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RECON 6 CAMPAIGN
GAMEMASTER GUIDE

Version 1.1
September 2014

Design: Russell Brown

Playtesting: Nick Gubbins, Ryan Tuck, Kyle Holbach

Copyright 2013 Russell J. Brown


D6Pool Rules Copyright 2011, 2012 Russell J. Brown
Logo font Neou v1.0 designed by André Uenojo

This document is licensed under a


Creative Commons Attribution 3.0 License
See http://creativecommons.org/licenses/by/3.0/
CHAPTER 1: GAMEMASTER INTRODUCTION
alien   invaders   and   less   then   two   months   after  
This  document  is  intended  for  the  
the   release   of   Strain   816.   Players   will   initially  
campaign’s  gamemaster.   have   no   idea   that   aliens   are   present.   Even   after  
Players  should  not  read  it!   they  encounter  the  thin,  grey  humanoid  visitor  
  aliens   and   the   ursoids,   which   look   like   pink,  
Each  player  should  have  access  to  the  Recon  6   shaved   bears   (for   good   reason),   they   may   just  
Player   Guide,   which   provides   guidelines   for   assume   that   the   disease   has   begun   to   mutate  
creating   characters   and   an   overview   of   the   humans   instead   of   killing   them   outright.   Some  
setting   from   the   perspective   of   the   players   players  may  even  get  giddy  with  hope  that  they  
(who   don’t   initially   know   what’s   really   going   have   stepped   into   a   zombie   apocalypse,   but  
on.)   they  will  be  disappointed.  
  The  disease  is  just  a  convenient  first  step  in  
GAMEMASTER BACKGROUND the   invader’s   program   of   wiping   humanity  
Recon   6   is   a   near   future   D6Pool   setting   where   from   the   face   of   the   Earth.   The   players   will  
the   player   characters   are   humans   trying   to   eventually   discover   true   aliens   from   a  
understand,   resist,   and   survive   an   alien   completely   different   world,   and   the   evidence  
invasion   of   Earth.   This   document   provides   will   be   undeniable.   At   that   point   the   focus   of  
information   about   the   aliens,   their   plans,   and   the   campaign   may   switch   from   survival   and  
their  technology.   discovery  to  armed  resistance  and  military-­‐styl  
  The   campaign   begins   at   the   end   of   August,   raids.
2015,   a   few   months   after   the   arrival   of   the  

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CHAPTER 2: ORIGINS
The   Alien   Race   is   not   a   single   species,   but   an   individual   symbionts,   but   a   series   of   mass  
intertwined   society   of   thousands   of   different   migrations   during   times   of   exceptional  
species  and  their  living,  symbiotic  tools.   atmospheric  activity.  
  The  progenitors  of  the  Alien  Race  evolved  in     The   ancestors   of   the   Alien   Race   arrived   on  
the   dense,   swirling,   volatile-­‐rich,   internally   the   second   moon   of   the   gas   giant,   which   was  
warmed   cloud   layers   of   a   gas   giant   slightly   already   saturated   with   diverse,   but   very  
smaller   than   Jupiter.   They   were   bulbous,   passive   and   mostly   immobile   life   forms.   The  
fragile,  and  about  the  size  of  a  human  hand.   light,   relatively   fragile   filter   feeders   did   not  
  The  gas  environment  provided  a  vast,  three-­‐ survive   on   the   new   world,   but   many   of   their  
dimensional   biosphere   with   radically  
different   chemical   composition   and  
ecosystems   at   different   layers   of   the  
atmosphere.   Mutations   and   behavioral  
adaptations   allowed   some   species   to   cross  
over  and  thrive  in  different  bio-­‐layers.  The  
three   dimensional   nature   of   the   world  
meant  the  total  volume  in  which  life  could  
evolve   was   thousands   of   times   larger   than  
the  surface  of  the  Earth  and  its  oceans.  

INTO SPACE
On   multiple   occasions,   life   forms   in   the  
upper   atmosphere   of   the   gas   giant   were  
tossed   violently   enough   by   the  
meteorological   forces   of   the   planet   to   be  
thrown   clear   of   the   atmosphere   into   low  
orbit.   Already   equipped   to   survive   in   the  
rare  atmosphere,  many  of  them  survived  to   riders   did.   They   became   the   root   of   an  
reach   the   gas   giant's   terrestrial   inner   moons   explosively   diverse   evolutionary   tree.   Most   of  
and  establish  life  there.   the   resulting   species   maintained   their  
  The   ancestors   of   the   Alien   Race   were   the   propensity   for   symbiotic   relationships   and  
largest,   and   the   most   complex   creatures   to   merged  with  native  species  of  the  moon.  
survive   such   a   journey.   They   had   adapted   to  
the   upper   atmosphere   through   a   symbiotic   TECHNOLOGY OF DIVERSITY
relationship  with  large,  gas-­‐filled  filter  feeders.   Diversity   was   key   to   the   Alien   Race's  
The   ancestors   of   the   Alien   Race   learned   to   development,   as   advances   came   only   through  
predict   and   ride   the   currents   in   the   upper   new   or   as   yet   unrecognized   life   forms   and  
atmosphere   to   escape   predators   and   soon   genetic   sequences.   This   symbiosis   with   other  
were   riding   the   symbionts   higher   and   higher.   life   resulted   in   a   technology   and   society   very  
This   desire   to   escape   higher   resulted,   different  than  that  of  humans.  The  members  of  
consciously  or  subconsciously,  in  the  breeding   the   Alien   Race   hold   deep   respect   for   their  
of   higher   riding   filter   feeders   that   could   living   symbionts   and   value   living   diversity  
assume  a  protective  spore-­‐like  state  in  the  near   above  all  else.  
vacuum  of  the  upper  layers.  The  final  trip  into     The  Alien  Race  returned  to  space  millions  of  
orbit   was   not   a   piecemeal   launching   of   years   ago   through   a   very   conscious,   multi-­‐

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generational   symbiont   breeding   program   Race’s  migration  to  the  stars  was  slow  at  first,  
which   led   to   the   development   of   living   ships   fueled  only  by  chemical  reactions  and  possible  
which  traveled  on  a  combination  of  electrolysis   only   for   species   that   could   suspend   their   life  
and  combustion.  They  set  out  from  their  moon   for   centuries   in   a   chrysalis   state.   Eventually,  
to   other   moons,   some   of   them   rich   with   life   space   creatures   were   bred   which   could  
ejected   from   the   giant   mother   planet,   and   concentrate   and   refine   fissionable   materials,  
eventually   they   returned   to   explore   and   join   then   control   fusion   reactions.   The   Alien   Race  
with  the  life  of  the  gas  giant  itself.   moved   quickly   out   among   the   stars,   studying  
  Interstellar   travel   came   after   thousands   of   and   harvesting   living   diversity   wherever   they  
years   of   spacecreature   breeding.   The   Alien   found  it.  

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CHAPTER 3: THE EARTH
Millions  of  years  ago,  the  Alien  Race  discovered   amazingly   homogenous   to   the   Alien   Race,   and  
Earth,   a   wet   terrestrial   planet   orbiting   a   yellow   seemed   intent   on   wiping   out   all   other   large  
star  two  thousand  light-­‐years  from  their  home   creatures   which   resemble   them   in   any   way.  
world.  Since  Earth  already  had  life,  they  did  not   The   destruction   of   living   ecosystems   to   create  
colonize  the  system  for  fear  of  contaminating  it   and   power   dead   tools   was   repulsive   to   even  
with   their   own   life   forms.   To   the   Alien   Race,   the  most  materialistic  of  the  Alien  Race.  
the   diversity   of   life   on   Earth   was   a   sacred  
resource.  

VISITORS
The   Alien   Race   carefully   retrieved   specimens  
from   Earth   as   the   basis   for   breeding   a   set   of  
creatures   that   could   visit   the   planet   without  
fear  of  genetic  contamination.  The  most  mobile  
and   intelligent   creatures   in   each   of   Earth's  
biospheres  became  the  seeds  for  a  wide  range  
of   what   human's   would   later   consider   "alien"  
visitors.  
  From   the   equatorial   grasslands   they  
abducted   early   hominids,   which   have   since  
evolved   into   a   race   of   thin,   gray   humanoid   THE INCREASING THREAT
visitors  with  big  eyes  and  large  heads.   As   the   industrial   revolution   began   on   Earth  
  In  the  vast  northern  forests  they  found  early   and  the  impact  of  humans  became  measurable  
bears,   which   showed   promise   of   developing   on  a  global  scale,  a  call  for  help  went  out  from  
complex   vocalization   and   manual   dexterity.   the   indigenous   visitors   to   their   Alien   Race  
These   have   evolved   into   the   powerful   ursoid   mentors   in   nearby   systems.   Efforts   increased  
visitors.   to   acquire   human   specimens   and   study   their  
  And   in   the   oceans   they   found   dolphins,   habits   without   further   disturbing   the  
already   possessing   complex   speech   patterns,   ecosystem.   By   the   mid   1900's   the   human  
cross-­‐species  communication  with  whales,  and   population   was   in   a   bewildering   exponential  
a   familiar   propensity   toward   symbiotic   expansion   and   the   human's   ability   to   destroy  
relationships.   the   environment   had   increased   dramatically.  
  The   Alien   Race   became   both   the   exploiters   Their   horrifying   dead   spacecraft   would   soon  
and  protectors  of  the  Earth's  ecosystems.  They   allow  them  to  escape  into  space  and  spread  to  
also   colonized   many   of   the   star   systems   other   planets.   1947   was   a   year   of  
nearby,   bringing   dead   worlds   to   life.   Over   the   unprecedented  UFO  activity  around  the  world,  
past   million   years,   they   have   fought   off   as   the   indigenous   visitors   poured   down   from  
invasion   attempts   by   other   races   and   orbiting   stations   to   search   for   a   solution.  
harvested   life   from   Earth   as   it   changed   Abductions   and   hypnotic   suggestion   proved  
gradually  over  time.   useful  but  not  enough.  
  The   Alien   Race   began   to   see   humans,   the     The  decision  was  made  to  observe  for  a  few  
descendant   of   the   same   early   hominid   creature   decades  in  hope  that  the  humans  would  see  the  
used  by  the  Alien  Race  to  create  its  indigenous   damage   and   reverse   the   process.   In   the   mean  
workforce,   as   a   threat   to   the   overall   diversity   time,   small   groups   of   humans   were   abducted  
of   the   planet.   Human's   themselves   appeared   and   adapted   to   life   on   a   moon   prepared   for  

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them  in  a  system  twenty  light  years  from  Earth   good   source   of   new   living   material   for   the  
–  just  in  case.   aliens’  symbiont  technology.    

DECISION POINT PRESERVING  DIVERSITY    


In   2014,   the   United   States   secretly   tested   the   The  end  goal  of  the  entire  alien  operation  is  to  
first   cascading   anti-­‐matter   bomb   on   the   far   preserve   diversity   on   Earth.     This   limits   the  
side   of   moon.   Though   only   the   size   of   a   soup   actions   they   can   take   against   the   humans   to  
those   which   will   not   severely   impact   the  
environment.   Killing   millions   of   humans   with   a  
tailored   disease   is   good   for   the   environment,  
but  blowing  them  up  with  a  nuclear  weapon  is  
not.    

RESETTLEMENT    
There   is   a   slight   paradox   associated   with  
destroying   a   species   (humans)   to   preserve  
diversity.    To  remedy  this,  Alien  Race  planners  
have   set   aside   a   large,   dead   moon   in   a   star  
system  about  twenty  light  years  from  Earth  to  
can,   its   blast   was   as   powerful   as   any   resettle  a  few  thousand  humans.    
thermonuclear  warhead  in  existence,  and  it  got  
EXPLOITATION  
the  attention  of  the  visitors  and  the  Alien  Race.  
Although   the   Alien   Race   truly   values   diversity  
  In  Spring  of  2015,  The  Alien  Race  made  the  
for   its   own   sake,   it   does   plan   to   eventually  
decision   to   surgically   remove   the   human   race  
exploit   the   diversity   of   Earth   to   create   new  
from   Earth's   Ecosystems.   They   had   their  
servant   races   and   symbionts,   and   possibly  
indigenous  visitor  races,  as  well  as  an  array  of  
even  as  a  source  of  genetic  innovation  in  their  
Earth-­‐compatible  symbiotic  technology  to  help  
own  bodies.
them.   They   could   use   disease   targeting   the  
homogenous   human   physiology,   and,   as   a   last   DISSENTERS  
resort,   they   could   call   on   the   perverted   A  small  group  within  the  Alien  Race,  including  
inventions   of   the   Alien   Race's   own   Dead   Tool   some   visitors,   believes   that   humans   should   be  
users.   part   of   the   diversity   of   Earth   and   should   not   be  
  When   the   Recon   6   campaign   starts   in   wiped   out   completely.   They   have   taken  
August   of   2015,   the   invasion   has   begun.   The   independent  action  to  immunize  some  humans  
Strain   816   virus   has   left   only   one   out   of   every   and  then  guide  and  protect  them.  
25   humans   alive,   and   visitor   aliens   are  
beginning   to   capture   and   dismantle   industrial   INVASION TIMETABLE
infrastructure.   What   follows   is   the   actual   invasion   timetable,  
some  of  which  has  already  occurred.    
GOALS May:  Alien  Race  mother  ships  arrive  in  system.  
The  actions  of  the  aliens  may  seem,  well,  alien   June:  Visitor  aliens  begin  abduction  of  humans  
to  the  players,  but  everything  they  do  is  in  line   for  resettlement.  
with  the  following  goals.     July:  Visitor  aliens  release  Strain  816  in  major  
DESTRUCTION  OF  HUMANS     population   centers.   Dissenters   abduct   some  
humans  and  genetically  immunize  them  with  a  
The   primary   goal   of   the   Alien   Race's   Earth  
viral  vector,  creating  protected  “Carriers.”  
invasion   is   to   destroy   the   human   race,   or   at  
August:   Aliens   let   Strain   816   run   its   course.  
least   wipe   out   most   of   it   along   with   its  
96%  of  human  population  dies.    
industrial   base.     This   is   necessary   in   order   to  
September:   Beginning   of   campaign.   Alien   Race  
preserve   the   diversity   of   life   on   the   planet   -­‐   a  
spacecreatures   destroy   Earth   satellites,  

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including   GPS.   Ursoid   and   Humanoid   visitors   national  authorities  are  gone  and  they  have  to  
capture   power,   communication   and   defense   protect   themselves.   Weapons   will   get   even  
facilities.   Dolphoid   visitors   destroy   shipping   more   valuable   when   rumors   begin   to   spread  
and  deep  sea  cabling   about  strange  alien  creatures.  
Oct:   Dead   Tool   Visitors   sweep   developed   areas  
before   tools   are   destroyed.   Visitors   begin   COMMUNICATION    
destroying   all   dead   tools   and   technology   in   Normal  communication,  even  radio  broadcasts  
ways  that  will  least  disrupt  the  environment.   for   entertainment,   continue   into   August,   but  
fade   as   more   and   more   people   die   and   flee  
EFFECTS OF THE INVASION population  centers.  
  The   Visitors   target   Communication  
DISEASE     infrastructure   in   late   August,   and   most  
Well-­‐known  terrestrial  diseases  have  become  a   electronic   communication,   including   GPS  
problem.   As   the   alien   invasion   broke   down   signals,   cease.   The   day   that   government  
civilization,   millions   of   humans   died   of   emergency   radio   stations   stop   broadcasting  
starvation   and   disease   born   of   poor   food   (and   possibly   drop   hints   about   aliens)   is   a  
preservation,   lack   of   medication   and   bad   great  time  to  start  the  campaign.  
sanitation.  
  But   the   main   killer   of   mankind  
was   the   Strain   816   virus.   It  
targeted   specific   human   DNA  
sequences   and   quickly   began  
destroying   organ   tissue   and  
spreading   via   bodily   fluids   and  
special   airborne   viral   casings.  
Most   victims   died   within   days   of  
exposure.   A   little   more   than   one  
percent   of   those   infected   survived,  
but   sometimes   with   permanent  
damage   to   vital   organs.   The  
“Carriers,”   who   were   given  
immunizations   by   the   Dissenters,  
are   safe   themselves,   but   are   still  
contagious.  

