ALIEN ATTACK!!! by A.Vincent This is a light hearted RPG of alien invasion and other such goings on. It is NOT meant to be taken seriously and any attempt to do so may be taken as a personal affront by the author. Your mission, should you choose to accept it (not that you have much choice), is to save the Earth from the alien menace. Have fun, and please clear up the mess. CHARACTER GENERATION. When creating characters, remeber that this is not a serious game. If players have a particular type of character in mind, let 'em play it, especially if it's funny. In fact, it is recommended that, when choosing skills, they fit in with a general character "image". This could be anything from a rocket scientist or a gung-ho marine to a bimbo receptionist. It's up to you... Stats. Roll 6D10, assign scores as you wish. Re-roll any 1s. STR: Muscles 'n stuff. REF: Reflexes and co-ordination. BLD: Physical size and toughness. INT: Mental agility + problem solving. WIL: Willpower. APP: Physical attractiveness. Characteristics. HP: (BLD*WIL)D10 Max Load: STR*10 kg Characters cannot carry more than this. Throw Range: (STR+REF)m Skill Points: (INT*0.5)D10 Round fractions up. Skills: Shooting Diplomacy Computers Awareness Melee Pilot Archeology Communications Demolitions Swim Gambling Leadership Drive Ski-ing History Streetwise Medical Occult Navigation Fast-talk Stealth Mechanic Electronics Gardening Biology Physics Chemistry Singing Languages* Law Posing Athletics * Each Language counts as a seperate skill. Native tounge is not taken as a skill. Stuff. Players should at this point submit a list of equipment they want their characters to have. The GM then goes through the lists and tells the players what they can actually have. MECHANICS. This is the semi complex bit. It attempts to tell you how the game works. If at any point you find a bit you don't understand or like, feel free to change it. Chances are, your players won't know the difference, or even care... Dice System. Roll (STAT+SKILL)D10. Every roll equal to or over the difficulty is a success. Many successes is good. Every 1 rolled cancels a success, starting with the highest roll. If you end up with more 1s than successes, worry. Something very bad has just happened. Standard difficulty is 6. Dumb Luck. Once per 30 minutes of play (real time), each player (except the GM) may re-roll one dice roll. This second roll must be taken. Combat. At the begining of combat, each player rolls 1D10. Anyone with a 1 gets an action then re-rolls the die. After all of these actions have been performed, all other players reduce the number they rolled by 1. Any 1s then act and re-roll. This continues until the fight is over. Melee: REF+Melee, Diff=6, 1 Success needed to hit. Ranged: REF+Shooting, Diff=Depends on range. 1 Success to hit. Range Difficulty Point Blank 3 Short 4 Medium 6 Long 8 Damage: Melee: (STR/4)D10 (Round #dice rolled down, min 1) or according to weapon. Ranged: According to weapon. Roll hit location. 1D10. 1=Head 2=Left Arm 3=Right Arm 4,5=Left Leg 6,7=Right Leg 8,9,10=Torso Double any damage to the head (after subtracting for armor). When rolling damage, re-roll tens and add new roll to total. Keep doing this untill no more tens are rolled. Also, every sucess rolled above the first one gives +1 damage. Healing. Characters regain 1 HP per day. This goes up to 1D5 if inactive, 1D10 if in hospital and 2D10 if in intensive care. Characters will only receive the intensive care rate if they are admitted to hospital with 10 or fewer HP and will be reduced to standard hospital care when they reach 15 HP. Wierd and wacky alien stuff may work faster, but I'm leaving that to you... Experience. Every character gains XP as follows. Survives session. = 1XP Saves public from certain doom. = 1XP/100 people or part thereof. Kills an alien. = Varies by alien. Reduces the GM to helpless laughter by actions. = 1XP Rolls a botch. = 0.5XP Anything else you can think of. = Your call... These xp may be spent to improve the character's stats and skills. 2XP = 1SP. 5XP = 1 point increase in a stat (max 10). 3XP = 1D10 extra HP. EQUIPMENT. Sooner or later, players will want to blow things up and make them dead. This section contains all the stuff you need to let 'em. Any other bits and pieces that players want are up to you... Weapons. Weapon Dam Ammo Wt. Ammo Wt. ROF MG 4D10 100 6 2 1/5 SMG 3D10 30 3 .5 1/5 Pistol 2D10 15 1.5 .5 1 Rifle 3D10+5 30 4 .5 1/3 Shotgun 3D10 8 3 .5 1 Grenade(HE) 5D10 - .5 - - Rocket Launcher 8D10 1 4 - 1 Mace 1D10* 10 .5 - 1 Knife 2D10 - .5 - - PX 8D10 - 1 - - Flamer 3D10** 10 4 2 1 Grenade(Stun) 5D10* - .5 - - Grenade(Flame) 3D10** - .5 - - Sword 4D10 - 1.5 - - Club 1D10 - 1 - - *Stun Make a Diff=8 BLD roll or be K.O.'d **Flame Damage applied every 3 rounds for 1D10 rounds. A Diff=6 REF roll (and an extinguisher) will put the fire out. Flame ignores armor. Armor. Type AV Covers Kevlar Vest 10 Torso Flak Jacket 20 Torso, Arms REF at +1 Diff Steel Helmet 10 Head Kevlar Helmet 15 Head Body Armor 15 Torso, Arms, Head REF at +1 Diff Armor stops damage equal to its AV. If damage gets through, AV drops by one. CREATING ALIENS. When creating a type of alien, roll it up the same way as you would a character. Feel free to tweak it as much as you like in order to achieve the desired effect. Remember this, however, human stats range from 2 to 10. There is no reason why aliens must follow the same rules... Aliens may have any skills or abilities that your fiendish little imagination can devise. Every 10 points (or part thereof) of stat scores means 0.1 XP for killing it. Also, every 5 skill points adds 0.1 XP. Alien equipment is entirely up to you, but it is recommended that you keep it approximately comparable to human stuff.