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* KingMook: The Praetorian and Crusher (or Charger) are basically bigger, stronger, tougher, meaner variants of the Drone and Runner, respectively, complete with a headcrest similar to that of a Queen.
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[[folder:Stage VI: Praetorian, Crusher, Queen]]

* BossBattle: These are the toughest and most powerful Xenomorphs, any one of which could fill this role. . . though the Queen is more likely a HopelessBossFight.

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[[folder: Stage IV]]

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[[folder: Stage IV]]
IV: Stalker, Scout, Drone]]



[[folder:Stage V]]

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[[folder:Stage V]]
V: Soldier, Worker, Sentry]]

* ActionBomb: One of the Signature Attacks at this stage is for a Soldier or Sentry to leap at an enemy, tearing itself apart to shower the target in acidic gore.




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* NonActionGuy: Workers shrink in size, their carapace becomes weaker, and they lose their inner mouths and wicked claws to dexterous fingers and a long, pink tongue that secretes the resin the hive is built from. They ignore or flee from threats, leaving other Xenomorphs forms to defend the hive. Workers build and extend the hive, cocoon captives, and bring eggs to them start breeding more Aliens.
* PraetorianGuard: The Sentry, molted from the Scout, is the first phase of this type of Xenomorph, optimized to defend the Queen and never leaving her chamber unless she does, too.
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[[folder:Stage V]]

* HiveMind: This stage is triggered by the Xenomorphs having enough numbers, and a Queen, to form a proper hive, the earlier forms molting into specialized roles within the hive, and new members born straight into those roles.

[[/folder]]

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* WhyIsntItAttacking: Xenomorphs roll on a table of Signature Attacks which vary by which Stage of development they're in. Some of the results are this trope, either fleeing in the case of Facehuggers and Chestbursters or toying with or psychologically intimidating prey in adult stages.


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[[folder: Stage IV]]

* MadeOfIron: It is at this phase that Xenomorphs become "notoriously difficult to kill," having more Armor than the average Colonial Marine.
* MetamorphosisMonster: Par for the course. The Xenomorph lifecycle is broken into stages for this reason, since they change, molt, and mature based on the initial circumstances of their birth and the level of development of Aliens around them. This is the start of this phase, showing Xenomorphs hatched in the absence of a queen, the Stalker (of ''Covenant''), the Scout (of ''Film/Alien3''), and the Drone (of the original ''Film/{{Alien}}''). The Stalker is the final phase of Praetomorph development, with them lacking Queens and a analogous hive structure to join. Though the book notes this is based on observed evidence, and may not be correct.
* SmartAnimalInconvenientInstincts: Noted for the Stalker and Scout, who have more animal cunning and aggression (especially in the case of the Stalker), allowing them to be lured into traps. Drones are quite a bit smarter and less likely to fall for such things.

[[/folder]]
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* ShoddyKnockoffProduct: The Xenomorphs seen in ''Film/AlienCovenant'' are dubbed Praetomorphs, and are not quite as deadly as true Xenomorphs, but close enough they follow mostly the same rules.



[[folder:Facehugger]]

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[[folder:Facehugger]]
[[folder:Stage II: Facehuggers]]



[[folder:Chestburster]]

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[[folder:Chestburster]]
[[folder:Stage III: Chestbursters]]

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* ExtremeOmnivore: Chestbursters can consume organic food and metals to fuel their growth into adult Xenomorphs.
* FaceFullOfAlienWingWong: Naturally, but with a twist. Rather than what many had assumed to be the case -- the facehugger implanting an egg or embryo into the host -- the game posits the facehugger feeds the host a dose of mutagenic bacteria which begins transforming host cells into the embryo that quickly grows into the chestburster.

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* ExtremeOmnivore: Chestbursters can consume organic food and metals BewareMyStingerTail: Several versions of Xenomorph have barbed or bladed tails to fuel their growth into adult Xenomorphs.
* FaceFullOfAlienWingWong: Naturally, but with a twist. Rather than what many had assumed to be
use in combat, including the case -- the facehugger implanting an egg or embryo into the host -- the game posits the facehugger feeds the host Royal Facehugger having a dose of mutagenic bacteria which begins transforming host cells into the embryo that quickly grows into the chestburster.
blade-tipped tail to defend itself while it attempts to facehug a victim.


