Simple 10 - Sundered Epoch

Transcription

Simple 10 - Sundered Epoch
SIMPLE 10 AVP
This manual is an expansion based on the Aliens vs. Predator world and require the rules for Simple 10. You may
download the core rules for free from www.sunderedepoch.org
SIMPLE 10 AVP ............................................. 1
Legal...................................................................................... 1
Introduction....................................................................... 2
Character Creation .......................................................... 2
Humans ..................................................................................... 2
Predators (Yautja) ................................................................ 3
Aliens.......................................................................................... 4
Equipment .......................................................................... 6
Marines ..................................................................................... 6
Corporate ................................................................................. 7
Predators.................................................................................. 7
Aliens ......................................................................................... 9
LEGAL
This is a free document which includes images found freely about the internet. No claims of ownership or rights are
claimed in the reproduction of these images or use of the trademarked names. The author and our affiliates’ use of
these items are for entertainment purposes only under the fair-use clause. Please notify us at
sunderedepoch@hotmail.com if you wish to report any infringement on your copyright or trademark.
Simple 10 – www.SunderedEpoch.org
Page 1 of 9
By Randal Snyder ©2009
INTRODUCTION
The world of Aliens vs. Predator promotes a cold,
cruel future where corporations guide human destiny
and alien races clash with humanity caught in the
middle. There are a number of resources to help
define the world of AVP including the Aliens and
Predator movies, novels, and comics as well as
websites dedicated to this deep world.
This book is not intended to reproduce those works,
but rather to provide the rules and guides necessary
to play a game of Simple 10 within that universe. As a
result, a lot of information will be missing from this
book that must be gathered elsewhere.
CHARACTER CREATION
The rules the follow are only guidelines, but are
intended to keep the mood of the AVP comics, books,
and movies.
Scientist (mind, operation,
perception) – There are thousands of
scientists needed in the known galaxy.
With inter-space travel possible the
need for chemists, physicists, botanists,
and geneticists has exploded as
corporations seek sources for new
HUMANS
In the universe of Aliens vs. Predator everyone could
be in the crossfire. Ultimately your character’s role is
based on your career. The list below includes some
examples of careers your character might choose,
their most important attribute and skill for the job.
Most starting characters should being play with 5
character points.
Corporate Exec (mind, social,
tech/ed) – Corporate life consumes all
and in the minds of many executives,
the thirst for promotions and riches
trumps all else. A corporate executive
can be anyone from the middle
management in the field to one of the
presidents of a division.
technology and revenue.
Synthetic – A synthetic is an
android, an artificial person. They
are generally programmed for
services such as security, science,
law, etc. Non-combat synthetics are
programmed with prime directives to never harm
humans or allow them to be harmed. Of course, not
all programming is perfect…
Corporate Security (body,
operation, physical) – The
corporations employ a number of
security personnel from basic
security guards to special assault
troops to personal bodyguards.
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Technician (mind, operation,
tech/ed) – Like scientists,
technicians are always in great need.
The technician tends to perform
repairs and refit equipment
throughout space stations and ships.
United Systems Colonial Marines
(body, operation, physical) – The
Colonial Marines are one branch of
the interstellar alliance as depicted
in the movie Aliens. Their role is
primarily as peace keepers, rescue,
and assault troops.
Page 2 of 9
By Randal Snyder ©2009
Yautja, Unblooded (5cp)
Mind -1, Body 3, Spirit 0
Physical 3
Initiative Mod (Mind + Body +
10): 12
Health (Body +5): 9*
Max Damage (Health x2) 18
Melee Weapons (Body +
Physical): 6
Ranged Weapons (Mind +
Operation): -1
Dodge/Throw (Mind + Physical): 1*/2
Special Traits: Large (+1 Health, -1 Dodge, +1 WP
melee/thrown), Leap 6 meters
PREDATORS (YAUTJA)
Predators are a race of warriors divided into a caste
system. Most Yautja begin play with 5 character
points.
The unblooded yautja are unproven and have not
made enough kills to be considered warriors. In
human terms, they are apprentices not yet worthy of
hunting on their own.
Yautja, Blooded (10cp)
Mind -1, Body 4, Spirit 2
Operation 1, Perception 1, Physical 3
Initiative Mod (Mind + Body + 10): 13
Health (Body +5): 10*
Max Damage (Health x2) 20
Melee Weapons (Body + Physical): 7
Ranged Weapons (Mind + Operation): 0
Dodge/Throw (Mind + Physical): 1*/2
Special Traits: Large (+1 Health, -1 Dodge, +1 WP
melee/thrown), Leap 6 meters
Large – Predators are larger and heavier than
humans and as a result gain a +1 to Wound Points
when using melee and thrown weapons and their
Health. On the other hand, their larger size gives
them a -1 to Dodge checks.
