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Alien

Chariot of the Gods is a complete cinematic scenario for the ALIEN roleplaying game, designed for 3-5 players and a GM, taking approximately 4-5 hours to complete. The story involves the crew of the USCSS Montero responding to a distress signal from the USCSS Cronus, leading them into a dangerous situation with alien lifeforms and corporate agendas. Players are provided with pre-generated characters and personal agendas to enhance the gameplay experience while uncovering the mystery of the Cronus and its crew's fate.
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100% found this document useful (1 vote)
25 views53 pages

Alien

Chariot of the Gods is a complete cinematic scenario for the ALIEN roleplaying game, designed for 3-5 players and a GM, taking approximately 4-5 hours to complete. The story involves the crew of the USCSS Montero responding to a distress signal from the USCSS Cronus, leading them into a dangerous situation with alien lifeforms and corporate agendas. Players are provided with pre-generated characters and personal agendas to enhance the gameplay experience while uncovering the mystery of the Cronus and its crew's fate.
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

C H A R I O T

O F T H E G O D S
A N D R E W E . C . G A S K A

Maksym Mikhalov (Order #38428816)


L E A D W R I T E R
Andrew E.C. Gaska

G A M E D I R E C T O R
Tomas Härenstam

L E A D A R T I S T
Martin Grip

G R A P H I C D E S I G N
Christian Granath

E D I T O R
P R E P R E S S
Cam Banks
Dan Algstrand

P R O O F R E A D I N G
B R A N D M A N A G E M E N T
Brandon Bowling, Kosta Kostulas
Joe LeFavi/Genuine Entertainment

P L A Y T E S T I N G A N D F E E D B A C K
Marco Behrmann, Simon Andersson, Rickard Antroia, Joel Östlund, Lars Rinde, Marco Ahumada Juntunen, Artur Foxander, Justin Langley, Staffan Fladvad, Jonas Ferry, Johan Wikman, Sven Holm-
ström, Kristoffer Sjöö, Matthew Tyler-Jones, Dave Semark, Anjuli Clayden, Adam Gilbert, Addramyr Palinor, Aden J Sharp, Adrian Fraser, Albert Julbe, Alec McLeod, Alexander Traver, Alexandre
Belzile, Anders Persson, Andreas Nagy, Andrew McColl, Anson Li, Anthony Robinson, Ashley Reed, Benjamin Chee, Bill Griggs, Borja Pérez, Brent Kinkade, Brett Desmond, Brian Wille, Cassidy
Frazee, Chad Mitchell, Charles Kottler, Chris Hutchinson, Chris Lowe, Christophe Nicolopoulos, Christopher P. Crossley, Christopher Travis, Cold Steel 730, D. W. Story, Daniel Ralph Read, Dariusz
Horbal, Darren Pleavin, Dave Chappell, DaveC, David de Visser, David J Lambiase, David Lim, David McDermott, David Ross, Dennis Hovstadius, Derek Smyk, Dirk Johnson, Don Choi, Doug Keller,
Douglas Bailey, Drew Stewart, Edward Horne, Eirik Bull, Elliott Reilly, Eric Dedalus, Ethan Eichstadt-Anderson, Fenhorn, Frazer Barnard, Frederic Cote, G R Shotton, Geoffrey "GEO" Shaw, Gherhartd
Sildoenfein, Gina Brown, Glenn Hunt, Graham Spearing, H. Shannon Cooke, Hank Belanger, Harriet Brandsom, Hrvoje Ruhek, I. Jordan Thompson, Ian Dortsch, Jackson Freund, James Fuller, James
Ormay, James Thibodeault, Jason Bell, Jason Bergman, Jason Taylor, Jason Wednesday Miller, Jay Alexander Hafner, Jefferson Powers, Jeffrey B. Miller, Jeffrey C. Locke, Jennifer Wolff, Jerad Bailey,
Jeremy Gypton, Jeremy Hicks, Joey Brown, John Brent Macek, John Kingsnorth, John-Paul Killyleagh, Jon Xuereb, Jonathan Peter George Murray, Jordan Fishburn, Jordan Maday, Jordan McIntosh, Jörn
Joghans, Jos. A. Fisch, Joshua Cope, Joshua Fassett, Joshua Lank Hancock, Joshua Thrasher, Juan Manuel Rodriguez, Justin Walden, Kaley Giboney, Ken Falkson, Kimmo Kukkonen, Krzysztof Jaxa
Rudek, Kun Dániel, Lee Gaudreau, Levi Harris, Logermax, Lor Litton, Lowe Family, Maciej Komaszyło, Mahes Wani, Maria Scanavie, Mark Delsing, Mark Hughes, Mark Lazure, Marv Breig, Mat- thew
Morgan, Matthew W Smith, Matthew Woodard, Maximilien Werderer, Michael Cooper, Michael Heilemann, Michele Finelli, Morgan MacNeille-Pedersen, Natasha Zaleski, Nathan Ridings, Nigel
Murphy, Paul M Jordan, Paweł Cybula, Payton R. Robertson, Peter G Söderberg, Philip Reiss, Pierre-Yves Sirois Cournoyer, Piotr Kozikowski, Piotr Wyjadłowski, Richard Huffman, Richard Rayment,
Richard Turnbull, Rick Zaleski, Ricky Paul Barker, Rob Bertich, Rob Wieland, Robert Bridges, Ryan 'Nesfis' Garrett, Ryan Jenkins, Sam Jones, Saun Conlin, Scott Guider, Scott Preston, Scott Roepel,
Sean Roberts, Shawn Hartel, Simon Engmalm, Sophearath Chhorn, Stephan Lindkvist, Stéphane "Stefouch" Van Cauwenberghe, Stephen O' Mara, Steve Ramirez, Steven Godby, Stewart Strong, Stoo
Goff, Sune Nødskou, Sylvester Thorn, Tashfeen Bhimdi, Tawnie Thompson, Thibault Meyer, Thomas Deeny, Thomas Giaquinto, Thomas Kempton, Thorsten Deuchler, Tidus Tudor, Tommy Scott,
Tony Cheek, Tyler Satchwill, Wayne L. Augustson, Wayne Poppleton, Will Hindmarch, William Hostman, Zach Stevens, Zack McAtee

I S B N

978-91-88805-97-3

™ & © 2020 Twentieth Century Fox Film Corporation. All rights reserved

Maksym Mikhalov (Order #38428816)


S C E N A R I O

The setup is familiar—a starfreighter


intercepts a distress signal in the middle of “Miss Vickers would like to have a quick
deep space. The company orders the crew to word… before the adventure begins.”
investigate under penalty of total forfeiture of
— D AVID 8
shares.
Finding a derelict ship, they discover an alien
lifeform that threatens to kill them—and a
member of the crew itself has a corporate
directed agenda to protect it.
The particulars of this crime, however,
FOR MOTHER’S EYES ONLY
are quite different. This entire booklet is solely for the GM, to be
Chariot of the Gods is a complete Cinemat- read before the game begins. Players should
ic scenario for the ALIEN roleplaying game. NOT read the scenario text beforehand to
It’s designed to introduce the game to the avoid spoiling the mystery of what is in store for
players while at the same time take them for them.
a thrilling, terrifying ride into space where no
one can hear them scream. The scenario is
designed for 3–5 players plus GM, and takes at
least 4-5 hours to complete.

If any of the PCs should die during the course


of the scenario, you can use NPCs from the crew
CHAR A CTERS of the USCSS Cronus or the Sotillo as replace-
This scenario comes with five pre-generated ments. Let the player choose a Buddy and Rival
player characters—the crew of the USCSS for their new character if they wish. For replace-
Montero starfreighter. Filled-in character sheets ment PCs, use character sheets downloaded from
for these PCs can be found in the boxed set. Let the Free League website.
the players choose who they want to play. If you
have fewer than five players, the leftover crew G E A R : The PCs start the scenario with no per-
members are NPCs under your control. sonal gear except their signature items. As the
When your players have chosen their starting scenario kicks off, the PCs may distribute the
PCs, read the boxed text entitled “What’s the gear available on the Montero (see page 6) as
Story Mother?” out loud (see page 4). Then show they—or rather, Captain Miller—sees fit.
the players the map of the Montero on page 7 and
hand each player their Personal Agenda (see next
page) for the first Act to kick off the action.

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C H A R I O T O F T H E G O D S

PERSONAL A GEND A S
Each character has a Personal Agenda for each of
has actively advanced their PC’s Agenda despite
the three Acts of the scenario. These Agendas are
significant personal risk or sacrifice, announce this
printed on playing cards included in this boxed
and award them one Story Point (see page 26 of
set. At the start of each Act, give each player
the rulebook). Don’t reveal the actual Agendas to
their new Agenda for the Act about to start, and
the entire group, they should remain hidden until
tell them not to reveal it to the other players.
the end of the scenario.

S P E C I A L O R D E R 9 6 6 : At the start of the


REPLACEMENT PLAYER CHARACTERS:
scenario, give Wilson's player the card entitled
Only original PCs have pre-written Personal
“Special Order 966” in addition to their Agenda.
Agendas for the three Acts of the scenario.
NPCs used as replacement PCs have only one
E V A L U A T I N G A G E N D A S : At the end of
Agenda that remains the same for the entire
each Act, collect the Agendas from the players
scenario. ■
and evaluate them individually. If you feel a
player

THE SECRET ANDROID


One of the crew members on the Montero is in injury is the android automatically revealed—as it
fact a synthetic undercover agent code- bleeds white, not red. From the moment Lu- cas
named Lucas, working for Bionational—a is exposed, it follows the rules for androids (see
corporate rival to Weyland-Yutani. After the page 77 of the rulebook). When exposed, Lucas
players have chosen PCs, decide which one of also shows its true power—the android's STRENGTH
them is Lucas. When you hand out Personal and AGILITY increase by +3 each, also affecting
Agendas, replace the chosen PC’s Agendas Health, including current Health.
with Lucas’s Agendas. At the start of the Lucas's behavioral inhibitors are removed, allowing
scenario, give Lucas's player the card entitled it to hurt humans.
“Note to Lucas” in addition to their Act I
Agenda. Lucas can be an NPC if you prefer. CALLING PVP. Revealing Lucas as an android has
To avoid detection, Lucas mimics human a high risk of triggering direct confron- tations
behavior to perfection. As long as Lucas is not with other PCs. If this happens, play out the
exposed, use rules for humans for the android— current scene and then turn Lucas into an
pushing rolls, gaining STRESS LEVEL, making Panic NPC, letting the player choose an- other
Rolls, etc. Only if Lucas suffers a critical character (someone from the crew of the
Cronus) to play.

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Maksym Mikhalov (Order #38428816)
S C E N A R I O

WHAT’S THE STORY, MOTHER?


You are space truckers on the starfreighter this small run is a special order for a Wey-
USCSS Montero, running “the GauntletK—the land-Yutani corporate account on Sutter’s
trade route between Anchorpoint Station World—a newly established Frontier colony.
and the Frontier. Your ship’s cargo hold is While the trip so far has been fairly routine,
packed with dozens of tanks of dangerous the Montero’s sensors developed a glitch
Tritium gas that is in the process of decaying before you left Anchorpoint and sporadical-
into extremely profitable Helium-3. Usually ly pinged contact with a sensor reflection
cargoes such as these are towed in massive before you activated the displacement drive
tanker modules that transport much higher and went FTL. Your cargo run so far has been
concentrations of the gas a safe distance without incident. Now, you are just awakening
from a freight hauler. The Montero isn’t rated from hypersleep, ready to deliver your goods
as a commercial towing vehicle, however, and to the colony of Sutter’s World.

T H E S I T U A T I O N

SCENARIO O VER VIEW


The starfreighter USCSS Montero is diverted to
corporate agents who put their mission and a
check out a distress signal sent by the USCSS
paycheck ahead of human lives, the crew of the
Cronus, a science exploration ship that has
Cronus who are suffering from an infection that
been missing for three quarters of a century.
is slowly turning them into monsters, feral alien
The crew of the Montero investigate and find
creatures that are out for blood, and a
the few remaining Cronus crew in stasis and the
murderous android who wants to stop Weyland-
ship overrun by alien creatures. As they at-
Yutani from getting their hands on anything
tempt to transfer the survivors to the Montero,
alien. Just when the Montero crew discover that
the starfreighter’s reactor is set to overload by
they too might be infected, pirates attempt to
one of the crew, who has orders to bring back
seize the ship. It all comes down to one question
the xenomorphic materials the Cronus is car-
—does the crew
rying. With their ship destroyed, the Montero
want to stop a dangerous biological weapon from
crew is forced to repair the Cronus instead.
getting into the wrong hands, or do they want to
The crew soon finds themselves caught between
become very, very rich?

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C H A R I O T O F T H E G O D S

WH A T T H E H E L L H A P P E N E D T O T H E C R O N U S ?
Acting on classified data from an encrypted
transmission, the Cronus was launched in 2110 transform and others didn’t, the crew of the Cronus
to attempt to locate samples of Chemical Agent failed to make the correlation.
A0-3959X.91–15. Deciphering part of the data trans- Nonetheless, as the ship was overrun with
mission led them to the 26 Draconis system and Neomorphs and Abominations, they realized they
a small planetoid dubbed LV-1113 tucked away in were in over their heads. Barricading themselves on
the planetary debris belt shared by the suns of cryodeck and leaving the ship’s synthetic—Ava—to
this trinary star system. The chemical was maintain the infested ship, they put themselves in
discovered there, but some of it had been stasis and hoped for a miracle.
previously deployed, causing mutations in the After being caught in a micro-meteorite
planet’s lifeforms. storm, navigation control failed on the Cronus
While the science team modified and experi- and her comms array was damaged. Ava was
mented with what they called the 26 Draconis attacked by the Abominations while attempting
strain of the black liquid, members of the crew to repair the engines. Life support failed, plung-
became infected with Mote pathogen spores, ing the ship into a deep cold. The crew remained
causing them to give birth to Bloodbursters which safe in their hypersleep chambers, and the
quickly ma- tured into Neomorphs. Chaos soon creatures aboard went into a state of suspended
broke out. There was a mutiny, the science animation. This all happened within two days of
module on the Cronus was ejected and left leaving LV-1113. Since then, the Cronus has
behind, and the surviving crew escaped the been adrift, barreling along at sublight speeds for
planetoid. decades.

