alien: fuzion -- plug-in: predators

Transcription

alien: fuzion -- plug-in: predators
PLUG-IN:
It is unsure how old they are or
where they originated from. They appeared
throughout recorded history. We
encountered them on occasion through the
eons, forever being the prey to these hunters.
They stalked in shadows, killed in secret, and
left with trophies of their victories.
Now, as mankind spreads
throughout the universe, these tribal
creatures, seemingly unchanged over the
centuries, have resurfaced. They continued
their search for symbols of their superiority.
However, we were aware now. No
more would we assume their hunts were the
acts of cultists, rabid animals, or devils. They
had a name…yautja. They were alive; they
were real, and they were looking for prey.
This time, we were prepared…
…but so were they…
1
SHIPS
They came down from the sky in ships of ivory.
Graceful and deadly, each carrying the obsession of the hunt.
EACH PREDATOR SHIP IS EQUIPPED AS FOLLOWS:
1 -- Radar blanketing. Though not cloaked like the hunters, all Predator ships have radar shielding. They cannot be
seen by any scanning system with the exception of gravity sensors only equipped on military vessels
Conestoga class an higher (Conestoga, Bougainville, Razzia)
2 – Ghost Imager. All ships can confuse missile targeting systems. Missiles have a –4 penalty to hit.
3 – Turbocharger. All ships can boost their systems for three rounds. This doubles speed and # of attacks. This can
only be done once per hour.
4 – Reflective coating. All Lasers do half damage (does not apply to Plasma weapons).
5 – Environment Protection. Predator ships can travel in any environment including flying to almost to the
chronosphere of the sun and even underwater.
6 – Remote Operation. They can autopilot in an atmosphere and in orbit as well as between systems. They cannot
fire automatically but can dodge an their own. They can drop a Hunter on a planet then retreat into orbit and
wait for the signal to pick up.
7 – Mass Destruct Sequence. Similar to the self-destruct sequence, this is a major scramming of the reactor that
results in a major thermonuclear reaction. The Hunter must arm this system by remote or directly on
the ship. The explosion will destroy EVERYTHING within 1-km radius and will cause 20 K the next 100-m
dropping by 1 K every 100-M past that.
8 – Self-Destruct. If set by the Predator or if he/she dies, the ship automatically disintegrates. Some form of chemical
reaction occurs which eats away at all components. The ship does not explode, but simply vaporizes, leaving
no remains.
9 – Targeting Analyzer. Predator ships can scan enemy craft with extreme detail. This involves specifying weapon
systems, life sensors—pretty much everything Star Trek vessels boast to have.
NER’UDA (STANDARD SUTTLE)
The Standard Yautja
Shuttle is a small, dropship-craft
designed for a quick, atmospheric
interception and insertion of a
single hunter looking for honor.
They are short range craft and
cannot travel outside of the system
they are dropped in. Shuttles drop
almost exactly like Marine
dropships with the exception that
Shuttles offer very little in
atmospheric maneuverability. They
have no visible power source. The
vehicle drops into the atmosphere
and doesn’t even begin breaking
thrusters until 2000 feet above sea
level. Predator drops occur twice
as fast as Marine drops.
The Shuttles are also significantly smaller, only holding air and food for one Hunter with enough extra
capacity for a comfortable number of trophies. The shuttle, after a completed mission, launches out of the atmosphere
in less than two minutes. Other than that, the shuttle is not much use. The ship is very clunky with few armaments. It
lands and can then bury itself in the ground or launch into orbit, invisible to sensors, awaiting the order to self-destruct
or retrieve its hopeful successful hunter.
NOTE: The Shuttle is that small craft that broke away from the larger vessel at the beginning of the 1st Film.
2
STATISTICS
Variant
Body WT Arm.
MV Move
Shuttle
2
20
1
-3
200
Communication range: 3000
Crew: 1 Pilot, Life support for 6 personnel.
Maneuverability: +1 Dodge in space.
Additions: Medkit
Evacuation: None
Armament package: What the Hunter/s carries with him
Range: Atmospheric: Unlimited
Orbital: 100 AU
Cargo Slots: 0
Hardpoints: 1
Armament: Usually one Plasma Cannon
Mach
2
Orbit
11
SR
20
MAN’DACA (STANDERD CASTE VESSEL)
The Hunter Families move around the
systems usually in these ships of varying size and
design. It is rumored that each group customs
their own craft. Over generations, the ships
become more distinct from the original format.
The Standard vessel is what the hunters
usually employ but they don’t often land in
hunting zones unless larger groups leave.
Members from all castes live inside the craft.
Lower decks for lower castes are damp, humid,
and unkempt. Fires are used for cooking and
hunters sleep on floor. Upper castes have their
own quarters and get the best food. Fights rage
between the castes in an attempt to move up the
ranks. Those who have earned it rise up. The
most honored command the vessels to their new
hunt. If they don’t find one, they can also start
one.
These vessels are equipped with shuttle
craft to drop Predators in a hunt but they also have
a dozen egg-droppers. These drones can travel up
to a half a light year to enter a planet’s
atmosphere. There, they search out wellpopulated areas and then soft land and wait for
curious investigators. The drones then blossom to
reveal from 6- 12 eggs, ready to strike. The eggs
are kept in isolation and cannot open accidentally
unless removed from the pod. The aliens can then
spread and start their own hives. The droppers
follow the progression of the infestation. When a
large enough infestation occurs, the dropper
transmits a homing beacon to its mothership, alerting of the sprouting hive. The vessel can now arrive for the hunt.
The vessels themselves sometimes contain chained alien queens as a source of their eggs.
Standard vessels have an effective unlimited range but must stop and charge its engines for one week after its
range is used up. It is unsure how long these vessels travel between service checks or even if they require service
checks at all. All evidence points that these vessels maintain themselves somehow. Even the variety of weapons seems
maintenance free.
The bottom decks are slums. Upper decks are command and upper castes. The mid-decks form the core of
operations. Fights rage, trophies are displayed. Weapons are fashioned. Whole communities rise and fall in the decks
of a Hunter Vessel.
