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zanorze21 16:01 hitpslntine.tiphimis.comivaseldz 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 2sia02 zanorze21 1601 Alien RPG - Core Rulebook NOUR TS Nee ee Cesar ee exe Lic] CP CUR eye cae ee eee communications array so I could send a follow-up message to ee este aCe Ce eee CCRC Cae Lec tcc mse tats ek ee treat eee re) Ch ech ce eC roc eect Co ee cc ee 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- See eee Peas Ct cSt Poser eres ed rere . line. tiphimis.convvasa SORRY Se ae UE eS ee eet eco tea killer, is using the ventilation system to get around the ship- eC e arr ear eR CeCe ee eau irs) ee ee ee tac ee cece cere CeCe Lee mo eee Coe | DICE Inthe ALIEN universe, nowhere is safe. Soon sf rleter you wil end up mn sutions we Fe aratntow shied you ore t's te t breakout the dice There ore two types of custom siaided Seeks pu che seporeay: ase ice and Sten ice You roll th ces when you perfor a rama icectonthet might determine i your P hves ea Both Base Dice and Stress Dice have the symbol on the 6 side Roling the ey Peet cnttctacekind ie rhgvere for example whon succeeding tsp aa sres Dice noohare the @) tymbolon th side, Roling the @) Frontier Colonists 402 zanorz021 1601 Alien RPG - Core Rulebook loa Rat 7g Rcole Sw Ada Rot Noag ad ee ee eere cas na 3. Choose your name. Deere EB Bs es a ee eee Leen chapter. The summary below is a helpful Ce eee pe See ee Pa eeteirere pone ee rton cas peer eee es Pacer enens Peet eee 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. eC as es Ue CU Ome) Pore eae ae | hitpslntine.tiphimis.comijdsgidza 402 zanor2021 16:01 Alien RPG - Core Rulebook STARTING ATTRIBUTES hitpslntine.tiphimis.comijdsgidza 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. eeu ae eee ree eevee Secret er etre perry eae ere Seay Poa) eeu ae eT ee ee gerry Se eee emer Ce CeCe street e sy Pee Ur ec erat Cte carer’ Pete ees eC ce cer ret! na) sa02 2021 16:01 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- Peete eRe Senenriea errr sah rg eee sce reo es te | WA NENT Sot) ee eect Dee eee your player character. Androids are rare, Dee ee tes ee eee ed ee ener eae eee ee ed secretly pose as human. Rules-wise, androids work a tle differently from humans: 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. eee ree non: eee eae ere toe er kos oe hitpslntine.tiphimis.comijdsgidza zanorz021 16:01 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 i402 zanorz021 1601 hitpslntine.tiphimis.comijdsgidza 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) ee eae are ene Le Pe ree renin Aspen beer and sone: tine alone, Pree Peete ec eee eC Umcrate tes a rece ie cre Te ea eee Ce ae ea Tec ee ecco sria02 2021 16:01 Re eta es ae eat pt ee nents eee anos ee en ere Senora eee ee ee ee at eee] Dee es Oe en ee eee Cee et eee ete See eed Hontine.Aiphimis.comvdsgidzali#n=36 Cao should be think very carefully before acting ee eee te eee ean onary ee et eer) Oe een ee ote aa ee Len) any such situations are resolved in the group work out your differences if you are to con- tinue in the same crew of PCs. zanorz021 16:01 hitpslntine.tiphimis.comijdsgidza 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 ea ee ee cor) cee ee en eer er Cee eel eae tee pers eee ee ec e ac ect Searicee | ss402 hitpslntine.tiphimis.comivaseldz zanorz021 16:01 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. 401402 eeu ie re ee Ts ee eer eect Tea | ot NRC y 5-8 Two items ory Ce Ono ot Ete a Co How oftei you should make Supply rolls depends on the consumable in question, and the overall Se ee er eon a Cee ccm rs Every Turn (see page 83), and after every strenuous activity like combat or a retne ard Food Cerer cs 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? Cee ee eee ee ete Seer nr ete ets 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 character SPENDING 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 seeft. 2021 16:01 Hontine.Aiphimis.comvdsgidzali#n=36 21 16:01 COLONIAL MARINE a a a ee ee ee en a el oe Rae ah 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 CR a ee ee Eg RT 3 Honline phim. com’ zanor2021 16:01 Alien RPG - Core Rulebook Faas Brice ven ss pe eee roe CTere Tether oC) Cee ere tran Creasey crrerioets prerrns reer ee 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 hitpslntine.tiphimis.comijdsgidza 451402 sllontine Aphis 21 16:01 COLONIAL i a Uae eee ea Leone eee ne eee eee ee Nae aa de Naa Cee eee ee aes cece ee eee a ed Cee eee Oe ae TR LS Rg see CRE ey eee tad Been a ea een ee rae a matter of time before you piss off the eke Ree Oe eee ea Pree zanorze21 1601 hitpslntine.tiphimis.comijdsgidza Coa pee ere oad Cd eee See ae ro pretes 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 Brice ten ss Preece Crepe stron Scere frei firoteasd) ferecoeriso 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 nia02 COMPANY AGENT ag eee a eae od pee gee Reet e en a CMe en CC cod eee ara) eae cde eee to you to score a win for the CE rcs eee eT trae Peet ad Oe ead Rea ee Rear a ee eee er ee Cae aaa ee Ea eae zanorze21 1601 Alien RPG - Core Rulebook Coad TYPICAL NAMES KEY SKILLS: Comtech, Observation, anes rere ree Cee eT ee ee aa ore Coreen Cromer) 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 hitpslntine.tiphimis.comijdsgidza 491402 211601 KID RR eae ae life—your parents brought Re Lae ees Ce Pes