ECONOMICS  
By  the  time  the  campaign  begins  in  late  August,  
so   much   of   the   human   race   has   died   that   TRANSPORTATION    
previous   economic   concepts   no   longer   apply.   With   the   exception   of   price   increases   due   to  
Markets   have   collapsed,   currencies   are   fuel   hoarding,   transportation   systems  
worthless,   and   even   many   commodities   that   remained   relatively   normal   until   late   July.     Air  
were   valuable   in   the   industrial   world   have   travel  became  prohibitively  expensive  by  mid-­‐
little   value   for   day-­‐to-­‐day   survival.   Barter   July,   and   regular   rail   traffic   was   sporadic   by  
exists,  but  in  truth  most  small  bands  of  humans   August.    
survive  by  scavenging  and  sharing.     The  supply  of  salvageable  gasoline  may  last  
  Values   of   items   shift   over   time   as   the   reality   though  the  end  of  the  year,  though  most  urban  
of   the   situation   settles   in.   Gold   is   valuable   if   roads   will   be   jammed   with   abandoned   vehicles  
people   think   society   will   recover,   but   it   does   and,   eventually,   unsafe   to   travel   due   to   alien  
not   put   food   on   the   table.   Weapons   are   more   activity.    
valuable  when  people  accept  that  the  local  and  

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CRIME     RESISTANCE  
As   fear   of   Strain   816   cleared   out   the   cities,   When   alien   attacks   come   in   September,  
looters   and   scavengers   moved   in.     Thieves   Military   and   technical   forces   deployed   to  
became   much   more   pragmatic   and   desperate,   contain   Strain   816   will   suddenly   find  
forgoing   a   nice   television   set   to   steal   an   themselves   in   the   best   position   to   fight   the  
armload   of   canned   goods.     As   it   became   aliens.    With  poor  or  no  communication  to  the  
apparent  that  the  collapsing  economy  wouldn’t   national   governments,   these   groups   will  
recover,   many   law-­‐abiding   people   turned   to   function   more   like   independent   bands   of  
theft   to   survive.     Rural   families   and   small   resistance  fighters  than  a  national  army.    They  
towns  formed  militias  to  defend  their  land  and   will   have   to   handle   their   own   supplies   and   do  
resources  from  urban  migrants.  In  most  places,   their  own  recruiting  and  training.    
possession  is  now  a  matter  of  force,  not  law.     Strong   local   groups,   especially   those  
prepared   ahead   of   time   with   weapons   and  
GOVERNMENT   supplies,   will   rise   up   to   defend   small   areas.    
In   June,   world   governments   were   scrambling   Religious   groups   may   band   together,   and   many  
to  isolate  and  control  the  Strain  816  outbreak.     new   ones   will   form   when   confronted   with  
By   the   end   of   the   month,   most   nations   were   what  appears  to  be  the  end  of  the  world.  
under  martial  law  with  the  military  restricting     There   will   still   be   some   attempts   to  
movement   and   enforcing   large   quarantine   coordinate   at   the   highest   levels   of   government,  
areas.     and  special  think  tank  groups  will  influence  the  
  National   governments   survived   until   all   fight  from  secret  bunkers,  but  their  actions  will  
major   power   systems   were   lost   in   early   be  slow.    If  anyone  can  stop  the  invaders,  it  will  
August,   taking   most   necessary   communication   be   the   small,   desperate   resistance   groups   out  
with   them.     Since   then,   local   governments   and   in   the   field,   reacting   quickly   to   threats   and  
field   military   units   have   been   acting   on   their   willing  to  take  risks  when  necessary.    
own,   with   only   occasional   radio   messages   or        
hand-­‐carried  orders  from  the  capital.    

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CHAPTER 4: ALIENS
Members   of   the   Alien   Race   and   their   Earth  
visitors   have   the   usual   human   attributes,   plus   BIOLOGY
skills   representing   their   sensitivity   in   each   of   All   members   of   the   Alien   Race   are   carbon-­‐
the   four   alien   languages.   These   language   skills   based   and   methane   breathing.   Their   genetic  
influence   their   ability   to   communicate   with   encoding/messenger   scheme   is   simple   and  
each  other  and  control  specific  symbionts.   similar  to  viral  systems  on  Earth,  with  different  
base  molecules.  They  ingest  other  life  forms  for  
ALIEN TYPES nutrients,   breaking   them   down   in   a   series   of  
Each   individual   of   the   Alien   Race   either   layered  digestion  sacks  that  surround  multiple  
specializes   in   a   certain   task   or   acts   as   an   heart-­‐like   organs.   Outside   the   digestion   sacks,  
overall   planner,   coordinating   the   work   of   just   below   the   outer   surface   of   the   body,   is   a  
specialists   and   perhaps   other   planners.     layer   of   respiration   sacks   that   pull   in   the  
Visitors,   on   the   other   hand,   are   versatile   methane.   Methane   metabolism,   including  
descendants  of  Earth  stock,  able  to  operate  on   production   of   more   complex,   benzene   ring  
their  own  in  many  different  situations.   structures   for   energy   storage,   occurs   in   long,  
individual  cells,  and  in  a  specialized  organ.  If  a  
member   of   the   Alien   Race   breathed   Earth  
Major Types of Aliens atmosphere   without   a   proper   breathing  
symbiont,   it   would   die   of   oxygen   poisoning  
long  before  it  suffocated  from  lack  of  methane.  
Alien Race Planners
Alien Race Specialists
Visitors
Alien Race Symbionts Alien Race Languages
Visitor Symbionts
Chemical
  Both   the   Alien   Race   and   visitors   depend   Electromagnetic
heavily   on   symbiont   species,   though   those   Tactile (including sound)
used   by   the   visitors   aren’t   physiologically   Visual
compatible  with  the  Alien  Race  and  vice  versa.  
Symbionts   are   described   in   more   detail   in  
Chapter   5.   They   range   from   small,   squid-­‐like  
creatures   that   help   the   Alien   Race   breath   in   SENSES AND COMMUNICATION
Earth’s   atmosphere,   to   the   massive   Each   diverse   species   of   the   Alien   Race   has   a  
spacecreatures   that   carry   them   between   the   combination   of   four   different   senses   and   forms  
stars.   of   communication.   Tactile   communication   is  
  The   Alien   Race   and   its   symbionts   are   rare   similar   to   human   hearing   and   speech,   but   the  
on  Earth.  Players  will  generally  encounter  only   aliens   are   able   to   sense   and   communicate  
visitors.   through   many   mediums   other   than   air.   Alien  
visual   senses   are   similar   to   human   vision,   but  
many   aliens   have   an   increased   capacity   to  
communicate   visually,   through   complex  
signaling   appendages   or   shifting   color  
patterns.   The   sensory   part   of   the   Alien   Race’s  
chemical   communication   is   similar   to   human  

9
smell,   though   far   more   sensitive,   but   the   basic   morphologies   -­‐   quad,   base,   and   biped   -­‐  
closest   Earth   analogy   to   alien   chemical   which  in  turn  descended  from  a  single  species  
communication  is  the  pheromone  system  used   which  made  the  original  trip  from  the  gas  giant  
by   some   insects.   Many   aliens   also   have   the   to   the   second   moon.   The   Alien   Race   ranges   in  
ability   to   sense   electromagnetic   fields   at   far   size   from   a   half   meter   to   well   over   four   meters,  
lower   frequencies   than   the   visual   spectrum,   with  quads  dominating  both  extremes.  
like  radio  and  microwave.  
  Alien   Race   sensory   and   communication   QUAD  
organs   vary   dramatically   from   species   to   The   most   common   morphology   is   a   plump  
species,   but   some   patterns   are   consistent.   quadruped,   or   "quad"   with   four   legs   and   two  
Visual  organs  tend  to  be  at  the  ends  of  fleshy     long,   thin,   spiny   arm   appendages,   usually  
stalks   high   up   on   the   alien’s   body   and   are   tipped   with   broad   sensitive   "fingers".  
usually   more   sensitive   in   the   infrared.   Variations   on   this   morphology   include   thin  
appendages   that   split   halfway   down,  
resulting   in   four   "hands",   and  
differences   in   posture   from   low   and  
straight   with   an   upward   bend   at   the  
"neck"  to  straight  up  and  down  like  a  
four-­‐engine   rocket.   Quads   typically  
excel   in   chemical   and  
electromagnetic   senses,   and   are  
visually  weak  or  blind.  

BASE  
The   second   most   common  
morphology   is   distinguished   by   a  
large,   wide   base,   which   actually  
contains   the   fused   remains   of   two  
appendages.  These  “Base”  aliens  have  
four   other   arm-­‐like   appendages  
which   vary   in   size,   shape   and  
function,   and   which   may   be   used  
occasionally   to   assist   in   locomotion.  
Base  movement  is  some  combination  
of   rocking,   gliding   and   slithering.  
Base   aliens,   due   to   their   limited  
mobility,   are   generally   large,   well  
Chemical   senses   appear   as   wet   bulges   at   the   defended,  and  excel  in  remote  senses  
openings   of   one   or   more   respiration   sacks.   like  Visual,  Chemical  and  Electromagnetic.  
Electromagnetic   sensors   tend   to   be   internal,   BIPED  
twisted   nests   of   long,   iron-­‐heavy   cells,   but   they   The   least   common   morphology,   more  
are   sometimes   at   the   end   of   extended   stalks.     prevalent  among  planners  and  dead  tool  users,  
Tactile  organs  can  be  just  about  anywhere,  but   has   two   arms   and   two   legs.   It   is   capable   of  
tend   to   be   on   the   surface,   or   below   hard   moving   faster   by   bending   and   using   its   arms   as  
surface  structures  that  amplify  or  filter  certain   legs.   A   true   neck   and   something   resembling   a  
frequencies.   head   place   their   basic   senses   up   high.   Bipeds  
are   primarily   dependent   on   visual,   tactile,   and  
MORPHOLOGIES
electromagnetic  senses.  
Most   of   the   Alien   Race   members   and   some   of  
their   symbionts   descended   from   one   of   three  

10
REPRODUCTION TEND  V ISITOR  
The  Alien  Race  is  sexual  in  nature,  but  without   This  skill  reflects  the  ability  of  a  member  of  the  
defined   sexes.   Most   individuals   can   mate   with   Alien   Race   to   raise,   train,   and   control   members  
almost  any  other  individual  of  appropriate  size,   of  the  Earth  visitor  species.  
and   generally   in   accordance   with   the   genetic  
plans   of   a   tender   species.   Mating   does   occur   SYMBIONTS
across   morphologies   and   is   sometimes   Each   alien   description   below   includes   a   list   of  
encouraged.   typical  symbionts  that  alien  might  carry.  This  is  
only   a   suggestion.   Aliens   might   need   other  
NEW ALIEN SKILLS symbionts,   depending   on   the   situation.   For  
In   addition   to   the   skills   and   abilities   listed   example,  a  demolition  egg  tender  might  need  a  
below,   the   descriptions   of   the   Alien   Race   also   digger   symbiont   to   correctly   place   its  
use   skills   and   abilities   from   the   D6Pool   Basic   explosives,   and   any   Alien   Race   member  
Rules  and  Cast  of  Characters  books.   operating   on   Earth   would   need   a   rebreather  
symbiont  to  survive.  
ALIEN  RACE  WEAPONS     Some   members   of   the   Alien   Race   also   have  
This   skill   is   used   when   operating   and   tending   the   Empathy   advantage.   These   advantage   dice  
Alien   Race   weapon   symbionts,   like   the   toxic   apply   to   any   attempt   to   attach   or   use   a  
dart  weapon.   symbiont.  
Multiple  Alien  Weapon  Shots  (action):  Make     Symbionts   are   described   in   detail   in   the  
multiple   attacks   with   an   alien   weapon   next  chapter.  
symbiont   up   to   the   number   of   dice   in   Alien  
Race  Weapons  skill,  provided  the  symbiont  can   DEAD TOOL USERS
support   multiple   attacks.   Multiple   action   There   is   a   small   group   within   the   Alien   Race  
penalty  dice  apply.   that  sees  merit  in  many  of  the  dead  tools  used  
Precise   Aim:   You   may   apply   more   than   1   by  humans.  These  dead  tool  users  are  seen  as  a  
success  die  from  your  Aim  action  to  your  Alien   sort  of  heretical  cult  within  the  Alien  Race,  but  
Race   weapon   attack,   up   to   a   maximum   equal   to   no  action  has  been  taken  to  stop  them.  Perhaps  
the  number  of  dice  you  have  in  your  Alien  Race   the   Alien   Race   sees   this   different   outlook   on  
Weapons  skill.   technology  as  a  form  of  diversity,  and  therefore  
something   that   must   be   nurtured,   not  
SPACECREATURE  PILOTING   eradicated.  
This  is  a  special  skill  for  those  among  the  Alien     While   the   number   of   dead   tool   users   among  
Race   who   pilot   the   gigantic   spacecreatures   the   Alien   Race   is   very   small   –   less   than   a  
used  as  spaceships  and  air  transport.   hundred  planners  and  specialists  –  they  are  in  
significant   positions   to   influence   Earth   visitor  
TEND  A LIEN  RACE  
species   and   be   influenced   by   the   visitor’s  
This  skill  reflects  the  ability  of  a  member  of   the  
discoveries.   So   the   number   of   dead   tool   users  
Alien  Race  to  take  care  of  the  basic  nutritional  
among   Earth   visitors,   especially   humanoids,   is  
and   hygienic   needs   of   another   member   of   the  
much  higher.  
Alien  Race.  
  Many   of   the   dead   tools   used   are   replicas   of  
TEND  SYMBIONT   human  tools  and  weapons,  and  many  may  even  
This   is   a   set   of   skills,   one   for   each   category   of   be   actual   stolen   human   items.   Some   dead   tool  
symbiont   tended.   For   example,   Tend   users   have   developed   the   human   skills   to   use  
Symbiont(spacecreature)   covers   the   care   and   them   well.   There   are   even   a   few   dead   tool  
breeding  of  spacecreature  symbionts.   users   who   have   taken   to   wearing   human  
clothing.   In   a   sense,   the   dead   tool   users   have  
“gone   native,”   but   that   doesn’t   always   mean  
they  sympathize  with  the  human  cause.