TH E 26 D R A C O N I S S T R A I N : Discovering M O T H E R ’ S N O T E : The 26 Draconis Strain


that some among them had been infected by the inoculation works—95% of the time it does indeed
spores before departing, the remaining scien- arrest the development of any Neomorph spores
tists used a derivative of the 26 Draconis strain to deposited by the Motes. Unfortunately, there is
inoculate the crew against the Neomorph spores. also a significant risk of the black liquid derivative
The doctors administering it were unaware that going too far and recoding the DNA of the inocu-
their cure was not completely safe, however—nor lated, slowly transforming them into zombie-like
that it could cause those inoculated to mutate into Abominations (see page 43).
Abominations. As some of the inoculated began to

“… And all these you shall regard as an abomination.”


— L E V I T I C U S 1 1 : 13

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Maksym Mikhalov (Order #38428816)
S C E N A R I O

U S C S S M O N T E R O
LOCKMART CM-88G BISON-CLASS FREIGHTER

The Montero is of the same series of starfreighter


ing yet still highly flammable Tritium. The
as the Nostromo, save that it is a newer model
volatile nature of Tritium means that it can be a
with some minor upgrades. The most important
bitch to transport, but by the time this shipment
distinc- tion is that the Montero has standard
reaches port it will have completed radioactive
Saturn J 3000 engines, instead of the Rolls-Royce
decay into Helium-3—a safe and clean energy
N66 Cyclone upgrades that the Nostromo had. As
source used throughout the colonies. Each tank
such, she is not rated as a commercial tug. She is
is half the size of a tanker trailer. When the
fitted to haul cargo internally like a standard
adventure begins, about half of the gas is still
freighter, and has a cavernous bay with ventral
flammable. Extreme caution is advised. To ferry
access.
cargo to and from low orbit, the Montero is
This scenario starts off on the Montero, and an
equipped with an ailing WY- 37B Flatbed Cargo
overview of the main personnel deck can be seen
Lifter called Daisy.
to the right. The rest of the ship is not mapped
out in detail, as it is unlikely that the PCs will
PAS S AGEWAY U M B I L I C A L : The Montero
spend much time here—see Events.
is equipped with a 10-meter-long passageway
umbilical, which can be used to connect to the air-
C A R G O : The Montero’s bay is currently full of locks of other spacecraft and thus allow passage
72 high-pressure tanks carrying 200,000 tons of without the need for a spacewalk. ■
ag-

GEAR ON THE MONTERO


The following pieces of gear are available on the T 1 x M314 Motion Tracker (Power Supply 5)
Montero at the start of the scenario. The PCs— T
T 1 x Cutting Torch (Power Supply 5)
1 x Watatsumi Bolt Gun (4 shots)
or rather, Captain Miller—must decide on how T 1 xM4A3 Service Pistol (1 reload)
best to distribute the gear. Details on this gear T 1 x SpaceSub ASSO-400 Harpoon
can be found in Chapter 5. Grappling Gun
T 5Airx Supply
IRC Mk.50 Compression suit (starting
5 in each) T 1 x M240 Incinerator Unit (2 reloads)

T 1 x P-5000 Power Loader

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Maksym Mikhalov (Order #38428816)
C H A R I O T O F T H E G O D S

USCSS MONTERO

MONTERO – DECK A

334m

BRIDGE

BRIDGE
CRYO

MU/TH/UR

TANKAGE
TANKAGE
GALLEY CRYO

UPPER LANDING
CLAW CHAMBER HYPERDRIVE
MACHINERY SPACE

MEDLAB

WY-37B DAISY

34m

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Maksym Mikhalov (Order #38428816)
S C E N A R I O

N O N - P L A Y E
RC H A R A C T E
R S
JOHNS, OFFICER
During this scenario, the crew from the USCSS
Montero can encounter NPCs from three differ-
ent groups, all detailed below.

TH E C R E W OF TH E C R O N U S :
Originally launched with a crew of thirty, the
Cronus is down to only five members. They
don’t even have a pilot left, save for the
second officer.

TH E C R E W OF TH E S O T I L L O : Shad-
owing the PCs for the entire adventure,
these corporate-sponsored marauders don’t
reveal themselves until Act III—and just may Second Officer on the USCSS Cronus
be the PCs’ only way out of this mess.
FULL NAME: Albert Johns

TH E X E N O M O R P H S : No ALIEN game AGE: 47


would be complete without some form of PERSONALITY: Submissive
ALIEN, and while the traditional Xenomorph
Now the de facto Captain of the Cronus, Johns
doesn’t make an appearance in this adventure,
has lost his edge. As someone who is really good at
their next of kin are just as deadly. Two types
making sure things get done, Johns is also not very
of alien beasts appear in this scenario:
good at giving orders. He readily falls in as
Neomorphs and Abominations.
second-in-command to whomever starts making
Both are described in Appendix I on page 36.
the hard choices needed to save lives.
Most of the Xenomorphs are birthed during
the course of the scenario, but some are al- STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 4
ready on the Cronus when the PCs arrive: HEALTH: 4
T onNeomorphic Egg Sacs at multiple locations
the ship, ready to infect unwitting PCs. SKILLS: Heavy Machinery 1, Stamina 2,
T Medlab
A vivisected Stage IV Abomination in the
(see page 22).
Ranged Combat 2, Piloting 2, Observation 2,
Command 1
T Reactor
A Stage IV Abomination hibernating in the
Control Room (see page 25). TALENT: Pull Rank

T A Stage IV Abomination on the outer hull. GEAR: M4A3 Pistol (1 reload), key card
PERSONAL AGENDA: Find a leader to follow and
T Should you want to add some fuel to the
fire, you can add an adult Neomorph also help them to save human lives.
hibernating on the Cronus, stalking the PCs BUDDY: –
as they arrive (see Events). RIVAL: Clayton

All xenomorphs on the Cronus are considered


active in stealth mode at the start of the
game, except the Abominations.

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C H A R I O T O F T H E G O D S

REID, COLONIAL MARINE FLYNN, MEDIC

Security Officer on the USCSS Cronus Ship Medic on the USCSS Cronus
FULL NAME: Valerie Reid FULL NAME: Liam Flynn
AGE: 34 AGE: 27
PERSONALITY: On Edge PERSONALITY: Fearful
An Outer Rim Defense Force veteran of the The ship’s remaining medical doctor, Flynn was
Civil War on Torin Prime, the 1.50m Sgt. Reid one of the junior scientists who helped
commanded the security team assigned to synthesize the derivative cure from the 26
protect the scientists aboard the Cronus. An Draconis Strain. Flynn suspects the cure isn’t
independent contractor, she was honorably safe, but he would rather take the chance with it
discharged from the ORDF and hired by Wey- than witness another Bloodburster birth.
land-Yutani. Reid lost an arm on Torin Prime, but The doctor is not willing to talk about what
has a synthetic replacement. She saw a lot of happened on LV-1113, nor reveal what other
people under ORDF protection die on LV-1113, breakthroughs the scientific team achieved
and suffers from PTSD from both that experience before the Cronus left them behind. Flynn has
and the Civil War. People tend to not informed anyone that the cure contains
underestimate her because of her size. the black goo within it.

STRENGTH 5, AGILITY 4, WITS 2, EMPATHY 3 STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 5


HEALTH: 5 HEALTH: 2
SKILLS: Close Combat 3, Heavy Machinery 1, SKILLS: Mobility 1, Observation 2, Comtech 2,
Ranged Combat 3, Mobility 2, Command 1 Manipulation 2, Medical Aid 3
TALENT: Overkill
TALENT: Compassion
GEAR: Armat 37A2 12 Shotgun (2 reloads)
GEAR: Personal Medkit, Surgical Kit
PERSONAL AGENDA: Terminate all threats to the
PERSONAL AGENDA: Get out of this mess alive, no
Cronus crew with extreme prejudice, no
matter what the cost or what lies you need to tell.
matter the risks for you.
BUDDY: Cooper
BUDDY: Johns
RIVAL: Reid
RIVAL: Flynn

Maksym Mikhalov (Order #38428816)


S C E N A R I O

COOPER, SCIENTIST CLAYTON, COMPANY AGENT

Chief Scientist on the USCSS Cronus Corporate Liaison on the USCSS Cronus
FULL NAME: Daniel Cooper FULL NAME: Lori Clayton
AGE: 53 AGE: 42
PERSONALITY: Rational PERSONALITY: Ruthless
A scientist assigned to the Cronus, Professor
While cool on the surface, Clayton is seething
Cooper was infected by Neomorphic Motes
before he went into hypersleep. He knows that the with rage over a life lost in cryosleep. Aware
26 Draconis Strain cure is derived from the black that both Cooper and Flynn have invaluable
goo, and feared it was unsafe. He nev- information and experience regarding the
er took his inoculation, instead pocketing his scientific team's experiments on LV-1113, she
syringe and claiming he had administered the wants to bring both Flynn and a sample of the
shot to himself. Feeling sick before entering 26 Draconis Strain back to Weyland-Yutani for a
stasis, Cooper quickly deteriorates upon regain- ing
consciousness, complaining of immense nice fat paycheck.
migraines before beginning to talk nonsense and NOTE that only Clayton has the codes to the
going into epileptic shock. See the “Mother of all wall safe and the EEV in her quarters on Deck B of
Migraines” event for his final fate. the Cronus.

STRENGTH 2, AGILITY 3, WITS 5, EMPATHY 4 STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 5


HEALTH: 2 HEALTH: 2
SKILLS: Mobility 1, Observation 2, Comtech 3, SKILLS: Ranged Combat 2, Mobility 1,
Manipulation 1, Medical Aid 3 Observation 2, Command 2, Manipulation 3
TALENT: Analysis TALENT: Personal Safety
GEAR: Personal data tablet GEAR: M4A3 Pistol (2 reloads), key card
To make sure the 26 Draconis Strain does not PERSONAL AGENDA: Bring both Flynn and a
become a threat to sample of the 26 Draconis Strain back to Wey-
human civilization. land-Yutani for a nice fat paycheck—no matter
who you need to kill to get there.
BUDDY: Flynn
BUDDY: –
RIVAL: Clayton
RIVAL: Cooper

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C H A R I O T O F T H E G O D S

AVA 6, SYNTHETIC BOLAJI, OFFICER

Android on the USCSS Cronus Captain of the Sotillo


AGE: Appears to be in her twenties FULL NAME: Adisa Bolaji
PERSONALITY: Helpful AGE: 30
Introduced by Weyland-Yutani at the be- PERSONALITY: Resolute
ginning of the century and now long since
Awkward, tall, and gaunt, Bolaji isn’t your typi- cal
discontinued, Ava is the female-presenting
criminal. Under contract from Seegson, the captain is
equivalent of the Walter series android. Con-
paid to harass Weyland-Yutani ships on the
sidered by the crew to be nothing more than a
Frontier. This pirating gig is a full time job with
machine, she was locked outside the cryodeck in
benefits and paid vacation for him and his entire
an attempt to maintain the ship despite its
crew, not to mention bonuses for any unique
Neomorph infestation. Damaged soon after-
hauls they might bring in. While everything is
wards, she has wandered the ship in a daze for
business first, Bolaji also knows that some things
decades. Ava believes in duty and service, and
are too dangerous to be left in the hands of the
always puts humankind before herself, even
wrong people.
when they do not deserve it.

