"Prepare to die, Earthscum. Prepare to die, Earthscum. I'm gonna make sure
that's carved on your grave."
- Spaced Invaders.
(no dot power bases here.... they just have the damn things o.k. they are individual powers that have no ranking in experience. these are alien minds you're dealing with here.)
When proving a point the Grays can use this to make peoples heads not want to be in one piece on their bodies any longer. They only use this when together, and when in an environment where they are comfortable in. Normally used on DIA and scientists when they get a bit cocky. Line of sight. No save.
The ability to make hominids do what they are told. The first time it is used on someone they are caught by it but the second time they are on difficulty of 9 in willpower to refuse the command. From then on every time they succeed the number is reduced by one, until it reaches a difficulty of 4. Only one creature can be controlled by Command per time, which is why the Grays normally move in threes. The Hybrids have this but it works in a different way. With them it's more of a siren call, making the subjects feel relaxed and at ease and that absolutely nothing is out of place or circumspect, as they lead them up the ramp.
This allows thoughts to flow towards any creature in the area that the user wishes to "hear" what it is saying. It is not an attack so there is no save against receiving the message. It has a range of 3 miles.(well, it does for the Grays. The Zeta Reticulans and the Hybrids only have it at line of sight for others with the ability.)
A subtle power used by the Alphans in order to convince people that no matter what, they are getting the best part of the deal. A subterfuge + wits roll, difficulty of 8.
This is used by Greys to make people look the other way, for whatever reason. A psychic oldest trick in the book. Difficulty 7 on Perception.
Mind wipe. Very effective unless something induces the memory to re-trigger, from hypnosis to bright flashing lights. Only full treatments of hypno-therapy or some kind of post-cognitive power can reveal the exact nature of what happened.
When making the aliens on a sheet to use, just remember that most of the backgrounds, knowledges and traits are pretty much obsolete. The main areas are science, research, medicine (of sorts) and investigation. Resources should be used but there are barely any that the Zeta Reticulans have and too many that the Alphans have. The Grays never need money. Allies is something that the Grays and Alphans have but not the Zeta Reticulans. These guys are NPCs so set them up as you will.