Section 2 // Missions, Uptime & Downtime

Skills & Narrative Play

Skill Checks · Triggers · Downtime · Pilot Rules · Mission Structure
Core Mechanic

The Roll

Roll 1d20 and add modifiers. Target number is 10. On 10+: success. On 9 or less: failure and consequences.

You don't need a trigger to roll — you can always roll 1d20 with no bonus. Only roll when there are real consequences for failure.

When to Roll

Only in tense situations where failure matters: bar fights, infiltration, hacking, negotiation, dangerous travel, picking pockets. Don't roll for mundane tasks — pilots succeed automatically at things within their background unless something genuinely complicates it.

Modifiers

Accuracy (+1d6): Roll an extra d6, add the highest to your d20.

Difficulty (+1d6): Roll an extra d6, subtract the highest from your d20.

Accuracy and Difficulty cancel out 1:1. Sources: triggers, backgrounds, mech skills (for mech actions), teamwork, and GM judgment.

Teamwork

When others assist, only one pilot rolls. The roller gains +1 Accuracy regardless of how many help. However, all helpers suffer the consequences of failure.

Difficulty Levels
Normal
No modifier. Roll 1d20, succeed on 10+. Standard for most actions.
Difficult
+1 Difficulty. The task is harder than normal — heavy guards, extreme conditions, etc.
Risky
Consequences apply even on success unless you roll 20+. The action still succeeds on 10+, but something bad also happens on anything under 20.
Heroic
Success only on 20+. Near-impossible feats. Consequences still apply on any result under 20. Can also be Difficult on top of Heroic.
Outcomes
9 or less
Failure. You do not accomplish your goal and suffer the established consequences. Cannot retry under the same circumstances.
10–19
Success. You accomplish your goal. On a Risky roll, you also suffer consequences.
20+
Full success. You accomplish your goal with no complications. On a Risky roll, 20+ is the only way to avoid consequences entirely.
Risky <20
Success with consequences. 10–19 on a Risky roll still accomplishes the goal — but something bad also happens.
Pushing It & Trying Again

Trying Again

A failed check cannot be retried under the same circumstances. Circumstances must change: time passes, new equipment, different approach, or outside help.

Pushing It

On a non-Risky failure, you may retry immediately — but it automatically becomes Risky. If already Risky, can't push further (unless GM allows, making it Heroic). Heroic checks cannot be pushed.

Player Initiative

In narrative play, players always act first. The GM cannot ask for a roll until prompted by player action. If players stall, they hand initiative to the GM who may advance the story without them.

Skill Challenges

For group objectives, everyone involved rolls. More successes than failures = success. More failures = failure. Tie: flip a coin. Extended challenges use multiple rounds; majority must succeed.

Consequences (must be declared before the roll)
Harm
Physical damage. Minor 1–2, Major 3–5, Lethal 6+. Only applies when narratively justified.
Time
The action takes much longer than expected. Delay cascades into other problems.
Resources
Something is used up, lost, or exhausted — ammo, a map, a social favor, political capital.
Collateral
Someone or something other than you takes harm — a bystander, an ally, an organization.
Position
You end up in a worse tactical or social position — in the line of fire, in the bad graces of a powerful figure.
Effect
Your action is less effective than intended — you wound instead of kill, the door only partially opens.
Combat in Narrative Play

No Turns or Attack Rolls

Combat uses skill checks, not tactical turns. The whole fight may resolve in a few rolls. NPCs don't act independently — their behavior is driven by player roll outcomes. If no mechs are involved, always resolve narratively.

NPC Resilience

Don't track NPC HP. If the goal is "kill the guard" and you succeed, the guard dies. If the NPC is especially tough, the GM makes the roll Difficult or Risky, or demands a different approach.

Retrying in Combat

Failed combat checks can't be retried until circumstances change. Failed to knock someone out? Change your approach: grab a barstool, get help, change position.

How Triggers Work

Starting Triggers

At LL0, choose 4 triggers at +2 each. Each level up: add +2 to an existing trigger or take a new trigger at +2. Maximum value: +6.

Using Triggers

When your action matches a trigger, add its value to your 1d20 roll. Your GM can also invoke your background to add +1 Accuracy or +1 Difficulty to relevant rolls.