STRENGTH 3, AGILITY 5, WITS 3, EMPATHY 3


STRENGTH 5, AGILITY 6, WITS 5, EMPATHY 4
HEALTH: 3
HEALTH: 5
SKILLS: Heavy Machinery 1, Mobility 2,
SKILLS: Mobility 1, Stamina 2, Observation 2,
Piloting 1, Ranged Combat 3, Manipulation 1,
Comtech 3, Medical Aid 2
Command 2
GEAR: None
TALENT: Pull Rank
PERSONAL AGENDA: Help the humans on the
GEAR: Rexim RXF-M5 EVA Pistol (3 reloads)
Cronus survive, without regard to your own
PERSONAL AGENDA: Turn this tricky situation into
safety.
a profit without risking your ship and
BUDDY: –
crew.
RIVAL: –
BUDDY: Pin
RIVAL: –

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S C E N A R I O

PIN, MERCENARY BEIN, PILOT

Hired muscle on the Sotillo Pilot on the Sotillo


FULL NAME: Pinion FULL NAME: Helen Bein
AGE: 31 AGE: 53
PERSONALITY: Steadfast PERSONALITY: Cynical

Pinion grew up with Bolaji in the Solomons. In A former combat pilot for the Colonial Ma-
their teens, they stole moon shuttles to- rines, Bein was dishonorably discharged for
gether. A year older than Bolaji, Pinion once nuking the wrong outpost during the Tientsin
accidentally crashed a commercial transport Campaign. An alcoholic, Bein is still a better pilot
while joyriding and wounded six people. Bolaji drunk than most colonial pilots are sober. Bein’s
took the fall and went to juvie for the crime, military knowledge and experience have been
keeping Pinion from suffering a real prison invaluable to the Sotillo.
sentence. She has stayed loyal ever since. At
1.95m, Pin is the muscle of the Sotillo crew. ALCOHOLIC: Se page 67 of the rulebook.
Pinion enforces Bolaji’s will.
STRENGTH 3, AGILITY 5, WITS 3, EMPATHY 3
STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2
HEALTH: 3
HEALTH: 5
SKILLS: Heavy Machinery 2, Ranged Combat 2,
SKILLS: Close Combat 3, Heavy Piloting 3, Observation 1, Command 2
Machinery 1, Stamina 1, Ranged Combat 2, TALENT: Reckless
Mobility 2, Command 1
GEAR: .357 Magnum Revolver (2 reloads)
TALENT: Overkill
PERSONAL AGENDA: Find a drink on this god-
GEAR: Armat M41A Pulse Rifle (2 reloads) damn ship.
PERSONAL AGENDA: Follow and protect Bolaji, no BUDDY: Horton
matter what the cost or risk.
RIVAL: Pin
BUDDY: Bolaji
RIVAL: Bein

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C H A R I O T O F T H E G O D S

HORTON, MECHANIC

U S C S S
C R O N U
S
WEYLAND SEV M3 HELIADES-CLASS
SCIENCE EXPLORATION VEHICLE

Mechanic on the The Cronus is a science exploration vehicle


Sotillo FULL NAME:
launched at the beginning of the 22nd centu-
ry. Modern vessels in this design lineage are
Micky Horton AGE: 12
of the Magellan class, and a PC might mis-
PERSONALITY: Friendly take the ship for its newer brethren. Just as
The twelve-year-old son of a minor Wey- land- the Montero is a slightly newer variant of the
Yutani exec that shafted Bolaji on a deal, Horton Nostromo, The Cronus is a variant of a Heli-
was kidnapped by the captain in an attempt to ades-class ship with many similarities to the
get the exec to pay up. When Hor- Prometheus. On the Cronus, however, the sep-
ton’s father was killed by another mercenary he arate Class D module was not a lifeboat, but
hadn’t paid, Bolaji decided to keep the kid. The instead a classified and specially-equipped
self-taught and scruffy mechanic has been re- science lab that could be jettisoned in the
building sensor suites and assembling thruster case of an emergency. When the PCs encoun-
arrays since the age of nine. The boy is well- ter her, that module is missing, ejected at
liked and well-treated by the crew of the Sotillo. some point during the SEV’s original mission.

STRENGTH 2, AGILITY 4, WITS 5, EMPATHY 3 AU X I L I A R Y V E H I C L E S : The Cronus


HEALTH: 2 has only two ATVs (see page 141 of the core
rule- book) in her vehicle bay, and is missing
SKILLS: Mobility 2, Observation 2, Survival 2,
Comtech 3, Medical Aid 1 all of her Class A escape pods. Wherever she
was, whatever she was doing, she left in a
TALENT: Beneath Notice
hurry— and left her vehicle complement
GEAR: M240 Incinerator Unit (1 reload) behind.
PERSONAL AGENDA: Help your crewmates from the
Sotillo to get out alive. THE D E C K P L A N S : The Cronus has four
BUDDY: Bein
decks, each accessible through main junc-
RIVAL: – tion ladderways, two large elevators, and a
staircase (that is collapsed). You'll find the
deck plans in the center of this booklet for
easy removal. Each room or corridor is one
zone for the purposes of movement (see
page 55 of the rulebook). Larger rooms are
divided into several zones, separated by thin
lines. The dotted lines are ventilation ducts,
with larger dots marking zone limits.

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S C E N A R I O

CRONUS – DECK A

2X 2 METERS

MU/TH/
UR
2000
130m

JUNCTION

A-1

STAIR-
WELL

AIR
SCRUBBERS
SHAFT

CRYO 1 CRYO 2

CRYO 3
SHOWERS AND

SHOWERS AND

EXAMINATION
WARDROBE

WARDROBE

ROOM

JUNCTION

A-2

TECHNICAL SPECIFICATIONS

LENGTH: 130 metres POWER PLANT: Nuclear fission


WIDTH: 48.75 metres generators

HEIGHT: 36.5 metres SENSOR SYSTEMS: Various comm antennas

ENGINE POWER: Four nuclear-powered ion NAVIGATION SYSTEMS: Independent ad-


plasma engines vanced navigation systems

FUEL SOURCE: Ionized plasma drive CREW: 17

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C H A R I O T O F T H E G O D S

CRONUS – DECK B

2X 2 METERS
COMMAND
STATION

BRIDGE

PILOT PILOT
STATION STATION
1 2

HOLO
DISPLAY
TABLE LIFE
SENSOR
SUPPORT
STATION
MONITOR

COMM
STATION

VESTIBULE 1 JUNCTION
VESTIBULE 2
(ARMORY) (EVA SUITS)
B-1

WC
STORAGE

STAIR-
WELL
CORPORATE
SUITE

MESS
EEV

HALL
AIR
SCRUBBERS
ENGINE SHAFT ENGINE
POD 1 POD 2

LIVING AREA

MEDLAB
SCI LAB 2
MECH B

MECH A

SCIENCE SECTOR

JUNCTION
STORAGE

MEDPODS
SCI LAB 1

B-2

REACTOR

CORE

ENGINE
POD 3 ENGINE
POD 4

SCIENCE
MODULE

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S C E N A R I O

PRODUCTION INFORMATION

MANUFACTURER: Weyland Corp CLASS: Heliades-Class


PRODUCT LINE: Weyland FTL ships REG: 142601
MODEL: Heavy Exploration/
Prospecting Vessel

CRONUS – DECK C

2X 2 METERS

JUNCTION

C-1

STORAGE STORAGE
STAIR-

WELL

CARGO CARGO
BAY 1 BAY 2
AIR
SCRUBBERS
ENGINE SHAFT ENGINE
POD 1 POD 2

CATWALK CATWALK
CARGO OFFICE

CATWALK

OPEN TO
DECK D OPEN TO
DECK D

MAINTENANCE
SHAFT MAINTAINENCE
BALCONY SHAFT

JUNCTION
COOLANT COOLANT
TANK TANK
C-2

REACTOR
RELAY
CONTROL
REACTOR

ENGINE ENGINE
POD 3 POD 4

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C H A R I O T O F T H E G O D S

MAP LEGEND

ARMORY
AIRLOCK WORKSHOP/ENGINEERING BARRACKS

LADDER ACCESS INTERCOM CPT´S QUARTERS ELEVATOR

EVA SUIT STORAGE ACCESS TERMINAL OBSERVATION


MAINFRAME
CRYOSLEEP PODS VENT PATHWAY
MEDKIT MEDLAB

ESCAPE POD RADIOACTIVE AREA

CRONUS – DECK D

2X 2 METERS

ENGINE
POD 1 ENGINE
POD 2

VEHICLE
BAY

EQU
SHED VEHICLE PARTS DISPATCH
STORAGE OFFICE

ENGINE
POD 3 ENGINE
POD 4

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Maksym Mikhalov (Order #38428816)
S C E N A R I O

DECK

A CR YO DECK

AIR S C R U B B E R S : This large shaft is only


accessible via the ventilation and
maintenance shafts. When operational,
M A I N A I R L O C K , J U N C T I O N A- 1: massive carbon filters clean the air of
The
pollutants while churning machines
main airlock is the only point of entry to the
electrolyze the water and generate oxygen.
Cronus and it is located on the dorsal side of
Powered by a direct feed from the reactors,
the ship. The outer airlock door is damaged
the shaft terminates in a water-filled chamber
and seems buckled from the inside, something
on Deck C. Condensation accumulates at the
that the PCs notice if they spacewalk to it or
top of the shaft and rains down here.
try to connect the Montero’s passageway
When the PCs arrive, the oxygen genera-
umbilical.
tion is offline. The shaft is dark and the water
To open the outer airlock door requires a
at the bottom of the shaft is frozen. Once MU/
cutting torch and a HEAVY MACHINERY roll. In-
TH/UR 2000 goes online and power is re-
side, a ladder leads down into the main
stored, the air scrubbers are activated and the
airlock junction, down to decks B and C.
ice melts. This chamber then becomes very
Covered
noisy and it is difficult to hear anything—all
in scuff and scratch marks on the inside, the
OBSERVATION rolls get a –2 modification in here.
door does not close again once opened. After
The air scrubbers work via electrolysis—elec-
breaching the buckled door, the PCs must
trical current is channeled through submerged
connect the Montero’s passageway umbilical
rods and applied to the water, causing the
to the Cronus and pressurize it before open-
separation of hydrogen and oxygen. That means
ing the inner airlock door. If the umbilical is
that there is a real risk of electrocution in
damaged, the airlock suffers explosive
here once the power is back on. Any failed skill
decom- pression (see page 73 of the
roll in here results in an immediate attack
rulebook). The other airlock doors operate
rolled with six Base Dice and Damage 1.
properly.
The carbon filters on the air scrubbers are
Anyone taking an environmental reading
caked with decades of grime and mold, and
finds the air stiflingly stale and the
just restoring power won’t be enough to
temperature below freezing (see boxed text to
return them to working order. The carbon
the right).
filters need to either be replaced or cleaned in
order for the air circulating on the ship to
MU / T H / U R 2 0 0 0 M A I N F R A M E :
return to proper oxygen levels. This requires a
Locat-
Shift of work and a successful HEAVY MACHINERY
ed directly above the bridge, this small room
roll. Only one PC can roll, but others can help.
is accessible from the main airlock at Junction
If the PCs actively examine the carbon
A-1. This protected area can only be entered if
filters before they get to work, they spot
one has the correct command sequence or
Neomor- phic Egg Sacs growing on them (see
the emergency access key—things only
page 39). If these are disturbed, Neomorphic
Wilson, Johns and Cooper possess at the
Motes are released throughout the ship. The
beginning of the scenario. Inside this
only way for the PCs to destroy the egg sacs
spotlessly clean room is a blinking data server
is to burn them, something that Ava 6 can
and a single terminal which the highest-
explain.
ranking member of a crew can use to
interface directly with MU/TH/UR. Clever PCs
can use the computer to ask the right
questions and the GM can feed them infor-
mation as she so chooses.
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Maksym Mikhalov (Order #38428816)
C H A R I O T O F T H E G O D S

E L E V A T O R S : These elevators provide access


mummified by the decades in dry air. As the life
to the vehicle bay in the Cronus’s belly. Eleva-
support systems come online, the crew wakes up
tor 1 functions just fine once power is restored,
(see page 28). In lockers in this room, the
although there was definitely a firefight within it
personal gear of the Cronus crew is stored.
at one point. Buckshot and dried blood pepper
the elevator’s interior. Elevator 2 is a different
E X A M I N A T I O N R O O M : The examination
story—the shaft doors are ajar and the elevator
room is a mess. There are two personal medkits
is crumpled on the vehicle bay level. It looks
here (see page 100 of the ruiebook).
like someone had thrown an incendiary grenade
or two at it after it fell, just for good measure.
S H O W E R S : The showers are filthy, and some
Neomorphic egg sacs are growing in the shower
CRYO C H A M B E R S : The main door into this
drains. Caution is advised.
area has claw marks around the edges of the
door- way, as if something was trying to scratch
J U N C T I O N A - 2: This shaft leads to the other
its way in. The door is locked from the inside and
levels of the ship.
a HEAVY MACHINERY roll is required to open it. The
cryo beds in the chambers are covered in frost.
EVA S T O R A G E 1 AND 2: There are a total
Inside them is the sleeping crew of the Cronus—at
of three remaining space suits here, all older
least the survi- vors of the crew. Most of the
models of the IRC Mk.50 Compression Suit. They
hypersleep chambers are vacant. Two are filled
have not been tampered with and function fine.
with desiccated corpses,

ENVIRONMENT ON THE CRONUS


COLD: When the PCs arrive, the interior of the lights (all zones on the ship count as dark, see
Cronus is in a deep freeze. If the PCs open page 49 of the rulebook).
their suits before the life support systems are
brought online by MU/TH/UR 2000 (see AIR: In addition, the air in the Cronus is stale
Events), they will become Freezing and need to with a high concentration of carbon dioxide. All
make STAMINA rolls against the cold once per STAMINA rolls are at –2 until the air scrub- bers
Turn. have been fixed (see page 18).

DARK: Until MU/TH/UR 2000 comes online, the GRAVITY: The artificial gravity on board still
interior is lit only by weak emergency works.

19
Maksym Mikhalov (Order #38428816)
S C E N A R I O

DECK

B MAIN DECK
J U N C T I O N B- 1: The ladder is undamaged
and all doors at this junction work.

VES T I B U L E S : Adjacent to Junction B-1 are


A R M O R Y : Stripped almost bare, this room
two bays for class A individual escape pods
has a single Weyland Storm Rifle (stats like
embedded in the outer hull wall. All of the
the M41A Pulse Rifle but heavy) with one
pods are missing (the only escape pod still
reload. A case of shotgun shells (one reload
remaining is in Clayton’s corporate suite,
left) lies on the floor. Aside from a splatter
below.) If the PCs are tense and power has yet
of dried milky-white spray on the wall, the
to be restored, they might mistake the two
room is clean. The spray is synthetic blood.
bulky, empty, red-armored EVA suits
It was left there by Ava from an encounter
(equivalent to Eco All-Worlds Survival
she had with an Abomination many years
Suits, see page 92 of the rulebook) standing in
earlier. There is no danger in this room.
the shadows for lurking stalkers. Opening fire
here is a bad idea, as it could compromise the
hull.

