zanorze21 16:01
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MILITARY
‘The ICSC operates a combined security fleet
‘of mercenary operatives from each of the
corporate members. As can be guessed, wil
they are deadly when operating in small units,
they are disastrous at fleet maneuvers and
coordinated defenses simply because they do
not possess the same training or follow the
same rules of engagement.
LEADERS
‘The ICSC Is run by the Central Space Consor
tum, @ board of directors representing each
‘major corporation and one director represent.
Ing the member colonies outside of the core
systems. The director's office sends a repre-
Sentative to tour the independent colonies,
getting @ feel for what those lone worlds need
from the alliance, as well as what they can
supply in return.
LOCATIONS
‘The ICSC is clustered in the Core, in one of
the richest resource-filed areas of the known
Space Truckers
> Colonial Marines
> Frontier Colonists
“These campaign frameworks, and tools
{for how to run them, can be found in
Chapter 12 of this book, along with the
‘Novgorod Station scenario location.
‘Sourcebooks and other supplements
for Campaign play will be published by
Free League in the years ahead. mt
2sia02zanorze21 1601 Alien RPG - Core Rulebook
NOUR TS Nee ee Cesar ee exe Lic]
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KEY THEMES
No matter i you play cinematic or campaign play, any game of ALIEN is based on three key themes
Most scenarios and campaigns contain a mix of these themes, but each scenario typically emphasizes
‘one theme more than the others.
SPACE HORROR
SCI-FI ACTION
The ALIEN experience is rooted in a pervasive
hitpslntine.tiphimis.comijdsgidza
darkness and tension, with a capacity to shock
by tapping into our primal fears. Every desperate
breath into the rabreather of your space suit may
be your last.
SENSE OF WONDER
‘Whether is on an intimate or sprawling scale,
roller coaster action-often with bloody re
sults—is essential to many ALIEN stories, This
‘game includes robust mechanics designed for
fost and brutal combat.
‘The ALIEN roleplaying game lets you discover strange worlds and ancient, incomprehensible artifacts
‘ona grand scale. Many ALIEN stories grapple with questions of humanity's creation, destiny, and
place in the universe. i
2ev402‘The ALIEN roleplaying game requires you to improvise as you play, but the game also provides a number of,
tools to help you create your story.
CHARACTER SHEETS
CRINGE
‘To document your character, whether it's a
rarromarieess pre-made PC from a cinematic scenario or a
Leese character you create yourself for campaign
play, you use a character sheet. There isa blank
sheet at the end of this book. From the Free
‘League website you can download character
ea sheets for free to print.
and navigation is dead-
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CORE CONCEPTS
CAREER ATTRIBUTES
‘The first choice for your character in Cam= Your character has four attributes that indicate
ppaign play is your career, Your career choice your basic physical and mental capabilities,
determines your background and your role in ‘each rated on a scale from 1 to 5. Your attri-
the group. It influences your attributes, your butes are used when you roll dice to perform
skils, your starting gear and what starting ‘actions in the game, and also to determine
talent you can have. There are nine core how much damage you can withstand before
careers to choose from, described on pages you become Broken, Read more about this in
38-55. Chapter 5.
Career descriptions can feel stereotypical,
‘and they are meant to. Picking a career is 9 STRENGTH: Raw muscle power and brawn,
uick way for you-and the other players in
the group—to get an immediate feel for your AGILITY: Body control, speed, and motor
character. But remember that your charac: sia
ter is more than just a career, Your career
Is merely a starting point toward creating a WITS: Sensory perception, intelligence, and
‘unique player character. sanity.
EMPATHY: Personal charisma, empathy, and
ability to manipulate others.
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STARTING ATTRIBUTES
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When you create your player character for Cam.
paign play, you may distribute a total of 14 points
‘across your attributes. You may assign no less
than 2 and no more than 4 points to any attribute.
However, you may assign 5 points to the attribute
listed as the “key attribute” for your career.
SKILLS
Your skills are the knowledge and abilities
you have acquired during your life. They are
Important as they determine, along with your
attributes, how effectively you can perform
certain actions in the game. There are twelve
skillsin the game and they are all described
In detail in Chapter 3. They are measured by
still evel on a scale from 0 to 5. The higher the
number, the better.
NO SKILL LEVEL? You can always roll
for a skill even if you have no level in that
skill. In that case, you only use the associ
‘ated attribute for the skill in question plus
‘any modifiers from relevant gear. Read more
‘about how skills work in the next chapter.
STARTING SKILL LEVELS: When you
‘create your player character for Campaign
play, you distribute a total of 10 points
‘amongst your skills. You can assign up to
three points to each of the skills listed for
‘your career. You can assign a single point
‘each to any other skills you choose. You can
increase your skill levels during the game
(see page 36)
ANDROIDS: Synthetic characters get a +3
bonus to two attributes of thelr choice after the
14 attribute points have been assigned, and can
reach a maximum scote of @ in these two attr
butes. However, androids have other drawbacks
See the sidebar to the right.
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TALENTS
‘Talents are tricks, moves, and minor abilities that
‘ive you a small edge. They are more specialized
than skils and! make your character unique. Tal
STARTING TALENT: When creating a char-
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your player character. Androids are rare,
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Hontine.Aiphimis.comvdsgidzali#n=36
acter for Campaign play, you get one talent at
the start of the game. Your career offers you
three talents to choose from. You can learn
more talents during the course of the game, at
which point you will have many more:
choose from.
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STRESS
Life in space is lethal. More often than you'd
like, you'll find yourself under extreme pres-
‘sure. In the game, this mounting tension is
represented by your stress uevet. It usually
starts at zero, and can increase by pushing,
dice rolls (see page 60) and by experiencing
frightening or stressful situations. Stress is
‘explained further in Chapter 5.
EXAMPLE
Sect ees
Carrere aC Cae
Alien RPG - Core Rulebook
HEALTH
Even if you keep your nerves in check,
‘chances are that sooner of later you're going
to get hurt. This is tracked using your Health
score. You start the game with a number of
Health points equal to your sraeners score.
Talents can modify your maximum Health
SUFFERING DAMAGE: When you suffer
damage, your Health score is reduced. This is
further explained in Chapter 4. if your Health
{drops to zero, you are Broken and suffer a
critical injury (see page 99). m
PERSONAL STUFF.
NAME
In Campaign play, you'll need to give your
‘character @ name. Each career has list of
three male and three female names that ate
typical for that archetype. Choose one of
these names, or make up your own if you
prefer. Cinematic scenarios will include the
names of the pre-generated characters.
APPEARANCE
Describe your player character's appearence
ina few words. Your career gives you a few
suggestions, but you are free to choose any
‘appearance that you think fits your character
i402zanorz021 1601
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PERSONAL AGENDA
You might be @ team, but each individual PC in
your group also has an angle of their own—a Per
sonal Agenda. How personal agendas work differs
betwoen Cinematic and Campaign play.
