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    Simple 10 www.SunderedEpoch.org Page 1 of 9 By Randal Snyder 2009

    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 fromwww.sunderedepoch.org

    SIMPLE 10 AVP ............................................. 1Legal ...................................................................................... 1Introduction ....................................................................... 2Character Creation .......................................................... 2

    Humans ..................................................................................... 2Predators (Yautja) ................................................................ 3Aliens.......................................................................................... 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

    [email protected] you wish to report any infringement on your copyright or trademark.

    http://www.sunderedepoch.org/http://www.sunderedepoch.org/http://www.sunderedepoch.org/mailto:[email protected]:[email protected]:[email protected]://www.sunderedepoch.org/
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    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.

    HUMANS

    In the universe of Aliens vs. Predator everyone could

    be in the crossfire. Ultimately your characters 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 richestrumps all else. A corporate executive

    can be anyone from the middle

    management in the field to one of the

    presidents of a division.

    Corporate Security (body,

    operation, physical) The

    corporations employ a number of

    security personnel from basic

    security guards to special assault

    troops to personal bodyguards.

    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 newtechnology 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

    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.

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    PREDATORS (YAUTJA)

    Predators are a race of warriors divided into a caste

    system. Most Yautja begin play with 5 character

    points.

    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.

    Yautja, Unblooded (5cp)Mind -1, Body 3, Spirit0

    Physical 3

    Initiative Mod (Mind + Body +

    10): 12

    Health (Body +5): 9*

    Max Damage (Health x2) 18

    Melee Weapons (Body +

    Physical): 6Ranged Weapons (Mind +

    Operation): -1

    Dodge/Throw (Mind + Physical): 1*/2

    Special Traits: Large (+1 Health, -1 Dodge, +1 WP

    melee/thrown), Leap 6 meters

    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, Spirit2

    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

    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.

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    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 anormal 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.

    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

    contest with the aliens toxin. Failure results in 1

    minute of paralysis per point of the failure.

    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) 2Dodge/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, Spirit0

    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 WPmelee/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 victims

    face. If its face attack causes at least 1 WP, it begins

    administering a nerve toxin that paralyses its victim.

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    Chest Burster, Alien (-1cp)Mind -3, Body -3, Spirit0

    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): 0Special Traits: Acid Blood, Acid Spit, Small (+1

    Dodge, -1 Health, -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, Spirit2

    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, AcidSpit, Climb, Leap, Nerve Toxin, Fear

    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.

    Queen, Alien (15cp)Mind 3, Body 3, Spirit3

    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*/6Special Traits: Natural Armor 2, Acid Blood, Acid

    Spit, Nerve Toxin, Fear, Large (+1 Health, -1 Dodge,

    +1 WP melee/thrown)

    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 higherbody and larger

    modifiers due to their

    size.

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    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.

    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.

    Pistol, +1 WP With very few exceptions, all pistolsgive 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.

    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 trackingsystem can be set to manual or auto-tracking. If set to

    manual, treat as +1 Accy/+4 WP.

    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.

    Smartgun Harness, +2 AR The harness and

    assembly for the smartgun is designed with an

    integrated breastplate that gives substantial

    protection for vitals.

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    Smartgun, +2 Accy/+4 WP Typically a squad will

    deploy with at least one M56A2 Smart Gun. The gyro-

    stabilized 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.

    CORPORATE

    Corporations have access to Marine equipment and

    more.

    Heavy Pistol, +2 WP The heavy pistol is generally

    a revolver with a limited number of shots.

    Sonic Disruptor, Special The sonic disruptor is ananti-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.

    SMG, +1 Accy/+2 WP The SMG is often issued to

    special security forces. It is only capable of firing in

    auto fire mode.

    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.

    PREDATORS

    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.

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    Chakra, +4 WP The chakra, or smart disk, is a

    remote controlled disk which can be used as a melee

    weapon or ranged.

    Combi Stick, +1 WP The combi stick is a

    retractable spear that can extend from meter to

    over two meters in length.

    Hunters 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.

    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.

    Plasmacaster, +1 Accy/+3 WP The plasmacaster

    is a shoulder mounted energy weapon.

    Spear Gun, +2 WPA predators more silent

    weapon, the spear gun fires small U shaped darts.

    Shuriken, +1 WP The shuriken are a type of large

    throwing disk that ends in a series of spikes and

    razor sharp blades.

    Wrist Computer In order to control all of the

    systems that a predator uses, the wrist computer is

    the primary control system including the self-

    destruct system.

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    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.

    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 characters legs and torso. One attempt takes

    one round and any drones in the area will be alerted

    to the characters movement.

    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 a3 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.

    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.