First, make sure everyone has multiple PCs ready. Keep the extras in cold sleep as "reserves" just in case! As PCs are depleted, they can go to the back cold berth chamber and thaw out reinforcements.
CORE SETTING: set the game in the early 22nd century and ditch the whole Imperium setting, Traveller aliens, all that. You can roll the timeline forward and mirror the film universe. Although it is popular to use Welyand Corp. (later Weyland-Yutani) as the big bad corporation, there are other corporations out there sending colonists and miners into space (Sevastopol, for example).
TECH LEVEL: In the early 22nd century the upper limit of technology is at TL 10 with some experimental and rare TL 11. By the late 22nd century TL 11 is becoming more common with rare TL 12 tech available (the time of Aliens). By the 25th century (the era of Alien: Resurrection and beyond) TL 13 has become normal, but TL 14 remains mostly theoretical. Alien technology, such as from the engineers, suggest they achieved TL 16 in bioengineering, but may have been lower tech (as low as TL 10 or less) with relic high tech remnants in use by the time of the colony (or homeworld?) destroyed in A:C. This is up for interpretation, obviously. The actual xenoforms, of course, has no TL.
ANDROIDS: Androids ought to be a single option for one random PC. His stats should be engineered at a cool UPP of CAAAA5 with either a selection of 6 pre-programmed rank zero skills followed by a career, or a selection of 6 pre-programmed rank 0 skills, 4 rank 1 skills, 2 rank 2 skills and 2 rank 3 skills (but with no career; this is his first mission). Androids are not able to heal without some mechanical assistance, but have internal routines (nanites?) which will sustain healing at the rate a human does, or maybe slightly faster under certain conditions. Unlike a human, dismemberment doesn't kill an android, but when an android reaches 0 in two physical stats it is physically impaired but a INT (10+) check means it is still able to speak and reason. It is destroyed (but maybe not beyond repair) if all hits are reduced to zero. Androids have to adhere to a code of conduct, but they can learn new skills. Once an android is designed, it is possibly forced in to a career of choice during which it can acquire new skills.
Androids are notorious in the Alien Universe for serving the Company first, and of course there's David, the original. At the referee's discretion a player could be secretely chosen to be the "android" planted by the company to insure corporate interests are held up in the event of an unexpected discovery....
FTL TRAVEL: Jump drive in the Alien Universe takes 1D6 months per Jump, and can only get up to Jump 2 with extremely expensive drives such as on the Prometheus. By the era of Aliens Jump 3 may be feasible and down to 1 month of travel per jump. By the era of Alien: Resurrection Jump 6 and 1 weeks' travel times per jump may be feasible. These are not the carefully calibrated rules of a obsessive Alien nut, just the rough guidelines of a regularly obsessed Alien junkie.
XENOMORPHS: The alien xenomorphs are tough but can die. Assume they have about 8 points of armor with an average UPP of DCD500; Melee (natural) 3, Recon 3, Stealth 3. They deal 1D+STR Mod with claws but have AP 4 with a strike and their tail does 1/2D+STR mod but no piercing (unless you think the AvP movies are canon). Their double-jaw strike is tough: it deals 2D+STR Mod and is AP 8! It can smash through glass designed to hold tight in the vacuum of space. Xenomorphs sustain half damage from all heat sources that deal damage and are Armor 8 across their body. They sustain half damage against ordinary projectiles (slug throwers) but can take normal damage from energy weapons. They take full damage from explosive projectiles (minus normal Armor). These damage rules will help reflect that they can take a lot of damage from slug throwers (see Alien: Covenant and Alien: Isolation for examples) while the colonial marines were pretty effective with their plasma rifles, flamers and grenades.
Dealing damage to an alien is risky: if you're at point blank range a DEX (10+) roll is needed to avoid getting splash damage from their molecular acid blood. If this hits, it ignores/destroys all armor dealing 1D6 damage per round for 1D6 rounds before burning out (add negative effect per round to damage!) If you are at close range the check is DEX (8+).
Aliens likely also have regenerative properties: they seem to sustain a lot of damage before actually dying, and while we've never seen one limp off to heal, it's likely this happens on rare occasion. I'd suggest 1D healing/hour, or 1/combat round for "alien on steroids."
