Xenomorph Lifeforms

1d6 Size Appearance Locomotion Behaviour Niche
1 Rodent or Swarm Amorphous or mineral Running/Leaping Solitary Pursuit Predator
2 Cat-Sized Armored in chitin Hovering/Drifting Territorial Ambush Predator
3 Wolf-Sized Translucent and glowing Slithering/Crawling Herd or Pack Scavenger
4 Bear-Sized Leathery skin or scales Swimming/Diving Specialised castes Prey
5 Elephant-Sized Covered in fur or down Climbing/Grasping Socially advanced Trapper
6 Leviathan Woody or fibrous Gliding/Soaring Migratory Parasite/Symbiote

Xenomorph Traits

  1 2 3 4 5 6
1 Senses minds Antimemetic properties Hypnotic suggestion Telepathic stun Summons help Hijacks your senses
2 Disabling screech Corrosive spit Dangerous blood Blindsight Toxic smokescreen Autonomous appendages
3 Regeneration Psychoactive secretions Glue-like secretions Explosive death Armoured or durable body Vacuum tolerant
4 Burrower Bursts of extreme speed Holographic decoys Malleable body Telepathic “disguise” Chameleon cloak
5 Infests hosts Infects minions Spreads rapidly Evolves or mutates Hivemind Perfect mimickry
6 Shapeshifter Glitches computers Interferes with radio Controls magnetism Temperature manipulation Phases through otherspace
1d6 Quirk
1 Can be tamed or befriended
2 Can learn to use tools and manipulate devices
3 Understands deception or feigns death when threatened
4 Remembers and shares its experiences with others
5 Possesses a cultural or moral “code”
6 Domesticates or is symbiotic with another species

Meta-Terran Hybrids

1d6 Parent Type Appearance Weapons Example Parents
1 Amphibian Slimy skin Swallowing or secretions Frog, salamander, axolotl
2 Arthropod Chitin or carapace Mandibles, pincers or venom Wasp, spider, crab, scorpion
3 Avian Feathers or down Beak or talons Crow, hawk, vulture, emu
4 Mammalian Hair or fur Claws or fangs Simian, canine, bovine, equine
5 Marine Scales or skin Teeth or tentacles Fish, whale, octopus, shark
6 Reptilian Leathery scales Constriction or venom Alligator, komodo dragon, tortoise

Meta-Terran Throwbacks

2d6 Throwback
2 They have a crippling “weakness” or sensitivity that renders them vulnerable.
3 Wild specimens can grow until they are terrifyingly huge.
4 Wild specimens have mutated into a bizarre, invasive subspecies.
5 Morphological mutation, such as an unusual number of eyes or legs.
6 Cosmetic mutation, such as bizarre and vivid colouration.
7 They invade human spaces and are difficult to get rid of.
8 Extremophile adaptations make them extremely difficult to kill.
9 They are much more intelligent and/or dextrous than intended.
10 They are much stronger and/or faster than intended.
11 When injured, they go berserk, mutate, or explode.
12 Splicing with alien lifeforms has given them a trait from the Xenomorph Traits table.