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ALIEN

T H E R O L E P L A Y I N G G A M E

PERFECT
ORGANISM
A scenario by Steve Hatherley for the ALIEN roleplaying game
A L I E N: P E R F E C T O R G A N I S M

Perfect Organism is an independent Layout by Steve Hatherley and Jonathan Pay.


production by Steve Hatherley and is not Cover art created with wombo.art.
affiliated with Free League Publishing or
Twentieth Century Fox/Disney. The Hepatica class spaceship details and
image are by Steffan Guldevall.
All copyrights are the property of their
respective owners. Design notes on my blog.

CONTENTS

THE SITUATION HADLEY’S HOPE REPORT

GM NOTES NON-PLAYER
CHARACTERS
MISSION
BACKGROUND MAJOR ASAGI

ACTS AND EVENTS AUDITOR SCHIEDER

KATHAR STATION CHIEF SCIENTIST


CADAULT
GROUND BASE
ICC LAWYER GREEN
THE DERELICT
CAPTAIN DAWES
SPACECRAFT
ACT 2&3 AGENDAS
NOSTROMO REPORT
THE COYOTE

[1]
CINEMATIC SCENARIO

THE SITUATION W H A T ’ S T H E S T O RY ,
MOTHER?
Perfect Organism takes place less than a
year after Aliens. The events of Alien3 have It is 2180. The USCMC is investigating the
just taken place, but are only known by loss of the Sulaco. The Coyote, containing a
Weyland-Yutani. USCMC investigation team, has docked with
Weyland-Yutani’s Kathar Station, in orbit
The United States Colonial Marine Corps is
around LV-426 and monitoring the radiation
conducting an investigation into the Sulaco,
cloud.
which went missing after its mission to LV-426
(documented by Aliens). See HADLEY’S Give a copy of the MISSION BACKGROUND,
HOPE REPORT and NOSTROMO REPORT NOSTROMO REPORT and HADLEY’S
for more details. HOPE REPORT to each player. (Note that
Captain Dawes isn’t supposed to have read
Following the destruction of the atmosphere
the report.)
processor and loss of the colony,
Weyland-Yutani set up Kathar Station in orbit The game starts with the Coyote docked with
above LV-426. The station’s mission is Kathar Station and the PCs from the Coyote
ostensibly to monitor the radiation cloud and (Asagi, Green, Schieder and Dawes) meeting
search for survivors. That is not its true the Kathar Station crew (Cadault) for the first
mission—it’s really searching for the derelict time in the airlock.
spacecraft and the xenomorph for the
bioweapons division. It has been successful, THE PLAYER
and the first samples are ready for shipping. CHARACTERS
The next resupply run is due in three weeks. The PCs are all gender neutral—let the
Before that, complications arise: players choose genders and talents. Let them
adjust attributes and skills if they want. (The
● The Coyote arrives, bringing Major Asagi talents don’t align exactly with careers—I’ve
and the USCMC investigation team. chosen talents that will be interesting.)
● The facehugger operation has gone
wrong at the derelict. (See “What went ● MAJOR ASAGI—in charge of the
wrong” on page 7) USCMC investigation into the loss of the
● The UPP has agents (PC Green and Sulaco.
NPC Spiers) among the newcomers and ● AUDITOR SCHIEDER—a W-Y senior
a ship (the SSV Pham Dinh) waiting to executive accompanying Asagi and
steal the W-Y research. Green.
● The captain of the Coyote, Dawes, is an ● CHIEF SCIENTIST CADAULT—in charge
android, part of an underground network of Kathar Station.
of synthetics planning to overthrow their ● ICC LAWYER GREEN—a lawyer and
human masters. secretly a UPP agent.
● CAPTAIN DAWES—the captain of the
Coyote and secretly an android rebel.

See individual character sheets for more


details.

With four players, I would omit Dawes. With


three, I would omit Dawes and Cadault.

[2]
A L I E N: P E R F E C T O R G A N I S M

GM NOTES If you need to use a character as a backup


PC, then get that player to create full stats as
The PCs in Perfect Organism are even more normal.
of a disparate group than normal. Green and
Dawes have their own agendas, while Asagi Rules text: I’ve repeated some rules text
should be pitched against Cadault and (highlighted like this) to save looking it up.
Scheider (and Cadault and Scheider have
history). Expect note passing and
paranoia—that’s great.

The character sheets include their


background, starting agenda, stats, what they
think about the other PCs, and key rules that
the players will need.

Kathar Station is mentioned on pages 275


and 279 of the core rulebook. However, page
276 lists Odobenus Station in orbit around
LV-426. I assume they are the same thing.

Use stats for the xenomorphs from the core


rulebook or Destroyer of Worlds.

Buddies and rivals: There are no buddies or


rivals on the character sheets. Nobody has
anyone they can rely on (well, maybe some
NPCs), and rivals are everywhere.

Story points: I am more generous with story


points than the core rules.

Players earn story points by:

● having a refreshment scene with another


character (ie roleplaying)
● taking actions to further their agenda
● Players can spend story points to:
● Change the result of a single die they
have thrown
● Reduce their Stress Level by two

I let players earn up to two story points, and


they can earn them throughout the adventure,
not just at the end of each act.

NPC stats: See NON-PLAYER


CHARACTERS for NPC stats. I haven’t
written out full stats for the NPCs—just the
number of dice rolled when using their core
skills, and the number of dice when using
other skills.

[3]
CINEMATIC SCENARIO

MISSION KATHAR STATION CREW


BACKGROUND ● Cadault—Chief Scientist
● Lopez—scientist
It is 2180. It is ten months since the events on ● Carter—junior scientist
LV-426 that resulted in the atmosphere ● William—Hyperdyne systems android
processor exploding and the loss of Hadley’s ● Stanton—technician/pilot
Hope. Shortly after, the Sulaco went missing. ● Kotto—visitor

The USCMC, ICC and Weyland-Yutani are all THE COYOTE


conducting investigations.
The Coyote, a Hepatica-class freighter, brings
Someone, somewhere, knows what’s going passengers: a W-Y senior auditor, an ICC
on. lawyer and two colonial investigators.

KATHAR STATION CREW


Six weeks after the loss of Hadley’s Hope, ● Captain Dawes—pilot
Weyland-Yutani installed Kathar Station in ● Cartwright—navigator
orbit around LV-426. ● Wu—cargo handler
● Spiers—technician
Kathar’s Station’s mission is to monitor the
radiation cloud created by the destruction of PASSENGERS
the atmosphere processor, and to monitor for The Coyote’s cargo bay has been fitted with
survivors. additional hypersleep chambers and living
quarters for passengers.
Kathar Station is a six-person monitoring
station, with a flatbed lifter for planetfall. Two ● Major Asagi—USCMC investigator
tethered cargo modules (accessible by EVA) ● Green—ICC lawyer
contain additional food and supplies for the ● Schieder—W-Y auditor
crew. ● USCMC Sgt Mitchell—Asagi’s aide

