Transmissions From The End #17 – Alien Predators

Back with the logical continuation of my Aliens content for the Singularity System. My thoughts on the Predator films, the crossover films, the extended universe, and then all the content you need to include the Yautja and their toys in your Singularity System game.

The Predator Franchise

As a general note, I don’t have the same passion for the Predator films, mythos, or universe that I do for everything Aliens. The exceptions are the original Predator film, which is a superlative piece of cinema, and all situations where Predators are, as I might have said when I was ten years old, “versing” Aliens.

  • Predator (1987): My God this movie stands up well over time. It’s genre slight-of-hand at its finest, and midway through the film a great dumb action movie suddenly becomes a damn fine smart horror movie, in a way that must have left audiences bamboozled on the order of 1996’s “holy shit now there’s vampires!” From Dusk Till Dawn. Dutch and his entire “squad of ultimate badasses” (yes that’s an Aliens quote, shut up, it also applies here) are charismatic and memorable: former wrestler and future Minnesota governor Jesse “The Body” Ventura’s Blain certainly has a memorable moment at the center of what has to be the most continuous barrage of gunfire being discharged into foliage in cinematic history, but my favorite character was and continues to be Bill Duke’s Mac, who I refused to believe was really for sure dead until the most explicit cut of the movie made it the most explicit it could possibly be. Arnold Schwarzenegger is at his absolute prime here, contractually mandated cheesy one-liners and all. The film is full of memorable moments, killer quotes, and macho banter, and there’s a lot to watch, from the general unhinging of the special forces’ team’s sanity (“gonna have me some fun, gonna have me some fun, gonna have me some fun”) to Billy’s incredibly brave, incredibly honorable, incredibly ill-advised decision to engage the jungle hunter in single combat, to the unforgettable finale when it’s down to just Arnold and the Predator…this is unquestionably one of the best action/sci-fi/horror films of all time.
  • Predator II (1990): Okay, I know “in the near future, the year 1997” dates this movie horribly, right alongside The Terminator, but that said, this is a solid sequel and an overall underrated film, and whatever time frame you imagine it in, Los Angeles being a violence-ridden hell hole is not that much of a stretch. Danny Glover delivers a capable performance as Lt. Mike Harrigan, and while it’s not his fault he’s not a larger than life 80s/90s action icon like Arnold Schwarzenegger, he’s almost certainly better at acting in the technical sense of the word. Solid performances from an interesting supporting cast, including my man Bill Paxton (plus an actress who until today I thought was Aliens’ Vasquez, Jenette Goldstein, but turns out to actually be an actress named Maria Conchita Alonzo) round out a movie that expand the Predator lore and mythos and most importantly teases us with this shot, leading to a fan-base drooling for an Aliens vs. Predator picture that finally comes to the big screen 14 years later.
  • BaP5b
  • Predators (2010): I only saw this film once, when it came out in 2010, and it neither offended me nor made a lasting impression of delight. I am not sure if the world in general has largely forgotten it exists, or just me.

Crossover Films

  • Alien vs. Predator (2004): Whoever wins, we lose indeed. Directed by Paul W. S. Anderson whose career peeked around one of his first films, the Alien meets Hellraiser pastiche Event Horizon and has largely been a downhill slide ever since, this was a movie that I loved in theaters and have just found stupider and stupider with every subsequent viewing. Understand that when this movie came out I was 18, young, dumb, and full of, y’know, acid blood or whatever. I was so excited coming out of the theater about how “freaking awesome” this movie was that I managed to shatter a ceiling lamp with a music stand in my spastic enthusiasm (don’t ask, I couldn’t do it again if I tried). My major issues with the movie after my first theatrical viewing were that, based on my headcanon, deeply entrenched in the extended universe (see below), no way in hell should one Alien be able to take down that many Predators. On each subsequent viewing of the film, my concerns with it have turned more and more to how overall dumb and disappointing it was. It good have been worse, I guess, but it’s hard to imagine it being MUCH worse. Of course, AvP didn’t come out as a movie until it had been released/published/played/sequelized in virtually every other commercial medium known to man, so I was measuring it against the exceptional totality of the extended universe which preceded it, so again, see below.
  • Alien vs. Predator: Requiem (2008): I both own this movie on DVD (or blu-ray, or whatever) and have frequently caught it on television. In spite of that, I don’t think I’ve ever been able to force myself to watch even a full consecutive half-hour of it. It just looks so dumb and so bad, like someone took the most generic teen horror movie setup ever and dumped xenomorphs and Yautja without any thought. I’m going to try to force myself to watch it soon…if I can. Does it have any redeeming value? You let me know.

The Extended Universe

Long before the turn of the millenium, and in fact–I’m just learning now–even before theatrical audiences could have seen that xenomorph skull on that Predator space ship, Dark Horse Comics got the rights to AliensPredator, and yes to Aliens vs. Predator. I don’t have time to get into all of the AvP videogames and what nots, so I’m just going to mention the Dark Horse Comics which I never got a chance to read and actually talk about the novelizations of them which I did. And actually, considering this is stuff I read like 20 years ago when I was like 11, rather than trust 11 year old me’s judgement, I’m only really going to talk about one of them.

  • Aliens vs. Predator: Prey was the 1994 novelization by Steve Perry and Stephani Perry (published by Bantam Spectra) of the first Aliens vs. Predator comic series published by Dark Horse, and if there was an AvP movie to be made, it should have been made using this book as a basis (and there were for one brief golden moment in the 1990s plans for exactly that), not whatever fatuous bullshit Paul W. S. Anderson’s screenwriters sprang on him in the early 2000s. Clearly set in the world of Aliens, it introduces protagonist Machiko Noguchi as the supervisor of the ranching colony of Ryushi as it is beset (unsurprisingly considering the general premise) with aliens and rogue Predators at the same time. What I thought this novel did best was its handling of the interiority of the yautja, namely I thought it very deftly walked a very fine line, making them both just relatable enough that you could see that there were stand up guys and bastards among yaujta just as there were among humans, and just alien enough as to still be really frightening. The novel ends with nearly everyone dead but Machiko who is Blooded by the Predator she had been forced to team up with, Dachande or Broken Tusk, who sacrifices himself saving her. As she is Blooded, she is now effectively a Yautja, which means from this point forward, the Predator race recognizes her as one of them. She now runs as a hunter among Hunters. Pretty cool, right? Virtually all of my headcanon in terms of Predator lore comes from this novel, and if my brain has embraced it, it must be right!


Maybe you thought it would only be race because well…Predator. Ha! Did you forget about Ash from Alien and Bishop from Aliens?

Please note that in term of game balance, these races are roughly balanced with each other, and each approximately twice as powerful as a human starting character.



“Actually, I prefer the term ‘artificial person’…”

Advent Adjustment: Max Advent of 2, and -5 to starting AP Pool (23 instead of 28 in an average game).

Attribute Adjustments: +4 Strength, +4 Fortitude, +4 Quickness, +2 Intelligence, +2 Cyber. Their starting caps are 10 for Strength, Fortitude, and Quickness and 8 for Intelligence and Cyber.

