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Metal Reign

by Paladin10 (v 0.12)
The rules that follow are licensed under CC-BY-SA 4.0.

The phage consumed and twisted every world it touched - decimating the biological life of the galaxy. The only
way to survive was to shed the organic and take on the inorganic. Cultures uploaded their populations and a
new era began. Digital minds now live in virtual worlds within the Skein - a great web of hyper-computers
[shards] distributed throughout the galaxy.

Much of the population of the galaxy was lost to the phage. And many that went digital failed to last. Hardware
failure, war, software corruption, mental instability, revolution, the list is long and tragic. But there are a few
bastions that remain - the Free Union - civilizations trying to build a new future. They are hidden, roaming and
isolated because the new galaxy is dangerous.

Most never leave the virtual worlds of the Skein, those that do are called Rangers. Rangers gather resources,
establish new capital ships for shards, hunt for relics of the past and defend the Skein from external threats.
The Skein needs Rangers to pierce the darkness - will you be one of them?

Concepts

Glossary
AI. Artificial Intelligence, highly complex computer programs that are not sentient but could fool you into
thinking so. AIs pilot frames to go on missions for Rangers so the digital can stay safe in the Skein.
Automated Compiler. Highly advanced 3D printers that utilize nano-technology to not just print objects but
also assemble complex, working devices. Autocomps can assemble frames and even starships. Miniature
automated compilers (MACs) exist and these portable devices can be taken by frames to support them on their
missions.
Digital. Slang for digital mind, the sentient citizens that live within the shards of the Skein. They all used to
have physical bodies and they went digital to escape the phage. Thus each is centuries old.
ex. An amount of a standard blend of exotic materials - the standard currency across the galaxy. The
autocomps can create anything, but the super-tech of the future requires these exotic materials to be built.
Fitting. Specialized hardware that can be installed on a frame to grant them special abilities. Functionally
equivalent to magical items.
Frame. Highly advanced robots that digitals use to interact with the physical world. Frames are printed by
autocomps before a mission and recycled afterward. Each frame requires an AI to control it.
Instance. Once a pattern is printed and assembled (using ex) it becomes an instance - a unique sample of the
design. An instance may be recycled, but you will never recover all of the ex you spent.
Pattern. A design and plan to build something with an autocomp. Everything has a pattern: frames, AIs,
support units, fittings, weapons, armor, and programs.
Phage. An alien plague that was part virus, part nanotechnology. It scoured the galaxy and destroyed or
twisted every form of biological life. In order to survive, the citizens of the galaxy were forced to upload their
minds to the Skein.
Ranger. Most digitals are content to live within their virtual worlds on the shards of a cruiser. Rangers are
those willing to leave and directly encounter the outside world. Rangers command cutters and support their
homes by going on important missions: resource gathering, assault/defense, and emergency operations. They
interact with the outside world through frames and AIs that they print out using their ship autocomps.
Shard. An individual hyper-computer that is a node within the Skein. One shard can hold an individual digital
citizen and provides them with a self-designed virtual world. Almost all shards belong to clusters on capital
sized spaceships that roam about the galaxy.
Skein. The galaxy spanning hyper-computer network of interconnected shards. Faster than light
communication and data transfer (nearly instantaneous within a sector) is possible through mobile and secret
pulse relays often maintained by Rangers.

Factions

Free Union
Members of the greater Skein who have promised to provide resources and aid to each other as they can.
Each member of the Union is autonomous and usually just a few hundred digital citizens resident aboard a
cluster of shards on a capital scale starship. The members of the Free Union constantly rove about the galaxy
to remain hidden. Citizens of the Free Union are free to shift between clusters on different capitals as they will.

Each Union state is tended, guarded, and provided for by their handful of Rangers. Maybe an individual or a
cadre, each is provided a corvette to perform their assigned missions.

Independents
Those digital citizens that aren’t part of the Free Union are Independents - each like a city-state from archaic
history. The Independents are part of the Skein, but shifting to/from their cluster is controlled by the governance
of the cluster.

Independents have their own rangers, but they tend to be more mercenary. They are willing to pay others to
get what they need. Thus, an Independent may or may not help a Ranger - it depends upon the cluster, their
need at the moment, and the price.

Alari
The Alari uploaded their consciousness to android bodies but never embraced the virtual reality of the Skein.
Their population far exceeds that of the Free Union, and most of the Alari live in massive super-capital ships.
Twelve are known, but they are constantly on the move and their positions are secret. Alari ships are always
bigger than those of the Free Union because they have to keep living quarters for their crew.
Alari interaction with the Free Union is based upon the whim of the individual captains - they may or may not
help a Ranger.

Melik (Iron Hive)


When the threat of the Hive emerged a cadre of the Free Union took to directly fighting the mutation.
Somewhere through the years their fight turned to obsession. The digital citizens lost their individuality and
became a collective gestalt.

The Melik’s sole purpose is to fight the Hive, and they are on a constant war footing. All their robots as well as
ships are ready for battle and armed to the teeth. In a bizarre form of emulation almost all of their robots look
strikingly similar to the Hive.

The Melik continue to build new clusters and retain their connection to the Skein. So it is possible to shift onto
their shards, but to do so requires permission from the collective. It also comes with the danger that anyone
who does may become lost to the group.

Hive
Three centuries after they believed the phage had died out, one of the digital nations terraformed a number of
worlds and re-established biological life. A handful of others followed suit and for a few centuries people
believed a new age was dawning. But the Hive appeared out of the deep of space and laid waste to the new
worlds.

The hive is actually a collection of living super-capital sized entities that prowl the galaxy. Each spawns a
smaller swarm of ships that support it and hunt out the more mobile Skein nation-ships.

The inhabitants of the Skein are at a disadvantage because it appears that the Hive is able to sense and track
the hyper materials used in shard construction and space fold technology. No one is safe from the Hive - Free
Union, Independent or Alari are all prey to be devoured.

Muoan
Alien robotic life that actually existed prior to the phage. They have no known homeworld and operate in small
groups limited to cruiser sized ships. Their technology is even more advanced than the rest of the galaxy. They
seek out sites of hyper materials and ruins of the first ancients. They never communicate with outsiders, but
they are known to be curious and indiscriminately hostile - like a boy with a bug.

Quetzatz
The Quetzatz were a hostile military power before they went digital and nothing has changed. Luckily with the
move to digital their unified junta fractured. Now separate Quetzatz factions are as likely to fight each other as
they are to unite to conquer outsiders.
Only the military elite went digital and the new Quetzatz overlords are served by hordes of war robots. They
rove the stars in battle hardened shard-ships capable of churning out war-bot armies and laying waste to entire
systems.