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STATISTICS
Variant
Body
WT
Arm.
MV
Move
Mach Orbit
SR
Man’daca10
250
4
-5
150
2
20
500
Communication range: 10 000, FTL
Crew: 1 Pilot, 1 Gunner, Life support for up to 100 personnel. Bunks for 30 passengers on the upper
decks.
Average crew is around 50.
Maneuverability: +2 dodge in space. +4 dodge of guided missiles. (not including the automatic bonus above)
Additions: 12 Egg Drones
Evacuation: 4 Shuttles.
Range: Atmospheric: Unlimited
Orbital: Unlimited
FTL: 20
FTL Speed: 0.7 ly/day
Cargo Slots: 2
Hardpoints: 8
Basic Armament: 4 Plasma Cannons
3 Particle Beams
1 Heavy Plasma Thrower
JAG’D’JA ATOLL (STANDERD MOTHERSHIP)
The monstrous Hunter motherships are mobile bases
which have been rumored to exist but which no human has ever
seen. They are totally independent craft where a variety of
smaller vessels can dock, move around, interact, and fight. These
ships hardly ever move into direct fighting with any other force,
but is rather used a mobile town where Hunters can dock with
and gloat about their trophies.
Like the other craft, they are totally invisible to all
sensors, making it virtually impossible to find in the expanse of
space unless you fly another Hunter vessel. These vessels all
have beacons to locate a nearby Atoll. Space is big. Really Big.
It is rumored that a handful of these bases are even located in
Terran space but outside normal spacelanes. Like Man’Dacas,
the Atolls have slums and upper castes separated between decks,
there is just a lot more of them. Here, warriors can seek out
mates, fight for honor, and acquire new devices and weapons.
Atolls don’t often move but often drift when they need to between systems. They hardly ever enter systems
on fear of being located. They never initiate hunts. They let the smaller vessels do that. Atolls only contain a handful
of their own craft and operating crew but most that wander through the systems can have up to 500 people moving in
and out at any time. Some have large numbers of the homeless dishonored with no place to go. They await until the
moment they can gain the strength to return to the hunt or they wait for their death.
Atolls don’t often have Egg-Drones but do usually have live queens on board to distribute the eggs to
whoever needs them. Even though sometimes-smaller vessels fight among themselves, no honor can be achieved from
attacking an Atoll.
STATISTICS
Variant
Body
WT
Arm.
MV
Move
Mach Orbit
SR
Jag’d’ja
25
95,000 10
-10
8
n/a
Communication range: Orbital, FTL
Crew: 1 Navigator, 90 crew bunks, Life support for up to 1 000
Maneuverability: +6 dodge of guided missiles. (not including the automatic bonus above)
Evacuation: 8 Shuttles, 2 Cast Vessels
Range: Orbital: Unlimited
FTL: Unlimited
FTL Speed: 0.5 ly/day
Craft Slots: 8
Cargo Slots: 8
Hardpoints: n/a Weapons are fixed.
Basic Armament: 2 Plasma Cannons
3 Particle Beams
2 Heavy Plasma Thrower
4
EQUIPMENT
NOTE: “HONOR” is described later as the cost required to acquire weapons. The black market cost of this
weaponry in human circles is the honor x 100 000 but are extremely, extremely rare.
TYPE
PD
EKD EV
SPECIAL
Camouflage Device
Hunter Padding
Hunter Armor
Ceremonial Armor
Hunter Mask
Audio Waveform Analyzer
Bio Helmet
Mediket
Laser Sight
-10
16
20
25
-35
---
-2
8
15
10
-15
---
Camouflage
0
-1
Acid Resistant
0
-2
0
0
0
0
0
HONOR
See below
Acid Resistant
Medical Supplies
+3 to Hit
10
2
4
6
1
1
4
2
2
NOTE: It is assumes all devices not armor can take 10 SPD before becoming inoperable, unless stated
otherwise.
CAMOFLAGE DEVICE:
To hunt successfully, the perfect
camouflage is needed. Every Warrior is
given these techniques. Perfectly mirrored
with his surroundings, he becomes
invisible. This arm-mounted mechanism is
the source of the unique capabilities of the
hunter to render him virtually invisible. It
works by creating a strong field which
bends light around the Hunter—only the
distortion of the bend causes a slight visual
apparition which can be spotted on a
Competent Difficulty role (DV-18) if
actively searching and a Incredible
difficulty (DC-26) if not. If spotted, the
target is still hard to see. No matter what
conditions apply, there is always a –3 to hit
anybody with active Camouflage. If
someone is firing blindly (having not seen
the Hunter yet) there is an additional –5
penalty. There is another –2 added to that if the Hunter is NOT moving. Also, the terran behind also plays a factor.
Uniform terrain (Ship corridors, etc) offer an additional –1 but a “busy” terrain (forest, etc) offers an additional –2
penalty. EG: A marine trying to fire blindly at a hunter remaining perfectly still in a forest has a –12 to hit him {-3 + 2 + -2 + -5 = -12}. The GM has to already slap a DV penalty depending on range, and the environment (usually
between 14 and 18) and then +12 onto that.
ON
NOT MOVING
MONOTONE TERRAIN
“BUSY” TERRAIN
UNNOTICED
-3
-2
-1
-2
-5
The device is usually mounted on the arm and can only sustain about 30 SPD before going offline. At 10
SPD remaining, the unit fluctuates, going on and one, bringing the penalty down by –2. Only mounted weapons are
effected by the cloak. This includes only concealed weapons like retracted claws and collapsed spears or other
weapons kept hidden by packsacks and so forth. Once extended or revealed, the weapon is visible.
5
HUNTER PADDING: This is basic armor given to new warriors trying to attain a position in
the upper castes. The padding is a basic mesh that doesn’t offer much more protection to the thick hide of the Hunters
already. Most are designed like armored jump suits meant for casual wear in the corridors of their dark vessels. This
is the closest they get to flight suits.
