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Roll Checks (p.58-64) Getting bonuses and rerolls Stress and Panic (p.

ls Stress and Panic (p.103) Stress Triggers (+1 to Stress Level)


When doing something important and Pushing (p.60) Panic Roll • You push a skill roll.
risky, you roll a number of six-sided dice If no Stress dice came up 1 and you want • You fire a burst of full auto fire (p.96).
Roll for panic (p.105) when:
equal to: more sixes, you can push the roll once • You suffer one or more points of
• You roll 1 on any Stress Dice.
• Base Dice: the sum of your Skill level (synthetics cannot push). ~ damage.
• You witness a fiendly character
and Attribute. • You go without sleep, food, or water
• Add 1 to your Stress Level. suffering some panic effects (see table
• Stress Dice: your current Stress Level (p.106).
• Add the corresponding Stress die to p.105).
(synthetics do not have nor earn • A scientist in your team fails to Analyze
your dice. • You are pinned down by a ranged
Stress). something (p.121).
• Re-roll all failed dice, including the attack.
• A member of your own crew attacks
Did any Stress dice come up a 1? new Stress die. • You suffer a critical injury.
you.
• Yes: Make a Panic Roll. Roll 1 die and • You are attacked by an alien creature
~ Some talents allow you to push up to • A person nearby is revealed to be an
add your current stress level. Check the that you've never seen before.
twice. android.
total on the Panic Table (p.105) and • Diverse horrifying events (GM).
obey the result. • You encounter certain creatures or
Talents (p.73) and Gear (p.117)
If the result doesn’t negate your action Panic Check Roll (p.105) locations (GM discretion).
Equipment and certain abilities may also
(9 or lower), continue to No: below. 1D6 + Stress Level: • You try to kill someone defenseless
grant additional dice and/or re-rolls.
1-6 Fine, resolve action normally (p.99).
• No: Did any Base or Stress dice come
Coffee Stress level +1
up a 6? * 7-9 Resolve action, then panic Relieving Stress
Beer Stress -1, -1 to all Wits rolls
◦ Yes: You have succeeded in your 10-12 Lose action to panic instead
Medkit Medical Aid +2 You can reduce Stress 1 level by:
action. If you rolled more than 13-14 Lose action, Mental Trauma
Cutting Torch Heavy Machinery +2 • Taking a Turn’s uninterrupted rest in a
one 6, you can spend extra sixes 15+ Catatonia, Mental Trauma
Naproleve Stress level to zero safe area (also heals 1 Health if not
on Stunts (see p.64-71).
E. Tools Comtech +1 Panicking Again Broken).
◦ No: You didn’t succeed in your • Interacting with your Signature Item
If you’re still affected by panic and
action. Getting help (p.63) make another Panic Roll, the effect of a (once per campaign session or
Up to three player characters may assist new Panic Roll replaces the effect of Cinematic Act — requires slow action
* If you are making an Opposed Roll
if their aid fits with the task and your the last one. If the new roll is lower or during rest).
(p.64), your opponent’s sixes cancel
situation. Each PC gives 1 additional than prior, the new effect is one step
yours. Mental Trauma (p.104)
base die. In combat, the aiding higher on the table.
characters must take the same type of Roll EMPATHY (attribute roll only) after
Difficulty (p.63)
Action (Fast or Slow) as yours. Stopping Panic one game session — If success, you
The Game Mother may add or subtract
develop a Permanent Mental Trauma
dice depending on the difficulty of the You can be snapped out of panic by:
Story Points (p.61) (table p.101).
task at hand and/or external • Another PC making a COMMAND roll
One per act (cinematic) or session. Can
circumstances. Difficulty can vary from (slow action). Rules for Synthetics — p.111
be spent to get bonus successes (1 story
+3 for a trivial check to -3 for a • Becoming Broken. COMTECH roll to repair (heal) them.
point = 1 success).
formidable check. Base dice are • One Turn passing (5-10 min). Diverse immunities. Strength and Agility
subtracted first. +3, (thus Health +3). White blood.