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[[folder:Facehugger]]

* FaceFullOfAlienWingWong: Naturally, but with a twist. Rather than what many had assumed to be the case -- the facehugger implanting an egg or embryo into the host -- the game posits the facehugger feeds the host a dose of mutagenic bacteria which begins transforming host cells into the embryo that quickly grows into the chestburster. Though the idea if implanting an egg, embryo, or cancerous mass are noted as not having been disproven in-universe.

[[/folder]]

[[folder:Chestburster]]

* ExtremeOmnivore: Chestbursters can consume organic food and metals to fuel their growth into adult Xenomorphs.

[[/folder]]
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* ExtremeOmnivore: Chestbursters can consume organic food and metals to fuel their growth into adult Xenomorphs.
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* AdaptationalNameChange: The game notes two previous scientific names applied to the Aliens, ''Internecivus raptus'' (murderous theif) and ''Linguafoeda acheronsis'' (foul tongue from Acheron) -- but notes neither is correct as there is no ''Internecvictus'' or ''Linguafoeda'' genus for the species to belong to. Instead, the game posits that Xenomorphs are best classified as two different symbiotic species; the facehugger ''Manumala noxhydria'' which carries the chestburster ''Plagiarius praepotens''. Though this nomenclature, and the bacteria presented below, are not wholly accepted facts in-universe, given the scarcity of xenomorph subjects to study.

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* AdaptationalNameChange: The game notes two previous scientific names applied to the Aliens, ''Internecivus raptus'' (murderous theif) and ''Linguafoeda acheronsis'' (foul tongue from Acheron) -- but notes neither is correct as there is no ''Internecvictus'' ''Internecivus'' or ''Linguafoeda'' genus for the species to belong to. Instead, the game posits that Xenomorphs are best classified as two different symbiotic species; the facehugger ''Manumala noxhydria'' which carries the chestburster ''Plagiarius praepotens''. Though this nomenclature, and the bacteria presented below, are not wholly accepted facts in-universe, given the scarcity of xenomorph subjects to study.

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* AdaptationalNameChange: The game notes two previous scientific names applied to the Aliens, ''Internecivus raptus'' (murderous theif) and ''Linguafoeda acheronsis'' (foul tongue from Acheron) -- but notes neither is correct as there is no ''Internecvictus'' or ''Linguafoeda'' genus for the species to belong to. Instead, the game posits that Xenomorphs are best classified as two different symbiotic species; the facehugger ''Manumala noxhydria'' which carries the chestburster ''Plagiarius praepotens''.

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* AdaptationalNameChange: The game notes two previous scientific names applied to the Aliens, ''Internecivus raptus'' (murderous theif) and ''Linguafoeda acheronsis'' (foul tongue from Acheron) -- but notes neither is correct as there is no ''Internecvictus'' or ''Linguafoeda'' genus for the species to belong to. Instead, the game posits that Xenomorphs are best classified as two different symbiotic species; the facehugger ''Manumala noxhydria'' which carries the chestburster ''Plagiarius praepotens''. Though this nomenclature, and the bacteria presented below, are not wholly accepted facts in-universe, given the scarcity of xenomorph subjects to study.
* FaceFullOfAlienWingWong: Naturally, but with a twist. Rather than what many had assumed to be the case -- the facehugger implanting an egg or embryo into the host -- the game posits the facehugger feeds the host a dose of mutagenic bacteria which begins transforming host cells into the embryo that quickly grows into the chestburster.
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* AdaptationalNameChange: The game notes two previous scientific names applied to the Aliens, ''Internecvictus raptus'' (murderous theif) and ''Linguafoeda acheronsis'' (foul tongue from Acheron) -- but notes neither is correct as there is no ''Internecvictus'' or ''Linguafoeda'' genus for the species to belong to. Instead, the game posits that Xenomorphs are best classified as two different symbiotic species; the facehugger ''Manumala noxhydria'' which carries the chestburster ''Plagiarius praepotens''.