Artificial Person: Synthetics have Armor 3. This is cumulative with worn armor, making Weyland-Yutani “combat sythetics” a real force to be reckoned with. Synthetics cannot be poisoned and have the Durability and Toughness traits automatically, along with the First Strike and Ambidextrous traits. They cannot take the Charisma, Juicer, or Will to Live Perks. They cannot take the Addiction, Addictive Personality, Allergic Reaction, Missing Limb, Missing Sensory Organ, Obesity, Space Sickness, weak Immune System, Weap Pain Threshold, or Venerable Weaknesses. Synthetics built to obey the classical prime directives (see Aasimov, Isaac) must take the Mercy Weakness.

Built Tough: Synthetics are immune to all drugs and toxins and to all standard means of first aid. A Synthetic reduced to 0 Health is broken. A Hard Engineering (2) and Hard Electronics (2) test can restore them to 1 Health, but if only one success is achieved on either test, the machine is hardly functional. It is so badly damaged that it will “never be top of the line again”, but it can still provide a brief audience and share anything it chooses to with the characters that repaired it. The first (Fortitude) points of damage that a Synthetic takes can be repaired with an Armorer (15 Minutes) Test: each success restores 1 Health. Additional damage beyond Fortitude can be repaired in a similar way, but using the Electronics skill instead.

Eidetic Memory and More: Synthetics of course have eidetic memory. They also benefit from all of the benefits that can be installed in Artificial Eyes, from the Biotech sourcebook. They are damaged by Pulse weapons, and as usual, Pulse damage ignores all of their Armor.

Morally Inflexible: A synthetic must follow its programming. A synthetic programmed to follow the classic Asimovian prime directives, cannot “by action or omission of action allow a living being to be harmed”. Robocop must 1) Defend the public trust, 2) Protect the innocent, 3) Uphold the law (4, classified: not harm or arrest any employee of OCP). The Terminator only has to Terminate Sarah Conner. (Understand these are just examples: neither Robocop nor a T-800 would necessarily use the same “race) described here.) Ash, on the other hand, was programmed to serve the interests of Weyland-Yutani’s exosciences division. In any case, a synthetic must follow its programming. If one welcomes the canonicity of Alien: Resurrection, the exception would be Aut-Auts, synthetics built by synthetics who have free will.

Yautja (Predators)

“When I was little, we found a man. He looked like – like, butchered. The old woman in the village crossed themselves… and whispered crazy things, strange things. “El Diablo cazador de hombres.” Only in the hottest years this happens. And this year, it grows hot. We begin finding our men. We found them sometimes without their skins… and sometimes much, much worse. “El cazador trofeo de los hombres” means the demon who makes trophies of men.”


Honor Instead of Advent: Instead of an Advent stat, Yautja have an Honor stat that starts at 2 and works the same as Advent except for how it increases (AP cannot be spent on it). Honor represents the pride the Yautja and its status in its community. A Yautja first gains an Honor for successfully killing one of the “hard meat”, an alien drone. Such a Yautja is considered Blooded and is permitted to hunt the “soft meat” although might not wind up actually doing so until they have Honor 4. The increase from 3 to 4 Honor comes when a Yautja survives an ordeal such as escaping alone from a xenorph hive or single ritualized combat with another Yautja. The increase from 4 to 5 Honor occurs when a Yautja hunts and kills a suitably badass warrior of the “soft meat” (human beings). This hunt cannot be begun with the blessing of the community until a Yautja has Honor of at least 4. No less than taking the skull of an Alien Queen increases a Yautja‘s Honor from 5 to 6, making a Yautja an elder or tribal chief. Only the GM can determine what feat of honor could increase a Yautja’s Honor from 6 to 7.

Note that Honor can be lost for dishonorable actions: the loss of and failure to recover Yautja technology (the Yautja guide their technology jealously), or the killing of helpless prey (not befitting of the galaxy’s greatest hunters) or pregnant female prey (depriving the hunting ground of a potentially suitable prey animal in years to come).

Attribute Adjustments: A Yautja has only 20 AP to spend on its attributes, but receives the following bonuses to them: +8 Strength, +5 Fortitude, +3 Quickness, and +1 Cyber. Their starting attribute caps are 14 for Strength, 11 for Fortitude, 10 for Quickness, and 7 for Cyber. While Yautja are more technologically advanced than humans, they are not necessarily more intelligent. They may simply be benefitting from a head start.

El Diablo Cazador Los Hombres: Instead of getting to pick two free perks, Yautja instead start with all of the following specific free perks: Catlike, First Strike, Outdoorsman, and Toughness. They can take up to two weaknesses to gain up to two additional perks.

Hunter’s Training: All Yautja begin with the Dismemberment and Trick Shooter Combat Maneuvers from Firefight. Additionally, when attacking a xenomorph with a melee weapon, a Yautja can use the Pick Target action specifically to avoid the xenomorph’s acid blood backsplash.

Thick Hide: A Yautja‘s hide is much tougher than human skin. They have a natural Armor rating of 1, cumulative with worn armor.

Deadly Reflexes: A Predator with Honor 4 or higher automatically has ReAct -30. A Predator with Honor 6 or higher automatically has that upgraded to ReAct -20.

Predator (Yautja) Technology

I’d like to give a shout-out to the helpful fan-site Xenopedia with helping me remember the details of some of these and reconciling it with my own headcanon.

Instead of being purchased with credits, these items are acquired based on a Yautja’s Honor level. Any human (or non-Yautja) attempting to use any Yautja weapon does so at a +1 Difficulty Stage penalty until they have successfully hit with that weapon ten times, at which point they are considered to have gained familiarity with it.

Bio-Mask: Requires Honor 2 or higher. The Bio-Mask allows the predator to see in the Infrared, Ultra-Violet, and EM-Field spectrums, along with numerous others. The EM-Field spectrum is specifically designed to spot Xenomorphs, while the Infrared Spectrum is specifically designed to spot humans (although being infrared, it can be tricked, such as by a human masking his thermal signature). Switching modes is a free action. The mask provides +2 to Perception tests (to spot creatures when in the correct mode; the rest of the time it amplifies sounds and allows for digital zoom, providing a bonus to Perception tests in general). The mask also provides access through a series of dreadlock-like tubes to the Predator’s supply of oxygen mix from its home-world. It is a fair assumption that this oxygen mix is not very different than that of Earth, because Predators remove their masks in the presence of worthy opponents on Earth and seem able to breathe well enough to function.

Wrist Blade: Requires Honor 2 or higher. Free action to extend or retract. Uses the low-tech weapons skill. Size 0, Damage 4, Piercing 6. Harder than a diamond and sharp enough to cut through bone, or the hardened carapace of a xenomorph drone.

Plate Armor: Requires Honor 2 or higher. This plate armor notably does not cover a Predator’s lower torso or thighs, which are instead wrapped in a black wire mesh. It does cover the predator’s upper torso, sometimes asymmetrically, and also includes gorgets, spaulders, tassets, and greaves, as well as foot armor. Armor Rating 3, with two points of special resistance to Piercing. The plate armor is very strong, but ultimately is inferior to some human combat armor in that it does not provide full body protection. As a final special quality, a Yautja‘s plate armor does not have its rating reduced by the backsplash of xenomorph blood.