Custom Triggers

With GM approval, write your own. Custom triggers can be more specific than examples (e.g., "Kill in Cold Blood") but never more general. Must describe specific circumstances or actions.

All Standard Triggers
Act Unseen or Unheard
Get somewhere or do something without detection: hide, sneak, infiltrate while avoiding patrols/cameras, sleight of hand, pick pockets, cheat at cards, wear a disguise. Not necessarily fast.
Apply Fists to Faces
Open, brutal unarmed combat — fist fights, martial arts duels, massive brawls. Never subtle, clean, or quiet.
Assault
Direct and overt combat: fight through a building of mercenaries, trade shots across trenches, board a ship in microgravity, engage in smoking urban rubble. Loud, direct action.
Blow Something Up
Use explosives, weapons, or sheer force to totally wreck something or turn it into a fireball.
Charm
Convince using leverage (money, power, personal benefit): smooth-talk past guards, sway benefactors, mediate disputes, talk someone down, blatantly lie, impersonate someone.
Get a Hold of Something
Acquire allies, assets, or connections through wealth or social influence; obtain information, food, materials, soldiers.
Get Somewhere Quickly
Move fast without complications: climb, drive, pilot, swim, acrobatics, dangerous shortcuts, fall safely, zero-g, chase or flee, outpace a target.
Hack or Fix
Repair or wreck/disable/hack a device or system. Access electronic locks, computer systems, omninet servers, secure networks. Sabotage equipment.
Invent or Create
Design or build something using tools and supplies, on the fly or over time. Create new devices, tools, or novel approaches to problems.
Investigate
Research, study, or analyze: learn historical subjects, investigate mysteries, solve puzzles, locate a person or object through detective work.
Lead or Inspire
Give inspiring speeches, motivate groups, efficiently administer organizations, command soldiers in battle — maybe an entire army.
Patch
Medical work: bandage wounds, staunch bleeding, suture, cauterize, neutralize poison, resuscitate. Diagnose disease, pathogens, symptoms.
Pull Rank
Use authority — military or otherwise — to get information, resources, or aid from subordinates, sometimes against their will. Coercion backed by rank.
Read a Situation
Find subtext, motives, or threats: read someone's true motivations, learn who's really in charge, sense who's about to act rashly, detect lies.
Show Off
Flashy, impressive feats: shoot a tiny target, shoot someone's hat off, throw a gun to knock someone out, acrobatic sword flourishes, pin a fleeing target with a thrown spear.
Spot
Notice hidden or difficult-to-see things: ambushes, hidden compartments, disguised individuals; spy on targets at distance; track people or vehicles.
Stay Cool
Precision or concentration under pressure: pick a lock while under fire, carefully disarm an explosive, unjam a weapon in a firefight.
Survive
Endure harsh environments: vacuum, tundra, pirate enclaves, crime-ridden colonies, wilderness, deserts. Includes navigation and avoiding natural hazards.
Take Control
Use force or presence to take control of something concrete (a gun, a keycard) or a situation (forcing people to calm down or stop).
Take Someone Out
Kill or disable someone quickly and quietly — or from a distance before they notice you. Sniper shots, nerve pinches, gun duels, dropping from ceilings.
Threaten
Use force, threats, blackmail, or leverage to make someone do what you want. Name the demand and the consequence. There's probably no repairing the relationship afterward.
Word on the Street
Gather gossip, news, hearsay from the streets or a particular social scene. Eavesdrop, ask around, tap into local rumor networks.
Overview

What Mech Skills Are

Four stats from +0 to +6 used instead of triggers when making skill checks that directly utilize a mech. Also used in mech combat for saves, and provide direct mech stat bonuses when building.

Starting Points

At LL0 you get 2 mech skill points to distribute (both in one skill for +2, or split +1 each). Each level up grants +1 additional point. Maximum: +6 per skill.