BRIDGE: Until power is restored, the bridge is


by the fire but can be repaired to working
on battery reserve and is otherwise shut down;
order with a Shift of work and a COMTECH roll. The
only faint standby illumination gives off an eerie
dam- aged sensors sporadically pick up a
orange glow. The blast shutters are still lowered, sensor ghost (see the Sensor Ghost Redux
shut tight around the viewports. There is soot on event).
the ceiling and several of the stations are burned T LIFE SUPPORT MONITORS: When power is
restored to this station, the monitors flash
out.
T COMMAND STATION: Once power is up, the com-
mand station works like a charm. Located
red. The carbon dioxide content in the ship’s
under recycled air is high—maintenance must be per-
a flip-up access panel on one of the treadmill formed on the air scrubbers. The carbon filters
arms of the captain’s station is a small in the Oxygen Generation System must be re-
compart- ment that houses MU/TH/UR 2000’s placed (see page 30). If a PC manages to talk
emergency access key. The glass panel that it to MU/TH/UR before power to this terminal is
typically lies behind is shattered, the key restored, she shares the same information.
missing. The cap- tain’s station monitors all T PILOT STATIONS: Someone has taken an axe to
Station 1, and in fact has left it embedded in
relevant “at a glance” information from other the
consoles. If the PCs access the command console. While it looks untouched, Station 2 is
station and make a COM- TECH roll, they can find also dead—something that is not evident until
information on where the Cronus has been: on power is restored. It’s possible to open up
a distant, uncharted planet in the 26 Draconis some of the deck plating and try to reconnect
system. power (requires one Shift of work and a
T HOLOGRAPHIC DISPLAY TABLE: This station was
once state-of-the-art hologram technology,
successful HEAVY MACHINERY roll), but an easier
solution would be to cannibalize Station 2’s parts
but it’s now slagged, burnt out by a fire on the
to reactivate Station 1 (also one Shift of work,
bridge. It is damaged beyond repair.
but a COMTECH roll at +2). Only one pilot station
is needed to fly the ship.
T SENSOR STATION: This station was also damaged

20
Maksym Mikhalov (Order #38428816)
C H A R I O T O F T H E G O D S

DOORS ON THE CRONUS


All doors on the Cronus can be opened by the push
of a button, unless stated otherwise in the room de-
scriptions. Some doors can only be opened by MU/
TH/UR 2000 or by using an encrypted key card—
Wilson and Clayton carry one each, and one can be
found in Science Lab 1, dropped by Ava.

DECOMPRESSION: The outer hull of the Cronus has


Armor Rating 6. Shots that miss the target in a
compartment next to an exterior bulkhead risk C R E W Q U A R T E R S : All of these rooms
rupturing the hull and causing explosive decom- are either locked tight, ransacked, or smell
pression (see page 73 of the rulebook). If this like death. Random personal items of worth
occurs, all doors and vents to the compartment can be found in them, but the Cronus crew
are automatically and permanently sealed after
won’t be pleased if they discover the PCs
one Round.
have been looting their possessions.

MES S H A L L : Food stores were ravaged—it


encrypted Modular Computing Device. This
looks like a pack of rabid raccoons have been
cube contains all the data on the science mis-
through here. Most of the exposed food stores are
sion to LV-1113. There is also one million dol-
rotten and covered in mold. Someone had been lars-worth of rare cash bills. Without the code,
mak- the safe needs to be cracked (requires a Shift
ing origami animals out of metallic paper, setting of work and a –3 COMTECH roll), or the door
them up around the room. The origami animals needs to be blown, requiring an explosion with
are a product of the android Ava’s deranged state. Blast Power of 12 or more—which damages
While there is mold everywhere, none of it is of the cube and destroys most of the cash.
the Neomorphic variety. The mess was scavenged T WETBAR: The bar here was practically cleaved
in two. It is splintered and wrecked, as are
and ransacked by the Abominations long ago.
most of the bottles stored here. Only a few
C O R P O R A T E S U I T E : Clayton’s wardroom bottles remain intact, scattered haphazardly
and quarters, this spacious area was at one point across the floor.
lux- urious. The bed is soaked with blood, the T WALK-IN CLOSET/ESCAPE POD: Anyone examining
this closet realizes that what appears to be a
couch cushion stuffing is all torn out, and the walk-in closet door is in actuality the entry into
furniture in the room is destroyed. an EEV—the only one on the ship. It is func-
T stimulants
DRUGS: Under the mattress is a pack of illegal
that are to be injected into the tional, but can only be accessed with Clayton’s
ocular codes. The escape pod has only three cryo-
cavity. Reduces STRESS LEVEL to zero. D6 doses. pods in it and it’s not FTL capable.
T WALL SAFE: Built into the wall and only acces-
sible via Clayton’s codes, the safe contains an

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Maksym Mikhalov (Order #38428816)
S C E N A R I O

MED LAB: Within this room are two older-gen-


eration Pauling Medpods (see page 100 of the
T MOTES: If anyone disturbs the egg sac nodes
within the sealed jars, motes eject from
rulebook). One has its plexiglass tube splintered them and attempt to find a way out, even-
and shattered as if something broke out of it. The tually settling down and dying from lack of
other is sealed and lit from within, but the entire a host. However, if the container is broken
inner surface of the plexiglass is covered in thick or opened in some way, the motes spread
dried blood. There is a row of large specimen jars. throughout the ship.
Floating within two of them are two small alien T MEDPOD: The broken medpod works (MEDICAL
AID +3), but any PC who uses it risks sepsis
creatures (Bloodbursters, see page 40). because of the unsanitary environment (roll
On a far shelf is a smaller specimen jar without for a disease with Virulence 6, see page 75
liquid, containing the same fungal nodes (Neo- of the rulebook). If a PC is morbidly curi-
morphic Egg Sacs) that can be found in various ous and opens the bloody medpod, they
areas of the ship. On the desk next to that is an find the remains of a Stage IV Abomination
open metallic urn. Four organic-looking glass vials within. Locked in the device to be vivisect-
are inside the urn—three of those are intact with ed, the former crew member’s lower torso
some kind of black liquid within them, while the has been dissected, and his soft elongated
fourth is cracked open and empty. skull has been opened and picked at. Data
T they
VIALS: If a PC decides to take a vial with them,
had best keep it in cold storage. If it gathered from the exploratory surgery can
starts
be accessed using the medical computer at
to sweat, it releases its contents and begins to
the desk. While he appears dead, the de-
affect the PCs (see next page).
cades-old Abomination has one last gasp in
T contains
THE CURE: Under the desk is a medkit case that
six syringes full of the 26 Draco- him, which he uses to savagely attack the
nis Strain derivative, a “cure” for those closest PC. With its brain exposed, howev-
infected by Neomorphic Motes (see page 39). er, the dreadful thing is easy enough to kill
T BLOODBURSTERS: The two Bloodbursters in the
jars are dead, but the PCs don’t need to realize (only 3 Health left and no Armor Rating).
that at first. They were surgically removed T MEDS AND DRUGS: Four personal medkits,
surgical instruments, and D6 doses each of
from their victims by the medpods. Both Neversleep Pills, Hydr8tion, and Naproleve
those infected and the embryonic Neomorphs can all be found in the cabinets here.
were killed in the process. The medpods were
included on this mission specifically for operat-
ing on and removing parasitic organisms.

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C H A R I O T O F T H E G O D S

S C I E N C E LA B 1: The lights in this room


avoid. Moving through the room without
flicker, and the stench of decay is overwhelming.
disturbing the egg sacs requires a MOBILITY
There is a pile of gnawed bones in the room. roll.
The main lab has an enclosed decontamination
T KEY CARD: Sitting half-submerged in a pool of
black goo on the floor is the emergency
area on the main examination table—and under
the de-con hood is a perfectly preserved metal- key card access to the MU/TH/UR mainframe
lic urn. A malfunctioning deep cold freezer with room on the Cronus—dropped here by Ava
a smashed glass door has four more of these during a scuffle with the Neomorphs. The key
urns in it. An ooze has seeped out of them, card is a Tiny item.
forming congealed pools on the floor. Strange,
black fungal nodes are growing on the urns and S C I E N C E LAB 2: This is a charred shell
in the pools. of a room—whatever happened here, the crew
T the
BONES: A Medic or Scientist who examines
bones realizes that they are not all
ended it real quick with the liberal use of an in-
cinerator or two. There’s the burnt-out, partial
human. There are Neomorph and Abomina-
remains of a drum of some kind in the room,
tion bones mixed in as well. This room was
and a body buried in the debris, its arms shriv-
the nest of an adult Neomorph. If you use
eled up and clutching at its chest. The stale air
the “Hunter and Prey” event, this Neo-
is thick with the smell of burnt rubber, plastic,
morph is still around and could attack at
and flesh.
any time.
There is nothing worthwhile in here—save
T Ampules
URNS: These, of course, are the Engineer
that contain the black liquid 26 for the discovery that the body is not quite
Draconis Strain of Agent A0-3959X.91–15. human. It is the remains of a Stage IV Abomi-
Ingestion of the pure form of the agent has nation, its gelatinous cowl boiled away and its
fatal results (it counts as a Virulence 12 dis- features obscured by charring. The one give-
ease). Each urn is a regular item in terms of away that it is something inhuman is the length
encumbrance. of its forearms, something any Scientist can
T Egg
FUNGAL NODES: These are in fact Neomor- phic
Sacs, ready to eject Motes and
confirm using the ANALYZE talent. The drum was
previously filled with quinitricetyline from Deck
infect any PC or NPC with exposed orifices
C (below).
of any kind (see page 39). A PC examining
the room learns that the nodes are under-
J U N C T I O N B - 2: This junction works fine and
foot throughout the room, and difficult to
allows access from Decks A-C as well as the venti-
lation and maintenance shafts.

23
Maksym Mikhalov (Order #38428816)
S C E N A R I O

DECK

C C AR G O D E C K

J U N C T I O N C - 1: Junction 1 begins at C A R G O BAYS: These cargo maws are


the main airlock and terminates here. The pitch black inside and even restoring the
external airlock door is sabotaged, but the power will not activate their lights. Inside, the
internal doors work fine. The Cronus has an rattling of chains can be heard, likely pulled
external elevator attached to this airlock, slack from holding cargo crates in place. A
similar to the one on the Nostromo. It lowers winch in each room pulls the chains tight and
a crew to the surface of a planet if they secures the cargo safely.
choose not to use the vehicle bay. Currently, T Bay 1 is filled with food stores that are un-
touched.
it is out of order. T Bay 2 is mostly empty save for spare RV
tires.
S T O R A G E U N I T S: These units contain
various ship supplies and tools, in addition to C A T W A L K : The catwalk overlooks the vehi-
the following: cle bay. A crane on ceiling tracks loads cargo
to and from the vehicle bay and the cargo
T STERILIZATION PROTOCOL: One of them deck. Aside from directly in front of the cargo
contains seven drums of the highly unsta-
ble napalm like chemical quinitricetyline, bay doors, the catwalk has a railing on either
brought along in case things got out of side, and the only way to reach the Technical
hand on LV-1113. Lighting up a drum of section from this deck is to cross it.
quinitricetyline (one item) will trigger an
explosion with Blast Power 12, followed by C A R G O O F F I C E : The cargo crane is
an Intensity 12 fire. operated from this room. It has a viewport
T CLAYTON’S SECRET STASH: This unit requires a
code to gain access to it, and is full of
overlooking the vehicle bay.

two dozen Engineer urns taken from LV- J U N C T I O N C - 2: Another relatively safe
1113, each containing four vials of junction with functioning doors. Nothing to
Agent A0-3959X.91-15. see here.
T TOOLS: Two bolt guns, a cutting torch, and
a maintenance jack can also be found
here. See Chapter 6 for more on these. C O O L A N T TANK S: These help keep the
engines from overloading. If sabotaged, the
reac- tor begins building to critical mass—but it
would take something very drastic and
inventive to de- stroy the ship in this way. They
aren’t accessible except via service tunnels.