CINEMATIC AGENDAS: In Cinematic
play the PCs" Agendas are predeter-
mined by the scenario. At the beginning
of ach of the three Acts of the scenario, the GM
‘gives each PC a handout with a new Agenda for
the Act. The Agendas are hidden, you should not
show them to other players or write them down
fon your character sheet.
At the ond of each Act, the GM evaluates the
actions of each PC. Ifyou took any specific ac-
tons to further your Agenda during the Act, you
BUDDIES AND
RIVALS
The ALIEN roleplaying game is about a small
‘group of people facing unknown and horrity-
ing dangers in the cold darkness of space. To
survive, you need to find someone to trust
but also be careful who you turn your back to.
In game terms, your PC can have one Bud
ddy and one Rival amongst the other PCs. You
can only have one of each. Your relationships
are important for the GM, as she can use them
to create interesting situations in the game.
In Campaign play, you can choose one PC
to be your Buddy and another to be your Ri-
val. In Cinematic scenarios, the choice is made
for you m
Alien RPG - Core Rulebook
‘are awarded one Story Point (see page 61). Acts,
‘Agendas, and Story Points aro further explained
in detail in the Game Mother Section of this Book
(00 page 216).
CAMPAIGN AGENDAS: In Campaign play,
you ean pick one of the suggested Per:
onal Agendaé listed with your career, or
you can come up with an agenda of your
own. At the end of each game session, discuss
the agendas of all PCs together. If you have taken
some conerate action to further your agenda
during the session, despite risk or cost, you gain 2
bonus Experionce Point (+e page 35)
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YOUR
To survive the world of ALIEN, you need the
right gear. An M314 Motion Tracker, an Mk.50
‘Compression Suit, or an MATA Pulse Rifle can
truly mean the difference between life and
death for your character. You can find these
Items and lots of other gear described in detail
Jn Chapter 6. You must write down all the items
you are carrying on your character sheet. Write
down one item per row in the Gear section on
the sheet. IFit’s not listed on your sheet, you
don't have it with you.
STARTING GEAR: Ina Cinematic scenario, the
scenario determines what gear you start the game
with. in Campaian play, your career determines
what gear you can choose from at the start of the
‘game. If you get a weapon, you always get two
full reloads to go with itn addition to the items
you choose, you are assumed to have a uniform
or civilian clothing, You also get some cash—the
Alien RPG - Core Rulebook
GEAR
career indicates how much. Read more about cash
and how to spend it in Chapter 7.
SIGNATURE ITEM: In addition to your nor-
‘mal gear, you also have a signature iter—a small
item that's not of much practical use, but that has
sentimental value to you and that says something
‘about your character. Signature items are usualy
tiny (see next page) and thus don’t encumber you
at all. Common examples include a patch, a cap, or a
photo of loved one,
VEHICLES & SPACESHIPS: In some Cine-
‘matic scenarios, your PCs have a vehicle or even
2 spacecraft. Usually, vehicles and starships don't
belong to one individual character—instead, they
are crewed by the entire group of PCs together.
In Campaign ply, it's also possible for your
‘group to begin the campaign in possession of a ver
hicle ora ship, Read more about this in Chapter 7.
EXAMPLE
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ENCUMBRANCE
You can carry a number of regular-sized items
equal to double your stmexeta rating without
problems. A regular item is generally the size of
‘small bag and weighs no more than a few kilos.
HEAVY & LIGHT ITEMS: Anitem designated
‘as heavy counts as two regular items, and typi-
cally takes up two rows on your character sheet
Some heavy items count as three or even four
normal items—the gear lists in Chapter 5 of the
book indicate this.
‘At the opposite end of the spectrum, there
are items that are designated as light—they
count as half of a regular item, and so you can
list two light items on one row on your sheet.
Some light items count as a quarter of @ normal
CONSUMABLES
In the world of ALIEN, you need to overcome alot
more than Xenomorph life forms to survive. Lack
‘fair, food, water, and electric power can be just as
‘deadly, These four resources are called consumables.
You don’t need to track consumables at all
times. In the confines of a functional spaceship,
orbital station or planetside colony, you likely
have the consumables you need. The GM lets you
know when resources are scarce and it's time to
start tracking them.
SUPPLY: You track each ofthe four consum-
ables on your characte sheet using a Supply
rating. A higher rating is better.
At regular intervals (se the table tothe right,
you need to make a Supply rll This means rling
‘numberof Siress Dice equal to the current Sup-
IY rating, up toa maximum of sx ce. For every
(@ rolle, the Supply rating is decreased by one.
Wien the Supply rating reaches zero, you're out
M36
Alien RPG - Core Rulebook
item in terms of encumbrance—the weight of
such items is written as % In the gear lists.
TINY ITEMS: items that are even smaller than
ight items are called tiny. They are so small they
don't affect your encumbrance at all The rule of
‘thumb is: ifthe item can be hidden ina closed fist,
Its tiny. Tiny items also need to be listed on your
character sheet.
OVER-ENCUMBERED: You can temporary
carry up to twice your normal encumbrance limit, Le
ssmencrs x 4 items, If oversencumbered, you must
‘make @ NoBLy rll when you want to run or crawl
ina Round of combat (see page 89). Ifyou fall, you
‘must either drop what you are carrying, or stay Put.
of the consumable, and you're entering a world of
hurt. The effects of lacking ai, food and water are
explained in Chapter 4.
‘GROUP CONSUMABLES: Usually, consumables are
tracked individually, but they can also be tracked
for the group as a whole, depending on the situa
tion. The GM has final say.
ENCUMBRANCE: For encumbrance, your sup-
plies of food and water count as one item each, as
long as your current Supply ratina is 4 or lower. See
the table to the right. When your Supply rating its
zero for food or water, this consumable no longer
encumbers you.
‘Ar and power don’t usually count toward your
encumbrance, as they are generally included in your
pressure suit or other gear. External air tanks or
batteries can count as encumbering items however
Read more in Chapter 5.
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EXPERIENCE
‘One ofthe most rewarding things in Campaisn play is
‘watching your character grow and develop. The harsh
‘ealties of ite wll change you, that's all you can be
certain of in an uncertain world. You ean develop your
‘character in several diferent ways during the game.
The things you learn during the game are
‘measured in Experience Points (XP). You receive
XP after the end of each game session. Talk it
through and let the whole group discuss what has
happened. For each of the below questions that
‘you can reply "yes" to, you get one XP:
> Did you participate in the game session? You
‘get one XP just for being there,
> Did you risk or sacrifice something to further
your Personal Agenda?
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Did you risk your life for your Buddy PC?
Did you challenge or stand up to your Rival PC?
Did you make a Panic Roll?
Did you overcome a dangerous event, using
violent or non-violent means?
Did you make a significant discovery or revelation?
Did you perform an extraordinary action of
some king?
Did you earn any money?
‘You can only get one XP per question. Sometimes,
the answers are not clear-cut. Discuss within the
‘group, and try to reach a consensus. If you can't,
the GM has final say. Write down the XP on your
characterSPENDING XP
You can use your XP to improve your skills
and talents, or to learn new ones. You can only
spend XP between sessions.
