//  OT_TABLETOP // SOLO_MODULES // v1 // ALIGNED_WITH_SOLO_v5 // CORE_v7   //  ABERRANT HUNT // BROKEN WIRE // FEAR NONE // WEIGHT OF STAYING   //  ROLL THE CONTRACT // HUNT THE SPECIMEN // RUN THE WIRE // STAY   //  TERRA_CONFLICTUS // 2066   //  OT_TABLETOP // SOLO_MODULES // v1 // ALIGNED_WITH_SOLO_v5 // CORE_v7   //  ABERRANT HUNT // BROKEN WIRE // FEAR NONE // WEIGHT OF STAYING   //  ROLL THE CONTRACT // HUNT THE SPECIMEN // RUN THE WIRE // STAY   //  TERRA_CONFLICTUS // 2066
v1 // OT_TABLETOP // SOLO_MODULES
// OPERATOR_TACTICS

SOLO MODULES

// FOUR OPERATIONS. ONE PLAYER. NO GM. // HUNT. INFILTRATE. CHOOSE. STAY.
TERRA_CONFLICTUS // 2066 // SOLO_MODULE_COLLECTION

What This Book Is

Four solo modules for Operator Tactics. Each one is a complete operation built on the OT Solo Rules. You need the Solo Rules and the Core Book. Everything else is in here.

Aberrant Hunt

Solo 1 Operator
Standalone hunt generator. Roll the contract, build the terrain, deploy the specimen, play. No campaign required. Chain hunts if you want persistent stakes.

Broken Wire

Solo 4 Operators
Three-scenario squad campaign. A distress signal that turns out to be bait. Investigation under fire. 18 campaign tokens carry your choices forward.

Fear None

Solo 1 Operator
Three-scenario single-operator campaign. You hunt the son of the man who killed your partner. The Ghost Marker tracks how far you go.

Weight of Staying

Solo 1 Operator
Open-ended settlement sandbox. A retiring gene-forged bear returns to the town that hasn't decided whether to forgive him. Shift-based law enforcement. Five story engines.

How to Use This Book

Each module is self-contained. Pick one, read it, play it. Aberrant Hunt generates one-shot hunts you can play in an hour. Broken Wire and Fear None are three-session campaigns. Weight of Staying is an open-ended sandbox that runs as long as you want it to.

All four modules use the SITREP oracle, Enemy AI Protocol, Event Phase, and Five-Zone Method from the Solo Rules. When a module overrides a Solo Rule, the module tells you. Module wins.

Contents

  1. Module I · Aberrant Hunt
  2. 1What This Is
  3. 2The Hunt Generator
  4. 3The Specimen
  5. 4Hunt Environment
  6. 5The Competition
  7. 6Hunt Complication
  8. 7Your Handler
  9. 8Deployment
  10. 9Encounter Resolution
  11. 10Hunt Events
  12. 11Contract Payout
  13. 12Specimen Field Guide
  14. 13Quick Reference
  15. Module II · Broken Wire
  16. 14Campaign Overview
  17. 15Campaign Rules
  18. 16Scenario 1: The Relay Station
  19. 17Scenario 2: The Convoy
  20. 18Scenario 3: The Bunker
  21. 19Campaign Tokens
  22. Module III · Fear None
  23. 20Campaign Overview
  24. 21The Ghost Marker
  25. 22The Three Operators
  26. 23Scenario 1: Last Known Address
  27. 24Scenario 2: Open City
  28. 25Scenario 3: Fear None
  29. 26NPC Roster
  30. 27Campaign Outcomes
  31. Module IV · Weight of Staying
  32. 28Campaign Overview
  33. 29Kael Dragomir
  34. 30The Drift Clock
  35. 31Salter's Landing
  36. 32Story Engines
  37. 33The Shift Loop
  38. 34NPCs
  39. 35Mission Seeds
  40. 36Downtime Actions
// ROLL THE CONTRACT // HUNT THE SPECIMEN // SURVIVE THE FIELD //
// MODULE_I // SOLO // 1 OPERATOR
ABERRANT HUNT

1 · What This Is

The hunt teaches you what the briefing couldn't. The specimen teaches you what the hunt wouldn't. — Kestrel, Field Log 447

You are a freelance hunter on contract to the Bureau of Anomalous Field Observations. You track aberrant specimens. You get paid by the kill, the capture, or the data. BAFO gives you a handler, an intel package, and a location. They do not give you the full picture. They never do.

This module generates standalone hunts for a single operator. Each hunt is a one-shot: roll up the contract, build the terrain, deploy the specimen, play. No campaign required. Chain hunts into an ongoing career if you want persistent stakes, but every contract stands alone.

You need the OT Solo Rules (SITREP oracle, Enemy AI Protocol, Five-Zone Method, Heat Track) and the Core Rules for combat resolution. This module replaces the standard Mission Builder with hunt-specific generators.

This is not an exploration sandbox. It is a hunt. Something is out there. You find it before it finds you, or you don't. The terrain is hostile. The specimen is worse. The other hunters are worst of all.

Module Format

Players: 1   Operators: 1   Length: 60–90 minutes per hunt   Structure: Standalone one-shots, chainable into career

Set the Scene Your handler's voice cuts through static. Coordinates locked. The contract is live. You check your kit one last time -- sidearm, field tap, resonance shielding if you are lucky, nothing but nerve if you are not. The shuttle drops you at the edge of the zone. From here, you walk. The specimen is already in the terrain. It has been there longer than you have been alive. You are the variable. Act accordingly.
Under the System

The Hunt Generator replaces the standard Mission Builder. Seven rolls produce a complete scenario: contract type, specimen, environment, competition, complication, handler, and alert state. Each roll constrains the next. By the end you have something no designer wrote -- a situation that exists because the dice said so. That is the point. The generator builds hunts you did not plan for, and your operator survives them or does not.

Haecceity: the Feel of the Hunt

A hunt is not a firefight with a different enemy. A hunt is patience interrupted by violence. Your operator spends three zones tracking, reading terrain, managing position. Then the specimen activates and the board changes in a single Threat Phase. The tables generate texture -- a wounded specimen that learned from its last fight, a handler who went dark, a rival team that wants your kill. These are not complications bolted on. They are the hunt. Without them, you are shooting a statblock. With them, you are alone in hostile terrain with something that does not think like a person.

2 · The Hunt Generator

Roll the contract. Read the briefing. Set the table. Hunt.

Run through Steps 1–7 in order. Each step produces one element. By the end, you have a complete scenario on an index card.

Step 1: Contract Type

Roll D6. This is what BAFO is paying you for.

D6ContractPayout TierNotes
1Kill OrderStandardConfirmed kill. Bring proof.
2Live CapturePrioritySpecimen alive. Containment gear provided.
3Data RecoveryStandardDocument and record. No engagement unless provoked.
4Specimen EscortPriorityTransport live specimen to extraction. It does not want to go.
5Site PurgeBlack OpsLumicite installation breach. Eliminate all anomalous activity.
6Handler's ChoiceRoll againBAFO withholds details. Roll contract again at Step 5.

3 · The Specimen

Roll D10 for type. Then D6 for combat tier. Then D8 for aberrant ability. Every specimen gets all three.

Specimen Type (D10)

D10ClassificationSignatureHabitat
1Type-3 Environmental IntegratorFused with root-mass, stone, or soil. Body is the terrain.Jungle, cave, ruin
2Type-3 Environmental IntegratorAquifer integration. Moves through groundwater.Wetland, flooded zone, underground
3Type-4 Aquatic MimeticIs the water. Mimics voice and memory.Coast, submerged district, river
4Type-4 Aquatic MimeticIce-variant. Freezes prey from inside.Arctic, glacier, cold-water port
5Type-7 Vocal PredatorInfrasound attack. Organ damage at range.Steppe, open terrain, mountain pass
6Type-7 Vocal PredatorLearned speech. Uses victim voices as lure.Urban ruin, transit corridor
7Type-9 Cognitive ParasiteOperates through reflections and recursive thought.Installation, sealed facility, mirror-heavy interior
8Type-9 Cognitive ParasiteShadow-variant. Replaces consciousness with inverted copy.Underground, low-light zone, archive
9Lumicite Resonance EntityNot biological. Proto-consciousness from energy substrate.Active installation, resonance drift zone
10UnclassifiedDoes not match existing taxonomy. Roll two abilities.Roll D8 on Environment table

Combat Tier (D6)

D6TierFWMWNotes
1–2Grunt20Young specimen. Reactive. No MW conversion.
3–4Soldier31Mature specimen. Territorial.
5Veteran32Alpha. Has survived prior hunts.
6Heavy32+1 AR. Apex predator. Treat with extreme caution.

Aberrant Ability (D8)

D8AbilityEffect
1Resonance ScreamOnce per round: all operators within 8″ roll GUTS 4+. Fail: lose 1 action next activation.
2Environmental MergeCounts as heavy cover in its habitat type. Cannot be targeted by Shoot while merged. Requires OPINT 4+ Field Read to locate.
3Voice LureMimics distress call. SITREP (Unlikely) to resist. Fail: operator moves D6″ toward specimen on its activation.
4Cognitive BleedOperators within 6″ at end of round: SITREP (Even). No result = one action wasted on false target next activation.
5Template RegressionFirst MW upgrades its tier by one step. Grunt becomes Soldier. Heavy gains +1 to all rolls.
6Lumicite PulseOnce per mission: 12″ radius. All electronics and comms fail for 1 round. Fog of War rules apply even in daylight.
7Adaptive HideFirst hit each round is absorbed (Shielded). After absorbing, +1 to next attack.
8Fracture EchoOn removal: SITREP (Even). Yes = specimen fragments into two Grunt-tier copies with no aberrant ability. The hunt continues.

4 · Hunt Environment

Roll D8 for region, D6 for terrain complication. These set the Five-Zone layout.

Region (D8)

D8RegionFaction PresenceField Texture
1Amazonian MetroplexSCA terraforming opsCanopy cover, engineered root-mass, heat index 50+, predator-silence at dawn
2Flooded LondonNAF maritime patrolsSubmerged transit, tidal corridors, bioluminescent algae, constant damp
3Nordics Arcology Sub-LevelsEO security, gene-smith clinicsMaintenance corridors, geothermal hum, artificial lighting, recycled air
4Eurasian Contested ZoneEO/PCU border frictionOpen steppe, frozen ground, wind-scour, no cover for kilometers
5Saharan Dead ZonePCU perimeter, Void Walker activityIrradiated sand, buried installations, heat shimmer, zero water
6Congo Basin PreserveSCA research stationsOld-growth canopy, river network, indigenous populations, colonial-era ruins
7Neo-Tokyo UndercityPRC commercial zones aboveNeon drainage, surveillance drone harmonics, population density, vertical terrain
8IPFZ Research StationNo faction. Neutral ground.Pre-Upheaval architecture, sealed corridors, Lumicite resonance, total isolation

Terrain Complication (D6)

D6FeatureEffect
1Resonance Drift ZoneActive Lumicite radiation. Gene-forged roll GUTS 4+ at end of each round or take 1 FW. Baselines unaffected.
2Collapsed InfrastructureD3 zones have difficult terrain. Climbing required between zones. Extraction zone blocked until cleared (1 action, TACT 4+).
3Hostile WeatherVisibility 12″. Shoot beyond 12″ at −1. Wind noise masks movement (Stealth +1).
4Civilian Presence2D6 non-combatants scattered across zones. Collateral triggers Heat +2. Specimen uses them as cover.
5Contested GroundFaction patrol (D3+1 Soldiers) already on site. Not hostile unless provoked. Will engage specimen independently. May claim the kill.
6Deep Installation AccessOne zone contains sealed Lumicite installation. Specimen is drawn to it. If specimen reaches it, upgrade tier by one step and add Lumicite Pulse.

5 · The Competition

Roll D8. You are not the only one hunting. Sometimes the competition is more dangerous than the specimen.

D8RivalCompositionBehavior
1–2No CompetitionClean hunt. Enjoy it.
3Freelance Solo1 Veteran operatorSame contract. Arrives D3 rounds after you. Shoots first, files later.
4Apex Predators2 Soldiers + 1 VeteranElite trophy crew. Gene-forged heavy stock. They want the kill for prestige. Will sabotage your approach.
5Menagerie1 Soldier + 1 TechBlack-market live-capture team. They want the specimen alive for sale. Will tranq and extract. If you interfere, they fight.
6Faction Kill TeamD3+1 SoldiersOfficial faction response. They don't know you're here. Heat +1 if detected.
7Rogue BAFO Cell2 VeteransFormer BAFO operatives gone independent. Know your protocols. Know your handler. What they want with the specimen is unclear.
8The Collector1 HeavySolo operator with custom Lumicite-infused gear. Doesn't kill. Takes specimens somewhere. Nobody knows where. +1 to all rolls.

6 · Hunt Complication

Roll D10. Something is wrong with the contract. Something is always wrong with the contract.

D10Complication
1Intel is wrong. Specimen is one tier higher than rolled. Handler claims clerical error.
2Specimen is wounded. Prior hunter team engaged it (all dead). Starts at half FW (round down, min 1). But it learned from the fight. +1 to all combat rolls.
3Terrain is unstable. End of Round 4: one random zone becomes impassable. End of Round 6: a second zone collapses.
4Handler goes dark. No extraction support. No resupply. You are alone.
5Specimen is nesting. D3 Grunt-tier juveniles in the Objective Zone. Kill the alpha and they scatter. Miss the alpha and they swarm.
6Lumicite cycling. Every 2 rounds, all gene-forged roll GUTS 4+ or lose 1 action. Baselines unaffected.
7Contract changes mid-hunt. SITREP at Round 3: kill order becomes live capture. Payout doubles. Difficulty triples.
8Second specimen. Same type, one tier lower, no aberrant ability. The two operate as a pair. Coordinated attacks.
9Competition arrived first. D3 traps across two zones. TACT 4+ to spot. 2 FW if triggered.
10The specimen remembers you. SITREP to determine how: (1–2) tracked your scent, (3–4) genetic memory of your template line, (5–6) it heard the Deep Frequency through you. +1 to all rolls against you specifically.

7 · Your Handler

Roll D6. Your handler is your lifeline to BAFO. Or your leash. Depends on the day.

