the target if it beats
the target’s Hand to Hand check.
Crush 3 impulses; Melee 1 grappled target; Attack 11/16/21 (+3 steps);
Damage 2d8+0/4 physical. If the attack inflicts a wound, the target is also
affected by Poison Quills (see below).
Fling Quills (1/scene) 3 impulses; Close up to 3 targets within a 6 m area;
Attack 11/16/21; Damage 1d8+3/7 physical. If attack inflicts a wound, the
target is also affected by Poison Quills (see below).
REACTIONS
Quill Cloud 1-impulse reaction. Trigger the umchaci suffers a wound of 12 to
14 severity; Effect the umchaci regains Fling Quills if already used, and
uses Fling Quills against all targets within Close range.
DEFENSE
Immune Bleeding, poison, stun
Armor 3 physical, 3 energy
(15+ dmg) dead Has become chopped salad
(15+ dmg) –1 step penalty to checks Green blood oozes
(12 to 14 dmg) uses Quill Cloud reaction Shakes violently, throwing
quills
(9 to 11 dmg) releases grappled target Root-tentacle severed
(1 to 8 dmg) Sways and quivers
OTHER
Poison Quills A target wounded by umchaci quills must make an Endurance
check or suffer damage over time (poison, passive resist Endurance). The
target is impaired until it successfully resists the damage over time.
Minor Camouflage The umchaci gains a +2 step bonus to Stealth checks to
hide in its native environment.
62 Aliens
Umchaci
VYSNAR
Small predators that gather in bands sometimes numbering in the
hundreds, vysnars look like tiny dinosaurs with colorful scales of
red and blue. They have no forelimbs and stand hunched over on
two legs, their oversized heads and strong jaws balanced by a long
tail. When hunting, they coordinate with each other by broadcasting
the location of prey with high-pitched
chirping noises, summoning their
fellows to the potential meal.
Vysnars are nomadic and prefer
warm, open plains; a large band of
vysnars chews through the local ecology
like a ravaging horde and then moves on
to a new hunting ground. Most colonists
and explorers consider them little more than
vermin to be eradicated whenever they
appear, but quite a few have spread beyond their
homeworld by stowing away on starships.
VYSNAR
TR 1 Tiny Minion Animal (Alien)
Senses normal, thermal; Awareness 15+
Initiative 9/14/19; Speed 30 meters
Str 19+ Agi 12+ Vit 18+ Int 19+ (animal) Foc 17+ Per 16+
ACTIONS
Bite 3 impulses; Melee 1 target; Attack 16/21/26 (+1 step); Damage 1/5
physical.
Mob Attack 3 impulses. Five vysnars within 10 meters of each other acting
at the same time can make a mob attack. Instead of making attack
checks, the vysnars threaten all targets adjacent to at least one member
of the mob. Each threatened creature must make a Dodge check with a
step penalty equal to the number of adjacent vysnar attackers or suffer
one wound. Creatures in Tough armor are immune to Mob Attack.
DEFENSE
Tiny Enemies suffer a –2 step penalty to attack the vysnar.
Armor 1 physical, 1 energy
(1+ dmg) dead Emits a loud chirp and is still
OTHER
Minion Attack The vysnar’s attack deals one wound if its damage over-
comes the target’s armor. Stellar attacks deal only one wound, but ignore
armor.
Vysnar 63
Mission Guide
XAYON
Xenologist’s
Derived from both human and alien DNA, xayons are a species of
six-limbed hybrids seeking a place in human society. The genetic
Protostar
ago, and as far as anyone can tell, xayons have been around for less
than 50 years. Only a few thousand xayons exist today; most humans
ALTERNITY:
have never met a xayon and don’t quite know what to make of them.
Xayons arose as packs of roving hunter-gatherers on their
isolated homeworld. In the species’ first years, many xayons were
taken from their homeworld as laborers or slaves. Those days are
mostly behind them, but quite a few xayons still struggle to elevate
themselves from the exploitation and discrimination they faced early
on. Some xayons do so by trying to excel in respectable profes-
sions. Others resent their treatment at human hands and choose
lives as hard-hearted mercenaries, rebels, or outright criminals.
