BETA

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.

Malevolence

the DUDE game of scientific horror

Copyright © 2002 by Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu>


Introduction

"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.


Source Material

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.

Akira (anime/manga)
Psychic powers are wildly inappropriate for PCs in most Malevolence games, but they make great monster abilities, and the "science will save us!" ethic is at the heart of this game as well as the movie.
Alien, Aliens (movies)
Upgrade the equipment a bit, and these represent the two tones Malevolence really supports - "victims" or "soldiers". Kluging up motion sensors and flamethrowers and then going into the ventilation system to find it and drive it into the airlock and flush it into space... That's what it's all about.
Parasite Eve (movie, videogame)
The movie is excellent except for the last 10 minutes or so - the ending was just so terrible and hokey I couldn't believe they perpetrated it. The videogame just uses it as backstory for a butt-kicking gun-fetish story, but it'd be a fine Malevolence campaign.
Phantoms (movie)
Right on the money for a Malevolence game - a doctor, a punk, a few cops, and a scholar versus the Ancient Enemy, and science is the answer to all of your problems.
Puppet Masters, by Robert A. Heinlein
The classic work on alien parasites possessing people and conquering the world until mankind learns to fight back with total nudity.
Relic, by Douglas Preston & Lincoln Child (book)
A nice scary action-horror story, with fairly plausible science. The sequel, Reliquary, is also good, with armies of mutant homeless people. Ignore the film, it's a wretched adaptation.
Resident Evil (videogame)
I hated the control system, so I was never able to finish the game, but what I did play was very atmospheric, and had just the right mix of weird science-horror and butt-kicking.
Se7en (movie)
All of the stuff above has monsters, sometimes even scary monsters. But they're fun, because the monsters are just too weird to take seriously. Se7en isn't fun. We all know this guy. He's the loony on the corner threatening doctors at the family planning clinic. He's the guy who slows down and asks little girls to get in his car. He's the stressed-out coworker who comes in the day after he's been fired after 15 years. He's your neighbor, who always seemed so nice. He's you.

Character Creation

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.

Jockey

Jockeys are people who use machinery for a living, especially vehicles - pilots, sailors, and truckers, mostly. Jockeys are superior at all vehicle tasks, and can handle complex vehicles, which other classes cannot. Jockeys could have a Low, Medium, or High income; it varies tremendously. Jockeys may or may not own their own vehicle - airline pilots probably don't own even a private plane, but a trucker or a tour boat captain probably does.

Killer

Killers are cops, soldiers, martial artists, bouncers, and the like - anyone who is expected to be able to fight for a living. Killers have superior combat skills both with weapons and unarmed, and are superior at intimidation and most movement tasks, especially running and jumping. Killers usually have a Low or Medium income, start play with a Small Pistol, a Knife, or equivalent small weapon, and may be issued larger weapons.

Sleaze

A Sleaze is someone who lives by negotiation, con games, and politics - businessmen, grifters, and politicians are all the same. Sleazes are superior at most social tasks, but are generally incompetent at anything else. Sleazes usually have a High income, but probably don't have any useful gear initially.

Sneak

Sneaks are mostly thieves and private investigators - agile characters with little respect for the law. Sneaks are superior at unarmed combat, superior at movement, especially stealthy or intrusive (moving along ledges, climbing walls, etc.) and can pick locks, hotwire cars, disable security systems, and otherwise fit into the criminal underworld; other classes have essentially no chance of doing these tasks. Sneaks have Low or Medium income, and may start with some intrusion gear, but more often have nothing special with them unless they are carrying out a job.

Techie

Techies are the people who make modern civilization run - engineers, mechanics, doctors, scientists, academics, and so on. Techies are superior at their specific field of expertise, and non-Techies or Techies from other fields usually cannot even attempt tasks in those fields. Techies usually have Medium or High incomes, and may have some useful gear.

Victim

Victims are people who have no useful skills, and generally little motivation to acquire them until hideous reanimated corpses devour their children. By then it's just too late. Victims are superior only at screaming and running away. Most Victims work in wage-slave jobs with Low incomes, and start with no useful gear.

DUDEness

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.


Powers

Magic

Most of the source materials have absolutely no magic, and even actively mock the existence of such things - anyone who believes in it is shown to be a fool and usually dies soon after. Those that do have magic have complex ceremonial magic or invocations of spirits, demons, and the like, rather than personally-powered flashy spells. No fireballs or magic missiles, EVER. A future supplement may include ceremonial magic rules, probably adapted from the author's GPA system.

Miracles

None. A common and crowd-pleasing schtick in many science-horror movies is to have a priest hold up a holy symbol to the monster, and the monster bats the priest's hand aside and eats the priest's face off, or just eats the hand holding the crucifix. At most it's a choking hazard. Native Americans and some other religions may be able to practice ceremonial magic, or they may be just as delusional as the rest of the theists. Religious horror like The Exorcist is a very different genre emphasizing humility and faith rather than reason and big guns, and I'm not the author to deal with it.

Psychic Powers

Rare. In the real world, psychic powers are just as preposterous and fictional as magic is, but they work fine in science-horror for two reasons: 1) Psychic powers are more easily limited in scope, as people have fairly low expectations of them, unlike magic; and 2) Psychic powers sound more scientific than magic. Pseudoscientific gobbledigook is a fine tradition for slipping weird stuff into a science-horror scenario.

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.

