Totally Human - Nobody Suspects a Thing

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Sriseru
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Totally Human - Nobody Suspects a Thing

Post by Sriseru » Sat Sep 29, 2012 9:02 am

This is a comical sci-fi setting inspired by Invader Zim, Octodad, and that shark from Johnny Bravo. Also slightly inspired by the G-Men from Psychonauts, Men In Black (the movie), and Doctor Who (the episodes which involve aliens on Earth).

The players take the roles of extraterrestrials or ultraterrestrials (octopuses, sharks, theropod dinosaurs, or cetaceans) living among humans for some reason. Perhaps they're the protectors of the planet, shielding humanity from the knowledge of aliens, or perhaps they're criminals, tourists, field researchers, or field students looking for a degree in anthropology or xenology.
Fortunately, humans are really gullible and they only need a paper-thin disguise to fool them (such as glasses or lipstick), no matter what they look like. However, if the humans find out, they usually freak out and may even become hostile.

Character Creation
- Skills
History of Intelligent Life on Earth
Ultraterrestrials
Earth - Nature Reserve
Explanation of Strange Phenomena
Last edited by Sriseru on Sun Sep 30, 2012 6:12 am, edited 3 times in total.

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Re: Totally Human - Nobody Suspects a Thing

Post by Sriseru » Sat Sep 29, 2012 9:13 am

Character Creation
Suggested Power Level: 6 to 8

Inhuman Aliens
Most extraterrestrials and ultraterrestrials are extremely non-human, looking like anything from a dinosaur, a sea creature, a giant bug, to a lovecraftian monstrosity.
As such, you should try to think of potential obstacles (and complications) they might run into due to their physiologies, when attempting to pass for human.

The Disguise
Disguising yourself as a human is very simple. All you need is at least one prop, article of clothing or makeup. This gives you a +10 Deception bonus to fool humans that you're one of them when you're active, and a +20 bonus when you're inactive (such as when you're unconscious or asleep).
If you remove your disguise, the humans will become aware of what you truly are. However, if you reapply your disguise within 6 seconds (1 round), they will assume that it was just their imagination and move on.
Your disguise is completely free.
In addition, by declaring how normal, human, or non-alien you are, you gain an additional +10 Deception bonus to fool humans for 10 minutes (60 rounds). Some examples:
"Let's celebrate by consuming alcoholic beverages! I am normal."
"Hello, fellow human. What is up?"

Universal Translator
You will recieve, free of charge, a universal translator which enables you to understand everything you read and hear, and enables everyone able to hear you to understand what you're saying. Even if you're incapable of producing human sounds and speak in garbles, chirps, or clicks, humans will believe that you're speaking a human language as long as you're in disguise.
Universal Translator wrote:Comprehend 3 (Languages - Read All, Understand All, You're Understood)

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Re: Totally Human - Nobody Suspects a Thing

Post by Sriseru » Sat Sep 29, 2012 9:15 am

History of Intelligent Life on Earth
The first sapient species on Earth were the octopuses, who explored and colonized the galaxy, and were one of the founding races of the Galactic Union.
At some point, the octopuses decided to make the Earth into a nature reserve.
When the sharks developed sapience, the octopuses secretly observed them, and once they reached a certain technological maturity, the octopuses welcomed the sharks into the Union.
The later rise of theropod sapience was very interesting to the Union. The theropods were very passionate and wild, and their first sapient species uplifted many other theropods. They too were eventually brought into the Union.
The more recent sapient species are the cetaceans, whom became part of the Galactic Union shortly before the beginning of the last ice age.
Currently, the very hostile but gullible humans are the ones being studied.
However, the security of Earth has become somewhat lax, enabling crazy scientists to abduct and experiment on humans, and allowing foreign criminal elements to take hold on the planet.
Still, Earth has its protectors, tourists, field researchers and students.

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Re: Totally Human - Nobody Suspects a Thing

Post by Sriseru » Sat Sep 29, 2012 9:16 am

Ultraterrestrials
Ultraterrestrials are sapient species which evolved on Earth. All technologically advanced ultraterrestrials left Earth long ago, while leaving their hunter/forager cousins behind.
The space-faring octopuses, sharks, and cetaceans actually genetically engineered themselves to enable permanent non-aquatic survival. Meaning that they no longer require hydration of their skin, and that (in the case of octopuses and sharks) they are able to breathe just as well both in and out of water.

Octopuses are intelligent and very curious, and as such have a tendency to try new things and experiment.
Sharks are generally shy, but are prone to fits of rage when angered.
The theropods consists of several species, most of which were genetically uplifted, and as such they all are about the same size (around the same size as humans). Theropods are generally very passionate, wild, and free-spirited. They are the kind of people who would rather go out in a bang than with a whimper.
Finally, cetaceans are typically very sociable and outgoing, and tend to be quick to develop bonds with members of any species.

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Re: Totally Human - Nobody Suspects a Thing

Post by Sriseru » Sat Sep 29, 2012 9:17 am

Earth - Nature Reserve
Long ago, the Galactic Union designated Earth as a nature reserve due to a proposal from the octopuses. As such, there are laws of non-interference in place, meant to keep the Earthlings unaware of alien presence and protect them from alien influence.
However, tourists, researchers, and students are allowed to explore the planet and live among the locals, provided that they don't make themselves known or influence the planet any more than the indigenous lifeforms would.

The enforcers of these laws are called the Wardens, but they are unable to oversee or secure the entire planet due to funding problems. Because of this, the Wardens require all visitors to report any rogue aliens, and have also introduced a visitor's arrest protocol which enables capable visitors to capture these rogue aliens.

Unfortunately, because of the lax security, many criminals operate near or on Earth for various reasons.

