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Alien Contact

Throughout mankind's exploration of the galaxy, the greatest event, and the largest disappointment, has been the discovery of other intelligent life and just how relatively rare it is.

Early galactic exploration revealed the remnants of a once powerful alien species. Little is known of these aliens despite their extensive archaeological evidence left behind. It has been determined that these aliens maintained an interstellar empire that spanned most of the galaxy and that this empire ceased to exist over 2 million years ago. These aliens were far from humanoid, having strange shapes. Actual preserved specimens of this chimeraic vegetable-animal species have been discovered and studied, testament to the aliens astounding technology. What is evident is that these aliens eradicated most other life forms it came in contact with. Their xenocide accounts for the relative lack of diversity found in the galaxy, despite having 200 billion star systems.

Of the surviving alien species, man has encounted several varieties:

The Droid Nexus

A race of independent droids that split off from humanity after the Droid Rebellion of 2235. They have developed their own culture and technology, completely independent of humans. All Nexus Droids are programmed from creation to eliminate all biological life. However, extensive removal from the Droid Nexus will return the Droid to an individual state, able to make decisions for themselves.

The Droid Nexus inhabit unexplored space, having fled the Federation decades ago. Many unexplained explorer and Astro Police losses each year are attributed to encounters with the Droid Nexus.

Typical Nexus Droid
Physical: 12 Mental: 2 Combat: 9 Move: 4
Hits: 60 Defense: 24

Special Abilities: Armor (20 KD), Droid Nexus (Able to take over any computerized system, adding it to the Nexus), IR/low-light imaging, must re-charge in a power socket for 6 hours every 36 hours.

Skills: Astrogation 5, Computers 8, Technology Skill (choose two) 6, Tracking 4, Evade 2, Hand-to-Hand 6, Ranged Weapons 4, System Operation 6.

Equipment: Blaster Rifle (7DC, +1 accuracy, 400m range), Powersword (4DC, +1 accuracy).

The Kk'kk *zz* (KIK-kik ZIZZZ)

The Kk'kk *zz* are an insectoid race from the planet Zizz in the Frontier, but are found on several independent worlds as well. They communicate via large clicking mandibles and making buzzing noises with special hairs on their legs. When they were first encountered by humans, they lacked Hyperdrive capability. However, the presence of the species on several hundred worlds in their sector indicate that the Kk'kk *zz* did at one time possess the technology, though all knowledge of that era has now been lost. Archaeological evidence of excavated ancient Kk'kk *zz* spacecraft suggests they possessed Hyperdrive at least 100,000 years ago, after the fall of the ancients. The Kk'kk *zz* exist on dozens of worlds throughout their sector of the galaxy, each sharing a common language and similar society, but none of their histories are written, and the true reason of their fall remains a mystery.

Typical Kk’kk *zz*
Physical: 4 Mental: 6 Combat: 3 Move: 7
Hits: 20 Defense: 8

Special Abilities: Armor (15 KD), UV vision.

Skills: Artistry 6, Etiquette 4, Persuasion 3, Science 5, Evade 4, Hand-to-Hand 3, Ranged Weapons 3.

Equipment: Needler (2DC, 10 ROF, +1 accuracy, 20m range)

Non-Terrestrial Humans

Mankind was suprised to discover other planets harboring human or nearly human life. Archaeological evidence suggests that these humans were removed from Earth at various times by the Reticulans to begin new cultures on other worlds.

Usually, these humans are indistinguishable from Terrestrial humans. Sometimes, however, a planet’s ecology causes the Non-Terrestrial Human to evolve peculiar traits or abilities. From blue skin to pink hair to telekinetic powers or infrared vision, these special adaptations take many forms.

Typical Non-Terrestrial Human
Physical: 3 Mental: 3 Combat: 3 Move: 3
Hits: 15 Defense: 6

Special Abilities: Various, usually none.