HUNTER ARMOR: Hunter armor is the equivalent to the Marine M3 body armor, which
offers protection where you need it the most. The armor is light and maneuverable but it’s still vulnerable to heavy
strikes.
CEREMONIAL ARMOR:
Usually only reserved for the upper castes and the elders,
Ceremonial Armor is only found on one hunter per combat
team usually, always the leader. He/She stands out from the
group as a proud symbol of honor and leadership. This
interchanging plate armor is somewhat clunky, offering
more dazzle than heavy-duty defense. However, the ceramic
plating is composed of a totally foreign compound which
seem totally immune to the alien acid. This makes the armor
very efficient when fighting the hostile species.
HUNTER’S MASK: This is the
basic Mask worn by lower caste warriors. It does not offer
the radical spectrum viewing seen from upper caste warrior
helmets but only head protection and atmospheric support
(gas filter to adjust atmosphere gases to a breathable buffer
substance)
AUDIO WAVEFROM
ANALYZER: A function of the bio-helmet that
must be bought separately, the Waveform Analyzer reacts to
changes in the audio environment. A flux in the displayed
waveform indicates the presence of an enemy that may or may not be in a Warriors line of sight. All Hunters with this
get a +2 to initiative to strike first. The Analyzer can also imitate previous words spoken to it in an effort to
communicate with alien life forms. There is a +2 to a Language skill.
6
BIO HELMET:
This is a total upgrade of the helmet
when a warrior has attained enough
Honor. The Helmet can filter through
five settings: Infrared, Ultraviolet,
Thermal Imaging, Low-Light
Amplification and Air Density
Pressure (movement), It can also has
switches for x-rays and Microwaves.
It has a built it Magnetometer and a
Geiger Counter. These offer almost
unlimited viewing scale to see
anything in almost any environment.
It also works with the Laser Sight to
lock onto targets. Bio Helmet in any
one setting adds +2 to Awareness. It
takes one phase to switch from the
five settings. If viewing through all
settings, the bonus to awareness rises
to +8. There is also a +1 to hit any
target (added onto the laser sight if
that is being used). The Helmet also offers more protection than the basic and is also acid resistant.
MEDIKIT: Predator medical technology is short on pain killers but highly effective. A simple 5
round procedure can heal half his/her REC. After that, an additional hour will recover a full REC. Any more past that
requires returning to the craft and gaining medical aid. A First Aid roll is still reacquired.
LASER SIGHT: The Laser sight is an advanced tracking and aiming sight that works in
conjunction with any weapon but is primarily designed with the Plasma Caster. Using it, the Hunter gains a +3 to hit
with any weapon being used.
7
WEAPONS
PERSONAL WEAPONS
WEAPONS
STR
WA
RNG DC
ROF SHTS HNR NOTES
Scattergun
Naginata
Dart Gun
Net Gun
The Wrist Blade
Acid Resistant Claws
The Combi Stick
The Smart Disk
Shoulder Plasma Caster
Self-Destruct sequence.
Side Blade
3
5
3
2
2
2
4
2
0
0
1
0
+2
+1
0
+1
+1
+1
+2
+1
0
+1
2 000
3
1 000
100
1
1
30+*
300
2 000
0
1
6
1
3
1
1
1
1
1
3
*
1
2H -- 2 Handed
AR – Acid Resistant
1H – 1 Handed
ENT – Entanglement
8
7
3
2
4
5
6
8
10
6k
3
60
-30
3
--1
-60
1
--
6
8
2
1
2
3
5
7
7
10
1
1H
AP, 2H, AR
* 1H
ENT
AP, 1H
AP, AR, 1H
AP, 1H
AP, 1H, AR
*
*
AP
AP – Armor Piercing (half armor)
* -- Special, see below
SPD OF WEAPONS
WEAPONS
SPD
WEAPONS
SPD
Scattergun
Dart Gun
The Wrist Blade
The Combi Stick
Shoulder Plasma Caster
Side Blade
15
10
20
30
20
15
Naginata
Net Gun
Acid Resistant Claws
Smart Disk
Self Destruct sequence.
1k
10
40
30
20
NOTE: There are no ammo capacities for those weapons listed. When out, a new weapon must be
purchased.
SPACECRAFT WEAPONS
Plasma Cannon
Particle Beam
Heavy Plasma Thrower
WA
RANGE
DC
ROF SHOTS
BR
TARGET
-1
-5
-2
40 000
350 000
100 000
3k
0*
8k
2
1
1
4m
40m
0m
Any.
Any.
Any.
n/a
n/a
n/a
DESCRIPTIONS:
SCATTERGUN: The Scattergun is a hand-held plasma gun that fires a net of energy out to a
long range. Any target two meters or closer to the hit target must also dodge or be hit as well, taking half DC. The
weapon is, unfortunately, very clumsy, taking up a hand which can be replaced by melee weapons. Most prefer the
shoulder mounted plasma caster.
NAGINATA: The Naginata is part weapon, part ceremonial trophy. It is a beautifully, plated, and
encrusted pole arm with double bladed ends. Each end is a super sharp collection of knives causing devastating
damage if struck upon a hapless victim. The blades can flawlessly cut through almost ever substance and is totally
immune to alien acid. The Naginata also has a conducting field which allows it to be cloaked when in hand. When the
weapon strikes, however, it becomes visible. The Naginata is an image of Honor and demands respect when
brandished.
DART GUN: The Dart Gun is the closest Predator equivalent to a pistol. It fires self propelled
flachetes which inflict little damage but do come with a poisoned tip which inflicts an additional 4 DC if the subject is
wounded directly (through armor). The weapon is small and easily concealed.
8
NET GUN: The Net Gun is small and usually reserved for when a Hunter is planning to enter a major
combat area and the temporary incapacitation of a subject is necessary. The net gun is not a kind weapon. The net
usually pins an victim to the floor or a wall with razor sharp wire that viscously cuts into the flesh, making an escape a
painful experience. The net needs a blade to be cut and required more than 15 points of damage to break the wire.
