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Alien RPG: Dice Mechanics Guide

The document summarizes the key mechanics of an alien RPG including rolling dice for skills and attributes, tracking stress and making panic rolls, measuring time in rounds, turns, and shifts, tracking supplies, stealth movement and detection, ranged combat, damage, conditions like dehydration and starvation, and critical injuries.

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Julio Leal
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100% found this document useful (3 votes)
720 views4 pages

Alien RPG: Dice Mechanics Guide

The document summarizes the key mechanics of an alien RPG including rolling dice for skills and attributes, tracking stress and making panic rolls, measuring time in rounds, turns, and shifts, tracking supplies, stealth movement and detection, ranged combat, damage, conditions like dehydration and starvation, and critical injuries.

Uploaded by

Julio Leal
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
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Alien RPG

ROLLING DICE STEALTH MODE ZONES AND TIME


ROLL: # of dice = Attribute + Skill TURN: 5-10 Minutes
MEASURING TIME:
• Any 6 = Success • In one Turn, PC can quickly Round: 5-10 seconds (Combat)
explore two zones or carefully Turn: 5-10 Minutes (Stealth Mode)
PUSH (1/roll): Add 1 stress and reroll explore or interact with one.
Shift: 5-10 Hours (Recovery)
any failed dice.
ENEMY MOVEMENT: Handled each
SUPPLY ROLLS:
STRESS: When rolling, add an amount Turn after PCs move.
At given interval, roll number of stress
of stress Dice equal to current stress • Humans move 2 zones like PCs. dice equal to Supply rating (up to 6
level. Other creatures may move more. dice). Every result of 1 decreases
• If you roll any 1 on your Stress supply rating by 1.
Dice, you may not push your roll DETECTION: Automatically detect
and you must make a Panic Roll. passive enemies in same zone or in line Air: Every Turn, and after every
• Other stressful events can of sight. strenuous activity like Combat or
increase / trigger panic rolls. • Sneaking / Surprise Attack: Mobility roll.
Mobility vs. Detection Water: Once per day, and after every
STORY POINT: Reroll failed dice. • Only spot hidden enemies that strenuous activity like combat or
don’t attack with motion tracker mobility roll.
GROUP ROLLS: Only one player may o Can use motion tracker Food: Once per day.
attempt action, although they may be once per turn. Must make Power: Situational, depending on gear.
helped by other PCs. power supply roll.
STEALTH: Zone Features:
Difficulty: Ranges from +3 for Trivial Short (same zone): -1 Cluttered: Mobility roll. Fall on
to -3 for Formidable. Medium (adjacent zone): 0 failure.
• Each person helping gives +1, Behind open door / Hatch: +2 Dark: Observation rolls -2. Ranged
no more than +3. Long (four zones): +1 attacks -2 and can’t pass through zone.
Extreme (1 kilometer): +3 Cramped: Can only crawl, not run.
OPPOSED ROLLS: Must get more Cannot move or shoot past individuals
successes than enemy. Tie means loss. near you.
STRESS AND PANIC Conditions
Panic Roll: Make Panic roll when Dehydrated: Day without sufficient
STRESS: Starts at 0. Increases when
getting any number of 1s on a Stress water.
the following happens:
Dice or: • Cannot recover health or stress.
• You push a skill roll.
• You witness a friendly character • Every Shift, one point of
• You fire a burst of auto-fire.
suffering from a certain panic damage and stress increases by
• You suffer one or more points effect. 1 step. If broken, Death Roll
of damage.
• You are pinned down by a every shift that cannot be
• You go without sleep, food, or
ranged attack. helped by Medical Aid.
water.
• You suffer a critical injury. • Goes away after drinking.
• A scientist in your team fails to
• You’re attacked by a strange
analyze something.
alien creature you’ve never seen Suffocation: Air supply runs out.
• A member of your own crew before. • Stamina roll every turn or after
attacks you.
• A truly horrifying event occurs. strenuous activity like Close
• A person nearby is revealed to
• Combat or Mobility.
be an android.
Resolution: Roll a D6, add current • First roll +0, Second -1, Third -
• You encounter certain creatures stress level, and check table on page 69 2, and so on.
or locations.
of Quick Start. • Failed roll means you drop to 0
Health and make a Death roll
STRESS DICE: When making skill
More Panic: If suffering from panic until you die or enter
roll, add stress dice = current stress
effect and making another panic roll, pressurized area.
level. new effect replaces old one. If new roll