Mech Stat Bonuses

  • HULL: +2 HP/pt, +1 Repair Cap/2pt
  • AGILITY: +1 Evasion/pt, +1 Speed/2pt
  • SYSTEMS: +1 Tech Atk & E-Def/pt, +1 SP/2pt
  • ENGINEERING: +1 Heat Cap/pt, +1 limited use/2pt
The Four Mech Skills
HULL
+2 HP/pt · +1 Repair Cap/2pt
Your ability to build and pilot durable, structurally sound mechs that can take punishment and keep fighting.
Roll Hull when: Smashing through obstacles, vehicles, or buildings; lifting/dragging/hurling enormous weight; grappling mechs or mech-sized creatures; resisting massive force; staying upright in cataclysmic weather.
AGILITY
+1 Evasion/pt · +1 Speed/2pt
Your ability to build and pilot fast, evasive mechs that can outmaneuver threats.
Roll Agility when: Chasing, pursuing, or fleeing at incredible speed; performing acrobatics; hiding or moving silently; feats of fine manual dexterity; dodging danger.
SYSTEMS
+1 Tech Atk & E-Def/pt · +1 SP/2pt
Your ability to build and pilot mechs with advanced electronic warfare and tech capabilities.
Roll Systems when: Infiltrating hardened electronic systems; boosting/suppressing signals; engaging in e-war; scanning/analyzing information; interacting with electronic life forms; analyzing unfamiliar systems.
ENGINEERING
+1 Heat Cap/pt · +1 Limited use/2pt
Your ability to build and pilot mechs with effective reactors and endurance under extreme conditions.
Roll Engineering when: Pushing your mech past its limits; withstanding heat, cold, void, or radiation; keeping your mech running far past its breaking point; traveling safely through hazardous conditions; conserving ammo, power, and resources.
Downtime Overview

What is Downtime?

Time between missions. Two parts: Downtime Actions (structured, with rolls) and Freeform Play (open roleplay, no rules required). There's always at least some downtime between missions, even if just a few hours.

How Many Actions?

Usually one downtime action per downtime period. Long downtimes may allow two. Short downtimes (under siege, etc.) still allow at least one. Triggers can be used on downtime rolls.

Outcomes & Reserves

Downtime actions have three specific outcomes: 9 or less, 10–19, and 20+. Many generate RESERVES — advantages that last only for the next mission.

All Downtime Actions
Power at a Cost
Name what you want. You can get it — but the GM chooses 1 or 2 complications. No roll required. Good for outlandish requests.
GM picks 1–2: Takes much more time · Very risky · Must give something up · Pisses off someone important · Goes wildly off-plan · Needs more info · Will fall apart soon · Needs more resources · Gets you something lesser
Buy Some Time
Stave off a reckoning, extend an opportunity, or buy breathing room. Bought time can become RESERVES.
9−Can only buy a little time if drastic measures are taken right now. Otherwise the threat catches up.
10–19Buy enough time but situation becomes precarious. Same result next time = treat as 9−.
20+Buy as much time as needed until next downtime. Same result next time = treat as 10–19.
Gather Information
Investigate a subject — research, follow leads, track a target, go undercover. Information can become RESERVES.
9−Choose: get what you want but it causes immediate trouble, or get out now and learn nothing.
10–19Find it, but choose one: leave evidence, or implicate someone innocent to avoid attention.
20+Get what you're looking for with no complications.
Get a Damn Drink
Blow off steam, carouse, make connections, collect gossip, forge a reputation. Requires somewhere to actually drink.
9−Wake up in a gutter with only one of: your dignity / all possessions / your memory.
10–19Gain one, lose one: a good reputation / a friend or connection / a useful item or info / a convenient opportunity.
20+Gain two from the list as RESERVES and don't lose anything.
Get Creative
Build or invent something physical or software. Finished product can become RESERVES. Doesn't have to be from the gear list.
9−No progress. Same result next time = treat as 10–19.
10–19Progress but not finished. Finish next downtime without rolling, but choose two things needed: quality materials / specific knowledge / specialized tools / good workspace.
20+Finish before next mission. If especially complex, treat as 10–19 but choose only one.
Get Focused
Practice, train, meditate, or study a non-martial skill or subject. Results in a new trigger or improved trigger value.
GM gives you a new +2 trigger based on what you practiced (e.g., "+2 Playing Chess"). Can also improve an existing trigger: +2→+4 or +4→+6.
Get Connected
Make connections, call in favors, drum up support. Must be in comms range or face-to-face. Aid becomes RESERVES.
9−Contact will help, but you must fulfill a promise right now. Don't, and they won't help.
10–19Contact will help, but fulfill a promise afterward. Fail = treated as 9− next time.
20+Contact helps no strings attached. Next same result treated as 10–19.
Get Organized
Start or improve an organization. Choose a FOCUS and distribute starting stats between Efficiency and Influence (+2 total, max +6). Roll every downtime to maintain it.
9−Choose: lose 2 Efficiency and 2 Influence, or organization must pay debts or make aggressive move.
10–19Organization stable. Gain +2 Efficiency or Influence (max 6).
20+Gain +2 Efficiency and +2 Influence (max 6 each).
Scrounge and Barter
Hunt for gear or assets through scrapyards, rumors, or local markets. Must be something physical. Can become RESERVES.
9−Get it, but choose one: it's illicit and dangerous / paid significantly more than expected / it's broken or malfunctioning.
10–19Get what you want with some delay or minor complication.
20+Get exactly what you want without complications.
What are Reserves?