11
   
TYPE ONE PLANNER (5)
PLANNERS Strength-­‐2     Intelligence-­‐3  
Planners   sit   at   the   center   of   a   web   of  
communication   symbionts   and   recorder  
Stamina-­‐2     Charisma-­‐4  
symbionts,  coordinating  all  the  members  of  the   Dexterity-­‐1     Perception-­‐4  
Alien  Race  and  their  visitor  species.  At  the  top    
of  this  hierarchy  of  control  sits  a  small  council   Empathy-­‐2  
of  Supreme  Planners  for  the  Solar  System,  one   Slow-­‐1  
of  each  of  the  three  primary  morphologies.    
  Type   one   planners   are   the   broad   Language  (electromagnetic)-­‐native  
masterminds   of   the   Alien   Race   and   its   Language  (visual)-­‐2  
operation   on   Earth.   They   are   the   conscious   Language  (tactile)-­‐2  
keepers  of  the  Alien  Race's  goals  and  vision.   Language  (chemical)-­‐1  
  Type  two  planners  are  cross-­‐over  planners,  
Biology-­‐2  
generally   with   some   remnants   of   a   specialty.  
They   are   sometimes   used   in   new   situations  
Concentration-­‐3  
because   they   have   the   specialty   skills,   as   well    Focus  
as   the   analytical   ability   to   adapt.   Type   two   Management-­‐3  
planners   are   the   source   of   most   innovation,    Coordination  
within   their   specialties.   Their   size   and    
appearance   varies   widely,   sometimes   closely   tactile-­‐electromagnetic  translator  
matching  that  of  the  corresponding  specialist.   visual-­‐electromagnetic  translator  
visual  concentrator  
visual  store  
 
  Each   type   one   planner   is   generally  
surrounded   by   a   small   army   of   type   two  
Planners,   storage   symbionts,   translators,   and  
their   symbiont   tenders.   It   might   appear   like   a  
queen   bee,   or   a   spider   inside   a   web.   To   a  
human,   with   little   or   no   electromagnetic  
sensing   capability,   a   type   one   planner   may  
appear   to   be   using   some   form   of   telepathy   or  
telekinesis   to   communicate   with   other   aliens  
and  control  the  symbionts  around  it.  
  An   example   type   one   planner   might   be   a  
four-­‐foot   tall   biped   with   a   pear-­‐shaped   "head"  
and   large   number   of   fingers   at   the   end   of   the  
two   arm   appendages.   The   planner’s   Legs  
appear  to  have  more  joints  than  human  legs.  
  All   Fours:   Type   one   planners   gain   two  
bonus   dice   for   movement   challenges   when   on  
all  fours.  
  Stasis:   Once   per   scene,   a   type   one   planner  
can   create   an   electromagnetic   field   that  
hardens  its  skin  and  gives  it  two  armor  points  
against   all   attacks   for   two   rounds.   It   is  
completely  immobilized  during  this  time.  

12
   
SPACE TRAVEL TYPE TWO PLANNER (3) VISITOR CONTROL TYPE TWO PLANNER (3)
Strength-­‐2     Intelligence-­‐3   Strength-­‐2     Intelligence-­‐3  
Stamina-­‐2     Charisma-­‐2   Stamina-­‐2     Charisma-­‐2  
Dexterity-­‐2     Perception-­‐3   Dexterity-­‐2     Perception-­‐3  
   
Empathy-­‐1   Empathy-­‐1  
  Slow-­‐1  
Command-­‐2    
 Multiple  Assists   Language  (visual)-­‐native  
Concentration-­‐1   Language  (chemical)-­‐2  
Language  (tactile)-­‐native   Language  (electromagnetic)-­‐2  
Language  (electromagnetic)-­‐2   Language  (English)-­‐1  
Language  (chemical)-­‐1   Command-­‐2  
Running-­‐3    Multiple  Assists  
Tend  Symbiont(spacecreature)-­‐2   Concentration-­‐1  
Spacecreature  Piloting-­‐1   Tend  Visitors-­‐
   
tactile-­‐visual  translator   tactile-­‐visual  translator  
tactile  concentrator   mobility  symbiont  
tactile  store   visual  concentrator  
   
This   type   two   planner   manages   the   details   of   This   type   two   planner   manages   everything   to  
space   travel,   from   the   tenders   who   raise   and   do   with   breeding,   care   and   control   of   the   Earth  
care   for   the   spacecreatures,   to   the   navigators   visitor   species.   It   works   closely   with   visitor  
who  chart  courses  between  planets  and  stars.   tenders  and  even  visitor  leaders  themselves.  
  This   is   a   quad   standing   eight   feet   tall,   with     This   planner   is   nearly   seven   feet   tall   and  
four   legs   extending   outward   to   form   a   cone   has   a   base   morphology,   freeing   four   arms   and  
shape.  Its  two  spindly  arm  appendages  are  not   hands   for   its   complicated   visual  
split   and   contain   only   three   claw-­‐like   fingers   communication.  It  is  slow,  but  has  a  six-­‐legged  
each.  The  planner’s  sensory  organs  are  arrayed   mobility  symbiont.  
along   a   short   stalk-­‐like   neck   with   no   apparent    
head.  
  Retract:     This   planner   can   retract   its  
sensory  stalk  into  its  body  to  protect  itself.  This  
adds   two   penalty   dice   to   any   perception  
challenges   it   makes,   but   reduces   any   critical  
hits  against  the  planner  by  one  die.  
 

13
 
SPECIALISTS TACTILE-ELECTROMAGNETIC
Describing   a   representative   subset   of   the   TRANSLATOR TENDER
specialists   within   the   Alien   Race   would   take  
Strength-­‐2     Intelligence-­‐1  
hundred   of   entries.   This   section   only   provides  
statistics   for   a   handful,   but   they   should   be   easy   Stamina-­‐3     Charisma-­‐2  
to   adapt   to   different   skills   and   roles   within   Dexterity-­‐2     Perception-­‐2  
your  campaign    
  Specialists   can   be   divided   into   broad   Empathy-­‐2  
categories   of   tenders,   symbiont   users,   and    
dead   tool   users.   Tenders   take   care   of    
symbionts,   as   well   as   visitors   and   other   Acrobatics-­‐2  
members   of   the   Alien   Race.   They   understand   Biology-­‐2  
the  needs  of  their  adopted  life  forms  and  make   First  Aid-­‐2  
sure   they   are   met.   They   also   help   insure  
Language  (tactile)-­‐native  
increasing   diversity   through   controlled  
Language  (electromagnetic)-­‐3  
breeding  programs  and  genetic  modification.  
  Symbiont  users  are  specially  trained  to  join   Language  (chemical)-­‐1  
with   a   class   of   symbionts   to   carry   out   some   Running-­‐3  
task.   Note   that   symbiont   users   may   require   Tend  Symbiont  (translator)-­‐3  
tenders   to   help   them   train   and   take   care   of    Specialty  (Tactile-­Electromagnetic  Trans)  
their   symbionts.   Good   specialists   tend   to    
attract  good  tenders  and  vice  versa.   tactile-­‐electromagnetic  translator  
  Dead  Tool  Users  scare  off  all  but  the  bravest   tactile  store  
of  tenders,  which  they  still  need  to  take  care  of    
the  special  symbionts  they  use  to  produce  raw   These   tenders   specialize   in   raising   and  
materials.   breading   tactile-­‐electromagnetic   translator  
  symbionts.   One   or   more   of   these   may   be  
nearby  when  their  translators  are  in  heavy  use,  
and   a   small   team   of   them   works   at   each  
symbiont  nursery  and  training  facility.    
  A  typical  tender  of  this  type  is  five  feet  tall,  
and   has   a   classic   quad   shape,   with   four  
relatively   equal   legs   and   a   raised   neck   of  
sensory   organs.   Its   legs   are   multi-­‐jointed,   and  
when   not   running   most   of   this   tender’s   body  
hangs  below  the  top  of  it”s  highest  knee  joints.  
  These   tenders   are   sleek   and   quick   aliens,  
skittering   back   and   forth   between   the  
symbionts   under   their   care.   They   almost  
always   have   one   or   two   symbionts   hanging  
from  the  special  nursing  areas  on  their  torso.  
.  

14
   
VISUAL STORE TENDER QUAD TENDER
Strength-­‐1     Intelligence-­‐2   Strength-­‐2     Intelligence-­‐1  
Stamina-­‐2     Charisma-­‐2   Stamina-­‐2     Charisma-­‐2  
Dexterity-­‐3     Perception-­‐3   Dexterity-­‐3     Perception-­‐2  
   
Empathy-­‐1   Empathy-­‐2  
Acute  Vision-­‐2    
  Stealth-­‐2  
Stealth-­‐2   Biology-­‐2  
Biology-­‐2   Dance-­‐2  
Language  (visual)-­‐native   Language  (tactile)-­‐native  
Language  (electromagnetic)-­‐2   Language  (electromagnetic)-­‐2  
Language  (chemical)-­‐1   Language  (chemical)-­‐1  
Tend  Visual  Symbiont-­‐3   Tend  Alien  Race-­‐3  
 Specialty  (Visual  Store)    Specialty  (quad)  
  Tend  Symbiont  (cleaner)-­‐2  
visual  concentrator    
visual  store   Alien  Race  food  excreter  
visual-­‐tactile  translator   quad  cleaner  
   
These   tenders   specialize   in   raising   and   Quad  tenders  are  expert  users  of  the  symbionts  
breading   visual   stores,   or   the   equivalent   of   a   required   to   take   care   of   themselves   and   other  
living   video   camera.   They   are   nearly   as   adept   quad  morphology  aliens.  They  not  only  handle  
at   tending   visual   concentrators   and   have   basic  bodily  needs,  but  may  also  provide  what  
nursing  organs  capable  of  nurturing  either.     could   loosely   be   termed   entertainment,   or  
  A  typical  visual  store  tender  is  four  feet  tall,   distraction,   which   seems   to   have   some   positive  
making   it   one   of   the   smallest   of   the   base   physiological   effect.   Quad   tenders   don't   plan  
morphology   aliens.     It   is   also   among   the   most   their   own   activities   ahead,   they   merely  
visually  adept  creatures  in  the  Alien  Race,  and   respond   to   chemical   and   touch   signals   from  
surprisingly   adaptable   for   a   specialist.     Its   top   quads  in  their  care.  
two   arms   are   three   feet   long   and   have   crude     A  typical  quad  tender  is  a  seven  to  eight  foot  
grasping   digits   at   the   end.   Its   lower   arms   are   tall  quad,  but  with  a  low-­‐set,  bulbous  torso.  It  is  
much   shorter   and   are   used   to   manipulate   agile   and   appears   thin   and   frail,   yet   it   is  
objects   under   close   inspection.   It   has   four   surprisingly   strong.   It   is   bred   to   serve   quads  
visual   sensor   films   on   four   bulges   on   its   head.   without   interrupting   their   work   patterns,  
These  constantly  pulsate.   moving   smoothly   within   an   active   work  
  environment.  
   

15
   
VISITOR TENDER TOXIC DART WEAPON USER
Strength-­‐3     Intelligence-­‐2   Strength-­‐2     Intelligence-­‐1  
Stamina-­‐2     Charisma-­‐3   Stamina-­‐2     Charisma-­‐1  
Dexterity-­‐2     Perception-­‐2   Dexterity-­‐5     Perception-­‐3  
   
Empathy-­‐1   Acute  Electromagnetic  Sense-­‐2  
   
Biology-­‐3   Acrobatics-­‐2  
First  Aid-­‐2   Combat  Reflexes-­‐2  
Language  (visual)-­‐native   Language  (chemical)-­‐native  
Language  (tactile)-­‐2   Language  (electromagnetic)-­‐2  
Language  (English)-­‐2   Language  (chemical)-­‐1  
Pathology-­‐2   Stealth-­‐2  
Tend  Visitor-­‐3   Alien  Race  Weapon-­‐2  
 Specialty  (humanoids)    Precise  Aim  
   
electromagnetic-­‐visual  translator   toxic  dart  weapon  
rebreather   living  armor  
tactile  store   rebreather  
visitor  food  excreter    
visitor  medislug   Toxic   dart   weapon   users   take   care   of   and   use  
  the   small   symbionts   that   grow   and   launch  
Visitor   Tenders   take   care   of   the   physical   and   sharp  needles  filled  with  toxic  venom.  
social   needs   of   the   Alien   Race's   Earth   visitors,     A  typical  toxic  dart  weapon  user  is  four  feet  
and   they   also   acts   as   translators   and   liaisons   tall,  with  a  very  flexible  quad  body  which  it  can  
between   visitors   and   the   rest   of   the   Alien   Race.   contort   to   hide   behind   any   cover.   It   can   use   the  
These  tenders  have  a  difficult  task  because  the   toxic   dart   weapon   with   either   of   its   small  
genetic  impulses  and  urges  of  the  Earth  species   upper  arms.  When  aiming,  this  alien  freezes  in  
are  very  different  from  those  of  the  Alien  Race,   place   and   locks   its   weapon   arm   into   a   crease   in  
and   there   is   always   the   threat   that   planners   its   head.   Small   sensing   veins   extend   from   the  
will   decide   to   destroy   the   humanoid   visitors   sides   of   its   body   to   triangulate   on  
along  with  the  human  race,  making  the  tenders   electromagnetic  signals.  
themselves   expendable.   They   have   little   direct     Immune   to   venom:   Toxic   dart   weapon  
physical   contact   with   the   visitors,   only   users  are  immune  to  the  venom  of  toxic  darts.  
providing   them   with   food   and   medical   care   if  
they  need  it.   These Aliens are Alien
  A  typical  visitor  tender  is  five  feet  tall,  with   Remember, the Alien Race thrives on
a   base   morphology.   They   make   slower,   diversity. Don’t be shy about making up your
smoother   movements   than   most   of   the   Alien   own variations with new abilities and their
Race,   similar   to   the   visitor   species   they   tend.  
own bizarre symbionts. Except for the
Sensory   organs   are   located   on   a   stubby   stalk  
that  is  constantly  turning  in  all  directions.  
visitors, which tend to have less diversity, the
  Visitor   tenders   have   been   bred   to   generate   PCs probably shouldn’t encounter two of the
humanoid   vocal   sounds   using   the   flaps   same aliens.
covering  their  breathing  pores.  

16
 
SPACECREATURE PILOT DEMOLITION EGG TENDER
Strength-­‐1     Intelligence-­‐4   Strength-­‐4     Intelligence-­‐2  
Stamina-­‐2     Charisma-­‐2   Stamina-­‐5     Charisma-­‐1  
Dexterity-­‐2     Perception-­‐3   Dexterity-­‐2     Perception-­‐2  
   
Empathy-­‐2   Empathy-­‐1  
   
Climbing-­‐2   Explosives-­‐2  
Language  (Tactile)-­‐native    Specialty(demolition  egg)  
Language  (Electromagnetic)-­‐3   Language  (Electromagnetic)-­‐native  
Language  (Chemical)-­‐2   Language  (Tactile)-­‐2  
Tend  Symbiont(Spacecreature)-­‐1   Language  (Visual)-­‐2  
Spacecreature  Piloting-­‐4   Physics-­‐2  
  Running-­‐4  
electromagnetic  concentrator   Tend  Symbiont(Demolition  Egg)-­‐3  
   
Spacecreature   pilots   specialize   in   controlling   demolition  egg  
the   huge   spacecreature   vessels   that   the   Alien   digger  
Race   uses   to   cross   between   stars.   These   rebreather  
tenders  are  long  and  spindly  and  communicate  
 
with   their   spacecreature   through   tactile   and  
Demolition   egg   tenders   are   a   special   form   of  
electromagnetic   interaction.   Their   navigation  
tender   designed   to   actually   produce   a  
is   based   on   their   own   electromagnetic   senses,  
symbiont  device;  in  this  case,  a  volatile  egg  on  
as   well   as   the   information   passed   to   them   from  
the   verge   of   setting   off   a   massive   explosion.  
the  spacecreature.  
Demolition   egg   tenders   are   huge   biped  
  A   typical   pilot   for   one   of   the   huge  
morphology   aliens   with   a   special   egg   pouch.  
interstellar   spacecreatures   is   also   huge,  
They  normally  produce  one  egg  every  few  days  
towering  to  eight  or  nine  feet,  with  long  limbs  
and   leave   it   in   their   egg   sac,   inert.   When   the  
and   lots   of   joints   that   make   it   look   like   some  
egg  emerges  from  the  sac,  exposure  to  a  special  
sort  of  Earth  insect.  Each  limb  ends  in  a  pad  of  
chemical   begins   the   countdown   to   explosion.  
special   sensory   organs,   which   attach   to   the  
The   demolition   egg   tenders   can   control   the  
wall   of   tissue   inside   the   spacecreature,   just  
time   to   explosion,   varying   it   from   a   few  
behind  its  brain.  
seconds  to  an  hour.  
 
