Professional Documents
Culture Documents
GAMEMASTER GUIDE
Version 1
January 2013
Design: Russell Brown
Playtesting: Nick Gubbins, Ryan Tuck, Kyle Holbach
GAMEMASTER BACKGROUND
Recon
6
is
a
near
future
D6Pool
setting
where
the
player
characters
are
humans
trying
to
understand,
resist,
and
survive
an
alien
invasion
of
Earth.
This
document
provides
information
about
the
aliens,
their
plans,
and
their
technology.
The
campaign
begins
at
the
end
of
August,
2013,
a
few
months
after
the
arrival
of
the
CHAPTER 2: ORIGINS
The
Alien
Race
is
not
a
single
species,
but
an
intertwined
society
of
thousands
of
different
species
and
their
living,
symbiotic
tools.
The
progenitors
of
the
Alien
Race
evolved
in
the
dense,
swirling,
volatile-rich,
internally
warmed
cloud
layers
of
a
gas
giant
slightly
smaller
than
Jupiter.
They
were
bulbous,
fragile,
and
about
the
size
of
a
human
hand.
The
gas
environment
provided
a
vast,
truly
three-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
these
survived
to
reach
the
gas
giant's
terrestrial
inner
moons
and
establish
life
there.
The
ancestors
of
the
Alien
Race
were
among
the
largest,
and
the
most
complex
creatures
to
survive
such
a
journey.
They
had
adapted
to
the
upper
atmosphere
through
a
symbiotic
relationship
with
large,
gas-filled
filter
feeders.
The
ancestors
of
the
Alien
Race
learned
to
predict
and
ride
the
currents
in
the
upper
atmosphere
to
escape
predators
and
soon
were
riding
the
symbionts
higher
and
higher.
This
desire
to
escape
higher
resulted,
consciously
or
subconsciously,
in
the
breeding
of
higher
riding
filter
feeders
that
could
assume
a
protective
spore-like
state
in
the
near
vacuum
of
the
upper
layers.
The
final
trip
into
orbit
was
not
a
piecemeal
launching
of
TECHNOLOGY OF DIVERSITY
Diversity
was
key
to
the
Alien
Race's
development,
as
advances
in
technology
came
only
through
new
or
as
yet
unrecognized
life
forms
and
genetic
sequences.
This
symbiosis
with
other
life
resulted
in
a
technology
and
society
very
different
than
that
of
humans.
The
members
of
the
Alien
Race
hold
deep
respect
for
their
living
symbionts
and
value
living
diversity
above
all
else.
The
Alien
Race
returned
to
space
millions
of
years
ago
through
a
very
conscious,
multi-
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
visitors
with
big
eyes
and
large
heads.
In
the
vast
northern
forests
they
found
early
bears
which
showed
promise
of
developing
complex
vocalization
and
manual
dexterity.
These
have
evolved
into
the
powerful
ursoid
visitors.
And
in
the
oceans
they
found
dolphins,
already
possessing
complex
speech
patterns,
cross-species
communication
with
whales,
and
a
familiar
propensity
toward
symbiotic
relationships.
The
Alien
Race
became
both
the
exploiters
and
protectors
of
the
Earth's
ecosystems.
They
also
colonized
many
of
the
star
systems
nearby,
bringing
dead
worlds
to
life.
Over
the
past
million
years,
they
have
fought
off
invasion
attempts
by
other
races
and
harvested
life
from
Earth
as
it
changed
gradually
over
time.
The
Alien
Race
began
to
see
humans,
the
descendant
of
the
same
early
hominid
creature
used
by
the
Alien
Race
to
create
its
indigenous
workforce,
as
a
threat
to
the
overall
diversity
of
the
planet.
Human's
themselves
appeared
DECISION POINT
In
2012,
the
United
States
secretly
tested
the
first
cascading
anti-matter
bomb
on
the
far
side
of
moon.
Though
only
the
size
of
a
soup
can,
its
blast
was
as
powerful
as
any
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
resettle
a
few
thousand
humans.
thermonuclear
warhead
in
existence,
and
it
got
the
attention
of
the
visitors
and
the
Alien
Race.
In
Spring
of
2013,
The
Alien
Race
made
the
decision
to
surgically
remove
the
human
race
from
Earth's
Ecosystems.
They
had
their
indigenous
visitor
races,
as
well
as
an
array
of
Earth-compatible
symbiotic
technology
to
help
them.
They
could
use
disease
targeting
the
homogenous
human
physiology,
and,
as
a
last
resort,
they
could
call
on
the
perverted
inventions
of
the
Alien
Race's
own
Dead
Tool
users.
When
the
Recon
6
campaign
starts
in
August
of
2013,
the
invasion
has
begun.
The
Strain
816
virus
has
left
only
one
out
of
every
25
humans
alive,
and
visitor
aliens
are
beginning
to
capture
and
dismantle
industrial
infrastructure.
EXPLOITATION
Although
the
Alien
Race
truly
values
diversity
for
its
own
sake,
it
does
plan
to
eventually
exploit
the
diversity
of
Earth
to
create
new
servant
races
and
symbionts,
and
possibly
even
as
a
source
of
genetic
innovation
in
their
own
bodies.
DISSENTERS
A
small
group
within
the
Alien
Race,
including
some
visitors,
believes
that
humans
should
be
part
of
the
diversity
of
Earth
and
should
not
be
wiped
out
completely.
They
have
taken
independent
action
to
immunize
some
humans
and
then
guide
and
protect
them.
INVASION TIMETABLE
What
follows
is
the
actual
invasion
timetable,
some
of
which
has
already
occurred.
May:
Alien
Race
mother
ships
arrive
in
system.
June:
Visitor
aliens
begin
abduction
of
humans
for
resettlement.
July:
Visitor
aliens
release
Strain
816
in
major
population
centers.
Dissenters
abduct
some
humans
and
genetically
immunize
them
with
a
viral
vector,
creating
protected
Carriers.
August:
Aliens
let
Strain
816
run
its
course.
96%
of
human
population
dies.
September:
Beginning
of
campaign.
Alien
Race
spacecreatures
destroy
Earth
satellites,
including
GPS.
Ursoid
and
Humanoid
visitors
GOALS
The
actions
of
the
aliens
may
seem,
well,
alien
to
the
players,
but
everything
they
do
is
in
line
with
the
following
goals.
DESTRUCTION
OF
HUMANS
The
primary
goal
of
the
Alien
Race's
Earth
invasion
is
to
destroy
the
human
race,
or
at
least
wipe
out
most
of
it
along
with
its
industrial
base.
This
is
necessary
in
order
to
preserve
the
diversity
of
life
on
the
planet
-
a
good
source
of
new
living
material
for
the
TRANSPORTATION
ECONOMICS
By
the
time
the
campaign
begins
in
late
August,
so
much
of
the
human
race
has
died
that
previous
economic
concepts
no
longer
apply.
