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Alien RPG Reference Sheet

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0% found this document useful (0 votes)
18 views4 pages

Alien RPG Reference Sheet

Uploaded by

chicommota
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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▪ Run (move to neighbouring zone)

▪ Base Dice: Attribute + Skill + Gear. ▪ Seek cover ▪ Recover +1 Health points
▪ Stress Dice: 1s trigger PANIC ROLLS. ▪ Set overwatch (aim, ready to fire)
▪ Difficulty Modifiers: Adjust # of dice ▪ Use item
(Base Dice first, then Stress Dice). ▪ Give one 6 to someone in similar
▪ Results: A 6 = SUCCESS. Each situation
additional 6 can be used to buy ▪ +1 damage ▪ +1 to later related roll
Stunts. ▪ Swap initiative card with opponent ▪ Impress someone
▪ Pushing: If no 1s show on Stress Dice, ▪ Opponent drops held item or weapon
you may add 1 STRESS LEVEL (and ▪ Pull object from target
its die!) then reroll all non-6s. ▪ Grapple opponent ▪ Is it coming for me?
▪ Humanoid opponent prone ▪ Are there more of them close by?
▪ Humanoid opponent clinched ▪ How do I get in/ past/away?
▪ Gain 1 (max. 3) by playing your
agenda.
▪ Spend to add one 6 to a roll. ▪ Decrease damage: Attacker -1 per 6 ▪ +1 to later related roll
▪ Counterattack: base damage only ▪ You show off
(usually requires a ▪ Disarm attacker
roll)
▪ Break grapple ▪ +1 damage
▪ Close combat attack ▪ +1 to target’s roll to carry out order ▪ Swap initiative card with opponent
▪ Crawl (same as Run but slow action) ▪ Opponent makes Panic Roll
▪ Don space suit ▪ Opponent drops held item/weapon
▪ Enter/exit vehicle ▪ +1 to a later related roll ▪ Opponent prone or pushed back
▪ First aid ▪ Don't’ need to overcome again ▪ (Autofire only!) Additional target hit
▪ Full auto ▪ Half the usual time for base damage
▪ Give orders ▪ New/unexpected information
▪ Persuade ▪ Hide your tracks
▪ Reload (when emptied by Panic) ▪ You show off ▪ Give one 6 to someone in the same
▪ Shoot firearm (emptied by Panic) situation
▪ Start engine ▪ +1 to later related roll
▪ Stop panic ▪ +1 to a later related roll ▪ Don’t need to roll again for this exact
▪ Throw weapon ▪ Don’t need to roll again for this exact situation
situation ▪ You impress someone
▪ Half the usual time
▪ Aim (+2, until interruption) ▪ Break it permanently
▪ Block attack (reactive, armed) ▪ You act quietly ▪ Give one 6 to someone in the same
▪ Cross hatchway ▪ You show off situation
▪ Draw weapon ▪ +1 to later related roll
▪ Drive ▪ You impress someone
▪ Get up ▪ Target doesn’t demand return favor
▪ Grab the wheel ▪ Does more than asked for
▪ Grapple attack ▪ Is impressed by you; will help later
▪ Pick up item
▪ Pushing attack
▪ Retreat (from ENGAGED enemy)
sight. Passive enemies will detect you
Difficulty Level Modifier without any attempt to move quietly. Large target +2
Trivial +3 ▪ Sneaking/Sneak Attack/Ambush on
passive enemies: MOBILITY vs Small target -2
Simple +2 OBSERVATION.
Easy +1 ▪ Active enemies can also perform Dim light -1
Average 0 Sneak attacks/Ambushes with
Darkness -2
Demanding -1 OBSERVATION vs MOBILITY.
▪ Can use motion tracker once per turn
Hard -2 to spot active/moving hidden
Formidable -3 enemies (only way to detect). Must
make power supply roll. Type Armor Rating
Shrubbery 2
Furniture 3
Unit Duration Primary Use Door 4
Round 5-10 seconds Combat Range Mobility Roll
Inner bulkhead 5
Turn 5-10 minutes Stealth Short -1
Outer bulkhead 6
Shift 5-10 hours Recovery Medium 0
Armored bulkhead 7+
Behind open door/hatch +2
Long +1
Extreme +3
Range Description ▪ At given interval, roll number of
Engaged Right next to you stress dice equal to Supply rating (up
Short A few meters away; same to 6 dice). Every result of 1 decreases
zone Range Modification supply rating by 1.