  A   typical   demolition   egg   tender   is   a   nine-­‐
foot   tall   biped   with   a   sagging   pouch.   Its   small  
head   is   covered   in   fanlike   chemical   sensors  
capable   of   detecting   how   close   a   demolition  
egg  is  to  exploding.  
  Armor  plates:  A  demolition  egg  tender  can  
extend   armor   plates   around   its   egg   sac   to  
protect   it.   This   increases   armor   for   attacks   on  
the   sac   by   2   and   prevents   critical   hits   from  
exploding  the  egg.  
  Might  Explode:  Any  wounds  to  the  egg  sac  
or   confirmed   critical   hits   on   this   alien   cause  
any   mature   demolition   egg   in   its   sac   to  
explode.  

17
 
SPACECREATURE TENDER VISITORS
Visitors   are   genetically   modified   descendents  
Strength-­‐2     Intelligence-­‐2  
of   species   taken   from   the   Earth   almost   a  
Stamina-­‐4     Charisma-­‐2   million   years   ago   by   the   Alien   Race.   They   are  
Dexterity-­‐3     Perception-­‐2   the   Alien   Race’s   operatives   on   Earth,   observing  
  the   progress   of   humans   and   their   impact   on  
Empathy-­‐1   ecosystems.   The   three   types   of   Earth   visitor  
  are   humanoids,   descended   from   early  
Acrobatics-­‐2   hominids,   ursoids,   descended   from   bears,   and  
Climbing-­‐2   dolphoids,  from  dolphins.  
Concentration-­‐2     The  relationship  of  visitors  to  Earth  species  
 Focus   leads   many   humans   to   believe,   early   in   the  
Language  (Electromagnetic)-­‐native   invasion,  that  they  are  just  humans  or  animals  
that   have   been   horribly   disfigured   by   Strain  
Language  (Visual)-­‐3  
816.  
Spacecreature  Piloting-­‐1     There   are   thousands   of   visitors   living   in  
Swimming-­‐2   large,   hidden   colonies   of   connected  
Tend  Symbiont(Spacecreature)-­‐3   spacecreatures   in   Lunar   Legrangian   orbits.  
  They   have   lived   and   died   there   as   species   for  
rebreather   hundreds   of   thousands   of   years,   using   small  
spacecreature  cleaner   spacecreatures  to  visit  Earth  when  necessary.  
    Because   of   their   ancestry,   visitors   need   no  
Spacecreature   tenders   take   care   of   the   special   special   symbionts   to   survive   in   the   Earth  
neads   of   spacecreature   symbionts.   They   are   environment.  They  are  also  trained  to  interact  
very   agile   and   tough,   and   are   constantly   with   humans,   so   most   humanoid   visitors,   and  
crawling   around   the   spacecreature,   both   inside   some  ursoids  and  dolpoids,  speak  one  or  more  
and  out.  These  tenders  are  quads,  but  often  use   human  languages.  
their   arms   as   legs,   making   them   look   and   move     Visitors  generally  have  their  own  species  of  
like   a   six-­‐legged   spider.   Most   are   only   about   symbionts,   attuned   to   their   Earth   physiology.  
three  feet  tall,  and  some,  bred  to  get  inside  the   Note   that   visitor   symbionts   may   also   be   able   to  
tiniest   crawlspaces,   may   only   be   the   size   of   a   bond  with  humans.  
human  hand.    
  Pressure   Seal:   Spacecreature   Tenders   can    
operate   for   five   minutes   out   of   every   hour   in  
the  vacuum  of  space  without  harm.  

18
HUMANOID VISITOR (2)
Strength-­‐1     Intelligence-­‐2  
Stamina-­‐2     Charisma-­‐2  
Dexterity-­‐3     Perception-­‐3  
 
Empathy-­‐1  
 
Acrobatics-­‐2  
 Rough  Move  
Alien  Race  Weapons-­‐2  
Biology-­‐2  
Language  (Tactile)-­‐native  
Language  (English)-­‐3  
Stealth-­‐2  
Surveillance-­‐2  
 
toxic  Dart  Gun  
visual  Concentrator  
 
Humanoid   visitors   appear   to   be   unclothed,  
genderless,   emaciated,   hairless   humans   with  
pale  grey  or  blue  skin  and  proportionally  large  
heads.  They  are  the  frontline  explorers,  troops,  
and  diplomats  of  the  Alien  Race.  
  Most  humanoid  visitors  are  about  5  feet  tall,  
but   some   may   be   much   taller,   depending   on  
their   assigned   tasks.   The   smaller,   quicker  
individuals   tend   to   be   stealthy   operational  
agents  and  observers.  
 

19
 
URSOID VISITOR (3) DOLPHOID VISITOR (2)
Strength-­‐4     Intelligence-­‐1   Strength-­‐3     Intelligence-­‐1  
Stamina-­‐3     Charisma-­‐2   Stamina-­‐2     Charisma-­‐2  
Dexterity-­‐2     Perception-­‐2   Dexterity-­‐2     Perception-­‐3  
   
Acute  Hearing-­‐2   Acute  Hearing-­‐3  
Acute  Smell-­‐2    
  Acrobatics-­‐2  
Climbing-­‐2   Combat  Reflexes-­‐2  
Swimming-­‐2    Awareness  
Language  (Chemical)-­‐native   Language  (Tactile)-­‐native  
Language  (Chinese)-­‐1   Language  (Visual)-­‐1  
Natural  Weapons-­‐2   Language  (Chemical)-­‐1  
 Powerful  Natural  Attack   Language  (English)-­‐1  
Running-­‐2   Natural  Weapons-­‐2  
Intimidation-­‐2   Swimming-­‐3  
 Frighten    
   
   
  Dolphoid   visitors   retain   the   basics   of   their  
Ursoid   visitors   are   basically   hairless   bears.   original   shape,   though   they   are   stockier   than  
They  are  more  intelligent  than  their  ancestors,   their   modern   counterparts   and   have   shorter  
and  a  bit  more  able  to  manipulate  objects  with   snouts.   Without   the   help   of   a   mobility  
their  paws.  At  first  glance,  they  might  appear  to   symbiont   and   a   waterskin,   they   are   confined   to  
be  large,  pink,  bloated  humans.   operating   in   the   Earth’s   oceans   and   rivers.  
  Ursoids   are   the   heavy   soldiers   of   the   Alien   From  there  they  monitor  human  activities  and  
Race,  sent  in  to  protect  key  sites  or  to  beef  up   communicate   with   the   ancient   whale  
visitor   raids   on   key   human   installations.   After   communities,  the  great  underwater  chroniclers  
the   invasion,   some   ursoids   are   left   to   just   of  the  rise  of  humans.  
wander   the   Earth,   hunting   down   surviving     Aquatic:   Dolphoids   must   remain   in   water.  
humans.   When   out   of   water,   they   suffer   3   penalty   dice  
  Natural   Armor:   Ursoid   visitor   hide   adds   1   on  any  physical  activity.  
point  of  blunt  and  sharp  armor.     Echolocation:   Dolphoids   can   add   their  
  Acute   Hearing   advantage   dice   to   any  
underwater  perception  check.  
 
 

20
CHAPTER 5: SYMBIONTS
The   technology   of   the   Alien   Race   is   based   on   hostile   environments,   magnify   and   store  
living   symbionts,   and   advancement   of   that   images,   sounds   and   smells   from   the   world  
technology   requires   genetic   diversity.   It   was   around   them,   and   allow   communication   over  
partially   this   search   for   diversity   that   drove   great  distances.  There  are  also  symbionts  that  
them  into  space  and  eventually  to  Earth.   the  Alien  Race  uses  in  combat.  Even  the  great  
  Symbionts   serve   many   of   the   same   ships   the   Alien   Race   uses   to   travel   through  
functions   that   the   tools   of   humans   serve   in   space   are   living   symbionts.   It   is   very   rare   to  
modern   society.   Symbionts   protect   aliens   see   a   member   of   the   Alien   Race   that   isn’t  
from   the   elements,   allow   them   to   breath   in   bulging  with  symbionts.  

Alien Race Symbionts


Backbag Used  to  store  supplies  or  other  symbionts
Cleaner Used  by  tenders  to  keep  other  Alien  Race  members  clean.
Communicator Used  to  communicate  over  long  distances
Concentrator Concentrates  or  magnifies  one  type  of  sensation
Demolition  Egg Very  destructive  explosive  symbiont
Digger Symbiont  with  tough  digging  claws.

Food  Excreter Symbiont  that  produces  complete  dietary  requirements  for  a  specific  sub-­
species.
Living  Armor Symbiont  shell  that  provides  protection  in  combat
Medislug Symbiont  that  can  dispense  coagulants  and  other  drugs  to  stabilize  wounded  
creatures.
Mobility   Increases  mobility  of  member  of  the  Alien  Race  
Rebreather   Allows  members  of  the  Alien  Race  to  breath  in  hostile  atmospheres  like  Earth  
Spacecreature   Symbiont  bred  to  carry  the  Alien  Race  through  space.  
Spacecreature   This  is  specialized  electromagnetic  communicator  that  acts  as  a  sort  of  remote  
Controller   control.  
Sensory  Store   Stores  specific  type  of  sensation  for  later  review  
Toxic  Dart   Symbiont  that  produces  and  projects  poisoned  darts.  
Translator   Translates  between  two  alien  senses  (not  languages).  
Vectorslug   Produces  and  delivers  immunization  to  diseases  
Waterskin   Allows  dolphoid  visitors  to  operate  on  land  (with  a  mobility  symbiont)  

they   have   what   they   need   to   survive.  


BACKBAG   Backbags  can  be  used  to  store  other  supplies,  
A  backbag  symbiont  looks  like  a  sack  of  tough   but  they  have  been  known  to  reject  any  dead  
skin  with  a  large  opening  at  the  top  that  could   items   that   might   be   harmful   to   symbiont  
once  have  been  a  mouth.  The  backbag  is  more   contents.  
than   a   simple   bag,   however.   It   specializes   in  
storing   other   symbionts   and   making   sure  

21
CLEANER   minutes.   The   egg   does   16d   of   blunt   damage  
None   of   the   normal   hygienic   tools   that   with  a  blast  radius  of  5  feet.  
humans   use   exist   within   the   Alien   Race  
culture   –   no   soap   or   towels   or   combs   or   DIGGER  
deodorant   or   shampoo,   or   toilet   paper.   The   This   is   a   symbiont   that   resembles   a   small,  
personal   hygiene   tasks   in   the   Alien   Race   are   furless,   headless   rodent   with   extra-­‐large  
taken   care   of   by   specialized   cleaning   hands   and   claws.   It   is   worn   like   a   glove   and  
symbionts.   Some   members   of   the   Alien   Race   can   dig   through   the   toughest   rock   and  
wear   one   or   more   cleaning   symbionts   at   all   concrete.  
times,  while  others  just  use  them  periodically.  
FOOD  EXCRETER  
There   are   also   cleaner   symbionts   that   clean  
A   food   excreter   symbiont   is   capable   of  
other,   very   specialized   symbionts   like  
ingesting   a   wide   variety   of   waste   and  
spacecreatures.  
scavenged   material   and   then   excreting   food  
COMMUNICATOR   paste   specifically   optimized   for   a   certain  
The   closest   human   analogy   to   the   Alien   Race   members   of   the   Alien   Race   or   symbiont.   Food  
communicator   is   the   radio.   Communicator   excreters   have   also   been   bred   to   produce  
symbionts   allow   members   of   the   Alien   Race   food  for  Earth  visitor  species.  
to   communicate   over   long   distances.  
LIVING  A RMOR  
Communicator   symbionts   generally   use  
Alien   Race   living   armor   appears   to   be   a   soft  
electromagnetic   signals,   but   there   are   also  
shell  that  forms  itself  to  the  host,  but  once  in  
communicators   for   underwater   that   use  
place,   it   becomes   extremely   hard   and   tough.  
vibrations,   and   others   that   use   beams   of   light.  
Typical   living   armor   adds   2   points   of   blunt  
Generally,  communicators  are  operated  using  
and   sharp   protection   and   one   penalty   die   of  
the   associated   Alien   Race   language   (an  
encumbrance.   Living   armor   can   take   6  
electromagnetic   communicator   is   operated  
wounds   before   dying,   but   will   drop   from   the  
through   electromagnetic   language).  
host   after   3   wounds   and   seek   a   tender   for  
Translator   symbionts     joined   with   the  
help.  
communicators   allow   operation   across   Alien  
Race  languages.   MEDISLUG  
CONCENTRATOR   A   medislug   is   a   short,   slug-­‐like   creature   about  
the   size   of   a   football.   It   attaches   to   the   host  
A   concentrator   symbiont   magnifies   a  
through   a   large   maw   and   a   series   of   small,  
particular   type   of   sensory   input.  
sharp  probes.  Medislugs  are  not  attached  to  a  
Electromagnetic   concentrators   are   similar   to  
host   until   the   host   is   injured,   because   the  
human  antennas.  Visual  concentrators  act  like  
symbiont  has  an  anesthetic  effect  that  impairs  
telescopes,   or   binoculars,   or   microscopes.  
thinking.   When   applied   to   a   member   of   the  
Chemical   concentrators   are   sensitive  
Alien   Race,   the   medislug   cures   one   die   of  
chemical   detectors,   and   tactile   concentrators  
wounds   and   gives   the   host   an   immediate  
act   like   audio   or   seismic   amplifiers.   Typical  
toughness   challenge   with   2   bonus   dice.   The  
concentrators  add  2  bonus  dice  to  applicable  
host  also  gains  one  penalty  die  on  any  mental  
challenges,  though  more  rare  and  specialized  
challenges   for   the   rest   of   the   scene.   A  
symbionts  can  be  much  more  effective.  
medislug  takes  one  round  to  apply.  It  falls  off  
DEMOLITION  EGG   of  the  host  and  dies  after  use.  
The   demolition   eggs   produced   by   demolition     Special   medislugs   are   available   for   use   by  
egg   tenders   are   powerful   explosives.   The   Earth   visitors,   and   these   will   also   work   on  
tender  sets  the  chemical  fuse  on  the  egg  when   humans.  
it   is   removed   from   the   carrying   sac,   to   any  
length   of   time   from   five   seconds   to   sixty  