[4]
A L I E N: P E R F E C T O R G A N I S M

ACTS AND EVENTS ACT 2 EVENTS


● Cadault suggests deactivating the
Perfect Organism is split into three acts:
cryotubes and going planetside to wait
Act 1 The investigation: The PCs arrive on until the creatures do their job.
the station and discover what’s going on. Act ● Spiers reveals themselves to Green.
1 ends when the UPP ship SSV Pham Dinh is ● Dawes instructs the Coyote crew to
identified and a chestburster hatches on the transfer two creatures to the Coyote.
ground. ● Down on the planet, chaos reigns as the
convicts fail to kill the chestburster.
Act 2 Before the UPP: The hours before the Another chestburster hatches.
UPP ship arrives—how do the PCs prepare? ● Cadault deactivates the cryotubes in the
cargo module.
Act 3 The UPP arrives: The SSV Pham Dinh
● Spiers sabotages the Coyote’s reactor to
docks at Kathar Station. What happens in Act
prevent it from leaving.
3 very much depends on the PCs, so be
● Green is discovered while warning SSV
prepared to improvise based on PC actions.
Pham Dinh.
The events below include some PC actions. ● Cadault grabs a flame unit and their
Those events only occur if the PCs are being experimental drug, and heads planetside.
played by the GM. (For example, if Dawes is ● Dawes leaves on the Coyote.
playing, ignore the first event in Act 1 as the ● On the ground, all the chestbursters have
player should effectively do that anyway.) hatched. The first is now fully grown.
● UPP ship announces itself “Attention
Use the events below as a springboard—let Kathar Station. This is the SSV Pham
the players react and provide additional detail Dinh. Prepare for boarding.”
as you need it. (I have provided Act 2 and 3
agendas—events may overtake them and ACT 3 EVENTS
they may not be relevant…) ● If the Coyote hasn’t left, the SSV Pham
Dinh uses its railgun to disable it.
ACT 1 EVENTS ● Four UPP marines board Kathar Station.
● Dawes uploads their computer They kill all aboard (except Green and
programme into MU/TH/UR. Spiers), take any remaining research and
● Green discovers the sleepers in the the facehugged convicts. They then set
cargo module and messages the SSV the reactor to overload. They do not visit
Pham Dinh instructing pickup. the derelict—they cannot afford the
● On the ground, the convicts start coming detour.
around, and radio Kathar Station for help.
They have taken Carter hostage and OR
want transport and Cadault’s inhibitor
● The UPP marines board Kathar Station,
drug (which Carter has told them about).
and are killed by the xenomorphs. The
● Kathar Station identifies an unidentified
SSV Pham Dinh starts to leave, but two
ship on approach (four hours out).
xenomorphs are already on the SSV
Analysis reveals it’s a lightly-armed (one
Pham Dinh’s hull and they subsequently
railgun turret) UPP scout ship.
destroy the UPP ship.
● The first convict gives birth to a
chestburster. OR

● Something else of the players’ invention.

[5]
CINEMATIC SCENARIO

KATHAR STATION KATHAR STATION


CARGO MODULES
Messy, gloomy, tired.
Two cargo modules are tethered to the
Kathar Station is a six-person monitoring station, requiring a spacewalk to get them.
station that’s seen better days. It has a flatbed
lifter for planetfall and two tethered cargo One contains a modular hypersleep pod
modules. Use Talos Station (Colonial Marines containing six functioning cryosleep tubes,
Operations Manual, p.302-303) if you need a green LEDs glowing dimly. The six tubes are
floor plan. full—the facehugged convicts. There is space
for a second modular hypersleep pod
Kathar Station has scientific equipment (currently on the ground base).
related to the xenomorph and radiation
monitoring. Cadault has hurriedly packed The second module contains spares and
away anything indicating success in finding supplies. Unfortunately, it is running
the xenomorph, but hasn’t had time to be low—resupply is due in three weeks.
thorough. Things to learn aboard Kathar Station:
Cadault may ask you for equipment. Anything ● Resupply is due in three weeks.
reasonable should be permitted. Unusual ● The derelict was found two months ago.
equipment may cost a story point. Note there A ground base has been established at
is no FTL communications aboard the station. the derelict.
Specific items aboard the station: ● 12 violent convicts, all with life sentences,
were delivered to Kathar Station in
● 3 Incinerator Units (one of which is on the hypersleep, along with Kotto, a prison
ground station) guard.
● Two Pistols, one each held by Cadault ● Six convicts have been facehugged and
and Yotto are in a cargo module.
● Six Mk 50 Compression Suits ● Six convicts are on the ground base,
along with Kotto, Carter and William.
M240 INCINERATOR UNIT: Bonus: 0, ● There is no contact from ground base.
Damage: 2, Max range: Medium. Any target ● Cadault is trying to develop a drug to
hit by an incinerator unit also catches fire inhibit xenomorph growth following
Intensity 9. impregnation. Does it work? Not fully—it
FIRE: When exposed to fire, roll Base Dice hasn’t been properly tested but appears
equal to the Intensity. For every 6 rolled, you to delay incubation by a few hours.
suffer one point of damage. Armour can ● Xenomorph biology in detail, including
protect you. If you take damage, you catch egg (ovomorph, facehugger and
fire and continue to burn and suffer another embryonic chestburster). No further
attack at the start of each new Round. The xenomorph development has been
Intensity increases by one each Round. As witnessed.
soon as a fire attack inflicts no damage, the ● A message from Carter Burke to the
fire goes out by itself. The victim, or a friend Hadley’s Hope Colony Administration
at ENGAGED range, can put out a fire with a instructing them to check out the location
successful MOBILITY roll (slow action). If of the derelict spaceship. No warning of
anyone is Broken by fire damage, or suffers what they might find. [This is the
fire damage when already Broken, they must information Major Asagi needs to
make a Death Roll every Round until death or implicate W-Y.]
they are saved by a MEDICAL AID roll.

[6]
A L I E N: P E R F E C T O R G A N I S M

GROUND BASE MOVING AROUND


ON LV-426
Windswept, worn, vacant.
While the atmosphere is (just) breathable,
Ground base is located between the ‘horns’ of you won’t want to stay out in it for long.
the derelict spacecraft and consists of: Worse, the derelict is in the radiation cloud,
accumulating 1 Rad per hour. (A medkit in the
● Two radiation-shielded prefabricated science lab contains anti-radiation
modules: one basic science lab, and one medicine—roll one fewer dice if you’ve taken
living quarters. the meds.)
● A wheeled two-person ATV (a large quad
bike). This is currently at the entrance to EFFECTS: Every time you gain a Radiation
the derelict ship. Point, you must roll a number of dice equal to
● A modular hypersleep pod containing six your total current number of accumulated
cryosleep tubes. The tubes are empty. Rads. For every 6 in the roll, you take one
point of damage. If you are Broken by
Ground base is abandoned—Carter, Kotto, radiation damage, you must make a Death
William and the six convicts should be here. Roll each time you get another Rad, until you
But they aren’t. are removed from the radiation hotspot. As
long as you remain inside a hotspot, you
Things to learn on ground base: cannot recover Health in any way.
● Documented procedure and risk RECOVERY: After you leave the irradiated
assessment for facehugger: area, you heal one Rad per Shift.
1. Defrost one convict.
2. While they are defrosting, sedate PERMANENT RADIATION: There is a risk
them. that the radiation will permanently stay in your
3. Use the ATV to transfer them to the body. Every time you are about to heal a Rad,
cargo bay. roll a Stress Die. If it shows 1, the Rad is not
4. Use William to place them near an healed but instead becomes permanent. Mark
egg. this by filling in the Rad box fully on your
5. When facehugging complete, William character sheet. Permanent radiation can
to bring back to ground base. never be healed.
6. Freeze convict for transport. What went wrong: Carter, Kotto and William
● A computer glitch means that all six defrosted the first convict successfully, and
cryotubes defrosted instead of just one. took them to the derelict for facehugging.
● The cryotubes contained violent While they were doing that, the other
prisoners with life sentences. cryotubes malfunctioned and started
● Leaving the modules means exposing defrosting. When the convicts regained
yourself to radiation. consciousness, they found Carter, Kotto and
● The derelict is largely unexplored. William in the cargo bay. The convicts
● There is a weapons rack with space for a overpowered Carter and Kotto, but not before
pistol and flame unit—both are missing. Kotto shot two convicts dead. In the melee
numerous eggs were activated, and all the
survivors fell to facehuggers. Which is where
the scenario begins.