Medicomp: Requires Honor 3 or higher. The Medicomp is a small case that contains various medical supplies should the Predator ever be injured. This healing kit contains enough tools to perform minor surgery and repair superficial wounds. Among the medical supplies are vials of liquid which, when mixed with heated minerals, creates a regenerative sludge that can be used to cauterize wounds. Also contained are a shrapnel extractor, wound staplers, one stimulant shot, and one antiseptic tube. If the Predator has the First Aid skill, the Medicomp provides a +4 bonus to First Aid tests. The stimulant shot automatically restores Health equal to the Predator’s Fortitude, but once it’s used, it’s gone. If the Predator does not have the First Aid skill, the Medicomp is semi-intelligent, using its own First Aid skill of 5.

Combistick: Requires Honor 3 or higher. This is a spear-like combination weapon made from an ultra-light, ultra-dense, ultra-sharp alloy completely unknown on Earth. It has a length of less than one meter when retracted, but can be telescoped outwards as a free action, and is more than two meters long at its full length. It has several modes of attack, and when used in melee or thrown as a spear,  it uses the Low Tech Weapons skill, has Size/Accuracy of +2, does 6 Damage, and has Piercing 4.  The other end of the Combistick can launch a net to restrain prey before the final kill. The net has an Accuracy of +2, an accurate range of 30 meters, and does 2 Damage, Piercing 4. More importantly, a target hit by it is entangled in it and most likely pinned to a wall behind them: the net has more than enough velocity to drag a man sized target backwards until they hit a wall. Even attempting to wrestle free of the net is potentially fatal, because the net is made of sharp metallic wire and responds to all outward pressure by tightening further. To escape the net, a victim may attempt an Opposed Strength test versus the net’s Strength, which is equal to their own Strength times one and a half, rounded up. If they fail to achieve a net success and break free, they suffer damage equal to the successes the net achieved; this damage is Piercing 4. The netgun loads only one net; collapsing and reloading the net

Cloak: Requires Honor 3 or higher. A Predator’s cloaking system is controlled by its wrist computer and activated as a Minor Action. When activated, all Perception tests to see the Predator are Hard, and all Stealth tests the Predator makes are easy. If the Predator becomes even partially submerged in water (more than a foot deep) the cloaking device shorts out until it is repaired with an Electronics (10 Minutes) Test. If the Predator is wounded (i.e. loses Fortitude points of Health) the cloaking device becomes effectively useless due to the vivid green of the Predator’s bright green blood.

Sat-Comp: Requires Honor 3 or higher. This device, also located in the wrist computer, serves as a local GPS and through millimeter wave scanning, allows a Predator to map out the area surrounding it in moderate detail, including the positions of prey. This requires a Comms/Sensors test. One success maps out a 0.5 Km radius, and each additional success increases the radius mapped by 0.5 Km.

Plasmacaster: Requires Honor 4 or greater. A shoulder mounted plasma-cannon with a fusion power pack laser guided by the signature triangle laser sight and linked to the bio-mask for greater accuracy. Some of the oldest predators, with Honor 5 and higher, disdain the use of ranged weapons such as this, preferring the challenge of going in for the kill with just melee weapons. The plasma caster uses the Energy Weapons skill. It has Accuracy +3, Damage 6, a maximum Rate of Fire of Single, and Piercing 3. One shot can easily kill either an elite human soldier or a xenomorph if a Predator uses the Aim action while Cloaked and the Pick Target action (from Firefight) before taking the shot. The plasmacaster has effectively infinite ammunition, so it can keep firing continuously unless it is damaged (it is not completely waterproof) or discarded by a Predator seeking a fairer final confrontation with worthy prey.

Self Destruct Device: Requires Honor 4 or greater. Built into the Predator’s wrist computer, this is a weapon of last resort designed not to kill the Predator’s enemies, but to destroy it, all of its equipment, and its ship so none of them can be recovered by “lesser” civilizations. The only thing more shameful than being forced to use a Self Destruct Device (which renders a Predator’s Honor irrelevant as that predator is vaporized) is failing to for some reason at a time when its use would be appropriate (causing the immediate loss of 1 point of Honor). A self destruct device takes 2d6 Full Turn actions to set. It then goes off anywhere from 60 seconds to 300 seconds after the Predator sets it (it’s the Predator’s choice). As implied by the name, a self destruct device cannot be survived: not only would this be extremely dishonorable, but it is built into the Predator’s wrist computer which is effectively impossible to remove from the Predator’s wrist short of hacking it off at the elbow. When it finally goes off, a self destruct device creates an enormous nuclear fireball that deals 500 Damage, Blast -2/1 Meter, eradicating the Predator, its equipment, its ship, and approximately half a mile in radius of whatever else happens to be around.

Smart Disc: Requires Honor 5 or greater. Combining the Yautja‘s futuristic technology with the deadliest qualities of boomerang and chakrum, the smart disc is a programmable, mono-filament sharp, throwing weapon that rotates at extraordinarily high RPMs like a circular saw. Thrown on its own, the Smart Disc uses the Low Tech Weapons skill to attack one target, has an Accuracy of +1, deals 10 Damage, has Piercing 10, and returns to the Predator at the end of the phase. Alternatively, the wrist computer can be used to program the disc with targets. A Predator can take a Minor Action to make a Computers (2) Test to program one target into the disc’s memory. The disc can have a total number of targets programmed equal to the Predator’s Cyber. When the disc is finally thrown (a Major Action like most attacks, using the low tech weapons skill), it calculates a path through the room to hit each target before returning to the Predator at the end of the turn. Its accuracy for each of these attacks is equal to the Predator’s Computers skill + 1, with the damage the same as if throwing an unprogrammed disc at a single target.

Finally, in a pinch, the Smart Disc can be used as a melee weapon (Low Tech Weapons), with Size -1, 10 Damage, and Piercing 10.


Transmissions From The End #16: Bug Hunt (Contains Free Stuff!)

My science fiction roleplaying game, the Singularity System, actually rose from the ashes (well, that’s a little dramatic but let’s go with it) of an intended-to-be-free* Aliens/Alien vs. Predator** fan-game I was making called Bug Hunt. I left the project alone for a while, lost interest, and when I returned to it (or returned to the idea of making a science fiction RPG set in the “future of space“, whatever) I realized that a lot of the specifics of the Aliens setting also described my default assumptions about what a sci-fi future should be like.  No surprise there. Aliens (1986) is (at least tied for) my literal favorite movie of all time***, and is one of the subtler influences on my beloved Systems Malfunction setting (mainly the lived-in, believable, functional aesthetic of the world, going back to Ridley Scott’s Alien (1979) , but also in a more in-your-face sense the FUCKING PRAXAR) which Singularity would grow up to support.

So, the Singularity System was built off of the skeleton of the never published Bug Hunt, and there’s even some copy-pasta in there from the Aliens: Colonial Marines technical manual where the Dropship, APC, and space suit are described! (There’s some obscure End Transmission Games Trivia for you.)  When I published Singularity, the intention was always to publish a bunch of settings for it, from Aliens vs. Predator to Halo to Mass Effect, either for free as fan-made material or commercially licensed material depending on how successful the setting and the very-new company publishing it were.