Markets
have
collapsed,
currencies
are
worthless,
and
even
many
commodities
that
were
valuable
in
the
industrial
world
have
little
value
for
day-
to-day
survival.
Barter
exists,
but
in
truth
most
small
bands
of
humans
survive
on
scavenging
and
sharing.
Values
of
items
shift
over
time
as
the
reality
of
the
situation
settles
in.
Gold
is
valuable
if
you
think
society
will
recover,
but
it
does
not
put
food
on
the
table.
Weapons
are
more
valuable
when
you
accept
that
the
local
and
national
authorities
are
gone
and
you
have
to
RESISTANCE
When
alien
attacks
come
in
August,
Military
and
technical
forces
deployed
to
contain
Strain
816
will
suddenly
find
themselves
in
the
best
position
to
fight
the
aliens.
With
poor
or
no
communication
to
the
national
governments,
these
groups
will
function
more
like
independent
bands
of
resistance
fighters
than
a
national
army.
They
will
have
to
handle
their
own
supplies
and
do
their
own
recruiting
and
training.
Strong
local
groups,
especially
those
prepared
ahead
of
time
with
weapons
and
supplies,
will
rise
up
to
defend
small
areas.
Religious
groups
may
band
together,
and
many
new
ones
will
form
when
confronted
with
what
appears
to
be
the
end
of
the
world.
There
will
still
be
some
attempts
to
coordinate
at
the
highest
levels
of
government,
and
special
think
tank
groups
will
influence
the
fight
from
secret
bunkers,
but
their
actions
will
be
slow.
If
anyone
can
stop
the
invaders,
it
will
be
the
small,
desperate
resistance
groups
out
in
the
field,
reacting
quickly
to
threats
and
willing
to
take
risks
when
necessary.
CHAPTER 4: ALIENS
Members
of
the
Alien
Race
and
their
Earth
visitors
have
the
usual
human
attributes,
plus
skills
representing
their
sensitivity
in
each
of
the
four
alien
languages.
These
language
skills
influence
their
ability
to
communicate
with
each
other
and
control
specific
symbionts.
BIOLOGY
All
members
of
the
Alien
Race
are
carbon-
based
and
methane
breathing.
Their
genetic
encoding/messenger
scheme
is
simple
and
similar
to
viral
systems
on
Earth,
with
different
base
molecules.
They
ingest
other
life
forms
for
nutrients,
breaking
them
down
in
a
series
of
layered
digestion
sacks
that
surround
multiple
heart-like
organs.
Outside
the
digestion
sacks,
just
below
the
outer
surface
of
the
body,
is
a
layer
of
respiration
sacks
that
pull
in
the
methane.
Methane
metabolism,
including
production
of
more
complex,
benzene
ring
structures
for
energy
storage,
occurs
in
long,
individual
cells,
and
in
a
specialized
organ.
If
a
member
of
the
Alien
Race
breathed
Earth
atmosphere
without
a
proper
breathing
symbiont,
it
would
die
of
oxygen
poisoning
long
before
it
suffocated
from
lack
of
methane.
ALIEN TYPES
Each
individual
of
the
Alien
Race
either
specializes
in
a
certain
task
or
acts
as
an
overall
planner,
coordinating
the
work
of
specialists
and
perhaps
other
planners.
Visitors,
on
the
other
hand,
are
versatile
descendants
of
Earth
stock,
able
to
operate
on
their
own
in
many
different
situations.
MORPHOLOGIES
Most
of
the
Alien
Race
members
and
some
of
their
symbionts
descended
from
one
of
three
10
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
defended,
and
excel
in
remote
senses
like
Visual,
Chemical
and
Electromagnetic.
BIPED
The
least
common
morphology,
more
prevalent
among
planners
and
dead
tool
users,
has
two
arms
and
two
legs.
It
is
capable
of
moving
faster
by
bending
and
using
its
arms
as
legs.
A
true
neck
and
something
resembling
a
head
place
their
basic
senses
up
high.
Bipeds
are
primarily
dependent
on
visual,
tactile,
and
electromagnetic
senses.
REPRODUCTION
TEND
VISITOR
This
skill
reflects
the
ability
of
a
member
of
the
Alien
Race
to
raise,
train,
and
control
members
of
the
Earth
visitor
species.
SYMBIONTS
Each
alien
description
below
includes
a
list
of
typical
symbionts
that
alien
might
carry.
This
is
only
a
suggestion.
Aliens
might
need
other
symbionts,
depending
on
the
situation.
For
example,
a
demolition
egg
tender
might
need
a
digger
symbiont
to
correctly
place
its
explosives,
and
any
Alien
Race
member
operating
on
Earth
would
need
a
rebreather
symbiont
to
survive.
Some
members
of
the
Alien
Race
also
have
the
Empathy
advantage.
These
advantage
dice
apply
to
any
attempt
to
attach
or
use
a
symbiont.
Symbionts
are
described
in
detail
in
the
next
chapter.
SPACECREATURE
PILOTING
This
is
a
special
skill
for
those
among
the
Alien
Race
who
pilot
the
gigantic
spacecreatures
used
as
spaceships
and
air
transport.
TEND
ALIEN
RACE
This
skill
reflects
the
ability
of
a
member
of
the
Alien
Race
to
take
care
of
the
basic
nutritional
and
hygienic
needs
of
another
member
of
the
Alien
Race.
TEND
SYMBIONT
This
is
a
set
of
skills,
one
for
each
category
of
symbiont
tended.
For
example,
Tend
Symbiont(spacecreature)
covers
the
care
and
breeding
of
spacecreature
symbionts.
11
PLANNERS
Planners
sit
at
the
center
of
a
web
of
communication
symbionts
and
recorder
symbionts,
coordinating
all
the
members
of
the
Alien
Race
and
their
visitor
species.
At
the
top
of
this
hierarchy
of
control
sits
a
small
council
of
Supreme
Planners
for
the
Solar
System,
one
of
each
of
the
three
primary
morphologies.
Type
one
planners
are
the
broad
masterminds
of
the
Alien
Race
and
its
operation
on
Earth.
They
are
the
conscious
keepers
of
the
Alien
Race's
goals
and
vision.
Type
two
planners
are
cross-over
planners,
generally
with
some
remnants
of
a
specialty.
They
are
sometimes
used
in
new
situations
because
they
have
the
specialty
skills,
as
well
as
the
analytical
ability
to
adapt.
Type
two
planners
are
the
source
of
most
innovation,
within
their
specialties.
Their
size
and
appearance
varies
widely,
sometimes
closely
matching
that
of
the
corresponding
specialist.