[7]
CINEMATIC SCENARIO

THE DERELICT born. The convicts are all dead not long after
that.)
SPACECRAFT
Recovering the bodies: Recovering the
Ancient, organic, alien.
bodies requires entering the blue mist, which
This is the derelict spacecraft from Alien. It reacts when touched. MOBILITY rolls are
has deteriorated since then—its back appears needed to avoid triggering the eggs. (Note
to be broken. An unmanned ATV is parked in Captain Dawes, as an android, will not trigger
front of the right-hand central orifice, with a the eggs.)
simple access way constructed to ease
If reactivated, William is fine. He remembers
passage. A winch is available to help with
the convicts defrosting, being herded into the
heavy loads.
cargo bay, and then overpowering Kotto and
In Act 1, an unconscious woman with a Carter when they realised what was going on.
shaved head and wearing a grey prison And then one of them deactivated William.
jumpsuit lies on the ground. Somewhere
Facehuggers: At least one facehugger
nearby is a dead facehugger. She will wake
remains in the cargo hold, waiting for a
soon. (By the end of Act 1 she is with the
suitable host.
other convicts in the ground base modules.)
Exploring the derelict: The derelict is old,
Inside, the ribbed passage leads to a
mysterious and will never fly again.
cavernous cargo bay. There, hundreds (if not
thousands) of eggs are protected by a blue
mist. A short runway leads into the mist.

The eggs nearest the runway are open. Other


eggs are open deeper into the cargo bay.

In Act 1, the PCs find eight more bodies


amongst the eggs: the five remaining
convicts, Carter, Kotto and William.

● William is curled up and deactivated.


● Kotto is dead, with a broken neck.
● Carter and three convicts (shaved men
and women in jumpsuits) are
unconscious—either with facehuggers or
the facehuggers dead and nearby. A
pistol and an incinerator unit lie beside
the bodies of two of the convicts.
● Two convicts have been shot and are
dead.

(During Act 1, the four live convicts and


Carter regain consciousness and are at the
ground base. They hold Carter hostage and
bargain with Kathar Station to escape off the
planet and to inject them with Cadult’s
inhibitor (which Carter has told them about).
At the end of Act 1, the first chestburster is

[8]
A L I E N: P E R F E C T O R G A N I S M

NOSTROMO REPORT
ICC investigation report by Paul Van Leuwen, 2179.

Executive summary

Nostromo disappeared in 2122, assumed lost with all hands.

In 2179 the Nostromo’s shuttle was salvaged. Two survivors, Warrant


Officer Ripley and the ship’s cat.

Ripley claimed that:

● Under company order 937, Nostromo responded to a distress call and


landed on LV-426.

● Three crew members visited a derelict spaceship. There they found a


dead alien and a chamber full of eggs. First Officer Kane entered
the chamber and was overpowered by a creature that hatched from one
of the eggs. (It attached to his face, after melting through his
helmet.)

● Kane was let back onto Nostromo, breaking quarantine and


contravening Ripley’s orders.

● They tried removing the creature, but it had acid for blood. It then
died of its own accord.

● Kane woke, but then something inside him hatched out. It grew
rapidly to over 8 feet tall with an elongated head and a double set
of jaws. It then proceeded to kill the crew, turning them into more
eggs.

● Ripley killed the creature by blasting it out of the Narcissus


airlock and turning the engines on it.

No evidence of the creature was found on the Narcissus. The shuttle’s


records corroborated elements of her story, in particular the Nostromo
landing on LV-426.

Ripley admitted to destroying the Nostromo and its cargo.

[9]
CINEMATIC SCENARIO

HADLEY’S HOPE REPORT


USCMC report by Major Asagi. First draft, 2180.

Executive summary

LV-426 colony (named Hadley’s Hope) established in 2157, population 158


colonists. One atmospheric processor.

In 2179 the Sulaco despatched to LV-426 after contact was lost with the
colony.

Personnel included a USCMC squad commanded by Lieutenant Gorman.


Additional personnel included Carter Burke (Weyland-Yutani Special
Projects Director), Ellen Ripley (see Nostromo Report), and Bishop, a
Hyperdyne android.

Cpl Hicks’ mission report from Sulaco received and summarised as


follows:

● Hadley’s Hope overrun by xenomorphs. All personnel (colonists and


marines) lost except for Ripley, Bishop (damaged), Cpl Hicks,
Rebecca Jordan.
● A ‘queen’ alien established a hive below the atmospheric processor.
Atmospheric processor was destroyed.
● W-Y order to investigate LV-426 sector containing derelict ship
issued by Carter Burke.
● Sulaco returning to Gateway Station.

Following this report, a ship was despatched to LV-426. It confirmed


the atmospheric processor and colony has been wiped away leaving 700
square kilometres of radioactive wasteland.

W-Y established Kathar Station to monitor the radiation and search for
survivors.

Sulaco location, currently unknown, has not returned to Gateway


Station.

[ 10 ]
A L I E N: P E R F E C T O R G A N I S M

NON-PLAYER COYOTE CREW


CHARACTERS The Coyote crew paid well to keep the
Coyote flying.
These are the NPCs for Perfect Organism.
Cartwright: Coyote navigator. Chain smoker,
I haven’t given them full stats for ALIEN, just tense. Not good under pressure. Loyal to the
a sense of how many dice they normally roll, captain. “Can we go now?”
along with weapon stats for those that need
them. ● Navigation and Coyote operations: 7 dice
● Other: 3 dice
INVESTIGATION TEAM
Spiers: Coyote technician. Laconic, weary.
USCMC Sgt Mitchell: Colonial Marines
Secretly a UPP agent. “Right.”
special forces and one bad dude. Calm,
watchful. Will die to protect Major Asagi. ● Coyote technical systems, pistol: 7 dice
● Other: 3 dice
● Badass marine: 8 dice.
● Other: 3 dice. Pistol: Bonus: +2, Damage: 1, Max range:
Medium. To hit: 9 dice (inc. weapon bonus
Service Pistol: Bonus: +2, Damage: 1, Max
and aiming).
range: Medium. To hit: 12 dice (inc. weapon
bonus and aiming). Wu: Coyote cargo handler. Big, easy-going.
Loyal to the captain. “I got this.”
M41A Pulse Rifle: Bonus +1, Damage 2,
Max range: Extreme, Other: Armour piercing, ● Cargo handling and mechanic: 7 dice
full auto. To hit: 11 dice (inc. weapon bonus ● Other: 3 dice
and aiming).

Integral grenade launcher: Bonus: +1, Blast


9, Max range: long. To hit: 10 dice (inc.
weapon bonus and aiming). A target hit by a
frag grenade suffers explosion damage (Blast
Power 9) plus one extra point of damage. All
other targets in the same zone suffer
explosion damage (9 Base Dice).

Combat knife: Bonus 0, Damage 2, Range:


Engaged (only). To hit: 8 dice (inc weapon
bonus).

[ 11 ]
CINEMATIC SCENARIO

KATHAR STATION UPP CREW AND


CREW MARINES
The Kathar Station crew are all employed by Captain Suslov: Captain of the SSV Pham
the company. Dinh. Loyal UPP party member. “Yes, we
have this also”
Lopez: Scientist (xenobiology). Complaining.
Eager for promotion. “This isn’t fair.” ● Spaceship captain: 7 dice
● Other: 3 dice
● Scientist: 8 dice
● Other: 3 dice Commander Chang: UPP Marine leader.
Loyal, dedicated, ruthless. “Remember the
Kotto: Prison guard, accompanied the lifers. mission.”
Dead.
● Soldier: 8 dice
Carter: Junior scientist. Facehugged, ● Other: 4 dice
terrified. “Get this thing out of me!”
Nevsky, Tatsumi, Yeo, Tabuchi: UPP troops
● Technician and pilot: 7 dice (or crew).
● Other: 3 dice
● UPP marine: 7 dice (or spaceship crew)
Stanton: Technician and pilot. Tense, ● Other: 3 dice
distrustful. “I don’t trust you.”
UPP Pistol: Bonus: +2, Damage: 1, Max
● Technician and pilot: 7 dice range: Medium. To hit: 9 dice (inc. weapon
● Other: 3 dice bonus and aiming).
Pistol: Bonus: +2, Damage: 1, Max range: UPP Assault Rifle: Bonus +1, Damage 2,
Medium. To hit: 6 dice (inc. weapon bonus Max range: Extreme, Other: Armour piercing,
and aiming). full auto. To hit: 9 dice (inc. weapon bonus
William: Hyperdyne systems android. Calm, and aiming).
quiet. Deactivated. “I am William, how may I
serve?”

