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Trespasser RPG Rulebook

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0% found this document useful (0 votes)
142 views90 pages

Trespasser RPG Rulebook

Uploaded by

Algus Dark
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TRESPASSER

Trespasser rules are based on:

ABOUT
Doom Captain - Lore and Writing
I thank noble Catullus and the great Spike Milligan.

Polilla - Illustration
I’m really passionate about shiny stuff.

Spectralidax - Rules and Graphic Design


Graphic Designer and sometimes doodler of sharks.

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

What Is A Roleplaying Game? 07


EQUIPMENT 39 - 55
Dice And How To Read Them 08
What You Need To Start 08 Weapons 41
A Narrative Game 09 Weapon Keywords 45
Ammo 47
THE BASICS 11 - 15 Gear Modifications 48
Armor 50
Radio 51
Tests 11 Occult Equipment 54
Measuring 11
Rules For Boons/Banes 11 CONDUCTOR SECTION 57 - 67
Boons/Banes 12
Handing Out Boons And Banes 12
Character Stats 13 Handing Out BP 58
Mission Budgets 58
Rules Decisions 59
COMBAT 17 - 24 Setting Up A Game 59
Narrative Guidelines 60
Combat Rounds 17 The Anthill 61
Spending Stamina 17 The Skylance 61
Actions 18 Line Seven 62
Attacking Characters 21 Station Deimos 62
Line Of Sight 22 Bay Two 62
Throwing Grenades 22 DAMOCLES 63
Wounded Characters 23 OWL Encounters 64
Injury Chart 23 The Talking Mountain 65
Major Injury Chart 24 The Fog Sea 65
La Luz 66
Mission/Campaign Generator 67
CREATING A CHARACTER 27 - 38

Character Creation Sheet 27 ENEMIES AND NPC TABLES 69 - 78


Creating A Character 28
Background 29
Build Points 31 ENDGAME 80 - 83
A sighting laser with immense precision, range, and intensity - its incredible
power belies its intended use as a utility for other, more destructive weapons.

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

inhabitants managed to escape the quiet


annihilation that silenced this part of the
world. Surrounded on all sides by untamed
wilderness, mountains, and dead cities, it has
been safe for quite some time.

-9° 11' 42.64" S

-74° 59' 25.50" W

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.

As the remnants of the various "Viejan"


militaries occupy and patrol the main portages to
Corte Largo, with the stated goal of
preventing further conflict, operations are
conducted in the valley in secret by every side.
Far beyond the watchfires in abandoned streets
and camps in silent skyscrapers, tiny skirmishes
take place in the valley almost every day.

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.

When it strikes, someone, somewhere, has learnt


their final lesson.

I FEEL IT IN THE STATIC


The result of this detente is a hundred and one
operatives (and no more) combing through Corte
Largo, often making uneasy and opaque alliances
with their fellow "trespassers". They are free
agents, making and breaking ties as they please,
relying more on cunning than force of arms.

This easy come, easy go flow of convenient


alliances and profitable betrayal is facilitated
by the Conductors, the watchful eyes that keep
track of happenings within the valley to the
best of their ability.

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.

A Conductor knows where stashes of food and


supplies can be found, where safehouses and
useful vantage points are, and some even have
a canny ability to tell apart the honest from
the deceitful. That a Conductor is proficient
in this curious sort of way is implicit; they
see where trespassers do not.
02
The Pyreband is
a lethal and cruel
lumen weapon fielded
exclusively by the
OWLs. Up close, it blasts
a lumen spread hot and
concentrated enough
to flash-incinerate
exposed skin.

The 10-WINK in her


right hand is used to
close the distance to
her quarry. Controlled
bursts of high
information light are
used to confuse the
optic nerves, causing
ten second intervals
of thought blindness,
during which the
OWL can press the
advantage.
00.01

Trespassers know that DAMOCLES is only part of


the threat in the valley. These elite
reconnaissance teams are expert trackers, both
above and below ground.

Often in teams of two and wearing heavy


flash-proof goggles, they field light-based
weaponry, in addition to conventional weapons,
that can dazzle and blind their quarry.

Ballistic ponchos and light firearms mean that


their success largely depends on trespassers
being lightly armed, alone, and unprepared.

04
AND ON YOUR LEFT, YOU WILL SEE
It would be easy to dismiss Conductors as fronts 00.01

for the Viejan militaries' numerous intelligence


agencies, but this is not the case. Conductors
are as much free agents as the trespassers they
aid, and so too pursue their own goals. It is
only by a lucky coincidence that these goals fall
in line with those of their
earthbound counterparts.

A dissonant choir of furtive voices, filling the


airwaves above the valley.

EVERYTHING I HAD TO KNOW


Conductors do not make a habit of revealing their
identities, preferring the pseudonymity of the
names of the old gods. Among trespassers, this
makes them the subject of some speculation, with
some going as far as suggesting that they may be
incarnations of the old gods themselves.
Stories about messages coming through manpacks
with dead batteries, whispers on the wind, and
messenger birds with red feathers that flared
like the sun. More pragmatic and cynical
trespassers will tell you a different story:
Conductors are trained in camps, grown in labs,
or assembled from parts like machines. They'll
say that they spend their days soaking in
sensory deprivation tanks, chewing
psychoactive roots.

The truth is of little consequence in such


conversations - whatever their true nature, they
are ultimately accepted as necessary.

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.

The behemoth flying fortress holds the sky in a


fierce grip of steel, never tiring, never
needing fuel, never landing. Its crew cannot
be contacted by any means, and all attempts at
signal communication meet with lethal failure.
Its wingspan is huge, perhaps three times that
of a Viejan bomber, with a corpulent length to
match. It does not transmit any communications
to the surface, but savvy trespassers know to
check geiger counters for where it has recently
passed. Radioactive dust spills from the
plane's engines, and where it falls in great
concentrations, the dust can even be detected
by radio interference.

Some trespassers suggest, with tender hope, that


this means the plane is slowly breaking down,
that months of constant flight have taken their
toll on its neutronic engine. Others merely
watch the sky through the branches of trees and
the arches of tunnels, and avoid the paths made
by DAMOCLES' passage.

