Test Note
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.
π Sample Play Script β βDerelict Raidβ
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.
π¬ 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.
π² Tactical Phase
Excalibur (Player 1): Iβm 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. Iβll use Speed to get the movement boost.
GM: Noted. Letβs go to movement.
π 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.
βοΈ 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, thatβs 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.
π― 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.
π 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.
π Summary
Momentum: 2 earned this turn (Excalibur kill, Volt interrupt).
Energy: Volt spent 1.
Effects active: Tech jammed, Lancer prone, console temporarily disabled.