The tabletop RPG
Core Handbook
Listeners, this is the book the whole outfit runs on. Gather two to five people around the kitchen table, a pile of dice in two colors, and a planet that gets worse every time you get better.
The basics
What you need
2 to 5 people
One acts as the Game Master. Everyone else plays a Scout.
Dice in two colors
At least two sets of polyhedral dice, d4 through d20, in different colors. More sets are better.
A character sheet each
One character sheet per Scout, and something to write with.
The loop
Recon. Regroup. Repeat.
Recon: Expeditions
Planet-side adventures full of danger, where you salvage, fight and explore.
Regroup: Downtime
Your time aboard the mothership, where you upgrade and advance between expeditions.
Skills
Six skills. All of them start small.
Every Scout carries six skills, and at the start of every expedition each one is a humble d4. They grow during the mission, and back to d4 they go when you cool down. Nobody said heroism was permanent.
Brawl starts at d4
Hold your own in a fight, and strike with close-range weapons.
Aim starts at d4
Fire a ranged weapon, throw an object, or lock onto a target.
Hustle starts at d4
Dodge a dangerous attack, or perform feats of athletics.
Fission starts at d4
Understand or manipulate human-made technology, or cast SPELLs.
Instinct starts at d4
Handle practical, field-level challenges, like tracking or identifying threats.
Guts starts at d4
Stay composed, and withstand mental and physical stress.
Skill checks
Roll your die. Beat the number.
Simple as pie, folks. When a challenge calls for it, roll the die for that skill at its current level and compare it to the difficulty.
Fail, and bank it
Any time a check fails, that Scout gains one Action Point, up to a limit of three.
Spend to push
After any check, spend Action Points to add +1 each. Reach the highest face, and the die Splits.
Max it, and Split
Any time a check lands on the highest face of its die, it triggers a Split roll.
- d4
- d6
- d8
- d10
- d12
- d20
The Split roll
A surge of atomic energy
And now, the main event! Roll two dice of the same size in different colors: one Uplift, one Fallout. The higher one is added to your roll, and decides what the surge does.
Uplift is higher
That skill steps up to the next die for the rest of the expedition.
Fallout is higher
The planet's Contamination rises by one, and something bad happens right now.
The dice match
The action is an immediate success.
The dice tray
Step right up to the tray, friend. Every skill starts a mission at d4. Roll it. If it lands on its highest face, it Splits: a yellow Uplift die and a purple Fallout die decide what the surge does.
Small dice Split often, with small swings. Big dice Split rarely, and it's a big deal when they do.
Classes
Six classes. Every Chapter.
Every Chapter fields the same six classes. The uniform changes from ship to ship. The job doesn't. Let's meet them, shall we?

Captain
Guts + Instinct

Scientist
Fission + Instinct

Engineer
Fission + Brawl

Field Medic
Guts + Hustle

Ranger
Brawl + Aim
Tracker
Aim + Hustle
The Handbook is on the workbench.
Expeditions, combat, creating a Scout and advancement are still being written, and we won't read you a page before it's ready. Join the Discord and you'll be the first to hear when there's something to play.
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