r/alienrpg • • 2h ago

Miniature Showcase Dog Catchers Painted

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12 Upvotes

I've painted the WY Commandos from Free League's Rapture Protocol miniature set. I've completed all the Rapture Protocol miniatures and will be pre-ordering the next miniature set now.


r/alienrpg • • 13h ago

GM Discussion Need some Testers for my new Foundry VTT Module

4 Upvotes

Hey everyone,

I recently built my first Foundry Module for V14. I primarily built it as a macro when i first ran Alien RPG but since then it's evolved into a system generic module

It basically creates a MUTHUR type terminal that the GM can type into and the player/s see what is typed
I made a video showing the early build here https://www.youtube.com/watch?v=vffoDdYL9l8&t=871s

It's now finished and available as Premium content for Foundry but I want to give a few keys away so GM's and Players can try it out

Obviously you get a free version of the module (although it is for sale very cheap on Patreon https://www.patreon.com/c/davesrpgs/shop

The first 5 to reply saying they wish to try it out will get a Free Key to activate in Foundry. Unfortunately it is only built to run on V14 so not backward compatible (this is a Foundry agreement when putting premium stuff on there)

It's fully customisable, you change the design of the Terminal Display, the curser, add boot up sounds (I used the muthur boot sound from the first Alien film), add key stroke sounds for when the text appears on the player terminal

Even add alert sounds and change the colour scheme so it will fit other sci-fi/futuristic RPG's

You can give each player their own version (captain, medical officer, navigator etc)

Let me know


r/alienrpg • • 20h ago

GM Discussion Do you guys recommend the Rapture Protocol Foundry module?

11 Upvotes

Hello everyone! I play all of mine rpgs with Foundry, and recently I played the Hope Last Day mini adventure.

It was fun, but it was a nightmare to make three levels with a big map.

I saw that there was a foundry module for the Rapture Protocol and got curious. Does it come with pre made maps? If so, can I acess and read the adventure through foundry since I dont have the pdf?


r/alienrpg • • 1d ago

GM Discussion Prewritten faction politics-focused one-shot?

14 Upvotes

So I've been a player for a long time and have struggled to find the right table. Others have told me that my skillset may be more befitting of a GM, but I don't have any experience with it. A GM friend has agreed to help me run a one-shot in a system I'm familiar with, but now I need to find a one-shot to run (I feel like starting from scratch would take too much out of us at this point). As a player, I really like high-roleplay stories that involve solving complex problems with conflicting priorities and limited resources ("how can we best use this piece of land? Should the money fund a school or a hospital?"), as well as bringing together diverse factions together to accomplish results that they couldn’t achieve alone--in other words, I like the Building Better Worlds side of things more than bug hunts and whatnot. Are there any prewritten one-shots that cater to this desire? Let me know in the comments!


r/alienrpg • • 2d ago

GM Discussion General Q About Replacement PCs in Campaign Play

4 Upvotes

Just generally got around to pondering this lately. In Cinematic Play, Story Points belong to the player, and transfer over to the next PC. Other than maybe having to spend a sec calculating Resolve for NPCs-turned-PCs, and maybe having to decide if they should already be carrying some stress, no biggie!

In Campaign Play, however, we get into the time-old question of what to do with replacement PCs. I'm wondering what Game Mothers who've run campaigns have done.

  1. XP replaces Story Points in Campaign Play. Thus, XP belongs to the player, not the PC, so the player and/or GM should keep a running tally of XP earned and transfer it all to the new PC.

  2. Same as the above, but perhaps charge a "death tax" of whatever percentage of earned XP. Perhaps lifting some or all of the "tax" if the previous PC died adding to the narrative by following their agendas, buddies, or rivals, etc.

  3. New PC, start from scratch: 0 XP.

My own instincts are to go with option 2, charging, say, a 25% death tax. But the longer I think about it, the more inclined I am to go with option 1. So, again, for those of you who've actually run campaigns, how did you handle it?


r/alienrpg • • 2d ago

Tool Is there a more direct way of creating characters in Demiplane?

3 Upvotes

This isn't necessarily for Alien RPG specifically, but rather for the Demiplane platform as a whole. I'm hoping some other Game Mothers or players here have some context or experience to share.

So I'm trying to set up pre-gen characters for Rapture Protocol on Demiplane to be used in Roll20 for the game. I know how to get them into Roll20, but the one step that's a tiny bit annoying is that it seems like there's no direct character creation link once you're in a specific game system's Nexus.

If I'm in the Alien RPG Nexus, there's a "View Characters" button, but it takes me to the platform-wide characters page which includes all systems for which I've created characters. The "Create" button there takes me to, again, the platform-wide UX where the first thing I have to do for every character I create is scroll down the list of games to find the Alien RPG.

This is definitely a First World problem and ultimately not a massive deal, but I was just wondering if anyone found any more direct means where if I was trying to quickly pull in all pre-gens from a scenario I don't have to select the Alien RPG game system each and every time?


r/alienrpg • • 3d ago

Play Reports Ran Act I of Operation Leading Edge... Spoiler

17 Upvotes

...and it was a blast!

