Professional Documents
Culture Documents
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SHIPS
They came down from the sky in ships of ivory.
Graceful and deadly, each carrying the obsession of the hunt.
NOTE: The Shuttle is that small craft that broke away from the larger vessel at the beginning of the 1st Film.
2
STATISTICS
Variant Body WT Arm. MV Move Mach Orbit SR
Shuttle 2 20 1 -3 200 2 11 20
Communication range: 3000
Crew: 1 Pilot, Life support for 6 personnel.
Maneuverability: +1 Dodge in space.
Additions: Medkit
Evacuation: None
Armament package: What the Hunter/s carries with him
Range: Atmospheric: Unlimited
Orbital: 100 AU
Cargo Slots: 0
Hardpoints: 1
Armament: Usually one Plasma Cannon
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STATISTICS
Variant Body WT Arm. MV Move Mach Orbit SR
Mandaca10 250 4 -5 150 2 20 500
Communication range: 10 000, FTL
Crew: 1 Pilot, 1 Gunner, Life support for up to 100 personnel. Bunks for 30 passengers on the upper decks.
Average crew is around 50.
Maneuverability: +2 dodge in space. +4 dodge of guided missiles. (not including the automatic bonus above)
Additions: 12 Egg Drones
Evacuation: 4 Shuttles.
Range: Atmospheric: Unlimited
Orbital: Unlimited
FTL: 20
FTL Speed: 0.7 ly/day
Cargo Slots: 2
Hardpoints: 8
Basic Armament: 4 Plasma Cannons
3 Particle Beams
1 Heavy Plasma Thrower
STATISTICS
Variant Body WT Arm. MV Move Mach Orbit SR
Jagdja 25 95,000 10 -10 - - 8 n/a
Communication range: Orbital, FTL
Crew: 1 Navigator, 90 crew bunks, Life support for up to 1 000
Maneuverability: +6 dodge of guided missiles. (not including the automatic bonus above)
Evacuation: 8 Shuttles, 2 Cast Vessels
Range: Orbital: Unlimited
FTL: Unlimited
FTL Speed: 0.5 ly/day
Craft Slots: 8
Cargo Slots: 8
Hardpoints: n/a Weapons are fixed.
Basic Armament: 2 Plasma Cannons
3 Particle Beams
2 Heavy Plasma Thrower
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EQUIPMENT
NOTE: HONOR is described later as the cost required to acquire weapons. The black market cost of this
weaponry in human circles is the honor x 100 000 but are extremely, extremely rare.
NOTE: It is assumes all devices not armor can take 10 SPD before becoming inoperable, unless stated
otherwise.
CAMOFLAGE DEVICE:
To hunt successfully, the perfect
camouflage is needed. Every Warrior is
given these techniques. Perfectly mirrored
with his surroundings, he becomes
invisible. This arm-mounted mechanism is
the source of the unique capabilities of the
hunter to render him virtually invisible. It
works by creating a strong field which
bends light around the Hunteronly the
distortion of the bend causes a slight visual
apparition which can be spotted on a
Competent Difficulty role (DV-18) if
actively searching and a Incredible
difficulty (DC-26) if not. If spotted, the
target is still hard to see. No matter what
conditions apply, there is always a 3 to hit
anybody with active Camouflage. If
someone is firing blindly (having not seen
the Hunter yet) there is an additional 5
penalty. There is another 2 added to that if the Hunter is NOT moving. Also, the terran behind also plays a factor.
Uniform terrain (Ship corridors, etc) offer an additional 1 but a busy terrain (forest, etc) offers an additional 2
penalty. EG: A marine trying to fire blindly at a hunter remaining perfectly still in a forest has a 12 to hit him {-3 + -
2 + -2 + -5 = -12}. The GM has to already slap a DV penalty depending on range, and the environment (usually
between 14 and 18) and then +12 onto that.
ON -3
NOT MOVING -2
MONOTONE TERRAIN -1
BUSY TERRAIN -2
UNNOTICED -5
The device is usually mounted on the arm and can only sustain about 30 SPD before going offline. At 10
SPD remaining, the unit fluctuates, going on and one, bringing the penalty down by 2. Only mounted weapons are
effected by the cloak. This includes only concealed weapons like retracted claws and collapsed spears or other
weapons kept hidden by packsacks and so forth. Once extended or revealed, the weapon is visible.