XAYON INFILTRATOR
TR 4 Medium Standard Humanoid (Alien)
Senses normal; Awareness 17+
Initiative 11/16/21 (+1 step); Speed 20 or 30 meters (see Quadruped Shift)
Str 16+ Agi 14+ Vit 17+ Int 16+ (sentient) Foc 17+ Per 17+
ACTIONS
Double Attack 4 impulses. The xayon makes two pistol or vibroblade attacks
with a –1 step penalty on each attack.
Plasma Pistol 3 impulses; Medium 1 target; Attack 13/18/23 (+1 step);
Damage 2d4/2d8 energy.
Vibroblade 3 impulses; Melee 1 target; Attack 13/18/23 (+1 step); Damage
1d6+3/7 physical, AP 2.
Unarmed 3 impulses; Melee 1 target; Attack 13/18/23; Damage 1d4+0/2
physical.
DEFENSE
Instinctive Dodge When the xayon uses the Evade action modifier, enemies
take a –2 step penalty to their attacks.
Armor 3 physical, 3 energy
(13+ dmg) incapacitated Staggers and falls
(10 to 12 dmg) –2 step penalty to all checks Roars in anger
(7 to 9 dmg) –1 step penalty to all checks Wipes away blood and grins
(1 to 6 dmg) Snorts in derision
OTHER
Quadruped Shift As a 2-impulse action, a xayon can shift to quadruped loco-
motion, increasing its speed. It can’t use Double Attack in quadruped form.
Shifting out of this form of locomotion is also a 2-impulse action.
Skills Acrobatics 12+ (+1 step), Computer 14+, Security 14+, Stealth 12+
Gear Nanoweave suit, 2 plasma pistols, 2 vibroblades.
64 Aliens
Xayon
YINTH DRAGON
The fire-breathing dragon is an age-old myth on Earth, but on the
planet of Kapteyn II one can find an alien beast that comes close
to the legend. The yinth dragon is a large saurian beast with four
stumpy legs, a barrel-like body, a long, barbed tail, and a maw full of
serrated teeth. Dense, armored scales of rust-brown or brownish-
yellow cover its body. The dragon’s fire comes from two organs
in its thick neck that each store a reactive compound. The dragon
expels the compounds from its gullet; a few meters from its maw the
compounds react and ignite, bursting into flame in open air. A slow
and plodding hunter, the dragon’s favorite tactic is to get just close
enough to badly burn its prey with a gout of fire, then follow the
wounded target until it collapses from its injuries. In some cases, this
may take days, but the dragon is patient and relentless.
YINTH DRAGON
TR 2 Large Boss Animal (Alien)
Senses normal, low-light; Awareness 16+
Initiative 13/18/23; Speed 15 meters
Str 14+ Agi 17+ Vit 14+ Int 19+ (animal) Foc 16+ Per 19+
ACTIONS
Quick Snap 2 impulses; Melee 1 target; Attack 15/20/25 (+1 step); Damage
1d8+2/6 physical.
Fiery Belch 4 impulses; Blast creates a 2 (4)-meter blast within Close range;
Attack 16/21/25 (+1 step); Primary Damage 2d6+4 energy; Secondary
Damage 1d6+4 energy. A target that fails its Dodge check against the
blast begins damage over time (fire, active resist Dodge). The target of
the blast must be the closest enemy in the line of fire. The dragon must
wait at least 4 impulses after using Fiery Belch before it can use this
attack again.
REACTIONS
Tail Lash 1-impulse reaction when an enemy ends its turn adjacent to the
dragon; Melee 1 target; Attack 15/20/25; Damage 1d8+2/6 physical, and
the target must make a Resilience check or be stunned 3 impulses.
DEFENSE
Large Enemies gain a +1 step bonus to attack the yinth dragon.
Armor 5 physical, 2 energy (5 vs. fire)
Stun Resistant Stun effects on the dragon are treated as daze effects
instead.
(11+ dmg) dead Falls over on its side, burning
(11+ dmg) –1 step penalty to Lurches clumsily, keeps
checks coming
(8 to 10 dmg) armor reduced by 2 Scales shot away
(5 to 7 dmg) moves 6 m as a Lunges toward nearest target
reaction
(1 to 4 dmg) Snorts and shrugs
Yinth Dragon 65
Mission Guide
ZIZ
Xenologist’s
Named after the titanic bird from Terran mythology, the ziz is a
flying predator from a low-g desert world of towering mesas. At first
Protostar
and it flies by undulating its body. The middle set of wings provides
most of the lift, while the fore-wings and tail-wings give the creature
astounding mid-air agility. The ziz’s sharp beak looks imposing, but
is useful as a weapon only when the creature is grounded. While on
the wing, it slashes at prey with a serrated bony disk at the end of
its long and flexible tail.
