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    PLUG-IN:

    It is unsure how old they are or

    where they originated from. They appearedthroughout recorded history. Weencountered them on occasion through theeons, forever being the prey to these hunters.They stalked in shadows, killed in secret, andleft with trophies of their victories.

    Now, as mankind spreadsthroughout the universe, these tribalcreatures, seemingly unchanged over thecenturies, have resurfaced. They continuedtheir search for symbols of their superiority.

    However, we were aware now. Nomore would we assume their hunts were the

    acts of cultists, rabid animals, or devils. Theyhad a nameyautja. They were alive; theywere real, and they were looking for prey.

    This time, we were prepared

    but so were they

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    SHIPSThey 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 vesselsConestoga 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 andwait for the signal to pick up.

    7 Mass Destruct Sequence. Similar to the self-destruct sequence, this is a major scramming of the reactor thatresults in a major thermonuclear reaction. The Hunter must arm this system by remote or directly onthe ship. The explosion will destroy EVERYTHING within 1-km radius and will cause 20 K the next 100-mdropping 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 chemicalreaction occurs which eats away at all components. The ship does not explode, but simply vaporizes, leavingno remains.

    9 Targeting Analyzer. Predator ships can scan enemy craft with extreme detail. This involves specifying weaponsystems, life sensorspretty much everything Star Trek vessels boast to have.

    NERUDA (STANDARD SUTTLE)The Standard Yautja

    Shuttle is a small, dropship-craftdesigned for a quick, atmospheric

    interception and insertion of asingle hunter looking for honor.They are short range craft andcannot travel outside of the systemthey are dropped in. Shuttles dropalmost exactly like Marinedropships with the exception thatShuttles offer very little inatmospheric maneuverability. Theyhave no visible power source. Thevehicle drops into the atmosphereand doesnt even begin breakingthrusters until 2000 feet above sealevel. Predator drops occur twiceas fast as Marine drops.

    The Shuttles are also significantly smaller, only holding air and food for one Hunter with enough extracapacity for a comfortable number of trophies. The shuttle, after a completed mission, launches out of the atmospherein less than two minutes. Other than that, the shuttle is not much use. The ship is very clunky with few armaments. Itlands and can then bury itself in the ground or launch into orbit, invisible to sensors, awaiting the order to self-destructor 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.

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    STATISTICSVariant Body WT Arm. MV Move Mach Orbit SRShuttle 2 20 1 -3 200 2 11 20Communication range: 3000Crew: 1 Pilot, Life support for 6 personnel.Maneuverability: +1 Dodge in space.Additions: Medkit

    Evacuation: NoneArmament package: What the Hunter/s carries with himRange: Atmospheric: Unlimited

    Orbital: 100 AUCargo Slots: 0Hardpoints: 1Armament: Usually one Plasma Cannon

    MANDACA (STANDERD CASTE VESSEL)The Hunter Families move around the

    systems usually in these ships of varying size anddesign. It is rumored that each group customstheir own craft. Over generations, the shipsbecome more distinct from the original format.

    The Standard vessel is what the huntersusually employ but they dont often land inhunting 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 andhunters sleep on floor. Upper castes have theirown quarters and get the best food. Fights ragebetween the castes in an attempt to move up theranks. Those who have earned it rise up. Themost honored command the vessels to their newhunt. If they dont find one, they can also startone.

    These vessels are equipped with shuttlecraft to drop Predators in a hunt but they also have

    a dozen egg-droppers. These drones can travel upto a half a light year to enter a planetsatmosphere. There, they search out well-populated areas and then soft land and wait forcurious investigators. The drones then blossom toreveal from 6- 12 eggs, ready to strike. The eggsare kept in isolation and cannot open accidentallyunless removed from the pod. The aliens can thenspread and start their own hives. The droppersfollow the progression of the infestation. When alarge enough infestation occurs, the droppertransmits 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 itsrange 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 seemsmaintenance free.

    The bottom decks are slums. Upper decks are command and upper castes. The mid-decks form the core ofoperations. Fights rage, trophies are displayed. Weapons are fashioned. Whole communities rise and fall in the decksof a Hunter Vessel.

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    STATISTICSVariant Body WT Arm. MV Move Mach Orbit SRMandaca10 250 4 -5 150 2 20 500Communication range: 10 000, FTLCrew: 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 DronesEvacuation: 4 Shuttles.Range: Atmospheric: Unlimited

    Orbital: UnlimitedFTL: 20FTL Speed: 0.7 ly/day

    Cargo Slots: 2Hardpoints: 8Basic Armament: 4 Plasma Cannons

    3 Particle Beams1 Heavy Plasma Thrower

    J AGDJ A ATOLL (STANDERD MOTHERSHIP)The monstrous Hunter motherships are mobile bases

    which have been rumored to exist but which no human has everseen. They are totally independent craft where a variety ofsmaller vessels can dock, move around, interact, and fight. Theseships hardly ever move into direct fighting with any other force,but is rather used a mobile town where Hunters can dock withand gloat about their trophies.