ed eRe ea Ras eed mae ce ae ees SO ELD Sere eae Re ad Cee eee ee eae Pe eee ea) eee eee eee end eda a Ld Te ad Beers 3 Honline phim. com’ zanorze21 1601 Alien RPG - Core Rulebook oud BaD eves Usy pene eas Observation Corson TOT ‘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 51402 21 16:01 MEDIC ee ee Ra ar CR de eR ee eu ete Rese cae ae) drunken roughneck. In all these scenarios, you're the one carrying the bandages Ce ee eee ee eer Ce ate eu ae ee a you've done your job. You used to be altruistic about Frontier medicine, but ee ee eae ae ey ae addicted to painkillers, and most colonies are not up to health and safety regu- a ee ae 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 5402 211601 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 Cas zanoz021 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 5402 21 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 sri402 21 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 sa402 21 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 eee zanorze21 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 e402 zanor2021 16:01 Allon RPG - Core Rulebook hitpslntine.tiphimis.comivaseldz M36 earao2 21 16:01 i | oe) FI Le eee et ee eae Corn a ee ee eee Cad Re ee eee eT Lae Doe a 3 Honline phim. com’ hitpslntine.tiphimis.comijdsgidza 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 ten ee) tote) keen) tcc) rea) eto) tone) eta) eo) ey enc ro) NG DICE 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. e402 zanorz021 1601 ory Cert cco acre Dee eee ed Peer eee ears PSeU es eet orc errc tree ee are aa Tea ene tre following her and she just needs, te hide in her room until this Brest earicests the GN describes a section of ceiling paneling blocking her eee see een rere Rn Aree arreren rat eee eet) re ents ee eae porarvgper invert serene nar he Secor aa SNe alert) THE ART OF FAILURE tt you don rot any something goes Ree et olen to Slee why withthe help ofthe GM. She might eve ee er cirtetierce. 10 move the tory fred in a dramatic wey allie must no8 stop the story complete Teeter c rt bm «wy forward-perhapa athe cost of ine, Um dollar, but sill away. The GH hes the fe nal aay onthe consequences of failure inary payee ee 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) Pied line Aphis. conve fe Ey Ea an% oa 121 16:01 oot ecole Wo arois) te ts point. First you describe what you are trying to prvennepen penn sogre seers ainetr Cee ete pee een ee eens serena erro ereetot pening TRNRSNHI Sosy et) line Aphis. comivdsgldzatlt=36 Rulabo 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 ee ee en ry et ees ete eaten eeu es eee ae eevee) errr eae era ot eet aur ery err ere ere erecta er eastern rae eee reer Caen ean errr BST ee eet Per ree rene reenter yerenrein an eernrsr ass en restocot irene none of thes come up with a eee eee rons Soe Cees et ere cee eee eer een ere ee Care] Senn ean emrrrm rears Pree een mera s) See eee eT peapeereerrenre ering ee eee ei mn ier oe ta ces trean | Ea Pee eee eter ry Pestaperreneel eared sine rer eater eee ere cee pace seenenee tee omerneente vie tra $3 You gain Story Points by following your Pen tee teerere Sateen Poennlenseneenrceenrs st ine eria02 zanorz021 16:01 hitpslntine.tiphimis.comijdsgidza Nee Seed ee en ete ear) Coenen cer nt eee en ener 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 eaia02 DIFFICULTY 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 rae cor) cy Eon 2 7 cS cr or Formidable feet es CO OTt Rte eat ree a es ertt reat) Pe ere eee STOR cc erer ies pert e a reste ot] ee ee er CCC eae Sn Letra eae ear] RrrCen Tce ears Coste Oe ea mrt eC eos eet tery Ue eee aes pene seen tes Ce Um eet) ee Lessee eee es tere tes Re eee ar reece pena eee tea ee ae ay seers t re ace eee em eects artery correc hitpslntine.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 Paar) peo Peereer etre T) eet) Pretest) oer rstrmartse a Per eR crete a ews ere ee eer Ce eee a ree sty rere DacsierTres but the GM rolls for Mother and prea 8 Ure Correa: seers pee Cert erccr sta Cec ona 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 rov402 zanorz021 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. conve hitpslntine.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. raia02 zanorz021 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 ee ree re ene terre a ery 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. raia02 zano2021 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 hitpslntine.tiphimis.comivaseldz ra402 zano2021 1601 hitpslntine.tiphimis.comijdsgidza 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 si402 hitpslntine.tiphimis.comivaseldz zanorz021 16:01 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. e102 zanorz021 1601 hitpslntine.tiphimis.comivaseldz 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 Pe ee eas ee egg eset Serer) your adversary to do must be some- ee ee rey peers maz 2021 16:01 TALENTS 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 ae ee a Ene ae hitpslntine.tiphimis.comivaseldz zanorz021 16:01 ‘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. 0402 zanorz021 1601 hitpslntine.tiphimis.comijdsgidza 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) evaoz hitpslntine.tiphimis.comijdsgidza zanorz021 16:01 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. e202

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