5
HUNTER PADDING: This is basic armor given to new warriors trying to attain a position in
the upper castes. The padding is a basic mesh that doesnt offer much more protection to the thick hide of the Hunters
already. Most are designed like armored jump suits meant for casual wear in the corridors of their dark vessels. This
is the closest they get to flight suits.
HUNTER ARMOR: Hunter armor is the equivalent to the Marine M3 body armor, which
offers protection where you need it the most. The armor is light and maneuverable but its still vulnerable to heavy
strikes.
CEREMONIAL ARMOR:
Usually only reserved for the upper castes and the elders,
Ceremonial Armor is only found on one hunter per combat
team usually, always the leader. He/She stands out from the
group as a proud symbol of honor and leadership. This
interchanging plate armor is somewhat clunky, offering
more dazzle than heavy-duty defense. However, the ceramic
plating is composed of a totally foreign compound which
seem totally immune to the alien acid. This makes the armor
very efficient when fighting the hostile species.
AUDIO WAVEFROM
ANALYZER: A function of the bio-helmet that
must be bought separately, the Waveform Analyzer reacts to
changes in the audio environment. A flux in the displayed
waveform indicates the presence of an enemy that may or may not be in a Warriors line of sight. All Hunters with this
get a +2 to initiative to strike first. The Analyzer can also imitate previous words spoken to it in an effort to
communicate with alien life forms. There is a +2 to a Language skill.
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BIO HELMET:
This is a total upgrade of the helmet
when a warrior has attained enough
Honor. The Helmet can filter through
five settings: Infrared, Ultraviolet,
Thermal Imaging, Low-Light
Amplification and Air Density
Pressure (movement), It can also has
switches for x-rays and Microwaves.
It has a built it Magnetometer and a
Geiger Counter. These offer almost
unlimited viewing scale to see
anything in almost any environment.
It also works with the Laser Sight to
lock onto targets. Bio Helmet in any
one setting adds +2 to Awareness. It
takes one phase to switch from the
five settings. If viewing through all
settings, the bonus to awareness rises
to +8. There is also a +1 to hit any
target (added onto the laser sight if
that is being used). The Helmet also offers more protection than the basic and is also acid resistant.
MEDIKIT: Predator medical technology is short on pain killers but highly effective. A simple 5
round procedure can heal half his/her REC. After that, an additional hour will recover a full REC. Any more past that
requires returning to the craft and gaining medical aid. A First Aid roll is still reacquired.
LASER SIGHT: The Laser sight is an advanced tracking and aiming sight that works in
conjunction with any weapon but is primarily designed with the Plasma Caster. Using it, the Hunter gains a +3 to hit
with any weapon being used.
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WEAPONS
PERSONAL WEAPONS
WEAPONS STR WA RNG DC ROF SHTS HNR NOTES
Scattergun 3 0 2 000 8 6 60 6 1H
Naginata 5 +2 3 7 1 -- 8 AP, 2H, AR
Dart Gun 3 +1 1 000 3 3 30 2 * 1H
Net Gun 2 0 100 2 1 3 1 ENT
The Wrist Blade 2 +1 1 4 1 -- 2 AP, 1H
Acid Resistant Claws 2 +1 1 5 1 -- 3 AP, AR, 1H
The Combi Stick 4 +1 30+* 6 1 1 5 AP, 1H
The Smart Disk 2 +2 300 8 1 -- 7 AP, 1H, AR
Shoulder Plasma Caster 0 +1 2 000 10 3 60 7 *
Self-Destruct sequence. 0 0 0 6k * 1 10 *
Side Blade 1 +1 1 3 1 -- 1 AP
SPD OF WEAPONS
WEAPONS SPD WEAPONS SPD
Scattergun 15 Naginata 1k
Dart Gun 10 Net Gun 10
The Wrist Blade 20 Acid Resistant Claws 40
The Combi Stick 30 Smart Disk 30
Shoulder Plasma Caster 20 Self Destruct sequence. 20
Side Blade 15
NOTE: There are no ammo capacities for those weapons listed. When out, a new weapon must be
purchased.
SPACECRAFT WEAPONS
WA RANGE DC ROF SHOTS BR TARGET
Plasma Cannon -1 40 000 3k 2 n/a 4m Any.
