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Xcom Brp Final 2 Most Complete 432011

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    In 1980 , an alien threat was discovered that possibly endangered all mankind. Being nullified by an

    obscure, but powerful secret agency under a film studio in England, Mankind was lulled into a false

    sense of security.

    That is, until the late 1990's when a new threat appeared. This one more international in scope. Anothersecret organization was developed, to deal with this threat.

    Sectoid

    The sectoids are usually the most common alien seen., since the middle 1980s. These resemble the

    "Greys" of popular culture. . ( There is a possibility that not all Sectoids will be of the aggressive sort.

    Or there are similar species that are a result of convergent evolution, or genetic manipulation) Theseshort humanoids have pale skin, large, almond-shaped eyes are small and lithe. They are often seen

    without clothing, or armor.

    Sectoids are very weak in combat. Often hiding and sniping at a distance.

    The Commander is capable of Psionic attacks that are powerful. They can cause panic in enemy

    troops or even control them. Commnaders are rarely encountered on a scout ship mission.

    The Sectoids will often be involved with kidnapping and harvesting of earth species. They appear to

    be very simple in their physical makeup. Their brains and eyes are very developed. Their digestive

    systems are very primitive.

    The small mouth and nose appear to have little function. The webbing between the fingers and the flatfeet suggest aquatic origins.

    They have no reproductive organs, and appear to be the result of genetic cloning.

    They seem to be working in a plan to harvest genetic materials for creating a human/sectoid

    crossbreed . There is worry that these hybrids will be used to possibly infiltratr human society and/or

    rebuilding their culture.

    It appears that individuals have self direction and motivation, but fall quickly under the sway theirleaders

    The sectoids are grown to fulfill their functions, similar to ant colonies, or bee hives.

    Statistics

    STR 1d6+3

    Con 2d6

    Siz1d6+3INT 2d6+12

    POW 3d6

    Dex 3d6+3APP 1d6+1

    Mov 7

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    Skills for Sectoid Commander

    Attacks: Stun Pistol 35%, 2D6 (stuns, see weapon description)

    Laser Rifle 35%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 25%, Hide

    60%, Knowledge (Human Culture) 45%, Knowledge (Region:

    Milky Way) 75%, Knowledge (Invasion Forces) 55% ,Language (English) 20%, Language ( own) 100%,

    Listen 55%, Medicine 50%, Navigate 45%,

    Pilot (UFO) 60%, Repair (Quantum) 30%, Science(Astronomy) 65%, Science (Planetology) 65%, Science

    (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 40%

    Powers: Sectoid Commanders are often capable of utilizing what humans

    believe to be psychic powers. Commonly utilized psychic powers

    are Emotion Control Pow x4%, Mind Control Pow x3%, Mind Shield Pow x 4%,

    Telekinesis Pow x 2% , and Telepathy Pow x3%.Also, the Commander has the power of strong group mind. When a leader is present,

    the other sectoids usually automatically fall under the power. This skill is Pow x4%.

    Skills for Sectoid Engineer

    Attacks: Stun Pistol 30%, 2D6 (stuns, see weapon description)

    Laser Rifle 35%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 25%, Hide

    60%, Knowledge (Human Culture) 55%, Knowledge (Region:

    Milky Way) 85%, Language (English) 20%, Language (own) 100%, Listen 55%, Medicine 30%, Navigate 40%,

    Pilot (UFO) 70%, Repair (Quantum) 80%, Repair (Ship) 80%,

    Repair (cybedisc) 75%, Science(Astronomy) 55%, Science (Planetology) 35%,Science(Zoology) 20%, Sense 60%, Spot 50%, Stealth 50%, TechnicalSkill (UFO Sensors) 70%,

    Skills for Sectoid Navigator

    Attacks: Stun Pistol 30%, 2D6 (stuns, see weapon description)

    Laser Rifle 30%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 25%, Hide

    60%, Knowledge (Human Culture) 55%, Knowledge (Region:

    Milky Way) 85%, Language (English) 20%, Language (

    own) 100%, Listen 55%, Navigate 70%,Pilot (UFO) 80%, Repair (Quantum) 50%, Science

    (Astronomy) 75%, Science (Planetology) 85%, Science

    (Zoology) 30%, Sense 60%, Spot 50%, Stealth 50%, TechnicalSkill (UFO Sensors) 70%

    Skills for Sectoid Medic

    Attacks: Stun Pistol 30%, 2D6 (stuns, see weapon description)

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    Laser Rifle 25%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 85%, First Aid (human) 65%,

    Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region:

    Milky Way) 45%, Language (English) 20%, Language (own) 100%, Listen 55%, Medicine 100%, Navigate 60%,

    Pilot (UFO) 25%, Repair (Quantum) 20%, Science(Astronomy) 35%,

    Science (Planetology) 45%, Science(Zoology) 70%, Sense 60%,Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 30%,

    Craft ( Alien food) 95%, Science (Genetics) 75%

    Skill for Sectoid Soldier

    Attacks: Stun Pistol 60%, 2D6 (stuns, see weapon description)

    Laser Rifle 45%, 3D6+2 (see weapon description)

    Grenade StunGrenade Tangler

    Skills: Dodge 50%, Fine Manipulation 75%, First Aid 25%, Hide

    60%, Knowledge (Human Culture) 55%, Knowledge (Region:Milky Way) 85%, Language (English) 20%, Language (

    own) 100%, Listen 55%, Medicine 10%, Navigate 20%,

    Pilot (UFO) 20%, Pilot (Cyberdisc) 45%, Repair (Quantum) 20%,Science(Astronomy) 35%, Science (Planetology) 30%, Science

    (Zoology) 20%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 30%

    Cyberdisc

    Str 12Con 21

    Siz 15

    Int 9Pow 6

    Dex 16

    AppEdu

    Ar 15

    Move 20

    Ramming 45% 3d6

    Plasma Cannon 75% Single shot 3d10+425% triple shot 3d10+4

    after a triple shot it takes 2 rounds to re energize it's battery banks.