22
  SPACECREATURE  CONTROLLER  
This   special   electromagnetic   communicator    
MOBILITY  SYMBIONT   symbiont   that   allows   remote   control   of   a  
Mobility   symbionts   act   as   personal   vehicles   spacecreature.  Successfully  bonding  with  this  
for   members   of   the   Alien   Race   that   have   symbiont   and   gaining   control   of   its  
limited   movement.   Typical   mobility   spacecreature   requires   a   successful   difficulty  
symbionts   are   concave,   six-­‐legged   creatures   2   [Charisma   +   Self   Control]   check.   This  
with   Dexterity-­‐4,   Running-­‐2.   They   take   one   difficulty   increases   for   larger   spacecreatures.  
penalty   die   of   encumbrance   when   carrying   Operating   the   spacecreature   requires   basic  
their   host.   Mobility   symbionts   are   typically   skill   in   Language(electromagnetic)   and   a  
controlled   through   Language(tactile)   or   successful   [Perception   +   Spacecreature   Pilot]  
Language(chemical)  skills.   challenge.  
REBREATHER   TOXIC  DART  WEAPON  
Earth’s   atmosphere   is   not   breathable   by   The   toxic   dart   weapon   is   a   special   symbiont  
members   of   the   Alien   Race.   They   must   wear   a   that   produces   and   ejects   anesthetic   darts.   In  
rebreather   symbiont   to   operate   on   Earth.   ranged   weapon   terms,   it   does   2d   of   sharp  
This   symbiont   looks   like   a   flat   patch   of   flesh   damage,   has   5   rounds   of   ammunition,   and  
covered   with   a   thick   carpet   of   thin   tubes.   It   range   increments   of   20/40/80.   Attacking  
completely   covers   the   host’s   primary   with   it   uses   Alien   Race   Weapons   skill  
breathing  orifices.   challenges.  If  an  attack  with  a  toxic  dart  does  
any   damage,   the   target   is   also   exposed   to   a   an  
SENSORY  STORE  
anesthetic   poison   that   takes   effect  
Sensory   stores   are   the   recording   devices   of  
immediately   with   7   attack   dice,   2   stun  
the  Alien  Race.  Each  sensory  store  is  capable  
damage,  and  a  recurrence  every  three  rounds.  
of   recording   and   replaying   many   hours   of  
information   in   one   of   the   Alien   Race   modes   of   TRANSLATOR  
communication   –   chemical,   tactile,   The   Alien   Race   developed   with   four   major  
electromagnetic,  and  visual.   modes   of   communication   –   tactile,   visual,  
chemical,  and  electromagnetic.  In  order  to  be  
SPACECREATURE  
able   to   communicate   between   the   diverse  
Space   creatures   are   gigantic   symbionts,   bred  
morphologies   and   use   specialized   symbionts  
to   carry   the   Alien   Race   between   stars.   Some  
that   only   understand   particular   languages,  
are   large   enough   to   carry   thousands   of  
the   Alien   Race   developed   translator  
passengers,   while   others   can   carry   only   one.  
symbionts.  These  are  generally  about  the  size  
Very   small   spacecreatures   can   be   used   as  
of   a   coffee   mug,   but   come   in   all   shapes   and  
unmanned   drones,   operated   through   remote  
sizes   depending   on   their   function.   They   are,  
spacecreature  controller  symbionts.  
perhaps,   the   most   intelligent   and   important  
  The   typical   spacecreature   encountered   on  
of   the   symbionts.   Each   translator   can  
Earth   is   about   thirty   feet   across   and   can   carry  
translate   not   just   sensations,   but   actual  
up   to   ten   passengers.   It   can   fly   in   Earth’s  
meaning   from   one   Alien   Race   language   to  
atmosphere,   but   is   not   capable   of   space   flight.  
another,   and   vice-­‐versa.   The   symbiont   gives  
In   vehicle   terms,   it   has   a   speed   of   90,  
the   host   the   same   skill   in   the   translated  
Maneuver   8,   Acceleration   20,   and   provides   2  
language   as   the   original   language,   up   to   a  
points   of   cover.   Operating   a   spacecreature  
maximum   of   3.   For   example,   a   host   with  
requires   Spacecreature   Piloting   skill   This  
Language(tactile)-­‐native   (4)   and  
spacecreature   has   2   points   of   blunt   and   sharp  
Language(electromagnetic)-­‐1   wearing   a  
armor.   If   it   takes   4   wounds,   it   lands.   At   6  
tactile-­‐electromagnetic   symbiont   would   have  
wounds   it   falls   from   the   sky,   and   after   10  
an  Language(electromagnetic)  skill  of  3.  
wounds  it  dies.    

23
VECTORSLUG     Other   symbionts,   like   concentrators,  
The   vectorslug   is   a   squat,   segmented   creature   sensory   stores,   and   spacecreatures,   require  
about   the   size   of   a   human   fist.   It   attaches   the   host   to   gain   empathy   with   them   by  
painlessly   to   its   host   with   a   mouth   like   a   making   a   successful   difficulty   1   [Charisma   +  
suction  cup,  then  extends  a  sharp  probe  from   Self   Control]   check,   and   to   control   them   using  
within   its   mouth   to   puncture   the   host’s   skin   the  appropriate  Alien  Race  language.  Visitors  
and   deliver   an   immunization.  
Vectorslugs   have   been   bred   and   used  
by   dissenter   aliens   to   immunize   a  
small   group   of   humans   against   Strain  
816.  

WATERSKIN  
This   is   a   special   form   of   rebreather  
symbiont   that   covers   most   of   a  
dolphoid   visitor’s   skin   with   a   layer   of  
salty   moisture,   allowing   the   dolphoid  
to  operate  out  of  the  water  for  up  to  24  
hours.  

USING CAPTURED SYMBIONTS generally   know   at   least   one   Alien   Race  


If   humans   capture   and   try   to   use   symbionts   language,   and   it   is   usually   tactile   or   visual,  
bred   for   Alien   Race   hosts,   most   likely   the   given   their   limited   ability   to   generate  
symbionts   will   not   even   attach.   If   they   do,   chemicals   and   electromagnetic   signals.  
they   will   likely   cause   physical   or   mental   Humans   can   also   learn   these   languages   over  
damage.   time,  under  the  right  circumstances,  and  then  
  However,   humans   are   fully   compatible   use   visitor   translators   if   needed   to   control  
with   the   symbionts   used   by   the   Earth   visitor   symbionts.  
races.   Many   of   these   symbionts,   like   living     Note   that   many   alien   weapons,   like   the  
armor  or  medislugs,  require  no  active  control   toxic  dart  symbiont,  don’t  require  a  language  
by   the   host   and   will   immediately   attach   and   skill,   but   instead   use   the   Alien   Race   Weapon  
perform  their  function,  even  on  a  human.   skill.

24
CHAPTER 6: RECON 6 CAMPAIGN
Before   starting   the   Recon   6   campaign,   players    
should  read  through  the  Recon  6  Player  Guide.   SETTLEMENT COMMANDER (3)
It  will  give  them  all  the  background  known  by   Colonel  Anthony  Kellogg  
their   players   and   provide   special   instructions  
for  creating  a  Recon  6  character.    
Strength-­‐3     Intelligence-­‐2  
THE ROLE OF THE PLAYER CHARACTERS Stamina-­‐3     Charisma-­‐3  
Initially,   the   players   will   know   only   that   they   Dexterity-­‐2     Perception-­‐3  
are   trying   to   survive   in   a   world   devastated   by    
disease  and  societal  collapse.  They  should  have   Military  Rank-­‐1  
no   clue   that   aliens   are   behind   the   apocalypse,    
and  the  GM  should  try  to  keep  it  that  way  for  a   Combat  Reflexes-­‐2  
little  while.   Command-­‐3  
  The   PCs   may   catch   glimpses   of   visitor    Inspire  Ally  
aliens,  but  they  will  probably  suspect  that  their  
First  Aid-­‐2  
strange  appearance  is  just  the  next  phase  of  the  
disease.   Eventually,   when   they   detect   radiation  
Handgun-­‐1  
at   a   spacecreature   landing   site,   or   someone    Multiple  Handgun  Shots  
with   the   Carrier   disadvantage   has   a   flashback   History-­‐2  
to  an  alien  abduction,  or  they  see  a  symbiont  in   Persuasion-­‐2  
action,   the   players   will   realize   they’re   dealing   Unarmed-­‐2  
with  aliens  and  everything  will  click.  There’s  a    
good  chance  at  least  one  of  the  players  will  be   Cautious  
disappointed   by   this,   probably   because   they   Good  delegator  
wanted  all  the  dead  people  to  rise  as  zombies.   Listens  before  speaking  
  The   PCs   should   turn   into   the   core   of   a  
 
resistance   group   fighting   to   stop   the   aliens  
  Water   for   the   settlement   comes   from   a  
from   wiping   out   the   human   race.   They   may  
single   hand   operated   pump   in   Alcova   Heights  
make   allies   among   other   human   groups,   and  
Park.   In   fact,   the   pump   was   the   main   reason  
perhaps  even  among  the  aliens  themselves.  
Colonel   Kellogg   chose   the   site   for   the  
ARLINGTON settlement.  
Colonel   Kellogg’s   band   of   settlers   lives   in   the     The   roads   in   the   area   are   littered   with  
abandoned  cars  and  makeshift  roadblocks,  but  
houses   along   Randolph   Street   in   central  
Arlington,   near   the   intersection   of   Columbia   the   Colonel   has   sent   out   teams   to   clear   the  
Pike   and   George   Mason   Drive.   There   are   no   major   roads   enough   for   a   single   vehicle   to   pass  
other   survivors   in   the   immediate   area,   but   through.  A  run  on  gas  early  in  the  collapse  left  
many   gas   stations   empty,   but   it   also   means  
most   of   the   stores   have   been   stripped   of   food  
and   supplies,   either   by   early   scavengers   or   by   there   is   gas   left   in   the   tanks   of   many   cars,   if   it  
Colonel  Kellogg’s  systematic  methods.     can  be  found  and  siphoned.  
  Grocery  stores,  like  the  Food  Star  just  on  the  
other   side   of   George   Mason,   were   a   prime  
target   for   looters   and   scavengers   and   have  
little  left,  but  some  of  the  smaller  convenience  
stores   and   gas   station   shops   may   have   been  
overlooked.  
 

25
Police Officer (2) barricade   at   Arlington   Blvd,   near   the   Jefferson  
Rebeka  Hayes   Community   Center.   At   least   three   hundred  
civilians,  mostly  unarmed,  ran  into  the  gunfire  
  of   a   dozen   soldiers   and   overwhelmed   them.  
Strength-­‐2     Intelligence-­‐2  
The   breach   grew,   soldiers   refused   to   fire   on  
Stamina-­‐2     Charisma-­‐2   apparently   healthy   civilians,   and   those   that  
Dexterity-­‐2     Perception-­‐3   wanted   to   escape   the   quarantine   did.   By   that  
  time   it   didn’t   really   matter   –   concentration   of  
Law  Enforcement  Powers-­‐1   the  disease  was  nearly  as  high  in  the  rest  of  the  
Good  Luck-­‐1   city  as  it  was  in  the  quarantine  zone.  
    The   barricades   are   still   mostly   intact  
Biology-­‐1   around   the   quarantines   zone,   and   the   bodies   of  
Combat  Reflexes-­‐2   the  dead  are  still  stacked  in  advanced  states  of  
 Improved  Initiative   decay   in   alleys   between   buildings   and   on  
Concentration-­‐2   vacant   lots.   Fires   consumed   many   of   the  
buildings   and   burned   out   vehicles   block   the  
 Focus  
streets.   Colonel   Kellogg’s   crews   have   cleared  
First  Aid-­‐1   the   barricades   and   debris   enough   for   vehicles  
Handgun-­‐1   to  drive  down  Columbia  Pike  and  Arlington  as  
Law-­‐2   far   as   Fillmore   Street,   but   no   one   from   the  
Persuasion-­‐2   settlement  has  ventured  farther  east.  
Surveillance-­‐1     Because   of   the   panic   and   desperate  
  attempts   to   escape   the   quarantine   zone,   less  
Bad  Temper.   effort   went   into   looting   resources   there.   The  
Looking  for  someone  to  blame   stores   and   individual   homes   in   the   zone   may  
Nature  lover   still   contain   vital   supplies   that   have  
disappeared  throughout  the  rest  of  the  city.  
 
Pistol   RADIATION  
Club   When   complete   failure   of   the   US   power   grid  
came,   most   nuclear   reactors   had   enough   staff,  
QUARANTINE  ZONE   backup   power,   or   automated   procedures   to  
The   entire   east-­‐central   section   of   Arlington,   shut   down,   but   the   North   Anna   power   station  
bordered   by   Fort   Myers   to   the   east,   South   in   Louisa,   Virginia   suffered   a   meltdown,  
Glebe   Road   to   the   west,   Wilson   Blvd   to   the   making  a  large  area  to  the  south  and  southeast  
north   and   Columbia   Pike   to   the   south,   was   of   Washington   D.C.   uninhabitable.     PCs   with  
declared  a  quarantine  zone  in  the  early  days  of   Geiger  counters  or  other  radiation  sensors  may  
the   outbreak.   The   area   had   a   high   notice   the   increased   radiation   as   close   as   20  
concentration  of  disease  and  was  cordoned  off   miles  south  of  D.C.  
by   National   Guard   barricades   along   the   roads  
and   army   personnel   patrolling   the   low   fences   SCAVENGING  
of  Fort  Myers.  As  things  grew  more  desperate,   The   most   difficult   resources   to   find   in  
sick   people   from   outside   the   quarantine   zone   Arlington   in   late   August   are   non-­‐perishable  
were   forced   inside.   The   panic   and   violence   and   foods.  Food  was  the  target  of  looting  before  the  
spreading   fire   inside   the   zone   was   horrendous,   collapse   and   organized   scavenging   by  
and  those  on  guard  outside  witnessed  much  of   survivors   afterwards.   There   is   still   food  
it.   around,   but   most   of   it   is   hoarded   somewhere  
  Some   of   those   in   the   zone   eventually   or   still   stored   away   in   individual   homes.  
overcame   their   panic   and   organized   a   Colonel   Kellogg   has   stuck   to   scavenging  
coordinated   attack   on   the   National   Guard   businesses   so   far,   but   soon   the   people   of   the  

26
settlement   will   have   to   risk   searching   more   shaky,  but  they  still  make  it  dangerous  to  travel  
individual  homes  for  supplies.   in  the  area.  See  Chapter  8  for  more  details.  
  There   are   still   sources   of   clean   water,   and  
the   Potomac   river   gets   cleaner   every   day.   ALIEN RACE GOALS
Gasoline  still  fills  the  tanks  of  thousands  of  cars   The   Alien   Race   has   two   goals   in   the  
in  the  area,  and  batteries  can  still  be  found.   Washington,   D.C.   area.   First,   they   seek   to  
  Non-­‐consumable   items,   like   clothing,   directly   wipe   out   any   surviving   humans.  
cooking   utensils,   knives,   vehicles,   and   homes   Failing   that,   they   will   attack   and   destroy   any  
are  in  ample  supply.  With  only  four  percent  of   infrastructure  that  might  be  used  by  humans  to  
the   population   left,   there   are   plenty   of   these   rebuild   civilizations,   whether   its   a   powers  
items  to  go  around.   station,   a   freeway   overpass,   or   a   political  
  The   nearest   gun   shops   are   about   10   miles   symbol   like   the   nation’s   capitol.   Their   main  
out,   in   Falls   Church   or   Capitol   Heights.   There   base   of   operation   in   the   area   is   Washington  
are   firearms   left,   but   no   ammunition.   A   few   National  Airport.  
sporting   goods   stores   in   Arlington   still   have  
hunting  bows  and  arrows.   DISSENTERS
A  small  group  within  the  Alien  Race,  including  
SURVIVING HUMANS some  visitors,  believes  that  humans  should  not  
The   eighty   or   so   residents   of   the   Kellogg   be  wiped  out  completely.  It  was  the  dissenters  
settlement   are   not   the   only   survivors   in   the   who   immunized   thousands   of   humans   against  
area.   There   are   probably   many   similar   Strain   816,   and   they   still   operate   on   the  
settlements  within  five  miles  and  thousands  of   ground,   helping   humans   survive   where   they  
individuals   or   families   hiding   out   and   can.  
scavenging   in   secret.   Many   of   the   survivors   in     Unfortunately,   it   is   impossible   to   tell   a  
the   area   fled   west,   believing   that   agricultural   dissenter   alien   from   the   aliens   that   are  
land   in   Virginia   and   beyond   was   their   only   determined   to   destroy   humanity.   It   is   only   by  
hope  of  long-­‐term  survival.   their   actions   that   the   PCs   will   realize   they   have  
allies  among  the  aliens.  
FORT  M YER  RADIO  STATION  
Colonel   Kellogg’s   settlers   have   a   radio,   with   CARRIERS  
which   they   have   been   able   to   make   contact   PCs   with   the   Carrier   disadvantage   have   been  
with   an   emergency   radio   station   at   Fort   Myer,   abducted   by   alien   dissenters   and   immunized  
a   few   miles   to   the   east.   Through   that   contact,   against   Strain   816.   They   differ   from   other   PCs  
they   have   learned   of   other   human   colonies   in   who  have  fought  off  the  disease  in  that  they  are  
the   area   that   also   have   radios   –   one   to   the   still   carriers   –   still   contagious   –   and   they   had  
north,   across   the   Potomac   in   Georgetown,   and   the   traumatic   experience   of   being   abducted  
another  far  to  the  west  in  Annandale.   and  subjected  to  symbionts.  
  The  Kellogg  settlement  makes  daily  contact     The   alien   dissenters   also   administered  
with   Fort   Myer   and   uses   those   conversations   amnesia  drugs  to  the  carriers,  so  at  the  start  of  
to  arrange  special  direct  contact  times  with  the   play   they   remember   nothing   about   their  
other  settlements.   ordeal.  However,  during  the  campaign,  the  GM  
may   roll   the   Carrier   disadvantage   die  
STICK  M EN   whenever  a  carrier  PC  encounters  and  alien  –  if  
The   area   that   was   once   the   quarantine   zone,   the  check  is  a  success,  the  PC  has  a  flashback  to  
between   the   Kellogg   settlement   and   Fort   Myer,   his  or  her  experience  on  the  alien  ship,  perhaps  
is  now  the  home  of  a  band  of  armed  scavengers   seeing   the   vectorslug   being   attached   or   the  
who   mark   their   territory   by   spray   painting   anesthetic   symbiont   being   place   over   their  
stick  men  on  buildings.  They  are  not  systematic   face.  This  may  cause  irrational  behavior  in  the  
in   their   scavenging,   and   their   leadership   is   moment.  

