Trespasser RPG Rulebook
Trespasser RPG Rulebook
ABOUT
Doom Captain - Lore and Writing
I thank noble Catullus and the great Spike Milligan.
Polilla - Illustration
I’m really passionate about shiny stuff.
CONTACT
@doom_captain
Prefers to be contacted by carrier pigeon.
@planetapolilla
[email protected] - linktr.ee/planetapolilla
@spectralidax
linktr.ee/spectralidax
TABLE OF CONTENTS
INTRODUCTION 01 - 06 Character Growth 31
Positive Abilities 32
RULES 06 - 02 Negative Abilities 37
DAMOCLES is the ever-present threat that looms over every single person in
the valley, watching and waiting like the king's sword in the ancient tale.
North of Santa Rosa lies a mountain valley, dark
and desolate, full of buried secrets. The war
never reached this place, and even as the bombs
came down all around, the valley and its 00.01
TRESPASSER
Now, it is roused from its sleep as the
survivors of neutronic armageddon come from all
sides to poke it and prod it, like rats finally
breaching through the wall of a poisoned pantry,
hungry and desperate. Welcome to Corte Largo.
01
00.01
A constant state of détente is maintained by the
watchful eye of DAMOCLES, a flying fortress that
ensures no one force ever enters the valley in
number. Its operational range extends far beyond
Corte Largo, but it still soars sentinel over the
valley, never leaving.
723.9453,0.5 W
Any trespasser worth their ticket knows that
the first and most important factor in their
success, and indeed in their survival, is to
have a Conductor and a radio to contact them
by.
04
AND ON YOUR LEFT, YOU WILL SEE
It would be easy to dismiss Conductors as fronts 00.01
05
I HEARD IT ON MY RADIO
00.01
DAMOCLES is seldom seen above the cloud cover,
and just as well, as trespassers well know: If
a trespasser shoots you, they need a reason.
DAMOCLES doesn't.
06
Rules
Trespasser is a light role playing micro
00.01
08
A NARRATIVE GAME 00.01
Trespasser is designed to be a
narrative experience for more
than one player. Any amount of
players take the role of
Trespassers while one player
takes the role of Conductor to
act as a Game Master and
world builder.
09
"Advance to the next chamber. Please remain calm and listen to me." Adelina
dutifully repeated the words of the Conductor for Paloma as they cleared the
tunnel. "Do you mean the Conductor or you?", Paloma replied. Adelina only smiled.
So far, the pair were a perfect match: Adelina provided insight to Paloma and
hauled the radio, freeing up Paloma to guard them both and carry the ammo.
They advanced slowly, methodically, Adelina's hand resting firmly on her partner's
shoulder. Their cautious, quiet steps led them into a narrow tunnel lined with
numbered airlock doors. At Adelina's urging, the pair slowed to a crawl, and
Adelina's voice dropped to a furtive whisper.
"There are four armed men behind door number four," she whispered, "You may
take them by surprise if you approach cautiously."
Paloma nodded, and quietly rocked a fresh magazine into her AK, chambering a
round with an underhand tug. So far, the Conductor had not steered them wrong.
It was as reassuring as it was uncanny.
Adelina smiled inwardly. Paloma was so focused that she hadn't noticed. The radio
had been dead for over an hour.
10
THE BASICS 00.01
Tests
CHALLENGE TEST
1d20 + Boons/Banes + relevant stat ≥10 [Any roll
that isn’t attacking]
Attack Test
d20 [Multiple if full auto] + Boons/Banes +
relevant stat = > target’s Evade stat
MEASURING
While Trespasser is designed to be played on
a board filled with terrain and interesting
hazards, all measurements and obstacles are
abstractions of narrative combat, where intention
is more important than precise, competitive
measurements. All distances in this book refer to
inches. Trespasser can also be played in a 1″x 1″
square grid system using the same measurements.
11
00.01
Boons/BANES
BOONS
Boons are used to help a character’s d20 roll.
Multiple Boons may be applied to a roll.
