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Drew Wilsford (order #14166163)

ONE UGLY MOTHERFUCKER is a competitive story game for 3+ players. One player
plays the mysterious Hunter, an alien creature that kills humans for sport. The others
play the Prey, a group of heavily armed, heavily muscled, insanely badass soldiers
being killed one by one by the Hunter. Whenever the Hunter kills one of the Prey, that
player then becomes an aspect of the Hunter, complicating things immensely.

This game is played with d6s. When you get a +/- on a roll, a bonus, you can adjust
the result you rolled on a dice up or down by the given number, your choice.

Setup
Before the game starts, everyone playing Prey should make a simple character sheet.
Pick a short, easy to remember name or nickname and a role on the team, and think
of some distinguishing characteristics.

In this game, all mechanical aspects are divided into two categories, Quiet and Loud.
Loud means violence, action, gunfire and explosions. Quiet means stealth, sneaking,
improvisation and fieldcraft. Prey characters should assign a number between 1 and
6 to act as their mechanical core. A low number means the character is more Quiet,
while a high number means a character is more Loud. This is your Stat

For consistency, use two different colours of d6 to represent Loud or Quiet.

After you’ve got your number, list three pieces of equipment, personal traits or
specialized equipment which express your Stat. Everything you do in the game will be
expressed through these three characteristics, so make them good and representative
of your abilities. If you’re Quiet, a silenced weapon, supernatural tracking skills or
a machete might be appropriate. If you’re Loud, you might be loaded down with
explosives, dual-welding grenade launchers or carrying a giant minigun.

At the start of the game, the Hunter sets the stage by introducing a setting to the
players. Ideal settings are in some way isolated, but their scope and details are up to
the hunter. It could be deep in the jungle, on derelict ship, in the middle of a desert or
in an abandoned building. War zones of any sort are ideal.

They should also come up with some kind of cover story, mission or goal that gives the
Prey a reason to be there and be badass. Set 4 Goals that the team must accomplish;
2 “Quiet” goals (ex: disabling mines, stealing documents, interrogating a prisoner) and
2 “Loud” goals (ex: destroying a base, ambushing rebels, blowing up an arms cache)

Finally, place a number of tokens on the table equal to the number of Prey players.
This is the Escape Pool.

Once everything is set up, play begins.

Drew Wilsford (order #14166163)


The Hunt
At the start of each Turn, the Hunter first sets the Tone of the scene, if it is Quiet or
Loud. On a Quiet turn, the Hunter is silently stalking the Prey, and on a Loud turn, it
is openly attacking them.

At that point, all the Prey roll 1d6 to determine how the scene will go. On a Loud turn,
they are successful if they roll equal to or lower than their Stat, and on a Quiet Turn,
they are Successful if they roll equal to or higher. The player who rolled lowest on a
Quiet turn or highest on a Loud turn takes control of the scene; responsibility is shared
if two people roll equally.

If either all or just one Prey player fails their roll, the Prey who Failed are now Vulnerable.
If more than one, but not all the Prey failed, or if all the Prey succeeded, they are still
safe.

After these rolls have been made, the Prey in charge of the Scene should begin telling
the story of what is happening during the Turn. What happens on the Turn is partially
determined by how well they rolled.

Check your roll against the following chart to determine what you are able to do.
Solve 2 Loud Goals, solve 1 Quiet Goal accidently, solve 1 Loud Goal and give a +/- 1
6
next Turn, or give a +/- 2 to everyone’s rolls next Turn.
5 Solve 1 Loud Goal or give a +/- 1 to everyone’s rolls next Turn.
Transitional scene. Choose 2 Prey players, which can include yourself, and a topic of
4-3
conversation. Roleplay it out.
2 Solve 1 Quiet Goal or give a +/- 1 to everyone’s rolls next Turn.
Solve 2 Quiet Goals, solve 1 Loud Goal accidently, solve 1 Quiet Goal and give a +/- 1
1
next Turn, or give a +/- 2 to everyone’s rolls next Turn.

The player or players controlling the scene can narrate whatever set-up and events
they want which fit the criteria. If they are giving bonuses, they should show how their
actions make it more difficult for the Hunter to attack them in the future; maybe the
plant mines or set traps, they show greater awareness, or they find evidence that they
are being stalked and their awareness is raised appropriately.

At any point during a Turn where somebody is Vulnerable, the Hunter can strike. They
can interrupt the Scene Controllers to take a single action, instantly killing one of the
Vulnerable Prey. The Hunter narrates their death, but the slain Prey is allowed to
leave one hint about what is stalking them at the scene. This allows the Prey to define
the characteristics of the Hunter. The Hunter player should collect 1 Token for their kill.