Every round the victim is in the net causes an additional 2 DC. If the person tries to struggle, the damage increases by
1. This keeps up until the subject is released or is killed. The net can also release on a trigger from the weapon.
WRIST BLADES: The Wrist-Blade is the weapon chosen for most yautja. Twin blades, double
edged, and sharp enough to tear through bone, these retractable blades are effective against large and small opponents.
Using it shows the yuatja pride, because they must fight face-to-face. They are the recommended first weapon because
of their effectiveness and cheap cost. Those who have fought for years, still empty this weapons, although most have
upgraded to the…
ACID RESISTANT
CLAWS: These are almost identical to
normal Wrist blades. In fact the housing is the
same. These new blades are only a inch longer,
and are totally immune to all forms of damage
including alien acid. The blades are virtually
indestructible. The damage is only slightly
more though. Those who have fought for many
battles usually have made this simple upgrade.
THE COMBI STICK:
The Combi-Stick is self-powered, telescoping
spear that is merely one meter at its shortest
length. The Combi-stick extends by two meters
at each end , making it a formidable weapon for
close range attacks. Made of nearly unbreakable
alloys, sharpened tips on either end produce
electrical charges as it slices through any
surface. The range increases by double the
STR of the thrower.
9
THE SMART DISK: The
Smart Disk is thin and ultra light. This internally
powered airborne weapon is crafted of materials that
produce the Combi-Stick, easily slicing through an
opponent with its devastating razor edges. When
thrown, it will leave the thrower’s grasp and do
severe harm to anything living in its flight path. The
Elders decree that the concentration needed to
retrieve a combat-standard disk is not present in
minds of young yuatja, therefore disks are not given
until proven they can use it wisely. The disk will
continue on its flight path and can make one turn for
every WILL the thrower has, making another attack
immediately after the last one. If the blade strikes a
limb and causes double the capacity the limb, the
limb is severed. One last round of its use must be
used to bring the disk back to hand. This takes one
round where it can be thrown the next. If the last
attack is used in an attack, the disk will fall to the
ground, awaiting pickup. While the disk is airborne,
the hunter can move about and even fight.
SHOULDER PLASMA CASTER: The Shoulder Cannon, the most powerful aid in a
Warrior’s arsenal, is a mounted and lightweight weapon capable of firing multiple long-range energy bursts. The
destructive power unleashed by these bursts is immense. The weapon tracks with the head movement of the firer. The
weapon must be attached to a Hunter’s Mask or a Bio Helmet for this to work. It can be used with the Laser Sight to
increase the targeting capacity.
SELF-DESTRUCT SEQEUNCE: This weapon of last resort is used by warriors to
keep the honor when they die. After the arm-mounted device is set, there is a one-minute countdown until a micronuclear weapon is detonated. It causes 6 K damage to everything 100 meters out and causes 1k less ever additional 50
meters. The device becomes part of the armor suit and can be disabled.
SIDE BLADE:
This is a standard 12-inch blade common with the lower castes.
10
SOCIETY
Perhaps one of the most
pronounced differences between them and us
is longevity, sometimes as long as 300 years.
This longevity suggests that sons live with
their mothers for much longer then we would
before leaving, for it takes longer for them to
grow up and fend for themselves, and
daughters stay with their mothers for the
protected environment to raise their own
children and maintain dominance over their
clans territory. It seems reasonable that more
females in a clan means they can control a
larger area.
Mothers during this time would
teach their young to fight and survive and
they hunt for and protect their own children.
They are also viciously and relentlessly
protective. Predators aren't big on theory,
with them you learn by doing. A female clan
would thus be made of succeeding layers of
generations; daughters, mothers,
grandmothers etc. It would be easy to
consider such a clan would be led by a single
matriarch.
Considering longevity once more, it
takes a lot of energy to raise a child, and so
individual females would probably only have
a child every decade or two and would be
very particular about who was to be the
father, and perhaps choose favorites, but do
not have permanent pair bonds. This leads to
very high competition among males.
Considering this difference, males
live in packs of generally unrelated males and
females live in clans of related females and their children.
The nomadic nature of males suggests that they have no ‘home territory' of sorts, but that their home is what
they carry with them. Their ships for example, are the territory that they carry with them. Sons would be more
interested in who their fathers were then daughters, for it may reflect their rank when they leave. Since females rule
over their territory and generally run internal affairs, Predators have a matriarchal society. Rarely is it ever needed to be
enforced however, males do not involve themselves with female politics and females are uninterested in male
socialization.
Should the need to enforce this arise however, the male would not only be against a female physically larger
then himself, but also her sisters, and their mothers and grandmothers etc. The brethren of this unfortunate male would
offer no support, only their derision.
A warrior who would dare such would not be wise, for an insulted and angry yautja female was
not something even a not-too-wise male wanted to create. Assuming the warrior was armed and expert, it might
almost be an even match. Yautja females were bigger then males. Females of any species were usually smarter then
the males. There is always the threat of castration for males, not only does it eliminate his chances of continuing his
line, but also any rank he may have had in male society. Such males would most likely kill themselves in such a
situation. It seems reasonable that only females would ritually castrate, males giving each other the respect of killing
their opponent instead.
In this atmosphere of high competition for breeding rights among males, for it is the male who must attract
the female, there are many males who never get the chance to breed. These frustrated males may turn on their
subordinates. But the males who do breed have proven themselves by hunting dangerous prey and gaining many
impressive trophies. A second windfall of this accomplishment is the admiration of their clan brothers that they spend
most of their time. Basically, males hunt for one reason, status.
It is a gray area why females would hunt for trophies. Females DO hunt for trophies but it may be for
somewhat different reasons then males. Dominance may certainly be a factor yet it is doubtful if it is the only reason.
11
Perhaps to show their ability to protect their territory, from enemy female clans. Perhaps to show ability in protecting
their children, both their own and their sisters. Perhaps just for a laugh. But this is entirely speculation.
To conclude, the role males play in their society, that is postulated, is keeping any outside race from
interfering with the internal affairs of theirs. Basically, they intimidate other races into submission to protect their
females breeding grounds, plus the fact it is very amusing to them.
