
There Are Changes to My XENOS!
Hi! Welcome to the second blog, where we talk about the changes coming to Earth with XENO Invasion, the reverse horror TTRPG where you are the ALIEN.
Right now, I’m working on a quickstart that will outline the changes and new rules in the system. I’m rushing since the goal is to have the Spanish version ready for Mega XP 2025 and the English version for GenCon 2025.
That said, between the day job, trying to be a loving and responsible dad, and the occasional writing commission, the road can be pretty bumpy. Pray to MOTHER so we can finish on time.
Alongside the quickstart announcement, the brochure version of XENO will be available at a pay-what-you-want price from now until the launch of the next Kickstarter. So go and do that! Pay what you want (even USD 0) and become a terrifying alien. Find everything here!

Now, let’s talk about ACTIVE and REACTIVE TESTS, PUSH, and SYMBIOSIS.
DESTROY. CONQUER. CONSUME. You are a XENO, a genetically modified alien designed to be the perfect predator.Your rebellious actions have led your goddess to label you a criminal and a sinner. In her infinite mercy, she has sent you to Earth to atone for your sins.Complete your penance. Obtain a new opportunity. |
In XENO, when your monstrous alien attempts something with an uncertain outcome, you roll 3d4 and add the most relevant ATTRIBUTE to the TEST. This is imported to XENO Invasion as it is, keeping a practical and straightforward resolution system for both combat and non-combat situations.
In XENO Invasion, tests are now categorized as either ACTIVE or REACTIVE, depending on who initiates them.
ACTIVE OR REACTIVE? Your TESTS are categorized based on who starts them: ACTIVE TESTS: Any test that begins with an ACTION, such as attacking, jumping, using your X Abilities, or lying. REACTIVE TESTS: Any test requested by your A.M. in reaction to something external to your XENO, like defending yourself, dodging traps, or detecting environmental dangers. |
This distinction becomes particularly relevant when the new PUSH mechanic is taken into account.
PUSH: After failing an ACTIVE TEST, and before its effects are narrated, you can use a MAJOR ACTION to PUSH: Retry the test with a -1 modifier to the difficulty. You can only do it once per TEST, even if you have more MAJOR ACTIONS available. Pushing your alien body to the limit to succeed comes with a cost: failing again results in worse-than-expected CONSEQUENCES. |
CONSEQUENCES are narrative complications that directly affect the XENOS, targeting their survival points, worsening their situation, or ruining their plans.

EXAMPLES OF CONSEQUENCES: ATTACK: You’re left wide open to an immediate counterattack; you suffer the DAMAGE from the VICTIM you attacked. STEALTH: You fall into a hidden trap, the noise alerts nearby VICTIMS to your presence. INTERROGATION: Your VICTIM faints from fear, making it impossible to question them for a long time. X ABILITIES: The strain burns out your psychic, you can’t use your X Ability for 1d4+1 rounds. |
PUSHING is a mechanic I added a while ago to my XENO sessions, long before I started thinking about the new version. XENOS already have a good chance of succeeding, and PUSH gives them just that extra spark to take the risk, creating interesting situations and moving the story forward.
Speaking of moving the plot forward. There’s no better way than working together with your fellow XENO siblings than by using the other new mechanic.
SYMBIOSIS: Whenever it makes narrative sense, and before one of your siblings rolls for an ACTIVE TEST, you can use a MAJOR ACTION to perform a SYMBIOSIS: Help with a sibling’s ACTIVE TEST before they roll. Both of you attempt the same test with -1 to the difficulty, each using their most relevant ATTRIBUTE to face the challenge. More siblings can join the SYMBIOSIS. For each additional sibling, the difficulty is reduced by 1. If at least half of you succeed, the test is considered a success. Otherwise, it’s a failure and COMPLICATIONS are generated for those involved. |
SYMBIOSIS is powerful, even allowing for automatic successes if enough XENOS work towards the same goal. Mentally linked, XENOS coordinate their actions better than any team, giving them a huge edge against their VICTIMS.

Thanks for reading this far! This is just a small taste of how XENO Invasion remains as fast and straightforward as the original system, but now with more options for Earth-invading mayhem.
Stay tuned, the invasion grows larger each day.You’ll hear more about it soon. Good luck with your invasions!
—Caligaes