BANES
Banes are a d6 used to hinder a
character’s d20 roll.
12
CHARACTER STATS 00.01
WOUNDS
The character’s ability to survive damage.
When a character takes wounds equal to or greater
than their wound stat, the character needs to
roll on the injury table.
STAMINA
The amount of endurance and energy that the
character possesses.
MOVE
The speed of a character on flat and even ground.
How far the character can move with 1 activation.
STRENGTH
The physical threat of a character.
DEXTERITY
The agility and quickness of a character's
actions.
13
00.01
KNOWLEDGE
The amount of experience, book smarts, and
instinct that the character has accumulated
throughout their life.
EMPATHY
The character’s ability to influence others.
Used for tests that involve persuading, talking,
lying, animal handling.
FATE
The character’s ability to bring about success or
failure through random chance.
EVADE
The character’s capability to use cover
and evade attacks.
14
ARMOR 00.01
BURDEN
The amount of items and equipment a
character can carry.
GEAR CAPACITY
Weapons
A character may carry
1 main weapon and 2 sidearms.
Equipment
A character may have 1 piece of Armor.
15
Combat 00.01
COMBAT ROUNDS
1. The players choose a player
character to activate.
SPENDING STAMINA
For every action the character makes, they must
spend the designated amount of Stamina to do
that action. If the character doesn’t have
enough Stamina, they can’t do that action.
REGAINING STAMINA
When a character has completed their turn they
regain half of their total Stamina [rounded up,
to a minimum of 1].
17
ACTIONS
00.01
Moving [1 Stamina]
The character may move their full Move value.
2 of movement = 1 of climbing.
Hiding [2 Stamina]
If a character is out of line of sight of all
enemy characters they become hidden.
18
00.01
Attack [1 Stamina]
A character may make an attack with 1 of their
weapons on a target within their weapon’s range.
Aim [1 Stamina]
Adds 1 Boon to any attack roll this character
makes until the end of the round.
Reload [1 Stamina]
This character reloads a weapon within
their reach
20
ATTACKING CHARACTERS
00.01
ATTACK TEST
d20 [Multiple if full auto] + Boons/Banes +
relevant stat ≥ target’s Evade stat
DAMAGE
When a character is hit by an attack, the
attacker must roll the damage for their weapon
and compare it to the Armor of the defender.
21
LINE OF SIGHT
00.01
THROWING GRENADES
Make an attack action against the target.
If the attack succeeds the grenade damages the
target and anything else within the radius of
the grenade. The distance of the radius is
measured from the target.
22
WOUNDED CHARACTERS
00.01
INJURY CHART
1: THE CHARACTER IS DEAD
2-4: MAJOR INJURY
The character has been badly injured and
needs immediate medical attention roll on
the Major Injury Chart below.
5-10: INJURY
The character takes a Bane on all rolls and
loses 1 to their maximum Stamina for the
mission. The character then
recovers 1 Wound.
16-19: WINDED
The character loses 1d6 Stamina but is
otherwise unharmed. The character then
recovers 3 Wounds.
24
TRESSPASSER CASUALTIES
8070 - 01 - 321 - 9153
CHARACTER CREATION CHEAT SHEET 00.01
CREATING A CHARACTER
CHARACTER CREATION STEPS
1. Choose a background.
2. Use the character starting stats and spend 20
build points [BP] on character stats,
abilities, equipment, and radios.
28
CHARACTER STARTING STATS
00.01
Wounds Stamina Fate Move Evade
2 1 0 3 5
[max 10] [max 8] [max 10] [max 10] [max 15]
Armor Strength Dexterity Knowledge Empathy
0* -5 -5 -5 -5
[max 5] [max 5] [max 5] [max 5]
* Armor may only be adjusted by armor equipment
BACKGROUND
When creating a character, pick one of
the following backgrounds:
BUNKER DWELLER
Those that have learned to survive in Corte
Largo avoid the surface, as a rule, but now you
have chosen, or been chosen by your crèche, to
brave the surface.
