Stars Without Number Alien Generator

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Martyna Biała (Order #38406993)

INDEX
INTRODUCTION 4
GENERATE AN ALIEN 4
MAKING CONNECTION 5
UNINTELLIGENT ALIENS 5
INTELLIGENT ALIENS 6
SKILLS 6
GROUP 6
CARBON BASED Type I 6
CARBON BASED Type II 7
PHOSPHORUS BASED 7
SILICON BASED Type I 8
SILICON BASED Type II 8
SULFUR BASED 8
BASE PHYSIOLOGY 9
ARTHROPOID 11
CEPHALOPOID 11
FUNGILIKE 11
HUMANOID 12
INSECTOID 12
PLANTLIKE 12
REPTILOID 13
XENOMORPH 13
OFFENSE TAGS 14
DEFENSE TAGS 19
SENSE TAGS 23
GENERAL TAGS 27
METABOLISM TAGS 33
MOVE TAGS 38

Martyna Biała (Order #38406993)


CREDITS
This compendium
is published by
Angry Golem Games
Author Davide Tramma
Editing Frank MacKenzie
This compendium
requires the
Stars Without Number
Revised Edition
Core Rulebook
Stars Without Number
is published by
Sine Nome Publishing
Background images by

Jeff Brown
Christof Grobelski
Norah Khor
Aaron Lee
Joyce Maureira
Nick Ong
Grzegorz Pedrycz
Tan Ho Sim

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INTRODUCTION
This supplement employs the concept of tags to roll randomly for the generation of
alien life forms. Seven categories of tags have been created to accomplish this task:
Base Physiology, Offense, Defense, Senses, Traits, Metabolism, Move.
Each category contains a list of tags that, when combined, will generate an alien creature.

GENERATE AN ALIEN
To generate an alien you must follow these simple steps:

STEP 1
Determine or roll the Group the alien belongs to - Carbon Base type I, Carbon Based
type II, Phosphorus Based, Silicon-Based type I, Silicon-Based type II, Sulfur
Based.
The group provides specific resistances and weaknesses, and suggests the affinity to
specific atmospheres, liquids, and temperatures.

STEP 2
Determine or roll the Base Physiology the alien possesses. The base physiologies are the
following: Arthropoid, Cephalopoid, Fungilike, Humanoid, Insectoid, Plantlike,
Reptiloid, and Xenomorph.
The base physiology determines the base Hit Dice, AC (armor class), Saves, and Size.
In addition, the base physiology suggests how many tags the alien possesses in each
of the six categories: Offense tags (Step 3); Defense tags (Step 4); Sense tags (Step 5);
General tags (Step 6); Metabolism tags (Step 7); Move tags (Step 8).

STEP 3
Determine or roll the Offense tags according to the base physiology. This version of the
alien generator covers 20 offense tags.

STEP 4
Determine or roll the Defense tags according to the base physiology. This version of the
guide covers 17 defense tags.

STEP 5
Determine or roll the Sense tags according to the base physiology. This version of the
guide covers 17 sense tags.

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STEP 6
Determine or roll the General tags according to the base physiology. This version of the
guide covers 29 general tags.

STEP 7
Determine or roll the Metabolism tags according to the base physiology. This version of
the guide covers 23 sense tags.

STEP 8
Determine or roll the Move tags according to the base physiology. This version of the
guide covers 17 move tags.

MAKING CONNECTIONS
Once you have determined or rolled group, base physiology, offense, defense, sense,
general, metabolism, and move tags, you can properly define what the alien is and what
the alien can do. Making connections between all the tags is the creative part that leads
to creating a unique alien.

UNINTELLIGENT ALIENS
Unintelligent aliens represent the majority of life forms across the universe. Only under
specific circumstances, an alien life develops a form of intelligence that allows it to
develop technological advancements.
By default, the alien generated will not be intelligent to the point of being able to develop
technology, complex forms of communication, or organize into a true civilization unless
stated otherwise.

INTELLIGENT ALIENS
Sometimes evolution, mutations, and natural selection produces a different being that
is capable of developing a sort of self-awareness that qualifies it as something more than
an ordinary alien life form. At that very moment, the alien becomes an intelligent alien.
Intelligence implies the ability to develop and master technologies.
When rolling to generate an alien life form, some combination of tags will allow an
intelligent alien to be generated. If such an event occurs, the entry of the tag will specify it.

SKILLS
Unintelligent aliens usually employ skills like Exert, Notice, Sneak, Stab or Survive.

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Some tags provide special enhancement to one or more of the skills mentioned above.
On the other side, intelligent aliens can employ all the skills listed in the core rulebook,
that list should include your own homebrew skills.

GROUP
Xenobiologists have encountered many life forms, and they have organized them into
groups to identify them. Four main groups exist to the present day, with each group
representing the main elements that constitute the bricks of that specific life form.
The six main groups are Carbon Based type I, Carbon Based type II, Phosphorus
Based, Silicon-Based type I, Silicon-Based type II, and Sulfur Based.
Each group has specific resistances and weaknesses to certain types of harmful effects or
extreme circumstances due to the nature of their chemistry.

Resistance
An alien with resistance against a particular element or source of damage takes half or
minimum damage from that source.

Weakness
An alien with weakness against a particular element or source of damage takes double
or maximum damage from that source.

Other Special Abilities & Hindrances


An alien may possess other special abilities or hindrances for belonging to a specific life-
form group. Each group entry describes in detail what special ability or hindrance the
alien possesses.

CARBON-BASED type I
Carbon-based type I life forms are the most versatile of all. They are capable of living in a
wide range of environments and can evolve on planets with a wide range of temperature
and atmospheric compositions. However, they require water to evolve and thrive.
Atmosphere: oxygen, carbon monoxide, carbon dioxide.
Liquid: water.
Temperature: cold, warm, hot.
Resistance: n/a
Weakness: n/a

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GROUP ATMOSPHERE LIQUID TEMPERATURE RESISTANCE WEAKNESS

CARBON Oxygen H2O Cold N/A N/A


Carbon Monoxide (standard Warm
BASED Carbon Dioxide water) Hot
TYPE I
CARBON Oxygen H2O Cold Cold Fire
Carbon Monoxide (standard Warm
BASED Carbon Dioxide water) Hot
TYPE II

PHOSPHORUS Oxygen Cl Cold Acid Fire


Nitrogen (chlorine) Light (UV)
BASED

SILICON Ammonia NH3 Cold Cold Slow


Hydrocarbons (ammonia) Warm Electricity Metabolism
BASED Hydrocarbons (-2 AC)
TYPE I
SILICON Ammonia NH3 Hot Heat Slow
Hydrocarbons (ammonia) Warm Electricity Metabolism
BASED Acidic Gases Hydrocarbons (-3 AC)
TYPE II

