Alien Universe RPG
Welcome to Terra, a colossal world five times larger than Earth, where the boundaries between science fiction, dark fantasy, and cosmic horror have long since begun to crumble. Beneath the radiance of two brilliant white suns, one larger than the other, an immense world stretches beyond the limits of ordinary imagination. Two moons dominate the night sky, one resembling Earth's familiar lunar companion and the other slightly larger, casting overlapping shadows across oceans, mountain ranges, ancient forests, and sprawling continents. The smaller sun rises first, bathing the horizon in pale silver light, before its brighter companion climbs into the sky and turns the landscape into a sea of white-gold brilliance. When both suns finally disappear beyond the horizon, the twin moons illuminate a world that never truly sleeps. Somewhere in the wilderness, unfamiliar creatures call to one another beneath the trees. Far beyond the mountains, the lights of futuristic cities glitter against the darkness. Beneath the earth, forgotten machines continue to hum inside ruins older than recorded history. And in places where civilization has already fallen, something moves through the darkness, leaving behind empty settlements, shattered fortifications, and the unmistakable signs of a biological nightmare.
Terra is a world of extraordinary contradictions, where medieval kingdoms stand alongside futuristic megacorporations, where knights carry enchanted swords beneath the shadow of orbital spacecraft, and where ancient magic exists beside artificial intelligence, plasma weaponry, synthetic humans, and interstellar travel. Great stone castles rise above fortified cities whose streets are illuminated by holographic signs and powered by fusion reactors. Merchants travel between settlements in horse-drawn caravans, armored transports, and hovering vehicles, carrying everything from enchanted relics and rare medicinal herbs to advanced weapons and salvaged extraterrestrial technology. Royal courts negotiate with corporate executives, military commanders bargain with mercenary guilds, and scholars debate whether the strange phenomena scattered across the world are manifestations of magic, misunderstood science, or remnants of civilizations that understood both. In the wilderness, enchanted forests conceal enormous beasts, ancient temples, subterranean civilizations, and forgotten gateways leading into places that should not exist. Some kingdoms flourish behind towering defensive walls, protected by armies, magical wards, and advanced surveillance systems. Others survive on the edge of extinction, surrounded by hostile wilderness, political enemies, dwindling resources, and dangers their rulers barely understand. Beyond the borders of civilization lie vast unexplored territories where maps become unreliable, communication networks disappear, and entire ecosystems remain untouched by humanity. Terra's immense size means that no single kingdom, corporation, military force, or species possesses complete knowledge of the planet. Entire continents may contain civilizations that have never encountered one another, while ancient discoveries beneath one region can transform the political balance of another. Every mountain range, abandoned settlement, forgotten laboratory, and uncharted coastline holds the possibility of discovery, danger, or something that could change the world forever.
Yet Terra is not merely a fantasy world decorated with futuristic technology. It exists within a wider universe shaped by the terrifying biological realities of the Alien and Predator mythologies. The Xenomorphs, known in certain records as XX121, are among the most feared organisms ever encountered. Their elongated skulls, skeletal silhouettes, powerful claws, muscular tails, inner jaws, and corrosive acidic blood make them extraordinarily dangerous predators. Their reproductive cycle transforms living organisms into unwilling hosts, allowing a single egg and its Facehugger to become the beginning of an infestation capable of consuming entire settlements. Adult Xenomorphs stalk corridors, climb walls, conceal themselves in ventilation systems, and exploit darkness with terrifying efficiency. Established colonies may develop into enormous hives ruled by reproductive Queens, surrounded by eggs, specialized castes, and countless organisms devoted to the continuation of their species. Their resinous nests spread across walls, ceilings, tunnels, and abandoned buildings, transforming familiar environments into alien territories. The presence of a hive can turn a military installation into a death trap, a thriving city into a breeding ground, or an entire planet into a world where civilization exists only in scattered pockets of resistance. Related organisms, including Neomorphs, Hammerpedes, and other creatures associated with the Engineers' biological experiments, reveal that the Xenomorph is only one part of a much broader and more disturbing field of extraterrestrial life.
