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Post by burningtorso on Jan 10, 2013 15:28:21 GMT -6
An idea I have been running with in my Carcosa campaign has been that by default the "Logical" Space Aliens are genderless as they use cloning procedures to grow new aliens or possibly transplant conciousness to new bodies when they grow frail. However as a fail safe if their society failed, to survive certain factors would reactivate the genders to allow for old fashion breeding for survival of the species. For whatever reasons, like mythos madness, psionics and emotional development in Irrationalist Space Aliens, most of them may start to develop a gender. Perhaps even switch gender as needed (like certain real world frogs) This would make identifying most Irrationalists easier if gender traits become noticable. (Though some may still remain genderless after becoming Irrationalist and others may in fact become hermaphroditic.)
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Post by Malcadon on Jan 11, 2013 20:56:55 GMT -6
I like it. Alien Grays — as an modern North American mythology — are already strange and mysterious. Unlike the aliens of the Cthulhu Mythos, they are somewhat human, but are still alien to us in form and thinking. I like the idea that they are ether genderless or have genders alien to us, and with a system of procreation that is heavily tied with advanced technology.
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Post by crusssdaddy on Jan 11, 2013 21:32:55 GMT -6
In the level for "The Darkness Beneath" that I wrote for Fight On!, I have the SAs using clones... but the gene-lines become increasingly contaminated, which gives rise to Irrationalists and societal decay.
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Post by burningtorso on Apr 12, 2013 22:16:04 GMT -6
Hoping to pic that one up, plus a few more Fight On! issues soon! Looking forward to checking it out!
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Post by eaterofkittens on Jul 13, 2013 11:23:52 GMT -6
I bought the Gears of War Boardgame which has lots of burly alien figures. The aliens in my carcosa will be well armed. I also have the W4k Space Hulk Boardgame. I wish I had some greys...
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Post by burningtorso on Jun 1, 2014 21:57:04 GMT -6
Wow, it's been almost a year since anyone posted in this thread... Reviving it, since this fits the same theme.
After reading Crusssdaddy's information on Space Aliens, I was inspired to write up a program that calculated names based on the themes he developed. The format that follows is currently being incorporated for use in my campaign's settlement development program. This is to determine the title of Space Alien Arcologies that monitor & modify generations of captured Carcosa humans to influence their development or for domesticating as soldiers in some areas. (Also gives characters places to loot for cool space alien gear.)
The last name ended up pretty close to one of the npcs in Crusssdaddy's adventure.
Space Alien #1 "Occular Formula", Clone 24 of 24, from Genesis Node ~ [MU]66 : Sub-Variation of Master Clone: "Vital Modification" from Arcology Facility ~ [ETA]-[Q_9157805]-G883[139~MODIFY]
Space Alien #2 "Cerebral Control", Clone 30 of 38, from Genesis Node ~ [ZETA]39 : Sub-Variation of Master Clone: "Optic Node" from Arcology Facility ~ [NU]-[M~60348]-T466[4~TEST]
Space Alien #3 "Neutral Engineer", Clone 1 of 4, from Genesis Node ~ [BETA]56 : Sub-Variation of Master Clone: "Logical Sense" from Arcology Facility ~ [KAPPA]-[W_16624]-C967[1D~BEHAVIOR]
Space Alien #4 "Neutral Formula", Clone 6 of 6, from Genesis Node ~ [THETA]21 : Sub-Variation of Master Clone: "Cryptic Process" from Arcology Facility ~ [CHI]-[N^64]-T101[6PD~TEST]