D6HandlerPersonalityIntel Quality
1NasriSharp, encrypted, trusts you with data but not with reasons.Excellent. D3 bonus intel tokens (spend for +1 on any Field Read).
2VossMeasured, careful, holds back more than she shares.Good. One free SITREP reroll per mission.
3TanakaCurious, clinically detached, wants samples more than results.Mixed. Specimen data is perfect. Terrain data is three years old.
4Junior ArchivistNervous, over-communicates, first field assignment.Poor. Intel package has errors. One random table result is secretly wrong (reroll one Step result after Round 2).
5Kestrel (Remote)Laconic. Gives you what you need, nothing more.Field-tested. 1 free Tempo token at mission start. "You'll need it."
6No HandlerComms dead. You're running blind.None. No intel tokens. No extraction support. Payout upgrades one tier if you survive.

8 · Deployment

Set up the table using the Five-Zone Method from OT Solo Rules.

Insertion Zone

Where you enter. Your handler's last transmission reaches here. After this, you're on your own.

Approach Corridor

Between you and the specimen. Place terrain complication here. If competition exists, they're in this zone or adjacent.

Objective Zone

The specimen's territory. Home advantage. Place the specimen here, plus any juveniles or secondary specimens.

Kill Zone

Open ground between Objective and Extraction. If the specimen runs, it runs through here. If you run, you run through here.

Extraction Zone

The way out. Not the way in. If your handler is active, extraction waits here. If your handler is dark, this zone is empty.

Specimen Placement. Starts in the Objective Zone. SITREP (Even): Yes = Unaware (patrolling). No = Alert (it knows you're coming).

Patrol Tokens. Place 3 tokens across Approach and Objective zones per Solo Rules.

Heat Level. If chaining hunts, carry Heat forward. Otherwise start at Heat 0.

9 · Encounter Resolution

The specimen does not follow the Enemy AI Protocol as written. It follows something older.

Specimen Target Priority

  1. Operator who damaged it this round.
  2. Gene-forged operator (senses template resonance). If multiple, closest.
  3. Operator carrying Lumicite equipment or samples.
  4. Closest in LoS.
  5. Tie: moves toward Lumicite installation if present. Otherwise D6.

Aberrant Action Priority

  1. Use aberrant ability if available and conditions met.
  2. Fight if in contact (base-to-base or within 1").
  3. Ranged attack if target in LoS and specimen has ranged capability (Type-7, Type-9, Lumicite Entity).
  4. Close distance to priority target using fastest route.
  5. If wounded (any MW): SITREP (Even). Yes = flees toward nearest cover or installation. No = fights to death.

Exploiting Weakness. After 3 consecutive hits absorbed by armor, you identify a structural gap. Next hit ignores 1 AR. Counter resets on a miss or target change.

Specimen Alert States

StateBehavior
DormantInactive. Present but not patrolling. Requires resonance trigger or direct contact to activate. Type-3 defaults to Dormant when merged.
HuntingActive and tracking. Follows patrol tokens. Detects operators within 8″ (12″ for Type-7 and Type-9). Gene-forged detected at +4″ range.
CorneredHas taken first MW. +1 to all rolls. Activates at start of Threat Phase. May flee (SITREP) or escalate.
FrenzyHas taken second MW and is still active. +2 to all rolls. 2 actions per activation. Does not flee. Does not stop.

Competition Behavior

Competition activates during the Threat Phase after the specimen. Standard Enemy AI Protocol with these adjustments:

Target Priority. Competition prioritizes the specimen first, you second. Exception: Rogue BAFO Cell and The Collector prioritize you if you're between them and the specimen.

Engagement Rules. Competition will not engage you unless: (a) you attack them first, (b) you're between them and the specimen, or (c) only one of you can claim the kill and they rolled higher on a SITREP (Even) check.

Kill Steal. If competition removes the specimen, your contract fails. Payout drops to zero. Heat +1. Handler has opinions.

Hunt Movement

Zone Crossing. 1 action per zone. Difficult terrain costs 2 actions (or 1 action at half distance). Carrying a contained specimen: TACT 4+ to cross a zone boundary in one action. Fail and you stop at the boundary.

Tempo Push. Spend 1 Tempo after a failed movement check. You move half a zone. Next activation, crossing the remaining half costs 1 action with no check.

First Contact. When you first engage the specimen in combat, earn 1 Tempo. Automatic.

Sprint. Spend 2 actions to cross 2 zones. No encumbrance penalty on the first zone. Standard check on the second. Unavailable if carrying a specimen.

Desperate Run. When the mission has shifted to extraction and the contract is blown, movement checks drop to 3+. You're not being careful anymore.

10 · Hunt Events

The terrain talks. The specimen listens. You should too.

Roll D8 at the start of Round 3 and Round 6.

D8Event
1The Deep Frequency pulses. All gene-forged hear it. GUTS 4+ or lose 1 action this round. Specimen gains +1 to next roll.
2Environmental shift. One zone's terrain type changes: open becomes difficult, or difficult becomes impassable. Specimen adapts instantly. You don't.
3Specimen calls. Type-7/Type-4: distress mimicry pulls non-engaged operators D6″ toward specimen (SITREP Unlikely to resist). Other types: SITREP (Even) for secondary creature arrival from map edge in D3 rounds.
4Handler intel update (if handler active). SITREP (Likely) for accuracy. Yes = reveal one hidden element. No = outdated or wrong.
5Lumicite resonance spike. If installation present, all aberrant ability distances increase by 2″ for D3 rounds. If no installation, specimen's once-per-mission ability recharges.
6Competition escalation. If competition present, they make their move this round. If no competition, D3 faction soldiers arrive investigating the disturbance.
7Specimen adapts. Your most-used attack type (Shoot or Fight) takes −1 against this specimen for the rest of the hunt. Switch it up or die predictable.
8The Archive watches. Faint recording hum. Your field log activates on its own. SITREP (Even): Yes = useful data (bonus Performance token). No = the recording captures something behind you. Check your six.

11 · Contract Payout

BAFO pays for results. What counts as a result depends on who you ask.

Payout Tiers

TierBase RewardRequisition Access
Standard1 Field Requisition (Tier 1)Standard gear, ammunition, medical supplies
Priority1 Field Requisition (Tier 2)Specialized ammo, resonance shielding, containment equipment
Black Ops1 Field Requisition (Tier 3)Lumicite-infused rounds, prototype detection gear, Archive-level intel

Payout Modifiers

ConditionModifier
Contract completed as specifiedBase payout
Specimen captured alive (when kill order)Upgrade one tier
Specimen data recovered (tissue, resonance recording, field log)Upgrade one tier (max Black Ops)
Zero alarm, zero Heat increaseUpgrade one tier (max Black Ops)
Competition claimed the killPayout drops to zero
Contract failed (specimen escaped)No payout. Heat +2.
Handler went dark and you survivedUpgrade one tier
Specimen was higher tier than briefed+1 bonus Tempo token next mission
Collateral damage (civilian casualties)Downgrade one tier. Handler has a conversation with you.
Specimen removed by Fracture EchoBase payout for alpha. Half payout per fragment killed.

Between Hunts

If chaining hunts into a career, resolve between-mission steps from OT Solo Rules:

Recovery. Each operator with MW rolls GUTS 4+. Success: recovered. Fail: persists.

Heat Adjustment. Clean kill, no alarm: Heat −1. Alarm triggered: Heat +1. Failed contract: Heat +2.

Field Requisition. Spend payout on equipment from the tier you earned.

After-Action Event. Roll D8 on the After-Action Events table from Solo Rules.

Battlefield Evolution. Check triggers. If any operator qualifies, apply one Evolution.

BAFO Standing. Track cumulative results. Every 3 successful contracts: BAFO offers a priority contract (start at Priority payout minimum). Every 3 failed contracts: BAFO stops calling. Career over.

12 · Specimen Field Guide

Know what you're hunting. Or it won't matter what you brought.

Type-3: Environmental Integrators
Terrain-Fused Biological

The terrain is the enemy. Type-3 specimens fuse with their ecosystem at the genetic level. Root-mass, stone, aquifer, permafrost. The body you see is the smallest part of it.

Hunt Tactics. Force it to surface. Resonance lures tuned to Type-3 frequencies draw it out of the substrate. Fire and chemical agents disrupt the bond. Do not engage in its habitat without forcing separation first. The ground is its mouth.
Field Read Bonus. OPINT check reveals whether the specimen is merged or surfaced. Surfaced Type-3s lose Environmental Merge for D3 rounds.
Warning. Proximity causes perceptual bleeding. You will have difficulty distinguishing the creature from the landscape. Trust your instruments over your eyes.
Type-4: Aquatic Mimetics
Liquid-Medium Predator

They are the water. Not in it. Of it. Every ripple is a sensory organ. Every current is a vector of attack. They mimic human voices with perfect fidelity. They know what you sound like when you're afraid because they've already listened to you drown.

Hunt Tactics. Stay dry. Type-4s cannot operate outside liquid medium. Thermal disruption forces temporary retreat. Containment requires draining or freezing the medium. Kill requires isolating the core resonance node: a knot of bioluminescent tissue the size of a human fist.
Field Read Bonus. OPINT check reveals the core location within the water body. Without this, you're fighting the whole lake.
Warning. Victims report drowning sensation on dry land. If you hear your own voice calling for help from the water, do not go to the water.
Type-7: Vocal Predators
Infrasonic / Mimicry Predator

Sound is their weapon. Infrasonic waves cause vertigo, cortisol spikes, and organ damage at range. The sophisticated ones have learned human speech, which they use the way a fisherman uses a lure. The voice is beautiful. It belongs to someone you lost.

Hunt Tactics. Close range. Type-7 vocal attacks lose coherence under 4″. Acoustic dampening gear reduces Resonance Scream range by half. The physical body is fragile. If you can get close without your organs liquefying, the fight is straightforward.
Field Read Bonus. OPINT check reveals the primary frequency. Tuned countermeasures negate one Resonance Scream per mission.
Warning. Extended exposure causes persistent auditory effects. You will hear the creature's voice for weeks. This is normal. If the voice starts telling you things you didn't know, report to your handler immediately.
Type-9: Cognitive Parasites
Reflection-Space Predator

The rarest. The worst. They exist partially outside conventional space, operating through reflected surfaces, shadows, and recursive loops of thought. They do not kill you. They replace you with a version of yourself that serves them.

Hunt Tactics. Cover all reflective surfaces. Work in pairs if possible. Maintain verbal contact with your handler at all times. The moment you cannot remember your handler's name, you are already compromised. Engagement requires disrupting the reflection medium: smash glass, drain water, flood with uneven light.
Field Read Bonus. OPINT check confirms whether you are perceiving real space or reflected space. This matters more than you think.
Warning. If you see yourself in a reflective surface doing something you are not doing, leave. Leave now. Do not investigate. Do not document. Leave.
Lumicite Resonance Entities
Proto-Consciousness / Energy Substrate

Not biological. Proto-consciousness emerging from energy substrate. Incomplete. Hungry. Responsive to genetic templates the way a tuning fork responds to its note. They are what was sealed in the installations. They are waking up.

Hunt Tactics. Conventional weapons are limited. Lumicite-infused ammunition (Black Ops requisition only) is the primary damage method. Standard rounds reduce FW but cannot inflict MW. Force it away from the installation and its form degrades. Pull it far enough and it dissipates. It will reform at the installation within D6 hours.
Field Read Bonus. OPINT check reveals resonance frequency. Tuned countermeasures disrupt coherence for D3 rounds, reducing it by one tier.
Warning. Gene-forged operators report hearing the entity as language. Do not attempt to communicate. Do not respond. The entity does not speak. It recruits.

13 · Quick Reference: Hunt Setup

Index card. Seven lines. If it doesn't fit, the hunt isn't defined yet.

// Hunt Card Template

1. Contract: [Type] / [Payout Tier]

2. Specimen: [Classification] / [Combat Tier] / [Aberrant Ability]

3. Environment: [Region] / [Terrain Complication]

4. Competition: [Rival Type] / [Composition]

5. Complication: [What's wrong with the contract]

6. Handler: [Name] / [Intel Quality]

7. Alert State: [Specimen starting state from SITREP]

Example Hunt Card

// Contract #447 // Eurasian Contested Zone

Contract: Kill Order / Standard

Specimen: Type-7 Vocal Predator (learned speech) / Soldier (3 FW, 1 MW) / Voice Lure

Environment: Eurasian Contested Zone / Hostile Weather (−1 Shoot beyond 12″, +1 Stealth)

Competition: Freelance Solo (1 Veteran, arrives Round 2)

Complication: Specimen is nesting. 2 Grunt juveniles in Objective Zone.

Handler: Kestrel (Remote). 1 free Tempo token. "You'll need it."

Alert State: Hunting (SITREP result: No)

Set the table. Five zones. Place the specimen in the Objective Zone. Place juveniles adjacent. Place the freelance solo's entry point at the opposite map edge. Roll priority. Hunt.

BAFO Field Log #447, Operator Kestrel, Eurasian Contested Zone: "Contract said Kill Order. Handler said Soldier-tier. The D6 said Veteran. The complication said the specimen remembers me -- genetic memory of my template line. I spent the first three rounds tracking something that was tracking me back. First Contact happened in the Kill Zone, not the Objective Zone. It came through the weather at full sprint. I earned 1 Tempo and spent it on the same roll. Voice Lure at 8 inches. I heard my mother's name. I did not hesitate. Kestrel out."
// INTERCEPT THE SIGNAL // RUN THE WIRE // UNCOVER THE BURN //
// MODULE_II // SOLO // 4 OPERATORS
BROKEN WIRE

14 · Campaign Overview

The signal came in at 0340, encrypted on a frequency your team hasn't used since the disbandment. Seven characters. No callsign. Just coordinates and a time window. — Broken Wire, Opening Brief

A disavowed PMC squad intercepts a distress signal from a burned intelligence asset and discovers the signal was bait, the asset is real, and the people who set the trap are the same ones who burned your team.

Three scenarios. Each one changes based on what happened in the last. Play them in order.

Module Format

Players: 1   Operators: 4 (200 points, at least one Tech and one Commando/Breacher)   Length: 3 sessions, 1–2 hours each   Structure: Three-scenario campaign

You need: OT Solo Rules (SITREP, Enemy AI Protocol, Heat Track, Between Missions). 2D6, 1D8, 1D12, 1D20. A standard deck of playing cards (Event Deck). Tokens for Intel Markers. A 2' × 2' surface per scenario.

15 · Campaign Rules

Three rules apply across all scenarios.

Intel Markers. Small tokens placed during setup. Move into contact with the marker (base-to-base, or within 1" if either model uses a separate base), spend 1 action, roll on the scenario's Intel Table. Remove the marker. Each result is unique per scenario: reroll duplicates.