SKILLS: To increase a skill level by one step
costs 5 XP, Learning a new skill (at skill level 1)
costs S XP. To do this, however, you must have
either used the skill and succeeded (without
Skil level) during the session, or been instruct
(ed by ateacher for at least one Shift (see
page 83). The teacher must have at least skill
level.
TALENTS: Learning a talent always costs
XP It also requires a day of practice anda
Successful wits roll (roll for the attribute only).
You can make one attempt per day. If instruct
ed by ateacher who has the talent, your roll
succeeds automatically
CHANGING BUDDY
AND RIVAL
‘After the end of a game session, you are free
to change your Buddy and Rival PCs as you
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COLONIAL MARINE
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worse, but you've always got a bunk to sleep in and you get to shoot all sorts of
weapons at all sorts of things. Life in the Corps is never dull—but the luster has
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YOUR PERSONAL APPEARANCE
AGENDA
Choose from the options below or decide for
‘Choose from the options below or decide for yourself
yourself. >
You are a decorated hero, you need to de- >
fend your reputation. at al costs. » Sear
Crow cut
‘Arm tattoo
Cold eyes
Cocky grin
You once helped cover up a war crime—no-
fone must ever know.
‘The death of your buddy has spooked you~
now you secretly fear combat and confron-
tation. You need to overcome your fear.
Personalized body armor
GEAR
Choose two of the starting items below. You
SIGNATURE ITEM also get $0x100 in cash.
Choose one of the following or come up with Reet OF NSSA2 Smart Gin)
ere oct > M314 Motion Tracker OR 2 62 Electroshock
> Bullet that you survived Grenades
BET ee etonc's doa ease > IRC MK.35 Pressure Suit OR M3 Personnel
> Trophy from a dofoated enemy mer
> Signal Flare OR Deck of cards
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451402sllontine Aphis
21 16:01
COLONIAL
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YOUR PERSONAL
AGENDA
Choose from the options below or decide for
yourself.
‘Your longtime partner betrayed you and
defected to a crime syndicate. Get even.
You dream of tuming in the badge and set-
ting down in peace. Work towards It
‘You did a bad thing in the past and It has
come back to haunt you. You need to de~
‘lde what you are mace of
SIGNATURE ITEM
Choose one of the following or come up with
‘one for yourself:
Photo of a loved one
Donted flask with an inseription on the
front
[News clipping of an unsolved case
Alien RPG - Core Rulebook
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APPEARANCE
Choose from the options below or decide for
yourself
> Chewing a toothpick
> Cigarette in mouth
> Impressive mustache
» Worn ap
Scar across face
Graying hair
» Crew cut
> Inquisitive gaze
Old leather jacket
GEAR
Choose two of the starting items below. You
‘also get $06x100 in cash.
> .357 Magnum Revolver OR Armat Model
37A212 gauge pump-action
Binoculars OR Hi-beam flashlight
Personal medkit OR Stun baton
D6 doses Neversleep pills OR Hand radio
nia02COMPANY
AGENT
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eaezanorze21 1601 Alien RPG - Core Rulebook
Coad TYPICAL NAMES
KEY SKILLS: Comtech, Observation,
anes rere ree Cee eT
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Perens eum eect eens
YOUR PERSONAL APPEARANCE
SLs Choose from the options below or decide for
Choose from the options below or decide for yourself
yourself. » ley glare
You are greedy for power and never miss » Disarming smite
‘an opportunity to get ahead. > Expensive Rolex
‘The Company is holding back information > Unique slanot ring
from you. What? And why? » Tanned
Youare a nice guy, but the Company Is. > Elaborate hairstyle
blackmailing you to do its dirty work. Get > Emotionless stare
even. Monogrammed silk tio
SIGNATURE ITEM GEAR
Choose one of the following or come up with Choose two of the starting tems below. You
lone for yourselt also get $206x100 in cash
listisr of corporate =itcriaatinm Leather briefcase OR Chrome briefcase
» Divorce papers Gold-plated pen OR Rolex watch
> Employes of the Yoar award Data transmitter card with corporate clear-
‘ance level OR M4A3 Service Pistol
DS doses Noversleep OR D6 doses Napro-
leve
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491402211601
KID
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‘CAREER TALENTS: Beneath Notice, Dodge, Crees coerce
Nimble re Cee)
YOUR PERSONAL APPEARANCE
AGENDA
Choose from the options below or decide for
yourself.
‘You want to find an adult you can trust—re-
ally trust,
You have no family left. Make sure you nev-
fr end up alone again.
[Noone gives you anything to do, so.
explore, try things out, make your own
entertainment.
Choose from the options below or decide for
yourself
> Grubby and unkempt
> Trondy sneakers that light up
> Denim jeans, torn at the knoe
» T-shirt with band logo
Cargo shorts
Ponytail
Bored expression
Baseball cap
SIGNATURE ITEM GEAR
choose one of the following or come up with Choose two of the starting tems below. You
fone for yourselt also get $06 in cash.
> Lunchbox covered in stickers Fishing line OR Laser pointer
> Favorite doll or action figure: Magnet OR Radio-controlled car
> Bracolet made by older sibling Yo-yo OR Electronic handheld game
hitpslntine.tiphimis.comijdsgidza
5140221 16:01
MEDIC
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drunken roughneck. In all these scenarios, you're the one carrying the bandages
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you've done your job. You used to be altruistic about Frontier medicine, but
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addicted to painkillers, and most colonies are not up to health and safety regu-
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3 Honline phim. com’zanorze21 1601 Alien RPG - Core Rulebook
Seay TYPICAL NAMES
KEY SKILLS: Mobility, Observation,
er) emeee) Pore rors
pease tes coos cri) Treen)
ec Sullivan Ward Katie Aberly
YOUR PERSONAL APPEARANCE
AGENDA
Choose from the options below or decide for
yourselt »
> You are addicted to a strong painkiller. Pro >
tect your stash—and your secret. ,
You have some unusual (but classified) >
‘medical reports that the Company Is look >
>
Choose from the options below or decide for
yourself
Sympathotic smile
Short, tidy hair
Warm, earing eyes
Dark bags under ayes
Fidgeting hands
Calm and gentie voice
Cold, unsympathetic stare
Spectacles
White coat
Ing for. Find out why they are so important.
You've sworn an oath never to take a ie,
‘and you mean it.
SIGNATURE ITEM GEAR
Choose one of the following or come up with Bo arti tern beiow, You
also get $D6x100 in cash.
