CREATING
ALIENS FOR SCI-FI GAMES
By
Jonathan Hicks
Aliens. When you think of these you immediately think of two
things - Star Trek-type rubber faces, or movie-type dark killing machines.
But the ecology and personality of aliens are as diverse as the worlds they
herald from. Here area few pointers on how to give your aliens a little more
depth than having them look like a man with pointed ears saying 'what is this
human emotion called love?' 1. APPEARANCE For ease of use, many aliens are of a humanoid form, which is
handy in the great scheme of things. You don't have to worry about them
interacting with the technology and setting. But they don't have to be like that. Environment and location
dictates the appearance of a living being, not the make-up artist. Take a few examples from our own world. In the deserts of the
equator, creatures have developed a metabolism and appearance that protects
them from the searing sun. In the depths of the ocean, fish have developed a
physique that helps them glide through the water and breathe its limited
oxygen. Birds have developed their form and abilities to exist in the most
inaccessible places of the world. Even the human race walk on two legs, which
reflects their origins in the tall grasses of the African plains. The world
the alien heralds from should reflect their physique. So, for example, let's say that the planet is a desert world
with very few locations where there is water. A single great ocean surrounds
the planet's equator like a belt. The aliens would have built their
civilisation about this water. Physically, they may be insectoid, with huge
carapaces that bend over their heads to protect them from the searing sun.
They may be long-legged for ease of moving over the dunes, and have large
sack-like growths on their backs to store water, like a camel. Their eyes
have multiple eyelids to protect from the UV glare, and they have tendrils
over their mouths and nose to protect them from the sand storms.
Alternatively, the aliens could be lizards, or piscine, or bird-like, or
invertebrates - they could even be huge gas-filled floating jellyfish! So, there's the first phase of the creation process. Environment
= physical appearance. 2. COMMUNICATION In many respects, many people think that to reflect an alien
language, the aliens just speak differently, as different as English from
Japanese, or Russian from Spanish. But this does not need to be the case. Many creatures on this earth communicate in different ways.
Insects use both touch and scent, mammals use growls and calls (like
dolphins), and birds use a variety of whistles and hoots. Some creatures even
use colour to communicate their intentions. So this could translate into the alien world. How about if the
aliens didn't communicate through speech, but through a series of clicks and
whistles at different pitches. Or they communicate through sign language -
they could even be telepathic. This will make them exceptionally different. This works well on different levels. If the players encounter
them for the first time, talking will be difficult, and make for an excellent
roleplaying opportunity. 3. ENVIRONMENT As mentioned before, the world the alien heralds from may
dictate their appearance, but how will that affect their interaction with
others species? Perhaps the alien needs to be segregated from other species
and kept in a room where the atmosphere and pressure suits their biological
makeup. Perhaps they have to wear environment suits to traverse other places.
Perhaps they simply need a facemask so that they get a quota of gases that
can only be found on their own world. Aliens that walk, talk and interact
normally in any environment are just men with strange appearances. Limiting,
or even increasing, their abilities and function due to their biology adds an
extra dimension. 4. INTELLIGENCE Not all aliens have to be a race of super-beings, far beyond the
capabilities of the human race. They also don't have to be evil
two-dimensional killing machines either. Intelligence has a large bearing on the function of the alien. A
creature of bestial intelligence cannot be considered evil - it is simply
doing what it must do to survive or procreate. So, when you land on that
planet and a bunch of razor-sharp ripper lizards come bounding out of the
purple trees, they don't want to kill you because they're evil, but because
it is in their nature to do so. It's a simple matter of discerning two things
- their diet and their timidity. A vegetarian creature of a timid nature will
not be much of a threat to the PC's, but then a vegetarian with an aggressive
nature might be. The same goes for meat-eaters. Intelligence in an alien should not dictate their attitude and
feelings towards outsiders. Higher intelligence does not necessarily mean
infallibility or greater moral standing. The aliens will have several
different levels of intelligence, ranging from the Neanderthal to the
super-brain, but this doesn't reflect their morals. Take the Roman Empire, for example. They were the most
civilised, artistic and prolific race of the ancient world, their mathematics
and architecture outshining their neighbours, yet they still thought it
necessary to watch men slaughtering each other in an arena, and they found
absolutely nothing wrong with it. Because they were greater and (allegedly)
smarter, they thought this allowed them to do such things. Intelligence will also affect their communication with other
species. Lesser intelligence aliens will have little to share or offer,
whereas higher intelligence species may have plenty to talk about and discuss.
Where species connect on an intellectual level may help determine the outcome
of relations. 5. MORALS AND ATTITUDE Talking of morals, this is something that will make the alien
far different from other species. They may see violence and death a natural
order, and actively seek out species to kill. They may decide that all other
species are greater than them and worship them as gods, or that other species
are lesser beings and need to be exterminated. As far as the alien is
concerned their morals and attitudes regarding themselves, existence and
other species is completely justified. It is not just the views of individual
aliens you must take into account, but the entire continent or world. So, the aliens may revere life, or hate it, or are indifferent
about it. They may have religious overtones or a completely different theory
on evolution to suit their existence. Although there is always room for a
little variance on the individual aliens, the broader belief system or
attitude must be considered as a basic layout for the personality. 6. TECHNOLOGY Finally, what are the aliens capable of with the knowledge and
intelligence that they have? Do they exist in a permanent middle-age society,
or have they unlocked the secret to interstellar travel? When encountering
new races, the PC's will be confronted by not only the sheer difference of an
alien but also what help or hindrance they present. If they land on a
medieval world and are treated as the enemy, then they won't be under much
threat from bows and arrows as they take off in their starship.
Alternatively, if the aliens have nuclear power then getting whacked by a
missile may cause more than a few problems. Technology need not be limited to the physical boundaries of our
own world. The technology of the aliens may be quite, quite different. What
if they grew their technology, flew the spacelanes
in huge creatures bred for spaceflight? They may even want to use the PC's as
raw material! If the aliens have a greater technology to our own, they would
be a great help to the future of mankind, or even a great threat. If they
have lesser technology than ours then perhaps mankind could help them grow
and increase in ability, and vice versa. On a personal note, when I began sci-fi roleplaying I developed
something which I called the 'Theory of Mirrored Evolution' which helped me
through my first games. I didn't have to worry about the ecology of the
aliens - I just assumed that because the Earth was created due to a galactic
chance from the same star stuff that other suns are made of, then why
couldn't the other worlds be similar to our own, with differences noticeable
enough to make them alien? It was simple matter, then, to utilise humanoids
with different features and attitudes. This took the work out of alien design
so that I could concentrate on the game and get used to the setting. Now I
use the above guidelines, and the games have more depth because of it. |