Missions
● Recover pre-phage information or technology
● Recover uncorrupted bio samples
● Recover hijacked skein shards
● Recover hyper materials
● Transport/guard a skein shard
● Investigate a derelict capital
● Map a world ruin
● Eliminate a Hive/Muoan/Pirate/Qeutzatz threat

Rules
This work owes much to the indie games movement. It leans heavily upon the following sources:

● Into the Odd by Chris McDowall - three abilities, HP, combat, and talents/powers as gear
● Breathless by Fari RPGs - abilities as dice, attrition due to saves, stress
● Cairn by Yochai Gal - SRD content for abilities, combat and spells

This work is based on Breathless, product of Fari RPGs (https://farirpgs.com/), developed and authored by René-Pier Deshaies-Gélinas, and licensed
for our use under the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/)

This work is based on Into the Odd by Chris McDowall (www.bastionland.com)

This work is based on Cairn (https://cairnrpg.com/), authored by Yochai Gal, and licensed for use under the Creative Commons Attribution-ShareAlike
4.0 License (https://creativecommons.org/licenses/by-sa/4.0/)

Characters
You will play a number of characters throughout the game. Your overarching character will be a Ranger, a
digital individual, given command of their own corvette to perform jobs assigned by their Free
Union/Independent contacts. Your group may have one Ranger that the group controls or they may have a few
- it is up to the group.
You will also have a number of secondary robot characters that you play for missions. They will be purpose
built for the mission and recycled afterwards. Your Ranger(s) will have an ever growing catalog of robot frames,
AIs and support units that you can choose from before the mission starts. Designs may be bought, earned as
rewards, created during downtime, or even found on missions.

AIs
AIs are the brains and will and within any frame. AIs define your abilities and your expertise. AIs may be
installed into any frame, but based on their abilities and expertise they may be more suited for certain types of
frames. They have just three abilities: Strength (STR), Dexterity (DEX), and Willpower (WIL).

Strength (STR): Used for saves requiring physical power, like lifting gates, bending bars, wrestling, etc.

Dexterity (DEX): Used for saves requiring poise, speed, and reflexes like dodging, climbing, sneaking,
balancing, etc.

Willpower (WIL): Used for saves to persuade, deceive, interrogate, intimidate, manipulate fittings, etc.

Treat each like broad areas of skill around the ability concept. When you attempt something and there is a risk
of failure, the GM should tell you the risk and you will make a save (more on that later).

Abilities are rated by a die value from d4 to d12. The greater the ability, the more it costs in resources to
manufacture the AI as per the following table.

Table 1: AI Build Cost per Attribute


Value d4 d6 d8 d10 d12

Cost (ex) 1 3 10 25 75

EXPERTISE: AIs may have up to five areas of expertise. An area of expertise may apply to a faction,
environment, particular use of a skill, use and defense with a particular weapon type, etc. There are no hard
and fast lists - players should work with their GM to establish what makes a suitable area of expertise.

Table 2: AI Build Cost per Expertise


# 0 1 2 3 4 5

Cost (ex) 1 2 4 10 20 40

Frames
Frames are resilient robots defined by modular building blocks: upgrades and load. Every frame requires an AI
core to pilot them. The cost to print a frame is based upon its System Power (POW).
SYSTEM POWER (POW): The only ability of a frame. A rough measure of how much power a frame can push
through its fittings and how robust its systems are. As you increase in power, the frame gets further benefits:
+1 max stress, +1 max load and more HP.
STRESS: When you face a consequence as the result of one of your actions (fail a save), the GM can decide
that you take 1 stress. If you reach your max stress you are taken out of the scene - you are overloaded and
can’t do anything until you are repaired. A frame must be repaired to remove stress.
MAX LOAD: The modular gear, weapons, and fittings that a frame can be outfitted with before a mission. As
robots, frames don’t care much about item weight, however they can carry too much load to be useful. Most
things require 1 load. Any frame that carries max load is reduced to 0 HP.
HIT PROTECTION: This reflects its ability to avoid damage in combat. HP does not indicate a frame’s
durability or resilience; nor do they lose it for very long. A frame has 1d6 + POW HP.

Table 3: Frame Build Cost per Upgrade


System Power d4 d6 d8 d10 d12

Max Stress 4 5 6 7 8

Max Load 8 9 10 11 12

Cost (ex) 5 10 20 40 100

Support Units
Support Units are integrated frame and simple AI combinations. They lack the full capabilities and
customization of a true AI frame, but they can be built for a fraction of the price before a mission. Because they
lack a robust AI when they are faced with a skill task that they are untrained for they will panic.

Saves
A save is a roll to avoid bad outcomes from risky choices and circumstances. The GM telegraphs the risk of
the action, and the players roll the die of the appropriate ability.

● On a 1-2, you fail, and something bad happens.


● On a 3-4, you succeed, but at a cost.
● On a 5+, you succeed. The higher the result, the better the effect.

Making a save taxes the PC. Everyone who rolled steps-down (reduces) the rating of the ability they used by
one level. Abilities cannot go below d4.
d12 ⇒ d10 ⇒ d8 ⇒ d6 ⇒ d4

ADVANTAGE/DISADVANTAGE: If you have an advantage/disadvantage, roll two dice and take the best result
for an advantage and the worst result for a disadvantage. The two cancel each other out.
EXPERTISE: If an expertise applies to a particular save, and you have the proper tool for the task, you cannot
fail. If you do roll a failure instead you succeed, but at a cost - you don’t suffer the full consequence, or you
succeed but suffer an alternate, lesser consequence.

ASSIST: If there is a way that you could help an ally’s save, you may - they get an advantage. Doing this also
exposes your character to the same risks.

PROTECT: Step in to confront a circumstance that an ally would otherwise face. Describe how you intervene,
and suffer the consequences for them - you may save in their stead.

Catch You Breath


To reset all of your abilities to their original rating, you can ask to “catch your breath.” This is a metaphor
because frames don’t breathe. It is a call for a brief break in the tension. It can be done at any time - even
during combat. When a character catches their breath, the GM looks at the scene and introduces a new
complication to the group.

Combat

Turn
The game typically plays without strict time accounting. In a fight or circumstance where timing is helpful, use
turns to keep track of when something occurs. A full turn is roughly half-a-minute of in-game time and
encompasses all of the characters involved who take overlapping individual turns.

A lot can happen in a turn - combatants will exchange a number of attacks and characters may cross the entire
battlefield. The GM will telegraph the most likely actions taken by NPCs or monsters. At the start of combat,
each PC must make a DEX save to act before their opponents.

