<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Carnage Amongst the Web &#187; Alien Abilities</title>
	<atom:link href="http://316carnage.com/category/alien-abilities/feed/" rel="self" type="application/rss+xml" />
	<link>http://316carnage.com</link>
	<description>The Unofficial 3:16 Fansite</description>
	<lastBuildDate>Mon, 26 Jul 2010 13:31:09 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
		<item>
		<title>New Alien Abilities</title>
		<link>http://316carnage.com/2009/11/23/new-alien-abilities/</link>
		<comments>http://316carnage.com/2009/11/23/new-alien-abilities/#comments</comments>
		<pubDate>Mon, 23 Nov 2009 08:55:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Alien Abilities]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=117</guid>
		<description><![CDATA[Since I have a shiny new d24, I changed the tables slightly. Here&#8217;s the changes to the Alien Ability table, with a couple of tweaked abilities. Alien Ability Table The abilities with links are those which are either new, or tweaked in some way. Ambush Big Mothers Boost Abilities End Encounter Enrage Exploding Bodies Flee [...]]]></description>
			<content:encoded><![CDATA[<div id="page-content">
<p><img class="alignright size-medium wp-image-92" title="sik002" src="/wp-content/uploads/2009/10/sik002-300x275.gif" alt="sik002" width="300" height="275" />Since I have a shiny new d24, I changed the tables slightly. Here&#8217;s the changes to the Alien Ability table, with a couple of tweaked abilities.</p>
<h2 id="toc0"><span><span id="more-117"></span>Alien Ability Table</span></h2>
<p><em>The abilities with links are those which are either new, or tweaked in some way.</em></p>
<ol>
<li><strong>Ambush</strong></li>
<li><strong>Big Mothers</strong></li>
<li><strong>Boost Abilities</strong></li>
<li><strong>End Encounter</strong></li>
<li><strong>Enrage</strong></li>
<li><strong>Exploding Bodies</strong></li>
<li><strong>Flee</strong></li>
<li><strong>Ignore Armour</strong></li>
<li><strong>Impair</strong></li>
<li><strong>Induce Weakness</strong></li>
<li><strong>Isolate</strong></li>
<li><strong>Lasting Wounds</strong></li>
<li><strong>Leaping</strong></li>
<li><strong>Rapid Movement</strong></li>
<li><strong>Reduce Visibility</strong></li>
<li><strong>Regeneration</strong></li>
<li><strong>Stop Technology</strong></li>
<li><strong>Suicide</strong></li>
<li><strong>Swarm</strong></li>
<li>Tough</li>
<li>No Ability</li>
<li>Solitary</li>
<li>Two Abilities</li>
<li>Three Abilities</li>
</ol>
<h2 id="toc1"><span>New and Revised Abilities</span></h2>
<p>Armour and Ignore Wounds are replaced by Big Mothers and Tough.</p>
<h3 id="toc2"><span><a name="BigMothers"></a>Big Mothers</span></h3>
<p>Some of the aliens on this planet are either very large, or very tough &#8211; either way, they take a lot of killing. The GM adds gets one extra free Threat Token for each encounter. On any even damage roll, the player gets only one Kill: the Trooper was forced to take out one of the giant or tough aliens.<br />
<strong>Option:</strong> An encounter may be made up entirely of giant or tough aliens, in which case, players recieve only one kill per hit, and any damage roll less than the current number of Threat Tokens does not result in a Kill.<br />
<strong>Option:</strong> The entire encounter consists of a single Alien. The player who removes the very last Threat Token gets the Kill.<br />
<strong>Option:</strong> Any player at Close range when a big alien is killed takes a Kill if he failed his action roll this round, as the alien&#8217;s body thrashes around or lands on him.</p>
<h3 id="toc3"><span><a name="NoAbility"></a>No Ability</span></h3>
<p>The aliens on this world are weaker than most. They have no Special Ability. This is a good one to use for the Troopers first ever planet.</p>
<h3 id="toc4"><span><a name="Solitary"></a>Solitary</span></h3>
<p><em>This ability is inspired by many, many monster movies, though one in particular may easily come to mind… It can also be used for unkillable creatures like the Monster From The Id in Forbidden Planet.</em><br />
