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Battle School

Battle School is a team-based tabletop role-playing game set in the futuristic Ouroboros Station, where young Cadets undergo rigorous training in strategy, leadership, and teamwork. Players assume the roles of 8 to 13-year-old Cadets, engaging in tactical simulations and challenges while fostering collaboration and narrative immersion. The game emphasizes both combat and social dynamics, allowing players to navigate complex scenarios and develop their characters through various Cadet Types.

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0% found this document useful (0 votes)
140 views49 pages

Battle School

Battle School is a team-based tabletop role-playing game set in the futuristic Ouroboros Station, where young Cadets undergo rigorous training in strategy, leadership, and teamwork. Players assume the roles of 8 to 13-year-old Cadets, engaging in tactical simulations and challenges while fostering collaboration and narrative immersion. The game emphasizes both combat and social dynamics, allowing players to navigate complex scenarios and develop their characters through various Cadet Types.

Uploaded by

edgeyfridge
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 49

Battle

School
A TEAM-BASED TTRPG

Writing, Design, Artwork & Layout


ANDREW BEAUMAN
Editing
ZACK BUSCH (BAMMAX GAMES)
Ouroboros Station Illustration & Cadet Portraits
AILANTD

© 2024 by Andrew Beauman. All rights reserved.


andrewbeauman.com

Special thanks to:


Emily Beauman, Will Mesler, DJ Baker-Zakala,
and all 118 backers who helped bring this to life.
TABLE OF CONTENTS TEAMS AND ARMIES. . . . . . . . . . . . . . . . . . 36
Commendations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Advancements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
OVERVIEW. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Stratagems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Team Rank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
COMBAT EXAMPLE. . . . . . . . . . . . . . . . . . . . . 8
EQUIPMENT & ITEMS . . . . . . . . . . . . . . . . . 43
CREATING A CADET . . . . . . . . . . . . . . . . . . 10
Gifted. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 THE ARCHIVES . . . . . . . . . . . . . . . . . . . . . . . 44
Hyper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Frontier Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Scrappy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Ouroboros Station. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Sporty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 NPCs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Witty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
TOOLS FOR RUNNING BATTLE SCHOOL. 54
GENERAL RULES. . . . . . . . . . . . . . . . . . . . . . 22 Building Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Encounters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
SUCCESS & FAILURE . . . . . . . . . . . . . . . . . . 24 Tactical Aspects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Wounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Classroom Challenges. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Drive. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Running a Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 The Tournament . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Distance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
FRONTIER COMPENDIUM. . . . . . . . . . . . . 73
COMBAT RULES . . . . . . . . . . . . . . . . . . . . . . 28 Bestiary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Advancements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Offense Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Stratagems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Support Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Consequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Defense. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Gear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
CADET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 TACTICAL ASPECTS. . . . . . . . . . . . . . . . . . . 84
Cadet Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
TOUCHSTONES. . . . . . . . . . . . . . . . . . . . . . . 88
OVERVIEW
In the vast expanse of Frontier Space, a unique
institution orbits silently among the stars. Ouroboros
Station accepts only the galax y’s brightest
young minds, selected from countless applicants
across the Frontier.

Here, the future military leaders of humanity are


forged in the crucible of rigorous training in simulated
environments, learning the art of strategy, leadership,
and—above all else—teamwork.

The station’s heart, the Battle Room, is an arena where


Teams engage in tactical warfare, honing their skills with
an array of non-lethal weaponry. The Battle Room can
simulate any conflict the Proctors can imagine, from
military struggles of humanity’s past, to modern clashes
against their unifying enemy: the Wraith.

Yet, the challenges extend beyond physical combat.


Classrooms and social spaces become arenas of their own,
testing intellect and social acumen while shaping Cadets
into well-rounded strategists capable of navigating the
complexities of interstellar diplomacy and conflict.

For many, Battle School is the gateway to transcending


the bounds of poverty and obscurity, offering a shot at
greatness in the sprawling cosmos. Amid the station’s
corridors, friendships are forged, rivalries bloom, and the
seeds of future alliances are sown, all under the watchful
eyes of the station’s Proctors.

Welcome to Battle School.

5
WHO YOU ARE
Battle School is designed for one Game Master (GM)
and 4-5 players. Each player plays an 8 to 13-year-old
Cadet attending Ouroboros Academy. The Cadets and
GM collaborate in telling the story of a Team of students
aboard the station. The GM sets the challenges, stakes,
and drama for the Cadets to interact with, navigate, and—
hopefully—overcome.

WHAT YOU NEED


TO PLAY
> 1 GM
> 4-5 players
> A handful of d6s
> A d10 & d20 for rolling tables
> Cadet Data Slates

DESIGN ETHOS
Battle School was designed out of a love for collaboration and
teamwork. It combines board game-style cooperation with
wargame-reminiscent strategy, favoring narrative flexibility
over grit granularity.

Battle School revolves around teamwork. While largely


oriented towards strategic, action-heavy scenes and
scenarios, the game also places a heavy emphasis on
roleplay and narrative immersion. Every Cadet can and
should excel, but never at the expense of others’ fun.

6 7
COMBAT EXAMPLE
GM: “You enter the Battle Room simulation of a hangar GM: “Heck yeah, I love that. You find some pipe easily
bay. The opposing Team entered arena first, giving them enough! Now, you need to make a Brawn roll. Moxie
a significant positional advantage. This encounter will test has a Brawn of 2, so roll 2d6. Since Moxie is adept at
how you handle the odds being stacked against you. The Improvisation, add +2 to your roll.”
GM Modifier is set at 3. You have a few moments to plan
your strategy.” Emily: [Rolls dice] “I got a 3 and a 1. Since I can add a +2,
I have a total of 6.”
Emily: “Alright Team, I think I’ve got an idea. I’d like Moxie to
climb up the scaffolding and drop some large machinery to GM: “A total of 6 isn’t a failure, but Moxie will succeed with
create cover and hopefully knock out an enemy Cadet. I’ll a major consequence.”
take the Use Skill (1) action.”
Emily: “No thanks. Can’t have that. I’ll use a point of Drive
Other Players: “Awesome!” [Remaining players declare their to re-roll the die that rolled a 1.” [Rolls again] “It’s a 3 now,
character actions, then the Team sums their modifiers.] “That bringing my total to 8.”
gives us a Round Difficulty Check (RDC) of 9.”
GM: “Still not over the RDC of 9, but it means you succeed
Emily: “GM, we’re done with planning. We’ve decided that with only a minor consequence – totally worth it.”
Moxie will go first.”
GM: [Rolls on the minor consequence table] “Moxie gains
GM: “Alright! What do you wanna do?” the ‘Exposed’ condition, making her Unstable on Defense
rolls next turn. That means she’ll re-roll her Defense and
Emily: “Moxie climbs the scaffolding, readying to snap take the worse result.”
the chain securing the machinery. I also want her to gain a
strong vantage point for her next turn.” Emily: “I can deal with that. Ok, so Moxie finds a scrap
piece of pipe and uses it to snap the chain while yelling at
GM: “How do you want to go about snapping it?” the other Team, ‘Take this you Viper worms!’”

Emily: “Umm. Oh I know! Can I use her Improvisation Skill GM: “The machinery crashes down on one of the smaller
to grab a pipe I find laying around and use it as leverage to ships in the hangar, dealing 2 wounds to an enemy Cadet
snap the chain?” nearby. Moxie has successfully broken the enemy’s line of
sight on your Team, giving you a brief respite and cover to
continue with your plan!”

