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already demoralized from a past war. They sent one last ship to pick up “evolved” egg samples from the Proteus planet to
study…it never came back.
The Jockey race vanished. After thousands of years, without transportation, the Xenomorphs quickly overran the
planets they were on, then promptly died out. They might be long lived, but after ten thousand years, even their lifespan ran out.
The eggs fossilized, the bodies disintegrated and the last legacy of the alien species vanished. The ship from the proteus world
crashed landed on a world far away from their Homeworld.
LV-426 was the world where the lone Jockey ship crashed landed, across the galaxy from their Homeworld. The
Jockey onboard was killed when an alien egg he carried broke free and impregnated him. Without a pilot, his ship set down on
the hostile world. The stasis fields in the cargo bay were damaged and all but one bay of eggs were unsealed. They all soon died
from exposure. One bay remained sealed and waited--the last living legacy of a past experiment that failed.
*END COMPILATION*
LOCATIONS
ARTIFACT WORLDS
ACHERON – Jockey Ship Wreckage (CL1)
The most interesting aspect of this world is
obviously the strange ship that contains the Alien Eggs. At
CL 2, with the atmosphere processor destroyed, Acheron
became hostile again. The Jockey Ship remains. This is the
only accessible artifact other than the aliens themselves from
this enigmatic race. The ship has withstood fierce storms,
terraforming, and a major nuclear explosion and still
remains as pristine as when it crashed. The final word is
“yes”, it crashed, some couple thousand years ago. The Ship
was transporting eggs from the Proteus world when an alien
got loose and impregnated the pilot. The pilot, sure to die,
soft-landed the craft on the nearest world he could find and
sent out a rudimentary warning beacon. The crash, although
suffering only minor damage on the craft itself, damaged the
stasis containers in the cargo bay, exposing the eggs to the
harsh outside environment. They are long lived but even
after millennia, they succumbed to the elements. One
section remains in stasis and the alien eggs still reside in
perfect containment. The Pilot soon died and his offspring
died soon after, quickly running out of nourishment. The ship is non-functioning since its pilot died. The reactor is dead. It
offers viable eggs as well as the ship’s Bio-Alloy and the unique pilot-ship interface of the Merge (see below).
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"That transmission. Mother's deciphered part of it, it doesn't look like an SOS." --Ripley
"What is it then?" --Ash
"Well, It looks like a warning, I'm gonna go after them." --Ripley
"What's the point? I mean by the time it takes to get there, they'll know if it's a warning or not, yes?” -Ash
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<uncharted planet> CON-888 – The Structure (CL3)
The Structure on CON-888 appears to be a ruin of a massive complex. It is thought to be a remote outpost of the
Jockey race from eons ago. The base is virtually empty. It is assumed this base was the last base wiped out by their creation. All
that remains is the shell. Some fragments of their technology may remains inside. This building is enormous and can even be
seen from orbit.
LOCATION: 15 ly outside Casper / Sinat
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<uncharted planet> HORI-001 – The Mutation
It was a foolish thought to think the xenomorphs that caused the destruction of their species was the initial design.
HORI-001 was probably once a laboratory, but the entire base was destroyed. Through the walls of the decrepit buildings live a
hostile species known only as the Mutation (see later). These creatures try to maintain their lives the best they can knowing they
can never leave. The world is gray and cloudy. The Mutations live underground. Wary the traveler that lands there.
LOCATION: 5 ly off Gimeno
EGG SILOS
RUMFORD
Merely 500 kilometers from the ice
flows lie a group of featureless pyramids.
Each one towers more than twice the size of
the great pyramid of Giza. The six pyramids
are all within line of sight with each other.
Rumford is one of many planets with Egg
Silos deposited by the Jockey Race.
Eventually, an archeological team was killed
but one impregnated, managed to escape to
the colony. The resultant mayhem eventually
led to the colony’s destruction by CL5. At
CL6, the barren world was considered for
repopulation. The Egg Silos remain. They
are the largest deposits of alien eggs of all.