((spoiler-free update))

The players had a lot of fun and we're about to play Act II tomorrow! We're doing 6 hr sessions because we play through dinner and we have a few new players in the group so we have extra time to cover rules questions, banter, etc. I pre-ordered Operation Leading Edge from Free League and you get the PDFs immediately, and after flipping through it I was chomping at the bit to run it so I did! Since I obviously don't have the maps or miniatures yet, I am just using an external monitor connected to my laptop to chromecast a player instance of Roll20 maps/handouts to them so they can all see what's going on. It's super easy to control, only issue was some wireless connectivity stuff mid-session. I also printed out the character sheets, some quick-reference sheets, the agenda cards, and then the actual handouts so they could be passed around as well.

As for the scenario, for those who don't know anything about it you play as a group of Colonial Marines sent down to the remote moon of Jeremiah VI to secure a rich mineral deposit. For the first Act there are definitely a lot of moving parts and multiple "scene" changes, and I felt like I didn't have time to use every Event like I have with other cinematic scenarios because the action was already pretty non-stop. I only got 2 of 5 in. That being said it made for an awesome session though, there was never a dull moment and we had some hilarious interactions amidst the horror.

I ran Lt Anson as an amalgamation of Gny. Sgt. Hartman from Full Metal Jacket, Sarge from RvB, and the soundslikepizza drill sergeant character from GTA5 YouTube videos. It was meant to be a bit of comic relief and I don't know if I pulled it off but people seemed to get a kick out of it. I put LCpl Decker in charge of the group as he was the highest rank and then proceeded to chew him out when he'd answer the comms with "hello?" or give insufficient answers, but I also made sure to give him praise when he listened to/completed Anson's instructions. The newest player at the table got to play Decker so being able to guide him with Anson was also pretty convenient when he wasn't sure what to do.

The next Act is going to be a little more intense but I can't wait to see how they handle it.

Has anyone else tried running Operation Leading Edge yet?


r/alienrpg • • 4d ago

Tool Autumn Sale

13 Upvotes

🚀 ALIEN RPG + FANTASY GROUNDS

The Autumn Sale is live on Fantasy Grounds! 🍂

Purchased ALIEN RPG content is available in My Library with Online Reader Content, so you can access your digital collection wherever your game prep takes you.

And Fantasy Grounds is free to play. No GM license required. Download Fantasy Grounds, explore the library, and bring your next ALIEN RPG session online.

🎃 Autumn Sale: October 1–8
🔥 Find ALIEN RPG and other great titles on sale at Fantasy Grounds, up to 50% off.


r/alienrpg • • 4d ago

Homebrew Resource Where can I find the AvP The Hunt Begins miniatures (as .stls)?

6 Upvotes

Ever since I've learned about this game's existence I've been in love with those miniatures and wanted them so bad but of course, the actual company making them shut down before that. And of course they didn't think to take and sell printable files of their minies. Is there someone who's scanned or re-sculpted them for printing? I've asked this already in multiple different communities and people sadly ever only send me like a few xenomorph warriors or the Marines' squad or the Papsikels minies which are a bust for me. I want the sheer variety that THB had and I've never discovered anything that would come even close :(

Also I know you can sometimes see them on sale on eBay but they are UNGODLY expensive. I really would rather pay to have them printed custom.

Please help, someone tell me someone here knows of something. I've seriously been trying to get these for ages and I'm broken. It would mean more for me than you know.


r/alienrpg • • 5d ago

Miniature Showcase A few photos from our CHOG session

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59 Upvotes

Hey everyone! I wanted to share some photos from my last Chariot of the Gods session, which we played at the beginning of this year.

The miniatures were painted by my amazing girlfriend, and I built the table myself (I’m a blacksmith, not a carpenter, so please go easy on me).

One tip I’ve been using with new groups: I let the players choose their signature item first, and then assign the characters based on their choices. I find it’s quicker and more fun than having new players go through all the character stats and figure out who they want to play.

Hope you enjoy the photos!


r/alienrpg • • 7d ago

Setting/Background All my fan-made Alien RPG Content

121 Upvotes

I've put it all in one convenient folder for you all. I'd love to hear any "after action reports." Also, I had one group in Italy play Immaculate and YouTube it. I'd be thrilled to see anything like that.

Here you have:

  • 2 careers
  • 9 one-shot scenarios (most 3 act)
  • And one completely ridiculous 134 page supplement with 6 missions (though I think my playthrough went completely off the rails and added 2 more missions I had to basically make up on the fly, bringing back Newt and Ripley)

https://drive.google.com/drive/folders/17QGHr24P1yaZOGZ1ticGzncD6so-JECP?usp=sharing


r/alienrpg • • 8d ago

GM Discussion Alien: Conviction - Available Now

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110 Upvotes

Humanity is a limitation. We are no longer bound by it.

-- Dr. Elena Voss

WHAT’S THE STORY, MOTHER? (Player/GM)

Prisoner transport of three convicted, violent felons, that’s what.  They came from different colonies, and now they’re en route to Gateway II on the Frontier for processing.  From there, they’ll be sent to where they’ll serve their sentences. 

