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ALIEN Basic Guide

The document outlines the basic rules for the Alien RPG, detailing how to perform rolling checks, push rolls, and manage stress and panic during gameplay. Players roll a number of d6s based on their attributes and skills, with successes determined by rolling 6s, while stress levels can affect rolls and lead to panic. Additionally, it describes attributes and skills, allowing players to distribute points to customize their characters.

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0% found this document useful (0 votes)
8 views2 pages

ALIEN Basic Guide

The document outlines the basic rules for the Alien RPG, detailing how to perform rolling checks, push rolls, and manage stress and panic during gameplay. Players roll a number of d6s based on their attributes and skills, with successes determined by rolling 6s, while stress levels can affect rolls and lead to panic. Additionally, it describes attributes and skills, allowing players to distribute points to customize their characters.

Uploaded by

nickes0930
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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A L I E N

RPG Basic Rules


Rolling Checks:
-​ When rolling to see if you succeed on a certain skill or
attribute check, you roll a number of d6s equal to the
modifier given (For example, if you have a strength of 3
and 2 in Heavy Machinery, you roll 5d6).
-​ If you get a 6 on any of the dice your roll for that check,
you succeed
-​ If you get more than one 6 on a roll, you can add extra
effects:
-​ You give one 6 to a PC in the same trouble as you
-​ You gain +1 to a roll of that type
-​ You can show off or impress someone

Pushing Rolls
-​ In the event of no 6s or if you wish for more than one
success, you can choose to push a roll, meaning you reroll
any of the dice that did not show a 6. Once you do this,
you gain a stress level.
-​ You can only push a roll once unless you have a specific
trait that allows you too otherwise

Stress and Panic


-​ If you have stress, you add a number of stress dice equal
to your stress level to your rolls (ex. The Marine has a
stress of 3, so he adds 3 stress die)
-​ Any 6s listed on a stress dice will count as a success the
same as a regular dice, but if you roll a 1 on any of your
stress dice, you panic.
-​ To roll on the panic table, you roll 1d6+your stress level.
Your stress level increases by one whenever one of the following
happens:
-​ You push a skill roll
-​ You fire a burst of full auto fire
-​ You suffer one or more points of damage
-​ You go without food, sleep, or water
-​ You perform a Coup De Grace
-​ A scientist in your team fails to use the Analysis talent
-​ A member of your own crew attacks you
-​ A person nearby is revealed to be an android
-​ You encounter certain creatures or locations

Attributes:
-​ Strength: Raw muscle power and Brawn
-​ Agility: Body control, speed, and motor skills
-​ Wits: Sensory perception, intelligence, and Sanity
-​ Empathy: Personal charisma, empathy, and ability to
manipulate others

You have 14 points to distribute across your stats. You may


assign no less than 2 and no more than 4 to any attribute.
However, you can assign 5 points to the attribute listed as your
key attribute for your career.

Skills:
-​ Strength
-​ Heavy Machinery
-​ Stamina
-​ Close Combat
-​ Agility
-​ Mobility
-​ Piloting
-​ Ranged Combat
-​ Wits
-​ Observation
-​ Comtech
-​ Survival
-​ Empathy
-​ Manipulation
-​ Medical Aid
-​ Command

You have 10 points to distribute amongst your skills. You can


assign up to 3 points to the skills listed for your career and 1
point to any other skills of your choice

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