TEXT: The Modern Dispatch
  The�grays
  Page 1
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  The grays (their own name for 
  themselves remains unknown, or 
  at least not widely known by the 
  outside world) are perhaps the most 
  familiar alien species on Earth today. 
  That’s not because most people have 
  actually seen one (the conspiracy 
  known as Majestic-12 does it best to 
  ensure they never do), but because 
  enough people who have done so 
  have disseminated their images 
  through popular media. Of course, 
  many of popular conceptions about 
  the grays are wrong or at least badly 
  garbled after many retellings. What 
  follows is a brief description of these 
  enigmatic beings for use with any 
  D20 Modern Roleplaying Game 
  campaign, whenever and wherever it is set.
  Personality 
  By nature and culture, grays are logical, rational 
  beings. They prefer to engage in scientiﬁc 
  endeavors and to seek out new knowledge in the 
  most straightforward way possible, whatever the 
  consequences might be. Grays are also emotionally 
  detached. They have emotions, just as most 
  intelligent beings do, but they prefer to suppress 
  them. Many of their philosophies emphasize inward 
  calm and the superiority of reason over emotion. The 
  combination of these two facts makes most grays 
  appear cold and callous to human sensibilities. 
  That’s not an entirely inaccurate description, but 
  it is nevertheless lacking in certain details. The 
  grays take no pleasure in their sometimes brutal 
  scientiﬁc methods. Indeed, the grays had, until 
  recently, little concept of good or evil, at least as 
  humans understand these things. Instead, they have a 
  utilitarian mindset predicated upon “the greatest good 
  for the greatest number.” Consequently, grays, both 
  as individuals and as a species, are quite willing to do 
  things that other species might consider immoral, so 
  long as it yielded veriﬁable beneﬁts.
  Unfortunately, the grays’ rationalistic worldview 
  was upset by an encounter generations ago with 
  something they could not quite explain. According 
  to historical accounts of their species, the gray 
  homeworld was destroyed by an inexplicable disaster, 
  one brought about by an immensely malevolent 
  intelligence of incorporeal nature. Those few humans 
  who have heard these tales believe that the grays’ 
  ancestors encountered what sounds like a demon. 
  The grays, of course, reject this notion, as they do not 
  The Grays
  By James Maliszewski 
  
  The Modern Dispatch
  The�grays
  Page 2
  believe in the supernatural evil and, as noted above, 
  have great difﬁculty even grasping the notion of evil 
  as anything more than an arbitrary moral judgment. 
  Nevertheless, there can be no denying that the gray 
  homeworld was destroyed in a disaster that deﬁes 
  easy scientiﬁc explanation. 
  Many younger grays (those born after their exile 
  on Earth) either deny the truth of these historical 
  accounts or have attempted to come to terms with 
  them by adopting human or other alien ways. For 
  that reason, some grays have adopted personalities 
  unlike their fellows and their numbers are growing 
  with each year they remain on Earth. This has 
  created some cause for concern among the elders of 
  the species. They were already sufﬁciently worried 
  that exposure to human ways would “pollute” their 
  culture. Now, as they see their posterity rejecting 
  the old ways and embracing human customs with 
  gusto, some have advocated dealing forcefully with 
  these “rebels” for the good of their species. It’s only 
  a matter of time before a full-scale civil war breaks 
  out between the traditionalist grays and their more 
  open-minded kin and the consequences of this could 
  be disastrous—not just for the grays on Earth but for 
  humanity as well.
  Physical Description 
  Standing about four feet tall, grays have large heads 
  and lithe, almost emaciated bodies. Their heads 
  possess large black eyes without any recognizable 
  irises or pupils. They have small mouths and a tiny 
  slit for a nose. They have tiny ear slits on either side 
  of their head as well. Their bodies are hairless and 
  smooth, with a mottled gray color (hence their name). 
  Gray ﬁngers and toes are long and thin, much like 
  their spindly arms and legs. 
  In general, gray physiology is designed for a 
  lower-gravity, more controlled environment than that 
  found on Earth. Unsurprisingly, they are quite weak 
  compared to the average human and more readily 
  susceptible to physical injury and disease. For this 
  reason, many grays never leave their starships or 
  hidden bases, preferring the safety that these can 
  afford them. On the other hand, many younger grays 
  have chosen to explore Earth, often without the 
  permission of their elders. In doing so, they have 
  begun to overcome some of the physical limitations 
  of their species. While nowhere near as strong or ﬁt 
  as humans, these younger grays have nevertheless 
  made great strides toward overcoming their ancestral 
  weaknesses. Researchers working with Majestic-12 
  theorize that, in a generation or two, many grays 
  will be wholly adapted to life on Earth, creating yet 
  another schism between the original aliens and those 
  who have been born in the years since.
  Of course, grays no longer reproduce sexually 
  (assuming they ever did). Though still divided into 
  male and female genders, new grays are produced 
  through the use of a gene bank that combines the 
  DNA from two—or more!—parents to produce 
  new grays as needed. The decision to create new 
  grays is vested in the elders, who have, thus far, 
  been very reluctant to create new members of the 
  species, fearing that Earth is still too unstable am 
  environment. At the same time, the dwindling 
  numbers of grays is a cause of concern and 
  something must be done, which is why some of the 
  species’ more radical members have created half-gray 
  hybrids, usually without the permission of their elders 
  (see below).