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* AdaptationalNameChange: The game notes two previous scientific names applied to the Aliens, ''Internecvictus ''Internecivus raptus'' (murderous theif) and ''Linguafoeda acheronsis'' (foul tongue from Acheron) -- but notes neither is correct as there is no ''Internecvictus'' or ''Linguafoeda'' genus for the species to belong to. Instead, the game posits that Xenomorphs are best classified as two different symbiotic species; the facehugger ''Manumala noxhydria'' which carries the chestburster ''Plagiarius praepotens''.
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[[folder:In General]]


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[[/folder]]
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* AdaptationalNameChange: The game notes two previous scientific names applied to the Aliens, ''Internecvictus raptus'' (murderous theif) and ''Linguafoeda acheronsis'' (foul tongue from Acheron) -- but notes neither is correct as there is no ''Internecvictus'' or ''Linguafoeda'' genus for the species to belong to. Instead, the game posits that Xenomorphs are best classified as two different symbiotic species; the facehugger ''Manumala noxhydria'' which carries the chestburster ''Plagiarius praepotens''.
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[[/folder]]

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[[/folder]][[/folder]]

!!Xenomorphs

* AdaptationalBadass: Compared to their depiction in ''Film/{{Aliens}}'', and certain media based on it where the Xenomorphs are only a threat to well-armed humans in large groups and striking from ambush, the Xenomorphs here are terrifying. A single one can be a threat to even a squad of Marines armed with pulse rifles, thanks to high armor and health, as well as a critical hit chart that makes them hard to put down for good. Their Signature Attacks, rolled randomly by the GM, can also be instantly lethal, NoSavingThrow.
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* EnemyScan: The "Analysis" career talent allows a Scientist to seize up any alien creature or unknown artifact with a successful Observation roll, then ask the Game Mother a few questions about it depending on their degrees of success. This also has the effect of reducing the stress of nearby crew since everyone is relieved that at least ''someone'' has some insight into whatever this is. On the contrary though, a failed roll ''increases'' everyone else's stress, as everyone realizes even the smart guy doesn't know what the hell's going on.

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* EnemyScan: The "Analysis" career talent allows a Scientist to seize size up any alien creature or unknown artifact with a successful Observation roll, then ask the Game Mother a few questions about it depending on their degrees of success. This also has the effect of reducing the stress of nearby crew since everyone is relieved that at least ''someone'' has some insight into whatever this is. On the contrary though, a failed roll ''increases'' everyone else's stress, as everyone realizes even the smart guy doesn't know what the hell's going on.
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* PrestigeClass: [[SubvertedTrope Not really]]. Under the character creation rules for the Colonial Marines Operations Manual, since all characters are starting as Marines, instead of Careers they pick a Military Occupational Specialty (MOS). These break the Marines up into different specializations, with different preferred stats, skills, talents, and gear, but as the old saying goes, every marine is a rifleman first.
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* TheDroneDeployer: The Colonial Marines Operations Manual adds the Remote talent, typically for Comtech marines, which enables them to use certain remote-controlled devices and remote-pilot certain vehicles.

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* TheDroneDeployer: DroneDeployer: The Colonial Marines Operations Manual adds the Remote talent, typically for Comtech marines, which enables them to use certain remote-controlled devices and remote-pilot certain vehicles.
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* TheDroneDeployer: The Colonial Marines Operations Manual adds the Remote talent, typically for Comtech marines, which enables them to use certain remote-controlled devices and remote-pilot certain vehicles.


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* MasterOfUnlocking: The Bypass talent from CMOM gives marines a bonus to opening electronically locked doors.
* MoreDakka: The Machine Gunner talent lets a Marine use full auto without increasing their stress.


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* TheTurretMaster: The Remote talent also qualifies a Marine to deploy automated sentry guns, of the kind seen in the Director's Cut of ''Aliens''.
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* EnemyScan: The "Analysis" career talent allows a Scientist to seize up any alien creature or unknown artifact with a successful Observation roll, then ask the Game Mother a few questions about it depending on their degrees of success. This also has the effect of reducing the stress of nearby crew since everyone is relieved that at least ''someone'' has some insight into whatever this is (a failed roll increases stress, as everyone realizes even the smart guy doesn't know what the hell's going on).

