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Ammo war

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ammo Revenant War
Transcript
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ammoRevenant War

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For Muscle JoeI’m sorry i keep pointing out that you’re Canadian

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What you’ll Need:Three Things: FUDGE DICE, FRIENDS, FREE TIME (Three F words, awesome)

FUDGE dice. Those are six sided dice with a plus on two sides, a minus on two sides, and a blank space on two sides. If you want you can assign numbers to the pips or digits on a regular die to be the same thing (1 and 2 are minuses, 3 and 4 are nothing, 5 and 6 are pluses). I am thrilled to be telling you this because a buddy of mine (who will go unnamed but comes from Canada and has Muscles) said that Fudge dice suck, because the average roll is Nothing. So i’ve fumed and fumed through the years since, trying to figure a way to make FUDGE dice cool to him. I hope this works.

FRIENDS are who you’re going to play this with. One will have to be the badguys, so two is minimum, three is great, four is ideal. If you play by yourself please let me know how that happened, because it makes me a little sad, but it also impresses me and makes me want to know how that worked out. If you play with 8 or more also tell me how that happened, because you’re like the Prom Queen of muck gaming or something, and i’m also intrigued. A little about the system ramifications, but mostly about how you got that many people to sign up for this.

FREETIME is the rarest element of this game. But i’m not so terrible that i won’t ask you to give up more than four or five hours at most. Really this game doesn’t have a lot of sequential replay value. It’s more fun to pick it up, make a new Backdrop, and play again from scratch. It’s like watching a movie; especially in that you’re going to get lucky if a sequel is worth it at all.

Ammo: The RPG Ammo is a single-shot game aimed at telling one type of story. You pretend to be a character whose world has just been plunged into war against an enemy only you and a handful of others are intimately familiar with. The game begins with a scene dedicated to showing how cool you are. Then a scene where everyone playing the game comes together and meets each other (maybe for the first time, maybe just like normal). Then the badguys strike! You fight them with your guns, and the rest of the game goes from there. When you fight the badguys with your guns you’ll get more/other types of Ammo to use, (hey! the name has vague relevance!) which might be normal or supernormal. You might even get other guns. But eventually you’ll come to the Big Bad Guy, or you’ll get captured and taken before the Big Bad Guy. Then you’ll have the Final Fight, wherein we find out the Ending for this story. This is a story game. It’s a story because you’re going to pretend like you’re a person you make up, and you’re going to tell other people pretending with you what happens to that person, and you’re going to reveal together what is happening in that character’s world. It’s a game because you’re going to find out some of the twists and turns in the story by shooting a gun, and the dice will let you know if you hit your target or not.

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Last night they came back. You could feel them, like a sudden shiver. You knew it would happen long before that cold feeling sank into your skin, but last night, as the moon vanished from sky, they proved you right. You were right all along, about them. And now, the war has begun, and your gun is all that can kill them. If there are others like you, then there might be a chance. But so long as you stand, and so long as your weapon is in your hand, there will be hope.

Load: Setting up the Game There are several versions of this game. The version you’re reading is Ammo: Revenant War. In this version you’re going to play semi-superhuman characters that were once abducted by malevolent aliens long ago to discern human weaknesses through living autopsy and miserable experimentation. You survived, and unlike the others who were taken you did not go mad or bury the experience deep in your subconscious. You survived, and you returned to earth, quiet, aware, and waiting. Now they’re back, and unlike 99% of the population, you’re ready. They took you apart. Bit by bit, layer by layer. You saw them tooling with your bones, watched without the ability to stop as they spooled your nerves out of your skull and peered into your lidless eyes. You felt all of it, through a cloud of weak, useless anesthesia. You never forgot a moment of it. They are not like us. They use no words, and they carry no emotions. Their life is defined by two strange urges. The first is a hunger for information. Their kind cannot help but dissect, analyze, and ingest the workings and design of a creature, no different than we eat or sleep. The second is a hunger for flesh. They are not here to understand this world for anything other than the best way to consume it. They have done this hundreds of times before, stretched out across the cosmos. Their vanguard comes first, secretly stealing away with early victims, pulling them apart, and then returning them as if nothing ever happened. Some victims loose their minds, or never make it back. But you, somehow, managed to survive. You fought through it. As their minds bled into yours, revealing their hunger and their cold calculating souls, you managed to remain strong. They did a good job, after all. You’re faster, smarter, and tougher than anyone else on this planet. And with that gift comes the weight of knowing what others refuse to believe: They are coming back. In the hundreds. In the thousands. They are coming to turn this world to dust. Unless someone stops them.

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You are a Revenant. The one that survived the dissection of your body and returned to a life that had just then ended. Throughout the world creatures are now moving into the streets of major cities. Any news still managing a broadcast has started to call them The Host. They are taller, stronger, and harder than us. They fire needles from their body, they can spit acid, and they are devouring anything that cannot escape their onslaught. You are not alone. There are others like you, survivors of the Host, and they are also in every major city across the globe. Together you’ve got a chance at killing them, by fighting your way to their Queen, who siphons her malevolent demands down to the monsters she commands. Get together, get to her, and blast the Host back through whatever wormhole they crawled out of.

Questions you need to answer as a Group:

What do the Host Look Like? Are they humanlike and hauntingly familiar, or are they all wrapped in slime and strange quills? These aliens are non-sentient scientists. Does their ship have some kind of ant-like technology gifted to them by the Queen, or did they get here by means that only nature could give to intergalactic predators? (Basically, did they build a plane to cross space, or are they born with wings?) What the Host looks like can determine a lot about the tone and feel of this game. If you’re shooting goat-horned apes with bug-faces, that’s one thing. If you’re shooting aliens that look almost like human children...well, that’s another.

What does their attack look like? They’ve sent their vanguard ahead to learn our weaknesses. But in the end they are cruel beasts. Does this mean they shoot their needles into the eyes and throats of victims? Or are they only capable of learning “yes, these soft people can hurt when shot with needles?” (Basically, is this the PG version, or the un-rated Directors

Cut with 20,000$ worth of extra gore?) What happens to the innocent people around you is important because it defines what you, as a group, are and are not comfortable with talking about. Don’t make the attack from the Host something that will make another player uncomfortable.

Who do you know? In this game your Revenants could meet each other for the first time as the attack is happening, or they could be lifelong friends that actually survived the abduction together. Maybe they’re lovers, maybe they just exchanged some emails on a vague website loosely related to UFOs. Now would be a good time to discern what kind of relationship you want your characters to have. The benefit to knowing each other is that you don’t have to roleplay all that ‘What? Who is this?’ stuff. The benefit of playing strangers is that you get to do that whole ‘point your guns at each other, then realize you’re cool and on the same side’ kind of scene.

