This is an early beta version, and may change greatly before it is complete. Use at your own risk, etc.
Also, I'm begging for art.
| "Is this gonna be a stand-up fight, sir, or another bug hunt?"
-Hudson, Aliens |
| "They said there weren't any monsters, not real ones. But there are."
-Newt, Aliens |
There's no such things as monsters. No monsters of magical origin, anyway. Ghosts, demons, zombies, these are all fantasies created by primitive minds, and only fools believe in that kind of nonsense anymore. But magic isn't the only source of monsters. Humans can be monsters to each other, from Jeffrey Dahmer to Adolf Hitler. We can create entirely new monsters with the normally benevolent sciences of robotics and genetic engineering. There are animals, plants, and diseases known and unknown inimical to humanity. And space is vast; somewhere out there are people and animals who have not yet discovered us, and their survival will be more important than our survival to them. The universe stands against us, often not out of intentional malevolence, but simply because it does not care if we live or die.
Malevolence is a roleplaying game set in a world where some of these monsters are real. You might be innocent civilians threatened by these hazards, or professional or independent agents attempting to investigate and contain them, or you may be responsible for them in the first place. You'll investigate strange occurrences and attempt to survive them. You're probably going to die...
Malevolence uses the DUDE roleplaying game system, so read that first.
There's a lot more source material than this - literally tens of thousands of non-supernatural horror movies and books - these are just what I had in mind when designing the game.
Again and again in science-horror, you see that the characters are specialists, and have to work as a team, trying one thing and then another, until finally they find the one approach that will let them beat the monster. In other words, a class system.
Malevolence characters must choose a class, which usually makes them "superior" at some tasks. Superiority gives a character +2 to a task per white chip spent, rather than just +1. The Dealer must decide whether or not any given task falls under the "superior" skills. Additional classes can be suggested by the players or created by the Dealer, but these should cover most reasonable characters. Children should almost always be Victims, but sometimes manage to be other classes except Killers.
Players may still define additional Powers and Drawbacks to fit their character concept, which may cross over slightly with another class's abilities, but additional powers should not provide superiority; that's designed to protect the central ability of each character and make sure everyone can contribute to the game.
All characters should start with the same DUDEness, generally 3. The starting score, or per-character adjustements, may be changed by the Dealer to fit the adventure.
Each class indicates a starting income level of Low, Medium, or High. This is used later in Powers to determine starting gear.
|
Designer's Note: Classes do one other thing: they make the characters
helpless in many situations, and helplessness is one of the central forms of
horror. Under no circumstances should you add any kind of multiclass or
jack-of-all-trades class, as that makes the players feel empowered and unafraid.
The names of the classes have been derived from ICE's Cyberspace game. |
In Malevolence, DUDEness represents courage and determination in the face of things that scare you. Most characters will start with a very low DUDEness and then face increasing challenges, hopefully saving white chips to increase their DUDEness for the final encounter or encounters. Every character's DUDEness should be reset to its starting value (or at least reduced some) at the end of every adventure, if you plan to use the same character again.
Players should rarely, if ever, have useful psychic powers in the science-horror genre. Giving them debilitating precognitive or psychometric flashes is acceptable, but such powers should be kept firmly under Dealer control. Do not let the players spend blue chips to activate them at will. Telepathy or even empathy is an extremely dangerous tool to give to players, but fortunately the first brush of telepathic contact with monsters usually drives the psychic insane.
Extras should not normally have psychic powers, as that reduces their impact when they do appear.
Bosses, however, may very well be psychic. Even if none of the other opponents are psychic, most players won't bat an eye if the Hive Queen can zap you with mindbolts from her gigantic distended brain.
However, before you start adding psychic powers to a scenario, back up and ask yourself what purpose they serve in the story. If you can serve the same purpose without psychic powers, even if the science is a little on the hokey side, it's better science-horror. For instance, telepathy can be replaced with natural or implanted radio signalling (which could be picked up and even jammed by creative players), or with pheremonal communication. Psychic attacks can be replaced with biolectric shocks like eels. Presence sense can be replaced with infrared sensing like pit vipers or sonar like bats and dolphins. The real world is a strange place - don't go reaching for psionics until you're sure reality isn't better.