Finally, those who visit Earth sometimes decide to stay, either because they make it their lives' work, or because they've fallen in love with a local. In the latter case, they may never reveal their true nature and, if they wish to have children, have to do so by artificial insemination (using a compatible donor) or adoption.

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Re: Totally Human - Nobody Suspects a Thing

Post by Sriseru » Sat Sep 29, 2012 9:19 am

Explanation of Strange Phenomena
Alien Abductions
Usually rogue scientists. Sometimes intoxicated tourists.

Alien Sightings
Usually tourists.

Animal Mutilations
Poachers hoping to make some money by selling certain tissues on the black market, rogue scientists, visitors with weird cravings... or intoxicated tourists...

Marine Monsters
Exotic animal smuggling rings, experiments of rogue scientists, tourists or their pets.

Men in Black
The Wardens when investigating and questioning humans. Although they do not at all resemble humans, humans perceive them as such, but find them odd due to their questions and mysteriousness.

Unidentified Flying Objects
Mostly stupid or reckless tourists who forgot to use their ship's cloaking mechanism.

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Re: Totally Human - Nobody Suspects a Thing

Post by SilvercatMoonpaw » Sat Sep 29, 2012 7:07 pm

This setting sounds hilarious.

Especially the bit about "tourists". I once thought of having the reason alien abductions always being so weird because they were the equivalent of college students who were drunk/on a dare/playing a prank.

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Re: Totally Human - Nobody Suspects a Thing

Post by King Snarf » Sat Sep 29, 2012 8:52 pm

This sounds like those Chevy Chase Jaws bits from Saturday Night Live.
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Re: Totally Human - Nobody Suspects a Thing

Post by Sriseru » Sat Sep 29, 2012 11:41 pm

SilvercatMoonpaw wrote:This setting sounds hilarious.
Thanks, that's what I'm going for. :)
SilvercatMoonpaw wrote:Especially the bit about "tourists". I once thought of having the reason alien abductions always being so weird because they were the equivalent of college students who were drunk/on a dare/playing a prank.
The same thing crossed my mind when I thought this up. XD

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Re: Totally Human - Nobody Suspects a Thing

Post by Sriseru » Sun Sep 30, 2012 6:09 am

Skills
Notable Areas of Expertise
Human Culture
*holds up a hotdog* "This is called a hamburger."

DC 0 - Know what would cause strong negative reactions from humans (fear, anger, revulsion).
DC 5 - Have a general idea of what would cause positive reactions from humans.
DC 10 - Knowledge of well-known cuisine (fast-food and common dishes), sports, and entertainment.
DC 15 - Knowledge of local cuisine and popular celebrities.
DC 20 - Get a widely known pop culture reference.
DC 25 - Get an obscure pop culture reference.

Earth Geography
"And north of the United States of America we find Norway, home of the barbaric viking-people."

DC 0 - Knowledge of all Earth biomes and the local terrain.
DC 5 - Knowledge of the local area.
DC 10 - Knowledge of the continents and well-known cities.
DC 15 - Knowledge of local states/provinces and well-known nations.
DC 20 - Knowledge of most nations, as well as detailed knowledge of nation of residence.
DC 25 - Complete geographical knowledge of Earth.

Human History
"The Great War finally concluded when the Chinese dropped the world's first nuclear bomb on Jerusalem, thus ending Charlie Chaplin's reign of terror."

DC 0 - Know that humans went from being hunter-gatherers, before developing an
agricultural society, which then became an industrial society.
DC 5 - Knowledge of the various historical ages (bronze age, iron age, medieval period, etc).
DC 10 - Knowledge of well-known important events (the plague, the revolutions,
the world wars), but not necessarily the details.
DC 15 - Knowledge of famous historical figures and world history.
DC 20 - Detailed national history.
DC 25 - Detailed 20th century history.

Human Politics
"All hail King Elvis! For communism!"

DC 0 - Know that human nations have governments and heads of state.
DC 5 - Know the titles of high-ranking human leaders (President, Prime Minister, King,
Queen, Emperor, etc).
DC 10 - Know the identity of the current national leader, as well as the common titles
of human leaders (Senator, Governor, Minister) and well-known political ideologies.
DC 15 - Know the structure and ideologies of the local government.
DC 20 - Good knowledge about the governments of other influential nations.
DC 25 - Good deal of knowledge about all human governments.

Human Technology
*20 minutes later* "Oh! You have to turn the knob to open it."

Whenever a visitor attempt to use a human item, it has to make a check. If the check fails, the visitor will fail to use the item properly, but may generally try again. If the check succeeds or if the visitor closely observes someone else use this item, the visitor will be able to correctly use the item and will never again have to make a check to use that particular type of item (such as doors or televisions).

DC 0 - Know how to manipulate things with hinges (closet doors), sliding mechanism (drawers),
and remove the lids of jars.
DC 5 - Correctly use simple tools such as hammers, pencils, and eating utensils.
DC 10 - Correctly manipulate things with semi-complex mechanisms (such as doors where you
have to turn the knob), and open cans.
DC 15 - Know how to operate simple machines (including televisions, radios, and computers).
DC 20 - Know how to operate vehicles and complex machines (such as industrial machines).
DC 25 - Know how to repair and build human machines with human tools.

Technology
Visitors come from highly technologically advanced civilizations, and as such they tend to have problems handling human technology.

Operating
When visitors attempt to operate human technology with this skill, the DC is 15 for operating simple machines, and 20 when operating complex machines.

Building and Repairing
Attempting to build or repair a human item will incur a -5 to -15 penalty to the required check. In addition the item will have some flaw, such as looking alien or accidentally being too advanced (being artificially intelligent, for example).

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