ZIZ
TR 10 Huge Champion Animal (Alien)
Senses normal, low-light; Awareness 8+
Initiative 8/13/18; Speed 10 meters, fly 40 meters
Str 9+ Agi 16+ Vit 11+ Int 19+ (animal) Foc 12+ Per 18+
ACTIONS
Swoop 5 impulses. The ziz flies up to its speed and makes up to three Slash
attacks against different targets along its path. It can use this action only
while flying.
Slash 3 impulses; Melee 1 target within 4 m; Attack 7/12/17 (+1 step);
Damage 2d6+4/8 physical.
Bite 3 impulses (can’t be used while flying); Melee 1 target; Attack 7/12/17
(+1 step); Damage 2d6+2/6 physical. On an Excellent or better success, the
ziz can use Slash as a free action against a different target within reach.
Wingover 1 impulse. The ziz turns in any direction while flying up to 10
meters. (It does not need to move from its current position to perform
the wingover.)
DEFENSE
Huge Enemies gain a +2 step bonus to attack the ziz.
Improved Evade The ziz pays 0 impulses to use the Evade action modifier.
When it evades, enemies attacking it suffer a –3 step penalty to their
attack rolls.
Armor 6 physical, 4 energy
(16+ dmg) dead Collapses, thrashes, and dies
(16+ dmg) can’t fly; must land Large wings shredded
(16+ dmg) loses its reaction Small wings heavily damaged
(13 to 15 dmg) distracted until its next Arches its neck and screeches
action
(1 to 12 dmg) Glares at attacker
OTHER
Silent Flyer In darkness, blowing dust, or other conditions of reduced visibil-
ity, creatures have a –2 step penalty on Awareness checks to notice a ziz
approaching on the wing.
Skills Dodge 12+, Stealth 12+
66 Aliens
Ziz
ZYLLEK
The zyllek ranks among the most feared of space gremlins. The
creature itself isn’t very imposing: about the size of a person’s palm,
looking like a cross between a giant, squishy flea and a fuzzy good-
luck doll. The reason they’re so frightening is that zylleks are neural
parasites. The “fuzz” is actually a bundle of neurons that can bore
into the tissue of just about any carbon-based lifeform. The zyllek’s
boring neurons merge its nervous system with the victim’s, giving it
full access to the victim’s body and mind.
A creature under a zyllek’s control is known as a thrall. The
preferred spot for a zyllek to attach is somewhere along the spine.
Once it’s attached, the zyllek flattens itself against the body so it’s
concealed beneath clothes. A zyllek thrall can seem perfectly
normal under casual observation. Close scrutiny for
uncharacteristic behavior, or narrow questioning for odd,
non sequitur answers can reveal the truth.
A zyllek without a host is about as intelligent as
a smart bird. When a zyllek gains control over a
sentient creature, it effectively becomes a zyllek
super-genius. Its primary urge is to spread its progeny.
When zylleks suddenly gain access to weapons, space-
ships, and science, they focus on seizing resources needed
to industrialize the spread of their kind. An undetected cadre
of zyllek thralls can cause shocking amounts of trouble.
ZYLLEK
Without a host, a zyllek is not much of a physical threat. However,
they are naturally furtive and stealthy, and they instinctively seek out
targets that are asleep or alone.
Zyllek 67
Mission Guide
Xenologist’s
DEFENSE
Tiny Enemies have a –2 step penalty to attack the zyllek.
Armor 1 physical, 0 energy
Protostar
(1+ dmg) dead (see Neural Hangover) The horrible thing is squished!
ALTERNITY:
OTHER
Minion Attack The zyllek’s bite deals one wound if its damage overcomes
ALTERNITY:
the target’s armor. Stellar attacks deal only one wound but ignore armor.
Neural Hangover If the zyllek controlling a creature is killed or removed,
the previously controlled creature is stunned for 6 impulses, and then
impaired (passive resist Willpower 2).