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Safety Off: Making a Revanant The game is going to start with your Intro Scene. Just like any good action movie we begin with you, alone, somewhere, when something happens that shows how awesome you are. Maybe you’re alone in a diner, calmly eating your food, when a crazy lunatic starts to threaten the people around you. How do you stop him? Maybe you’re alone on a train packed with refugees from a major city, watching for a secret target, when a trio of Host land on the roof and start to tear the metal away, terrifying the people around you. How do you react?

In your Into Scene you’re going to show us three things:

Your Look - what you look like; hair color, skin color, type of clothes, gender, figure, age.

This game is about powerful humans with guns fighting aliens that shoot needles and acid. It’s a good idea to stay away from cowering, apathetic, or villainous characters. Make someone that you would like to see stand up and protect humanity from the brink of destruction. Also, this game is about free descriptions of awesomeness, so make someone with a look you can have fun describing. Do all of this keeping in mind what the others at the table would think is cool, too. They’re your audience in all this.

Your Caliber - How you Use a Gun. This is your style, which shows what kinds of guns you prefer and how you use them. The basic game lets you pick from a list of four Calibers: Lone Gun, Quickdraw, Twin Blitzer, and Lucky Shot.

There are at least four Calibers to choose from in this book, and others will be available online. Your Caliber is basically what kind of gunslinger you are. Lone Guns are outsiders that shoot slow but hit hard, Quickdraws are faster than the Host and fierce, Twin Blitzers hit everywhere in a crazy rain of lead, and the Lucky Shot is just a weird character that’s caught up in all this.

Your Piece - What Gun you carry: this is very important. Guns are awesome in this game, and they’re how you kill the Host. Everyone gets one Primary Piece and one Sidearm, picked from a list that comes with their Caliber.

Not only did the Host put you back together better than you were first found, they gave you glimpse of what their methods can do. This led you to a strange and symbiotic relationship with mankinds gift for handguns. You carry a handgun (a magnum or a pistol) and with it you are a force to be reckoned with. Choose a gun based on what goes with your characters Look; pick it from the list provided by your Caliber.

To play out the Intro Scene someone needs to go first. If no one volunteers the GM will pick someone. That player will say where there character is at, what they’re doing there, and either say what the dilemma is or ask the other players/GM what a good dilemma would be. You could easily just pick a place that your character often hangs out at, describing how it used to be and how it is now that Aliens have come to eat the world, and then say, “What’s a good sudden bad-guy thing to have happen here?” Similarly, you could just intro your character by having them creep into a crashed Host warship to utterly shoot the crap out of them. So long as it shows off your Look, your Piece and your Caliber then you’re good to go. When a player is done, they pass the Intro Scene off to another player, until everyone has introduced their character. It’s a good idea to include the Host as your antagonist in these scenes. Make them vicious, make them terrible. Make them something that’s hurting people that don’t deserve to be hurt, and make them frightful. Then show up, with a gun, and blow them away.

Hammer Back: Intro for the Host If the GM wants to, they can intro some kind of semi-sentient Host overlord, or maybe have a scene with the Queen, just to show how wretched and evil the Host are. Make us hate them with this scene. If the gamers at your table

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aren’t getting into the story at first, it’s a good way to make them angry at these aliens. Once you’ve answered the group questions about what the host looks like and what kind of game you want this to be, the GM could narrate the first Hive-Ship slowly coming to rest above the major metropolitan area. Or they could narrate a nice, happy group of people as they are suddenly attacked by the Host as their minions move into the streets. Whatever shows off the Host for what they are in this story. Do this if you’re trying to provoke a reaction from your players. Get them to want to suddenly jump up and shout, “Oh, i don’t THINK so.” And then show them how to fire fudge dice onto the table in an thundering handgun attack! In addition, if this works, feel free to let the spark light the powderkeg: Let your players jump into your Intro scene and spin it into theirs!

Questions you need to answer about your Revenant:

Who do you care about that’s in this city? The game starts as you are headed into a major city with a Hive-Ship floating above it. In this city there will be three types of people in relation to you: strangers, friends, and other Revenants. So list a few people in your head or on your character sheet that you could say you know in the city whose safety you care about. This is so that, later, when the story is unfolding, there can be people in the game you’ll want to save that aren’t just more random mothers with strollers or old men with woe on their faces.

Where did you come from? Is this your city? Did you travel here for a reason/what is that reason? You’re not too old, and you’re not too young, so what have you been doing with you life? What do you want to do after this is all over, assuming you can survive?

Why do you hate the Host? There are simple answers to this question, and that’s cool. But in a moment where you get to talk to another person or Revenant about the Host it can be cool to say why you’re willing to die full of acid and needles on the

off chance that you’ll kill their Queen. Think of a personal reason to want to fight this very one-sided battle. If nothing else, be ready to explain what it was like going through the terrible experience of being cut up alive and put back together.

What would be a cool thing to blow up/have a shoot out in? If you’re playing this game in a big city you live in or have been to, what would you like to see as the backdrop for a big gun battle with aliens? What would be a cool place to pick as setting for a scene where you have to break in and kill the aliens before they detonate a warhead? What would be a cool place to spring a bunch of people from a make-shift Host war-camp? The more cinematic the better, because that’s cool. This might come in handy because later, as the story is revealed, you might have to name a place for a situation just like this.

Questions about the Coming Together Scene:

Is it safe?Are you all in a hot-zone, with Host soldiers crawling around, forcing you to whisper? Can you see the Hive-Ship in the sky above you? Or is it quiet, and the sun is setting?

Are there People with you?Did you bring someone along? Did you find someone here together? Or are you in a crowded place, where refugees are cooking spam and rat-meat for a miserable survival, hoping the Host don’t come before they can scurry away to safety in the country?

Once you’ve all met up, and decided you’re going to work together to stop the Host, the very villain you curse will come down on you like a hammer. This is the first Action Scene. You’ve just decided there’s hope, and you’ve got a shot. And before you can shake on it, the Host burst in on the scene and try to eat all the flesh that doesn’t escape, including yours.

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Point and Shoot: The Gun Part of the Game After every character has intro’ed their Revenant the Coming Together Scene happens. As a group pick a place that is war-torn and semi-desroyed in the wake of the war with the Host. This is where you’ll meet. If this is the first time you meet, groovy, have that talk and point some guns. But don’t shoot. Revenants can tell they’re different, and they can certainly sense each other. The first big battle can be between your characters, if you want, but i’d suggest saving the bullets for the badguys.

Shooting your Guns:Every weapon has two Stats: Hold and Speed.Hold measures how many bullets the gun will Hold.Speed means how many bullets you can shoot with it in a given turn.

A typical magnum will have six bullets in it, and a Revenant can shoot them all in one turn. That’s a Hold of 6 and a Speed of 6. A 9mm Parabellum can hold up to 12 rounds in the clip, and shoots pretty fast. That’s a hold of 12 and a Speed of 8. No Revenant can start out using a gun with a Rate faster than 8. So for each bullet you can shoot in a round scoop up that many dice. Each dice is one shot for that round. And you’re figuratively going to ‘fire’ those dice to roll them.