These silos are build underneath the pyramids
since most silos are not pyramid-shaped.
Over 2000 eggs can be found in stasis here.
BYRON’S HOPE
The rumors that an egg silo is contained here is true. It is a small silo, covered by centuries of continental flow. The
silo is perfectly preserved under the surface and contains 250 eggs. The silo is impossible to spot from space and only a careful
ground search can locate it.
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rocks holds a small silo. All are dead except for one section still in stasis of 50. The Silo is made up to be more of a space
station, with corridors, airlocks, and quarters.
LOCATION: 15 ly from Transept.
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THE BIOMECHANOIDS
The technical term for the Jockey Race were the Biomechanoids. They were a synchronizing of man and machine
which was the natural evolution of their growth rather than a side effect. No one can truly be aware on how alien a non-terran
intelligence can be. As theorized throughout history, there is virtually nothing distinguishable between them and us. Yes, they
maybe have two arms and two legs with one mouth and two eyes but that’s where it ends. Two arms and two legs makes sense
as do two eyes. Everything else is foreign. They are tall when standing (12 – 17 feet tall) with extremely strong arms and legs.
They have dead eyes--seeing and not seeing. Very weak in comparison. Their mouths are virtually useless to them as well.
Their bodies are Sepia colored although most are found jet black, like the technology surrounding them
Their minds operate on a totally different level, utilizing powers never before even imagined. The technology is so
totally integrated into their lives. Although they are themselves organic, they seem to have the capacity to merge with their
devices. In many ways, all their tools, whether a hammer or a massive spacecraft, became part of their body when they use their-
-their tools become extensions of their own mind. Surviving Biomechanoids exist but they have gone nomadic across the cosmos.
They keep to themselves and usually wait to die. Some are actively searching for all remnants of their technology in order to
eliminate it. Some want to rebuild their race from the ground up. All have either a morbid fear of a all out dying hatred for the
xenomorphs they created. They are also long lived. It is quite possible the ones still roaming through the cosmos actually bore
witness to their species’ own destruction.
THE CHARACTERS
The rules for making characters can be discerned from the information below. I don’t give direct guides since
designing a Biomechanoid as a PC is very unfair to the rest of the group. Once again, ranges are given.
"Alien lifeform. Looks like it's been dead a long time. Fossilized...Looks like it's grown out of the chair... Bones are
bend outward...Like it exploded from the inside..." --Dallas
"I wonder what happened to the rest of the crew...let's get the hell out of here!" --Lambert
BASIC PERSONALITY:
Shy. Secretive. Values no one and nothing. Very selfish. Isolationist.
CHARACTERISTICS:
INT: 9-11 WILL: 7-10 PRE: 1-4 TECH: 10-11 REF: 6-9
DEX: 5-8 CON: 9-11 STR: 10-15 BODY: 11-16 MOVE: 4-6
COMPLICATIONS:
--Phobia—Xenomorphs—They hate them with a passion but also fear them (Severe)
--Obsessed—Destruction/Resurrection of their race (Severe)
--Bad Eyes
SKILLS
Astrogation: 10 Engineer: Biomechanics: 10 Heavy Weapons: 3-6
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Pilot: Starship: 3-8 Tactics: 2-6 Xenobiology: 7-10
Athletics: 1-4 Deduction: 4-6 Hand to Hand: 2-5
Hand to Hand Evade: 2-5 Melee Weapons: 1-5 Melee Evade: 1-5
Navigation: 7-10 Perception: 8-10 Ranged Evade: 1-3
Survival: 5-7 Tracking: 8-10
Zero-Gravity Maneuvering: 8-10
TALENTS:
Acute Sense (Hearing) Ambidexterity Blind Reaction Direction Sense
Double Jointed Eidetic Memory High Pain Threshold Longevity
Rapid Healing Time Sense
SUPERPOWERS
ATTACK POWERS:
Energy Blast: 8d6 Stun damage
Telekinesis: STR=8
DEFENSIVE POWERS
Danger Sense: Any Attack, Skill=15
Knockback Resistance: -20m to knockback
Life Support: --Can breathe underwater and in all gases as long as at least 5%
oxygen and 5% methane is present.
