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SCENE ORDER

HELIOS, YUTANI HILL

! FIRST SIGHTING NEVADA 1982


Population 239 THE FARM
WELCOME TO TOWN RADIO STATION

DAY 1

ABANDONED FACTORY
NIGHT 1 - HOPES
MOTEL
ALIEN SIGNAL
REVIVAL CHURCH
DAY 2 GENERAL STORE
TOWN HALL
NIGHT 2 - FEARS VIDEO RENTAL

LIGHTS IN THE SKY

DAY 3 -- Final Preparations LIBRARY


MA

ARRIVAL - THEY ARE HERE!


IN
STR
EET

? THE CONCLUSION
Found
er Bill Helios
est. 1882

‘We Come In -’ Roleplaying Game / Juho Aittanen 2020

‘We Come in -’ is a roleplaying game for 3-5 After the introductions you should figure out a DAY SCENES
players. One of you will be the Alien while others few things out as a group. Create a personal Day scenes are the preparation for the oncoming
will play as the Humans. If you can’t decide who relationship with the human to your left and Arrival. Every Human takes a turn to achieve a
should play the Alien, the player who has last right. Name something that you have bonded goal; get help, seek guidance or just gather
seen the film Alien (1979) should take the role. over (object, event, idea, person etc.) This can be resources. You can move as a group or split-up.
All players should read this sheet. The Alien sheet nearly anything but should be something the
is only for the Alien. characters feels passionately about and is 1. Acting Human describes a Goal; what they
uniquely defining to the relationship of just want to achieve and where they intend to do it.
these two people. Lastly name your group.
IT’S HAPPENING 2. Human Player to their right sets the scene.
This is the moment you have been waiting for. The FLOW OF THE GAME This includes coming up with the details of the
place, characters and a complication. The
big one! Chariots of Fire! Extraterrestial life forms
are arriving and through science and divination Game of “We Come in-” flow by in scenes. These complication is anything that the acting player
you can predict the exact spot. The town of Helios, are pre-determined list of events that you can has to overcome to achieve their goal.
Nevada which will host the First Encounter of the see at the top left of this sheet. The scenes
Third Kind. You and your crew of UFO Watchers printed in dark are lead by the Alien. The rest 3. Alien Player decides whether the complica-
head out to meet these intergalactic visitors. are initiated by the Human players. tion can be overcome with Intelligence,
The only problem is that you haven’t got Strength or Charisma and sets the difficulty.
a clue as to what these aliens want when they land. FIRST SIGHTING They choose a die from their dice pool and
Well at least you got three days to figure it out. You are gather up as a group when you first spot presents it. They also describe the reason for the
the Aliens. After the sighting, you find a way as a difficulty level; easy or hard.
group to deduce the landing zone of their craft:
HUMAN PLAYERS Helios, Nevada. Your logic can be as believable or 4. Acting human resolves the scene. Roll a
six-sided die and add your Attribute Bonus. On
Pick your character. You are all true believers fuzzy as you like. Head out to Helios.
a roll higher than the Alien die you succeed, on a
and part of the same UFO Research Group. Select lower or equal you fail. Describe how the the
an occupation from the list below and write WELCOME TO TOWN scene plays out. Write down the result.
down you Attribute Bonus and Special Ability. You arrive to town. Describe how your group
In addition to these you’ll have to come up with travels? Does anything catch your eye? Any
NIGHT SCENES - HOPES AND DREAMS
a Name, Age and What makes you a believer? weird signs? Every player should describe a After the day the group gathers up for the night.
Introduce yourself to others. single resident of Helios you come across.
Discuss your day and plan for tomorrow. On the
ATTRIBUTE BONUS first night discuss your hopes for the Alien arrival.
ACCUPATION INT STR SPECIAL ABILITY
CHA On the second; your worst fears.
MEDIUM +/- +/- +3
Once per game you can discuss privately with the alien player by telepathy.
Retd. MILITARY PILOT +/- +2 +1
Once per game you can call a old favour from an old friend at the Air Force. THE ARRIVAL - THEY ARE HERE!
You gather up at the Arrival site. Go around the
LINGUIST +1 +1 +1
When/If you contact the alien player you can give them 3 words to use.
table in three rounds. Each round a Human
FARMER +/- +2 +1
You own the field where the aliens are fated to land. You’ve been seeing Player uses a single success or failure at a Day
the crop circles for years. Scene to tell of an event at the Arrival; For every
ACTOR +/- +1 +2 You can dazzle a single non-player-character to support you unconditionally. success tell of a preparation that goes as
INVENTOR +3 +/- +/- On a single Day Scene you can take chance at creating a futuristic invention. planned. For every fail tell of a mishap. At the
You describe the invention and the Alien sets the difficulty as usual. end of every round the Alien takes a turn.

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