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The Probe
Version 1.0
This scenario is designed for the ELEMENTAL game system and requires the ELEMENTAL Complete Guide.
Go to DriveThruRPG.com and search for ‘Gildor Games’ to see the full line of ELEMENTAL products.
Contact: gildorgames@yahoo.com
Mechanical
Unit Cannon
Windows
Door Panel
Panel Control
If the PCs are fighting xenomorphs and losing, The hatch leads to the roof of the facility. From
having already suffered one or more casualties, the there, it is possible to slip away through the back of
marines arrive at the entrance of the containment the facility, concealed by the mechanical unit and
chamber as above. In the few seconds it takes them hence unseen by anyone at the front of the facility.
to absorb the scene and shout at everyone to stand As soon as the PCs either perish, are captured by
down, the xenomorphs will disengage the PCs and the strike team or make it out of the facility, their
hurl themselves at the marines. A furious pitched mission is over. If they make it out of the facility,
battle ensues outside the containment chamber. play out a quick debrief with their superiors, asking
The PCs must now decide what to do. The marines the players what they’d like to include (and maybe
will take a heavy toll but eventually prevail against not include?) in their report.
the xenomorphs after one minute (10 rounds). If
If any xenomorphs also happened to escape the
the PCs try to leave the chamber in the meantime,
facility, who knows what further complicationsꟷ
see the next section.
and potential sequelsꟷthis might lead to!
NEW RULE: In addition to losing WIL, you become 35-42 Scream: You completely lose it and all
Stressed as adrenaline flows through your body. allies automatically become Stressed.
Stress is the short-term effect. 43-46 Freeze: You are Paralyzed with fear
EFFECT OF STRESS: As long as the condition lasts, (no actions, -3 to defense rolls, +3 to
you gain +1 to all your rolls, but every time you fail damage suffered from melee attacks).
a roll (including attack and defense rolls in combat) Roll 2d Spirit to shake it off.
you must immediately roll on the Panic Table. 51-54 Run: You seek cover or flee to a safe
RELIEVING STRESS: You can shake off the Stressed place, starting on your next turn.
condition (but not the WIL loss) by spending a few 55-62 Psycho: Starting on your next turn,
minutes resting in a safe place. you attack the nearest creature, friend
HOW TO ROLL A d66 or foe.
Roll 2d6 as you would percentile dice, treating one 63-66 Heart Attack: Roll 2d Health or die on
die as the tens and the other die as the units. This the spot. Otherwise, you become
gives you 36 results from 11 to 66 with equal Impaired and can roll 2d Health each
probability of occurring. If we group some of the subsequent day to shake it off.
numbers together, we can generate 18, 12 or 9
results instead, using nothing but 2d6. Handy!
SABBATINI - MEDIC
For years you have poured your heart and soul into tending others' wounds.
Referred to affectionately as 'Stitch', you are the new resident medic of the
Antarctic observation post of The Unchained. You had hoped that transferring
to this remote location would provide you with a much-needed break…
MOROZOVA - FIXER
A Jill-of-all-Trades, you have learned how to fend for, and survive by, yourself.
The number of times you have been underestimated as ‘just another
mechanic’ it pales in comparison to how often you have been underestimated
with a firearm. At only 16 years old, some might feel that you are too young
for field missions; they’ll find out soon enough.
SCHMIDT - TECHNICIAN
As a consummate techie, your skills have always been in demand, but it
wasn't until you were recruited by The Unchained that you finally found your
true calling. You have been transferred from post to post, helping repair and
refurbish the faction's limited technological resources, spending most of your
time either in a server room or seated at a workbench, elbows deep in a
kaleidoscope of wiring.
TOUGHNESS 1 Health
Armored Combat 1 10
Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
COMMAND
You know how to organize, command, inspire and deploy groups of people. When you are part of a
group action, your Command skill is added to the roll. You can only apply Command to rolls that are
made by a group and cannot assist individual efforts with this skill.
COMPUTERS
You know how to break into computer systems, operate virtual networks and decipher coded or
encrypted information. Add the skill level to attribute rolls pertaining to such activities.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
ORATORY
You have the ability to inspire groups of others through your words, exhorting them to greater efforts
towards a common goal. Before or during combat, you may roll WIL+Oratory* against the highest
opponent attribute. If successful, you choose one of the following benefits:
• Inspiration: for the duration of the fight, you and all your allies get a boost to your derived stats
(Move, Health, Initiative, Spirit) equal to the Oratory skill level.