8 9
CREATING A CADET
Cadet creation in Battle School invites you to explore
the different Cadet Types in attendance at Ouroboros
Academy. Meant to represent many common tropes found
in kid culture, Types function similarly to character classes.
Each Type includes a short description, starting Stats, and
suggested Skills and abilities that you may choose from.

Players can work independently or collaboratively to


choose which Cadet they would like to play and which
Skills they’d like for their Cadet. It is best to avoid too
much overlap; each player should choose uniquely from
the available Types if possible.

10 11
Gifted
GIFTED 2 Brains 5 Wounds Suggested Skills
Specialist (Choose 3 to be Skilled and 1 to be Adept at)
1 Brawn 5 Drive
> Historic Recall > Spatial Awareness
> Insightful Observance > Strategic Planning
Intellectually adept.
> Photographic Memory > Tech Savvy
> Quick Deduction > Weapon Training
> Scientific Mind

Gifted Cadets are thinkers, Starting Abilities


planners, and visionaries.
Armed with intellects PARADIGM SHIFT (PASSIVE)
as sharp as laser cutters, On a turn where a Tactical Aspect is used, increase your
they dissect problems Brains by 1 until the end of the following round.
and engineer solutions
with calmness unlike any
other. They see the OUTTHINK (ACTION: +4)
world differently, and Attempt to deduce the events of the next round.
as a result have always Before your next Planning phase, the GM will provide a
been seen differently clear description of enemy intentions and foreseeable
by the world. They’re environmental changes – and give you a bonus +1 to your
as comfortable rolls made in that round.
with a quantum
equation as
they are with Suggested Advancements
a strategic For a full list of Advancements, see p76.
conundrum,
often seeing > Master of Fate
the world > Multi-Attack
in a matrix of > No Stone Unturned
possibilities that > Perfect Shot
others haven’t > Tinkerer
even considered.

12 13
Hyper
HYPER 2 Brains 5
5
Wounds Suggested Skills
Generalist (Choose 5 to be Skilled in)
1 Brawn Drive
> Climbing > Tech Savvy
> Distraction > Multitasking
Quick and capable of handling
> Evasion > Quick Thinking
multiple things simultaneously.
> Fast Talking > Thriving in Chaos
> Gadget Training

Hyper Cadets thrive


Starting Abilities
amidst the chaos, expertly
directing their boundless DRIVEN FOCUS (PASSIVE)
energy to navigate When you make a Defense test to maintain focus on a
complex social and task, gain a bonus to your roll equal to the number of your
combat situations. Their unspent Drives.
unparalleled multitasking
abilities allow them to RUSH (ACTION: SPECIAL)
maintain focus across Spend 1 Drive: choose two actions (other than Rush) to
various challenges attempt this turn. Both contribute to the RDC. Gain a -1 to
simultaneously. your rolls resolving those actions.
However, Hyper Cadets
may sometimes struggle
to align their objectives Suggested Advancements
with their tasks, For a full list of Advancements, see p76.
leading to moments
of distraction and a > Double-Dutch
scattered approach. > Fast Feet
> Fury
> Leap Frog
> Opportunist
> Peer Pressure

14 15
SCRAPPY 1
2
Brains

Brawn
6
4
Scrappy

Wounds

Drive
Suggested Skills
Generalist (Choose 5 to be Skilled in)

> Evasion > Independence


> Infiltration > Stealth
> Intimidation > Trap Setting
> Improvisation > Weapon Training
Creative problem-solver.

Starting Abilities
UNDERDOG TACTIC (ACTION: +4)
Scrappy Cadets are the Harness your creativity to outmaneuver a stronger
Academy’s embodiment of opponent. Choose yourself or one of your Teammates:
grit and ingenuity, blending temporarily increase their Brains or Brawn by 1 for their
physical prowess with next action.
a cunning that makes
them at home in both QUICK FIX (ACTION: -1)
the shadows and the Improvise a solution using available resources, instantly
heat of combat. These resolving a lingering effect of a minor consequence. Gain
Cadets excel in situations a -1 to your rolls resolving those actions.
that demand not just brute
strength but the clever
application of it, turning Suggested Advancements
the environment to their For a full list of Advancements, see p76.
advantage by setting traps
and finding the obscure > Breacher
solutions to seemingly > Calm Under Pressure
insurmountable problems. > Cloak of Shadows
> Double-Dutch
> Opportunist
> Sneak Attack

16 17
SPORTY 1
2
Brains

Brawn
6
4 Drive
Sporty

Wounds Suggested Skills


Specialist (Choose 3 to be Skilled and 1 to be Adept at)

> Coordination > Shoving


> Endurance > Team Leadership
> Leadership > Throwing
> Long Jumping > Weapon Training
> Military Etiquette
Physically adept.

Starting Abilities
IMPOSSIBLE STUNT (ACTION: +4)
Sporty Cadets are the Perform a Brawn action that requires a large amount of
Academy’s athletic skill and luck to pull off (ex: trick shot, difficult feat). Add
dynamos who rarely taste +2 for that individual test.
defeat in tests of physical
prowess. Whether a FORWARD ASSAULT (ACTION: +2)
sprint, a strategic game, Spend 1 Drive: make an Attack. Each ally that also took
or a hands-on mission, the Attack action gains +1 to their roll.
they’re always at the
forefront, pushing
boundaries and setting Suggested Advancements
the pace. Their natural For a full list of Advancements, see p76.
athleticism isn’t just
for show: it’s a tool > Back Barricade
they wield with precision, > Crushing Blow
often stepping up to lead by > Fast Feet
example in the most > Fury
grueling challenges. > Leap Frog
> Steady Stance

18 19
Witty

WITTY 2
1
Brains

Brawn
5
5
Wounds

Drive
Suggested Skills
Specialist (Choose 3 to be Skilled and 1 to be Adept at)

> Debate > Sarcasm


> Dealing with Adults > Subtlety
> Encouragement > Taunting
> Insight

Starting Abilities
Socially adept.
INSPIRING WORDS (ACTION: +4)
Restore a point of Drive to each other Team members
through encouragement and inspiration.

Witty Cadets are STICKS AND STONES (ACTION: +2)


more than just Attack using only your words and your knowledge of the
chatty kids, blending other Cadets at the Academy, inflicting Wounds equal to
charm, humor, and insight your Brains to a target that can hear you.
into a potent mix that can
disarm, engage, or rally
their peers. Their eloquence Suggested Advancements
beyond their years allows For a full list of Advancements, see p76.
them to navigate the
Academy’s social intricacies > Calm Under Pressure
with the ease of a diplomat. > Foul Stench
They wield words like > Opportunist
weapons, deftly parrying > Peer Pressure
opposition and winning > Restful Presence
debates with their quick > Slink
wits and sharper tongues.

20 21
GENERAL RULES Tests
Whenever there is a risk of failure or challenge to
The life of a Cadet is filled with challenges testing their overcome, the GM may call for a test. Tests require Cadets
ingenuity and their physical prowess. Not all trials are to roll their Brains or Brawn dice versus a Difficulty Class
faced in the Battle Room. (DC)—a number, determined by the GM, denoting the
difficulty of the task—to succeed.

Cadet Stats
Stat values represent the number of six-sided dice you will
roll when overcoming uncertainty or obstacles with a Stat.
Cadets begin their journeys to greatness with Stat values
of 1 or 2.