06
Rules
Trespasser is a light role playing micro
00.01

setting and set of rules, that can be played on


a tabletop or used for inspiration. Contained
temporarily in this book are peeks into its
world, the strange people that inhabit it, and
the weird dangers they face. Tireless soldiers
that fight with weapons of light and sound,
mountains and spirits that speak through old
radios, and flying fortresses that sear the
earth with skyfire. And through it all, the
eponymous Trespassers, whose ranks you will be
joining shortly…
TSPR

WHAT IS A ROLEPLAYING GAME?


Trespasser assumes that you have played an RPG
before, but in case this is your first RPG this
section shall endeavour to explain what a
roleplaying game is.

A roleplaying game is a collaborative effort


between the Conductor and the Trespassers
(players) to create a story where each player
plays a character in the story [Or multiple as
the campaign grows]. The stats of the characters
and the rolls of dice determine the results of
actions and consequences of
the player’s actions.

The Conductor is the player’s guide through the


story and should attempt to make an interesting
story for the players and for themselves. In most
cases the Conductor will have to improvise and if
any rule doesn’t make sense for the situation,
doesn’t work, or isn’t fun, ignore it and do what
is the most fun. The Conductor is always right
even when they're “wrong”.
07
DICE AND HOW TO READ THEM
00.01

Dice are commonly referred to in a shorthand


where the first number is the amount of the dice
being rolled, the D stands for dice, and the
last number stands for the amount of sides the
dice has. For example 2D6 is two six sided dice.

WHAT YOU NEED TO START?


In order to start the game each player must
create a character and the Conductor is
responsible for setting up a mission
for the players.

Be sure to gather your 1d20s and a few 1d6s,


tokens or miniatures to represent your charac-
ters, a 36” x 36” play area [mat or otherwise],
terrain to add interest to the area, as well as
a basic understanding of the rules, which will
help significantly in playing the game.

Terrain can take any shape or form including


whatever you have lying around the house [cups,
books, toilet tubes, etc]

You can use any wargame terrain you might have;


Trespasser scale is compatible with many other
popular tabletop systems.

After these steps have been completed the


Conductor and players can start playing,
have fun.

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.

Narrative and the overall


story is the most important
aspect of this game and the
numbers and stats are designed
to be used as an organized
framework to achieve this
objective.

Fun and camaraderie are great


guideposts for having an
enjoyable game. Be helpful,
kind, and understanding with
one another.
ATTENTION!

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.

RULES FOR Boons/BANES


Banes and Boons cancel each other out.

For example, if a character receives 2 Boons and


1 Bane on a roll 1 bane would cancel out 1
Boons, so the character would roll the dice
with 1 Boon.

There can never be more than 3 Boons or Banes in


a roll. Any more that the character receives
over 3 are not added to the roll.

11
00.01
Boons/BANES
BOONS
Boons are used to help a character’s d20 roll.
Multiple Boons may be applied to a roll.

When a character has Boons they add D6’s equal


to the amount of Boons that have been applied to
a roll. When all dice have been rolled for the
test add the highest D6 to your roll.

BANES
Banes are a d6 used to hinder a
character’s d20 roll.

Multiple Banes may be applied to a roll.


When a character has Banes they add D6’s equal
to the amount of Banes that haven been applied
to a roll. When all dice have been rolled for
the test subtract the highest D6 from your roll.

HANDING OUT Boons AND BANES


The distribution of Banes and Boons is handled by
the Conductor based on how difficult they believe
the current action a character is making, and the
benefits or detriments other factors have on that
action.

Banes are added to the roll if the action has


some sort of difficulty involved such as shooting
through smoke and trying to climb a wall in the
rain. More Banes are added depending on how tough
the action is.

Boons will generally be handed out if the


character has a certain quality pertaining to
the test or something the character has done or
prepared that would make the roll easier.

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.

When a character receives 3 separate injuries,


they are in critical condition and will die
unless they receive medical attention.

STAMINA
The amount of endurance and energy that the
character possesses.

This stat determines how many actions a


character may make in a turn.

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.

Used for melee weapons. Used for tests that


involve pulling, pushing, and lifting.

DEXTERITY
The agility and quickness of a character's
actions.

Used for ranged weapons.


Used for tests that involve acrobatics, running,
fine motor control, driving, etc.

13
00.01

KNOWLEDGE
The amount of experience, book smarts, and
instinct that the character has accumulated
throughout their life.

Used in tests that involve radio, perception,


studying, first aid, logic based problem solving.

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.

You may spend Fate to reroll any dice roll that


affects this character, even the opponent’s.
You can spend Fate up to your Fate stat. Fate
comes back after the mission, or when they rest.

EVADE
The character’s capability to use cover
and evade attacks.

Enemies trying to hit this character must roll


above this stat to damage them.

14
ARMOR 00.01

The protection that is provided by the Armor the


character is wearing.

Reduces the damage from attacks.

BURDEN
The amount of items and equipment a
character can carry.

The total amount of gear a character can carry


is 5 + Strength stat.

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.

2. Resolve status effects.

3. Character spends Stamina on actions.

4. The current player character’s turn ends. The


character regains Stamina.

5. The Conductor may choose an enemy character


to activate, and the Conductor’s activated
character repeats steps 2-4.

6. These actions are repeated until all


characters have been activated and the
round ends. A new round begins.

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.

If the character is passing over difficult


terrain, their Move is halved [rounded up].
A character may jump over a gap that is half
their Move value [rounded up].

A character may jump their Move rounded up


into the air.

The character may also go prone or stand up.

Evasive maneuvers [2 Stamina]


Until the end of the round, a character
attempting to target this character in any
way receives a Bane.

Hiding [2 Stamina]
If a character is out of line of sight of all
enemy characters they become hidden.

When a character is hidden they can’t be


targeted or interacted with unless they are
spotted by the Track Signal action.

If this character attacks another character they


are no longer hidden.

Track Signal [1 Stamina]


Character makes a Knowledge challenge roll to
reveal a hidden character that is also
within 12.
8070 - 01 - 321 - 9153

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.

If this character moves, this cancels their aim.

Distant Shot [2 Stamina]


A character may attack a target that is beyond
their weapon’s range, but no more than twice
the weapon’s range.

The character makes the attack roll with 1 Bane.

Staggering Shot [1 Stamina]


This character makes the attack roll
with 2 Banes. On a success, the target must make
a Strength challenge roll.

On a failure, the target falls prone.