Empathy-2
Slow-1
Language
(electromagnetic)-native
Language
(visual)-2
Language
(tactile)-2
Language
(chemical)-1
Biology-2
Concentration-3
Focus
Management-3
Coordination
tactile-electromagnetic
translator
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
to
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
planners
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
13
SPECIALISTS
TACTILE-ELECTROMAGNETIC
TRANSLATOR TENDER
Strength-2
Intelligence-1
Stamina-3
Charisma-2
Dexterity-2
Perception-2
Empathy-2
Acrobatics-2
Biology-2
First
Aid-2
Language
(tactile)-native
Language
(electromagnetic)-3
Language
(chemical)-1
Running-3
Tend
Symbiont
(translator)-3
Specialty
(Tactile-Electromagnetic
Trans)
tactile-electromagnetic
translator
tactile
store
These
tenders
specialize
in
raising
and
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
tenders
body
hangs
below
the
top
of
the
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
QUAD TENDER
Strength-2
Intelligence-1
Stamina-2
Charisma-2
Dexterity-3
Perception-2
Empathy-1
Acute
Vision-2
Stealth-2
Biology-2
Language
(visual)-native
Language
(electromagnetic)-2
Language
(chemical)-1
Tend
Visual
Symbiont-3
Specialty
(Visual
Store)
visual
concentrator
visual
store
visual-tactile
translator
Empathy-2
Stealth-2
Biology-2
Dance-2
Language
(tactile)-native
Language
(electromagnetic)-2
Language
(chemical)-1
Tend
Alien
Race-3
Specialty
(quad)
Tend
Symbiont
(cleaner)-2
These
tenders
specialize
in
raising
and
breading
visual
stores,
or
the
equivalent
of
a
living
video
camera.
They
are
nearly
as
adept
at
tending
visual
concentrators
and
have
nursing
organs
capable
of
nurturing
either.
A
typical
visual
store
tender
is
four
feet
tall,
making
it
one
of
the
smallest
of
the
base
morphology
aliens.
It
is
also
among
the
most
visually
adept
creatures
in
the
Alien
Race,
and
surprisingly
adaptable
for
a
specialist.
Its
top
two
arms
are
three
feet
long
and
have
crude
grasping
digits
at
the
end.
Its
lower
arms
are
much
shorter
and
are
used
to
manipulate
objects
under
close
inspection.
It
has
four
visual
sensor
films
on
four
bulges
on
its
head.
These
constantly
pulsate.
Quad
tenders
are
expert
users
of
the
symbionts
required
to
take
care
of
themselves
and
other
quad
morphology
aliens.
They
not
only
handle
basic
bodily
needs,
but
may
also
provide
what
could
loosely
be
termed
entertainment,
or
distraction,
which
seems
to
have
some
positive
physiological
effect.
Quad
tenders
don't
plan
their
own
activities
ahead,
they
merely
respond
to
chemical
and
touch
signals
from
quads
in
their
care.
A
typical
quad
tender
is
a
seven
to
eight
foot
tall
quad,
but
with
a
low-set,
bulbous
torso.
It
is
agile
and
appears
thin
and
frail,
yet
it
is
surprisingly
strong.
It
is
bred
to
serve
quads
without
interrupting
their
work
patterns,
moving
smoothly
within
and
active
work
environment.
15
VISITOR TENDER
Strength-3
Intelligence-2
Stamina-2
Charisma-3
Dexterity-2
Perception-2
Empathy-1
Biology-3
First
Aid-2
Language
(visual)-native
Language
(tactile)-2
Language
(English)-2
Pathology-2
Tend
Visitor-3
Specialty
(humanoids)
electromagnetic-visual
translator
rebreather
tactile
store
visitor
food
excreter
visitor
medislug
Acrobatics-2
Combat
Reflexes-2
Language
(chemical)-native
Language
(electromagnetic)-2
Language
(chemical)-1
Stealth-2
Alien
Race
Weapon-2
Precise
Aim
Toxic
dart
weapon
users
take
care
of
and
use
the
small
symbionts
that
grow
and
launch
sharp
needles
filled
with
toxic
venom.
A
typical
toxic
dart
weapon
user
is
four
feet
tall,
with
a
very
flexible
quad
body
which
it
can
contort
to
hide
behind
any
cover.
It
can
use
the
toxic
dart
weapon
with
either
of
its
small
upper
arms.
When
aiming,
this
alien
freezes
in
place
and
locks
its
weapon
arm
into
a
crease
in
its
head.
Small
sensing
veins
extend
from
the
sides
of
its
body
to
triangulate
on
electromagnetic
signals.
Immune
to
venom:
Toxic
dart
weapon
users
are
immune
to
the
venom
of
toxic
darts.
Visitor
Tenders
take
care
of
the
physical
and
social
needs
of
the
Alien
Race's
Earth
visitors,
and
they
also
acts
as
translators
and
liaisons
between
visitors
and
the
rest
of
the
Alien
Race.
These
tenders
have
a
difficult
task
because
the
genetic
impulses
and
urges
of
the
Earth
species
are
very
different
from
those
of
the
Alien
Race,
and
there
is
always
the
threat
that
planners
will
decide
to
destroy
the
humanoid
visitors
along
with
the
human
race,
making
the
tenders
themselves
expendable.
They
have
little
direct
physical
contact
with
the
visitors,
only
providing
them
with
food
and
medical
care
if
they
need
it.
A
typical
visitor
tender
is
five
feet
tall,
with
a
base
morphology.
They
make
slower,
smoother
movements
than
most
of
the
Alien
Race,
similar
to
the
visitor
species
they
tend.
Sensory
organs
are
located
on
a
stubby
stalk
that
is
constantly
turning
in
all
directions.
Visitor
tenders
have
been
bred
to
generate
humanoid
vocal
sounds
using
the
flaps
covering
their
breathing
pores.
16
SPACECREATURE PILOT
Strength-1
Intelligence-4
Stamina-2
Charisma-2
Dexterity-2
Perception-3
Empathy-2
Climbing-2
Language
(Tactile)-native
Language
(Electromagnetic)-3
Language
(Chemical)-2
Tend
Symbiont(Spacecreature)-1
Spacecreature
Piloting-4
electromagnetic
concentrator
Empathy-1
Explosives-2
Specialty(demolition
egg)
Language
(Electromagnetic)-native
Language
(Tactile)-2
Language
(Visual)-2
Physics-2
Running-4
Tend
Symbiont(Demolition
Egg)-3
Spacecreature
pilots
specialize
in
controlling
the
huge
spacecreature
vessels
that
the
Alien
Race
uses
to
cross
between
stars.
These
tenders
are
long
and
spindly
and
communicate
with
their
spacecreature
through
tactile
and
electromagnetic
interaction.
Their
navigation
is
based
on
their
own
electromagnetic
senses,
as
well
as
the
information
passed
to
them
from
the
spacecreature.