Definition

Anything held as an advantage for the next mission — supplies, gear, support, allies, information. Established before the mission starts. No fixed rules — GM agreement is all that's required.

Duration

Reserves last for one mission only. Once that mission ends, they're gone. The GM can also grant reserves mid-mission when narratively appropriate.

Flexibility

The tables below are examples and inspiration. Your reserves don't have to match any list — if it's plausible and the GM agrees, it counts.

Resources
ReserveWhat It Provides
AccessA keycard, invite, bribes, or insider access to a particular location.
BackingUseful leverage through political support from a powerful figure.
SuppliesGear allowing easy crossing of a hazardous or hostile area.
DisguiseAn effective cover identity, allowing uncontested access to a location.
DiversionA distraction providing time to act without fear of consequence.
BlackmailSensitive information concerning a particular person.
ReputationA good name in the mission area; positive first impressions with locals.
Safe HarborGuaranteed safety for meeting, planning, or recuperating.
TrackingDetails on the location of important objects or people.
KnowledgeUnderstanding of local history, customs, culture, or etiquette.
Mech Equipment & Gear
ReserveWhat It Provides
AmmoExtra uses (+1 or +2) of a limited weapon or system.
Rented GearTemporary access to a new weapon or piece of mech gear.
Extra RepairsSupplies giving a mech +2 Repair Cap for the mission.
CORE BatteryAn extra charge allowing a second use of your mech's CORE SYSTEM.
Deployable ShieldSingle-use SIZE 1 deployable granting soft cover in BURST 2 radius.
Redundant RepairAbility to STABILIZE as a free action once per mission.
Systems Reinforcement+1 Accuracy to one mech skill (HULL/AGILITY/SYSTEMS/ENGINEERING) for the mission.
Smart AmmoAll weapons of your choice fire as SMART for the mission's duration.
Boosted ServosImmunity to the SLOWED condition for the mission.
Jump JetsYour mech can FLY when moving this mission, but must end movement on land.
Tactical Advantages
ReserveWhat It Provides
ScoutingDetailed intel on enemy mechs and threats: number, type, statistics.
VehicleUse of a transport vehicle or starship for the mission duration.
ReinforcementsAbility to call in a friendly NPC mech (tier 1–3) once per mission.
Environmental ShieldingEquipment to ignore a particular battlefield hazard (extreme heat, cold, etc).
Accuracy BonusTraining providing +1 Accuracy to a particular mech skill or action for the mission.
BombardmentCall in artillery or orbital strike once per mission (Full Action, RANGE 30, BLAST 2, 3d6 explosive).
Extended HarnessCarry an extra pilot weapon and two extra pieces of pilot gear.
AmbushIntel allowing you to choose exactly where the next battle takes place, including terrain layout.
Orbital DropAbility to start the mission by dropping from orbit into a fortified or hard-to-reach location.
NHP AssistantAn NHP controlled by the GM that can give tactical advice on the current situation.
Pilot Statistics
6+GRITHP
½Size
10Evasion
10E-Defense
4Speed
0–2Armor
GRIT = half your LL rounded up. Added to pilot HP, mech HP, SP, attack rolls, and Save Target. First GRIT arrives at LL1. Armor (0, 1, or 2) subtracts from damage taken unless AP or from dramatic sources (falls, lava, vacuum).
Damage Levels

Minor Damage (1–2)

Small arms fire, stabs, punches, thrown rocks. Common consequence of low-stakes failed checks.

Major Damage (3–5)

Assault and heavy weapons, long falls, toxic gas, exposure to vacuum. Serious but survivable.

Lethal Damage (6+)

Catastrophic: a mech falling on you, mech-scale weapons, a grenade at point-blank. Usually fatal without significant luck.