SULFUR Carbon Monoxide Hydrocarbons Cold Cold Fire


Carbon Dioxide Very Cold Poison Electricity
BASED
CARBON-BASED type II
Carbon-based type II life forms are still more versatile compared to most other groups,
but not as much as carbon-based type I. They are capable of living in a good range
of environments and can evolve on planets with a good range of temperature and
atmospheric compositions. However, they require water to evolve and thrive.
Atmosphere: oxygen, carbon monoxide, carbon dioxide.
Liquid: water.
Temperature: cold, warm, hot.
Resistance: Cold
Weakness: Fire

PHOSPHORUS BASED
Phosphorus-based life forms evolve in very strict environmental conditions and are the
less widespread life form. The common trait of all these life forms is a high resistance

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to acidic substances and the capacity of breathing atmosphere with a broad spectrum of
nitrogen concentration.
Atmosphere: nitrogen, oxygen.
Liquid: chlorine
Temperature: cold
Resistance: Acid
Weakness: Fire, Light

SILICON BASED type I


Silicon-based type I life forms are usually very ancient life forms, because their main
brick – silicon – requires time to evolve and adapt, at least compared to carbon. These
groups of life forms are usually very resistant to hostile environments. Silicon-based
life forms evolve in a high-pressure environment, especially when the home planet is
warm.
Atmosphere: ammonia, hydrocarbons.
Liquid: ammonia, hydrocarbons.
Temperature: cold, warm.
Resistance: Cold, Electricity
Weakness: n/a
Slow Metabolism: - 2 to armor class.
Sturdy Constitution: + 1 hit points per hit die.

SILICON BASED type II


Silicon-based type II life forms are akin to type I but they tend to evolve at more extreme
conditions than type I. Silicon-based life forms evolve in high-pressure and/or high-
temperature environments.
Atmosphere: ammonia, hydrocarbons, acidic gases.
Liquid: ammonia, hydrocarbons.
Temperature: hot, warm.
Resistance: Heat, Electricity
Weakness: n/a
Slow Metabolism: - 3 to armor class.
Sturdy Constitution: + 2 hit points per hit die.

SULFUR BASED
Sulfur-based life forms have an accelerated chemistry and require a lot of energy to
maintain their metabolism.

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Atmosphere: carbon monoxide, carbon dioxide.
Liquid: hydrocarbons.
Temperature: very cold, cold.
Resistance: Cold, Poison
Weakness: Fire, Electricity
Aggressive Life Form: + 2 to hit rolls.
Quick metabolism: + 2 to armor class.

BASE PHYSIOLOGY
Base physiology represents the basic structure that shapes the alien life form. This
supplement arbitrarily considers the existence of eight archetypes of aliens, assuming
that what happened on earth may, in some way, occur on the thousands of exoplanets
existing out there.
The eight base physiology are the followings: Arthropoid, Cephalopoid, Fungilike,
Humanoid, Insectoid, Plantlike, Reptiloid, Xenomorph.
Each base physiology grants basic values to the following statistics: Hit Dice, AC (armor
class), Saves, and Size.
Each base physiology also grants a specific amount of slots in the Offense, Defense,
Sense, General, Metabolism and Move tags.

SIZE, HIT POINTS, AND DAMAGE


Size modifies the number of Hit Points and Damage the alien inflicts by increasing or
reducing the value as follows:
Tiny. Divide by four Hit Points and Damage.
Small. Divide by two Hit Points and Damage.
Medium. Standard.
Large. Multiply by two Hit Points and Damage.
Huge. Multiply by four Hit Points and Damage.

SLOT
In this section, you find how many tags of Offense, Defense, Sense, General, Metabolism
and Move you have to roll to generate an alien. Each tag modifies the base statistics of
the alien and may provide special abilities.

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ARTHROPOID CEPHALOPOID FUNGILIKE HUMANOID
BASE HIT DICE: 2 BASE HIT DICE: 1 BASE HIT DICE: 1 BASE HIT DICE: 1
BASE AC: 13 BASE AC: 10 BASE AC: 8 BASE AC: 10
BASE SAVE: 15 BASE SAVE: 16 BASE SAVE: 15 BASE SAVE: 15
SIZE: T, S, M SIZE: S, M, L, H SIZE: T, S, M SIZE: S, M, L
SLOTS SLOTS SLOTS SLOTS
Offense: 1 Offense: 1 Offense: 1 Offense: 1

Defense: 2 Defense: 1 Defense: 1 Defense: 1

Sense: 1 Sense: 1 Sense: 1 Sense: 1

General: 1 General: 1 General: 2 General: 1

Metabolism: 2 Metabolism: 2 Metabolism: 1 Metabolism: 1

Move: 1 Move: 2 Move: 0 Move: 1

INSECTOID PLANTLIKE REPTILOID XENOMORPH


BASE HIT DICE: 2 BASE HIT DICE: 1 BASE HIT DICE: 3 BASE HIT DICE: 4
BASE AC: 12 BASE AC: 9 BASE AC: 12 BASE AC: 14
BASE SAVE: 15 BASE SAVE: 14 BASE SAVE: 14 BASE SAVE: 13
SIZE: T, S, M, L SIZE: S, M, L, H SIZE: M, L SIZE: S, M, L
SLOTS SLOTS SLOTS SLOTS
Offense: 1 Offense: 1 Offense: 2 Offense: 2

Defense: 2 Defense: 1 Defense: 1 Defense: 1

Sense: 1 Sense: 1 Sense: 1 Sense: 2

General: 1 General: 2 General: 1 General: 2

Metabolism: 1 Metabolism: 2 Metabolism: 2 Metabolism: 2

Move: 2 Move: 0 Move: 1 Move: 1

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ARTHROPOID
Arthropoids are characterized by an exoskeleton and multiple pairs of limbs and
appendages. The exoskeleton is usually composed of compounds with chemistry
compatible with the planetary biosphere. Xenobiologists classify this kind of life form
as ancient, but at the same time versatile, with a high mutation rate and adaptability.
The arthropoids prefer to scatter their organs in separated portions of their structure,
instead of centralizing them in a single point.
Base Hit Dice: 2 HD
Base AC: 13
Base Saves: 15+
Size: 1-3) Tiny; 4-5) Small; 6) Medium
Slots: Offense 1; Defense 2; Sense 1; General 1; Metabolism 2; Move 1

CEPHALOPOID
Cephalopoids are characterized by long limbs and appendages. The main body, in
comparison with the appendages, is smaller. The second trait is a decentralized nervous
system that provides a high degree of control over the appendages. Cephalopoids do not
develop any sort of skeleton, but cases exist where some had to due to natural selection
pressure.
Base Hit Dice: 1 HD
Base AC: 10
Base Saves: 16+
Size: 1) Small; 2) Medium; 3) Large; 4) Huge
Slots: Offense 1; Defense 1; Sense 1; General 1; Metabolism 2; Move 1

FUNGILIKE
Fungilikes are possibly the second step of the evolution of microbial life, and yet they
may attain a sophisticated form of interaction to the point of forming complex life forms.
They usually organize in colonies of microfungi, and their versatility allows them to
adapt to the harshest environmental conditions. They do not form a central nervous
system, but they rather become one as a whole.
Base Hit Dice: 1 HD
Base AC: 8
Base Saves: 15+
Size: 1-5) Tiny; 6-7) Small; 8) Medium
Slots: Offense 1; Defense 1; Sense 1; General 2; Metabolism 1; Move: 0