24
Maksym Mikhalov (Order #38428816)
C H A R I O T O F T H E G O D S

R E A C T O R RELAY AND C O N T R O L : The


passive (see page 51 of the rulebook) and if the
only lighting here comes from an open ac-
PCs move quietly in here (MOBILITY roll), they can
cess port on the reactor relay. It glows a dull,
avoid waking the Abomination up. If they start
pale blue, casting long and deep shadows. cleaning the room, they awaken it imme-
Something tore up the furniture and loose diately. If the PCs flee, the Abomination starts
equipment to build a bizarre nest here. In the stalking them on the ship.
pile of debris near the reactor lies a crum- T RADIATION: Due to reactor leaks, the entire room
is covered by strong radiation (1 Rad
pled-up spacesuit—its filthy helmet is mostly
fogged and the tattered suit looks like it was per Turn, see page 76 of the rulebook).
set on fire at one point. Firing weapons in the reactor room is dan-
T CLEANING UP: There is some kind of yel- low-
white resin covering most of the reac-
gerous—it can cause a critical build up in
the engines. For any shot with a firearm in
tion chamber, and it needs to be removed here that misses its target, roll a Stress Die.
in order to bring the engines on line. While A roll of causes critical damage to the
cleaning up the control room restores the reactor relay and triggers the total destruc-
reactor relay (no roll needed), repairs still tion of the Cronus after ten minutes (Mother
need to be made on the outside of the ship starts counting down). The damage can be
to reconnect the relay to the four fission repaired with a Turn of work and a HEAVY
engines themselves (HEAVY MACHINERY roll and MACHINERY roll.
three Turns of work). The power generat- T SELF-DESTRUCT: The ship’s emergency de- struct
system—which involves shutting off
ed by the ship’s four engine pods channels
the cooling unit so that the reactor builds
through the main relay here before being
towards critical mass—is also located in this
distributed to the rest of the ship.
room. Once activated (with a COMTECH roll and
T dried
THE ABOMINATION: The yellow-white residue is
Neomorph blood. The “spacesuit” is
actu- a Turn of work), the reactor begins a ten-
ally a Stage IV Abomination, sitting contorted minute countdown to overload. Stop- ping
with its limbs folded up over its torso. The the countdown requires another COM- TECH roll,
but can be done in a single Round. After five
“hel- met” is, in fact, its bulbous head. It has
minutes (another Turn), the pro- cess is
been holed up and hibernating here for
irreversible.
decades, huddled by the reactor. The
Abomination is

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DECK

D VEHICLE B AY

G A R A G E : Most of the vehicle compliment of


are clear of danger and contain whatever reason-
the Cronus is missing—there are only two ATVs
able tools the PCs might require.
aboard and no RTVs. Both ATVs are lying on their
T GARAGE DOOR: This opens like a ramp for easy
vehicle egress, but the locks must be taken care
sides haphazardly—it’s clear they weren’t secured
before takeoff. Looking up, visitors can see the of first. The bay must be decompressed before
catwalk and loading crane above on Deck C. Deep opening it while in space, or everything will
shadows are cast everywhere—there are many blow out.
places to hide. T been
AIRLOCKS: All four airlocks on this level have
sabotaged and cannot work without mas-
The bay is the least affected area on the ship sive repairs. ■
— it’s just dusty from disuse and settled debris.
The Dispatch Office, Equipment Shed, and Parts
Storage

E V E N T S

The following section contains events that


you can spring on the players, divided into DON’T RUSH IT
Act I, II, and III. These events don’t all need to When the PCs enter the Cronus, don’t bom-
occur, and they don’t need to occur in the bard them with events right away. Instead,
order listed. Instead, see the events as an ar- work on building the atmosphere as they ex-
senal of drama for you to use as you see fit. plore the derelict. There is plenty to discover! Only
when you feel the need to up the tempo should
Some events are mandatory however—these
you start using the events.
are clearly indicated as such.
Remember to also give the players new
Personal Agendas at the start of each Act.

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A CT I: P A N D O R A ’S BO X
Eager to be done with this run and collect a pay-
with the Montero. Mother warns of imminent im-
check, the crew of the Montero wakes up to prep
pact. Klaxons on the bridge rage as warning lights
the ship for unloading. First, they gather in the
flash red. A small area without stars grows clos-
galley to eat. Use this time to have the players in-
er and closer. The PCs realize it’s a derelict ship
troduce their PCs to each other. For the first Shift,
without any running lights or beacons. “Brace for
all PCs count as Dehydrated (see page 72 of the
collision,” Mother drones. The pilot needs to
rulebook) due to the effects of hypersleep. As the
make a PILOTING check at –2 to avoid a collision.
PCs go about their duties, they begin to notice that
Failure means severe damage to the Montero,
things aren’t quite right. Suggested events:
crippling her FTL drive and causing explosive
decompres- sion in some sections of the ship.
P I N G : Suddenly, MU/TH/UR/6500 reports an Repairs take at least 18 hours (three Shifts). The
approaching ship—perhaps a colonial picket ship crew are un- harmed though.
protecting Sutter’s World, or a cargo inspector—
when there is none. A sensor diagnosis (COMTECH
GHO S T S H I P ( M A N D A T O R Y ) : Mother
roll) leads to the conclusion that it was a sensor
informs the crew that the ghost ship was the
malfunction and nothing more.
source of the distress call. Her engines dead,
inertia has carried the derelict along at her last
N O B O D Y ’ S H O M E ( M A N D A T O R Y ) : Sut-
achieved speed of .04 light speed. With no
ter’s World doesn't respond to any hails, and
running and interior lights on the ghost ship, the
there's no return ping from their beacon tower.
PCs can’t identify her until they come about and
That’s because the Montero is nowhere near the
catch up to her.
colony, and is instead in deep space. Naviga-
Coming alongside the ghost ship and kick-
tion star charts are off, and another COMTECH roll
ing on the floods, what they see is something
has the PCs determine they are nowhere near
out of the history books—it’s the USCSS Cronus,
Sutter’s World. Instead, they are in deep space
a Weyland SEV M3 Heliades-class spacecraft.
between stars.
Launched in 2110, it's been missing for three
quarters of a century. She is running on minimal
NEW O R D E R S ( M A N D A T O R Y ) : MU/TH/
power with all exterior and interior lights off. The
UR 6500 signals that she wants to talk to Captain
only sign of life from her is the repeating SOS
Miller. She informs her that they have picked up
signal. Show the players the cover image of this
a distress call from an unknown ship and need to
booklet. Mother informs the crew that a salvage
investigate. The mysterious transmission is too
operation is mandated by company rules. These
garbled for the PCs to determine who sent it. The
are their priorities:
crew needs to triangulate its location and trace
1. Recover scientific data and samples from
it to its source. The captain must stop the crew
the USCSS Cronus.
from their preparations and explain to them what
2. Escort the salvaged Cronus to Anchorhead or
is going on. As company rules say the PCs need
another W-Y facility.
to investigate, not doing so means they will
3. Save crew members on the Cronus.
forfeit their shares and get no money for the run.

Mother also provides floor plans of the Cronus


BRACE FOR IMPACT : Suddenly, the sensors
for the boarding action. Give the players the deck
detect a ship approaching on a collision course
plans in the center of this booklet.

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BOARDING PARTY (MANDATORY):


addition to the ones listed in the room descrip-
The
tions. As long as the PCs wear their suits, they’re
PCs must match the ship’s speed and course and
fine. A Scientist can use the Analysis talent on the
attempt to board her (PILOTING roll for the pilot—a
egg sacs to learn more.
failed roll will cause further damage to the
Montero but nothing critical). Spacewalking
(MOBILITY roll) or attempting to extend an umbilical H U N T E R AND P R E Y : An adult Neomorph
extension between the two ships (HEAVY MACHINERY (see page 41) hibernating on the Cronus is
roll), the PCs discover that the main airlock of the awak- ened by the PCs arrival, and starts to
Cronus is damaged. The players need to decide if stalk them. It could attack at any time. This
all PCs go into the Cronus or if someone remains event can also occur during Act II or Act III.
behind.
Once the boarding party enters the derelict S E N S O R GHO S T R E D U X: If the PCs
ship, enter stealth mode (see page 51 of the rule- repair the sensor station on the bridge, it emits
book) and don’t forget to roll for air supply after occa- sional pings to alert of a nearby ship that
each Turn. Use the map of the Cronus and the doesn’t appear to exist. This event can occur in
location descriptions on page 14 and onward. Let Act II as well, and comes into play in Act III. The
the PCs explore freely. ping is from the Sotillo, but the PCs cannot learn
this now.
TH E H E A D L E S S M A N : The PCs come
across the slumped-over, headless body of a man M O T H E R AWAKES ( M A N D A T O R Y ) : Sud-
in a spacesuit. There is a splatter of blood and denly, the MU/TH/UR 2000 mainframe on the
brain matter on the wall behind him, and a Model Cronus comes online and powers up the reactor
37A2 shotgun lies next to him. A casual and the life support systems, as a reaction to the
examination shows that something isn’t quite PCs’ presence on board. The temperature
right about him. His arms seem a little too long increases and more lights activate. The PCs also
and have stretched his compression suit until it notice a haze of vapor as warmer air begins filling
has torn at the forearms. the corridors. After a few Turns, the effects of cold
STRESS LEVEL +1 for all PCs present. The man was and darkness (see pages 73 and 49 of the
actually a Stage II Abomination (see page 43) with rulebook) are removed. The air scrubbers (see
enough of his wits about him to take his own life. page 18) also activate, creating quite a bit of
There are some extra shotgun shells (enough for noise but no fresh air, as the carbon filters need
one reload) in an open zipper pocket on his com- repairs.
pression suit, and some still in the weapon itself.
S L E E P OF AGES ( M A N D A T O R Y ) : As a
I ’ V E GOT M O V E M E N T : If the PCs use result of the life support systems coming online,
motion trackers, they detect movement within the sleeping crew of the Cronus wake from their
the corri- dors of the Cronus, some zones away. hypersleep in the cryochambers. This is declared
The blips disappear before the PCs manage to by
track down the source. STRESS LEVEL +1 for all PCs MU/TH/UR 2000, her voice droning “Warning, cryo-
present. The source of the signals is either the chambers deactivated.” The process takes a few
damaged android Ava, suffering some memory Turns. The survivors consist of the ship’s XO
damage and wander- ing the ship aimlessly, or an Johns, Sgt. Reid, Drs. Cooper and Flynn, and
adult Neomorph that has been awakened from Company Rep Clayton. When they wake up, they
hibernation by the PCs' entry, or both. The PCs suffer amne-
will encounter them later. sia and acute disorientation from the long time in
stasis. Dr. Cooper, for one, complains of
EGG S ACS A F O O T : The PCs come across headaches. They clearly need medical attention,
an area with Neomorphic Egg Sacs (see page 39), each requiring a MEDICAL AID roll to start
in recovering, preferably in the Medlab if the PCs
clean it up.
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M O T H E R OF A LL M I G R A I N E S
see page 40. As soon as it suffers any damage,
(MA N DA -
or when the signature attack list so indicates,
T O R Y ) : Soon after waking up, Dr. Cooper
the Bloodburster flees into the nearest air duct.
begins complaining of migraines. Before long,
As it makes its escape, it rapidly grows,
he stops speaking coherently, instead muttering
returning after just a few Turns to stalk the PCs
nonsense. A Bloodburster spore grows in his
as a fully grown
skull like a tu- mor, converting the cells of his
Neomorph. Play this out using the rules for stealth
brain into its own rapidly gestating body. As it
mode. Any PCs who are killed can be replaced by
grows, the creature essentially lobotomizes
crew from the Cronus.
Cooper from the inside out. When his seizures
reach a crescendo, the Bloodburster is born. If
G E T T I N G OUT OF D O D G E ? If the PCs
you like, use the boxed text below to describe
want to leave the Cronus, MU/TH/UR 6500
the harrowing scene. All PCs present must
triggers the destruction of the Montero under
make an immediate Panic Roll.
Special Order 966 from Weyland-Yutani. See the
Aggressive, the infant Neomorph immediately
event “T-Minus Ten Minutes” below.
attacks the nearest PC. For Bloodburster stats,

THE BLOODBURSTER IS BORN


Blood seeps out of Cooper’s nose and ears. Bloody eyes roll over
white as the scientist convulses and writhes against the wall. As
you and your crew rush to hold the man down, you notice
that the Cronus crew back away instead. Busy trying to help the
con- vulsing scientist, you don't stop to ask them why. In the
depths of a seizure now, Cooper flails about at everything and
everyone.
With a sickening pop and a bloody splash, his eyeball launch-
es from his face and smacks into [insert PC name] before
bouncing across the floor and rolling under a cryotube. This time,
you pause, trying to process exactly what it is you are seeing.
A slender, gore-covered arm pushes its way out of Cooper’s
empty eye socket, reaches around, and tugs at his distended
mouth.
As spindly white fingers yank his teeth back, Cooper does not
scream—it’s clear that he isn’t in his own head anymore. Some-
thing else is, and it wants out.
Flesh tears and tendons snap as the thing inside his splinter-
ing skull pulls his face open right at the jawline. Finally, a thick
gurgling sound wells up inside Cooper as his head is ripped from
his body, his neck gushing as whatever was inside him plops to
the floor in a burst of blood.
“Kill it! Kill it now!K someone yells. The translucent-white
thing on the floor sloughs off its placenta, struggling to stand
on all four wobbly, fawn-like legs. Shaking brain matter from
S TA GE IV – J U V E N I L E NE O M O R P H
its spiky hide, the Bloodburster turns its bulbous, eyeless head
towards you and crouches.

