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.


Download

Download
Storm Chasers Rules.zip 31 kB

Install instructions

Unzip folder, inside is located the Game Rules and Set-up

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