Ranges
Frames aren't human - they move differently and often faster. Movement, and targeting, isn’t based upon
squares of set distance but rough distance to a target.
● Close: a step or two away, close enough to hit in melee
● Near: a short sprint away, a decent sized area/hallway
● Far: A huge room or a long hallway
● Beyond: Beyond far, out of normal range

Actions
On their turn, a character may move one distance range to a target and take up to one action. This may be
attacking, making a second move, using a fitting/esoteric circuit or some other reasonable action.
Each round, the PCs declare what they are doing before dice are rolled. If a character attempts something
risky, the GM calls for a save for appropriate players or NPCs.

Attacking & Damage


An attack represents a back and forth between the attacker and their opponent - not just a single strike or shot.
A number of blasts will be fired back and forth, or if in melee they will clash, maneuver and parry multiple
times. It is up to you to describe the action.

The mechanics are simple: the attacker rolls their weapon/damage die and subtracts the target’s armor, then
deals the remaining total to their opponent’s HP. Weapon damage does not step-down once you use them.

For PCs any damage that reduces their HP below zero increases the PC’s stress by the remaining amount.
When NPCs take damage below zero, subtract the remainder from their Vitality (VIT), and when their VIT is 0
they are taken out.

UNARMED ATTACKS: always do 1d2 damage.

MULTIPLE ATTACKS: If you have multiple attacks, wield more than one weapon (thanks to a hardpoint), or if
multiple attackers target the same foe, roll all damage dice and keep the single highest result.

Armor
Before calculating damage to HP, subtract the target’s Armor value from the result of damage rolls. Shields and
similar armor provide a bonus defense (e.g. +1 Armor), but only while the item is held or worn. Shields,
gauntlets, and helms may provide additional benefits according to their use.

No one can have more than 3 Armor.

Attack Modifiers
ADVANTAGE/DISADVANTAGE: If you have an advantage/disadvantage, roll two damage dice and take the
best result for an advantage and the worst result for a disadvantage. The two cancel each other out.

BONUS DIE: Some upgrades grant you a bonus damage die of various values. When you roll damage for your
attack, also roll the bonus die and take the highest result.

ENHANCED: If fighting from a position of advantage (such as against a helpless foe or through a daring
maneuver), the attack is enhanced, allowing the attacker to roll 1d12 damage instead of their normal die.

IMPAIRED: If fighting from a position of weakness (such as through cover or with bound hands) the attack is
impaired and the attacker must roll 1d2 damage regardless of the attack's damage die.
Blast
Attacks with the blast quality affect all targets in the noted area, rolling separately for each affected character.
Blast refers to anything from explosions to huge cleaving onslaughts to the impact of a meteorite. If unsure
how many targets can be affected, roll the related damage die for a result.

Conditions
BLINDED: characters may require a DEX Save to carry out actions that rely on sight, their attacks are
impaired, and DEX Saves from external threats are rolled at disadvantage.
HIDDEN: character’s attacks are enhanced, but any attack or other similar action unveils the attacker.
INVISIBLE: character’s attacks are enhanced, attacks targeted at invisible characters are impaired.
STUNNED: characters cannot perform actions on their turn and have a disadvantage on DEX Saves; attacks
targeted at them are enhanced.
UNCONSCIOUS: characters have 0 HP.

Repair
All HP lost is regained with a short rest (a few minutes in a safe place). All stress requires specific repair.
Frames do not heal naturally themselves - they must be repaired. Repair during a mission requires specific
fittings.

Repair during downtime requires 2ex per stress removed.

Detachments
Large groups of similar combatants fighting together are treated as a single detachment. A detachment is just
another NPC: when they take damage below 0 HP, subtract it from their VIT. When their VIT reaches 0 they
are taken out.

Attacks against detachments by individuals are impaired (excluding blast damage).


Attacks against individuals by detachments are enhanced and deal blast damage.

Fittings
Fittings are special equipment that grants a special ability. Each fitting requires 1 load due to unique circuitry
and hardware. Using a fitting taxes a frame; and it usually requires an action and unrestricted movement. To
use a fitting, unless it is noted with a (*), step-down one of the frame’s five abilities. If all of your abilities are at
a d4, you cannot use your fittings.

During downtime, fittings may be enhanced (e.g., affecting multiple targets, increasing its power, etc.) without
any additional cost. Such modification may be done during a mission, but it comes with a risk - you must make
a WIL save to do what you want.
Resources and Treasure
The technology of the setting is far beyond what we can imagine. Matter printers and robot factories
(automated compilers) can produce anything given the designs, time and materials. However, those designs
and the materials require effort and resources.

Automated compilers need materials to print. Basic materials are never a problem, but exotic materials
(palladium, rare earths, neutronium, etc) are often the constraint. The base currency across the Skein factions
is ex, which is one gram of a standard blend of exotic materials. Practically ex never trades hands like physical
currency. All transactions are done electronically and transfers of the actual resources, when required, are
made by drone from one ship to another.

Hyper
Other than ex, hyper is the other valuable resource of the galaxy. Hyper is an exotic esoteric material
presumably created and crafted by the ancients. The majority is found (usually in ruins) throughout the galaxy
because, except for the few hyper forges that remain, it cannot be created. Hyper is required for every new
shard, space fold drive, and pulse relay. It is also an integral component in esoteric circuits. Hyper comes in 6
colors: red, orange, yellow, green, blue, and violet.

You start the game with 1000ex and 10 hyper (your choice of color).

Search for Treasure


On a mission, as the fiction allows, you can take the time to search for treasure or loot. Ultimately you're
looking for things rich in exotics that you can recycle. You can almost always find something, but once you get
it back and recycle it, you may not pull as much ex as you were hoping for.

When you take the time to gather loot the GM should tell you how much load it requires and its approximate
worth treasure dice (d6). When you make it safely back to your ship you make a treasure roll using the
treasure dice and use the following to interpret the results.
● On a 66, awesome find. 2d4 x 100 ex.
● On a 6, good eye, it was well worth the effort. You recover 2d6 x 10 ex.
● On a 4-5, it may have been worth carrying it back. 4d6 ex.
● On a 1-3, it was worthless.
Weapons
Weapons take many forms in the far future - what matters is the class of the weapon: small, medium, or large.
If a frame can pick it up they can use it.

SMALL WEAPONS: clubs, daggers, short swords, and pistols.


MEDIUM WEAPONS: bows, broadswords, flails, hand axes, maces, spears, war hammers, quarterstaffs, long
swords, SMGs, and carbines.
LARGE WEAPONS: battleaxes (two-handed), great swords (two-handed), halberds (two-handed), shotguns,
and rifles

Weapon Cost (ex) Damage Load


Small 1 d4 0
Medium 2 d6 1
Large 4 d8 2

Weapons are carried and you can only wield one large weapon or two medium/small weapons in your hands.
Alternatively, you may install a weapon in a hardpoint - it still takes the same amount of load but it keeps the
frame’s hands free. You may attack with the weapon/s in your hands as well as every weapon in a hardpoint.
You must attack the same target with all weapons (take the best result of all rolls) unless you have the
multi-target attack upgrade.