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A CT I I : T H E L O N G N I G H T
Having defeated the Neomorph (or still being
stalked by it), the PCs get a chance to catch their even if they refuse to examine the ship in the first
place. The PCs’ comm units crackle to life with a
breath and start planning their way home—only
burst of static. It’s Mother, contacting them directly
to realize there are other dangers lurking about.
from the Montero. “Displacement Drive malfunc-
Suggested events:
tion,” she drones. “Cascade failure imminent. Fission
reactor overload in T-minus ten minutes.” STRESS
PARTIAL TRUTHS (MANDATORY):
LEVEL +1 for all PCs.
Hav-
ing recovered his senses after the long Mother continues to remind the PCs at one-min-
hypersleep, Johns tells the PCs that they set down ute increments, until there are 30 seconds left, at
on LV-1113 and explored some ancient ruins—to which point she counts down to 0. This culminates
which Clay- ton quickly interjects that it was an with the total destruction of the Montero in a huge
archeological mission. Their science team explosion. There is no way to stop it, although the
collected important artifacts (the ampules in the PCs could try. You don’t need to play this out Round
science lab) and inadvertently brought back by Round, but ask the players what they want to do
spores with them that infected some of the crew and keep counting down at regular intervals to
with Neomorphic Motes. Johns also knows about keep the pressure up.
the egg sacs and the dan- ger they pose. If they head back to the Montero and ask MU/
The doctors on the science team came up with TH/UR 6500 to stop the countdown, she refuses,
a cure that neutralizes the Neomorphic growth even if ordered by Wilson. A successful COMTECH
roll in the Montero’s reactor control confirms
and turns it into an inert tumor. They inoculat-
that the destruction of the ship cannot be
ed everyone, so Johns is confused. A search of
stopped, and reveals that the countdown seems
Cooper’s pockets reveals his still-full syringe—he
to have been triggered intentionally. The truth is
never used it.
that MU/TH/UR 6500 has triggered the
If any of the PCs removed their compression
countdown herself, follow- ing Special Order 966
suits—likely, as their air supply has probably run
to ensure that the Cronus is brought back to
out by now—Dr. Flynn suggests that they be
Weyland-Yutani.
inoculated immediately, as they have probably
The players should realize that their only chance
been infected by the Neomorphic Motes. One PC
to survive is for all to board the Cronus, and to get
can use Cooper’s dose, and there are other
as far away as possible from the Montero before she
prepared doses in the Medlab, possibly prompting
detonates. If they don’t realize this by themselves,
a trip there to retrieve it. If they do decide to go,
have an NPC point it out. The engines of the Cro-
Dr. Flynn wants to go with them to retrieve one of
nus are still offline, so the only way to reach safe
the “artifacts” that was left there (the full ampule
distance is to set the Montero on a course far away
or one of the vials).
from the Cronus.
Either a PC must sacrifice themself, or the
BA D A I R : Aboard the Cronus, everyone has
pilot can set the Montero on autopilot and use the
trouble taking deep breaths—the air there is
ancient cargo shuttle Daisy to get back to the
stale and heavy in carbon dioxide (see page 19).
Cronus. Either way, have the pilot plotting the
Johns tells them that after decades of disuse, the
course for the Mon- tero make a hard (–2) PILOTING
air scrubbers probably need their filters replaced
roll. If it fails, the ship doesn’t reach safe distance
in the central air scrubber shaft.
from the Cronus and the massive explosion causes
explosive decompression in D6 compartments on
T- M I N U S TEN M I N U T E S
the Cronus. Decide which as you see fit—you can
(MANDATORY):
have it happen to areas where PCs or NPCs are
This event can occur in Act I if the players decide
located, for extra drama.
to abandon the Cronus before they find her crew,
or

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B R E A K I N G LOO SE: If the Cronus and the


way home, they need to fix her comm arrays,
Montero are connected by the passageway umbil-
repair her engines, and get her air scrubbers
ical, there is a problem decoupling it. As Mother’s
running. Johns or someone else from the Cronus
countdown continues, the PCs struggle to get the
crew can inform them about this.
ships disconnected. This can be done with a
cutting torch and a HEAVY MACHINERY roll, or by a
T COMM ARRAY: Repairing this requires a space-
walk, four Turns of work, and a COMTECH roll.
STRENGTH roll. Other PCs can help. If all rolls fail, Only one PC rolls, but others can help
the Cronus may break loose using the power of its (includ- ing NPCs). A Stage IV Abomination is
engines, but this causes structural damage to the hibernat- ing on the outer hull.
ship. T requires
ENGINES: Getting the engines back online
external repairs (a spacewalk, three
Turns of work and a HEAVY MACHINERY roll), but
NO M O N E Y : During the countdown, the also requires cleaning up the reactor control
PCs (particularly Rye or Miller) might want to room, where an Abomination hibernates (see
try to save at least part of their volatile yet page 25).
valuable Tritium/Helium-3 shipment before the
Montero explodes, as it’s worth a lot of money. T AIR SCRUBBERS: See page 18.
If Rye or Miller are NPCs, they insist on this. During the repairs, you can spring other events on
The cargo shuttle Daisy can carry ten tanks. the players. For example, Cronus crew members
Loading her with the power loader on the Montero can attack a PC during a spacewalk (see below).
takes time. Each tank requires a STRENGTH or HEAVY
MACHINERY roll (if a power loader is used). A failed
AGGRES SIVE TENDENCIES (MANDATO -
roll means a tank drops—roll a Stress Die. A roll of
R Y): Without warning, crew members from the
means that the tank explodes, destroying the
Cronus start acting irrationally and aggressively,
Daisy and instantly killing everyone present in the
attacking the PCs in a violent rage. They have
Montero cargo hold.
been infected by their inoculations. The derivative
Remember to keep counting down when dra-
of the black liquid called 26 Draconis Strain
matically appropriate. If the PCs waste time, they
transforms them into Stage II Abominations (see
won’t make it into the Cronus before the Montero
page 43).
detonates. Anyone and anything, including the
Use these attacks for maximum dramatic
Daisy, that is caught outside the Cronus when
effect. First only one NPC turns, attacking a PC
this happens suffers blast damage. For PCs, roll
in a violent rage without regard for their own
for this as an explosion with Blast Power 12. If the
survival and with no warning. The attacker cannot
Daisy is caught in the blast, she is crippled and
be reasoned with. Any attacked PC must make
suffers total decompression—the PCs need to
an immediate Panic Roll. Once the first attack is
escape in com- pression suits and abandon the
over, one or two more NPCs turn. They can attack
cargo if they want to live. STRESS LEVEL +1 for all
head-on or just disappear and start stalking the
PCs present.
PCs, returning later as fully developed Stage III
On a tilt, the Daisy can be wedged into the ve-
Abominations. Don’t have Clayton turn early,
hicle bay of the Cronus, but both her control cab
how- ever, as she has a role to play in Act III.
and thrusters will scrape the bay walls and ceil-
If the PCs examine the bodies of the turned
ing on the way in. Have the pilot make a PILOTING
NPCs, they see the changes brought on by the
roll. If it fails, roll one Stress Die for each tank on
black liquid. Remaining Cronus crew members
the Daisy. Any rolled means a tank explodes,
panic, not understanding what is happening to
triggering a chain reaction that destroys the
their friends. A Scientist can ANALYZE the bodies
Daisy and kills anyone inside the cargo lifter.
to learn more about the transformation, but not
the cause of it.
C H A N G E OF P L A N S ( M A N D A T O R Y ) :
Once the PCs realize that the Cronus is their only

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E N C O U N T E R I N G AVA: In a room or corridor


Wilson early, as he has a key role to play in Act
on the Cronus, the PCs encounter the damaged
III. Shortly after, the infected PC enters Stage II
android Ava. As the PCs round a corner, they
and is overcome by violent rage. (You can give
notice a silhouetted body slumped against the far
the player a chance to resist the infection with a
wall.
Sickness Roll against Virulence 6 if you want to
This body is different than the other corpses
play nice.)
they’ve seen aboard. Unlike the ravaged, decayed,
At this point, the player gets a new Personal
or skele- tal remains of the others, this woman is
Agenda that overrides their current one—give the
whole.
player the “Infected Agenda” card along with the
If anyone tries to lift her up, they find the back
card entitled “Effects of Infection.” Let the player
of her head slick and sticky. Expecting to pull
continue controlling the PC until their initial at-
their hand away and find it covered in blood, they
tack is resolved. Any PC attacked by another crew
instead find a milky-white substance—android
member must make an immediate Panic Roll.
blood. It is Ava, the ship’s damaged and confused
If the infected PC survives its first attack, they
synthetic. She has a nasty head wound under her
become an NPC under your control. The character
hair behind her right ear that can be repaired
starts stalking the other PCs and soon turns into
(see page 77 of the rulebook).
a Stage III Abomination (and later Stage IV). Give
Once repaired, Ava offers the PCs help and in-
the player a new character to play as a PC—it
formation. Also, Neomorphs and Abominations
can be Ava or any survivors from the Cronus
are confused by androids as they smell “off” to
crew.
them—if the PCs repair her and gain her trust,
they can use the creatures’ disregard for her to
YOU C A N ’ T H A N D L E THE T R U T H : Ava
their advantage.
tells the PCs the truth about the inoculations,
if they haven’t already figured it out. Anyone
I N F E C T E D : If any of the PCs took the inocula-
who has been administered the cure could
tion, some of them start to turn into Abominations
turn into an Abomination—but they have a
just like the Cronus crew. First, choose one PC
chance
and describe how their skin starts to itch and their
to resist. She also reveals the presence of Agent
head hurts as they enter Stage I of the
A0-3959X.91–15, which is on board. The rare “arti-
transformation.
facts” that Clayton wants taken back are actually
STRESS LEVEL +1 for each infected PC. Of course,
deadly weapons.
Lucas can’t be infected. Also avoid infecting

PLAYING ABOMINATIONS
After a PC is infected, they find themselves to them in the past—allowing those facing
struggling to maintain their sanity whilst them to get a chance to regroup. For ex-
dealing with excruciating pain. A PC can ample—an Abomination might find his way
fight the transformation and sometimes back home, to his quarters, or to his ship, or
make it deep into Stage II before rage over- be distracted by a hologram of a loved one.
takes them. By then, they rely on instinct By the time they reach Stage III, they are
only, although they can sometimes be something different altogether—they are
confused by something that was important something ALIEN.

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A CT I I I : D I V I D E D WE F ALL
In the final Act of the scenario, the PCs need to
fight for their lives in the derelict ship, facing containers of Agent A0-3959X.91–15 as she can
off against the corporate agents, Lucas, and into her quarters using the EEV as an insurance
the infected crew members, without knowing policy.
who is on their side and who is transforming Clayton sends Wilson, or whomever else she’s
into an cajoled to her side, to accomplish this. If none of
Abomination. In this Act, the Personal Agendas of this is possible, she at least wants one inoculation
the PCs play out in full—especially for Lucas and syringe full of the 26 Draconis Strain and an urn
Wilson—and what happens is largely determined or vial from the Medlab or Science Labs so as to
by the players themselves. Here are some sug- have something to return with. If things go bad,
gested events however: Clayton tries to kidnap Dr. Flynn and escape with
as much as possible on the EEV.
G O I N G H O M E : Thanks to the work of the PCs
and/or NPCs, the engines of the Cronus come THE I N F E C T I O N S P R E A D S: While the PCs
back online. As soon as this happens, MU/TH/ struggle with how to react to Clayton, more
UR 2000 locks the ship on a course for Earth. A PCs are affected by the 26 Draconis Strain in-
COMTECH roll reveals that the mainframe is under oculation, turning more and more players into
Special Order 966 to return the Cronus to Earth. antagonists possibly until only a single unturned
No PC can override this order. PC remains.

M E D I C I N A L P U R P O S E S : Clayton asks the P R E P A R E TO BE B O A R D E D : A heavy


PCs to help bring the strain samples to Earth, ex- clang against the hull tells the PCs that another
plaining that this “primeval” Xenomorph material ship has made contact and docked with the
is priceless, invaluable for research into cancer Cronus.
and a host of other serious diseases. And even if A system check confirms this. This is in fact
the 26 Draconis Strain cure is unstable, if it could the corporate-sponsored marauder ship So-
be perfected, anyone encountering the spores tillo, whose signature might have been picked
would be safe. According to the translations the up earlier by the Montero or the Cronus.
science team made, these creatures are not The Sotillo’s crew hung back for most of
native to LV-1113—they could be spread over the scenario to see what’s going on; now they
countless worlds. Let the PCs react to this. have chosen to board the Cronus and take her
Clayton will de- fend herself if attacked. cargo, blasting their way through the airlock.
They don’t wear compression suits, and they
M U T I N Y ! If the PCs resist Clayton and want to soon find out they got themselves into more
destroy the 26 Draconis Strain samples or even than they bargained for. If PCs have been
the Cronus itself, Clayton tries to bribe or killed or turned into Abominations, players can
persuade crew members to come to her side— take over marauder characters to stay in the
especially Wil- son, if he’s still alive—causing a game. The crew of the Sotillo are described on
mutiny among the survivors. Clayton uses page 11 and onward.
MANIPULATION to have her way, using whatever
leverage she can find. NOTE: Only add the Sotillo to the mix if you feel
Clayton wants to accomplish a few things. She the need for another twist in the story, want to
wants to get the 26 Draconis Strain syringes from make the scenario longer, or really need replace-
the Medlab; get cash from the safe in her suite ment PCs. If the game is already moving toward
to bribe the crew with; retrieve her MCD cube, a satisfactory climactic finale, feel free to skip
also in the safe; finally, she wants to load as many the Sotillo altogether.

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USCSS SOTILLO
USCSS SOTILLO
HAWKER SYSTEMS V-10C
MANTIS-CLASS RESUPPLY SHIP

A retired military hauler. The Sotillo’s independent-


ly-articulated fission engine pods are located on large
maneuvering arms. The Sotillo’s engines are overpowered, and
she is fitted with a tractor umbilical lock in order to tow
smaller industrial cargo modules. She is equipped with magnetic
docking clamps and a two-story cargo bay with a rear loading
ramp. She has cryosleep chambers for six.