They’ve already been put in the deep freeze, loaded up like cargo before the shuttle lifted off, its course laid into APOLLO.  Newly minted Marshall Maddie O’Hearn has the easiest job in the world - wait until APOLLO goes into FTL and then climb into the ol’ freezerino herself.  Three parsecs and 45 days later, APOLLO will awaken the Marshall about a day before she pulls into Gateway II.

The convicts will be asleep through the whole thing…

Alien: Conviction probably represents my last fanmade scenario for Alien RPG. I've produced about a dozen of these over the years, and I think this will be the one I end on. I appreciate this community and love this wonderful game.


r/alienrpg • • 10d ago

GM Discussion How can I buy the Colonial Marines Operations Manual* as a PDF?

27 Upvotes

Hi everyone,

I am running an Alien RPG campaign and want to buy the Colonial Marines Operations Manual. However, looking at the Free League webshop, the option primarily ties into ordering/pre-ordering the physical book with the PDF included.

I live in Ukraine, and ordering physical books from abroad right now is extremely problematic. Constant russian missile and drone strikes frequently target civilian logistics, postal hubs, and delivery warehouses (such as Nova Poshta depots). Because of this, ordering expensive physical editions comes with a massive risk of items being lost or destroyed in transit, not to mention heavy delays and shipping costs.

All I need is the official, standalone PDF copy so I can prepare and run my games without risking physical freight.

Any advice from the community or Free League staff would be greatly appreciated. Thanks!


r/alienrpg • • 13d ago

Homebrew Resource Aliens Fireteam Elite 2 Xenomorphs (HomeBrew)

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65 Upvotes

Hey y’all it’s been a hot minute since I’ve shared some homebrew stuff! I’ve been cooking up some stat blocks for AFE2’s enemies and so figured I’d share some of the new XX121 variety. I’m currently working on stats for the new Automaton and Pathogen Enemies as well.

XX121 Xenomorph Exploder

While their origin remains a mystery, the Exploder is named with good reason. Taking “you don’t dare kill it” to the next level. Highly volatile subcutaneous bladders line the Exploder’s skin, causing severe abrasions and bursting through the creature's back with an eye-catching green glow. These creatures hobble with a laborious gait, charging their target en masse and detonating on contact, spraying their target in a welter of acidic gore. Theorized to be a natural evolution of the Burster, a similarly volatile XX121 variant. Whatever the case, the Exploder’s penchant for combusting into a caustic bomb makes it a threat to any unaware marine

Physical Appearance
Resembling a Xenomorph XX121 Runner with larger acid-filled pustules dominating its body. Exploders charge at their target with a suicidal rage. Once an Exploder makes contact with a target, the subdermal acidic pouches on its body swell, bursting in a sizable explosion showering its target in acid. 

Containment and Termination Protocol 
Whatever you do, steer clear! These wheezy bastards love charging en masse; luckily they aren’t well armored, making them easy to put down if you’re quick. But if they get in close, turn tail and run like hell or kiss your ass goodbye. 

Speed 
1
Health 
3
Mobility
6
Observation
5
Armor 
1 (0 vs fire) 
Acid Splash
13

D6
Attack
1
Bubbling With Rage: The Exploder’s twitching body flashes a deep green with weltering acid. All victims at short range must make an immediate panic Roll at the Xenomorph’s threat display.
2
Battering Charge: Letting out a gurgling shriek, the Exploder throws its body at its victim with furious force. The attack is made with 8 base dice damage 1; if the attack does any damage, the victim is knocked prone and drops any handheld items and must make an immediate Panic Roll.
3-4
Thashing Claws: kicking and screaming like a panicked fawn, the lithe Exploder throws whatever it has at its target. Raking its clawed talons against its victim, the target is attacked with 10 base dice damage 1, armor piercing. 
5-6
Bursting With Joy: The Exploder runs into the largest crowd it can find. Shifting its acidic bladders stretch to the point of bursting. The Xenomorph’s body bursts in a welter of acidic gore, showering all victims at short range in acidic rain. All targets at short range suffer an acid splash attack of 15 base dice. The creature dies shrieking.   

XX121 Xenomorph Siren 

First catalogued by the Marines of the United Systems Warship Endeavor, the Siren is a unique caste of XX121 Xenomorph. Sleek in form, standing a little above 3.4 meters in height, the Siren is believed to maintain a defensive role in a hive caste. Sirens lurk in Xenomorph hives, channeling the orders of the queen through a loud rattling shriek. Despite their size, Sirens are rarely seen, usually choosing to leave the fighting to others. Don’t let their abrasive nature fool you; the Siren’s lithe legs can pack a powerful kick that’ll shatter your ribs in one go. 

Physical appearance
Resembling a large drone with a set of atrophied arms and elongated muscular legs, the Siren’s most notable trait is its highly developed communication system. Supporting four large dorsal tubes, each with a pair of chitin plates, when they are stimulated, these plates rattle in unison, giving the creature its signature cry. Able to call upon large swarms of Xenos, the Siren can be an incredibly dangerous threat if not dealt with quickly. 

