Detector Alien and Symbiote
rating: 0+x

By Rasher

Detector Alien

These guys have soft, squishy bodies, carried by six tube-shaped feet that act like short legs, boasting a crown of eight eyes on stalks in a circle. Short and unassuming they come in a variety of vibrant colors and have inhumanly shrill voices. Intelligent enough to create and use tools for whatever tech level you decide to put them in with their simple grasping, tendril like 'hands' this species is primarily focused on unique sensory experiences and is easily distracted. They were used as security guards, on the look out for the party during the ones-shot they were made for. Calling their bonded symbiotic alien when intruders were found.

ST: 9 HP: 9 Speed: 5.00
DX: 10 Will: 10 Move: 5
IQ: 11 Per: 11
HT: 9 FP: 9 SM: -1
Dodge: 8 Parry: N/A DR: 0

Traits: 360 degree vision (from extra eyes) (Easy to hit: eyes on stalks); Extra legs (4 total, short); Hyperspectral Vision; Nictitating Membrane level 2; Penetrating Voice; Ally (Symbiotic “dog” species); Special Rapport (Symbiotic Ally); Bad Sight (nearsighted) . Short Attention Span; Curious

Skills: Observation (12); Search (12)


While superficial differences in color could be used to denote role, rank or function background skills like "Animal Handling (12)", "Leadership (12)", or "Merchant (12)" could be assigned to the animal breeders, directors and art collectors of their race, but you could pretty much arrange them however, adding Engineering or Beam weapons for a more combat oriented Scifi setting.


These creatures resemble squat, quadrupedal beings with a smooth tough skinned and spiny exterior and wide slavering maws dripping with alien looking viscus fluid. Unlike their Detector alien masters they are fairly homogeneous in color and posses small, sunken eyes

ST: 9 HP: 9 Speed: 5.75
DX: 11 Will: 10 Move: 10
IQ: 4 Per: 12
HT: 12 FP: 12 SM: -2
Dodge: 8 Parry: None DR: 2

Bite (13) 1d-3 cut, can follow a successful bite up with a grapple, range C
Spines (7 to the front, 9 to enemies behind) 1d-1 Impaling Damage to hit each foe in close (C) range as a free action once per round.
Goo Spray (13) 1/2D Max 100 range, Acc 3, RoF 1, Shots N/A, Recoil 1. On a hit the target is grappled and rooted in place, vs an effective ST of 6. The goo can be layered on with multiple sprays for more ST. The target is pinned in place and can only use their ST to escape, not an Escape roll and may only attempt again after failing every 10 seconds. The target is sticky, meaning that those who touch them will be effected by the binding as well.

Traits: Damage Resistance 2 (touch Skin); Discriminatory Smell; Sharp teeth; Special Rapport (Alien Ally); Penetrating Voice; Enhanced Ground Move 1; Binding level 6 (goop spray, sticky and engulfing); Medium spines (halfway between spines and long spines); Domestic Animal (mentality meta trait); Quadruped (morphology meta trait); Chummy

Skills: Skills: Brawling (13) Tracking (13 +4 for Discriminatory Smell); Innate Attack (Binding) (13)


A Pack Leader of this species will have two "Striker" Limbs on the back facing forward that enables the creature to parry unnamed at Parry: 9
Striker (13) 1d Crushing Damage.

Adventure Ideas

Basically these two creatures always exist in the same place together, and are ideal for an infiltration mission of sorts where the party must sneak past the paroling detector aliens and avoid having a mob of the symbiotic "dogs" called on them, though the detectors themselves aren't much in a fight, allowing for some fun stealthy take downs. Any map with them living there should have a living area, an art gallery or media center for entertainment, a kennel for the breeding of the symbiotic "dogs" and an outer parameter plus any locations of interest to the party.