45m

W H O ’ S ON WHO SE S I D E NOW? While


page 25 for information on how that can be done).
Clayton tries to bribe the marauders into help-
If the other PCs destroy Lucas’s physical body, he
ing them, they aren’t too excited about the idea
ceases to be a PC and turns into an NPC. He
of these creatures getting loose on the Frontier.
uploads himself to the mainframe of the Cronus
Captain Bolaji weighs risk vs. a hefty paycheck
and triggers a reactor overload. He freezes the
before deciding whether to take Clayton, Wilson,
locks on Clayton’s EEV. If the Sotillo has been
and any xenomorphic materials aboard the
introduced, the PCs' best choice may be to take
Sotillo or simply cut and run.
the ship. It takes some work to release the locks
It’s unlikely the other PCs can convince the
on the EEV (a Turn of work and a HEAVY MACHINERY
cap- tain to rescue them, as they have no
roll).
bargaining chip, but it might be possible for them
to board the Sotillo and take it for themselves.
RUN AS FAS T AS YOU C A N : One way or
Inadvertently, the ma- rauders' presence gives the
another, there is a high probability that the
PCs a fighting chance to survive, and their ship is
Cronus is destroyed—by Lucas or by other PCs
the way out of this.
seeking to destroy the Abominations and the
The Sotillo crew can of course be infected by
xenomorphic material. To escape the destruction
Neomorphic Motes on the Cronus, and/or turn
of the Cronus, the PCs must be far enough away
into Abominations if they take the inoculation.
from the explo- sion so as to not be caught up in
it. If they leave on the EEV pod, they survive
C O N T A M I N A T I O N P R O T O C O L : In Act III,
automatically. If they leave on the Sotillo, have
Lu-
the pilot make a PILOTING roll at –2. Failure means
cas’s Personal Agenda is to use any means to
that the ship’s FTL drive is destroyed, leaving the
stop Weyland-Yutani from getting their hands on
Sotillo drifting in space. If you like, read the boxed
the 26 Draconis Strain—meaning a direct
text “Surviving the Blast” (below) to the players.
confrontation be- tween Lucas and Clayton is very
Have them think they have survived—but it might
likely. Lucas might even try to sabotage or
not be over yet.
destroy the Cronus (see

SURVIVING THE BLAST


As you accelerate, g-forces slam you hard into in space. Your eyes are seared shut by a shock-
your padded seat. The Cronus grows wave of white and you are rocked violently as
smaller and smaller in the distance. The gamma rays assault you. You try to open your
safety har- nesses cut into your waist and eyes, but all you can see is blues, purples, and
shoulders, and you can’t even catch your oranges blasting through space. After a min-
breath. Just before you black out, there is a ute, you realize you are alive. You remember to
flash of light where the Cronus used to be, breathe. It’s going to be okay.
followed by a tornado

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IT I S N ’ T O V E R U N T I L I T ’ S O VER
If the PCs escaped on the Sotillo, it’s possible
that one or more Stage III or Stage IV Abomina- and the beast can damage it. Again and again
tions have climbed aboard her hull before the PCs the rage-filled monstrosity crashes its bulbous
took off. If so, it isn’t over yet. Have the surviving fists into the reverberating viewport. With the
player(s) sigh in relief, and rest long enough to fourth blow, the window catches the glint of a
relieve their STRESS LEVEL. As their adrenaline rush faraway star as a hairline crack begins to splin-
subsides, they begin prepping the displacement ter across its surface. STRESS LEVEL +1 for all PCs
drive for FTL speeds. They gaze out at the stars, inside.
and two fists slam hard against the viewport. If the PCs activate the viewport shields, there
Instead of the cosmos, they stare into the eyes of is a good chance they maim or kill one of the
Abominations in the process (it gets its head or
a monster.
limb stuck between the closing metal sheets). If
One of the Abominations is trying to smash
the PCs don’t get all the remaining Abominations
through the cockpit viewport. While it isn’t
off the hull, the creatures damage the Sotillo and
strong enough to, the PCs don’t know that—
she ends up adrift as well. ■

E P I L O G U E

A G E N D A S & S T OR Y P O I N T S
After it’s all over, evaluate how well the players
followed their PC’s Personal Agendas for Act III, Story Points belong to players, not PCs, and
players can keep their Story Points to use in the
and hand out a Story Point to each player who
next Cinematic Scenario if they wish. No play-
did. Then have the players reveal all their
er can ever have more than three Story Points,
Personal Agendas for the scenario if they so wish,
however. ■
and have a debriefing discussion. These can be a
lot of fun!

SIGNING OFF
Here is a suggested sign-off message by one tero. [PC NAME] reporting. Only [NUMBER]
of the PCs, assuming anyone is still alive. The of us have survived. The rest of the crew are
player of this PC can read the follow- ing dead, as are the crew of the Science Explo-
message aloud, or adapt it according to what
ration Vehicle Cronus. Both ships and their
happened in the scenario.
cargoes destroyed. It’s up to the Colonial
Final report of the commercial starship Mon- Marshals to take it from here and clean up
this mess. This is [PC NAME], signing off.

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A P P E N D I X I:

T H E X E N O M O R P H S

A range of different Xenomorphs are described in


thick hide, resistant to attacks, giving them a natural
the full ALIEN roleplaying game. Here, you'll get a
Armor Rating (see page 64 in the rulebook).
sample of two varieties. In combat, Xenomorphs
follow special rules—primarily, they have a Speed
H E A L T H : When a Xenomorph is reduced to zero
rating and they have signature attacks.
Health, it isn’t Broken in the way a human is. Instead,
roll a D6 on the critical injury table to the right. If
S K I L L S : Xenomorphs don’t have attributes like
a Xenomorph with zero Health is injured again, roll
humans. They can use specific skills, and then
again on the critical injury table.
roll a number of Base Dice equal to their skill
level only. Xenomorphs can have skill levels
S P E C I A L A B I L I T I E S : Some Xenomorphs have
much high- er than humans.
special actions beyond the signature attacks. This is
specified under each Xenomorph's description.
A R M O R R A T I N G : Most Xenomorphs also
have a

SPEED
Xenomorphs are often much faster than human
beings. This is represented by their Speed rat-
T IN COMBAT, a Xenomorph gets to act one time
for each point of Speed in each Round.
ing. Speed has two uses: Draw one initiative card for each point of
T IN STEALTH MODE (see page 51 in the rulebook),
the Xenomorph can move two zones per point
Speed. At each point of action, the xenom-
orph gets to perform one fast and one slow
of Speed each Turn. Humans can only move
action.
two zones, i.e. they have a Speed of 1.

SIGN A T URE A T T A CK S
Most Xenomorphs attack only in close combat,
on the table for the creature’s signature attacks,
at ENGAGED range. However, they don’t make
and resolve the effects. Some signature attacks
ordi- nary close combat attacks. Instead, each
are extremely deadly. ■
time a Xenomorph attacks, roll a D6 or choose
an attack

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D6 CRIT EFFECT
CRITICAL
1 INJURIES
Rise Again ON XENOMOrPHS
The Xenomorph falls to the ground, seemingly dead, but it’s a ruse. If it’s
attacked again, or on its next initiative, it regains one point of Health and
rises—fueled by instinctive hatred.
2 Wounded The Xenomorph staggers, bleeding severely. It gets Speed –1 (down to a min-
imum of 1, losing the lowest initiative), but regains one point of Health. Roll a
D6 at the start of each Round. On 1–3, it tries to escape.
3 Desperate The Xenomorph is severely wounded and cries out in alien fury. It immediate-
Action ly gets to perform a fast and a slow action, outside of the normal turn order.
Roll a D6: On 1–3, it tries to escape (if it succeeds it regains half its Health).
On 4–6, it instantly attacks the closest opponent. If it fails to inflict any dam-
age, the creature dies. If it succeeds, it regains one point of Health.
4 Last Breath The Xenomorph is mortally wounded and contorts wildly. On its next initia-
tive, it will try to kill the nearest victim, then the beast dies. If it’s wounded
again before then, it dies instantly.
5–6 Torn Apart Instant death. The Xenomorph is torn apart or crushed amidst shrieks of rage.
Severely mutilated, it can only be Analyzed with OBSERVATION –2.

NEOMORPH

The term Neomorph is the common name for


and insect life to produce a living nightmare.
the endoparasitic extraterrestrial organism
Similar to a Xenomorph XX121, the Neomorph
(EEO) that was originally encountered by hu-
parasite (P. celerius) is delivered to a host via a
mans on Planet 4 of an uncharted system in
carrier organism (Tachinidae tabellarium). Once
Sector 87. It is believed that an ecological di-
implanted, the parasite gestates within a living
saster there brought on by the release of Agent
host who is killed by the creature’s violent birth.
A0-3959X.91-15 in the atmosphere led to the
There are a number of differences, however,
accelerant settling on and mutating native fungal
causing the creature to be classified separately.

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Stage IV: Juvenile Neomorph

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P H Y S I C AL A T T R I B U T E S : Appearance-wise, S TAGES: A Neomorph’s life cycle is broken


Neomorphs are eyeless and have gray-white down into five known stages that are covered
translucent skin, a fleshy spiked tail, an below, as well as various termination protocols
elongated bulbous head, and a sphincter-like associated with each stage.
facial orifice that distends to reveal a mouth full
of cruel teeth. While their blood is translucent S T E R I L I Z A T I O N : Neomorphs are genetically
yellow like that of a Xenomorph, it is not acidic. programmed to kill all life. Believed by some to
They make subtle clicking sounds and exhibit be a derivative of the black liquid, P. celerius
animal snarls and screeches, as well as making a was likely designed by the Engineers to clear a
distinct hooting sound as adults. Neomorphs are planet of any indigenous species still living after
more animalistic than their Xenomorph brethren Agent A0-3959X.91-15 had wiped out the
and are clearly not as intelligent. majority of a planet’s population.

S T A G E I : N E O M O R P H I C E G G S A CS
Small, bulbous pods that grow like fungus, the
C ONTAINMENT AND TERMINATION
egg sacs are the result of the mutagenic Agent
P R O T O C OL: The best way to be rid of the Egg
A0-3959X.91-15 interacting with pollen and
Sacs is to expose them to severe temperature
micro- bial elements on a planet or in a
changes—they can be destroyed with fire or
spacecraft. Once made inert with liquid nitrogen (at least until
formed, these bird’s egg-sized pods tend to grow they thaw).
in clutches of 2D6—and there are often several
clutches in any infected area. The egg sacs are
the delivery system for the Neomorphic Motes
(see Stage II).

S T A GE I I : NE O M O R P H I C MO TES
When the egg sacs are disturbed, they release
I N F E C T I O N : Exposure to Neomorphic Motes is
what appears to be a puff of pollen. In reality,
normally handled as a disease with Virulence 9. If
it is a synchronized swarm of highly infectious
the Sickness Roll fails, the patient enters Stage III
Tachinidae tabellarium motes, smaller than
within one Shift. No more Sickness Rolls are made.
grains of sand. Possessing a primal hive intel-
For the purposes of this Cinematic scenario, you
ligence, the motes target the nearest potential
are well within your rights to skip the roll and sim-
host and zero-in on an unprotected orifice
ply decide which PC or NPC is infected and enters
such as the eyes, ears, nose, throat, or an open
Stage III and when, for maximum dramatic effect.
wound. From there they enter the bloodstream
and inject microscopic amounts of Agent A0-
C ONTAINMENT AND TERMINATION
3959X.91-15 into the victim’s white blood cells. P R O T O C OL: Neomorphic Mote tend to avoid
smoke and are killed by fire.

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S T A GE I I I : NE O M O R P H I C BL O O D B U R S TER
Once the Motes enter a host’s bloodstream, they
de- liver their microscopic payload and die. The aggressive, they lash out at anything and everything
injected Agent A0-3959X.91-15 begins to mutate around them. They use their claws, tail, and teeth
white blood cells as they circulate throughout the to savagely maul their victims.
body until they form a cancerous growth that
becomes lodged in a vein or arterial wall. This B I R T H : A patient entering Stage III is im-
tumor can take root in any bodily area of mediately killed outright by the birth of the
sufficient mass—such as the lungs, the digestive Bloodburster. The newly born Bloodburster takes
tract, the esophagus, or even the brain. Forming one Round to sluggishly free itself from its amni-
an amniotic sack, the tumor begins rapidly otic sack. As soon as it is free, it flies into a
converting the host's own mutated cells into a savage rage and attacks any living creature it
larval Bloodburster. encounters. See the table of signature attacks
If lodged in a region of the body with dense below. After just a few Turns, the Bloodburster
muscle or bone and no easy egress, the gestating enters Stage IV (juvenile Neomorph).
creature develops dorsal spines to aid in its
escape. When the newly formed Bloodburster is S P R I N T : As a slow action, the Bloodburster
ready to be born, it violently removes itself from can sprint as if having used two run actions, i.e.
the host— using its inordinate strength, spines, through two zones or from an adjacent zone di-
teeth, and claws to cut and tear through flesh, rectly into ENGAGED range from a target.
bone, and sin- ew. The process causes severe
C O N T A I N M E N T AND T E R M I N A T I O N
hemorrhaging and massive tissue damage in the
P R O T O C O L : The best bet is to attack a Blood-
host, is always fatal, and results in the birth of a
burster right after birth—before it has sluggishly
Bloodburster.
freed itself from its amniotic sack (above). Fire or
Bloodbursters have a bulbous head with sharp
any serious damage done to the creature at this
canines, and run about on all fours. These rabid
time causes it to run off and hide while it rapidly
quadrupedal creatures rely on their speed and
grows to its juvenile form.
agil- ity to avoid damage. Emerging about 0.3
meters in length, Bloodbursters continue to grow
exponential- ly, visibly getting larger as they move
about. Highly

BLOODBURSTER ATTACKS
D6 ATTACK
1–3 ESCAPE. With a snarl, the Bloodburster flees, moving two zones away in a single action, into the
nearest air duct if possible. As soon as the PCs lose line of sight, combat ends and
stealth mode ensues. After D6 Turns, the Bloodburster grows into a Juvenile Neomorph and starts
stalking the PCs.
4 TERRIFYING HISS. The Bloodburster jumps onto the victim, showing its razor-sharp teeth and hissing.
The victim must make an immediate Panic Roll.

5 LEG BITE. With a snarl, the Bloodburster bites the victim’s leg. Roll for the attack using six Base
Dice, Damage 2. If the attack causes damage, it automatically inflicts critical injury #53 (even if
the victim is not Broken), triggering an immediate Panic Roll.

6 THROAT BITE. The Bloodburster bites the victim’s throat. Roll for the attack using eight Base Dice,
Damage 1. If the attack causes damage, it automatically inflicts critical injury #61 (even if the
victim is not Broken), triggering an immediate Panic Roll.