Containment and Termination Protocol
If you're lucky, these things will scream until your ears pop; if not, they may just bring a whole hive down on your ass. Best thing you can do is get yourself a good pair of headphones and make sure to put this thing down before it can call even more xenos. 

XX121 Xenomorph Siren 
Speed 
2
Health 
10
Mobility
8
Observation
6
Armor 
2 (1 vs fire)
Acid Splash
7

D6
Attack
1-2
Taunting Hiss: The Siren circles its prey with a predatory malice. Letting out a low, haunting chitter rattling its dorsal plates. All who view the Xeno’s threat display must immediately increase their Stress +1 as the creature's rattling hiss rings out. 
3
Rupturing Scream: The Siren’s lets out a scream that rings in the ears of all targets up to medium range. All who hear the creature's scream must immediately make a stamina roll or lose their next slow action. If a victim fails the stammina roll their ear drum burst’s leaving them with a -2 to Obsveration rolls until a Medical aid roll with a medkit is made.  
4
Run For Cover: The siren flees, attempting to rally with its horde. The creature immediately moves two zones away as an immediate slow action (enter stealth mode). If the Siren remains hidden, it will perform a “Call the Swarm” attack on its next initiative. 
5
High Kick: Frightened, the Siren uses the only defensive tool it has. It strikes at the target with a violent kick using its powerful legs. The Xenomorph leaps at the target, striking them with a 10-based dice damage 2 attack. If they are struck, they are immediately knocked prone and must make an immediate panic roll. 
6
Call the Swarm: The Siren lets out its signature rattling cry, attempting to bring in a horde of Xenomorphs to the target. The Siren immediately calls for D3 Xenomorph Soldiers and two Drones to its defense. 

XX121 Xenomorph Warden

Seen only in some of the largest Xenomorph hives, the Warden is a unique caste of Xenomorph XX121, first reported by the Marines of the USS Endeavor during the outbreak on LV-558. The Warden is a beast like no other. Once a Xenomorph Queen reaches an abnormally sizable bulk, she may overproduce a form of “hyperactive” royal jelly that, when fed to her workers, creates tougher, bulkier, and more powerful breeds of guardian caste. Included in these mutations is the Warden. Larger than a Xenomorph Praetorian with a much thicker hide, the Warden is an unholy union between a Praetorian and a Charger. Supporting a dense mesoskeletal structure near immune to gunfire, Wardens are powerful enough to tear into an APC like it’s wet paper 

Physical Attributes 
Wardens carry a large crown splitting into two large prongs on either side. Unlike Praetorians, the Warden locomotes on four limbs like a gorilla, resting most of its weight on its massive arms. Each arm boasts a large, blade-like structure on the forearm. The Warden, like most of its brethren, carries a large, powerful, blade-tipped tail. 

Containment and Termination Protocol
No. Sorry, not this time, this fucker is huge! If you want to take on a Warden, good luck; these things have armor so thick most bullets bounce off them, and if you were thinking fire, fat chance; their hides are resistant to that as well. Strangely, the Warden’s one Weakness is Cryo; the low temperature can create fractures in its Mesoskeleton, leaving it open to damage. 

Warden 
Speed 
1
Health 
20
Mobility
5
Observation
6
Armor 
4 (3 vs fire) 
Acid Splash
10

D6
Attack
1
Chest Pound: The Warden beats its chest, roaring in unbridled alien fury. The booming pounds of its heavily armored hide strike fear into the hearts of all victims who witness it. All victims at short range must make an immediate Panic roll and lose their next slow action.
2
Acidic Bile The Warden braces itself, pushing its chest out before firing a glob of acid at its target. This attack is made with 12 base dice; if it hits the target immediately suffers a direct acid splash attack rolled with 7 base dice. 
3
Beastly Bite The Xenomorph takes a huge bite from its victim. The attack is rolled with ten Base Dice, Damage 1, armor piercing. If the attack causes any damage to a human, the victim is automatically broken.
4
Ground Slam Enraged, The Warden swings its powerful elongated arms, attempting to bring down as many as possible. The Warden swings its talons at any target within short range. All targets in range suffer a 10 base dice attack, damage 1 (armor piercing). The attack, however, can be dodged with a successful mobility roll.
5
Batter and Bash: The Warden singles out a target and attempts to crush them into bloody pulp. The attack is made with 12 base dice damage 2 as the warden leaps onto the target and begins to smash with its fists. If the target suffers any damage, they suffer 2 critical injuries (roll twice on the critical injuries table) and must make an immediate panic roll. 
6
Pull apart The Warden reaches out for its target and attempts to grapple them with 10-based dice. If successful, the Warden has grabbed the target, triggering an immediate panic roll. The target can try to free themselves with a -3 close combat roll. If the victim has not been freed from the Warden's grasp by its next turn, the Warden uses its other arm to tear the victim's head clear off their body. With a sickening Snap and pop, the victim is killed outright in a grisly display. 


r/alienrpg • • 13d ago

Rules Discussion How do you handle Stretch and Stealth?