The Hunter can choose not to strike during a turn when there is a Vulnerable character.
If they pass it up, the player controlling the Hunter gains 3 Tokens.

Drew Wilsford (order #14166163)


The Collective Hunter
Once the Hunter has made its first kill, things get interesting.

The Hunter takes on aspects of everything it kills. Thus, every time a Prey character
is eliminated, their Player becomes an aspect of the Hunter. They cease to interact
with the Prey portions of the rules, as their character has been slain, but they live on
in the Hunter.

From that point onward, at the start of each Turn each Hunter player should collect 1
token, and then there is a bid for control of the Hunter among all the Hunter players.
Each should wager a number of their tokens on the premise that they have a plan
which will kill the Prey. Politics and meta-discussion are encouraged at this point, but
after no longer than two minutes, they should reveal their bids simultaneously via a
closed fist auction.

How you wish to roleplay the Collective Hunter is up to the players. The Hunter might
absorb the souls of those it kills, start to imitate their mannerisms, or is perhaps
haunted by their spirits. Maybe it is simply going mad.

In any case, the Hunter and all the Hunter players still want to win as the Hunter.
Former Prey players are encouraged to play favourites or be selective based on their
biases from earlier in the game, but they should now be aiming to win as the Hunter.

Whoever wagers the most tokens wins and takes control of the Hunter, discarding the
Tokens they bid. They set the tone of the scene and play continues normally.

Get to the Chopper!


Once the Prey characters have finished all their Goals, they can begin their Escape. At
this point, rather than solving Goals, they can move the party closer to their extraction
point. After rolling each Turn, rather than solving Goals, they can remove Tokens from
their Escape Pool.

If the Prey manage to remove all the Tokens from the Escape Pool while more than 1
of them is still alive, the Prey win. The Hunter is left without the trophies they came for
as the Prey slip away to safety.

If, however, the Hunter can wittle the Prey down to a single character before they
manage to escape, the nature of the game changes.

Drew Wilsford (order #14166163)


Cat and Mouse
The last Prey character is now the Survivor. Though escape is still on the table for
them, they burn with a desire to avenge their friends and defeat the Hunter. Their
adventure has made them the strongest, baddest motherfucker on the planet, and the
death of each of their comrades has taught them everything they need.

Starting in this phase, both sides are granted 2 Wounds. The Hunters should begin
taking turns instead of bidding, starting the the player with the most remaining Tokens
and going around in a circle.

At the beginning of each Turn, both the winning Hunter and the Survivor should choose
Loud or Quiet and roll 1d6, revealing which they have picked by the colour of their
dice. The Hunter player can give themselves a -/+ 1 by spending 2 tokens, while the
Survivor can give themselves a -/+ 1 by adding one token to the Escape Pool, up to
the previous maximum.

The Survivor uses their Stat normally. The Hunter always passes Loud on a 4+ and
Quiet on a 3-. Check the result against this matrix.
Hunter
Quiet, Pass Quiet, Fail Loud, Pass Loud, Fail
Neither side finds Survivor Stalks Hunter shoots at Hunter gives away
Quiet, Pass
the other. Hunter nothing. position.

Hunter stalks Hunter catches


Quiet, Fail Lick Wounds. Lick Wounds
Survivor

Survivor sneaking Survivor


Open fight.
Survivor shoots at Survivor catches Open fight. Hunter
Loud, Pass Both sides are
nothing. sneaking Hunter is Wounded.
Wounded.
Open fight. Open fight.
Survivor gives
Loud, Fail Lick Wounds Survivor is Both sides are
away position.
Wounded. Wounded.

• On a Light Red result, the Hunter player narrates, and the Hunter’s next roll is -/+ 1.
• On a Dark Red result, the Hunter player narrates, and the Survivor loses 1 Wound.
• On a Light Green result, the Survivor narrates, and is -/+ 1 on their next roll.
• On a Dark Green result, the Survivor narrates, and the Hunter loses 1 Wound.
• On a Black result, both sides should narrate how they attack one another.
• On a Blue result, both players get a Wound back. Take a breather.
• On a Grey result, just move to the next turn.

On any Green result, the Survivor can instead choose to remove 1 token from the
Escape Pool.

The Survivor wins if they kill the Hunter. The Hunter wins if they kill the Survivor. If the
Survivor escapes, it’s a draw.

Drew Wilsford (order #14166163)


Run through the Jungle
These rules are an expansion for the Vietnam War roleplaying game PATROL by
Newstand Press, and offer another way of approaching the same situation, this one
with more tactical depth and less storygame elements.

