Some rules changes for Free League's Alien RPG.
No Fractional Weight
Although having most items as weight one is neat, adding up fractions can be slow for some people. To avoid this, I double the weight rating of all items as well as the maximum characters can carry. Any items which still have a weight of less than one after that get downgraded to tiny items with no effective weight.
Generic Supplies
Instead of tracking air, ammunition, food, power, and water seperately, have a pool of generic supplies which can be used for any of these. These generic supplies can be used in a few other ways too:
- If a character needs some generic small item which would make sense for them to have, such as duct tape, cable ties, or cigarettes, they can sacrifice one supply to declare they have it. If it seems only somewhat plausible they would be carrying the item in question, you can roll a number of dice equal to your supply and if you get any successes you have it.
 - If a character is testing a skill and having a supply of consumables would be helpful, you can trade supply for bonus dice on a one-for-one basis.
 
To make up for them being more flexible, supplies weigh twice as much (i.e. two supply dice is equal to one normal item in the standard system or one encumbrance if using the 'no fractional weight' house-rule).
Medical Supplies
Medical Aid can be used to heal characters who aren't Broken, restoring one health level per success. However, all uses of Medical Aid now require medical supplies. These supplies work much like power supply; roll them after each use of the skill and lose any which roll a one.
Simplified Experience
Instead of a variable number of experience points, everyone gets 1 XP per session and 1 XP gets you one skill increase or one talent.
Improvable Attributes
Attributes can be increased for twice the cost of increasing a skill.