Event Phase. At the end of each turn (after the Threat Phase), draw one card from the scenario's Event Deck. Apply the result immediately. If the deck runs out, the scenario enters Endgame. See each scenario for specifics.

Campaign Tokens. Earned from scenario outcomes. Track them between missions. They unlock options, change setups, and close or open doors in later scenarios.

16 · Scenario 1: The Relay Station

Set the Scene The Tian Shan foothills at 0500. Frost on the rock. The relay station compound is dark against the ridgeline -- four buildings, no power, a single dirt road threading up from the valley. Fourteen hours burned since the signal hit. Your squad is cold, under-briefed, and running on encrypted hope. Someone in that compound knows your old frequencies. That is either a lifeline or a lure. You deploy southwest and find out which.
Situation

The signal came in at 0340, encrypted on a frequency your team hasn't used since the disbandment. Seven characters. No callsign. Just coordinates and a time window: 72 hours. By the time you decoded it, 14 hours were gone. The coordinates point to an abandoned telecom relay station in the Tian Shan foothills. Someone is there. Someone who knows your old frequencies.

Mission Brief

Primary Objective: Reach the transmitter room and recover the signal source.

Secondary Objective: Collect at least 3 Intel Markers before entering the transmitter room.

Clock: 8 turns. At Turn 8, the signal cuts out. Transmitter room locks down. Mission over.

Table Setup

2' × 2' surface. Relay station compound: 3–4 small buildings in an L-shape, northeast quadrant. Rocky terrain and scrub across the rest. One dirt road runs diagonally from southwest to compound entrance. The transmitter room is the farthest building from the entrance. Mark it.

Intel Markers (6): 1 inside each of 3 buildings (not the transmitter room), 1 at compound entrance gate, 1 along the road 8″ from southwest edge, 1 in rocky terrain midway between road and compound.

Deployment

Your squad deploys within 3″ of the southwest corner.

Enemy Setup

Motivation: Protecting Something (the relay station; they defend to the end).

ForcePositionAlertNotes
2 Soldiers (SHOOT Ord, AR 1)Patrolling the roadUnawareKeyword: Entrenched once they reach compound.
1 Veteran (SHOOT Gd, AR 2)Compound courtyardSuspicious
2 Grunts (SHOOT Ord, AR 0)Transmitter buildingAlert
1 Commander (SHOOT Gd, FIGHT Ord, AR 2, 3 FW / 2 MW)Transmitter roomDormantDoes not activate until an operator enters building. Keyword: Hardened.

Special Rules

Signal Decay. The transmitter room is locked. OPINT 4+ (Tech, 1 action) to open, or use the Access Code from Intel to open automatically.

Jammed Comms. Radios don't work inside the compound. No Field Read bonuses from operators outside the compound to those inside. Clears when the Commander is neutralized.

Darkness. No power at the station. LoS inside buildings limited to 6″ unless an operator spends 1 action activating a light source. Lit areas attract attention: any enemy within 12″ with LoS to light upgrades one Alert State.

Event Deck

Ace through 8 of one red suit. Shuffle. Draw one per Event Phase.

CardEvent
AceStatic Burst. Signal strengthens. All operators +1 OPINT this turn. Commander activates immediately under Enemy AI regardless of building entry.
2Patrol Shift. Road patrol changes route. Move both Soldiers D6″ toward nearest Intel Marker. If they reach it, they destroy it.
3Wildlife. Birds erupt from scrub. Every enemy group: SITREP (Even). Yes = Suspicious. No = false alarm.
4Equipment Drop. Last operator to move loses 1 non-weapon gear item. Place marker at their starting position. 1 action to recover.
5Signal Fragment. OPINT 4+ for any operator. Success: gain Campaign Token (Signal Fragment). Does not require Intel Marker.
6Reinforcement Probe. SITREP (Even). Yes: place 1 Grunt at random table edge, Alert. No: perimeter holds.
7Comms Intercept. OPINT 3+ for any Tech. Success: learn the Climax Variable result before entering the transmitter room. Lock it in.
8Dead Air. Nothing. The silence is worse.

Endgame: If the deck runs out before the transmitter room is breached, the signal dies. Room seals permanently. Partial Victory only.

Intel Table (D20)

D20Intel
1–3Access Code. Scrap of paper taped under a console. Transmitter room opens without a roll. Gain Campaign Token (Access Code).
4–6Burn Notice. Printed document with your squad's names, operational history, and a termination order dated six weeks ago. Someone inside your old command structure. Gain Campaign Token (Burn Notice). Changes Scenario 3's mission brief.
7–9Enemy Manifest. Supply log: site resupplied every 48 hours. Next resupply in 6 hours. If mission lasts past Turn 6, place 2 additional Soldiers at compound entrance, Alert.
10–12Surveillance Feed. Laptop with 72 hours of footage. OPINT 3+: reveal all enemy positions. Fail: encrypted, spend 1 more action to retry.
13–15Dead Drop. Sealed envelope addressed to a callsign from the old unit. Coordinates to nowhere known. Gain Campaign Token (Dead Drop). Unlocks alternate approach in Scenario 2.
16–18Weapons Cache. Two fragmentation grenades and a suppressor. Suppressor grants +2 to Hide checks after SHOOT for the rest of the campaign.
19–20The Asset's Voice. Recorded message, looping: "They know you're coming. The convoy leaves at dawn. Don't come through the front." Gain Campaign Token (Asset Warning). Scenario 2: deploy from flanking position.

Climax Variable: Transmitter Room

Fires when the first operator crosses the threshold. Roll D6 (unless Comms Intercept locked the result).

D6Variable
1The Asset Is Here. Alive, handcuffed to the console. Commander uses them as human shield. Body Shield rules: any SHOOT that misses by 3 or less hits the Asset (2 FW). Asset OoA = signal data lost, Partial Victory only.
2Wired to Blow. 3-round countdown on entry. OPINT 5+ to disarm (1 action, 2 attempts max). Detonation: every model in building takes 2 MW. Transmitter destroyed. Partial Victory only.
3Ghost Signal. Asset isn't here. Signal is automated, a dead man's switch. Commander has a datapad showing Asset's location: a convoy heading south. Gain Campaign Token (Convoy Route).
4Double Cross. Commander lowers weapon. GUTS 4+: he offers intel. Asset is alive, being moved by people from your old unit. Gain 2 Campaign Tokens (Insider Intel). Fail: he attacks.
5Ambush Reversed. Commander expected you from the road. Wrong angle. He is Surprised. First operator gets Surprise Attack (+2). Transmitter intact. Download: OPINT 3+, 1 action. Gain Campaign Token (Signal Data).
6Already Gone. Room empty. Commander fled through back exit 1 round before entry. Transmitter active. Download: OPINT 4+, 1 action. Gain Campaign Token (Signal Data). Pursuit: exit northeast edge within 2 rounds, SITREP (Unlikely). Yes = Gain Campaign Token (Captured Commander). No = Heat +1.

Mission Clocks

Signal Clock
8 segments. One per turn. At segment 8, the signal dies and the transmitter room locks down. Mission over.
Complication Clock
Mark a segment each time: an enemy goes Alert, the Commander activates early, or an Event card triggers reinforcement. At 3 segments, the resupply convoy arrives early -- place 2 Soldiers at compound entrance, Alert.

Salvage Table (D6)

1
Cracked optic sight. +1 SHOOT at 12"+ for one operator, rest of campaign. Fragile -- next natural 1 destroys it.
2
Encrypted radio. Tech operator can monitor enemy comms for 2 rounds (OPINT 3+). Single use.
3
Field rations and stimulants. One operator clears 1 FW immediately. Stim grants +1 MOBI for 1 round.
4
Fragmentation grenade. Standard rules. One use.
5
Soviet-era flare gun. Lights one zone for 2 rounds. All enemies in zone: Alert. All SHOOT into zone: +1.
6
Commander's sidearm. Suppressed. +1 SHOOT within 8". Does not trigger Alert State transitions on kill.
Hidden Intel -- Read Only if You Want the Twist

The Commander is not guarding the relay station. He is using it. The signal that brought your squad here was real -- but the Commander let it transmit because he wanted to see who still had the old frequencies. He is from your former command structure. The relay station is a sorting mechanism: whoever shows up is either an asset worth recovering or a liability worth eliminating. Your squad is being evaluated, not ambushed.

If You Don't Make It Out

The signal dies. The transmitter room stays sealed. Your squad extracts under fire or does not extract at all. The people who sent the signal learn that you tried. In Scenario 2, you carry nothing forward -- no tokens, no intel, no advantage. You carry the memory of a compound you could not crack and a signal you were too slow to reach. That memory is the mission brief for everything that comes next.

Outcome

Full Victory

Transmitter room breached, signal data recovered, 3+ Intel Markers collected. Heat −1. Each surviving operator earns 2 MP. Proceed with all Campaign Tokens.

Partial Victory

Room breached but data lost or Asset killed. Or fewer than 3 Intel Markers. Heat unchanged. 1 MP each. Scenario 2 enemy Alert States upgrade by one step.

Defeat

Room not breached by Turn 8, or all operators OoA. Heat +2. No MP. Proceed to Scenario 2 with no Campaign Tokens from this scenario. All Scenario 2 enemies start Alert.

17 · Scenario 2: The Convoy

Set the Scene Dawn in the Ferghana corridor. Dust haze. Three vehicles moving south through the river valley -- armored SUV, cargo truck, technical with a mounted weapon. The road narrows at a collapsed bridge. You are in position. Your squad has one window. The convoy does not know you are here. The Asset -- alive, dead, or something worse -- is in the middle vehicle. You breathe. You wait. The lead SUV reaches the bridge. Now.
Situation

Dawn. Three vehicles moving south through the Ferghana corridor. Armored SUV in front, cargo truck in the middle, technical with a mounted weapon bringing up the rear. The road passes through a narrow river valley with a collapsed bridge that forces the convoy to slow. You have one chance at this.

Mission Brief

Primary Objective: Stop the convoy and recover the Asset (alive) or the Asset's data package from the cargo truck.

Secondary Objective: Disable or destroy the lead vehicle before it reaches the north table edge.

Clock: 6 turns. Convoy enters from south on Turn 1, moves north. Any vehicle that exits the north edge is lost.

Table Setup

2' × 2', oriented north-south. Dirt road from south to north, curving once through center. River parallel on the east side, crossable only at the collapsed bridge (center; rough terrain, MOBI 4+ on foot). Tree cover on both sides. One elevated position (rocky outcrop) in the northwest quadrant.

Intel Markers (4): 1 at collapsed bridge, 1 in west tree cover, 1 at elevated position, 1 east of river near south edge.

Deployment

Standard: Within 3″ of the west table edge, anywhere along its length.

With Campaign Token (Asset Warning): Deploy within 3″ of any edge except south.

With Campaign Token (Dead Drop): One operator deploys hidden at the collapsed bridge. Not placed until they act. Automatically Stealthed.

Convoy Rules

Three vehicles. Each moves 8″ per turn along the road from south edge on Turn 1. The convoy does not stop unless forced.

Forcing a stop: Vehicle takes damage equal to Durability, road is blocked by debris or destroyed vehicle, or OPINT 5+ hack on lead vehicle (Tech, 1 action, LoS, one attempt per turn).

VehicleDurabilityOccupantsNotes
Lead SUV3 FW2 Veterans (Alert)Keyword: Flanker. Dismount and engage if stopped.
Cargo Truck2 FW1 Soldier (driver, Alert), Asset (non-combatant, 2 FW)Asset or data is here. Truck destroyed: Asset takes 1 MW. Data survives on SITREP (Even).
Rear Technical4 FW1 Soldier (gunner, Alert), 1 Grunt (driver, Alert)Mounted weapon: SHOOT Good, +2 damage, 360° arc. Keyword: Entrenched (gunner stays mounted).

Dismounting. When stopped or destroyed, surviving occupants dismount within 2″. Alert. Enemy AI Protocol.

The Asset. If truck is stopped, operator in contact (base-to-base, or within 1" if either model uses a separate base) spends 1 action to extract. Asset moves at MOBI 3″, non-combatant.

Convoy Escort

2 Soldiers on motorcycles flanking 4″ ahead and behind. MOBI 10″. Alert. Keyword: Flanker. Dismount and engage nearest operator if any attack hits the convoy.

Scenario 1 Partial Victory or Defeat: Add 1 Veteran in the lead SUV. Keyword: Hardened.

Heat 3+: Add 1 Autonomous Platform (drone) circling 12″ above. SHOOT Good, OPINT Good. Spots operators without cover; all convoy enemies gain +1 SHOOT against spotted operator for the turn.

Special Rules

Ambush Window. Turn 1 only, before convoy movement: free Group Activation (all operators within 3″ of each other move, then all take a second action). After this, normal turn sequence begins.

With Campaign Token (Convoy Route): Convoy reaches the bridge at the start of Turn 3. Plan accordingly.

Collapsed Bridge. Vehicles crossing move at half speed (4″) for 1 turn. While on the bridge, all SHOOT against the vehicle gains +1.

Event Deck

Ace through 6 of one black suit. Shuffle.

CardEvent
AceDust Storm. Max LoS 12″ for all models until next Event Phase. Convoy continues at normal speed.
2Radio Chatter. OPINT 3+ (any operator). Success: confirm Asset status. Gain Campaign Token (Asset Confirmed Alive) or (Asset Confirmed Dead).
3Overwatch Spotted. If any operator is at the elevated position, all enemies gain +1 SHOOT against them until they move.
4Civilian Vehicle. Truck enters from north heading south. Reaches convoy in 2 turns. Missed attacks within 6″ of road: SITREP (Unlikely) to hit civilian. Casualties: Heat +1.
5Mechanical Failure. D6: 1–3 = Lead SUV loses 1 FW (engine trouble). 4–6 = Cargo truck slows to 4″ this turn (tire damage). Free.
6Escort Reinforcement. Second technical appears at south edge. Same stats as Rear Technical. Convoy speed, or 8″ directly toward nearest operator if convoy is stopped.

Intel Table (D20)

D20Intel
1–5Tire Spikes. Improvised caltrops. Place across road at bridge. Vehicle crossing loses 1 FW automatically. One use.
6–10Demolition Charge. Place within 3″ of bridge. Detonate as free action when any model is within 2″. +4 SHOOT attack against all models within 2″. One use.
11–14Sniper Blind. Pre-built hide position. +2 SHOOT, +2 Hide while in position. One operator at a time.
15–17Frequency Scanner. Portable unit. Tech operator carrying it gains +2 to all OPINT checks for the rest of the campaign.
18–20Local Contact. A shepherd on the ridge. SITREP (Even): Yes = convoy stops at bridge every time; gain 1 free action against driver when truck reaches bridge. No = nothing.

