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Test Note

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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