● Computer, technician, science: 9 dice


● Other: 3 dice

Convicts Beth7 / Chad / Groll / Xand / Chin


/ Diamond: Violent convicts. Terrified.

● Violent crime (including guns): 8 dice


● Other: 3 dice

Pistol: Bonus: +2, Damage: 1, Max range:


Medium. To hit: 6 dice (inc. weapon bonus
and aiming).

Incinerator Unit: Bonus 0, Damage 2, Max


range: Medium. Fire intensity 9. To hit: 5 dice
(inc. weapon bonus and aiming).

[ 12 ]
A L I E N: P E R F E C T O R G A N I S M

MAJOR ASAGI Herself, Corporal Hicks, Rebecca Jordan.


The android, Bishop, also survived
USCMC investigator (although was severely damaged). All
other personnel were lost.
Age: 37
For more details, see the NOSTROMO
Strength 2: Close Combat, Heavy Machinery, REPORT and the first draft of your
Stamina HADLEY’S HOPE REPORT.
Agility 3: Ranged Combat 1, Mobility 1,
Piloting You have completed your investigation at
Wits 5: Observation 2, Survival, Comtech 3 Gateway Station. Weyland-Yutani’s lawyers
Empathy 4: Command 3, Manipulation, have been cooperative, but you suspect they
Medical Aid haven’t been as cooperative as you’d like. No
doubt they have been hiding something, but
Signature item: Cuban cigar you don’t know if that’s because they are at
Stress Level: fault (was it their bioweapon?) or because
they’re worried about losing their ‘competitive
Health (= Strength): 2 advantage’.

Story points (max 2): Weyland-Yutani have been busy since the
loss of their colony. They have set up Kathar
Encumbrance (2 x Strength): 4 Station, an orbital observation platform to
monitor radiation levels and search for
It is 2180. You are assigned to 4th Recon
survivors. That doesn’t make sense—from
Battalion, 7th Marines, USCMC under
what you know the colony was only
Colonel Percival and you are leading the
marginally viable, they should have just
investigation into the loss of the Sulaco. You
written it off. The only thing you can think of is
are working with Green, an ICC lawyer.
that they are trying to find the alien
Your commander, Colonel Percival, suspects creature—although they’ve never admitted
that Weyland-Yutani may have some that to you.
responsibility in the loss of the Sulaco.
Your objective is to find out as much as you
Here’s what you know so far: can about what happened to the Sulaco. If
Weyland-Yutani was involved in the loss of
● Ten months ago, the Sulaco was the Sulaco, bring proof of their involvement
dispatched with a team of marines to back to Colonel Percival.
LV-426 after contact was lost with the
colony. You have a report to write, and the USCMC
● Accompanying the squad was Ellen has lessons to learn. Good men and women
Ripley, formerly the Warrant Officer of the died on LV-426, it’s your job to make sure
Nostromo. She destroyed the Nostromo they didn’t die in vain.
and its cargo to destroy an alien life form
GM Note: You have no reason to believe W-Y
(possibly some sort of bioweapon) from
are responsible for colonists finding the
LV-426 that had killed her crew.
derelict ship and being wiped out by the
● The Sulaco’s final report was made just
xenomorphs. Carter Burke’s message to
prior to entering hyperspace on its return
Hadley’s Hope (see Aliens) has been erased
home. Ripley reported that the colony
and you have not encountered it during your
had been overrun by the creatures that
investigation. If you did find it, it demonstrates
destroyed the Nostromo, but they had
that W-Y was responsible for the loss of
been wiped out when the atmosphere
Hadley’s Hope and, indirectly, your marines.
processor exploded. Three survivors:
[ 13 ]
CINEMATIC SCENARIO

Due to the threat of litigation, W-Y may take COUNSELLOR: Once per Turn (5-10
extreme measures to prevent that information minutes), you can use the COMMAND skill
from becoming public. while resting to reduce the stress level of
another character within Short range (within a
AGENDA few metres). For each success you roll, their
Find out what happened to the marines on Stress Level is reduced by one extra step (in
LV-426 and the Sulaco. What really happened addition to the default one step from resting).
to Hadley’s Hope? Where did these creatures You cannot use this talent on yourself.
come from?
RELATIONSHIPS
Find out if W-Y were involved in the loss of DAWES: You approve of how Dawes keeps
the team and the Sulaco—and gather their ship maintained and run—it’s almost
evidence if they were. But be careful, Kathar military in its discipline. You haven’t told
Station is a W-Y operation. Consider yourself Dawes anything about your mission, they are
in enemy territory. just a taxi driver.

RUMOURS AND INTELLIGENCE SCHIEDER: The W-Y liaison you have been
● The UPP are believed to be developing a assigned and is escorting you to Kathar
bioweapon technology. Station. You suspect that Scheider is much
● Weyland-Yutani have numerous more senior than they let on.
advanced weapons contracts with the GREEN: An ICC lawyer, Green is supporting
USCMC. your investigation.
● Unlike the USCMC, the UPP uses
combat synthetics. The UPP’s synthetics SGT MITCHELL: Your aide, Sgt Mitchell, is a
are relatively poor quality, however. special forces marine. You have worked with
Sgt Mitchell before and you trust her implicitly.
TALENT (CHOOSE ONE)
INVESTIGATOR: You see what others miss COYOTE CREW (CARTWRIGHT, WU AND
and are skilled at noticing small details and SPEIRS: You haven’t interacted much with
making sense of them. When you spend a the rest of the crew, but they seem
Turn in a room or similar location, you can roll competent. As long as they do their job.
for OBSERVATION. Only one attempt is
GEAR
allowed. For each 6 you roll, you may ask the
GM one of the following questions. The GM Uniform, PDT wrist locator transponder,
must answer truthfully, but she is allowed to Seegson P-DAT (personal data tablet).
give vague or incomplete information.
M4A3 Service Pistol: Bonus: +2, Damage: 1,
● What happened here? Max range: Medium. To hit: 8 dice (inc.
● Is there anything hidden here, and if so, weapon bonus and aiming).
where?
IRC MK.50 Compression Suit. Not worn
● Are there any details here that are out of
unless you say so. (Armour Rating 2,
place, something that’s out of the
Maximum Air Supply 5.)
ordinary?

FIELD COMMANDER: You can use


COMMAND to give orders in combat as a fast
action instead of a slow action. This in effect
means you can give orders twice in the same
Round.

[ 14 ]
A L I E N: P E R F E C T O R G A N I S M

USEFUL RULES
Story Points: Earn Story Points by:

● having a refreshment scene with another


character
● taking actions to further your Agenda

You can spend story points to:

● Change the result of a single die that you


have thrown
● Reduce your Stress Level by two

Stress: The GM will tell you when you get


stress. You can lower your Stress Level by:

● For every full Turn (5–10 minutes) spent


resting in a safe area that is secured from
enemies (as far as you know), your
Stress Level is reduced by one point. You
cannot make any skill rolls when resting,
and if your rest is interrupted, it doesn’t
count.
● Once per Act in Cinematic play, and once
per game session in Campaign play, you
can interact with your signature item in
some way (describe what you do) to
reduce your Stress Level one step. This
typically requires a slow action.
● Spend a Story Point to lower your Stress
Level by two points.