When a character is prone, they move half speed.
Shooting a prone character + 1 Bane.
Melee a prone character + 1 Boon.
19
00.01
Suppressive Fire [1 Stamina]
If the character’s weapon has the Full Auto
keyword then they can make a
suppressive fire action.

This action costs 10 ammo.

The character makes the attack roll with 1 Bane.


Even if the attack doesn’t hit, the target gains
1 Bane to all actions for the round.

This effect is immediately ended if the shooter


is hit by an attack.

Reload [1 Stamina]
This character reloads a weapon within
their reach

Interact with an object [1 Stamina]


Anything from laying a mine to logging into a
computer [Conductor’s discretion].
Also includes switching weapons.

20
ATTACKING CHARACTERS
00.01

ATTACK TEST
d20 [Multiple if full auto] + Boons/Banes +
relevant stat ≥ target’s Evade stat

For multiple d20 dice, Boons/Banes are only


rolled once and apply to all d20s in the roll.
[When a character attempts to harm their target]

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.

If the damage < the Armor of the defender, the


defender takes a minor wound.

3 minor wounds = 1 wound

If the damage is ≥ the Armor, the defender


takes a wound.

If the damage is double the Armor the


defender takes 2 wounds.

21
LINE OF SIGHT
00.01

Line of sight is determined from the eyeline of


the character's token.

To check if a character has line of sight to


another, you can stoop down to look from the
token’s point of view, if the target character
is not entirely obscured by terrain or other
tokens, excepting insignificant or protruding
elements, the first character does have
line of sight.

To determine Banes by cover, at least half the


token must be obscured and be within an inch
from the obstruction source to be
considered in cover.

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.

If the attack fails roll on the table below

1-5: The grenade bounces back at the attacker


and the attacker takes the grenade's
damage. All targets within the radius of
the grenade measured from the attacker
also receive damage.

6-14: The grenade does nothing.


15-20: The grenade rolls towards the target of the
attack and damages the target [but no one
else is affected by the grenade]

22
WOUNDED CHARACTERS
00.01

When a character takes wounds equal or greater


than their Wound stat, the character needs to
roll 1d20 on the chart below.

When a character receives 3 separate injuries,


they are in critical condition and will die
unless they receive medical attention.

NPCs don’t roll on the chart, they just die.

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.

11-15: MINOR INJURY


The character loses 1 to their maximum
Stamina for the mission. The character then
recovers 2 Wounds.

16-19: WINDED
The character loses 1d6 Stamina but is
otherwise unharmed. The character then
recovers 3 Wounds.

20: TIS BUT A SCRATCH


The character recovers all of their Wounds
and gains 1 BP.
23
MAJOR INJURY CHART
00.01

The character will bleed out in 2 rounds. A


Knowledge roll with 2 Banes will stabilize the
character. The character also makes all rolls
with 1 Bane for the rest of the mission.

1: The character loses 2 limbs and falls


unconscious. All explosives carried by the
character detonate immediately as if they
were used. All Armor or radio equipment
the character is carrying is destroyed.

2-4: The character is thrown 3” away from the


attack; anyone in the path must take a
Dexterity roll to avoid getting hit, loses
an eye, a limb and falls unconscious.

5-7: The character loses a limb; the radio that


the character is carrying goes haywire and
reveals any hidden ally and
falls unconscious.

8-10: The character loses an eye and


falls unconscious.

11-13: The character loses a limb but stays


conscious. Character loses 1 to their
maximum Stamina for the mission.

14-16: The character loses an eye but stays


conscious. The character loses 1 of their
max Stamina for the mission.

17-20: The character has internal bleeding but


stays conscious. The character also makes
all rolls with 1 Bane and loses 1 to their
maximum Stamina for the mission.

24
TRESSPASSER CASUALTIES
8070 - 01 - 321 - 9153
CHARACTER CREATION CHEAT SHEET 00.01

CHARACTER STARTING STATS May spend 20 build points [BP] on


character stats, abilities, and equipment.

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

BACKGROUNDS [PG.29-30] Bunker Dweller | Ludovican Psycho | Psychic Agent


Risen Mule | Empty Wolf | Tame Sparrow

POSITIVE ABILITIES [PG.32-36] NEGATIVE ABILITIES [PG.37-38]


Ambidextrous [1 BP] Addiction [-2 BP]
Animal Trainer [2 BP] Faded Glory [-2 BP]
Aptitude [2 BP] Fragile [-3 BP]
Average Joe [1 BP] Infirm [-3 BP]
Black Market Frequency [1 BP] Mute [-3 BP]
Battle Lust [2 BP] Noisy [-1 BP]
Bulwark [3 BP] Pacifist [-2 BP]
Circular Breathing [2 BP] Sociopath [-1 BP]
Double Trouble [1 BP] Uncanny [-1 BP]
Familiar Frequency [2 BP] Unlucky [-2 BP]
Farmhand [1 BP] Vice Grips For Pliers [-3 BP]
Forced Broadcast [3 BP]
Guts [1 BP]
Implanted Memories [1 BP]
Jane Doe [1 BP]
Language [1 BP]
Lucky [3 BP]
Ludovic Conditioning [2 BP]
Medic [1 BP]
Mule [2 BP]
Mnemonic Conditioning [1 BP]
Prestidigitation [1 BP]
Radio Operator [1 BP]
Rib Tickler [1 BP]
RF Photoreceptors [1 BP]
Signal Catcher [1 BP]
Signal Hijacker [5 BP]
Silver Tongue [1 BP]
Silent [1 BP]
Tool For The Job [1 BP]
Wax Bones [1 BP]
Weak Point [2 BP]
Weapon Specialty [1 BP]
27 Will to Live [1 BP]
00.01

In secluded spots overlooking the


valley, hideouts like this one can be
found. Locals may leave food and drink
for weary travelers in vases, as well
as piles of hay and furs as bedding.
To ward away thieves and more greedy
guests, each one is guarded by a
spirit, symbolized by a small house
figurine, or simply by a statuette of
the spirit.

-9° 11' 42.64" S

-74° 59' 25.50" W

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.

Characters may not spend more than 5 BP on


positive or -5 BP on negative Abilities
during character creation.

3. Write down a small description and name.

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.

Can use the Hiding action for free.

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.

Can use the Aim action for free. All Empathy


tests are taken with two extra Banes

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.

2 Extra BP to be used on Strength,


Dexterity or Knowledge.

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.

Whenever this character rolls on either injury


chart, roll 2 dice instead and pick
the highest result.

