Gray Aliens

Commonly called Grays by humans,
their name for themselves is the KaLa. They
are between 1.3 meters and 1.67 meters
call and thin by human standards, weighing
between 26 and 45, yet sturdily built.
Their hairless skin varies from a light gray
or grayish green to charcoal gray.

The Grays have oversized heads that are
dominated by two large, wide-set, black
eyes. They have no discernible ears or nose.
The core or scientific KaLas have a more
rounded head and eyes, while their cousins
the frontier KaLas have a more enlongated
head and eyes. Most non-KaLas wouldn’t
notice much of a difference.

The large black eyes are set so that the
Grays can 270 degrees around. In addition,
the iris is huge to allow them to see in all
but total darkness as if it were daylight.
However, they are vulnerable to sudden
Hashes oflighc, which blinds and disorients
them. Their eyes can see into the ultraviolet
spectrum, but they lack a great deal on color
distinction beyond light and dark.

The Gray’s hand has three opposing
fingers, each of which is an active electrical
transmitter of nerve impulses, and the
Grays’ machinery is designed to act off of
nerve impulses generated by their hands.

This makes the reactions of their ships and
machinery as fast as the Grays can think
about it. However, the fingers are also
thicker than humans, making their use of
some human machinery impossible.

Grays have an incredibly long lifespan
and have a natural hibernation cycle that
they can enter and emerge from on short
notice. This makes them ideal for long
space flights.

The Grays are a xenophobic race, wish-
ing to avoid conflict and contacr with large
groups. They have shunned parts of space
that are heavily populated and instead
have expanded inro the spiral arm that
contains Earth.

Most of the contact that humans have
with Grays is between rwo specific seg-
ments of Gray sociery: the Foga KaLa (or
Frontier Grays) and the Inga KaLa (or
Scientific Grays).

The Frontier Grays tend to be more
expansioniscic and more willing co contact
and confront alien societies. They are larger
than their sedentary cousins, as their lives
require much more physical work.

These aliens are actively exploring
the Sol solar system, looking for planets
to expand into. They have set up small
outposts throughout the solar system,
including Mars, Venus, Europa, and Earth.
These outposts study the various planets to
determine how best co terraform them into
better planets for their purposes.

Frontier Grays want only to continue
to expand their living space. To this end,
the humans are an obstacle. Though they
don’t wish to directly confront them yet,
theyareconductingsrudies to find out their
weaknesses. They prey upon humans’ fear
of the unknown by making large flyovers
at night of small and now major cities to
spread fear and disinformation among the
populace and to lee the human governments
and miliraries realize that they are helpless
should the Grays wish co rake Earth. The
Grays’ greatest weakness is that they are
not a mighty military machine, and they
fear humanity’s resolve to fight even against
hopeless odds.

Scientific Grays at first just wanted to
observe humans and, for centuries, did only
that. However, upon seeing how adaptable
humans are, the Foga Kala have begun a
closer srudy of humans and their planet.
Gray aliens are very technology dependent,
even the Frontier Grays, and lack
much of the basic knowledge to overcome
obstacles without the use of their technology.
That’s not to say that rhey are helpless
or somehow stupid; they are very inventive
but would rather look for a technical
solution to a problem rather than a more
“primitive” solution.

Typical Gray Alien

Reflexes 2D: brawling 2D+1, dodge 2D+2, melee combat 2D+1, sneak 4D
Coordination 2D: marksmanship 2D+2, piloting 4D+1
Physique 1D+2: lifting 4D
Knowledge 4D+1 : languages 5D, medicine 6D, navigation 4D+2, scholar 5D, security 4D+2, tech 6D
Perception 4D: hide 4D+2, investigation 5D, know-how 4D+1, repair 5D
Presence 3D: con 4D, disguise 3D+1, persuasion 3D+2, willpower 4D
Strength Damage: 2D
Move: 10
Fate Points: 1
Character Points: 3
Body Points: 15
Wound levels: 3

Disadvantages: Achilles’ Heel (R4), sensitive to bright light –
+1 to all difficulties
modifiers, increasing by +1 per minute, and
blinded for 1D rounds in initial exposure;
Advantage Flaw (R1), unable to use some
human devices due to thick fingers; Cultural Unfamiliarity (R1); Infamy (R1), as
potentially hostile extraterrestrials; Quirk
(R2), dependant on technology

Advantages: Equipment (R3), various
high-tech pieces of equipment

Special Abilities: Ambidextrous (R2),
+2 to relevant two-handed actions; Combat
Sense (R1), surprise penalties reduced by 2;
Enhanced Sense: Sight (R1), +1 to related
totals; Longevity (R1); Hardiness (R5),
+5 to damage resistance totals; Ulcravision
(R2), negates up to 2 points of modifiers
for dim or dark conditions

Equipment: hand sensor unit (detects
motion, chemical, and biological signs;
range of 1 kilometer); hand stunner (damage 50 stun only; range 5/10/15; ammo 5 shots)

D6 Adventure Creatures (WEG 51021), © 2005 Purgatory Publishing Inc.
This page is Open Game Content.