LUDOVICAN PSYCHO
You have been conditioned to follow orders
without question by the Paragonian military.
You are a machine, animated solely by
task and purpose.
PSYCHIC AGENT
What you remember of the Conductor training
program has faded quickly, making room for
combat skills and land navigation. Your mind is
a switchboard that you arrange as you see fit.
29
00.01
RISEN MULE
You were far too tough to be left dead, and so
the Alabanda Chapel has brought you back for one
last job. The sting of death is nothing to you.
EMPTY WOLF
The Paragonian military has tried, time and time
again to strip you of your will to replace it
with their regulations and agenda, but nothing
can replace your hunger for carnage.
TAME SPARROW
You are a friendly, kind, and helpful person.
You always know just what to do, in every
situation, no matter how hard. You know these
things are true. The voice in your
radio says so.
30
BUILD POINTS [BP] 00.01
Character Growth
After every mission or whenever the Conductor
decides [The group has reached a milestone,
A character has a major moment, ect.] the
characters receive 1 BP. They may spend
this BP when they rest or save it for later.
31
00.01
POSITIVE ABILITIES
Ambidextrous [1 BP]
The character does not receive a Bane when
attacking with their off-hand.
Aptitude [2 BP]
May increase the maximum size of a stat by 1.
You may only take this quality once.
Bulwark [3 BP]
When this character is damaged, roll a d20, if
roll is 10 or above ignore 1 wound
from the attack.
32
Double Trouble [1 BP]
This character may take a main weapon in one of 00.01
Farmhand [1 BP]
A character gains a Boon when they attempt to
control or influence an animal.
Guts [1 BP]
This character gains a Boon to resist anything
that would cause them to be
afraid or intimidated.
Language [1 BP]
The character can speak and write in another
language. Must specify a new language.
33
Lucky [3 BP]
00.01 When this character spends a Fate, roll a d20
and if the roll is 15 or above the Fate is not
spent but this character still receives the
benefits of Fate.
Medic [1 BP]
This character may make a medic roll on another
character [Roll 1d20 + Knowledge ≥10].
Mule [2 BP]
This character can carry double their Burden.
Prestidigitation [2 BP]
This character doesn’t spend any Stamina when
they use their gear or reload.
34
Radio Operator [1 BP]
Using 1 Stamina, this character may give an 00.01
RF Photoreceptors [1 BP]
Ignore the Distant Shot action Bane.
Silent [1 BP]
While hidden any character attempting to spot
this character receives 1 Bane on their
Track signal action.
35
Wax Bones [1 BP]
00.01 1 Boon when trying to escape from
physical restraints.
36
NEGATIVE ABILITIES 00.01
37
00.01
38
00.01
EQUIPMENT
ANIMAL COMPANION [SMALL] [50 LU]
Wounds Stamina Fate Move Evade
1 * * 5 15
Armor Strength Dexterity Knowledge Empathy
1 -1 +1 -3 +2
* This companion activates when their owner spends Stamina and uses Fate
from their owner's pools.
Range Damage
1 1d6+1
39
BACKPACK [MEDIUM] [6 LU] MEDICAL KIT [90 LU]
00.01
Can carry 5 items. Any If a character passes a
equipment in the Backpack Knowledge roll then the
doesn’t count towards the character who receives
total Burden a character is treatment recovers
carrying. It takes 1 Stamina 1d6+1 Wounds.
to take or put anything Limited [3]
in the Backpack.
MEDICAL KIT [EMERGENCY] [20 LU]
BACKPACK [LARGE] [12 LU] The character who receives
The character that is treatment recovers 1 wound.
wearing or carrying this Limited [1]
object has -1 Move. Can
carry 10 items. Any equip- CHEST RIG [300 LU]
ment in the Backpack doesn’t A Chest Rig may hold any mix
count towards the total of 8 Magazines, grenades,
Burden a character is Sidearms, Any piece of
carrying. It takes 1 Stamina equipment that the Conductor
to take or put anything in determines can fit on a
the Backpack. Tactical Vest.