    Like the other craft, they are totally invisible to allsensors, making it virtually impossible to find in the expanse ofspace unless you fly another Hunter vessel. These vessels allhave beacons to locate a nearby Atoll. Space is big. Really Big.It is rumored that a handful of these bases are even located inTerran space but outside normal spacelanes. Like ManDacas,the Atolls have slums and upper castes separated between decks,there is just a lot more of them. Here, warriors can seek outmates, fight for honor, and acquire new devices and weapons.

    Atolls dont often move but often drift when they need to between systems. They hardly ever enter systemson fear of being located. They never initiate hunts. They let the smaller vessels do that. Atolls only contain a handfulof their own craft and operating crew but most that wander through the systems can have up to 500 people moving inand out at any time. Some have large numbers of the homeless dishonored with no place to go. They await until themoment they can gain the strength to return to the hunt or they wait for their death.

    Atolls dont often have Egg-Drones but do usually have live queens on board to distribute the eggs towhoever needs them. Even though sometimes-smaller vessels fight among themselves, no honor can be achieved fromattacking an Atoll.

    STATISTICSVariant Body WT Arm. MV Move Mach Orbit SRJagdja 25 95,000 10 -10 - - 8 n/aCommunication range: Orbital, FTLCrew: 1 Navigator, 90 crew bunks, Life support for up to 1 000Maneuverability: +6 dodge of guided missiles. (not including the automatic bonus above)Evacuation: 8 Shuttles, 2 Cast VesselsRange: Orbital: Unlimited

    FTL: UnlimitedFTL Speed: 0.5 ly/day

    Craft Slots: 8Cargo Slots: 8Hardpoints: n/a Weapons are fixed.Basic Armament: 2 Plasma Cannons

    3 Particle Beams2 Heavy Plasma Thrower

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    EQUIPMENTNOTE: 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 HONORCamouflage Device -- -- 0 Camouflage 10Hunter Padding 10 2 0 2Hunter Armor 16 8 -1 4Ceremonial Armor 20 15 -2 Acid Resistant 6Hunter Mask 25 10 0 1Audio Waveform Analyzer -- -- 0 See below 1Bio Helmet 35 15 0 Acid Resistant 4Mediket -- -- 0 Medical Supplies 2Laser Sight -- -- 0 +3 to Hit 2

    NOTE: It is assumes all devices not armor can take 10 SPD before becoming inoperable, unless statedotherwise.

    CAMOFLAGE DEVICE:To hunt successfully, the perfectcamouflage is needed. Every Warrior isgiven these techniques. Perfectly mirroredwith his surroundings, he becomesinvisible. This arm-mounted mechanism isthe source of the unique capabilities of thehunter to render him virtually invisible. Itworks by creating a strong field whichbends light around the Hunteronly thedistortion of the bend causes a slight visualapparition which can be spotted on aCompetent Difficulty role (DV-18) ifactively searching and a Incredibledifficulty (DC-26) if not. If spotted, the

    target is still hard to see. No matter whatconditions apply, there is always a 3 to hitanybody with active Camouflage. Ifsomeone is firing blindly (having not seenthe Hunter yet) there is an additional 5penalty. 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 2penalty. 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 (usuallybetween 14 and 18) and then +12 onto that.

    ON -3NOT MOVING -2MONOTONE TERRAIN -1BUSY TERRAIN -2

    UNNOTICED -5

    The device is usually mounted on the arm and can only sustain about 30 SPD before going offline. At 10SPD remaining, the unit fluctuates, going on and one, bringing the penalty down by 2. Only mounted weapons areeffected by the cloak. This includes only concealed weapons like retracted claws and collapsed spears or otherweapons kept hidden by packsacks and so forth. Once extended or revealed, the weapon is visible.

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    HUNTER PADDING: This is basic armor given to new warriors trying to attain a position inthe upper castes. The padding is a basic mesh that doesnt offer much more protection to the thick hide of the Huntersalready. Most are designed like armored jump suits meant for casual wear in the corridors of their dark vessels. Thisis the closest they get to flight suits.

    HUNTER ARMOR: Hunter armor is the equivalent to the Marine M3 body armor, whichoffers protection where you need it the most. The armor is light and maneuverable but its still vulnerable to heavystrikes.