--Doesn’t need to sleep, eat or extrete.
--Immune to zero-pressure / high pressure / radiation
--Immune to all known human diseases
--Immune to all forms of aging.
ENHANCED SENSES
High Range Radio Hearing
Mental Awareness
Spatial Awareness
MENTAL POWERS
Mental Attack: 8d6 -- Same as Energy Blast above.
Mental Illusions: 5DC, 4d6 Stun / 1d6 Kill
Mind Control: 5DC
Mind Link: 1 mind at a time
Mind Scan: 7D6DC
Telepathy: 8D6
THE TECHNOLOGY
THE BIO-ALLOY
The Jockey Race developed their technology originally from refined metals like mankind, but found a newer
developments in an alternative field. The first was plastisteel compound found often in mankind present technology—the
advancement of building materials with resilience and strength, to be flexible and tough at the same time. The next advancement
was the inclusion of memory metals—no matter how much physical damage the compound withstood, it could always return to
the original shape it was designed for. From there came materials that could modify themselves per the whims of whoever was
controlling it. After that came pure regeneration—to heal the damage dealt to it. Over eons of evolution past our primitive level
gave birth to the Bio-Alloy. This usually sepia to black colored substance is extremely rigid and resilient and capable of
maintaining its shape and regenerating from damage taken.
The disadvantage of the substance is that it requires a minor circulatory system similar to a living organism for the bio-
alloy to maintain its organic stability. The aliens cannot seem to convert Jockey race materials. Their hives can’t seem to stay
attached and they cannot ingest the materials for nourishment or hive construction. Jockey Race Bio-Alloy seems almost totally
immune to alien acid. Acid is only half effective. All Bio-Alloy is regenerative. Any Bio-Alloy can regenerate 10% of its total
damage ever day. If the power system is damaged, this cannot occur, however.
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THE MERGE
The Merge is the pinnacle of the Biomechanoid technology. It allows the members of the race to integrate their minds
and body with their tools. Even though the variety of their technology is endless, I have included all the most common devices.
The GM is free to make up more. These devices include weapons , spacecraft, and the four unique items listed below.
TRANSPORT SUIT
The Transport Suit is a fully integrated Environment Suit capable of
limited flight. It fully encompasses the user with a large transparent cover and
Bio-Alloy armor. It has plug-ins for the energy source for the Light Cannon. The
user must remove the suit to enter any other merge. The Suit supplies full life
support and protection for when the Jockey leaves his/her vessel. Like all other
devises, the suits becomes an extension of the user. Filaments move from the suit
into the nervous system of the Biomechanoid, allowing perfect tactile contact from
inside the suit. Other abilities follow:
PD: 20 EKD: 15 EV: 0
FLIGHT: 15m/y NON-COMBAT FLIGHT: 30 m/y
BONUSES: 360 Degree Sensing
+2 STR
+2 CON
PILOT CHAIR
The Chair merges with the Biomechanoid and allows him to synch in
perfect harmony with the Jockey Carry-All. While merged, the Jockey has total
awareness of everything that occurs onboard the ship. A merged Pilot can remain
in the chair for centuries on end. The pilot not only sees all inside and outside the
craft but also can also hear, smell, and touch using the craft. Refer to the ship for
the statistics for it. Besides piloting the craft, the additional bonuses apply:
All the powers of the Pilot are available anywhere on board the ship.