40
GENERAL EQUIPMENT
Binoculars [7 LU] Glowstick [0.5 LU]
Camo netting [4 LU] Lockpick set [50 LU] 00.01
WEAPONS
MELEE WEAPONS
Name Type Range Damage Keywords Cost
Bladed
Sidearm 1 2d6+STR - 10 LU
Weapon
Blunt
Sidearm 1 1d6+STR - 8 LU
Weapon
Improvised
Sidearm 1 1+STR - 0 LU
Weapon
Knife Sidearm 1 1d3+STR Concealed 6 LU
Punch N/A 1 STR - 0 LU
Lumen [3], Fire,
Pyreband Main 2 3d6 Forbidden, 100 LU
Multi-wound [3]
PISTOLS
Name Type Range Damage Mag Keywords Cost
Semi,Fire,
Flare Gun Sidearm 8 1d3 1 Forbidden 10 LU
NEEDLE WEAPONS
Name Type Range Damage Mag Keywords Cost
Needle Gun Sidearm 10 2d3 1 Semi,Silent 5 LU
Needle Rifle Main 15 1d6+2 1 Semi,Silent 15 LU
SHOTGUNS
Name Type Range Damage Mag Keywords Cost
Assault Main 8 2d6+3 8 S/B 80 LU
Shotgun
Canister Semi
Shotgun Main 6 2d6+4 1 Multi-wound [3] 50 LU
Sport Main 12 2d6+3 2 Semi 60 LU
Shotgun
Shotgun Main 8 2d6+3 4 Semi 60 LU
RIFLES
Name Type Range Damage Mag Keywords Cost
Semi,Accurate
Anti Material Main 30 2d6+3 6 Cumbersome 230 LU
Rifle Multi-wound [2]
Assault Rifle Main 16 2d6 30 S/B/FA 100 LU
S/B,Doesn’t
Caseless Main 16 2d6 30 leave behind 120 LU
Rifle casings
Semi,Silent
OWL Rifle Main 25 2d6 15 Accurate 200 LU
Forbidden
MACHINE GUNS
Name Type Range Damage Mag Keywords Cost
Aircraft MG Main 25 2d6+4 150 B/FA,Cumbersome
Forbidden 300 LU
Squad LMG Main 25 2d6+2 100 B/FA, Forbidden 200 LU
HEAVY WEAPONS
Name Type Range Damage Mag Keywords Cost
Semi,Cumbersome
Flamethrower Main 10 1d6+1 6 Fire,Forbidden 150 LU
43
00.01
GRENADES/EXPLOSIVES
Name Type Range Damage Keywords Cost
Limited [1],
Buckshot N/A 8 3d6+2 Explosive [1], 10 LU
Grenade Multi-wound [3]
Limited [1]
Lumen N/A 8 0 Explosive [3] 10 LU
Grenade Lumen [1d6], Fire
Limited [1]
Frag N/A 8 2d6+2 Explosive [3] 10 LU
Grenade Multi-wound [3]
Limited [1]
Improvised N/A 8 2d6 Explosive [3] 5 LU
Explosive Multi-wound [3]
Limited [1]
Mine N/A 0 2d6+2 Explosive [3] 20 LU
Multi-wound [3]
Limited [1]
Plastic N/A 6 2d6+3 Explosive [4] 20 LU
Explosive Multi-wound [3]
44
WEAPON KEYWORDS 00.01
Accurate
Make the attack with 1 Boon.
Cloud
The explosive area on the weapon stays in effect
until the end of the round. A character
attempting to attack or see through the cloud
receives 2 Banes.
Concealed
The piece of equipment either looks like
something else or is small enough to be hidden
on a person.
Cumbersome
You can’t wield this weapon one-handed. If the
character attempts to make an attack after a
Move with a cumbersome weapon they take 2 banes.
Explosive [x]
When an attack hits a target, anything within
the zone is dealt half of the damage. The main
target of the attack still takes the full
damage. Applies effect to all within the zone.