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TYPICAL STATS TYPICAL STATS


NEOMORPHIC NEOPHYTE
BLOODBURSTER (JUVENILE NEOMOrPH)
SPEED: 3 SPEED: 3
HEALTH: 2 HEALTH: 4
SKILLS: Mobility 9, Observation 6 SKILLS: Mobility 10, Observation 6
ARMOR RATING: 3 (zero against fire damage) ARMOR RATING: 4 (2 against fire damage)

S T A GE IV : NE O P H Y T E ( J U V E N I L E NE O M O R P H )
Growing from 1.2 to 1.8 meters in length, a juvenile
Neomorph continues to maneuver on all fours. S P R I N T : As a slow action, the Neomorph can
While their heads are still bulbous, they have sprint as if having used two run actions, i.e.
begun to elongate and taper to a point. They are through two zones or from an adjacent zone di-
aggressive hunters who are hard to frighten rectly into ENGAGED range from a target.
away. Juveniles target one prey animal in a pack
C O N T A I N M E N T AND T E R M I N A T I O N
and devote all resources to taking that prey
P R O T O C O L : Even when taking weapons
down, even going so far as to track it if it escapes.
fire, a juvenile Neomorph is so focused on the
Feral and ferocious, a juvenile Neomorph uses its
attack that it ignores damage to itself until it
sharp- tipped tail and teeth to attack.
becomes critical. Overwhelming concentrat-
EVO LV I N G : After one Shift, the juvenile Neo- ed fire will eventually take the thing out, if it
morph enters Stage V and becomes an adult doesn't get you first.
Neomorph.

S T A GE V : A D U L T NE O M O R P H
As it reaches adulthood, the Neomorph’s smooth,
eyeless head becomes more elongated and burn themselves out. An adult Neomorph typi-
pointed. Soon, it assumes a gaunt, bipedal cally dies of natural causes within 24 hours (four
stance, reaching a height of 2.1 meters or more. Shifts). Fungus interacting with the decaying
When the creature’s mouth closes, its jawline is corpse will be transformed into new spore sacs,
impercepti- ble, giving it an inquisitive, ethereal continuing the cycle.
appearance. When provoked, the adult
Neomorph’s upper jaw protrudes in a manner C O N T A I N M E N T AND T E R M I N A T I O N
similar to a goblin shark, allowing it to grasp prey P R O T O C O L : Adult Neomorphs go down quick
and pull it in for the kill. As adults they utilize with a full burst from a pulse rifle, but any auto-
stealth tactics to hunt their prey, but they are still matic weapon does the job eventually. A finishing
voracious carnivores. shot to the head is a good idea, as these creatures
have been known to get up and attack even when
S H O R T L I F E S P A N : The life cycle and meta- they seem to be dead.
bolism of Neomorphs is so fast that they quickly

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D6 ATTACK
NEOMORPH
1 ATTACKS
TERRIFYING HISS. The Neomorph leans in close to the victim, showing its razor-sharp teeth
and hissing. The victim must make an immediate Panic Roll.

2 TAIL SLASH. The Neomorph pivots, slashing its victim with its sharp tail. The victim is at- tacked
using ten Base Dice, Damage 2. The attack is armor piercing, halving any Armor Rating.
4 LEAPING ATTACK. The Neomorph jumps at the victim. Roll for the attack using eight Base Dice,

3 DEADLY GRAB. The Neomorph jumps at its victim, grabbing it and dragging it away. Roll for the
attack using eight Base Dice, Damage 1. If it hits, the Neomorph immediately drags the victim into
the next zone (MEDIUM range) before releasing it. The victim falls prone, drops any hand-held
items, and must make an immediate Panic Roll.

Damage 1. If the attack is successful, the victim is thrown to the ground and must make an
immediate Panic Roll, and the Neomorph immediately performs an extra attack with ten Base
Dice, Damage 2 (does not count as an action). The extra attack cannot be blocked.
5 THROAT BITE. The Neomorph bites the victim’s throat. Roll for the attack using eight Base Dice,
Damage 1. If the attack causes damage, it automatically inflicts critical injury #61 (even if the
victim is not Broken), triggering an immediate Panic Roll.

6 TAIL SPIKE. The Neomorph impales the victim with its razor-sharp tail. Roll for the attack using
seven Base Dice, Damage 1. The attack is armor piercing, halving any Armor Rating. If the attack
causes damage, it automatically triggers critical injury #66 (even if the victim is not Broken),
killing the victim outright.

ADULT NEOMOrPH
SPEED: 2
HEALTH: 6
SKILLS: Mobility 9, Observation 8

ARMOR RATING: 6 (3 against fire damage)


SPRINT: As a slow action, the Neomorph can sprint as if having used two run actions, i.e. through two zones
or from an adjacent zone directly into ENGAGED range from a target.

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A B O M I N AT I O N

A monstrous mutation of the human form


toms and stages of infection via the 26 Draconis
brought about by a genetic accelerant, an Abom-
Strain of Agent A0-3959X.91-15. Other strains of
ination goes through several stages over a few
the chemical may create variations of this muta-
Shifts of gestation. What follows are the symp-
tion process.

S T A GE I: I N F E C T E D
T R A I T S: Anger, Confusion, Acidosis
I N F E C T I O N : Exposure to the 26 Draconis
Strain is normally handled as a disease with
Changes begin with the onset of rapid skin mot-
Virulence 6. If the Sickness Roll fails, the patient
tling that starts in the subject’s extremities and
enters Stage I.
moves inward towards the core body. Eventually
For the purposes of this Cinematic scenario,
the subject’s skull begins to soften and elongate
you as GM are allowed skip the roll and simply
as their brain grows and is rewired. By the end of
decide if a PC is infected, for maximum dramatic
this stage, the process becomes excruciating and
effect.
the subject lashes out. As acidosis takes effect,
Within one Shift, the patient starts to exhib-
the subject’s pH levels shift significantly.
it the first symptoms, which causes their STRESS
LEVEL to increase by one. Within another Shift, the
patient typically advances to Stage II.

S T A GE II: “MU T A NT”


T R A I T S: Aggressive Dementia, Cerebral Dys-
E F F E C T S : The subject gets Speed 2, i.e. it gets
morphia
to act twice per Round. STRENGTH increases by 3
(and Health along with it). AGILITY is increased by
Painful cellular mutations ravage the Abomina-
1, while EMPATHY is reduced to 1. EMPATHY- based
tion’s body, causing them to take on an
skills cannot be used. Firearms and other tech-
aggressive posture. The subject’s limbs distend
nological items cannot be used. The subject
and become pliable, allowing them to contort into
becomes immune to MANIPULATION.
strange positions. The brain and skull continue to
At this point, the subject becomes aggressive
elon- gate and the subject takes on a feral
and attacks other humans on sight. An infected
appearance and attitude. Strength, speed, and
PC can play out one such attack, then the subject
agility are all heightened. Only a rudimentary
turns into an NPC controlled by the GM. Within
knowledge of their former self remains, but they
one Shift, the subject advances to Stage III.
are still aware enough to use basic tools and
weapons.

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A B O M I N A T I O N S TA GE I I I : " R E V E N A N T "

S T A GE I I I :
“REVENANT”
T R A I T S: Instinctual Aggression, Ad-
vanced Dementia

The subject’s body is in an advanced


state of DNA recoding. A translucent,
gelatinous cowl has grown over most
of their head, revealing a sunken and
hideous caricature of their former
visage beneath. As the structure of
the subject’s original features dis-
solves into the acidic gelatin, their
skull becomes more pronounced.
Eventually, any semblance of human
origin recedes and becomes barely
visible within the cowl. The subject’s
feet each splay into three thick toes,
their arms elongate like a primate’s,
and they sprint using their knuckles to
propel themselves.

E F F E C T S : STRENGTH increases by a
further 2 (and Health along with it).
AGILITY is increased by 1 more. WITS
is reduced to 1. No skills based on
WITS except OBSERVATION can be used.
Immune to MANIPULATION and panic.
Cowl gives a natural Armor Rating of
3. The subject is now handled as a full
Xenomorph and gets its own table
for signature attacks (see next page).
Within four Shifts, the subject advanc-
es to Stage IV.

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TYPICAL STATS TYPICAL STATS “BELUGA-


“REVENANT” HEAD” SPEED: 2
SPEED: 2
HEALTH: 8 HEALTH: 10
SKILLS: Mobility 5, Observation 3 SKILLS: Mobility 5, Observation 3
ARMOR RATING: 3 (none against fire damage)
ARMOR RATING: 6 (3 against fire damage)

S T A GE IV : “ B E L U G A - H E A D ”
T R A I T S: Complete Cellular Metamorphosis
subject moves about on all fours like an ape
and no longer retains any human characteris-
The subject’s gelatinous cowl grows opaque
tics. While not as powerful or intelligent as a
and solidifies as their eyes grow dark and shift
Xenomorph XX121, the Beluga-Head is a force
to the sides of their bulbous head. Their skin
to be reckoned with.
turns a translucent mottled gray and their
features grow similar in appearance to a Xeno-
E F F E C T S : As Stage III, with STRENGTH increas-
morph XX121, albeit with a much shorter head,
ing by yet another 2 (and Health along with it).
more prominent eyes and elongated arms. The
Cowl now gives a natural Armor Rating of 6.

ABOMINATION ATTACKS (STAGE III AND IV)


D6 ATTACK

1 HORRIBLE ROAR. The Abomination screams in fury. All humans in SHORT range must make an
immediate panic roll.
2 FIST STRIKE. The Abomination strikes its victim with a powerful punch. Roll for the attack with ten
Base Dice, Damage 1.
3 THROW. The Abomination grabs the victim and tries to slam it into the nearest hard surface. Roll
for the attack using nine Base Dice, Damage 1. If the attack hits, the victim lands prone at SHORT
range from the Abomination, drops any hand-held items, and must make an imme- diate Panic
Roll.

4 POUNCE. The Abomination leaps onto its victim like a big monkey. Roll for the attack using eight
Base Dice, Damage 1. If the attack hits, the victim is knocked to the ground, drops any hand-
held items, and must make an immediate Panic Roll. The Abomination then starts pounding the
victim with its powerful fists. This is resolved as an immediate bonus attack with twelve Base
Dice, Damage 2.
6 HEAD CRUSH. The Abomination grabs the victim’s head and tries to crush it with its bare hands. Roll
5 ARM PULL. The Abomination grabs the victim’s arm and tries to pull it clean off with its bare hands.
Roll for the attack using six Base Dice, Damage 1. If the attack causes damage, it automatically
triggers critical injury #54 (even if the victim is not Broken), triggering an immediate Panic
Roll.

for the attack using seven Base Dice, Damage 1. If the attack causes damage, it automati- cally
triggers critical injury #64 (even if the victim is not Broken), killing the victim outright.

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A P P E N D I X II:

T A L E N T S

SCIENTIS T TALENT : KID T A L E N T :

A N A LY SIS BENE A T H NO TICE


You can roll for OBSERVATION to gain insight re- No matter what horrible situations you end up
garding strange and alien artifacts or in, you always seem to make it out
creatures that you encounter and get a unscathed, probably because no one ever
chance to study for at least one Turn. For pays much attention to you. When you roll for
every you roll, you a critical in- jury on yourself, you get to re-roll
get to ask the GM one of the questions below. the dice and choose the result that you
T
T IsIs itit human or alien?
dead or alive?
prefer.
T How old is it?
T What is its purpose?
T How does it work?
MEDIC TALENT :
T What problems could it cause?
The GM must answer truthfully, but is C OMP A S SION
allowed to give vague or incomplete
This isn’t just a job for you. You truly care
answers in order to avoid spoiling the
about the people under your care. You can
scenario.
push any skill roll based on EMPATHY twice, not
A successful Analyze roll also reduces the
STRESS LEVEL of all other PCs within SHORT
just once like other characters. Each push
range by one, while a failed roll increases oth- increases your STRESS LEVEL by one.
er PCs' stress levels by one

COLONIAL MARINE TALENT :


O VERKILL
You don’t run and hide when the going gets a weapon against your enemy. You can trigger
tough. Instead of panicking in the face of mortal the Overkill effect when you make a Panic Roll—
danger, you can turn your fear into aggression see page 70 in the rulebook.
and use it as

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Maksym Mikhalov (Order #38428816)
C H A R I O T O F T H E G O D S

COMPANY AGENT TALENT :


PERSONAL S AFETY
The interests of the company always come
first, no matter what. And you represent the
company. That means your own safety is
paramount—other crew members are ex-
pendable. If you are attacked or otherwise
end up in fatal danger, and if another PC
or friendly NPC is within SHORT range (the
same zone), you can make a MANIPULATION roll
(straight roll, not opposed, and does not
count as an action). If you succeed, you see
the threat coming and find a clever way to
make the other character suffer the attack
or hazard instead of you. Using this talent OFFICER TALENT :
increases your STRESS LEVEL by one. P U L L R ANK
You can use your COMMAND skill to order other
non-officer PCs and NPCs around, as long as
they belong to the same organization as you.
To force someone to follow your orders and
perform a specific action, roll COMMAND against
P ILOT TALENT :
the target’s MANIPULATION. If successful, the
RE C K L E S S target must follow your order, even if it
means harm or danger to themselves. Your
You live for the rush of adrenaline through
STRESS LEVEL increases by one each time you
your veins, pushing harder than others dare. do this. Note also that each roll only covers
You can push any skill roll based on AGILITY one specif- ic action. You cannot stop actions
twice, not just once like other characters. triggered by Panic Rolls using this talent.
Each push increases your STRESS LEVEL by one.

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Maksym Mikhalov (Order #38428816)
S C E N A R I O

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Maksym Mikhalov (Order #38428816)

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