Alien RPG - Player Reference.pdf

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//SLOW ACTIONS
(usually requires a roll)
>>SLOW ACTION - PREREQUISITE - SKILL
>>Crawl - You are prone – //
>>Close combat attack – // - Close Combat
>>Shoot firearm - Firearm - Ranged Combat
>>Burst of full auto fire - Firearm - Ranged Combat
>>Throw weapon - Thrown weapon - Ranged Combat
>>Reload - Firearm – //
>>First aid - Broken or dying victim - Medical Aid
>>Stop panic - Panicking character - Command
>>Give orders - Character who can hear you - Command
>>Persuade - Your opponent can hear you - Manipulation
>>Enter/exit vehicle - Vehicle – //
>>Start engine - Vehicle –//
//MAKE PANIC ROLL IF...
>> You roll one or more on your Stress
Dice in a skill roll. If this happens, you
can't push the skill roll—instead, roll
for panic.
>> You witness a friendly character suf-
fering from a certain panic effect (see
the table).
>> You are pinned down by a ranged attack.
>> You suffer a critical injury.
>> You’re attacked by a strange alien
creature that you’ve never seen before.
>> A truly horrifying event occurs, as
determined by a scenario or the GM
//FAST ACTIONS
>>FAST ACTION - PREREQUISITE - SKILL
>>Run - No enemy at Engaged range – //
>>Move through door/hatch – // – //
>>Get up - You are prone –
>>Draw weapon – // – //
>>Block attack - Attacked in close combat -//
>>Push - Enemy at Engaged range - Close Combat
>>Grapple attack - You’ve grappled an opponent - Close
Combat
>>Retreat - Enemy at Engaged range - Mobility
>>Aim - Ranged weapon – //
>>Seek cover - Cover in same zone – //
>>Grab the wheel - Vehicle – //
>>Drive - Vehicle - Piloting
>>Use item - Varies - Varies
//PANIC ROLL
Roll a D6, add your current STRESS LEVEL,
and check the table below.
RESULT / EFFECT
>>6 or under KEEPING IT TOGETHER. You
manage to keep your nerves in check.
Barely.
>>7 NERVOUS TWITCH. Your STRESS LEVEL,
and the STRESS LEVEL of all friendly PCs
in SHORT range of you, increases by one.
>>8 TREMBLE. You start to tremble uncon-
trollably. All skill rolls using AGILITY
suffer a –2 modification until your panic
stops.
>>9 DROP ITEM. Whether by stress, confu-
sion or the realization that you’re all
going to die anyway, you drop a weapon or
other important item—the GM decides which
one. Your STRESS LEVEL increases by one.
>>10 FREEZE. You’re frozen by fear or
stress for one Round, losing your next
point of action. Your STRESS LEVEL, and
the STRESS LEVEL of all friendly PCs in
SHORT range of you, increases by one.
>>11 SEEK COVER. You must use your next
action to move away from danger and find
a safe spot if possible. You are allowed
to make a retreat roll (see page 59) if
you have an enemy at ENGAGED range. Your
STRESS LEVEL is decreased by one, but the
STRESS LEVEL of all friendly PCs in SHORT
range increases by one. After one Round,
you can act normally.
>>12 SCREAM. You scream your lungs out
for one Round, losing your next point of
action. Your STRESS LEVEL is decreased by
one, but every friendly character who
hears your scream must make an immediate
Panic Roll.
>>13 FLEE. You just can’t take it any-
more. You must flee to a safe place and
refuse to leave it. You won’t attack
anyone and won’t attempt anything danger-
ous. You are not allowed to make a
retreat roll (see page 59) if you have an
enemy at ENGAGED range when you flee.
Your STRESS LEVEL is decreased by one,
but every friendly character who sees you
run must make an immediate Panic Roll.
>>14 PSYCHOTIC. You must immediately
attack the nearest person or creature,
friendly or not. You won’t stop until you
or the target is Broken. Every friendly
character who witnesses your rampage must
make an immediate Panic Roll.
>>15 or over CATATONIC. You collapse to
the floor and can’t talk or move, staring
blankly into oblivion.
//GAIN STRESS
>> You push a skill roll.
>> You fire a burst of full auto
fire (see page 62).
>> You suffer one or more points
of damage.
>> You go without sleep, food, or
water (see page 70).
>> A Scientist in your team fails
to ANALYZE something (see page
121).
>> A member of your own crew
attacks you.
>> A person nearby is revealed to
be an android.
>> You encounter certain crea-
tures or locations, as determined
by the scenario or the GM.
//DIFFICULTY
Trivial +3
Simple +2
Easy +1
Average 0
Demanding –1
Hard –2
Formidable –3
//TIME UNITS
DURATION / PRIMARY USE
>> Round 5–10 seconds / Combat
>> Turn 5–10 minutes / Stealth
>>Shift 5–10 hours / Recovery
//SNEAK ATTACKS&AMBUSHES
RANGE MODIFICATION
>>
>>
>>
>>
>>
Engaged –2
Short –1
Medium 0
Long +1
Extreme +3
//RANGE
>> Engaged Right next
to you
>> Short A few meters
away, in the same zone
as you
>> Medium Up to 25
meters away, in an
adjacent zone
>> Long Up to about 100
hundred meters (four
zones) away
>> Extreme Up to about
one kilometer
//STEALTH
RANGE MOBILITY ROLL
>>
>>
>>
>>
>>
Short (same zone) –1
Medium (adjacent zone) 0
Behind open door/hatch +2
Long +1
Extreme +3
//RANGED FIRE
MODIFICATIONS FACTOR MODIFICATION
>> Aimed shot +2
>> Engaged range –3/+3 >> Large target +2
>> Small target –2
>> Short range –
>> Dim light –1
>> Medium range –1
>> Darkness –2
>> Long range –2
>> Extreme range –3
//COMMON types of COVER
COVER ARMOR RATING
>>
>>
>>
>>
>>
>>
Shrubbery 2
Furniture 3
Door 4
Inner bulkhead 5
Outer bulkhead 6
Armored bulkhead 7+
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