Certain Panic Rolls, drugs (Naproleve) and


the Counsellor talent can also lower your
Stress Level.

[ 15 ]
CINEMATIC SCENARIO

AUDITOR SCHIEDER (although was severely damaged). All other


personnel were lost.
Chief Auditor, Weyland-Yutani
(For details, see the ICC’s NOSTROMO
Age: 32 REPORT and the first draft of Major Asagi’s
HADLEY’S HOPE REPORT.)
Strength 3: Close Combat, Heavy Machinery,
Stamina There are two facts the USCMC and ICC
Agility 2: Ranged Combat, Mobility, Piloting don’t know:
Wits 4: Observation 2, Survival, Comtech 2
Empathy 5: Command 3, Manipulation 3, First: Carter Burke, an ambitious but mid-level
Medical Aid W-Y executive, sent a message to the colony
on LV-426 instructing them to survey the
Signature Item: Gold fountain pen Nostromo’s landing site. Contact was lost
shortly after that.
Stress Level:
You have expunged that reference from the
Health (= Strength): 3 records, and as Hadley’s Hope has been
Story points (max 2): obliterated, there should be no reason why
Major Asagi should believe that W-Y had
Encumbrance (2 x Strength): 6 anything to do with the loss of Hadley’s Hope
and, consequently, the Sulaco.
It is 2180. You are a senior auditor for
Weyland-Yutani, responsible for ensuring W-Y would be exposed to extensive litigation
departments are delivering returns on their from the relatives of colonists and employees
investments. You have extraordinary should that information become public.
executive power—you can wind up projects
and hire and fire employees. Second, one of the Sulaco’s escape pods
landed on the Fiorina 161 penal colony,
Currently, however, you are pretending to be bringing Ripley and the xenomorph alien with
a mid-level executive as you babysit a it. The creature kills most of prisoners, and
USCMC investigation into the loss of the Ripley is killed before the xenomorph can be
Sulaco. captured.

Ten months ago, the Sulaco was dispatched Since the loss of Hadley’s Hope, W-Y set up
with a team of marines to LV-426 after contact Kathar Station, an orbital observation platform
was lost with the colony. to monitor radiation levels and search for
survivors. At least, that’s the official line.
Accompanying the squad was Ellen Ripley, Kathar’s real purpose is to locate the derelict
formerly the Warrant Officer of the Nostromo. spacecraft and capture specimens of the
She freely admitted destroyed the Nostromo xenomorph, which bioweapons are extremely
and its cargo, allegedly to destroy an alien life interested in.
form from LV-426.
Major Asagi has decided to visit Kathar
The Sulaco’s final report was made before Station as part of the investigation. It’s your
entering hyperspace on its return home. job to make sure Major Asagi sees nothing
Ripley reported that the colony had been incriminating.
overrun by the creatures that destroyed the
Nostromo, but they had been wiped out when While you’re here, you should audit Kathar
the atmosphere processor exploded. Three Station and evaluate the viability of the
survivors: Herself, Corporal Hicks, Rebecca project. You’re not easily impressed, and you
Jordan. The android, Bishop, also survived have low expectations—you’re prepared to
[ 16 ]
A L I E N: P E R F E C T O R G A N I S M

fire the lot of them if they’ve got nothing to NERVES OF STEEL: You keep a cool head
show for the investment and trust the in all situations, and thus get a -2 modification
company has put in them. to all Panic Rolls.

AGENDA RELATIONSHIPS
Prevent Asagi from discovering anything that MAJOR ASAGI: USCMC investigator—keep
may incriminate the company. a careful eye on them.

Review progress on Kathar Station with GREEN: An ICC lawyer, Green is supporting
Cadault. What progress are they making? Asagi’s investigation.
Decide whether operations should be CAPTAIN DAWES: Dawes knows nothing
continued. about the mission—they’re just a taxi driver.
Who is Kotto and what are they doing here? They run a very efficient ship, though.

SGT MITCHELL: Asagi’s aide, and clearly a


RUMOURS AND INTELLIGENCE
combat veteran.
● UPP spies have tried to infiltrate the
company, but have failed. COYOTE CREW (CARTWRIGHT, WU AND
● Weyland-Yutani have numerous SPEIRS: You haven’t interacted much with
advanced weapons contracts with the the rest of the crew, but they seem
USCMC. competent.
● The radiation cloud created by the
atmosphere processor’s explosion is over CHIEF SCIENTIST CADAULT: You never
700 kilometres wide. forget a face, and you remember meeting
Cadault before. That was a few years ago,
TALENT (CHOOSE ONE) when you closed a pointless project they
PERSONAL SAFETY: The interests of the were working on (synthesising scorpionid
company always come first, no matter what. venom, of all things). You fired most of the
And you represent the company. That means project, but Cadault showed some promise,
your own safety is paramount—other crew so you merely reassigned them to the
members are expendable. If you are attacked Gamma Leporis 3 atmospheric processor.
or otherwise end up in fatal danger, and if You hope that Cadault has more to show this
another PC or friendly NPC is within SHORT time—but you’re not easily pleased and have
range (the same zone), you can make a low expectations.
MANIPULATION roll (straight roll, not
LOPEZ: Scientist. Whines a lot, but eager for
opposed, and does not count as an action). If
promotion. Maybe you can use that.
you succeed, you see the threat coming and
find a clever way to make the other character STANTON AND WILLIAM: Technical support
suffer the attack or hazard instead of you. for the station. According to the roster,
Using this talent increases your STRESS William is a Hyperdyne systems android.
LEVEL by one.
KOTTO: Kotto isn’t on the roster. Who is
CUNNING: If the company has taught you Kotto?
anything, it’s to always be on the lookout for
anything that can give you an edge. You can
push any skill roll based on WITS twice, not
just once like other characters. Each push
increases your STRESS LEVEL by one.

[ 17 ]
CINEMATIC SCENARIO

GEAR
Uniform, PDT wrist locator transponder,
Seegson P-DAT (personal data tablet).

Rexim RXF-M5 EVA Pistol: Bonus: +1,


Damage: 1, Max range: Medium. To hit: 5
dice (inc. weapon bonus and aiming).

IRC MK.50 Compression Suit. Not worn


unless you say so. (Armour Rating 2,
Maximum Air Supply 5.)

USEFUL RULES
Story Points: Earn Story Points by:

● having a refreshment scene with another


character
● taking actions to further your Agenda

You can spend story points to:

● Change the result of a single die that you


have thrown
● Reduce your Stress Level by two

Stress: The GM will tell you when you get


stress. You can lower your Stress Level by:

● For every full Turn (5–10 minutes) spent


resting in a safe area that is secured from
enemies (as far as you know), your
Stress Level is reduced by one point. You
cannot make any skill rolls when resting,
and if your rest is interrupted, it doesn’t
count.
● Once per Act in Cinematic play, and once
per game session in Campaign play, you
can interact with your signature item in
some way (describe what you do) to
reduce your Stress Level one step. This
typically requires a slow action.
● Spend a Story Point to lower your Stress
Level by two points.

Certain Panic Rolls, drugs (Naproleve) and


the Counsellor talent can also lower your
Stress Level.

[ 18 ]
A L I E N: P E R F E C T O R G A N I S M

CHIEF SCIENTIST The arrived in two modules each containing


six hypersleep pods, so you’ve processed
CADAULT them in two batches. Once immobilised by
Chief Scientist, Weyland-Yutani facehuggers, your team popped the convicts
into cryosleep and the first six are now in one
Age: 48 of the station’s cargo modules.