A
typical
pilot
for
one
of
the
huge
interstellar
spacecreatures
is
also
huge,
towering
to
eight
or
nine
feet,
with
long
limbs
and
lots
of
joints
that
make
it
look
like
some
sort
of
Earth
insect.
Each
limb
ends
in
a
pad
of
special
sensory
organs,
which
attach
to
the
wall
of
tissue
inside
the
spacecreature,
just
behind
its
brain.
demolition
egg
digger
rebreather
Demolition
egg
tenders
are
a
special
form
of
tender
designed
to
actually
produce
a
symbiont
device;
in
this
case,
a
volatile
egg
on
the
verge
of
setting
off
a
massive
explosion.
Demolition
egg
tenders
are
huge
biped
morphology
aliens
with
a
special
egg
pouch.
They
normally
produce
one
egg
every
few
days
and
leave
it
in
their
egg
sac,
inert.
When
the
egg
emerges
from
the
sac,
exposure
to
a
special
chemical
begins
the
countdown
to
explosion.
The
demolition
egg
tenders
can
control
the
time
to
explosion,
varying
it
from
a
few
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
capavle
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
VISITORS
SPACECREATURE TENDER
Strength-2
Intelligence-2
Stamina-4
Charisma-2
Dexterity-3
Perception-2
Empathy-1
Acrobatics-2
Climbing-2
Concentration-2
Focus
Language
(Electromagnetic)-native
Language
(Visual)-3
Spacecreature
Piloting-1
Swimming-2
Tend
Symbiont(Spacecreature)-3
rebreather
spacecreature
cleaner
Spacecreature
tenders
take
care
of
the
special
neads
of
spacecreature
symbionts.
They
are
very
agile
and
tough,
and
are
constantly
crawling
around
the
spacecreature,
both
inside
and
out.
These
tenders
are
quads,
but
often
use
their
arms
as
legs,
making
them
look
and
move
like
a
six-legged
spider.
Most
are
only
about
three
feet
tall,
and
some,
bred
to
get
inside
the
tiniest
crawlspaces,
may
only
be
the
size
of
a
human
hand.
Pressure
Seal:
Spacecreature
Tenders
can
operate
for
five
minutes
out
of
every
hour
in
the
vacuum
of
space
without
harm.
18
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
Acute
Hearing-3
Acrobatics-2
Combat
Reflexes-2
Awareness
Language
(Tactile)-native
Language
(Visual)-1
Language
(Chemical)-1
Language
(English)-1
Natural
Weapons-2
Swimming-3
Dolphoid
visitors
retain
the
basics
of
their
original
shape,
though
they
are
stockier
than
their
modern
counterparts
and
have
shorter
snouts.
Without
the
help
of
a
mobility
symbiont
and
a
waterskin,
they
are
confined
to
operating
in
the
Earths
oceans
and
rivers.
From
there
they
monitor
human
activities
and
communicate
with
the
ancient
whale
communities,
the
great
underwater
chroniclers
of
the
rise
of
humans.
Aquatic:
Dolphoids
must
remain
in
water.
When
out
of
water,
they
suffer
3
penalty
dice
on
any
physical
activity.
Echolocation:
Dolphoids
can
add
their
Acute
Hearing
advantage
dice
to
any
underwater
perception
check.
Ursoid
visitors
are
basically
hairless
bears.
They
are
more
intelligent
than
their
ancestors,
and
a
bit
more
able
to
manipulate
objects
with
their
paws.
At
first
glance,
they
might
appear
to
be
large,
pink,
bloated
humans.
Ursoids
are
the
heavy
soldiers
of
the
Alien
Race,
sent
in
to
protect
key
sites
or
to
beef
up
visitor
raids
on
key
human
installations.
After
the
invasion,
some
ursoids
are
left
to
just
wander
the
Earth,
hunting
down
surviving
humans.
Natural
Armor:
Ursoid
visitor
hide
adds
1
point
of
blunt
and
sharp
armor.
20
CHAPTER 5: SYMBIONTS
The
technology
of
the
Alien
Race
is
based
on
living
symbionts,
and
advancement
of
that
technology
requires
genetic
diversity.
It
was
partially
this
search
for
diversity
that
drove
them
into
space
and
eventually
to
Earth.
Symbionts
serve
many
of
the
same
functions
that
the
tools
of
humans
serve
in
modern
society.
Symbionts
protect
aliens
from
the
elements,
allow
them
to
breath
in
Cleaner
Communicator
Concentrator
Demolition Egg
Digger
Food Excreter
Living Armor
Medislug
Symbiont
that
can
dispense
coagulants
and
other
drugs
to
stabilize
wounded
creatures.
Mobility
Rebreather
Allows members of the Alien Race to breath in hostile atmospheres like Earth
Spacecreature
Spacecreature
Controller
Sensory Store
Toxic Dart
Translator
Vectorslug
Waterskin
BACKBAG
A
backbag
symbiont
looks
like
a
sack
of
tough
skin
with
a
large
opening
at
the
top
that
could
once
have
been
a
mouth.
The
backbag
is
more
than
a
simple
bag,
however.
It
specializes
in
21
CLEANER
None
of
the
normal
hygienic
tools
that
humans
use
exist
within
the
Alien
Race
culture
no
soap
or
towels
or
combs
or
deodorant
or
shampoo,
or
toilet
paper.
The
personal
hygiene
tasks
in
the
Alien
Race
are
taken
care
of
by
specialized
cleaning
symbionts.
Some
members
of
the
Alien
Race
wear
one
or
more
cleaning
symbionts
at
all
times,
while
others
just
use
them
periodically.
There
are
also
cleaner
symbionts
that
clean
other,
very
specialized
symbionts
like
spacecreatures.
COMMUNICATOR
The
closest
human
analogy
to
the
Alien
Race
communicator
is
the
radio.
Communicator
symbionts
allow
members
of
the
Alien
Race
to
communicate
over
long
distances.
Communicator
symbionts
generally
use
electromagnetic
signals,
but
there
are
also
communicators
for
underwater
that
use
vibrations,
and
others
that
use
beams
of
light.
Generally,
communicators
are
operated
using
the
associated
Alien
Race
language
(an
electromagnetic
communicator
is
operated
through
electromagnetic
language).
Translator
symbionts
joined
with
the
communicators
allow
operation
across
Alien
Race
languages.
LIVING
ARMOR
Alien
Race
living
armor
appears
to
be
a
soft
shell
that
forms
itself
to
the
host,
but
once
in
place,
it
becomes
extremely
hard
and
tough.
Typical
living
armor
adds
2
points
of
blunt
and
sharp
protection
and
one
penalty
die
of
encumbrance.