Initiative: The order in which who gets to shoot first.Whoever has more characters goes first. If there are more Host in the fight, they go first. If there are more Revenants, they go first.

Rounds:A ‘round’ is when everyone playing has had a chance to shoot their cool gun. It’s also a word for a single bullet that can be shot from a gun. So it’s like perfect for this game.Each Round is broken into two Phases: the Targeting Phase and the Shooting Phase.

“Targeting” - begin by saying who you’re shooting. The Host come in Three categories: Individuals, Squads and Swarms. When you target a Swarm you can narrate blowing them away in any capacity, so long as you hit them. When you target a Squad you can narrate killing one per hit you get. When you target an Individual this is a special uber-Host, or some kind of Vicar for the Queen, they’re important to the story or something, so you can only describe hitting them with your shots, but the GM lets you know when they die. Each hit to a Swarm is as many deaths as you want. Each hit to a Squad is one member of the Squad shot down. Each hit to an Individual is a lost Health Box to that Host. You have to break up the amount of bullets you can shoot by each target. But you pick the order while you’re targeting. So if you shoot at the swarm of Host Troopers, then the Host Vicar, and then the Squad of Host Overlord, you have to divvy up the bullets per target. This can be “I shoot at one till i hit, then move to the next” but if you never hit the first then you’ve just shot a lot at one and not even aimed at the others. You could also say “I put two shots into the swarm, two into the Vicar, and the rest into the Overlords.” It’s important to Target your enemies because you want the GM and the other Players to know what you’re trying to gun down. If everyone Targeted the same badguy it would pretty much be annihilated, leaving the rest to shoot back. Maybe you want to do this, but let people know, and don’t just explain it, tell it like a story. Describe how you’re diving to the side, arms stretched out, as you blast one, then the next, then the last in a deluge of lead rain and pain!

What you do during your Targeting Phase:Reload / Switch Guns

If you used all the bullets in your guns Hold you’ll have to spend this part of the round Reloading your gun. This is when you can switch types of Ammo. YOU CAN’T SHOOT ANY MORE BULLETS THAN YOUR GUN CAN HOLD, AND YOU CAN’T HAVE A FULL HOLD UNLESS YOU’VE JUST RELOADED.If you want you can just switch guns instead of reloading the one you’re using.

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FlareIf you have bullets left, or if you just don’t want to shoot on the next round, you can add Flare to your next move instead of Reloading or Getting Away: Flare for Shooting means you get to set up how your attack has brutal effects on one of your Targets. In the Shooting Phase pick one die from your Hold and don’t roll it, just set it down on a Plus. Flare for Defending yourself or someone else means the GM has to ignore the first plus they roll against you or whoever you’re protecting. You can only protect one person at a time (yourself or another, basically). Flare for Destruction means you shoot something that explodes or shoot the chain that’s supporting something heavy so it falls and smashing stuff. When you destroy the environment around you it’s cool, so everyone on your side gets another die to roll, representing the awesome carnage. Flare is basically adding a cool setup to what you do next, so think of it like super-cinematic scenes in an action movie where the main character uses their gun to attack a thing instead of the enemy directly, and as a result a bunch of the badguys get blown up, tossed in a river, electrocuted or something like that.

GTFOIf you don’t want to stay and fight the rest of this fight you can get out. That means you Pick an Exit, and tell the GM what it is. The GM will then let you know what kind of Shooting roll you’ll need to make to get out of here. All exits in this game involve shooting your way out, and that’s not a bad thing, because it’s way awesome. Once an Exit has been named only one Revenant needs to make the roll to get out, and the other players can choose to tag along or stay and fight. If they stay and fight they’ll need to pick their own exit or make the same shooting roll you did to join you later. If they go with you then they just escape for free.

Do the ThingIf you’re breaking someone out that you need to rescue, or trying to get through a dangerous area, or if you’re in any fight scene were you have to do more than just shoot the Host, then there’s going to be one or more Objectives. You have to do these in order to keep moving toward the Queen. Before you retreat, or get shot down, you’ll have to spend one Targeting Phase saying that you do the thing. The GM will tell you what this thing is, based on the scenario. If your path has been cut off, the GM might say, “At least one of you has to open the gate.” Or if you’re there to rescue someone, “At least one of you has to spend a round getting Angela out of her cage.” Once the objective is cleared, it’s done, and won’t be reset. Some scenes may have more than one Objective, and maybe even an order to their completion. Once the Objective is done, it’s done.

“Shooting” - Now that you’ve said who you’re targeting, drop the dice on the table one at a time. Say “Blam!” every time one lands, because, you’re shooting at the badguys! Here’s how it goes down:(-) - You hit them, but they blocked it, or ducked behind some cover.(0) - You missed them, and it’s a bit embarrassing.(+) - You hit them! They loose one health box if they’re an Individual; or they just blast apart if they’re a Swarm.

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If you get three in a row of the same thing for one Target this is called a Triple, and you get a Special Effect (SFX). Each Caliber has a Special Effect for the three types of Triple that can happen. For all of them the Triple Ricochet (-) is generally a cool thing that happens, and is bad for the Host. On a Triple Miss (0) another player will pick from the bad things happening to you. And a Triple Hit is always extra cool with cool sauce. If you’re attacking but not Shooting that happens during this part of the round, too. You only get one die for an attack that doesn’t use a gun. So if you’ve got an awesome Katana or a magic cane or even a Tank or something, that’s great and all, but this is a game about gunslingers. So you only get one die. Roll it. You hit, miss, or it’s blocked. This seems trite, and that’s on purpose. Get a gun. Or use your fist to try and punch the last health box of a dieing Host (if you want to be cocky). To me Shooting is the best part. For all those (-) you get to describe the Swarms of Host dodging behind old wrecked cars, or swiveling behind a half-collapsed brick wall. All those (0)s are a rattle of your bullets against the earth behind your target as they scurry up a wall, or leap over your head and land behind you. And the best of the best has got to be those (+)s, for each hit you can describe your target lurching, or flying backward, or loosing a limb and guttering a roar as it erupts in black ichor. And that’s just the basics. Feel free to talk about how your (-) was an infuriated Host holding up one arm to deflect your shot from a few paces away. How your (0) was a clear shot just about to hit home until you were tackled from the side suddenly by an unseen trooper. Or say something awesome as your (+) finally shuts up that wailing Host Overlord...