Climax Variable: The Cargo Truck

Fires when the first operator reaches contact with the cargo truck (base-to-base, or within 1" if either model uses a separate base).

D6Variable
1The Asset Is Talking. They've been feeding the escort your position for 2 turns. All enemies within 12″ activate immediately. Asset claims coercion. GUTS 4+: you believe them, they cooperate. Fail: they resist extraction (half MOBI, costs 1 extra action per move).
2Rigged Cargo. Truck bed is wired. OPINT 5+ to disarm (1 action, 2 attempts). Detonation: Asset takes 1 MW, data destroyed, all models within 3″ take 1 MW.
3The Asset Is Dead. Body in the truck. Cold. Data package intact: hardened drive under bench seat. OPINT 3+ to find (1 action). Gain Campaign Token (Data Package).
4Decoy. Not the Asset. A double. Real Asset is in the lead SUV. If SUV exited: Asset gone, Partial Victory only. If SUV on table: Asset in back seat, alive, 2 FW.
5Convoy Commander. High-ranking officer riding alongside Asset. Commander stats. Keyword: Hardened. Uses Asset as human shield. Kill him: data is yours. Capture alive (GUTS 5+ after 2 MW): gain 2 Campaign Tokens (Captured Officer).
6Willing Passenger. Asset isn't restrained. Steps out voluntarily when truck stops. But: they have conditions. They won't leave without data package AND guarantee of extraction to a neutral country. SITREP (Likely). Fail: Asset walks into the desert. You find them in Scenario 3, working for the other side.

Mission Clocks

Convoy Clock
6 segments. One per turn. Each segment, all vehicles move 8" north. Any vehicle that exits the north edge is lost.
Escort Clock
Mark a segment each time: you fire a weapon, a vehicle takes damage, or an Event card escalates. At 3 segments, motorcycle escort breaks formation and hunts your squad directly -- ignore convoy, full MOBI toward nearest operator.

Salvage Table (D6)

1
Vehicle toolkit. TACT 3+ to disable a vehicle in contact. Faster than shooting it.
2
Armor-piercing rounds (6). Next 6 SHOOT attacks ignore 1 AR. Track individually.
3
Medical kit, military grade. Clears 2 FW or stabilizes 1 MW. Single use.
4
Smoke grenade. 3" radius, blocks LoS for 2 rounds. Does not block thermal optics.
5
Convoy manifest. Reveals cargo truck contents before Climax Variable fires. Read the result, then roll normally -- you know what is coming.
6
Demolition charge (compact). Place within 1". Detonate as free action. +3 SHOOT against all models within 2". One use.
Hidden Intel -- Read Only if You Want the Twist

The Asset has been cooperating with the escort for forty-eight hours. Not coercion -- negotiation. The Asset is trading intelligence about your old unit in exchange for safe passage to a neutral territory. The convoy is not a prisoner transport. It is an extraction the Asset arranged. If you stop it, you are the one interrupting someone else's plan. Whether that matters depends on what you find in the cargo truck.

If You Don't Make It Out

The convoy clears the north edge. Dust settles. Your squad is in the valley with nothing to show for the ambush but spent magazines and rising Heat. The Asset is gone. The data is gone. Scenario 3 gets harder in ways you will feel immediately -- more enemies, higher Alert, and the knowledge that the bunker was always the destination. You just gave them time to prepare.

Outcome

Full Victory

Asset extracted alive (or confirmed dead with data package recovered), lead vehicle disabled. Heat −1. 2 MP each. Gain Campaign Token (Convoy Stopped).

Partial Victory

Asset or data recovered but lead vehicle escaped. Or Asset dead without data. Heat unchanged. 1 MP each. Scenario 3 Alert States upgrade by one step.

Defeat

Convoy exits with Asset and data. Or all operators OoA. Heat +2. No MP. Scenario 3 objective changes: Asset inside bunker, reinforced garrison. Add 2 Veterans and 1 Heavy to Scenario 3.

18 · Scenario 3: The Bunker

Set the Scene The limestone ridge. Twenty klicks south. New ventilation stacks breaking the scrub line. Fresh tire tracks in the gravel. The generator shed hums. Power cables run underground. Everything you have chased -- the signal, the convoy, the names on the burn notice -- terminates here, three stories below the surface. Your squad stacks at the shed entrance. Flashlights on. Comms check. One operator looks at you. You nod. Breach.
Situation

The bunker is three stories underground, built into a limestone ridge twenty klicks south of the corridor. Soviet-era construction, expanded recently. New ventilation stacks on the surface. Fresh tire tracks. Power cables running to a generator shed that wasn't on any satellite image older than six months. The signal, the convoy, the burn notice with your names on it. It all leads to this hole in the ground.

Mission Brief

Primary Objective: Reach the command room (lowest level) and recover proof of who ordered the burn notice on your squad.

Secondary Objective (varies by Campaign Tokens):

  • With Burn Notice: Identify the officer who signed the order. OPINT 4+ in the command room.
  • With Captured Officer: Use the officer to bypass security. Opens all locked doors. But enemies who see him go Alert immediately.
  • With Asset Confirmed Alive + Asset present: Asset knows the layout. All Intel Markers revealed at setup.
  • With none of the above: Standard objective only.

Clock: 10 turns. At Turn 10, cleanup team arrives. All exits seal. Every model takes 1 MW per turn from gas until extraction or death.

Table Setup

2' × 2' representing the bunker interior. Three levels connected by a central stairwell. Use a stacked map or separate play areas. Moving between levels costs 1 full movement action.

Level 1 (Surface)

Generator shed, security checkpoint, stairwell entrance. Open terrain with light cover (crates, vehicles).

Level 2 (Mid-Level)

Barracks, armory, server room. Corridors with heavy cover. Doors between sections (1 action to open, or OPINT 4+ to hack remotely via Tech).

Level 3 (Deep)

Command room, holding cells, communications center. Reinforced door on command room (OPINT 5+ or explosives: Breacher, 1 action, automatic).

Intel Markers (6): 1 at security checkpoint (L1), 1 in barracks (L2), 1 in server room (L2), 1 in armory (L2), 1 in holding cells (L3), 1 in comms center (L3).

Deployment

Within 3″ of the generator shed entrance (Level 1).

With Campaign Token (Dead Drop) unused in Scenario 2: One operator deploys hidden at ventilation shaft on Level 2. Stealthed.

Enemy Setup

Motivation: Roll D8 on Enemy Motivation table. With Campaign Token (Burn Notice): override to Protecting Something.

LevelForceAlertNotes
Level 12 SoldiersSuspicious (Alert if Sc.2 Defeat)Keyword: Entrenched.
1 Autonomous Platform (camera system)Does not attack. OPINT Good check vs. each operator on L1 each turn. Success: position broadcast, all enemies go Alert.
Level 23 SoldiersUnawareKeyword: Swarm.
1 VeteranSuspiciousKeyword: Coordinator (allies within 12″ gain +1). Sc.2 Defeat: add 2 Veterans + 1 Heavy.
Level 31 CommanderAlertKeyword: Hardened, Entrenched.
2 VeteransAlertHeat 4+: add 1 Heavy. Keyword: Demolisher.

Special Rules

Sealed Doors. Locked between sections on L2 and L3. OPINT 4+ (Tech, 1 action), Breach charge (Breacher, 1 action, automatic, triggers Alert for all enemies on that level), or Captured Officer (opens silently).

Power Grid. Destroy the generator (2 FW, 1 action to attack). Bunker goes dark: all LoS limited to 6″. Camera system goes offline permanently. Emergency lighting on L3 restores normal LoS after 2 turns.

Evidence Destruction. Commander starts destroying evidence on Turn 7. Each turn from Turn 7: SITREP (Even). Yes = 1 piece destroyed. After 3 destroyed, primary objective is impossible. Partial Victory max.

With Campaign Token (Insider Intel): You know about the Turn 7 deadline from the start.

Event Deck

Ace through 10 of one suit. Shuffle.

CardEvent
AceLockdown Drill. All doors on current level slam shut. Sealed Doors rules to reopen. Enemies in locked rooms skip this turn.
2Shift Change. 2 Soldiers from L2 move to L1 via stairwell. Suspicious if L1 is clear; Unaware if enemies remain (routine rotation).
3Comms Check. Commander radios all levels. Any group that can't respond (OoA) triggers Alert for all enemies on that level.
4Ventilation Malfunction. Gas leak on L2. All models on L2: GUTS 3+ or lose 1 action next activation. Lasts 2 turns.
5Power Surge. Camera system reboots. Offline for 1 full turn. Move freely on L1 without detection.
6Prisoner. Noise from holding cells (L3). SITREP (Even). Yes: former unit member, captured during disbandment. Soldier stats, 2 FW, no gear. Joins your squad. Gain Campaign Token (Rescued Operative). No: recording. Psychological warfare. Investigating operator loses 1 action next activation.
7Silent Alarm. If any operator is on L3, Commander activates 1 additional time this turn (3 actions total).
8Intel Leak. OPINT 3+ (any operator on L2 near server room). Success: pull a file. Gain Campaign Token (Command Structure). Primary objective now achievable from L2. Fail: corrupted.
9Reinforcement Call. Commander radios for backup. SITREP based on Heat (0–2: Unlikely, 3–4: Even, 5+: Likely). Yes: 2 Soldiers + 1 Veteran enter from L1 generator shed, Alert.
10Dead Man's Switch. Commander activates cleanup early. 10-turn clock compresses to 8. If past Turn 8, you have 1 turn remaining.

Intel Table (D20)

D20Intel
1–3Bunker Schematics. Full facility map. Reveal all enemy positions on all levels.
4–6Personnel File. Commander's identity: someone from your old unit. A name you trusted. Gain Campaign Token (Commander Identity). Climax Variable result 4 is now always available.
7–9Armory Access. Each operator in contact (base-to-base, or within 1" if either model uses a separate base) may rearm: replace lost gear or pick up 1 fragmentation grenade.
10–12Security Codes. All Sealed Doors on this level open permanently. Does not affect other levels.
13–15Medical Supplies. Field surgery station. Any operator in contact (base-to-base, or within 1" if either model uses a separate base) clears 1 FW. One use per operator.
16–18Surveillance Archive. Footage of your old operations. Enemies on this level have studied your tactics: +1 SHOOT against your squad until evidence destroyed (1 action at L2 server console).
19–20Escape Route. Hidden tunnel from L3 to surface. Bypasses all enemies. If primary objective complete, extract without fighting through L2 and L1. Heat −1.

Climax Variable: The Command Room

Fires when the first operator breaches the command room door.

D6Variable
1Face to Face. Commander is waiting. Weapon holstered. Wants to talk. GUTS 4+ to hear him out. Accept his offer: burn notice evidence in exchange for safe passage. He walks. Refuse: combat, +2 to all his rolls.
2Already Burning. Evidence on fire. Commander feeding documents into incinerator. 2 OPINT 4+ successes in 2 rounds to recover enough. 1 action each. Commander fights anyone who enters. Simultaneously.
3Hostage. Commander has a prisoner (Asset if captured in Sc.2, or another operative). Gun to their head. Body Shield. GUTS 5+ to negotiate. Success: surrender. Fail: he fires, then combat.
4It Was Personal. Commander is from your old unit. (With Commander Identity token, you already know.) He didn't order the burn notice; he was investigating it. Real order came from higher up. He has the evidence. He'll give it. But: cleanup team is already inside. 3 rounds to extract. Every model on every level. Run.
5Empty Chair. Commander left 1 round ago through hidden exit. Evidence on desk. Take it (1 action). Room is wired: OPINT 4+ to detect trap. Fail: 1 MW to all models in room. Evidence still recoverable.
6The Recording. No Commander. No evidence. A monitor. Press play. A face you know delivers a message to your squad. The burn notice, the signal, the convoy, this bunker: all a test. Monitor shows live feed of your extraction point. Surrounded. SITREP (Even). Yes: surrounding force stands down. You're being recruited. Gain 2 Campaign Tokens (New Handler). No: feed goes dark. Extract under fire. Heat +2.

Mission Clocks

Cleanup Clock
10 segments. One per turn. At segment 10, the cleanup team arrives. All exits seal. Every model takes 1 MW per turn from gas.
Evidence Clock
Starts ticking at Turn 7. Each turn from Turn 7, SITREP (Even). Yes = Commander destroys 1 piece of evidence. At 3 destroyed, primary objective is impossible.

Salvage Table (D6)

1
Night vision optics. Ignore darkness penalties for one operator, rest of scenario.
2
Breaching charges (2). Each opens one sealed door as a free action. Triggers Alert on that level.
3
Combat stimulant. One operator gains +1 to all rolls for 2 rounds. Then -1 to all rolls for 1 round. Crash is mandatory.
4
Gas mask (1). One operator is immune to the Turn 10 gas. Everyone else is not.
5
Security keycard. Opens all doors on one level. Choose which level when used.
6
Dead man's archive drive. Contains partial evidence. If Commander destroys all 3 pieces, this counts as 1. Not enough for Full Victory alone.
Hidden Intel -- Read Only if You Want the Twist

The Commander did not order the burn notice. He was investigating it. The real order came from higher up -- a name your squad would recognize. The Commander has been building a case in this bunker for six months. If you kill him, the evidence is harder to use. If you listen to him, the cleanup team is still coming. The question is not whether to trust him. The question is whether you have time to find out if he is telling the truth.

If You Don't Make It Out

The gas fills the corridors. The evidence burns. Your squad is either underground or running through the dark with nothing in hand. The burn notice stands. Your names stay on the kill list. If anyone survived, they are ghosts in a world that already filed their death certificates. This is a valid ending. Some operations fail. The bunker does not care about your reasons.

After-action fragment, source unknown, found encrypted in a dead drop outside the Ferghana corridor: "We got to Level 3 on Turn 6. The Commander was waiting. He lowered his weapon. I spent two Failsafe tokens in five rounds. I had nothing left. He said a name I recognized. I sat down. The cleanup team was three turns out. We talked fast. I do not know if I made the right call. I know the gas did not reach us."

Outcome

Full Victory

Evidence recovered, all operators extracted. Heat −2. 3 MP each. Burn notice exposed. Squad reinstated or goes independent with proof.

Partial Victory

Evidence partial or operators left behind. Heat unchanged. 1 MP each. You know something happened. Can't prove it. Squad operates in the gray.

Defeat

Evidence destroyed, all operators OoA, or cleanup timer expires. Heat +3. No MP. Bunker sanitized. Squad is officially dead. If survivors exist, they're ghosts.