• Courage: For the duration of the fight, you and all your allies add the Oratory skill level to rolls
against fear, losing morale and other mind-affecting effects; this is similar to the Focus skill.
• Frenzy: for the duration of the fight, you and all your allies get +1 to all TOU-based damage rolls.
But if they have the Weapon Mastery skill, they cannot allocate it to defense.
Performing Oratory takes at least one minute and only one attempt can be made on any creature or
group. The effect is canceled immediately if you are incapacitated, slain or otherwise leave the fight.
SIXTH SENSE
Due to your experience, you may ask for a clue from the GM once during the session.
TEAM TACTICS
You are more effective at fighting with allies who also have this skill. At level 1, you gain +1 to attack
rolls when fighting alongside unimpaired allies who also have the Team Tactics skill.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage
rolls. If using an automatic firearm, you may add the skill to the number of shots or bursts fired
instead.
TOUGHNESS 3 Health
Armored Combat 1 15
Second Wind 1
Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ATHLETICS
Add the skill level to attribute rolls pertaining to jumping, climbing, dodging, breaking falls, and
performing various physical stunts and feats of balance. As a full-round action you may choose to
dodge, adding the skill level to defense rolls against physical attacks.
FIXING
You can repair mechanical and electronic devices, constructs or vehicles. It generally takes one hour to
fix something, after which you make an AWA+Fixing* roll to determine how many Health points the
damaged item regains. Fixing requires the proper tools. If you are out in the field with a repair toolkit,
only one Fixing roll can be made for each instance the device took damage.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
SECOND WIND
As a one-round action, you can recover a number of Health points equal to a TOU roll. You can do this a
number of times per game session equal to the skill level.
SENSES
The skill level is added to seeing, hearing, smelling and tasting rolls.
TEAM TACTICS
You are more effective at fighting with allies who also have this skill. At level 1, you gain +1 to attack
rolls when fighting alongside unimpaired allies who also have the Team Tactics skill.
TRICKERY
You use guile to gain an advantage in combat, and can perform the following maneuvers:
• Taunt: As an action, you can compel a foe to direct its next attack towards you with a successful WIL
+Trickery vs. WIL+Focus roll. If the trick is employed on a player character, the PC can choose to forego
her next attack instead.
• Distraction: As an action, you cause a foe to suffer -3 on its next defense roll (regardless of who
attacks it) with a successful WIL+Trickery vs. AWA+Observation roll. After the first distraction attempt,
the foe will be on its guard so subsequent distraction attempts by you are made at -2.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage rolls. If
using a melee weapon to defend against melee attacks, you may add the skill to your defense rolls
instead.
TOUGHNESS 1 Health
Armored Combat 1 10
Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
STEALTH
You can move silently, hide or camouflage yourself successfully and follow someone without being seen. To
remain undetected, you roll AGI +Stealth against the target’s AWA+Senses. If you initiate combat while
undetected, your first attack is resolved before your foes can react.
If they were potentially caught unprepared, they should then make a surprise check (2d Initiative) to see if they
can act on the first round.
MEDICINE
You have medical knowledge and know how to treat injuries, poison and disease (if no medical kit, roll at -2):
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine vs. DIF, where DIF is equal
to the number of minutes elapsed since the patient was last injured. Success heals 1 Health. First Aid can be
provided multiple times to the same patient, each attempt taking one minute and increasing the DIF by 1.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health recovery
rolls after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine vs. POT. On a success, the patient automatically succeeds on
the next Health check they make to shake off the Impaired condition.
• Saving a life: If you tend to a character at the brink of death, when they make a TOU roll to survive, they add
your skill level to their roll. You can only tend to one character at a time.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
OBSERVATION
You have the ability to notice significant little clues. Add the skill level to rolls pertaining to this activity.
PERSUASION
Add the skill level to WIL rolls you make to influence, convince, seduce, bluff, fast-talk or otherwise get agreement
from someone.
PSYCHOLOGY
You are able to sense another character’s general motivation and state of mind with a successful AWA
+Psychology vs. WIL roll.
SURGERY
You understand anatomical structures. Given the right tools, you can perform surgical operations and autopsies.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage rolls. If using an
automatic firearm, you may add the skill to the number of shots or bursts fired instead.