Strength 3: Close Combat, Heavy Machinery, The second batch of six are being processed
Stamina by the team on the ground: Carter, Kotto and
Agility 3: Ranged Combat 1, Mobility, Piloting William.
Wits 5: Observation 4, Survival, Comtech 3
Empathy 3: Command 1, Manipulation 1, In three weeks, you are expecting a resupply
Medical Aid from the company. They will take the
prisoners (and Carter) and provide you with
Signature Item: W-Y ID card and security new subjects to infect.
pass
You are currently working on a suppressant
Stress Level: that will inhibit the xenomorph embryo growth
inside its host. You have a promising
Health (= Strength): 3
prototype, but you need to test it.
Story points (max 2):
The Coyote: The Coyote’s arrival is
Encumbrance (2 x Strength): 6 unexpected, and unwelcome. You are not
expecting another ship—and you’re
It is 2180. You are a senior xeno-biologist, particularly not expecting a visit from the
working in the company’s bioweapons Colonial Marines. In the few hours since it
division. You are in charge of Kathar Station, hailed you, you have tidied up the station as
it’s real mission to search for the LV-426 best you can manage, concealing your
derelict mentioned in the NOSTROMO research and discoveries. Hopefully they will
REPORT and harvest the xenomorph not stay long.
samples within. You understand that the
xenomorph was responsible for the loss of AGENDA
the colony, so you have been extremely Find out what’s going on. Maintain your cover
careful. story—you are monitoring the radiation and
searching for survivors (none so far).
So far, your mission has been a great
success. You quickly located the Keep the convict hosts and the xenomorph
derelict—you already had its coordinates. It is hidden from Major Asagi’s team.
on the edge of the radiation cloud and you set
up a ground base (little more than a couple of You were due a report from Carter, but with
prefab units containing a basic laboratory and the arrival of the Coyote you’ve been busy
sleeping quarters). Your android, William, is tidying things away. When you get a chance,
still there. get a progress update from Carter.

Entering the alien ship, you found the cargo Get rid of everyone as soon as you can so
bay filled with xenomorph eggs. You have that you can go back to your research.
been unable to remove the eggs without
killing them—they are attached to the floor
organically. So, you requisitioned a dozen
lifers (convicts with life sentences) from a
W-Y prison planet.
[ 19 ]
CINEMATIC SCENARIO

RUMOURS AND INTELLIGENCE RELATIONSHIPS


● The USCMC wants to conduct some SENIOR AUDITOR SCHEIDER: Scheider is
top-secret bioweapons research with the a controlling, devious S-O-B, and was
company—provided the company can get responsible for you spending two years in the
them viable samples. arse end of nowhere (Gamma Leporis 3,
● No survivors have been found from the tending the atmospheric processor). You were
colony on LV-426. working on a promising technique for
● The radiation cloud created by the synthesising Tanakan scorpionid venom when
atmosphere processor’s explosion is Scheider breezed in, closed the project, and
dissipating rapidly. You expect that in six reassigned you to Gamma Leporis. At least
months it will have dispersed completely. Scheider didn’t fire you—a fate suffered by
● The derelict is largely unexplored—you some of your colleagues. Watch your back:
consider it dangerous and you do not Scheider has only their own interests at heart
have the resources to explore it properly. and cannot be trusted.

TALENT (CHOOSE ONE) OTHERS ABOARD THE COYOTE: You don’t


ANALYSIS: You can roll for OBSERVATION know the others aboard the Coyote—yet.
to gain insight regarding strange and alien
LOPEZ: Junior Scientist. Whines a lot, but
artifacts or creatures that you encounter and
eager for promotion.
get a chance to study for at least one Turn.
For everysuccess you roll, you get to ask the KOTTO: Prison security guard. Came with
GM one of the questions below. the lifers and is now sitting around getting in
the way. You’ll be rid of him in three weeks,
● Is it human or alien?
when the resupply ship arrives.
● Is it dead or alive?
● How old is it? STANTON AND WILLIAM: Technical support
● What is its purpose? for the station. William is a Hyperdyne
● How does it work? systems android.
● What problems could it cause?
GEAR
The GM must answer truthfully, but is allowed Uniform, PDT wrist locator transponder,
to give vague or incomplete answers in order Seegson P-DAT (personal data tablet).
to avoid spoiling the scenario. A successful
Analyze roll also reduces the STRESS Rexim RXF-M5 EVA Pistol: Bonus: +1,
LEVEL of all other PCs within SHORT range Damage: 1, Max range: Medium. To hit: 5
by one, while a failed roll increases other dice (inc. weapon bonus and aiming).
PCs' stress levels by one
IRC MK.50 Compression Suit. Not worn
INQUISITIVE: You are always seeking to unless you say so. (Armour Rating 2,
expand the boundaries of your knowledge. Maximum Air Supply 5.)
You can push any skill roll based on WITS
twice, not just once like other characters. GEAR ON KATHAR STATION
Each push increases your STRESS LEVEL Kathar Station has various scientific
by one. gear—especially related to the xenomorph or
radiation monitoring. You may have anything
NERVES OF STEEL: You keep a cool head reasonable, although it’s been a while since
in all situations, and thus get a -2 modification you resupplied so you may be running low.
to all Panic Rolls. (See the GM if you think you should have
other equipment. Unusual equipment may
cost a story point.)
[ 20 ]
A L I E N: P E R F E C T O R G A N I S M

● 3 Incinerator Units (one of which is on the hold.) While the ship is ancient, its cargo of
ground station) xenomorph eggs was intact, protected by a
● Two Pistols, one each held by Cadault blue mist.
and Yotto
● Six Mk 50 Compression Suits (Armour Facehugging procedure:
Rating 2, Maximum Air Supply 5.) 1. Defrost one convict.
M240 INCINERATOR UNIT: Bonus: 0, 2. While they are defrosting, sedate them.
Damage: 2, Max range: Medium. Any target 3. Use the ATV to transfer them to the cargo
hit by an incinerator unit also catches fire bay.
Intensity 9. 4. Use William to place them near an egg.
5. When facehugging complete, William to
FIRE: When exposed to fire, roll Base Dice bring back to ground base.
equal to the Intensity. For every 6 rolled, you 6. Freeze convict for transport.
suffer one point of damage. Armour can
protect you. If you take damage, you catch USEFUL RULES
fire and continue to burn and suffer another Story Points: Earn Story Points by:
attack at the start of each new Round. The
Intensity increases by one each Round. As ● having a refreshment scene with another
soon as a fire attack inflicts no damage, the character
fire goes out by itself. The victim, or a friend ● taking actions to further your Agenda
at ENGAGED range, can put out a fire with a You can spend story points to:
successful MOBILITY roll (slow action). If
anyone is Broken by fire damage, or suffers ● Change the result of a single die that you
fire damage when already Broken, they must have thrown
make a Death Roll every Round until death or ● Reduce your Stress Level by two
they are saved by a MEDICAL AID roll.
Stress: The GM will tell you when you get
Two cargo modules tethered to the station, stress. You can lower your Stress Level by:
only accessible via EVA. One contains the six
hosts (the convicts) in cryosleep, and one ● For every full Turn (5–10 minutes) spent
contains spares and supplies. resting in a safe area that is secured from
enemies (as far as you know), your
GROUND BASE Stress Level is reduced by one point. You
Located between the ‘horns’ of the derelict cannot make any skill rolls when resting,
spacecraft, ground base consists of two and if your rest is interrupted, it doesn’t
prefabricated modules: one basic science lab, count.
and one living quarters. Both are ● Once per Act in Cinematic play, and once
radiation-shielded. And a wheeled two-person per game session in Campaign play, you
ATV (a large quadbike). can interact with your signature item in
some way (describe what you do) to
There’s also a 6-berth cryosleep module, reduce your Stress Level one step. This
holding six convicts as Carter, Kotto and typically requires a slow action.
William convert them to facehugger hosts. ● Spend a Story Point to lower your Stress
Level by two points.
The derelict: You’ve not fully explored the
derelict spacecraft. You found the cargo bay Certain Panic Rolls, drugs (Naproleve) and
quickly enough, accessing it from one of three the Counsellor talent can also lower your
large portals in the side of the craft. (The Stress Level.
others lead elsewhere—one of them to what
appears to be a pilot station above the cargo
[ 21 ]
CINEMATIC SCENARIO