27
  Over   time,   with   enough   of   these   recall   The   Colonel   gives   the   PCs   containers   for   the  
episodes,   a   carrier   may   piece   together   the   soil   samples,   as   well   as   the   supplies   listed   in  
whole   encounter   with   the   aliens   and   realize   the  Recon  6  Player’s  guide.  He  also  gives  them  
what  truly  happened.   a   paper   map   of   the   Washington,   D.C.   area,  
including  Arlington.  
THE MISSION  
The  Player  guide  to  the  Recon  6  campaign  ends   Note:  If,  for  some  reason,  you  feel  the  PCs  are  not  
just   before   Colonel   Kellogg   briefs   the   PCs   on   yet   ready   to   set   out   on   their   primary   mission,  
their   mission   as   the   newly   formed   “Recon   6”   perhaps   because   they   are   just   getting   familiar  
team.  The  Colonel  had  intended  to  send  the  PCs   with   the   D6Pool   rules   or   because   all   of   the  
to   collect   soil   samples   in   the   area   so   they   could   players   haven’t   gathered   yet,   you   may   want   to  
plan   for   agriculture   in   the   spring,   but   have   Colonel   Kellogg   first   send   them   on   the  
something  has  changed.   mini-­mission   detailed   in   the   next   chapter:  
  Scavenging  the  7-­Eleven.  
The  Colonel’s  Orders  
“Your   mission   has   changed   somewhat.   As   of  
yesterday,   we   have   lost   contact   with   Sergeant  
Holden  and  the  radio  station  at  Fort  Myer.    I  had  
planned  to  send  you  in  that  direction  anyway,  so  
determining   the   status   of   our   radio   contact   is  
now  your  first  priority.  
  Your   secondary   objective   is   to   visit   the  
national  mall  and  Washington  National  Airport  
and  return  soil  samples.  We  can’t  scavenge  food  
forever,  and  come  spring  we  have  to  be  ready  to  
farm.  
  As   always,   scavenge   whatever   you   can,   based  
on  the  list  of  priorities  I  had  you  memorize.  Can  
you  recite  them?”  
 

28
Chapter 7: Scavenging the 7-Eleven
This   chapter   presents   a   short   encounter   that   HOMELESS WANDERER (0)
can   either   act   as   an   introduction   to   D6Pool   Skinny  Pete  
and   the   Recon   6   setting,   or   as   filler   before   the  
main  storyline  gets  going.      
Strength-­‐1     Intelligence-­‐1  
  Officer   Rebeka   Hayes,   who’s   in   charge   of  
security   at   the   settlement,   informs   the   PCs   Stamina-­‐2     Charisma-­‐2  
that  Maynard  Wheldon,  another  resident,  was   Dexterity-­‐2     Perception-­‐2  
on  watch  and  heard  strange  sounds  from  the    
7-­‐Eleven   to   the   south,   across   Columbia   Pike.   Drug  Resistance-­‐1  
She   wants   the   PCs   to   investigate,   see   if   there   Poor  Hearing-­‐1  
are   any   survivors   there,   and   scavenge    
whatever   they   can.   She   suspects   that   the   Climbing-­‐2  
place  is  pretty  picked  over.   Local  Knowledge  (Arlington)-­‐2  
  The   PCs   can   take   the   equipment   they   will   Vehicle  Mechanic-­‐2  
use   on   their   recon   mission,   including   any  
weapons.    
Calm  in  a  crisis  
THE SURROUNDING AREA Can’t  pass  up  a  drink  
The  7-­‐Eleven  faces  George  Mason  Drive  to  the   Inappropriately  Loud  
west.   To   the   north,   on   the   corner,   is   the    
parking  lot  of  the  Select  Auto  used  car  lot,  and     f   Skinny   Pete   or   the   PCs   manage   to   break  
to  the  south  is  a  vacant  lot.  The  back  of  the  7-­‐ into   the   truck,   they’ll   find   it   belongs   to   a  
Eleven   butts   up   against   a   row   of   three-­‐story,   company   that   builds   and   maintains   sewers  
red  brick  apartment  buildings  set  at  angles  to   and   manholes.   There   may   be   a   few   useful  
one  another.     tools  inside,  but  little  else.  

SKINNY PETE FERAL DOGS


A  thin,  disheveled  man  wanders  the  7-­‐Eleven   The  activity  in  the  area  has  attracted  a  pack  of  
parking  lot  with  a  crowbar  in  his  hand.  This  is   four   feral   dogs   looking   for   food.   They   stay  
Skinny   Pete,   a   homeless   alcoholic   who   sees   back   if   they   see   a   group   of   people,   but   they  
the   apocalypse   as   a   welcome   chance   to   live   in   will  attack  a  lone  PC  or  Skinny  Pete.  
whatever   house   he   likes   and   shop   without  
money.   He   is   currently   using   the   crowbar   to   THE VACANT LOT
break   into   a   white   panel   truck   with   the   label   The   vacant   lot   to   the   south   is   covered   in  
“AM-­‐Liner”  on  the  side.  If  questioned,  he’ll  tell   grass,   with   a   few   bare   dirt   patches.     If   any   of  
the   PCs   he’s   looking   for   medical   supplies   for   the   PCs   have   a   Geiger   counter   or   any   other  
his   family,   but   he’s   actually   more   interested   way   to   detect   radiation,   they   will   notice   that  
in  finding  alcohol.  For  some  reason,  he  hasn’t   the   radiation   level   in   the   field   is   about   twenty  
thought  to  check  the  grocery  store  just  to  the   times   the   normal   background   radiation.   This  
north.   is   because   one   of   the   spacecreatures   landed  
  Skinny   Pete   will   check   out   the   PCs   if   they   there  recently  to  drop  off  a  pair  of  visitors.  
approach  him,  but  he  won’t  run.  If  it’s  obvious    
the  PCs  are  armed,  he’ll  tell  them  he’s  glad  to  
see   it.   Someone   has   to   take   care   of   those  
“Mutated  Bastards.”  

29
   
FERAL DOG (1) Street  View  
Strength-­‐1     Intelligence-­‐1   Arlington   is   a   real   place,   as   is   this   particular   7-­
Stamina-­‐2     Charisma-­‐2   Eleven  store,  and  the  houses  on  Rudolph  Drive  
Dexterity-­‐3     Perception-­‐3   where   the   survivors   live.   If   you   have   access   to  
the   Internet   while   you   play   this   campaign,   it  
  might  be  helpful  to  use  Google  Maps  Steet  View  
Acute  Smell-­‐2  
to  get  a  better  look!  
Acute  Hearing-­‐1  
  THE VISITORS
Acrobatics-­‐1   There  are  two  visitors  in  the  area  on  a  search  
Intimidation-­‐1   and   destroy   mission   for   surviving   humans.   A  
Natural  Weapon-­‐2   humanoid   visitor   is   in   cover   inside   the   store,  
 Multiple  Natural  Attacks   watching   Skinny   Pete   and   waiting   for   its  
Running-­‐2   ursoid   companion   to   return   from   a   search  
Self  Control-­‐2   through   the   woods.   The   ursoid   returns  
Tracking-­‐2   through   the   vacant   lot   at   some   point   judged  
  most   dramatic   by   the   gamemaster,   and   the  
starving   feral   dogs   begin   barking   at   it   (if   the   PCs  
never  attack  alone   haven’t   killed   them   or   driven   them   away).  
This   encounter   should   take   place   before   the  
 
PCs  enter  the  store.  
  If   PCs   make   an   intentional   search   of   the     The   ursoid   visitor   has   no   symbionts.   The  
vacant  lot,  a  successful  difficulty  2  [Tracking  +   humanoid   visitor   has   a   toxic   dart   weapon,   a  
Perception]   challenge   will   reveal   that   the  
visual   sensory   store   attached   to   the   side   of   its  
grass  here  has  been  depressed  in  a  oval  about   head,  and  living  armor.  
thirty  feet  across.     The  ursoid  attacks,  but  if  it  is  wounded  at  
all   or   realizes   it   is  
outnumbered,   it   runs  
away   through   the  
apartment   complex   to  
the   east.   The   humanoid  
visitor   fires   its   toxic  
darts   from   cover   in   the  
store.  If  it  sees  the  ursoid  
retreat,   it   runs   out   the  
back   of   the   store   and  
also  flees  to  the  east.  
 

30
SEARCHING THE 7-ELEVEN
URSOID VISITOR(3) The   inside   of   the   store   smells   of   rotting   food  
Strength-­‐4     Intelligence-­‐1   and   all   of   the   food   has   been   taken.   There   is  
Stamina-­‐3     Charisma-­‐2   still   some   candy   and   plenty   of   non-­‐
consumable   items   like   flashlights,   magazines  
Dexterity-­‐2     Perception-­‐2  
and  old  movies  on  DVD.  If  the  PCs  search  the  
  manager’s   office,   they   find   two   packs   of  
Acute  Hearing-­‐2   batteries,   as   well   as   a   flask   of   whisky   hidden  
Acute  Smell-­‐2   inside  the  desk’s  lap  drawer.  
 
Climbing-­‐2   HANDLING CAPTURED VISITORS
Swimming-­‐2   This   encounter   is   intended   to   give   the   PCs   a  
Language  (Chemical)-­‐native   quick   glimpse   of   visitors,   and   Skinny   Pete   is  
Language  (Chinese)-­‐1   there  to  get  the  idea  of  disease  mutations  into  
their   minds   as   an   explanation.   If   the   PCs  
Natural  Weapons-­‐2  
manage  to  actually  capture  or  kill  a  humanoid  
 Powerful  Natural  Attack  
visitor,   or   even   grab   a   blood   sample,   they  
Running-­‐2   might   be   able   to   determine   that   the   creature  
Intimidation-­‐2   was   of   human   “origin.”   It   might   also   become  
 Frighten   apparent   that   the   ursoid   is   somehow   related  
  to  a  bear.  The  mutation  idea  should  hold  up.  
no  symbionts  
  WHAT ABOUT SKINNY PETE?
If   the   PCs   return   to   the   settlement   with  
HUMANOID VISITOR
Skinny   Pete,   Officer   Hayes   will   express   some  
Strength-­‐1     Intelligence-­‐2   disappointment.   It   doesn’t   appear   that   Pete  
Stamina-­‐2     Charisma-­‐2   has   anything   to   offer   the   settlement   and  
Dexterity-­‐3     Perception-­‐3   might   even   be   a   burden   to   them.   If   Pete  
  helped   the   PCs   in   the   encounter   with   the  
Empathy-­‐1   visitors,   that   will   be   a   point   in   his   favor,   and  
  Officer   Hayes   could   be   convinced   with   an  
Acrobatics-­‐2   apposed   challenge   of   [Intelligence   +  
 Rough  Move   Persuasion]  vs.  her  [Perception].  
Alien  Race  Weapons-­‐2     If   the   PCs   are   willing,   they   can   take   Pete  
Biology-­‐2   along   on   their   mission   as   a   test   of   his  
usefulness.
Language  (Tactile)-­‐native  
Language  (English)-­‐3  
Stealth-­‐2  
Surveillance-­‐2  
 
toxic  dart  
living  armor  
visual  sensory  store  
 

31
CHAPTER 8: THE ROAD TO FORT MYER
The   PCs’   closest   objective   is   the   silent   radio     The   humanoid   visitor   following   the   PCs  
station  at  Fort  Myer.  They  will  see  on  their  map   carries   no   weapons,   but   does   have   a   visual  
that   Fort   Myers   is   a   straight   shot   east   on   concentrator   symbiont   and   a   medislug.   His  
Arlington   Blvd   or   Columbia   Pike.   designation  in  the  alien  tactile  language  sounds  
Unfortunately,   both   of   these   routes   go   right   like  “Shishna”  to  human  ears.  
through  the  old  quarantine  zone,  which  is  now    
the   territory   of   the   Stick   Men.   As   soon   as   the   HUMANOID VISITOR (2)
PCs   cross   Glebe   Street,   they   may   notice   stick   Shishna  
men   figures   spray   painted   on   the   corners   of  
buildings  to  mark  the  gang’s  territory.    
Strength-­‐1     Intelligence-­‐2  
  The  Stick  Men  are  dangerous,  but  they  have  
begun   to   clean   up   the   quarantine   zone   –  
Stamina-­‐2     Charisma-­‐2  
forcing   unarmed   captives   to   bury   or   burn   dead   Dexterity-­‐3     Perception-­‐3  
bodies   and   clear   roads   so   their   small   convoys    
can  pass.   Dissenter-­‐2  
  If   the   PCs   avoid   the   quarantine   zone   by    
swinging   far   to   the   south,   the   GM   should   feel   Acrobatics-­‐1  
free   to   throw   alternate   dangers   their   way   –   Alien  Race  Weapons-­‐1  
perhaps   a   patrol   of   visitors   from   the   airport.   In   Biology-­‐2  
any   case,   the   PCs   will   have   to   deal   with   the   Language  (Tactile)-­‐native  
Stick   Men   and   their   leader   when   they   reach   Language  (English)-­‐3  
Fort  Myers.  
Running-­‐2  
VISITOR SIGHTING Stealth-­‐3  
Sometime   after   entering   the   quarantine   zone,   Surveillance-­‐2  
the   PCs   should   catch   a   glimpse   of   a   humanoid    
visitor.   This   particular   visitor   is   a   Dissenter,   visual  store  
and   has   no   intent   to   harm   the   PCs   –   he   may   visitor  medislug  
even  help  them  if  he  has  the  opportunity.  
  On   the   other   hand,   he   does   not   want   to   be   LONE SURVIVOR
detected   or   caught,   either   by   the   PCs   or   other   A   survivor   named   Ronald   Goggin   still   lives   in  
visitors.     one  of  the  apartment  houses  in  the  quarantine  
  Perhaps   the   PCs   will   spot   the   visitor   when   zone,   somewhere   along   the   PCs   route   to   Fort  
they  stop  to  investigate  the  stick  men  symbols,   Myer.   His   wife   died   trying   to   escape   in   one   of  
or   during   their   encounter   with   Ronald   Goggin   the   early   quarantine   riots,   but   he   doesn’t   know  
(see  Lone  Survivor  below).   what   happened   to   her.   He   survived   the  
  As   with   the   7-­‐Eleven   encounter,   this   may   craziness  of  the  quarantine  by  building  a  secret  
turn   into   a   chase,   with   the   PCs   trying   to   catch   room  in  his  closet  to  hide  himself,  as  well  as  his  
the   visitor.   It’s   OK   if   the   PCs   capture   him,   but   it   food  and  water.  He  keeps  his  apartment  messy,  
drains   some   of   the   mystery   and   drama   from   to  make  it  look  like  it  has  already  been  looted.  
the  next  few  encounters.  Perhaps,  if  the  PCs  do   When   looters   caught   him   in   the   apartment,   he  
catch  up  the  visitor,  it  might  be  a  good  time  to   pretended   he   was   a   disappointed   looter   who  
shake   things   up   by   introducing   the   Stick   Men   had  found  nothing.  
patrol  (see  below).     Ronald   is   running   low   on   supplies,   so   he  
must   risk   going   out   into   the   world   to   scavenge.  