Brains Brawn
Brains portrays a Cadet’s Brawn represents a Cadet’s
cognitive ability to overcome physical ability to overcome
obstacles socially, tactically, obstacles with speed and
or through the art of deduction strength, as well as
and detection. This stat also withstand Attacks. This
governs ranged Attacks, where stat directs melee Attacks,
precision and accuracy are emphasizing how physical
extensions of mental acuity power and agility make you
and strategic thinking. a formidable combatant in
close quarters.

22 23
SUCCESS & FAILURE Fail States
You’ll notice that there are only two conditions in which
Success is measured not just by achieving your goal, but by you outright fail at your attempted action. Typically,
how well you accomplish it. When you roll the dice, you’re even when you don’t meet the DC, you still achieve what
determining not only if you succeed but also the quality of you were attempting, albeit with consequences. These
that success. This system recognizes different degrees of consequences are designed not as punishments, but as
success, each with its impact on the game’s narrative and narrative catalysts that introduce new, dynamic elements
mechanics. to the story, further challenging and engaging you. These
“failures” are the opportunity for the GM to respond with
environmental consequences, a shift in the opponent’s
Success States tactics, or a direct attack against the player that failed
Success is determined by rolling a number of dice equal to their roll.
your Brains or Brawn stat, comparing the sum to the DC.
See the table on the next page for details on degrees of
success and failure.
OVER
MAGNITUDE EFFECT
DC
1-2 Success No additional benefit.
+1 Damage in an Attack, or
3-4 Amplified
gain a minor benefit.
Regain 1 Drive and increase
5+ Wild
the bonus damage to +2.
Succeed even if you do not
All 6’s Critical beat the Round DC. Gain 1
Drive. +3 Damage.

UNDER
MAGNITUDE EFFECT
DC
1-2 Success Succeed at a minor consequence.

3-4 Success Succeed at a major consequence.


Fail at a major consequence and
5+ Fail
lose 1 Drive.
Fail at 2 major consequences
All 1’s Critical Fail
and lose 1 Drive.

24 25
Wounds Drive
When a Cadet gets hurt, they will often receive one or Drive depicts a Cadet’s ability to exert extra effort to swing
more Wounds. Mark off Wounds on their character sheet the odds in their favor. Spend 1 Drive to re-roll a single die
to represent the toll the conflict is taking on them. on any test, once per test unless otherwise stated.

In and out of the Battle Room, Wounds represent a Cadet’s Your Cadet’s abilities may call on spending 1 Drive to
resilience and physical well-being. While Wounds incurred perform them. Other abilities may grant a “free Drive” – if
in the Battle Room are non-lethal and relatively harmless, used, do not deduct 1 from your Drive.
Wounds caused in the corridors of the Academy will have
them headed straight to the infirmary. Wounds incurred Expending all of your Drive represents having given
outside the Battle Room are infrequent and represent a your all. Though it is possible to regain Drive during an
more serious injury that cannot be recovered from quickly. encounter, a night’s rest of at least 6 hours is required to
fully replenish a Cadet’s Drive. A Cadet may also take time
Typically Wounds reset every day for the Cadet, in out of their day to rest, regaining 1 Drive for each hour of
addition to when leaving an exercise in the Battle Room. uninterrupted rest.
However, they do not reset when entering the Battle
Room – any lingering real damage they have taken before When a Cadet wishes to gain the effects of using Drive
a skirmish will be carried into it. past their limit, they may take on 1 Wound instead to
re-roll their test.

Wounds drive
Movement
Each turn, Cadets may move
up to a short distance. Should
they wish to move further, the
Reposition action can increase
their movement to a long distance.

Distance
To promote a more
dynamic, cinematic
feeling to motion, distance
is simplified to four ranges:
Immediate, Short, Long,
and Very Long.

Immediate: Within or just out of arm’s reach


Short Distance: Up to 30ft away
Long Distance: 30ft-100ft away
Very Long Distance: Anything further

COMBAT RULES
Actions
Actions break out into 2 categories: Offense or Support.
The following actions are available to all Cadets—regardless
of their Type—but each Cadet also has access to their own
unique actions granted by their Abilities.

28 29
Offensive Actions Support Actions

OFFENSE SUPPORT
ATTACK (2) USE GEAR (2) AID (-2) SYNCHRONIZE (-2)
Attempt to harm or damage Attempt to utilize Choose an ally you can see: Coordinate with allies to
a target. Ranged Attacks your equipped gear attempt to grant them +1 enhance the effectiveness
use Brains, while melee to accomplish a on their next test. of your collective actions.
Attacks use Brawn. non-Attack task. Next turn, Actions taken
DEFEND (-1) that require multiple
CREATE USE SKILL (1) End your turn adjacent
Cadets working together
gain a +2 to their roll.
ADVANTAGE (4) Utilize your Skills to to an ally, providing them
Attempt to gain a bonus attempt a task directly defensive support. Grant
affecting allies, opponents, (Does not apply to Actions
of +2 to damage or tests a free Drive to an adjacent
or the environment. that intend to damage a
made by your whole Cadet’s Defense rolls until
target or NPC.)
Team for the rest of this the start of your next turn.
round and next. (Weaponizing a Skill to cause The defender may take
immediate damage to an up to half of any damage RECON (0)
individual is considered an that would be dealt to the Any intel gathering or
INFLUENCE (3) Attack action.) defended Cadet. preparatory actions that
Exert your Cadet’s don’t directly impact other
presence or personality
to sway the situation in
Note: Use Skill directly affects the
external situation, whereas Recon
DISTRACT (0) Cadets—friend or foe—will
not impact the Round DC
your favor. One NPC that employs a Skill Capture the attention of a
and are considered a Recon.
immediately performs does so without immediate hostile individual, then gain
one action that, to their external effects. a -2 to Defense test against
Ex: Perception, Deduction
knowledge, would not that target. Grant a free
cause them harm. Drive to another Cadet’s
action when dealing with
(Increase the Action the distracted individual.
Modifier by 1 each to
affect additional NPCs.) RECOVER (0)
Attempt to help an
REPOSITION (1) ally recover from a
Increase your movement minor consequence, or
to a long distance for this regain 1 Wound.
round. You may also take a
Recon action.

30 31
Skills
Skills grant you a bonus to your roll. Each Type of Cadet
has a list of Suggested Skills that is not exhaustive and can
be expanded to better fit the character concept. Defined
Skills should be specific and not apply liberally to different
situations.

For example, Athletics would be too general of a Skill and


better represented by your Brawn score. Instead, be more
specific: Moving Obstacles, Shoving, Jumping, etc.

Being Skilled grants a bonus of +1 to your applicable rolls.


Many Cadets may also be considered adept at a Skill and
gain a bonus of +2.

Defense
When attacked, you have the opportunity to defend
yourself. Roll Defense against an attack–in most cases,
that means utilizing Brawn (unless otherwise specified).
Successfully defending means beating the Round DC for
the current round.

Unlike most tests, a Defense test functions on a pass/


fail scale: roll over the DC to stay safe, but failure means
consequences and Wounds.

32 33
increased strength

CADET
ADVANCEMENT

energy core
non-lethal

34 35
TEAMS AND ARMIES
Your Team is part of a larger Army that the When an encounter concludes, the GM will
players choose when they start their game, ask the Cadets to award a specified number
based on the Type of Cadets they feel that they of Commendations to their Teammates, both
are and which Army best represents them. naming the Commendation and the reason for
their choice.