PCs and NPCs may become "infected" or "mutated" and start transforming into monsters - until the transformation is complete, players continue to control their characters, but once it's done, the monster falls under the Dealer's control. Infected PCs should have little or no control over their Freaky Mutant Powers.
Characters should not start with more than 1 loaded and 2 spare clips for each gun. Adventure authors should place guns and ammo very sparingly - the total bullet damage should be no more than 25-100% of the total monster DUDEness in the adventure - for example, if you have an adventure with 100 rats, there should be at most 50 small pistol rounds (yes, this means you're running far short of one bullet per rat... the players should have to scrounge and think creatively for even the most hack-and-slash Malevolence adventure).
[FIXME: equipment limits, pseudo-encumbrance]
| Power: Melee Weapon, Small | Type: Equipment | |
|---|---|---|
| Activation Time: 0 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Does 2 damage on a successful hit. Brass knuckle, knife, blackjack. Knives and shuriken can be thrown at short range for 2 damage on a successful hit. | ||
| Power: Melee Weapon, Medium | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Does 3 damage on a successful hit. Bayonet, Baseball Bat. | ||
| Power: Melee Weapon, Heavy | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Does 4 damage on a successful hit. Machete, Fire Axe. | ||
| Power: Melee Weapon, Powered | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Medium | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Does 5 damage on a successful hit. Chainsaw. | ||
| Power: Pistol, Light | Type: Equipment | |
| Activation Time: 0 | Range: Short | |
| Price: Medium | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Does 2 damage on a successful hit. .22 or similar. Most have 10-round clips or so. | ||
| Power: Pistol, Medium | Type: Equipment | |
| Activation Time: 0 | Range: Medium | |
| Price: Medium | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Does 3 damage on a successful hit. 9mm or similar. Most have large clips, up to 17 shots. | ||
| Power: Pistol, Heavy | Type: Equipment | |
| Activation Time: 0 | Range: Medium | |
| Price: Medium | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Does 4 damage on a successful hit. .45, 10mm, or similar. Most have small clips, 5 or 6 shots, but some 10mm models have up to 14 shots. | ||
| Power: Submachinegun | Type: Equipment | |
| Activation Time: 0 | Range: Short | |
| Price: High | Duration: instant | |
| Difficulty: combat | Area of Effect: 1-3 targets | |
| Description: Submachineguns can be fired in semi-automatic mode, in which case they make one attack at a single opponent, doing 2 damage on a successful hit; or they can be fired in full-automatic mode firing 6 rounds per attack with a total damage of 6 divided between 1-3 targets. See the combat section for details on automatic weapons. Almost all are 9mm. Most have 30-round clips. | ||
| Power: Shotgun, Light | Type: Equipment | |
| Activation Time: 0 | Range: Medium | |
| Price: Low | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Does 3 damage on a successful hit if the target has no body armor, 1 damage if the target is armored. Many are single- or double-shot, but some have internal magazines holding 2-5 shots. | ||
| Power: Shotgun, Heavy | Type: Equipment | |
| Activation Time: 0 | Range: Medium | |
| Price: Medium | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Does 5 damage on a successful hit if the target has no body armor, 2 damage if the target is armored. Many are single- or double-shot, but some have internal magazines holding 5-9 shots or clips holding 3-5 shots. | ||
| Power: Rifle, Light | Type: Equipment | |
| Activation Time: 0 | Range: Long | |
| Price: Low | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Does 3 damage on a successful hit. .22 long or similar. Most have internal magazines, holding 8-21 rounds. | ||
| Power: Rifle, Hunting | Type: Equipment | |
| Activation Time: 0 | Range: Long | |
| Price: Medium | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Does 5 damage on a successful hit. 30-06 or similar. Most have internal magazines, holding 5-9 rounds, but some are bolt-action with one shot. | ||
| Power: Rifle, Assault | Type: Equipment | |
| Activation Time: 0 | Range: Medium | |
| Price: High | Duration: instant | |
| Difficulty: combat | Area of Effect: 1-3 targets | |