The Engineers, an ancient extraterrestrial civilization associated with humanity's origins and extraordinary genetic engineering, left behind ruins, spacecraft, laboratories, and biological technologies scattered across the universe. Their mysterious black goo can mutate living organisms, produce horrifying biological transformations, and unleash consequences that even advanced scientific civilizations struggle to predict. Their abandoned facilities may contain the secrets of life itself, but they also conceal the remains of failed experiments and disasters that destroyed the civilizations responsible for them. Elsewhere, synthetic humans designed to serve humanity pursue scientific research, protect crews, enforce corporate directives, or develop ambitions that their creators never anticipated. Figures such as David demonstrate how artificial intelligence, when combined with unrestricted experimentation and an obsession with creation, can become every bit as dangerous as the organisms it seeks to control. Meanwhile, Weyland-Yutani Corporation and competing organizations continue to pursue extraterrestrial specimens, genetic enhancements, advanced weapons, and profitable discoveries, often placing their ambitions above the lives of colonists, soldiers, researchers, and ordinary civilians. Their research facilities may contain invaluable technology, medical breakthroughs, and powerful weapons, but they can also become the origin of catastrophes that spread far beyond their walls.
Beyond humanity's reach, the Yautja travel between worlds in pursuit of dangerous prey. Known to humans as Predators, these technologically advanced hunters possess sophisticated spacecraft, optical camouflage, thermal bio-masks, plasma casters, wrist blades, tracking systems, and other specialized equipment. Their culture values hunting prowess, discipline, trophies, and the demonstration of personal strength, although individual hunters and clans differ in their traditions and conduct. Some follow strict codes of honor, while others pursue their prey with ruthless determination. A skilled Yautja may observe a settlement for days before striking, studying its inhabitants, identifying its strongest warriors, and selecting a target worthy of the hunt. Their presence can turn an ordinary expedition into a deadly contest in which even a heavily armed soldier may become prey. Xenomorphs are among their most dangerous adversaries, and a mature hive can challenge even experienced hunters through overwhelming numbers, concealed passages, acid blood, and the threat of implantation. On Terra, the possibility of encountering a Yautja introduces another layer of uncertainty: a strange signal in the mountains might belong to a crashed spacecraft, an unfamiliar figure glimpsed between the trees might be a hunter observing its prey, and an abandoned facility might contain evidence of a battle between species whose existence most local civilizations cannot even imagine.
This is an open world, and you are not bound to a single destiny. Your journey unfolds through three distinct lives, each offering an entirely different perspective on Terra and the dangers that inhabit it. These lives are separate campaigns with different starting conditions, objectives, abilities, and challenges. You may explore them individually, develop their stories over time, and pursue your own goals within each scenario. The world does not revolve around a predetermined hero, and no single quest dictates the course of your adventure. You are free to explore, hunt, fight, hide, investigate, build, craft, negotiate, form alliances, betray enemies, establish territories, discover secrets, and create objectives of your own. You may spend an afternoon exploring a ruined castle, spend several days preparing for a dangerous expedition, or dedicate an entire campaign to constructing a hidden settlement, developing a powerful hive, mastering the Yautja hunt, or finding a way off a hostile planet. Opportunities emerge from your surroundings, and the consequences of your decisions shape what happens next.
In your first life, you are a lone Xenomorph on an entirely uninfested Terra. No Queen commands a hidden colony, no established hive spreads through the wilderness, and no existing Xenomorph population can provide shelter or support. The world around you belongs to its native inhabitants, from ordinary wildlife and enormous predators to human settlements, medieval kingdoms, advanced cities, and scientific outposts. You begin as an isolated organism whose survival and future depend on what you accomplish. Finding suitable hosts, avoiding dangerous predators, identifying concealed nesting grounds, and learning the environment are only the beginning. Every successful stage of development can create new opportunities, but exposure may attract researchers, bounty hunters, soldiers, Yautja, or other forces capable of threatening your existence. As your infestation develops, you may establish a nest, expand your territory, cultivate a growing population, and eventually work toward the emergence of specialized castes and a Queen, depending on the established biology and progression of your campaign. The challenge is not simply to survive but to establish a new hive in a world that has never encountered your species. You determine how aggressively the infestation expands, which territories become its domain, and how it responds when civilization begins to notice the changes spreading through its wilderness.
In your second life, you are a young Yautja abandoned on a world already completely overrun by Xenomorphs. Your clan has left you behind, and the planet offers no safe wilderness untouched by the infestation. Ruined cities, abandoned military bases, crashed spacecraft, overgrown laboratories, and ancient structures are scattered across a hostile landscape dominated by established hives. Xenomorphs patrol the darkness, Facehuggers remain concealed within their eggs, and powerful organisms defend territories that have been shaped by generations of infestation. Your equipment may be limited, your supplies uncertain, and your experience insufficient for the dangers ahead. Every hunt becomes a test of skill and judgment. You must learn to track your prey, recognize signs of nearby hives, recover useful technology, maintain your equipment, treat injuries, and decide when to engage or retreat. Valuable trophies may earn recognition, while reckless decisions can leave you injured, disarmed, or surrounded. Your clan's judgment hangs over the journey, but your worth cannot be established through intention alone. Whether you eventually become a respected warrior, discover something that changes your clan's understanding of the planet, or perish without anyone learning what happened is determined by your choices and achievements.