* In hindsight, because of the background I come from–RPG Maker, specifically, where releasing your product for free is the exception, not the rule–when I started out, I released a lot of TTRPGs for free–like Phantasm(2010)–with the thinking that I could never possibly get the license, because licenses must cost a gajillion dollars and licensors must protect them like their balls. And here you’ve caught me releasing more free fan-made content now! I don’t think it was until this year at GenCon 50 that I really understood just how many successful board games and TTRPGs are licensed properties from other media–NEARLY ALL OF THEM!

So either every other company out there is Monopoly Man rich and always has been (a lot of these companies have held the licenses in question for a LONG TIME) or licenses to make games based off of media properties is not as ASTRONOMICALLY EXPENSIVE as I assumed back in 2010-2012, and since. Of course, companies are cagey. When I, as a random Joe Nobody, approaches the company making the Dark Souls board game and ask if they can tell me what the ballpark figure was for that license, of course they can’t give me an answer. But these guys aren’t wearing diamond-encrusted top-hats and gold monocles, so that’s a limited form of answer in and of itself.  I wish I had reasoned this out a lot earlier, say back in 2011? I have a feeling that the brilliant, eccentric, presumably approachable Don Coscarelli would have been a much softer target than 20th Century Fox!

** Initially, this post was going to include stats for Predators (the Yautja, as my extended universe reading has told me, but I’ll save the extended universe rant for another day) and my thoughts on the Predator franchise and the crossover, but I burned a lot of time and word-count talking about the Alien movies, so that will all have to be in a later iteration of “Transmissions From The End”.

*** My feelings on the films in the Alien franchise, to be (as) brief (as I can manage). Considering the overall pH spectrum of nerd rage on the internet, these are surprisingly positive overall.

  • Alien (1979) – The first truly successful attempt to make a horror movie set in space by brilliant auteur Ridley Scott featuring the genuinely disturbing designs of Swiss Painter H.R. Geiger. I know that older readers might be able to point me to earlier–truly old, even–sci-fi horror films, and I’ll give them a watch and see if they cut the mustard for me. But I will credit Alien as pants-shittingly scary to first time viewers even now, nearly four decades after its release, which is an incredible accomplishment considering how desensitized we’ve become to just about everything in the intervening time. This is my second favorite movie in the franchise, and only because the extremely supporting characters of the sequel
  • Aliens (1986) – Add a drop of action to the seat-of-your-pants terror and suspense of the original and you get my favorite movie of all time. (Actually, it is a three way tie with Ghostbusters (1984) and Reservoir Dogs (1992).) Ripley is the strongest heroine in the history of so-called genre fiction and this might be the most feminist genre movie ever made. The entire heart of the film is about the tetrad of Ripley, the daughter that grew up, lived her entire life and died of cancer while Ripley was in cryostasis for sixty years after the events of the first film (you don’t get that bit without the director’s cut), the daughter-surrogate of Newt, and of course the unforgettable Alien Queen. I’ve never particularly given a toot about Feminism, but this movie duct-tapes a flamethrower to an M4A1 pulse rifle and blows the fucking Bechdel Test to pieces with it. All of this movie’s main characters are female and all of its central drama follows them. This is why I am frankly bamboozled to see people’s collective “finally, a female cinematic role model” bullshit over this year’s (reasonably decent) Wonder Woman movie when Ellen Ripley is a stronger female character in every way and carried an entire franchise going back to 1979. But I must confess it was the supporting cast of Aliens that really cements it as my favorite film in the franchise. Michael Biehn, Bill Paxton (RIP brother, you will always be the “state of the badass art” in my heart), Lance Henriksen, Carrie Henn, Al Matthews, William Hope, Mark Rolston and Jenette Goldstein deliver unforgettable performances as Corporal Hicks, Private Hudson, the heroic “artificial person” Bishop, Newt, the unforgettable Sgt. Apone, the ever-so-bitch-slappable Lieutenant Gorman, Private Drake and Private Vasquez (another seriously bad bitch), respectively. And Paul Reiser is perfectly cast as ruthless corporate douchebag Carter Burke, cementing for me I think the movie’s most chilling message: that the human monsters are even worse than the xenomorphs.
  • Alien 3 (1992) – I am positive that I saw Aliens at least a dozen times before I was six years old, which I attribute to (I’m not being ironic here) fucking great parenting on the part of my dad. I remember eagerly awaiting this film as a child for what seemed like forever and I remember hating it for years after it came out. I hated it for childish reasons–the callous off-screen killing off of the surviving supporting characters from Aliens–and as I grew up, I eventually forgave the movie and came to appreciate its excellence in its own right. It is my third favorite film in the franchise.  It also has a fantastic supporting cast (look out for a great performance from Charles Dance (pre-Tywin Lannister) as a disgraced doctor who is the closest thing Ripley gets to a love interest before he gets perforated by the alien, and seeing Lance Henriksen re-cast as the Weyland-Yutani admin) and is  tautly directed by David Fincher (Seven). Ripley’s final sacrifice at the end of the movie was bitter to me to swallow as a kid, but as an adult I greatly preferred it as the end of her character arc to the ill-advised abortion of a sequel that followed.
  • Alien: Resurrection (1997) – The weakest movie in the franchise, but not wholly without merit, directed by a very young Joss Whedon, who imported some interesting supporting characters from what I’m presuming is an unrelated project he was working on that later become Firefly (I’m guessing here). The most entertaining supporting performances in the film comes not from featured deuteragonist Annalee Call (Winona Ryder) or her weird and kind of forced-feeling homoerotic relationship with clone Ripley, but from Dan Hedaya’s doomed general and Brad Douriff’s increasingly mad scientist, Gediman.  Ultimately, the cloning of Ripley makes her sacrifice at the end of the third film pointless, and makes the way that movie disposed of the supporting characters from the second that much more galling. The movie’s backstory/director’s cut dismissal of Weyland-Yutani (the ominous, ruthless, and mysterious corporation responsible for the events of the first three films who any viewer must desperately desire to see get their on-screen comeuppance) as having been “bought out by Wal-Mart” centuries ago while good black comedy is badly anti-climactic cinema, almost anti-climactic as the movie’s goofy looking antagonist, the alien-human hybrid. In short, Resurrection is the worst film in the franchise because it throws away everything about Alien 3 that I came to realize made it a good movie as an adult in the interest of…what, exactly? 
  • Prometheus (2012) – I don’t know if this even makes sense, but Prometheus is definitely not an Alien movie, yet is inseparable from the continuity of the Aliens Franchise. I’ll keep my commentary on it brief because it’s recent and contentious. I thought it was a good, possibly great science fiction movie. If you were expecting it to be a great horror movie, like Alien, to which it is a prequel, I could see why you might conclude it was a bad movie overall, but I strongly disagree. It doesn’t quite make the connection to Alien I wanted, but it sets up symbiosis with the most recent (and hopefully final) movie in the Alien franchise which does. I think Prometheus was a very smart movie that probably went over the heads of general audiences in a lot of ways, but I think it did have a couple of dumb moments which unfortunately went memetic in the age of the internet.
  • Alien: Covenant (2017) – It’s probably controversial to say this,  but: I think this was a good science fiction film, a great horror film, and a very good Alien movie: I’d rank it above Resurrection and Prometheus (if you count that as an Alien film at all) certainly and almost as certainly as an equal to Alien 3. The performance(s?) from Michael Fassbender were incredibly strong, even riveting. Covenant wasn’t as well received critically as I think it deserved to be. Probably most controversial was its ending (no major spoilers here if you haven’t seen it yet), which word of mouth described to me as “predictable”. The ending disappointed me a little, but on the basis that I found it a touch cruel and pessimistic, for a movie that had not been kind to its cast throughout. I understand that Ridley Scott–80 years old at the time of this film’s release!–has probably grown more cynical with age, not less, as is typically the case. But to me, a happier ending, a drop of sweetness and mercy, would have better seasoned and served the horror that came before. I need to re-watch it and see how my opinion changes over time, of course. As the first new Alien film in 20 years, it’s pretty monumental.