| Description: Assault rifles can be fired in semi-automatic mode, in which case they make one attack at a single opponent, doing 4 damage on a successful hit; or they can be fired in full-automatic mode firing 6 rounds per attack with a total damage of 12 divided between 1-3 targets. See the combat section for details on automatic weapons. 5.56mm NATO or 7.64mm. Most have 30-round clips. | ||
| Power: Flamethrower | Type: Equipment | |
| Activation Time: 0 | Range: Short | |
| Price: Medium | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: Sets the target on fire on a successful hit. Burning characters take 1 damage per turn until the character finds someplace not burning to stop, drop, and roll. A flamethrower tank usually holds enough fuel for 30 sprays. | ||
| Power: Grenade Launcher | Type: Equipment | |
| Activation Time: 0 | Range: Medium | |
| Price: High | Duration: instant | |
| Difficulty: area | Area of Effect: 1 target | |
| Description: A "bloop gun" can fire a single grenade shell at much longer ranges than a human could throw it. The shells must be designed for use in a grenade launcher - you cannot put a pineapple grenade in one. The launcher must be broken open and reloaded after each round, which takes 1 turn. | ||
| Power: Grenade, Fragmentation | Type: Equipment | |
| Activation Time: 0 | Range: Short | |
| Price: Low | Duration: instant | |
| Difficulty: area | Area of Effect: 10m radius | |
| Description: If the grenade is hand-held, pull the pin and throw; if it's a grenade shell, it must be fired from a grenade launcher. The fuse on a grenade is theoretically 10 seconds, but low-quality grenades (particularly old Soviet and third world designs) may vary from 5-15 seconds. Does 10 damage to each target in the area of effect, but targets may try to dive for cover. PCs and Bosses can play a card (and spend white chips), which reduces the damage by the total played; Extras reduce the damage by their DUDEness. | ||
| Power: Grenade, Smoke | Type: Equipment | |
| Activation Time: 0 | Range: Short | |
| Price: Low | Duration: 1-10 minutes | |
| Difficulty: area | Area of Effect: 10m radius | |
| Description: See Grenade, Fragmentation for the basics of grenade use. Creates a cloud of obscuring smoke; only area effect attacks can hope to hit a target inside or on the other side. The duration depends on the wind conditions; in an enclosed space, it may last even longer. | ||
| Power: Grenade, Gas | Type: Equipment | |
| Activation Time: 0 | Range: Short | |
| Price: Low | Duration: instant | |
| Difficulty: area | Area of Effect: 10m radius | |
| Description: See Grenade, Fragmentation for the basics of grenade use. Creates a cloud of obscuring smoke as Grenade, Smoke. Anyone inside the cloud is affected by whatever gas is inside - mustard gas and nerve gas are the most common. Sleep gasses are difficult to mix at a useful dosage - unusually small or weak characters may take damage or be killed, and unusually large or tough characters may merely be dizzy momentarily or entirely unaffected. | ||
| Power: Grenade, Flash | Type: Equipment | |
| Activation Time: 0 | Range: Short | |
| Price: Low | Duration: instant | |
| Difficulty: area | Area of Effect: 10m radius | |
| Description: See Grenade, Fragmentation for the basics of grenade use. Everyone in the radius must make a difficulty 7 task to shield their eyes, or be blinded for 2 turns per point the task was missed by. | ||
| Power: Grenade, Incendiary | Type: Equipment | |
| Activation Time: 0 | Range: Short | |
| Price: Low | Duration: instant | |
| Difficulty: area | Area of Effect: 10m radius | |
| Description: See Grenade, Fragmentation for the basics of grenade use. Does 5 damage to each target in the area of effect, but targets may try to dive for cover. PCs and Bosses can play a card (and spend white chips), which reduces the damage by the total played; Extras reduce the damage by their DUDEness. Everything flammable in the area of effect is set on fire; that includes characters' hair and clothing and skin. Burning characters take 1 damage per turn until the character finds someplace not burning to stop, drop, and roll. Hey, what smells like barbeque? | ||
| Power: First Aid Kit | Type: Equipment | |
| Activation Time: 3 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: see below | Area of Effect: 1 target | |
| Description: Heals 1 red chip from the user or a target, if the damage was taken from a wound, and if the user succeeds at a task. The difficulty is double the number of red chips the target has, plus 5 if the user is not a Techie in a medical occupation, plus 3 if the user is the target. The kit includes hypodermic injectors. | ||