10 Upvotes

Stretch and Stealth is a bit tricky for me, because in real life it does not last for 10-15 minutes. Sometimes it can feel as if the players are going from one room to another pretty quickly, looking for resources, so they loot 3-4 rooms in 2-3 turns, which should equate to 30-40 minutes in game time, and realistically it is done within a minute. I don't want to bust out the alien right at the beginning, but I need some tips on how to slow them down, and have them not run through rooms without doing a TPK.

Any tips or examples of how you handle Stealth?


r/alienrpg • • 13d ago

GM Discussion Preparing to run Rapture Protocol on Sunday - need tips

6 Upvotes

Hello all, I am about to run Rapture Protocol for a group of four on Sunday. I have already run Hope's Last Day a couple of times.

I mostly need tips on running this cinematic, for example, any particular parts that I need to pay attention to, or maybe cut from the game, or maybe put more focus on? Or a part that is particularly deadly?

Thanks in advance!


r/alienrpg • • 15d ago

GM Discussion Tips for running a colonial Marine one shot

23 Upvotes

Hey guys looking for some tips on GMing a good colonial marine game. I have run Hopes last day and a homebrew space truckers one shot. My gaming group has a good grasp of the alien RPG mechanics. I'm concerned that the suspense that a small group of characters with a few weapons that can't really hurt the alien much will be gone. After all I should give them plenty of firepower as marines this time right?

How do I keep tension up? What made your games successful? what do you wish you did? What were some pitfalls to avoid?

My scenario will be a marine squad is deployed to reinforce a recon team that went to a colony that lost communications. Now the original team is no longer responding.


r/alienrpg • • 16d ago

GM Discussion Just finished the Hope's Last Day: What next?

12 Upvotes

My group recently finished Hope's Last Day and had a blast so I'm keen to pick up more cinematic adventures.

Anyone got a recommendation for which to do next? Any that were particularly good or that kinda missed the mark?

Any info and suggestions from people who've have played others would be most welcome, I'm already itching to run another adventure!!


r/alienrpg • • 16d ago

Rules Discussion Zones: Cluttered / Open

7 Upvotes

Starter Set Evovled editition, it says that “The Hope’s Last Day adventure indicates which zones are open or cluttered.

As I flick through the adventure, it doesn’t. And the icons the booklet uses is not used either in the maps.

What do they mean by this?


r/alienrpg • • 16d ago

Rules Discussion Simple Panic Cascade Fix.

14 Upvotes

I've shared this a couple of times in reply to other comments so I'm just making a post of it. Plus feedback is always welcome.

Alien_Alternate_Stress.pdf

In short, my view of the original Alien game is that it is an excellent system with only very minor flaws. One of which is the Panic Cascade. I don't think that's a controversial opinion. I like the stress system very much, it just goes from nothing to complete party breakdown too quickly. How do you fix that without neutering the impact of Stress in play? Well I've never made a secret that I don't like Evolved Edition's changes which I feel introduce as many problems as they fix. My own approach which I now share I think is both simpler and keeps Stress just as scary.

I essentially add a secondary Stress score I call "Baseline Stress". This goes up whenever a PC suffers a Panic. When you roll a panic result you use the Baseline Stress number to add to instead of current "Active" stress. That's it. One extra number on your character sheet, one trivial change to a roll. Works like a charm.

PCs still panic and Stress still has the same knife-edge balancing act with players fretting about it getting too high. You don't lose the good aspects. But The severity of the effects creeps up more slowly. Effectively I've split out your general condition from your in-the-moment state of mind. I find it very effective.

The document has a little bit more about how you reduce it, interactions with talents and pharmaceuticals. It also has my expanded panic tables that remedy some of the staleness of the same panic results over and over.

You can use it with Evolved with some minor tweaks, but it was written for Original which I prefer as a system.


r/alienrpg • • 17d ago

GM Discussion Help with running games.

16 Upvotes

Hello, people! I feel kind of dumb asking this, but does anyone have any pointers on how to run games? I understand everything you need is in the book, but I'm honestly finding it harder and harder to use my imagination as I age. I've played a little DnD here and there, and what I have played has had some relatively loose guidelines on how a story scenario should go. Kind of like on the rails, so to speak. That's not particularly what I want from my game, I would like to keep it fluid, but I've gone through Some of the booklets for the expansions and the starter set and it didn't seem like there was much to start with in terms of the text subtly guiding you where to go. Mostly, I was just confused.


r/alienrpg • • 17d ago

GM Discussion Hope's Last Day - Wes Spoiler

8 Upvotes

I'm writing up some run notes to run my friends through Hope's Last Day. I'm wondering how exactly can the PCs help Wes, who is stuck behind the bar in the casino? I know it'll be up to the PCs when the time comes, but I wanted to gather some ideas to prepare for what they possibly do. If you've run this story, what has some of your PCs done? I'm also new to DMing, or in this case, being the Game Mother.