Skills Stealth 11+
ZYLLEK THRALL
Together, a zyllek and its host are a formidable adversary. The para-
site fuels its host on adrenalin and forces it to ignore horrific injuries.
This thrall is a human pilot under the influence of a zyllek master.
TR 2 Medium Champion Humanoid (Alien, Human)
Senses normal; Awareness 16+
Initiative 9/14/19 (+2 steps); Speed 25 meters
Str 14+ Agi 13+ Vit 13+ Int 16+ (sentient) Foc 16+ Per 17+
ACTIONS
Quick Shot 2 impulses; Long 1 target; Attack 15/20/25 (+2 steps); Damage
1d6+3/7 energy.
Surprising Strength 2 impulses; Melee 1 target; Attack 15/20/25 (+1 step);
Damage 1d8+2/6 physical, and target must make an Athletics check or be
knocked prone.
REACTIONS
Ignore Pain 1-impulse reaction. When the thrall is hit by an attack, it can
attempt an immediate Resilience check to reduce the damage by 5.
DEFENSE
Armor 2 physical, 2 energy
Stun Resistant Stun effects on the thrall are treated as daze effects
instead.
(11+ dmg) incapacitated “You haven’t beaten us . . . ”
(11+ dmg) dazed until end of next How is he still on his feet?
action
(8 to 10 dmg) knocked off-balance Rocked back on heels, shrugs
(5 to 7 dmg) moves 2 m as a reaction “We’ll deal with you later.”
(1 to 4 dmg) Glances at injury, no reaction
OTHER
Abandon 1 impulse after the thrall is incapacitated, its zyllek master
detaches. The zyllek appears adjacent to the incapacitated thrall.
Skills Computer 14+, Mechanics 14+, Piloting 11+, Resilience 11+
Gear hardmesh uniform, laser pistol.
68 Aliens
Zyllek
CREATING ALIENS
The universe is a big and dangerous place, and we’ve only
scratched the surface of inimical creatures your heroes might
encounter. This section expands on the Creating Adversaries sec-
tion on pages 255−259 of the Core Rulebook. Begin by coming up
with a description for your adversary—not only what it looks like,
but where and why it exists in your game. Next, create a stat block
that uses game mechanics to illustrate your creation by following
these steps:
1. Choose a Threat Rating (1 to 13). This is the level of hero
team you expect this adversary to be a fair fight for. If
it’s higher than 10, it’s a difficult challenge even for high-
level heroes.
2. Choose a Template. Template describes the creature’s
role in combat: Is it encountered in mobs, small bands,
or alone? Your choices are minion, standard, cham-
pion, or boss.
3. Get the Stats. The template tables later in this section
provide you with the basic attack score, durability, and
average damage for an adversary of your chosen TR.
4. Choose a Size and Type. Decide how big your creature
is (Tiny to Huge), and then choose a type (animal, enigma,
humanoid, mechanism, or xenosoph). Size and type
describe how the creature interacts with game effects and
environments, and also govern the creature’s ability scores.
These in turn influence its defensive skills and initiative.
5. Choose Attacks, Defenses, and Actions. Refer to the
glossary of adversary abilities at the end of this section.
Choose at least one attack and one defense, or more for
Champions and Bosses. You can choose additional abilities
if you want.
6. Initiative and Speed. Figure out the creature’s initia-
tive-check score, and choose a speed that seems appropri-
ate for its size and body configuration.
7. Add Wound Effects and Penalties. Some adversaries
suffer wound penalties similar to player characters, but
many don’t. Instead of taking a –1 step penalty on actions
for a moderate wound, a creature might be stunned, driven
back a few steps, lose a special attack form, or be pro-
voked into a sudden retaliation.
Let’s go into each of these steps in further detail.
69
Mission Guide
and a bit more challenging for 1st level characters. As the threat
rating increases, the adversary’s accuracy and damage with attacks
ALTERNITY:
increases, and its defenses and wound boxes also scale up. In general:
• An average combat scene pits the heroes against an equal
number of standard adversaries of the heroes’ level. An easy
combat scene features standard adversaries whose TR is
2 lower than the heroes’ level, or two adversaries of equal
level for every three heroes.