Down and Out
When a pilot reaches 0 HP, roll 1d6:
6
Close call. Return to 1 HP — shrug it off or narrowly escape.
2–5
DOWN AND OUT + STUNNED. Unconscious or incapacitated at 0 HP. Evasion drops to 5 in mech combat. Any further damage kills immediately. Player may choose death instead.
1
Dead. Pilot dies immediately.
Recovery

1 Hour Rest

Regain half maximum HP. If DOWN AND OUT, recover consciousness.

10+ Hours (Full Repair)

Regain all HP. Full mech repair. Clears all conditions, statuses, and resets Overcharge counter.

Backgrounds
Invoking a Background: Outside combat, you or the GM can invoke your pilot's background to receive +1 Accuracy or +1 Difficulty on a relevant skill check. If there's disagreement, the other players (excluding you and the GM) decide.
Celebrity
Charm · Pull Rank · Lead or Inspire · Threaten
Colonist
Word on the Street · Spot · Survive · Patch
Criminal
Act Unseen · Charm · Take Someone Out · Get a Hold of Something
Far-Field Team
Survive · Investigate · Spot · Charm
Hacker
Hack or Fix · Act Unseen · Investigate · Stay Cool
Mechanic
Hack or Fix · Invent or Create · Stay Cool · Blow Something Up
Medic
Patch · Stay Cool · Investigate · Word on the Street
Mercenary
Assault · Take Someone Out · Get a Hold of Something · Survive
NHP Specialist
Hack or Fix · Investigate · Read a Situation · Stay Cool
Noble
Charm · Pull Rank · Get a Hold of Something · Lead or Inspire
Outlaw
Act Unseen · Take Someone Out · Threaten · Survive
Penal Colonist
Survive · Assault · Apply Fists to Faces · Take Control
Priest
Lead or Inspire · Charm · Read a Situation · Word on the Street
Scientist
Investigate · Invent or Create · Hack or Fix · Read a Situation
Soldier
Assault · Stay Cool · Spot · Take Someone Out
Spaceborn
Get Somewhere Quickly · Hack or Fix · Survive · Stay Cool
Spec Ops
Act Unseen · Take Someone Out · Stay Cool · Assault
Supersoldier
Assault · Apply Fists to Faces · Take Control · Threaten
Starship Pilot
Get Somewhere Quickly · Stay Cool · Read a Situation · Spot
Worker
Hack or Fix · Invent or Create · Survive · Get a Hold of Something
Pilot Gear
Before a mission, pilots choose gear from the gear list. Standard loadout: 1 piece of armor, up to 2 weapons, and up to 3 other pieces of gear. Access depends on what's available in the field — trading, bartering, and acquiring mid-mission is possible through the narrative.
The Five Stages

1. Briefing

Establish the mission goal and stakes — what success and failure look like. Best framed as a question: "Will we save the colony before the Iron Tigers arrive?" Both goal and stakes can shift mid-mission.

2. Preparation

Choose your mechs and gear. Not necessarily final — opportunities may arise to change gear mid-mission — but establishes starting resources. Each pilot: one mech, armor, up to 2 weapons, up to 3 gear.

3. Reserves

Establish Reserves being brought on the mission. Must be done before play begins — prevents mid-mission disputes about who has access to what.

4. Boots on the Ground

Play cuts immediately to pilots arriving on scene. No planning montages. The GM describes the situation and you respond. Doesn't have to be combat — could be approaching a checkpoint, creeping toward a facility at night, or walking into an event as something goes wrong.

5. Debrief

After the mission: level up (all characters advance one LL) and optionally talk about it (what worked, notable moments, feedback for the GM). Be respectful — every session might be someone's first.

Narrative vs. Mech Combat

Narrative Play

Freeform. Players always have initiative — the GM can't ask for a roll until prompted by player action. NPCs don't take independent actions; their behavior is driven entirely by player roll outcomes.

Mech Combat

Turn-based, tactical. HP is tracked precisely, NPCs act independently on initiative, attack rolls are made per attack. Switching is as simple as the GM declaring it on and drawing a map.

Switching Modes

Move between modes freely. A fight that starts as a narrative skill check can escalate into full mech combat if mechs become involved. Small on-foot fights without mechs should almost always stay narrative.