Males conquer. Females rule.
The Predator species code of honor:
1) Defeat equals death.
2) An opponent has to be matched equally in the available weapons.
3) The bugs are not opponents to be dealt honorably, buds are the rivals in a vicious war.
4) Opponents virtually in situations of feebleness (or maybe pregnancy and other things) may be spared.
THE YAUTJA CASTES
UNBLOODED: Young Yautja who are trained the skills necessary for their adult hunting. They
will move to the next rank after their first hunt.
YOUNG BLOODS: Recently blooded Yautja. They are young and full of ambition and feel full
of pride once they have collected the skull of their kill.
BLOODED: The only difference between the BLOODED and the YOUNG BLOODS is that the
BLOODED have more experienced but still not classed high among the great hunters.
WARRIORS: Violent, respected, solo hunters with high Yautja technology. They travel the
Universe to find honorable hunting.
HONORED:
The Top Dogs. They have earned more kills than the average hunter and are skilled in
all ways.
ANCIENTS / ELDARS: The greatest Yautja that have ever lived, they have survived a
thousand hunts. They have hunted so much that they look for other means of sport.
ARBITRATORS:
Yautja police that mainly consist of ANCIENTS who are bored with the
Hunt.
RITUAL -- THE BLOODING
A ritual where a young Yautja goes on its first hunt. The difficulty of this hunt depends on your
standing amongst the community. Failure means death, while success means you are marked on your
forehead.
MARK OF HONOR: All Predators that make it to Young Blood have a mark burned into
their foreheads to denote their position as successful Hunters. This mark is the shape of a wide lightning bolt. All who
have this mark is recognized as a true Hunter. The mark can only be given by Elders. Ceremonies often occur but
most of the time, this mark is awarded after the first hunt.
12
MAKING AND PLAYING A PREDATOR.
Predators, of course, are much stronger and much larger than a human, so their Characteristics are different.
Please note that it would be very hard for a Predator to run properly in a marine group. But many ideas are available:
--A Predator in a Marine group in CL 5, 5.5, or 6 is possible.
--A Predator group hunting aliens in CL 1-6.
--A Predator group hunting marines CL 4 and on.
--A Predator group in CL0 –SELF CONTAINED GAME -- (see below)
The following steps should be taken to make a Predator character.
LIFEPATH:
--GMs discretion…be inventive.
--Don’t roll for Family Status…go right to childhood events. GMs discretion if he wants to evoke a 1-3
Family penalty if their is a bad childhood.
--Enemies are common.
--A romance may simply mean a mating.
--Every time “Something Good” happens: +1 Honor
--The Membership roll (5) adds 1 to the Family attribute (max of 10)
--The Windfall (6) roll adds +1 Honor
--Every time “Something Bad happens: -1 Honor
CHARACTERICTICS:
--75 points allotted
--There is a new Characteristic…
FAMILY: This is the same as the old “Money & Family” from Mekton 2 that determine the status of
the lineage and the Hunter’s current status when starting character creation. The Predator gets one HONOR for every
point in FAMIILY.
2 – Very Poor, 3 – Poor, 4 – L.Middle Class, 5-6 – Middle Class, 7 – Middle Class,
8 – Upper M. Class, 9 – Wealthy / Low Noble, 10 – Wealthy / High Noble
MAX STATS ARE AS FOLLOWS:
INT: 9
WILL: 8
PRE: 5
DEX: 10
CON: 11
STR: 13
FAMILY: 10
--Predators get a thick skin armor equal to their BODY.
TECH: 8
BODY: 13
REF: 11
MOVE: 10
OPTION POINTS:
--50 points allotted. The GM can consider up to 60.
--No Templates. The following skills are available
--Starting characters have a +5 ceiling to all their skills. Unless they are Warriors (Family of 10), when the
ceiling rises to 7.
Astrogation (INT)
Ranged Weapons (REF)
Demolition / Disposal (TECH )
Engineer: Aerospace
(Predator Ships) (TECH)
Paramedic (TECH)
Pilot: Predator Ship (DEX)
Tactics (INT)
Weaponsmith (TECH)
Acrobatics (DEX)
Athletics (DEX)
Climbing (STR)
Concealment (INT)
Contortionist (DEX)
Cooking (INT)
Deduction (INT)
Disguise (TECH)
Electronics (TECH)
Expert (INT)
First Aid (TECH)
Hand to Hand (REF)
Hand to Hand Evade (DEX)
Languages (INT)
Leadership (PRE)
Mechanics (TECH)
Melee Weapons (DEX)
Melee Evade (DEX)
Mimicry (PRE)
Navigation (INT)
Perception (INT)
Ranged Evade (DEX)
Riding (DEX)
Shadowing (INT)
Sleight of Hand (REF)
Stealth (DEX)
Survival (INT)
Surveillance (INT)
Tracking (INT)
Zero-Gravity Maneuvering (DEX)
13
TALENTS
No restrictions.
PERKS & PRIVELEGES
NONE WHATSOEVER (See below)
MENTAL POWERS PLUG-IN (Optional)
Certain skills should be banned:
Mental Attack
Mental Defense:
Telepathy
No one should have a skill above +1 at the beginning of their character. This should be enforced by the GM.
Only one PC should have these skills and also consider not allowing it until later in the game.
MARTIAL ARTS PLUG-IN
None
HONOR
Honor is used both as a way to move up in
the ranks and as a method of currency. Of course,
Predators don’t use money and the use of Honor is a
very vague field. Basically, Honor is bestowed to a
character upon creation to spend on equipment and
weapons. To move up in the ranks and acquire more
weapons, Honor must be achieved. Honor can only
be achieved by bringing back trophies to be shown
off. The Predator may give up trophies (and honor)
in exchange for weapons and passage. If the Hunter
kills enough for fifty honor but only has ten Honor in
trophies, that’s all she/he’s got.
If Honor is kept and improved, they may
reach a level where they can move up in the castes.