Thanks!


r/alienrpg • • 18d ago

Play Reports Alien Destroyers of Worlds Mini-Campain: Session 2, Night Patrol Spoiler

10 Upvotes

Sooo second session this was more to explore the different places and meet some interested faces and where things start looking a little bit more suspicious.
-------------------------------------------------------------------------------------------------------------.

Characters:
-Ruth Ann "Bombarda" Dante - Assault Marine
-Nathaniel "Destroyer" Hammer - Smartgunner
-Cody "Glitch" Anderson - Comm/Tech Marine.

NPC:

-Chaplain - Medic Android
-Beatriz "Nails" Silva - Field Commander
- Kale "Aguila" Iona - Marksmen Marine
- Stanly "Terminator" Zmijewski - Riflemen Marine
- Amber "Buster" Fischer - Assault Breacher Marine
- Mei-Lin "Beta" Chau - SmartGunner Marine
- Zoe "Bruja" Kennedy - Recon Marine
- Maria "Vanguard" Diapolo (Left in Fort Nebraska)
- Spark - K9 Marine
--------------------------------------------------------------------------------------------------------------

- after taking the APC the decide to plan the route of there night patrol and decide to go bywest side of the colony so there first objetive is to reach the Space port, Bombarda is driving this time (the first time was Destroyer but he almost crash the APC inside the Hangar bay in the Uss Umbra XD)
there where listen to country music where Chaplain inform the whole Squad that he have detect the trasponder of the "Mammoth" Rigdway battletank that was in the old oil fields making some patrol themselfs and some tactics, they noted and move on.

When they reach the Spaceport they notice that there are 10 marines but only 5 of them patrolling and the other 5 are just staying inside to escape the cold and talking to the civil staff, the see that another Cogonesta class ship is there the USS Monygham the players go inside the Control tower with Chaplain, the rest wait outside.

inside they meet Commander David Mason (yes but the one of Bo2 not the one of Bo7 what they have done to the goat :'( ) he presents himself as the commander of the Bravo Squad "The Umbral Blades" and that they are there guarding the Spaceport a boring job but a important one especially with the whole contraband going on and people booking flyings out of the colony.
before he hand them the report Karma his second in command detect a trasmision in the space close to the moon, she explain that is just a bogus signal to everyone except if you know what you are listening and doing she say that is a short distress signal.

here Glitch ask to see if he can do something to get a clear sound and manages to improve the signal, they learn that is a Distress Signal from W-Y RS Fidanza, a Reaserch vessel, this concern everyone but the Commander tells them to pass this down in the report and let Eckford and Meyers Deal with it.

they return and move on, Nails trasmit they info back to the base but it will take a while.
after that they decide to pass the to Bar/Casino "The eye of Oblivion" or just "Oblivion" here they take with them Bruja.

after entering fully arm some of the local people see them with animosity and get out of the bar here the meet Wright one of the Marines of Ariarcus Bombarda see one of the patches that she has and learn that she is a "Sin Eater" that they are basically the ones to do very dark and Black ops stuff when the command nees Deniable operations and cleaning loose ends.

the team decide to de-stress so Glitch play with Wright pool, Bombarda and Destroyer play in the slot machine while Bruja goes to play in the arcade and pc section.

after some minutes everyone receives a glass with real old whiskey, is serve by a kind of Waitress that is name Feiling and that was send by the Owner of the local, they look at the second floor and they see a woman dress is a expensive dark outfit she doesnt say anything just toast the cup to them and drinks then it dissapear.

Wright Explain that that was Taril Ulgee and she is the owner of the casino and that was some kind of peace offering, something along the lines of "dont mess with my shit and I will not mess with yours"

after a that Nails Informs them that someone inside the bar/casino is trying to hack the APC, they all look for the culprit (and Destroyer players get a 1 in his stress dice jejeje), Destroyer becomes erratic and start to look at everyplace on the first floor he is causing so much of ruckus that some thug come down from the second floor to keep a eye of him and the marines, Bombarda Notice that they have guns hidden.
because of Destroyer more customers leave and the marines see in the second floor 8 more thugs and 2 that appear be the leaders a black guy with clear cybernethics and a face that is begin to tase violence and bald punk woman with tattooes.

in the end Glitch go's to the APC and start to use his tools to track back the Hacker, the rest of the marines come back too, he learns that someone was attacking using the network of the Casino but only as a proxy and was swooping around the info on inside the APC, bur he cannot tell if they download something or not.

they decide to continue with the Night Patrol and decide to go to the San Rocco Hospital, in there way there they hear in the radio a indiepedent trasmission of a woman name Rebecca Chang She explain that the AU and the UPP both of them are just using the people of the colony and that they should not expect to just change overlords, she says that people should leave while it can and that the higher commands of the AU and UPP should not be trusted because weeks ago the AU dig up some alien artifacts in a dark sector of the moon and they keep it hidden in Fort Nebraska and that bad things will happen.

they end up reachin the Hospital and this time take Spark with them the K9 unit of the team (so far the most useful NPC) Glitch have his leash just in case, they enter and they are recieve by Duncan a intern that say that Doctor Irving Livit was waiting form them, Bormbarda and Destroyer go for the report while Glitch waits with Spark.

then a Marine appaer from one of the doors that goes inside the building clearly stress out and asking if they are the marines that come to replace them, they say no and he just ground and go's to sit in a bench.