is lower, however, it is adjusted to one
Panic: When you roll a Stress Dice and Starving: Day without food.
step more severe than previous one.
roll one or more 1s, you must make a • Cannot recover health or stress.
Panic Roll.
Stopping Panic: Panic rolls that don’t • Stamina roll every day. Fail, 1
point of damage and increase
go away immediately or after one
round go away when another character stress by 1. Broken while
starving requires death roll.
comes to your aid and makes a
Medical aid has no effect.
command roll as a slow action, you are
broken, or if one turn passes. • Ends after eating.
RANGED COMBAT DAMAGE
ROLL: Ranged combat skill as a slow AMMO: When you fire and roll any 1s Armor: Roll Base Dice = Armor
action. Inflicts damage equal to damage on your Stress Dice, you have emptied Rating. Each success decreases damage
rating, minus damage mitigated by your clip and must reload (in addition by 1 point.
armor. to panic roll). Reloading is slow action.
STUNTS: Broken: 0 health. Immediately roll for
• Inflict 1 additional point of COVER: Take cover as fast action critical injury. If not dead, you can
damage (can use multiple times) before something shoots at you. Cover crawl and mumble through the pain.
• Exchange initiative has an Armor Rating. Can’t roll skills. Further attacks give
• Target drops weapon or object. another critical injury.
• Pin enemy. They must make Shrubbery 2
Furniture 3 • When a broken character is
panic roll.
defenseless, you must fail
• Target falls to ground or is Door 4
pushed back. Inner bulkhead 5 empathy roll to kill them. Either
Outer bulkhead 6 way, gain 1 stress.
AIMING: +2 to aim as fast action. Armored bulkhead 7+ Getting Back Up:
Sustained until doing something else. FULL AUTO FIRE: For full auto First Aid: Someone can help you back
weapons. Ranged attack with up using Medicine Skill as a slow
Modifications: modifications:
action. If successful, you get up
Aimed Shot +2 • +2 to your roll
immediately, regaining health equal to
Engaged range -3 / +3 • Stress level increases by 1.
successes.
Short Range - • Distribute any 6s beyond the
On your Own: Automatically get up
Medium -1 first to secondary targets within
short range of first target. after one turn has passed.
Long -2
Extreme -3 OVERWATCH: Fast action. Aim and Recovery: When you are not broken,
Large Target +2 ready to shoot. Fire anytime in turn you recover 1 point of health per turn.
Small Target -2 order, even after declared actions. Critical injuries still affect you.
Dim Light -1 Firing is a slow action. Ranged Attack
Darkness -2 contest if enemy also attempts Death: Death roll = Stamina. Cannot
overwatch position. push.
CLOSE COMBAT REFERENCES
ROLL: Close Combat skill. Inflicts Pushing: As a slow action, push an Other Hazards:
damage equal to damage rating, minus opponent at engaged range away from • Starving – Page 70, Quick Start
damage mitigated by armor. you to Short range with a Close • Vacuum – Page 71, Quick Start
Combat roll. • Falling – Page 71, Quick Start
Stunts • Freezing – Page 72, Quick Start
• Inflict 1 additional point of Grappling: Grapple as a close Combat • Explosions – Page 72, Quick
damage (can use multiple times) Stunt. Opponent drops weapon and Start
• Exchange initiative cannot move. They can try to break free • Fire – Page 72, Quick Start
• Knock or pull weapon or object with Opposed Combat roll. • Disease – Page 73, Quick Start
from opponent (pick up as fast • Radiation – Page 74, Quick
action) While grappling, the only action you Start
• Opponent falls prone can perform is a grapple attack. Works
• Drowning – Page 74, Quick
(humanoid only) as regular unarmed attack but is a fast
Start
• Pin (grapple) enemy action and cannot be blocked.
Synthetic Rules – Page 75, Quick Start
BLOCKING: As a fast action, roll for Retreat: Must make Mobility roll to
Close Combat. move away from enemy at Engaged
Gear
range. If you fail, you still move but
• Pistols – Page 81, Quick Start
For each success enemy gets a free attack that cannot be
• Rifles – Page 82, Quick Start
• Decrease Damage: Remove 1 of blocked against you.
• Heavy Weapons – Page 86,
enemy’s successes for each Quick Start
success. If canceled out, attack Prone: Cannot engage in close combat
while prone. Enemies get +2 attack • Close Combat Weapons – Page
misses. 88, Quick Start
• Counterattack: Deal damage against prone characters.
• Suits and Armor – Page 89,
equal to damage of weapon. Quick Start
Cannot spend successes to
increase damage. Other Equipment – Page 92, Quick
• Disarm: Disarm enemy. Start
Unarmed PCs can only block unarmed
attacks from other humans.

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