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* EnemyScan: The "Analysis" career talent allows a Scientist to seize up any alien creature or unknown artifact with a successful Observation roll, then ask the Game Mother a few questions about it depending on their degrees of success. This also has the effect of reducing the stress of nearby crew since everyone is relieved that at least ''someone'' has some insight into whatever this is (a is. On the contrary though, a failed roll increases ''increases'' everyone else's stress, as everyone realizes even the smart guy doesn't know what the hell's going on).on.
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* EnemyScan: The "Analysis" career talent allows a Scientist to seize up any alien creature or unknown artifact with a successful Observation roll, then ask the Game Mother a few questions about it depending on their degrees of success. This also has the effect of reducing the stress of nearby crew since everyone is relieved that at least ''someone'' has some insight into whatever this is.

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* EnemyScan: The "Analysis" career talent allows a Scientist to seize up any alien creature or unknown artifact with a successful Observation roll, then ask the Game Mother a few questions about it depending on their degrees of success. This also has the effect of reducing the stress of nearby crew since everyone is relieved that at least ''someone'' has some insight into whatever this is.is (a failed roll increases stress, as everyone realizes even the smart guy doesn't know what the hell's going on).

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* ThatsAnOrder: The officer has abilities that let them pull rank in a dire situation or when they need a stubborn subordinate to do something ''now''.

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* SergeantRock: They're not necessarily a ''sergeant'', but if they have the "Field Commander" career talent then they can have the trope's characteristic rapid-fire orders to the others around them while under pressure.
* ThatsAnOrder: The officer has abilities that let "Pull Rank" career talent allows them pull rank to demand obedience in a dire situation or when they need a stubborn subordinate to do something ''now''.



* MadeOfIron: The "Resilient" career talent allows a Roughneck to shrug off some of the damage they take with a successful (unmodified) Strength attribute roll.



* EnemyScan: The "Analysis" career talent allows a Scientist to seize up any alien creature or unknown artifact with a successful Observation roll, then ask the Game Mother a few questions about it depending on their degrees of success. This also has the effect of reducing the stress of nearby crew since everyone is relieved that at least ''someone'' has some insight into whatever this is.
* EurekaMoment: The "Breakthrough" career talent allows a Scientist to automatically pass an Observation test once per game session.



* TheSmartGuy: Liable to be the best educated person in a given crew.

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* TheSmartGuy: Liable to be the best educated person in a given crew. With the "Inquisitive" career talent, they can push a Wits roll twice.
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* GrappleMove: The "Subdue" career talent allows a Colonial Marshal to do no damage on a melee attack, but if the attack connects they immediately move into a grapple with the target.


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* LawmanBaton: One of the choosable gear options for the Colonial Marshal is a stun baton.
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* TheHeart: The "Calming Presence" career talent allows the medic to reduce other character's stress through their bedside manner training, provided they're both not in a position of direct danger. Further, the "Compassion" career talent allows them to push any Empathy-based roll twice.
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* CowerPower: The "Personal Safety" career skill lets the Company Agent who's about to be hurt make a Manipulation roll and if they succeed, someone next to them suffers the effect of what was about to hit them instead. [[AndThatWouldBeWrong It does raise their stress level to use it though]].


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* ManipulativeBastard: The "Take Control" career talent lets the Company Agent use their Wits attribute in place of their Empathy attribute when making Manipulation rolls. And the "Cunning" career talent lets them push Wits-based rolls twice instead of once, so taking both makes a Company Agent ''very'' good at twisting other people to their will.
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* ReadingYourRights: Using the "Authority" career talent, a Colonial Marshal can use their Command skill in places where normally a Manipulation skill role would be called for, invoking their authority as a licensed and recognized marshal to get someone to comply with their will.
* {{Seekers}}: The "Investigator" career talent lets a Colonial Marshal apply detective skills to a location, making an Observation check in a room and (depending on degrees of success) asking the Game Mother a number of question related to something that happened in that area that they must then answer truthfully (though the answers can be vague or incomplete.)