+3 CON
+3 Pilot Skill
Move = 0
Dexterity = 0
Spatial Awareness
SPIDER
The Spider may only have four legs that don’t move, but the name still stuck. It is a rarely found vehicle accessed by
the Biomechanoids to move from place to place on planet. The vehicle has eight spherical pods with don’t rotate but do supply
the source of its motive power. The spheres rise the craft above the ground and allows for all terrain travel. They generate a
gravity field that allows the craft to move effortlessly through any environment. The Spider can hold only one Biomech at a
time, merged with the ship, making the four appendages of the spider replacements for his own. The rear legs are primarily used
for propulsion, while the front offer the same with the addition of weaponry and articulators.
The Articulators extend like tentacles from opening in the front and manipulate small objects. They can then vanish
from whence they came until needed. Each arm can extend up to 20 feet and has a STR of 10 each. The front appendages also
contain the vehicles secondary armament in the from of two side-mounted, rapid-fire spore cannons. The primary weapon is
contained in the cockpit—a turret-mounted plasma cannon. This massive energy cannon’s long range has been known to strike
ships even in low orbit.
NOTE: Where did this pic come from…well, if you must know, this was HR Giger’s theorized schematic of the
Batmobile from Batman Forever. !
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PERFORMANCE
LOADED WEIGHT: 25,255lbs
MANUEVERABILITY: -1
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 5K 3K
LEGS: 2K 1K
MAX SPEED: 140
ACCELERATION: 45
VEHICLE HARDPOINTS: 1 Turret, 4 Side weapons
BASIC ARMAMENT: WA RANGE DC ROF SHOTS BR TARGET
Plasma Cannon (1) +1 56 000 4K 1 n/a 2m Any
Spore Cannons (4) +1 4 000 10 (.5k) 15 150 0 Ground
Bonuses: +3 CON
Move = 0
Dexterity = 0
Spatial Awareness
THE BIOCREATOR
Probably the scariest creation of the Biomechanoids was the Biocreator. Basically designed originally as a cloning
machine for the dying race, it eventually evolved into a last ditch effort in reproduction. The Biocreator once was designed to
merge with Biomechanoids but has since evolved to the point where it could merge with any organism of proportional size,
including human, with minor modifications. The Jockey Race is generally hermaphroditic, but not altogether androgynous. The
race requires two for reproduction but the decision on who carries and who inseminates is decided at copulation. The gestation
period is so long, and successful reproduction so rare among this extremely long lived race, that when they were numbering less
and less, a quick and dirty solution was required. The Biocreator merges with a Biomechanoid and copies his/her DNA into a
new embryo. The Biomechanoid is converted to a female and carries the embryo in an accelerated state. A new Jockey can be
born in a matter of days. The DNA pattern of the Biomech can be stored in the creator so a new Biomechs can merge and carry
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the same embryo. This occurred because of genetic degradation in cloning for more than a few generations. However, the future
generations couldn’t carry the original embryo so new hosts had to be found. The end result, since the species became nomadic,
was to resort to finding biological hosts to carry the new seed. There are no bonuses for this device except for the end result.
Merged humans can be removed, but left to continue on its course will result in death.
WEAPONS
WA RANGE DC ROF SHOTS EV
Light Cannon -1 2 000 11 20 2 000 -1
Light Pistol 0 1 500 9 6 600 0
LIGHT CANNON:
The Light Cannon is a large weapon carried by the Jockey and connects itself to the outside power source of the
transport suit. It launches ultra-bright energy bursts that vaporize any substance on contact. The Jockey is immune to the flash
but most others aren’t. Anything with eyes within 20m must make a CON roll and overcome a DV of 15 to avoid being blinded
for 2d6 rounds. While blinded, all DEX and REF skills are reduced by 4. The weapon is only one handed despite its mass. The
Jockey can hold onto it with its strength.
LIGHT PISTOL:
Like the heavier counterpart, the light pistol does have the capacity to blind an opponent but only for 1Dd6 rounds and
at a DV 0f 10. The weapon is smaller, but oddly shaped in comparison. It fires from two receptors on a curved plate on the front
of this stubby weapon. It is one handed but less encumbered than the cannon.