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HUMANOID
Humanoids are characterized by a main body that usually contains the main metabolic
functions, multiple limbs specialized each with a specialized function and a head that
contains the central nervous system, most of the time the brain. In addition, they develop
an endoskeleton to provide solidity to their physical structure.
Base Hit Dice: 1 HD
Base AC: 10
Base Saves: 15+
Size: 1-2) Small; 3-4) Medium; 5-6) Large
Slots: Offense 1; Defense 1; Sense 1; General 1; Metabolism 1; Move: 1

INSECTOID
Insectoids are characterized by an exoskeleton, symmetric and paired limbs or
appendages, and advanced metabolic functions. They are closely related to arthropoids,
yet the differences are still present. They prefer to centralize their main organs, deputed
to their metabolic functions, in a single section of their body.
Base Hit Dice: 2 HD
Base AC: 12
Base Saves: 15+
Size: 1-4) Tiny; 5-7) Small; 8-9) Medium; 10) Large
Slots: Offense 1; Defense 2; Sense 1; General 1; Metabolism 1; Move: 2

PLANTLIKE
Plantlikes are characterized by their method to produce energy, that is by absorbing
radiations coming from light and transforming them into raw energy to power their
metabolism. Together with the fungilikes, they are the most ancient life form that can
evolve on a planet. They usually rely on fibrous compounds to provide structure and
solidity to their body.
Base Hit Dice: 1 HD
Base AC: 9
Base Saves: 14+
Size: 1) Small; 2) Medium; 3) Large 4) Huge
Slots: Offense 1; Defense 1; Sense 1; General 2; Metabolism 2; Move: 0

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REPTILOID
Reptiloids are complex life forms and they characterized by symmetric limbs, a central
nervous system localized inside a head, and an exoskeleton. They have a strong muscular
system and a high level of aggressiveness. They may also take the form of a humanoid,
lifting doubts in the xenobiologists community if considering them humanoids or
something else.
Base Hit Dice: 3HD
Base AC: 12
Base Saves: 14+
Size: 1-2) Small; 3-6) Medium
Slots: Offense 2; Defense 1; Sense 1; General 1; Metabolism 2; Move: 1

XENOMORPH
Xenomorph is considered the default category for all those life forms that are hard to
classify into any of the already existing base physiologies. The xenomorphs categorized
so far all share the common trait of being aggressive, dangerous, and with highly
sophisticated metabolic processes. They also possess a high degree of adaptability in the
most hostile environment.
Base Hit Dice: 4HD
Base AC: 14
Base Saves: 13+
Size: 1-2) Small; 3-4) Medium; 5-6) Large
Slots: Offense 2; Defense 1; Sense 2; General 2; Metabolism 2; Move: 1

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OFFENSE TAGS OFFENSE TAGS
d100 Tag Offense tags define the alien’s hit roll,
1-5 Acid Spit damage, and damage type.
6-10 Beak Hit roll. Hit roll is added to the standard
11-15 Blood Spray
hit roll provided by the number of hit dice.
16-20 Claws
Damage. Damage inflicted by a medium-
21-25 Double Jaws
sized alien with a specific part of the body.
26-30 Electrocytes
31-35 Immune Exo-system
Damage type. Damage type the alien
36-40 Gaping Maw deals. The entry of each tag specifies the
41-45 Gaseous Poison exact type of damage.
46-50 Horns Tags may produce positive synergies if the
51-55 Jaws alien belongs to a specific group or base
56-60 Liquid Poison physiology.
61-65 Neural Stinger Each entry specifies the combination
66-70 Photovoltaic required to produce the enhancement.
71-75 Pseudopods
76-80 Retractile Tongue
81-85 Sonic Wave
86-90 Sting
91-95 Tail
96-100 Ultraviolet Burst

ACID SPIT
The alien has glands that secrete a harmful acidic compound capable of digesting and
dissolving organic materials. The acid deals 1 point of corrosive damage per alien’s hit
die.
Silicon-Based. The acid dissolves metals also.
Phosphorus Based. Add the Gaseous Poison offense tag.
Sulfur Based. Add the Foul Odor defense tag.

BEAK
The alien has a beak-like natural weapon. The beak is used to hunt and eat and can be
attached to one (or eventually more) extremities. The alien gains an attack with its beak
that deals 1d4 piercing damage.
Cephalopoid. Add the Pseudopods offense tag.

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BLOOD SPRAY
The alien can eject a spray of blood to weaken the victim before attacking. The spray
causes 1 point of impact damage per hit die.
Arthropoid. The victim must roll a Physical/Constitution saving throw or be paralyzed
for 1 hour.
Cephalopoid. The victim must roll an Evasion/Dexterity saving throw or be blinded for
10 minutes.
Fungilike. The victim must roll a Physical/Constitution saving throw or fall asleep for
1d4 hours.
Xenomorph. Add the Acidic Blood defense tag.

CLAWS
The alien gets two attacks with its claws that deal 1d4 slashing damage each.
Cephalopoid. Add the Pseudopods offense tag.
Xenomorph. Add the Extra Limbs general tag.

DOUBLE JAWS
The alien has a double set of jaws that deal 2d4 crushing damage and grant +1 bonus to
hit rolls.
Plantlike. Add the Carnivorous general tag.

ELECTROCYTES
The alien is capable of accumulating an electrostatic charge in his body and then
discharging it when it touches a living being. The electrostatic discharge deals 1 point
of electric damage per hit die.
Arthropoid. The alien deals electrostatic damage within 3 meters.
Silicon-Based. The alien deals 1d4 points of electric damage per hit die.

IMMUNE EXO-SYSTEM
The alien immune system extends beyond its physical body, acting as a pathogen against
living beings that get too close. Every creature within 6 meters of the alien must roll
a Physical/Constitution saving throw or lose 1 point of constitution every day until the
pathogen is neutralized.
Carbon Based. The target loses 2 points of constitution every day.
Fungilike. Add the Spores defense tag and the area of effect of the immune exo-
system extends to 30 meters.

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GAPING MAW
The alien can make a bite attack and swallow the prey. Once swallowed, the victim can
only take a move action and suffers 1d4 constriction damage per round until killed.
The victim can attempt an Exert skill check with a DC equal to the alien hit roll in order
to get free of the grapple.
Cephalopoid. The DC to get free of the grapple increases by 2.

GASEOUS POISON
The alien releases a gaseous poison that creates a 20 meters radius cloud of harmful
gases. Everyone caught in the cloud must roll a Physical/Constitution saving throw or
suffer 1d4 damage to constitution. This poison works when inhaled or by skin contact.
Fungilike. The poison causes the loss of 1d4 points of dexterity also.

HORNS
The alien gets an attack with its horns that deals 1d4 piercing damage. The horns may
be placed on its head, tail, or extremities.
Reptiloid. The alien deals 2d4 piercing damage instead of 1d4.