Surgical kit OR IRC MK.5O compression suit
DS doses Naproleve OR D6 doses Never-
sleep
Personal medkit OR D6 doses experimental
XDnugs
Samani E-Series watch OR Hand radio
fone for yourself:
> Framed medical certificate
> Letter from son or daughter
> Last peyeh evaluation: “All lear at last.”
hitpslntine.tiphimis.comijdsgidza
5402211601
sllontine Aphis
OFFICER
Oe ne Led
eu eae eR ened
a ee
eae ee ead
Ae En ey ae Oe eae
family members back home are weighing
ee tt ee eee
Pea eee ec eR eco
EY ain ue Mae ar
Ta) eee eee Eee
Pac: ener! Olea
Cine eee
(TC ae ey
eae e ee ae eres
Better hope your training has a solution to
Caszanoz021 16:01 Alien RPG - Core Rulebook
Cea TYPICAL NAMES
KEY SKILLS: Ranged Combat, Command,
Manipulation ere eee eS
Cree eo nord Ortreer ug reer)
eee tes SO Ree resume su
YOUR PERSONAL APPEARANCE
AGENDA
Choose from the options below or decide for
yourselt »
‘You come from an officer family. Youneed >
to gain promotion or an award—soon. :
You messed up in the past. Avoid taking Bgcrerworted ond eee
Choose from the options below or decide for
yourself
Hair in 9 crow cut, or ted-back
Serious, intence expression
Spotless uniform
the blame for any more mission srew-ups. Stif body posture
Mistakes are deadly, so dont let anyone Relayod and soothing voles
under your watch screw up. Make sure they Jumpsuit with mission patch
Bedettanal ww. > Impationtly taps afoot
SIGNATURE ITEM GEAR
Choose one ofthe folowing or come up with Choose two ofthe starting items below. You
cone for yoursol: also get $206x100 in cash
> Ship's cat MAAS Service Pistol OR Rexim RXF-MS
> Lotter of recommendation EVA Pistol
> ICC Commercial Flight Officer eonse Semani E-Series watch OR Binoculars
M3i4 motion tracker OR IRC MK.50 com-
pression suit
Seegson P-DAT OR IFF transponder
hitpslntine.tiphimis.comijdsgidza
540221 16:01
PILOT
The stars are the limit, and they are limitless. You aren't content to keep your
feet on the ground, and on the Frontier, there’s no need to. From starfighters to
Cen eee ee
ee ee ene eee ee ee
a eee de Re ee EE eee
Danger is the rush you live for, but stay frosty. Otherwise, the next time you find
ee Re nee ee ene ea ae ed
you might be your last.
3 Honline phim. com’zanorze21 1601 Alien RPG - Core Rulebook
Cea ed Brice tens
Cee us
oa err ee Ce eet
pe ee en one SO eee
Peed Peery ScoUC ei
YOUR PERSONAL APPEARANCE
AGENDA
Choose from the options below or decide for
‘Choose from the options below or decide for yourself
yourselt > Arrogant walk
{t's about pushing the limit. Taking @ > Stealy blue eyes
Muiti-pocket fight sult
Sunglasses
Previous mission patches
Deadpan exprossion
Chews gum
Skoptieal look
chance. Taking risks—so take a risk >
You're stubborn and don’t like to back >
down, even If your friends might get hurt. >
You're a loner, always happier when you »
can do a task without relying on others. »
SIGNATURE ITEM
GEAR
Choose one of the following or come up with
one for yourselt Choose two of the starting items below. You
also get $D6x100 in cash.
MAS service pistol OR PR-PUT uplink
terminal
Hand radio OR 06 flares
Maintenance jack OR Seegson P-DAT
Seegson system diagnostic device OR IRC
MK.50 compression sult
> Dashboard dancer
> Pilot's logbook
> Pilot shades
hitpslntine.tiphimis.comijdsgidza
sri40221 16:01
pilvee section)
ROUGHNECK
Ree We Ee aa ee ee
tier, and that someone is you. Life has dealt you
some harsh blows but you've always struck back.
You've been in countless barroom brawls, you
eee ae dee
Fe MRT ee aR aka
Pee aes en ed
Ce ae eee’
Ce eae ace ed
twilight. You are the cog that keeps the Fron-
eg Ee eRe Ey
Raa ene aad
than the work you do is the way you party.
3 Honline phim. com’zanorz021 1601
hitpslntine.tiphimis.comijdsgidza
Cael
KEY SKILLS: Heavy Machinery, Stamina,
Close Combat
peeeetet ne ee eet
perry
YOUR PERSONAL
AGENDA
Choose from the options below or decide for
yourselt
Youare a compulsive thril-seeker. If there
[5 arisk to take, youl step up ana try it.
You once sacrificed your family for the job.
[Now you won't let your friends down—ever.
Downtime matters. if you can grab a can
ff Aspen beer (or even Souta Dry, though,
only If you're desperate) and some time
alone, you're happy.
SIGNATURE ITEM
Choose one of the following or come up with
fone for yourselt:
> Tool belt
> Photo of partner
> Crucifix oF other religious symbol
Alien RPG - Core Rulebook
eri oee ten ss
ee)
rad
Cocca
Frommer
Perens tr
Sram
APPEARANCE
Choose from the options below or decide for
yourself
Tattoor
sear
Broken nose
Mirthioss eyes.
Smirking faco
Loud laugh
Bruised and calloused hande
Eyot hidden bohind safety goggles
Fithy boots that clomp loudly when you walk
Wile hair
GEAR
Choose two of the starting items below. You
also get $06x100 in cash.
Cutting torch OR Watsumi DV-505 bolt gun
6 doses Hydration OR Maintenance jack
Stash of hard liquor OR IRC MK.50 com-
pression sult
Hitbeam flashlight OR Seegson C-Series
magnetic tape recorder
sa40221 16:01
sllontine Aphis
SCIENTIST
a een ee
Bee eed
eRe nao
el ae
aie eee!
Se ae ee
Cee Ue ie)
Cer Ree eee eed
Tl ee ee
WhetherYour field is xenobiology,
astrophysies, robotics, or even archa-
Coen Crue
spacesjust eee ay
ee aa
gee
Te eeezanorze21 1601 Alien RPG - Core Rulebook
Coa TYPICAL NAMES
KEY SKILLS: Observation, Survival,
corey Verena CL
eee tee re ers eee Cy
irs corre hts eerste erg
YOUR PERSONAL APPEARANCE
AGENDA
Choose from the options below or decide for Boueai
yourself. Unkempt, untidy appearance
‘Your last project was stolen trom you. Now Stained lab coat
you keep many of your findings secret.
You hate authority and go out of your way
to be uncooperative If possible,
You ind it hard to delegate to others, even
It it means taking on extra work
Choose from the options below or decide for
>
> Nervous manner
> Hands constantly shoved in pockets
Tidy, well-trimmed hair
‘Thoughtful gaze
Clears throat before speaking
Bloary, overworked eyes
SIGNATURE ITEM
GEAR
Choose one of the following or come up with
lone for yourselt: Choose two of the starting items below. You
> Albert Einstein Award also get $06x100 in cash,
> Unfinished scientitic paper Digital video camera OR Hand radio
> Blackmail letters Seegson P-DAT OR Neuro visor
Seegton System Diagnostic Device OR
Personal Data Transmitter
M314 motion tracker OR Personal medkit
hitpslntine.tiphimis.comijdsgidza e402zanor2021 16:01 Allon RPG - Core Rulebook
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M36 earao221 16:01
i | oe)
FI Le eee et ee eae
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zanorz021 16:01
Roleplaying isan intimate conversation. The GM
sets the scene, you describe what you do, she
tells you how the NPCs react, you respond, and
£0 on—back and forth, The story grows one step
‘ata time, and everyone lives happily ever after.