    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 thegroup as a proud symbol of honor and leadership. Thisinterchanging plate armor is somewhat clunky, offeringmore dazzle than heavy-duty defense. However, the ceramicplating is composed of a totally foreign compound whichseem totally immune to the alien acid. This makes the armorvery efficient when fighting the hostile species.

    HUNTERS MASK: This is thebasic Mask worn by lower caste warriors. It does not offerthe radical spectrum viewing seen from upper caste warriorhelmets but only head protection and atmospheric support(gas filter to adjust atmosphere gases to a breathable buffersubstance)

    AUDIO WAVEFROMANALYZER: A function of the bio-helmet thatmust be bought separately, the Waveform Analyzer reacts tochanges in the audio environment. A flux in the displayedwaveform indicates the presence of an enemy that may or may not be in a Warriors line of sight. All Hunters with thisget a +2 to initiative to strike first. The Analyzer can also imitate previous words spoken to it in an effort tocommunicate with alien life forms. There is a +2 to a Language skill.

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    BIO HELMET:This is a total upgrade of the helmetwhen a warrior has attained enoughHonor. The Helmet can filter throughfive settings: Infrared, Ultraviolet,Thermal Imaging, Low-LightAmplification and Air Density

    Pressure (movement), It can also hasswitches for x-rays and Microwaves.It has a built it Magnetometer and aGeiger Counter. These offer almostunlimited viewing scale to seeanything in almost any environment.It also works with the Laser Sight tolock onto targets. Bio Helmet in anyone setting adds +2 to Awareness. Ittakes one phase to switch from thefive settings. If viewing through allsettings, the bonus to awareness risesto +8. There is also a +1 to hit anytarget (added onto the laser sight ifthat 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 5round procedure can heal half his/her REC. After that, an additional hour will recover a full REC. Any more past thatrequires 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 inconjunction with any weapon but is primarily designed with the Plasma Caster. Using it, the Hunter gains a +3 to hitwith any weapon being used.

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    WEAPONS

    PERSONAL WEAPONSWEAPONS STR WA RNG DC ROF SHTS HNR NOTESScattergun 3 0 2 000 8 6 60 6 1H

    Naginata 5 +2 3 7 1 -- 8 AP, 2H, ARDart Gun 3 +1 1 000 3 3 30 2 * 1HNet Gun 2 0 100 2 1 3 1 ENTThe Wrist Blade 2 +1 1 4 1 -- 2 AP, 1HAcid Resistant Claws 2 +1 1 5 1 -- 3 AP, AR, 1HThe Combi Stick 4 +1 30+* 6 1 1 5 AP, 1HThe Smart Disk 2 +2 300 8 1 -- 7 AP, 1H, ARShoulder Plasma Caster 0 +1 2 000 10 3 60 7 *Self-Destruct sequence. 0 0 0 6k * 1 10 *Side Blade 1 +1 1 3 1 -- 1 AP

    2H -- 2 Handed 1H 1 Handed AP Armor Piercing (half armor)AR Acid Resistant ENT Entanglement * -- Special, see below

    SPD OF WEAPONSWEAPONS SPD WEAPONS SPDScattergun 15 Naginata 1kDart Gun 10 Net Gun 10The Wrist Blade 20 Acid Resistant Claws 40The Combi Stick 30 Smart Disk 30Shoulder Plasma Caster 20 Self Destruct sequence. 20Side Blade 15

    NOTE: There are no ammo capacities for those weapons listed. When out, a new weapon must bepurchased.

    SPACECRAFT WEAPONSWA RANGE DC ROF SHOTS BR TARGET

    Plasma Cannon -1 40 000 3k 2 n/a 4m Any.Particle Beam -5 350 000 0* 1 n/a 40m Any.Heavy Plasma Thrower -2 100 000 8k 1 n/a 0m Any.

    DESCRIPTIONS:

    SCATTERGUN: The Scattergun is a hand-held plasma gun that fires a net of energy out to along range. Any target two meters or closer to the hit target must also dodge or be hit as well, taking half DC. Theweapon is, unfortunately, very clumsy, taking up a hand which can be replaced by melee weapons. Most prefer theshoulder mounted plasma caster.

    NAGINATA: The Naginata is part weapon, part ceremonial trophy. It is a beautifully, plated, andencrusted pole arm with double bladed ends. Each end is a super sharp collection of knives causing devastatingdamage if struck upon a hapless victim. The blades can flawlessly cut through almost ever substance and is totallyimmune to alien acid. The Naginata also has a conducting field which allows it to be cloaked when in hand. When theweapon strikes, however, it becomes visible. The Naginata is an image of Honor and demands respect whenbrandished.