Damage Types: There are thirteen different damage types for weapons.
● Physical: bludgeoning, piercing, slashing, sonic
● Energy: cold, fire, force, electricity, radiant
● Organic: acid, necrotic, poison, psychic

You may buy, find or design new weapons with different damage types or tags as outlined below. Double the
cost of the weapon for every tag added to it. Double the cost of a weapon in a hardpoint.

● Accurate: Roll with advantage on damage rolls.


● Afflict: If the target fails a save, they suffer a chosen condition for one turn.
● Armor Piercing: Ignores a target’s armor.
● Blast: Pick a point and fire. Everyone near the target takes blast damage - roll damage for each.
● Burn: Unless tended to the turn they take damage the target automatically takes 1d4 damage the
following turn.
● Deadly: The target must make a DEX save, if they fail all damage done after Armor ignores HP. Double
the cost of the weapon.
● Lock-On: After the first attack with this weapon, if you attack the same target again the attack is
enhanced.
● Heavy: Only for large weapons. The damage die is a d10. These weapons are +1 load however.
● Ranged: Can hit targets at a certain range: near/far. If you try to hit targets outside of that range the
attack is impaired.
● Shifting: You can select between the listed damage types when making an attack.
Examples
1. Laser Rifle - d6 (radiant), Ranged (far), 1 load, 4ex.
2. Laser Cutter - d4 (radiant), Ranged (near), Armor Piercing, Lock-On, 0 load, 8ex.
3. Gatling Laser - d8 (radiant), Ranged (far), Blast, 2 load, 8ex.
4. Plasma Bolter - d6 (fire), Ranged (near), 1 load, 8ex.
5. Micro-missile Pack - d8 (slashing), Accurate, Ranged (far), 2 load, 16ex.
6. Tangle Bolter - d4 (bludgeoning), Afflict (Stunned), Ranged (near), 0 load, 4ex.
7. Hyper Knife - d4 (slashing), 0 load, 1ex.
8. Hyper Sword - d6 (slashing), 1 load, 2ex.
9. Star Sword - d6 (radiant), Armor Piercing, 1 load, 4ex.
10. Void Sword - d6 (force), Deadly, 1 load, 8ex.
11. Mega-Axe - d10 (slashing), Heavy, 3 load, 8ex.

Armor
Armor also takes many forms - from metal plates to buzzing force screens - but functionally most provides you
with an armor value.

LIGHT: 1 armor, 1 load, 1ex.


FULL: 2 armor, restricting, 2 load, 4ex.
SHIELD: +1 armor, 1 load, 1ex.

You may buy, find or design new armor with different damage types or tags as outlined below. Double the cost
of the armor for every tag (except for restricting) added to it.

● Ablative. May be broken to ignore all damage from a single attack. Broken armor is useless for the
remainder of the mission.
● Hardened: The armor is immune to Accurate and Armor Piercing.
● Immunune: The wearer takes no damage from the listed damage type.
● Restricting: Creates a disadvantage for all mobility/stealth saves and you do not benefit from using a
shield.
● Warded: All attacks of the listed type are impaired.

Kits
Kits bundle dozens of tools, gadgets and miscellaneous items which are required to perform certain tasks. The
use of a skill often requires a kit and not having one is generally a disadvantage - or prevents you from using
your skill entirely.

● Broadcast Kit. Tools to send and receive signals. Broadcast antenna, signal boosters, wires, AR
screens, recording hardware, etc.
● Computer Kit. Tools to access, program, diagnose and repair computer systems of all eras. AR
interfaces, diagnostic tools, wires, handheld power sources, data drives, etc.
● Engineering Kit. Tools to repair and dismantle machinery of all eras. Hammers, drills, cutters, wrenches,
welders, grips, cables, diagnostic tools, cage lamps, misc spare parts, etc.
● Infiltration Kit. Tools to gain access to forbidden places. Lockpicks, intrusion hardware, chloroform,
glass cutters, ropes, climbing tools, etc.
● Research Kit. Tools to study and experiment out in the field. Specimen jars, hammer and chisel,
scalpels, chemical analyser, data recorder, etc.
● Survey Kit. Tools to traverse, observe and monitor. Ropes, climbing tools, light sources, range finders,
tracking devices, motion sensors, deep scanner, holo-map projector, data recorder, deployable
transmitter, etc.

Standard kits require 2 load and cost 10ex. If you can find the designs, MAC kits are available and they require
0.5 load, but they cost 40ex. With a MAC kit, the frame will instantly create any pieces they need, and the kit
constructs them a few seconds later.

Fittings
Fittings are special equipment that grants a special ability. Each fitting requires 1 load due to unique circuitry
and hardware. Using a fitting taxes a frame; and it usually requires an action and unrestricted movement. To
use a fitting, unless it is noted with a (*), step-down one of the frame’s five abilities. If all of your abilities are at
a d4, you cannot use your fittings.

Every new instance of a fitting requires 5ex and 1 hyper (color varies by fitting - by GM’s discretion).