Particle Beam -5 350 000 0* 1 n/a 40m Any.
Heavy Plasma Thrower -2 100 000 8k 1 n/a 0m Any.
DESCRIPTIONS:
SCATTERGUN: The Scattergun is a hand-held plasma gun that fires a net of energy out to a
long range. Any target two meters or closer to the hit target must also dodge or be hit as well, taking half DC. The
weapon is, unfortunately, very clumsy, taking up a hand which can be replaced by melee weapons. Most prefer the
shoulder mounted plasma caster.
NAGINATA: The Naginata is part weapon, part ceremonial trophy. It is a beautifully, plated, and
encrusted pole arm with double bladed ends. Each end is a super sharp collection of knives causing devastating
damage if struck upon a hapless victim. The blades can flawlessly cut through almost ever substance and is totally
immune to alien acid. The Naginata also has a conducting field which allows it to be cloaked when in hand. When the
weapon strikes, however, it becomes visible. The Naginata is an image of Honor and demands respect when
brandished.
DART GUN: The Dart Gun is the closest Predator equivalent to a pistol. It fires self propelled
flachetes which inflict little damage but do come with a poisoned tip which inflicts an additional 4 DC if the subject is
wounded directly (through armor). The weapon is small and easily concealed.
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NET GUN: The Net Gun is small and usually reserved for when a Hunter is planning to enter a major
combat area and the temporary incapacitation of a subject is necessary. The net gun is not a kind weapon. The net
usually pins an victim to the floor or a wall with razor sharp wire that viscously cuts into the flesh, making an escape a
painful experience. The net needs a blade to be cut and required more than 15 points of damage to break the wire.
Every round the victim is in the net causes an additional 2 DC. If the person tries to struggle, the damage increases by
1. This keeps up until the subject is released or is killed. The net can also release on a trigger from the weapon.
WRIST BLADES: The Wrist-Blade is the weapon chosen for most yautja. Twin blades, double
edged, and sharp enough to tear through bone, these retractable blades are effective against large and small opponents.
Using it shows the yuatja pride, because they must fight face-to-face. They are the recommended first weapon because
of their effectiveness and cheap cost. Those who have fought for years, still empty this weapons, although most have
upgraded to the
ACID RESISTANT
CLAWS: These are almost identical to
normal Wrist blades. In fact the housing is the
same. These new blades are only a inch longer,
and are totally immune to all forms of damage
including alien acid. The blades are virtually
indestructible. The damage is only slightly
more though. Those who have fought for many
battles usually have made this simple upgrade.
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THE SMART DISK: The
Smart Disk is thin and ultra light. This internally
powered airborne weapon is crafted of materials that
produce the Combi-Stick, easily slicing through an
opponent with its devastating razor edges. When
thrown, it will leave the throwers grasp and do
severe harm to anything living in its flight path. The
Elders decree that the concentration needed to
retrieve a combat-standard disk is not present in
minds of young yuatja, therefore disks are not given
until proven they can use it wisely. The disk will
continue on its flight path and can make one turn for
every WILL the thrower has, making another attack
immediately after the last one. If the blade strikes a
limb and causes double the capacity the limb, the
limb is severed. One last round of its use must be
used to bring the disk back to hand. This takes one
round where it can be thrown the next. If the last
attack is used in an attack, the disk will fall to the
ground, awaiting pickup. While the disk is airborne,
the hunter can move about and even fight.
SHOULDER PLASMA CASTER: The Shoulder Cannon, the most powerful aid in a
Warriors arsenal, is a mounted and lightweight weapon capable of firing multiple long-range energy bursts. The
destructive power unleashed by these bursts is immense. The weapon tracks with the head movement of the firer. The
weapon must be attached to a Hunters Mask or a Bio Helmet for this to work. It can be used with the Laser Sight to
increase the targeting capacity.
SIDE BLADE: This is a standard 12-inch blade common with the lower castes.
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SOCIETY
Perhaps one of the most
pronounced differences between them and us
is longevity, sometimes as long as 300 years.
This longevity suggests that sons live with
their mothers for much longer then we would
before leaving, for it takes longer for them to
grow up and fend for themselves, and
daughters stay with their mothers for the
protected environment to raise their own
children and maintain dominance over their
clans territory. It seems reasonable that more
females in a clan means they can control a
larger area.