• A challenging combat scene pits the heroes against stan-
dard adversaries whose TR is 2 higher than the heroes’
level, or three adversaries of equal level per two heroes.
• A climactic combat scene features adversaries whose TR is
3 or 4 higher than the heroes’ level, or two adversaries of
equal level per hero.
• You can replace one standard adversary with three min-
ions. You can use one champion adversary in place of two
standard adversaries, or one boss adversary in place of four
standard adversaries.
3 Minions = 1 Standard
2 Standard = 1 Champion
4 Standard = 1 Boss
• Increasing the number of standard adversaries by 50
percent is about the same as increasing the average TR of
These guidelines the adversaries by 2. This means you can substitute two
expand on the
advice presented standard adversaries of TR +2 for three standard adversar-
on pages 204–205, ies, or three standard adversaries of TR –2 for two standard
Core Rulebook. adversaries of TR +0.
2 (TR+2) standard = 3 TR standard
3 (TR–2) standard = 2 TR standard
ADVERSARY TEMPLATES
Next, choose the base template for the creature.
STANDARD
Standard adversaries comprise the majority of the foes your heroes
encounter. In addition to the basic game statistics, a standard adver-
sary should have a special ability of your choice. A typical combat
scene features one standard adversary per hero.
70 Creating
Threat Rating
Aliens(TR)
CHAMPION
Champion adversaries are more formidable, and require more
resources to take down. Champions generally take twice as many
hits to defeat as standard foes. In addition to its basic game statis-
tics, a champion adversary usually has an attack, aura, or reaction
that gives it the ability to make twice as many attacks as a standard
adversary (or attack two targets at the same time), as well as two
special abilities.
BOSS
Boss adversaries are the toughest challenges heroes face. They’re
designed to take the place of four standard adversaries in a typical
combat scene, but they require more than just four times as many
wound boxes—they also need to have comparable offensive output.
Faster attacks, higher damage, and multiple attacks are easy ways
to increase output, and adding reactions can help keep a scene
interactive. Bosses also have ways of mitigating control effects,
such as reducing stun durations or using a reaction to get additional
resist chances.
When creating your own boss adversary, use the statistics
provided for the boss’s threat level and give it three or four special
abilities.
MINION
Minions are weak adversaries who usually go down with a single hit.
Individually, they aren’t much of a threat to most heroes, but they
can wear down heroes with a large number of light wounds and
clutter up a battlefield, preventing the heroes from getting at more
important adversaries. Minions have a few special rules for attacks
and damage.
• Minions have one hit box. Any hit that penetrates armor
defeats a minion.
• An average hit from a minion’s attack overcomes armor
equal to 1 + half its TR. An Excellent hit overcomes armor
equal to 5 + half the minion’s TR.
• When a minion hits a target and overcomes the target’s
armor, that target takes a 1-damage wound.
• Stellar hits from minions deal only one wound, not two, but
ignore armor.
• A minion inflicts a step penalty on enemy attacks equal to
half its TR (rounded down) or has armor equal to its TR –1.
(You can create a combination of attack penalties and armor
by dividing the minion’s TR between the two approaches
before figuring the defensive benefit.)
Adversary Templates 71
Mission Guide
72 Creating Aliens
Adversary Templates
Damage: The typical damage the creature deals with a success-
ful attack, listed with both Average and Excellent damage results.
Armor Penetration (Minion): The “damage” inflicted by the min-
ion’s attack, which simply indicates whether or not it overcomes the
target’s armor.
Defense Modifier (Minion): The minion’s defense against attack,
expressed as either an accuracy penalty on an attacker’s skill check
or the resistance value of its armor.