JAWS
The alien has jaws powerful enough to cause horrible wounds. It gets an attack with its
jaws that deals 1d6 piercing damage.
Reptiloid. The alien deals 2d4 piercing damage instead.
Xenomorph. Add the Acid Spit offense tag.

LIQUID POISON
The alien injects poison by means of a sting located in its tail, limb, mouth, or extremity.
The poison causes 1d4 constitution damage every hour, until the victim rolls three
successful Physical/Constitution saving throws or the poison is properly identified and
neutralized.
Reptiloid. The victim is also incapacitated and cannot take any action until the effects
of the poison are neutralized.
Insectoid. The victim suffers the effects of the poison every 10 minutes instead.

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NEURAL STINGER
The alien has a sting that injects an enzyme into the victim's nervous system. The victim
must roll a Physical/Constitution saving throw to avoid the effect, if the roll is unsuccessful,
then his body starts trembling imposing a -4 penalty to dexterity.
The effects last for 1 day per hit die.
Insectoid. The poison imposes a -4 penalty to intelligence also.

PHOTOVOLTAIC
The alien skin is capable of turning ultraviolet rays into energy. When in contact with
direct sunlight the creature doubles its movement rate and adds 1d4 electric damage to
all its damage rolls.
Silicon-Based. The alien deals 3d4 electric damage instead.

PSEUDOPODS
The alien has extremities capable of grasping objects and helping its movement, but
not manipulating or fabricating objects. It gets 2 pseudopods per hit die. The alien can
attack with each pseudopod that causes 1 point of bludgeoning damage each.
Cephalopoid. The alien gets the status of Intelligent Alien.
Fungilike. Add the Climbing move tag.

RETRACTILE TONGUE
The alien attacks with its retractile tongue to envelop the victim and immobilize it. If
the hit roll is successful, then the victim cannot take any action and suffers 1 point of
constriction damage per round (no hit roll required). A Physical/Strength saving throw
is required to set free of the grapple with a DC equal to the hit roll.
The retractile tongue can reach a target up to a distance of 3 meters per hit die.
Amphibious. Add the Liquid Poison offense slot.

SONIC WAVE
The alien can emit a high-frequency sonic wave capable of shattering solid materials,
both organic and inorganic. The attack can shatter solid rock and cripple metals. If
directed against a living being cause 1d3 points of sonic damage.
Xenomorph. Add the Echolocation sense tag.

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STING
The alien attacks with a sting located on one of its extremities. The sting deals 1d4
piercing damage and grants +1 to hit rolls.
Cephalopoid. The alien gets 2 attacks per round.
Insectoid. The alien gets the Liquid Poison offense slot.

TAIL
The alien gets a +1 attack with its tail and deals 1d4 impact damage.
Humanoid. The alien gets +2 to Exert skill checks.
Insectoid. The alien gets the Sting offense tag.

ULTRAVIOLET BURST
The alien can emit an ultraviolet burst of pure light. The burst hurts the sight organs
and burns the skin of any target in a radius of 15 meters. The attack inflicts 1d4 points
of heat damage. The blindness persists until properly treated.
Phosphorus Based. The burst inflicts 2d4 points of heat damage instead.

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DEFENSE TAGS DEFENSE TAGS
d100 Tag Defense tags affect the alien’s AC, hit dice,
1-5 Acidic Blood and hit points.
6-11 Chitin AC. If the tag grants a bonus to the armor
12-16 Crystalline Skin
class, add it to the normal AC provided by
17-21 Death Rattle
the base physiology.
22-27 Eggs Injection
Hit Dice. If the tag grants additional hit
28-33 Electric Absorption
dice, add them to the base Hit Dice of the
34-40 Foul Odor
41-45 Magnetic Field
base physiology.
46-51 Metallic Skin Hit Points. A bonus per hit die or a one-
52-58 Pheromonal Secretion time bonus.
59-64 Scales
65-71 Slimy Skin
72-77 Sonic Burst
78-83 Spiked Skin
84-89 Spores
90-95 Strong Endoskeleton
96-100 Strong Exoskeleton

ACIDIC BLOOD
The blood of the alien is highly acidic. Anytime the alien is wounded, it burst a jet of
acidic blood toward the attacker within a range of 3 meters. The acidic jet deals 1d4
points of corrosive damage. The alien gets +2 hit points per hit die.
Insectoid. Increases the range of the acidic jet to 6 meters.
Xenomorph. The alien deals 2d4 points of corrosive damage instead.

CHITIN
The alien is protected by a strong chitin armor that grants a +2 bonus to armor class, but
reduces movement by half.
Arthropoid. The alien gets a +3 bonus to armor class instead.
Insectoid. The alien gets a +4 bonus to armor class instead.

CRYSTALLINE SKIN
A layer of crystalline compounds protects the alien body and grants immunity to
corrosion and heat.
Silicon-Based. The alien gets immunity to electricity also.

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DEATH RATTLE
The alien explodes upon death in a burst of chemical fire that deals 1d4 fire damage per
hit die to all those within a range of 10 meters.
Fungilike. Add the Spores defense slot.
Phosphorus Based. The burst blinds the targets also.
Sulfur Based. The burst deals 2d4 fire damage per hit die instead.

EGG INJECTION
The alien reproduces by injecting eggs into a living host. The eggs grow and hatch, then
the larvae consume the host from the inside. The larvae reduce the constitution score
by 1d3 points every day. When constitution reaches zero, the host dies and 2d10 larvae
sprout from the corpse.
Insectoid. The host loses 1 point of constitution every hour and when the host dies a
swarm of 2d20 larvae sprouts from its body.
Xenomorph. The host loses 1d4 points of constitution every hour; when the host dies
an alien whelp sprouts from its body.

ELECTRIC ABSORPTION
The alien employs electrostatic energy and electricity to activate its metabolic functions.
It absorbs energy by touch and it can absorb energy from technological devices. When
the alien touches a technological device that relies on electricity, the device ceases to
function.
Carbon-Based. Add the Electrocytes offense slot.
Silicon-Based. Add the Photovoltaic offense slot.

FOUL ODOR
The alien produces a nauseating secretion that causes all those within a range of 20
meters to be incapacitated. The victims cannot move, and suffers a -4 penalty to all hit
rolls and skill checks. The nausea lasts for 2d4 rounds; a Physical/Constitution saving
throw negates the effect.
Fungilike. Add the Spores defense slot. Nausea lasts for 2d4 hours.
Plantlike. The nausea lasts for 3d6 hours.

MAGNETIC FIELD
The alien can create a strong magnetic field around its body that extends to a distance
of 20 meters. Ferrous metals are attracted toward the alien, unless the wielder makes

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a Physical/Strength saving throw to hold the grip on the object. Any creature wielding
metallic weapons within the magnetic field, suffers a -2 penalty on all hit rolls. The
magnetic field may interfere with communications based on radio signals.

METALLIC SKIN
The alien is capable of synthesizing ferrous metals and grows metallic scales on its skin.
This ability grants a +3 bonus to armor class and +1 hit die.