And Now, With No Further Adieu, All Of The Ingredients For Aliens In The Singularity System

The Xenomorph’s Lifecycle


The “facehugger” is the second stage of the alien life-cycle, following the egg from which it is hatched (eggs are stationary and relatively helpless, with 12 Health and Armor 1; destroying an egg in one hit destroys the facehugger inside it, while failure to do so means the facehugger begins to hatch, and finishes hatching by the end of the next turn after the egg was damaged). Facehuggers are more of a vector or a gamete, depending on your perspective, than a full-fledged organism. They are incredibly fast, surprisingly strong, have the xenomorph’s concentrated acid blood, and are utterly single-minded. The purpose of its short life–it withers and dies within 6d6 + 6 hours if it cannot find a host–is to wrap itself around an organic host’s face, ram its ovipositor down their throat, and lay an egg in their chest.

Fortitude Strength 8  Quickness 8
Intelligence PerceptionCyber 1
Initiative 14d6 Health 7

SKILLS: Athletics 6, Low Tech Weapons 6, Stealth 6

Impregnate: The facehugger launches itself at an adjacent target’s well…face. It doesn’t need to make an attack roll, nor does the victim get an evasion roll. It is just too fast. The victim must make a Hard Quickness Test just to react at all. If the victim fails that roll, they are unable to react and are impregnated. See the Chestburster’s Bloodbath of Birth ability, below.  If the victim succeeds, they can struggle to pry the creature off. They make an Opposed Strength roll versus the facehugger. If they achieve a net success, they throw the creature off. If the creature achieves a net success, it impregnates them. If there is a tie, they struggle with the creature for the rest of the turn. A character adjacent to the victim can also try to pry the facehugger off with their own opposed Strength roll.

If the victim is wearing a protective face-plate (like the kind that often comes with a spacesuit) it buys them exactly one turn as the facehugger excretes a weak acid that boils through the face plate.

If a facehugger is pried off, it is thrown to the ground. To attempt to leap onto a character’s face again, it must hit with an Unarmed Combat roll vs. Normal Evasion: if it does, Opposed Strength tests happen as described above.

Once a facehugger has attached itself firmly to its host, there is no safe way to remove it. Cutting it will kill the host with a facefull of acid blood. Any attempts to pry it lose with force will just cause it to tighten its grip around the host’s throat, potentially crushing the host’s trachea or asphyxiating the host.

Acid Blood: Whenever a facehugger takes damage from anything other than fire, characters it is grappling with, “hugging”, or on top of suffer the same amount of damage the facehugger takes, reduced by their Armor as normal. The rating of their Armor is also reduced by 1 point.


A chestburster is a relatively helpless alien embryo. It is cannily aware of its helplessness and will immediately, instinctively seek to flee via a small aperture where it cannot be pursued after its birth. It has a bite attack, but only makes use of it in the direst of emergencies. Its survival prerogative is flight, not fight.

Fortitude Strength 4  Quickness 6
Intelligence PerceptionCyber 2
Initiative 11d6 Health 7

SKILLS: Athletics 6, Stealth 6, Survival 4, Unarmed Combat 6

Bloodbath of Birth: Twelve to twenty four hours after a facehugger attaches itself to a host, it falls off, seemingly dead, its payload delivered, and its host seems to recover to normal health (chest X-Rays will reveal otherwise). A suitably appropriate dramatic interval–no more than a few days–after a facehugger has impregnated a host (or 6d6 + 6 Hours after detachment) if the GM is feeling arbitrary) at a suitably appropriate dramatic moment when everyone is least expecting it, the chestburster punches its way free from the host’s torso in a shower of gore. The host is killed instantly. Every human who witnesses this hideous birth must succeed a Hard Intelligence Test or be unable to act for two turns. Humans that were particularly close to the host or cared for them should not be allowed an Intelligence Test at all: they automatically spend two turns gaping in horror.

Fast Movement +4: A Chestburster can move 15 meters as a Minor Action instead of the 11 meters that would normally be calculated from its Quickness.

Bite: At 6 Dice for 2 Damage, Piercing 1.

Acid Blood: Whenever a chestburster takes damage from anything other than fire, characters it is right on top of or that are right on top of it suffer the same amount of damage, reduced by their Armor as normal. The rating of their Armor is also reduced by 1 point.

Xenomorph (Adult)

In just 6d6 + 6 hours after its birth, a xenomorph has grown to its full adult size, molting and shedding its skin several times during the process. This is exceptionally rapid growth, and it is unknown if it requires the xenomorph to consume biological material (rats, cats, dogs) or simply happens inevitably over time. An adult xenomorph is a terrifying, nigh-perfect killing machine, and could easily wipe out a group of PCs on its own by hunting and stalking them intelligently, using its affinity for stealth and its deadly natural weapons. Note that the following stats represent a xenomorph born from a human host. A xenomorph born from a dog, a cow, or a manatee might have slightly different statistics and abilities.

Fortitude Strength 7  Quickness 7
Intelligence 2* PerceptionCyber 3
Initiative 13d6 Health 12 Armor 4
Optional: ReAct -20 (adult xenomorphs should only have a ReAct value in a campaign where most PCs have a ReAct value in personal combat, which is not the default assumption of an Aliens campaign, since cyberware augmentation of humans is not featured or mentioned in the series.)

SKILLS: Athletics 6, Electronics 3 (“What do you mean they cut the power, man, they’re animals, man!”), Low Tech Weapons 6, Stealth 6, Survival 6.

TRAITSCatlike, Toughness.

“What If They Don’t Show Up On Infrared At All??”: An Alien that is flush with, stationary against, or crawling amongst pipework, industrial machinery, or its own resin (see below) is like a chameleon, almost impossible to spot because of the way it blends in with its surroundings. Perception tests to see it (even with Vauggles or the like) are Hard, and Stealth Tests made by it are Easy.

Hive Mind: Individual alien drones act primarily on Instinct, as indicated by their Intelligence of 2. If a queen is within 100 km, the drones can operate as a hive mind instead, using the queen’s Intelligence of 5 instead.