    Dodge 65% ,

    The Cyberdisc is a weapon/device used by the sectoids during their terror attacks on humans. It is

    used by them and only them during terror missions. It is a mechanical floating disc. It has moderate

    mobility, and can float at any level above the ground. It attacks with a devastating plasma shot, capableof firing up to three shots in a round .

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    Its slim profile can make it a difficult target for an object of its size. Worse, when it is destroyed, it

    usually(con x 5) explodes 8d6/1meter.

    There is a high possibility of a Sectoid commander being on a mission with a cyberdisc. Also, the disc

    can be used alone on a mission of terror.

    The Cyberdisc is autonomous, but can be controlled by remote by a Leader using Psionics, or a soldieror engineer using a remote device.

    The world the sectoids originate from is mostly desert created by their culture depleting all natural

    resources. The ocean and atmosphere is oily and poisoned. Only by leaving their world, and exploring

    space are they able to survive. The race is the only surviving representatives of the biology of thisworld, The sectoids are developed clones and grown in vat like structures. Sectoids that have failed to

    develop are used as food. However their genetic material is slowly being corrupted by repeated

    cloning without fresh input of new material. (think of a old copy of a copy being constantly copiedagain, eventually the DNAwill be unreadable.

    Earth DNA is compatible with the sectoids genetic makeup.

    Floaters

    The Floaters are purple humanoid shapes clad in capes, floating perpetually above the ground. They

    are more aggressive in combat than the Sectoids.

    Floaters are usually scouts or terror agents. These beings are natural predators and worked in packs on

    their home world. They were encountered by the sectoids and altered by using the lift device from the

    cyberdisc and older technology to continue life support.

    There heads are suggestively bovine in form .The device which seems to form the core of the body is alife support system, taking over the function of heart, lungs and digestive system. This creature is used

    sometimes by the sectoids as front line troops or scouts in hostile territory. Though not the most

    intelligent of the aliens, their sense organs are well developed.

    Hit Locations

    1-8 Floating Device (per hit 5% chance of reducing the device reducing movement by 1, if hit with 3

    points 15% chance etc)

    9-11 Abdomen

    12-15 Chest

    16-17 R arm

    18-19 L arm

    20 Head

    FloaterStr 2d6+2

    Con 2d6+3

    Siz 3d6+3Int 2d6+2

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    Pow 2d6

    Dex 2d6+4

    App 1d6+2

    EduMov 18

    AR 3

    Floater Soldier

    Attacks:

    Claw 55 % 1d4+dbgore 45% 1d6+db

    Laser Rifle 75%, 3D6+2

    Grenades (fusion) 45% 6d6/1 m

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 15%, Hide

    30%, Knowledge (Human Culture) 25%, Knowledge (Region:

    Milky Way) 25%, Language (English) 20%, Language (own) 100%, Listen 55%,Navigate 20%,Pilot (UFO) 30%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 20%

    Floater Navigator

    Claw 55 % 1d4+db

    gore 45% 1d6+dbLaser Rifle 35%, 3D6+2 (see weapon description)

    Skills: Dodge 30%, Fine Manipulation 75%, First Aid 15%, Hide

    60%, Knowledge (Human Culture) 25%, Knowledge (Region:

    Milky Way) 85%, Language (English) 20%, Language (Own) 100%,Listen 35%, Medicine 20%, Navigate 90%,

    Pilot (UFO) 80%, Repair (Quantum) 30%, Science

    (Astronomy) 75%, Science (Planetology) 65%, Sense 60%, Spot 50%,Stealth 50%, Technical , Skill (UFO Sensors) 60%

    Floater Medic

    Attacks:

    Claw 55 % 1d4+db

    gore 45% 1d6+db

    Laser Rifle 35%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide

    60%, Knowledge (Human Culture) 35%, Knowledge (Region:

    Milky Way) 35%, Language (English) 20%, Language ( Own ) 100%,Listen 55%, Medicine 100%, Navigate 40%,

    Pilot (UFO) 20%, Repair (Quantum) 20%, Repair (floating device 75%)

    Science(Astronomy) 45%, Science (Planetology) 35%, Science(Zoology) 80%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 50%, Craft (alien food) 85%

    Floater Engineer

    Attacks:

    Claw 55 % 1d4+db

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    gore 45% 1d6+db

    Laser Rifle 35%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 25%, Hide

    60%, Knowledge (Human Culture) 55%, Knowledge (Region:Milky Way) 85%, Language (English) 20%, Language ( own ) 100%,

    Listen 55%, Medicine 20%, Navigate 50%,

    Pilot (UFO) 40%, Repair (Quantum) 80%, Repair (floating device) 65%Science(Astronomy) 65%, Science (Planetology) 65%, Science