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* BeneathNotice: The name of one of their career talents, which gives them a re-roll on the critical injuries table and lets them pick the preferred result.
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* AttackAttackAttack: The "Overkill" talent can allow them to forgo making a Panic Roll when it would normally be mandated and instead channel their fear into aggression, continuing to advance on their enemies until they or their enemies are Broken, though it may cause their own nearby allies to make panic rolls when this happens.
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* CasualDangerDialog: The "Banter" talent they can take gives them a mechanical benefit for doing this, allowing them to crack wise or get a laugh from a snarky joke when the crew is at least temporarily in a position of safety to reduce their stress levels and the stress levels of those around them.
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* TheBigGuy: If any career on the crew is a combat specialist, it's the Colonial Marine.
* SpaceMarine: Almost goes without saying.


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* LawEnforcementInc: Occasionally. Not every Marshal is necessarily working for a local polity, they're just as likely to be employed by a corporation in a frontier CompanyTown.
* TheSheriff: Like in the old days of the American Frontier, the Colonial Marshal fulfills that same role on the [[RecycledInSpace frontier of space]].


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* InherentInTheSystem: The company agent isn't necessarily a ''bad'' person, but given they work on behalf of the interests of the only employers with enough money to fund colonial expeditions who are known for extracting as much wealth as possible, it does put their intentions into some understandable doubt.
* SharpDressedMan: Or woman, or other. It's telling that of the career's starting gear, several options are expensive-looking accessories.
* TheSocialExpert: They're the face of the company wherever they happen to be. The fact that their careers depend on trying to make the company look good (and their promotion prospects are dependent on convincing their superiors of that) means that they have the skills to make excellent negotiators on behalf of the crew.


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* FragileSpeedster: {{Downplayed|Trope}}. The kid is hardly the most offensively oriented career, but they're surprisingly survivable given their abilities to scramble and evade danger.
* HarmfulToMinors: Given what kind of setting and tone this roleplaying system is going for, this is almost guaranteed when there's a kid on the crew.


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* TheMedic: It's right there in the name.


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* TheCaptain: Almost always the character who's in charge of other people, be that a skipper on a cargo freighter or an officer in the Colonial Marines.
* ThatsAnOrder: The officer has abilities that let them pull rank in a dire situation or when they need a stubborn subordinate to do something ''now''.


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* AcePilot: With plenty of talent options that gear them around this.


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* TheEngineer: In particular, the Roughneck specializes in operating heavy machinery and mechanical repair or modification.
* WorkingClassHero: While plenty of the careers can be described as "working class", the Roughneck is the ''most'' working class career.


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* OmnidisciplinaryScientist: In lore, the character probably has a specialization or two, but in game mechanics this is simplified. Regardless of the speciality, scientists operating on the frontier often need to be a little well-rounded in their knowledge base since there are rarely enough specialists to cover all the things they might encounter.
* TheSmartGuy: Liable to be the best educated person in a given crew.
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A character who is part of the United Americas Colonial Marines, or a comparable organization or role to that.


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A character who keeps the laws on frontier colonies, or someone who performs a similar function.


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A representative of an offworld power who represents that power locally, either to see it's assets are secure or to scout for new opportunities on their behalf.


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Colonial settlement jobs can take years spent in relative isolation with a small group of people, so it's not uncommon for small families to take jobs as an entire unit, and they often either bring their kids along with them or have kids during their long contracts.


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Space travel can be dangerous, and as such nearly every crew and colony needs well-trained medical first responders, and this character is one such person.


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A character who is manager of a colonial holding, the skipper of a spaceship, or a field commander in a military.


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A character who's the helmsman of a spaceship, a hotshot in a dropship, or an operator of ground traversal vehicles.


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A tough-and-handy blue-collar worker, doing the hard labor needed to keep ships running and colonies chugging along.


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A character who makes a study of any number of scientific fields, who's presence on the frontier is doing necessary field research for either the needs of their colony or the needs of their employer.
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[[foldercontrol]]

!! Careers

[[folder:Colonial Marine]]
[[/folder]]

[[folder:Colonial Marshal]]
[[/folder]]

[[folder:Company Agent]]
[[/folder]]

[[folder:Kid]]
[[/folder]]

[[folder:Medic]]
[[/folder]]

[[folder:Officer]]
[[/folder]]

[[folder:Pilot]]
[[/folder]]

[[folder:Roughneck]]
[[/folder]]

[[folder:Scientist]]
[[/folder]]

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