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.

2 Extra BP to be used on Move or Evade.

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.

2 Extra BP to be used on Fate.

30
BUILD POINTS [BP] 00.01

A player is provided 20 BP to create their


character. A player may use their build points
to increase a stat by 1, buy positive or nega-
tive abilities, and equipment.

During character creation you may exchange BP


for money to use for buying equipment for your
character. 1 BP = 50 LU. Any money that is not
used during the character creation step
the character keeps.

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.

Animal Trainer [2 BP]


When this character spends Stamina, one of their
animal companions may also make an action.

Aptitude [2 BP]
May increase the maximum size of a stat by 1.
You may only take this quality once.

Average Joe [1 BP]


This character lacks any defining characteris-
tics and can only be described as average 1 bane
when trying to pick this character out of a
crowd or identify them in any way.

Black Market Frequency [3 BP]


This character has access to people who can get
them almost anything.

This quality also allows a character and their


team to purchase Forbidden equipment.

Battle Lust [2 BP]


Uses per mission: 2
When making an attack ignore all Banes.

Bulwark [3 BP]
When this character is damaged, roll a d20, if
roll is 10 or above ignore 1 wound
from the attack.

Circular Breathing [2 BP]


When aiming, this character gains 2 Boons
instead of 1.

32
Double Trouble [1 BP]
This character may take a main weapon in one of 00.01

their sidearm slots.

Familiar Frequency [2 BP]


This character gains a Boon on all actions when
they are tuning into a frequency they are inti-
mately familiar with.

Farmhand [1 BP]
A character gains a Boon when they attempt to
control or influence an animal.

Forced Broadcast [3 BP]


Once per mission, broadcast loud music from all
radios, revealing all Hidden enemies.

Guts [1 BP]
This character gains a Boon to resist anything
that would cause them to be
afraid or intimidated.

Implanted Memories [1 BP]


Specify an area of Knowledge that the character
is fluent in. The character gains a Boon on any
test that requires the character to
recall that Knowledge.

Jane Doe [1 BP]


Someone or something is actively erasing the
character’s data from any data bank that can be
accessed. They might be doing this out of malice
or benevolence but the fact remains that the
character doesn’t officially “exist”.

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.

Ludovic Conditioning [2 BP]


When this character attacks a character that has
been wounded, add a 1d6 to the damage.

Medic [1 BP]
This character may make a medic roll on another
character [Roll 1d20 + Knowledge ≥10].

If successful the target heals either 1d6 health


or removes the negative of an injury [the char-
acter still has the injury].

Mule [2 BP]
This character can carry double their Burden.

Mnemonic Conditioning [1 BP]


A character with Mnemonic conditioning is able
to instantly recall anything that
they have seen.

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

order. If any of their team follow the order


they may gain 1 Boon during that action.

Rib Tickler [1 BP]


When using a knife, if this character hits their
target this attack does 1 wound + it’s
damage roll.

RF Photoreceptors [1 BP]
Ignore the Distant Shot action Bane.

Signal Catcher [1 BP]


When this character makes any roll that involves
perceiving their surroundings they
receive 1 Boon.

Signal Hijacker [5 BP]


Once per battle, feed a false order to an enemy,
controlling its full activation.

Silver Tongue [1 BP]


When meeting a character for the first time,
this character gains a Boon on any Knowledge or
Empathy roll against that character.

Silent [1 BP]
While hidden any character attempting to spot
this character receives 1 Bane on their
Track signal action.

Tool For The Job [1 BP]


Uses per mission: 1
This character may produce a tool or a piece of
gear no larger than a grenade that isn’t in
their gear list. This piece of equipment
“disappears” after the mission.

35
Wax Bones [1 BP]
00.01 1 Boon when trying to escape from
physical restraints.

Weak Point [2 BP]


Uses per mission: 2
A character may use this ability after they have
hit their target with an attack, instead of
rolling to wound the target do 2 automatic
Wounds instead.

Weapon Specialty [1 BP]


This quality can only be taken once per charac-
ter Choose a group of weapons [Bladed, Blunt,
Exotic melee, Needle, Pistols, SMGs, Shotguns,
Rifles, Machine guns, Heavy weapons, Exotic
ranged] When the character is using a weapon
from that group they gain a Boon on the
to hit roll.

Will to Live [1 BP]


This character rolls twice on the injury chart
and picks their preferred injury.

8070 - 01 - 321 - 9153

36
NEGATIVE ABILITIES 00.01

Addiction [-2 BP]


The character with the Addiction quality is
addicted to alcohol, drugs, etc. The character’s
addiction must be specified.

Every day the character must make an Empathy


roll if their result is less than 10 then they
must try to get whatever they are addicted to.
If they fail in achieving their addiction they
receive 1 Bane on all rolls.

Faded Glory [-2 BP]


Reduce the maximum of one of this
character’s stats.

Fragile [-3 BP]


This character takes an extra wound when
they are hit.

Infirm [-3 BP]


This character takes 1 bane on any test that
involves their Strength or Dexterity stat.

Mute [-3 BP]


This character can only communicate via radio
using Morse code

Noisy [-1 BP]


While hidden, any character attempting to spot
this character receives 1 Boon on
their Track signal action.

Pacifist [-2 BP]


This character can’t attack another character.

Sociopath [-1 BP]


This character receives a Bane on any
Empathy tests.

37
00.01

Uncanny [-1 BP]


This character receives 2 Banes on any test that
involves talking to another person.

Unlucky [-2 BP]


When this character spends a Fate roll a d20 if
the roll is a 5 or below the Fate is spent but
you don’t get the benefits of Fate.
Vice Grips For Pliers [-3 BP]
Whenever this character interacts with a tech
object they roll a Bane on the test.

38
00.01

Traders make their camps near the portages to


Corte Largo, hawking their wares to Trespassers
entering the valley. Their varied stock is
scavenged, bartered, and sometimes even
built from scratch.

While Viejan currencies are accepted for mundane


goods, traders only part with premium items in
exchange for lucre. You have some, don't you?

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.

BAG [MEDIUM] [3 LU] Any equipment on the rig


Can carry 3 items. Takes 1 doesn’t count towards the
hand to carry. Any equipment total Burden a character is
in the Bag doesn’t count carrying.
towards the total Burden a
character is carrying. It
takes 1 Stamina to take or
put anything in the Bag.