Mothers during this time would
teach their young to fight and survive and
they hunt for and protect their own children.
They are also viciously and relentlessly
protective. Predators aren't big on theory,
with them you learn by doing. A female clan
would thus be made of succeeding layers of
generations; daughters, mothers,
grandmothers etc. It would be easy to
consider such a clan would be led by a single
matriarch.
Considering longevity once more, it
takes a lot of energy to raise a child, and so
individual females would probably only have
a child every decade or two and would be
very particular about who was to be the
father, and perhaps choose favorites, but do
not have permanent pair bonds. This leads to
very high competition among males.
Considering this difference, males
live in packs of generally unrelated males and
females live in clans of related females and their children.
The nomadic nature of males suggests that they have no home territory' of sorts, but that their home is what
they carry with them. Their ships for example, are the territory that they carry with them. Sons would be more
interested in who their fathers were then daughters, for it may reflect their rank when they leave. Since females rule
over their territory and generally run internal affairs, Predators have a matriarchal society. Rarely is it ever needed to be
enforced however, males do not involve themselves with female politics and females are uninterested in male
socialization.
Should the need to enforce this arise however, the male would not only be against a female physically larger
then himself, but also her sisters, and their mothers and grandmothers etc. The brethren of this unfortunate male would
offer no support, only their derision.
A warrior who would dare such would not be wise, for an insulted and angry yautja female was
not something even a not-too-wise male wanted to create. Assuming the warrior was armed and expert, it might
almost be an even match. Yautja females were bigger then males. Females of any species were usually smarter then
the males. There is always the threat of castration for males, not only does it eliminate his chances of continuing his
line, but also any rank he may have had in male society. Such males would most likely kill themselves in such a
situation. It seems reasonable that only females would ritually castrate, males giving each other the respect of killing
their opponent instead.
In this atmosphere of high competition for breeding rights among males, for it is the male who must attract
the female, there are many males who never get the chance to breed. These frustrated males may turn on their
subordinates. But the males who do breed have proven themselves by hunting dangerous prey and gaining many
impressive trophies. A second windfall of this accomplishment is the admiration of their clan brothers that they spend
most of their time. Basically, males hunt for one reason, status.
It is a gray area why females would hunt for trophies. Females DO hunt for trophies but it may be for
somewhat different reasons then males. Dominance may certainly be a factor yet it is doubtful if it is the only reason.
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Perhaps to show their ability to protect their territory, from enemy female clans. Perhaps to show ability in protecting
their children, both their own and their sisters. Perhaps just for a laugh. But this is entirely speculation.
To conclude, the role males play in their society, that is postulated, is keeping any outside race from
interfering with the internal affairs of theirs. Basically, they intimidate other races into submission to protect their
females breeding grounds, plus the fact it is very amusing to them.
Males conquer. Females rule.
YOUNG BLOODS: Recently blooded Yautja. They are young and full of ambition and feel full
of pride once they have collected the skull of their kill.
BLOODED: The only difference between the BLOODED and the YOUNG BLOODS is that the
BLOODED have more experienced but still not classed high among the great hunters.
WARRIORS: Violent, respected, solo hunters with high Yautja technology. They travel the
Universe to find honorable hunting.
HONORED: The Top Dogs. They have earned more kills than the average hunter and are skilled in
all ways.
ANCIENTS / ELDARS: The greatest Yautja that have ever lived, they have survived a
thousand hunts. They have hunted so much that they look for other means of sport.
ARBITRATORS: Yautja police that mainly consist of ANCIENTS who are bored with the
Hunt.
MARK OF HONOR: All Predators that make it to Young Blood have a mark burned into
their foreheads to denote their position as successful Hunters. This mark is the shape of a wide lightning bolt. All who
have this mark is recognized as a true Hunter. The mark can only be given by Elders. Ceremonies often occur but
most of the time, this mark is awarded after the first hunt.
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MAKING AND PLAYING A PREDATOR.
Predators, of course, are much stronger and much larger than a human, so their Characteristics are different.
Please note that it would be very hard for a Predator to run properly in a marine group. But many ideas are available:
LIFEPATH:
--GMs discretionbe inventive.
--Dont roll for Family Statusgo right to childhood events. GMs discretion if he wants to evoke a 1-3
Family penalty if their is a bad childhood.