Team Below are suggested Commendations; choose


Your Team is a small squad of 4 or 5 Cadets, from this list, or create your own.
grouped together in the hopes that you might
bring out each other’s strengths. It is through > Strategist > Leader
this Team that you will progress at Battle School. > Guardian > Resilient
> Innovator > Selfless
Commendations >
>
Diplomat
Scout
> MVP
Commendations are how you track a Cadet’s
growth and advancement. Cadets are awarded
Commendations either in the Battle Room or in
other activities aboard Ouroboros, representing
Advancements
Cadets gain Advancements as they progress at
their contribution to the Team’s goals. Battle School. These abilities come from either
their Type or Army.
Commendations (CMD) can be spent to increase
a Cadet’s capabilities in several ways, and may be
done so at any point outside the Battle Room. Stratagems
A Stratagem is an Army ability that can be
activated following a Tactical Aspect. Stratagems
can be offensive or defensive and fundamentally
> 1 CMD Swap out one Skill for another. change something about the Battle Room itself –
> 2 CMD Add a new Skill to your Skill list. they function as the pinnacle of support from their
> 3 CMD Increase a Skill to Adept. Army. One may be used when a Tactical Aspect is
> 5 CMD Choose 1 new Advancement. evoked during the Planning phase.
> 10 CMD Increase the Team Rank.

36 37
Team Rank
Players can spend a collective 10 CMD from their Cadets
to advance their Team Rank. Doing so grants them access
to several Advancements, based on their chosen Army
Armies
and Cadet Type.

RANK 0
The starting point for a Team before they’ve been placed
in an Army. Players choose their starting abilities based
on their Type and gain no additional abilities as a part of
a Team.

RANK 1-5
> Choose 1 Stratagem for the Team.
> Each Cadet may choose 1 new Advancement
from either their Type or their Army’s “Suggested
Advancements” lists.

Adder Army
“Subtlety: our Strength. Strategy: our Weapon.”

The Adder Army values subtlety, cunning, and


resourcefulness. These Cadets are excellent at
devising shrewd plans and can often outmaneuver
their opponents with their clever strategies.

ADVANCEMENTS
> Double-Dutch
> Master of Fate
> No Stone Unturned
> Opportunist
> Slink

38 39
Cobra Army Python Army
“Lead with Valor, Conquer with Honor.” “Endure. Adapt. Overcome.”

The Cobra Army values boldness and influence. Members of the Python Army are known for their
Cadets here are natural leaders, charismatic, and endurance and tenacity. They can sustain long
able to rally others with their commanding demeanor. campaigns and are not easily deterred by setbacks.

ADVANCEMENTS ADVANCEMENTS
> Foul Stench > Back Barricade
> Fury > Calm Under Pressure
> Leap Frog > Crushing Blow
> Peer Pressure > Restful Presence
> Restful Presence > Steady Stance

Viper Army
Mamba Army “Strike with Precision, Win with Vision.”
“Swift as the Wind, Decisive as Lightning.”
Cadets in the Viper Army are strategic thinkers, often
The Mamba Army attracts Cadets who are quick- waiting for the perfect moment to strike. They are
witted, resilient, and thrive in high-energy situations. calm under pressure and are excellent at assessing
They excel in rapid problem-solving and adaptability. situations before making the perfect move.

ADVANCEMENTS ADVANCEMENTS
> Breacher > Cloak of Shadows
> Calm Under Pressure > Master of Fate
> Fast Feet > No Stone Unturned
> Sneak Attack > Opportunist
> Tinkerer > Perfect Shot

40 41
EQUIPMENT & ITEMS
When Players enter the Battle Room, they’re greeted

PERSONAL
with curated gear options: a mix of offensive weaponry,
gadgets, and defensive tech. The GM can limit gear
options to a shortlist with unlimited quantity, give access
to the full list with only one of each item, or anything

EFFECTS
in between. Generally, all Cadets have access to their
uniform, a pistol, and of course, their fists.

Battle Suit
Every Cadet is equipped with a padded battle suit—
made with advanced fabrics—that fits fairly skin-tight.
It is designed to respond to the advanced Battle Room
technology to create accurate simulated responses.
When a Cadet is struck by a blaster bolt, the suit tightens
and locks up for a time. As the suit takes more of a
beating, the Cadet may find themselves immobilized!

On the suit’s forearm is a wrist-mounted comms tablet.


This device is useful both in and out of the Battle Room,
used by the Proctors to communicate vital information
about your time at Battle School: combat objectives,
general communications, server access, and so on. Teams
use the comms system to radio each other over long
distances.

Belongings
Cadets often hold other things on their person or keep
them locked in their quarters. What can be brought into
the Battle Room is heavily controlled; however, given
some significant effort, a Cadet might sneak something
in—granting them an unforeseen advantage.

42 43
THE
ARCHIVES

OUROBOROS STATION
GORGON CORP.
UIC ///
FRONTIER SPACE

44 45
FRONTIER SPACE
Welcome to the new automated systems cluster of what appeared to The UIC—United Interstellar
Frontier! Sol is far behind to terraform and print be dark matter. It ravaged Corporations—formed in
humanity: they took to the civilization for themselves their ships, penetrated the later years of humanity’s
stars—thanks to the Icarus on their new worlds, only their hulls, and infected time on Earth, a unified
Initiative—traveling to a to upon arrival find many the humans and living corporatocratic
cluster of systems in the of them teeming with this organisms alike, changing government made up of the
Horse Head Nebula now twisted and dangerous life. them into something planet’s own destroyers.
called Frontier Space. The first colony ships, upon violent and bestial. These Gorgon, a private military
As luck or fate would first entering the Nebula, dark matter-like symbiotic corporation, often functions
have it, humanity had sent encountered a strange lifeforms came to be as the UIC’s personal attack
known as the Wraith. dog and is the owner and
operator of Battle School.
Much of the first century
of life in Frontier Space Children from across
was spent fighting back Frontier Space dream
the Wraith—a job easier of fighting alongside the
on some worlds than others. heroes of humanity, but
Treia was the first to be few find themselves doing
deemed safe, quickly so aboard Ouroboros
becoming a new Earth: a Station. You are a part
planet teeming with tiered of those few.
cities and development.

The rest of the Frontier is


fraught with danger and
mixed development. Some
planets have cities that
rival those on Treia, while
others are home to small
outposts and deal daily
with the threat of raiders,
local fauna, or the Wraith.

46 47
OUROBOROS STATION NOTABLE
LOCATIONS
Ouroboros Station is one of the first space stations—aside
the UIC Olympus—to have been constructed in Frontier
Space and has operated for almost 200 years. Over time,
the station has been improved and expanded upon, > Battle Room
both out of necessity and thanks to rapid technological > The Armory
advancement. As the station grew, though, many of the > Open Observation Deck
original wings were shut down and locked off from public > Proctors’ Observation Deck
access: damaged, scrapped for parts, and so on. The station > Mess Hall
sprawls; without practice and the aid of the Ouroboros’ > Infirmary
Artificial Intelligence, E.L.A.R.A., Cadets could easily find > Proctors’ Offices
themselves turned around or outright lost. > Holo-Library
> Gymnasium
> Army Common Rooms
Cadets spend the majority of their time between the
> Hydroponics Lab
Battle Room, the Classroom, and their Army Quarters. > Natatorium
Each Army has their own training space in the facility, as > Multi-Faith Chapel
well as a common room for rest, relaxation, and Army > Maintenance & Facilities
coordination meetings with their Sergeant. > Communications Deck