BAG [LARGE] [6 LU]


ARMOR
Can carry 8 items. Takes 1
hand to carry Any equipment LIGHT ARMOR [50 LU]
in the Bag doesn’t count 4 Armor
towards the total Burden a Keywords: Concealed
character is carrying. It
takes 1 Stamina to take or BALLISTIC PONCHO [51 LU]
put anything in the Bag. The 4 Armor
character that is wearing or Keywords: -1 Move
carrying this object -1 1 Boon to hide test
Move.
MEDIUM ARMOR [100 LU]
ACOUSTIC FIBER PONCHO [10 LU] 6 Armor
When an enemy makes a Track
Signal action targeting the HEAVY ARMOR [150 LU]
bearer, they add a Bane to 8 Armor
the roll. Keywords: -1 Move

40
GENERAL EQUIPMENT
Binoculars [7 LU] Glowstick [0.5 LU]
Camo netting [4 LU] Lockpick set [50 LU] 00.01

Chisel [2.5 LU] Magnesium Strip [35 LU]


Cigarette [1 LU] Medical Kit [90 LU]
Climbing Gear [15.5 LU] Medical Kit [Emergency] [20 LU]
Clothes [Common] [5 LU] Rope [20ft] [5 LU]
Clothes [Luxury] [20 LU] Scuba Gear [55.5 LU]
Crowbar [2.5 LU] Survival Kit [80 LU]
Flashlight [3.5 LU] Tactical Vest [30 LU]
Folding Shelter [55.5 LU] Tent [20 LU]
Food [Common] [1 LU] Welder [230 LU]
Food [Luxury] [5 LU] Wire-clippers [5 LU]
Gasmask [61 LU] Cuffs [1 LU]

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

Pistol Sidearm 8 1d6 7 Semi 30 LU


Revolver Sidearm 8 1d6+1 6 Semi 35 LU
Semi,
Stub Pistol N/A 5 1d3+1 4 Concealed 12 LU
Semi,Lumen [3],
10-WINK Sidearm 8 0 1 Incapacitate, 12 LU
Forbidden
41
SUBMACHINE GUNS
Name Type Range Damage Mag Keywords Cost
Machine Sidearm 7 1d6 20 S/B/FA 60 LU
Pistol
Para SMG Main 15 1d6 15 S/FA 70 LU
Riot SMG Main 10 1d6 50 S/FA 80 LU
SMG Main 12 1d6+1 30 S/B/FA 70 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

Pilot Rifle Main 16 2d6 20 S/FA, Fire 150 LU

Rifle Main 25 1d6+3 10 Semi,Accurate 80 LU


42
00.01

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

Grenade Main 14 Grenade 6 Semi,[Grenade]


200 LU
Launcher Forbidden
Semi, Cumbersome
Micro Silent
Sighting Main 40 1d20+3 6 Multi-wound [4] 600 LU
Laser Forbidden
Semi
Rocket Main 18 3d6+3 1
Explosive [6]
250 LU
Launcher Multi-wound [4]
Forbidden
Semi,Cumbersome
Sonic Cannon Main 15 3d6+3 3 Incapacitate 400 LU
Forbidden

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]

Smoke Limited [1], Cloud


N/A 8 0 10 LU
Grenade Explosive [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.

Ex: a character throws a grenade with the


Explosive [5] keyword. The character hits the
enemy with the grenade and it explodes doing 12
damage to the target and 6 damage to the two
characters that are 3 and 5 away
from the target.

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.

Full Auto [FA]


Uses: 10 bullets.
Adds 3d20s and 2 Banes 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.

A fire may be put out by spending 1 Stamina to


make an Dexterity challenge action to put
out the fire.

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

Every time this character takes a turn they may


attempt a Strength test. If they pass, they are
allowed to use Stamina. This uses up the charac-
ter’s Stamina for the turn.

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.

Sturdy [30 LU]


The weapon is made from high quality and well
constructed materials and is unlikely to break.

Weapon Knot [5 LU]


A cord that extends from the weapon and wraps
around the wrist of the user. A character that
has a weapon with this modification can’t have
the weapon ripped from their hands unless the
cord is cut.

FIREARMS
Barrel Extension [50 LU]
Weapon Range +2

Barrel Reduction [25 LU]


Weapon Range -2. The reduced barrel length has
made the weapon more maneuverable. When a target
is within 2-3 an attack made with this weapon
receives a Boon.

Bipod [50 LU]


1 extra Boon when taking the Aim action.

Concealable holster [20 LU]


May only be used with pistols and SMGs.
The weapon now has the Concealed keyword when it
is in the holster.

Easy Break Down [3 x base cost]


Allows for quick and easy breakdown
of the weapon.

48
Folding Stock [30 LU]
This weapon does not receive a Bane when being 00.01

wielded in a confined area.

Holster [10 LU]


May only be used with pistols and SMGs.
A character may holster or draw the holstered
weapon without spending Stamina.

Grenade launcher [100 LU]


This weapon may now fire grenades up to 14.
Forbidden.

Sight [Short] [50 LU]


When a target is within 5-10 an attack made with
this weapon receives a Boon.

Sight [Long] [75 LU]


When a target is beyond 15 an attack made with
this weapon receives a Boon.

Sight [Starlight] [200 LU]


Negates the effects of darkness.

Silencer [200 LU]


Applies Silent to a weapon. Weapon Range -2.

Sling [5 LU]
Allows a weapon to be carried without hands.

Smart Ammo Selection System [5 x base cost]


If a magazine has multiple types of ammo in it a
character may choose what ammo is being used
during each attack.

Stabilizer [300 LU]


While the mechanical arm is a burden and awk-
ward, the ability to reduce recoil is immensely
helpful. 2 Boons when making an attack with the
attached weapon. -1 Move.

49
00.01

Armor
Chemical Resistance [50 LU]
Armor doesn’t take damage from corrosive
hazards or fire.

Flotation [25 LU]


Allows armor to float in liquid.

Pouches [5 LU per pouch]


For every pouch placed on this armor a character
may carry +1 Burden.

May also be applied to the Chest Rig.

Sealed System [100 LU]


The armor’s wearer doesn’t need air while
wearing the armor.

50
RADIO 00.01

When trespassers venture out into Corte Largo,


they always bring a radio with them, not just to
communicate with teammates, but to communicate
with their ever-helpful Conductor.