Jump – yautja are capable of leaping up to six meters.
Mimicry – The predator race studies their prey in
detail and are capable of mimicking their language
and even understanding it.
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Blooded yautja have proven their prowess on the
hunt and display their blood-mark with pride. The
blood mark is a scar, often on the forehead, that is a
symbol of the clan. Newly blooded warriors are
allowed to enter a hunt alone, but will often be
accompanied by a senior. Blooded yautja are often
tasked with teaching the unblooded.
Page 3 of 9
By Randal Snyder ©2009
contest with the alien’s toxin. Failure results in 1
minute of paralysis per point of the failure.
ALIENS
While intelligent, aliens are incapable of
communicating in a method understood by humans
and predators. However, they are able to
communicate through a crude form of body language,
pheromones and infrared pattern changes on their
large elongated skulls.
Aliens have some unique abilities that make them
quite fearsome.
Acid Blood – All aliens have acid for blood that they
often use as a weapon or to overcome obstacles. If an
alien is wounded by a piercing or slashing weapon, all
enemies targeting the alien with melee weapons or
characters that the alien targeted, must make a dodge
check vs. the amount of damage it received. Thus if
the alien took 4 points of damage, then roll 1d10 and
add 4. All appropriate targets roll vs. this “attack”.
The acid causes 1 point of damage per round up to
the maximum rolled. Characters with armor can
avoid taking damage by removing their armor before
the acid eats through the armor. Armor gives one
round per point of armor to prevent damage. Armor
2 gives two rounds etc. Armor struck by acid will be
ruined and require significant repair.
Acid Spit – All aliens from the face hugger to the
queen can cause a small laceration in their mouth and
spit the acid at an opponent. This is treated like a
normal thrown attack, though the target must be
within 10 meters to be hit. Use the rules for acid
blood above.
Fear – Some aliens have the ability to unnerve their
opponents with a release of pheromones and
intimidation. Characters must make a morale check
when the pheromones are released.
Climb – With the exception of chest-burster and
queen, all aliens can climb any surface up to 15
meters per round without penalty.
Egg, Alien (NA)
Mind -5, Body -4, Spirit -5
Perception 2(-3)
Initiative Mod (Mind + Body + 10): 1
Health (Body +5): 1
Max Damage (Health x2) 2
Dodge/Throw (Mind + Physical): -9
Special Traits: Natural Armor 1, Acid Blood
The egg is nothing more than a covering, a protective
shell for the face hugger within. However, the egg
reacts to movement nearby and if it detects a
possible host, it will hatch the following round.
Also, if the egg is damaged, but not destroyed, it will
hatch the following round. Any excess damage caused
to the egg is transferred to the face hugger within.
Face Hugger, Alien (1cp)
Mind -3, Body -3, Spirit 0
Perception 2, Physical 3, Fear 0 (0s),
Nerve Toxin 2 (2s)
Initiative Mod (Mind + Body + 10): 4
Health (Body +5): 1*
Max Damage (Health x2) 2
Melee Weapons (Body + Physical): 0
Ranged Weapons (Mind + Operation): NA
Dodge/Throw (Mind + Physical): 1*/0
Special Traits: Acid Blood, Climb, Leap, Nerve Toxin,
Fear, Small (+1 Dodge, -1 Health, -1 WP
melee/thrown)
The face hugger appears to be a spider-like creature
with a strong tail. Its entire purpose in life is to find a
suitable host in which to lay its eggs and then it dies.
Generally speaking, a face hugger will only live for a
maximum of 72 hours and it takes at least 8 hours to
lay its eggs within a typical host.
In combat, a face hugger will use its physical skill to
hide or leap at opponents’ faces. On a successful
attack, the face hugger attaches its self to the victim’s
face. If its face attack causes at least 1 WP, it begins
administering a nerve toxin that paralyses its victim.
Leap – Most adults have the ability to leap up to six
meters. They can use this ability to escape their
enemies or attack as needed.