Battle Room

Dormitories
Infirmary

48 49
NPCs
Headmaster Hiro Tanaka Sgt. Garrik Stroud - Cobra
Hiro Tanaka shot up through the ranks of Gorgon and The Cadets of Cobra know well the
thrived as a major player in the first Corporate War. Shortly presence of their Proctor, Sergeant
after, he was awarded command over Battle School to Garrik Stroud, as it demands absolute
impart his skills and wisdom to the next generation of authority. His voice is both commanding
Gorgon soldiers. and inspiring, urging his Cadets to rise to their potential.
He is a decorated hero, known for his decisive actions and
He is a man of few words, speaking with the weight of ability to lead from the front. His Cadets are imbued with
empathy and understanding. Though he may first impress a sense of pride and confidence.
as cold, he softens with a quiet joke or quick wink. Despite
being a rare and kind man, Hiro is not without his edge.
He is precise like none other in matters of education and Sgt. Rafe Kendrick - Mamba
warfare, able to make hard decisions with countless lives Quick and sharp, Sergeant Rafe Kendrick
at stake. is known for his lightning-fast decision-
making. His Cadets are trained to process
Tanaka headmastered each of the Army Sergeants when quickly and act swiftly, challenged to do
they were still Battle School Cadets and has impeccable better, faster. He is a veteran combat pilot,
rapport with them all. often sharing stories of close calls and daring maneuvers
that keep his students on the edge of their seats.

Sgt. Fiona Drake - Adder Sgt. Brett Thorne - Python


Sergeant Fiona Drake, Proctor and leader
of Adder, is a tactician who believes in the Sergeant Brett Thorne embodies
power of subtlety and guile. Her Cadets endurance. A survivor of many prolonged
learn the art of misdirection and stealth, deployments, she imparts to her Cadets
often recounting missions won by wits the value of resilience. With a reputation
rather than by force. Her calm, collected for being unshakable, she is the steady hand
demeanor is punctuated by a sly smile guiding her Cadets through the toughest trials, ensuring
that suggests she knows more than she they understand that determination and endurance are
lets on. often the keys to victory.

50 51
Sgt. Selene Voss - Viper E.L.A.R.A.
Sergeant Selene Voss is as meticulous as Young children being separated from their home support
she is deadly. With a background in tactical systems are not without support at Battle School.
espionage, she is a master of intricate E.L.A.R.A.—the Emotional Learning and Research
strategies and precision actions. Her piercing Assistant—is there to help students at any time, for
gaze sees through to the heart of any matter, everything from searching the school’s public database to
and she instills calm in her Cadets. counseling and emotional support.

Chaplain Isaac Lor Cadets are encouraged to debrief with her daily, though
few continue this practice beyond their first few months.
Frontier Space is full of diverse beliefs and faiths. Here The data E.L.A.R.A. gathers is kept private from the
at Battle School, it falls to Isaac Lor to facilitate whatever Proctors, only available to Dr. Presley and Chaplain Isaac
spiritual guidance or rituals students may wish to continue Lor to ensure the Cadets’ psychological health.
practicing while away from home. A universalist at heart,
Isaac seeks to care for the students’ spiritual well-being
and guide them in their truth. Though trained under many
faiths and religions, he is a multi-disciplinary psychologist
and anthropologist hired by Gorgon to fulfill a need: care
for the students whose faith holds a high priority and
guide those in search of a guiding light.

Dr. Viola Presley


Many students find themselves quite familiar with the
harsh, hardened tone of Dr. Presley’s voice. A veteran
in her own right, Viola served as a field medic in the
first Corporate War and has little tolerance for foolish
blunders. Cadets often mistake curt instruction for
scolding: if they take the time to listen to her, they might
give her less reason to lecture. Though stern, she truly
cares for the Cadets in her med bay and hopes to never
see them again.

52 53
TOOLS FOR RUNNING Calculating the Round DC for Combat
BATTLE SCHOOL Setting the Initial DC at the beginning of combat—as well
as the GM Modifier each turn—requires understanding
the challenge the players are up against, and presenting
Setting the DC for them with sufficient obstacles to create drama. If the GM
were to start the Modifier at 0, the Cadets’ only challenge
Non-Combat Tests would be their ability to coordinate.

To set a DC for non-combat tests, the GM should evaluate The Round DC (RDC) is equal to the sum of the players
the overall difficulty of the test, then choose an appropriate chosen action modifiers and the GM Modifier.
DC for the Cadet to attempt to beat. Remember, you
attempt these tests using a flat DC determined by the GM.
This is unlike Combat tests, where the group’s collective RDC = ACTION MOD + GM MOD
modifiers adjust the Round DC.

Reference the following chart for help, and keep in mind


that often, not beating the DC will still result in a success
(though, with a consequence or two attached). Utter
failure is a rarity that Cadets need not be too afraid of.

0 Easy You are the only obstacle to your success.

1-3 Medium Your skills are suited for the challenge.

4-6 Hard You are somewhat out of your depth.

7+ Legendary You’ll need luck, not just skill, to overcome.

3 Easy You are the only obstacle to your success.

4-6 Medium Your skills are suited for the challenge.

7-9 Hard You are somewhat out of your depth.

10+ Legendary You’ll need luck, not just skill, to overcome.

54 55
BUILDING COMBAT
ENCOUNTERS
When designing a combat encounter in the Battle Room,
the GM is encouraged to employ creative freedom to
develop compelling scenarios. To provoke concepts or full
scenes, this book provides several tools to help create
encounters (see Tactical Aspects, p62).

Combat Types Non-Human


The Battle Room has The Proctors often
conjured innumerable, challenge the Teams with
unique combat scenarios non-human combatants,
over its tenure at Ouroboros simulating them with
Academy. The scenario robots, turrets, and
rolodex is ever-evolving as weapon systems to more
the Proctors continue to complexly challenge them.
create new challenges for Combat Objectives
Combat objectives are clearly-stated goals that the
the kids.
Environmental Team must achieve to win their current scenario. More
Often on alien worlds, the than one combat objective may be used in a scenario to
Team vs. Team environment itself is the introduce additional variables and challenge the Cadets’
One of the most common opposition. The Proctors problem-solving skills.
encounters that your Team use the Battle Room to
will face. Teams earn points simulate common and new To the right are four common > Artifact
during the season for environments that the objectives that encompass > Combat Artifact
conquering objectives and Team needs to overcome. many types of encounters. > Mobile Artifact
each other, with (Don’t feel too limited by > Defense Artifact
the hopes of coming them – feel free to combine > Control
out on top as the most them or create your own!) > Elimination
skilled Team. The objectives should almost > Extraction
always be explicitly clear to
the players.

56 57
Artifact COMBAT Control
Cadets must take control ARTIFACT Cadets must work to control
of an artifact in the room, A Combat Artifact greatly a point in the Battle Room
then accomplish a increases a Cadet’s ability for several combat rounds.
secondary objective to either hit or deal Control points should
(ex: transport the artifact damage, while significantly always have both strengths
to a control point, eliminate decreasing their defense and flaws. Adding to the
targets with the artifact.) and mobility. challenge of the space itself:
Artifacts often take the form if an enemy is present on
of a weapon that provides the control point at the
a Cadet(s) unique combat
MOBILE ARTIFACT start of the Cadets’ next
A Mobile Artifact greatly
capabilities—at a price. turn, scoring is paused until
increases a Cadet’s ability
the enemy is removed or
to move nimbly through
eliminated.
the Battle Room, while
significantly decreasing
their combat and defenses. Elimination Extraction
The classic “last person Cadets must get as much
DEFENSIVE standing” objective, players of their Team as possible
must work with their Team to an extraction zone. This
ARTIFACT to eliminate the enemy can be a timed challenge,
A Defensive Artifact before being eliminated where Cadets race against
greatly increases a Cadet’s themselves. In Team vs. the clock to safely leave
ability to defend against Team encounters, Cadets the field. The Cadets might
incoming attacks, while can score additional also be challenged with
significantly decreasing points for each Teammate an asymmetrical scenario,
their combat and mobility. standing at the end of the where they may need to
match. prevent their opponents
from extracting.