    (Zoology) 30%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 80%

    Floater Leader

    Attacks:

    Claw 55 % 1d4+db

    gore 45% 1d6+db

    Laser Rifle 55%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide60%, Knowledge (Human Culture) 55%, Knowledge (Region:

    Milky Way) 85%, Language (English) 20%, Language (

    own) 100%, Listen 55%, Medicine 100%, Navigate 70%,Pilot (UFO) 80%, Repair (Quantum) 50%, Science

    (Astronomy) 75%, Science (Planetology) 95%, Science

    (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, TechnicalSkill (UFO Sensors) 50%

    Floater Commander

    Attacks:

    Claw 55 % 1d4+db

    gore 45% 1d6+db

    Laser Rifle 65%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide

    60%, Knowledge (Human Culture) 55%, Knowledge (Region:Milky Way) 85%, Language (English) 20%, Language (

    own) 100%, Listen 55%, Medicine 100%, Navigate 70%,

    Pilot (UFO) 80%, Repair (Quantum) 50%, Science(Astronomy) 75%, Science (Planetology) 95%, Science

    (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 50%

    Reaper

    The Reaper is the Terror Unit of the Floater, and will only be seen accompanying them. It is a large,

    furry mammalian biped and from the home world of the floater. It is both prey of and also companion

    animal to them. It is a violent predator and is used by the floaters as part of their terror missions. Thisbipedal carnivore has powerful jaws and a voracious appetite,. It has brain implants to control it

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    keeping it active and aggressive even after normally sating it's appetite. It has two primitive brains,

    two powerful hearts giving it redundancy keeping it going after taking large amounts of damage..

    Str 3d6x2 20

    Con 6d6 21

    Siz 3d6x2 20

    Int 5

    Pow 2d6 7

    Dex 2d6+6 10-11App

    Edu

    MOV 21

    AR 10

    Bite 60% 2d6+db

    Dodge 65%

    1-4 right leg

    5-8 left leg

    9-11 abdomen

    12-15 chest

    16-20 Head

    Home world of the floaters.

    The floaters are from a world of rocky green plains and rolling hills. The gravity is slightly less thanearth's. The floater's were originally hunting tribes living off each other and the ancestors of thereapers. They were quick beings, but not as strong as humans. They eventually husbanded the reapers

    to them as both food animals, and hunting animals as well.

    When the sectoids discovered the floaters, they hoped they or the other life of the world would be able

    to be used for food and genetic fodder. Unfortunately, the value of material is poor for either nutrition,or genetic harvest.

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    Snakemen (Lamians) are reptilian, resembling snakes with arms, slithering along on their lower

    bodies. Though resembling snakes they are not very fast. These powerful beings, having evolved from

    a legless lizard, are highly aggressive, and intelligent. They pride themselves on being warriors and

    more than willing to enter into hand to hand combat.

    It appears this race developed in an extremely hostile environment. It is very tough and appears to be

    able to handle extreme temperature extremes.

    They appear to be highly predatory and appear to be taking commands from another Intelligence that

    is directing their assault on earth.

    The cardio-vascular system is part of the muscular system which uses the hydraulic principle to createmotion. The only true muscle is the "heart". They are constantly in motion even when asleep like

    some sharks, moving to keep their blood flowing.

    Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time.

    Left to its own devices this species would be a severe threat to life on earth

    If young are hatched they will start with of the stats of an adult and will be adults withing 6 months.

    Unless trained they will have no advanced or technological skills.

    The world of the snakeman is subject to violent weather due to severe axis of rotation. They can adapt

    to both cold and heat readily. The world is a world full of dinosaur like creatures and other beings that

    are quick and deadly. The snakeman evolved intelligence in this world. Reproducing quickly. The

    Chrysalid is part of this world, an evolved insect like creature that implants an egg that developsquickly in it's host, controlling the being. If the living cocoon is damaged severely the Chrysallid

    erupts.

    The chrysallid can only infect 20 beings till being no longer viable. It will still hunt and slaughter.

    The

    Snakeman

    Str 4d6+4Con 4d6+5

    Siz 3d6+6Int 3d6

    Pow 3d6

    Dex 3d6

    App 1d6+2Edu

    Mov 6AR 4

    Snakeman Soldier

    Attacks:

    Laser Rifle 75%, 3D6+2 (see weapon description)

    Grenade 55%Sword 80% Parry 75%

    Claw 45% d6+db

    Skills: Dodge 70%, Fine Manipulation 75%, First Aid 25%, Hide

    60%, Knowledge (Human Culture) 35%, Knowledge (Region:

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    Milky Way) 35%, Language (English) 20%, Language (own) 100%,

    Listen 55%, Medicine 30%, Navigate 30%,

    Pilot (UFO) 30%, Repair (Quantum) 20%,

    Sense 70%, Spot 60%, Stealth 50%, TechnicalSkill (UFO Sensors) 30%

    Snakeman Navigator

    Attacks:

    Laser Rifle 65%, 3D6+2 (see weapon description)Grenade 55%

    Sword 50%, Parry 40%

    claw 45% d6+db

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 35%, Hide60%, Knowledge (Human Culture) 55%, Knowledge (Region:

    Milky Way) 85%, Language (English) 20%, Language (own) 100%,

    Listen 55%, Medicine 60%, Navigate 90%,Pilot (UFO) 80%, Repair (Quantum) 40%, Science

    (Astronomy) 75%, Science (Planetology) 55%, Science

    (Zoology) 30%, Sense 60%, Spot 50%, Stealth 50%, TechnicalSkill (UFO Sensors) 70%

    Snakeman Engineer

    Attacks:

    Laser Rifle 65%, 3D6+2 (see weapon description)

    Grenade 55%

    Sword 50% Parry 40%Claw 45% d6+db

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide

    60%, Knowledge (Human Culture) 55%, Knowledge (Region:Milky Way) 85%, Language (English) 20%, Language (own) 100%,

    Listen 55%, Medicine 100%, Navigate 50%,

    Pilot (UFO) 70%, Repair (Quantum) 80%, Repair (ship) 85%Science(Astronomy) 65%, Science (Planetology) 65%, Science

    (Zoology) 30%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 60%

    Snakeman Leader

    Attacks:

    Laser Rifle 80%, 3D6+2 (see weapon description)Grenade 65%

    Sword 60%, 55%

    Claw 45% d6+db

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 85%, Hide

    70%, Knowledge (Human Culture) 55%, Knowledge (Region:Milky Way) 85%, Language (English) 20%, Language (own) 100%,

    Listen 65%, Medicine 100%, Navigate 70%,

    Pilot (UFO) 80%, Repair (Quantum) 60%, Repair (ship) 65%

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    Science(Astronomy) 75%, Science (Planetology) 95%, Science

    (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 50%

    Snakeman Commander

    Attacks:

    Laser Rifle 85%, 3D6+2 (see weapon description)

    Grenade 75%

    Sword 70% Parry 65%Claw 45% d6+db

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 95%, Hide

    80%, Knowledge (Human Culture) 55%, Knowledge (Region:Milky Way) 85%, Language (English) 20%, Language (own) 100%,

    Listen 65%, Medicine 100%, Navigate 80%,

    Pilot (UFO) 80%, Repair (Quantum) 70%, Science

    (Astronomy) 75%, Science (Planetology) 95%, Science(Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 50%

    The Chryssalid is the dedicated Terror Unit of the Snakeman, and will only be seen accompanyingthem. This Gigerian nightmare is a thing of pure evil. Quick, deadly, and able to transform up to 20

    people into zombies, that if killed will release another chryssalid, to start the process again.

    Chryssalid

    Str 4d6+6 20

    Con 6d6 21Siz 4d6 14

    Int 8Pow 2d6 7

    Dex 4d6+4 18

    AppEdu

    Mov 28

    Ar 10

    Heal 1d6 /rnd

    Claw 75% 2d6 +db

    Bite 65% 1d3+db+ transform into Zombie (Bite damage vs Con) alternately to transfom the victim

    into a morphling

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    Zombie

    Anyone bitten by a Chryssalid has a chance to turn into a zombie( allowing a player character some

    form of save would be highly appropriate.) . Simple as that, if the zombie is killed with anything BUT

    FIRE, a chryssalid will emerge from it's cocoon of the zombie's body.

    The chryssalid is kept protected by a moving living cocoon, that attacks and prepares the food for thedeveloping body.

    Zombie

    Zombies

    almost always thirst for human fleshand are driven by this grisly motive.

    Characteristic Roll Average

    STR3D6 x 1.5 1517CON 3D6 x 1.5 1517

    SIZ 2D6+6 13

    INT 6 6

    POW 1 1

    DEX 2D6 7

    APP 1D6 34

    Move: 4

    Hit Points: 1415

    Damage Bonus: +1D4

    Armor:None

    Weapons: Bite 30%, 1D3+db (bleeding)

    Claw 25%, 1D3+db (bleeding)

    Grapple 35%, special

    When a zombie is killed a Chryssalid emerges, unless the zombie is destroyed by fire, plasma, or

    disintergration.

    Morphling of original stats

    STR3D6 x 1.5 1517 x1.5

    CON 3D6 x 1.5 1517 x1.5

    SIZ 2D6+6 13 no change

    INT 2d6 -1d6

    POW 2d6 -1d6

    DEX 3d6

    APP 1D6 34 -2d6

    Mov 12

    Ar 5

    Sometimes with the strange genetics of the egg that is implanted, instead of changing into a rampagingzombie , a person has a chance of becoming a morphling (10%) or conx1.. These beings are somewhat

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    more intelligent than zombies but the desire to harm is still strong. They should be considered enemies

    still.

    The body develops chitinous armor , the head is pulled forward and extra limbs develop. Usually only

    one but sometimes more. All limbs are able to be used and these beings can and do use weapons.Hide 55% Fine manipulation 75%

    Weapons use at base levelsThe person looses all old identity and except for the gene implanted idea to attack and harm They will

    often run amok,but can be controlled by the intelligence which is commanding the snakemen.

    The alien horde will attempt to use or even capture the morphlings to return them to the world of theethereals to study and use as a slave race.

    (of course a player character may be different)

    Mutons are a physically powerful race of he invasion.

    Carnivorous , aggressive, though they can be trained to use ships and such, most are raised to besoldiers. But, their ability to maintain focus after and during an attack is poor, being sidetracked easily.

    Often, consuming their kills ignoring their surroundings.