| Power: Drug, Stimulant | Type: Equipment | |
| Activation Time: 1 | Range: touch | |
| Price: Low | Duration: 2 hours | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: Once injected, until the duration ends, the target can take two actions in a round in exchange for taking 1 red chip of damage. The target will experience everything in a haze of aggression, enthusiasm, and mild hallucinations, and the Dealer should adjust descriptions for the target's player. Each dose comes in a small vial, and requires a hypodermic injector. | ||
| Power: Drug, Painkiller | Type: Equipment | |
| Activation Time: 1 | Range: touch | |
| Price: Low | Duration: 2 hours | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: Once injected, the target can temporarily ignore two red chips; this allows a character to remain active until a total of DUDEness+2 red chips before becoming incapacitated, and up to DUDEness×2+2 red chips before dying. When the duration ends, though, the target takes 1 damage from strain, and can no longer ignore the extra red chips; this may cause immediate incapacitation or death. Each dose comes in a small vial, and requires a hypodermic injector. | ||
| Power: Drug, Antibiotic | Type: Equipment | |
| Activation Time: 1 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: Once injected, the target will be cured of any bacterial infections, unless the disease is immune to antibiotics, though any damage already taken will remain. Some characters are allergic to specific antibiotics - the Dealer should draw a card the first time an antibiotic is used, and if it is an Ace, the character takes 2 damage and is incapacitated for 8 hours. The same effects will happen if the character ever takes that antibiotic again. Each dose comes in a small vial, and requires a hypodermic injector. | ||
| Power: Drug, Antidote (specific poison) | Type: Equipment | |
| Activation Time: 1 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: Once injected, the target will be cured of one specific poison, though any damage already taken will remain. Each dose comes in a small vial, and requires a hypodermic injector. | ||
| Power: Drug, Antivirus (specific virus) | Type: Equipment | |
| Activation Time: 1 | Range: touch | |
| Price: Medium | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: Once injected, the target will be cured of one specific virus, though any damage already taken will remain. Each dose comes in a small vial, and requires a hypodermic injector. | ||
| Power: Body Armor, Light | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Medium | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: The target takes 1 less point of damage from weapon attacks, but never less than 1 from a successful attack. | ||
| Power: Body Armor, Medium | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Medium (high end) | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: The target takes 2 less points of damage from weapon attacks, but never less than 1 from a successful attack. | ||
| Power: Body Armor, Heavy | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: High | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: The target takes 3 less points of damage from weapon attacks, but never less than 1 from a successful attack. | ||
| Power: Gas Mask | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: The target is unaffected by inhaled chemical weapons, but will still be affected by skin-contact weapons, including most nerve gasses. | ||
| Power: SCUBA Gear | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Medium | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: Allows the character to breathe in environments without oxygen (underwater, obviously, but also sealed areas depleted of oxygen, or even in vacuum). Has the same benefits as a Gas Mask, and a full skintight wetsuit can give some protection against nerve gasses. | ||
| Power: NBC Suit | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: High | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: As SCUBA Gear, but protects fully against nerve gasses, and also provides some protection against radiation. NBC stands for Nuclear, Biological, Chemical. | ||
| Power: Scope, Telescopic | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: Allows a character to sight a rifle at long ranges, giving a +1 to the attack task. | ||
| Power: Scope, Nightvision | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: As Telescopic Scope, but also makes starlight as bright as daylight. | ||