ALIEN QUEEN: If you drop an alien queen in her UPP is F9F600; Melee (natural) 4, Recon 4, Tactics (small unit, alien) 2; Stealth 2. She deals 3D+Str Mod with claws (with AP 4) and her tail does 1D+STR (and AP 2). Her massive set of double-jaws can deal 3D+STR with AP 8 (they are powerful, but in Aliens they didn't appear to be as effective as, say, the xenomorph in A:C). She can attack nearby foes with these melee attacks. She's smart enough to grasp the basics of human technology, though not perhaps anything beyond the ability to predict immediate behavior, how to open and work doors and elevators, and maybe the general idea that someone has planted a bomb near the hive. Optional: if the queen ever gets a claw effect od 6+ on a humanoid target she automatically rips it in two pieces.
NEOMORPHS: I'd stat these buggers out as UPP AD9400; Melee (natural) 2, Recon 2, Stealth 2. They have claw at 1D+STR Mod with AP 2 and a vicious bite at 2D+Str Mod with AP 2. Unlike xenomorphs the neomorphs seem to have some sort of eerie ability to communicate, though demonstrated for exactly five seconds on screen before one is shot, and entirely unclear what the result of that communication could be.
Neomorphs are made when a host steps on or irritates the tiny bulbous eggs which reside in obscured underbrush, releasing spores which cluster and bore into an available pathway into the host. The change seems to take up to 1D6 hours. A victim pretty much can make a DEX (8+) roll to avoid contamination if they are aware they have become exposed, but it's DEX (10+) if they are not. If the roll is failed then the victim is doomed to be killed as host to a neomorph. Newborn neomorphs are still tough (UPP 6D6300; half damage from attacks).
FACEHUGGERS: The facehuggers are the requisite protoform that implants an alien "embryo" (a cancerous mass that steals from the target to form a new xenomorph) into a gripped host. They emerge from the alien eggs. Facehugger UPPs are AE5400; Melee (grip) 4; Stealth 4. They can spring attack a host from a laucnh point or an egg, gaining a 1D surprise advantage on initiative for the first round of combat. A Facehugger once gripping a target's face requires an extreme STR (14+) to pull free, but damaging it will reduce this to STR (10+) although it then bleeds acid exactly like it's larger brethren, though only targets at point blank range are at risk (DEX (10+) to avoid or take 1D6 acid damage for 1D6 rounds, adding effect for each round of damage). Facehuggers can voluntarily secrete acid to burn through masks and faceplates as well.
CHESTBURSTERS: These are the frail forms of the alien xenomorph before it grows rapidly over about eight hours through an undocumented process. It can appear vestigial or like a fully-formed, tiny, gossamer-like version of the adult. In this form it is mostly harmless and seeks to escape to grow. It's UPP would be 7C5300; Stealth 4. It can still bite for 1D+STR Mod and bleeds acid like the facehugger rules.
ENGINEERS: If you think there's a chance another living engineer might show up, they seem to be genetically enhanced humanoids with either an eerie compatibility with Terrans or a clear biological ancestry, possibly caused by their ancient genetic tampering (and social tampering evident in the similarities of their language to ancient proto-Sumerian dialects). Treat an engineer as a human of abnormally large size with a +2 STR, +2 CON and +2 INT, but they can pack a punch, dealing 2D+STR Mod damage with a wicked backhand. They regard all other humanoids (especially those they may have created) as inferior and react to them with potentially dangerous hostility. With what we know so far in the Aliens Universe, engineers had some sort of conflict two thousand years ago in which they almost destroyed Earth but instead destroyed their weapons' depots with the alien black goo pathogen. Engineers still exist (or did) right up to about ten years ago on at least one remote earthlike world, but these engineers seemed wofeully unequipped to deal with David; which may explain why the one from Prometheus tried to take him out quickly.
THE PATHOGEN MUTATIONS: Only a few vials of this substance seem to be left. A viral and highly destructive pathogen, it appears to at minimum dis-incorporate it's host, turning the host into the raw material for new, hostile life. If it doesn't do that it creates parasites which invade the host and spawn new, even more hostile organisms, each stage mutating and relying on further hosts to create still more, newer breeds. It is as if someone weaponized evolution. Exposure to this substance is always lethal. Indirect exposure can lead to impregnation by mutated alien byproducts (such as the squid thing and the Deacon alien). It appears possible, with time, to manipulate and program the pathogen to generate specific results through bioengineering. If a PC is exposed, give them 2D6 hours before "detonation." Each hour the host takes 1 INT damage. When the host reaches 0 INT it goes feral and dangerous. Direct exposure leads to zombie-like mutants which gain +4 to STR, DEX and CON and deal 2D6+STR Mod damage with fists; they take double damage from fire. Many other mutation variants are possible.