    DART GUN: The Dart Gun is the closest Predator equivalent to a pistol. It fires self propelledflachetes which inflict little damage but do come with a poisoned tip which inflicts an additional 4 DC if the subject iswounded directly (through armor). The weapon is small and easily concealed.

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    NET GUN: The Net Gun is small and usually reserved for when a Hunter is planning to enter a majorcombat area and the temporary incapacitation of a subject is necessary. The net gun is not a kind weapon. The netusually pins an victim to the floor or a wall with razor sharp wire that viscously cuts into the flesh, making an escape apainful 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 by1. 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, doubleedged, 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 becauseof their effectiveness and cheap cost. Those who have fought for years, still empty this weapons, although most haveupgraded to the

    ACID RESISTANTCLAWS: These are almost identical tonormal Wrist blades. In fact the housing is thesame. These new blades are only a inch longer,and are totally immune to all forms of damageincluding alien acid. The blades are virtuallyindestructible. The damage is only slightlymore though. Those who have fought for manybattles usually have made this simple upgrade.

    THE COMBI STICK:The Combi-Stick is self-powered, telescopingspear that is merely one meter at its shortestlength. The Combi-stick extends by two metersat each end , making it a formidable weapon forclose range attacks. Made of nearly unbreakablealloys, sharpened tips on either end produceelectrical charges as it slices through anysurface. The range increases by double theSTR of the thrower.

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    THE SMART DISK: TheSmart Disk is thin and ultra light. This internallypowered airborne weapon is crafted of materials thatproduce the Combi-Stick, easily slicing through anopponent with its devastating razor edges. Whenthrown, it will leave the throwers grasp and dosevere harm to anything living in its flight path. The

    Elders decree that the concentration needed toretrieve a combat-standard disk is not present inminds of young yuatja, therefore disks are not givenuntil proven they can use it wisely. The disk willcontinue on its flight path and can make one turn forevery WILL the thrower has, making another attackimmediately after the last one. If the blade strikes alimb and causes double the capacity the limb, thelimb is severed. One last round of its use must beused to bring the disk back to hand. This takes oneround where it can be thrown the next. If the lastattack is used in an attack, the disk will fall to theground, 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 aWarriors arsenal, is a mounted and lightweight weapon capable of firing multiple long-range energy bursts. Thedestructive power unleashed by these bursts is immense. The weapon tracks with the head movement of the firer. Theweapon must be attached to a Hunters Mask or a Bio Helmet for this to work. It can be used with the Laser Sight toincrease the targeting capacity.

    SELF-DESTRUCT SEQEUNCE: This weapon of last resort is used by warriors tokeep the honor when they die. After the arm-mounted device is set, there is a one-minute countdown until a micro-nuclear weapon is detonated. It causes 6 K damage to everything 100 meters out and causes 1k less ever additional 50meters. 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.

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    SOCIETYPerhaps one of the most

    pronounced differences between them and usis longevity, sometimes as long as 300 years.This longevity suggests that sons live with

    their mothers for much longer then we wouldbefore leaving, for it takes longer for them togrow up and fend for themselves, anddaughters stay with their mothers for theprotected environment to raise their ownchildren and maintain dominance over theirclans territory. It seems reasonable that morefemales in a clan means they can control alarger area.

    Mothers during this time wouldteach their young to fight and survive andthey hunt for and protect their own children.They are also viciously and relentlesslyprotective. Predators aren't big on theory,with them you learn by doing. A female clanwould thus be made of succeeding layers ofgenerations; daughters, mothers,grandmothers etc. It would be easy toconsider such a clan would be led by a singlematriarch.

    Considering longevity once more, ittakes a lot of energy to raise a child, and soindividual females would probably only havea child every decade or two and would bevery particular about who was to be thefather, and perhaps choose favorites, but donot have permanent pair bonds. This leads tovery high competition among males.

    Considering this difference, males

    live in packs of generally unrelated males andfemales 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 moreinterested in who their fathers were then daughters, for it may reflect their rank when they leave. Since females ruleover their territory and generally run internal affairs, Predators have a matriarchal society. Rarely is it ever needed to beenforced however, males do not involve themselves with female politics and females are uninterested in malesocialization.

    Should the need to enforce this arise however, the male would not only be against a female physically largerthen himself, but also her sisters, and their mothers and grandmothers etc. The brethren of this unfortunate male wouldoffer no support, only their derision.