Time and Space (p.82) Stealth Mode (p.85) Health Healing (p.101)
Time in game is broken up into Rounds A stealth mode round lasts one Turn (2 The player character's Maximun Health Another character’s successful MED AID
(5-10 sec), Turns (5-10 min) and Shifts zones / turn for cursory exploration). is equal to their STRENGTH score. roll (p.71) allows you to recover from
(5-10 hours). You automatically detect passive Broken; additional successes restore
enemies in the same zone. When Broken, Critical Injuries, Death (p.98) Health at 1 point/success (un-Broken
Space is broken up into zones (room,
attempting to evade an enemy, roll If you drop to zero Health, you are characters can roll MED AID to heal
corridor, area of ground), with the
your MOBILITY (group’s lowest level) if Broken — in effect, taken out of the themselves).
following ranges:
vs. their OBSERVATION. action. Immediately roll for a Critical
Engaged Right next to you injury (p.100) — Synthetics p.111 Taking a Turn’s uninterrupted rest in a
Short Same zone, a few metres RANGE MOBILITY safe area restores 1 Health to un-
• D66 roll
Medium away
Adjacent zone, up to 25 m Short -1 Broken characters (also reduces Stress
metres away • 44-66 are fatal— need Medical Aid to
Long Up to 100 metres (4 zones) Medium 0 Level by 1).
away prevent death (the -1/-2 mod refers to
Extreme Up to 1 kilometre Behind open door/hatch +2
that MED AID roll). Other Hazards, Conditions and
Zone Features (p.83): Long +1
• 63-66 — Instant death. Damage Sources (A-Z)
• Clutered — Mobility roll (fail = falling) Extreme +3
If you suffer a critical injury listed as • Acid Splash: see below (p.298 Core)
• Dark — Observation and Rng Comb. -2
Sneak Attack & Ambush (p.90) Fatal, you must make a Death Roll • Dehydrated: 1 dmg & stress/shift (106)
• Cramped — Only crawling.
Active enemies may try and sneak up (p.99) when the listed time runs out. A • Disease: roll STA vs Virulence (p.109)
Encumbrance (p.34) on you, rolling their MOBILITY vs. your Death Roll is a roll for STAMINA, but you • Drowning: STA roll/per round (p.110)
Max. number of items — Strength x2 OBSERVATION. The Game Mother will tell cannot push the roll and you are not • Exhausted: roll/day w/out sleep (p106)
(Heavy items count as 2 items; Light you that a threat is approaching before allowed to roll any Stress Dice. • Explosion: blast rng=Eng/Short (p.108)
items as ½ item; Tiny items do not asking you to roll OBSERVATION. • Falling: dmg=meters/2; roll MOB (p.108)
If the Death Roll fails, you die. If you
count). RANGE MODIFICATION • Fire: base dice=intensity (p.108)
succeed, you linger on but you must
Engaged -2 make another Death Roll when the • Freezing: STA roll per day/shift... (p.107)
Supply (p.35) Short -1 listed amount of time has passed again. • Radiation: roll dmg when gaining (110)
If you use a consumable, roll that item’s Medium 0 • Starving: STA roll/per day (p.106)
Supply in Stress Dice (maximum six Long +1 If you’re not dead, you can crawl and • Suffocation: STA roll/per turn (p.110)
dice). For each 1 you roll, the Supply Extreme +3 mumble through the pain—you can’t • Vacuum: STA roll/per round (p.107)
drops by 1. perform any other actions and you
Air* Every turn. After extrenuous... Motion Tracker (p.86) can’t roll for any skills. Acid Splash (p.298)
Water activuty
Once per day. After extrenuous Power supply once per turn. It detects To all within Engaged. Base dice = Acid
activity You can’t go below zero health, but
Food Once per day “ping” from moving objects only, within rating + Dmg inflicted to the xeno
Power Situational—see Other Hazards each further attack that causes
Long range (up to 4 zones) indoors and (halve it each turn). Dmg = successes –
p.72) damage will give you another critical
*Suffocation — p.110 Extreme range outdoors Armor (roll). Each dmg point also
injury.
decreases Armor Rating by 1. If no dmg
Doors and Hatches (p.89)
in one round, acid burns out.