▪ Air: Every Turn, and after every
Medium Up to 25 meters away; Engaged -2
strenuous activity like COMBAT or
adjacent zone Short -1 MOBILITY roll.
Long Up to about 100 meters Medium 0 ▪ Water: Once per day, and after every
away; up to 4 zones away strenuous activity like combat or
Long +1
Extreme Up to about 1 kilometer mobility roll.
Extreme +3
▪ Food: Once per day.
▪ Power: Situational, depending on
gear.
▪ In one Turn, PC can quickly explore
two zones or carefully Situation Modification
explore/interact with one. Aimed shot +2 ▪ Cluttered: MOBILITY roll. Fall on
▪ Enemy movement: Handled each failure.
Turn after PCs move. ▪ Dark: OBSERVATION rolls -2. Ranged
Engaged range -3/+3 attacks -2 and can’t pass through
▪ Humans move 2 zones like PCs. Other
creatures may move more. Short range - zone.
▪ Detection: Automatically detect Medium range -1 ▪ Cramped: Can only crawl, not run.
passive enemies in same zone/line of Long range -2 Cannot move or shoot past
individuals near you.
Extreme range -3
▪ FAIL = death
▪ You push a skill roll. ▪ Roll a D6, add your current STRESS ▪ SUCCESS = linger on, another Death
▪ You fire a burst of full auto fire LEVEL, and compare with table. Roll must be made when indicated
▪ You suffer one or more points of ▪ Panic rolls that don’t go away time has passed.
damage. immediately or after one round go ▪ MEDICAL AID roll (slow action)
▪ You go without sleep, food, or water. away when: Another character comes SUCCESS required before Death Roll
▪ A Scientist in your team fails to to your aid and makes a COMMAND FAIL to save life (second MEDICAL
Analyze something. roll as a slow action, you are broken, AID roll required to get back up)
▪ A member of your own crew attacks or if one turn passes. ▪ Four instant kill critical injuries, no
you. Death Roll allowed.
▪ A person nearby is revealed to be an
android. ▪ Roll Base Dice equal to armour rating.
▪ You encounter certain creatures or Each SUCCESS decreases damage by ▪ Starving: cannot recover
locations, as determined by the 1. Health/relieve Stress, STAMINA roll
scenario or the GM. every day (+1 Damage, +1 Stress on
FAIL), Death Roll every day if Broken
▪ Broken: 0 health. Immediately roll for (only stopped by eating), effects
▪ Every full Turn (5-10 mins) spent critical injury. If not dead, you can wear off within one Shift after eating.
resting relieves 1 STRESS LEVEL. crawl and mumble through the pain. ▪ Dehydrated: cannot recover
▪ Once per session, can interact with Cannot roll skills. Further attacks give Health/relieve Stress, +1 Damage and
signature item in some way to relieve another critical injury. +1 Stress every Shift, Death Roll every
1 STRESS LEVEL. ▪ When a broken character is day if Broken (only stopped by
▪ Certain Panic Rolls, Talents and defenseless, you must fail empathy drinking), effects wear off within one
pharmaceuticals can relieve Stress. roll to kill them. Either way, gain 1 Shift after drinking.
▪ Certain conditions can block ability to stress. ▪ Exhausted: cannot relieve Stress,
relieve stress. STAMINA roll ever day with negative
modifier for each day without sleep,
▪ First Aid: Someone can help you back fall asleep for one Shift on FAIL,
▪ You roll one or more 1s on your up using MEDICAL AID as a slow effects wear off after one Shift of
Stress Dice in a skill roll. If this action. If successful, you get up sleep.
happens, you can’t push the skill roll. immediately, regaining health equal ▪ Vacuum: STAMINA roll for every
Instead, roll for panic. to SUCCESSES. No effect on non- Round without protection, -1 for each
▪ You witness a friendly character Broken PCs. subsequent Round, Death Roll every
suffering from a certain panic effect. ▪ On Your Own: Automatically recover Round on FAIL until death or enter