    A warrior who would dare such would not be wise, for an insulted and angry yautja female wasnot something even a not-too-wise male wanted to create. Assuming the warrior was armed and expert, it mightalmost be an even match. Yautja females were bigger then males. Females of any species were usually smarter thenthe 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 asituation. It seems reasonable that only females would ritually castrate, males giving each other the respect of killingtheir opponent instead.

    In this atmosphere of high competition for breeding rights among males, for it is the male who must attractthe female, there are many males who never get the chance to breed. These frustrated males may turn on theirsubordinates. But the males who do breed have proven themselves by hunting dangerous prey and gaining manyimpressive trophies. A second windfall of this accomplishment is the admiration of their clan brothers that they spendmost 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 forsomewhat different reasons then males. Dominance may certainly be a factor yet it is doubtful if it is the only reason.

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    Perhaps to show their ability to protect their territory, from enemy female clans. Perhaps to show ability in protectingtheir 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 frominterfering with the internal affairs of theirs. Basically, they intimidate other races into submission to protect theirfemales 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 YAUTJ A CASTES

    UNBLOODED: Young Yautja who are trained the skills necessary for their adult hunting. Theywill move to the next rank after their first hunt.

    YOUNG BLOODS: Recently blooded Yautja. They are young and full of ambition and feel fullof pride once they have collected the skull of their kill.

    BLOODED: The only difference between the BLOODED and the YOUNG BLOODS is that theBLOODED have more experienced but still not classed high among the great hunters.

    WARRIORS: Violent, respected, solo hunters with high Yautja technology. They travel theUniverse to find honorable hunting.

    HONORED: The Top Dogs. They have earned more kills than the average hunter and are skilled inall ways.

    ANCIENTS / ELDARS: The greatest Yautja that have ever lived, they have survived athousand 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 theHunt.

    RITUAL -- THE BLOODINGA 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 yourforehead.

    MARK OF HONOR: All Predators that make it to Young Blood have a mark burned intotheir foreheads to denote their position as successful Hunters. This mark is the shape of a wide lightning bolt. All whohave this mark is recognized as a true Hunter. The mark can only be given by Elders. Ceremonies often occur butmost of the time, this mark is awarded after the first hunt.

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    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 discretionbe inventive.--Dont roll for Family Statusgo 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 ofthe lineage and the Hunters current status when starting character creation. The Predator gets one HONOR for everypoint 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 TECH: 8 REF: 11DEX: 10 CON: 11 STR: 13 BODY: 13 MOVE: 10

    FAMILY: 10--Predators get a thick skin armor equal to their BODY .

    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)

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    TALENTSNo restrictions.

    PERKS & PRIVELEGESNONE WHATSOEVER (See below)

    MENTAL POWERS PLUG-IN (Optional)Certain skills should be banned:

    Mental AttackMental 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-INNone

    HONORHonor is used both as a way to move up in

    the ranks and as a method of currency. Of course,Predators dont use money and the use of Honor is avery vague field. Basically, Honor is bestowed to acharacter upon creation to spend on equipment andweapons. To move up in the ranks and acquire moreweapons, Honor must be achieved. Honor can onlybe achieved by bringing back trophies to be shownoff. The Predator may give up trophies (and honor)in exchange for weapons and passage. If the Hunterkills enough for fifty honor but only has ten Honor introphies, thats all she/hes got.

    If Honor is kept and improved, they mayreach 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 aPredator to fight someone of the upper rank anddefeat them. A Predator does not need to show offhis Honor by walking with all the trophies underhand but rather show them off by visible markings,weapons, equipment, and followers. When thecharacter starts, the Honor of their family denoteswhere they start in the caste. Even if a Predator has0 honor after the creation of the character iscomplete, the Family standing keeps him/her in thatcaste. Course, it takes longer to move up to the nextcaste. The fastest way for a Hunter to move up is towin victories in hand to hand onlybut most dontsurvive 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 societyAWARDS: In the form of mates, friends, Perks, Privileges, and even weapons.

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    UNBLOODEDFAMILY: 1 - 3HONOR: 0MEMBERSHIP: 1AWARDS: None

    YOUNG BLOODSFAMILY: 4 - 6HONOR: 3MEMBERSHIP: 1AWARDS:

    --Acceptance by others.--Hunter Padding (Or trade in for extra honor)--+2 OP

    BLOODEDFAMILY: 7 - 9HONOR: 10MEMBERSHIP: 3AWARDS:

    --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)

    WARRIORSFAMILY: 10HONOR: 30MEMBERSHIP: 5AWARDS:

    --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 +1Honor and a 50% chance of a child.Either way, the mating is done.