    They are also highly susceptible and easily controlled by psionics.

    They have been altered having extension changes including an organic armor bonded to their bodies,cybernetic implants to enhance internal organs and senses and reproductive organs appear to have been

    removed

    They also appear to need constant telepathic contact with their masters or die quickly.

    They have a chameleon like ability to hide and attack from stealth.

    Muton

    Str 4d6+6

    Con 5d6

    Siz 2d6+6Int 2d6+4

    Pow1d6

    Dex 4d6App 1d6

    Edu

    Ar 12

    Muton Soldier

    Attacks:

    Laser Rifle 75%, 3D6+2 (see weapon description)grenades

    Claw 65% 1d6 +db

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 25%, Hide95%, Knowledge (Human Culture) 25%, Knowledge (Region:

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    Milky Way)25%, Language (English) 20%, Language (

    own) 100%, Listen 55%, Medicine 40%, Navigate 10%,

    Pilot (UFO) 20%, Repair (Quantum) 10%, Science

    (Astronomy) 15%, Science (Planetology) 5%, Science(Zoology) 04%, Sense 80%, Spot 50%, Stealth 90%, Technical

    Skill (UFO Sensors) 20%

    Muton Navigator

    Attacks:

    Laser Rifle 75%, 3D6+2 (see weapon description)Grenade

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 35%, Hide

    95%, Knowledge (Human Culture) 35%, Knowledge (Region:

    Milky Way) 85%, Language (English) 20%, Language (own) 100%, Listen 55%, Medicine 50%, Navigate 80%,

    Pilot (UFO) 80%, Repair (Quantum) 40%, Science

    (Astronomy) 75%, Science (Planetology) 55%, Science(Zoology) 30%, Sense 80%, Spot 50%, Stealth 90%, Technical

    Skill (UFO Sensors) 50%

    Muton Engineer

    Attacks:

    Laser Rifle 75%, 3D6+2 (see weapon description)

    Grenade

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide

    95%, Knowledge (Human Culture) 45%, Knowledge (Region:

    Milky Way) 55%, Language (English) 20%, Language (own) 100%, Listen 55%, Medicine 30%, Navigate 50%,

    Pilot (UFO) 50%, Repair (Quantum) 70%, Science

    (Astronomy) 45%, Science (Planetology) 35%, Science

    (Zoology) 30%, Sense 80%, Spot 50%, Stealth 90%, TechnicalSkill (UFO Sensors) 50%

    Silacoid

    The Silacoid is one of the two varieties of terror units deployed with Mutons, and will only be seenaccompanying them. This large pink rock leaves a trail as it moves through terrain. It breaks and

    consumes minerals on the surface of the world and probably was used by the original Mutons to scare

    animals out of hiding or even to start fires to chase prey out of hiding. The silacoid also enjoys carbon,consuming the remains of organic materials

    Silacoid is slow moving and is probably used during terror attacks to move prey , that is civilians or

    food animals.

    Presently they are controlled by psionics or implants.

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    Silacoid

    Str 4d6Con 4d6

    Siz 1d6+4

    Int 3Pow 1d6

    Dex 2d6

    AppEdu

    AR 18

    mov 6

    Attacks

    Heat 90% 5d6 range 10 feet.

    This silicon based life form generates an enormous amount of heat. It has the strength to crush rockswhich can then be ingested by the hot core. It has a primitive intelligence and can be controlled by

    implants or telepathic beings. It works with the Muton alien race. Originally this rock like creature was

    used by the Mutons to create flame to burn out prey species.

    Celatid

    Str 1d6

    Con 4d6

    Siz1d6+1

    Int 3Pow 4

    Dex 3d6

    AppEdu

    mov 12

    spot hidden 85%, dodge 87%, fly 00%

    attack

    venom/acid 45% 3d6 pot .

    This life-form has the ability to float through the air. It appears to somehow be able to spot even

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    hidden organisms. . Once a target is detected the Celatid lands and fires small globules of extremely

    corrosive venom. It accompanies the Muton race in its wanderings. The core contains whatappears to

    be an organ that allows it to float. This organism moves like an amobea in the air, and uses it's acid to

    predigest it's food. It accompanies the Muton in it's hunts.

    The Muton homeworld is a jungle world, full of violent and dangerous creatures. The unchanged

    Muton is a violent blood thirsty hunter. Even altered Muton will fight against and break it's control to

    eat it's victims. If the ethereals dont allow it to do so, and they completely break from their control,they die instantly. However, the ethereals relish the sensations of the Muton killing frenzy.

    Ethereals the motivating force of the Alien attacks. Their bodies are thin and emaciated, with pale,

    skin. However, they only appear in combat wearing billowing orange robes which make their narrow

    frames look more imposing and increasing their dodge abilties.

    They can endure large amounts of damage and have strong combat skills. . They also have good

    mobility and are able to fly, which they do with little hesitation. All Ethereals has psionic abilities;and use them freely.

    Ethereals are rarely seen on Earth as they prefer to send other races (especially Mutons) to carry out

    missions on their behalf.

    This being has awesome mental powers which allow for telepathic communication and telekinetic

    abilities.

    Autopsy

    This being is physically retarded and seems incapable of sustaining any life functions.

    The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory

    organs, including the eyes, do not appear to function at all.

    The brain, however, is well developed and draws on a high proportion of the body's blood supply. It is amystery as to how this creature can sustain itself without external support.