Skills: Climbing 2, Stealth 2, Engineering 2, Games 2, Perception 4, Technology Skill (Choose one) 3, Tracking 2, Evade 4, Hand-to-Hand 4, Ranged Weapons 3, Thrown Weapons 2, Pilot (Choose two) 3, Systems Operation 3.

Equipment: Blaster Pistol (5DC, +1 accuracy, 60m range)

The Reticulans

Once known in Earth mythology as the "Greys", these humanoid aliens have actually maintained limited contact with earthlings since the 20th century and before. The Reticulans are inquisitive and peaceful, but are reclusive and avoid contact. It was Reticulan technology that allowed man to first leave the Sol system. Biologically, Reticulans are very similar to Humans. Theorists suggest a possible biological link, citing Reticulan interest in our species throughout time. The Reticulans remain mysterious in this matter. Reticulans communicate via Telepathy and maintain technology far in advance of any other species in the Galaxy.

Despite advanced technology and culture, Reticulans show little interest in colonization or expansion. They have evolved past the needs of natural resources or population support. In fact, their population seems stagnant, zero population growth or decline. Their alien technology provides all the supplies they need. They are completely self-sustaining and require no trade or supplies. Reticulans seem content to observe, learn, and contemplate.

Typical Reticulan
Physical: 2 Mental: 13 Combat: 3 Move: 4
Hits: 10 Defense: 4

Special Abilities: Telepathy (able to communicate without sound)

Skills: Artistry 7, Astrogation 9, Computers 7, Current Events 9, Technology (Choose two) 8, Etiquette 6, History 10, Perception 8, Science 10, Evade 2, Ranged Weapons 4, Pilot Starship 7, Systems Operation 10.

Equipment: Stunner (7DC Stun only, +1 accuracy, 400m range)

Reticulan Saucer
Reticulans have used their saucers for centuries, their technology having reached a state of near-perfect homeostasis millenia ago.

RETICULAN SAUCER: KD 8K, SDP 20K, MV-0, MOVE 5km, Pass 100, Stunner (1K stun damage only, +1 WA, 5km range), Tractor Beam (20+3d6 vs target’s SDP+3d6, -2 accuracy, 3km range), Shields (10K), Accessories: Hyperdrive (500 LY per hour, 5000 LY range), Gravity Drive (5 AU per day), Atmospheric re-entry protection, 50 tons storage, security system, sensors (100km range, 10000km communications), backup sensors (10km range, 3000km communications).

 

The Saure (Sah-RAY)

An animalistic alien species that inhabit deep space and remote worlds. They are extremely hostile and view Humans and most alien species as food. They lie in hibernation in deep space until they either come across a planet or a space ship, at which point they leave their dormancy and begin to hunt for food and a place to breed. The Saure are asexual, reproducing automatically upon reaching a certain size. They appear to be cunning, but lack regular intelligence or communication skills.

Nothing is known of the Saure homeworld, though many planets "infested" with Saure hives have been discovered. One theory suggests the Saure were, in fact, created by the unknown Ancients as a weapon of genocide against the "younger" cultures and species, and that their creation grew out of control and eliminated the Ancients themselves. Archaeological evidence suggesting that many Ancient worlds were eradicated by the Saure supports this theory.

The Hunters find Saure to be challenging prey, and sometimes seed a remote world with Saure in order to use it as a hunting ground. Little regard is given to the inhabitants of such worlds, who are often used as bait to lure the Saure.

Rangers are often called upon to board and "secure" Saure-infested starships. This means eliminating all Saure on board. Several unscrupulous Mega-Corporations have attempted to obtain live Saure in order to domesticate the vile creature. To date, all attempts have been unsuccessful and disastrous.

Typical Saure
Physical:
10 Mental: 4 Combat: 10 Move: 24
Hits: 50 Defense: 20

Special Abilities: Armor (10 KD), IR/UV vision, Teeth (4DC, +1 accuracy), Claws (4DC, +1 accuracy), Tail (6DC, -3 accuracy).