32
First   he   found   whatever   was   left   in   the   other  
apartments   in   his   building,   then   he   carefully  
scouted   from   windows   and   learned   that   the  
main   threat   out   there   was   the   Stick   Men  
patrols,  and  he  can  usually  hear  them  coming.  
  The   PCs   may   run   into   Ronald   if   they   try   to  
scavenge  from  his  apartment  building,  or  while  
he’s   out   scavenging.   He   is   Unfriendly   toward  
the   PCs.   He   is   also   slightly   paranoid   and   will  
resist   most   Persuasion   challenges   using   his  
Perception   Attribute,   looking   for   reasons   to  
distrust  the  PCs.  
  Ronald   carries   a   pint   of   water,   binoculars,  
and   a   loaded   .38   caliber   pistol   with   him  
whenever   he’s   outside.   In   his   apartment   he   has  
a   few   days   of   food   and   water,   50   rounds   of  
ammunition   for   his   pistol,   a   small   laptop  
(Portable   Basic   Computer)   and   a   small   hand    
generator  that  he  uses  to  charge  it.  He  also  has  
flashlights,   batteries,   and   stacks   and   stacks   of   STICK MEN PATROL
books.     The   Stick   Men   are   a   gang   organized   under   a  
  charismatic   leader.   They   patrol   the   old  
quarantine  zone,  not  allowing  any  competition  
LONE SURVIVOR (1)
for   scavenging   in   the   areas   they   have   marked  
Ronald  Goggin   with   their   stick   man   figures.   Their   leader   is   a  
  little  crazy,  and  has  used  his  followers  to  hunt  
Strength-­‐1     Intelligence-­‐3   alien  visitors  for  sport.  They  have  captured  and  
Stamina-­‐2     Charisma-­‐1   tortured   enough   aliens   to   find   out   what   is  
Dexterity-­‐2     Perception-­‐3   really  going  on.  
    As   the   PCs   make   their   way   toward   Fort  
Acute  Vision-­‐1   Myer   through,   or   along   the   edge   of   the   old  
Bad  Knee-­‐1   quarantine   zone,   they   should   notice   the   stick  
man   markings   painted   on   the   corners   of  
 
Business-­‐2   buildings.  At  some  point  as  they  near  the  base,  
they  will  encounter  a  Stick  Men  patrol.  
Computers-­‐3  
  The   PCs   can   hear   the   Stick   Men’s   noisy,  
Deception-­‐1   poorly   maintained   vehicles   coming   well   in  
Driving-­‐1   advance   with   a   successful   difficulty   2  
Finance-­‐2   [Perception   +   Vehicle   Mechanic]   challenge.   If  
Handgun-­‐1   the   PCs   get   only   one   success   on   this   roll,   they  
 Quick  Draw   have   two   rounds   to   prepare   or   get   into   hiding  
Stealth-­‐1   before   the   Stick   Men   check   to   notice   them.  
  Note  that  this  perception  check  could  be  more  
Trust  No  one   difficult  if  the  PCs  themselves  are  very  noisy.  
Books  are  civilizations  only  hope     The   Stick   Men   patrol   consists   of   two  
Someday  he’ll  find  his  wife   soldiers  and  a  scavenger  in  a  Lincoln  Navigator  
(sport   utility   vehicle),   one   scavenger   and   one  
  soldier  in  a  compact  car,  and  one  scavenger  on  
binoculars   a  small  motorcycle.  
pistol  

33
  A   dead   ursoid   visitor   is   strapped   like   a   Each   Stick   Men   soldier   carries   a   semi-­‐
bearskin   rug,   across   the   hood   of   the   SUV.   To   automatic   rifle   with   twenty   rounds   of  
the  PCs,  it  may  look  like  a  large,  hairless,  pink,   ammunition,   a   pistol   with   eight   rounds,   and  
mutated   human.   A   successful   difficulty   2   wears  leather  (Heavy  Clothing)  to  provide  one  
[Perception   +   Animals]   challenge   will   reveal,   point  of  armor  against  sharp  attacks.  
even   from   a   distance,   that   the   creature   has    
bear-­‐like  qualities  and  may  just  be  a  skinned  or   STICK MEN SCAVENGER (1)
shaved  bear.  
 
  The  Stick  Men  are  out  searching  residential   Strength-­‐2     Intelligence-­‐2  
buildings   for   supplies   to   bring   back   to   their  
Stamina-­‐1     Charisma-­‐2  
base  at  the  Jefferson  Community  Center.  If  they  
notice   the   PCs,   or   detect   their   presence   Dexterity-­‐2     Perception-­‐3  
somehow,   they   will   send   the   scavenger   on   the    
motorcycle  back  to  the  base  for  help,  and  then   Acute  Vision-­‐1  
hunt   the   PCs   down   and   try   to   kill   them.   After    
about   five   minutes,   three   more   soldiers   will   Command-­‐1  
arrive  in  a  pickup  truck.   Driving-­‐2  
  First  Aid-­‐1  
STICK MEN SOLDIER (2) Local  Knowledge  (Arlington)-­‐2  
  Persuasion-­‐2  
Strength-­‐4     Intelligence-­‐1   Self  Control-­‐1  
Stamina-­‐3     Charisma-­‐1   Stealth-­‐1  
Dexterity-­‐2     Perception-­‐2   Vehicle  Mechanic-­‐2  
   
  More  is  better  
Armor-­‐1   Let  the  soldiers  do  the  fighting  
 Armor  Mobility    
Combat  Reflexes-­‐2   pistol  
 Zone  of  Control    
Handgun-­‐2   Stick  Men  scavengers  are  the  leaders  of  patrols,  
Intimidation-­‐2   in  that  they  decide  where  the  patrol  is  going.  If  
Rifle-­‐2   the  patrol  encounters  any  threats  or  survivors,  
Running-­‐1   the   soldiers   go   into   action   and   the   scavengers  
Unarmed  Combat-­‐2   go  into  hiding.  Each  scavenger  is  armed  with  a  
pistol,  but  is  not  very  effective  at  using  it.  
    The  SUV  contains  enough  food  and  water  to  
This  is  our  turf  
supply  the  PCs  for  a  week,  along  with  50  extra  
Don’t  waste  ammunition   rounds   of   rifle   ammunition   that   the   Stick   Men  
  will  only  use  as  a  last  resort.  Note  that  the  Stick  
rifle   Men   may   attempt   to   capture   and   enslave  
pistol   helpless  PCs,  rather  than  kill  them.  
heavy  clothing    

34
CHAPTER 9: FORT MYER
When   the   disease   crisis   began   and   extra   CDC   building   supporting   the   radio   antenna  
coordination   was   required   to   contain   the   with   a   bazooka,   destroying   the   station  
quarantine   zone   in   Arlington,   the   US   Army   set   equipment   and   killing   one   soldier   stationed  
up   a   special   radio   communication   station   at   there.  
Fort   Myer.   The   army   chose   the   base’s   new     This   activity   drew   the   attention   of   a   visitor  
Child   Development   Center   (daycare)   as   the   patrol.   They   killed   one   humanoid   visitor   and  
comm   center’s   location,   since   all   activities   for   started   a   pyre   to   watch   both   bodies   burn  
military   children   were   cancelled   during   the   before  a  spacecreature  full  of  ursoids  from  the  
epidemic.   airfield   to   the   south   came   and   drove   the   Stick  
  The   CDC   building   is   just   inside   and   to   the   Men  away.  
south  of  the  base’s  2nd  street  gate.  The  east  side  
of   the   building   is   only   a   few   yards   from   the   AFTERMATH OF STICK MEN ATTACK
fence  of  Arlington  National  Cemetery.   Between  the  base  gate  and  the  CDC  building  is  
  Unfortunately,  the  Stick  Men  got  wind  of  the   a   baseball   diamond   and   an   open   field   with   a  
communication   between   settlements   and   few   trees.   When   the   PCs   arrive   here,   they   see   a  
decided   it   was   not   in   their   best   interest   to   let   thin   plume   of   smoke   rising   from   the   field.  
that  happen.  They  had  avoided  raiding  the  base   There   is   also   smoke   rising   from   the   building  
in   the   past,   but   now   they   risked   it.   They   itself.   The   corner   of   the   building   is   destroyed,  
attacked   suddenly,   hitting   the   corner   of   the   as   if   by   explosives.   Scraps   of   burned   paper  

35
litter  the  ground  everywhere  and  blow  around   soldier   killed   in   the   explosion   (and   burned   on  
in  the  wind.   the  pyre  with  the  visitor).  They  will  also  find  a  
  Spacecreatures   have   landed   multiple   times   small   generator   with   a   few   hours   of   fuel   that  
on   the   baseball   diamond.   It   now   produces   somehow  survived  the  explosion.  It  is  possible  
elevated  levels  of  radiation,  similar  to  the  field   that   the   records   of   contacts   with   other  
at  the  7-­‐Eleven.   settlements   were   in   those   file   cabinets,   but  
they   are   now   burned   up   or   blown   across   the  
THE  PYRE   base.  
The   smoke   in   the   field   rises   from   a   dying   fire.  
Upon   close   examination,   it’s   obvious   that   the   VISITOR IN HIDING
remains   of   the   fire   contain   two   bodies   not   One   of   the   visitors   from   the   patrol   took   cover  
completely  consumed  by  the  flames.   in   the   building,   was   wounded   by   Sergeant  
  Both   bodies   appear   human,   and   probably   Holden,   and   was   unconscious   when   the  
male,   but   only   one   seems   to   have   worn   any   spacecreature  came  to  retrieve  them.  Now  the  
clothes.  Also,  the  naked  person  appears  to  have   visitor  is  hiding  inside  the  building.  It  won’t  go  
been  very  thin.   into  the  southeastern  half  of  the  building  out  of  
  This  may  be  the  first  time  the  PCs  have  had   fear  of  the  Sergeant,  so  it  will  try  to  sneak  past  
a   close-­‐up   look   at   a   humanoid   visitor.   If   a   PC   the  PCs  and  get  across  the  fields  to  the  gate.  
specifically   examines   the   thin   body   and  
succeeds   on   a   difficulty   1   [Perception   +   WOUNDED HUMANOID VISITOR (2)
Biology]   check,   they   notice   that,   although   the  
Strength-­‐1     Intelligence-­‐3  
thin   person   was   probably   barely   five   feet   tall,  
he  had  unusually  long  fingers  and  a  large  head.  
Stamina-­‐2     Charisma-­‐2  
  A  thorough  search  of  the  ashes  (difficulty  2   Dexterity-­‐3     Perception-­‐2  
[Perception   +   Concentration]   challenge)    
reveals  the  tiny,  flexible  rib  cage  of  the  visitor’s    
toxic  dart  symbiont,  as  well  as  a  few  surviving   Acrobatics-­‐1  
darts.   Alien  Race  Weapons-­‐2  
 Multiple  Alien  Weapon  Shots  
THE RADIO STATION Biology-­‐2  
The   northwest   corner   of   the   Child  
Concentration-­‐1  
Development  center  has  been  destroyed  by  an  
 Focus  
explosion   and   appears   to   have   contained   the  
radio   station   –   at   least   that’s   where   a   fallen   Language  (Tactile)-­‐native  
radio   antenna   seems   to   have   toppled.   A   Language  (English)-­‐2  
difficulty   2   [Perception   +   Special   Weapons]   Stealth-­‐2  
check   reveals   that   it   was   hit   by   some   sort   of   Surveillance-­‐2  
projectile   explosive   from   the   outside   –   like   a    
bazooka.   1  Wound  
  The   rooms   hit   by   the   explosion   are   in    
disarray,   and   some   items   in   them   are   still   toxic  dart  gun  
smoldering.   It   appears   that   some   file   cabinets   living  armor  
were   at   the   center   of   the   explosion,   spreading  
 
burning  papers  everywhere.  None  of  the  radio  
If  the  wounded  visitor  does  escape,  he  may  run  
equipment   is   in   working   order,   but   some   may  
into   the   returning   Stick   Men   (see   below),   or  
be  repairable.  Treat  this  as  an  emergency  radio  
make   his   way   down   to   the   airport   to   get  
with  two  wounds.  
reinforcements.  
  In  addition  to  the  radio  equipment,  the  PCs  
will   find   bloodstains   in   the   room   from   the  

36
SERGEANT HOLDEN’S TRAPS  
The   two   soldiers   who   operated   the   radio   RADIO OPERATOR (2)
station   knew   that   desperate   people   might   one   Staff  Sergeant  Nick  Holden  
day  come  for  their  supplies  or  try  to  shut  down  
 
their   broadcasts.   They   had   also   seen   visitors   Strength-­‐2     Intelligence-­‐2  
from  afar,  which  added  to  their  anxiety.  
Stamina-­‐3     Charisma-­‐2  
  They   created   a   retreat   in   the   basement   of  
the   building.   One   of   the   soldiers   was   killed   in   Dexterity-­‐2     Perception-­‐2  
the   Stick   Men’s   bazooka   blast,   but   the   other,    
Staff   Sergeant   Holden,   was   only   wounded   and   Good  Luck-­‐1  
is  hiding  out  in  the  lower  level  with  two  weeks    
worth  of  food  and  water.  He  also  has  two  hand-­‐ Communications-­‐3  
wound   flashlights,   an   ebook   reader   that   he’s   Computers-­‐1  
managed   to   keep   charged   from   the   radio   Concentration-­‐1  
station   generator,   and   quite   a   bit   of   first   aid    Focus  
supplies,   plus   prescription   antibiotics   and   Explosives-­‐1  
painkillers.   Handgun-­‐1  
  To   help   protect   his   supplies,   Sergeant  
Language(English)-­‐native  
Holden   has   set   up   a   barricade   of   children’s  
desks  in  the  lower  level  hallway.  He  also  sprays   Language(Spanish)-­‐2  
the   stairs   leading   to   the   lower   level   with   Operate  Industrial-­‐1  
lubricant.   The   first   PC   on   the   stairs   must   Stealth-­‐1  
succeed   at   a   difficulty   2   [Perception   +   History-­‐1  
Acrobatics]   check   or   take   damage   from   a   10-­‐  
foot   fall.   After   that,   players   who   know   about   1  Wound  
the   lubricant   may   safely   use   them   with   a    
difficulty   1   [Dexterity   +   Acrobatics]   or   No  family  nearby  
[Dexterity   +   Climbing]   check.   Sergeant   Holden   Determined  to  continue  his  mission  
Keeps   a   small   section   of   each   step   clear   of  
lubricant,  but  only  he  knows  the  pattern.    
assault  rifle  
  Sergeant   Holden   has   also   run   a   tripwire  
across   the   northern   end   of   the   lower   hallway.  
It  is  connected  to  a  grenade  tucked  into  a  wall  
STICK MEN RETURN
The   Stick   Men   who   were   driven   away   by   the  
outlet.   The   first   PC   passing   that   way   must  
approaching   spacecreature   kept   watch   and  
succeed   on   a   difficulty   2   [Perception   +  
saw   it   leave   again.   They   gather   a   few   more  
Explosives]  check  or  set  off  the  grenade.  
friends   and   head   back   to   the   Fort   Myer   to   see  
  Sergeant   Holden   doesn’t   want   to   hurt  
what  they  can  scavenge,  and  to  mark  it  as  part  
anyone   –   he’s   actually   a   pretty   nice   guy.   He’s  
of  their  own  territory.  
just   seen   too   many   strange   things   lately.   If   he  
  This  patrol  consists  of  a  scavenger  and  two  
knows  the  PCs  are  in  the  building,  he  will  hide  
soldiers   in   the   Lincoln   Navigator   with   the  
behind   his   barricade.   If   he   hears   them   coming  
ursoid   visitor   strapped   to   the   hood,   another  
down   (or   falling   down)   the   stairs,   he   shouts   a  
scavenger   in   a   compact   car,   and   the   stick   man  
warning   that   he’s   armed   and   ready   to   defend  
leader,   Chad   Guryev,   in   a   yellow   1966   Mustang  
himself.  
Convertible.  
  Sergeant   Holden   is   also   alone   now,   and   his  
  The   Stick   Men   enter   through   the   2nd   street  
radio   station   has   been   destroyed,   so   he   might  
gate   and   cross   the   fields   in   their   vehicles   to   the  
be  convinced  through  Puruasion  to  join  the  PCs  
small   parking   lot   on   the   west   side   of   the   CDC  
and  Colonel  Kellogg’s  settlement.  
building.   They   are   on   the   lookout   for   visitor  