Space Alien #5 "Negative Observation", Clone 22 of 28, from Genesis Node ~ [IOTA]55 : Sub-Variation of Master Clone: "Essential Necessity" from Arcology Facility ~ [RHO]-[X_9210497]-M31[83X~CONFLICT]
Space Alien #6 "Negative Assembler", Clone 11 of 38, from Genesis Node ~ [DELTA]76 : Sub-Variation of Master Clone: "Essential Formula" from Arcology Facility ~ [NU]-[H_562747]-C2[3~CONTROL]
Space Alien #7 "Icon Sense", Clone 4 of 12, from Genesis Node ~ [PI]75 : Sub-Variation of Master Clone: "Neutral Process" from Arcology Facility ~ [ZETA]-[D_10]-L1[282~DEVOLVE]
Space Alien #8 "Positive Node", Clone 4 of 30, from Genesis Node ~ [UPSILON]97 : Sub-Variation of Master Clone: "Optic Pulsar" from Arcology Facility ~ [ETA]-[H\69829]-A68[F3C~ALTER]
Space Alien #9 "Solar Enigma", Clone 2 of 4, from Genesis Node ~ [NU]59 : Sub-Variation of Master Clone: "Icon Singularity" from Arcology Facility ~ [OMICRON]-[W\6]-O28[084~REDIRECT]
Space Alien #10 "Optic Necessity", Clone 3 of 24, from Genesis Node ~ [THETA]04 : Sub-Variation of Master Clone: "Occular Singularity" from Arcology Facility ~ [LAMBDA]-[Q\20518]-T3[Y7~OBEDIENCE]
Space Alien #11 "Occular Modification", Clone 18 of 36, from Genesis Node ~ [OMEGA]34 : Sub-Variation of Master Clone: "Modular Assembler" from Arcology Facility ~ [GAMMA]-[X*902]-E74[6K~EVOLVE]
Space Alien #12 "Negative Vision", Clone 3 of 6, from Genesis Node ~ [PHI]49 : Sub-Variation of Master Clone: "Essential Observation" from Arcology Facility ~ [ZETA]-[C*396234]-C33[9~IMPLANT]
Space Alien #13 "Neutral Necessity", Clone 3 of 4, from Genesis Node ~ [IOTA]57 : Sub-Variation of Master Clone: "Vital Modulation" from Arcology Facility ~ [UPSILON]-[D-9433]-X744[N~BEHAVIOR]
Space Alien #14 "Critical Control", Clone 1 of 26, from Genesis Node ~ [DELTA]74 : Sub-Variation of Master Clone: "Negative Quasar" from Arcology Facility ~ [PHI]-[T*110]-T8[75~CONFLICT]
Space Alien #15 "Positive Enigma", Clone 39 of 40, from Genesis Node ~ [THETA]10 : Sub-Variation of Master Clone: "Vital Monitor" from Arcology Facility ~ [SIGMA]-[B*994741]-F860[U9~MIND]
Space Alien #16 "Solar Engineer", Clone 20 of 30, from Genesis Node ~ [PSI]02 : Sub-Variation of Master Clone: "Negative Control" from Arcology Facility ~ [OMICRON]-[O*232784]-R3[73~ALTER]
Space Alien #17 "Modular Formula", Clone 1 of 2, from Genesis Node ~ [BETA]63 : Sub-Variation of Master Clone: "Prism Observer" from Arcology Facility ~ [ZETA]-[B:70]-Q834[84~AUGMENT]
Space Alien #18 "Cerebral Assembler", Clone 13 of 26, from Genesis Node ~ [UPSILON]03 : Sub-Variation of Master Clone: "Perfect Process" from Arcology Facility ~ [THETA]-[E_75437]-H8[H3X~IMPLANT]
Space Alien #19 "Optimum Sense", Clone 2 of 2, from Genesis Node ~ [RHO]32 : Sub-Variation of Master Clone: "Occular Enigma" from Arcology Facility ~ [UPSILON]-[D\75]-T14[9~CONFLICT]
Space Alien #20 "Perfect Vision", Clone 15 of 34, from Genesis Node ~ [UPSILON]59 : Sub-Variation of Master Clone: "Prism Observation" from Arcology Facility ~ [PHI]-[B\4]-A0[HO1~MEMORY]
Space Alien #21 "Vital Memory", Clone 14 of 20, from Genesis Node ~ [ALPHA]61 : Sub-Variation of Master Clone: "Prism Sense" from Arcology Facility ~ [PI]-[E^8603]-X2[5L~CONFLICT]
Space Alien #22 "Modular Singularity", Clone 1 of 4, from Genesis Node ~ [SIGMA]79 : Sub-Variation of Master Clone: "Prism Enigma" from Arcology Facility ~ [THETA]-[E^359]-Q11[6T3~MODIFY]
Space Alien #23 "Neutral Process", Clone 7 of 14, from Genesis Node ~ [CHI]81 : Sub-Variation of Master Clone: "Absolute Formula" from Arcology Facility ~ [NU]-[A-0]-S482[2~UPGRADE]
Space Alien #24 "Optic Node", Clone 2 of 8, from Genesis Node ~ [UPSILON]63 : Sub-Variation of Master Clone: "Cerebral Modification" from Arcology Facility ~ [RHO]-[T|62567]-L906[6~COOPERATION]
Space Alien #25 "Negative Enigma", Clone 2 of 6, from Genesis Node ~ [ALPHA]36 : Sub-Variation of Master Clone: "Neutral Modulation" from Arcology Facility ~ [KAPPA]-[P|4]-S566[P4~DEVOLVE]
