The
Aliens featured in the world of NieA Under Sevenarrived on Earth
two or three decades before the time of the series and quickly started
integrating themselves into Earth’s cultures.
All typical Alien characters share the following traits:
• Attributes: Heightened Senses Level 1+
• Special Attributes: Antenna Level 1+, Pedextrous 1+,
Speed Level 1+
Some rare Aliens, like NieA, lack the Antenna special attribute.
These aliens possess the Marked Defect at Level 1. Many of them also
possess the Rejected by Society defect at Level 1 as they are forever condemned
to exist at the very bottom of the alien caste system as part of the Under
Seven caste. However, the lack of an antenna does not necessarily
mean anything to humans, so while they are on Earth, an Under Seven alien
could in theory advance quite far in human society.
Most aliens sport these small antennas on the top of their heads.
They come in a variety of shapes and appearances, ranging from spirals
to what appears to be old fashinoned TV antennas.
Aliens can both receive and transmit broadcasts
from a variety of sources; they can listen to their favorite radio stations,
receive free cellular phone calls, and even communicate with one another
over vast, interstellar distances.
An alien can only send messages to other aliens
that he or she knows, and if the target is within transmission range. For
example, an alien with a receive/send range of 1 kilometer would not be
able to send a message to her friend who is five kilometers away, but if
the friend had an antenna with a 100 kilometer range, he would able to
send a message to her. To successfully transmit a message, the alien must
roll a Soul stat check. Aliens are capable of blocking transmissions
from other aliens with successful Soul stat checks rolls, with the level
of their antennas applying as a bonus to the rolls.
Aliens who wish to listen to radio broadcasts or
receive other transmissions must also make Soul stat checks with the level
of their antenna applying as a bonus to the rolls. If aliens know the frequency
of the station they want to tune to, the roll is made with a -1 modifier.
Failed rolls can be retried every six seconds. If they have to “scan the
dial” to find the right frequency, the penalty suffered is ?3, with 2d6
x 10 seconds needed to locate the right frequency. 1d6 x10 seconds are
added to the roll for each failed check.
Level One: Receive/send instant communications within a range of 1 kilometer.
Level Two: Receive/send instant communications within a range of 100 kilometers.
Level Three: Receive/send instant communications within a range of 10,000 kilometers.
Level Four: Receive/send instant communications from anywhere on a single planet.
Level Five: Receive/send instant communications within a single solar system via subspace.
Level Six: Receive/send instant communications over interstellar
distances via subspace.
This attribute allows the character to use his or her feet as a second
set of hands. The basic function of this Special Attribute is similar
to that of “Extra Arms” (page 93 of BESM2), but it is less powerful.
First, the alien cannot be walking while using his or feet to perform manipulations.
Second, the manual dexterity provided by this attribute is never as precise
as the character's hands.
While all Aliens have this attribute, few ever develop
it beyond Level One, and the vast majority have forsaken even using their
feet for anything but standing and walking as they want to be more like
humans.
Level One: The character can use his or her feet to perform simple manipulations, such as opening sliding doors, drinking from a cup, pushing single buttons, and holding small objects.
Level Two: The character can perform slightly more complex manipulations,
such as operating the controls of a vehicle or a video game, use a screwdriver
or a calculator, dial a telephone, write (although their penmenship leaves
a lot to be desired when they use their feet for it), or pin a squirming
cat or small child in place.
1 BP: The character suffers a +1 penalty to all attempts to use his or her antenna.
2 BP: The character suffers a +1 penalty to all attempts to use his or her antenna. In addition, whenever the character is placed in an emotionally trying circumstance or is injured in combat, he or she must roll a Soul stat check. If the check fails, the character loses control of his or her antenna and the resulting flood of unfiltered signals throws him or her into a trance-like state.
NieA_7 is © yoshitoshi ABe / NieA Project. Used without
permission. No challenges to ownership or infringement intended.
Page created by Steve
Miller, March 13, 2002