PHEROMONE SECRETION
The alien produces a strong pheromone that can stun anyone who inhales the substance.
The victim must roll a Charisma/Mental saving throw or remain motionless for 1d4
rounds.
Fungilike. The victim falls unconscious for 1d4 hours.

SCALES
A thick layer of scales protects the alien body, granting a +2 bonus to armor class.
Reptiloid. The alien gets a +3 bonus to armor class and +2 hit points per hit die.

SLIMY SKIN
The alien has a slimy substance that covers its dermis. The slime halves damage from
fire and heat sources but impose a -2 penalty to armor class.
Arthropoid. The alien suffers half damage from acid damage also.
Cephalopoid. Add the Liquid Poison offense slot.
Fungilike. Add the Spores defense slot.

SONIC BURST
The alien can emit a high-frequency tone in a radius of 15 meters that can temporarily
deafen the victim. The sound is so acute that can damage the ability to maintain balance,
thus halving the movement rate. The affected creature must roll a Physical/Constitution
saving throw to negate the effect. The deafened condition lasts for one hour.
Echolocation. The alien deals 1d3 sonic damage also.

SPIKED SKIN
Harmful spikes cover the alien’s skin, granting a +1 bonus to armor class. When the
alien attacks, or is attacked, in melee, it deals 1d4 additional damage.
Plantlike. Add the Liquid Poison offense slot.

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SPORES
The alien produces spores that contaminate the area in a radius of 30 meters. Any living
being entering the area must roll a Physical/Constitution saving throw or be contaminated
by the spores. A contaminated creature loses 1 point of constitution every day until the
contamination is properly treated.
Fungilike. The victim loses 2 points of constitution every day instead.

STRONG ENDOSKELETON
The alien internal bone structure is made of rare compounds, maybe biological carbon
fibers or biological compounds that contain metals. It gets +2 hit points per hit die and
+1 to hit rolls.
Carbon-based. The alien gets +4 hit points per hit die and +2 to hit rolls instead.

STRONG EXOSKELETON
The alien external structure is made of rare compounds, maybe metallic compounds or
special chitin tissues. It gets +2 hit points per hit die and +1 to hit rolls.
Silicon-Based. The alien gets +4 hit points per hit die and +2 to hit rolls instead.

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SENSE TAGS SENSE TAGS
d100 Tag Sense tags define the alien’s ability
1-5 Blindsight to perceive, detect and construe the
6-11 Bulging Eyes surrounding environment.
12-16 Collective Perception
Every alien possesses the sense of touch,
17-21 Cyclopian
unless the Game Master states otherwise.
22-27 Echolocation
The tags presented in the list below,
28-33 Electrolocation
represent the primary sense employed
34-40 Enhanced Hearing
41-45 Extra Sensorial Perception
by the alien to detect the surrounding
46-51 Gravity Perception environment, but other minor senses have
52-58 Magnetic Sight not to be excluded, even if they could be
59-64 Radio Sensitive less efficient or atrophied.
65-71 Superior Scent
72-77 Thermal Vision
78-83 Tremor Sense
84-89 X-Ray Vision
90-95 Ultrasonic
96-100 Ultraviolet

BLINDSIGHT
Blindsight is one of the most primitive senses. The alien can perceive the presence of
living beings by detecting bioelectric fields or air displacement.
Notice +1, Range 30 meters, Secondary sense none.
Cephalopoid. Add the Pseudopods offense tag.
Fungilike. Add the Electrolocation sense tag.
Plantlike. Add the Echolocation sense tag.

BULGING EYES
The alien possesses a highly developed sight that works in total darkness, but it is
blinded when exposed to direct UV light. Usually, this kind of eye produces a natural
luminescence to attract small prey.
Notice +2, Range 100 meters, Secondary sense hearing, smell.
Arthropoid. Add the Eyestalks general tag.

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COLLECTIVE PERCEPTION
The alien can share perceptions of the surrounding environment with others of its
species through all its sense. Such a creature gets a +3 bonus to notice checks and it can
share sensorial memories and experiences with the collective mind.
This sense is usually an advanced one, and marks the presence of an evolved species,
even if not necessarily an intelligent one.
Notice +3, Range 50 meters, Secondary sense hearing, smell, sight.
Insectoid. The alien gets the status of Intelligent Alien.

CYCLOPIAN
The alien possesses a telescopic sight that allows it to spot diminutive details at far and
close distances.
Notice +6, Range 1,000 meters, Secondary sense hearing.
Humanoid. Add the Thermal Vision sense tag.

ECHOLOCATION
The alien emits low frequencies to detect the presence of obstacles and moving targets.
Echolocation usually evolves in alien creatures that live in dark and subterranean
environments.
Notice +1, Range 30 meters, Secondary sense none.
Insectoid. Add the Sonic Burst defense tag.
Cephalopoid. Add the Sonic Wave offense tag.

ELECTROLOCATION
The alien detects small variations in the electric fields of objects and living matter. It can
spot and locate life forms and technological devices that rely on electricity.
Notice +2, Range 50 meters, Secondary senses hearing.
Silicon-based. Add the Electric Absorption defense tag.

ENHANCED HEARING
The alien is capable of detecting sounds at larger distances and wider frequencies.
Notice +4, Range 150 meters, Secondary sense sight, smell.

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EXTRA SENSORIAL PERCEPTION
The alien can read the surface thoughts of living beings and translate those thoughts into
mental images. This perception allows the alien to be aware of the target's intentions.
The target must be aware that something is reading his mind to resist.
Notice +2, Range 30 meters, Secondary sense hearing, sight, smell.
Cephalopoid. Add the Collective Mind general tag.
Humanoid. Add the Telepathy general tag.

GRAVITY PERCEPTION
The alien can detect and read the micro-gravity waves that an object emanates. This
rare form of perception can detect the presence of matter beyond physical obstacles.
Notice +3, Range 15 meters, Secondary sense smell.

MAGNETIC SIGHT
The alien perceives the presence of magnetic and electromagnetic fields. This perception
extends to technological devices that rely on electronic components and ferrous materials
that are sensitive to magnetism.
Notice +2, Range 100 meters, Secondary sense hearing.

RADIO SENSITIVE
The alien can detect radio signals emitted by technological devices and brain waves
emitted by telepathic beings.
Notice +2, Range 75 meters, Secondary sense smell, sight.

SUPERIOR SCENT
The alien gets a +3 bonus to notice skill checks that rely on scent. This advanced form
of scent allows determining the emotional status of the target.
Notice +3, Range 500 meters, Secondary sense hearing, sight.

THERMAL VISION
The alien can distinguish and read the temperature of objects and living matter.
Notice +1, Range 100 meters, Secondary sense smell.

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TREMOR SENSE
The alien can detect micro-vibrations transmitted by ground and air.
Notice +3, Range 250 meters, Secondary sense smell.
Arthropoid. Add the Burrowing move tag.

X-RAY VISION
The alien can emit light X-ray radiation and detects things hidden beyond solid materials
with a thickness of no more than 30 centimeters.
Notice +2, Range 100 meters, Secondary sense hearing, smell, sight.