Taking Turns: Each round goes in a circle (go in either direction), starting with whoever has more people. When the Revenants have more people they can choose to go in whatever order they want. If a Host Swarm, Squad or Individual is shot dead before their turn, tough breaks. If a Revenant is shot down

before their turn, don’t worry, they can’t die. They’re the awesome character this story is about. All it means is that they’ve been hurt, bad. And you’re down until the fight is over, or the whole group gets away. If everyone in the group is shot down, the Host can leave them for dead or capture them, depending on the Player’s choice. Gunfights with the Host can end good or bad for you. If you run away, or if you get shot down, it’s bad. And that could mean that other people you love, or are trying to protect, can get captured along side you, or maybe even eaten (see above about PG vs. Un-rated). If you escape or get shot up pretty bad before the Host flee, that’s a sort of middle ground. A stalemate, if you will. If you shoot them all down, and walk away only a bit scuffed up, then it’s all good, and the Host should be wetting themselves.

Dodging Bullets: Every Round the GM gets a turn, too. And when they go you better be ready, because the Host are going to shrapnelize you with needles, or liquefy you with acid. You can’t die, not until the end, and even then only if you want to. So your Health Boxes don’t represent ‘how many times you can get shot’. They represent how many times you’ve been ‘hit.’ This is an abstract term. If you want you can narrate each hit you take as a bullet ripping through your flesh. Or you could abstract that concept a bit and say each box you check off represents a needle or acid loogie that got a little too close. The GM’s turn is a bit longer, because they will typically be shooting for two or three Host Characters. If they’re coming at you with only one Individual, expect that Individual to be a pretty tough nut to crack. If they come at you with five different Swarms, expect the fight might be rough, but it will be plenty satisfying, as well. But just because the GM has a longer turn doesn’t mean you’re just waiting in line for the bathroom. When you Hit, Miss, or Ricochet you get to narrate some of how that goes down. When the GM shoots at you, they get to narrate how it looks and who’s doing what for their own characters,

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but you still get control of the final collision between bullet and target. If the GM Hits you, tell everyone what it looks like. The only exception is for Special Ammo and Special Effects. If the GM has a triple (+) it is a SFX to them, as well, and that means they get to tell you what it looks like and just how it hurts. But if you’re just trading shots, you get to play up how cool you are pretty much all the time. But leave room for everyone to participate, even your lowly GM. The rule of thumb, for me, is to always listen to what people are saying, and if it’s cool, say, “Yeah, that totally happens!” and roll it in to the narration. The process of shooting each other is a bit give and take, like dancing. (Who am i kidding, i know nothing of what dancing is like). It’s give and take. Let your character get shot up when it’s cool, let them take the fall, to make the Host as scary as the story needs them to be. And then, when you hit back, make it awesome even for the GM how they go down.

Aftermath Dice: For every Swarm or Squad in the Fight, roll one die. For every Individual present for the fight, roll two dice. All (-) and (0) must be spent, all (+) are good for you to spend. Each player rolls their own pool of Aftermath Dice, affected by their Caliber, each player then spends their dice.Special Rule: If you want (and i’d mention this before play starts) you can choose to ‘neutralize’ your rolls, having Good and Bad dice cancel each other out, leaving you with only complications. In such a case those dice just ‘go away.’

If the Host retreats or gets Shot Down:All (+) give you a Pick from the Good List - Ignore all (-), Spend all (0) that you roll.

If the Host forces you to retreat/shoots down 1 or more of the Revenants:

Spend everything.If the Host shoots you ALL down:

All (-) and (0) Spend on a Pick from the Bad List. You have to spend all your (-). You can still pick from the Good List for all (+) that your roll.

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but asks for the others to come along, everyone gets to pick from the list, so long as they actually do something during the scene. Don’t just say, ‘oh, i’m there, too.’ Be there. Game.

What you can do during a Character Scene:Scout for Guns & Ammo

Roll a Die:(-) is more Ammo (0) is new Ammo and (+) is a New Gun!

Scout for StuffRoll a Die:(-) Cigarettes (0) Med Kit (+) ShadesIf you’ve already got one, give it to someone without.

Staunch or shrug off your woundsIn this scene describe how you fix yourself up.Erase all your wounds after this scene.

Get someone to Safety/Find someoneThere are people in the city you want to find/help, in this scene tell us how you want to find them, or, if they’re already with you, tell us how you save them. Once you’ve saved a person with a scene like this, they’re off the table, and the Host can’t get to them any more.

Funeral for a FriendIf you want, spend one character scene narrating how an NPC with you did not survive their wounds from the last battle. If you choose this option, play a scene with the characters last words, or have everyone say some things about the character as they leave them in a make-shift grave of rubble. If you choose this all NPCs and PCs involved restore to full health.

Train a RefugeeIf you’ve picked up a tagalong in your adventures, you can spend your Character Scene training the Tagalong how to use a gun. If you do this, on the next fight, let the tagalong shoot with two dice at some point, and narrate how your teaching helped them to do this. They take the highest of the roll, even if it’s two (+), and those can add to a shot from you to make a Triple. If they roll all misses or ricochets, that’s just too bad, but at least one (+) is a hit.

Character Scenes:This part, and the breakdown of badguys, is lifted blatantly from that clever hunter Christian Griffen. Thanks, man! (You should play Anima Prime!) When a Fight is over, if you’ve not been captured, you get to start going around the table one by one and declaring Character scenes. This is where you discuss your plans, make preparations for the plans, or get to where you’re going to execute your plan. If the last fight you were in went poorly some of you will have to use your Character Scene to narrate things that restore your in-game resources, such as the damage you’ve taken, or scouting out a location, or finding more Ammo. If nobody has a bad consequence from the last fight, then you can all pick new objectives to go and do, each giving you an edge against the Host. By default there are always at least Two Character Scenes before another fight. You can have less if you want or if it’s appropriate. But if there is only one player, you get two. If there are two players you get two. If there are three or more you get one per player at the table. (A group of five players get five character scene, one per player). If the last fight went Good for you, at least one character scene must be declared “the journey to the next attack point.” If you’re in the city that means a scene where you describe sneaking up or roaring onto the location that will get you from the earth to the hovering Hive-Ship. If you’re already on the Hive-Ship, the next step is the Queen’s Orbital Lair. If you do not do this in a character scene, you’re no closer, and the victory is in limbo. You don’t have to go straight for the ship, of course. If you want you can just bum around downtown shooting Host until it ‘feels right’ to go after the Queen. But so long as you’re doing that the GM will be scratching notes about their next onslaught, which happens as soon as the last Character Scene is played out, and that means you might get shot down anyway. These benefits apply to anyone that is involved in a Character Scene (another good reason for your Revenants to all be friends/do stuff together). So if player number one calls for a scene at his favorite diner in the wreckage of the city,

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Final Fight: Eventually, suited up, scarred and with both barrels smoking, you’ll find your way to the Hive-Ship, and from there to the Riftcraft in a swirling void above the planet, where the Queen will try to kill you herself. If you are captured before you get to the Hive-Ship you will be given two Character Scenes “In Transit” where the Overlords will backhand you and snarl in your face, keeping you tied up. If you are captured at the Hive-Ship you will get just one group “In Transit” Character Scene as the Host take you before their Queen. At this point you have a couple of choices to make:Do you want your character to die?

