Test Area

This page is for testing purposes only, anything you see here is just what the developers are trialing to see if it will work for this TTRPG.

🎭 Sample Play Script β€” β€œDerelict Raid”

Scene: The players infiltrate a derelict Grineer facility. The goal is to prevent an alert from reaching the surface and extract enemy intel. Enemies are unaware but guarding a central access terminal.


🎬 Setup

GM: You drop into a flickering corridor, dust heavy in the air. Ahead, two Grineer Lancers take cover behind crates. A Heavy Gunner watches the hallway. Off to the right, a Tech Crewman is interfacing with a console.

🎲 Tactical Phase

Excalibur (Player 1): I’m going to flank left and engage the Lancers in melee.

Mag (Player 2): I'll take cover near the support beam and use Pull on one of them β€” maybe expose them for Excalibur.

Volt (Player 3): I'll speed up the side corridor and stop the Tech from triggering an alarm. I’ll use Speed to get the movement boost.

GM: Noted. Let’s go to movement.


πŸƒ Movement Phase

GM: Excalibur, you bullet jump forward, slide through the debris, and close the distance with the nearest Lancer.

Excalibur: Thanks to Mobility Mastery I, I ignore movement penalties. Right up in his face.

GM: Mag, you're behind the support beam, line of sight on both Lancers. Volt β€” Speed active?

Volt: Yep. Power Control I reduces the cost to 1 Energy. I zip along the side corridor and get line of sight on the Tech.


βš”οΈ Action Phase

Mag: I cast Pull on the second Lancer. (Rolls 3d6: 6, 4, 5 β€” Success)

GM: The Lancer is yanked from cover and lands hard. They're prone, wide open.

Excalibur: Perfect. I strike Lancer 1 with my Skana. (Rolls 3d6: 5, 6, 2 β€” Two successes) With Momentum bonus from the slide, that’s lethal.

Volt: I round the corner and spot the Tech Crewman. I cast Shock β€” (Spends 1 Energy, rolls: 6, 5, 1 β€” Success) Arc electricity hits the Crewman and his drone.

GM: The crewman twitches violently. Sparks fly from the console β€” the hack is disrupted.


🎯 Reaction Phase (Enemies)

GM: Lancer 2 scrambles for cover, fires wildly. (Rolls β€” Misses)

Heavy Gunner fires suppressive burst at Mag. (Rolls 3d6: 3, 4, 5) Mag, roll defense.

Mag: (Rolls 3d6: 5, 5, 2 β€” Success) I duck behind the beam.

GM: Tech Crewman tries to reboot. Fails β€” the interface is fried.


πŸ” End Phase

GM: Volt earns +1 Momentum for halting the alarm. Mag, next round you can Parazon the console to extract intel. Reinforcements pinged β€” incoming in two turns.


πŸ“ Summary

Momentum: 2 earned this turn (Excalibur kill, Volt interrupt).

Energy: Volt spent 1.

Effects active: Tech jammed, Lancer prone, console temporarily disabled.

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