58 59
60 61
TACTICAL ASPECTS Sample Encounters
ENCOUNTER 1
Tactical Aspects typically If there is no tactical
fall into two categories: implication of the feature, Objective: Control
Location and Hazard. See it shouldn’t be considered Location: Frozen Tundra
the Compendium (p84-85) an Aspect. As Aspects are Hazard: Holographic Illusions
for tables to inspire each. revealed or discovered,
add them to your group’s The Cadets are tasked with securing and holding a strategic
LOCATIONS Aspect tracker of choice. outpost located in the heart of frozen tundra. Massive
Geographic facets that crevasses and extreme cold make the terrain treacherous.
reinforce a specific In the Planning phase, Holographic illusions, much like mirages, form whenever
scene or setting. Cadets may attempt to the ice is disturbed, confusing and distracting even the
use one of these Aspects scientists at the outpost. These illusions obfuscate both
to their advantage.
HAZARDS Given a clear, reasonable
safe paths and deadly traps. The Team must navigate this
Threats or deceptive landscape, establish control over the outpost,
explanation, the GM may and defend it from incoming enemy forces.
anomalies within the grant the Team a positive
environment that DC modification for that
offer the Team tactical round. This usually means
(dis)advantages. lowering the GM Modifier
by 1, but it may lower it
Tactical Aspects should further or provide
be prominently displayed another benefit.
for your players as a
reminder of the variables Once an Aspect has been
at play in the scenario. evoked for the round, it
Notecards, a whiteboard, cannot be evoked again
or any notetaking tool can during that encounter
make publicly tracking this unless its availability would
critical information easy. justify multiple uses.

For most encounters,


define three Aspects,
without any direct
prescription for how they
will affect the players.

62 63
ENCOUNTER 2 ENCOUNTER 3
Objective: Elimination Primary Objective: Artifact
Location: Hangar Bay Secondary Objective: Elimination
Hazard: Ion Storm Location: Oceanic Rig
Hazard: Gravity Wells
The Cadets’ mission is to eliminate a hostile force that has
boarded a critical starship. The vast hangar bay, filled with An ancient piece of experimental tech, capable of altering
starfighters and repair equipment, offers numerous hiding gravitational fields, has been located on an abandoned
spots and tactical advantages. However, the starship is oceanic mining rig. Now a maze of submerged and exposed
caught in an ion storm, causing sporadic electrical failures sections, the rig is affected by gravity wells that randomly
and disabling electronic targeting systems. The Cadets alter the gravitational pull, causing objects—and anyone
must rely on manual targeting, navigate the chaos of the on board—to float or become heavily burdened without
hangar bay by flickering light, and eliminate the intruders warning. The Cadets’ mission is twofold:
before vital systems are compromised. 1. Recover the artifact
2. Use it to fend off a rival Team attempting to claim it.

Success requires mastering the unpredictable gravity


to navigate the rig and engage the enemy, ensuring the
artifact’s retrieval and the opposition’s elimination.

64 65
CLASSROOM
CHALLENGES
The Battle Room is far from the only location
where the Cadet’s abilities will be tested. Cadets
are required to take part in Skill tests in the
Classroom, but they may also find conflict with
other Cadets throughout Ouroboros Station.

Low-man
If a Cadet is isolated from their Team for any
reason and needs to make a Skill test without
their Team’s support, the GM Modifier increases
by 2 for each Teammate not present (maximum:
+6). This should generally be a rare occurrence;
however, the situation may arise and should be
handled as narratively as possible.

66 67
RUNNING A CAMPAIGN
DECIDE YOUR BEGIN: CADETS FIRST COMBAT Cadets enter the Armory. For the
ADVENTURE LENGTH ARRIVE AT Roughly follow this outline. first time in their entire placement
series, all of the gear boxes are
Typically, 14 weeks in the OUROBOROS open. Make one of every piece of
semester, with each week
involving a ranked match. STATION gear available to the Cadets to
choose from, as well as enough
• Cadets are processed
• Shown temporary quarters ARMY DRAFT pistols to go around.

• Witness Graduation Ceremony • The Proctor should discuss


of the Sr. Cadets with the Cadets which Army
they feel best fits their Team.
• Describe the Army Draft Prepare or generate their first
ceremony that all Cadets are combat scenario. Suggested: game
invited to. mode Control with three control
What was your experience during PLACEMENT points, a rival Team vying for
your Team placement series and
how many Teams have you been
SERIES (3WKS) victory, and a Random Hazard.
matched with before this one? Ask the players the following
questions. INTRODUCE A
STORY HOOK + Possibly include one or two of the
CONFLICT bullies that the Cadets have
You each have encountered allies encountered, to raise stakes or
• Political
and potential bullies during these challenge Cadets to keep
• Personal
few weeks. What was an emotional control.
• Mystery
experience where you felt
threatened or embarrassed by
another Cadet? What did you do
afterward?
Introduce Commendations rules.
RUN THE Generally, each Cadet gets 1
TOURNAMENT Commendation to award another
Cadet upon a loss, and 2 upon a win.
What reputation, if any, would you The tournament can be ran as
have before you got placed in this only narrative and abstract.
Team? Other Cadets may have a There are countless Teams
certain impression of you. among the Armies of Battle
School and it can make for a bit
of book keeping if you go the
detailed route.

You’ve taken a lot of classes during


these first few weeks. What
subjects have stood out to you?

68 69
TIPPING THE SCALES
THE TOURNAMENT A player may choose to spend 3 commendations to tip the
scales and force an opposing Army’s win over another.
Every semester the school invites the Armies to submit This must be declared before dice are rolled. The player
their official Teams into a formal Tournament. These teams is then invited to describe what circumstances produced
face off in weekly matches occurring over 14 weeks. this result, deciding whether it was through their Cadet’s
influence, natural consequences, sabotage, subterfuge,
The following rules for running the tournament are for intimidation, or even the favor of a Proctor.
campaigns looking to dive deeper into the competitive
side of attending the school.

After players have completed their Cadet’s match they


may roll for other Teams for that week to see how they
performed. Pair players up to represent the opposing
Teams. Roll a d6 to see how each Team performs in
combat, re-rolling on ties.

As Teams advance in the tournament they’re able to


modify how they roll. Consult the following chart to know
how a Team should roll in their match ups.

> 1 Win: No additional benefit to roll.


> 2 Wins: If a 1 is rolled they may re-roll
and take the second result.
> 3 Wins: If a 1 or a 2 is rolled, they may
re-roll and take the second result.
> 4 Wins: If a 1, 2 or a 3 is rolled, they
may re-roll and take the second result.