Natural Weapons: Note, the Evasion roll made against any of an Alien’s Natural Weapons is Normal, not Easy, due to their deadly speed.

Claw Rake: Attack at 7 Dice for 5 Damage, Piercing 1.

Impale With Tail: Attack at 10 Dice for 4 Damage, Piercing 4.

Grab and Bite: With one net success on a Low Tech Weapons vs. Normal Evasion test, an alien can grab a victim as a Major Action. Unless that victim can somehow thrash his way free (beating the alien on an opposed Strength test), on the following turn, the Alien can ram its proboscis and pharyngeal jaws through the victim’s brain, an instant and automatic kill in a campaign setting based in the Aliens universe (if importing the Xenomorph to a different universe or crossing over into the territory of equally badass monsters like the Predator, assume the attack inflicts 12 Damage with Piercing 6 and requires no roll beyond the initial grapple).

Acid Blood: Whenever a xenomorph takes damage from anything other than fire, characters within two meters of it suffer the same amount of damage, reduced by their Armor as normal. The rating of their Armor is also reduced by 1 point. If more than one character is within two meters of the xenomorph when it is damaged, the acid damage is divided evenly between them.

Metamorphosis: A solitary alien drone (male) that is not already part of a colony or hive can attempt a metamorphic process that transforms it into an alien queen. Doing so requires an ample supply of biological material–several corpses or live victims–and ample time to encase the victims and itself in a resin cocoon, from which the drone can emerge as a queen. This process a Survival (60, 1 Hour) Extended Test.

Alien Warriors

Larger and stronger than the other male drones, alien warriors are specialized to protect the queen. There are usually between four and six of them guarding the queen and the royal egg chamber at any given time.

Fortitude Strength 8  Quickness 6
Intelligence 2* PerceptionCyber 3
Initiative 11d6 Health 16 Armor 5
Optional: ReAct -20 (Alien warriors should only have a ReAct value in a campaign where most PCs have a ReAct value in personal combat, which is not the default assumption of an Aliens campaign, since cyberware augmentation of humans is not featured or mentioned in the series.)

SKILLS: Athletics 5, Electronics 3 (“What do you mean they cut the power, man, they’re animals, man!”), Low Tech Weapons 8, Stealth 5, Survival 5.

TRAITSDurability, Toughness.

“What If They Don’t Show Up On Infrared At All??”: An Alien Warrior that is flush with, stationary against, or crawling amongst pipework, industrial machinery, or its own resin (see below) is like a chameleon, almost impossible to spot because of the way it blends in with its surroundings. Perception tests to see it (even with Vauggles or the like) are Hard, and Stealth Tests made by it are Easy.

Hive Mind: Individual alien warriors act primarily on Instinct, as indicated by their Intelligence of 2. If a queen is within 100 km, the drones can operate as a hive mind instead, using the queen’s Intelligence of 5 instead.

Natural Weapons: Note, the Evasion roll made against any of an Alien’s Natural Weapons is Normal, not Easy, due to their deadly speed.

Claw Rake: Attack at 8 Dice for 6 Damage, Piercing 2.

Impale With Tail: Attack at 11 Dice for 5 Damage, Piercing 5.

Grab and Bite: With one net success on a Low Tech Weapons vs. Normal Evasion test, an alien can grab a victim as a Major Action. Unless that victim can somehow thrash his way free (beating the alien on an opposed Strength test), on the following turn, the Alien can ram its proboscis and pharyngeal jaws through the victim’s brain, an instant and automatic kill in a campaign setting based in the Aliens universe (if importing the Xenomorph to a different universe or crossing over into the territory of equally badass monsters like the Predator, assume the attack inflicts 12 Damage with Piercing 6 and requires no roll).

Acid Blood: Whenever a xenomorph takes damage from anything other than fire, characters within two meters of it suffer the same amount of damage, reduced by their Armor as normal. The rating of their Armor is also reduced by 1 point. If more than one character is within two meters of the xenomorph when it is damaged, the acid damage is divided evenly between them.

Alien Queen

The sole female and arguably the start of the alien life cycle, it is the queen that lays the eggs that give birth to the facehuggers that then forcibly impregnate their victims, creating chestbursters which grow into alien drones. The queen does not ordinarily fight, her job in the alien’s life cycle is to produce eggs and to guide her hive through their telepathic communication. But if her eggs are threatened or the enormous egg sack she uses to lay eggs destroyed, then she becomes a deadly enemy, nearly the size of a Tyrannosaurus Rex, but much smarter, and way more pissed off. If the queen is destroyed and the colony is reduced down to a single male drone, that drone can metamorphose into a queen under the right conditions, see Metamorphosis above.

Fortitude 12  Strength 9  Quickness 5
Intelligence PerceptionCyber 4
Initiative 13d6 Health 20 Armor 6
ReAct -30

SKILLS: Athletics 3, Coercion 6,  Low Tech Weapons 9,  Survival 6.

TRAITS: Durability, Toughness

Egg Sack: While attached to her egg sack, the queen cannot make Evasion rolls. The Egg Sack has a separate Health of 20 and no Armor. The queen lays eggs with an Extended Fortitude (6, 15 Minutes) Extended Test, creating on average one new egg every 45 minutes, although the overall size of the colony is limited by the number of human hosts available. If a threat begins attacking the queen directly rather than the egg sack, she begins to detach herself from it, a process which takes two full turns.

Natural Weapons: Note, the Evasion roll made against any of an Alien’s Natural Weapons is Normal, not Easy, due to their deadly speed.

Claw Rake: Attack at 10 Dice for 6 Damage, Piercing 2.

Impale With Tail: Attack at 12 Dice for 7 Damage, Piercing 6.

Bite: At 9 Dice for 9 Damage, Piercing 6.

Acid Blood: Whenever an alien queen takes damage from anything other than fire, characters within two meters of it suffer the same amount of damage, reduced by their Armor as normal. The rating of their Armor is also reduced by 1 point. If more than one character is within two meters of the queen when it is damaged, the acid damage is divided evenly between them. Attacks that only deal 1 damage to the queen due to her Armor do not cause any acid backsplash.

Hive Mind: The Queen is smart, and can see through the…eyeless heads of all of her drones and warriors, and adapt her strategy and tactics accordingly via this telepathic link.

“We Got Nukes, We Got Knives, We Got Sharp Sticks”

The Smartgun and Flamethrower first described on page 50 of The Singularity System core rulebook accurately depict the M56A2 Smartgun and M240 Incinerator Unit from Aliens respectively.

Armat M4A1 Pulse Rifle (Firearms Skill)
Accuracy: +0
Damage: 5
Ammo: 99
Maximum Rate of Fire: Full Auto
Notes: Piercing 2, 4-Round Burst
Minimum Strength: 4
Cost (Game Balance Benchmark Only; Marines Are Issued Their Rifles): 8,000 Credits

With Underslung U1 Grenade Launcher (Heavy Weapons Skill)
Accuracy: +0
Damage: 10
Ammo: 4
Maximum Rate of Fire: Single
Notes: Blast -1/2 Meters

The Armored Personnel Carrier first appearing on page 65 of the Singularity System and the Dropship first appearing on page 66 of The Singularity System accurately represent the M577 Armored Personnel Carrier and the UD4L Cheyenne Dropship from Aliens respectively.