Adversary Templates 73
AL-
Mission Guide
Xenologist’s
CHAMPION ADVERSARY TEMPLATE
Light Moderate Severe Critical/
TR Attack Defense Wound Wound Wound Mortal Wd. Damage
Protostar
1 16 16 1–3 4–6 7–9 10+ 7 / 11
TERNITY:
2 15 16 1–4 5–7 8–10 11+ 7 / 11
TERNITY:
3 14 15 1–5 6–8 9–11 12+ 8 / 12
4 13 15 1–6 7–9 10–12 13+ 8 / 12
5 12 14 1–7 8–10 11–13 14+ 9 / 13
6 11 14 1–8 9–11 12–14 15+ 9 / 13
7 10 13 1–9 10–12 13–15 16+ 10 / 14
8 9 13 1–10 11–13 14–15 16+ 10 / 14
9 8 12 1–11 12–14 15 16+ 11 / 15
10 7 12 1–12 13–15 16+ 16+ 11 / 15
11 6 11 1–13 14–15 16+ 16+ 12 / 16
12 5 10 1–14 15–16 16+ 16+ 12 / 16
13 4 9 1–15 16+ 16+ 16+ 13 / 17
74 Creating Aliens
Adversary Templates
TYPE
A creature’s type describes its basic nature: Is it an animal that
evolved on some world, a human (or human-like alien), a mechan-
ical creation such as a robot, or something else altogether? Type
determines a creature’s innate vulnerabilities and resistances—for
example, animals need to breathe but mechanisms don’t. The
combination of size and type provides the creature’s ability ratings
and initiative score. The baseline ability ratings for creatures of five
primary creature types (animal, enigma, humanoid, mechanism, and
xenosoph) are provided below.
ANIMAL
In game terms, animals are living creatures that move, eat, and
breathe. They are not sentient and generally don’t use tools or
weapons, although some highly intelligent animals use improvised
clubs. Animals have no special immunities or resistances from
their type.
Size Str Agi Vit Int Foc Per Initiative
Medium 15+ 15+ 16+ 19+ 16+ 18+ 11+
Animal Intelligence: Animal intelligence is usually 0 (instinctive)
or 1 (animal), resulting in a check of 20+ or 19+. On rare occasions
very smart animals or animals with hive minds might have an Intelli-
gence rating of 2 or more (18+ check).
Animal Focus: Animals tend to have keen senses and well-
developed instincts. A rating of 3 to 6 is typical.
Animal Personality: For animals, Personality measures the
ability to cooperate with others of their kind. Solitary creatures have
Personality ratings of 1 or 2; social creatures such as herd animals or
pack hunters fall in the 2 to 5 range.
ENIGMA
Living creatures that don’t resemble anything encountered on Earth,
enigmas range from fairly mundane beings such as giant amoebas
or motile carnivorous plants to weirder forms of life such as energy
beings, electrical or magnetic lifeforms inhabiting otherwise inor-
ganic materials, and just about anything else not easily explained.
Enigmas are alive, but they are immune to effects that impact
biochemistry or ordinary vital processes such as disease or poison.
Some don’t breathe and therefore can’t inhale gas or be harmed by
vacuum or suffocation.
Size Str Agi Vit Int Foc Per Initiative
Medium 15+ 16+ 14+ ? 16+ 17+ 12+
Type 75
Mission Guide
mechanisms, but other than that just about anything goes. After all,
an enigma with a body of molten alloys is likely much, much stron-
ALTERNITY:
HUMANOID
Humanoids are living creatures close to human in their ability to use
tools, communicate with one another, organize societies, and so
forth. They have no special immunities or resistances.
Humanoid Intelligence, Focus, and Personality can vary widely,
but most ability ratings are in the 2−7 range (check score of
13+ to 18+).
Size Str Agi Vit Int Foc Per Initiative
Medium 16+ 17+ 17+ 17+ 17+ 16+ 14+
MECHANISM
Artificial beings such as androids or robots are mechanisms. They’re
self-directed entities that move and interact with their environments,
relying on their programming or intelligence to govern their actions.
They do not need to breathe, eat, or rest, although most have some
sort of battery or fuel reservoir that can be depleted over time.
Mechanisms are immune to effects that impact a living creature’s
biochemistry or vital processes such as bleeding, poison, disease,
and psychic damage. Because they don’t breathe they ignore
vacuum, and they can’t suffocate or drown.
Size Str Agi Vit Int Foc Per Initiative
Medium 13+ 16+ 15+ ? 18+ 20+ 14+
Mechanism Intelligence: Varies widely. Mechanisms designed
for simple tasks have an Intelligence rating of 1 or 2, for a check of
19+ or 18+ (programmed). Mechanisms designed for complex tasks
have Intelligence ratings of 3 to 6, while a clever, adaptive mecha-
nism could easily be smarter than a human, with a rating of 7 to 10
and a check of 13+ to 10+ (programmed).
