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Simple-10 AVP 1.00

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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Randal Snyder
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© Attribution Non-Commercial (BY-NC)
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100% found this document useful (1 vote)
51 views9 pages

Simple-10 AVP 1.00

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.

Uploaded by

Randal Snyder
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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 [Link]

SIMPLE 10 AVP ............................................. 1 Equipment .......................................................................... 6


Marines ..................................................................................... 6
Legal...................................................................................... 1 Corporate ................................................................................. 7
Introduction....................................................................... 2 Predators.................................................................................. 7
Character Creation .......................................................... 2 Aliens ......................................................................................... 9
Humans ..................................................................................... 2
Predators (Yautja) ................................................................ 3
Aliens.......................................................................................... 4

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@[Link] if you wish to report any infringement on your copyright or trademark.

Simple 10 – [Link] Page 1 of 9 By Randal Snyder ©2009


INTRODUCTION

The world of Aliens vs. Predator promotes a cold, This book is not intended to reproduce those works,
cruel future where corporations guide human destiny but rather to provide the rules and guides necessary
and alien races clash with humanity caught in the to play a game of Simple 10 within that universe. As a
middle. There are a number of resources to help result, a lot of information will be missing from this
define the world of AVP including the Aliens and book that must be gathered elsewhere.
Predator movies, novels, and comics as well as
websites dedicated to this deep world.

CHARACTER CREATION

The rules the follow are only guidelines, but are Scientist (mind, operation,
intended to keep the mood of the AVP comics, books, perception) – There are thousands of
and movies. scientists needed in the known galaxy.
With inter-space travel possible the
need for chemists, physicists, botanists,
HUMANS and geneticists has exploded as
corporations seek sources for new
In the universe of Aliens vs. Predator everyone could technology and revenue.
be in the crossfire. Ultimately your character’s role is
based on your career. The list below includes some Synthetic – A synthetic is an
examples of careers your character might choose, android, an artificial person. They
their most important attribute and skill for the job. are generally programmed for
Most starting characters should being play with 5 services such as security, science,
character points. law, etc. Non-combat synthetics are
programmed with prime directives to never harm
Corporate Exec (mind, social, humans or allow them to be harmed. Of course, not
tech/ed) – Corporate life consumes all all programming is perfect…
and in the minds of many executives,
the thirst for promotions and riches Technician (mind, operation,
trumps all else. A corporate executive tech/ed) – Like scientists,
can be anyone from the middle technicians are always in great need.
management in the field to one of the The technician tends to perform
presidents of a division. repairs and refit equipment
throughout space stations and ships.
Corporate Security (body,
operation, physical) – The United Systems Colonial Marines
corporations employ a number of (body, operation, physical) – The
security personnel from basic Colonial Marines are one branch of
security guards to special assault the interstellar alliance as depicted
troops to personal bodyguards. in the movie Aliens. Their role is
primarily as peace keepers, rescue,
and assault troops.

Simple 10 – [Link] Page 2 of 9 By Randal Snyder ©2009


Yautja, Unblooded (5cp)
PREDATORS (YAUTJA) Mind -1, Body 3, Spirit 0
Physical 3
Predators are a race of warriors divided into a caste Initiative Mod (Mind + Body +
system. Most Yautja begin play with 5 character 10): 12
points. 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

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
Large – Predators are larger and heavier than Special Traits: Large (+1 Health, -1 Dodge, +1 WP
humans and as a result gain a +1 to Wound Points melee/thrown), Leap 6 meters
when using melee and thrown weapons and their
Health. On the other hand, their larger size gives Blooded yautja have proven their prowess on the
them a -1 to Dodge checks. hunt and display their blood-mark with pride. The
blood mark is a scar, often on the forehead, that is a
Jump – yautja are capable of leaping up to six meters. symbol of the clan. Newly blooded warriors are
allowed to enter a hunt alone, but will often be
Mimicry – The predator race studies their prey in
accompanied by a senior. Blooded yautja are often
detail and are capable of mimicking their language
tasked with teaching the unblooded.
and even understanding it.