ULTRASONIC
The alien can detect noises in frequencies beyond the standard and can perceive radio
frequencies emitted by technological devices.
Notice +2, Range 1,000 meters, Secondary sense smell, sight.

ULTRAVIOLET
The alien can detect ultraviolet radiation, the emanation of any kind of light source, and
the luminescence produced by stray gases. The alien can detect and recognize the gases
of a creature's breath.
Notice +4, Range 500 meters, Secondary sense none.

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GENERAL TAGS GENERAL TAGS
d100 Tag General tags may affect any of the alien
1-3 Amphibious stats.
4-8 Brain Cortex
9-11 Brain Folds
12-15 Brain Lobe AMPHIBIOUS
16-19 Carnivorous The alien can breathe both gases and
20-22 Cloven Legs liquids to adapt to the characteristics of its
23-26 Collective Mind home environment.
27-29 Diffused Organs Cephalopoid. Add the Swimming move
30-33 Double Jointed tag.
34-36 Eyestalks Reptiloid. Add the Slimy Skin defense
37-40 Exoskeleton tag.
41-43 Extra Limbs
44-47 Fine Bristles
BRAIN CORTEX
48-50 Fins
The alien possesses a limited form of
51-54 Flexibility
language and intelligence that places it
55-57 Fur Coat
Gills
above the average animal-like cognitive
58-61
62-64 Improved Brain Cortex
ability.
65-68 Improved Flexibility Humanoid. The alien gets the status of
69-71 Improved Brain Folds Intelligent Alien.
72-75 Improved Brain Lobe
76-78 Layered Skin BRAIN FOLDS
79-82 Mitosis The alien possesses a higher sense of
83-86 Multiple Eyes awareness that grants it a tiny spark of
87-90 Padded Paws intelligence enough to develop a basic
91-93 Plumage empathy toward other creatures.
94-96 Prehensile Fingers Humanoid, Insectoid or Reptiloid. The
97-98 Reinforced Spine alien gets the status of Intelligent Alien.
99-100 Telepathy

Brain Lobe
The alien possesses brain functions that place it above the average on the evolutionary
scale. In addition, the alien gets the Know-0 skill, but field of knowledge is limited to its
environment or survival needs.
Arthropoid. Add an extra Defense tag.
Cephalopoid. Add an extra Metabolism tag.

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Humanoid. Add an extra General tag.
Insectoid. Add an extra Offense tag.
Reptiloid. Add an extra Offense tag.
Xenomorph. The alien gets the status of Intelligent Alien.

Carnivorous
The alien is more aggressive and stand on the top of the feeding chain. It feeds on
weaker beings and employs a wider arrays of offensive natural weapons. The alien gains
a +2 damage on all attacks.
Arthropoid. Add an extra Move tag.
Cephalopoid. Add the Swimming move tag.
Fungilike. Add an extra Defense tag.
Humanoid. Add one attack per round.
Insectoid. Add an extra Offense tag.
Plantlike. Add the Pseudopods offense tag.
Reptiloid. Add an extra Offense tag.
Xenomorph. Add two extra Attack tags.

CLOVEN LEGS
The alien can run faster than normal thanks to its cloven legs. The movement rate
increases by 5 meters.
Xenomorph, The alien walking move increases by 10 meters instead.

COLLECTIVE MIND
The alien mind is connected to a collective mind that can think as a hive. Communication
occurs using a very primitive form of telepathy.
Fungilike. The alien gets the status of Intelligent Alien.
Insectoid. Add the Extra Sensorial Perception sense tag.

DIFFUSED ORGANS
The alien’s main organs are scattered in the body structure or the same organ is present
in more points of its body. The alien gets 1 extra hit die.
Arthropoid. The alien gets +2 hit dice also.
Insectoid. The alien gets +1 hit die also.
Plantlike. Add an extra Metabolism tag.

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DOUBLE JOINTED
The alien limbs are extremely flexible and allow a variety of movements. The alien gets
a +2 bonus to Exert skill checks and a +1 bonus to armor class.
Insectoid. The alien gets a +1 attack also.
Xenomorph. The alien gets +2 attacks also.

EYESTALKS
The alien sight organs are located on eyestalks. The eyestalks allow a 360° vision making
the alien very difficult to surprise. Add +1 to hit rolls.
Insectoid. Add an extra Sense tag.

EXOSKELETON
The alien is covered by an exoskeleton that provides further protection. The exoskeleton
grants a +2 bonus to armor class.
Arthropoid. The alien gets +4 to armor class instead.
Insectoid. The alien gets +2 hit dice also.

EXTRA LIMBS
The alien has extra functional limbs that grant extra moves or extra attacks. If the alien
does not belong to any of the below-mentioned groups, then the extra limbs are nothing
more than a vestige.
Arthropoid. Add the Climbing move tag.
Humanoid. The alien gets a +1 attack.
Insectoid. The alien gets the Flying move tag.
Xenomorph. The alien gets +2 attacks.

FINE BRISTLES
The alien’s body is covered by bristles that grant +1 notice skill checks.
Fungilike. Add the Tremorsense sense tag.

FINS
The alien has fins placed on its spine or other parts of the body that help to control its
movement or facilitate thermal exchange with the environment. It gets a +1 hit points
per hit die.
Cephalopoid. Add the Swimming move tag.
Reptiloid. Add the Amphibious general tag.

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FLEXIBILITY
The alien endoskeleton has adapted to its muscular system using cartilaginous tissue. It
gets a +1 bonus to armor class and a +1 bonus to hit rolls.
Cephalopoid. Add the Climbing tag.
Fungilike. Add the Walking move tag.
Plantlike. The alien gets a +1 attack.

FUR COAT
The alien possesses a thick layer of fur on all its body. The fur provides resistance to cold
temperatures.
Insectoid. Add the Chitin defense tag.
Reptiloid. Add the Scales defense tag.
Xenomorph. Add the Metallic Skin defense tag.

GILLS
The alien is capable of breathing fluids, liquids, or extremely dense atmospheres,
according to its environment.
Arthropoid. Add the Swimming move tag.
Cephalopoid. Add the Amphibious general tag.

IMPROVED BRAIN CORTEX


The alien possesses an advanced form of language and an intelligence level that places it
above the average animal-like cognitive ability.
Humanoid. The alien gets the status of Intelligent Alien.
Insectoid. The alien gets the status of Intelligent Alien.
Reptiloid. The alien gets the status of Intelligent Alien.

IMPROVED FLEXIBILITY
The alien endoskeleton has adapted to its muscular system using cartilaginous tissue to
a level close to genetic perfection. It gets a +2 bonus to armor class and a +2 bonus to
hit rolls.
Cephalopoid. The alien gets +2 attacks.
Fungilike. The alien gets a +1 attack.
Insectoid. The alien gets +2 attacks.

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IMPROVED BRAIN FOLDS
The alien possesses an advanced sense of awareness that classifies the creature as an
intelligent being. The alien develops empathy toward other creatures, especially those
of its species. The alien gets the status of Intelligent Alien.