Self-aware, free-willed mechanisms have (sentient) intelli-
gence instead of (programmed) and usually fall in the 5 to 8 range
(15+ to 12+).
Mechanism Focus: Most mechanisms are extremely focused,
but only in the sense that they zero in on their primary purpose and
ignore things that don’t impinge on their task; a Focus rating of 1
or 2 is typical. Mechanisms with tasks that require them to monitor
their surroundings and good sensors have a Focus rating of 3 to 5
(check 15+ to 17+).
76 Creating Aliens
Type
Mechanism Personality: Programmed mechanisms have no Per-
sonality to speak of; a rating of 0 (check 20+) is typical. Mechanisms
designed with “friendly” interfaces or personality emulation have
a rating of 1 to 3. Anything better requires a sentient, free-willed
mechanism that has the opportunity to learn how humans interact.
XENOSOPH
Short for xenosophont, the xenosoph is an intelligent, nonhumanoid
alien being—the “Bug-Eyed Monster” of classic science fiction. If
the creature’s biological processes are highly unusual, it’s probably
an enigma; if it’s an alien that is more or less the size and shape of
a human, then it’s a humanoid; and if it’s not intelligent, then it’s an
animal. This type covers creatures who aren’t any of those things.
Like humanoids, xenosoph Intelligence, Focus, and Personality
can vary widely, but most ability ratings are in the 2−8 range (check
score of 12+ to 18+).
Size Str Agi Vit Int Foc Per Initiative
Medium 14+ 16+ 15+ 17+ 16+ 17+ 11+
ADDITIONAL DESCRIPTORS
Special descriptors provide extra detail about a creature to help the
GM to decide how it fits into the universe and whether it’s suscep-
tible or immune to any unusual effects or conditions. For example,
(aquatic) creatures breathe just fine in water, but don’t do well
on dry land.
(Alien): The creature is not descended from Earthly lifeforms.
Characters unfamiliar with the creature’s planet or native ecosystem
suffer a –2 step penalty to skill checks to interact with the creature.
(Amphibious): The creature can survive in both air and water.
(Aquatic): This is a water-breathing creature that normally lives in
water. Some aquatic creatures can hold their breath and get along
on land for a time (usually 10 to 20 minutes). Aquatic creatures gain
a +2 step bonus to attack nonaquatic creatures in the water.
(Human): It’s a person like you or me.
(Mineral): A creature whose body is made from silicon, crystals,
exotic metal oxides, or substances we think of as minerals is a living
enigma. It ignores damage over time effects from bleeding, fire,
and poison. A mineral creature is also immune to gas, vacuum, and
suffocation.
(Plant): Plants—at least the kind you might fight—are living enig-
mas, but they’re immune to damage over time effects from bleeding
and poison, and they ignore disease, insanity, and psychic damage.
They don’t really breathe in the same way animals do, and ignore
gas and suffocation.
Type 77
Mission Guide
SIZE
Xenologist’s
Size is, of course, how big the creature is. A creature’s size directly
impacts its physical statistics. In general, larger creatures tend to
Protostar
Defense Bonus
Size Modifier Armor Str Agi Vit Initiative
Tiny –2 steps 0 +4 –4 +2 –4
Small –1 step 0 +2 –2 +1 –2
Medium — — — — — –
Large +1 step 2 –2 +2 –1 +2
Huge +2 steps 4 –4 +4 –2 +4
ATTACKS, DEFENSES,
SPECIAL ABILITIES
Adversaries are more than just an attack score and a durability
track—they have one or more specific attack forms, special actions,
reactions, defensive abilities, and special traits. Not every creature
should have one of each, but at a minimum an adversary should
have at least one attack form. Creatures described earlier in this
Otherwise, it’s not
an adversary. It’s book may feature slightly different versions of these attacks and
a target.] defenses—they’re starting points, not hard-and-fast rules.
Simple creatures don’t need anything more than an attack form
and (optionally) a defense form. Players don’t expect big stupid
brutes to do anything other than come right for their heroes and
stand up to some punishment. Minions shouldn’t have more than
a couple of abilities, while adversaries intended to last longer
should have more. Consider one offensive and one defensive
ability for standard foes, two or three for champions, and four to six
for bosses.
78 Creating Aliens
Size
Attacks: Different weapons (or natural attacks) available to
the creature.