Nerve Toxin – An adult alien can inject its prey with
a potent nerve toxin injected through spines on its
tail. A character struck by the tail which causes at
least 1 point of damage must make a Body + Spirit
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Page 4 of 9
By Randal Snyder ©2009
Chest Burster, Alien (-1cp)
Queen, Alien (15cp)
Mind -3, Body -3, Spirit 0
Perception 2, Physical 3
Initiative Mod (Mind + Body + 10): 4
Health (Body +5): 1*
Max Damage (Health x2) 2
Melee Weapons (Body + Physical): 0
Ranged Weapons (Mind + Operation): NA
Dodge/Throw (Mind + Physical): 0
Special Traits: Acid Blood, Acid Spit, Small (+1
Dodge, -1 Health, -1 WP melee/thrown)
Mind 3, Body 3, Spirit 3
Perception 3, Physical 3, Fear 0 (3s)
Initiative Mod (Mind + Body + 10): 16
Health (Body +5): 9*
Max Damage (Health x2) 18
Melee Weapons (Body + Physical): 6
Ranged Weapons (Mind + Operation): NA
Dodge/Throw (Mind + Physical): 5*/6
Special Traits: Natural Armor 2, Acid Blood, Acid
Spit, Nerve Toxin, Fear, Large (+1 Health, -1 Dodge,
+1 WP melee/thrown)
The chest burster is a newborn alien and is the most
vulnerable of the creatures. Unlike its older and
larger brothers, the chest burster is unable to climb
or cause fear, or even leap. Its primary function is to
survive to adulthood which will happen within 24
hours with adequate food.
Unless cornered, the chest burster will run from
combat.
Drone, Alien (6cp)
Mind -1, Body 0, Spirit 2
Perception 2, Physical 3, Fear 0 (2s)
Initiative Mod (Mind + Body + 10): 11
Health (Body +5): 5
Max Damage (Health x2) 10
Melee Weapons (Body + Physical): 3
Ranged Weapons (Mind +
Operation): NA
Dodge/Throw (Mind + Physical): 2
Special Traits: Natural Armor 1, Acid Blood, Acid
Spit, Climb, Leap, Nerve Toxin, Fear
The queen alien is far
larger than any of the
other aliens and has a
telepathic link with
certain drones. Some
queens are larger than
this example and thus
would have a higher
body and larger
modifiers due to their
size.
An alien drone is the most common type of alien,
often called the “adult”. It is nearly two-meters tall
and is horrifying to most humans.
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Page 5 of 9
By Randal Snyder ©2009
EQUIPMENT
The following equipment is only a small example of
what is available in the Aliens vs. Predator universe.
MARINES
Strapped for cash and nearly obsolete, the USCM is
fitted with outdated but reliable equipment. Access to
non-standard gear is heavily restricted due to
budgetary concerns.
Remote Sentry Gun, 10 SA/+4 WP – For use in
highly hostile environments only, the UA571 Remote
Sentry Unit is capable of tracking and attacking
multiple targets or being controlled remotely from a
command station. Each unit is loaded with belt-fed
high-velocity, explosive-tipped rounds. The tracking
system can be set to manual or auto-tracking. If set to
manual, treat as +1 Accy/+4 WP.
Combat Armor – The M3 Combat Harness is heavy
armor +3 AR and includes vitals sensors and a
transmitter for the camera and other tracking
equipment.
Motion Tracker – The motion tracker gives a +2
bonus to Perception vs. Stealth while in use.
Shotgun, +2 WP – The M21A Combat Shotgun is
rarely deployed in combat situations, but has proven
its self too versatile of a weapon to simply remove
from the USCM inventory.
Pistol, +1 WP – With very few exceptions, all pistols
give a +1 WP modifier. Most USCM personnel carry a
9mm as a sidearm.
Pulse Rifle, +3 WP – The M41A1 Pulse Rifle is a
standard issue assault rifle that is capable of burst
fire and full auto (+1 Accy, +1 WP). The clip can hold
up to 99 shots of caseless, explosive-tipped
ammunition. Additionally it has a 30mm under-barrel
grenade launcher.
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Smartgun Harness, +2 AR – The harness and
assembly for the smartgun is designed with an
integrated breastplate that gives substantial
protection for vitals.
Page 6 of 9
By Randal Snyder ©2009
SMG, +1 Accy/+2 WP – The SMG is often issued to
special security forces. It is only capable of firing in
auto fire mode.
Smartgun, +2 Accy/+4 WP – Typically a squad will
deploy with at least one M56A2 Smart Gun. The gyrostabilized machinegun is fixed with an infrared
targeting system that increases accuracy.
