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.

3Easy
5Medium
8Hard
13Very hard
21Legendary

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.

  1. d4
  2. d6
  3. d8
  4. d10
  5. d12
  6. 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.

Skill level right now
Difficulty
Action Points0 / 3
Contamination0 / 10 · Cool

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, front and back, of the Guardians of Radiance

Captain

Leadership · Tactics

Guts + Instinct

Scientist, front and back, of the Guardians of Radiance

Scientist

Research · Analysis

Fission + Instinct

Engineer, front and back, of the Guardians of Radiance

Engineer

Build · Repair

Fission + Brawl

Field Medic, front and back, of the Guardians of Radiance

Field Medic

Heal · Support

Guts + Hustle

Ranger, front and back, of the Guardians of Radiance

Ranger

Marksmanship · Recon

Brawl + Aim

Tracker, front and back, of the Guardians of Radiance

Tracker

Survival · Navigation

Aim + Hustle

Status report
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.

Join the Discord