Living
armor
can
take
6
wounds
before
dying,
but
will
drop
from
the
host
after
3
wounds
and
seek
a
tender
for
help.
MEDISLUG
A
medislug
is
a
short,
slug-like
creature
about
the
size
of
a
football.
It
attaches
to
the
host
through
a
large
maw
and
a
series
of
small,
sharp
probes.
Medislugs
are
not
attached
to
a
host
until
the
host
is
injured,
because
the
symbiont
has
an
anesthetic
effect
that
impairs
thinking.
When
applied
to
a
member
of
the
Alien
Race,
the
medislug
cures
one
die
of
wounds
and
gives
the
host
an
immediate
toughness
challenge
with
2
bonus
dice.
The
host
also
gains
one
penalty
die
on
any
mental
challenges
for
the
rest
of
the
scene.
A
medislug
takes
one
round
to
apply.
It
falls
off
of
the
host
and
dies
after
use.
Special
medislugs
are
available
for
use
by
Earth
visitors,
and
these
will
also
work
on
humans.
CONCENTRATOR
A
concentrator
symbiont
magnifies
a
particular
type
of
sensory
input.
Electromagnetic
concentrators
are
similar
to
human
antennas.
Visual
concentrators
act
like
telescopes,
or
binoculars,
or
microscopes.
Chemical
concentrators
are
sensitive
chemical
detectors,
and
tactile
concentrators
act
like
audio
or
seismic
amplifiers.
Typical
concentrators
add
2
bonus
dice
to
applicable
challenges,
though
more
rare
and
specialized
symbionts
can
be
much
more
effective.
DEMOLITION
EGG
The
demolition
eggs
produced
by
demolition
egg
tenders
are
powerful
explosives.
The
tender
sets
the
chemical
fuse
on
the
egg
when
it
is
removed
from
the
carrying
sac,
to
any
length
of
time
from
five
seconds
to
sixty
MOBILITY
SYMBIONT
Mobility
symbionts
act
as
personal
vehicles
22
SPACECREATURE
CONTROLLER
This
special
electromagnetic
communicator
symbiont
that
allows
remote
control
of
a
spacecreature.
Successfully
bonding
with
this
symbiont
and
gaining
control
of
its
spacecreature
requires
a
successful
difficulty
2
[Charisma
+
Self
Control]
check.
This
difficulty
increases
for
larger
spacecreatures.
Operating
the
spacecreature
requires
basic
skill
in
Language(electromagnetic)
and
a
successful
[Perception
+
Spacecreature
Pilot]
challenge.
SENSORY
STORE
Sensory
stores
are
the
recording
devices
of
the
Alien
Race.
Each
sensory
store
is
capable
of
recording
and
replaying
many
hours
of
information
in
one
of
the
Alien
Race
modes
of
communication
chemical,
tactile,
electromagnetic,
and
visual.
TRANSLATOR
The
Alien
Race
developed
with
four
major
modes
of
communication
tactile,
visual,
chemical,
and
electromagnetic.
In
order
to
be
able
to
communicate
between
the
diverse
morphologies
and
use
specialized
symbionts
that
only
understand
particular
languages,
the
Alien
Race
developed
translator
symbionts.
These
are
generally
about
the
size
of
a
coffee
mug
and
come
in
all
shapes
and
sizes
depending
on
their
function,
but
they
are,
perhaps
the
most
intelligent
and
important
of
the
symbionts.
Each
translator
can
translate
not
just
sensations,
but
actual
meaning
from
one
Alien
Race
language
to
another,
and
vice-versa.
The
symbiont
gives
the
host
the
same
skill
in
the
translated
language
as
the
original
language,
up
to
a
maximum
of
3.
For
example,
a
host
with
Language(tactile)-native
(4)
and
Language(electromagnetic)-1
wearing
a
tactile-electromagnetic
symbiont
would
have
an
Language(electromagnetic)
skill
of
3.
SPACECREATURE
Space
creatures
are
gigantic
symbionts,
bred
to
carry
the
Alien
Race
between
stars.
Some
are
large
enough
to
carry
thousands
of
passengers,
while
others
are
only
large
enough
for
one.
Very
small
spacecreatures
can
be
used
as
unmanned
drones,
operated
through
remote
spacecreature
controller
symbionts.
The
typical
spacecreature
encountered
on
Earth
is
about
thirty
feet
across
and
can
carry
up
to
ten
passengers.
It
can
fly
in
Earths
atmosphere,
but
is
not
capable
of
space
flight.
In
vehicle
terms,
it
has
a
speed
of
90,
Maneuver
8,
Acceleration
20,
and
provides
2
points
of
cover.
Operating
a
spacecreature
requires
Spacecreature
Piloting
skill
This
spacecreature
has
2
points
of
blunt
and
sharp
armor.
If
it
takes
4
wounds,
it
lands.
At
6
wounds
it
falls
from
the
sky,
and
after
10
wounds
it
dies.
23
VECTORSLUG
The
vectorslug
is
a
squat,
segmented
creature
about
the
size
of
a
human
fist.
It
attaches
painlessly
to
its
host
with
a
mouth
like
a
suction
cup,
then
extends
a
sharp
probe
from
within
its
mouth
to
puncture
the
hosts
skin
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
visitors
skin
with
a
layer
of
salty
moisture,
allowing
the
dolphoid
to
operate
out
of
the
water
for
up
to
24
hours.
generally
know
at
least
one
Alien
Race
language,
and
it
is
usually
tactile
or
visual,
given
their
limited
ability
to
generate
chemicals
and
electromagnetic
signals.
Humans
can
also
learn
these
languages
over
time,
under
the
right
circumstances,
and
then
use
visitor
translators
if
needed
to
control
symbionts.
Note
that
many
alien
weapons,
like
the
toxic
dart
symbiont,
dont
require
a
language
skill,
but
instead
use
the
Alien
Race
Weapon
skill.
24
Intelligence-2
Charisma-3
Perception-3
Military
Rank-1
Combat
Reflexes-2
Command-3
Inspire
Ally
First
Aid-2
Handgun-1
Multiple
Handgun
Shots
History-2
Persuasion-2
Unarmed-2
Cautious
Good
delegator
Listens
before
speaking
Water
for
the
settlement
comes
from
a
single
hand
operated
pump
in
Alcova
Heights
Park.
In
fact,
the
pump
was
the
main
reason
Colonel
Kellogg
chose
the
site
for
the
settlement.
The
roads
in
the
area
are
littered
with
abandoned
cars
and
makeshift
roadblocks,
but
the
Colonel
has
sent
out
teams
to
clear
the
major
roads
enough
for
a
single
vehicle
to
pass
through.
A
run
on
gas
early
in
the
collapse
left
many
gas
stations
empty,
but
it
also
means
there
is
gas
left
in
the
tanks
of
many
cars,
if
it
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.