Can take up to 10 dmg points. Can be
open with a COMTECH roll.
Combat Mode (p.86) Slow / Fast Actions (p.88) A Fast Action may include: Grappling (p.93)
A combat round consists of: During each round, you can perform 1 • Shove engaged enemy away (Close It is a CLOSE COMBAT Stunt. In the
• Initiative – draw cards from deck; Fast Action and 1 Slow Action (which you Combat, p.93) attacker’s turn, it counts as a normal
round proceeds from 1-10. can swap for another Fast Action), in any • Make a grapple attack on a target you attack (fast action) that cannot be
• Take Actions in card order. order. You can perform some Actions, have grappled (p.93). blocked. The oponent can try to break
• End of Round. like blocking, outside your Initiative. • Aim - +2 dice to next RANGED COMBAT grapple by a CC vs CC roll (slow action).
check (p.94)
• Repeat 2-3 until combat over. A Slow Action may include: • Draw weapon Overwatch (p.97)
Changing initiative (p.86) • Attack in hand to hand (Close Combat, • Assume overwatch (p.97) Fast action. You keep position as long
Before actions commence, you can swap p.66). +2 Mod if target is prone. as you do nothing but shoot in the
• Run - move to adjacent zone or engage
initiative cards with another willing PC • Shoot a firearm (Ranged Combat, p.67) a target in the same zone (p.89) chosen direction. You can shoot first
with whom you can speak. • Shoot in full auto mode (RANGED • Retreat from engaged to short range (counts as an attack—slow action).
COMBAT +2, +1 Stress Level, p.96) (MOBILITY — fail allows move but grants
Movement in Combat (p.89) • Reload a firearm Armor (p.98)
enemy free attack, p.93)
Run 1 zone or 1 range = fast action; • Apply first aid (MEDICAL AID, p.71) Roll base dice equal to your Armor
• Move through door or hatch
if Engaged, you must Retreat (p.59); • Attempt to break another character’s Rating (halve the rating if hit by Armor
• Get up from prone
Crawling counts as a slow action. panic (COMMAND, p.71) Piercing attack, double it if hit by an
• Block attack in close combat (declare
• Give orders (COMMAND, p.71) Armor Doubled attack. Each 6 negates 1
Doing Damage (CC p.66, Ranged p.67) prior to the attacker’s roll — CLOSE
point of damage.
• Persuade (MANIPULATION, p.70) COMBAT vs. CLOSE COMBAT, p.92)*
You do as much damage as your
• Crawl if prone (p.89) • Seek cover in same zone (p.96) Armor & Suits (p.128)
weapon’s Damage rating, plus any
• Use your signature item (p.33)
additional successes you wish to * Blocking a xenomorph requires NAME ARMOR FEATURES
put toward damage (See Stunts). • Board a vehicle WY Ape 3 Surviv.+3
your character be holding a sturdy
Each damaging hit adds +1 Stress IRC Mk.50 2 Air 5, Agility -1
Coup de grâce (p.99) item of sufficient size.
Level. Power Loader 3 HvyM & CC +3
Trying to kill a defenseless person —
you must fail an EMPATHY roll. Stress +1. Ammo (p.96) M3 Personnel 6 comm.unit
Weapons Whenever you fire a weapon and roll IRC Mk.35 5 Air 4, re-pressurize
NAME MOD DMG RNG FEAT. Ranged Combat modifications (p.95) one or more 1s on your Stress Dice^,
Cover (p.96)
Unarmed 0 1 Eng AR Doub. Aimed shot +2 you have emptied your magazine after
Blunt +1 1 Eng the attack and need to Reload (Slow COVER ARMOR RATING
Engaged -3/+3
Knife +1 2 Eng action) in addition to making a Panic Shrubbery 2
Short range 0
M4A3 Pistol +1 1 Med Roll (p.100). Furniture 3
Mediun range -1
.357 Rev. +1 2 Med Door (Health 10) 4
Long range -2
M41A Rifle +1 2 Long Ar Pierc. ^ As synthetics do not roll Stress Dice, a Inner bulkhead 5
Extreme range -3
37A2 12 Ga. +2 3 Short AR Doub. firearm used by an android will run out Outer bulkhead 6
Large target +2
Smart Gun +2 3 Long AR Pierc. of ammunition at the Game Mother’s Armored bulkhead 7+
Small target -2
Incinerator 0 2 Med Fire = 9 discretion.
