Aliens, Grays (WC)

These beings generally appear to be your archetypal aliens: gray skinned, tall and spindly, with huge black eyes and small slits for mouths, though they can take on other forms.

These particular aliens do not come in peace. They utilize a bizarre mixture of super-science and mysticism which to a large degree has baffled Earth scientists. More recently, they have completed development of the technology to distill pain and fear from Earth creatures as a source of techno-occult power. (Hence the rise in horrifying abductions and cattle mutilations.) At some point their supply of such power will reach critical mass; what happens then is up to you, but it certainly won't be anything good... The Grays find combat distasteful, and allow their servants to handle it for them.

Attributes: Agilty d8, Smarts d12, Spirit d10, Strength d8, Vigor d6
Skills: Fighting d6, Guts d10, Intimidation d10, Knowledge (Occult Science) d12, Knowledge (Torture) d12, Notice d10, Shooting d6 Pace: 6; Parry: 4; Toughness: 5
Edges: Arcane Resistance, Level Headed
  • Hypodermic: Str+1. These are foot-long and wickedly barbed. If the Gray hits with a raise, the extra damage inflicted is caused by blood and other fluids (and sometimes solids!) being extracted from the target. Damage from a hypo is incredibly painful; those Shaken by one are at a -2 to their Spirit roll to recover.
  • Implants: These are small bits of metal implanted into victim during their time with the Grays. They allow the aliens to track the victim anywhere on Earth; they also transmit fear, pain, and feelings of paranoia and isolation back to the Grays for distillation.
  • Probes: These aren't used for gathering information, but for inflicting pain. They allow the Grays to torture a victim for days (or longer) without doing any permanent damage to them.
Special Abilities:
  • Alien Intellect: Grays get +2 to any Smartsbased opposed rolls against normal humans; their thought patterns are unpredictable, at best.
  • Fear -2
  • Garmonbozia: Grays gain power and sustenance from the pain and suffering of others. When injected into themselves, it both removes any Wounds they have and boosts their Agility and Strength to d10 for one hour. When injected into a human, they suffer incredible agony. They must make a Vigor roll at -2 immediately to avoid being Shaken. They must continue to make Vigor rolls every round for 3 +1d6 rounds or take a level of Fatigue and become Shaken again if they've recovered. If reduced to Incapacitated by Fatigue, any additional Fatigue levels become Wounds instead.
  • Immunity: Grays are immune to the mental powers of the Damned Children and Nordics.
  • Mind Wipe: Grays can wipe an individuals memories, up to 48 hours worth, with an opposed Smarts roll. The memories aren't really gone, though, just deeply suppressed. They still surface in the form of dreams and hallucinations, and can be recovered through extensive hypnotherapy.
  • Paralysis: Grays can induce paralysis in humans with their minds. Make an opposed Spirit roll; if the Gray wins, the target can't move for 3 rounds. Each Gray that acts in concert to hold the victim doubles the duration (6 rounds with 2 Grays, 12 rounds with 3, etc.); use the Cooperative Roll rules to have them assist. Engaging the paralysis counts as an action for the Grays, but maintaining it does not.

Setting/Genre: Modern or Future

References: Original source from Butch Curry, Savage Beasts. Used by permission.