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- 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.
- This game is meant to be quick.
- You wake up on an alien planet with no recent memories, surrounded by the rest of your party.
- 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.
- Good luck.
- Recommended minimum of two players.
- Your Hunter has six health. Killing them wins the game.
- All Prey classes share only two moves:
- RUN LIKE HELL
- When you have no option but to run, roll plus Speed.
- 1-6: Mark one Exhaustion. Roll RUN LIKE HELL again.
- 7-9: Roll again RUN LIKE HELL again.
- 10+: You get away, for now.
- DIE
- When your exhaustion reaches three, you die.
- Prey Classes:
- Gunner: You are a heavy operative armed with your choice of heavy modern Earth weaponry.
- Speed: 1
- Smarts: 2
- HOPE THEY BREATHE LEAD:
- Fire a devastating salvo in the general direction of a threat. Roll plus Smarts.
- 1-6: You were wrong about the direction. You hear a snarl bare inches from your ear. Everyone must roll RUN LIKE HELL.
- 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.
- 10+: A scream echoes in the distance. You've made them bleed. Mark one damage on your Hunter.
- Recon: You have a light step and a light touch. You know how to make the way safe for those less graceful.
- Speed: 1
- Smarts: 2
- NO STONE UNTURNED: Scour the immediate area for traps. Roll plus Smarts.
- 1-6: You find a trap, but by activating it. Mark one exhaustion.
- 7-9: Mark one exhaustion to take the 10+ result. Otherwise, you find nothing.
- 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.
- Trapper: You are a savvy survivor who prefers to prepare rather than react. You are armed with devious weaponry.
- Speed: 1
- Smarts: 2
- MAKE THEM PAY: Set a trap for your Hunter. Roll plus Smarts.
- 1-6: Your Hunter finds your traps obvious and stalks past them to where you lie in wait. Everyone must roll RUN LIKE HELL.
- 7-9: Your trap is set caressly, choose one party member to take one exhaustion.
- 10+: Your trap springs perfectly. Deal 1 damage to your Hunter.
- Scrapper: You are a brutal, closest-range-possible fighter. You are armed with your choice of high quality melee weapon.
- Speed: 2
- Smarts: 1
- 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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