IMPROVED BRAIN LOBE


The alien possesses extraordinary brain functions that place it above the average on the
evolutionary scale.
Arthropoid. Add an extra Defense tag.
Cephalopoid. Add an extra Metabolism tag.
Fungilike. Add an extra Defense tag.
Humanoid. Add an extra General tag.
Insectoid. Add an extra Offense tag.
Plantlike. Add an extra Metabolism tag.
Reptiloid. Add an extra Offense tag.
Xenomorph. Add an extra Sense tag.

LAYERED SKIN
The alien dermis is composed of thick layers, thus granting protection against harmful
blows and enhanced resistance to physical wounds. The alien gets +1 hit points per hit
die.
Arthropoid. The alien gets +2 hit points per hit die instead.
Reptiloid. The alien gets +3 hit points per hit die instead.
Plantlike. The alien gets +2 hit dice also.

MITOSIS
The alien reproduces using mitosis. To start the process, the alien has to feed. The mitosis
should take one standard day per hit die of the creature, or less time if appropriate.
Fungilike. The mitosis takes 2d4 hours to complete.

MULTIPLE EYES
The alien has developed a set of additional sight organs beyond the primary ones. It gets
a +4 bonus to Notice skill checks.
Arthropoid. Add the Thermal Vision sense tag.
Insectoid. Add the Ultraviolet sense tag.

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PADDED PAWS
The alien can move silently, maybe to hide from predators or hunting preys. It gets a +2
bonus to Sneak skill checks.
Xenomorph. Add the Sneaking move slot.

PLUMAGE
The alien’s body is covered with a thick plumage. It gets a +1 bonus to armor class.
Reptiloid. Add the Flying move tag.
Xenomorph. Add the Gliding move tag.

PREHENSILE FINGERS
The alien has developed finger-like appendages located on its limbs or extremities, that
can build and manipulate tools.
Cephalopoid. The alien gets the status of Intelligent Alien.
Fungilike. The alien gets a +1 attack.
Plantlike. Add the Claws offense tag.

PSEUDOPODS
The alien has a set of pseudopods that allows it to grab objects, but not manipulate or
fabricate them.
Cephalopoid. The alien gets +2 attacks.
Fungilike. The alien gets the status of Intelligent Alien.
Insectoid. Add the Sting offense tag.

REINFORCED SPINE
The alien has an enhanced and stronger spinal organ that improves its resistance and
physical performance. It gets +1 hit die.
Humanoid. The alien gets +2 hit points per hit die also.
Reptiloid. The alien gets +2 hit dice instead.
Xenomorph. The alien gets +3 hit dice instead.

TELEPATHY
The alien can transmit and receive thoughts from any intelligent being. It gets the status
of Intelligent Alien.
Insectoid. Add the Collective Mind general tag.

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METABOLISM TAGS METABOLISM TAGS
d100 Tag
1-4 Adrenaline Glands
5-8 Camouflage
ADRENALINE GLANDS
9-12 Cellular Replication
The alien can release adrenaline-like
13-16 Chlorocruorin substances in its metabolism. The gland's
17-20 Coboglobin secretion grants a +2 bonus to hit rolls and
21-24 Cold Blooded a +2 bonus to damage. The alien can use
25-28 Compartmentalized Bloodstream this ability only once per combat.
29-32 Compartmentalized Skin Humanoid. The alien gets +3 to hit rolls
33-36 Enhanced Coagulation and +3 damage instead.
37-40 Enhanced Immune System Reptiloid. The alien gets +4 to hit rolls
41-44 Enhanced Respiratory System and +4 damage instead.
45-49 Genetic Superiority
50-54 Hemerythrin
CAMOUFLAGE
55-59 Hemocyanin
The alien’s skin can mimic the features of
60-65 Hemoglobin
the surrounding environment and activate
66-69 Improved Muscle Density
Metamorphic
an efficient camouflage. It gets +4 Sneak
70-75
76-81 Photosynthesis
skill checks against sight-based senses.
82-85 Poison Immunity Reptiloid. The alien gets the sneak bonus
86-90 Radiation Synthesis against thermal detection.
91-94 Rage
95-97 Vanabin
98-00 Warm Blooded

CELLULAR REPLICATION
The alien’s advanced metabolism enhances its regenerative abilities. It heals 1 hp/hour,
but cannot regrow lost body parts.
Fungilike. Add the Spores defense slot at double strength.
Insectoid. The alien regenerates 2 hp/hour instead.
Plantlike. The alien regrows 1d2 extremities to replace a lost one also.
Reptiloid. The alien can regenerate lost limbs and extremities.
Xenomorph. The alien regenerates 3 hp/hour instead.

CHLOROCRUORIN
The alien metabolism employs chlorine in its circulatory system. This type of blood
composition does not grant any special advantage.

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Cephalopoid. The alien doubles the movement rate.
Phosphorus Based. Add the Death Rattle defense tag.
Plantlike. The alien gets +2 hit dice.
Sulfur Based. Add the Foul Odor defense tag.
Xenomorph. Add the Acidic Blood defense tag.

COBOGLOBIN
The alien metabolism employs cobalt in its circulatory system. Its blood is extremely
efficient in a warm and hot environment but suffers severe drawbacks in a cold or very
cold environment. The alien gets +4 on saving throw versus hot harmful effects, and -4
on saving throw versus cold harmful effects.
Sulfur Based. Add the Electrocytes offense tag.

COLD BLOODED
The alien’s blood adapts to the temperature of the environment. It gets +1 on saving
throw vs heat and -1 on saving throw versus cold.
Reptiloid. The alien gets +2 on saving throw vs heat and -2 on saving throw vs cold.

COMPARTMENTALIZED BLOODSTREAM
The alien metabolism is extremely efficient in directing the bloodstream and can reduce
the harmful effects of wounds. It gets +2 hit points per hit die and +1 hit die.
Arthropoid. The alien gets +3 hit points per hit die instead.
Cephalopoid. The alien gets +2 hit dice instead.
Humanoid. Add one extra metabolism tag.

COMPARTMENTALIZED SKIN
The alien’s skin is made of layers that provide higher protection. It gets +1 hit point per
hit die.
Arthropoid. Add the Diffused Organs general tag also.
Cephalopoid. Add the Slimy Skin defense tag also.
Insectoid. Add the Chitin defense tag also.

ENHANCED COAGULATION
The alien metabolism is extremely efficient at closing wounds. It recovers 1 hit point
every 8 hours.
Arthropoid. Add the Hemocyanin metabolism tag also.

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Cephalopoid. Add the Hemerythrin metabolism tag also.

ENHANCED IMMUNE SYSTEM


The alien immune system is very efficient at defeating pathogens and xenopathogens. It
gets +2 on saving throws against diseases effects.
Arthropoid. The alien gets immunity to disease instead.

ENHANCED RESPIRATORY SYSTEM


The alien can breathe outside its natural environment for a prolonged period because
its metabolism is capable of retaining vital fluids and gases. It can hold its breath for 1d4
hours per hit die.
Cephalopoid. The alien can hold breath for 1 day per hit die.