  Relations 
  Grays, like many aliens, are self-satisﬁed and smug, 
  which makes it difﬁcult for other races, especially 
  humans, to get along with them. Nevertheless, they 
  know how much they depend on humans to survive 
  and many grays do their best to rein in their worst 
  impulses. Some of these aliens have taken a parental 
  attitude toward humanity and other “lesser” species, 
  hoping to “improve” them over time. It is these 
  grays who cooperate with Majestic-12, seeing the 
  conspiracy as the best means by which to inﬂuence 
  humanity as a species. They work diligently to 
  provide MJ-12 with new technologies and to educate 
  them in the wider galaxy of which their species is a 
  part. Indeed, they hope that humanity might one day 
  leave Earth and travel as widely as they did before 
  the destruction of their homeworld.
  Of course, the grays are not wholly altruistic. 
  For one, they need Majestic-12 (and other 
  similar conspiracies worldwide) to protect them. 
  Though they are loath to admit it, many fear that 
  the incorporeal intelligence that destroyed their 
  homeworld may have followed them to Earth and 
  wishes to destroy them once and for all. The presence 
  of so many unexplained phenomena on the planet 
  and humans’ belief in the existence of supernatural 
  evil unnerves them, even if they keep such feelings 
  to themselves. For that reason, grays have become 
  assiduous researchers into the occult, hoping to make 
  some sense out of the jumble of contradictory and 
  frankly irrational ideas humans have about this topic. 
  They hope that such research might one day prove 
  useful, should their worst fears be realized.
  Allegiances
  Most grays are loyal to their phylum, or gene-
  family, and to their enclave. Those who still dwell 
  aboard their massive starships owe allegiance to 
  their crewmates. A few have allegiances to human 
  institutions, like elements of the US or other 
  governments. A few rebels have adopted other human 
  allegiances, including to such bizarre notions as 
  good or evil. By and large, though, grays remains 
  extremely self-absorbed and self-interested and show 
  very little interest in owing allegiance to anything or 
  anyone beyond their own species.
  
  The Modern Dispatch
  The�grays
  Page 3
  Gray Territories 
  Grays have many enclaves on the Earth, mostly in the 
  United States, thanks to their alliance with Majestic-
  12. Some still have generation ships in the solar 
  system and dwell there. There are rumors of gray 
  bases on the Moon and Mars, but there is little proof 
  of their existence. Rebel grays have taken to living in 
  small groups among common humanity, using their 
  psionic abilities to hide their true natures. Grays of 
  this type can also be found living in close proximity 
  to half-gray hybrids, as well as near humans whose 
  knowledge or skills are use to them and their plans.
  Religion 
  Grays have no native religion. The destruction of 
  their homeworld by seemingly demonic forces, 
  however, has made these aliens question whether 
  there are things in the universe that science cannot 
  easily explain. Upon reaching Earth, they saw the 
  power that faith sometimes gives humans over the 
  forces of evil. Consequently, many grays are dabblers 
  in religion, seeking out truth wherever they can 
  ﬁnd it. Few, if any, have come to possess genuine 
  faith of their own. Naturally, rebel and youthful 
  grays are the most likely to have adopted human 
  religions, although a handful of elders express 
  interest in matters of faith, albeit from an extremely 
  detached viewpoint. Non-ritualistic religions, such as 
  Buddhism, seem to have attracted the most interest 
  among the grays, although, true to their natures, there 
  are at least a few grays with an abiding curiosity 
  about almost every human faith. There are even 
  stories that some human cults have sprung up as a 
  result of a gray or group of grays seeking answers 
  about religious matters. When the true identities of 
  these aliens were discovered, whether by accident 
  or design, the humans began to worship the grays 
  as gods or messengers of the divine. As one might 
  expect, gray elders take a very dim view of such 
  activities.
  Language 
  The grays barely possess a spoken language anymore. 
  As a telepathic species, they have little need for 
  one. The gray tongue survives primarily in written 
  form. When spoken language is necessary, grays 
  use the local tongue, whatever it may be. Only in 
  rare circumstances do they use their own sibilant 
  language.
  Species Traits
  Grays share the following traits:
  Type: Humanoid.
  Size: Small. Grays gain a +1 size bonus to 
  Defense, a +1 size bonus on attack rolls, and a +4 
  size bonus on Hide checks. They suffer a –4 penalty 
  Using the Grays in Your Campaign
  The grays can be used a wide variety of ways, depending on the nature, scope, and themes of your D20 
  Modern Roleplaying Game campaign. The most obvious use is as a way to introduce alien conspiracies 
  and technology into a game. The grays are the classical aliens of the genre and can be easily introduced 
  into a contemporary setting. They can be the source of a wide variety of technological mysteries, including 
  advanced weaponry and other equipment that the Gamemaster may not wish to be commonplace. The 
  gray can also serve as conduits for information about the wider universe, making them excellent patrons or 
  allies.