Moving up in the cast offer many perks listed in each
caste. However, to be accepted in a caste requires a
Predator to fight someone of the upper rank and
defeat them. A Predator does not need to show off
his Honor by walking with all the trophies under
hand but rather show them off by visible markings,
weapons, equipment, and followers. When the
character starts, the Honor of their family denotes
where they start in the caste. Even if a Predator has
0 honor after the creation of the character is
complete, the Family standing keeps him/her in that
caste. Course, it takes longer to move up to the next
caste. The fastest way for a Hunter to move up is to
win victories in hand to hand only…but most don’t
survive this long.
FAMILY: The automatic assignment for starting Predators. Those who start at this level get the awards from the
previous castes as well.
HONOR: The Honor reacquired to attempt to reach this Caste.
MEMBERSHIP: The equivalent Membership in the Yautja society
AWARDS: In the form of mates, friends, Perks, Privileges, and even weapons.
14
UNBLOODED
HONORED
FAMILY:
HONOR:
MEMBERSHIP:
AWARDS:
FAMILY:
n/a
HONOR:
70
MEMBERSHIP: 7
AWARDS:
--Ceremonial Armor (Or trade is for honor)
--+5 OP
--“Love & War” Lifepath roll.
--Make a friend
--Renown Level 3
--Leadership skill +2
--+ 1 family (max 10)
1-3
0
1
None
YOUNG BLOODS
FAMILY:
4-6
HONOR:
3
MEMBERSHIP: 1
AWARDS:
--Acceptance by others.
--Hunter Padding (Or trade in for extra honor)
--+2 OP
BLOODED
FAMILY:
7-9
HONOR:
10
MEMBERSHIP: 3
AWARDS:
--Wrist Blades (Or trade in for extra honor)
-- +5 OP
--Make a friend (Like a brother in arms who
will die for you and you the same)
WARRIORS
FAMILY:
10
HONOR:
30
MEMBERSHIP: 5
AWARDS:
--Hunter Armor
--One Shuttle
--1 Bio Helmet (Or trade in for extra honor)
--Acid Resistant Claws (Or trade in for honor)
--+ 5 OP
--Make a friends
--“Love & War” Lifepath roll.
“Happy love Affair” results in +1
Honor and a 50% chance of a child.
Either way, the mating is done.
ANCIENTS / ELDARS
FAMILY:
n/a
HONOR:
100
MEMBERSHIP: 9
AWARDS:
--One Standard Caste Vessel
--+5 OP
--“Love & War” Lifepath roll.
“Happy love Affair” results in +1
Honor and a 50% chance of a child.
Either way, the mating is done.
--Make two friends (Like a brother / sister in
arms who will die for you and you
the same)
--Renown level 6
--Leadership skill +2
--Family set to 10 (if not already)
ARBITRATORS
FAMILY:
n/a
HONOR:
200
MEMBERSHIP: 10
AWARDS:
-- +5 OP
--“Love & War” Lifepath roll.
“Happy love Affair” results in +1
Honor and a 50% chance of a child.
Either way, the mating is done.
--Renown level 9
--Leadership skill +2
--Family set to 10 (if not already)
15
HONOR AWARDS
The following Trophies offer the following Honor
KILLS
HONOR
KILLS
HONOR
Unarmed Adults*
Pregnant Females
Medium Armed Adult
Synthetic
Slightly Dangerous Animal
Alien Egg
Alien Chestburster
Alien Royal Guard
Bug Man***
Reaper***
Young Blooded Predator****
Warrior Predators ****
Ancient / Elder Predator****
Defeat and survival@
Accepted Trophy (See below)
Outcasted Predator
0
-6*
2**
2
1
0
0
3
2
5
1
3
7
-5
2
5
Unarmed Children
Lightly Armed Adult
Heavily / Assault Armed Adult
Prestigious Adult
Very Dangerous Animal
Alien Facehugger
Alien Drone
Alien Queen
Jockey Alien***
Unblooded Predator****
Blooded Predator ****
Honored Predator****
Arbitrator Predator****
Betrayal (GM’s discretion)
Crime (Murder, Theft, etc.)
-5*
1
3**
5
2
0
1
10
10
0
2
5
10
-1 to -10
-5 to -20
@
*
**
***
****
This is if the Predator is defeated and spared by his opponent.
Obviously, no trophies should be taken. This is inflicted if the kill is discovered.
A weapon or symbol must be recovered. Otherwise, it is considered only 1
Another Plug In
Combat must be approved by the opponent. If not…it is an automatic –2. If this is a fight to move into a
caste, there is no honor awarded.
DISHONOR
A Predator at zero honor simply means he must prove
himself in the new caste he finds himself in (or herself in rarer
cases). They may have weapons and armor but no trophies, having
traded them off for newer trinkets. When a predator finds dishonor
and his caste discovers this, he must either face consequences or be
outcasted.
CONSEQUENCES: When the Predator is
placed in the negative, his weapons will be removed to off the
balance. He is never removed from his caste, but is considered a
dishonored member of it. Obviously, because of the high honor of
honored and elders, the chances of them being dishonored in this
nature is virtually impossible. Usually only Warriors and under find
this level of punishment. Eventually, if the dishonor is so great, the
warrior must give up all possessions. If this eventually puts him
back into the positive honor, he may still continue in the fight. If,
however, he remains in the negative, he is considered less of a
person. These dishonored live without quarters in the slums of the
ships, forced to live on whatever they can find. Most here don’t
believe they will ever be strong again. Some try to fight for honor
and challenge other Predators for their honor to be acknowledged
again. If they continue to loose, their dishonor grows deeper. If their dishonor continues and drops below –10, this
Predator is no longer allowed in the Caste. They cannot be reduced to another caste…the Predator is forced to endure
discomidation. Stripped of his honor and banished, this Predator is left with his clothes and maybe a side blade on a
planet to live the rest of his life without honor. Some of these Predators continue the hunt in their own mind, some
others kill themselves. Others….adapt. These Predators are not outcastes, just discomidated and not acknowledged.
