Professional Documents
Culture Documents
RECON 6 CAMPAIGN
GAMEMASTER GUIDE
Version 1.1
September 2014
2
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-‐
3
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.
4
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
5
them
in
a
system
twenty
light
years
from
Earth
good
source
of
new
living
material
for
the
–
just
in
case.
aliens’
symbiont
technology.
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,
6
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
7
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.
8
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.
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)
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.
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.
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