    HONOREDFAMILY: n/aHONOR: 70MEMBERSHIP: 7AWARDS:

    --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)

    ANCIENTS / ELDARSFAMILY: n/aHONOR: 100MEMBERSHIP: 9AWARDS:

    --One Standard Caste Vessel--+5 OP

    --Love & War Lifepath roll.Happy love Affair results in +1Honor and a 50% chance of a child.Either way, the mating is done.

    --Make two friends (Like a brother / sister inarms who will die for you and youthe same)

    --Renown level 6--Leadership skill +2--Family set to 10 (if not already)

    ARBITRATORSFAMILY: n/aHONOR: 200

    MEMBERSHIP: 10AWARDS:

    -- +5 OP--Love & War Lifepath roll.

    Happy love Affair results in +1Honor 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)

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    HONOR AWARDSThe following Trophies offer the following Honor

    KILLS HONOR KILLS HONORUnarmed Adults* 0 Unarmed Children -5*Pregnant Females -6* Lightly Armed Adult 1Medium Armed Adult 2** Heavily / Assault Armed Adult 3**

    Synthetic 2 Prestigious Adult 5Slightly Dangerous Animal 1 Very Dangerous Animal 2Alien Egg 0 Alien Facehugger 0Alien Chestburster 0 Alien Drone 1Alien Royal Guard 3 Alien Queen 10Bug Man*** 2 Jockey Alien*** 10Reaper*** 5 Unblooded Predator**** 0Young Blooded Predator**** 1 Blooded Predator **** 2Warrior Predators **** 3 Honored Predator**** 5Ancient / Elder Predator**** 7 Arbitrator Predator**** 10Defeat and survival@ -5 Betrayal (GMs discretion) -1 to -10Accepted Trophy (See below) 2 Crime (Murder, Theft, etc.) -5 to -20Outcasted Predator 5

    @ 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 notit is an automatic 2. If this is a fight to move into a

    caste, there is no honor awarded.

    DISHONORA Predator at zero honor simply means he must prove

    himself in the new caste he finds himself in (or herself in rarercases). They may have weapons and armor but no trophies, havingtraded them off for newer trinkets. When a predator finds dishonorand his caste discovers this, he must either face consequences or beoutcasted.

    CONSEQUENCES:When the Predator is

    placed in the negative, his weapons will be removed to off thebalance. He is never removed from his caste, but is considered adishonored member of it. Obviously, because of the high honor ofhonored and elders, the chances of them being dishonored in thisnature is virtually impossible. Usually only Warriors and under findthis level of punishment. Eventually, if the dishonor is so great, thewarrior must give up all possessions. If this eventually puts himback into the positive honor, he may still continue in the fight. If,however, he remains in the negative, he is considered less of aperson. These dishonored live without quarters in the slums of theships, forced to live on whatever they can find. Most here dontbelieve they will ever be strong again. Some try to fight for honorand challenge other Predators for their honor to be acknowledgedagain. 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 castethe Predator is forced to endurediscomidation. Stripped of his honor and banished, this Predator is left with his clothes and maybe a side blade on aplanet to live the rest of his life without honor. Some of these Predators continue the hunt in their own mind, someothers 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 beenreports of an elder making a special case and letting a trained discomidated Predator on a hunt. They usually have nomajor weapons and armor. If they survive, they are accepted. This is extremely rare. A hunt occurs on a planet with adishonored Predator and that Predator saves the life of the leader. That Predator may be brought and accepted back.

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    BAD BLOODS / OUTCASTS: Thecriminals among the Yautja have committed crimes such asmurder, dishonorable hunting and failure. Strangely enough,Outcasted Predators can be recognized on sight by otherPredators, like their face is placed on a bulletin board for allto see. If discovered to have dishonored the caste, and the

    Predator flees rather than accept punishment, there can be noforgiveness. The Predator flees with what he or she can carry--some of them already earned a ship or they might continue theirdishonor by stealing onenever to return. Outcasted Predators thatleave this way are never accepted back. Upon seeing them,honored predators are ordered to eliminate these dishonored fools.Outcasted Predators dont often hunt except for food. They travel,always alone, from place to place, aimless, without purpose. Someare evil incarnate, hunting and slaying anything alive, even otherPredators. This is the unfortunate norm since most dishonor is hadnot by defeat, but by crimes against the caste. There have beenreports of a rare few predators that have been outcastes, only toexist as farmers on an abandoned distant world. It doesnt matterwhat life they have chosen. Outcastes are outcastes and those whohelp them are as bad as they (-10 honor if an Predator helps an

    outcast and is discovered).

