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Jan 22nd, 2018
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  1. This is a Powered by the Apocalypse game, which means simply that you roll 2d6 and add any relevant stat to find out how you did on a skill check.
  2.  
  3. This game is meant to be quick.
  4.  
  5. You wake up on an alien planet with no recent memories, surrounded by the rest of your party.
  6.  
  7. You are being tracked by a Hunter. They are faster than you, stronger than you, and better equipped than you. They know the terrain. You? You have your wits and a few kilos of gear.
  8.  
  9. Good luck.
  10.  
  11. Recommended minimum of two players.
  12.  
  13. Your Hunter has six health. Killing them wins the game.
  14.  
  15. All Prey classes share only two moves:
  16.  
  17. RUN LIKE HELL
  18. When you have no option but to run, roll plus Speed.
  19. 1-6: Mark one Exhaustion. Roll RUN LIKE HELL again.
  20. 7-9: Roll again RUN LIKE HELL again.
  21. 10+: You get away, for now.
  22.  
  23. DIE
  24. When your exhaustion reaches three, you die.
  25.  
  26. Prey Classes:
  27.  
  28. Gunner: You are a heavy operative armed with your choice of heavy modern Earth weaponry.
  29. Speed: 1
  30. Smarts: 2
  31.  
  32. HOPE THEY BREATHE LEAD:
  33. Fire a devastating salvo in the general direction of a threat. Roll plus Smarts.
  34. 1-6: You were wrong about the direction. You hear a snarl bare inches from your ear. Everyone must roll RUN LIKE HELL.
  35. 7-9: You can smell your Hunter close at hand. You must RUN LIKE HELL, but you may first spend one exhaustion to mark one damage on your Hunter.
  36. 10+: A scream echoes in the distance. You've made them bleed. Mark one damage on your Hunter.
  37.  
  38. Recon: You have a light step and a light touch. You know how to make the way safe for those less graceful.
  39. Speed: 1
  40. Smarts: 2
  41.  
  42. NO STONE UNTURNED: Scour the immediate area for traps. Roll plus Smarts.
  43. 1-6: You find a trap, but by activating it. Mark one exhaustion.
  44. 7-9: Mark one exhaustion to take the 10+ result. Otherwise, you find nothing.
  45. 10+: You disarm all traps. Your compatriates may now act in the area wih confidence. All rolls by all characters gain +1 until anyone has to make a RUN LIKE HELL roll.
  46.  
  47. Trapper: You are a savvy survivor who prefers to prepare rather than react. You are armed with devious weaponry.
  48. Speed: 1
  49. Smarts: 2
  50.  
  51. MAKE THEM PAY: Set a trap for your Hunter. Roll plus Smarts.
  52. 1-6: Your Hunter finds your traps obvious and stalks past them to where you lie in wait. Everyone must roll RUN LIKE HELL.
  53. 7-9: Your trap is set caressly, choose one party member to take one exhaustion.
  54. 10+: Your trap springs perfectly. Deal 1 damage to your Hunter.
  55.  
  56. Scrapper: You are a brutal, closest-range-possible fighter. You are armed with your choice of high quality melee weapon.
  57. Speed: 2
  58. Smarts: 1
  59.  
  60. GO TO HELL: Any time you RUN LIKE HELL, you may give and take a blow on your way out. Mark 1 exhaustion to deal 1 damage to your Hunter.
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