Attack Actions: Actions that include one or more attacks. These
abilities are good for showing complex attack forms involving move-
ment or multiple targets.
Defenses: Armor, resistances, and immunities that reduce the
effectiveness of attacks against the creature.
Reactions: Anything the creature can do in response to an oppo-
nent’s action.
Special Abilities: Conditional bonuses or unusual abilities that
don’t belong in any other category.
ATTACKS
Below are some sample attacks your creatures may have. Use the
attack score and damage figures appropriate for the creature’s
template and threat rating (see Template Tables, on pages 72–74).
“TR+X” means that the damage for the attack is higher than normal;
increase the creature’s base damage by the value of X.
second attack.
Damage by TR physical.
An attack that crushes or constricts a target that’s already
been grabbed. Make sure the creature has a Grab attack to set
up its use of Crush.
80 Creating Defenses,
Attacks, Aliens Special Abilities
Smash 4 impulses; Melee 1 target; Attack by TR (+1 step); Damage
by TR+3, and the target must make an Athletics check or be
knocked off-balance.
A bashing attack from a big, strong creature.
ATTACK ACTIONS
Attack actions combine an attack with some other activity to better
describe special tactics or attack methods. Most creatures with an
attack action also have a default attack that they can use when it isn’t
possible to use the behavior or tactic the attack action describes.
Below are some sample attack actions your creatures may have.
REACTIONS
Reactions can be either offensive or defensive in nature. Some
provide a creature with an ability to make extra attacks when it’s not
the creature’s turn, and others trigger special defenses that cost
82 Creating Defenses,
Attacks, Aliens Special Abilities
the creature a little time. Below are some sample reactions your
creatures may have.
attack, the [creature] exchanges places with the targeted ally. The
[creature] now becomes the target of the attack.
Protostar
DEFENSES
Three basic ways to improve a creature’s defenses exist: reduce
the accuracy of incoming attacks, give it armor to reduce damage,
or provide it with extra durability to it can just soak up more hits.
Avoid giving a creature multiple types of defenses; it’s more inter-
esting when adversaries have both strengths and weaknesses
in their defense. Below are some sample defenses your crea-
tures may have.
84 Creating Defenses,
Attacks, Aliens Special Abilities
Most creatures with an absorption ability are limited to a spe-
cific “special effect,” not all energy damage.
86 Creating Defenses,
Attacks, Aliens Special Abilities
Extreme regeneration could heal 2, 3, or even all wound boxes
at the end of the action round. Most forms of regeneration have
an Achilles’ heel—a specific type of injury that can’t be instantly
repaired, such as radiation or silver bullets.
SPECIAL ABILITIES
Special abilities often modify attacks or defenses, or say something
about how a creature is typically encountered. Choose one or two
special abilities that help describe the creature and make it better at
what it should do in a combat scene. Don’t add too many—it’s easy
to overlook special abilities in the middle of a tense combat scene.
Below are some sample special abilities your creatures may have.
Swarm Attack The [creature] gains a +1 step bonus with its attack
for each other [creature] attacking the same target in this impulse, to
a maximum of +3 steps for 4 creatures attacking the same target.
This ability works best with creatures encountered in large
numbers, such as minions.
88 Creating Aliens
Initiative and Speed
Initiative Check Initiative Modifier Base Speed
Awful 16+ –2 steps 5 meters
Poor 14+ –1 step 10−15 meters
Typical 12+ (none) 20−25 meters
Good 10+ +1 step 30−40 meters
Very Good 8+ +2/+3 steps 40+ meters
Initiative Check: How good is an initiative check of 13+? About
average, really. If a creature’s combined Agility and Focus are 10
or better, it’s unusually good at initiative checks—make sure your
creature concept works for an alien that routinely beats some of the
heroes to the punch.
Initiative Modifier: If you want a creature with average Agility
and Focus scores to act faster or slower in a combat scene than
expected, you can assign a modifier to its initiative checks. In gen-
eral, you don’t need to do this for creatures whose initiative scores
are already good or poor.
Base Speed: Quadrupeds, flyers, and big creatures are usually a
little faster than normal. A high speed lets a creature get into melee
range faster than expected, while a slow speed isn’t much of a prob-
lem for creatures with ranged weapons.