By using a manpack radio, trespassers can tap


into the otherworldly abilities possessed by the
Conductor, and they can seek out things that
would otherwise be well beyond their grasp.

Conductors, however, can be a fickle and tricky


bunch, so a regular manpack is rarely the first
choice. Certain trespassers swear by particular
models of radio, claiming they bestow certain
benefits, ways to tip the Conductor's hand -
more often than not, they are correct
in their superstition.

Manpack Standard [200 LU]


This is the standard trespasser radio, rugged
and reliable. As a classic standby option, these
radios often see extensive use in the field by
rookie trespassers, that decorate them with
lucky mottos, charms, and trophies.

Players using this radio can select one of the


following bonuses after 3 successful missions.

Sun Sigil: Your missions and travel are much less


likely to be plagued by bad weather.
Decryption Wheel: Gain a Boon for any information
deciphering Knowledge checks.
Viejan Victory Seal: Make a rousing speech to your
squad, and your Conductor will decide
its effect.

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.

Every 3 successful missions players using this


radio may be told when the Conductor is lying, if
they ask. The player can also ask the Conductor
if they are withholding information during the
briefing. Asking the right questions can lead to
great leaps in your intel gathering.

OWL XRD [500 LU]


An experimental model fielded by OWL recon
teams. It's barely a radio, with the receiver
seeming more like an afterthought in comparison
to the centerpiece - the neutron array. OWL
teams use these as a last resort, typically to
prevent capture: a halo of silent death that
surrounds the wearer.

At the end of a combat round, you may decide to


terminate the encounter, your teammates, and
yourself. You will be asked for a code phrase,
given to you by the Conductor upon purchase of
the radio. Everything in a 40 inch radius around
you will die. You may only do this once.

8070 - 01 - 321 - 9153 8090 - 01 - 321 - 9153


8071 - 01 - 555 - 7896 8154 - 01 - 111 - 9153
8074 - 02 - 656 - 1256 8254 - 01 - 254 - 9153
8074 - 04 - 457 - 8741 8254 - 03 - 487 - 9153
8075 - 01 - 221 - 2547 8254 - 07 - 321 - 9153
8075 - 02 - 333 - 6114 8980 - 03 - 001 - 5874
8075 - 02 - 333 - 8456 9000 - 09 - 000 - 0900

52
00.01

Free Radio [0 LU]


You weren't supposed to take this. You didn't
pay for it, and you're pretty sure it attracts
bad luck. Was it really worth stealing this?

Stealing a free radio is a crime against the


unspoken law of the valley. You will not have
this item in your inventory from the beginning,
instead rolling to obtain it during the map
stage and downtime. Before obtaining it, you
will have no access to any information except by
your teammates and receive no bonuses. After
obtaining it, play as normal.

Bad luck will follow you. Your Conductor will


seek to punish you for your crime, and every
step on your journey could be your last.

VQRF RD [400 LU]


The model used by the Viejan military, bulky,
with a weight to match. Trespassers that take
more dangerous, combat-heavy jobs swear by it,
saying it's as good as an armored plate.

When you end a mission with three or more


injuries, your Conductor may ask you how these
injuries were sustained. Answering correctly may
result in a number of benefits, decided by the
Conductor.
53
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.

Occult equipment may only be discovered while


playing the game.

366 Day Rainwater Dazzle Poncho


Temporarily raise the dead. Any attack with the Lumen
Limited [1] keyword is instantly
reflected back at the user.
Ammonia Pendant
Immune to Unconsciousness. Flares
Instantly attract DAMOCLES.
Burnt Dandelion Limited [1]
Redo a day.
Limited [1] Geiger Counter
DAMOCLES trail awareness.
Chanting Jammer
All radios are filled with One-way Wing
the chanting of monks Fly skyward with
beseeching God. immense speed.
Limited [1]
Cruciform Pager
Read God's advice once Penumbra Projector
per day. Manipulate shadows.
54
00.01

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

SERIOUS PSYCHOLOGICAL HARM TO THOSE UNPREPARED FOR CONTENTS

WARNING!
CLASSIFIED DOCUMENT______
FILE #_________________
_____________________

FOR CONDUCTOR’S EYES ONLY

0 5
9 6
- 2
CONDUCTOR SECTION 00.01

Cloistered in his hilltop radio station, Marcus


is your cordial, if rather mysterious, host. He
sends you your assignments as well as useful
information on the region, in between broadcasts
of old radio plays, prime numbers, and old
lounge records. There is a warmth to his voice
that makes every broadcast oddly comforting,
regardless of the contents - something that's
sure to be welcome once you're in the field.

“Worry not Tresspasser,


I’ll take good care of you”
-Marcus

The job of the Conductor is an important one; it


is their job to set up and run games as well as
controlling NPC characters. This is a lot of
responsibility and a lot of freedom. This role
can also be shared if desired to reduce the load
or allow for 2 player games.

The Conductor is responsible for creating inter-


esting objectives and situations for the play-
ers, sets up the map, and creates a story for
the players to engage with.

In this section there are tools to try and help


the Conductor run a game but they are also
free to do whatever they feel is best
57 or most engaging.
00.01
HANDING OUT BP
During the mission and whenever the Conductor
feels appropriate they may hand out BP to the
players. Players may use these BP when they rest
out of mission. A GM may hand out BP for any
reason they see fit but below are some options.

Completing the mission [1 BP]

The mission was extra challenging [1 BP]

A player does a particularly good job at


roleplaying [1 BP]

A player comes up with a creative solution


to a problem [1 BP]

MISSION BUDGETS
This is an optional rule.

When players first create their characters or


they are going into a mission they are
unprepared for they might be lacking in several
key items that might make their lives easier.

A way to alleviate this kind of burden is to


give the team a mission budget that they can
spend on items for the mission.

Another option is just giving the players the


items that they might need for the mission
instead of going through the hassle of
allocating funds.

58
RULES DECISIONS 00.01

The Conductor is the player’s guide through the


story and should attempt to make an interesting
story for the players and for themselves. In
most cases the Conductor will have to improvise
and if any rule doesn’t make sense for the
situation, doesn’t work, or isn’t fun, ignore it
and do what is the most fun. The Conductor is
always right even when they're “wrong”.

SETTING UP A GAME
Gather the players.

Construct the mission/campaign.

Set up the board.