ARLINGTON
Colonel
Kelloggs
band
of
settlers
lives
in
the
houses
along
Randolph
Street
in
central
Arlington,
near
the
intersection
of
Columbia
Pike
and
George
Mason
Drive.
There
are
no
other
survivors
in
the
immediate
area,
but
most
of
the
stores
have
been
stripped
of
food
and
supplies,
either
by
early
scavengers
or
by
Colonel
Kelloggs
systematic
methods.
25
Intelligence-2
Charisma-2
Perception-3
RADIATION
When
complete
failure
of
the
US
power
grid
came,
most
nuclear
reactors
had
enough
staff,
backup
power,
or
automated
procedures
to
shut
down,
but
the
North
Anna
power
station
in
Louisa,
Virginia
suffered
a
meltdown,
making
a
large
area
to
the
south
and
southeast
of
Washington
D.C.
uninhabitable.
PCs
with
Geiger
counters
or
other
radiation
sensors
may
notice
the
increased
radiation
as
close
as
20
miles
south
of
D.C.
QUARANTINE
ZONE
The
entire
east-central
section
of
Arlington,
bordered
by
Fort
Myers
to
the
east,
South
Glebe
Road
to
the
west,
Wilson
Blvd
to
the
north
and
Columbia
Pike
to
the
south,
was
declared
a
quarantine
zone
in
the
early
days
of
the
outbreak.
The
area
had
a
high
concentration
of
disease
and
was
cordoned
off
by
National
Guard
barricades
along
the
roads
and
army
personnel
patrolling
the
low
fences
of
Fort
Myers.
As
things
grew
more
desperate,
sick
people
from
outside
the
quarantine
zone
were
forced
inside.
The
panic
and
violence
and
spreading
fire
inside
the
zone
was
horrendous,
and
those
on
guard
outside
witnessed
much
of
it.
Some
of
those
in
the
zone
eventually
overcame
their
panic
and
organized
a
coordinated
attack
on
the
National
Guard
SCAVENGING
The
most
difficult
resources
to
find
in
Arlington
in
late
August
are
non-perishable
foods.
Food
was
the
target
of
looting
before
the
collapse
and
organized
scavenging
by
survivors
afterwards.
There
is
still
food
around,
but
most
of
it
is
hoarded
somewhere
or
still
stored
away
in
individual
homes.
Colonel
Kellogg
has
stuck
to
scavenging
businesses
so
far,
but
soon
the
people
of
the
26
DISSENTERS
A
small
group
within
the
Alien
Race,
including
some
visitors,
believes
that
humans
should
not
be
wiped
out
completely.
It
was
the
dissenters
who
immunized
thousands
of
humans
against
Strain
816,
and
they
still
operate
on
the
ground,
helping
humans
survive
where
they
can.
Unfortunately,
it
is
impossible
to
tell
a
dissenter
alien
from
the
aliens
that
are
determined
to
destroy
humanity.
It
is
only
by
their
actions
that
the
PCs
will
realize
they
have
allies
among
the
aliens.
SURVIVING HUMANS
The
eighty
or
so
residents
of
the
Kellogg
settlement
are
not
the
only
survivors
in
the
area.
There
are
probably
many
similar
settlements
within
five
miles
and
thousands
of
individuals
or
families
hiding
out
and
scavenging
in
secret.
Many
of
the
survivors
in
the
area
fled
west,
believing
that
agricultural
land
in
Virginia
and
beyond
was
their
only
hope
of
long-term
survival.
FORT
MYER
RADIO
STATION
Colonel
Kelloggs
settlers
have
a
radio,
with
which
they
have
been
able
to
make
contact
with
an
emergency
radio
station
at
Fort
Myer,
a
few
miles
to
the
east.
Through
that
contact,
they
have
learned
of
other
human
colonies
in
the
area
that
also
have
radios
one
to
the
north,
across
the
Potomac
in
Georgetown,
and
another
far
to
the
west
in
Annandale.
The
Kellogg
settlement
makes
daily
contact
with
Fort
Myer
and
uses
those
conversations
to
arrange
special
direct
contact
times
with
the
other
settlements.
CARRIERS
PCs
with
the
Carrier
disadvantage
have
been
abducted
by
alien
dissenters
and
immunized
against
Strain
816.
They
differ
from
other
PCs
who
have
fought
off
the
disease
in
that
they
are
still
carriers
still
contagious
and
they
had
the
traumatic
experience
of
being
abducted
and
subjected
to
symbionts.
The
alien
dissenters
also
administered
amnesia
drugs
to
the
carriers,
so
at
the
start
of
play
they
remember
nothing
about
their
ordeal.
However,
during
the
campaign,
the
GM
may
roll
the
Carrier
disadvantage
die
whenever
a
carrier
PC
encounters
and
alien
if
the
check
is
a
success,
the
PC
has
a
flashback
to
his
or
her
experience
on
the
alien
ship,
perhaps
seeing
the
vectorslug
being
attached
or
the
anesthetic
symbiont
being
place
over
their
face.
This
may
cause
irrational
behavior
in
the
moment.
STICK
MEN
The
area
that
was
once
the
quarantine
zone,
between
the
Kellogg
settlement
and
Fort
Myer,
is
now
the
territory
of
a
band
of
armed
scavengers
who
mark
their
territory
by
spray
painting
stick
men
on
buildings.
They
are
not
systematic
in
their
scavenging,
and
their
leadership
is
shaky,
but
they
still
make
it
27
THE MISSION
The
Player
guide
to
the
Recon
6
campaign
ends
just
before
Colonel
Kellogg
briefs
the
PCs
on
their
mission
as
the
newly
formed
Recon
6
team.
The
Colonel
had
intended
to
send
the
PCs
to
collect
soil
samples
in
the
area
so
they
could
plan
for
agriculture
in
the
spring,
but
something
has
changed.
The
Colonels
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
cant
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
Intelligence-1
Charisma-2
Perception-2
Drug
Resistance-1
Poor
Hearing-1
Climbing-2
Local
Knowledge
(Arlington)-2
Vehicle
Mechanic-2
Calm
in
a
crisis
Cant
pass
up
a
drink
Inappropriately
Loud
If
Skinny
Pete
or
the
PCs
manage
to
break
into
the
truck,
theyll
find
it
belongs
to
a
company
that
builds
and
maintains
sewers
and
manholes.
There
may
be
a
few
useful
tools
inside,
but
little
else.
SKINNY PETE
FERAL DOGS
29
Street
View
Arlington
is
a
real
place,
as
is
this
particular
7-
Eleven
store,
and
the
houses
on
Rudolph
Drive
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
to
get
a
better
look!