X = distance from the target that other
models are hit.
45
00.01
Fire Modes
When making an attack with a weapon that has
fire modes, choose one of the options below when
you are making the attack. All D20s that are
added to the roll are extra attacks. All attacks
made during this roll are affected by the same
Banes and Boons.
Semi [S]
Uses: 1 bullet.
Burst [B]
Uses: 5 bullets.
Adds 1d20 and one Bane to the attack.
Fire
A character hit by this weapon is on fire.
Every time a character that is on fire spends a
Stamina they take 1 wound.
Forbidden
The weapon is incredibly difficult to find and
can’t be purchased unless the character possess-
es the ‘Black market signal’ [pg. 15] ability.
Inaccurate
When attacking with this weapon, make the attack
with 1 Bane.
46
Incapacitate
A character hit by this weapon must pass a
Strength test or they can’t use Stamina.
00.01
Limited [x]
The amount of times a piece of equipment can be
used in a mission.
Lumen [x]
A character hit by this weapon loses X Stamina.
Multi-wound [x]
When a character is hit by a weapon with this
keyword, the defending character takes [x]
amount of Wounds instead of the normal amount.
The Wounds are doubled if the attack is greater
than double the defender’s armor.
Silent
This weapon gives 3 Banes to any who attempt to
hear the shot.
Ammo
Standard Magazine [Empty] Explosive Rounds
[50 LU] [100 LU for 10]
A standard magazine +2 damage
contains an amount of Explosive [1]
bullets equal to the Multi-wound [2]
weapon’s ammo stat. Forbidden
Drum Magazine [Empty] Injection Needles/bolts [25
[100 LU] LU for 10]
x2 ammo of weapon When an attack with this
weapon hits the target
AP Rounds [ 50 LU for 10] is injected with whatever
+2 damage is placed in the
47 bolt beforehand.
00.01
GEAR MODIFICATIONS
Melee Weapons
Keening Edge [20 LU]
Adds +2 damage to weapon.
FIREARMS
Barrel Extension [50 LU]
Weapon Range +2
48
Folding Stock [30 LU]
This weapon does not receive a Bane when being 00.01
Sling [5 LU]
Allows a weapon to be carried without hands.
49
00.01
Armor
Chemical Resistance [50 LU]
Armor doesn’t take damage from corrosive
hazards or fire.
50
RADIO 00.01
51
00.01
RZ 00 [300 LU]
A model popular with intelligence operatives,
this radio comes with a suite of polygraphic
systems. Regular users swear they can tell
truth from lies.
52
00.01
OCCULT EQUIPMENT
Many of these items are unspecific in their
descriptions of their effects. It is up to the
Conductor to use these items in satisfying and
narratively interesting ways.
Polyvox Tonic
Mimic any voice.
Limited [1]
Soul Bungee
Remote Vision.
Limited [1]
Transpectral Finder
See people through fog and walls.
Wand Antenna
Tap into enemy conversations.
Waveform Collapser
Win a gamble.
Limited [1]
55
TOP SECRET
WARNING!
CLASSIFIED DOCUMENT______
FILE #_________________
_____________________
0 5
9 6
- 2
CONDUCTOR SECTION 00.01
MISSION BUDGETS
This is an optional rule.
58
RULES DECISIONS 00.01
SETTING UP A GAME
Gather the players.
59
00.01
CONDUCTOR NARRATIVE GUIDELINES
Conductors are powerful and influential, but
their allegiances are fleeting. Very rarely will
it be the case that a Conductor wishes to
further an earthly cause or act with regards to
earthly laws. This gives you a lot of leeway
when it comes to crafting a campaign's
narrative: Will the Conductor seek to manipulate
the trespassers to its own ends, or will they
strike a mutual accord?
60
THE ANTHILL
An underground bunker complex built with the
goal of producing nominally sentient warm human
bodies to populate the world after the neutronic
exchange. At its core, the most valuable part of
the anthill is the means to control the ants:
the Queen.