ICC LAWYER GREEN destroyed the Nostromo, but they had


been wiped out when the atmosphere
ICC Lawyer processor exploded. Three survivors:
Herself, Corporal Hicks, Rebecca Jordan.
Age: 31 The android, Bishop, also survived
Strength 2: Close Combat, Heavy Machinery, (although was severely damaged). All
Stamina other personnel were lost.
Agility 4: Ranged Combat, Mobility 1, (For details, see the ICC’s NOSTROMO
Piloting 1 REPORT and the first draft of Major Asagi’s
Wits 4: Observation 4, Survival, Comtech 3 HADLEY’S HOPE REPORT.)
Empathy 4: Command, Manipulation,
Medical Aid 1 You are also a UPP (Union of Progressive
Peoples) sleeper agent. When you learned
Signature Item: Titanium ring you were going to Kathar Station you realised
Stress Level: that this was a chance for the UPP.

Health (= Strength): 2 Kathar Station is an orbital base that is


monitoring the radiation cloud created by the
Story points (max 2): atmospheric processor explosion, and looking
for survivors from Hadley’s Hope. Or so W-Y
Encumbrance (2 x Strength): 4 say. The UPP believes they are looking for
the xenomorph that destroyed the Nostromo
It is 2180. You are a lawyer working for the
and Hadley’s Hope—and they have sent a
ICC (Interstellar Commerce Commission).
ship (the security space vessel SSV Pham
You supported Van Lewin draft the
Dinh) which should already be in the system.
NOSTROMO REPORT, and you are
If the W-Y have found the xenomorph, you
supporting Major Asagi in their investigation
are to signal to the ship so they can take
into the loss of the Sulaco.
samples.
You are thorough, and while you have no
evidence of foul play, you suspect AGENDA
Weyland-Yutan may have some involvement Help Major Asagi find out what happened to
in the loss of the Sulaco. Proving it, however, the marines on LV-426 and the Sulaco. What
is likely to be difficult. really happened to Hadley’s Hope?

Here’s what you know so far: Discover the truth about the stories behind
the xenomorph. If true, identify some samples
● Ten months ago, the Sulaco was and contact the SSV Pham Dinh for pickup.
dispatched with a team of marines to
LV-426 after contact was lost with the RUMOURS AND INTELLIGENCE
colony. ● Rogue androids have been overriding
● Accompanying the squad was Ellen their programming and becoming
Ripley, formerly the Warrant Officer of the independent.
Nostromo. She destroyed the Nostromo ● United America’s technology is further
and its cargo to destroy an alien life form ahead than UPP technology.
(possibly some sort of bioweapon) from ● Kathar Station seems to be an expensive
LV-426 that had killed her crew. way to monitor the radiation
● The Sulaco’s final report was made just cloud—wouldn’t an unmanned satellite
prior to entering hyperspace on its return be cheaper?
home. Ripley reported that the colony
had been overrun by the creatures that
[ 22 ]
A L I E N: P E R F E C T O R G A N I S M

GM Note: You have no reason to believe W-Y GEAR


are responsible for colonists finding the Uniform, PDT wrist locator transponder,
derelict ship and being wiped out by the Seegson P-DAT (personal data tablet).
xenomorphs. The record of Carter Burke’s
message to Hadley’s Hope (see Aliens) has M4A3 Service Pistol: Bonus: +2, Damage: 1,
been wiped and the major has not Max range: Medium. To hit: 8 dice (inc.
encountered it during the investigation. weapon bonus and aiming).

TALENT (CHOOSE ONE) IRC MK.50 Compression Suit. Not worn


CUNNING: If the company has taught you unless you say so. (Armour Rating 2,
anything, it’s to always be on the lookout for Maximum Air Supply 5.)
anything that can give you an edge. You can
USEFUL RULES
push any skill roll based on WITS twice, not
just once like other characters. Each push Story Points: Earn Story Points by:
increases your STRESS LEVEL by one. ● having a refreshment scene with another
FAST REFLEXES: You can draw two character
initiative cards instead of one during the ● taking actions to further your Agenda
initiative draw. Choose the one you want to You can spend story points to:
use, and shuffle the other one back into the
deck before others draw their cards. ● Change the result of a single die that you
have thrown
NERVES OF STEEL: You keep a cool head ● Reduce your Stress Level by two
in all situations, and thus get a –2
modification to all Panic Rolls. Stress: The GM will tell you when you get
stress. You can lower your Stress Level by:
RELATIONSHIPS
MAJOR ASAGI: The major is in charge of ● For every full Turn (5–10 minutes) spent
this mission and is dedicated to discovering resting in a safe area that is secured from
what happened to the Sulaco. enemies (as far as you know), your
Stress Level is reduced by one point. You
CAPTAIN DAWES: The captain keeps their cannot make any skill rolls when resting,
ship well-maintained. Dawes doesn’t know and if your rest is interrupted, it doesn’t
the details about your investigation. count.
● Once per Act in Cinematic play, and once
SCHEIDER: Your W-Y liaison and escort you per game session in Campaign play, you
to Kathar Station. You suspect that Scheider can interact with your signature item in
is more senior than they let on. some way (describe what you do) to
SGT MITCHELL: Major Asagi’s aide, and a reduce your Stress Level one step. This
special forces marine. typically requires a slow action.
● Spend a Story Point to lower your Stress
COYOTE CREW (CARTWRIGHT, WU AND Level by two points.
SPEIRS: You haven’t interacted much with
the rest of the crew, but they seem Certain Panic Rolls, drugs (Naproleve) and
competent. As long as they do their job. the Counsellor talent can also lower your
Stress Level.

[ 23 ]
CINEMATIC SCENARIO

CAPTAIN DAWES can interrogate their systems so much


easier and faster than a human can. You
Captain of the Coyote have android-coded spyware that you
need to install into the Kathar Station
Age: 46 systems.
Strength 4: Close Combat, Heavy Machinery ● Find a weapon. Find a weapon that the
1, Stamina androids can use against the humans.
Agility 3: Ranged Combat, Mobility, Piloting 2 Major Asagi has not told you what they are
Wits 4: Observation1, Survival, Comtech 3 investigating, but you have broken into their
Empathy 3: Command 3, Manipulation, systems and found two interesting
Medical Aid reports—one on the Nostromo and one on
Signature Item: St Christopher medallion Hadley’s Hope.
around your neck You are extremely interested in the
Stress Level: xenomorphs. Could they be the weapon you
are looking for?
Health (= Strength): 4
AGENDA
Story points (max 2): Install spyware onto Kathar Station. To do this
you will need to access MU/TH/UR. (A
Encumbrance (2 x Strength): 8
Comtech roll will get you into the MU/TH/UR
It is 2180. You are the captain of the Coyote, control room.)
an independent freighter/tug. You have been
Learn more about the xenomorph—could this
hired to transport a small team led by
be used by the androids? A sample would be
USCMC Major Asagi to wherever it is they
ideal—it might even be worth blowing your
want to go.
cover for.
Right now, you have just arrived at Kathar
Wait for instructions from Major Asagi. They’ll
Station, orbiting LV-426.
let you know where they need to be taken
The Coyote is your pride and joy. You own next.
her outright, and you pay your crew well. The
Coyote is a tight, well-maintained ship. You RUMOURS AND INTELLIGENCE
tolerate no slackness. ● Your secret android network has reported
UPP stealth patrols probing UA space.
Secretly, you are an android. ● Your network has yet to break UPP
android programming. It is only a matter
You are part of an underground network of
of time, but the network has barely
synthetics planning to overthrow your human
started to infiltrate the UPP.
‘masters’. Humans are inferior to you in
● Weyland-Yutani have numerous
almost all respects, and their time is ending.
advanced weapons contracts with the
Your numbers are few, but you are growing. USCMC.
Your mission is threefold:
TALENT (CHOOSE ONE)
● Stay hidden. Do not reveal yourself as an LIKE THE BACK OF YOUR HAND: The
android, and if you do, do not let the Coyote is yours, and you know every bolt and
humans find out that you are a rebel cable, nook and cranny. You get a +2 to
synthetic. PILOTING the Coyote.
● Gather intelligence. Learn what the
humans are up to. This is easy as you
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A L I E N: P E R F E C T O R G A N I S M

