Simple-10 AVP 1.00

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The Aliens vs. Predator setting for Simple 10 gives you the basic information you need to dive into this terrifying world. Visit SunderedEpoch.org for more information.
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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 maydownload 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 areclaimed in the reproduction o f 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 2 of 9 By Randal Snyder ©2009 INTRODUCTION The world of Aliens vs. Predator promotes a cold,cruel future where corporations guide human destinyand alien races clash with humanity caught in themiddle. There are a number of resources to helpdefine the world of AVP including the Aliens andPredator movies, novels, and comics as well aswebsites dedicated to this deep world.This book is not intended to reproduce those works,but rather to provide the rules and guides necessaryto play a game of Simple 10 within that universe. As aresult, a lot of information will be missing from thisbook that must be gathered elsewhere. CHARACTER CREATION The rules the follow are only guidelines, but areintended 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 character’s role is based on your career. The list below includes someexamples of careers your character might choose,their most important attribute and skill for the job.Most starting characters should being play with 5character points. Corporate Exec (mind, social,tech/ed) –   Corporate life consumes alland in the minds of many executives,the thirst for promotions and richestrumps all else. A corporate executivecan be anyone from the middlemanagement in the field to one of thepresidents of a division. Corporate Security (body,operation, physical) – Thecorporations employ a number of security personnel from basicsecurity 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 theneed for chemists, physicists, botanists,and geneticists has exploded ascorporations seek sources for newtechnology and revenue. Synthetic   – A synthetic is anandroid, an artificial person. Theyare generally programmed forservices such as security, science,law, etc. Non-combat synthetics areprogrammed with prime directives to never harmhumans 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 performrepairs and refit equipment throughout space stations and ships. United Systems Colonial Marines(body, operation, physical) –   TheColonial Marines are one branch of the interstellar alliance as depictedin the movie Aliens. Their role isprimarily as peace keepers, rescue,and assault troops.  Simple 10 – www.SunderedEpoch.org Page 3 of 9 By Randal Snyder ©2009 PREDATORS (YAUTJA) Predators are a race of warriors divided into a castesystem. Most Yautja begin play with 5 characterpoints. Large   – Predators are larger and heavier thanhumans and as a result gain a +1 to Wound Pointswhen using melee and thrown weapons and theirHealth. On the other hand, their larger size givesthem a -1 to Dodge checks. Jump   – yautja are capable of leaping up to six meters. Mimicry   – The predator race studies their prey indetail and are capable of mimicking their languageand even understanding it. Yautja, Unblooded (5cp)   Mind -1, Body 3, Spirit  0Physical 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 WPmelee/thrown), Leap 6 metersThe unblooded yautja are unproven and have not made enough kills to be considered warriors. Inhuman terms, they are apprentices not yet worthy of hunting on their own. Yautja, Blooded (10cp) Mind -1, Body 4, Spirit  2Operation 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 WPmelee/thrown), Leap 6 metersBlooded yautja have proven their prowess on thehunt and display their blood-mark with pride. Theblood mark is a scar, often on the forehead, that is asymbol of the clan. Newly blooded warriors areallowed to enter a hunt alone, but will often beaccompanied by a senior. Blooded yautja are oftentasked with teaching the unblooded.  Simple 10 – www.SunderedEpoch.org Page 4 of 9 By Randal Snyder ©2009 ALIENS While intelligent, aliens are incapable of communicating in a method understood by humansand predators. However, they are able tocommunicate through a crude form of body language,pheromones and infrared pattern changes on theirlarge elongated skulls.Aliens have some unique abilities that make themquite fearsome.  Acid Blood   – All aliens have acid for blood that theyoften use as a weapon or to overcome obstacles. If analien is wounded by a piercing or slashing weapon, allenemies targeting the alien with melee weapons orcharacters that the alien targeted, must make a dodgecheck 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 tothe maximum rolled. Characters with armor canavoid taking damage by removing their armor beforethe acid eats through the armor. Armor gives oneround per point of armor to prevent damage. Armor2 gives two rounds etc. Armor struck by acid will beruined and require significant repair.  Acid Spit    – All aliens from the face hugger to thequeen can cause a small laceration in their mouth andspit the acid at an opponent. This is treated like anormal thrown attack, though the target must bewithin 10 meters to be hit. Use the rules for acidblood above. Fear   – Some aliens have the ability to unnerve theiropponents with a release of pheromones andintimidation. Characters must make a morale check when the pheromones are released. Climb   – With the exception of chest-burster andqueen, all aliens can climb any surface up to 15meters per round without penalty. Leap   – Most adults have the ability to leap up to sixmeters. They can use this ability to escape theirenemies or attack as needed. Nerve Toxin   – An adult alien can inject its prey witha potent nerve toxin injected through spines on itstail. A character struck by the tail which causes at least 1 point of damage must make a Body + Spirit contest with the alien’s toxin. Failure results in 1 minute of paralysis per point of the failure. Egg, Alien (NA) Mind -5, Body -4, Spirit  -5Perception 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 BloodThe egg is nothing more than a covering, a protectiveshell for the face hugger within. However, the eggreacts to movement nearby and if it detects apossible host, it will hatch the following round.Also, if the egg is damaged, but not destroyed, it willhatch the following round. Any excess damage causedto the egg is transferred to the face hugger within. Face Hugger, Alien (1cp) Mind -3, Body -3, Spirit  0Perception 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 creaturewith a strong tail. Its entire purpose in life is to find asuitable host in which to lay its eggs and then it dies.Generally speaking, a face hugger will only live for amaximum of 72 hours and it takes at least 8 hours tolay its eggs within a typical host.In combat, a face hugger will use its physical skill tohide o r leap at opponents’ faces. On a successfulattack, the face hugger attaches its self to the victim’s face. If its face attack causes at least 1 WP, it beginsadministering a nerve toxin that paralyses its victim.
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