The SKYLANCE
A Casaba howitzer built into the seat of Corte
Largo, with its first and only charge ready to
fire a massive copper projectile at relativistic
speed. But at what?
61
00.01
LINE SEVEN
A corridor built into a minor supply and
communications bunker on one of Corte Largo's
many mountainsides. The effect of its location
on radio communications is curious
- "resonant frequency" -
STATION DEIMOS
An abandoned narrow-band broadcasting station
deep within the valley. It is locked, sealed,
and guarded by armed security. The security all
seem to be trespassers, but none of the recruit-
ing boards or Conductors report listing security
contracts, and Station Deimos never broadcasts
outside of the valley.
BAY TWO
A quick-response vehicle sequester that was shut
down after the neutronic exchange. Its stock of
ammunition, fuel, and rations would make it an
attractive target for any trespasser, but the
best prize of them all is still waiting on the
tarmac: a fully-armed Fulmineta walker. All it
needs is a little fuel, and its startup codes.
62
DAMOCLES 00.01
TSPR
63
00.01
OWL ENCOUNTERS
OWLs are a less obvious threat than some of the
more mundane enemies that trespassers will face,
but this makes them more deadly - not less. OWLs
are hunters, and they will follow trespasser
squads that they deem suitable prey. This may be
because of the squad's weak level of armament,
because of their small squad size, or because
the OWLs intercept their communications and
learn their mission objectives. Once OWLs have
their sights set on a target, they rarely stray
from their mark. They stalk their prey for days,
even weeks, waiting for them to drop their
guard. When they strike, they do so viciously,
leaving no room for error. Their attacks are
aggressive, first focusing on decreasing the
fighting capability of their enemy by using
stunning weaponry, and then by systematically
eliminating them one by one. In order to defend
against an OWL attack, trespassers must be
prepared and coordinated.
64
THE TALKING MOUNTAIN 00.01
65
00.01
La Luz
Trespassers are a hardy bunch, and the short-
er-lived ones can be quite enthusiastic when it
comes to danger. Funny that La Luz, then, is not
dangerous at all, but all steer clear of its
blackened waste. The path to La Luz has an
overlook that gives a decent view of the
galvanized earth and singed trees that give
this landmark its ironic name.
66
MISSION/CAMPAIGN RANDOM GENERATOR 00.01
Places Pitches
1. Mine Wastes 1. DANDELIONS BURNING
The team treads the same path
2. Charred Forest through the same day, over and
3. Frozen Salt Flats over, until they find
the way out.
4. Heath
5. Mountain Caves 2. POLYTONIC DOPPELGANGER
The team is at the mercy of a
6. Birch Forest false Conductor.
7. Cannon Ruins 3. FALLING SKY
8. Foggy Lake Someone, somewhere, has fired
the SKYLANCE.
9. Death Road
10. Bismuth Polyprism 4. SLEEPER ACTIVATION
Eir operatives have activated
sleeper agents in Corte Largo
Hazards with the phrase "Meridian
Oxybeles".
1. Grey Monsoon 5. CARRINGTON EVENT
2. Radioactive Dust Cloud RADIO DEAD. STOP. ALL ELECTRONICS
DEAD. STOP. PLEASE ADVICE. FULL
3. Damocles Corridor STOP.
4. Sunny Weather 6. VIEJAN INCURSION
5. Spontaneous Ignition Some Viejan lieutenant wanted a
6. Lazarus Hour medal, and now he's rolling tanks
into the valley. You are now in
7. Hopeless Death March an active conflict zone.
8. False North Star 7. ANT MILL
9. Mislaid Shadows The team is regularly stalked and
intercepted by a team that looks
10. Pirate Cumbia Station identical to them.
67
68
ENEMIES AND NPC TABLE 00.01
SCAB
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
2 3 0 3 2 4 0 0 0 -2
Well-equipped operatives that brave the valley without a radio,
generally to steal contracts.
69
Maras
00.01
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
1 4 0 5 3 0 0 0 -1 -3
Catch-all term for the various gangs that inhabit the valley.