--Enemies are common.
--A romance may simply mean a mating.
--Every time Something Good happens: +1 Honor
--The Membership roll (5) adds 1 to the Family attribute (max of 10)
--The Windfall (6) roll adds +1 Honor
--Every time Something Bad happens: -1 Honor
CHARACTERICTICS:
--75 points allotted
--There is a new Characteristic
FAMILY: This is the same as the old Money & Family from Mekton 2 that determine the status of
the lineage and the Hunters current status when starting character creation. The Predator gets one HONOR for every
point in FAMIILY.
2 Very Poor, 3 Poor, 4 L.Middle Class, 5-6 Middle Class, 7 Middle Class,
8 Upper M. Class, 9 Wealthy / Low Noble, 10 Wealthy / High Noble
MAX STATS ARE AS FOLLOWS:
INT: 9 WILL: 8 PRE: 5 TECH: 8 REF: 11
DEX: 10 CON: 11 STR: 13 BODY: 13 MOVE: 10
FAMILY: 10
--Predators get a thick skin armor equal to their BODY.
OPTION POINTS:
--50 points allotted. The GM can consider up to 60.
--No Templates. The following skills are available
--Starting characters have a +5 ceiling to all their skills. Unless they are Warriors (Family of 10), when the
ceiling rises to 7.
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TALENTS
No restrictions.
HONOR
Honor is used both as a way to move up in
the ranks and as a method of currency. Of course,
Predators dont use money and the use of Honor is a
very vague field. Basically, Honor is bestowed to a
character upon creation to spend on equipment and
weapons. To move up in the ranks and acquire more
weapons, Honor must be achieved. Honor can only
be achieved by bringing back trophies to be shown
off. The Predator may give up trophies (and honor)
in exchange for weapons and passage. If the Hunter
kills enough for fifty honor but only has ten Honor in
trophies, thats all she/hes got.
If Honor is kept and improved, they may
reach a level where they can move up in the castes.
Moving up in the cast offer many perks listed in each
caste. However, to be accepted in a caste requires a
Predator to fight someone of the upper rank and
defeat them. A Predator does not need to show off
his Honor by walking with all the trophies under
hand but rather show them off by visible markings,
weapons, equipment, and followers. When the
character starts, the Honor of their family denotes
where they start in the caste. Even if a Predator has
0 honor after the creation of the character is
complete, the Family standing keeps him/her in that
caste. Course, it takes longer to move up to the next
caste. The fastest way for a Hunter to move up is to
win victories in hand to hand onlybut most dont
survive this long.
FAMILY: The automatic assignment for starting Predators. Those who start at this level get the awards from the
previous castes as well.
HONOR: The Honor reacquired to attempt to reach this Caste.
MEMBERSHIP: The equivalent Membership in the Yautja society
AWARDS: In the form of mates, friends, Perks, Privileges, and even weapons.
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UNBLOODED HONORED
FAMILY: 1-3 FAMILY: n/a
HONOR: 0 HONOR: 70
MEMBERSHIP: 1 MEMBERSHIP: 7
AWARDS: None AWARDS:
--Ceremonial Armor (Or trade is for honor)
YOUNG BLOODS --+5 OP
--Love & War Lifepath roll.
FAMILY: 4-6
--Make a friend
HONOR: 3
--Renown Level 3
MEMBERSHIP: 1
--Leadership skill +2
AWARDS:
--+ 1 family (max 10)
--Acceptance by others.
--Hunter Padding (Or trade in for extra honor)
--+2 OP
ANCIENTS / ELDARS
FAMILY: n/a
BLOODED HONOR: 100
FAMILY: 7-9 MEMBERSHIP: 9
HONOR: 10
AWARDS:
MEMBERSHIP: 3
--One Standard Caste Vessel
AWARDS:
--+5 OP
--Wrist Blades (Or trade in for extra honor)
--Love & War Lifepath roll.
-- +5 OP
Happy love Affair results in +1
--Make a friend (Like a brother in arms who
Honor and a 50% chance of a child.
will die for you and you the same)
Either way, the mating is done.