Fitting Effect
This enables the frame to blend with its surroundings by changing colors to match the environment. Staying
Adaptive Shroud* still enhances the effectiveness of the fitting.
AG Emitters You can fly for one encounter/half-an-hour. You can take two moves as one action.
AI, Assassin* If you attack from stealth your attack is enhanced.
While not wearing any armor, your armor score is 1. If you make an unarmed melee attack you can add you
AI, Brawler* STR as a bonus die. If you do, you have to step down your STR like you do for a save.
You may add your DEX as a bonus die on one ranged attack per turn. If you do, you have to step down your
AI, Fireteam* DEX like you do for a save.
When performing an attack, you may add a Maneuver to it (push, trip, disarm, grapple for their next turn, etc.).
The attack is carried out as usual, and the opponent must make a Save to avoid an additional effect described
AI, Martial Arts* by you.
AI, Melee* This programming grants a benefit in melee combat. Always reroll a 1 or 2 when making a melee attack.
The frame can easily spot traps - they cannot be surprised by a trap. And if they have the tools they may
AI, Rogue* attempt to disable them with a WIL save.
AI, Safecracker You can unlock any lock.
Anti-Hologram
Sensors You see through all nearby holograms/illusions.
Tag an object/character within near range. The object is frozen in time and space within an invulnerable crystal
Astral Prison Shunt shell.
Tag two objects within near range. The objects are attracted to each other as if they were moved by your
Attraction Tag strength.
Auditory Amplifier* You can hear the faintest sounds clearly.
Augmenting
Exoskeleton You can lift/move 4x the standard frame. You gain +2 max load, but only for carrying loot.
Banshee Array All nearby NPCs are deafened.
Battlefield
Momentum* Every time you defeat an opponent in combat you gain 1 HP.
Cognitive Block A robot NPC of your choice within sight is unable to form new short-term memories for one hour.
This supplemental programming enables the user to shrug off some effects that would otherwise incapacitate
them. When the frame would normally be taken out from stress they don’t take the final point of stress and
Combat Reboot gain 1 HP instead.
Through frame mounted hologram emitters you may take on the appearance of another character at will as
Copycat Cloak long as you retain your basic form. Attempts to duplicate other frames will seem uncanny.
Defence Grid A frame that you touch is protected by a d12 HP force field.
Tag a character/object within near range. Nano-drones hide the object and create a realistic hologram 15ft
Displacer Drones from its actual position.
Enhanced Target This grants the frame enhanced accuracy with ranged weapons. When using a ranged weapon, the frame
Array* re-rolls die results of 1 and 2.
Expertise* Your frame is preloaded with 1 expertise - usually involving mission environments.
False Room Fill a room with nano-drones to create a believable silent, immobile, room-sized hologram of your choice.
Gain +2d6 HP from a constant force field. Once per day, the frame may re-roll the 2d6. The field emitter does
Field Emitter* not work if worn along with armor.
Ignite the air in a wall 50ft long and 10ft high. Can be placed any where within near range. Causes d4 damage
Flame Wall to any who pass through it.
Dense, flame-retardant foam sprays from your hand up to near range. The foam hardens within a few seconds,
Foam Spray and a target coated sufferes from being Stunned.
Fog Emitter A dense fog spreads out from you obscuring sight out to far range.
Select a target within far range. Every surface within blast range from it becomes extremely slippery requiring
Frictionless Cloud a DEX save to move.
Gravity Modulator You can change the direction of gravity, but only for yourself.
You are loaded with tailored anti-hive nanoswarms. You can attack any Hive foe within far range - use your
Hive Striker POW for damage. The attack ignores HP.
You broadcast a dissonance that disrupts hive focus. All hive characters within far range suffer a
Hive Warden* disadvantage on all of their attacks
IFF Scrambler A robot NPC that you can see treats you as a friend.
Ironclad* You ignore the disadvantage when wearing Full Armour and you can employ a shield while wearing it.
Deploy nano-drones to create illusory sounds that seem to come from a direction of your choice out to beyond
Jabber Drones range.
Matter Scanner Choose one kind of material (gold, hyper, coal, Hive life, etc). You can sense the nearest example.
Nano-drones allows you create a convincing hologram of yourself. It is under your control and it can move out
Mirror Image Drones to far range.
Multi-Target Track* You can attack a separate target for every weapon that you have mounted to a hardpoint.
Multiarm* You gain an extra pair of functional arms.
Anti-grav emitters that push your speed to the max. Your movement speed is 4x for one
encounter/half-an-hour. You can move out to beyond range as one action. If you move during a tourn you gain
Nitro AG +1 armor.
Olfactory Amplifier* You can smell even the faintest traces of scents.
Omni-MAC You can duplicate hardware from any kit, but it only lasts for a short time.
Tag an object/character of any size within far range. The object is pulled directly towards you or pushed directly
Push/Pull Tag away from you with the strength of a standard frame.
This enables limited but faster repair than the repair array. You can roll your POW and heal a frame that many
Quick-Repair MAC HP. You may step-down two abilities to remove 1 Stress from a frame.
You have three recon drones that you can see through their cameras. They fly around at your command. They
Recon Drones* are destroyed if they take any damage.
Redundant Systems* Gain +1d6 HP.
Remote Appendages Any of your body parts may be detached and reattached at will. You can still control them.
Loaded with a MAC, you can now perform repairs on another frame while on a mission - as long as you have
at least an hour to work. You may restore half your WIL die in Stress per hour at a cost of 4gx for every point
Repair Array* of Stress removed.
Secured Comms* You enable silent communication between the members of your group as long as they are on the same planet.
Seismic Spike The ground begins shaking violently out to far range. Structures may be damaged or collapse.
You can create a clearly false but impressive hologram of your choice that is under your control. It may be up to
Spectacle the size of a palace and has full motion and sound.
Swarm You become a swarm of flying nano-devices. You can only be harmed by blast attacks.
These micro anti-grav emitters grant incredible agility. The frame can more easily avoid difficult terrain, perform
Swift Stride AG* extraordinary leaps, jumps, and other acrobatic maneuvers with ease.
Synaptic Scanner For one encounter/half-an-hour you can hear the surface thoughts of nearby frames.
Teleport Matrix An object or frame you can see is transported from one place to another within 1 range band.
Teleport Tag Tag an item within far range with and it teleports to your hands.
Telescoping Limbs* Your arms can reach up to near range.
Temporal Modulator Time in a 50ft bubble slows down or increases by 10% for one turn.
Tag an item out to far range with a small gravity-control drone. You can then mentally move it just as if you
TK Drone were lifting it with your strength.
You have three small drones. Each can shed light as you desire - either in a great sphere out to 100’ or a
Torch Drone* focused beam. They are destroyed if they take any damage.
After a ranged attack, gain an advantage with the same weapon and target until you attack another target or
Tracer* the combat ends.
Translator You become fluent in all languages for one encounter/half-an-hour.
Video Link You can see through the eyes of a frame you touched earlier today.
You release a cloud of nano-drones to alter the type of weather within a mile of you. You can alter the weather
Weather Drones once, but you do not otherwise control it after that.
Web Emitters You can shoot thick, sticky webbing that can cover a small room.
X-Ray Vision* You can see through walls, dirt, clothing, etc.

Starships
Starships will be handled using the rules presented in OddSpace. They are basically another character that the
group controls.

You start with your own corvette, which is a cruiser scale ship. It has a mass of 8 with 3 armament and 5
hardware slots. The following systems are already installed:
● Laser Battery (1d6, near, forward)
● Point Defense Lasers (1d6, close, point defense, turret)
● Automation
● Automated Compiler, Basic
● Launchpad

That leaves the ship with 1 armament and 2 hardware slots free.

The following are new bays:


Automation: Allows the ship to be minimally crewed by robots. This bay provides all the ancillary hardware
required. The robots must be created, supplied and maintained by another bay [Manufactory or similar].

Automated Compiler, Basic: A fully automated room sized device that can produce and manufacture
anything that you have a print for – no matter how complex. Provided that you have the ex the compiler can
create and repair any gear, weapons and even whole frames with AIs at a rate of 20 ex worth of construction a
day. Functions as a Manufactory bay.