Sniper Rifle, +4 WP – The standard issue USCM
sniper rifle is the M42A which is a semi-auto rifle
with a 15 round clip. The scope reduces the range
penalty by up to 6.
Taser, 0 WP – Corporations do not like bad publicity
and having security staff killing off company
employees is rarely good for business. The taser is a
single-shot pistol with a 10 meter range. After that, it
can be used as a melee weapon. However, the
damage caused by the taser is temporary and usually
only affects the character for about ten minutes.
CORPORATE
Corporations have access to Marine equipment and
more.
PREDATORS
Heavy Pistol, +2 WP – The heavy pistol is generally
a revolver with a limited number of shots.
Camo Field Generator, +2 AR – The camouflage
used by the predators is created by a field generator
that bends light around the user. When engaged, the
field generator blocks visible light but not ultraviolet
or infrared and gives a +2 bonus to stealth checks.
The field created by the shift suit also deflects bullets
to a degree, but only when the shift suit is active.
Sonic Disruptor, Special – The sonic disruptor is an
anti-riot device that uses sound frequencies to
debilitate targets. The disruptor affects everyone in a
cone up to 10 meters long and 10 meters wide. Any
characters in the blast area must make a Spirit +
Physical check. Any WP are translated to skill roll
penalties which last until the sonic disruptor is
disabled or they leave the target area. Characters that
fail by 5+ are overcome with nausea.
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Page 7 of 9
By Randal Snyder ©2009
Chakra, +4 WP – The chakra, or smart disk, is a
remote controlled disk which can be used as a melee
weapon or ranged.
Plasmacaster, +1 Accy/+3 WP – The plasmacaster
is a shoulder mounted energy weapon.
Combi Stick, +1 WP – The combi stick is a
retractable spear that can extend from ½ meter to
over two meters in length.
Spear Gun, +2 WP – A predator’s more silent
weapon, the spear gun fires small U shaped darts.
Hunter’s Mask, +1 Accy – The mask is a
multifunction device which includes chemical
filtration and visual enhancements. The helmet also
includes audio/visual recording and playback and
acts as a heads-up display for various controls
including targeting and sensors.
Needle Gun, -2 WP – If the hunter needs to capture
prey, he will often use the needle gun. The needle gun
does not cause any Wound Points, but instead injects
a nerve toxin that paralyzes the prey. Roll a Spirit +
Physical contest vs. 1d10 -2. If the toxin succeeds
then the victim is paralyzed for ten minutes per point
of failure.
Shuriken, +1 WP – The shuriken are a type of large
throwing disk that ends in a series of spikes and
razor sharp blades.
Medical Field Kit – The predator med kit gives a +2
bonus to any medical aid check.
Netgun, +1 Accy/-2 WP – The netgun shoots a 3
meter net at incredible speeds. If the net hits, it will
entangle its target. The net also constricts each round
and will roll 1d10 -5 on a Physical + Body contest.
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Wrist Computer – In order to control all of the
systems that a predator uses, the wrist computer is
the primary control system including the selfdestruct system.
Page 8 of 9
By Randal Snyder ©2009
Wrist Claws, +0 WP – As depicted in the films, the
predators are typically equipped with some form of
retractable knives that mount to a mechanism on
their wrist.
Hibernation Sack – Alien drones can build a
membrane around themselves which allows them to
survive for an incredible amount of time in hostile
environments. The sack appears to be a large egg, but
houses a fully developed alien. Treat the hibernation
sack like a normal egg.
Hive – A single alien can begin to construct a hive
using the mucus they excrete. One alien can convert a
3 x 3 x 3 meter room into a hive in 12 hours of work.
Aliens in a hive gain a +2 bonus to Stealth checks.
ALIENS
Aliens do not have technology per say, but they do
have the ability to transform their surroundings to
better benefit them.
Cocoon – When a creature is captured by an alien
they are often brought back to the hive to become
hosts for chest bursters and are placed in cocoons.
Creatures caught in a cocoon can try to escape by
making three successful Body + Physical tests vs. T#
10. The first success allows the character to free their
hands and use tools to assist. The next two successes
free the character’s legs and torso. One attempt takes
one round and any drones in the area will be alerted
to the character’s movement.
Royal Jelly – The Royal Jelly is a chemical found only
in the egg sack of an Alien queen and its properties
have only just begun to be understood by humanity.
It is extremely valuable to research labs and
pharmaceutical corporations for its curative and
addictive properties.
The End.
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Page 9 of 9
By Randal Snyder ©2009