19 · Campaign Token Reference

Track these between scenarios. Each token changes something in the next mission.

TokenSourceEffect
Signal FragmentSc.1 Event (card 5)Narrative: confirms the signal was real.
Access CodeSc.1 Intel (1–3)Opens transmitter room without a roll.
Burn NoticeSc.1 Intel (4–6)Sc.3 enemy motivation = Protecting Something. Unlocks Sc.3 secondary objective.
Dead DropSc.1 Intel (13–15)Hidden deployment in Sc.2 (bridge) and Sc.3 (ventilation shaft).
Asset WarningSc.1 Intel (19–20)Flanking deployment in Sc.2.
Convoy RouteSc.1 Climax (3)Reveals convoy bridge timing in Sc.2.
Insider IntelSc.1 Climax (4)Reveals Sc.3 evidence destruction deadline.
Signal DataSc.1 Climax (5, 6)General campaign progress.
Captured CommanderSc.1 Climax (6)Narrative. May affect future arcs.
Asset Confirmed AliveSc.2 Event (card 2)Asset reveals Sc.3 Intel Marker contents at setup.
Asset Confirmed DeadSc.2 Event (card 2)Sc.3 objective shifts to evidence only.
Convoy StoppedSc.2 OutcomeGeneral campaign progress.
Captured OfficerSc.2 Climax (5)Opens all Sc.3 sealed doors silently. Enemies go Alert if they see him.
Data PackageSc.2 Climax (3)Alternative to live Asset extraction.
Commander IdentitySc.3 Intel (4–6)Sc.3 Climax Variable result 4 always available.
Command StructureSc.3 Event (card 8)Primary objective achievable from Level 2.
Rescued OperativeSc.3 Event (card 6)Extra squad member for rest of Sc.3.
New HandlerSc.3 Climax (6)Continues campaign with new arc.
// THE HUNT TEACHES YOU WHAT THE BRIEFING COULDN'T //
// MODULE_III // SOLO // 1 OPERATOR
FEAR NONE

20 · Campaign Overview

This is not a revenge fantasy that resolves cleanly. It is a story about going further than the mission brief allows and deciding, at maximum justification, whether to cross the line. — Fear None, Not-Line

A gene-forged operator running a ghost op hunts the son of the man whose detonation killed their partner. They discover that the son's surrender plan is more dangerous than his death.

Three scenarios. Each one shifts based on what happened before. Play them in order. The campaign rewards restraint and information gathering, not the kill. The ending where you and Tomas walk out together requires the most work, the most tokens, the most managed pressure. Walking out together costs more than shooting does.

Module Format

Players: 1   Operator: 1 (Commando or Breacher, 100 points, gene-forged preferred)   Length: 3–4 sessions, 1–2 hours each   Core Verb: Hunt

You need: OT Solo Rules, Core Rules. 2D6, 1D8, 1D12, 1D20. Playing card deck (Event Deck). Tokens for Intel Markers. One additional token: the Ghost Marker.

Campaign Rules

Ghost Op. Your operator is running unauthorized. No command support, no evac guarantee. Heat does not reset between scenarios. Every action has memory.

Campaign Tokens. Earned from scenario outcomes. Track between missions. They alter setups, unlock options, and change what is possible in the final confrontation.

The Backstory

Six Months Ago

You were running point on a denied-zone extraction. The target was Harak Savar, an ideological architect building something new and worse in the ungoverned space between Dominion and Coalition territory. An embedded analyst named Kael Drenna had spent eleven months building the access that made the op possible.

You saw the vest. You had the shot. You hesitated. Savar detonated. Kael did not survive the building. Neither did the family. The Coalition closed the file and listed Kael as a non-recoverable asset. They never mentioned the hesitation.

Now Savar's son, Tomas, has surfaced. Twenty-four years old. Sophisticated comms discipline and resources no twenty-four-year-old should have. You are on administrative leave. You are not supposed to be doing this.

21 · The Ghost Marker

One token. Your operator's psychological pressure made visible. The moment of hesitation that started all of this.

Setup. Place the Ghost Marker face-down at the start of each scenario.

Flip it face-up when:

  • Your operator fails a GUTS check.
  • Your operator is reduced to 1 FW for the first time in a scenario.
  • Your operator kills a civilian or non-combatant for any reason.

While face-up: −1 to all GUTS checks.

Flip it face-down: Once per scenario, spend 1 action in stillness (no enemies in LoS, not in contact with any enemy). This represents the decision to keep moving.

Design Note: Scenario 3

In the final confrontation, the Ghost Marker's state determines whether your operator can choose restraint. Face-up: you must pass GUTS 5+ to choose any option other than firing. Failure means you fire. Face-down: all options are available. No roll required. The Ghost Marker state at that moment is the mechanical record of everything that happened in the campaign.

22 · The Three Operators

Choose one. Play the full campaign with that operator. Each runs the same scenarios but arrives with different history, different gear, and different mechanical relationships to the Ghost Marker.

Verdict — Asha Drenn
EO Siberian Lynx Gene-Forged // Commando // 100 pts
SHOOT Gd   FIGHT Gd   MOBI 5"   GUTS Gd   OPINT Ord   AR 1   4 FW / 2 MW
Connection. Kael Drenna is her brother. She found out from a document that was not meant for her eyes, three weeks after the file closed.
Solitary Approach. No ally within 6″: SHOOT +1. This campaign is built for this.
Cold Terrain Instinct. Ignore difficult terrain in flooded/submerged environments. Scenario 1's Wet Approach penalty does not apply.
Ghost Protocol. Once per scenario: full MOBI + SHOOT without triggering SITREP. Must end in cover.
Suppress and Advance. Wound an enemy with SHOOT: free 3″ move in any direction.
Gear. Lynx-Pattern Carbine (18″, +1 vs. targets in cover). Blade (FIGHT 3+ takedown on unaware, no alarm). Compact Breaching Charge (OPINT 3+). Field Tap (1/scenario: free Intel Table roll from any active electronics, OPINT 4+).
Built for: Scenario 3 results 5 or 6. She is here for the accounting, not the kill.
Anchor — Piotr Vasek
Baseline Human // Breacher // 100 pts
SHOOT Ord   FIGHT Gd   MOBI 4"   GUTS Ex   OPINT Ord   AR 2   5 FW / 2 MW
Connection. He was on the outer cordon. He called the extraction, pulled the survivors, filed the after-action report. Someone changed it. His name is on the modified version.
Unreadable. Gene-forged enemies suffer −1 on SITREP checks against him. He looks like a man.
Field Repair. Once per scenario: 1 action to recover 1 FW from defeated enemy or environment.
Forced Entry. Opens any locked door or barrier as a free action on a charge turn.
Hardened. Once per scenario: when reduced to 0 FW by a single attack, stay at 1 FW instead.
Gear. Compact Shotgun (10″, +1 FIGHT in melee, +1 SHOOT within 6″). Heavy Blade (+2 FIGHT, enemies who survive take −1 to all checks next activation). Breaching Charge (OPINT 2+). Trauma Plates (×2, each absorbs one FW, single use).
Built for: Scenario 3 results 3 or 4. Tomas surrenders to his presence. The original file surfaces.
Lense — Mira Oduya
NAF German Shepherd Gene-Forged // Tech Specialist // 100 pts
SHOOT Ord   FIGHT Ord   MOBI 5"   GUTS Ord   OPINT Ex   AR 1   3 FW / 1 MW
Connection. She was Kael Drenna's handler. She built the access package, ran the comms, sent the final authorization. She has been running her own investigation inside Coalition intelligence since the file closed.
Protective Instinct. Within 3″ of a non-combatant NPC: SHOOT attacks against that NPC suffer −1.
Pattern Recognition. Once per scenario: OPINT 4+ to reveal an enemy's AI Protocol card before activation.
Signal Read. Interact with any electronic/terminal as a free action (no action cost, still needs OPINT roll).
Field Analysis. On Intel Markers: roll twice on Intel Table, choose which to take.
Gear. Silenced Pistol (8″, FW only, does not break Ghost). Signal Disruptor (6″ radius, −2 enemy OPINT, 2 rounds, single use). Comms Tap (as Field Tap + listen to enemy comms for rest of scenario). Portable Archive Drive (after scenario with data loss: OPINT 4+ to recover one Intel result).
Built for: Scenario 3 result 5. Tomas confesses and she witnesses it. She came for a testimony.

23 · Scenario 1: Last Known Address

Set the Scene The Bermondsey Drowned District. Water lapping at the fourth floor. The building above the waterline is dark, the kind of dark that swallows flashlight beams at six inches. The stairwell is submerged. You go in wet, cold, and alone. Somewhere on the fifth floor, a communications room is still drawing power from a battery no one should have. Somewhere in the residential wing, a contact named WREN is waiting -- or was waiting, three days ago. You have twelve hours before backup power dies and everything wipes. Move.
Situation

Tomas Savar passed through the Flooded London transit corridor three days ago. Your contact, an off-books fixer named Voss, says a safehouse in the Bermondsey Drowned District was active as recently as yesterday. The building is eight stories. The first four are underwater. You have about twelve hours before either Tomas moves or your competition arrives and burns the location.

Mission Brief

Primary: Reach the fifth-floor communications room and recover transmitting equipment or stored data before Tomas's network scrubs it.

Secondary: Locate and extract embedded contact WREN alive.

Clock: 7 turns. Turn 8: backup power fails, all comms equipment wipes automatically.

Table Setup

2' × 2' representing the upper four floors of a drowned building. Four zones:

Water Access Point (SW)

Submerged stairwell entrance. Deployment. Difficult terrain for first 4″.

Landing & Corridor (Center-S)

Open space, minimal cover. Two cable lines (MOBI 4+ to use as crossing routes).

Residential Wing (NE)

Three collapsed rooms. Heavy cover. WREN is here (face-down, reveal on entry).

Communications Room (NW)

The objective. Door locked: OPINT 4+ or FIGHT 5+ (noise: all enemies upgrade Alert).

Intel Markers (5): Water access point (1 action to retrieve, submerged), corridor near cables, first residential room, outside comms door, hidden NW corner debris (face-down, reveal within 3″).

Enemy Setup

ForcePositionAlertNotes
1 Enforcer (SHOOT Gd, FIGHT Ord, AR 2, 3 FW / 2 MW)LandingSuspiciousKeyword: Hardened. Will use WREN as leverage if they spot you first.
2 Grunts (SHOOT Ord, AR 0)Residential corridorUnawarePaired activation.
1 Specialist (SHOOT Gd, OPINT Ord, AR 1, 2 FW / 1 MW)Comms roomAlertActively scrubbing data. Each unengaged turn: SITREP (Even). Yes = wipe one Intel Marker.
WRENRandom residential room (face-down)Non-combatant, 1 FW. Condition determined on contact (D6).

Special Rules

The Specialist's Wipe. Prioritizes wiping over self-preservation. Does not activate under Enemy AI until directly threatened (LoS within 8″) or Enforcer is neutralized. Will destroy equipment rather than let it be captured (opposed OPINT roll).

Wet Approach. First 2 turns: GUTS checks at −1. Clears Turn 3 or earlier with 1 action at a heat source (residential wing, discoverable via Intel).

WREN's Condition (D6):

  • 1–2: Compromised. Turned. Raises alarm immediately, all enemies upgrade Alert. Not recoverable. Heat +1.
  • 3–4: Injured. 1 FW, MOBI 3″. Provides one Intel Table roll (result 4–12) before extraction.
  • 5–6: Intact. Joins as temporary ally (Grunt profile, OPINT Ord, SHOOT Ord). Reveals one face-down Intel Marker without moving to it.

Event Deck (Ace–7, red suit)

CardEvent
AceDead Frequency. Specialist's scrub cascade. No wipe this turn. Gain 1 free action next activation.
2Water Surge. Water access zone impassable until next turn end. Models in zone pushed 3″ north.
3Ghost Signal. Fragment of Kael's final transmission. Gain Campaign Token (Signal Fragment).
4Someone Else Is Here. Neutral figure at random edge, moves D6″ toward comms room per turn. If they reach it: SITREP (Unlikely). Yes = they take data, Primary fails. No = enemy interrupts, remove them.
5Structural Groan. Building shifts. Models not touching a wall: MOBI 3+ or fall prone (1 action to stand).
6Remembered Voice. Ghost Marker flips face-up. Sounds like Kael. GUTS −1 until end of next turn (stacks with Ghost Marker).
7Clean Air. Stillness. Flip Ghost Marker face-down without spending an action.

Intel Table (D20)

D20Intel
1–3Voss Was Right. Burner comm showing Tomas's 48-hour movement. Gain Campaign Token (Tomas Route). Sc.2: choose deployment edge.
4–6Family Record. Photo and handwritten note. Tomas's regional contact is a civilian intermediary, a believer. Gain Campaign Token (Civilian Contact). Changes Sc.3 Climax options.
7–9Counter-Intel Package. Someone mapping Coalition operative families. Format is Kael's. Gain Campaign Token (Drenna Format). Kael's package is real.
10–12Who Else Is Asking. Intel officer Rhen Vasori running parallel trace for six weeks. Gain Campaign Token (Vasori Contact). Encounter possible in Sc.2.
13–15Equipment Cache. Flashbang, suppressor (+1 HIDE after SHOOT, rest of campaign), mag-locks (seal door for 1 turn, single use).
16–18Tomas's Voice. Recent recording addressed to no one. He talks about his father, about being a weapon someone else built. He does not sound like a terrorist. Ghost Marker flips face-down. Gain Campaign Token (Tomas Profile).
19–20Kael's Last Transmission. Partial file, fragmented. Kael knew something about the op you did not. Gain Campaign Token (Drenna Fragment A). Unlocks critical Sc.3 reveal.

Climax Variable: Communications Room (D6)

D6Variable
1Hostage at Console. WREN (or building resident) restrained. Body Shield. Hostage OoA = data gone, Partial Victory.
2Fully Wiped. Specialist finished one action before you. OPINT 5+: 30% residual data (Partial). Fail: nothing.
3Automated Transmit. Specialist is dead (third party or collapse). Data auto-transmitted to backup node. Gain Campaign Token (Node Location). Changes Sc.2 objective.
4Specialist Breaks. Surrenders under pressure. Offers node location and Tomas's position for safety. GUTS 4+: gain Campaign Tokens (Node Location) + (Current Position). Fail: they resume wipe. Race: opposed OPINT 4+ each action.
5Data Intact. Specialist was slow. All data present. Primary achieved. Gain Campaign Token (Full Data Package). Specialist activates under Enemy AI.
6Already Sent to You. Transmit log shows outgoing burst to your old callsign six hours ago. You've been carrying Kael's data without knowing. Gain Campaign Token (Full Data Package). Ghost Marker flips face-down. Tomas is telling you something.

