Build an Alien 3: Weirdos from Another Planet

Exotic Adaptations

Generally only on per alien race. Roll a d30

  1. Serial reincarnation (if character dies can reincarnate as same race, and has same Int, and memories, but reroll all other stats. Luck is permanently reduced by 1.)
  2. Cloning (if character dies, next character is identical in all stats, but does not share memories)
  3. Burrow through solid rock
  4. Full regeneration (standard healing recovery of 1 HP, even from dead…keep track of negative HP from overkill and eliminate that first to represent the body being reduced to just a scrap of flesh)
  5. Temporal fugue – summon 1d3 time clones, each of which will last 1d6 rounds (keep track separately). HP and expendable resources like ammo are shared between all of them (since they all come from close enough in the future that wounds accumulated in their past wouldn’t have time to heal). Starting from the round the last one vanishes, every round there is a 1 in 6 chance that the character vanishes for a number of rounds equal to the duration one of the clones until all the clones are accounted for. Time clones act as if they’re in telepathic contact, because of their shared memories and intentions.
  6. Bilocation – can appear in two places at the same time. Like Temporal Fugue, both instances share HP, unlike TF the instances can be far apart (the second instance appearing anywhere the alien has been before) and last as long as the user concentrates; during a Bilocation episode the instances roll -1d on all checks due to the necessity of maintaining concentration. Bilocated instances cannot communicate with each other except by ordinary means, though their memories merge once the episode ends.
  7. Mind Meld – can share the thoughts and feelings of another sentient being, range touch, takes 1d6 rounds to establish a meld. Can’t take other actions while melding
  8. Consume Radiation – immune to all but the highest levels of radiation, but needs radiation to survive. 1d3 damage per hour in low-rad environments.
  9. Produce Radiation – subsists on internal atomic energy. Immune to all but the highest levels of radiation, does not need to eat or excrete, but emits radiation harmful to most other life forms (Stamina save per turn of exposure or 1 Stamina damage).
  10. Empathy – experience the feelings of others. Approximately the same range as hearing; can’t be turned off or dulled except by blocking the receptors or taking drugs. In the presence of strong emotion needs a Will save not to act on that emotion, though the character can still choose how to express it (e.g. giving in to the shared hunger of a beast that’s stalking the party wouldn’t cause the empath to attack the party, but would require the empath try to eat something.)
  11. High Pressure Adaptation – immune to all but the highest levels of atmospheric pressure, but suffers 1d3 damage per hour of standard Earth pressure, and 1d3 per round of vacuum.
  12. Low Pressure Adaptation – immune to vacuum, but suffers 1d3 points of damage per hour of standard Earth pressure, and 1d3 per round of high pressure.
  13. High G Adaptation – +1d for Strength tests and +1d for damage from melee attacks, -1d for Agil tests in low G, -2d in 0 G.
  14. Low G Adaptation – -1d for Strength tests and -1d for damage from melee attacks, +2d for Agil tests in low G, -1d for Agil and Stamina tests in Earth gravity.
  15. Dual Form – possesses two distinct forms, each with its own physical stats (STR, AGI, STA) and potentially(1d6) its own adaptations (1-5) and exotic adaptations (6). Switching from form to form takes several minutes.
  16. Extreme Sexual Dimorphism – sexes of the species are different enough to appear to be their own species (completely different appearance and possibly adaptations).
  17. Extreme Hybridism – species mates with other species and offspring are a mix of both (d20 for proportion of each in 5% increments, then for each feature roll to see which species it takes after treating the original roll as the target number for which parent it takes after).
  18. Racial Memory – species retains memories of all its ancestors; use d20 instead of d10 for all background skills that plausibly could have been picked up by an ancestor and have no physical/practice component (e.g. music theory yes, musical performance no).
  19. Gaseous Body – Immune to most attacks, but unable to interact with most physical objects without a containment suit (which is not immune to attacks); can still be affected by things that would disperse or capture the gas (e.g. explosions, vacuum).
  20. Energy Body – Immune to most non-energy attacks, but unable to interact with most physical objects without a containment suit (which is not immune to attacks).
  21. Crystalline Body – Lasers and light weapons are at -1d to attack an alien with a crystalline body, and the alien gets +1d to stealth rolls when trying to hide (+2d when submerged in water). Blunt weapons do +1d damage.
  22. Metallic Body – +4 AC, -1d on Reflex saves and checks involving Agility.
  23. Slow Metabolism – Only needs to make Fortitude saves every other round when exposed to things like poisons or diseases, but heals half as fast as well.
  24. Fast Metabolism – needs to make 2 Fort saves each time one is required, but duration of effects from failing to make the save are halved (round down).
  25. Shape-shifter – roll 1d20:
    • 1-5 change appearance to other member of same or very similar species;
    • 6-10 change appearance to match any creature of similar size;
    • 11-13 change appearance and non-exotic abilities to match any creature of similar size;
    • 14-16: change appearance to match any creature of any size (that you’ve actually encountered)
    • 17-18: change appearance and non-exotic abilities to match any creature of any size (that you’ve encountered)
    • 19: change appearance to match any object of similar size
    • 20: change appearance to match any object of no more than double your size.
  26. Visual Displacement – body can appear to be up to 5 body-lengths away from its actual position (treat fighting it as fighting blind, except when targeting it with area-affect weapons of wide enough area)
  27. Blink – can teleport randomly over short distances, +8 AC but -2d to its own attacks while blinking.
  28. Pheromone Control – +2d to attempts to persuade potential mates (defined however the group is comfortable)
  29. True Omnivore – can digest nearly any physical material (grants no special ability to chew up particularly hard materials, they’ll need to be made bite-sized first).
  30. Reroll twice.

One thought on “Build an Alien 3: Weirdos from Another Planet

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s