Yeah, just kidding about that last part. Not
‘on the Frontier, you dont.
Sooner or later, the shit-just ike prisoner
Murphy-—hits the fan. Things come to a head,
‘point of no return is reached, and a problem
‘mounts that cannot just be settled by talking
your way out of it
‘That's when you call upon your mad skils
Just break out the dice and show Mother you
know a thing or two.
‘There are twelve skills in total in the game,
all described later in this chapter. Three skills
‘are connected to each of the four attributes:
STRENGTH, AGILITY, WITS, and EMPATHY. Skis are
‘measured in skill levels, from 0 to 5.
‘As mentioned in Chapter 1,two types of
six-sided dice are used in this game, each
available for purchase separately: Base Dice
{and Stress Dice. You can play this game with
any normal six-sided dice, but It helps if you
have them in two different colors to tell Base
Dice and Stress Dice apart
ROLLS WITHOUT SKILL: Ifyou don't
have the skill required for the particular action
you want to perform, you can roll anyway
simply roll a number of Base Dice equal to
your attribute as well as any Stress Dice.
Alien RPG - Core Rulebook
Seeley
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MEAN SUCCESS
When you ute a kl st describe what your
chonecter does Eee eee
level to your ecore nthe sttdbete connected
to tho skill, and grab that many Bate Dies
you have Stes Dew Sool Hees
Gice poo = wel
Then ust rola the dle together. For your
sctionto succeed, you must rol at last one
symbol (a six)—if not, your action fails. If
youl ore fart
‘tontsClsted under each sil description,
THE @ SYMBOL: On the Stress Dice, the
1is replaced by the (symbol. If you roll one.
or more (@! you risk panicking. Read more on
age 103.
e402zanorz021 1601
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You have one last chonce If you real
want to aueceed-you can puth the rl
When yu roll alot of dice, it can.be hard to predict the chance of success. The table below shows
the chance of success when rolling with 1-i0 dice. The third column shows the chance of success If
You push the roll (including the added Stress Die from pushing—see page 61)
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PUSHING YOUR ROLL
If you ae desperate to succeed witha dice
rol. you can choose to push the rll. This
means that you grab al th dice that did't
‘show Hand rol them again. You get a new
chance to ol
Usually you would only push arollif you
failed i lthouch you can push your rll
‘ven f you rolled (4) ist. to. aet more Ejto
increase the effect ofan attack, for example.
Pushing aol is nt without ris, asitinereas-
eases crea Levu oe
‘ONLY ONCE: You can only push your roll
‘once, If you don't succeed on your second try,
‘you ust have to deal wth the consequences.
Some talents can allow you to push certain rolls.
‘a second time, however.zanor2021 16:01
hitpslntine.tiphimis.comivaseldz
STRESS LEVEL
Pushing yourself builds tension to a point
where you sk going nto wild panic ora
violent outburst. When you push a roll, your
sraess Leven immediately increases By one
point. Mark this down on your character sheet
before you re-rol your dice.
‘When making ski rlisincluding the im-
mediate re-roll when pushing—add a number
fof Stress Dice to your dice poo! equal to your
‘curent STRESS LEVEL. This moans the stress ac-
tually increases your chances to succeed at skit
rollsit makes you more sharp and alert. How-
ever, you ol a @ symbol on one or more
Stress Dice during a sil rl, you tsk panic.
PANIC
Pushing dice rolls isa litte ike playing
blackiack-it increases your chances of
success, but if you push too hard, you
suffer the consequences. in the ALIEN
roleplaying game, these consequences are
triggering panic and losing control of your
character.
When you roll Stress Dice ina skill rol
and one or more (@ symbols come up, you
eannet push the roll—instead, you must
immediately make a Panic Roll (see page
104). A Panic Roll can cause your skill roll
to fail no matter how many 3 you rolled.
Besides pushing skill rolls, other stress-
ful or dangerous events can increase your
sraess Level as well as trigger Panic Rolls
‘Ano: If your action is firing 8 weapon with
a limited magazine, rolling one or more
@means that you empty the magazine in
Aadition to making a Panic Roll Read more
about ammunition on page 96.
M36
Alien RPG - Core Rulebook
Cro ome roto Ro ay
Inthe ALIEN roleplaying game, a dice rollis
stress and can trigger panic in your charactor
Rolling dice too often can cause the stress me-
Ce eee
ee eee os
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ete eaten
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tra $3 You gain Story Points by following your
Pen tee teerere Sateen
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eria02zanorz021 16:01
hitpslntine.tiphimis.comijdsgidza
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ONLY ONE CHANCE
‘Asarule, you only have one chance to suc-
ceed with any action. Once you have rolled
the diceand pushed the roll-you can't roll
‘again to achieve the same goal. You need.
to try something different or wait until the
circumstances have changed in a substantial
way. Orlet another player character try, This
rule does not apply to combat, where you can
‘attack the same enemy over and over unt itis
ddoad on the floor
GROUP ROLLS
When you face a challenge together with the
‘other PCs, don't rol dice separately. Instead,
you choose who among you is best suited to
take on this challenge. The others may help
them (see next page) if it’s relevant to the.
situation. Ifthe rol fails, it counts as a fallure
forall of you=you are not allowed to try one
time each.
This rule does not apply in combat, where
‘each PC is free to attack any enemy they like.
Alien RPG - Core Rulebook
MODIFICATION
Sometimes, external factors help you to suc
‘ceed, This gives you extra Base Dice to roll
Other times, something hampers your action.
‘This gives you fewer Base Dice to roll than
normal. Ths is called a modification. Modifica
tion +1 means you roll one extra Base Die, +2
means you roll two extra Base Dice, and so on,
Modification -1 means you roll one Base Die
ewer than normal, -2 means two fewer, and
Several modifications can apply to the
simply add them together. A mocifi=
‘cation of +2 and one of -1 add up to #1. f you
don't have enough Base Dice to remove after
‘2 modification, remove Stress Dice. if you end
Up with no lice at all, you have no chance to
succeed at this action—time to rethink your
strategy!
You can get modifications in several differ-
cent ways:
» Gear (see Chapter 5)
> The difficulty of the action itselt
» Help from others
Nee eee)
Pee eee need
way as player characters, with the one major
See et eee
‘The GM rolls dice for NPCs, but should only
ner ee eee eee
‘example, ifthe NPC Is attacking a player char-
ee ee ee
NPC performs an action that does not directly
Se ning
ee ee ed
eaia02DIFFICULTY
Normally, the GM doesn’t assess how difficult
{an action is, You only roll dice in challenging
situations—period. But sometimes, the GM.