Acute
Smell-2
Acute
Hearing-1
Acrobatics-1
Intimidation-1
Natural
Weapon-2
Multiple
Natural
Attacks
Running-2
Self
Control-2
Tracking-2
starving
never
attack
alone
THE VISITORS
There
are
two
visitors
in
the
area
on
a
search
and
destroy
mission
for
surviving
humans.
A
humanoid
visitor
is
in
cover
inside
the
store,
watching
Skinny
Pete
and
waiting
for
his
ursoid
companion
to
return
from
a
search
through
the
woods.
The
ursoid
returns
through
the
vacant
lot
at
some
point
judged
most
dramatic
by
the
gamemaster,
and
the
feral
dogs
begin
barking
at
it
(if
the
PCs
havent
killed
them
or
driven
them
away).
This
encounter
should
take
place
before
the
PCs
enter
the
store.
The
ursoid
visitor
has
no
symbionts.
The
humanoid
visitor
has
a
toxic
dart
weapon,
a
visual
sensory
store
attached
to
the
side
of
its
head,
and
living
armor.
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.
If
PCs
make
an
intentional
search
of
the
vacant
lot,
a
successful
difficulty
2
[Tracking
+
Perception]
challenge
will
reveal
that
the
grass
here
has
been
depressed
in
a
oval
about
thirty
feet
across.
30
URSOID VISITOR(3)
Strength-4
Intelligence-1
Stamina-3
Charisma-2
Dexterity-2
Perception-2
Acute
Hearing-2
Acute
Smell-2
Climbing-2
Swimming-2
Language
(Chemical)-native
Language
(Chinese)-1
Natural
Weapons-2
Powerful
Natural
Attack
Running-2
Intimidation-2
Frighten
no
symbionts
HUMANOID VISITOR
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
living
armor
visual
sensory
store
31
Shishna
Strength-1
Stamina-2
Dexterity-3
Intelligence-2
Charisma-2
Perception-3
Dissenter-2
Acrobatics-1
Alien
Race
Weapons-1
Biology-2
Language
(Tactile)-native
Language
(English)-3
Running-2
Stealth-3
Surveillance-2
VISITOR SIGHTING
Sometime
after
entering
the
quarantine
zone,
the
PCs
should
catch
a
glimpse
of
a
humanoid
visitor.
This
particular
visitor
is
a
Dissenter,
and
has
no
intent
to
harm
the
PCs
he
may
even
help
them
if
he
has
the
opportunity.
On
the
other
hand,
he
does
not
want
to
be
detected
or
caught,
either
by
the
PCs
or
other
visitors.
Perhaps
the
PCs
will
spot
the
visitor
when
they
stop
to
investigate
the
stick
men
symbols,
or
during
their
encounter
with
Ronald
Goggin
(see
Lone
Survivor
below).
As
with
the
7-Eleven
encounter,
this
may
turn
into
a
chase,
with
the
PCs
trying
to
catch
the
visitor.
Its
OK
if
the
PCs
capture
him,
but
it
drains
some
of
the
mystery
and
drama
from
the
next
few
encounters.
Perhaps,
if
the
PCs
do
catch
up
the
visitor,
it
might
be
a
good
time
to
shake
things
up
by
introducing
the
Stick
Men
patrol
(see
below).
visual
store
visitor
medislug
LONE SURVIVOR
A
survivor
named
Ronald
Goggin
still
lives
in
one
of
the
apartment
houses
in
the
quarantine
zone,
somewhere
along
the
PCs
route
to
Fort
Myer.
His
wife
died
trying
to
escape
in
one
of
the
early
quarantine
riots,
but
he
doesnt
know
what
happened
to
her.
He
survived
the
craziness
of
the
quarantine
by
building
a
secret
room
in
his
closet
to
hide
himself,
as
well
as
his
food
and
water.
He
keeps
his
apartment
messy,
to
make
it
look
like
it
has
already
been
looted.
When
looters
caught
him
in
the
apartment,
he
pretended
he
was
a
disappointed
looter
who
had
found
nothing.
Ronald
is
running
low
on
supplies,
so
he
must
risk
going
out
into
the
world
to
scavenge.
32
Intelligence-3
Charisma-1
Perception-3
Acute
Vision-1
Bad
Knee-1
Business-2
Computers-3
Deception-1
Driving-1
Finance-2
Handgun-1
Quick
Draw
Stealth-1
Trust
No
one
Books
are
civilizations
only
hope
Someday
hell
find
his
wife
binoculars
pistol
33
Intelligence-1
Charisma-1
Perception-2
Armor-1
Armor
Mobility
Combat
Reflexes-2
Zone
of
Control
Handgun-2
Intimidation-2
Rifle-2
Running-1
Unarmed
Combat-2
This
is
our
turf
Dont
waste
ammunition
Rifle
Pistol
Heavy
Clothing
Intelligence-2
Charisma-2
Perception-3
More
is
better
Let
the
soldiers
do
the
fighting
pistol
Stick
Men
scavengers
are
the
leaders
of
patrols,
in
that
they
decide
where
the
patrol
is
going.
If
the
patrol
encounters
any
threats
or
survivors,
the
soldiers
go
into
action
and
the
scavengers
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
supply
the
PCs
for
a
week,
along
with
50
extra
rounds
of
rifle
ammunition
that
the
Stick
Men
will
only
use
as
a
last
resort.
Note
that
the
Stick
Men
may
attempt
to
capture
and
enslave
helpless
PCs,
rather
than
kill
them.
34
35
THE
PYRE
The
smoke
in
the
field
rises
from
a
dying
fire.
Upon
close
examination,
its
obvious
that
the
remains
of
the
fire
contain
two
bodies
not
completely
consumed
by
the
flames.
Both
bodies
appear
human,
and
probably
male,
but
only
one
seems
to
have
worn
any
clothes.
Also,
the
naked
person
appears
to
have
been
very
thin.
This
may
be
the
first
time
the
PCs
have
had
a
close-up
look
at
a
humanoid
visitor.
If
a
PC
specifically
examines
the
thin
body
and
succeeds
on
a
difficulty
one
[Perception
+
Biology]
check,
they
notice
that,
although
the
thin
person
was
probably
barely
five
feet
tall,
he
had
unusually
long
fingers
and
a
large
head.
A
thorough
search
of
the
ashes
(difficulty
two
[Perception
+
Concentration]
challenge)
reveals
the
tiny,
flexible
rib
cage
of
the
visitors
toxic
dart
symbiont,
as
well
as
a
few
surviving
darts.
VISITOR IN HIDING
One
of
the
visitors
from
the
patrol
took
cover
in
the
building,
was
wounded
by
Sergeant
Holden,
and
was
unconscious
when
the
spacecreature
came
to
retrieve
them.
Now
the
visitor
is
hiding
inside
the
building.