Outcastes are different. If a dishonored predator who freely accepted his punishment is needed again, there have been
reports of an elder making a special case and letting a trained discomidated Predator on a hunt. They usually have no
major weapons and armor. If they survive, they are accepted. This is extremely rare. A hunt occurs on a planet with a
dishonored Predator and that Predator saves the life of the leader. That Predator may be brought and accepted back.
16
BAD BLOODS / OUTCASTS: The
criminals among the Yautja have committed crimes such as
murder, dishonorable hunting and failure. Strangely enough,
Outcasted Predators can be recognized on sight by other
Predators, like their face is placed on a bulletin board for all
to see. If discovered to have dishonored the caste, and the
Predator flees rather than accept punishment, there can be no
forgiveness. The Predator flees with what he or she can carry-some of them already earned a ship or they might continue their
dishonor by stealing one—never to return. Outcasted Predators that
leave this way are never accepted back. Upon seeing them,
honored predators are ordered to eliminate these dishonored fools.
Outcasted Predators don’t often hunt except for food. They travel,
always alone, from place to place, aimless, without purpose. Some
are evil incarnate, hunting and slaying anything alive, even other
Predators. This is the unfortunate norm since most dishonor is had
not by defeat, but by crimes against the caste. There have been
reports of a rare few predators that have been outcastes, only to
exist as farmers on an abandoned distant world. It doesn’t matter
what life they have chosen. Outcastes are outcastes and those who
help them are as bad as they (-10 honor if an Predator helps an
outcast and is discovered).
RECOGNIZING HONOR IN OTHERS
Predators are, in many ways, isolationists, which do not accept others into their broods. However, if a
member of another species shows to have amazing honor, there have been known to have been reports of a mutual
respect between species. Most of the time, however, the Predator considers this an opponent and worthy trophy. This
is always the case with hunters in Honored castes or less because they are in the constant search for more honor and
will find it anywhere. However Elders are more laid back, having earned enough honor for a permanent position, they
consider honored fighters of other species as respected as their own kin. Elders have often let warriors of other species
live after they have proven themselves honored warriors. This usually only occurs if the subject has killed a predator or
fought alongside a predator in a fight. There is also a common practice in these cases, to maintain honor by exchanging
trophies by both sides. This can offer equal or more honor than killing the opponent. Currently, there has only been
one story of a human living in a yautja community. This came from her fighting alongside an elder predator in a hunt.
When he died, the human was accepted into the caste because of the obvious endorsement from a late elder. She was
given the Mark of Honor, and therefore, became accepted.
17
CONSPIRACY LEVEL 0
As it is known, the Hunters have moved through space for centuries. They have even been to Earth before
mankind even attained space travel. If a GM wants to run a campaign outside the alien setting, he can configure the
game to CL 0. This means all the technology from the core game is OUT. Refer to the FUZION rules for technology
appropriate to the year the GM sets the story in, whether it be in the jungles of Southeast Asia or the crime filled streets
of LA. Unlimited options become available from any time period and place. The moment the GM sets the story in the
alien setting, the alien core rules come into play but unless set that way, the core rules of ALIEN-FUZION are not even
necessary. As a result, this PLUG-IN can be a totally enclosed game system if the GM wishes it to be. If he wants
aliens however, the core rules will be needed. Just imagine what a Predator-Hybrid would be like. Enjoy the variety.
18
EXAMPLE PREDATORS
UNBLOODED PREDATOR
INT: 6
WILL: 6
PRE: 3
TECH: 4
DEX: 7
CON: 9
STR: 10
BODY: 10
FAMILY: 5
HONOR: 0
STUN: 50
SD: 18
HITS: 50
PD: 10
SKILLS
Astrogation – 1
Ranged Weapons – 2
Weaponsmith – 4
Acrobatics – 2
Climbing – 3
Concealment – 3
Hand to Hand – 3
Hand to Hand Evade – 3
Melee Evade – 3
Navigation – 3
Shadowing – 2
Stealth – 2
Zero-Gravity Maneuvering -- 1
EQUIPMENT
Hunter Padding
Hunter Mask
Dart Gun
Wrist Blades
REF: 10
MOVE: 5
Demolition / Disposal – 2
Athletics -- 2
First Aid -- 3
Melee Weapons -- 4
Ranged Evade -- 3
Survival -- 4
Mediket
Side Blade
YOUNG BLOOD PREDATOR
INT: 6
WILL: 6
PRE: 3
TECH: 4
DEX: 7
CON: 9
STR: 10
BODY: 10