Automated Compiler: Like the basic compiler but on a grand scale – your ship must be capital scale to hold
this system. A fully automated garage sized device that can produce and manufacture anything that you have
a print for – no matter how complex. This compiler can produce whole fighter scale craft or pieces of
equivalent size at a rate of 200 ex worth of construction a day. Functions as a Manufactory bay.

Pulse Relay: A pulse relay is an integral part of the Skein. It enables near instantaneous communication
between itself and another nearby relay. They are used to create a mesh network for the Skein. Installing one
guarantees you an income of 18 + 2d6 ex every month. However, it also makes you a target, and every month
there is a 50% chance you will be attacked. Functions as a Communication bay.
Sector Sandbox

Sector Generation
The galaxy is split up into 100 sectors - each is a large volume of space. And a sector is split into a 5x5 grid.
Roll a 1d6 [type] + 1d12 [rarity] for each square of the grid and consult the table below. Each square within the
sector will contain numerous star systems and stellar phenomena, but the result of the roll defines the major
Point of Interest (PoI).

All of these PoI will be hidden away within their regions and, at a minimum, they will require the players to
make a thorough search of the space. Many (those marked with an *) are specifically hidden to keep them safe
from threats and will require clues for them to be found.

Sector Points of Interest


Type (1d6)

Rarity (1d12) 1-2 Open 3-4 Habitable 5 Resource 6 Remarkable

1-4 Common Remnant Site Barren Remnant Base Metals Remnant Ruins
World

5-8 Uncommon Ruined Capital Phage Twisted World Rare Materials Remnant
Manufacturing or
Military Installation

9-11 Rare Failed Uplift Ruin Remnant Biosphere Exotics Ancient Ruin

12 Unique Ancient Hyper New Biosphere* Untapped Hyper Remnant Vault*


Facility materials*

Factions
Factions are the groups that inhabit the sector prior to the arrival of your ranger/s. Each sector has hit a
balance, with factions pushing and pulling against each other until their relations have hit some kind of
equilibrium. Every useful resource within the sector is under some faction's sway and if you want to succeed
and grow in your greater mission, you're going to have to take that from another faction. Factions are split up
into the following three basic categories:
● Threats will attack you one site without mercy. There is no negotiating with them. Two threats from
different parent groups will not cooperate and will likely attack each other as well. Threats will attack
Allies and Neutral factions as well. Threats include the Hive, Qeutzatz, Muoan, and pirates.
● Allies will work openly with you and give you aid if they can. Allies will usually cooperate with each
other and oppose Threats. Allies include Free Union shards and any of their rangers.
● Neutrals will talk to you, but usually won’t help you. They are more concerned with their own plans.
Neutral factions include the Alari, Iron Hive, and any Independent shards and their rangers.
Factions are rated from tier 0 to tier 4 depending on their size and the challenge they represent to your
ranger/s. A faction's tier determines how quickly they work towards their goals and how difficult it is for your
ranger/s to infiltrate/attack targets that belong to them. Their power is relative to each other, with tier 4 factions
established first and then all other factions compared to them as they scale downwards in relative power.

Faction Clocks
Each faction has a clock (a 4 to 8 segment clock) or two that represent goals the faction is working towards.
Between each session, no matter how the cycle of play is progressing, the GM should roll the faction's tier as a
fortune roll and tick away at their clocks, representing progress towards their goals and simulates the world
moving. The GM can also do this narration together at the table from time to time, to get players involved.

When the clocks fill up, the goal is realized and the GM brings this new situation into play. These goals
generally focus on interactions with other factions or even the player’s ranger/s. When a faction clock brings
them up against another faction, opposed fortune rolls to determine how the confrontation goes down work
well. The clocks are set and managed by the GM. Events within the game might also tick or even finish them.
The segments on the clock are determined by how hard the goal is to accomplish.

FORTUNE ROLL: To disclaim random progress of a faction towards their goals, you can make a fortune roll.
Roll a number of d6s equal to the faction’s tier, and interpret the results.

● On a 66, it’s a critical success. Tick 3 clock segments. This is a great result, and the faction gains an
extra boon.
● On a 6, it’s a full success. Tick 2 clock segments. This is a great result.
● On a 4-5, it’s a mixed success. Tick 1 clock segment. The faction gets what they want but experiences
a minor consequence.
● On a 1-3, it’s a bad outcome. The faction experiences a major consequence.

Initial Factions
When generating your sector, populate it with the following factions. Remember, the galaxy is a hostile place.
● Two tier 4: two threats
● Four tier 3: two threats, one neutral, and one ally
● Four tier 2: two threats, one neutral, and one ally
● Four tier 1: two threats, one neutral, and one ally

Foes
Use the following template to model any more sophisticated frame, threat or NPC:

Name X HP, X VIT, X Armor, X STR, X DEX, X WIL, Weapon (dX, special items, qualities)

● Engaging descriptor of appearance or demeanor


● Quirk, tactic, or peculiarity making this NPC unique
● Special effect or critical damage consequence

General Principles
Use flavor and style to help them stand out. Use critical damage to lean into the threat or strangeness of any
aggressive NPC. Remember that HP is Hit Protection, not Hit Points. It’s a measure of resilience, luck, and
gumption - not health.

There are four ranks of foes.

Minions
1-3 HP, 0 VIT, 0 Armor, d6/d4/d3 Abilities, d2 to d4 damage

Elites
4-8 HP, 1-2 VIT, 0-1 Armor, d8/d6/d4 Abilities, d4 to d6 damage
1 special ability

Lieutenants
9-15 HP, 2-4 VIT, 1-2 Armor, d10/d8/d6 Abilities, d6 to d8 damage
1-2 special ability

Bosses
16+ HP, 5-6 VIT, 1+ Armor, d12/d10/d6 Abilities, d8+ damage
2+ special ability

Some pointers:
● Ability Scores: d3 is deficient, d4 is weak, d6 is average, d8 is noteworthy, and d12 is legendary.
● Is it good at avoiding a hit? Give it HP.
● Does it soak up damage? Give it Armor.
● Is it strong? Give it a high STR.
● Is it nimble? Give it high DEX.
● Is it charismatic? Give it high WIL.
● Dangerous fighter or powerful damage? Step-up the attack die.