It
wont
go
into
the
eastern
half
of
the
building
out
of
fear
of
the
Sergeant,
so
hell
try
to
sneak
past
the
PCs
and
get
across
the
fields
to
the
gate.
1
Wound
toxic
dart
gun
living
armor
If
the
wounded
visitor
does
escape,
he
may
run
into
the
returning
Stick
Men
(see
below),
or
make
his
way
down
to
the
airport
to
get
reinforcements.
36
Intelligence-2
Charisma-2
Perception-2
Good
Luck-1
Communications-3
Computers-1
Concentration-1
Focus
Explosives-1
Handgun-1
Language(English)-native
Language(Spanish)-2
Operate
Industrial-1
Stealth-1
History-1
1
Wound
(shoulder)
No
family
nearby
Determined
to
continue
his
mission
Assault
Rifle
37
Intelligence-2
Charisma-3
Perception-2
Allies-2
Attractive-1
Armor-1
Armor
Mobility
Concentration-2
Focus
Driving-2
Combat
Driving
Intimidation-1
Language(Russian)-native
Language(3)-English
Persuasion-2
Shotgun-2
Shotgun
Assault
Unarmed
Combat-1
A
few
good
men
can
rule
this
town
The
only
good
alien
is
a
dead
alien
Shotgun
Pistol
Heavy
Clothing
Rifle
Pistol
Heavy
Clothing
Armor-1
Armor
Mobility
Combat
Reflexes-2
Zone
of
Control
Handgun-2
Intimidation-2
Rifle-2
Running-1
Unarmed
Combat-2
Intelligence-1
Charisma-1
Perception-2
Intelligence-2
Charisma-2
Perception-3
Acute
Vision-1
Command-1
Driving-2
First
Aid-1
Local
Knowledge
(Arlington)-2
Persuasion-2
Stealth-2
Vehicle
Mechanic-2
More
is
better
Let
the
soldiers
do
the
fighting
pistol
38
DEMOLITION TEAM
If
the
PCs
try
to
cross
one
of
the
bridges
over
the
Potomac
(Interstate
66,
395,
or
the
Arlington
Memorial
Bridge),
they
will
come
across
teams
of
aliens
in
the
process
of
setting
explosive
charges
to
blow
key
bridge
supports.
The
alien
teams
consist
of
one
humanoid
visitor,
one
dolphoid
visitor,
and
one
Demolition
Egg
Tender,
with
one
such
team
on
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
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
weapon
living
armor
visual-electromagnetic
translator
Empathy-1
Acrobatics-2
Rough
Move
Alien
Race
Weapons-2
Biology-2
Language
(Tactile)-native
Language
(English)-3
Stealth-2
Surveillance-2
backbag
electromagnetic
communicator
tactile-electromagnetic
translator
visual
concentrator
spacecreature
controller
DOLPHOID VISITOR
Strength-3
Intelligence-1
Stamina-2
Charisma-2
Dexterity-2
Perception-3
Acute
Hearing-3
Acrobatics-2
Combat
Reflexes-2
Awareness
Language
(Tactile)-native
Language
(Visual)-1
Language
(Chemical)-1
Language
(English)-1
Natural
Weapons-2
Swimming-3
tactile
communicator
visual
concentrator
If
the
lookout
reports
a
human
sighting,
a
spacecreature
will
launch
from
the
airport
and
glide
north
to
the
mall
to
unload
2
humanoid
visitors
and
one
ursoid
visitor.
In
addition,
two
dolphoid
visitors
will
swim
north
into
the
Tidal
Basin
just
south
of
the
mall.
This
visitor
response
teams
mission
will
be
to
find
and
destroy
any
humans
in
the
area.
They
will
pursue
the
PCs
all
the
way
back
into
Arlington
or
to
anywhere
within
about
five
miles
of
Washington,
D.C.
THE SMITHSONIAN
The
visitors
cleared
all
of
the
humans
out
of
this
area
relatively
early,
so
many
of
the
nearby
buildings
remain
unlooted.
There
may
be
a
little
bit
to
eat
and
drink
in
the
vending
machines
and
cafeteria
in
the
Smithsonian.
The
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
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.
Because
of
this,
ursoid
visitors
patrol
the
perimeter
with
their
keen
sense
of
smell,
small
smacecreatures
hover
overhead,
providing
eyes
in
the
sky
through
spacecreature
controller
symbionts,
and
dolphoid
visitors
swim
up
and
down
the
river,
watching
the
riverbank.
The
PCs
should
have
little
difficulty
getting
close
enough
to
see
the
level
activity
at
the
airport
and
possibly
catch
a
glimpse
of
a
few
actual
members
of
the
Alien
Race.
What
they
see
will
probably
convince
them
that
its
time
to
head
back
and
report
to
Colonel
Kellogg.
Perhaps
they
will
swim
ashore
or
jump
a
fence
ahead
of
time
to
get
the
requested
soil
sample,
but
a
direct
confrontation
with
the
aliens
here
would
almost
certainly
be
deadly.
41
QUAD
Alien
with
four
legs
and
two
arms.
SPACECREATURE
Large,
balloon-like
symbiont
to
carry
members
of
the
Alien
Race
across
space.
Some
can
also
be
used
for
transportation
within
an
atmosphere.
BIPED
A
member
of
the
Alien
Race
with
two
arms
and
two
legs.
CARRIER
A
human
immunized
against
Strain
816
by
dissenter
aliens.
Carriers
are
immune,
but
still
contagious.
STICK
MEN
Militant
gang
of
humans
that
patrols
and
scavenges
in
eastern
Arlington.
DEAD
TOOLS
Any
tools
used
by
the
Alien
Race
that
are
not
living
symbionts.
For
example,
all
conventional
human
tools
would
be
considered
dead
tools.
STRAIN
816
Deadly
virus
introduced
on
Earth
by
the
Alien
Race
to
wipe
out
humanity.
DISSENTERS
Group
within
the
Alien
Race
that
believes
that
to
preserve
diversity,
humans
should
not
be
completely
wiped
out.
SYMBIONT
A
living
tool
of
the
Alien
Race.
Symbionts
operate
by
attaching
themselves
to,
and
usually
feeding
off
of,
a
host
alien.
DOLPHOID
VISITOR
Alien
visitor
species
bred
from
dolphins.
TENDERS
Aliens
whose
specific
purpose
and
task
is
to
take
care
of
other
aliens
or
symbionts.
EMPATHY
Alien
advantage
that
applies
to
attempts
to
bind
with
a
symbiont.
URSOID
VISITOR
Alien
visitor
species
bred
from
an
early
bear
species.
HUMANOID
VISITOR
Alien
visitor
species
bred
from
early
human
ancestors.
VISITOR
Creatures
bred
by
the
Alien
Race
from
native
Earth
species,
so
that
they
can
operate
freely
in
the
Earth
environment.
42