If you are okay with your character dieing at the hands of the Host in a brave attempt to win freedom for earth, you can lay that out on the line. If you want, here, at the end, your Health track isn’t a measure of how long you last in the fight, but if you live.

If you don’t want your character to die, then what IS at stake? What is the risk you’re fighting to defend?

Whatever happens, the fight with the Queen is the last scene, so here is where we write the epilogue for your Revenant. If you enter this fight, what’s at stake? Is it whether or not you can return to earth? Loosing could be that you’re sucked back to the Queen’s homeworld to battle on forever, victory is you getting home as the rift closes and the world is saved. Are you a real gambler, and want to play with the fate of the world as well as your characters own life? Then victory could be a safe return home, but death could also mean the earth is over run. This is a good place to revisit that “PG vs. Un-Rated” conversation. It’s also a good place to let the person that just hates it when the goodguys die in the end have their way. This is a game called “Ammo,” after all. This isn’t an Aronofsky film.

Colt Python .357Hold - 6 roundsRate - 6 rounds

Desert Eagle .50Hold - 7 roundsRate - 5 rounds

Colt PeacemakerHold - 6 roundsRate - 6 rounds

S&W Model 500Hold - 6 roundsRate - 6 rounds

S&W Model 629 .44Hold - 6 roundsRate - 6 rounds

Automag .44Hold - 8 roundsRate - 5 rounds

S&W .38 SpecialHold - 6 roundsRate - 6 rounds

Automag .44Hold - 8 roundsRate - 5 rounds

Beretta 92Hold - 15 roundsRate - 6 rounds

Glock 17Hold - 17 roundsRate - 7 rounds

Springfield XDHold - 13 roundsRate - 8 rounds

Beretta M9Hold - 15 roundsRate - 8 rounds

S&W Model 10Hold - 6 roundsRate - 6 rounds

Beretta 92A1Hold - 7 roundsRate - 5 rounds

Sig Sauer P226Hold - 10 roundsRate - 5 rounds

Walther P38Hold - 8 roundsRate - 6 rounds

Glock 22Hold - 15 roundsRate - 6 rounds

Glock 17Hold - 17 roundsRate - 7 rounds

Webley FosberyHold - 6 roundsRate - 6 rounds

Beretta M9Hold - 15 roundsRate - 8 rounds

HK USPHold - 15 roundsRate - 5 rounds

QSZ-92Hold - 15 roundsRate - 6 rounds

Beretta 92A1Hold - 7 roundsRate - 5 rounds

Sig Sauer P226Hold - 10 roundsRate - 5 rounds

All the Starting Guns at Once:

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Caliber: The Lone Gun You were never the same after you came back. And you took to that new life by leaving everything behind. You’re a lone gun, you carry a big piece, and a backup just in case. You don’t worry too much about others. It’s not that you don’t care, it’s just that you know what’s happening, and what’s going to get worse. And you’d rather face that head on, alone, with one heavy weapon in your hand.

A good example:

John Hartigan of Sin City

Choose a Piece:Colt Python .357Hold - 6 roundsRate - 6 rounds

Desert Eagle .50Hold - 7 roundsRate - 5 rounds

Colt PeacemakerHold - 6 roundsRate - 6 rounds

S&W Model 500Hold - 6 roundsRate - 6 rounds

Holdout Piece:S&W Model 629 .44Hold - 6 roundsRate - 6 rounds

Automag .44Hold - 8 roundsRate - 5 rounds

The Lone GunYour Schtick: Heavy Hitter

When Flare for a Shooting Roll, on that turn you can roll four dice per shot, but you can only fire at half the rate of your weapon. Of all the dice you roll only count the result you want. If you get no hits that’s just your roll, sorry. If you get a miss and 3 hits, your roll counts for 3 hits. You still only get a Triple for SFX if you get three Hits on Three Different Shots.What this looks like is you basically slowly taking careful aim, and putting each shot where it hurts the most. Other players may throw bullets away like candy, but you know how to take your time.

Your Aftermath:If you roll any (-) on Aftermath, and there were NPCs present for the fight, add another (-)If you roll any (+) on Aftermath, and there were no other humans in sight, save for your Revenant Allies, add another (+)

Your SFX:On a Triple (-)

Your gun is too damn big for cover. Whatever you were shooting at has to spend their next Targeting adding Flare for defense, or else they loose a Health Box from your rounds slamming into their armor or cover so bad it hurts anyway.

On a Triple (0) Pick a player to choose one for you:You’re Gun Jams - next Targeting you have to Flare for DefenseYou’re Pissed Off - you must continue to target the last Host you were fighting until it’s dead.Lonesome Dove - For your next Character Scene, you’ve got to go it alone, no one else can come with you. They can do the same things as you, or follow you in secret, but they do not get a Character Scene benefit from it.[Solo Player - if you’re the only one playing in this game besides the GM, you can pick your own for this SFX]

On a Triple (+)Pain. It just hurts to get shot by you. Three (+) from a Lone Gun is always worse. Target looses 1 extra Health Box.

Starting Health: 6Max Arsenal: 3Starting Arsenal: one Piece and a Hold out

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Caliber: The Twin Blitzer It’s hard to miss if you hit everything. You have no off-hand, you have no series of targets, no logical pattern. You are an artist, what you’re looking at is your canvas, and you bath it in a hot bath of lead. You are maelstrom. You are a thunderstorm. And the Host are about to get wet.

A good example:

John Smith of Last Man Standing

choose a Piece(You get 2):Beretta 92Hold - 15 roundsRate - 6 rounds

Glock 17Hold - 17 roundsRate - 7 rounds

Springfield XDHold - 13 roundsRate - 8 rounds

Beretta M9Hold - 15 roundsRate - 8 rounds

The Twin BlitzerYour Schtick: Double the Fun.

When you Flare for Shooting you’re not just firing with both barrels blazing, you’re smothering the landscape in hot lead. You don’t target just one enemy, you target them all. You must fire at full Rate to do this, and if you don’t have enough ammo to fire at full Rate tell the GM that they can keep one target safe. Otherwise, roll once, and apply the damage, ricochets and misses to the whole lot in front of you.

Your Aftermath:If you roll any (-) on an Aftermath Roll, add another (-) if any of your Targets escaped.If you roll any (+) on an Aftermath Roll, add another (+) if you Defended another person at least once in the Fight Scene.

Your SFX:On a Triple (-)

Really it was just cover fire. On the next turn all Allies with you get a free ‘Flare for Defense’ that does not use their Targeting move.

On a Triple (0) Pick a player to choose one for you:You’re Jammed - next Targeting you must switch guns.You’re Crazed - next Targeting you have to Flare for Shooting.Hard to Work With - On your next turn you must attack with a single die, not using a gun, or else all other players get one additional (-) added to their Aftermath.

