Aliens

Aliens are beings from other planets who possess unusual and sometimes extraordinary powers. Some look very much like humans while others are clearly inhuman. Their motives for coming to Earth will vary, as will their attitudes. Not all aliens will be peaceful and wise, others aggressive even savage.

 

Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 20 SDC plus any gained through race and physical training.
Step 2: Race
The universe is teeming with other life forms the number of which is incalculable. Choose a race or create a new one using the Cosmic Creation Netbook.
Step 3: Reason for being on earth
This section may either be randomly rolled or chosen. The GM may wish a specific reason if it pertains to the direction of his campaign.
D100 Result
01-20 Banished; usually for political reasons or upsetting someone important. The character has been dumped on earth or in our era and is not allowed to return. No knowledge of earth or its culture, and no currency.
21-40 Fugitive; the character is on the run and has fled to earth where he is currently hiding. GM's choice of whether is wanted dead or alive. He is hunted at extreme level
41-60 Sentenced; the character is a criminal whether the conviction is valid or not. No knowledge of earth or its culture, and no currency.
61-80 Accidental; the character has wound up on earth either through an anomaly, timestorm or some other form of accidental displacement. No knowledge of earth or its culture, and no currency.
81-00 Mission; the character is on earth to either spy, act as an advance scout or be hunting someone. He cannot return until his mission is complete. He is watched at extreme level by his superiors.
Step 4: Education
Choose or roll below to determine the character's main training background.
D100 Result
01-11 Sent to earth as a last survivour or for other reasons. Raised with earth based skills, choose as normal.
12-22 This guy is just your average Joe within his alien society. No military or scientific skills, just an alien plumber or mechanic. Choose skills as normal with an alien emphasis.
23-33 This character's skills centre around thievery, hacking or some other form of criminality. Criminal Skill Program (+20%), Professional Thief Program (+20%), 5 more Rogue skills (+15%), 1 WP Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.
34-44 This character is fighting against the authorities from his world. His skills revolve around the military and infiltration. 1 Military Skill Program (+20%), plus 1 additional Military or Espionage Skill Program (+20%), 1 Espionage Skill Program (+15%), 1 WP Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.
45-55 This character is tracking someone or a group on earth. He is either being paid as a bounty hunter or seeking revenge. His skills revolve around hunting and tracking, and possibly some detective abilities. 1 Survival Skill Program (+20%), Thief Skill Program (+20%), 1 WP Ancient Skill Program, 1 WP Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.
56-66 This character has been sent to earth to recapture a criminal or break a crime ring from his world. His skills revolve around the law, tracking, weapon and detective abilities. Law Enforcement Skill Program (+20%), Investigation Skill Program (+20%), Criminal Skill Program (+15%), 1 WP Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.
67-77 This character has been sent to earth to either soften it up for an invasion or to aid it against invasion from another race. 1 Military Skill Program (+20%), plus 1 additional Military or Espionage Skill Program (+20%), 1 Espionage Skill Program (+15%), 1 WP Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.
78-88 The character is a scout for an impending invasion force. His skills revolve around infiltration, espionage, and research abilities. 1 Military Skill Program (+20%), Survival Skill Program (+20%), 1 Espionage Skill Program (+15%), 1 WP Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.
89-00 The character is a researcher from some alien university, sent to earth to study our culture or possibly some long buried alien tech. His skills revolve around exploration, research, and deduction. 2 Language Skill Programs (+20%), Science Skill Program (+15%), 1 Medical Skill Program (+15%), and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.
Step 5: Other Abilities
Roll to determine if the character has any other special abilities;
D100 Result
01-25 Nope
26-31 1 Mutant type
32-37 Bionics
38-43 1 Experiment type
44-49 1 Hardware type
50-55 Mega Hero
56-61 Natural Genius
62-67 1 Immortal type
68-73 1 Magic type
74-79 1 Physical Training type
80-86 1 Robotics type
87-91 1 Special Training type
94-00 Symbiotic
Step 6: Equipment
Determine this in conjunction with your GM. The type of equipment will vary with the reason why the character is on earth.





 

Palladium Classes