| Power: Goggles, Nightvision | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: Permits a character to see by starlight as if in full daylight. These are light-amplifying, not thermal-vision. | ||
| Power: Goggles, Antiglare | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 target | |
| Description: The character is immune to the effects of flash grenades. | ||
| Power: Tool, Entrenching | Type: Equipment | |
| Activation Time: 0 | Range: touch | |
| Price: Low | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: A shovel. In addition to the normal uses, it can be used as a weapon, doing 3 damage on a successful attack. | ||
| Power: Beaker, Acid | Type: Equipment | |
| Activation Time: 0 | Range: Short | |
| Price: Low | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: If successfully thrown at a target, the target takes 1 damage every turn. If a basic solution like ammonia or baking soda can be applied, the damage can be stopped in 1 turn. Diluting it with water will take 3 turns, during which time the acid will continue to do damage. Acid always leaves scars. However, carrying a beaker of acid can be extremely dangerous, and any action, fall, or blow that could make it break probably will, eating through the wielder. A PC or a Boss can pay a white chip to avoid this. | ||
| Power: Explosive, C-4 | Type: Equipment | |
| Activation Time: 0 | Range: 0 | |
| Price: Medium | Duration: instant | |
| Difficulty: 0 | Area of Effect: 10m radius per kilogram | |
| Description: Does 10 damage per kilogram of C-4 to each target in the area of effect, but targets may try to dive for cover. PCs and Bosses can play a card (and spend white chips), which reduces the damage by the total played; Extras reduce the damage by their DUDEness. C-4 can only be set off with a detonator or with heat and pressure combined (firing a bullet into another bullet embedded in the C-4, etc.) | ||
| Power: Detonator, Timed | Type: Equipment | |
| Activation Time: 0 | Range: 0 | |
| Price: Low | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 explosive | |
| Description: Detonates explosives at a specified time. | ||
| Power: Detonator, Radio | Type: Equipment | |
| Activation Time: 0 | Range: 1km | |
| Price: Low | Duration: instant | |
| Difficulty: 0 | Area of Effect: 1 explosive | |
| Description: Detonates explosives when a signal is received from a transmitter (included). | ||
| Power: Telephone, Mobile | Type: Equipment | |
| Activation Time: 0 | Range: 0 | |
| Price: Medium | Duration: instant | |
| Difficulty: 0 | Area of Effect: 0 | |
| Description: Irritating little devices, but some people cannot live without them. Keep in mind that they don't work in areas with lots of wiring or metal, or too far out of range of a transmitter, or near an active jammer. | ||
| Power: Jammer | Type: Equipment | |
| Activation Time: 0 | Range: 0 | |
| Price: Medium | Duration: 24 hours | |
| Difficulty: 0 | Area of Effect: 100m radius | |
| Description: Disrupts all radio transmissions within the area of effect. | ||
| Power: Radio, C.B. | Type: Equipment | |
| Activation Time: 0 | Range: 0 | |
| Price: Low | Duration: instant | |
| Difficulty: 0 | Area of Effect: 5km radius outdoors, 100m radius indoors | |
| Description: A hand-portable citizens' band radio, with a limited range of frequencies, it cannot access military or police frequencies. | ||
| Power: Radio, Military/Police | Type: Equipment | |
| Activation Time: 0 | Range: 0 | |
| Price: Medium | Duration: instant | |
| Difficulty: 0 | Area of Effect: 5km radius outdoors, 100m radius indoors | |
| Description: A hand-portable radio, with a full range of frequencies. | ||
There are three levels of monsters in most science-horror games, movies, and books. They're not just placed randomly, they have very specific purposes in the adventure arc. And since they're normally specific to the scenario, there are only a few "standard monsters". Everything else should be made up by the adventure author.
The first level are rats and equivalent low-powered animals, which are usually encountered a few at a time initially, and then in larger swarms or packs as the adventure progresses. These are always Extras, and usually serve more as a cue of increasing evil and danger than as an actual threat themselves, though sometimes the swarm is the only monster (The Birds, etc.)
Next are the rank-and-file warrior types - adult xenomorphs in Aliens, etc. These are usually higher-powered Extras, but some or all may be Bosses. They present the players with a serious challenge, but most of the players should be expected to survive for a while. Eventually the party is whittled down, until only one or two survive.