‘might want to underscore that external factors
either help or hinder an action. Use the table
to the right for guidance.
There are also cases when modifications
are imposed by the rules, like when you aim.
Carefully with a ranged weapon (see page 94),
shoot at long distance, oF if you're ina bad
bargaining position when you attempt to use
MaNIpULATION on someone, Some talents can
also give you a positive modification in certain
situations.
HELP FROM OTHERS
Other PCs oF NPCs can help you succeed at
‘9 skill roll, This must be declared right away,
before you roll your dice. It must also make
sense in the story-the individual helping
you must have the capacity to support your
‘action. The GM has the final say
For each person helping you, you get a +1
‘modification. No more than three people can
holp you with 9 sinal
‘mum modification from ass
In combat, helping court
lof action as the one you are cupporting (fast
or stow, see page 87).
NPCs can help each othor in th
way as player characte
In groups instead of individually is often an
easy way to manage large numbers of NPCs
in conflicts.
ing your max
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correchitpslntine.tiphimis.comijdsgidza
zanorze21 1601
OPPOSED ROLLS
Sometimes roling a lant enough to sue-
‘ceed with your sil rl. in some cases, you
have to beat your foe in an opposed rol. To win
‘an opposed ral you have to roll successfully
Ilr more (thon Sour ataeaeena
your adversary rol eliminates one of your ffs
Only you (the attacker) can push you ral
Sometimes you and your adversary rol for
diferent skls, sometimes the same. Opposed
rolls are common when you MANPULATE of use
onuury to sneak, and when someone uses
those sls against you. The GM can also Use
‘opposed rolls when she deems it appropriate,
tke rolling staMina ve. staMWA to determine
the outcome ofan arm wreste.
Alien RPG - Core Rulebook
URS
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Pretest)
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Per eR crete a ews
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THE SKILLS
HEAVY MACHINERY
Hard work is part of life for any roughneck on the
Frontier, but atleast you have powerful machines
‘to help you. Roll for this skill when you attempt
to use, repair, jury-rig or break any kind of heavy
machinery.
FAILURE: The blasted thing just won't do what
you want. And what if the nolse you made attract
‘ed unwanted company?
SUCCESS: With agroan, the machine bends to
your will.
(STRENGTH)
STUNTS: For each extra rolled beyond the
frst, choose one stunt applicable to the situation:
> Gain a +1 mocifeaton to later ski ol
relating to this one.
‘You got ths. You don't need troll to over:
come the exact same challenge in the future
You doit quickly inhalf the time it woul
normally take
You break it permanenty
You act auiety.
You show of
rov402zanorz021 16:01
STAMINA csrrenctH)
When your physical endurance or vigour is
tested, rol for stamina. For example, this ski
Is used to survive the cold vacuum of space or
to resist a deadly contagion,
FAILURE: You just can't take it anymore. You
‘lve into the pain and suffer the consequences.
SUCCESS: You manage to push on, ignoring
the pain ust a little longer.
STUNTS: For every extra FBJvou roll, choose
one stunt applicable tothe situation
Give one [to ancther PC In the same
situation as you
Gain a +1 modification toa later skill rol
relating to this one.
You're hardened by the experiance, and
don’t need to rol to overcome the exact
same challenge in the future.
You impress someone.
line Aphis. convehitpslntine.tiphimis.comivaseldz
zanorz021 16:01
CLOSE COMBAT cstrenctHy
‘The world of ALIEN is a brutal place. Some-
times, you have no choice but to fight for your
life, toe-to-toe with the enemy. Roll for this
skill when you attack someone in close combat.
Read more about close combat and damage in
Chapter 4.
FAILURE: You stumble and miss. Now
‘opponent's turn.
SUCCESS: Youhit, and inflict damage equal to
‘the weapon's Damage rating on your opponent
(see page 18)
STUNTS: For every extra you roll choose
‘one of those stunt
> You nfct one more point of damage. You can
choote this stunt multiple times, i you rll
several
You outmaneuver your enemy and can trade
Initiative scores (see page 87) with them, taking
MOBILITY acuity)
\When the heat is on and you are trying to dodge
the jaws of death, you need to keep 2 cool head and
move quickly and silently. Roll for wosiury when
you want to get out of s hazardous stuation—be it
risky climb, a dangerous jump, or sneaking past
‘lurking enemy. When wosiury is used for stealth,
make an opposed roll against your opponent's
‘optenvarion. This skill also has specific uses in
‘stealth mode and combat, s00 Chapter 4.
FAILURE: Despite your best offorts, you fall and
must suffer the consequences.
M36
Alien RPG - Core Rulebook
‘ffect next turn. You can't go back to your
‘earlier initiative.
You knock or pull a weapon or other object
from your opponent. You choose which. During
combat, picking up a dropped object counts as
1a fast action (see page 87).
Your opponent is knocked to the ground,
You hold your opponent in a grapple. They
need to win an opposed cose comnar roll
‘against you to break free, and can’t perform
any other action until they have done so, oF
Until you are Broken or let them go, This effect
only works on humans and synthetics
WEAPONS: In lose combat you can use weap-
fons such as clubs, knives, or power drills. Read
‘more on page 127
BLOCKING: When someone attacks you in
close combat, you can try to block the attack
Read more on page 92.
SUCCESS: You survive the sticky situation,
STUNTS: For every extra [you rll, choose one
stunt applieable tothe situation:
> Give one Fflto another PC inthe same
situation as you
> Gaina +1 modifeaton to a lator sk rl
relating to ths one.
» You impress someone.
raia02zanorz021 1601
hitpslntine.tiphimis.comivaseldz
PILOTING caciity)
Beit a dropship, a starfreightor ora battle
frigate, you're the one to fy it. Roll for pore.
when you attempt any difficult and dangerous
‘maneuver atthe helm of any type of space-
craft The skill can also be used to drive ground
vehicles,
FAILURE: You're coming in too hot, and you
crash and burn,
SUCCESS: You pull off the maneuver by the
skin of your teeth.
STUNTS: For every xtra Bjyou rol choose
one stunt applicable to the situation
> Galna +1modiication to a ater slo
relating to this one
> Youshow of
oe roar yeas)
te eer
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eet eee
rotult applies to the whole group.
M36
Alien RPG - Core Rulebook
RANGED COMBAT
(AGILITY
Ifyou have a gun, you can take down your
fenemy from a distance without getting your
hands bloody. Use the RANGED com@Ar skill to
fire all types of renged weapons. Read more
about ranged combat in Chapter 4.
FAILURE: The shot misses your target
Maybe it hits something else? And the
sound of gunfire could attract unwelcome
SUCCESS: Youhit, and inflict damage equal
to the weepon's Damage rating to your oppo~
nent (see page 118).