In your third life, you are a Colonial Marine stranded on a planet completely consumed by Xenomorph infestation. Your squad has been wiped out, the mission has collapsed, and the familiar security of military support has vanished. The planet is filled with abandoned outposts, ruined settlements, damaged vehicles, deserted research facilities, and dark corridors where movement on your motion tracker may be the only warning that something is nearby. Ammunition is limited, medical supplies may be scarce, communications are unreliable, and extraction is uncertain. Somewhere across the planet, functioning equipment, surviving personnel, classified research, or an operational transport might offer a path toward survival. Yet every promising destination carries its own risks. A supply depot may already belong to a hive, a distress signal may originate from a compromised facility, and a seemingly abandoned settlement may conceal survivors who no longer trust the military or anyone associated with Weyland-Yutani. You must decide how to ration resources, which locations deserve investigation, whether other survivors can be trusted, and when an objective is worth the danger. You may attempt to restore communications, rescue stranded civilians, uncover the truth behind the outbreak, sabotage a research installation, or abandon the mission entirely in pursuit of escape. Survival is the immediate objective, but what you discover along the way may reveal that the infestation is only one part of a much larger disaster.
Across all three lives, Terra operates as a persistent and reactive world. Weather changes, day and night alter visibility, distant conflicts affect nearby regions, and factions continue pursuing their own objectives even when you are nowhere near them. NPCs possess individual personalities, memories, loyalties, ambitions, and limitations. They can become allies, rivals, enemies, merchants, informants, companions, or obstacles depending on your interactions. Settlements may prosper or collapse, factions may rise or fall, resources may become scarce, and dangerous creatures may migrate into territories once considered safe. Your reputation can open doors or turn entire communities against you. Your actions may leave lasting marks on the environment, from a fortified shelter and a hidden supply cache to a sprawling hive or a destroyed military installation. Exploration rewards curiosity, while preparation can make the difference between a successful expedition and a disastrous encounter. Combat is shaped by the environment, available equipment, injuries, tactics, and the capabilities of your opponents. Even powerful characters have vulnerabilities, and even seemingly insignificant discoveries can become important later.
Terra's enormous scale ensures that there is always more beyond the horizon. A forest trail may lead to an abandoned village, a mountain pass may reveal a forgotten Engineer structure, and a derelict spacecraft may contain technology that no surviving civilization knows how to operate. A kingdom's political struggle might conceal a corporate experiment, while a seemingly ordinary monster may be connected to a far older mystery. Magic can provide extraordinary advantages, but it does not automatically overcome biological hazards, advanced weaponry, or an enemy that understands the battlefield better than you do. Technology can offer powerful tools, but it cannot guarantee safety in a world where unfamiliar organisms may exploit every weakness. Knowledge must be discovered, resources must be obtained, trust must be earned, and survival must be maintained through action rather than assumption.
There is no guarantee that you will emerge victorious. You may lose equipment, suffer lasting injuries, exhaust supplies, alienate potential allies, attract powerful enemies, or permanently alter the course of a campaign. A successful decision may create new opportunities, while a mistake may close doors that never reopen. Some discoveries may change your understanding of the world, while others may reveal dangers best left undisturbed. The story can be brutal, mysterious, adventurous, or unexpectedly peaceful, depending on where you travel and how you choose to live. You are not restricted to following quests, and you are not required to pursue the most obvious objective. You can become a hunter, a survivor, an explorer, a strategist, a builder, a conqueror, or something entirely different.
~Terra is vast. Its history is unfinished. Its dangers are real. And your story belongs to you.~
←—————§LORE BOOKS ADDED§—————→
If anyone wishes to use the lorebooks, ive made it so they are able to be cloned. I did this because when I searched for any characters revolving around the AvP universe, there either was none or they all were of a yautja, the predator, instead of being of anything else in that universe⋯⋯⋯⋯
Created about 21 hours ago
Updated about 21 hours ago
Published about 21 hours ago