Converting from OSR/d20 Games


Give 1-2 HP per HD/CR for most creatures. Give 2 HP if they have a d12 HD. Most basic humanoids have
3-4HP. Use their damage dice as is - without all the bonuses.
Foes of the Metal Reign Galaxy

Pirates

Buzzbot
1 HP, 0 VIT, 0 Armor, d3 STR, d8 DEX, d4 WIL
Attacks: d4 blaster [near, electricity], d4 buzzswarm [close, slashing, AP, lock-on]
Flight: Flies quickly, can move two ranges in a single move.
Wants to spy for junkbots and swarm weak targets

Swarm, Swarm, Swarm


1. Melters - d4 melter [near, fire], d6 swarm [close, fire, AP, lock-on]. Takes half damage from fire.

Junkbot
2 HP, 0 VIT, 0 Armor, d4 STR, d6 DEX, d4 WIL
Attacks: d4 blade [close, slashing] or d4 blaster [near, radiant]
Wants to hijack other frames and loot for resources

A troupe of Junkbots
1. Sergeant - 3 HP, 1 VIT, 10 STR, 10 WIL, d6 blade/blaster
2. Heavy - 3 HP, 2 VIT, 12 STR, 8 WIL, d8/d8 blaster [near, radiant]
3. Assassin - 2 HP, 8 STR, 12 DEX, 8 WIL, d4 hyper blade [close, AP, deadly]. Has active camo, so can
blend in to surprise targets.

Hive

Warriors
3 HP, 1 VIT, 0 Armor, d4 STR, d6 DEX, d6 WIL
Attacks: d4 claws/d6 scythes [close, slashing]
Leap: can leap across ranges instead of run
Wants to destroy frames and hunt sources of hyper

A Mass of Warriors
1. Needler - replace scythes with d8 needler [near, piercing]
2. Spitters - replace scythes with d6 acid spitter [close, acid, burn]
3. Bolter - replace scythes with d6 bolter [near, electricity, AP]

Diggers
8 HP, 2 VIT, 1 Armor, d8 STR, d8 DEX, d6 WIL
Attacks: d6/d8 scythes [close, slashing]
Burrow: can quickly burrow between ranges and remain hidden in the ground for surprise
Wants to destroy frames and hunt sources of hyper

Soldiers
8 HP, 4 VIT, 1 Armor, d8 STR, d6 DEX, d8 WIL
Attacks: d4 claws [close, slashing] and d8/d8 bolters [near, electricity, AP]
Diehard: The first time it fails a Critical Damage save it regains 1 HP instead.
Wants to destroy frames and hunt sources of hyper

A Squad of Soldiers
1. Slasher - replace claws and bolter with d6/d8/d8 scythes [close, slashing]
2. Heavy - replace bolters with d10 heavy bolter [near, electricity, AP]
3. Whip - replace claws with d6 whip [close, bludgeoning]. If the whip does damage they regain 1d4 HP.

Muoan

Skulldrone
1 HP, 0 VIT, 0 Armor, d3 STR, d8 DEX, d6 WIL
Attacks: d6 blaster [near, cold]
Flight: Usually hovers around, can fly instead of walk.
Wants to creepily observe from a distance

Stalker
6 HP, 2 VIT, 1 Armor, d6 STR, d8 DEX, d8 WIL
Attacks: d6/d6 blasters [near, cold, AP]
Wants to hunt interesting subjects

A Cadre of Stalkers
1. Collector - replace blasters with d6/d6 black-ice projectors [near, cold, afflict-stunned]

Cleaver
6 HP, 4 VIT, 1 Armor, d8 STR, d4 DEX, d6 WIL
Attacks: d6/d6 blades [close, slashing]
Wants to cut frames to bits

Quetzatz

Warbots
3 HP, 1 VIT, 0 Armor, d6 STR, d4 DEX, d6 WIL
Attacks: d4 slam [close, bludgeoning] and d6 gauss rifle [far, piercing, rending]
Regeneration: Recovers 1d4 HP every round until it takes Critical Damage.
Slow: Can only take one action every turn - attack or move.
Wants to mindlessly conquer

A Squad of Warbots
1. Reapers - replace gauss rifle with d8 reaper rifle [near, piercing, rending]
2. Plasma Caster - replace gauss rifle with d6 plasma caster [far, fire, AP]
3. Fusion Caster - replace gauss rifle with d6 fusion caster [near, fire, deadly]
4. Glitterfield - 1 Armor. Protected by a glittering force field.

Annihilators
10 HP, 5 VIT, 1 Armor, d10 STR, d4 DEX, d8 WIL
Attacks: d8/d8 dual hyper swords [close, slashing, rending]
Regeneration: Recovers 1d4 HP every round until it takes Critical Damage.
Slow: Can only take one action every turn - attack or move.
Wants to mindlessly conquer

A Doom of Annihilators
1. Cannoneers - d6 sword [close, slashing] and d8 gauss cannon [far, piercing, rending]
2. Heavy Cannon - d6 sword [close, slashing] and d10 gauss cannon [far, piercing, AP, rending]
3. Ray Cannon - d6 sword [close, slashing] and d8 ray cannon [far, radiant, AP, Lock-on]
4. Glitterfield - 2 Armor. Protected by a glittering force field.

Overseer
12 HP, 4 VIT, 1 Armor, d6 STR, d8 DEX, d8 WIL
Attacks: d6 sword [close, slashing] and d4 pistol [near, piercing, rending]
Regeneration: Recovers 1d4 HP every round until it takes Critical Damage.
Royal March: Every Quetzatz uint in the zone with the Overseer may ignore their Slow limitation.
Wants to mindlessly conquer

Optional Overseers
1. Crusader - replace sword and pistol with d8 hyper sword [close, slashing, rending] and combat shield
(+1 Armor)
2. Reaper - replace sword and pistol with d6 war scythe [close, slashing, AP, deadly] and d10 wrist-flamer
[near, fire]
3. Death From Above - replace sword and pistol with d6 void sword [close, force, blast] and d8 gauss
rifle [far, piercing, rending]. Has a grav-pack that allows it to fly across the battlefield.

Mission Generator
Missions will come from four sources: a patron, quest, opportunity or from heat. Patron missions are given to
you by a patron, they will advance your status with them and usually provide a good payout. While opportunity
missions are those missions that just pop-up because you are at the right place at the right time. They usually
come with a minor payoff and will create new connections. Quest missions specifically advance the GM’s
storyline. While heat missions are a consequence/fallout from previous missions.
The tables below allow you to generate random objectives for the mission based upon its source. Descriptions
of the objectives follow. Next determine the faction that the mission will benefit as well as the one it will harm -
this will give you a list of possible rewards, NPCs and foes to use.

For each mission you can then determine the site location and generate the map - or procedurally create it on
the fly with the Crawlin’ rules below. Make sure to populate the map with the foes determined above. As well as
other possible neutral “roaming” monster style encounters. Treasure can be handled on the fly, or you can
outline certain special caches for the PCs to find.