STUNTS: For every extra [you rol, choose
Bee tise snes
> Youlict one more point of damage. You
Beefs ature mito imesl Se
You in down your enemy. They need o
make an immediate Panic ol
Youpcation yourself and gett exchange
on ea
trem taking etfct net tum You can ge
beckto your ear itt,
Ce See
hanced object You choose wich
eter nebo tre aroun ae
plthed back, for example trough an ak
tock
TAKING COVER: When bullets star flying,
Its often a good idea to seak cover behind
something sturdy, Read more on page 86.
raia02zano2021 1601 Alien RPG - Core Rulebook
OBSERVATION cwits)
Inthe world of ALIEN, you need to be on your
‘uard at all times, or you won't ive long. You
se your oBsemvaTiN ski to spot someone
sneaking (opposed roll see Momi). You can
also use the skill when you spot an unknown
threat of some kind, to learn more about it.
FAILURE: You can't really make out what it
[s, or you mistake It for something else (the
{GM feeds you false information),
SUCCESS: You are able to make out what
itis, and whether or not it looks lke a threat.
‘The exact information you get is up to the GM.
STUNTS: For every extra [$} you roll, you get
to know the answer to one of these questions:
» Is it coming for me?
» Are there more of them close by?
> How do | get in/past/away?
Cee rele aaron
er net enn
er ent en iy
peor ce Tie een net etd
een eee ee ene
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COMTECH
Programming androids, mainframes, and other
types of advanced technology requires specialist
knowledge. Roll for conrecs for any challenging
attempt to program, repair, decrypt or otherwise
‘manipulate any type of computer or communica-
tions technology.
wits)
FAILURE: No matter what algorithm you try,
It just won't work. And what if you inadvertently
triggered the alarm?
SUCCESS; The code is lke music, and you play
ft beautifully.
Alien RPG - Core Rulebook
STUNTS: For each extra rolled beyond the
first, choose one stunt applicable tothe situation:
> Gain a +1 modification toa later skill rol relat
ing to this one.
» You don't need toroll to overcome the exact
same challenge inthe futur.
> You do it auichy in al the time it would nor-
mally take
‘You get new or unexpected information GM's
choles).
You hdl your tracks
You show of
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SURVIVAL cwirs
Terraforming can make the atmosphere on
alien worlds (passably) breathable, but it wi
rarely make thom earthlke. You might be able
to breathe without a pressure sult on such
Worlds, though you can also expect to struggle
‘against extreme heat and cold, sandstorms,
‘acid rain, and other extreme weather. Roll for
‘SURVIVAL when you're Ina hazardous planetside
environment of some kind and need to figure
‘out a way to stay alive
FAILURE: You find no safe haven, Unless
someone comes to your rescue, you're on
borrowed time.
SUCCESS: You find asafe haven to weather
the storm.
STUNTS: For every extra you rol, choose
‘one stunt applicable to the situation:
Give one HF t0 another PC inthe seme
trouble as you.
Goin a +1 modification to lter skill roll
relating to this one.
‘ou impress someone
Nee ore
ieee eet enc
eter ee erty
ee metre)
Sere ne ee rere
one eerie
Se ee
the group usually follows. If there Is no giv-
ee eee tad
pene ns
M36
Alien RPG - Core Rulebook
MANIPULATION
(EMPATHY)
Alien life forms may gut you without remorse,
but the most truly dangerous beings in the
ALIEN universe are corporate agents and
‘other schemers who use les, threats, or subtle
persuasion to get what they want.
To make another person see things your
way, make an opposed roll for MANIPULATION
(it takes a liar to spot a liar). Your chances are
affected by your negotiating position (see the
boxed text on the next page).
FAILURE: Your adversary won't listen and
won't do what you want. They might start to
dislike you, oF even attack you if provoked.
SUCCESS: If you succeed, your adversary
must elther do what you want or immediately
‘attack you physically. Even if your adversary
‘chooses to do what you want, they can still de
mand something in return. The GM decides what
‘that entails, but it should be reasonable enough
for youto be able to meet those demands. It is
Up to you to accept the agreement or not.
STUNTS: For each you rollin excess of
what you nee to win te oppere rl you
an choose one of these stunts
Your opponent does what you want with:
cut demanding a favor in return,
Your opponent does more than you axk fo,
for example giving you some ureful pecs
of information. Detals are up to the GH.
Your opponent ie impresseg by you and
wil ty to help you ater on in some way
Detallsare upto the Gm
BEING MANIPULATED: NPCsand other
PCs can use MANPULATION on you. I thei rll
succeeds, you must attack or offer a deal of
some kind, Then its upto the GM or the other
player whether your adversary accepts ot not.
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Alien RPG - Core Rulebook
een eso
‘Your chances of using maNiPuLArioN on someone suc
Se ee ne ea
which is determined by the GM. Each of the following
Ce een eee metre
Ree ees
rer ee ener oonag
oy
Se eee
‘You have helped your opponent previously.
You present your case very well determined by
eos
ee cee eee
etree ete
ee ereat tater es
eee ene as
een tare reeset
eee ee er ets
MEDICAL AID
EMPATHY)
Inthe world of ALIEN, there Isa significant risk that
Yyou oF the other characters willbe injured, sooner or
later, This is when the mecaL A skills useful. It can
bbe used in two aiferent ways:
RECOVERY: Aperson whore Health hes cropped
lei yon mecca
ey ro voccoets tiny pote
Galthel fost end imrveditely recover srumber of
Bera ie tre miner of xesitat
Reed more ebout demege in copter 4
SAVE A LIFE: The most critical use of wEDIcAL
[no is saving the life of e fllen character who has
suffered a citical injury. falled roll at this point
could mean the end for your patient, so be careful
Read more about critical injures on page 99.
M36
COMMAND cempatnyy
I you are to survive the horrors of
space, you'll need a good leader—or
you must become one yourself. You can
Use your coMMAN® skill in two Ways:
STOP PANIC: When another character
‘makes a Panic Roll and loses control,
you can make a comtano roll to return
them to their senses. See page 104,
GIVE ORDERS: In combat as asow
action you can bark ones to another
Cheracter They must be able thea
you, event viaa comm rao. Rel
connaro. For every FB you ol they
get a +1 modification to thelr roll when
tarrying out the order you gave
OFFICERS: PCs with the Officer
‘career and the Pull Rank talent can use
‘commAno to order other characters (PCs
‘and NPCs) to doas they say. ml
renee Tore
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eset Serer)
your adversary to do must be some-
ee ee rey
peers
maz2021 16:01TALENTS
Cea ee ee ead
OS A Se ie ee eer)
in here just like they did before! And they're gonna come in here—
reer
Se Lt Aer uch UE Tadas UC aA KK Ce
Ce ae De eee ed
PE Lea a
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‘To survive and thrive in the cold dark of space
you need to find your own niche, something you
land no one else can do. Such special abilities are
called talents. Talents can affect how you use
skills or how you recover from damage or stress,
fr even let you do things that are quite simply
Impossible for others. As opposed to skills, talents
are not rated-you either have them or you don't
COLONIAL MARINE
TALENTS
BANTER: Between fights, you release the
tension in your team with some friendly ban:
ter. Your srmess Level, and the staess Level
Cf everyone in stom range of you, drops two
steps (instead of one) for every Turn spent in
® safe place (see page 104). Having several
‘Marines with this talent doesn’t increase the
effect.
