Alien: Chapter 3. Skills

Before we continue with the read through, let’s pause and head back to the credits page (page 2 on the PDF). What’s this?

Dave and I are listed as play testers! That’s nice🙂. We did offer feedback from our games, I wonder if anything has changed?

I have spotted at least one so far. As I predicted yesterday, Victory Points no longer exist. Instead we have Story Points. But that’s enough looking back, let’s crack on with Chapter 3. And let’s start with Story Points! Buried in chapter three is a new use for these newly named Story points. You can spend them, one for one, for an automatic success, after your roll.

There are twelve skills in this game, just three of each attribute. Not sixteen like in Free League’s other Science Fiction game, Coriolis. And unlike that game, all the skills can be rolled “unskilled”, on the attribute only, if you don’t have points in the skill. Attributes, skills and gear all contribute to your pool of base dice. Like Coriolis there is no damage to stats or gear for pushing, so you don’t need to split them out.

What you do need to split out are your stress dice. You earn one every time you push, and add it to all subsequent rolls, including the push. Sixes, on base dice or stress dice mean success. So the more adrenaline running through your system, the more successful you can be. But ones rolled on the stress dice mean panic. More on that later. Ones on stress dice mean something else as well. If you are testing Ranged Combat, and firing a weapon with a limited magazine, then that magazine empties.

There is interesting advice here in a boxout which should be heeded. Don’t roll too often say the authors:

In the ALIEN roleplaying game, a dice roll is a dramatic moment. Pushing rolls increases stress and can trigger panic in your character. With that in mind, you should never roll dice unless it is absolutely necessary. Save the dice for dramatic situations or tough challenges. In any other situation, the GM should simply allow you to perform whatever action you wish

Our experience suggest this is good advice. In my co-host Dave’s first playtest, he made his players roll the dice too often. Many rolls were pushed and stress points earned. Panic rolls can cause more stress, so there was a sort of cataclysmic chain reaction. I ran a playtest with that in mind, and made fewer (too few?) rolls, and didn’t experience a Panic cascade.

Dice rolls can be modified by difficulty (ranging from +3 for trivial actions, to -3 for formidable actions – though I don’t think we should be rolling for trivial actions, considering the advice above). Or, you can get help from other PCs, as with many Year Zero Engine games, by adding one dice per character helping, up to a maximum of three. Some rolls, for example when you use Mobility to sneak, can be opposed by the NPC with an Observation roll, you have to get more successes than they do. NPCs never push their rolls.

If it’s not opposed, then one success is all you need (difficulty modifiers are on the dice rolled, not the number of successes needed). And each skill description includes a list of stunts you can spend extra successes on. These include things like; rolling an extra die on a related skill check; completing the task more quickly or quietly; sharing a success with a PC in the same situation; or, in combat, simply dealing more damage.

Finally, for those wanting to compare the skills other Y0E games, they are:

  • Heavy Machinery (STRENGTH)
  • Stamina (STRENGTH)
  • Close Combat (STRENGTH)
  • Mobility (AGILITY)
  • Ranged Combat (AGILITY)
  • Piloting (AGILITY)
  • Observation (WITS)
  • Comtech (WITS)
  • Survival (WITS)
  • Command (EMPATHY)
  • Manipulation (EMPATHY)
  • Medical Aid (EMPATHY)

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