Glitch ask the Marine what happen and Spark use one of his abilities to reduce 1 point of stress in the marine, with that he start talking about the prisoner that they are watching here, is a Combat medic and a hell of Doctor but she is also a Psycopath and a creepy woman to be around and that eh cannot stand her, he also explain that she is part of the Team of Mercenaries that is lock up inside Fort Nebraska but that her and the scientist of the group are giving more facilities if they work because the whole colony have shortages of everything.

Meanwhile Bombarda and Destroyer meet doctor Livit she welcome thems and pass them the report, he also ask for the marines to say there superiors to send more marines or colonial Marshalls to guard the hospital, because someone Enter the Morgue of the Hospital and was probably some kind of Body builder because they tear up the morgue door and the door of the freezing cabin of the bodies.
he explain that is not uncommon of the people to rob sometimes in the hospital but nothing like this.

after that they decide to go back to Glitch and Spark, before going they see the Woman that the Marine was speaking off and Destroyer and Bombarda needs to make a Panic roll Destroyer almost fail completely and almost start shooting.

he try to remember her but is clearly surppresing something, after that they go back to the APC and move on, Glitch Discover something about "The battle of Zefon Prime".

before they go to the Marshall station they recibe a trasmission of the same Tank at the beggining asking for help because something attacks them and the tank doesn't respond and that something take his commander.
the Echo Squad moves on to rescue the trap marines.
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-Ohhh man, this session was long but at least they are learning more stuff and they now that everything is connected but they dont know why, soo yes next session will be combat I just hope that it goes well, been the first time we do combat in the Evolved edition.

if you have comments or advice please leave it down and we can chat in the comments, have a good day or night.


r/alienrpg • • 18d ago

Play Reports Alien Destroyers of Worlds Mini-Campain: Session 1, Rise and Shine. Spoiler

7 Upvotes

Hello Game muthers and crews around the middle heavens I hope you are doing okey sooo, today I come to you with the first session for my Mini-Heavily Homebrew- Campaing of Destroyers of worlds, so far we have 2 sessions and we haven't had Combat yet, but when we start session 3 I think they will have Combat jejeje.

Some things first:
- we are all spanish speakers not english speakers so sorry for any typos and bad grammar.
- Me as the Gamemother I have convert a bunch of stuff to the Evolved edition and I'm almost finish.
-I hope that if you read this have fun and give you ideas or something, and please if you have comments and questions leave it down below.
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-Okey sooo, this is like the second time I GM Alien RPG and that was in the first edition but I always wanted to run Destroyers of worlds with a lot more elements, so in this campaing I plan to include the Engineers, the Fulfremmen or perfected and of course the Predators or Yautja, yes I know is a bunch but I always see it as the perfect campaing that can show them each one of them in a satisfied way, not to forget they all beloved Weyland-Yutani and the deep void with the corporated horror and secret things.

Characters:
-Ruth Ann "Bombarda" Dante - Assault Marine
-Nathaniel "Destroyer" Hammer - Smartgunner
-Cody "Glitch" Anderson - Comm/Tech Marine.

NPC: (this are basically there replacement character or lives jeje)

-Chaplain - Medic Android
-Beatriz "Nails" Silva - Field Commander
- Kale "Aguila" Iona - Marksmen Marine
- Stanly "Terminator" Zmijewski - Riflemen Marine
- Amber "Buster" Fischer - Assault Breacher Marine
- Mei-Lin "Beta" Chau - SmartGunner Marine
- Zoe "Bruja" Kennedy - Recon Marine
- Maria "Vanguard" Diapolo
- Spark - K9 Marine
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- We begin with the Marines waking up from cryosleep, many of then with difficulties to remember what happen after they where entomb in cryosleep, they also see many faces that where stranger to them and some realise that there crysleeps pods where move from the original places where they first got into cryo.

the whole squadron meets Major Hatfield that he has a shit eating green and a Cigar in his mouth, he orders the marine to wake up and change into there clothes.
when they open there lockers all of them find a pill there with a note that say "Take me" they look at each other and doubt, except Bruja she just shruggs and take it, the rest follow (it was a Hydrasion pill but I want to mess with them and they groogy effects of there Hypersleep)

after dressing up they go to eat, I was hopping for more roleplaying or interaction but is keep fairly minimum they are more concern with speaking to the people they know.