In Run Through the Jungle, something stalks a military unit through the jungles of
Vietnam, Cambodia or Laos.

Setup
Run Through the Jungle could be run two ways. You could run it straight, telling the
players that they’re going to be stalked by an alien menace and giving them the tools
to deal with it. Alternately, you could surprise your players with it; set them up for a
regular mission with regular characters, and only reveal the real menace to them
partway through.

Run Through the Jungle works well with just about any of the character options in
PATROL. The players could easily be American GIs, South Korean soldiers, NVA or
Viet Cong. However, if you’re letting the players know ahead of time, you could also
use the custom creation profile in this book to create a serious special forces badass.

The Hunter
The GM plays the Hunter no differently from any other character. Exactly what the
Hunter is and how it works varies from game to game to keep players on their toes.

The Hunter, by default, has the following profile.

Fortitude Vigilance Proficiency


14 10 10

The Hunter has no physical needs, ignoring all Status Effects except Injury. It has
no recognizable human Alignment and cannot be meaningfully communicated with.
It does not take Ongoing Damage and is Skilled at Shock Checks. All Hunters carry
a Machete and have the Skills Stealth, Fleet Footed, and Melee (Machete). Prey
Stealth Ratings from night conditions are reduced by 3 against it. It has a 6+ armour
save for it’s thick skin. Its starting gear is always equal in Weight to its Fortitude. The
Hunter ignores regular Suppression; instead, it automatically takes a Flee action if hit
with 6 or more Suppression in one Turn.

To flesh out the Hunter, you select packages of bonus abilities. For a game against
regular players, select 3 Strengths and 2 Weaknesses. If you are using stronger
protagonists, add another Strength. If the players know they will be fighting a Hunter,
add yet another. You can also have more than one Hunter, You could make them
identical in gear and skills, or unique.

Drew Wilsford (order #14166163)


Hunter Strengths
Active Camo
The Hunter uses a piece of technology that makes them effectively invisible. They
have 5 Stealth Rating at all times. Whenever the Hunter is injured, roll a dice for each
point of Injury. On a 1, the field shorts out and stops working.

Space Armour
The Hunter wears a suit of advanced body armour, upgrading it to a 4+ save.

Auto-Weapon
The Hunter carries an advanced weapon that shoots lasers, plasma or exotic matter.
Effectively, the Hunter either carries a Medium Machine-Gun with 5 Ammo, a Small
Recoilless Rifle with 3 Shells of your choice, or a single-shot Large Recoilless Rifle
whose Shell type can be chosen when fired. It is Skilled with these weapons.

Folding Blades
The Hunter is even more lethal up close than most of its kin. Its Melee Attacks are
Successes on 4+.

Smart Mines
The Hunter carries 3 Blast Mines. It can choose if they detonate when characters run
into them.

Displacer Field
Once per game, after an attack has been rolled against them, they can negate the
Injury from the Attack to teleport 1d6x100m in any compass direction.

Imitation Unit
The Hunter is Skilled with any human weapon it picks up.

Impersonation Unit
The Hunter can take the appearance of anyone they Assassinate. They cannot speak
their language, however.

Plasma Bombs
The Hunter carries a Grenade Launcher and 3 Incendiary Grenades.

Flechette Gun
The Hunter is armed with a Suppressed Shotgun, and skilled with it. It carries 2 Ammo.

Decoy Generator
The Hunter can make holographic copies. They can move up to 1km away from the
original and appear in all respects like them. They cannot make attacks and dissipate
after taking 1 Injury. The Hunter can have 2 Decoys at a time, and generate 5 total.

Drew Wilsford (order #14166163)


Hunter Weaknesses
Hydrophobic
The Hunter cannot enter water and finds it greatly unpleasant. While it rains, the
Hunter’s Vigilance drops to 3 if it remains outside, and it flees to find shelter. It will
automatically fail Swim tests and drown.

Like a Match
The biological makeup of the Hunter makes it very flammable. It takes double Injury
from incendiary weapons and will flee if attacked with them.

Hunter’s Honour
The Hunter refuses to attack any unarmed or badly wounded character. If presented
with a challenge to fight in hand-to-hand combat, it cannot refuse and cannot use its
ranged abilities.

Vision Based on Movement


The Hunter cannot see anything that stays still. Characters who did not take any
Actions last Turn have infinite stealth rating against the Hunter, and it cannot detect
Traps.

Heat-Seeker
The Hunter only sees body heat, and can be fooled. Soldiers wearing their ponchos or
wetsuits, or soldiers who have covered themselves in mud with a successful Forage
action, gain a +4 Stealth Rating by obscuring their body temperature.