On this planet there is exactly one highly dangerous alien. When all threat tokens in an encounter are removed, the alien is driven off temporarily. When the planet’s last Threat token is removed, the alien is killed. The trooper who removed that last token wins the only Kill on this planet.<br />
Once in each encounter, the GM may spend a Threat Token to make available one of the following abilities: Ambush, Isolate, Lasting Wounds, Leaping, Stop Technology, Swarm. The chosen ability remains active for the rest of the encounter, if appropriate, but may not be used again in later encounters.</p>
<h3 id="toc5"><span><a name="Tough"></a>Tough</span></h3>
<p>The aliens possess inhuman resistance – whether due to armour, toughness, force field, or whatever &#8211; and just keep coming regardless of the firepower you pour into them. On any even damage result, the number of Kills is halved. On any odd damage roll, no Kills are gained &#8211; the aliens just keep coming. If there is only one threat token left, it is not removed until an even damage result is inflicted.</p>
<h3 id="toc6"><span><a name="TwoAbilities"></a>Two Abilities</span></h3>
<p>Roll for two abilities. The abilities aren’t checked off, and can be abilities that have already occurred (reroll any result over 20).</p>
<h3 id="toc7"><span><a name="ThreeAbilities"></a>Three Abilities</span></h3>
<p>As above, but roll for three abilities (ignoring subsequent rolls above 20).</p>
<p><em>Source: <a href="http://316.wikidot.com/" target="_blank">http://316.wikidot.com/</a></em></p>
</div>
]]></content:encoded>
			<wfw:commentRss>http://316carnage.com/2009/11/23/new-alien-abilities/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>20 new 3:16 Alien Abilities by Mythholder</title>
		<link>http://316carnage.com/2009/10/21/20-new-316-alien-abilities-by-mythholder/</link>
		<comments>http://316carnage.com/2009/10/21/20-new-316-alien-abilities-by-mythholder/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 10:17:53 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Alien Abilities]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=57</guid>
		<description><![CDATA[Some new abilities I came up with when playing… 1. Overwhelm The aliens move swiftly and decisively, targeting the weakest foes. PCs cannot cancel their own successes to cause the aliens to fail. 2. Chestburster: If the aliens injure a PC, they lay eggs in his chest. Between encounters, the GM may spend a Threat [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-94" title="sik004" src="/wp-content/uploads/2009/10/sik004-225x300.gif" alt="sik004" width="225" height="300" />Some new abilities I came up with when playing…</p>
<p><strong>1. Overwhelm</strong> The aliens move swiftly and decisively, targeting the weakest foes. PCs cannot cancel their own successes to cause the aliens to fail.</p>
<p><strong>2. Chestburster</strong>: If the aliens injure a PC, they lay eggs in his chest. Between encounters, the GM may spend a Threat Token to prevent that PC from healing between encounters. If the PC dies on the planet, then all Threat Tokens spent on this planet are added to the current encounter as the trooper is torn apart by a horde of monsters from within.<strong> </strong></p>
<p><strong><span id="more-57"></span>3. Elusive</strong>: The GM must spend a Threat Token to activate this ability. The aliens are hard to detect. At least one PC in the group must succeed on an NFA check each combat round to allow other PCs to attack. Declare who is scanning for aliens before rolling the dice; if no-one who is scanning for aliens succeeds in their NFA roll, those using FA automatically fail.</p>
<p><strong>4. Hit &amp; Run</strong>: The GM must spend a Threat Token to activate this ability. In each combat round, only the first PC who succeeds in his FA roll actually scores a hit. Effectively, only one Threat Token can be removed in a turn.</p>
<p><strong>5. Stun</strong>: The GM must spend a Threat Token to activate this ability. The aliens hit the PCs with some sort of incapacitating attack – gas, psychic attacks, sticky glue, venom. Each PC must succeed in an NFA roll to free himself or another character from the stun effect. PCs cannot make FA rolls until they are unstunned.</p>