Not fond of outsiders.
GANG UP
This character receives a Boon on their attack if the character they are
attacking has already been attacked this round.
Flare Runner
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
1 4 0 6 4 0 -1 0 -1 -4
A boy running with flares in his hands would have been a jolly sight on the
night of the neutronic exchange. Now it is a sight that marks dread, and
not a second thought should be spared before shooting them, lest DAMOCLES'
eye twitch in your direction.
FLARE SUICIDE
When this character reaches within 1 inch of their target, they explode in
a blast of fireworks, killing them and alerting DAMOCLES to their position.
Innocent
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
1 2 1 5 4 0 -1 -1 1 3
Unarmed individuals with no combat capability
70
PARAGONIAN DESERTER
00.01
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
2 4 1 5 9 6 1 1 0 0
AWOL. Dereliction of duty. Won't go back without a fight.
3 3 1 5 9 6 1 1 0 2
The Paragonian Military Academy clearly isn't sending their best.
LEADER
Using 1 stamina this character may give an order, if any of their team
follow the order they may gain 1 Boon during that action.
71
HOSTILE FAUNA [SMALL]
00.01
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
1 2 1 7 15 0 -1 1 -3 2
Trespassers are recommended to have at least one rabies shot before
entering the valley. Small animals may not kill you, but you never know
what they're carrying.
2 2 1 8 13 0 1 0 -3 2
Wolves, coyotes, and wild dogs dot Corte Largo in hunting packs, tending to
only attack humans when very hungry, or when other prey is unavailable.
GANG UP
This character receives a Boon on their attack if the character they are
attacking has already been attacked this round.
3 2 1 10 10 0 3 0 -3 2
Bears, mountain lions, and other large animals can be found in the forested
and mountainous areas of Corte Largo.
72
UNSANCTIONED RISEN
00.01
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
5 2 2 4 2 6 3 -2 -3 -4
The Alabanda Chapel has lost three manuscripts in the past year, esoteric
texts explaining how to properly raise the dead.
NOT DEAD YET
When this character takes 5 wounds, it rolls 2d6. On a roll higher than
4, it regains 1 wound and stands up. This ability can only be used once.
3 4 5 6 13 4 1 1 3 4
The skill and cunning of this foe is psychically implanted by its Eirean
handler - the brutality is original, all that's left of the original
person.
LUDOVIC CONDITIONING
When this character attacks a character that has been wounded add
a 1d6 to the damage.
LAZARITE
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
1 1 0 3 0 0 -2 -3 -3 -5
When the Lazarus Hour strikes, the hordes of the dead rise to walk again.
On the bright side, they're not very good at it. On the downside, the death
toll in Corte Largo is only ever going up.
SHAMBLING HORDE
When this character is near four or more characters of the same type, its
Move stat is reduced by two.
OWL SPOTTER
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
6 6 2 6 15 6 2 3 1 -2
The sniper of the pair, providing cover fire and accurate overwatch for
their partner. Working in pairs, OWLs hunt as a single, coordinated unit.
NEUTRONIC DISCHARGE
When this character becomes aware of their partner's death, they will
prime a neutronic discharge that will go off at the end of the next turn,
killing all characters and themselves in a 40 radius.
OWL HITTER
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
6 6 2 6 15 6 3 2 1 -2
The bruiser of the pair. Able to close distance with non-lethal weaponry,
and burn enemies to a crisp up close.
NEUTRONIC DISCHARGE
When this character becomes aware of their partner's death, they will
prime a neutronic discharge that will go off at the end of the next turn,
killing all characters and themselves in a 40 radius.
3 4 2 8 12 6 1 4 2 -4
The nation of Eir prefers to work through proxies and powerful subliminal
radio broadcasts, so their Puppeteers are a rare sight. Fortunate, too,
as meeting a Puppeteer's sight is the last thing many trespassers do.