    Ethereal

    Str 1d6+6Con 4d6+6

    Siz 2d6+8

    Int 3d6+6Pow 3d6+6

    Dex 3d6

    App 1d6Edu

    mov 12 fly 20Ethereal Soldier

    Attacks:

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    Laser Rifle 45%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide

    60%, Knowledge (Human Culture) 55%, Knowledge (Region:

    Milky Way) 85%, Language (English) 20%, Language (own) 100%, Listen 55%, Medicine 100%, Navigate 70%,

    Pilot (UFO) 80%, Repair (Quantum) 50%, Science

    (Astronomy) 75%, Science (Planetology) 95%, Science(Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 50%

    Ethereal Leader

    Attacks:

    Laser Rifle 35%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide

    60%, Knowledge (Human Culture) 55%, Knowledge (Region:Milky Way) 85%, Language (English) 20%, Language (

    own) 100%, Listen 55%, Medicine 100%, Navigate 70%,

    Pilot (UFO) 80%, Repair (Quantum) 50%, Science(Astronomy) 75%, Science (Planetology) 95%, Science

    (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 50%Ethereal Commander

    Attacks:

    Laser Rifle 35%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide

    60%, Knowledge (Human Culture) 55%, Knowledge (Region:

    Milky Way) 85%, Language (English) 20%, Language (

    own) 100%, Listen 55%, Medicine 100%, Navigate 70%,Pilot (UFO) 80%, Repair (Quantum) 50%, Science

    (Astronomy) 75%, Science (Planetology) 95%, Science

    (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, TechnicalSkill (UFO Sensors) 50%

    Sectopod

    The Sectopod is the dedicated terror unit of the Ethereal, and will only be seen accompanying them.

    Every Sectopod is completely identical and is built not only for self-sufficient commands and

    operation, but also psychic/psionic manipulation -- an Ethereal could potentially control a Sectopod asif it were it's own body, from millions of miles away.

    Sectopod

    Str 20Con 30Siz 30

    Int 15

    Pow 10

    Dex 15App

    Edu

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    AR20

    Laser 60% 7d6

    1-4 right leg

    5-8 left leg

    9-11 abdomen

    12-15 chest

    16-19 Head

    20 Laser pod

    Sectopods are robots with a powerful beam weapon. The control of these beings is via a telepathic

    link to their controllers, the Ethereals. Sectopods are the most powerful terror weapon available to the

    alien forces.

    This robot is sturdily constructed with powerful armour capable of resisting most forms of attack,..

    However, the sensing circuitry seems particularly vulnerable to laser weapons and other flash devicescausing feedback if controlled by an ethereal.

    Notes

    The leaders of the alien horde are heavily dependent on psionic combat, and have even designed theirmechanical units to respond to psionic stimuli.

    Only, Sectoid Commanders and Ethereals are capable of psionic warfare.

    Notes of the InvasionFor some reason the aliens involved with this modern invasion do not seem to have a concept ofartificial satellites. This may be the effect of the chain of command of the ethereals or just an artifact of

    their evolution or culture. Since etherals can command and percieve from great distances maybe they

    never developed artificial devices. Etherals CANNOT attack Psionically from vast distances they haveto be in the area.

    During the 1980 invasion that was foiled by (SHADO) , there was evidence that the human(oid)s wereeither controlled by alien intelligences or vehicles for these consciousnesses.

    For, the original invaders use Human stats. Their weapons are equivalent to modern firearms, ie , slug

    throwers, most often heavy machine guns. The original UFOs were sent to harvest human beings andorgans to keep these controlled beings alive. There was a flaw in the energy systems and alloys that

    after a few days would cause the UFOs to explode violently. If this was purposeful or accidental has

    yet to be determined.

    My back story.

    The Ethereals discovered the human race accidentally. There world they are inhabiting was dying dueto both it's change in the stellar and planetary environment and the abuses done previously by the

    ethereal race.

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    Originally, they kidnapped humans, and mentally changed them to assist them to prepare earth for an

    invasion. Eventually them discovered they could ride the humans directly controlling them, living

    vicariously through them. Bringing their vehicles home, unfortunately some of their toys had been

    infected by viruses which attacked the weakened bodies of the ethereals. Killing many of themThis stopped the attacks as well as the previous protection force (shado) interdicting actions.

    During this time another race discovered both earth and the ethereals, the Sectoids. A compact was

    developed between both races to use their own resources and their respective client races

    The Sectoids altered the Floater race and for many years used them seeking a world that would allow

    them to survive.The Ethereals discovered the Snakemen and the Mutons and used creatures they had on their worlds as

    tools in their bid to take over the Earth.

    The some of the purer sectoids are psionic .

    The ethereal race is dying, having set themselves on a evolutionary path that is unsustainable. Anotheroffshoot has gone all the way to being a disembodied brain and is actually pushing for the attack on

    earth, for both stimulation of combat and as a world where it's cousin race can possibly change it's

    direction and survive.It may also be that the aliens need something from humans, possibly the use of the human brain

    material for their science.

    Adventure seeds.

    The first one is any old 1950s movie setting strange objects falls, animals are mutilated etc.

    Then there can be a group like shadow and x-com to protect from the alien threat.

    Another is a revolt of the morphlings, some morphlings regain their memories and ask earth normal

    men for help against the alien overlords.