--Make two friends (Like a brother / sister in
WARRIORS arms who will die for you and you
FAMILY: 10 the same)
HONOR: 30 --Renown level 6
MEMBERSHIP: 5 --Leadership skill +2
AWARDS: --Family set to 10 (if not already)
--Hunter Armor
--One Shuttle
--1 Bio Helmet (Or trade in for extra honor)
ARBITRATORS
FAMILY: n/a
--Acid Resistant Claws (Or trade in for honor) HONOR: 200
--+ 5 OP MEMBERSHIP: 10
--Make a friends
AWARDS:
--Love & War Lifepath roll.
-- +5 OP
Happy love Affair results in +1
--Love & War Lifepath roll.
Honor and a 50% chance of a child.
Happy love Affair results in +1
Either way, the mating is done.
Honor and a 50% chance of a child.
Either way, the mating is done.
--Renown level 9
--Leadership skill +2
--Family set to 10 (if not already)
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HONOR AWARDS
The following Trophies offer the following Honor
KILLS HONOR KILLS HONOR
Unarmed Adults* 0 Unarmed Children -5*
Pregnant Females -6* Lightly Armed Adult 1
Medium Armed Adult 2** Heavily / Assault Armed Adult 3**
Synthetic 2 Prestigious Adult 5
Slightly Dangerous Animal 1 Very Dangerous Animal 2
Alien Egg 0 Alien Facehugger 0
Alien Chestburster 0 Alien Drone 1
Alien Royal Guard 3 Alien Queen 10
Bug Man*** 2 Jockey Alien*** 10
Reaper*** 5 Unblooded Predator**** 0
Young Blooded Predator**** 1 Blooded Predator **** 2
Warrior Predators **** 3 Honored Predator**** 5
Ancient / Elder Predator**** 7 Arbitrator Predator**** 10
Defeat and survival@ -5 Betrayal (GMs discretion) -1 to -10
Accepted Trophy (See below) 2 Crime (Murder, Theft, etc.) -5 to -20
Outcasted Predator 5
DISHONOR
A Predator at zero honor simply means he must prove
himself in the new caste he finds himself in (or herself in rarer
cases). They may have weapons and armor but no trophies, having
traded them off for newer trinkets. When a predator finds dishonor
and his caste discovers this, he must either face consequences or be
outcasted.
CONSEQUENCES: When the Predator is
placed in the negative, his weapons will be removed to off the
balance. He is never removed from his caste, but is considered a
dishonored member of it. Obviously, because of the high honor of
honored and elders, the chances of them being dishonored in this
nature is virtually impossible. Usually only Warriors and under find
this level of punishment. Eventually, if the dishonor is so great, the
warrior must give up all possessions. If this eventually puts him
back into the positive honor, he may still continue in the fight. If,
however, he remains in the negative, he is considered less of a
person. These dishonored live without quarters in the slums of the
ships, forced to live on whatever they can find. Most here dont
believe they will ever be strong again. Some try to fight for honor
and challenge other Predators for their honor to be acknowledged
again. If they continue to loose, their dishonor grows deeper. If their dishonor continues and drops below 10, this
Predator is no longer allowed in the Caste. They cannot be reduced to another castethe Predator is forced to endure
discomidation. Stripped of his honor and banished, this Predator is left with his clothes and maybe a side blade on a
planet to live the rest of his life without honor. Some of these Predators continue the hunt in their own mind, some
others kill themselves. Others.adapt. These Predators are not outcastes, just discomidated and not acknowledged.
Outcastes are different. If a dishonored predator who freely accepted his punishment is needed again, there have been
reports of an elder making a special case and letting a trained discomidated Predator on a hunt. They usually have no
major weapons and armor. If they survive, they are accepted. This is extremely rare. A hunt occurs on a planet with a
dishonored Predator and that Predator saves the life of the leader. That Predator may be brought and accepted back.
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BAD BLOODS / OUTCASTS: The
criminals among the Yautja have committed crimes such as
murder, dishonorable hunting and failure. Strangely enough,
Outcasted Predators can be recognized on sight by other
Predators, like their face is placed on a bulletin board for all
to see. If discovered to have dishonored the caste, and the
Predator flees rather than accept punishment, there can be no
forgiveness. The Predator flees with what he or she can carry--
some of them already earned a ship or they might continue their
dishonor by stealing onenever to return. Outcasted Predators that
leave this way are never accepted back. Upon seeing them,
honored predators are ordered to eliminate these dishonored fools.