Simple 10 – [Link] Page 3 of 9 By Randal Snyder ©2009


contest with the alien’s toxin. Failure results in 1
ALIENS minute of paralysis per point of the failure.

While intelligent, aliens are incapable of Egg, Alien (NA)


communicating in a method understood by humans Mind -5, Body -4, Spirit -5
and predators. However, they are able to Perception 2(-3)
communicate through a crude form of body language, Initiative Mod (Mind + Body + 10): 1
pheromones and infrared pattern changes on their Health (Body +5): 1
large elongated skulls. Max Damage (Health x2) 2
Dodge/Throw (Mind + Physical): -9
Aliens have some unique abilities that make them Special Traits: Natural Armor 1, Acid Blood
quite fearsome.
The egg is nothing more than a covering, a protective
Acid Blood – All aliens have acid for blood that they shell for the face hugger within. However, the egg
often use as a weapon or to overcome obstacles. If an reacts to movement nearby and if it detects a
alien is wounded by a piercing or slashing weapon, all possible host, it will hatch the following round.
enemies targeting the alien with melee weapons or
characters that the alien targeted, must make a dodge Also, if the egg is damaged, but not destroyed, it will
check vs. the amount of damage it received. Thus if hatch the following round. Any excess damage caused
the alien took 4 points of damage, then roll 1d10 and to the egg is transferred to the face hugger within.
add 4. All appropriate targets roll vs. this “attack”.
The acid causes 1 point of damage per round up to Face Hugger, Alien (1cp)
the maximum rolled. Characters with armor can Mind -3, Body -3, Spirit 0
Perception 2, Physical 3, Fear 0 (0s),
avoid taking damage by removing their armor before
Nerve Toxin 2 (2s)
the acid eats through the armor. Armor gives one
Initiative Mod (Mind + Body + 10): 4
round per point of armor to prevent damage. Armor
Health (Body +5): 1*
2 gives two rounds etc. Armor struck by acid will be Max Damage (Health x2) 2
ruined and require significant repair. Melee Weapons (Body + Physical): 0
Ranged Weapons (Mind + Operation): NA
Acid Spit – All aliens from the face hugger to the
Dodge/Throw (Mind + Physical): 1*/0
queen can cause a small laceration in their mouth and
Special Traits: Acid Blood, Climb, Leap, Nerve Toxin,
spit the acid at an opponent. This is treated like a
Fear, Small (+1 Dodge, -1 Health, -1 WP
normal thrown attack, though the target must be melee/thrown)
within 10 meters to be hit. Use the rules for acid
blood above. The face hugger appears to be a spider-like creature
with a strong tail. Its entire purpose in life is to find a
Fear – Some aliens have the ability to unnerve their
suitable host in which to lay its eggs and then it dies.
opponents with a release of pheromones and
Generally speaking, a face hugger will only live for a
intimidation. Characters must make a morale check
maximum of 72 hours and it takes at least 8 hours to
when the pheromones are released.
lay its eggs within a typical host.
Climb – With the exception of chest-burster and
In combat, a face hugger will use its physical skill to
queen, all aliens can climb any surface up to 15
hide or leap at opponents’ faces. On a successful
meters per round without penalty.
attack, the face hugger attaches its self to the victim’s
Leap – Most adults have the ability to leap up to six face. If its face attack causes at least 1 WP, it begins
meters. They can use this ability to escape their administering a nerve toxin that paralyses its victim.
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