SIGHT SIGNAL
When this character has line of sight on a player character, they must
make an Empathy challenge action. If they fail, they make an attack on a
friendly character and lose their turn. If no friendly character is in
line of sight they attack themselves instead.
FREAKS
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
2 4 1 5 9 6 1 1 0 0
Hapless Paragonian soldiers, Maras, and trespassers twisted by Eirean
psychic control. Even their radio antennae are bent into strange, occult
shapes by the music and isochronic frequencies of the Puppeteer.
PUPPET
If no Eir Puppeteer is active on the board, this character regains its original
allegiances after one turn, or when the Puppeteer's radio is destroyed.
15 2 1 4 2 12 3 2 2 3
These comically over-encumbered men have been likened to hermit crabs by
the trespassers that meet them. In general, they are not hostile, seeking
only to eke out a living in the valley by rugged self-reliance and
firepower. They carry everything they own on their backs.
I HAVE WARES
This character can engage in negotiation and trade.
1 3 0 3 12 1 1 3 0 2
A curious, skittish, and uncannily beautiful facsimile of a human being,
born from a sleeping installation deep beneath Corte Largo. All Viejan
governments deny ever funding an expedient repopulation program, and deny
the existence of the Anthill.
HOMING INSTINCT
This character will always return to its place of origin at least once,
but it will be wary of any trying to follow it.
SOLDIER ANT
Wounds Stamina Fate Move Evade Armor
3 3 1 5 10 8
STR DEX KNOW EMPA
2 2 1 -4
Omnicidal Ants dispatched from the Anthill
not to blend in, but to retrieve viable
organic material and bring it back to the
Anthill for repurposing.
Name Range Damage
Appendages 1 3d6+STR
76
FULMINETA LRV WALKER
00.01
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA
50 6 0 12 12 15 5 2 0 0
Light Reconnaissance Vehicle. Outside of the valley, the Fulmineta is
seldom deployed to frontline combat. "Too fragile". "Too lightly armed".
"It's only a scout walker". Inside the valley, it is second only to
DAMOCLES in strength. Big fish. Small pond.
OMNI-DIRECTIONAL MOVEMENT
This vehicle ignores all terrain.
COAXIAL MG
Every time this vehicle makes an attack, it can immediately make a follow
up attack using the Coaxial MG profile to a different target,
without using Stamina.
PILOT EJECT
When this character takes 45 wounds or more, it forcibly ejects the pilot.
77
78
DEEP GREEN WATER
The bottom level of the bunker was
filled with water, waist-deep and
murky green. Splish. Splish. With
every careful step, she felt the
urge to turn back. There would be
no way to access the lower level
until it was drained anyway. Lia
thought back to the access hatch
in the mountainside, how she'd
thought herself so lucky to find it
cracked open. All the water must
have leaked in over months. "This
far as I go for now", she muttered
to herself. "Maybe I'll come back
with a bucket."
79
SIGNAL LOST
The air atop the plateau was still and silent now. Snow stretched out
untouched for miles in every direction. Silah knelt, eyes upturned to
the sky. She'd been waiting for a while now. She couldn't tell how long it
had been. Her footprints were gone. The shell casings had sunk into the
channels they'd melted in the snow, and the acrid gunsmoke was long
forgotten, dispersed in the cold, windless air.
Away from the throng of warring voices and signals and guns far below,
Silah had finally found a place that was quiet. Not just quiet - peaceful. It
hadn't been easy, but the treacherous climb to the top of the plateau was
worth every step now that she could hear herself think.
Her radio had gone dead not long after reaching this point. Her mind had
become quite empty as well, come to think of it. It left her feeling listless,
but somehow, she didn't care. No earthly voice could reach her here, and
that was good enough.
80
ENDGAME: THE SKYLANCE 00.01
81
00.01
82
00.01
It’s only when you turn down the volume that you
realize the voices have stopped coming from your
radio entirely.
Confusion envelops you as the wind picks up, and
it turns to panic as the stiff breeze turns to a
howl that rattles your antenna and only abates
when you change the frequency.
83