Outcasted Predators dont often hunt except for food. They travel,
always alone, from place to place, aimless, without purpose. Some
are evil incarnate, hunting and slaying anything alive, even other
Predators. This is the unfortunate norm since most dishonor is had
not by defeat, but by crimes against the caste. There have been
reports of a rare few predators that have been outcastes, only to
exist as farmers on an abandoned distant world. It doesnt matter
what life they have chosen. Outcastes are outcastes and those who
help them are as bad as they (-10 honor if an Predator helps an
outcast and is discovered).
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CONSPIRACY LEVEL 0
As it is known, the Hunters have moved through space for centuries. They have even been to Earth before
mankind even attained space travel. If a GM wants to run a campaign outside the alien setting, he can configure the
game to CL 0. This means all the technology from the core game is OUT. Refer to the FUZION rules for technology
appropriate to the year the GM sets the story in, whether it be in the jungles of Southeast Asia or the crime filled streets
of LA. Unlimited options become available from any time period and place. The moment the GM sets the story in the
alien setting, the alien core rules come into play but unless set that way, the core rules of ALIEN-FUZION are not even
necessary. As a result, this PLUG-IN can be a totally enclosed game system if the GM wishes it to be. If he wants
aliens however, the core rules will be needed. Just imagine what a Predator-Hybrid would be like. Enjoy the variety.
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EXAMPLE PREDATORS
UNBLOODED PREDATOR
INT: 6 WILL: 6 PRE: 3 TECH: 4 REF: 10
DEX: 7 CON: 9 STR: 10 BODY: 10 MOVE: 5
FAMILY: 5 HONOR: 0
STUN: 50 SD: 18
HITS: 50 PD: 10
SKILLS
Astrogation 1 Ranged Weapons 2 Demolition / Disposal 2
Weaponsmith 4 Acrobatics 2 Athletics -- 2
Climbing 3 Concealment 3 First Aid -- 3
Hand to Hand 3 Hand to Hand Evade 3 Melee Weapons -- 4
Melee Evade 3 Navigation 3 Ranged Evade -- 3
Shadowing 2 Stealth 2 Survival -- 4
Zero-Gravity Maneuvering -- 1
EQUIPMENT
Hunter Padding Hunter Mask Mediket
Dart Gun Wrist Blades Side Blade
BLOODED PREDATOR
INT: 6 WILL: 6 PRE: 3 TECH: 4 REF: 10
DEX: 7 CON: 9 STR: 10 BODY: 10 MOVE: 5
FAMILY: 5 HONOR: 12
STUN: 50 SD: 18
HITS: 50 PD: 10
SKILLS
Astrogation 1 Ranged Weapons 3 Demolition / Disposal 2
Weaponsmith 4 Acrobatics 2 Athletics -- 4
Climbing 3 Concealment 4 First Aid -- 4
Hand to Hand 5 Hand to Hand Evade 5 Melee Weapons -- 4
Melee Evade 4 Navigation 3 Ranged Evade -- 4
Shadowing 2 Stealth 2 Survival -- 4
Zero-Gravity Maneuvering -- 1
EQUIPMENT
Hunter Padding Hunter Mask Mediket
Dart Gun Wrist Blades Side Blade
Net Gun
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WARRIOR PREDATOR
INT: 6 WILL: 7 PRE: 3 TECH: 4 REF: 10
DEX: 8 CON: 9 STR: 11 BODY: 11 MOVE: 5
FAMILY: 5 HONOR: 35
STUN: 55 SD: 18
HITS: 55 PD: 11
SKILLS
Astrogation 2 Ranged Weapons 4 Demolition / Disposal 3
Weaponsmith 5 Acrobatics 3 Athletics -- 5
Climbing 4 Concealment 5 First Aid -- 5
Hand to Hand 5 Hand to Hand Evade 5 Melee Weapons -- 5