On a Triple (+)It never ends. If you roll a triple (+) roll one more dice. If it comes up a (+) add another. If that comes up a (+) roll another. Keep doing this until you run out of ammo.

Starting Health: 6Max Arsenal: 3 sets of 2Starting Arsenal: one pair of guns

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Caliber: The Lucky Shot Hard to say if you really got better from all this or not. More over, it’s hard to say if you meant to shoot that fire extinguisher behind your target or if you just missed. Not that it matters. Luck and lunacy are rarely separated.

A good example:

Hudson Hawk of Hudson Hawk

choose a Piece:S&W Model 10Hold - 6 roundsRate - 6 rounds

Beretta 92A1Hold - 7 roundsRate - 5 rounds

Sig Sauer P226Hold - 10 roundsRate - 5 rounds

Holdout Piece:S&W .38 SpecialHold - 6 roundsRate - 6 rounds

Automag .44Hold - 8 roundsRate - 5 rounds

Walther P38Hold - 8 roundsRate - 6 rounds

The Lucky ShotYour Schtick: Nobody Does it Better. Makes me sorry for the rest...

No Triple (+) SFX work against you. Ever. You’re just lucky like that. In addition, you don’t have to say who you’re targeting, you roll your dice, and pick the order after you fire.

Your Aftermath:If you roll any (+) double them.If you roll any (-) you can cancel them out with a (+), meaning they both go away.

Your SFX:On a Triple (-)

You’re not really aiming anyway. So when you Ricochet three times, turn those three (-) into a single (+). You can only do this for one Target per round. Narrate how your shots hit things that cause Health Box reducing collateral damage instead of actually shooting your target.

On a Triple (0) Pick a player to choose one for you:You’re Empty - next Reload you must Reload (Turns out you guessed wrong about how many bullets you had to go).You’re Confused - next Reload you have to Flare your Defense (Turns out you weren’t really paying attention)Nobody Believes You’re Trying - You get one automatic (-) on your Aftermath roll.

On a Triple (+)You’re not even trying. But the Host are sweating bullets to get you pinned down. When you hit them with a triple (+) you autododge the next three hits against you. In the next round anything that shoots at you finds you’re just not there, so turn the first three (+) on their attack to (0). This does not count as a Triple (0) for them.

Starting Health: 7Max Arsenal: 7Starting Arsenal: one Piece and a Hold out

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Caliber: The Quickdraw You were slow...once. Before they came, and ruined it all. You were a thinking thing, that calculated and comprehended what you were doing as you did it. Now, you move so fast even light has a hard time keeping up.

A good example:

Korben Dallas of The Fifth Element

choose a Piece:Glock 22Hold - 15 roundsRate - 6 rounds

Glock 17Hold - 17 roundsRate - 7 rounds

Webley FosberyHold - 6 roundsRate - 6 rounds

Holdout Piece:Beretta M9Hold - 15 roundsRate - 8 rounds

HK USPHold - 15 roundsRate - 5 rounds

QSZ-92Hold - 15 roundsRate - 6 rounds

The QuickdrawYour Schtick: Keep Up, or Die Before You Know It.

You’re the fastest. Period. When you’re attacked, you go first, no matter how many Host are around you. If you’re up against another Quickdraw you each roll three dice. Whoever gets more (+) goes first, if you tie, keep adding a die to the pool until one of you has more. In addition, it’s free for you to switch guns during the Targeting phase.

Your Aftermath:If you roll any (+) and you shot down at least one Individual, add another automatic (+).If you roll any (-) and at least one Individual Host got away, add another automatic (-).

Your SFX:On a Triple (-)

You weren’t really worried about those targets, you just wanted them to stay under cover while you reloaded your other weapon. Take a free Reload. This can be comboed with your Schtick during Targeting phase.

On a Triple (0) Pick a player to choose one for you:You’re Fixated - you cannot attack another target until you take the one you were just attacking down.Your Gun Overheats - next Reload you have to switch guns, or loose one Health Box for holding a smoldering weaponToo Fast, Too Furious - You thought you had them down, but you were wrong. The Host recover one health box.

On a Triple (+)You see exactly what they’re doing. On your next Targeting phase, you get a free Flare for Shooting. Also can be comboed with your Schtick and your Triple (-) SFX.

Starting Health: 6Max Arsenal: 4Starting Arsenal: one Piece and a Hold out

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Aftermath: The Complicated(2) Supplies - You need food, or medicine, or something else to stave off suffering in yourself or someone with you, the next Character Scene you play has to be about that. If you play that scene heal one Health Box. If you do not, take another level of damage.(2) Fatigue - You need to sleep. Now. For your character scene you must go to sleep. All characters who pick this can sleep together, but if no one is placed on watch (not even an NPC) the GM can choose to wake you up with a Fight Scene, instead of finishing the Character Scenes.(2) Prisonbreak - Someone you know and love is now captured by the Host, in a strange effort to call you out. Spend the next Character Scene narrating how you convince your friends to travel with you to the next Action Scene, where you’ll work together to free your friend.(1) Tagalong - Name someone that has been in the game so far. They are now tagging along with you on your quest to kill the Queen. Pick a fellow player to pretend to be that NPC, and play out how it’s revealed they are going with you. If they can carry a gun, give them one, and they can count as an extra die for you when Shooting. They roll separately from you, after your turn, and they don’t stack for Triples. You can also choose to shove one wound off on them to say they got shot instead of you. This means they’re no longer shooting with you, and the next Character Scene you must heal them. If you don’t they stay wounded and unable to help, but they won’t go away, either.(1) Message in a Bottle - Name someone you know, and how you found out that they are in direct danger of the Host. For the next Character Scene you’re traveling to that location. Remove one damage box as you heal up, but not all the way.(1) Blocked Road - Name a location between you and where you need to get to where the next Fight Scene will take place. That place is blocked off, and when you attack, you go after the Host. The GM will tell you what to do to get through the Roadblock as a new Action Scene.(1) Lost Thing - Pick a non-gun/Ammo item: it’s gone.