GENETIC SUPERIORITY
The alien genes have been subjected to strong natural selection. The outcome is genetic
superiority and structural perfection. The alien gets +2 hit points per hit die, +1 hit roll,
+ 1 armor class, and one extra tag.
Roll 1d6 to determine from which category the alien gets an extra tag:
1) Offense 2) Defense 3) Sense 4) General 5) Metabolism 6) Move.

HEMERYTHRIN
The alien’s blood contains a complex protein that enhances the healing processes but
slows its movement rate. Its metabolism regenerates 2 hit points per day but reduces the
movement rate by 3 meters.
Cephalopoid. The alien gets +2 hit points per hit die.

HEMOCYANIN
The alien’s circulatory system provides resistance to cold harmful effects and high
pressure and +2 exert skill checks.
Arthropoid. The alien gets immunity to disease also.
Cephalopoid. The alien regenerates 3 hit points per day also.
Reptiloid. Add the Adrenaline Glands metabolism tag.
Sulfur Based. Add the Crystalline Skin defense tag.

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HEMOGLOBIN
Hemoglobin grants a standard regeneration of 1 hit point per day.
Humanoid. The alien regenerates 1 hit point per hit die every day instead.

IMPROVED MUSCLE DENSITY


The alien muscular system is extremely efficient and dense. It gets +1 to hit rolls and +1
damage.
Cephalopoid. Add the Carnivorous general tag.
Humanoid. The alien gets +2 Exert skill checks also.
Reptiloid. The alien gets +2 to hit rolls and +2 damage instead.

METAMORPHIC
The alien can assume the appearance of another living being of the same mass. The
process takes 24 standard hours – or a day/night cycle according to the alien’s homeworld
standards. The metamorphic process can imitate surface tissues only, mental traits and
internal structures cannot be replicated.
Cephalopoid. The alien assimilates the mental traits, but the target’s brain must be
extracted.
Insectoid. The alien can mimic the target’s voice only.
Humanoid. Add the Neural Stinger offense tag and obtain the last 6 months of the
victim’s memories.

PHOTOSYNTHESIS
The alien employs UV rays to enhance its metabolic processes. When exposed to sunlight
it recovers 1 additional hit point per day.
Plantlike. The alien recovers 2 hit points per hit die every day.
Silicon-Based. Add the Photovoltaic offense tag.

POISON IMMUNITY
The alien is immune to poison. The type of immunity depends on its group or physiology.
If the alien does not belong to any of the tags mentioned below, then it only gets +2 on
saving throw versus poisons.
Arthropoid. The alien gets immunity to contact poisons.
Insectoid. The alien gets immunity to injury poisons.
Plantlike. The alien gets immunity to inhaled poisons.
Silicon-Based. The gets immunity to injected poisons.

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RADIATION SYNTHESIS
The aliens feed on radioactive sources, both natural and artificial. It is attracted by such
sources and can compromise the energy supply provided by a nuclear generator. As
a general rule, one creature can deplete the equivalent of 1d4 power units per hit die
every standard day.
Fungilike. The alien gains 1 hit point per power point depleted and creates a 1-meter
square of organic creep for every hit point gained.
Plantlike. The alien depletes 2d4 power units per hit die instead.

RAGE
The alien’s metabolism produces xenoadrenaline that increases physical and metabolic
functions. The alien gets a +1 attack per round. The rage lasts for 1d4 rounds and can
be triggered once per day.
Carnivorous. The alien gets +4 on all damage rolls.
Insectoid. Add Double Jaws offense tag.
Reptiloid. Add the Tail offense tag.

VANABIN
The alien metabolism uses vanadium in its circulatory system, providing high resistance
to pathogens. The alien gets disease immunity.
Arthropoid. The alien gets +2 hit points per hit die also.
Fungilike. Add the Immune Exo-system offense tag.

WARM-BLOODED
The alien’s blood is capable of maintaining a constant body temperature. It gets +1 on
saving throw vs hot harmful effects and +1 on saving throw versus cold harmful effects.

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MOVE TAGS MOVE TAGS
d100 Tag Every life form develops specific ways
1-10 Buoyancy to move in the environment. Every tag
11-20 Burrowing describes the primary movement rate, and
21-30 Climbing
eventually the secondary movement rate.
31-40 Floating
41-50 Flying
51-60 Gliding
61-70 Sneaking
71-80 Swimming
81-90 Walking
91-00 Webbing
BUOYANCVY
The alien moves across fluids, both liquids and gaseous, by employing a lighter gas or by
heating a chemical that allows it to move like a balloon. Other techniques may include
trapping gas flows and liquids to exploit temperature and density differences.
Move 3 meters, Secondary move none.

BURROWING
The alien burrows in soil made of soft materials, but not rock-like or rocky formations.
Underground creatures rely on this ability to dig their way to food and build their shelter.
Move 1 meter, Secondary move walk 3 meters.
Arthropoid. The alien gets 3 meters burrowing move rate instead.

CLIMBING
The alien climbs on almost any natural surface or obstacle. It accomplishes this task
using sticky extremities, hooked limbs, or any other exotic form of climbing.
Move 6 meters, Secondary move walking 6 meters.
Xenomorph. The alien gets 12 meters climbing move rate instead.

FLOATING
The alien’s body floats in a fluid environment, both liquids and gaseous, but can’t move
on its own. Its move rate depends on wind and/or oceanic currents.
Move variable, Secondary move none.
Plantlike. Add the Spores defense tag.

FLYING
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The alien can fly in gaseous fluids. The surface of its wings depends on the atmosphere
density and composition.
Move 24 meters, Secondary move walking 6 meters.
Insectoid. The alien gets 36 meters flying move rate instead.
Reptiloid. The alien gets 10 meters walking secondary move rate instead.

GLIDING
The alien has developed a limited form of flying. The flying move rate depends on the
altitude the gliding starts at. For each meter of altitude, it can glide 18 meters, while
losing 1 meter of altitude.
Move 18 meters, Secondary move sneaking 3 meters.

SNEAKING
The alien moves without employing limbs or extremities. It gets +2 Sneak skill checks.
Move 6 meters, Secondary move climbing 3 meters.
Reptiloid. The alien gets +4 Sneak skill checks.

SWIMMING
The alien can swim through liquid fluids.
Move 10 meters, Secondary move none.
Arthropoid. The alien gets 20 meters swimming move rate instead.

WALKING
The alien moves on the ground using limbs, extremities, or appendages. Walking is the
most versatile movement type and allows climbing, sneaking, and swimming, even if at
reduced movement rates.
Move 5 meters, Secondary move climbing, sneaking, and swimming 1 meter.
Humanoid. The alien gets 10 meters walking move rate instead.
Reptiloid. The alien gets 8 meters walking move rate instead.
Xenomorph. The alien gets 15 meters walking move rate.

WEBBING
The alien moves on webs produced by itself. The web may be composed of any material,
according to the nature of the alien. A carbon-based creature may secrete silk-like
substances, while a silicon-based may secrete silicate fibers.
Move 10 meters, Secondary move climbing, walking 3 meters.

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Martyna Biała (Order #38406993)
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