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A game of brooding aliens in a

world of darkness uh, shadows

by Ettin

You're a Martian who escaped the Collapse of Doing Things The Conspiracy
Mars society to chillax on Earth. When you do something risky, roll d10s to find Martians are aliens disguised as humans thanks
out how it goes. to advanced alien tech. Each has a "Martian
Sure, the Sun's too bright on this planet, but form" and a "Human form", which they might
there are perks. You have alien powers. Noone Choose a relevant Stat and Talent. Roll +1d for like better.
can hold you back. You own sunglasses now. every point in your Stat, +1d for every point in
And you own the Earth streets. your Talent, and +1d if your Caste gives you a Martian society was destroyed over a century
bonus to that thing. ago by the Collapse, a psionic disaster that
But the only thing you can't control... retroactively erased all traces of its existence.
...is yourself. A 7+ is a success. Every 10 explodes: roll +1d. Most survivors fled to Earth. It's very sad.

Creating Characters
1 Choose a caste of Martian: Aihai, 0 If none of your dice succeed, you
screwed up. The GM says how.
Most Martians are either Ravers, who want to
stay here, party, and be human, or Watchers,
Barsoom, Exigius, Mortax, Twiki, or who want to learn how the Collapse happened
Zorotl. (See next page!)
1 With one success, you scrape by. The
GM adds a complication, harm, or cost.
and either reverse it or settle a new planet.

2 Assign 4, 3, 2 to these stats: The rest are the Greys, who disguised as a

• HUMAN (using Earth tech, talking to 2 With two success, you do whatever
you were trying to do. Nice!
different type of alien to secretly influence the
government. Their exact goals are unclear but
humans, maintaining your disguise) they often manipulate the other factions.
• MARTIAN (doing science, using Martian
tech, talking to other Martians) 3 With three success, it’s a critical! The
GM tells you some extra effect you get. Staying Hidden
• RAVE (strength and stamina, rocking out) When you screw up and risk exposing yourself,

4 If you roll more 1s than successes, +1 Red. When you make a MARTIAN MISTAKE,

3 Choose four things you're good at


(e.g. science, driving cars, telekinesis,
you also make a MARTIAN MISTAKE. +1 Red. You may also get +1 Red to reroll all
your dice in an emergency.
fighting, being sneaky, socialising, partying Helping: If you want to help someone else,
hard) and assign 3, 2, 2, 1 to them. describe how you help and make your own roll. At 5 Red, the Greys send you a warning. At
If you succeed, give them +1d. If you make a 8 Red, the government takes you. If you do

4 Write down an Attitude, a word or two


that describes how you act.
MARTIAN MISTAKE, it affects them too. something very helpful for a human, -1 Red
and roll 1d; if you succeed, -1 Red.
Mortax
Literally engineered to be soldiers and pilots,
the Mortax are sinewy, tentacled, and only The world is much like our own, only darker.
Aihai slightly humanoid. Most either struggle to fit in Be sad about the Collapse. Have Martians
The priests of Mars. Aihai are tall and lizardlike, on Earth or get a little too into the rave scene. throw themselves into raves to forget about it.
with extra limb joints. They were once enslaved Assume alien conspiracies are at least partly
by the alien god Vulthoom, who they fear sleeps Bonuses: Feats of strength, driving vehicles, real, except the ones about how aliens built the
somewhere on Earth now. fighting with ranged weapons pyramids. Humans know how to stack rocks
on top of each other, Kevin.
Bonuses: Earth religion and history, psionically Twiki martian missions...
communing with alien gods for advice, running Twiki are robots made to serve Martians. Every
1. Throw the ULTIMATE PARTY, yo
and jumping Martian used to have one, kind of like a really
2. Run some "errands" for the Greys for a reward
nice cellphone. Since arriving on Earth most
Barsoom have developed some degree of autonomy. 3. Reactivate an ancient, hidden Martian research base
4. Throw some Majestic-12 agents off your trail
Barsoomians could be leaders, common They can also make and receive phone calls.
folk, or slaves, but they were thought of as 5. Investigate a lead on the Collapse's psionic origins
the warrior-poets of Mars. Their true form is Bonuses: Hacking Earth technology, shrugging 6. Rescue a friend from Area 51
basically a hot, slightly red Earthling. Most of off bullets and lasers, helping others
them are Ravers. but get a load of this...
Zorotl 1. It turns out (1-3 werewolves 4-6 vampires) are real
2. The Greys mess with you to serve their own ends
Bonuses: Feats of endurance, creative arts The explorers and researchers of Mars. The
(choose one), fighting with cool swords Zorotl's true form is small and blue (da ba 3. You also get a chance to have sloppy Earth makeouts

dee). They tend to be Watchers, but are easily 4. You're being chased by a trenchcoat-wearing ufologist
Exigius swayed to the Ravers by funky Earth beats. 5. A friend (roll 1d6 for caste) needs an urgent favor
6. A human friend/neighbour unwittingly gets in your way
An Exigian has too many eyes and limbs, it's
super weird. But also, they have psi powers! Bonuses: Building Martian superscience out
The Exigians lead the Greys, but can be found of mundane Earth electronics, noticing things, aliens and other supernatural beings...
1. Migou: Kidnap humans, sometimes you by mistake
in every faction. climbing and dancing
2. Gillmen: Prehistoric amphibians, grumpy buzz-killers

Bonuses: Telekinesis, repairing Martian tech, 3. NOVA: Earth military robots built with Martian tech

creating psionic illusions 4. Snakemen: Alien reptiles plotting an Earth invasion


5. Delta Red: Ex-government agents, after the Greys
6. Grays: Forgotten clones of a people you thought dead
7. Futurians: Humans from the future with your tech
8. Mysterians: Blew up their own planet ages ago
9. Xiliens: Evil geneticists who hate good music
10. Flumphs: Dangerous aliens fleeing a greater threat

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