Skills: Acrobatics 8, Perception 8, Tracking 7, Evade 5, Hand-to-Hand 7

 

The Hunters

A hostile xenophobic race is feared throughout the Frontier for their brutality, strength, and preference for powerful hand-to-hand energy weapons. These large humanoid aliens use cloaking suits to combat their enemies. All attempts at peaceful contact with these aliens have failed. It is known that the Hunters harbor a particular animosity towards the Saure.

As yet, no Hunter colonies or homeworlds have been discovered. Nor has a method been discovered indicating Hunter agriculture or civilization. They prefer, instead, to hunt for their resources, living the lives of nomads.

In Galactic society, some Hunters have found work as bounty hunters to catch escaped criminals and persons wanted by the Mega-Corps for various reasons. Many Hunters have gained much notoriety as ruthless trackers. Many Rangers feel a sense of rivalry with these Hunters.

Other Hunters make a living as slave traders. They hunt Yaziri and Nerfel to sell to the Empire. This practice is considered barbaric by the Interstellar Federation and is actively discouraged. The Old Earth Empires condemn the activity but do little to stop it.

Hunters sometime organize great Suare hunts on remote worlds using Nerfel as bait. 

Typical Hunters
Physical: 10 Mental: 6 Combat: 8 Move: 5
Hits: 50 Defense: 20

Special Abilities: IR vision.

Skills: Acrobatics 7, Climbing 5, Feat of Strength 7, Stealth 9, Astrogaton 4, Technology skill (choose one) 2, Perception 10, Games 4, Evade 4, Hand-to-Hand 6, Melee Weapons 6, Thrown Weapons 4, Pilot Starfighter 4, Systems Operation 2.

Equipment: Powersword or Poweraxe (4DC, +1 accuracy), Powerdisks (2DC, -1 accuracy, Physical x 2 range in meters), Cloak Suit (15KD, difficulty 28 to detect).

 

The Yaziri

A race of bestial humanoids. Although they are small in stature, they are physically powerful. They are covered in long thick hair that ranges colors from brown to black to gray. Their faces consist of a protruding snout with fanged teeth and large dark glassy eyes that are suited for night vision. They are from the planet Yazir. Once a primitive arboreal society, early human contact in the 22nd Century has established an increasing use of technology and weaponry among Yaziri on their homeworld and abroad. The Yaziri have become strong allies with humans, but the Yaziri tendency for beserk combat under stressful situations often leads to many fights.

The Empire maintains a trade in Yaziri slaves. This activity is at odds with Federation ethics and beliefs and the Federation does what it can to stop this barbaric trade. Despite this, many Yaziri are captured and taken to Imperial Breeding Colonies where they are bred for slave children. These Yaziri are fed drugged food to keep them docile and obedient at the cost of their intelligence and inquisitiveness.

Typical Yaziri
Physical: 8 Mental: 2 Combat: 8 Move: 4
Hits: 40 Defense: 16

Special Abilities: IR vision, teeth (2DC, -1 accuracy), claws (2DC, +1 accuracy).

Skills: Acrobatics 6, Climbing 8, Feat of Strength 7, Stealth 4, Artistry 3, Technology skill (choose one) 3, Games 5, Tracking 7, Evade 8, Hand-to-Hand 6, Ranged Weapons 4, Thrown Weapons 3, System Operation 4.

Equipment: Blaster Rifle (7DC, +1 accuracy, 400m range).

 

The Nerfel

The Nerfel are a short mamallian species from an arboreal moon discovered early in man’s exploration of the galaxy. They are bipedal humanoids, and are very very cute. Despite their constant annoyances, humans tolerate Nerfel because of their cuddly cuteness. Yaziri hate Nerfel with a passion, and are rumored to catch them and eat them on occasion, a practice frowned upon by the Federation to say the least. Kk’kk *zz* find the Nerfel and the human attraction to them perplexing, their cuteness alien to them.