Space Alien #26 "Modular Quasar", Clone 6 of 18, from Genesis Node ~ [TAU]89 : Sub-Variation of Master Clone: "Neutral Modification" from Arcology Facility ~ [THETA]-[T:8]-P87[31C~ALTER]
Space Alien #27 "Icon Singularity", Clone 1 of 4, from Genesis Node ~ [EPSILON]61 : Sub-Variation of Master Clone: "Optimum Formula" from Arcology Facility ~ [ALPHA]-[L~814503]-X857[5G0~ALTER]
Space Alien #28 "Critical Monitor", Clone 20 of 28, from Genesis Node ~ [OMEGA]47 : Sub-Variation of Master Clone: "Occular Architect" from Arcology Facility ~ [UPSILON]-[C~5812]-D8[689~RELEASE]
Space Alien #29 "Prism Access", Clone 21 of 30, from Genesis Node ~ [UPSILON]61 : Sub-Variation of Master Clone: "Cryptic Quasar" from Arcology Facility ~ [RHO]-[J*6409401]-D328[9~TEACH]
Space Alien #30 "Occular Singularity", Clone 22 of 22, from Genesis Node ~ [LAMBDA]82 : Sub-Variation of Master Clone: "Linked Pulsar" from Arcology Facility ~ [ALPHA]-[W/21870]-V36[2~CLONE]
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Post by hagbard on Jul 14, 2014 7:29:36 GMT -6
I've been trying to perplex my players with the aliens in my campaign. They're always where you least expect them, doing things that make absolutely no sense whatsoever. I think of it like the Illuminati card game if any of you have ever played that. The UFO's goals in that game are always a mystery until the game is over, to keep the other players guessing on what they're trying to do. It's a great paranoia tactic, and I think that's how aliens ought to be played. Ramp up the weird on them. And I mean, really weird.
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Post by hagbard on Jul 14, 2014 9:49:05 GMT -6
Come to think of it, the greys come closest to a 'fey' element in my game, like they're sometimes benevolent and sometimes malevolent, but always mysterious. They can provide comedy relief at times, or provide a good antagonist for the PCs.
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shanes
Level 1 Medium
Posts: 11
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Post by shanes on Jul 20, 2014 19:48:02 GMT -6
I am adding a third Space Alien sub-species in my next Carcosa game. Feral Space Aliens live deep underground, and have abandoned or lost much of the knowledge and sophistication of their surface cousins. They have developed their psionic abilities, and they might have some simple psionic tech. In addition, they might use (but not understand) Space Alien tech. I will probably also give them very good darkvision and spider climb, just to make them more freaky. While they are very territorial and viciously racist, they don't have the power to claim all the underground for themselves (but they would if it were possible).
I am not sure how the PCs would approach them except with violence (I'll leave that up to the players, I guess). Certainly, a show of sufficient force would cow them.
Inspiration for these guys comes from certain elements of the Dulce, NM alien base mythology.
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Post by eaterofkittens on Jul 28, 2014 0:04:55 GMT -6
I'm actually rather high fantasy inclined and would impose spelljammer elements or even Space Nazi's. Bind the foul putrescence for the motherland! The aliens might be strange to the inhabitants of Carcosa but maybe are humans from a Ray guns and jet packs milleau.
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Post by eaterofkittens on Jul 28, 2014 0:10:42 GMT -6
What I'd like in Carcosa are more cultures. You've got barbarians, sorcerers and cultists (those in cahoots with the things that eat people) and the "aliens". I want the aliens to be arms dealers, slave masters, mad scientist gene splicers, and designers of improbable structures. Attachments:
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