70 71
FRONTIER
COMPENDIUM

72 73
BESTIARY Example: Alien Specimen
This Bestiary is a toolkit for creating unique individuals You haven’t ever seen anything like this. Must be from one
and adding diversity to the challenges in combat. of those drift planets in the Frontier. Might be simulated
by the Battle Room... but best not risk getting close.
All NPCs utilize the Round DC when challenging or
Attacking the players. To create variety, for any notable > Movement - Can move a long distance.
NPCs in an encounter, use one of the adjustments below > Defense - Covered in natural armor. Reduce damage
or create your own. delt to it by 1.
> The Creature is Real - Not simulated. The Proctors
really brought in an alien for Cadets to spar with...
Modifications:
> Attack - Increase the DC of Defense tests to
avoid damage.
> Damage - Increase the Wounds dealt.
> Defense - Decrease the amount of damage taken.
Example: Haywire Droid
Bots are usually predictable. This thing is all over the place.
> Health - Increase the possible number of Wounds Might need to put it out of its misery before it causes too
taken before being dispatched. much trouble for my Team.
> Movement - Alter their form or means of movement.
> Story Changes - Evolving forms, consequences to
> Health - 1 Wound
defeat, and so on.
> Just Won’t Drop - Each turn after it has been
dispatched, roll a d6. On a 1, or a 2, it stays down.
Otherwise it regains 1 Wound. This can only
Example: Bully happen once.
That jerk you met on the shuttle when you first arrived
here won’t leave you alone. They stink, and their hair is
just about as messed up as they are.

> Attack - +1
> Easily Provoked - Any player choosing to use the
Influence action on the Bully to provoke them to
violence it is considered Adept.
> Smells Like Eggs - Attacks made within a short
distance are Unstable.

74 75
ADVANCEMENTS FOUL STENCH
Your lack of cleanliness
MULTI-ATTACK
Cost: 1+ Drive
creates a disorienting aura When you take the Attack
BACK BARRICADE CRUSHING BLOW to those not used to your action, you can attempt to
When you and any allies On a successful melee stench. You may re-roll make multiple Attacks with
within immediate distance Attack, you may spend your Defense against any increasing penalty. Each
go back-to-back, you all gain 1+ Drive: deal additional attacks made towards you additional Attack incurs a
1 free Drive on Defense damage. For each point within a short distance. -2 stacking penalty to the
tests against enemy attacks. spent, increase your damage Attack roll.
by your Brawn.
FURY
BREACHER For every Wound beyond NO STONE
Locks don’t stop you – they DOUBLE-DUTCH
only slow you down. Gain Right after acting with a
1 you take in a round, UNTURNED
increase your damage dealt Gain 1 free Drive on all
1 free Drive on all tests to weapon or piece of gear, by that same amount. For
pick locks and counter basic you can attempt to throw perception or search-based
this calculation, damage actions.
physical security measures. it to an ally within a short resisted by armor counts as
distance of you. Make a damage dealt to you.
CALM UNDER Brawn test – you have a OPPORTUNIST
free Drive for that throw. Whenever an ally
PRESSURE LEAP FROG successfully defends
While Unstable, you do not If an ally moves within a
suffer beyond the first level DRIVEN FOCUS short distance of you, you
against an attack, you may
Gain a bonus to any spend 1 Drive: make an
of Unstable. You will never may make a free Brawn immediate Attack on their
have to re-roll for the worst Defense tests made to Test to help move them a
maintain focus on a task aggressor.
result more than once. short distance further.
equal to your number of
unspent Drives. PARADIGM SHIFT
CLOAK OF MASTER OF FATE On a turn where a Tactical
SHADOWS FAST FEET
When receiving minor Aspect is used, increase
or major consequences your Brains by 1 until the
You consider darkness When you take a move from a failed test, you may end of the following round.
as cover and gain a +2 to action on your turn to choose which consequence
Defense tests made while move a short distance, you you’ll receive from the
within shadows. may spend 1 Drive to go a Consequences table (p80)
long distance instead. instead of rolling.

76 77
PERFECT SHOT
On a successful ranged
SNEAK ATTACK
Attacks made while hidden
STRATAGEMS
Attack, you may spend deal additional damage
1+ Drive: deal additional equal to half of your AIR STRIKE PERFECT TIMING
damage. For each point of unspent Drives. Deal 2 Wounds to enemy Gain a free Drive on
Drive spent, increase your targets not under any Defense tests made
complete cover. this round against
damage by your Brains. STEADY STANCE ranged attacks.
If you haven’t moved during
PEER PRESSURE your turn, gain a +2 bonus to COVER OF NIGHT
When taking the Influence your Defense tests against Any actions made to remain UNTO DEATH
action, reduce the action melee attacks. Lose this hidden or avoid detection Until the end of the round,
modifier by 1. When bonus if you move before this round gain a free Drive any Cadets that would be
resolving your Influence your next turn. when they are attempted. Dispatched do not suffer
test, gain a bonus equal to the effects of Dispatched
your Brains when swaying TINKERER MED-PACK and may perform actions
more than one target. as normal. At the end of the
Gain a +2 bonus to your DELIVERY round, those players become
Attack or damage when Choose a point in the Dispatched, suffering the
RESTFUL using a piece of gear that arena: a medical bot is normal consequences.
PRESENCE you have successfully deployed. Interacting with
There is a unique calmness tinkered with during it on your turn does not
with you. When you or an this encounter. require an action and will
ally within immediate range heal two Wounds.
takes the Recover action,
grant them a free Drive MUNITIONS
when making their Recover
action. When they Recover,
DELIVERY
Choose a point in the
they also regain 1 Drive.
arena: a munitions crate is
deployed. Interacting with
SLINK it on your turn does not
Gain a free Drive on require an action and it will
all tests made to hide refill all uses of 1 piece of
while under the shroud gear per Cadet.
of darkness.

78 79
CONSEQUENCES
D10 MINOR CONSEQUENCE DESCRIPTION D10 MAJOR CONSEQUENCE DESCRIPTION

A weapon or gadget is rendered A weapon or gadget is


1 Disabled Gear unusable until an action is taken 1 Damaged Gear permanently disabled for the
to repair it. remainder of the encounter.

Gain the Unstable condition on one


Lose the benefits of any cover.
2 Bad Positioning
Your Defense tests are +1 DC.
2 Serious Injury type of movement (jumping, climbing,
throwing, etc.).

Your actions are distracting your


Gain the Immobilized condition
3 Distraction Teammates. The next Cadet to act 3 Trapped
until the end of the next round.
does so with -1 to their roll.

You and your nearest ally both gain


Increase the Round DC next
4 Miscommunication
round by 1.
4 Major Miscommunication the Unstable condition on all Brains
rolls until the end of the next round.

You cannot perform any actions until


5 Stunned
the next Planning phase.
5 Morale Drop Lose 2 Drive.

Gain the Unstable 2 condition


6 Overexertion Lose 1 Drive. 6 Blinded
on any test that requires vision.

An item falls out of your hands,


A weapon you are wielding goes
7 Dropped Item detaches from you, or floats out 7 Disarmed
flying, landing a long distance away.
of reach.

An enemy combatant repositions


Gain the Unstable condition until the
8 Emotional
end of the next round.
8 Enemy Reinforcement to support the your opponent and
makes an attack.

You are easily visible from most The situation gets to you. You
vantage points. You gain the gain the Unstable 2 condition
9 Exposed
Unstable condition on Defense
9 Terrified
on any actions that deal directly
rolls this round. with whatever caused this.

You’ve failed to account for your


You have the Unstable condition positioning and made yourself an
10 Reduced Visibility
for your next ranged Attack.
10 Easy Target
easy target. Defend against two
incoming attacks.

