Apocalypse Rules
By Michael Sands.
The Test Deck
The central element of the system is the Test Deck. This is used
to determine whether a character manages some action in those cases where
common sense or roleplaying do not.
E.g.: you wish to throw a computer to a character across a stairwell,
or break into a locked room.
To use them, find somebody to shuffle a Test Deck and pick a card.
If the card is a Success, then you achieve your goal. If it is a Failure
then you don't.
In some cases a Storyteller may require you to alter the process -
follow their instructions. Common examples are especially difficult or
easy tasks - you may be told to redraw if your first card is a Success
or a Failure, respectively.
Expertise Cards
Your character will have certain Expertise Cards. These represent
those things that the character is particularly good at. These might be
natural talents, training, and so forth. Expertise is useful in two kinds
of situations.
Sometimes, a Storyteller might rule that a certain task may only be
attempted by characters with relevant Expertise Cards.
E.g.: a group of characters wish to fly a helicopter, they will
require someone to have an Pilot Expertise Card.
You may also use your Expertise Cards when picking from the Test Deck.
If your character has a relevant Expertise Card, you may use it to draw
again - so you have a second chance if you draw a Failure. Do not
replace the card you have drawn already.
E.g.: your character is looking for a crucial piece of information
in a library. You draw a Failure from the Test Deck. Luckily, you have
a Researcher Expertise Card, so you may draw again and hope for a Success.
You may only ever have one redraw from Expertise Cards on any
single action.
Luck Cards
Your character will begin the game with some Luck Cards, normally
two. They can each be used only once - tear them in half when you use them.
Luck Cards may be used in three ways.
-
to allow your character to do something they would otherwise not be able
to do. E.g.: you need to get past a guarded door. You use a Luck
Card - luckily the guard was distracted for a moment (or some such explanation)
and you may pass unnoticed.
-
to get a redraw from the Test Deck if you have drawn a Failure. This may
be in addition to a redraw due to an Expertise Card. You may use more than
one Luck Card for redraws if you wish.
-
to completely avoid a single attack that would otherwise have injured you.
E.g.:
an alien jumps out from a ventilation shaft and bites you. You spend a
Luck Card - you ducked your head away at just the right moment.
Life Cards
In some game situations, characters may be injured. To keep track of this,
you have Life Cards, normally five.
If you are injured, tear up as many Life Cards as are listed for the
weapon or attack.
Any unarmed punch or kick will cause one Life Card of injury or stun
the victim so that they may not act for 30 seconds.
If you take an injury and haven't enough life cards to tear up, then
your character is mortally injured or dead. The character is out of the
game. Ask a Storyteller what to do next.
Direct Contests
In some cases you will be in direct conflict with another character, such
as when two characters are racing to do some task quickest, fighting, etc.
In these cases, choose one person to draw a card from the Test Deck. They
may use Luck Cards to redraw, as normal. The other participant may use
Luck Cards to force their opponent to redraw. Expertise Cards work differently:
if both players have a relevant Expertise, there is no redraw. If just
one has an Expertise, that player may choose a redraw.
E.g.: Leo and Ann are playing a game of chess. They decide Leo will
draw. He draws a Failure. Leo has a "Player of Games" Expertise Card, and
uses it to redraw, picking a Success this time. Ann then spends a Luck
Card to make Leo draw again, hoping for another Failure...
E.g.: Vasquez and Hudson are arm-wrestling. They decide Hudson will
draw. Both have the Expertise "Badass", so there is only one draw, unless
either chooses to use Luck.
Apocrypha
This section is for useful bits and pieces that are not really rules.
Armour
Some characters will have armour. They get some Armour Cards. If
they are injured, they may tear up Armour Cards instead of some or all
of the Life Cards they would otherwise lose.
Typical armour amounts are: Hidden vest - 2; Armoured jacket - 3; Heavy
vest - 4; Riot armour - 5; Combat armour - 6.
Weapons
Weapons are listed here with the standard amounts on injury they cause,
and any other effects.
-
Hand weapons, such as knives, axes, clubs: 2 Life. Blunt weapons may be
used to stun your foe instead - they may not act for 30 seconds.
-
Light pistols: 2 Life.
-
Heavy pistols: 3 Life.
-
Submachineguns or assault rifles: 3 Life or may fire a burst for 9 Life.
-
Hunting rifle: 5 Life.
-
Shotgun: 6 Life.
-
Grenade: 6 Life at point of explosion, 4
at one meter, 2 at two meters, 1 at three meters. Affects everything in
this area.
Other Equipment and Gadgets
This section is for other equipment that requires special rules to use
in play.
-
First aid kit: User may give 1 Life back to another character on
a successful test (any kind of medical skill will allow a redraw). Only
replaces lost Life.
The Aliens
Warrior
This is the basic alien, as seen in all the films.
6 Life Cards. 1 Luck Card. Expertise Cards: Ambush, Awesome Strength,
Fight.
Other notes: 1 level of permanent armour (they always take one less
damage and may not be stunned). A warrior's attacks can cause 3 or 6 Life
damage. Acid blood - if they are injured, their blood will cause one Life
damage to anyone it sprays on, every second for ten seconds.
Face-hugger
1 Life Card. 1 Luck Card. Expertise Cards: Ambush, High Speed, Hug Face.
Other notes: Acid blood - if they are injured, their blood will cause
one Life damage to anyone it sprays on, every second for ten seconds. If
they successfully grab someone, they will plant an embryo.
Queen
There are no rules for the Queens. They can easily kill people. Only awesome
amounts of firepower will kill them. Anyway, nobody's going to see any.
Really.