Mission Clocks

Wipe Clock
7 segments. One per turn. At segment 8, backup power fails. All comms equipment wipes automatically. Primary objective impossible.
Scrub Clock
The Specialist actively scrubs data each unengaged turn. SITREP (Even) per turn. Yes = one Intel Marker wiped. Track separately from the Wipe Clock -- this one is the enemy working against you in real time.

Salvage Table (D6)

1
Thermal blanket. Negates Wet Approach GUTS penalty immediately. Also useful as improvised stretcher for WREN.
2
Silenced sidearm. 8" range. Kills do not trigger Alert State transitions. 6 rounds only.
3
Portable hard drive. If comms room is reached, download takes 1 action instead of OPINT roll. Automatic success.
4
Glow stick (3). Each lights one zone for 2 rounds. No Alert trigger -- passive light.
5
Breaching tool (compact). Opens locked comms door as a free action. Silent. No FIGHT check, no noise penalty.
6
Kael Drenna's field notebook. Handwritten. Ghost Marker flips face-down. Gain Campaign Token (Drenna Fragment A) if not already held.
Hidden Intel -- Read Only if You Want the Twist

The Specialist is not scrubbing Tomas's data. The Specialist is scrubbing Kael Drenna's data. The communications room contains the access package Kael built before the op that killed him -- an exposure package designed to surface if someone buried what happened. Tomas found it. The people in this building are trying to make sure you never do. WREN knows this. Whether WREN tells you depends on their condition roll.

If You Don't Make It Out

The power dies. The data wipes. WREN is still in a collapsed residential room or already gone. You wade back down the flooded stairwell with nothing but wet boots and a Ghost Marker that will not stop flipping. The building sinks another inch while you are not looking. Scenario 2 starts cold -- no tokens, upgraded alerts, and the knowledge that someone erased what you came for while you were one room away.

Outcome

Full Victory

Data recovered, WREN extracted alive. Heat −1. 3 MP.

Partial Victory

Data partial or WREN not recovered. Heat unchanged. 1 MP. Sc.2 Alert States upgrade.

Defeat

Room not reached or all objectives failed. Heat +2. No MP. No Sc.1 tokens. All Sc.2 enemies start Alert.

24 · Scenario 2: Open City

Set the Scene The Saharan Oasis at midday. Heat shimmer off white stone. The Medina Quarter is dense, loud, full of people who are not your problem and one courier who is. Market stalls block your sightlines. The crowd moves in patterns you cannot predict. Somewhere in the covered souk, a courier carries an activation key. Somewhere to the northwest, Tomas Savar will appear in three hours. Your weapon is concealed. Your operator is alone. The crowd does not know what you are. Keep it that way.
Situation

Tomas Savar is in the Saharan Oasis. Coalition intelligence officer Rhen Vasori has been running a parallel track for six weeks. The Oasis is a city where four factions maintain fragile commerce, where visibility is a liability. Tomas is meeting a courier in the Medina Quarter at midday. The courier carries the activation key for the exposure package. You have approximately three hours.

Mission Brief

Primary: Intercept the courier and prevent the activation key from reaching Tomas.

Secondary: Locate Tomas's position without being seen (no alerts triggered within LoS when Tomas is spotted).

Clock: 8 turns. Turn 9: courier reaches the meet point, package activates.

Table Setup

2' × 2' dense urban market. Five zones:

Entry Alley (S)

Deployment. Narrow, one exit north.

Market Grid (Center-S)

Open stalls, crowds (block LoS). 3 Intel Markers.

Covered Souk (Center-N)

Interior, dim, heavy cover. Courier starts here.

Elevated Walkway (E)

Raised passage, excellent LoS. MOBI 4+ to access.

Tomas's Point (NW)

Observation position. Tomas appears Turn 4.

Intel Markers (5): 2 in Market Grid, 1 at Souk entrance, 1 on Walkway, 1 in side alley near Tomas's point (only if Tomas Route token held).

Enemy Setup

ForcePositionAlertNotes
The Courier (SHOOT Ord, MOBI 5″, AR 0, 2 FW)Covered SoukNon-combatant unless threatened. Moves toward Tomas starting Turn 3. If OoA: SITREP (Likely) for key intact.
2 Market Guards (SHOOT Ord, AR 1, 2 FW)Market GridSuspiciousIndependent patrol.
1 Overwatch (SHOOT Gd, AR 1, 3 FW)Elevated WalkwayAlertCannot be surprised.
2 Escort Grunts (SHOOT Ord, AR 0)3″ behind CourierUnaware until Turn 3

Special Rules

Tomas Savar. Appears Turn 4, northwest corner. Non-combatant. If within 8″ and no enemies in LoS: GUTS 4+ to hold position and observe (Secondary met). Fail: Ghost Marker flips face-up, must act (move toward, take shot, or resist again GUTS 4+). Engaging Tomas in Sc.2 has consequences in Sc.3.

The Crowd. Civilians block LoS, treat as difficult terrain (2″ per 1″). Weapon discharge near civilians (within 3″): crowd scatter (D3 civilians as scatter markers, models contacted lose 1 action). Heat +1 per discharge in crowd proximity.

Vasori. With Vasori Contact token, flip coin. Heads: arrives Turn 3, south edge, with 2 operatives (Soldiers). Can share intel (spend 1 Campaign Token, receive Intel Table roll 10–15). Will not help kill Tomas. Tails: her team is already on table (2 operatives in Souk, Alert).

Event Deck (Ace–8, black suit)

CardEvent
AceMarket Alarm. All enemies: SITREP (Even). Yes = Alert. No = nothing.
2Vasori's Shadow. Additional Vasori operative (Soldier) enters from south, moving toward Souk.
3Ghost Signal. Another Kael fragment. Gain Campaign Token (Signal Fragment).
4Courier Deviates. Courier reroutes toward Elevated Walkway stairs instead of northwest.
5Someone Makes You. Market guard doubles back. Suspicious. One turn before Alert.
6Tomas Moves. If on table, moves D6″ randomly. Within 8″: GUTS 4+ or Ghost Marker flips.
7Vasori Calls It In. Her team intercepts Courier. If they reach Courier first (6″/turn): Vasori takes key. Primary fails for you, but key isn't with Tomas. Changes Sc.3.
8Still Moment. Operator may not move this turn. Cannot be spotted.

Intel Table (D20)

D20Intel
1–4Tomas's Schedule. Safe house address. Gain Campaign Token (Safe House). Sc.3: deploy within 6″ of objective.
5–8What Vasori Knows. Tomas has been trying to surrender for three months. Every attempt blocked. Someone in the Coalition is keeping him unsurrendered. Gain Campaign Token (Surrender History). Changes Sc.3 Climax Variable.
9–12The Civilian Contact's Name. The intermediary is here. In the market. Watching. They tell you: Tomas did not build the exposure package. Kael Drenna built it. Tomas found it. Gain Campaign Token (Drenna Fragment B).
13–16The Blocking Agent. Someone inside Coalition intelligence is blocking Tomas's surrender. Same node that closed Kael's file. Gain Campaign Token (Blocking Agent). Opens full Sc.3 reveal.
17–20Tomas Leaves a Message. Note in a side alley, addressed to your callsign: "The hesitation wasn't yours to own. Come find me before they do." Ghost Marker flips face-down. Gain Campaign Token (Tomas Communication).

Climax Variable: Courier Intercept (D6)

D6Variable
1Tomas Activates It. Too late. Package transmits. Sc.3 becomes containment race, Heat +2, new primary objective layered on.
2Vasori Takes It. Key in Coalition custody. Tomas disappears. Sc.3: he's in a prepared position, knows you're coming.
3Courier Destroys It. Physical key destroyed. But the package is digital: key can be reconstructed in 72 hours. Sc.3 clock = 72 hours before auto-activation.
4You Have the Key. Primary met. Tomas sees it happen. Does not run. Watches, then walks away slowly, making himself visible. He wants you to follow.
5Tomas Surrenders to Vasori. In your view, Tomas approaches Vasori with hands open. She takes him. Three minutes before he's in a secured vehicle. Sc.3 begins inside a Coalition detention facility.
6Tomas Approaches You. Walks straight to your operator. No guards. No weapons. "I've been waiting six months for you to come to me instead of them."

Mission Clocks

Courier Clock
8 segments. Courier moves toward Tomas starting Turn 3. At segment 9, the courier reaches the meet point. Package activates. Primary fails.
Exposure Clock
Mark a segment each time: you discharge a weapon near civilians, an enemy goes Alert in the market, or the crowd scatters. At 3 segments, the market locks down. All movement becomes difficult terrain. Heat +1. Everyone is looking at you.

Salvage Table (D6)

1
Market vendor's cart. Push it into a chokepoint. Blocks LoS for 1 round. Costs 1 action.
2
Civilian clothing change. +2 to all Hide checks for 2 rounds. Discard weapon visibility.
3
Burner comm. Contact Vasori directly. If Vasori is on table, gain 1 free coordinated action.
4
Tranquilizer dart (1). Incapacitate one non-combatant without lethal force. No Heat. No Alert. Silent.
5
Rooftop access key. Bypass MOBI 4+ check for elevated walkway. Immediate access.
6
Tomas's discarded notebook. Names, dates, three months of blocked surrender attempts. Ghost Marker flips face-down. Gain Campaign Token (Surrender History) if not held.
Hidden Intel -- Read Only if You Want the Twist

Tomas is not meeting the courier to receive the activation key. He is meeting the courier to hand it back. He has decided against activation. The intermediary -- the civilian contact -- convinced him that exposure without accountability is just noise. Tomas wants to surrender. The courier does not know this. The escort does not know this. If you intercept the courier before the meeting, Tomas's surrender window closes and he runs. If you let the meeting happen, the key returns to Tomas -- and Tomas walks toward you.

If You Don't Make It Out

The courier reaches Tomas. The key changes hands. Whether the package activates depends on a truth you do not yet have -- but in this moment, you failed to intercept and your operator is standing in a marketplace full of people who just saw something they should not have. Heat climbs. Tomas vanishes into the Oasis. Scenario 3 begins with you knowing less than you should and everyone else knowing more.

Outcome

Full Victory

Key recovered, Tomas located without alert. Heat −1. 3 MP. +1 prep action for Sc.3.

Partial Victory

Key or position, not both. Heat unchanged. 2 MP.

Defeat

Key not recovered, position unknown. Heat +2. 1 MP (survival). Modified Sc.3 setup.

25 · Scenario 3: Fear None

Set the Scene The compound on the edge of the Oasis. Low-rise buildings, scrub walls, heat. The sun is behind you. The package terminal is inside. Tomas Savar is inside. Kael Drenna built the thing you came to stop, and the person who buried Kael's file is the same person who made sure Tomas could never surrender. You are not here to kill Tomas Savar. You are here to find out what you are here to do. The Ghost Marker is on the table. Its state is the record of everything you have done so far. Weapon drawn. Move.
Situation

Tomas Savar is in reach. Kael Drenna built the exposure package before the mission. It was not Tomas's weapon. It was Kael's, a dead man's switch designed to release if someone buried what really happened inside that compound. Tomas found it. He finished it. And the person who blocked every attempt Tomas made to surrender is the same person who filed Kael's death as non-recoverable and adjusted your rating to keep you quiet. You are not here to kill Tomas Savar. You are here to make a choice about what you do instead.

Mission Brief

Primary: Reach Tomas Savar and prevent the exposure package from activating, by any means you choose.

No stated secondary objective. Your operator will discover one.

Clock: 10 turns. Turn 11: if package not deactivated, Tomas not secured, and blocking agent not exposed, the package activates.

Table Setup

2' × 2' low-rise compound on the edge of the Saharan Oasis. Four zones:

Outer Perimeter

Low walls, scrub, light cover. Patrol routes.

Utility Structures (E & W)

Outbuildings, medium cover. East structure contains the package transmitter terminal.

Central Building

Outer room (guards), inner room (Tomas + package terminal).

Roof Access

One ladder. LoS to entire table.

Intel Markers (4): 1 at perimeter wall near east structure, 1 inside east structure (package data), 1 outside central building, 1 on roof (face-down).

Enemy Setup

ForcePositionAlertNotes
2 Soldiers (SHOOT Ord, AR 1, 2 FW)Outer perimeterUnaware
1 Veteran (SHOOT Gd, FIGHT Ord, AR 2, 3 FW / 2 MW)Central building entranceSuspiciousKeyword: Hardened.
2 Grunts (SHOOT Ord, AR 0, 1 FW)Central building outer roomAlert
Tomas SavarInner roomNon-combatant. 2 FW. Does not fight. Waits. Speaks when confronted.

With Campaign Token (Blocking Agent): Add 1 Coalition Operative (Commando profile, your stats reduced by one tier each, AR 2, 4 FW / 2 MW, Keyword: Hardened). Arrives south edge Turn 5. Hostile to your operator. Here to ensure Tomas does not leave alive and talking.

Special Rules

The Package Terminal. In contact (base-to-base, or within 1" if either model uses a separate base), 1 action. Three options:

  • Destroy (FIGHT 3+): Terminal gone. If Tomas has secondary transmitter (SITREP Even), destroying the terminal is not enough.
  • Disable (OPINT 4+): Suspended for 1 scenario. Buys time. Does not solve the problem.
  • Reroute (OPINT 5+, requires Drenna Fragment B token): Reroute to Coalition oversight node instead of public. Data becomes accountability, not a weapon. The third option no one briefed. Requires knowing what Kael actually built.

The Ghost Marker's Final Cost. When you have Tomas in your sights (inner room, in contact, weapon drawn):

  • Ghost Marker face-up: GUTS 5+ to choose any option other than firing. Fail = you fire.
  • Ghost Marker face-down: All options available. No roll required.

Vasori. With Vasori Contact token: arrives south edge Turn 6 with one operative. Not hostile. If contacted before reaching Tomas, she has an authorized surrender mechanism. Needs your operator to clear a path. She will not let Tomas die.

