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ALIEN RPG vs Serenity RPG

Compare ALIEN RPG and Serenity RPG side by side. See differences in complexity, dice, genre, cost, and more.

ALIEN RPGSerenity RPG
GenreScifi, HorrorScifi
TagsFear & Stress Mechanics, Survival, Deadly, Atmospheric, One-Shot Friendly, Gritty, Licensed IPLicensed IP, Ship-Based, Cinematic, Narrative, Character-Driven, Classless, Skill-Based, Character Building, Tactical, Strong GM Support
Core MechanicRoll a d6 dice pool (attribute + skill). Each 6 is a success. Stress adds extra dice: better odds, but stress dice that roll 1 trigger panic. Push rolls to reroll failures but gain stress. Cinematic mode for one-shots, Campaign mode for long-form play.Roll an Attribute die and a relevant Skill die and add their results to meet a difficulty or beat an opposing roll. Ratings use d2–d12 and add extra dice above d12. The Game Master chooses the Attribute paired with each Skill. Personal modifiers change die sizes; outside conditions change the difficulty. Plot Points buy bonus dice before a roll or add +1 per point afterward.
Diced6 dice poold2–d12
ComplexityMediumMedium
AccessibilityMediumVery Low
RunnabilityHighLow
LicenseAll Rights Reserved (20th Century Studios license)All Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$Unavailable
PublisherFree League PublishingMargaret Weis Productions, Ltd.
Year20252005
LanguagesEnglish, Swedish, French, German, Spanish, Italian, Polish, PortugueseEnglish
Best ForSci-fi horror campaigns and one-shots in the Alien universe, with a stress/panic system that mechanically drives tension. Supports both deadly cinematic one-shots and long-form campaign play.Groups who want to play a working-class spaceship crew taking risky jobs on a Western-flavored frontier. It suits tables that like a light core roll, dangerous gunfights, and characters defined as much by their flaws as by their skills.
HighlightsStress and panic system mechanically reinforces horror tension, two distinct play modes (Cinematic and Campaign), Evolved Edition streamlines rules and improves layout, well-supported licensed settingPlaying up a mandatory Complication earns Plot Points, so a character's flaws fund the bonus dice and damage reduction they need in a crisis. Plot Points buy GM-approved story facts on a priced scale from inconsequential to major, giving players a measured say in the plot. The crew's ship has its own Attributes, Traits, and Skills, giving its condition and quirks a mechanical role in play.
ConsiderationsTightly bound to the Alien IP with limited genre flexibility, stress mechanics can feel punishing at high levels, Evolved Edition changes are modest over 1st editionSevere Wounds penalize every Attribute die and can require surgery followed by days of recovery. Owning a ship adds monthly bookkeeping: a maintenance roll sets the bill, and each month of skipped upkeep lowers the ship's Vitality toward a breakdown. Social conflict uses ordinary Influence rolls with no dedicated procedure for arguments, negotiation, or deception.