A 36 x 36 mat is recommended with terrain


according to the mission.

These pieces of terrain can be anything


that your heart desires including well
constructed and painted terrain but if that
isn’t available, books, cups, boxes, etc.
are excellent replacements.

Make sure terrain is dense and provides cover


for friend and foe.

Play following the Combat Rounds structure.

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?

For Conductors, it's key to remember that their


motivations are a few steps above those of
trespassers. They seek ancient and powerful
weapons and knowledge, to strike blows against
heaven itself. Trespassers, in contrast, seek
food and shelter, good pay and perhaps, if they
live long enough, fame. Knowing this, Conductors
often play to these desires in order to strike
fortuitous deals: A job or two that's enough to
pay that debt you owe, a fresh chance at being
alive, a way for you to get a leg up on the
competition. In exchange, you make yourself an
earthly conduit for great and terrible power.

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" -

by some coincidence, every


broadcast from within is increased in range by a
number of miles. There also seems to be an
increase in signal strength.

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

When DAMOCLES arrives near the battlefield, it


TSPR

is generally prudent to seek sturdy shelter or


flee, but the clever trespasser can use the
flying behemoth to their advantage, with an
abundance of caution. DAMOCLES' approach can be
considered as happening in a number of
increasingly risky stages. In the beginning,
players may notice subtle tells such as static
or radio interference with their equipment.
Gradually, these build in intensity and
frequency until they can no longer be ignored.
Once these indicators become obvious, DAMOCLES
is in the area proper. As DAMOCLES closes in on
the battlefield it will begin firing
indiscriminately (or not so indiscriminately) at
players and enemies alike, with shots
instantly killing characters or
completely destroying cover.

One way a trespasser may speed up this process


is with flares, a surefire way of attracting
DAMOCLES' baleful eye. By igniting them,
TSPR
DAMOCLES' approach is sped up, and it will
invariably target whoever is nearest the flare.
Just remember that flares are cheap, and that if
your enemy throws one back, DAMOCLES does not
hold to the common courtesy of
"First come, first served."

"It looked like a book of matches had caught


fire inside a scarecrow."

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.

Once OWLs meet with resistance, they quickly


adapt to their enemy. Many days of stalking and
watching from the shadows will have given them
ample opportunity to scope out their quarry's
strengths and weaknesses. You can expect an OWL
squad to exploit whatever weakness your squad
may have, be it subtle or obvious. On the off
chance you manage to kill one of the OWLs in a
hunting pair, the survivor will quickly activate
their contingency: a neutron halo burst. This
will wipe the OWL's radio equipment clean - and
kill anyone remaining in the vicinity.

"All of this gear in very good shape. Last


owner, neutron burst. He die very clean."

64
THE TALKING MOUNTAIN 00.01

Overlooking the western edge of the valley


stands the Talking Mountain, so named for its
curious effect on radio communications. Any
communication made near or beyond its midpoint
is turned into a garbled mess, but not so dis-
similar from speech for the untrained
ear to be certain.

Near this same midpoint is a pathway through the


mountain, although the tunnels are narrow and
poorly mapped, and no Conductor is able to
pierce the interference that the mountain emits.
It's supposed that the effect is a result of
bismuth deposits deeper inside the caves,
although some more experienced trespassers claim
it is something else. A signal jammer, a
guardian spirit, a neutron bomb smothered by the
hands of a merciful band of generals whose
gnarled old fingers slip day by day.
The story often changes.

THE FOG SEA


At the deepest part of Corte Largo lies the Fog
Sea, so named for its almost perpetual layer of
thick fog. At the mouth of the languid Norra,
this strange place is almost complete
in its stillness.

Beneath the cloak of fog there is a lake, still


and serene. It is only disturbed by a handful of
fishermen that - against all odds - make their
living by fishing this lake, protected from
DAMOCLES by the constant fog just
above their heads.

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.

At first, it was a name that described the event


- blinding light shining from the heavens - but
it stuck thanks to the gallows humour of calling
such a dark place "The Light". It is peaceful,
but moreso like a grave, with still air and a
permeating malaise. At its center, piles of ash
and broken buildings mark the first and last
attempt by trespassers to establish a settlement
in Corte Largo.

66
MISSION/CAMPAIGN RANDOM GENERATOR 00.01

If you need some ideas to kickstart a campaign


or to play a quick one shot, feel free to use
the tables below by rolling 1d10.

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.

Missions 8. DISTRESS CALL


A clear, crisp distress call on
an emergency frequency reaches
1. Triangulate Signal the edge of the valley. From
2. High Value Target under two miles of solid rock.
3. Defend 9. DRY SPELL
4. Supply Seizure Seventy percent of the water is
gone, it's not going to rain, and
5. Field Test you're getting thirsty.
6. Recover Intel Cache 10. AVENIDA CL
7. Corpse Extraction ¡Bienvenido a la fiesta! You're
living in the hottest spot in
8. Signal Sabotage Santa Rosa, the drinks are
9. Massacre flowing, and tonight we're
finally bombing those Paragonians
10. Escape into dust!

67
68
ENEMIES AND NPC TABLE 00.01

Listed below are the foes trespassers might


encounter in Corte Largo, Weapons and Armor
values are determined by their equipment. Their
stats, abilities, tactics and equipment may be
adjusted to Conductor needs.

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.

Name Range Damage Mag Keywords


Assault Rifle 16 2d6 30 S/B/FA
Pistol 8 1d6 7 Semi
SMG 12 1d6+1 30 S/B/FA

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.

Name Range Damage Mag Keywords


Improvised Weapon 1 1 - -
Pistol 8 1d6 7 Semi

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.

Name Range Damage Mag Keywords


Punch 1 1 - -
Flare vest 1 2d6 - Explosive [3]

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

Name Range Damage Mag Keywords


Punch 1 1 - -

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.

Name Range Damage Mag Keywords


Assault Rifle 16 2d6 30 S/B/FA
Shotgun 8 2d6+3 4 Semi
Squad LMG 25 2d6+3 100 B/FA, Forbidden

PARAGONIAN DESERTER LIEUTENANT


Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA

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.

Name Range Damage Mag Keywords


Revolver 8 1d6+1 6 Semi

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.

Name Range Damage Mag Keywords


Natural Appendages 1 1d3 - -
[Small]

HOSTILE FAUNA [MEDIUM]


Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA

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.