Aftermath: The Good(2) New Gun - Pick from your list first, once you’ve had them all you can pick from other lists(2) New Ammo - Pick from the AMMO list (end of game)(2) New Health Box - That last fight made you stronger(1) Flack Jacket - Ignores first (+) that hits you, then is filled with needles/melted by acid, becomes useless(1) Med Kit - Heal one persons wounds (no Character Scene Required) Can be used on a Flare for Defense(1) Cigarettes - Smoke these during a Character Scene to look cool. You loose one Health Box, but ignore Bad After-math the next time it happens.(1) Shades - Wear these into the next fight and you will go first, no matter how many Host are against you.(1) Weapon Upgrade - Increase the Rate of your gun. Can only be purchased once per gun. (Applies to a pair of guns for Twin Blitzer)

Aftermath: The Bad(3) Gun Breaks - Leave it behind, it’s no good to you any more. If you’re a Twin Blitzer it’s happened to a pair.(3) Bad Ammo - Pick from your arsenal, turns out that Ammo was actually the wrong caliber, or just ruined somehow.(2) Head Trauma - You’re pretty jacked up from that last fight. Your nose is bleeding and your head is ringing. For the next fight you have to spend two (+) to get one hit. After that you’ve shrugged it off and you’re fine.(1) Someone is Hurt - Pick an NPC with you, if they are not helped in one of the Character scenes before the next battle they will die. You can heal them with a Med Kit if you have one, otherwise you’ll have to staunch their wounds in a Character Scene.(1) Made an Enemy - one of the Host now knows you, and hates you. The next Fight Scene with them they get an auto 2 (+) on their first attack against you.(1) An Audience with the Queen - if all players choose this option, then you are Captured, and taken before the Queen on the Rift Craft (or to the Hive-Ship first)

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EXPLODE. If someone they like is there, attack them, if it’s just the Revenants, swarm like they’re only children. Then, as the guns come out, and you realize what you’ve done, shriek in pain and horror, and sound the retreat.

Character Scenes - Listen to the Players, ask them questions about what they want to do, and where they want to go. If they’ve got some Aftermath to deal with ask them what they think would make it look or feel cool to go into these places and cope with the situation. If they’ve got a character with them, or even if they’re going to seek someone out, ask them what they think this character is like, who would play them in a movie, and such.

Fight Scenes - Draw out a map. Nothing immaculate, just a rough idea of what’s going down. And dot it with a lot of cool stuff to blow up or break through or drop off of. And plenty of cover, always have plenty of stuff that can soak a good shot from a nail gun so your needle-dodging players can roll behind that thing and hear their enemies fire crackle off of its hyde. Don’t be afraid to give signifying attributes to certain Individual Host Creatures, make them ‘the ugly one’ or the ‘sleek, frightful one’ and let the Players target those monsters with personal commitment.

The Last one or two Character Scenes - elaborate on how the Host get them from the earth to the Hive-Ship, and from the Hive-Ship to the Orbital Queen’s Lair. Make them feel like it is now the final few breaths you’ve got left before the whole thing goes into its last, most demanding, most irrefutable stage. Let this scene be quiet, let the Host now suddenly seem like mindless ants in service to that malevolent thing that’s pouring them down on all the innocents below. And decide now: Is this Queen going to speak?

The Final Fight - Make that Queen a serious, cold, hard bitch. Seriously. Don’t hold back. Make sure everyone knows what the stakes are, and then, give her, like, all the Schticks you can pick from.

Weapon Check: Being the Gamemaster This is a game about horrible monsters from space. You are those monsters. You spit acid. You shoot needles from your hands or face or something. You are here to cut open and devour all of humanity. You do not deserve redemption or consideration. When a pack of wolves descend on a weak lamb, nobody glares at the lamb for not affording the wolves redemption or consideration. The food chain is barely an explanation here. When you act as the Host, be mean, be frightful, be a good thing to see shot dead. Your players are going to tell you what you look like, and they’re going to let you know by what they say (or are not saying) how they want you to pretend to be the Host. The creepiness factor is one thing, the gore factor is another, and the level of their power is another. You get to narrate a lot in this game, so don’t go off the deep end. Play up to what your players tell you is cool. If they’re not being clear, just ask them. If they don’t know, go from the gut, and do it to make them happy. Guess. It’s all going to work out if your working to support each other having fun.

Helping Out as GM:

Intro Scenes - Help come up with atmosphere. Pay attention to what the invasion is like for people. Pretend to be people present on the scene with some personality and gusto. Bow down to whatever coolness the player is putting forward, because this is their moment.

First Fight Scene - When it starts give them just enough pause to say something cool. Don’t just grab one of them by the leg and pull them into a dark alley. Describe how the Host are suddenly all around them, sneering, eyes fixed on this strange new prey...And as soon as the Players say something cool,

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My best advice for building Host is this: For the first scene have at least two. If you’ve got four players bump that up to two. If you’ve got five players, maybe make three beefy Host (by beefy i mean heavy on Health Boxes). But don’t give them any real Rate or Hold or cool Ammo. Basically make them weak sauce and give the players a chance to figure out how to shoot them. Then, as you get into the game, increase the Rate and Hold and give the bad guys cool Ammo. By the time they see the Queen it’s no-holds-barred. She’s got nothing but terrifying needles of death and acid spit that could eat through a blast door like it was cotton candy.

SCHTICKS: Schticks for the Host are designed to make them seriously awesome. This is because they’re going to have anywhere between one and seven awesomer gunslingers blasting away at them, and they’ve gotta show some kind of spirit if they’re going to feel like aliens that could actually take over the world.

Reinforcements (Swarm Only):For your round narrate how the setting suddenly starts to shudder as more and more Host appear on the scene.Erase all your Damage

Tactical Moves (Squad Only):If you Flare your Defense, for that round you can suffer only one round of damage from each player targeting you. This means your squad is moving in perfect unison, making it impossible for one Revenant to target more than one of them at a time.Max Damage on that Turn: 1 per Player Targeting you.

Dance of Death (Individual Only):If you Flare your Shooting, for that round you declare one other Revenant in the fight. For this round you can only target them, but anyone else Targeting you has to half their damage between you and the Revenant, as you fight up close and personal.Shove off half damage onto one Player you Target.

Building the Host The Host are just Four Things: HOLD, RATE, SCHTICKS & HEALTH BOXES Your primary weapon is some kind of needle launching appendage or device on your person. It shoots needles of a size and strength you decide as a group. But whatever they end up looking like they are wicked cool. Your secondary weapon is some ability or device that shoots acid. It’s assumed this is acid spit. Because an acid belching gun just isn’t as cool as hocking death loogies to me. But if you can make a spit-gun cool, go for it. Your weapons work the same as any other firearm in the game (save that they’re alien to this world):

HOLD - how many ‘rounds’ you can launch (spit) before ReloadingRATE - how many ‘rounds’ you can launch (spit) in one turn.Health Boxes - how many Hits you take before your dead.