OVERKILL: You don't run and hide when the
‘going gets tough. Instead of panicking in the
face of mortal danger, you can turn your fear
Into aggression and use it az 2 weapon against
your enemy. You can trigger the Overkil effect
when you make a Panic Roll#ee page 104
PAST THE LIMIT: When the going gots
tough, the tough get going, and you're the
toughost badass around. You ean push any skill
roll based on srmeners twice, not just once
like other charactors. Each push increases your
ress Levet by one.
M36
Alien RPG - Core Rulebook
‘There are two distinct types of talents—career
talents and general talents. Career talents can
only be learned by characters with a spe-
cific career. General talents can be learned
by anyone. When you create a character for
campaign play, you get to choose one career
talent. You can learn new talents during play
Gee page 36)
COLONIAL MARSHAL
TALENTS
AUTHORITY: By invoking your authority as
‘2 colonial marshal, you can use your COMMAND
skill Instead of MaMPULATION to get someone to
bend to your wil
INVESTIGATOR: You soo what othors miss,
and af sled a noticing smal details anc
making sense of them. When you spend 3 Tun
ina om or ila aoa eae
coeeenvarion. Only one attempt i allowed. For
cach (you rol you may ask the GM one of
the following questions. The GM must answer
truth, but she is allowed to give vague or
incomplete information
> What happened hers?
> le thore anything hidden hee, and ifso,
where?
Are there any details here that are out of
place, zometning thats out of the orc-
SUBDUE: You're skiled a subduing an
ponent without harming ther, When you
sitaciea humanoia opponent in close combat,
you ean declare tht you ar trying to subdue
them. You then get $2 reefieser ete
tack, but itis, you dont inf any damage.
Instead you hold your opponent ina orappie
Extra Broled have no effect.
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Alien RPG - Core Rulebook
COMPANY AGENT TALENTS
‘CUNNING: If the company has taught you any-
thing, It's to always be on the lookout for anythir
that can give you an edge. You can push any skill
roll based on wirs twice, not just once like other
characters. Each push increases your sTREss LeveL
byone.
PERSONAL SAFETY: The interests of the
company always come first, no matter what.
‘And you represent the company. That means
your own safety is paramount—other crew
members are expendable. If you are attacked or
otherwise end up in fatal danger, and if another
KID TALENTS
BENEATH NOTICE: Nomatter what hon
bile situations you end ub in, you always seem
to make it out unscathed, probably because
‘no one ever pays much attention to you. When
you rol for 2 critical injury on yourself, you get
to re-rollthe dice and choose the result that
you prefer.
DODGE: When attacked in close combat,
you can dodge. This works lke blocking (see
page 92), but you roll using mosury instead of
‘¢Lose comBar and you can only use it to reduce
damage (not counterattack or disarm). You can
‘even dodge a creature's signature attack (seo
Chapter 1),
NIMBLE: Funand games? Maybe to others,
‘but you know the truth. All that “play” has kept
your reflexes sharp. You can push any skill roll
based on acitiry twice, not just once lke other
characters. Each push increases your sraess
LeveL by one,
PC oF friendly NPC Is within storr range (the
seme zone), you can make @ MaMPuLATION roll
(straight roll, not apposed, and does not count
fs an action). If you succeed, you see the threat
coming and find a clever way to make the other
character suffer the attack or hazard instead of
{you. Using this talent increases your svmess Level,
by one,
TAKE CONTROL: You know how to make
people do what you want, and you don't feel bad
about doing it. You can roll for MANIPULATION using
wits instead of enpamiy.
MEDIC TALENTS
CALMING PRESENCE: People find them-
selves relaxing whenever you are around. Once
per Turn, you may reduce the stRESS LEVEL of
another character within stort range by one,
Inaddition to the normal stress recovery (see
page 104). In order to use this talent, you and
‘any character that hopes to benefit from your
calming presence must be in arelatively safe
place. You cannot use this talent on yourself.
COMPASSION: This isn't just a job for you
‘You truly care about the people under your
care. You can push any skill roll based on EMPA
‘ra twice, not just once lke other characters.
Each push increases your sTRess tsvet by one,
FIELD SURGEON: Youknow the delicate
at of stopping a wound from bleeding or
treating grave injuries. You get a +2 modifi-
cation to MEDICAL Alo when treating someone
who is about to die from a erltical inury (see
page 99)
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OFFICER TALENTS
FIELD COMMANDER: You can use con-
avo to give orders in combat (see page 70)
‘a a fast action instead of asiow action. This in
effect means you can give orders twice in the
same Round,
INFLUENCE: With rank comes certain
privileges—being obeyed is one of them. You
‘an push any skill rol based on ewparay twice,
‘ot just once lke other characters. Each push
Increases your staEss LeveL by one.
PULL RANK: Youcan use your coMMAND
shill to order other non-officer PCs and NPCs
‘around, as long as they belong to the same or
‘ganization as you. To force someone to follow
your orders and pertorm a specific action, roll
CCoMMAno against the target's MANIPULATION. If
successful, the target must follow your order,
‘even fit means harm or danger to themselves.
‘Your sraess LeveL increases by one each time
You do this. Note also that each roll only covers
fone specific action. You cannot stop actions
triggered by Panic Rolls using this talent,
ROUGHNECK TALENTS
RESILIENT: Only the harsiest folk survive out
hore. Rol for saeNeT attribute only, no ski)
any time you sutfer damage. You can't push
the roll, which does not count as an action. For
every you rol, one point of damage is elim-
inated, i all damage is eliminated, you sutter
none at all
THE LONG HAUL: You've seen t and done It
all before. Nothing surprises you anymore. Once
Alien RPG - Core Rulebook
PILOT TALENTS
FULL THROTTLE: You Tike to go fast.
Really fast. When piloting spacecraft, you
get a +2 modification to poring rolls for any
‘Accelerate or Decelorate actions.
LIKE THE BACK OF YOUR HAND: This
vehicle is yours, and you know every bolt and
‘able, nook and cranny. Choose one vehicle or
spacecraft (not one type, but a single, specific
craft) You get a +2modification to puLoTING
with the chosen vehicle, You can choose this
talent several times, once for each vehicle.
RECKLESS: Youlive for the rush of adren-
aline through your veins, pushing harder than
‘others dare. You can push any ski roll based
fon AGutTy twice, not just once like other char
‘acters. Each push increases your STRESS LEVEL
by one,
per Act in Cinematic play and once per game
sessionin Campaign play, ou may ignore all @
froma single rl
TRUE GRIT: Life on the Frontier is a constant
struggle. Luckly, you have what it takes to over=
‘come anything that comes your way. You can push
‘any skill oll Based on srAENGTs twice, not just once
like other characters. Each push increases your
stmess Level by one.
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