  At the same time, the grays can be used as villains or at least obstacles. Rather than being partners with 
  Majestic-12, they could be a sinister force secretly manipulating human affairs for their own diabolical 
  ends. The half-gray hybrids, for example, could serve as their spies and assassins, working in the shadows 
  to bring their plans to fruition. Likewise, their psionic abilities make it easy for them to control and 
  dominate human beings. For GMs looking for a way to introduce psychic abilities in their campaigns, the 
  grays are an excellent source, even if the aliens aren’t meant to be portrayed as villainous.
  As presented here, the grays serve another purpose: they’re a bridge between the occult and the alien. 
  The demonic force that destroyed the gray homeworld could indeed be some malevolent ﬁend, in which 
  case the GM has an excellent tool for running a game that mixes and matches the supernatural with the 
  extraterrestrial. Even if, ultimately, the gray homeworld’s destruction has a more rational explanation, 
  discovering this can still serve as a gateway for a wide variety of adventures and investigations, not all of 
  which need suggest the supernatural is just a myth.
  In extremely unusual campaigns, the heroes might grays or half-grays themselves. They might be 
  exploring Earth for the ﬁrst time, seeing its (to them) strange peoples and places, working for the 
  betterment of their own species and (perhaps) humanity as well. Playing a gray would be a roleplaying 
  challenge, but one well worth it, especially for players who enjoy a good challenge. For the GM too, 
  portraying Earth as the alien world and humans as aliens would be a memorable experience.
  In the end, the grays can be used in almost any way the GM and his players wish. They provide lots of 
  opportunities for exciting adventures in the modern world and, so long as everyone is enjoying themselves, 
  there is no right or wrong way to introduce these aliens into your game.
  
  The Modern Dispatch
  The�grays
  Page 4
  on grapple checks. 
  Gray characters must use two hands to wield a 
  weapon of Medium size, and a weapon must be of 
  Tiny size or smaller for them to consider it as a light 
  weapon.
  Ability Modiﬁers: –4 Str, –4 Con, +4 Int, +2 Wis, 
  +2 Cha.
  Speed: 30 ft.
  Armor Restrictions: Armor for grays can be 
  chopped down from extant protective outﬁts. It costs 
  the same as Medium armor and weighs half as much. 
  Naturally Psionic: Grays gain 2 bonus power 
  points at 1st level. This beneﬁt does not grant them 
  the ability to manifest powers unless they gain that 
  ability through another source, such as levels in a 
  psionic class.
  Psionic Abilities (Sp): At will—charm person, 
  lesser mindlink; 1/day—suggestion. Manifester level 
  is equal to ½ Hit Dice (minimum 1st). The save DCs 
  are equal to 10 + the power’s level + the gray’s key 
  ability score.
  Power Resistance (Ex): A gray gains power 
  resistance equal to his Hit Dice +5.
  Bonus Feat: Grays receive Alien Weapon 
  Proﬁciency as a bonus feat.
  Free Language Skills: Read/Write Gray, Speak 
  Gray.
  Level Adjustment: +1
  Half-Gray (Template)
  The alien Grays have been visiting Earth for many 
  generations, although their presence only became 
  known to the major governments of the planet in 
  1947. Throughout their time here, these beings 
  have shown a great interest in terrestrial genetics, 
  both human and animal. Being masters of genetic 
  engineering, they have created numerous hybrid 
  species that combine elements of their own DNA 
  with that of native species, including humans. 
  These half-gray hybrids were created for numerous 
  purposes, including (in the case of humans) the 
  perpetuation of the gray species, whose numbers 
  are dwindling and whose own fertility has been 
  mysteriously ill-affected by their prolonged presence 
  on Earth. Majestic-12 works regularly with half-
  grays, even employing some in its ranks. Others 
  pursue the Grays’ own secret agendas, as well as 
  striking out on their own. 
  Creating a Half-Gray Creature
  “Half-gray” is an inherited templates that can be 
  added to any living creature. It uses all the base 
  creature’s statistics and special abilities except as 
  noted here.
  Special Qualities: The half-gray retains all the 
  special qualities of the base creature and gains the 
  additional special qualities described below.
  Psionics (Sp): At will—lesser mindlink, charm 
  person. Manifester level 5th or base creature’s level, 
  whichever is greater. Save DC is 10 + the power’s 
  level + the half-gray’s key ability score.
  Power Resistance (Ex): A half-gray gains power 
  resistance equal to his Hit Dice +5.
  Saves: Same as the base creature, modiﬁed by new 
  ability scores.
  Ability Scores: -2 Str, -2 Con, +2 Int
  Skills: A half-gray gains skill points as a humanoid 
  of its nonclass Hit Dice. Treat skills from the base 
  creature’s list as class skills. If the creature has a 
  class, it gains skills for class levels normally.
  Feats: A half-gray gains feats as a humanoid of its 
  nonclass Hit Dice or as the base creature, whichever 
  gives the greater number of feats.
  Challenge Rating: Same as base creature.
  
  The Modern Dispatch
  The�grays
  Page 5
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