Hold - Maybe your needle gun shoots thousands and thousands of needles in a second, maybe it’s just a glorified crossbow. Either way decide how many dice it’s going to shoot before it’s ‘empty’ and has to be reloaded. Weak: 4 Average: 5-6 Frightful: 8-10Rate - You should probably pick a theme for your Host. They can use all sorts of cool Ammo, too, so perhaps describe how your launcher/appendage differs for a faster Host from a slower one. And then stick to that. Don’t describe an appendage/launcher that’s been weak sauce the whole time and have it be mega-blaster all of a sudden. That sets up and breaks expectations. Weak: 4 Average: 6 Frightful: 8Health Boxes - the more you give to an Individual or Swarm the longer it’s going to be shooting Needles at your Players. So don’t add a bunch of boxes if you don’t want the fight to be short. If you want it to be a grueling experience, where the Players are burning up special Ammo and constantly hiding from gunfire, well, heck, these boxes are a great way to do it. Weak: 4 Average: 6 Frightful: 10

These stats are for one player vs. a GMFor Each additional Player you have, add 2 to these Numbers

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Surround Them!:Flare for your Shooting and YOU get to choose who the Revenants are Targeting. This does not mean you can have them Target each other. You can only pick which of your Host they are shooting. If you make a Revenant Target a Host that is shot down before their turn you can choose to change their Target for them, or have them shoot that downed Host anyway... Players choose how many rounds they fire, but must fire at least once.Flare Shooting = Alter Players Targeting

The ‘Ol One-Two:On a Triple (+) you can choose to hit two Revenants with the same attack. You must use the Hits you just rolled, but You can pick an additional Target with this Schtick.Triple (+) - Re-target Players

Armor:This Host is particularly tough: For every Player in the game they ignore that many of the first hits against them. Does not protect against Schticks or Ammo, however.Ignore up to as many Hits as Players in the Game

Ballistic Barrage:You’re pouring on the pain. When you Flare your Shooting, you can target all the Players with one attack. It’s a sudden barrage of all Host just shooting like crazy everywhere.Flare Shooting = Target all Players

I Know You:This Host knows the Revenant from Before. If they are an Individual, give them some telling scar or color. If it’s a Squad or Swarm, give it a recognizable Leader. That Host can only be taken down by the Individual they ‘know.’ If their last Health Box is filled in by anyone else, they don’t die, they simply flee. In addition, any SFX or Schticks that player has cannot work against this Host.Cancel Schtick/SFX for one player

Insurmountable:Once per Fight Scene you can cut your Damage in half. This represents the Host shrugging off their wounds. For a Squad this might be one or more of the Host that were shot down getting back up, not down after all. If it’s a Swarm it might just be a few reinforcements. For the Individual just narrate how that Host starts to get blood crazed and terrifying.Once/Fight - Reduce Wounds in half, round down

Powerful Acid:On a Triple (-) you can narrate an Acid Effect eating through to the Target and doing a Damage. If you were Targeting with a Needle attack you can change to Acid or add the Acid detail in after the fact, but must spend next Targeting phase Switching Weapons with this Character.Triple (-) = 1 Damage

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Using the Character Sheet: Most of what you want to know about your character is static, and that’s going to be on the page next to your Caliber’s introduction page. The one that tells you what all your SFX are and stuff. So copy the character one half of the page, and that information on the other side. All Ammo you find is good for one Hold worth of shooting, and i’ll let you determine how hard you want to stick to the math for that. You can always, if you want, just say “When i reload, i’m out of x type of Ammo.” Or you can keep special track of it by emptying half a clip, reloading with regular, and saving those other 4 rounds for the future. There’s merits and flaws either way. As for the Gun half of your Character sheet, just grab a couple of paper clips, preferably different colors. Then, after you’ve written what gun you’re using down, put a paper clip of one color over it’s name, and another paperclip over the other. That way you know what hand has what gun in it. If you’re a Twin Blitzer you only need one Paperclip. As you change weapons, slide the paperclips around. If you’re really picky, you could also put this page into a clear sleeve and use a dry erase marker to check which gun is in your hands. If you’re a sorcerer you can just keep track using glyphmagic. The bulletholes under your name/caliber are your Health Boxes. Every (+) that hits you checks one off. If you have less than eight color them in starting from left to right, until you have as many unfilled as is your Health Rating. As you get hit, just dash or check mark them off. When you heal erase one or all of those checked off boxes, but leave the colored in ones be. The last one is a bloodsplatter, because at that point you must narrate that you’ve been shot. The rest can be grazes and near misses for all i care. But that last one? That one hits. And you bleed. Once you pick a type of Ammo from the Good List you can buy it back for cheaper (it costs 2 points to buy the first time, 1 point to ‘refill’ that type afterwards, you get as much as one gun will Hold). So just write that type of Ammo on your Ammo list. If your out maybe you can put an x next to it or something. Or you could go in and draw tiny boxes, like i was going to, before i got tired/lazy.

Good Words: When your players Say Something Cool it’s the icing on the cake for this game. Witty comments make any good movie worth watching, and they make the interactions here the best part of shooting aliens. So my advice? Give them a bonus die. Whenever a player says something that makes the whole table go “ooooh, man!” just give them one of your dice. Let them roll it in extra on any shot they take. That means they’re rolling two dice for one shot, and they get to pick which result they want to keep.

Aftermath: Give them what they Want Wheeling and Dealing is always an option. If your players are rolling for a Complication, and they don’t want a certain pick, offer them things. Say, “I’ll give you a bonus die to roll on one attack in the next Fight Scene if you choose a (bigger Consequence) than that.” Or “I’ll let you get away with a (lesser Consequence) if you let me ignore your first three Hits on the first turn of our next Fight Scene.” Go ahead, there’s not a lot of rules here to muck things up. And remember to look beyond the fact that there’s stuff attached to Aftermath that is number-related. It’s not just “oh, i have to go find someone that’s in trouble.” It’s a chance to add a cool character to this game! Someone that knows you, and knows how awesome you are! So get your players to pick their Aftermath based on what would make them cooler and the story cooler at the same time.

Page 23: Ammo war

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AMMO:

DUC Rounds (Depleted Uranium Core)when using this Ammo trade any two (-) for a (+) as the heavy duty bullets tear through any cover or armor.

DBC Rounds (Dense Base Core)when using this Ammo add one extra (+) on two or more (+) vs. an Individual - the metallic filaments enter their bloodstream, poison their blood. [no enhanced effect vs. Swarms]

Incendiary RoundsOn a Triple (-) fires erupt around the target, or the ammo simply burns through cover and armor, target takes one Hit

FMJ Rounds (Full Metal Jacket)First (+) against a target does two Health Boxes of damage

MAN Rounds (Modified Alien Needle)Turn their weakness against them, Double all (+) rolled

Dis Rounds (Disintegration Rounds)On a triple [0] you get a free Flare for Destruction during your next Reload.

Shock RoundsEach [+] reduces your target’s Rate by 1 during its next round, to a minimum of half its normal Rate.

Homing RoundsAlways does at least one hit of damage, even if no [+] are rolled. Can only be fired against a single target in a given round.

Flash-Bang RoundsIf you get at least one [+], you can choose to do no damage. If you do so, your target must Flare for Defense on the next turn.

The Ammo ListNew Ammo: 2 (+) from the Good Listonce purchased, refills are 1 (+)

Name:Caliber:

AMMO Revenant War

Gun:Rate:Hold:

AMMO

Gun:Rate:Hold:

Gun:Rate:Hold:

Gun:Rate:Hold:

Gun:Rate:Hold:

Page 24: Ammo war

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