    RECOGNIZING HONOR IN OTHERSPredators 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 mutualrespect between species. Most of the time, however, the Predator considers this an opponent and worthy trophy. Thisis always the case with hunters in Honored castes or less because they are in the constant search for more honor andwill find it anywhere. However Elders are more laid back, having earned enough honor for a permanent position, theyconsider honored fighters of other species as respected as their own kin. Elders have often let warriors of other specieslive after they have proven themselves honored warriors. This usually only occurs if the subject has killed a predator orfought alongside a predator in a fight. There is also a common practice in these cases, to maintain honor by exchangingtrophies by both sides. This can offer equal or more honor than killing the opponent. Currently, there has only beenone 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.

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    CONSPIRACY LEVEL 0As 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 thegame to CL 0. This means all the technology from the core game is OUT. Refer to the FUZION rules for technologyappropriate to the year the GM sets the story in, whether it be in the jungles of Southeast Asia or the crime filled streetsof LA. Unlimited options become available from any time period and place. The moment the GM sets the story in thealien setting, the alien core rules come into play but unless set that way, the core rules of ALIEN-FUZION are not evennecessary. As a result, this PLUG-IN can be a totally enclosed game system if the GM wishes it to be. If he wantsaliens however, the core rules will be needed. Just imagine what a Predator-Hybrid would be like. Enjoy the variety.

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    EXAMPLE PREDATORS

    UNBLOODED PREDATORINT: 6 WILL: 6 PRE: 3 TECH: 4 REF: 10DEX: 7 CON: 9 STR: 10 BODY: 10 MOVE: 5

    FAMILY: 5 HONOR: 0STUN: 50 SD: 18HITS: 50 PD: 10SKILLS

    Astrogation 1 Ranged Weapons 2 Demolition / Disposal 2Weaponsmith 4 Acrobatics 2 Athletics -- 2Climbing 3 Concealment 3 First Aid -- 3Hand to Hand 3 Hand to Hand Evade 3 Melee Weapons -- 4Melee Evade 3 Navigation 3 Ranged Evade -- 3Shadowing 2 Stealth 2 Survival -- 4Zero-Gravity Maneuvering -- 1

    EQUIPMENTHunter Padding Hunter Mask MediketDart Gun Wrist Blades Side Blade

    YOUNG BLOOD PREDATORINT: 6 WILL: 6 PRE: 3 TECH: 4 REF: 10DEX: 7 CON: 9 STR: 10 BODY: 10 MOVE: 5FAMILY: 5 HONOR: 5STUN: 50 SD: 18HITS: 50 PD: 10SKILLS

    Astrogation 1 Ranged Weapons 3 Demolition / Disposal 2Weaponsmith 4 Acrobatics 2 Athletics -- 4Climbing 3 Concealment 3 First Aid -- 4Hand to Hand 4 Hand to Hand Evade 4 Melee Weapons -- 4Melee Evade 3 Navigation 3 Ranged Evade -- 3Shadowing 2 Stealth 2 Survival -- 4Zero-Gravity Maneuvering -- 1

    EQUIPMENTHunter Padding Hunter Mask MediketDart Gun Wrist Blades Side Blade

    BLOODED PREDATORINT: 6 WILL: 6 PRE: 3 TECH: 4 REF: 10DEX: 7 CON: 9 STR: 10 BODY: 10 MOVE: 5FAMILY: 5 HONOR: 12STUN: 50 SD: 18HITS: 50 PD: 10SKILLS

    Astrogation 1 Ranged Weapons 3 Demolition / Disposal 2Weaponsmith 4 Acrobatics 2 Athletics -- 4

    Climbing 3 Concealment 4 First Aid -- 4Hand to Hand 5 Hand to Hand Evade 5 Melee Weapons -- 4Melee Evade 4 Navigation 3 Ranged Evade -- 4Shadowing 2 Stealth 2 Survival -- 4Zero-Gravity Maneuvering -- 1

    EQUIPMENTHunter Padding Hunter Mask MediketDart Gun Wrist Blades Side BladeNet Gun

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    WARRIOR PREDATORINT: 6 WILL: 7 PRE: 3 TECH: 4 REF: 10DEX: 8 CON: 9 STR: 11 BODY: 11 MOVE: 5FAMILY: 5 HONOR: 35STUN: 55 SD: 18

    HITS: 55 PD: 11SKILLS

    Astrogation 2 Ranged Weapons 4 Demolition / Disposal 3Weaponsmith 5 Acrobatics 3 Athletics -- 5Climbing 4 Concealment 5 First Aid -- 5Hand to Hand 5 Hand to Hand Evade 5 Melee Weapons -- 5Melee Evade 5 Navigation 5 Ranged Evade -- 5Shadowing 5 Stealth 5 Survival -- 5Zero-Gravity Maneuvering -- 3 Pilot: Predator Ship 3 Contortionist -- 2Electronics 2 Leadership 1 Perception -- 2Tracking -- 2