TOUGHNESS 1 Health
Armored Combat 1 10
Endurance 1
Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
COVER
You keep others out of danger and may add this skill to an ally’s AGI defense rolls. You can
grant cover to the ally from a distance if you have a ranged weapon, This is an active measure,
so you cannot attack or take other actions except defend while granting Cover (but the ally can
fight or do other things).
FIXING
You can repair mechanical and electronic devices, constructs or vehicles. It generally takes one
hour to fix something, after which you make an AWA+Fixing* roll to determine how many
Health points the damaged item regains. Fixing requires the proper tools. If you are out in the
field with a repair toolkit, only one Fixing roll can be made for each instance the device took
damage.
LOCKS & TRAPS
With the proper tools, you can attempt to pick keyed locks and crack combination locks. You
also know how to set and disable complex traps and snares of different kinds, including the
explosive variety. Add the skill level to rolls pertaining to such activities.
LUCK
Whenever you roll a break on any attribute (a natural 6 permitting a second roll), add the skill
level to the total.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
ENDURANCE
You are better able to function in the face of physical punishment. This includes:
• Maintaining strenuous physical activity for an extended period of time.
• Add the skill level to prevent being Impaired when receiving massive damage.
• Add the skill level when making the TOU roll to survive when at the brink of death.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage
rolls. If using an automatic firearm, you may add the skill to the number of shots or bursts fired
instead.
TOUGHNESS 2 Health
Armored Combat 1 12
Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
HEAVY WEAPONS
You know how to use vehicle mounted weapons and artillery guns and may add the skill level to the
attack or damage roll.
LOCKS & TRAPS
With the proper tools, you can attempt to pick keyed locks and crack combination locks. You also know
how to set and disable complex traps and snares of different kinds, including the explosive variety. Add
the skill level to rolls pertaining to such activities.
LUCK
Whenever you roll a break on any attribute (a natural 6 permitting a second roll), add the skill level to
the total.
MEDICINE
You have medical knowledge and know how to treat injuries, poison and disease (if no medical kit, roll
at -2):
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine vs. DIF, where
DIF is equal to the number of minutes elapsed since the patient was last injured. Success heals 1
Health. First Aid can be provided multiple times to the same patient, each attempt taking one minute
and increasing the DIF by 1.
• Treating the wounded: You and all allies under your care add your skill level when making
TOU/Health recovery rolls after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine vs. POT. On a success, the patient automatically
succeeds on the next Health check they make to shake off the Impaired condition.
• Saving a life: If you tend to a character at the brink of death, when they make a TOU roll to survive,
they add your skill level to their roll. You can only tend to one character at a time.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
TEAM TACTICS
You are more effective at fighting with allies who also have this skill. At level 1, you gain +1 to attack
rolls when fighting alongside unimpaired allies who also have the Team Tactics skill.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage rolls. If
using an automatic firearm, you may add the skill to the number of shots or bursts fired instead.
TOUGHNESS 1 Health
Armored Combat 1 10
Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ATHLETICS
Add the skill level to attribute rolls pertaining to jumping, climbing, dodging, breaking falls, and
performing various physical stunts and feats of balance. As a full-round action you may choose to
dodge, adding the skill level to defense rolls against physical attacks.
COMPUTERS
You know how to break into computer systems, operate virtual networks and decipher coded or
encrypted information. Add the skill level to attribute rolls pertaining to such activities.
DRIVING
You are skilled at handling land vehicles. Add the skill level to attribute rolls when attempting
difficult maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the
driver’s).
FIXING
You can repair mechanical and electronic devices, constructs or vehicles. It generally takes one
hour to fix something, after which you make an AWA+Fixing* roll to determine how many Health
points the damaged item regains. Fixing requires the proper tools. If you are out in the field with a
repair toolkit, only one Fixing roll can be made for each instance the device took damage.
LOCKS & TRAPS
With the proper tools, you can attempt to pick keyed locks and crack combination locks. You also
know how to set and disable complex traps and snares of different kinds, including the explosive
variety. Add the skill level to rolls pertaining to such activities.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
RESEARCH
Allows you to effectively find things out through online and offline libraries and databases. Add the
skill level to attribute rolls pertaining to such activities.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage
rolls. If using an automatic firearm, you may add the skill to the number of shots or bursts fired
instead.