    Also, there is a possible conflict upcoming between the sectoids and ethereals. The sectoids need earth

    to survive, the ethereals seem to be using earth as a world of conquest. How far will they go, will thesectoids turn to earth people to save it and themselves?

    The players have been accused of terrorist activity, they discover they are the first of the hybrids avanguard to the sectoid invasion or altering of the world. What side are they on???

    UFOs

    Scouts

    SmallA two man vehicle primarily used to explore an area prior to a larger mission

    It consists of two couches and a motive source. It appears to be similar to a small oval, usually on stilts.

    Siz 40 rated speed 36 +/- 15 Ar10 HP 40 Crew 2 Cargo 0

    Medium

    This is a five being ship , One Navigator , One engineer, One medic Two soldiersSize 100 Rated speed 32 +/- 10 Ar 12 Hp 100 Crew 5 cargo 20

    Large

    Siz 120 Rated Speed 30+/- 10 Ar 15 Hp 120 Crew 7 Cargo 50

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    Scout vessels are used to reconnoiter and attack targets of opportunity. With the larger ships, the

    aliens may harvest various beings.

    HarvesterThe harvester has two engines. It is a large vehicle with three levels.

    Abductor

    Supply ship

    Terror

    Battleship

    Mothership

    Alien Base

    Alien ship/base components/rooms

    Alien reproduction

    On alien abductor ships

    Alien food

    On Harvester and Supply Ships

    Alien entertainment

    Alien surgery

    On Harvester and Supply Ships

    Fusion Drive

    All ships

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    Navigation all ships

    Examination rooms on abductor ships

    The earth is under attack. Various alien factions are involved in trying to control Earth for variousreasons.

    These are some of the aliens that have reported by individuals.

    Small Greys From Zeta Reticuli

    A militaristic insect like culture that believe that science and world conquering the utmost importance.

    They have little regard for humans and appear to have little emotion. There appears to be some sort ofparasitism with these greys needing humans as food, either via a form of physical or psychic

    vampirism. ( In the case of Psychic vampirism, a Pow vs Pow, they either absorb, hit points or POW

    points.) Reports include they are involved with human experimentation andanimal mutilation.

    They stand about 4.5 tall, with large eyes. There appear to be two classes or social lines, one more

    hawkish the other seems to have some capability of presenting a business like attitude to subjects.They reproduce by cloning with little variations.

    Except for space travel and genetic manipulation they do not appear very far ahead of us, but may use

    tech of other cultures to perform tasks.

    Another rumor from psychics is that they are controlled or enslaved by a reptilian species that wishes toclaim or reclaim earth by many different means.

    STR 8+d4

    SIZ 5+d4

    CON 2d6+12INT 2d6+12

    POW 2d6+6

    DEX 2d6+8

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    APP 2d6

    AR 3

    These greys are reported to originate from a planet fourth circling one of the stars of Zeta Reticuli Z2.

    The stars are 9000 AU apart. Both stars are yellow dwarf similar to our sun. They have many bases onthe earth.

    Grey TwoOrigin unknown

    Taller than the smaller greys by twice as much up to 8 feet tall with bases mostly in the Aleutian

    IslandsUnlike the smaller greys they tend to operate from a political system of thought, using treaties and laws

    to obtain what they want. Will trade what they consider low tech for options. They are more advanced

    than the smaller greys and though still adverse to humans, but less violent.

    STR 3d6+4

    SIZ 10+d6

    CON 2d6+12INT 3d6+6

    POW 3d6+6

    DEX 3d6+6APP 2d6

    AR4

    Grey Three

    STR 2d6+4SIZ 5+d4

    CON 2d6

    INT 4d6POW 3d6+4

    DEX 2d6+4

    APP 3d6

    These beings seem to be similar to the insect like beings but more genial to humans, the skin is darker.

    Where as the other greys appear insect-like these appear to have originate from a cetacean species.

    They have a stare ability that shocks a person naturally and not needing a device and without harm.They are engaged like the others with gene engineering, but to cross humans with their dying race.

    This human race crossbreed is now approaching maturity. They are described as having the capabilityof both races, and may have a greater capacity for emotions than humans with logical and intellectual

    capacity of the alien strain. They find their Grey side of their family extremely boring and consider

    themselves human in all respects. The care for their Grey families like a parent cares for a child. Thelook like humans except the heads are a little bit larger and their hair high above their foreheads. They

    are reported to communicate primarily by telepathy

    To describe these cross breeds, role a normal human character then add a d6 to both INT and POW.Skills for both species

    Various Psychic abilities.

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    Reptilians

    STR 5d6 +6

    SIZ 3d6+6CON 3d6+6

    INT 2d6+6

    POW 2d6+6DEX 2d6+6

    APP 1d6

    AR 5

    Reptilians seemed to have either originated on earth or came to earth and inhabited it long enough to

    feel it is part of their empire. After Warring with other races, and pulling the majority of their race off

    earth, leaving small garrisons. They have decided to return to find humans evolved enough to be athreat. They are here harassing and studying Terran Humans in an attempt to discover the best way of

    removing them without endangering the planet. Though more ancient than humans their technology is

    not advanced enough to be called miraculous , they tend to approach problem through pure strength.They view humans as food, with teeth, and are cautious in engagements. There may be an agreement

    between the greys and reptilians, or the greys may be a conquered slave race.