Melee Evade 5 Navigation 5 Ranged Evade -- 5
Shadowing 5 Stealth 5 Survival -- 5
Zero-Gravity Maneuvering -- 3 Pilot: Predator Ship 3 Contortionist -- 2
Electronics 2 Leadership 1 Perception -- 2
Tracking -- 2
EQUIPMENT
Hunter Armor Bio Helmet Mediket
Dart Gun Acid Resistant Claws Side Blade
Net Gun One Shuttle Camouflage Device
Plasma Caster
HONORED WARRIOR
INT: 7 WILL: 8 PRE: 5 TECH: 5 REF: 10
DEX: 8 CON: 10 STR: 12 BODY: 12 MOVE: 6
FAMILY: 5 HONOR: 80
STUN: 60 SD: 20
HITS: 60 PD: 12
SKILLS
Astrogation 4 Ranged Weapons 5 Demolition / Disposal 5
Weaponsmith 5 Acrobatics 5 Athletics -- 6
Climbing 6 Concealment 5 First Aid -- 6
Hand to Hand 6 Hand to Hand Evade 6 Melee Weapons -- 6
Melee Evade 6 Navigation 6 Ranged Evade -- 7
Shadowing 7 Stealth 7 Survival -- 7
Zero-Gravity Maneuvering -- 4 Pilot: Predator Ship 4 Contortionist -- 3
Electronics 4 Leadership 3 Perception -- 3
Tracking -- 4
EQUIPMENT
Ceremonial Armor Bio Helmet Mediket
Dart Gun Acid Resistant Claws Side Blade
Net Gun One Shuttle Camouflage Device
Audio Waveform Analyzer Combi-Stick Plasma Caster
Self-Destruct Sequence Smart Disk Laser Sight
20
ELDER PREDATOR
INT: 8 WILL: 9 PRE: 7 TECH: 6 REF: 11
DEX: 10 CON: 11 STR: 13 BODY: 12 MOVE: 6
FAMILY: 10 HONOR: 120
STUN: 60 SD: 20
HITS: 60 PD: 12
SKILLS
Astrogation 6 Ranged Weapons 9 Demolition / Disposal 8
Weaponsmith 7 Acrobatics 7 Athletics 9
Climbing 9 Concealment 9 First Aid 8
Hand to Hand 9 Hand to Hand Evade 8 Melee Weapons 9
Melee Evade 9 Navigation 7 Ranged Evade 9
Shadowing 8 Stealth 8 Survival 8
Zero-Gravity Maneuvering -- 5 Pilot: Predator Ship 6 Contortionist 4
Electronics 5 Leadership 9 Perception 5
Tracking 6 Paramedic 5 Tactics 5
Cooking 4 Languages 3 Surveillance 4
EQUIPMENT
Camouflage Device Hunter Padding Hunter Armor
Ceremonial Armor Hunter Mask Audio Waveform Analyzer
Bio Helmet Mediket Laser Sight
Scattergun Naginata Dart Gun
Net Gun The Wrist Blade Acid Resistant Claws
The Combi Stick The Smart Disk Shoulder Plasma Caster
Self-Destruct sequence Side Blade One Standard Caste Vessel
ARBITRATOR PREDATOR
INT: 9 WILL: 9 PRE: 9 TECH: 7 REF: 11
DEX: 10 CON: 11 STR: 13 BODY: 12 MOVE: 7
FAMILY: 10 HONOR: 250
STUN: 60 SD: 20
HITS: 60 PD: 12
SKILLS
Astrogation 6 Ranged Weapons 9 Demolition / Disposal 8
Weaponsmith 7 Acrobatics 8 Athletics 9
Climbing 9 Concealment 9 First Aid 8
Hand to Hand 9 Hand to Hand Evade 8 Melee Weapons 9
Melee Evade 9 Navigation 7 Ranged Evade 9
Shadowing 8 Stealth 8 Survival 8
Zero-Gravity Maneuvering -- 7 Pilot: Predator Ship 8 Contortionist 6
Electronics 7 Leadership 10 Perception 7
Tracking 8 Paramedic 7 Tactics 8
Cooking 6 Languages 7 Surveillance 6
Engineer: Aerospace 4 Deduction -- 6 Disguise 4
Expert (Predator law) 7 Expert (alien worlds) 5 Mechanics -- 5
Mimicry 6 Riding 4 Sleight of Hand 3
EQUIPMENT
Camouflage Device Hunter Padding Hunter Armor
Ceremonial Armor Hunter Mask Audio Waveform Analyzer
Bio Helmet Mediket Laser Sight
Scattergun Naginata Dart Gun
Net Gun The Wrist Blade Acid Resistant Claws
The Combi Stick The Smart Disk Shoulder Plasma Caster
Self-Destruct sequence Side Blade One Standard Caste Vessel
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