37
stragglers,   but   don’t   expect   any   human    
resistance.   STICK MEN SOLDIER (2)
  A   few   cars   are   still   parked   in   the   parking   lot  
 
from   before   the   collapse,   so   even   if   the   PCs   Strength-­‐4     Intelligence-­‐1  
parked   a   vehicle   there,   the   stick   Men   may   not  
Stamina-­‐3     Charisma-­‐1  
notice  it.  If  the  PCs  parked  out  in  the  middle  of  
a   field,   the   Stick   Men   will   notice   and   will   Dexterity-­‐2     Perception-­‐2  
approach  cautiously.    
  One   of   the   Stick   Men   scavengers   moves   to    
spray  paint  their  symbol  on  the  corners  of  the   Armor-­‐1  
CDC  building,  and  on  a  base  infirmary  building    Armor  Mobility  
to  the  south.  The  Stick  Men  leader  and  another   Combat  Reflexes-­‐2  
scavenger   stay   with   the   vehicles   while   the    Zone  of  Control  
soldiers  investigate  the  building.   Handgun-­‐2  
  Intimidation-­‐2  
STICK MEN LEADER (4) Rifle-­‐2  
Chad  Guryev   Running-­‐1  
  Unarmed  Combat-­‐2  
Strength-­‐3     Intelligence-­‐2    
Stamina-­‐2     Charisma-­‐3   This  is  our  turf  
Dexterity-­‐3     Perception-­‐2    
  rifle  
Allies-­‐2   pistol  
Attractive-­‐1   heavy  Clothing  
   
Armor-­‐1   STICK MEN SCAVENGER (1)
 Armor  Mobility  
Concentration-­‐2    
Strength-­‐2     Intelligence-­‐2  
 Focus   Stamina-­‐1     Charisma-­‐2  
Driving-­‐2   Dexterity-­‐2     Perception-­‐3  
 Combat  Driving  
 
Intimidation-­‐1   Acute  Vision-­‐1  
Language(Russian)-­‐native  
 
Language(3)-­‐English   Command-­‐1  
Persuasion-­‐2   Driving-­‐2  
Shotgun-­‐2   First  Aid-­‐1  
 Shotgun  Assault   Local  Knowledge  (Arlington)-­‐2  
Unarmed  Combat-­‐1   Persuasion-­‐2  
  Stealth-­‐2  
A  few  good  men  can  rule  this  town   Vehicle  Mechanic-­‐2  
The  only  good  alien  is  a  dead  alien  
 
  More  is  better  
shotgun   Let  the  soldiers  do  the  fighting  
pistol  
 
heavy  Clothing   pistol  

38
CHAPTER 10: THE NATIONAL MALL
The   PCs   have   been   instructed   to   collect   soil   either   end   of   each   bridge   (see   Chapter   5   for  
samples  from  the  national  mall  to  see  if  it  will   special   abilities).   If   the   PCs   defeat   or   drive  
be  a  good  location  to  farm  in  the  spring.   away   the   visitors   in   one   of   the   teams,   that  
  The   visitors   cleared   out   all   the   human   team’s   Demolition   Egg   Tender   will   try   to   flee  
settlements   around   the   mall   days   ago   and   left   south   where   a   small   spacecreature   will   float  
only   one   lone   humanoid   visitor   as   a   lookout   –   north   from   the   airport   to   rescue   it.   Demolotion  
at   the   top   of   the   Washington   monument.   Egg   Tenders   avoid   combat,   but   may   sacrifice  
Demolition   teams   have   destroyed   most   of   the   their   egg   in   an   attempt   to   set   a   trap   for   any  
symbolic   buildings   around   the   mall,   like   the   pursuing  PCs.  
capitol   building,   the   White   House   and   the     If   the   PCs   don’t   stop   both   of   the   teams  
Lincoln  Memorial.   assigned   to   a   bridge,   that   bridge   will   be  
destroyed  within  an  hour.  
DEMOLITION TEAM  
If   the   PCs   try   to   cross   one   of   the   bridges   over   DEMOLOTION EGG TENDER
the   Potomac   (Interstate   66,   395,   or   the  
Strength-­‐4     Intelligence-­‐2  
Arlington   Memorial   Bridge),   they   will   come  
across  teams  of  aliens  in  the  process  of  setting  
Stamina-­‐5     Charisma-­‐1  
explosive  charges  to  blow  key  bridge  supports.   Dexterity-­‐2     Perception-­‐2  
The   alien   teams   consist   of   one   humanoid    
visitor,   one   dolphoid   visitor,   and   one   Empathy-­‐1  
Demolition  Egg  Tender,  with  one  such  team  on    
Explosives-­‐2  
 Specialty(demolition  egg)  
Language  (Electromagnetic)-­‐native  
Language  (Tactile)-­‐2  
Language  (Visual)-­‐2  
Physics-­‐2  
Running-­‐4  
Tend  Symbiont(demolition  egg)-­‐3  
 
demolition  egg  
digger  
electromagnetic  communicator  
rebreather  

THE LOOKOUT
A   single   humanoid   visitor   watches   the   mall  
from   the   top   of   the   Washington   monument.   It  
scans   the   area   with   a   visual   concentrator   and  
through   the   use   of   a   small,   remotely-­‐operated  
spacecreature   It   will   report   any   sightings   of  
humans   to   the   Alien   Race   planners   at   the  
airport  using  its  communicator  symbiont.  
 

39
HUMANOID VISITOR HUMANOID VISITOR LOOKOUT
Strength-­‐1     Intelligence-­‐2   Strength-­‐1     Intelligence-­‐2  
Stamina-­‐2     Charisma-­‐2   Stamina-­‐2     Charisma-­‐2  
Dexterity-­‐3     Perception-­‐3   Dexterity-­‐3     Perception-­‐3  
   
Empathy-­‐1   Empathy-­‐1  
   
Acrobatics-­‐2   Acrobatics-­‐2  
 Rough  Move    Rough  Move  
Alien  Race  Weapons-­‐2   Alien  Race  Weapons-­‐2  
Biology-­‐2   Biology-­‐2  
Language  (Tactile)-­‐native   Language  (Tactile)-­‐native  
Language  (English)-­‐3   Language  (English)-­‐3  
Stealth-­‐2   Stealth-­‐2  
Surveillance-­‐2   Surveillance-­‐2  
   
toxic  dart  weapon   backbag  
living  armor   electromagnetic  communicator  
visual-­‐electromagnetic  translator   tactile-­‐electromagnetic  translator  
  visual  concentrator  
DOLPHOID VISITOR spacecreature  controller  
Strength-­‐3     Intelligence-­‐1    
Stamina-­‐2     Charisma-­‐2     If   the   lookout   reports   a   human   sighting,   a  
Dexterity-­‐2     Perception-­‐3   spacecreature  will  launch  from  the  airport  and    
glide   north   to   the   mall   to   unload   2   humanoid  
  visitors   and   one   ursoid   visitor.   In   addition,   two  
Acute  Hearing-­‐3  
dolphoid  visitors  will  swim  north  into  the  Tidal  
  Basin   just   south   of   the   mall.   This   visitor  
Acrobatics-­‐2   response   team’s   mission   will   be   to   find   and  
Combat  Reflexes-­‐2   destroy   any   humans   in   the   area.   They   will  
 Awareness   pursue  the  PCs  all  the  way  back  into  Arlington  
Language  (Tactile)-­‐native   or   to   anywhere   within   about   five   miles   of  
Language  (Visual)-­‐1   Washington,  D.C.  
Language  (Chemical)-­‐1  
Language  (English)-­‐1   THE SMITHSONIAN
The   visitors   cleared   all   of   the   humans   out   of  
Natural  Weapons-­‐2  
this  area  relatively  early,  so  many  of  the  nearby  
Swimming-­‐3   buildings   remain   unlooted.   There   may   be   a  
  little   bit   to   eat   and   drink   in   the   vending  
tactile  communicator   machines  and  cafeteria  in  the  Smithsonian.  The  
visual  concentrator   PCs   may   also   find   interesting   and   unusual  
  items   in   the   museum   displays   themselves,   or  
  useful   books   in   the   library   of   congress.  
  Sentimental   PCs   might   even   rescue   the   US  
  Constitution   and   the   Declaration   of  
  Independence   from   the   National   Archives  
  before   the   aliens   realize   their   significance   and  
destroy  them.

40
CHAPTER 11: THE AIRPORT
Reagan   Washington   National   Airport   is   the     First,   if   it   seems   like   the   PCs   have   led   the  
main   base   of   Alien   Race   activity   in   the   aliens   anywhere   near   the   settlement,   the  
Washington   D.C.   area.   There   are   a   half   dozen   Colonel   orders   an   evacuation   of   everyone.   He  
Alien   Race   planners   here,   as   well   as   a   few   splits   the   settlement   up   into   small   groups,   to  
demolition  egg  tenders,  spacecreature  tenders,   move   in   secret   by   different   paths   and  
and   a   small   army   of   visitors.   The   main   rendezvous   as   soon   as   possible,   five   miles   to  
objective  of  the  Alien  Race  expedition  here  is  to   the   west   in   Roundtree   Park,   on   the   north   side  
make   sure   that   Washington   doesn’t   become   a   of   Annandale.   From   there   he   will   send   out  
symbolic   rallying   point   for   the  
remaining   humans.   They   carry   out   this  
mission   by   destroying   the   most  
sentimental   buildings   and   by  
exterminating   any   humans   they   come  
across.  

SECURITY
The   main   gates   into   the   flight   line   are  
each   covered   by   a   team   of   three  
humanoid   visitors   with   living   armor  
and   toxic   dart   weapons.   But   there   are  
so   many   places   where   someone   might  
sneak   in   through   a   cargo   hangar   or  
jump   a   fence   far   out   along   the   runway.   teams   to   make   contact   with   the   human  
Because   of   this,   ursoid   visitors   patrol   the   settlement  in  Annadale.  
perimeter  with  their  keen  sense  of  smell,  small     Second,   if   the   PCs   have   successfully   fought  
spacecreatures  hover  overhead,  providing  eyes   and   killed   multiple   aliens   without   much  
in   the   sky   through   spacecreature   controller   damage  to  themselves,  the  Colonel  may  decide  
symbionts,   and   dolphoid   visitors   swim   up   and   to   organize   his   small   settlement   to   fight   back.  
down  the  river,  watching  the  riverbank.   That  will  mean  getting  more  weapons,  possibly  
   The  PCs  should  have  little  difficulty  getting   forming   an   alliance   with   the   Stick   Men,   and  
close   enough   to   see   the   level   of   activity   at   the   setting   up   safe   houses   and   defensible   retreat  
airport  –  and  possibly  catch  a  glimpse  of  a  few   positions  around  the  city.  
actual   members   of   the   Alien   Race.   What   they     Finally,   if   the   PCs   have   taken   serious  
see   will   probably   convince   them   that   it’s   time   wounds   from   the   encounters   with   the   aliens  
to   head   back   and   report   to   Colonel   Kellogg.   and  the  Stick  Men,  Colonel  Kellogg  may  invoke  
Perhaps  they  will  swim  ashore  or  jump  a  fence   protocols   to   keep   the   settlement   safe   –   armed  
ahead  of  time  to  get  the  requested  soil  sample,   pickets  at  the  approaches  to  the  area,  lookouts  
but  a  direct  confrontation  with  the  aliens  here   to   warn   of   approaching   spacecreatures,  
would  almost  certainly  be  deadly.   curfews   during   the   day   and   limitations   on  
noise   at   all   times.   He   will   probably   begin  
WHERE THE CAMPAIGN GOES FROM HERE planning  a  move  west  in  the  spring.  
If   the   PCs   report   back   to   the   Colonel   with   all  
 
that  they’ve  seen,  he  has  three  choices.  
 

41
CHAPTER 12: GLOSSARY OF TERMS
BASE  
Alien   with   four   arms,   plus   two   legs   fused   into   a   SPACECREATURE  
single,  wide  “base,”     Large,   balloon-­‐like   symbiont   that   carry  
members  of  the  Alien  Race  across  space.  Some  
BIPED   can   also   be   used   for   transportation   within   an  
Alien  with  two  arms  and  two  legs.   atmosphere.  

CARRIER   STICK  M EN  
A   human   immunized   against   Strain   816   by   Militant   gang   of   humans   that   patrols   and  
dissenter  aliens.  Carriers  are  immune,  but  still   scavenges  in  eastern  Arlington.    
contagious.  
STRAIN  8 16  
DEAD  TOOLS   Deadly   virus   introduced   on   Earth   by   the   Alien  
Any   tools   used   by   the   Alien   Race   that   are   not   Race  to  wipe  out  humanity.  
living  symbionts.  For  example,  all  conventional  
human  tools  would  be  considered  dead  tools.   SYMBIONT  
A   living   tool   of   the   Alien   Race.   Symbionts  
DISSENTERS   operate   by   attaching   themselves   to,   and  
Group  within  the  Alien  Race  that  believes  that,   usually  feeding  off  of,  a  host  alien.  
to   preserve   diversity,   humans   should   not   be  
completely  wiped  out.   TENDERS  
Aliens   whose   specific   purpose   and   task   is   to  
DOLPHOID  V ISITOR   take  care  of  other  aliens  or  symbionts.  
Alien  visitor  species  bred  from  dolphins.  
URSOID  V ISITOR  
EMPATHY   Alien   visitor   species   bred   from   an   early   bear  
Alien   advantage   that   applies   to   attempts   to   species.  
bind  with  a  symbiont.  
VISITOR  
HUMANOID  V ISITOR   Creatures   bred   by   the   Alien   Race   from   native  
Alien   visitor   species   bred   from   early   human   Earth  species,  so  that  they  can  operate  freely  in  
ancestors.   the  Earth  environment.  

QUAD  
Alien  with  four  legs  and  two  arms.  
 

42

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