Simple 10 – [Link] Page 4 of 9 By Randal Snyder ©2009


Chest Burster, Alien (-1cp) Queen, Alien (15cp)
Mind -3, Body -3, Spirit 0 Mind 3, Body 3, Spirit 3
Perception 2, Physical 3 Perception 3, Physical 3, Fear 0 (3s)
Initiative Mod (Mind + Body + 10): 4 Initiative Mod (Mind + Body + 10): 16
Health (Body +5): 1* Health (Body +5): 9*
Max Damage (Health x2) 2 Max Damage (Health x2) 18
Melee Weapons (Body + Physical): 0 Melee Weapons (Body + Physical): 6
Ranged Weapons (Mind + Operation): NA Ranged Weapons (Mind + Operation): NA
Dodge/Throw (Mind + Physical): 0 Dodge/Throw (Mind + Physical): 5*/6
Special Traits: Acid Blood, Acid Spit, Small (+1 Special Traits: Natural Armor 2, Acid Blood, Acid
Dodge, -1 Health, -1 WP melee/thrown) 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 The queen alien is far
larger brothers, the chest burster is unable to climb larger than any of the
or cause fear, or even leap. Its primary function is to other aliens and has a
survive to adulthood which will happen within 24 telepathic link with
hours with adequate food. certain drones. Some
queens are larger than
Unless cornered, the chest burster will run from this example and thus
combat. would have a higher
body and larger
Drone, Alien (6cp) modifiers due to their
Mind -1, Body 0, Spirit 2 size.
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

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.

Simple 10 – [Link] 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.

Combat Armor – The M3 Combat Harness is heavy Remote Sentry Gun, 10 SA/+4 WP – For use in
armor +3 AR and includes vitals sensors and a highly hostile environments only, the UA571 Remote
transmitter for the camera and other tracking Sentry Unit is capable of tracking and attacking
equipment. 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.

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. Smartgun Harness, +2 AR – The harness and
assembly for the smartgun is designed with an
Pulse Rifle, +3 WP – The M41A1 Pulse Rifle is a
integrated breastplate that gives substantial
standard issue assault rifle that is capable of burst
protection for vitals.
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.

Simple 10 – [Link] 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 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 Taser, 0 WP – Corporations do not like bad publicity
penalty by up to 6. 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.

Simple 10 – [Link] Page 7 of 9 By Randal Snyder ©2009


Chakra, +4 WP – The chakra, or smart disk, is a Plasmacaster, +1 Accy/+3 WP – The plasmacaster
remote controlled disk which can be used as a melee is a shoulder mounted energy weapon.
weapon or ranged.

Combi Stick, +1 WP – The combi stick is a Spear Gun, +2 WP – A predator’s more silent
retractable spear that can extend from ½ meter to weapon, the spear gun fires small U shaped darts.
over two meters in length.

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 Shuriken, +1 WP – The shuriken are a type of large
a nerve toxin that paralyzes the prey. Roll a Spirit + throwing disk that ends in a series of spikes and
Physical contest vs. 1d10 -2. If the toxin succeeds razor sharp blades.
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.

Wrist Computer – In order to control all of the


systems that a predator uses, the wrist computer is
Netgun, +1 Accy/-2 WP – The netgun shoots a 3 the primary control system including the self-
meter net at incredible speeds. If the net hits, it will destruct system.
entangle its target. The net also constricts each round
and will roll 1d10 -5 on a Physical + Body contest.

Simple 10 – [Link] Page 8 of 9 By Randal Snyder ©2009


Wrist Claws, +0 WP – As depicted in the films, the Hibernation Sack – Alien drones can build a
predators are typically equipped with some form of membrane around themselves which allows them to
retractable knives that mount to a mechanism on survive for an incredible amount of time in hostile
their wrist. 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.
Royal Jelly – The Royal Jelly is a chemical found only
Cocoon – When a creature is captured by an alien in the egg sack of an Alien queen and its properties
they are often brought back to the hive to become have only just begun to be understood by humanity.
hosts for chest bursters and are placed in cocoons. It is extremely valuable to research labs and
Creatures caught in a cocoon can try to escape by pharmaceutical corporations for its curative and
making three successful Body + Physical tests vs. T# addictive properties.
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.

The End.

Simple 10 – [Link] Page 9 of 9 By Randal Snyder ©2009

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