<p><strong>6. Haunting</strong>: The aliens project disturbing psychic echoes, or shapeshift into the form of figures from the PCs’ pasts, or maybe something on this alien planet reminds the characters of past mistakes. All PCs reduce their FA and NFA by the number of Weaknesses each of them has used. So, a PC who has used two Weaknesses reduces his NFA and FA by two; a PC who has used no weaknesses is unaffected by this ability.</p>
<p><strong>7. I Can’t Pin Them Down</strong>: The GM does not reveal how many Threat Tokens are allocated to each encounter or to the planet.</p>
<p><strong>8. Frenzy</strong>: The GM must spend a Threat Token to activate this ability. For the rest of the combat round, any PCs hit by an alien take <em>two</em> kills instead of one.</p>
<p><strong>9. Tough Bastards</strong>: Using a Strength does not end this encounter. Instead, it removes half (round down) of any remaining Threat tokens, and the PC who used the Strength gets kills as if using his best weapon at optimum range.</p>
<p><strong>10. Snipers</strong>: An extra range band of Very Far exists in any encounter with these aliens. The aliens can attack at Very Far range; PCs cannot, except with weapons that affect a whole encounter like a Paradise Bomb or Orbital Bombardment.</p>
<p><strong>11. Thieving Bastards</strong>: Instead of injuring a PC when they make a successful attack, the aliens can choose to steal any one piece of equipment, such as a weapon, combat drugs, the APC. The stolen item is recovered only if the characters kill all the aliens on the planet. If the PCs flee, the item is lost. Armour cannot be stolen.</p>
<p><strong>12. Good Fighters</strong>: The aliens are a warrior race, worthy of a trooper’s respect – or fear. PCs who succeed in a FA check but roll lower than a successful AA check do not remove any Threat Tokens or score any kills.</p>
<p><strong>13. Resilient</strong>: Reduce all weapon damage by one step when working out kills on these aliens. So, a weapon that does 2d6 damage now does 1d6, a weapon that does 3d10 now kills 2d10 aliens and so on. Weapons that only kill one alien, like an unupgraded Hand to Hand attack are useless against these foes.</p>
<p><strong>14. Predators</strong>: The aliens are visible only when attacking. If the aliens fail their AA check, they cannot be attacked this round.</p>
<p><strong>15. Kill Them Before They Breed</strong>: If all the PCs fail to score any kills in a round, then add 1d3 Threat Tokens to the encounter.</p>
<p><strong>16. Shapeshifters</strong>: The GM must spend a Threat Token to activate this ability. Take one of the players aside and inform him that his character has been replaced by an alien shapeshifter. His aim in the encounter is to keep the aliens alive for as long as possible and to injure any other PCs he can. The PC may not use Strengths, Weaknesses or special equipment. The shapeshifter is identified and killed after the encounter, and the missing PC then rejoins the group. It is assumed that he was fighting aliens while away from the unit – he scores 1d6 kills for every kill inflicted on the other characters in that encounter.</p>
<p><strong>17. Tough Going.</strong> PCs may not change range after a successful FA roll. They may change range only through NFA. Perhaps the terrain is really tough going, or the aliens project force shields or other impediments.</p>
<p><strong>18. It’s A Trap!</strong>: The GM must spend a Threat Token to activate this ability. Commit all the remaining Threat Tokens to this encounter. PCs may not use Strengths in this encounter.</p>
<p><strong>19. Area Attack</strong>: The alien attacks involve lobbing explosives or huge bursts of energy or caustic splashes. Whenever a PC is hit by the aliens, any PCs in the same range band takes a kill.</p>
<p><strong>20. Pacifists</strong> The aliens do not attack. However, whenever a PC succeeds in a FA roll against these aliens, he takes one E damage.</p>
<p><em>Source: <a href="http://thatsnotmysquid.com/blog/" target="_blank">http://thatsnotmysquid.com/blog/</a></em></p>
]]></content:encoded>
			<wfw:commentRss>http://316carnage.com/2009/10/21/20-new-316-alien-abilities-by-mythholder/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>