FAMILY: 5
HONOR: 5
STUN: 50
SD: 18
HITS: 50
PD: 10
SKILLS
Astrogation – 1
Ranged Weapons – 3
Weaponsmith – 4
Acrobatics – 2
Climbing – 3
Concealment – 3
Hand to Hand – 4
Hand to Hand Evade – 4
Melee Evade – 3
Navigation – 3
Shadowing – 2
Stealth – 2
Zero-Gravity Maneuvering -- 1
EQUIPMENT
Hunter Padding
Hunter Mask
Dart Gun
Wrist Blades
REF: 10
MOVE: 5
Demolition / Disposal – 2
Athletics -- 4
First Aid -- 4
Melee Weapons -- 4
Ranged Evade -- 3
Survival -- 4
Mediket
Side Blade
BLOODED PREDATOR
INT: 6
WILL: 6
PRE: 3
TECH: 4
DEX: 7
CON: 9
STR: 10
BODY: 10
FAMILY: 5
HONOR: 12
STUN: 50
SD: 18
HITS: 50
PD: 10
SKILLS
Astrogation – 1
Ranged Weapons – 3
Weaponsmith – 4
Acrobatics – 2
Climbing – 3
Concealment – 4
Hand to Hand – 5
Hand to Hand Evade – 5
Melee Evade – 4
Navigation – 3
Shadowing – 2
Stealth – 2
Zero-Gravity Maneuvering -- 1
EQUIPMENT
Hunter Padding
Hunter Mask
Dart Gun
Wrist Blades
Net Gun
REF: 10
MOVE: 5
Demolition / Disposal – 2
Athletics -- 4
First Aid -- 4
Melee Weapons -- 4
Ranged Evade -- 4
Survival -- 4
Mediket
Side Blade
19
WARRIOR PREDATOR
INT: 6
WILL: 7
PRE: 3
TECH: 4
DEX: 8
CON: 9
STR: 11
BODY: 11
FAMILY: 5
HONOR: 35
STUN: 55
SD: 18
HITS: 55
PD: 11
SKILLS
Astrogation – 2
Ranged Weapons – 4
Weaponsmith – 5
Acrobatics – 3
Climbing – 4
Concealment – 5
Hand to Hand – 5
Hand to Hand Evade – 5
Melee Evade – 5
Navigation – 5
Shadowing – 5
Stealth – 5
Zero-Gravity Maneuvering -- 3
Pilot: Predator Ship – 3
Electronics – 2
Leadership –1
Tracking -- 2
EQUIPMENT
Hunter Armor
Bio Helmet
Dart Gun
Acid Resistant Claws
Net Gun
One Shuttle
Plasma Caster
REF: 10
MOVE: 5
Demolition / Disposal – 3
Athletics -- 5
First Aid -- 5
Melee Weapons -- 5
Ranged Evade -- 5
Survival -- 5
Contortionist -- 2
Perception -- 2
Mediket
Side Blade
Camouflage Device
HONORED WARRIOR
INT: 7
WILL: 8
PRE: 5
TECH: 5
DEX: 8
CON: 10
STR: 12
BODY: 12
FAMILY: 5
HONOR: 80
STUN: 60
SD: 20
HITS: 60
PD: 12
SKILLS
Astrogation – 4
Ranged Weapons – 5
Weaponsmith – 5
Acrobatics – 5
Climbing – 6
Concealment – 5
Hand to Hand – 6
Hand to Hand Evade – 6
Melee Evade – 6
Navigation – 6
Shadowing – 7
Stealth – 7
Zero-Gravity Maneuvering -- 4
Pilot: Predator Ship – 4
Electronics – 4
Leadership –3
Tracking -- 4
EQUIPMENT
Ceremonial Armor
Bio Helmet
Dart Gun
Acid Resistant Claws
Net Gun
One Shuttle
Audio Waveform Analyzer
Combi-Stick
Self-Destruct Sequence
Smart Disk
REF: 10
MOVE: 6
Demolition / Disposal – 5
Athletics -- 6
First Aid -- 6
Melee Weapons -- 6
Ranged Evade -- 7
Survival -- 7
Contortionist -- 3
Perception -- 3
Mediket
Side Blade
Camouflage Device
Plasma Caster
Laser Sight
20
ELDER PREDATOR
INT: 8
WILL: 9
PRE: 7
TECH: 6
DEX: 10
CON: 11
STR: 13
BODY: 12
FAMILY: 10
HONOR: 120
STUN: 60
SD: 20
HITS: 60
PD: 12
SKILLS
Astrogation – 6
Ranged Weapons – 9
Weaponsmith – 7
Acrobatics – 7
Climbing – 9
Concealment – 9
Hand to Hand – 9
Hand to Hand Evade – 8
Melee Evade – 9
Navigation – 7
Shadowing – 8
Stealth – 8
Zero-Gravity Maneuvering -- 5
Pilot: Predator Ship – 6
Electronics – 5
Leadership – 9
Tracking – 6
Paramedic – 5
Cooking – 4
Languages – 3
EQUIPMENT
Camouflage Device
Hunter Padding
Ceremonial Armor
Hunter Mask
Bio Helmet
Mediket
Scattergun
Naginata
Net Gun
The Wrist Blade
The Combi Stick
The Smart Disk
Self-Destruct sequence
Side Blade
REF: 11
MOVE: 6
Demolition / Disposal – 8
Athletics – 9
First Aid – 8
Melee Weapons – 9
Ranged Evade – 9
Survival – 8
Contortionist – 4
Perception – 5
Tactics – 5
Surveillance – 4
Hunter Armor
Audio Waveform Analyzer
Laser Sight
Dart Gun
Acid Resistant Claws
Shoulder Plasma Caster
One Standard Caste Vessel
ARBITRATOR PREDATOR
INT: 9
WILL: 9
PRE: 9
TECH: 7
DEX: 10
CON: 11
STR: 13
BODY: 12
FAMILY: 10
HONOR: 250
STUN: 60
SD: 20
HITS: 60
PD: 12
SKILLS
Astrogation – 6
Ranged Weapons – 9
Weaponsmith – 7
Acrobatics – 8
Climbing – 9
Concealment – 9
Hand to Hand – 9
Hand to Hand Evade – 8
Melee Evade – 9
Navigation – 7
Shadowing – 8
Stealth – 8
Zero-Gravity Maneuvering -- 7
Pilot: Predator Ship – 8
Electronics – 7
Leadership – 10
Tracking – 8
Paramedic – 7
Cooking – 6
Languages – 7
Engineer: Aerospace – 4
Deduction -- 6
Expert (Predator law) – 7
Expert (alien worlds) – 5
Mimicry – 6
Riding – 4
EQUIPMENT
Camouflage Device
Hunter Padding
Ceremonial Armor
Hunter Mask
Bio Helmet
Mediket
Scattergun
Naginata
Net Gun
The Wrist Blade
The Combi Stick
The Smart Disk
Self-Destruct sequence
Side Blade
REF: 11
MOVE: 7
Demolition / Disposal – 8
Athletics – 9
First Aid – 8
Melee Weapons – 9
Ranged Evade – 9
Survival – 8
Contortionist – 6
Perception – 7
Tactics – 8
Surveillance – 6
Disguise – 4
Mechanics -- 5
Sleight of Hand – 3
Hunter Armor
Audio Waveform Analyzer
Laser Sight
Dart Gun
Acid Resistant Claws
Shoulder Plasma Caster
One Standard Caste Vessel
21
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