CARRY ALL
The Carry-All is the massive vessel the Biomechanoid’s use to transport great distances. It is assumed there were once
possibly hundreds of different designs the race used in the exploration and conquest of deep space. The carry-all survived
through the eons and became the vessel of choice for long distance / long term expeditions. When the race went nomadic at the
end of their war, the carry-all became the ship of choice.
The Carry-All requires a single pilot in the center to operate and most consider any passengers a hindrance. The ship
operates from anti-gravity generators similar to the ones on the Spider ground transport. The primary generators are on either
side of two large appendages. The port appendage contains the power generators with 5 exhaust nozzles pointing forward for the
terraforming generator (see later). The starboard appendage contains the ship’s flight dynamics, primary armament, and sensor
array.
"I don't know...A cave! A- A cave of some sort, but well, I don't know, but it's like the goddamn tropics in here! --
Kane
The central hub contains the cockpit and cargo ring. The Cargo ring is a series of honeycombed compartments of
amazing size that can carry a large assortment of supplies. The cargo varies from people to ships to xenomorph eggs. Stasis
fields can drop, freezing the cargo in time. Each module can open underneath and drop to planet safely via gravity generators at
the foot of each module. Above is the Jockey cockpit, where the pilot lived for most of his life. It knew everything that occurred
on board the ship. The pilot also had access to the ship’s secondary weapon from that position. Above the pilot was a large
canopy, the only place where the pilot can see the stars with its own eyes. The Canopy is opaque but only from the outside. The
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turret cannon can fire directly through the canopy without damaging it. The primary weapon is a massive Light cannon that can
disrupt many large ship’s systems and destroy smaller ones.
The ship is surprisingly small. Most terran ships divert almost 70% of their space to systems. The Carry-All only
rations about 20% of their space to flight systems. The rest is reserved for cargo and living space. The craft from Port to
Starboard, is less that 500 meters across. The Cargo hub is 250 meters in diameter.
The port appendage serves a
variety of purposes but it does offer
some strange abilities. The Carry-All
has the capability to alter its
surrounding. When landed, it can
convert the terrain around it to match the
biomechanical landscape of the Jockey
Homeworld. Given enough time, the
entire planet could be adapted this way.
This includes first adapting the topsoil
and the organic life and then converting
the atmosphere, thickening and
converting it to a high methane / chorine
/ oxygen buffer, very hazardous to most
carbon-based life.
If terraforming is
accomplished from orbit, the atmosphere
is adapted first, then organic life, and
then the ground. The ground is
hardened and blackened, making it more
compatible with the bio-alloy. Simple
forms and plant life are converted into
the dark, hard material similar to the
plant life on the Jockey Homeworld. All
major forms of life die from the
atmosphere change. This whole process can take years, taking the size of the planet into account. This process can only be
accomplished on worlds with already existing atmospheres with oxygen content. The materials already have to be there, they just
have to be re-combined. This process is usually reserved for those Jockeys trying to repopulate their civilization.
SYSTEMS:
Communication range: Orbital, FTL
Crew: 1 Pilot, Life Support for 2 000 in Cargo
Maneuverability: +10 dodge of guided missiles.
Evacuation: 1 Spider
Armament package: 1 Transport suit with Light Cannon and Pistol
Bonuses: Invisible to all radar.
All ships have a –2 to hit this ship with energy weapons
Range: Orbital: Unlimited
FTL: Unlimited
FTL Speed: 0.85 ly/day
Cargo Slots: 10
Hardpoints: n/a Weapons are fixed.