Trophy Taker
The Hunter must retrieve a Trophy from each kill before it can make another. It can
retrieve this Trophy as a Quick Retrieve action, but until it does it cannot make any
Attack except to defend itself in Melee.

Sunlight Averse
The Hunter cannot stand the rays of the sun. It cannot leave Structures or Dense
Terrain during the day and, if forced into the open, will take 1 Injury every turn until it
gets back under cover.

Radio Leak
The Hunter leaves evidence of its presence in a radio signal. It can be found with a 4
Difficulty Check, though you might hear it spill over when the Hunter is within 100m.
If you can make the Adjust Frequency Check to find it, you can tell the location of the
Hunter by Compass Direction as long as it is within 500m.

Quiet Time
After making each kill, allowing up to 2 Turns to escape, the Hunter must take 2d3
uninterrupted Turns to meditate. During this time, it will Conceal itself somewhere and
can take no Actions except to Flee.

Drew Wilsford (order #14166163)


The Prey
If you’ve decided to play as a team of alien-hunting badasses instead of regular
soldiers, here’s some gear and rules to enable you.

Making Badasses
You can use the Special Forces profile to start your Badass, taking the MOS as normal.
However, you also have the Trait Ain’t Got Time to Bleed, which negates 1 Failure on
every Shock Check. You should also make your characters 36 points instead of 30,
so you have more points to put into your muscles.

Duel Welding
If you’ve got a Fortitude of more than 15, you can Duel Weld any two regular Firearms
capable of Suppressive Fire. That means you can make 2 Suppressive Fire actions,
one with each gun, at the same time. However, this will be at -5 Proficiency.

Special Badass Gear


Want some cool stuff? Here’s some cool stuff.

Gun Harness - 5 XP
Want to carry an unreasonably large gun? The Gun Harness is a Webbing that counts
as a Tripod and all other parts needed for a multi-part weapon, while halving the
Weight of the core piece. That means you can carry and fire a Heavy Machine-Gun,
Minigun, Large Recoilless Rifle or even a Mortar, providing you can lift it.

Explosive Bow - 5 XP
The Explosive Bow is effectively a Grenade Launcher that can also shoot arrows. It
shoots Arrow Grenades, which are the same as Launcher Grenades, and it counts as
being Silenced.

Incendiary Ammo - +1 XP
Incendiary Ammo is an upgrade for Spare Ammo, Heavy Ammo and Microrockets.
They make your attacks Incendiary.

The Good Stuff - 1 XP


This stuff will make you a real sexual tyrannosaurus. A narcotic, gain +3 Fortitude for
1d6 turns, but lose 1d3 Vigilance for the duration. It has 1 Weight.

Amour Base - 5 XP
A composite layer worn under regular armour, this adds +1 to the Armour Save given
by another piece of Armour, but does not itself count as Armour or have any Weight.
It counts as Clothing.

Chem Tracker - 5 XP
If you wound a character, you can follow their trail indefinitely with this. 2 Weight.

Drew Wilsford (order #14166163)


ONE UGLY MOTHERFUCKER was made possible by my Patreon. If you like this game and want more in
the same vein, please consider throwing something my way.

https://www.patreon.com/opensketch

This game is part of a series of small RPGs based on the films of Arnold Schwarzenegger. They
aren’t officially endorsed by him or any of the creators of the films he was in, though, so don’t get that
mixed up. They are homage. If you’re interested in more games like this, check out the full collection
on DriveThruRPG. The games are all pay what you want.

http://www.drivethrurpg.com/browse/pub/4945/Newstand-Press/subcategory/9443_23229/Ill-be-
Back--1-Page-Arnold-RPGs

The second half of this game serves as an expansion to my larger game PATROL. A spiritual
successor to Joe Martin’s Recon, PATROL is a Vietnam War era roleplaying game centred around
the infantry experience, designed from the ground up to manage the important parts of modern
warfare, deliver satisfying crunch, and challenge players with tough decisions, without being slowed
down by holdovers from fantasy RPGs like 5 foot grid squares and 6 second rounds. With the clock
always ticking, you negotiate with locals, brave the jungle and skirmish with Charlie in a d6-driven,
fail forward system while trying to avoid losing your mind.

If that sounds like something you’d be interested it, give it a shot.

http://www.drivethrurpg.com/product_info.php?products_id=163068

Stay tuned next month for December’s Christmas-themed ArnoldRPG, I’m Not a Pervert!

Drew Wilsford (order #14166163)

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