Dim light -1
Sentry Gun +2 3 Extr Rng.C= 8 Darkness -2
Skills & Stunts (p.64) Mobility (p.66) Observation (p.68) Manipulation (p.70)
When you roll additional 6s (Successes), (AGILITY) — Sneaking or otherwise (WITS) — Using your senses to gain an (EMPATHY) — Convincing others to do/give
you can use them to “purchase” additional maneuvering your character in a physical understanding of your environment and you something.
effects to your roll. Each skill has a different space. its potential dangers. • Your target does what you want
set of effects. • Give one Success to another PC in the • Get answers to the following: without demanding a favour in return.
same situation as you. • Is it coming for me? • Your target does more than you ask
Heavy Machinery (p.64) • Gain a +1 mod to a later skill roll • Are there more of them close by? for.
(STRENGTH) — Fixing, operating, or relating to this one. • How do I get in/past/away? • Your target is impressed by you and
understanding mechanical equipment. • You impress someone. may help you later on in some way.
• Gain a +1 mod to a later skill roll
Comtech (p.69)
Negotiating position modifications:
relating to this one.
Piloting (p.67) (WITS) — Operating computer technology.
• Gain a +1 mod to a later skill roll • People on your side: more +1 / less -1
(AGILITY) — Operating any kind of
• You don’t need to roll to overcome the • It won't cost your opponent anything:
vehicle. relating to this one.
exact same challenge in the future. +1
• Gain a +1 mod to a later skill roll • You don’t need to roll to overcome the
• The task takes half the time. • They won't gain anything helping you:
relating to this one. exact same challenge in the future.
• You break it permanently. -1
• You show off. • The task takes half the time.
• You act quietly. • You ask for something valuable or
• You get new or unexpected
• You show off. dangerous: -1
Ranged Combat (p.67) information.
(AGILITY) — Engaging in combat at a • You hide your tracks. • Your oponent has suffered damage: +1
Stamina (p.65) • You have helped your oponent
(STRENGTH) — Powering through physical distance. • You show off.
• Inflict 1 additional Damage. Can be previously: +1
strain, performing feats of strength. • You present your case very well:+1
chosen multiple times. Survival (p.70)
• Give one Success to another PC in the • Communication problems (personality,
• Pin down your target. They must (WITS) — Finding a way to stay alive in an
same situation as you. environment. via radio, great distance): -1
• Gain a +1 mod to a later skill roll perform a Panic Roll.
• Redraw your initiative card. • Give one Success to another PC in the
relating to this one.
same trouble as you. Command (p.71)
• Overcome the exact same challenge in • Force your target to drop an item or (EMPATHY) — Order others, or stop panic
weapon. • Gain a +1 mod to a later skill roll
the future. in an ally.
• Force your target to fall to the ground relating to this one.
• You impress someone. Mainly used to Stop Panic on a PC who
or to be pushed back (e.g. through a • You impress someone.
door). is suffering the effects of a Panic Roll,
Close Combat (p.66) Medical Aid (p.71) or to Give Orders to another PC/NPC
(STRENGTH) — Engaging in melee combat
(EMPATHY) — Wounds, life-saving care, during combat.
with a target you intend to harm. and nursing.
• Inflict 1 additional Damage. Can be Give Orders is a slow action. Roll for
Mainly used to help a Broken character
chosen multiple times. Command – the recipient gets a +1
recover or to save them from potentially-
• Trade initiative cards with your target. modifier for every Success you rolled
fatal Critical Injuries. Helping a Broken ally
• Knock or pull an item or weapon out of is a Slow action. Roll Medical Aid, and they while carrying out the order you gave.
your target’s hand. will recover HP equal to the number of
• Knock your target to the ground. Successes you rolled.
• Grapple your target to the ground.

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