    EQUIPMENTHunter Armor Bio Helmet MediketDart Gun Acid Resistant Claws Side BladeNet Gun One Shuttle Camouflage DevicePlasma Caster

    HONORED WARRIORINT: 7 WILL: 8 PRE: 5 TECH: 5 REF: 10DEX: 8 CON: 10 STR: 12 BODY: 12 MOVE: 6FAMILY: 5 HONOR: 80STUN: 60 SD: 20HITS: 60 PD: 12SKILLS

    Astrogation 4 Ranged Weapons 5 Demolition / Disposal 5Weaponsmith 5 Acrobatics 5 Athletics -- 6Climbing 6 Concealment 5 First Aid -- 6

    Hand to Hand 6 Hand to Hand Evade 6 Melee Weapons -- 6Melee Evade 6 Navigation 6 Ranged Evade -- 7Shadowing 7 Stealth 7 Survival -- 7Zero-Gravity Maneuvering -- 4 Pilot: Predator Ship 4 Contortionist -- 3Electronics 4 Leadership 3 Perception -- 3Tracking -- 4

    EQUIPMENTCeremonial Armor Bio Helmet MediketDart Gun Acid Resistant Claws Side BladeNet Gun One Shuttle Camouflage DeviceAudio Waveform Analyzer Combi-Stick Plasma CasterSelf-Destruct Sequence Smart Disk Laser Sight

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    ELDER PREDATORINT: 8 WILL: 9 PRE: 7 TECH: 6 REF: 11DEX: 10 CON: 11 STR: 13 BODY: 12 MOVE: 6FAMILY: 10 HONOR: 120STUN: 60 SD: 20HITS: 60 PD: 12SKILLS

    Astrogation 6 Ranged Weapons 9 Demolition / Disposal 8Weaponsmith 7 Acrobatics 7 Athletics 9Climbing 9 Concealment 9 First Aid 8Hand to Hand 9 Hand to Hand Evade 8 Melee Weapons 9Melee Evade 9 Navigation 7 Ranged Evade 9Shadowing 8 Stealth 8 Survival 8Zero-Gravity Maneuvering -- 5 Pilot: Predator Ship 6 Contortionist 4Electronics 5 Leadership 9 Perception 5Tracking 6 Paramedic 5 Tactics 5Cooking 4 Languages 3 Surveillance 4

    EQUIPMENTCamouflage Device Hunter Padding Hunter ArmorCeremonial Armor Hunter Mask Audio Waveform AnalyzerBio Helmet Mediket Laser Sight

    Scattergun Naginata Dart GunNet Gun The Wrist Blade Acid Resistant ClawsThe Combi Stick The Smart Disk Shoulder Plasma CasterSelf-Destruct sequence Side Blade One Standard Caste Vessel

    ARBITRATOR PREDATORINT: 9 WILL: 9 PRE: 9 TECH: 7 REF: 11DEX: 10 CON: 11 STR: 13 BODY: 12 MOVE: 7FAMILY: 10 HONOR: 250STUN: 60 SD: 20HITS: 60 PD: 12SKILLS

    Astrogation 6 Ranged Weapons 9 Demolition / Disposal 8Weaponsmith 7 Acrobatics 8 Athletics 9

    Climbing 9 Concealment 9 First Aid 8Hand to Hand 9 Hand to Hand Evade 8 Melee Weapons 9Melee Evade 9 Navigation 7 Ranged Evade 9Shadowing 8 Stealth 8 Survival 8Zero-Gravity Maneuvering -- 7 Pilot: Predator Ship 8 Contortionist 6Electronics 7 Leadership 10 Perception 7Tracking 8 Paramedic 7 Tactics 8Cooking 6 Languages 7 Surveillance 6Engineer: Aerospace 4 Deduction -- 6 Disguise 4Expert (Predator law) 7 Expert (alien worlds) 5 Mechanics -- 5Mimicry 6 Riding 4 Sleight of Hand 3

    EQUIPMENTCamouflage Device Hunter Padding Hunter ArmorCeremonial Armor Hunter Mask Audio Waveform AnalyzerBio Helmet Mediket Laser Sight

    Scattergun Naginata Dart GunNet Gun The Wrist Blade Acid Resistant ClawsThe Combi Stick The Smart Disk Shoulder Plasma CasterSelf-Destruct sequence Side Blade One Standard Caste Vessel

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