Showing posts with label alien covenant. Show all posts
Showing posts with label alien covenant. Show all posts
Friday, May 19, 2017
Movie Review - Alien: Covenant
This film released in Europe already, so it's US release has been preceded by a round of reviews suggesting everything from "meh" to thorough excitement. The common factor seems to be whether or not you wanted to see an Alien movie in the first place....if the answer is yes, then Alien: Covenant does not disappoint.
Scott's return to the Alien Universe post-Prometheus provides a direct sequel to the latter and a "still somewhat removed" prequel to the original Alien. This time around we're presented with a colony ship, the "Covenant," which hosts
There are some odd scenarios at work initially. If one of your main gripes with Prometheus was "Why do people in space, on starships, with degreed professions seem to act so dumb at the wrong times?" then Covenant's crew isn't 100% going to hold your faith. In their defense they play the "We totally didn't expect this to go as it all did" card just fine.....and on rare occasion even demonstrate a propensity for foresight (such as sending down an investigative team with actual weapons). But then somebody panics at the wrong moment or decides that funny stomach ache is nothing to complain about initially and BAM next thing you know stuff is exploding and neomorphs are everywhere.
Note that Call of Cthulhu fans will understand much of what goes on in this movie as basically being what happens when you fail a Sanity Check.
But seriously....it was a fun ride. I can't even get in to the latter part the film to avoid spoilers, but when the proper xenomorph arises at last it is a surprisingly fun reveal for a monster which has been known in cinema for nearly forty years now.
Of great note in this film is Fassbender's recurring role as David as well as the younger, newer model of android known as Walter. Any fan of Fassbender will be happy, but seeing him play these two roles makes the movie that much more interesting....and David, well....I'll talk more about David after the spoiler warning.
Now, is this movie worth it to the non Alien fanatic? If you liked the original Alien films but disliked Prometheus is it worth it? I'm going to suggest it is probably something both the former and latter can enjoy if you are a general fan of horror and SF....and the latter especially might enjoy seeing tighter closure on the Prometheus plot offered here (albeit at the expense of a range of new mysteries).
This film was a solid A, and only it's intermediary status as a sequel/prequel prevents it from attaining true glory. We all know how this movie had to end (more or less) and we all know where it was going to start (more or less). The two hours were just the ride from A to B.
UPDATE: After the second view I am bumping this to an A+. I just loved this movie even more the second time. So many interesting details. From a Traveller gamer perspective, this is what happens when a bunch of PCs with poor career life decisions end up cold berth traveling to a new colony world when Very Bad Stuff happens along the way. Brilliant movie in capturing the "doomed colony ship" genre that is a part of SF fiction and gaming but not seen so gruesomely well done in film (see Pandorum and possibly Event Horizon for the next best examples).
Now, for some SPOILER WARNINGS!
First, Alien: Covenant deserves kudos for giving the franchise it's first true recurring villain that isn't an alien and isn't a variant on the Peter Weyland theme. Fassbender's David is truly evil...or inimical, maybe....and his role in this and future movies is utterly fascinating to watch unfold.
Second, way for Ridley Scott to not only provide a stand-alone movie, but one which really wrap up key elements of the Prometheus film even as it clearly sets us up for something much worse to come. The way this movie leaves things.....Hooooo boy, I really hope it does well for him to carve out the next sequel or two he was suggesting could be done.
Eight things I thought were glitches, particularly disturbing, or which set up interesting ramifications for future Alien films:
1. So this was either an active Engineer planet or colony only a decade before Covenent stopped by. At the end of Prometheus Shaw and David are possibly heading off to find the engineer homeworld.....if this was it, it leads to more interesting questions about what happened to the engineers over the last two thousand years (though the possibility that their own bioengineered pathogen has something to do with it seems likely).
2. There's going to be a film novelisation and a prequel novelisation. Having seen the film now, I can't help but wonder how the prequel novel will be anything more than a protracted snuff film on paper because...well...you'll see.