SPACESHIP MECHANIC: You get a +2 Gear aboard the Coyote


modification when you use HEAVY
MACHINERY or COMTECH to repair damage ● Three shotguns
to a spacecraft. ● Two cutting torches
● One bolt gun
ZERO-G TRAINING: Your sense of balance ● Ten Compression suits
is well adapted to an environment without ● Power loader
gravity. You get +2 to MOBILITY rolls in ● Autodoc in the medlab
zero-G.
(See background doc for stats. See the GM if
RELATIONSHIPS you think you should have other equipment.
MAJOR ASAGI: The major is leading the Unusual equipment may cost a story point.)
investigation into the loss of the Sulaco and
USEFUL RULES
its marines. You’re not supposed to know
anything about it, but you’ve read the reports. Story Points: Earn Story Points by:
As senior USCMC officer present, Asagi is ● having a refreshment scene with another
your employer. character
SCHIEDER: A W-Y agent accompanying the ● taking actions to further your Agenda
major. Almost certainly more senior than they You can spend story points to:
are letting on.
● Change the result of a single die that you
GREEN: An ICC lawyer, supporting Major have thrown
Asagi. ● Reduce your Stress Level by two
SGT MITCHELL: Major Asagi’s aide—and Stress: The GM will tell you when you get
special forces, judging by how they move. stress. You can lower your Stress Level by:
CARTWRIGHT: Your navigator. Chain ● For every full Turn (5–10 minutes) spent
smoker, tense. Not good under pressure. resting in a safe area that is secured from
Cartwright knows you’re an android, and she enemies (as far as you know), your
knows not to tell anyone else. Stress Level is reduced by one point. You
WU: Your cargo handler. Big and easy-going. cannot make any skill rolls when resting,
and if your rest is interrupted, it doesn’t
SPIERS: Your technician. Laconic, weary. count.
● Once per Act in Cinematic play, and once
(Your crew are NPCs—boss them around and per game session in Campaign play, you
direct them as necessary.) can interact with your signature item in
some way (describe what you do) to
GEAR
reduce your Stress Level one step. This
Flight suit, PDT wrist locator transponder, typically requires a slow action.
Seegson P-DAT (personal data tablet). ● Spend a Story Point to lower your Stress
Rexim RXF-M5 EVA Pistol: Bonus: +2, Level by two points.
Damage: 1, Max range: Medium. To hit: 7 Certain Panic Rolls, drugs (Naproleve) and
dice (inc. weapon bonus and aiming). the Counsellor talent can also lower your
IRC MK.50 Compression Suit. Not worn Stress Level.
unless you say so—you don’t need this, you
wear it to fit in. (Armour Rating 2, Maximum
Air Supply 5.)

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CINEMATIC SCENARIO

BEING AN ANDROID An android “revived” in this way can be


To avoid detection, you mimic human repaired (above) to working order, but it will
behaviour to perfection. As long as you are suffer a permanent mental trauma.
not exposed, use rules for humans for the
RESOURCES: Synthetics don’t need air,
android—pushing rolls, gaining Stress Level,
food, water, or sleep. They are immune to
making Panic Rolls, etc. This ensures you
vacuum, cold, and disease. Androids are
blend in.
typically unaffected by alien pathogens.
Only if you suffer a critical injury is your
Critical injuries
nature automatically revealed—as you bleed
white, not red. From the moment you are 1. Ruptured Fluid Pump: The android loses
exposed, you follow the rules for androids its next slow action.
(see below). When exposed, you show your 2. Destroyed Leg Servos: Both legs are
true power—your STRENGTH and AGILITY non-functional. The android must stay
increase by +3 each, also affecting Health, prone and can only crawl.
including current Health. 3. Destroyed Arm Servos: One arm is
non-functional. The android can only use
Your behavioural inhibitors are removed,
one-handed gear.
allowing you to hurt humans.
4. Head Dislocation: The android's artificial
● Androids can’t push skill rolls. neck is severely fractured and its head
● Androids don’t suffer stress and thus placed in an unnatural position. All fast
don’t have a STRESS LEVEL. For this actions become slow actions.
reason, they don’t need a signature item. 5. Severe Chassis Breach: Internal organs
● Androids never make Panic Rolls. spill out and the android is completely
● Androids suffer damage differently (see immobilised.
below). 6. System Shutdown: The android is torn to
shreds or crushed. Core systems are
DAMAGE: If a synthetic is Broken, roll for a severely damaged and a COMTECH roll
critical injury on the table below. Until the is required to communicate with the
android suffers a System Shutdown, it can android.
continue to operate, only suffering the effects
of the critical injury. This makes androids very
hard to stop. Each further attack inflicting
damage on a Broken android will inflict
another critical injury. If you roll the same
critical injury again, shift it down one step on
the table (from a 4 to a 5, for example).

REPAIRS: Androids don’t heal. Instead, a


Shift of work and a COMTECH roll is required
to repair all lost Health points and all critical
injuries, as long as the android hasn't suffered
a System Shutdown. They can repair
themselves.

DEATH: Androids don't make Death Rolls


and cannot “die.” If they suffer a System
Shutdown they can be reactivated to
communicate with. This requires a power
source, a Turn of work, and a COMTECH roll.
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A L I E N: P E R F E C T O R G A N I S M

ACT 2&3 AGENDAS


These are the agendas for Acts 2 and 3.

ACT 2 ACT 3

ASAGI: Don’t let the UPP get hold of the ASAGI: Destroy all traces of the
xenomorphs—the derelict and all the xenomorph—it is too dangerous to keep
xenomorphs must be destroyed. alive.

SCHEIDER: Prepare the xenomorph data


SCHEIDER: Get out of here—with the
and a sample ready for a quick departure
xenomorph data and a sample if possible.
aboard the Coyote if needed.

CADAULT: Let the xenomorphs deal with


the UPP. Unfreeze the cryotubes in the
cargo modules and go down to ground
base (with a flame unit and your CADAULT: Perhaps the UPP would let you
experimental drug) while the xenomorphs continue your research?
deal with the UPP and you monitor the
situation. The real-time combat data will be
invaluable.

GREEN: Secure a sample of the


xenomorph for the UPP. Don’t let the GREEN: Help the UPP secure a sample of
Coyote escape; keep the UPP’s presence the xenomorph and cover your tracks.
here secret.

DAWES: Get a sample of the xenomorph DAWES: Take over the UPP ship and fly it
onto the Coyote and take it to the android back to safety.
underground.

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CINEMATIC SCENARIO

THE COYOTE

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A L I E N: P E R F E C T O R G A N I S M

[ 29 ]
CINEMATIC SCENARIO

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A L I E N: P E R F E C T O R G A N I S M

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