Battle School
Battle School
School
     A TEAM-BASED TTRPG
                            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.
    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.
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.
                             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
                  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
                 14                                                                    15
SCRAPPY   1
          2
              Brains
              Brawn
                             6
                             4
                                     Scrappy
Wounds
                                   Drive
                                                         Suggested Skills
                                                         Generalist (Choose 5 to be Skilled in)
                                                         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
                                                       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)
                                                     Starting Abilities
                                 Socially adept.
                                                     INSPIRING WORDS (ACTION: +4)
                                                     Restore a point of Drive to each other Team members
                                                     through encouragement and inspiration.
                 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.
                            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.
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.
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.
                            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.
                            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.”
                                                               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!
           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.
                              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.
                             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.
                             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.
                                   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).
                               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.
                              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.
                             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.
                                       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.
                           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
                                   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.
                              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
                 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.
                           82                                                                              83
D10   TACTICAL ASPECT: LOCATION     GRAVITY    D10   TACTICAL ASPECT: HAZARD
                        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
drive
                                                                                             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.
Are you ready to prove yourself a worthy teammate in the Battle Room?
ISBN 978-1-959956-54-9