Basic Armament: WA RANGE DC ROF BR TARGET NOTES
Turret Cannon +3 70 000 1K 6 10m Air
Main Gun -1 350 000 7K 1 150m Any Same as Particle Beam
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It seems apparent that these mutants were never mutations but a totally redesigned organism. They bare many
similarities to the offensive creatures encountered in the Terran systems but are created from a totally different template. Both
are very violent to their opponents, both are large, black, armored, and single-minded in their purpose. However, these creatures
never rebelled against their masters because they were never programmed to be offensive. They are totally designed from a
defensive standpoint. There is no hive structure, no central brain nor a desire for expansion. It can still grow and heal by the
absorption of outside materials whether organic or inorganic but cannot reproduce by the use of eggs or queens.
The Prototype is larger, stronger, and more intelligent compared to an alien drone. However, it has no desire to
reproduce. It is usually kept alone or sometimes paired up to defend a certain installation, craft, or person. Once programmed, it
can only be reprogrammed by someone who can access its biological programming. This biological programming is done when
the creature is created, usually in a large vat in a lab either on a planet or on a ship. The creature is assembled from scratch and
implanted with instructions on what to do. It is a very difficult task to reprogram since it entails removing the creature’s brain
and biologically reprogramming the synapses. This is only capable by a Jockey using its biomechanical technology even though
it is not impossible for a doctor with a masters in Synthetic engineering to crack it, if he could ever get the creature to stand still
love enough to have its brain removed. Even then it is no guarantee that the implantation would be successful. The brain is
located in a large skull-life formation, in the trunk. Its head is a long-formed snake-like neck with an end formed with spear-like
teeth. It has long legs and arms that end in many fingers with long digits.
The unit is also programmed only to allow a certain number of fellow mutations around it. If the number is greater, the
group will remove the straggler. If under the limit, they are responsible for making up the difference. These creatures cannot
necessarily reproduce, but can create, from the ground up, their own mutation be converting biological life and then
reprogramming a brain on a copy of their own. It takes more than 800 lbs. of bio-mass to create a mutation and the process can
take more than 48 hours. There has never been a report of a prototype breaking its programming since there is nothing below it.
In a one-on-one fight, an xenomorph is no match for its predecessor but the shear numbers of the aliens sway the odds since
Mutations are never seen in more than packs of three or four.
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Their special abilities follow.
GROWTH: A prototype has no pre-designed lifespan and can exist as long as there are sufficient supplies to maintain
its own biomechanical cells.
BODY: The skin is immune to all atmospheric effect including zero-G. It does not use air as we know it. It needs air
to produce sound of course and also maintain temperature.
SENSES: The prototype uses motion and pressure senses to locate its enemy. It can also use smell and hearing as
well, but it has no form of visual senses. It cannot be blinded in any way. It is also immune to radiation, and all Gases. Unlike
other creatures, these prototypes will not retreat from fire .
PROTOTYPES DO NOT HAVE ACIDIC BLOOD
DETECTION: Prototypes are invisible to infrared and therm-optics. They can remain perfectly still and immune to
motion sensors unless they decide to move. All normal detection systems are normal.
PSIONICS (OPTIONAL)
--Prototypes can talk mentally with their Jockey masters and answer to their call easily.
--Prototypes are immune to Mental Illusions and Mind Link.
--Mind Control is possible but hard.
OTHER ABILITIES: Prototypes are immune to all other psychological problems as well as all known diseases.
Electricity has only a half effect. They can never be fatigued or stunned. Therefore, the following characteristics are not
applicable: Humanity, Endurance, and Luck.
Stun Defense is given a very high number.
All Characteristics not listed are assumed to be One.
CHARACTERISTICS:
INT: 8 WILL: 10 REF: 13 TECH: 7 DEX: 15
CON: 13 STR: 17 BODY: 17 RUN: 24 SWIM / LEAP: 8
HITS: 85 (1.7 K) KD: 18 (0.2 K) ED: 20 (0.5 K)
STUN: 120 SD: 30 REC: 30
WEAPONS: Range: WA: DC: SPECIAL
Teeth 2m +1 9 Can also grapple / armor piercing
Claws 1m +1 6 Can also grapple
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