Thanks to visit codestin.com
Credit goes to www.scribd.com

100% found this document useful (3 votes)
2K views1 page

Alien RPG Player Reference

1. The document outlines various slow, fast, and panic actions that can be taken in a roleplaying game. 2. Slow actions require skill rolls and include actions like crawling, close combat attacks, shooting firearms, and first aid. 3. Fast actions do not require skill rolls and include actions like running, moving through doors, drawing weapons, and blocking attacks. 4. Panic rolls are made when certain stressful events occur, like witnessing injury or a strange creature. Rolling high on the panic table results in negative effects like trembling, dropping items, or fleeing in fear.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (3 votes)
2K views1 page

Alien RPG Player Reference

1. The document outlines various slow, fast, and panic actions that can be taken in a roleplaying game. 2. Slow actions require skill rolls and include actions like crawling, close combat attacks, shooting firearms, and first aid. 3. Fast actions do not require skill rolls and include actions like running, moving through doors, drawing weapons, and blocking attacks. 4. Panic rolls are made when certain stressful events occur, like witnessing injury or a strange creature. Rolling high on the panic table results in negative effects like trembling, dropping items, or fleeing in fear.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 1

//SLOW ACTIONS (usually requires a roll) //MAKE PANIC ROLL IF...

>>SLOW ACTION - PREREQUISITE - SKILL >> You roll one or more on your Stress
>>Crawl - You are prone – // Dice in a skill roll. If this happens, you
>>Close combat attack – // - Close Combat can't push the skill roll—instead, roll
>>Shoot firearm - Firearm - Ranged Combat for panic.
>>Burst of full auto fire - Firearm - Ranged Combat >> You witness a friendly character suf-
>>Throw weapon - Thrown weapon - Ranged Combat fering from a certain panic effect (see
>>Reload - Firearm – // the table).
>>First aid - Broken or dying victim - Medical Aid >> You are pinned down by a ranged attack.
>>Stop panic - Panicking character - Command >> You suffer a critical injury.
>>Give orders - Character who can hear you - Command >> You’re attacked by a strange alien
>>Persuade - Your opponent can hear you - Manipulation creature that you’ve never seen before.
>>Enter/exit vehicle - Vehicle – // >> A truly horrifying event occurs, as
>>Start engine - Vehicle –// determined by a scenario or the GM

//FAST ACTIONS //PANIC ROLL


>>FAST ACTION - PREREQUISITE - SKILL
Roll a D6, add your current STRESS LEVEL,
>>Run - No enemy at Engaged range – //
and check the table below.
>>Move through door/hatch – // – //
>>Get up - You are prone –
>>Draw weapon – // – // RESULT / EFFECT
>>Block attack - Attacked in close combat -// >>6 or under KEEPING IT TOGETHER. You
>>Push - Enemy at Engaged range - Close Combat manage to keep your nerves in check.
>>Grapple attack - You’ve grappled an opponent - Close Barely.
Combat >>7 NERVOUS TWITCH. Your STRESS LEVEL,
>>Retreat - Enemy at Engaged range - Mobility and the STRESS LEVEL of all friendly PCs
>>Aim - Ranged weapon – // in SHORT range of you, increases by one.
>>Seek cover - Cover in same zone – // >>8 TREMBLE. You start to tremble uncon-
>>Grab the wheel - Vehicle – // trollably. All skill rolls using AGILITY
>>Drive - Vehicle - Piloting suffer a –2 modification until your panic
>>Use item - Varies - Varies stops.
>>9 DROP ITEM. Whether by stress, confu-
sion or the realization that you’re all
//GAIN STRESS going to die anyway, you drop a weapon or
>> You push a skill roll. other important item—the GM decides which
>> You fire a burst of full auto one. Your STRESS LEVEL increases by one.
fire (see page 62). >>10 FREEZE. You’re frozen by fear or
>> You suffer one or more points stress for one Round, losing your next
of damage. point of action. Your STRESS LEVEL, and
>> You go without sleep, food, or the STRESS LEVEL of all friendly PCs in
water (see page 70). SHORT range of you, increases by one.
>> A Scientist in your team fails >>11 SEEK COVER. You must use your next
to ANALYZE something (see page action to move away from danger and find
121). a safe spot if possible. You are allowed
>> A member of your own crew to make a retreat roll (see page 59) if
attacks you. you have an enemy at ENGAGED range. Your
>> A person nearby is revealed to STRESS LEVEL is decreased by one, but the
be an android. STRESS LEVEL of all friendly PCs in SHORT
>> You encounter certain crea- range increases by one. After one Round,
tures or locations, as determined you can act normally.
by the scenario or the GM. >>12 SCREAM. You scream your lungs out
for one Round, losing your next point of
//DIFFICULTY //TIME UNITS action. Your STRESS LEVEL is decreased by
Trivial +3 DURATION / PRIMARY USE one, but every friendly character who
Simple +2 >> Round 5–10 seconds / Combat hears your scream must make an immediate
Easy +1 >> Turn 5–10 minutes / Stealth Panic Roll.
Average 0 >>Shift 5–10 hours / Recovery >>13 FLEE. You just can’t take it any-
Demanding –1 more. You must flee to a safe place and
Hard –2 //SNEAK ATTACKS&AMBUSHES refuse to leave it. You won’t attack
Formidable –3 RANGE MODIFICATION anyone and won’t attempt anything danger-
>> Engaged –2 ous. You are not allowed to make a
//RANGE >> Short –1 retreat roll (see page 59) if you have an
>> Engaged Right next >> Medium 0 enemy at ENGAGED range when you flee.
to you >> Long +1 Your STRESS LEVEL is decreased by one,
>> Short A few meters >> Extreme +3 but every friendly character who sees you
away, in the same zone run must make an immediate Panic Roll.
as you >>14 PSYCHOTIC. You must immediately
>> Medium Up to 25 //STEALTH attack the nearest person or creature,
meters away, in an RANGE MOBILITY ROLL friendly or not. You won’t stop until you
adjacent zone >> Short (same zone) –1 or the target is Broken. Every friendly
>> Long Up to about 100 >> Medium (adjacent zone) 0 character who witnesses your rampage must
hundred meters (four >> Behind open door/hatch +2 make an immediate Panic Roll.
zones) away >> Long +1 >>15 or over CATATONIC. You collapse to
>> Extreme Up to about >> Extreme +3 the floor and can’t talk or move, staring
one kilometer blankly into oblivion.
//RANGED FIRE
MODIFICATIONS FACTOR MODIFICATION //COMMON types of COVER
>> Aimed shot +2 COVER ARMOR RATING
>> Engaged range –3/+3 >> Large target +2 >> Shrubbery 2
>> Small target –2 >> Furniture 3
>> Short range –
>> Dim light –1 >> Door 4
>> Medium range –1 >> Inner bulkhead 5
>> Long range –2 >> Darkness –2
>> Outer bulkhead 6
>> Extreme range –3 >> Armored bulkhead 7+

You might also like