3. Some sort of "neutrino emission" was described as the cause of the random anomaly. A sunspot or flare, essentially. While it was presented as a completely random phenomenon, this is freakin' space, man, and unless you buy in to the perfectly valid notion that SF writers have no sense of scale, the only other likely alternative is that there's some mechanism that triggered this effect. That was never suggested in the movie, however....which inevitably leaves one to wonder if the Covenant crew truly are less lucky than all the other crews in the Alien Universe so far. (Even the Hadley's Hope colonists were sent to LV426 and didn't stumble on to anything until corporate slimeball sent them looking!)
(EDIT: I had the thought last night that we do know this: Peter Weyland's Prometheus expedition went in to this region of space, and Weyland Corp. apparently doesn't know exactly where, but it does know it was somewhere out there.....so maybe in the last decade by "coincidence" Weyland Corp. made sure a lot of colony efforts were directed into that region of space....ergo, less unfortunate bad luck than one might think. Hmmm.)
4. About my only disappointment in the movie was Walter's confrontation with David, when it became clear David has replaced himself with Walter. I kept trying to spot the hole that should have been in his lower jaw but did not see it.....convenient I suppose or perhaps suggestive that a piercing wound like that on an android was easily sealed? Hard to say.
5. Incubation times for aliens embryos have never made much sense. If you go by the first film, then the incubation period can be at least a day or two, and the victim will succumb within hours of the facehugger crawling off to die. In other movies the time has varied wildly. In this movie it appears that the facehugger doesn't even need to be attached for very long, based on the fact that the second implant colonist was "hugged" for maybe a matter of seconds on camera? (EDIT: on second view I realize that each time an incubation period was needed the film provides a queue...think "eight bells"....and sets us up for the requisite time needed for an alien to grow up.)
Here are two fridge logic moments I am still mulling over: #1 is where did the first eggs come from, and #2 is exactly how did David engineer those facehugger embryos. It strongly implies that the "queen alien" is not the only way the xenomorphs can create eggs and breed. Alternatively, it could mean that the xenomorphs in this film, while similar, are not exactly the same as the ones found on the Space Jockey's ship in Alien.
6. So the neomorphs were a "new stage" of life from the engineer pathogen. David used the pathogen to wipe out the engineers and all life on this planet. He then....bioengineered from the pathogen's result? Tinkered with it? There was no life on the planet.....it was not entirely clear to me if the pathogen dissolved/killed everyone or if it was also mutating (EDIT: on second viewing the film says both happened). If the latter, where were the creatures? I'll be seeing this again this weekend, will maybe get a better idea then of what his vile master plan was (or how it worked out, aside from the whole "David is engaging in alien 4-H to make the xenomorph" deal which I suspect is still leaving us for more reveals.)(EDIT: on second view, there's still a question of what happened to the neomorphs or other monsters possibly created by the pathogen release, of which we know little other than that A: they are reminiscent of Gibson's Alien 3 ideas, B: they were considered inferior to the final xenomorph form by David, and C: they exhibit a creepy behavioral pattern that suggests they are not quite the be-all-end-all killers the xenomorphs are, even while being very good at it.)
7. Speaking of which, the idea that David was breeding for a xenomorph mutation seems fraught with weird implications that leave me really interested to see where the story goes next....because, of course, the xenomorphs he created could not likely be the first ones, since the ship from Alien was clearly ancient, likely a vessel from before the engineers had their destructive collapse. (EDIT: in re-watching Prometheus with my son I was also reminded of the eerie green crystal resting at the altar of what looks like a xenomorph, which of course corroborates the idea that David only rediscovered the xenomorph form, rather than created it). (EDIT #2: On seeing Alien: Covenant a second time with the extended clan I feel rather confident that the film provided a pretty cogent explanation for what is going on while leaving specifics to future exploration/exploitation.)
8. And on the xenomorph: when you see it first appear as a chest-burster, while it may be tempting to wonder why on earth it appears as a tiny, gossamer-like but fully formed humanoid, I refer only to the fact that I seem to recall Scott wanting to do exactly that in the original Alien film but not being able to make it work in a convincing manner. (It is also a creepy throwback to the Alien statuary in exactly the same position, arms stretched wide, as it imitates David.)
Sunday, December 25, 2016
Alien: Covenant Red Band Trailer
Ohhh I can't wait (even though I must):
So an Alien prequel/Prometheus sequel. Should be fascinating......
So an Alien prequel/Prometheus sequel. Should be fascinating......
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