Despite their fuzzy appearance, Nerfel are fierce warriors and hunters. They have adapted well to interstellar technology and weapons, interweaving traditional armor and totems with modern blaster rifles and survival equipment. Although weak individually, in groups Nerfel can be fearsome opponents.

Modern Nerfels have found a niche in Galactic society as companions and childcare providers. Children love Nerfels and Nerfels return the affection and attention. It is this instinctual need for attention and affection that drives many adult humans to hate them.

Typical Nerfel
Physical: 1 Mental: 3 Combat: 2 Move: 3
Hits: 5 Defense: 2

Special Abilities: Cuteness (difficulty 28 for a human to attack unless attacked first)

Skills: Climbing 4, Stealth 7, Perception 4, Persuasion 5, Evade 6, Archery 3,

Equipment: Bow and Arrow (2DC, -1 accuracy, 10m range), Blaster Rifle (7DC, +1 accuracy, 400m range).

 

The Worm

Perhaps one of the most insidious extraterrestrial threats faced by mankind. The Worms, so called because of their slimy invertebrate natural state and tactic of taking control of their host much like a computer virus, burrow into a host's brain and take mental control of the host. The Worms then gain all the knowledge of the host. Their ultimate goal seems to be the complete domination of the Galaxy. Their homeworld is unknown. Unfortunately, the only way to detect a Worm possession is through a complex neurological scan of the host that takes hours to perform. The Worm's main drawback, however, is their lack of numbers. In the last 50 years since their discovery, only 18 known Worms have been uncovered. What is not known is how many Worm-controlled hosts still lurk undetected.

Archaeological evidence reveals that the Worms existed during the time of the Ancients, and were, in fact, considered a threat even by them.

No one knows where the Worms came from, or how the Ancients dealt with their menace.

Typical Worm
Physical: 1 Mental: 15 Combat: 8 Move: 7
Hits: 5 Defense: 2

Special Abilities: Mind Control (After a successful grapple attack and three rounds of holding on using Combat vs. victim’s Physical, the Worm has burrowed into the victim and may take control. The victim may resist by winning a Mental vs. Mental opposed roll.).

Skills: Acrobatics 4, Stealth 10, Tracking 6, Evade 10, Hand-to-Hand 8.

 

Gremlins

Gremlins are the scavengers and pack-rats of the Galaxy. Everywhere interstellar commerce or transportation is centered, there’s bound to be a large colony of Gremlins. No one knows where these short bipedal mammals with long ears come from, not even themselves. They have always been where Hyperspace travel is available. It is theorized that early Gremlins surreptitiously stowed away or hitch-hiked on Reticulan spacecraft, and later Human spacecraft, spreading their presence throughout the galaxy. Popular superstition holds that Gremlins are, in fact, from Earth and have always been among Humans, only recently letting their presence be known.

Most Gremlins are honest traders, dealing in junk and scrap and anything they can acquire through barter or salvage. Some Gremlins resort to the more dangerous practice of theft. Very rarely do Gremlins resort to violence, though when they do it is often duplicitous.

If enough Gremlins are together in one place, they will band together to form a Troop. The Troop uses it’s combined numbers and resources to protect it’s members. Singly, Gremlins find protection in guile and anonymity. In numbers, they find strength and resolve, and often strike back at those that they view as oppressors.

Typical Gremlin
Physical: 1 Mental: 2 Combat: 2 Move: 3
Hits: 5 Defense: 2

Special Abilities: Enhanced Smell (+2 to all Perception skill checks when using smell)

Skills: Stealth 7, Astrogation 5, Computers 5, Technology Skills (choose 3) 4, Games 4, Perception 4, Persuasion 5, Evade 6, Systems Operation 4.

Equipment: Blaster Pistol (5DC, +1 accuracy, 60m range).

 

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