Freaky Mutant Powers

Many monsters can do things that are not quite possible in reality. Science-horror tends to turn a blind eye to such things as long as it's not too blatantly impossible (and sometimes even then - where the hell did the queen get all that extra mass at the end of The Faculty?). Shapeshifting and parasitic possession are the classic examples of Freaky Mutant Powers, but all sorts of improbable biology are acceptable, even encouraged.

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.

Big Fucking Guns and Other Equipment

Equipment is the primary kind of Power for science-horror. Players love shopping and buying gadgets and then using those gadgets on friends and foes alike, so there's an extensive equipment list below. Exact prices are not listed, instead each item has a "Price" rating of Low, Medium, or High, roughly equating to $100 or less, $1000 or less, or $1001 or more. The Dealer can use the Price rating to decide if a character should be able to buy an item. A good guideline is 1 item of the character's income, up to 5 items of one level lower, and up to 25 items of two levels lower. Many scenarios will permit characters to requisition additional appropriate gear.

Ammunition

The specific model of a firearm will determine its ammo capacity - for most, you can look them up in the Gun Trader's Guide [pub. Stoeger] or any other real-world reference if you need realism. Players should track their ammo rounds (bullets) and clips shot by shot. It takes 1 turn to eject and replace a clip; it takes 1 turn to break and empty a revolver, and 1 turn to reload with a speed-loader or 1 turn per 2 rounds without one.

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]

Equipment Stats

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.

Monsters

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.

Type:
Animal:
A normal or giant-sized animal. In their natural state, most animals will only attack humans when desperately hungry, cornered, diseased, or when their young are threatened. The few exceptions are mentioned explicity. Animals may have been driven mad by the events of the adventure, whether that's experimentation, mutation, or whatever. Even if they are not normally pack creatures, they will work in packs, and if they have sufficient numbers, will attack anything they think they can take down (if their DUDEness × number present is greater than or equal to the DUDEness of the target). Even if they are outclassed, they will still attack if in the usual extremes.
Experiment:
A monster created through experimentation. Experiments can look like almost anything - some are hybrids of different animals or humans, some are completely unnatural. Experiments are often unique or at least exist only in limited numbers, but a few have been able to breed true and spread.
Mutant:
A monster created through accidental effects - either natural mutation or from toxic chemicals or radiation. Mutants are normal animals or humans with one or more mutant powers and physical changes. In reality, almost all mutants are defective and sterile, but in horror movies, they usually look hideous but have advantageous powers and can breed or transform their own kind into more mutants.
Undead:
The reanimated corpse of dead people or creatures. The undead could be reanimated by a parasite or by restoration of some electrical activity to a rotting corpse. John Varley's Demon even had animated skeletons controlled by silvery worms running through them. Undead are immune to pain and most forms of mind control. When they should be incapacitated, they are instead crippled; they look all messed up, move at half speed, and lose one point of DUDEness, but they keep coming until destroyed.
DUDEness:
The average DUDEness of the monster. Draw a card: if it is an Ace, increase the DUDEness by 1 and the monster is a Boss; if it is a number card, the average stands; if it is a red face card, increase the DUDEness by 1; if it is a black face card, decrease the DUDEness by 1 (minimum 1). All monsters are Extras unless the word "Boss" is listed after the DUDEness or an Ace was drawn.
Powers, Drawbacks:
The standard powers and drawbacks these monsters have.
Attacks:
The number of attacks is listed, then all possible attacks (select up to the number of attacks from among them each turn). Unless otherwise specified, all attacks are melee attacks similar to the Fist power, except with different damages.
Description:
Description of the physical appearance, mental capabilities, and behaviors and tactics of the monster.

Monster Stats

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.

Monster Powers

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.
  • Destruction of the brain (the most popular option)
  • Fire (gotta burn 'em all)
  • Wooden stake in the heart (unless you're super-strong like Buffy or they're all mushy like in Dusk Till Dawn, you'll need a mallet to drive through the ribcage)
  • Eating salt (always a classic)
  • Exposure to sunlight (which is not in Bram Stoker's Dracula)
  • Water, or some specific chemical

Combat

[FIXME]

autofire, covering fire

Short, medium, long range

area effect attacks

escape tasks


Traps

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:

[trap flowchart]

Vehicles

Vehicles in DUDE have several stats:

Speed
The vehicle's maximum speed in kilometers/hour. If it matters, you can divide by four (actually, 3.6) to get the speed in meters/second, or multiply by 0.6 to get the speed in miles/hour.
Maneuverability
Used as a bonus or penalty to the driver's driving tasks, so a positive Maneuverability makes the vehicle easier to control.
Toughness
The number of red chips the vehicle can take before becoming crippled. Repairing non-crippling damage will have a cost in parts equal to 1% of the vehicle's original price, per red chip. Vehicles can take damage from attacks, as well as by performing dangerous maneuvers. When a vehicle has a number of red chips equal to its Toughness, it is crippled, moves at half speed, and its Maneuverability drops by 5 points. A crippled vehicle can be repaired by a mechanic, at a cost in parts equal to 25% of its original price. When a vehicle has a number of red chips equal to double its Toughness, it is destroyed and can no longer move. The driver may still be able to use it for cover or sell it for scrap.
Occupants
The number of normal-size people who can fit into the vehicle, including the driver. You can usually fit 1 more if they're all thin and they squish, but larger people will reduce the capacity. This does not count bodies stored in the trunk. One adult corpse will fit in the trunk of most cars, two in cars with larger trunks. You can carry the corpses of a whole family in the back of a pickup, but you risk them being seen. You can only barely fit a severed head in a motorcycle's storage area.
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

Chases

[FIXME]

Combat

[FIXME]