80 81
CONDITION DESCRIPTION GEAR STAT RANGE USES EFFECT
An Exposed Cadet is vulnerable to ranged attacks,
Pistol Brains Long Unlimited Damage = Brains
being more than a short distance from any adjacent
Exposed
cover. Exposed Cadets make Defense rolls with the
Unstable condition.
Rifle Brains Very Long 3 Damage = Brains + 1
A Cadet under Partial Cover gains a +2 bonus to
Defense tests against attacks targeting them that
Partial Cover
require a line of sight. For NPCs under Partial Cover,
decrease your Attack rolls by -2. Fists Brawn Immediate Unlimited Damage = Brawn

A Cadet under Complete Cover is Obscured from


ranged attacks opposite the obstruction. If a Cadet Power
Complete Cover Brawn Immediate 3 Damage = Brawn + 1
under Complete Cover chooses to Attack, they must Fists
reposition to Partial Cover.

An Obscured Cadet does not need to make Defense Grappling Covers a long distance,
Either Long 3
tests against direct attacks requiring line of Gun pulls at high speeds.
Obscured sight – they cannot be seen! An NPC or obscured
environmental target cannot be attacked directly by Activate to root yourself
attacks requiring a line of sight. in place, or create minor
Gravity 2 (Recon: propulsion beneath you.
A Stunned Cadet or NPC loses their opportunity to Brawn N/A
Boots recharge 2) You are Adept at any Skill
act until the next Planning phase. Any Defense tests or Defense test involving
Stunned
made while stunned are made with the Unstable manipulating your gravity.
condition.

Something is wrong physically or psychologically,


When you would take more
due to confusion, exhaustion, or a heightened
Duraplate than 1 Wound, expend 1
Unstable emotional state. While Unstable, you re-roll your N/A N/A 3
Armor Use to reduce the Wounds
tests and take the lower result. Higher levels of
taken by 1.
Unstable require additional re-rolls.

Actions needing vision are either impossible or made


Blinded
with the condition Unstable 2.
Any matter within a short
Gravity distance from the Gravity
An immobilized Cadet or NPC cannot make a move Brains Long 2
Immobilized Well Well is pulled toward it,
action on their turn. taking 1 Wound.

An injured Cadet has only 1 or 2 remaining Wounds


Injured
and is considered Unstable.
Activate to completely
A Cadet or NPC that has been Dispatched has no Reaper conceal the wearer from all
Brains N/A 1
Wounds left and cannot perform any actions for the Cloak Attacks that require line of
Dispatched sight for two rounds.
remainder of the scene. At the end of the scene, the
Cadet regains 1 Wound.

82 83
D10 TACTICAL ASPECT: LOCATION GRAVITY D10 TACTICAL ASPECT: HAZARD

1 Abandoned Outpost Low 1 Asteroid Field

2 Asteroid Mining Colony Zero 2 Atmospheric Anomalies

3 Crashed Space Freighter Standard 3 Cloaking Fields

4 Forest Moon Standard 4 Cryogenic Traps

5 Frozen Tundra Standard 5 Electromagnetic Anomalies

6 Interdimensional Rift Zone Zero 6 Energy Shields

7 Oceanic Mining Rig Standard 7 Gravity Wells

8 Orbital Solar Farms Zero 8 Holographic Illusions

9 Underground Bunker High 9 Ion Storms

10 Hangar Bay of a Starship Low 10 Magnetic Fields

11 Derelict Freighter Low 11 Nebula Clouds

12 Mag-Rail Train Standard 12 Mechanical Scavengers

13 Ancient Castle Standard 13 Patrolling Drones

14 Mountain Pass Standard 14 Plasma Vents

15 Black Hole High 15 Quantum Anomalies

16 Ruined Skyscraper Standard 16 Radiation Leaks

17 Overgrown Metropolis Standard 17 Repulsor Fields

18 CryoPrison Standard 18 Solar Flares

19 Planetary Core Mine High 19 Teleportation Pads

20 Space Navy Conflict Zero 20 Unmanned Turrets

84 85
CADET RECORD
DOWNLOADABLE CHARACTER SHEETS AVAILABLE AT

Cadet
ANDREWBEAUMAN.COM

Player

Record
cadet Name and Type

is a Cadet
Fist Rifle
Stat: Brawn Stat: Brains
Range: Immediate Range: Immediate
Damage: Brawn Score Damage: Brains Score + 1
CADET STATS Uses: Infinite Uses: 3
Abilities +Advancements
Brawn Brains

Pistol Power Fist


Wounds
Stat: Brains Stat: Brawn
Range: Long Range: Immediate
d6

Damage: Brains Score Damage: Brawn Score + 1


Uses: Infinite Uses: 3

drive

Duraplate Armor Grappling Gun


d6

Effect: When you would take Stat: Either


skills more than 1 Wound, expend Range: Long
1 Use to reduce the Effect: Climb or Pull
Adept = Uses: 3
Wounds taken by 1.

Gravity Boots
Stat: Brawn
Effect: Root or Propel Self. Considered Adept vs. forced movement.
Uses: 2. Activate as a reaction. Recharge as a Recon Action.

Gravity Well
Stat: Brains
Range: Long
Effect: Any matter within a short distance from where the it is thrown is
pulled toward it and takes 1 point of damage.
Uses: 2

Reaper Cloak
Stat: Brains
Effect: Upon activation, the reaper cloak can completely conceal the
Cadet from all attacks that require line of sight for the entirety of
this round and next.
Uses: 2. Recharge as a Recon Action.
TOUCHSTONES DISCLAIMER
To better understand and appreciate the world It is important to emphasize that this game does
and gameplay of Battle School, here are some key not endorse or promote any of the negative themes
touchstones that have influenced its design and can it explores, including violence, violence against
serve as inspiration. children, war, capitalism, megacorporations, or
xenophobia. These elements are included to create
a compelling narrative and provoke thoughtful
Film/TV discussion, not to glorify or support them.
The Expanse
Battlestar Galactica
This game is not for fascists, those who indulge in or
Stranger Things
Altered Carbon promote graphic violence against children, or anyone
who supports a worldview where war and violence
are considered acceptable solutions to problems.
Books It is also not intended for individuals who advocate for
Ender’s Game by Orson Scott Card or support xenophobia, discrimination, or any form of
Red Rising by Pierce Brown hatred.
Foundation by Isaac Asimov
Ready Player One by Ernest Cline
The purpose of this game is to provide a platform for
storytelling, strategy, and creative thinking within a
Games fictional context. Players are encouraged to engage
Cypher System by Monte Cook Games critically with the themes presented, reflect on their
Blades in the Dark by John Harper implications, and consider the moral and ethical
Destiny 2 by Bungie dimensions of their in-game decisions.
Kill Team by Games Workshop

88 89
90 91
THANK YOU
Thank you to you: the reader, the GM, the Player
who takes the time to read through this book. I
hope you have amazing games full of teamwork and
wonderful stories. Build something beautiful together.
Welcome to battle
School, cadet
In this team-based RPG for 3-5 players and 1 Game Master, you’ll take
on the role of young cadets— ages 8-13, who have been sent to a
military academy in space. Your skills will be pushed to the limit as you
and your team face the challenge of an ever-changing battle room.

Battle School introduces the Entwine RPG system, featuring a unique


collaborative mechanic where the difficulty of all tasks is determined by
your team’s plan of attack.

A dynamic system for generating combat encounters allows for zero-prep


for one shots, while the tournament tests those who would brave a
campaign of 5-12 sessions.

Are you ready to prove yourself a worthy teammate in the Battle Room?

ISBN 978-1-959956-54-9

For new and seasoned players alike.


Ages 10 and up.
andrewbeauman.com
© 2024 Andrew Beauman

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