Event Deck (Ace–10, red suit)

CardEvent
AceCoalition Arrives. 4 Soldiers, Alert, north edge next turn. Not hostile unless you're in active engagement with their assets.
2Package Surge. Burst test, not full transmission. Roll D3: turns remaining before auto-transmit (replaces clock if lower).
3Ghost Signal Resolves. Final Kael fragment. With 3+ Signal Fragment tokens: full content unlocked. Climax result 6 now available regardless of D6 roll.
4Tomas Speaks First. Broadcasts on your frequency. Says your callsign. "The hesitation was right. You just aimed it at the wrong target." Ghost Marker flips face-down.
5Blocking Agent Moves. If present, advances 8″ toward inner room. On their own timeline.
6Structural Clear. Compound security offline for one turn. All enemies Unaware. Tomas is giving you a path.
7Vasori Makes Entry. If present, enters central building outer room. Removes Grunts. Waits. Path to Tomas is clear on one side.
8Civilian Contact. With token: intermediary appears at perimeter, unarmed. If Tomas dies, they publish everything. Exposure still happens. Just slower.
9Kael's Note. Message queued in dead man's switch, triggered by proximity. Written to you by name. Ghost Marker face-down. Gain 1 MP regardless of outcome.
10Nothing. Everything is still. Your operator has arrived.

Intel Table (D20)

D20Intel
1–5Blocking Agent's File. Full dossier: rank, operations, the order that buried Kael's file. Enough for oversight. Gain Campaign Token (Accountability File). Makes the Reroute meaningful.
6–10Kael's Original Brief. The mission was not the capture of Harak Savar. It was recovery of something Savar had that the blocking agent needed destroyed. The hesitation was manufactured. Gain Campaign Token (True Brief).
11–15Tomas's Exit. Planned extraction route: coordinates, time window, neutral oversight contact. He has been trying to get there for months. Gain Campaign Token (Exit Route). Makes Vasori's mechanism functional.
16–20The List Is Incomplete. Kael built in a deliberate gap. Package was a warning, not a weapon. Gain Campaign Token (Incomplete List). Unlocks third Climax path.

Climax Variable: Tomas Savar

Fires when your operator enters the inner room. Roll D6, modified by:

  • +1 for each: Surrender History, Tomas Communication, Tomas Profile tokens.
  • −1 if Ghost Marker face-up.   Max 6, min 1.
D6Variable
1The Trigger. You fire. Tomas is dead. Package activates on his death. 3 turns to reach terminal for reroute (OPINT 6+, one attempt). You did not choose well in this moment. There is still a thing to do.
2The Standoff. You don't fire, don't move. Tomas speaks. Names the blocking agent. Names Kael. Asks for the exit route. With Exit Route token: you can give it. Without: he asks you to lower your weapon and walk him out. GUTS 4+. Fail: proceed to result 1.
3The Surrender. Tomas places hands on the table, slides the terminal toward you. "Finish it or use it right." All three terminal options available. No GUTS check. Tomas waits.
4The Deal. Deactivation code for a hearing with neutral oversight. With Vasori Contact + Exit Route tokens: deal closes automatically. Without: GUTS 5+ on trust. Fail: deal collapses, reroll at −1.
5The Confession. Tomas confesses. Lays out every step. Asks you to witness. Spend 1 action, no roll: package deactivated. The blocking agent's file is all that matters. Mission ends with documentation, not a shot.
6The Recognition. "You're not here to kill me. You've known that since the first transmission." He is right. Ghost Marker gone. Remove it from table entirely. You walk out of the compound together.

Mission Clocks

Package Clock
10 segments. One per turn. At segment 11, the exposure package activates automatically. Tomas not secured, blocking agent not exposed -- the data goes public and the consequences are permanent.
Blocking Agent Clock
Starts at Turn 5 (if Blocking Agent token held). Mark a segment each turn the Blocking Agent is on the table. At 3 segments, the agent reaches the inner room. If Tomas is alive when the agent arrives, the agent fires. No SITREP. Automatic.

Salvage Table (D6)

1
Signal jammer (portable). 6" radius. Blocks comms for 2 rounds. Delays Blocking Agent arrival by 1 turn.
2
Kael Drenna's access codes. Reroute option at terminal drops to OPINT 4+ instead of 5+.
3
Flashbang grenade. All models within 3" lose 1 action next activation. Does not damage. Does not kill.
4
Vasori's authorization seal (if Vasori present). Makes the surrender deal automatic -- no GUTS check required.
5
Tomas's personal effects. A photograph. A letter addressed to you by callsign. Ghost Marker flips face-down.
6
The blocking agent's operational file (partial). Enough to identify. Gain Campaign Token (Accountability File) if not held.
Hidden Intel -- Read Only if You Want the Twist

Kael Drenna built the exposure package as insurance. Not a weapon -- a warning. The package was designed to activate only if the file on the botched op was buried. The blocking agent buried it. The dead man's switch fired. Tomas found the package because Kael built a trail that only someone with Savar's resources and motivation would follow. Kael's last act was not operational. It was a message to whoever came after: the hesitation was manufactured. The mission was sabotaged. The blocking agent needed Savar dead because Savar had evidence of something older and worse than one failed op.

If You Don't Make It Out

Tomas is dead. The package activated. The blocking agent is untouched. Your operator walks out of the compound -- if they walk out at all -- carrying the weight of every choice that led here. The families named in the exposure are visible. The truth is public but uncontrolled. And the Ghost Marker, if it is still on the table, is face-up. This is a valid ending. It is not a defeat. It is a consequence with your name on it.

26 · NPC Roster

Rhen Vasori
Coalition Intelligence Officer // Baseline Human
SHOOT Gd   FIGHT Ord   MOBI 5"   GUTS Gd   OPINT Gd   AR 1   3 FW / 1 MW
Running Tomas for six weeks through official channels. Does not know the blocking agent has visibility into her operation. Believes authorized capture is the right approach. Will not let Tomas die. If your operator looks like pulling the trigger and Vasori is present, she intervenes: GUTS 4+ or Ghost Marker flips and you fire anyway.
Voss
Off-Books Fixer // Flooded London Corridor // No Table Presence
Gray-market intel for a decade. Loyal to professional reputation, not outcomes. His lead is accurate. He sold the same lead to someone else one day behind you. Between Sc.1 and Sc.2: OPINT 3+ to contact. Confirms Tomas's position. Gain Campaign Token (Voss Network).
WREN
Embedded Contact // Condition Variable // Sc.1 Only
Inside the Bermondsey building for 36 hours. Compromised, injured, or intact depending on D6. Gender, name, and history deliberately unspecified. They are whoever the player needs them to be.
The Civilian Contact
Intermediary // Ideological Believer // No Combat Stats
Believes Tomas is trying to do something right. Not wrong about the cover-up. Wrong that exposure is the right mechanism. Present in Sc.3 as a consequence made visible: if Tomas dies, they publish everything.
Tomas Savar
Primary Target // Campaign Axis // Non-Combatant
Twenty-four years old. Four languages. Inherited a war and tried to end it through channels that kept closing. Knows your callsign. Knows the hesitation. Has been waiting for this operator specifically. At no point does he pick up a weapon. His presence is a pressure mechanic: within 8″, GUTS check fires because the load-bearing guilt of the campaign is standing right there not doing what he's supposed to do.
The Blocking Agent
Coalition Senior Intelligence // The Actual Antagonist
Your operator's stats reduced one tier each   AR 2   4 FW / 2 MW   Keyword: Hardened
Unspecified until earned. A pattern: authorization signatures, suppression orders, bureaucratic fingerprints. Arranged for the op's outcome to be attributed to hesitation rather than sabotage. Modified Anchor's report. Closed Kael's file. Blocked Tomas's surrenders. Arrives Sc.3 Turn 5 to resolve the problem personally.

27 · Campaign Outcomes

Full Victory: The Path Forward

Package deactivated or rerouted, Tomas alive and in process toward accountability, blocking agent exposed. Heat reset to 0. 5 MP. The hesitation was real, the cost was real, and the operator found a third option between killing and walking away.

Mixed Outcome: The Weight

Package deactivated but Tomas dead, or alive but status unclear, or blocking agent unconfirmed. Heat −1. 3 MP. Something was stopped. Something was not resolved. The operator is still operating.

The Other Ending: The Trigger

Tomas dead, package activated, reroute failed. Heat +3. 2 MP (survival). The families are visible, the blocking agent is untouched, and your operator has to live in what they chose. This is a valid ending. It is not a defeat. It is a consequence.

Between Scenarios

Signal Fragment Resolution. With 3+ Signal Fragment tokens at any Between Missions point: resolve Kael's full transmission. Set Ghost Marker aside for 1 scenario.

The Vasori Option. With Vasori Contact token: OPINT 4+ between scenarios. Success: trade 1 Campaign Token for 1 Intel Table roll (result 10–15) from the upcoming scenario.

Heat Management. Ghost ops don't grant standard cooldown. Spend 2 MP between scenarios to reduce Heat by 1. Only route.

// HE JUST STAYS // THAT'S THE WHOLE STORY //
// MODULE_IV // SOLO // 1 OPERATOR
THE WEIGHT OF STAYING

"He just stays. That's the whole story." -- Bela Vasik, proprietor, the Lantern

Campaign Overview

This is a solo campaign sandbox. You are Kael Dragomir, a retired EO brown bear operator who has returned to the NAF coastal settlement where he grew up. Your powers are fading. Your son doesn't know you. The woman you left hasn't forgiven you. Your oldest friend gave you a badge and a job because nobody else would.

You are the law in Salter's Landing. One officer. One road. Twelve hundred people who survived Prometheus and kept going because they didn't leave.

This supplement gives you everything you need to play: a character sheet, a settlement that generates trouble, tables that produce law enforcement calls and complications from your past life, NPCs who want things from you, and a campaign structure that keeps pressure building whether you act or not.

You will need: the Operator Tactics core rules, a D6, and a willingness to stay.

Dramatic Engine. A drifting gene-forged bear takes a law enforcement post in the settlement he abandoned, trying to protect a town that hasn't decided whether to forgive him, while his body fails and his past closes in.
Core Verb: PROTECT. Not fight. Not survive. Protect. Every shift, every call, every encounter circles back to the question of whether a man built to destroy can learn to keep things safe. When you don't know what to do next, return to the verb.

Long-Term Goal. Earn the right to stay. This isn't a mechanical threshold. It's a narrative one. You'll know when the campaign reaches it, because the settlement will either accept you or it won't, and the decision will feel earned.

Immediate Goal. Survive your first month as Salter's Landing's second law enforcement officer without the settlement, the EO, or your own body forcing you out.

What This Game Is Not. This is not a power fantasy about a gene-forged soldier cleaning up a small town. It is a story about a man holding on to one thing while everything else slips.

Your Character

Kael Dragomir -- Retired EO Tempest Rider, Bear Stock

Age: 42
Forging Year: 2039 (age 17)
Service: 23 years, Eurasian Oligarchy Tempest Riders
Current Status: Honorable discharge. Drift stage 2. Settlement law enforcement officer, Salter's Landing.

Attributes

AttributeProficiencyNotes
SHOOTOrdinary (4+)Eyes still work. Hands don't always cooperate.
FIGHTGood (2+)The frame remembers. The healing factor doesn't back it up anymore.
TACTOrdinary (4+)Can still force a door, plant a charge, work a wrench.
OPINTOrdinary (4+)Twenty-three years of reading rooms. The instincts are intact.
GUTSGood (2+)Whatever else is failing, the nerve holds.
MOBI4″Slower than he used to be. Bear stock carries mass even when the engineering fades.

Wound Track

Flesh Wounds: 0 / 3  •  Mortal Wounds: 0 / 1 (Out of Action on second MW)

Gear

Issued: Settlement security sidearm (Light Pistol, +0, range 12″), security comm unit, badge, flashlight, first aid kit (1 use, clears 1 FW), flex-cuffs (6).

Personal: Toolbox (doubles as melee weapon in desperation, +0 FIGHT), work clothes, sling for right arm (worn intermittently), duffel bag with twenty-three years of nothing in it.

Edge & Tempo

Edge Token: 1 per mission (reroll any D6).

Tempo Tokens: Earned normally per core rules. Kael's class-specific spend: 1 Tempo to ignore one Drift effect for a single roll.

Gene-Forged Drift

Kael's bear template is degrading. This is not a mechanic that activates once. It is a pressure that runs through the entire campaign.

Drift Clock. Start at 0. Advances by 1 each time any of the following occur: Kael takes a Mortal Wound. Kael rolls a natural 1 on a FIGHT check. The campaign advances a full week of in-game time. Kael uses the Surge ability.

Drift Effects

ClockEffect
0–2Baseline drift. Tremor in the right hand. Grip strength unreliable. No mechanical penalty.
3–4Accelerating. FIGHT drops to Ordinary (4+). Healing factor gone: first aid kits no longer work on Kael. Natural recovery between missions only.
5–6Critical. SHOOT drops to Bad (5+). MOBI drops to 3″. Mass instability: Kael takes 1 FW from any fall or collision that would normally be harmless.
7+Terminal. All physical attributes drop one tier. Kael cannot run. The bear is almost gone. Campaign enters endgame pressure.
SURGE. Once per session, Kael can push the old template. For one activation, return FIGHT to Good (2+) and MOBI to 6″. After the activation ends, advance the Drift Clock by 1. The body remembers. The body also charges interest.
Template Patch (one-time only). When the Drift Clock first reaches 3 (Accelerating), Tom mentions a medic he knows -- former EO field contractor, gone civilian -- who can provide a stabilizing treatment. Not a cure. A patch. It caps the clock at 4 until end of the current campaign week, giving Kael time before Stage 3 hits.

Cost: Kael has to go through EO channels to source the treatment. Advance the EO Complication Engine by 1 (roll immediately on the EO Complication Table). The treatment is real. So is whatever shows up on that roll.

This is a decision, not a requirement. Kael can refuse. The drift keeps moving. Some players will take the patch and deal with the EO entanglement. Some will let the body fail on its own terms. Both choices are correct.

Salter's Landing

Set the Scene The shuttle drops you at the transit stop. Salt air. Concrete bleached white by twenty years of Gulf sun. The main road runs north-south -- the Lantern on the left, the clinic on the right, the comm tower behind you. A woman with a coffee mug watches from across the road. She does not wave. A man in a security uniform limps out of the office with a badge in his hand. He holds it out. "Welcome back," he says. He means it. He also means: prove me right.
Running a Settlement Sandbox Solo

This is not a mission. There is no primary objective printed on a card. The Shift Loop generates calls. Calls produce encounters. Encounters produce consequences. Consequences feed five story engines that run whether you act on them or not. Your job is to respond, to read the pressure, and to decide what matters.

