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Alien RPG Quick Reference

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0% found this document useful (0 votes)
61 views3 pages

Alien RPG Quick Reference

Uploaded by

Dave Saser
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Consumables until your panic stops.

Consuma Supply Roll


Simple +2 9 You drop an item determined by the
ble
GM.
Easy +1
Air Every turn, and after every
10 Lose your next Slow Action. Your
strenuous activity like combat or Average 0 stress level, and of friendly PCs in
a mobility roll.
Demandin -1 short range of you, increase by one.
Water Once per day, and after every g 11 Use next action to retreat (pg 93).
strenuous activity like combat or
Hard -2 Stress decreased by 1, but all friendly
a mobility roll.
PCs in short range increased by 1. Act
Food Once per day Formidabl -3 normally after one Round.
e
Power Situational, depending on the 12 Lose your next Slow Action. Stress
gear used. See Chp 6 (pg 117). Up to 3 PCs and NPCs can assist with decreased by 1, but all friendly PCs
appropriate rolls, giving the player +3 to the who hear you make a Panic Roll.
skill roll (pg62).
Experience 13 Flee, not attacking or doing anything
See pg 35 for examples for retrieving XP. Certain pieces of equipment can also bolster or dangerous. Cannot make a retreat roll.
You can use XP to improve skills and talents or hinder skill rolls (Chp 6). Stress decreased by 1, but all friendly
learn new ones. You can only spend XP between PCs who see you make a Panic Roll.
sessions. Panic 14 Immediately attack the nearest person
Skills: to increase a skill level by one step costs When you roll a 1 on your stress dice, you must or creature, friendly or not. Don’t stop
5xp. Learning a new skill (at skill level 1) costs make a panic roll. If you also rolled any until you or target are Broken.
5xp. To do this, however, you must have either successes, you still succeed at your task but Friendly PCs who see you make a
used the skill and succeeded (without skill level) must suffer the effects of a panic roll. The only Panic Roll.
during the session, or been instructed by a exceptions are for Panic Rolls 10+.
teacher for at least on Shift. The teacher must Characters can suffer permanent mental trauma 15+ Catatonic collapse.
have at least skill level 1. if they get a result of 13+. Make an Empathy
Talents: Learning a new talent always costs 5xp. A Panic Roll can cause your skill roll to fail no
roll after the session, attribute only. If the roll
It also requires a day of practice and a successful matter how many successes you rolled. Besides
succeeds, you develop a permanent mental
wits roll (roll attribute only). You can make one pushing rolls, other events can increase your
trauma (see pg 101).
attempt per day. If instructed by a teacher who Stress and trigger Panic Rolls.
Resu Effect
has the talent, your roll succeeds automatically. Panic Rolls with a firearm includes emptying a
lt
magazine along with the Panic Roll effect (pg
Difficulty 1-6 No effect. 96).
Difficulty Modificat 7 Your stress level, and of friendly PCs Alien: The Roleplaying
ion in short range of you, increase by one.
Trivial +3
Game
8 All skill rolls using agility suffer -2
By Free League Publishing Quick Dark: Observation rolls in the zone get a -2 dying victim
Reference mod. Ranged attacks into the zone also suffer a -
2 mod, and can’t pass through the zone. Stop panic Panicking Command
-Skills pg 64 -Talents pg 74 -Gear pg 118
Cramped: you can only crawl, no run (pg 89). character
-Critical Injuries pg 100 -Sneak Attacks pg 90
Measuring Time You also cannot move or shoot past individuals Give orders Character who Command
Unit Duration Primary next to you against targets behind them. can hear you
Use
Stealth Persuade Your Manipulatio
Rou 5-10 Combat Range Mobility opponent can n
nd Seconds Roll hear you
Tur 5-10 Stealth Short (same zone) -1 Use signature Signature item -
n Minutes item
Medium (adjacent 0
Shif 5-10 Recovery zone) Climb into Space suit Mobility
t Hours space suit
Behind open +2
door/hatch Start engine Vehicle -

Long +1
Armor
Range Categories Extreme +3 You can only wear one suit of armor at a time.
Range Description
When you take damage, roll a number of base
Engage Right next to you. Slow Actions dice equal to your armor rating. Each 6 you roll
d lowers the damage inflicted by one point. This
Action Prerequisite Skill
does not count as an action.
Short A few meters away, in the same Crawl You are Prone -
zone as you. Broken
Close combat - Close If you drop to zero health, you are broken – in
Medium Up to 25m away, in adjacent zone. attack Combat effect, taken out of action. Immediately roll for a
Long Up to 100m (four zones) away. Shoot firearm Firearm Ranged critical injury. If you’re not dead, you can crawl
Combat and mumble through the pain – you can’t
Extreme Up to 1 kilometer away.
perform any other actions and you can’t roll for
Burst of full Firearm Ranged any skills. You can’t go below zero health, but
auto Combat each further attack that causes damage will give
Zone Features
Cluttered: Roll Mobility when you move in the you another critical injury.
Throw Thrown Ranged
zone (pg 89). Failure means you manage to get Someone can help you with a Medical Aid skill
weapon weapon Combat
into the zone, but you fall down. check. If the roll succeeds, regain health equal to
Reload Firearm - the number of 6s in the skill roll. This does not
work on those not Broken (pg98).
First aid Broken or Medical Aid
Fast Actions vehicle attacks, giving them a natural armor
Action Prerequisite Skill raiting.
Use item Varies Varies
Run No enemy at - ● Special Abilities: Some xenomorphs
Engaged Range have special actions beyond signature
Other Hazards attacks specified under each description.
Move - - The world of Alien is unforgiving, and there are
through many ways for your character to suffer and die.
Vehicles
door/hatch In the game, there are four so-called conditions:
Vehicles have various attributes based on its
Starving, Dehydrated, Exhausted, and
Get up You are prone - type. Please see page 114-115 for more details
Freezing. These can cause damage and block
on the various attributes.
Draw - - recovery. Mark conditions in the relevant check
weapon boxes on your character sheet (pg 106-110).

Block attack Attacked in Close Synthetics


close combat Combat Synthetic PCs have different rules for Stress and Motion Trackers
Critical Injuries. See page 111 for more details. You can use a motion tracker once per Turn, and
Pick up item - - each time you use it, you must make a power
Xenomorphs
Shove Enemy at Close supply roll (pg 34).
Xenomorphs have special rules and abilities that
Engaged range Combat The tracker will automatically detect the
differ from human and other enemies.
presence of any large moving objects within
Grapple You’ve grappled Close ● Multiple actions: Some get to act two or Long range (up to four zones) indoors and
attack an opponent Combat three times in a round. The GM draws a Extreme range outdoors, and let you know
number of cards equal to their speed which zone they’re in.
Retreat Enemy at Mobility Detecting an enemy with a motion tracker
rating. It can perform one fast and one
Engaged range doesn’t mean you spotted it and can engage it in
slow action.
Aim Ranged weapon - combat – for that you need line of sight. If the
● Signature attacks: Most xenomorphs enemy is small or well hidden, the GM may
Seek cover Cover in same - attack only in close range. Each time, have you make an Observation roll to spot it.
zone the GM rolls a d6, consults a table, and
resolves the effects. Some signature
Assume Ranged weapon -
attacks are extremely deadly.
overwatch
position ● Health: When a xenomorph is reduced
to zero health, it isn’t Broken. Instead,
Grab the Vehicle -
the GM rolls a d6 on the special critical
wheel
injury table (pg 291).
Drive Vehicle Piloting ● Armor Rating: most xenomorphs have a
Enter/exit Vehicle - thick hide, making them resistant to

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