Table X: Patron Mission Objective Table X: Quest Mission Objective


Roll (d10) Objective Roll (d10) Objective
1-2 Deliver 1-2 Move Through
3 Eliminate 3-4 Search
4 Move Through 5-6 Defend
5 Search 7-8 Acquire
6 Acquire 9-10 Fight Off
7-8 Secure
9 Protect
10 Defend

Table X: Opportunity Mission Objective Table X: Heat Mission Objective


Roll (d10) Objective Roll (d10) Objective
1-2 Move Through 1-2 Ambush
3-4 Deliver 3-4 Brought Friends
5-6 Access 5-8 Showdown
7-8 Patrol 9-10 Raid
9-10 Defend

Access
Randomly select a zone near the center of the map: you must reach a “computer console” in that zone. Once
there, you must gain access - and get back out. To get what you need requires a combat action and a
successful WIL save.

Acquire
Randomly select a zone near the center of the map: an item needed for the mission is in that zone. A PC must
move into contact, take an action, and then leave the map.

If the carrier becomes a casualty, roll 1D6: On a 1, the item is destroyed. Otherwise it can be picked up by
spending an action at the location they fell.

Ambush
There is a 50% chance that during another mission in the future another hostile team appears to hunt you
down.
Brought Friends
As Ambush, but there are two different teams.

Defend
Your objective is to drive off the enemy. To win, you must hold the field - usually from waves of enemies.

Deliver
A frame of your choosing is carrying a package. Randomly select a zone near the center of the map: the
package must be delivered that zone. Placing the package safely requires an action.

If the carrier becomes a casualty, roll 1D6: On a 1, the item is destroyed. Otherwise it can be picked up by
spending an action at the location they fell.

Eliminate
Select a random enemy opponent. They are the target. If they are killed, you win the mission. If the target
would flee from the battle, put a marker next to them and leave them in place. For the next round, the target
cannot move, but may shoot and fight normally. If you fail to kill them in this final round, they make good their
escape, and the mission has failed.

Move Through
You win the mission if at least 2 PCs move off the opposing map edge.

Patrol
Select 3 points on the map at random. During the mission, a frame must end a move next to each point. You
must check all 3 to succeed.

Protect
You will be accompanied by a VIP character (4 HP, 1 Armor). They are unarmed and may never attack. They
cannot be given any equipment. Treat the VIP as another PC. Select a random zone near the center of the
map: the VIP must spend a full turn in that zone.

Raid
They caught you as you were packing up from a packing up from a previous mission. The map should feature
your corvette. If you fail your ship will take 1D6+1 points of STR damage. If you

Secure
Randomly select a zone at the center of the map: you must end 2 consecutive turns within that zone. There
may not be any opponents within the zone.

Search
Ensure there are a number of features within your map. A PC in contact with, inside, or on the feature may
search it as an action. Make a WIL save and on a full success they find what they are looking for. If the roll fails
at every location, the item is not on the map.
Showdown
A rival has called you out. You select the map. A straight-up fight.

Crawl Generators
Star Sectors and Systems
If you need to generate some star systems and prompts I highly recommend:
● Stars Without Number Sector Generator
● Alien RPG System Generator

Stars Without Number by Kevin Crawford is a phenomenal resource and toolbox for any sci-fi game.

Mission Maps
Use the Cralin’ section below for a procedural point crawl. If you want to generate a standard square-grid map
electronically for a mission I suggest one of following random dungeon generators from donjon:
● Microlite20 Random Dungeon Generator
● D20 Random Dungeon Generator
● Pathfinder Random Dungeon Generator

I use those three because they also populate the dungeon with traps, treasure, and foes. And they come with
stats that you can reskin and convert. I recommend modifying the “Room Layout” to fit how compact you want
your map. Each hallway and room becomes its own zone. If you want a cave or exterior map I recommend
setting the “Dungeon Layout” to Cavernous.

City Maps
If you need a framework for a ruined city I suggest:
● Watabou’s Medieval Fantasy City Generator
● ProbableTrain’s Procedural City Generator

Crawlin’
This generator allows you to create a procedural dungeon crawl on the fly. Every site is broken down into a set
number of regions which is further broken down into zones. This is good for sites that don’t have well defined
maps or big sites where only a few specific places are important. For each region create a time clock with six
segments and dungeon clock with four to eight segments (based upon rough complexity and size).

The PCs will explore the site and collect keys as they do. The time clock will advance based upon the PCs
actions and when it is full the GM should dial up the danger and change the region in a noticeable way. Keys
are not really objects but a meta-game currency that allows the PCs to progress through the dungeon and
unlock its secrets.
To collect keys the PCs must crawl - explore the dungeon. First, have the players determine how their PCs are
going to crawl:
● Battle-ready: +1 dungeon clock and +1 key.
● Quickly: +1 key.
● Quietly: +1 dungeon clock and +1 key.
● Searching: +2 dungeon clock and +2 key.

Next the players may spend keys to do one of the following:


● spend one key to fill one segment of the dungeon clock - this creates a unique/important zone within
the region
● spend one key to fall back to any previously explored zones in any region
● spend one key to establish a safe zone - somewhere that they can spend a short rest in peace
● spend one key to leave the dungeon
● spend two keys unlock an unexplored region, establish a zone, and move there.
● spend two keys to find treasure: something important

Once the dungeon clock is full the PCs have “mastered” the dungeon. The next scene will be the climax of the
region - bring on the boss fight or give them the object they were hunting for.

Finally, collect a pool of d6 based upon the following guidelines and make a crawl roll.
● +1d if they have intel on the site - either from previous knowledge, research or provided by a patron
● +1d if they have the right tools for the crawl
● +1d if they have the element of surprise - this is ephemeral and may change based upon the PCs
actions
● +1d based upon any relevant of expertise (can only get +1d for expertise)

Crawl Roll
Roll all the dice in the pool, take the highest result, and consult the table below. A crawl will always result in an
encounter scene of some sort - either a danger or a discovery. If the players just spent a key to fill a segment
of the dungeon clock the scene takes place in the newly revealed zone. Otherwise the scene will take place in
a cookie cutter zone within the region - one of the endless hallways, cave corridors, yards, storerooms, bays,
etc. that every dungeon has.

Danger: The PCs either encounter a trap or an opposing force (50/50). If they have a disadvantage they start
the encounter at a disadvantage - they spring the trap or the opponents attack first. However, the nature of the
crawl should adjust the disadvantage.
Discovery: Roll a 1d6. The PCs come upon either a feature (1-4) or a find (5-6). A feature is some important
dungeon dressing that ties into the theme of the region and provides some deeper insight - give them +1 key.
A find is something of value - give them something good like a design, impressive loot or provide some
important story/quest information. If multiple sixes are rolled, crank up the scale of the feature (+2 keys) or find.

Crawl 1-3 4-5 6

Battle-ready Danger with disadvantage Danger & Discovery Discovery


Quickly Danger with disadvantage Danger Discovery

Quietly Danger with disadvantage Danger & Discovery Discovery

Searching Danger Discovery Discovery

After every scene (except those with a find) the players may take time to gather loot.

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