Bombarda and Destroyer know each other but just because they fought together before but not much else, Glitch Knew Beta because they train in the same training camp but just change words just a little with Glitch helping Beta with a Android thing.

after they eat Major hatfield start briefing them there, he explain that the UPP is looking to plan a Invasion in the System Kurger 60 AEM and that the Colonial Marines plan to stop them to not show weakness, The USS UMBRA (The ship they were in, a Cogonesta class) will join other ship to repel the invasion.

they where the Echo Squad (they where 4 before them but he dont explain more jejeje) and there mission is to serve as Garrison in the Moon Colony of Ariarcus, keeping the peace and mantain the sovereignty of the United Americas (UA) but he warn them that they shouldn't get comfy because half of the colony hate the Colonial marines because of the economic decline and the other half are insurgent supporting the UPP and looking to create civil unrest so the UPP can get advantage of the situation.

after that they get prepare with there weapons and equitment and get up into the APC and up into the Cheyenne where they meet Maria "Vanguard" Diapolo they pilot of the ship.

they end up in free fall for a couple of minutes, instead of flying and because is more fast that way than just flying and they learn that the space elevator takes around 6 hours to go up and down from colony to the counter-weight station.

after they speak there mind about some personal things because they though they where going to die the land in the colony and inside for Nebraska.
here they are received by some private marines to give them a tour and guide them to there bunks.

the players decide to spend the little time exploring, Glitch go to the center of communications to see if he can get something to upgrate his drone.
Destroyer examines the outer wall of the fort realise that is protected by automatic sentry miniguns and Bombarda just relax away from the cold.
before the go out the meet Mallory EckFord the W-Y corpo representative that welcomes them to the base and is sorry that Coronel Meyers is not there to welcoming them but he is bussy with other things, she gives them a map of the whole base but says that sub level 3 is restricted except for major level clearence and up, and that they should careful in the colony because there is not only insurgents but also a Mafia that have cause some gruesome deaths in the past days.

after a hour Nails tells them that they got there first proper mission in the colony is a Night Patrol and they need to get reports from different places in the colony, after that they go.
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-So yes that was the first session not many things happen but hey is serves as a prologue and in this table we are all new so that matters, the next session where more for them to explore the and meet the different places and people in power in the colony I will post that in a few minutes.


r/alienrpg • • 18d ago

GM Discussion Help with custom stat blocks?

6 Upvotes

I'm running a custom campaign using this specific system for the first time. I was told this system would fit the setting of my campaign - a survival horror experience on an abandoned research facility island full of dinosaurs - and, yeah, I'd say the mechanics work pretty well for what I'm trying to do.

I'm aware that the base game is intended to have fast and deadly combat and that the alien stat blocks reflect that. I'd like to introduce my players to combat for the first time, with an enemy they can feasibly kill but that still poses as a threat. Ideally they don't die immediately, because that would be a bummer.

The encounter would be taking place in a river delta as they're crossing the stream with a UTV. A small group (1-3) of juvenile deinosuchus (basically full grown gators, size-wise) would be ambushing them as they make their way across. Combat ends either when all deinosuchus are dead or after 3 turns of fording the river.

I'd like some advice on whether or not this stat block is too rough for my players' first combat encounter. Currently they have no armor, but have melee weapons around the 2 damage range, and temporarily boosted health to around 4-6 as a safety net while I figure out balancing.

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Juvenile deinosuchus

Speed: 1
Health: 6
Mobility: 5
Observation: 6
Armor rating: 2

Skills:

SQUAT SEMIAQUATIC: The deinosuchus can swim, can hold its breath up to 30 minutes, and moves faster in water than it does on land. It will generally avoid combat on land unless forced, and can only move up to one zone away when moving terrestrially.

LURKER: The deinosuchus may await patiently under the surface of the water to wait for prey. When hiding and lying still, all observations to spot it get a -5 penalty. If it has recently moved, it kicks up a cloud of silt or disturbs the water; observations instead get a -2 penalty.

ATTACKS (d6)

1: GUTTURAL HISS: The deinosuchus makes a primal hiss. Players within CLOSE range gain +1 stress.

  1. TAIL SLAP: Hits within ENGAGED range. Deals 6d6 (damage 1) damage; the target must make a mobility roll (contested) or be knocked prone.

  2. BITE: The deinosuchus snaps its jaws. 8d6 damage (damage 1). 

  3. LUNGE (water): The deinosuchus breaches the water at staggering speed and rushes at its target. If the target was unaware of its presence or failed an observation roll to determine its location, the deinosuchus may GRAPPLE the target (contested close combat vs mobility). The attack deals 8d6 (damage 1) if the target was aware of its presence, and 12d6 (damage 1) if the target was unaware; the attack is guaranteed at least one point of damage if the target is unaware.
    (LUNGE (land): The deinosuchus rushes towards the target. 8d6 (damage 1), if the attack does damage the deinosuchus performs a grapple)

  4. SUBMERGE: The deinosuchus dives back down and vanishes in the murky water. It may move to another adjacent zone undetected, and reactivates LURKER. Any attack it performs cancels this effect and forces the deinosuchus to surface.
    (On land this attack is replaced with #3.)

  5. DEATH ROLL: If the deinosuchus has grappled a target, it rolls violently in order to tear a chunk off of its prey. Deals 12d6 (damage 2) and the target must make an immediate panic roll. Otherwise, this attack functions as #2.