Finally, the surviving player(s) get to face the boss monster, queen, or whatever. They'll probably have a decently high DUDEness by now and a big ol' stack of white chips. That's fine, the boss monster should have plenty of white chips, too, and it should be as close a battle as possible. In most cases, the players should not be able to win by brute force with standard weapons - scientific research to find a weak spot or design a new weapon, disease, or other counteragent is essential.
| Rat | Type: Animal |
|---|---|
| DUDEness: 1 | |
| Powers: none | |
| Drawbacks: none | |
| Attacks: 1: Bite for 1 damage | |
| Description: Rats are cute little disease-bearing vermin. They can climb almost any surface, chew through wood, and both their bite and the vermin they carry can cause diseases, at the Dealer's discretion. As a swarm, they have +1 DUDEness for every 10 rats. | |
| Zombie | Type: Undead |
| DUDEness: 3 (Zombie Goon), 5 (Tough Zombie), 6 Boss (Zombie Officer), 8 Boss (Zombie Lord) | |
| Powers: Unstoppable | |
| Drawbacks: Can't Run | |
| Attacks: 1: Punch for 1 damage; Grapple (see below); Bite for 2 damage but only on a grappled target | |
| Description: The working joes of the undead. What
zombies lack in speed, they make up for in stupidity and implacability. The
boss versions are a little smarter and stronger.
The adventure author should specify just how stupid they start - some parasite-based zombies are actually pretty smart, some retain some or all of their human memories (but still hunger for human flesh or blood), some are animalistic, and some are just plain dumb - drunk frat boy-level stupid, unable to even climb stairs or ladders. The latter two types should not be able to handle doorknobs, either. The smarter ones may be able to pick up and use weapons - melee weapons are more likely, but zombies with sniper rifles are a great way to pass an evening. Zombies need either human flesh or human blood ("vampires" are basically just boss zombies), and anyone killed by them rises 1-72 hours later (depending on genre) as a zombie. None of that "final rites" stuff works - you have to wait for them to rise and then destroy them (which is a great opportunity for the Dealer to distract the characters just before the zombies rise, so they can do an ambush!) Zombie bites are often disease-bearing, either a bacterial infection or the Zombification virus. | |
| Power: Grapple | Type: Monster Attack | |
|---|---|---|
| Activation Time: 0 | Range: touch | |
| Blue Chips: 0 | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
| Description: On a successful hit, the target is restrained. Attacks on the next round automatically hit, but the target may make an opposed task to break free. | ||
| Power: Unstoppable | Type: Monster Attack | |
| Activation Time: 0 | Range: touch | |
| Blue Chips: 0 | Duration: instant | |
| Difficulty: combat | Area of Effect: 1 target | |
Description: Unstoppable monsters cannot be
destroyed through mere firepower - they can be crippled, but never "killed"
(most are not actually alive). Just stop counting red chips after crippling.
Every unstoppable monster has a different weak spot, which should be specified
by the adventure author. Some example vulnerabilities are listed below, but
don't feel restricted to these. Make up something really weird and let the
characters try to research it while barricading themselves away from the zombies
or whatever.
| ||
[FIXME]
autofire, covering fire
Short, medium, long range
area effect attacks
escape tasks
Traps, intentional or natural, are a common feature in adventures - whether it's crawling through a tight tunnel, leaping across a chasm, or defusing a bomb. Most of these require an extended task, with death or at least significant damage on a failure. The Dealer may want to give the player a "saving task" to escape some of the blast or other effects with minimal damage.
A simple trap should require 2-3 tasks at difficulty 3-5, a dangerous trap 3-4 tasks at difficulty 4-7, and a deadly trap 3-5 tasks at difficulty 6-8. Players will very likely have to spend white chips to succeed at some or all of the tasks in a deadly trap - it counts as Player vs. Universe, so a single white chip gives an automatic success. More repeated tasks at a low difficulty are less likely to succeed than fewer tasks at a higher difficulty - especially as the player's hand gets drained of good cards, so if at all in doubt and you don't want to kill the character, err on the side of fewer tasks.
To make it even more difficult, the adventure author can make a "Trap flowchart", with different paths for success and failure at each task:
Vehicles in DUDE have several stats:
| name | speed | maneuverability | toughness | occupants |
|---|---|---|---|---|
| Motorcycle | 200kph | +5 | 2 | 1 |
| Compact Car | 150kph | +2 | 4 | 4 |
| Luxury Car | 180kph | +0 | 7 | 4 |
| Pickup | 150kph | -2 | 7 | 2+bed |
[FIXME]
[FIXME]