▪ You are pinned down by a ranged 1 HEALTH and can get up after one pressurised zone/spacesuit.
attack. Turn (5-10 mins) has passed. ▪ Explosive Decompression: missed
▪ You suffer a critical injury. ▪ Recovery: When you are not broken, shot inflicts base Damage on hull
▪ You’re attacked by a strange alien you recover 1 point of health per Turn against Armour Rating, hull
creature that you’ve never seen (5-10 mins). Critical injuries still affect punctured on FAIL, venting air within
before. you until recovery criteria met. one Turn, STAMINA roll fast action
▪ A truly terrifying event occurs, as required to perform any action,
determined by the scenario or the compartments sealed by ship leaving
GM. ▪ Must make Death Roll when suffering section in vacuum.
from a fatal critical injury. ▪ Freezing: cannot recover Health or
▪ Death Roll = STAMINA. No Stress relieve Stress, STAMINA roll required
Dice, cannot push. at regular intervals, 1+ Damage and +1
Stress on FAIL, effects wear off after recover Health in hotspot), heal 1 Rad
getting warm. per Shit, roll 1 Stress Die every time
▪ Falling: inflicts damage equal to about to heal, Rad becomes
height of fall (in m) divided by two permanent if 1 rolled.
rounded down, roll MOBILITY in a ▪ Drowning: STAMINA roll every Round
controlled jump, each SUCCESS when underwater before actions, +1
reduces damage by 1, armour can Damage on FAIL, Death Roll each
protect. Turn when Broken until death or
▪ Explosions: force measured in Blast saved.
Power, roll Blast Power for each ▪ Suffocation: STAMINA roll every Turn
victim, every victim in Short range when air supply has run out or after
suffers 1 Damage for every SUCCESS, strenuous activity, -1 for each
1 extra Damage for Engaged victims, subsequent roll, drop to 0 Health on
Blast Power >7 harms victims at FAIL, Death Roll every Round until
Medium range but Blast Power death or supplied with air.
reduced by 6. ▪ Encumbrance: can carry up to double
▪ Fire: measured in Intensity, roll Base STRENGTH without issue, can carry
Dice equal to Intensity (+1 Damage up to four-times STRENGTH but
for every SUCCESS), set alight if MOBILITY roll required to run/crawl,
Damage taken, new roll each Round stay put or drop items on FAIL.
with Intensity increased by 1, fire Food/water supply counts as 1 item
extinguished if no Damage rolled, can for every 4 resources.
be extinguished by victim or engaged
character with MOBILITY roll (slow
action, Death Roll every Round if ▪ Higher attributes than humans.
Broken until death or saved. ▪ Do not suffer stress, cannot push skill
▪ Disease: opposed Sickness Roll of rolls, never Panic.
STAMINA against Virulence for ▪ If Broken, roll on Synthetic Critical
disease, if FAILED +1 Damage one Injuries, can operate until System
Shift after infection, cannot recover Shut Down (if same injury roll, shift
Health, new Sickness Roll each Shift, one level down)
+1 Damage for each failed roll, ▪ COMTECH roll and 1 Shift to repair all
Sickness Roll after every Shift when Critical Injuries (can repair
Broken (death on FAIL), effects wear themselves unless System Shut
off after SUCCESSFUL Sickness Roll. Down)
Healer can roll MEDICAL AID against ▪ COMTECH roll and 1 Turn to
Virulence if caring for patient. reactivate for communication, can be
▪ Radiation: gain Radiation Points further repaired as above (suffered
according to Radiation Level (Weak: 1 permanent mental trauma if revived
Rad per Shift, Strong: 1 Rad per Turn, in this way)
Extreme: 1 Rad per Round), roll dice ▪ Do not require air, food, water or
equal to accumulated Rads every sleep and are immune to vacuum,
time 1 Rad gained, +1 Damage for cold and disease.
every SUCCESS, Death Roll for every
Rad gained while Broken until
removed from hotspot (cannot

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