M-5000 Powered Work Loader (Power Loader)

Handling: +0
Mobility: 1
Tactical Speed: 20
Hull: 25/12/12/15
Armor: 10
Weapon Systems: Pincer (Accuracy +0, Damage 12, Ammo NA, Range Close)
Welding Torch (Accuracy +0, Damage 18, Piercing 8, Ammo 10, Range Close)
Systems:  None.
ReAct: -30

[last lines]

Ripley: Final report of the commercial starship Nostromo, third officer reporting. The other members of the crew – Kane, Lambert, Parker, Brett, Ash, and Captain Dallas – are dead. Cargo and ship destroyed. I should reach the frontier in about six weeks. With a little luck, the network will pick me up. This is Ripley, last survivor of the Nostromo, signing off.

[to Jonesy the cat]

Ripley: Come on, cat.

<End Transmission>



So the SysMal PDF has been done and out to backers since the end of August as promised, but it’s not as perfect as we want it to be yet. There is art in there that is not of the minimum quality we wanted because artists missed their deadlines, and the presence of most of the exceptionally great finished art makes its unfinished status all that much more jarring. There are typos lurking in the manuscript and one major goof up in terms of structure on my part that might reduce the page count noticeably after we scrub some redundant verbiage.

After Mikaela is rested up from the exhausting double-header of GenCon and DragonCon (I’m not sure if it’s always this way, but those cons were really like back-to-back this year and attending both as exhibitors/vendors/geeks who drink really really wiped us out) she’ll be polishing it to a smooth shiny finish and it should be on its way to printers some time in September.

GenCon 50: Real Talk

There’s a lot of pressure to be positive even when you’re feeling anything but because people smell weakness and instinctively hate it. But there aren’t a ton of people who read this anyway so why waste energy lying to an audience that’s almost/mostly not there?

GenCon 50 was kind of a bummer.

We lost a LOT of money by being there, not because we didn’t sell a lot of games (and “Comrade Octo-Stalin” T-Shirts), but because the overhead was crazy, our booth was in the ass end of nowhere, and we didn’t have a marketing strategy in place going in. Everything was very seat-of-the-pants. I enjoyed some of the demos I got to run, but I didn’t sell games right off of the demos, which always makes me feel like I failed.

Probably most importantly, in spite of having more help at the booth than we’ve ever had before–courtesy of Mike Myler and friends plus our promising-is-an-understatement new Director of Marketing Tytiana Browne–I felt like I spent as much of the con as ever running around like a headless chicken, freaking out over Systems Malfunction not being done, trying frantically to coordinate and manage people’s efforts even when I wasn’t shackled to the booth. Probably worst of all, I managed to miss out on catching up and socializing with nearly all of the friends and colleagues that I only get to see at GenCon, losing a never-ending game of booth tag with cool cats from Rich DeBarba to Ron Edwards. I missed out on stuff that I wanted to see to commemorate the fact that I, Devon Oratz, however small a part, was personally there at the 50th annual Geneva Convention, inaugurated by E. Gary Gygax in 1968. I missed out on the They Might Be Giants concert. I missed out on the GenCon museum and Lucas Oil stadium. And I missed all of these things because of my frantic fretting over the fortunes of a game company that shows distressing signs of failing.

I don’t have time to feel sad about this stuff. I don’t have time to feel anything. DragonCon is the first weekend in September and even though it’s a last-minute arrangement this time around, we’re going to be there with bells on, as exhibitors. Maybe I’ll see you there.

Transmissions From The End #14: Reviews & More

Greetings from the End of Everything!

So, thanks in part to the work of our marketing director, a few of our games that have been out for years actually have reviews! How about that! It’s almost like we don’t actually exist in an interstitial dimensional bubble that separates us from true reality and prevents us from interacting with it or being noticed by it in any meaningful way!

The GMShoe’s (Dan Davenport’s) Long-Awaited Review of The Singularity System:
Throat Punch Games’ Review of Psionics (This One’s Even On The Big Nurple):
The Wandering Alchemist’s Review Of SPLINTER:

A soothing balm on the burns inflicted by our tremendous losses at Origins, the reviews range from mostly positive to glowing. Rock on.

If you want to buy any of those games (or the supplements and adventures supporting them), we’ll be selling them at DexCon,  July 5th-9th at the Hyatt Regency & Convention Center in Morristown, New Jersey and of course at GenCon50, August 17-20 in Indianapolis. We love meeting our fans in person, but if you can’t wait till then, our entire product lines can be found on One Bookshelf and at select Friendly Local Game Stores through our distributor, Studio2. Further convention appearances will be announced as the year develops.

Upcoming cons mean revised street-date announcements, so we’ve got those!

We should finally be able to debut the introductory SPLINTER adventure “Return To The Dread Abyss Of The Digitarchs” at DexCon, hot from the presses, by the exceptionally talented Richard Kelly.

At GenCon, for our major new title launch, we’ll have the Systems Malfunction standalone RPG. I just got done editing the introductory fiction for this one, by the aforementioned absurdly skilled Richard Kelly, and it’s a truly phenomenal read both for people brand new to Systems and to the oldest of oldbies. The playtest period on this one is ending in the next week or so, then it’s a race through art, layout, and printing in the month of July to have it ready to go for GenCon 50.

I’m excited! Are you excited?

<end transmission>

Transmissions From The End #13: Westward Ho! And Sneak Peak: Cooking With Nanites

Greetings real followers and unpersons alike! Just tomorrow, I embark on the “Columbus Trail” with Mikaela, where we’ll set out with our oxen and our wagons to bring a shit-ton of role-playing game greatness to Origins Game Fair, June 14th-18th at the Greater Columbus Convention Center in Columbus, Ohio. I hope to see many of you there where I’ll be hawking my wares! Just now I’m obsessive-compulsively organizing the miniatures I’m bringing for the games I’ll be running–a demo of Psionics, the Glory & Gore living campaign which will hopefully gain some traction this year, and two never before scene playtest scenarios for the all new Systems Malfunction standalone RPG–of the to be as close to WYSIWYG as possible.

In the meantime, as I fervently hope to see you there, please enjoy the final sneak preview from the Systems Malfunction manuscript draft. This one is about nanofacturing which has been DRASTICALLY re-worked from the cludgy mess of the old sourcebook. Enjoy!

Cooking with Nanites

Nanotechnology is really complicated, in theory and in practice, in the Systems Malfunction universe and in real life. It is a technology with the possibility to change anything and everything about our lives, and about which we can for now only speculate, and people have been speculating about nanotechnology for decades now across many media. In the minimum number of words and pages, we’ll sketch out the massive role that nanotechnology plays in the Republic while keeping the rules for crafting with nanotechnology as simple and straightforward as possible.

