Storm Chasers
A downloadable game
In Storm Chasers you play as a small team following a newly developed storm in an attempt to gather as much data on it as possible.
You play by rolling Dice and attempting to pass skill checks by rolling beneath your stat numbers. There are negative modifiers based on game events and storm strength.
The goal of the game is to collect as much Data (Points) as possible before the Storm vanishes, you get knocked out or choose to escape with your points.
Rules
Setup
Each player builds a character sheet by rolling a die four times, and then allocating those values
to the different skills (Driving, Tracking, Data, and Mechanics). Each value must be unique,
doubles are rerolled. Players can communicate while allocating stats to ensure the team is
balanced.
Player Actions
Each round of play any player can take one action:
Drive: Track:
Passing a skill check for Passing a skill check for
Driving allows a player to Tracking allows a player to
change the Proximity by 2. look at one card on top of
The Proximity ranges from the Event Deck. If it is a time
1 to 4. check card, passing
another tracking check
gives the player the option
To shuffle it back into the
deck.
Mechanics: Data:
Passing a skill check for Passing a skill check for
Mechanics allows a player Data allows a player to gain
to fix a damaged piece of the team points, equal to the
equipment, instantly current proximity.
allowing the corresponding
action to be used again.
Each action can only be used once per turn, multiple players cannot attempt the same action in
the same turn as each other.
End of Round
At the end of the round the storm progresses. Start by drawing two Event Cards and checking if
they pass the criteria to trigger, if they do not discard them. Then reduce the Proximity by one,
before following the instructions on any triggered event(s).
Skill Checks
All skill checks are managed the same way. Roll a die and then compare its value to the
relevant stat. Any value equal to or below the stat is a pass and any value above the stat is a
fail, so a one is a guaranteed pass.
Proximity and Debuffs
Debuffs are applied as negative values to a players stat(s), reducing the range of a passing roll.
Some Event Cards give temporary debuffs to specific stats, and higher Proximity give blanket
debuffs. Being at Proximity 3 gives a -1 to all stats and being at Proximity 4 gives a -2.
Damages and Unconsciousness
Some Event Cards may cause a player to be knocked unconscious. When this happens they
are out of play until the next player turn and cannot attempt any skill checks until then. Other
Events may cause equipment to be damaged; the gps, engine, or antenna. Each of these
correspond to a given action (Tracking, Driving, and Data respectively) and that action cannot
be used until the equipment is fixed.
Ending the Game
The game can end in multiple ways depending on how successful the players are.
Escape: Unconsciousness: Losing the Storm:
The players can decide to If any one player loses Some event cards are Time Checks.
escape from the storm by consciousness three If the players trigger three of these
Driving to proximity 0. times they are dead. cards from the Event Deck they
Ending the game in this When this happens the lose track of the storm and take back
way means the players are other players are forced to the data they managed to collect as
successful in collecting escape the storm and a highscore. The team also receives
data and they keep their organise their funeral, a bonus 5 points for riding out the
points as a highscore. abandoning all their points. storm.
Status | Prototype |
Category | Physical game |
Author | Bet Ones |
Genre | Role Playing |
Tags | Co-op, Dice, penandpaper, Short, storm |
Download
Install instructions
Unzip folder, inside is located the Game Rules and Set-up
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