    There also appear to be a fair number of humans that have been either altered or enslaved by various

    alien factions, these quislings are dangerous as they identify more with their masters than with their

    root race.

    The Reptilians can have all sort extra advantages.

    Also able to breathe a poison out of the mouths during there encounter, causing blindness. 2D6 vs

    CON. Or corrosive damage 1d6.Claw attacks adding a d6 to hand attacks

    Human aliens.There are many various human like races. Some are indistinguishable from humans. Others have

    various quirks. Such as being Nordic or Asiatic in appearance.

    Though similar and MAY have similar ancestry they are not earth humans. One example of thevariation Is that the males of these races are about 7 feet in height, females six and half feet. They are

    described as fine featured and have paler complexions then humans. Their eyes may be almond

    shaped. They come from three colonies where hair color determines origin. Blonds come from the

    Pleiades, Black from Sirius, and Red from Orion.

    STR 4d6

    SIZ 4d6CON 2d6+6

    INT 4d6

    POW 3d6DEX 3d6

    APP 3d6

    Their symbol is a triangle or three spheres in a triangular shape.

    Non physical Aliens

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    These aliens of course do not have physical stats

    Using only INT and POW they often possess or impart information directly to individuals

    When attempting to Possess they use POW vs POW attack

    When Imparting information USE INT vs POW, or INT this isn't really an attack, but an attempt toimpress information or skills. They will use the latter method to give friendly people or followers

    information to support whatever the cause they are working on.

    Non Physical Aliens

    INT 6d6POW 6d6

    Alien Technology

    Alien Tech can mimic any psychic ability, giving the impression that the aliens themselves are psychic.The Only groups that are psychic naturally are the Cetaceans and their crossbreeds.

    The aliens all seem to possess similar abilities in their ships. The ships seem to be able to travel quickly

    and even warp into and out of reality.The ship also seem to possess the ability to change shape at least to the observer. So either the ships can

    actually change, the alterations are due to the warping or motive device, or some device is causing the

    observer to see it change in an attempt to fool the witness, often poorly.

    Taking a Look at alien encounters from the 50s and 60s. These aliens came in all shapes, sizes, and

    behaviors. From Menacing to benign to downright silly, they engaged humans for many differentreasons. As time went by a certain series of classes have emerged to be more common such as the

    above. There have been other sightings of other beings associated with UFOs lately, some tall lanky

    beings many feet tall. Others dwarf like. In Mexico, there was supposedly crashed vehicle with similair

    to the above smaller beings but acted in a frightened manner, hiding amid plants and such, showing analmost childlike demeanor according to witnesses.

    So what is going on. Depending on your game, the earth may have special import to these beings.

    Maybe our world is close enough to visit. Has resources they don't possess. They could be from analien world, a hidden earth race,another dimension, time travelers, government experiment in mind

    control, all of the above, or none.

    Ufos seem mysterious, and their inhabitants even more so. If aliens are carving up animals why. Anadvanced culture after 30 years not having the information needed. Is there some resource or material

    in the cow, or horse, or even in one supposed case a human. After all this time why the cutting? It

    seems that they are stuck on some problem. Than comes the idea of reproduction. Inordinately, there is

    a lot of issues in this area, from removing genitals, to collecting semi-matured fetuses to use as a crossbreeding experiment. Even in m own game I don't have an answer, as this phenomena is so complex

    there yet to be any real sense of it.

    Alien Vehicles

    General notes, and ideas. On line somewhere there is a remake of the old X-COM game as a board

    game. They have the templates for the alien craft which could be useful for the GM.The alien craft when seen inside is all gleaming, shiny, or, dark and frightening.

    Scout shipThis small vessel is only about 3 meters high, nine meters across. Highly maneuverable , it dodge is

    high 95%. Armor about 21. And able to camouflage itself near 99%.

    In many accounts there is a feeling that the ship is bigger inside than out. I suspect if this is perceived it

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    may to do with nonlinear walls and such, or actually using a DR WHO trick.

    Often perceived as round and maybe with a turret. In side there would probably be race specific

    devices, Pilot and Navigator station. Maybe some storage.

    Capture/Research Ship

    This ship is much bigger 3 to 9 meters high, 10's to 100s of meters long or across. This ship has lessmaneuverability. Dodge 85% Armor 30, still able to camouflage

    Mother Shipthese are Giant vessel, rarely seen on earth, unless part of a base structure. This is city for the aliens.

    Use your imagination.

    Characteristic Roll Average

    STR1D6+3 6-7

    CON 2D6 7

    SIZ 1D6+3 6-7

    INT 2D6+12 19

    POW 3D6 10-11

    DEX 3D6+3 13-14

    APP 1D6+1 4-5Move: 7

    Hit Points: 7

    Damage Bonus: -1D4

    Armor:None

    Attacks:

    Laser Rifle 35%, 3D6+2 (see weapon description)

    Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide

    60%, Knowledge (Human Culture) 55%, Knowledge (Region:Milky Way) 85%, Language (English) 20%, Language (

    own) 100%, Listen 55%, Medicine 100%, Navigate 70%,

    Pilot (UFO) 80%, Repair (Quantum) 50%, Science

    (Astronomy) 75%, Science (Planetology) 95%, Science(Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical

    Skill (UFO Sensors) 50%

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