Name Range Damage Mag Keywords


Natural Appendages 1 1d6+1 - -
[Medium]

HOSTILE FAUNA [LARGE]


Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA

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.

Name Range Damage Mag Keywords


Natural Appendages 1 1d6+3 - -
[Large]

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.

Name Range Damage Mag Keywords


Pistol 8 1d6 7 Semi
Shotgun 8 2d6+3 4 Semi

EIR SLEEPER AGENT


Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA

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.

Name Range Damage Mag Keywords


Needle Gun 10 2d3 1 Semi, Silent
Caseless Rifle 16 2d6 30 S/B, doesn’t leave
behind casings

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.

Name Range Damage Mag Keywords


Punch 1 1 - -
73
00.01

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.

Name Range Damage Mag Keywords


OWL Rifle 25 2d6 15 Semi, Silent, Accurate

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.

Name Range Damage Mag Keywords


Semi, Lumen [3],
10-WINK 8 0 1 Incapacitate
Lumen [3],
Pyreband 2 3d6 - Multi-wound [3], Fire
74
EIR PUPPETEER
00.01
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA

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.

Name Range Damage Mag Keywords


Para SMG 15 1d6 15 S/FA

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.

Name Range Damage Mag Keywords


Assault Rifle 16 2d6 30 S/B/FA
Shotgun 8 2d6+3 4 Semi
Squad LMG 25 2d6+3 100 B/FA, Forbidden
BUNKER HERMIT
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA

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.

Name Range Damage Mag Keywords


Squad LMG 25 2d6+3 100 B/FA, Forbidden
75
ANT
00.01
Wounds Stamina Fate Move Evade Armor STR DEX KNOW EMPA

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.

Name Range Damage Mag Keywords


Punch 1 2 - -

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.

Name Range Damage Mag Keywords


Coaxial MG 25 2d6+3 150 B/FA
Grenade Launcher 14 Grenade 6 Semi, [Grenade]
Rocket Launcher 18 Grenade 1 Semi, Explosive [6]
Multi-wound [4]

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."

Something stirred in the water


behind her as she turned. A
tell-tale white poncho topped
with dark lenses on a white mask
glared back at her in the flooded
tunnel. She hesitated. Pistol?
Goggles? Her hand raised her
pistol halfway, but the flash of
light from the OWL's 10-WINK
reached her before she could
pull her goggles into place.
She was stunned, frozen in
place by the 10-WINK's ray,
and the thought blindness
crashed her brain. As the
sound of the pyreband
charging cut through her
daze, a thought surfaced.

"I wonder if it can vapor water


like it
can vapor skin."

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.

She wasn't waiting for an earthly voice anyway.

80
ENDGAME: THE SKYLANCE 00.01

You study the drawing intently as the Conductor


speaks in your earpiece. It’s a messy sketch,
but quite detailed, with notes about the
composition of the object of your mission – The
Skylance. To you, it looks like a crude diagram
of a roadside bomb, with a copper disk on one
end and a fat cylinder full of explosive on the
other. An odd design for an anti-aircraft
weapon, you think.

A droning whirr sounds above. You look up at the


sky, and your grip on the schematic tightens.
The paper crumples, and a bead of sweat forms on
your temples as you strain your eyes at the sky
for any sign of the dreaded plane.

“Calm down, my friend”, says your Conductor.


It’s all very well for him to say, sitting
goodness knows where without the fear of disin-
tegration hanging overhead. He exhales as he
hears this thought, and his breath sounds like
snowy static. “And don’t wipe that sweat with
our sketch, we’ll need it.” You look back at the
paper and smooth it out, gathering your wits.
How was this supposed to destroy DAMOCLES?

Explosively formed penetrators were for roadside


ambushes and urban warfare, not anti-air. It’s
not as if it would be any more effective than
the several dozen surface-to-air missiles that
hapless (and soon dead) trespassers had fired at
DAMOCLES. Everything moving slower than a speed-
ing bullet was zapped out of the sky by a bril-
liant ray of light, often taking whatever was
behind it into the bargain. Conversely, anything
fast enough to hit didn’t hit hard
enough to hurt.

81
00.01

Your Conductor continues to explain, his words


come quickly- you suppose to smooth your nerves
by depriving you of room to think- and as you
step back into the path up the mountain, his
words hit your head like falling rain.
“-to crack the Firmament itself.”

As you approach the muddy path leading down


through the valley plain, the wind whirrs above,
and you tuck the sketch back into your coat.
Now that it’s time to cross the blackened muddy
plain, the only thing on your mind is going to
be finding cover and staying hidden, instead of
wondering about the zigzag lines that crisscross
the entirety of the Skylance plans, like
stitches in an old coat, or wires in
an old microphone.

ENDGAME: FOLLOWING WHISPERS


For hours now, you have been listening to a
garbled but enthusiastic conversation. At least,
that’s your best guess. Manny, your Conductor,
is unable to hear it, as you’d tuned out for a
moment to listen to the strange phenomenon. As
your antenna twangs back and forth in the
breeze, the conversation ebbs and dips, becoming
faint, then loud, then faint again. A wash of
unintelligible static that comes and goes in
waves. You can almost pick out words from the
crashing brown noise, or syllables at least. You
twiddle the gain setting knob on your radio set,
and the voices come through louder, but it’s
still all nonsense to you.

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.

“There’s something here that shouldn’t be, my


friend” comes the reassuring voice of your
Conductor. You know him to be a wizened man,
with a warm and soothing voice that crackles
like the radio he speaks through. “If you find
out where it’s going, maybe we can see about
getting rid of it.”

“It’s just wind. I don’t see any harm in


getting the wind blow, even if it is a bit
spooky.” The lie is out before you can catch it,
and you can almost hear the creases form in his
brow as he frowns. Conductors know when you lie,
it’s uncanny, but they do. Contrary to your
guess, though, Manny chuckles.
Suddenly, it dawns on you too, and a smile
spreads across your face as you realize the
absurdity of being afraid of the wind. The
tension fades as you laugh aloud. Even so, the
idea of following the howling wind, and
listening for the nonsense it speaks, does not
feel like much of a mission to you.

Leaning back on your wooden stool then, you see


it, as good a reason as any: autumn leaves blown
from the trees in a snaking, uniform path
through the canopy, and the bare metal of your
antenna gleaming in the sun, its protective
covering melted off completely.

83

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