  • By design, nanites cannot self-replicate. This is an inherent design feature hard-coded into the nanites to prevent a “grey goo” apocalypse scenario. It is effectively impossible to hack or bypass.
  • Nanites that are in organic bodies are sometimes called Medichines, and greatly increase the body’s natural healing rate and battlefield survivability while enhancing the immune system and battling diseases. All Organics have these from birth, while certain individual might have specialized nanite hives installed in their bodies that allow them to do more with their nanites.
  • Nanites can be created at planetary facilities and space stations, and can be destroyed by a high-energy electromagnetic pulse, as long as they have not completed been configured into an object.
  • Nanites can be used to build anything and everything, from guns, to medpatches, to buildings. Any handheld object that is “nanofactured” can also be disassembled into its component nanites.
  • Nanites are used as a form of currency, particularly on frontier worlds where there is less of an established economy. 1 Credit buys 1k Nanites. Because they are individually microscopic and invisible to the naked eye, nanites are collected onto “chips” or “casettes” not unlike credit chips. Common denominations are 50k Chips (50 Credits), 100k Chips (100 Credits), 250k chips (250 Credits), 500k chips (500 Credits), 1000k chips (1,000 Credits), 2500k (2500 Credits), 5000k Chips (5,000 Credits) and 1 Million Chips (10,000 Credits). These nanite containers are color coded (green for low denominations, blue for medium denominations, and purple for high denominations) and vary in size from the size of a bingo chip at the very smallest denominations to the size of a small thermos at the very largest.
  • Players should keep track of both the Credits their characters have in their bank accounts and the nanites they have on them.
  • Replicants, who can’t be healed by normal means and who don’t heal naturally, can ingest or topically apply nanites to repair damaged systems almost instantaneously (see p. XX).


While buildings and structures can be nanofactured, and even demolished with disintegrator nanites, that is beyond the scope of gameplay in Systems Malfunction.

The following rules explain how nanites can be used to craft objects in the Systems Malfunction universe.

  1. Access crafting hardware. For most people, this requires gaining access to a Nanoforge, (a million credit piece of technology generally held by major corporations at most large facilities and capital ships). For PCs serious about cooking with nanites, this is probably the nanotech assembler you have already built into your hand.
  2. Download a schematic for what you intend to build. This requires a commlink, a GalaxyNet connection, and a successful Computer Test. The Difficulty Stage is determined by the GM based on the legal restriction level and rarity of the item. The time interval is one minute and the number of successes needed is equal to the cost of the item on the market divided by one thousand. The GM can decide that certain items just do not have their schematics available on the GalaxyNet, like HEAP grenades, BOROS H-TLAW, Hardsuits and other highly restricted military hardware. Note: PCs should be assumed to automatically access schematics of all items which are legally available to the public and/or cost 1,000 Credits or less. Once you have an item’s nano-schematics, you don’t have to re-download them for future builds of that item, unless you lose your commlink.
  3. Deposit a sufficient quantity of nanites in your work space. The nanite cost of an item is equal to 10% of its purchase cost. To wit: a medpatch or commlink requires 25k Nanites (25 Credits worth). A Laser Rapier or Capsilus Arms Hawkeye rifle each cost 400k Nanites (400 Credits worth). A basic Hardsuit requires 1000k Nanites (1,000 Credits worth), and so on.
  4. Start cooking. The skill used depends on what you are building. Electronics for a commlink or Vauggles, Demolitions for a grenade, a Medic test for medical equipment, Armorer for weapons and armor, and so on. If working from an external Nanoforge, each roll requires one hour. If working with an implanted nanotech assembler, each roll takes one minute, and the crafter receives +1 Die. The total number of successes that must be achieved to create a complete item is equal to the item’s Credit price divided by 500 and rounded up (minimum 1).
  5. When you reach the total successes needed, you now have a complete nanofactured item. Rinse and repeat as desired and as time allows.


  • If you want to scrap an item that you know or have ascertained to be nanofactured (determining if an item is nanofactured requires a nanotech assembler and a Comms/Sensors (2) Test: the GM should make the test in secret, because if you use a nanotech assemble to deconstruct a traditionally manufactured item, all you’ve done is destroy that item).
  • Only a nanotech assembler can be used to deconstruct nanofactured items. Nanoforges are not designed to disassemble things made from nanotech.
  • Unless the GM decides otherwise (like if the piece of tech you’re trying to disassemble is very advanced, exotic or unfamiliar), no schematics are needed to disassemble something with a nanotech assembler.
  • Start deconstructing. Only handheld items and personal equipment can be deconstructed with a nanotech assembler. The skill used depends on what you are disassembling. Electronics for a commlink or Vauggles, Demolitions for a grenade, a Medic test for medical equipment, Armorer for weapons and armor, and so on. Each roll takes one minute, and the crafter receives +1 Die. The total number of successes that must be achieved to deconstruct a complete item is equal to the item’s Credit price divided by 500 and rounded up (minimum 1).
  • When you reach the total successes needed, you now have a tidy pile of nanites equal to the amount needed to craft the item. If you disassembled a commlink, you have 25k nanites (25 Credits worth), if you disassembled a katana, you have 100k nanites (100 Credits worth), if you disassembled a Shangdi Type 51 assault rifle, you have 200k Nanites (200 Credits worth), and if you disassembled a perfectly good basic Hardsuit (you monster, how could you!) you have 1000k nanites (1,000 Credits worth).

Limitations on Nanofacturing

  1. Clearly, nanofacturing is tremendously powerful. It lets characters with nanotech assemblers get most equipment at 10% of its normal cost in a matter of mere minutes (admittedly, there are times when you don’t have minutes). It does have some limitations, however.
  2. Vehicles, robots, and vehicle weapons/systems can’t be nanofactured, but nanites can be assumed to repair vehicle Hull during downtime. Assume that the vehicle regains Hull equal to the Engineering skill of a character with nanotech assembler (or a Vehicle Tool Kit) for each hour the character works (+1 Hull for each character helping).
  3. Replicants are much too sophisticated to create through nanofacturing.
  4. Nanofacturing cannot be used to create starships, but again nanites can be assumed to repair starship Hull during downtime. Assume that the ship regains Hull equal to the Engineering skill of a character with nanotech assembler (or an Engineering Tool Kit) for each day the character works on the docked ship (+1 Hull for each character helping), or the ship’s Repairs subsystem if it is performing self repairs.
  5. Nanofacturing cannot be used to create drugs or toxins (see p. XX), except for Replicant “drugs”.
  6. Nanofacturing cannot be used to create support machines (see following chapter).
  7. No technology exists that can safely purge the nanites from an organic’s body. An EMP grenade or two can kill all of a Celestial’s nanites, but doing so also murders the Celestial.

Replicants and Nanites

  1. Replicants can be healed by the direct application of nanites, a Major Action done by the Replicant or an adjacent character.
  2. No test is necessary. Every 1000k nanites restores 1 Health. Up to 10,000k nanites can be applied or ingested at one time (restoring 10 Health), but no more.
  3. A Replicant reduced to 0 Health is beyond the help of Nanites. A Hard (3) Engineering Test taking ten minutes can be attempted—once—to reboot a downed Replicant at 1 Health if its body is mostly intact (this requires an Engineering or Electronics tool kit). If that test fails or the Replicant goes down again, the Replicant is scrap metal until its next backup.