Solo sandbox play rewards consistency over heroics. Show up for the shift. Answer the call. Fix the faucet. Walk by the house. The dramatic moments will arrive on their own -- the tables guarantee it. Your operator does not need to chase the story. The story is already chasing him.

Location: NAF Gulf coast, rebuilt shoreline south of pre-Prometheus Florida
Population: ~1,200
Founded: 2044 (post-Prometheus reconstruction)
Governance: Community council, rotating chair, meets monthly in Caulfield's church
Economy: Coastal salvage, small-scale agriculture, transit waypoint for NAF Gulf traffic
Security: Two officers (Tom Vesik, Kael Dragomir), county mutual-aid agreement
Infrastructure: Desalination micro-plant (aging), solar array, post-war pipe grid
Scarcity: Fresh water allocation tight in dry months. Medical supplies from county. No gene-forged medical infrastructure.

Settlement Tags

TagValue
SecurityLight
InfrastructureStrained
CiviliansNormal
SurveillanceDark zone (no cameras, no drones, one comm tower)
Faction PressureLow (NAF nominal, EO interest emerging)
Black MarketLight (small-scale barter, occasional coastal smuggling)
MobilityOpen (one road in, coastal shuttle, foot traffic)

Signature Image. A bear in a sling, carrying a toolbox down a salt-bleached road, toward a house where someone left the porch light on.

Personal log, Kael Dragomir, week 2: "Night shift. Nothing on the radio. Walked the main road three times. The Lantern's sign buzzes at a frequency I can still hear -- the bear's ears are the last thing to go. Bela left a plate on the bar. Luka's mural is visible in the moonlight from the school steps. The boy painted a man carrying a toolbox. He got the proportions right. The right arm hangs lower than the left. He noticed that. I sat on the steps for eleven minutes. The concrete was warm. I did not want to stand up."

The Under-System

The desalination plant is on drought clock. Fourteen years past its rated service life. The county budget covers maintenance but not replacement. Every dry season, water allocation tightens. Every wet season, the pipes corrode a little more. When the plant fails, Salter's Landing has seventy-two hours of reserve water. After that, the settlement either gets emergency county supply or it empties.

When the System Strains

Water rationing hits the school first (reduced sanitation), then agriculture (crop loss), then the clinic (no sterilization capacity). Residents with means leave for county centers. Residents without means stay and get angry. Tom's radio starts carrying calls he can't answer.

Day/Night Split

Day Authority: Tom Vesik (primary), Kael Dragomir (patrol/response). Day Economy: Salvage crews out. Agriculture. School in session. Transit shuttle runs twice. Day Risk: Mundane law enforcement -- domestic disputes, petty theft, salvage rights arguments.

Night Authority: Kael Dragomir (sole officer on duty after 2000). Night Economy: The Lantern serves drinks. Coastal route runs dark cargo sometimes. Teenagers gather at the old processing plant. Night Risk: Smuggling. Trespass in the industrial zone. The sounds from south of town that Tom doesn't talk about.

Districts

Salter's Landing is small enough that "districts" is generous. But these five zones have distinct character, and each generates different encounters.

The Main Road. The spine of the settlement. Everything connects to it. The Lantern, the clinic, the comm tower, the transit stop, Tom's security office. Day: foot traffic, shuttle loading, Bela serving coffee. Night: the Lantern's neon flickers, Kael walking patrol. Risk: this is where trouble finds you because it's where everyone passes through.
The School District. Three buildings around a courtyard. Maren's classroom (ages 6-16, three groups, one teacher). Caulfield's church. Community hall. The mural wall. Day: children, parents, Caulfield reading on the church steps. Night: empty, dark, the mural visible in moonlight. Risk: anything that happens here threatens kids.
The Residential Grid. Four blocks of post-Prometheus prefab. Maren and Luka's house. Tom's apartment. Most of the population. Day: domestic life, laundry lines, kitchen gardens. Night: the occasional domestic call, dogs that bark at things that aren't there. Risk: domestic violence, neighbor disputes, property crime.
The Industrial Zone. Abandoned pre-Prometheus processing facilities. Salvage storage. Harmon's operation. The desal plant at the south edge. Day: salvage crews working, equipment noise. Night: dark, unsecured, sound-etched marks on Building 3 walls that weren't there six months ago. Risk: trespass, industrial accidents, whatever is making those marks.
The Shore. Coastline. Rebuilt dock. The road south. Small dock for the coastal shuttle. Fishing skiffs. Salt flats. Day: fishers, the shuttle twice a day. Night: smuggling landings, the place where Kon Marek walked into the dark. Risk: coastal smuggling, unauthorized landings, the occasional predator from the gulf rebuild.

Story Engines

Five ongoing pressures that generate scenes automatically. They run whether Kael acts on them or not. Each one produces encounters, complications, and decisions.

How Story Engines Drive Solo Play

A story engine is a clock that generates fiction. Each engine tracks a pressure: the body failing, the son manifesting, the community deciding, the faction watching, the ghost returning. You do not need to activate them. They activate themselves -- through table results, through time passing, through the consequences of what you did or did not do on the last shift.

When you do not know what happens next, check which engine has the highest clock. That engine is the loudest voice in the room. Roll on its associated table or advance its narrative one step. The engines do the work a GM would do: they ensure that something is always happening, that pressure never releases, and that the story moves even when the player is not pushing it.

Engine 1: The Drift

Kael's body is failing. The drift clock advances. His template degrades. Every physical confrontation is a question: can he still do this? Every week that passes is a week closer to baseline. There is no cure. There is only management and the question of what he's worth when the bear is gone.

Generates: Medical crises. Moments where Kael can't do what he used to. Decisions about whether to Surge and pay the cost. The slow, grinding question of identity when the thing that made you special is leaving.

Engine 2: Luka's Inheritance

Luka is manifesting gene-forged traits. His grip strength is increasing. He's breaking things. He's scared. Maren doesn't know yet, or she knows and isn't saying. The NAF has screening protocols for gene-forged expression in minors. If it's reported, Luka gets pulled into a system Kael knows from the inside.

Generates: School incidents. Luka doing something he can't explain. Maren's suspicion. The NAF screening question. Kael's choice: tell Maren, train Luka secretly, report it, or pretend it isn't happening.

Luka's Inheritance Clock. Start at 0. Advances by 1 when: Luka has a public incident (breaking something, hurting someone accidentally). Someone outside the family witnesses Luka's strength. An NAF official visits the settlement. Kael ignores the inheritance for two consecutive weeks.

At Clock 3: Maren confronts Kael. At Clock 5: NAF screening becomes unavoidable.

Engine 3: Community Trust

Salter's Landing hasn't decided about Kael. Some residents are glad he's back. Some think he lost the right to be here when he left. Every call he takes, every interaction, every visible moment on the main road is a data point.

Community Trust Tracker

Track three categories. Each starts at NEUTRAL.

CategoryStartWhat Moves It
The CouncilNeutralKael's performance on visible calls. Infrastructure failures prevented. How he handles strangers and county officials.
The FamiliesNeutralHow Kael treats people during domestic calls. Whether he's seen as protector or occupier. Maren's visible attitude.
The WorkersNeutralSalvage disputes. Industrial zone incidents. Whether Kael sides with Harmon or the crews. Whether the desal plant stays running.

Each category moves one step in either direction (Hostile / Cold / Neutral / Warm / Trusted) based on Kael's actions. When all three are Cold or Hostile, the council votes on whether to keep him. When all three are Warm or Trusted, Kael has earned the right to stay.

Infrastructure Alarm link. Day Shift result 9 moves the Council category directly. TACT repair success: Council one step toward Warm. Failure: Council one step toward Cold and Stress Clock advances.

Monthly Council Review (1d6)

1d6Council Event
1Motion to Review. A council member questions Kael's appointment. Tom defends him. Vote to table is close. Council one step toward Cold unless Kael attends and makes his case (GUTS 2+).
2Incident Report. The chair wants a written report on a specific call. OPINT 4+ to satisfy them. Pass: Council holds. Fail: Council one step toward Cold.
3Public Commendation. A resident spoke at the meeting. Something Kael did mattered. Council one step toward Warm. Kael hears about it secondhand, from Bela.
4Budget Pressure. County cutting mutual-aid allocation. Council wants to know if two officers are necessary. Tom looks at Kael. Council stays put, but the pressure is noted.
5Infrastructure Question. Desal plant, solar array, or pipe grid on the agenda. Stress Clock 2+: Council one step toward Cold. Stress Clock 0: Council one step toward Warm.
6Caulfield Speaks. The pastor addresses the council. Effect depends on his relationship status: Wary or below = neutral. Warm = defends Kael. Trusted/Bonded = tells the council this is the man who fixes what everyone else walks past. Council moves one step in Caulfield's direction.

Engine 4: The EO's Interest

The Eurasian Oligarchy didn't let Kael walk away cleanly. Colonel Ostrovsky wants him back for brand management. Major Kask wants liability contained. The Tempest Riders' PR division wants to control the narrative. And somewhere in the EO apparatus, someone is tracking Kael's drift data because a drifting bear in an NAF settlement is either an asset or a problem, and they haven't decided which.

Generates: The EO Complication table. Visits from Major Kask. Communications from Ostrovsky. Offers that are also threats. The question of whether Kael's presence in Salter's Landing is a retirement or a deployment the EO hasn't acknowledged.

Engine 5: Kon Marek's Shadow

Kon walked south. The EO wants him in containment. Kael told them he'd handle it. He can't. He's baseline now. But Kon's presence -- the memory of him, the sound-etched marks in the industrial zone, the lullaby hummed at the edge of hearing -- is a weight on the settlement. Kon may be gone. Kon may be watching.

Generates: The road south. Sounds in the industrial zone. Sightings that may or may not be real. The EO's pressure to produce Kon. The question of what Kael owes a man whose family he killed.

Kon's Shadow Clock. Start at 0. Advances by 1 when: The EO makes contact about Kon. Someone reports a sighting or a sound from the south. Kael investigates the industrial zone marks. Four weeks of in-game time pass.

At Clock 3: Evidence surfaces that Kon is still in the area. At Clock 5: Kon makes contact -- with Kael or with someone Kael is trying to protect.

EO Complication Table (1d6)

Roll when a Past Life Intrusion is triggered, or when Engine 4 activates.

1d6Complication
1The Call. Colonel Ostrovsky on Kael's personal comm. Polite. Warm. Wants to know how Kael is adjusting. Wants to know about Kon. Wants Kael to remember that the Tempest Riders take care of their own, and that taking care goes both directions.
2The Visit. Major Kask arrives. Black EO transport vehicle. Containment protocols on a tablet. A liability waiver for Kael to sign. Bela blocks the doorway.
3The Asset. An EO operative, low-profile, has been in Salter's Landing for days. Kael spots them. Surveillance on the settlement, on Kael, or on Luka? OPINT to determine the target.
4The Offer. Ostrovsky sends a package through the transit shuttle. Medical supplies for the clinic, solar array parts, desal components. Everything the settlement needs. The attached note says "With regards from the Riders." Nothing is free.
5The Leak. Kael's location and status have surfaced on a public feed. A Gulf coast outlet running a piece: "Retired Tempest Rider Living as Small-Town Cop." The comm tower starts getting calls.
6The File. An encrypted data packet arrives on Kael's comm. His own medical file. Drift projections. Prognosis. And a flag noting that gene-forged drift cases in proximity to manifesting offspring are a priority research interest for EO BioDiv. They know about Luka.

Settlement Stress Clock

The settlement itself is under pressure. Track this separately from the story engines.

Start at 0. Advances by 1 when: An infrastructure repair fails. A week passes without desal plant maintenance (TACT Ordinary). A community trust category drops to Cold or Hostile. A major incident occurs (anything requiring county involvement). The EO provides aid (yes, this stresses the settlement -- because now they owe someone).
ClockCondition
0–2Normal. The settlement functions. Pressure is background noise.
3–4Strained. Water rationing begins. Clinic reduces hours. Tempers shorter. All dispute calls get +1 difficulty.
5–6Critical. County sends an assessor. Relocation discussion begins. Families start leaving. All community trust categories shift one step toward Cold.
7+Failing. The settlement is dying. Emergency council meeting. Kael must decide: fight to save it, or acknowledge that protecting these people means getting them out.

Settlement Clocks at a Glance

Settlement Stress
Tracks infrastructure and community pressure. At 3--4: water rationing, clinic reduced hours. At 5--6: county assessor, relocation talk. At 7+: the settlement is dying.
Drift Clock
Tracks Kael's template degradation. At 3--4: FIGHT drops, healing factor gone. At 5--6: SHOOT drops, MOBI drops. At 7+: terminal. The bear is almost gone.

Salvage & Scrounge Table (D6)

Roll when Kael searches the industrial zone, investigates a trespass call, or spends a downtime action on patrol.

1
Desal plant replacement valve. TACT 4+ to install. Delays Settlement Stress Clock by 1 segment.
2
Solar panel (salvaged). Enough to patch the array for one week. TACT 3+ to install.
3
Pre-Prometheus medical supplies. Expired but usable. Nessa can stretch them for two weeks.
4
EO equipment cache (buried). Military-grade. Useful. Also evidence that the EO has been here before.
5
Kon Marek's sound-etched marks. Fresh. OPINT 4+ to read the pattern. Success: advance Kon's Shadow Clock by 1 but gain insight.
6
A child's drawing, pinned to a fence. A bear with a toolbox. Kael gains 1 Tempo. No mechanical reason. The settlement noticed.
When the Settlement Fails

The desal plant dies. The reserve tanks drain in seventy-two hours. Families load what they can carry onto the shuttle. The school closes. The Lantern goes dark. Bela locks the door and stands in the empty room. Tom puts his badge on the desk. Kael is standing on the main road watching the last shuttle pull away. He can go with them. He can stay in the empty town. He can walk south, toward the sound. This is not a game over. This is the moment the campaign has been building toward. What Kael does next is the ending.

The Law Enforcement Loop

This is the core gameplay engine. Each in-game day, Kael works a shift. Each shift generates calls. Calls produce encounters. Encounters produce consequences. Consequences feed the story engines.

Day Shift (0600-2000): Roll 2d6. Kael responds with Tom available as backup (SITREP: Likely that Tom can respond within 10 minutes).

Night Shift (2000-0600): Roll 2d6. Kael is alone. Tom is off duty (SITREP: Unlikely Tom responds in under 30 minutes. Even odds he responds at all).

Day Shift Calls (2d6)

2d6Call
2Dead quiet. Nothing. Unsettling. Use the downtime or roll on the Story Engine table instead.
3Domestic disturbance. Residential grid. Voices through walls. Someone is scared. OPINT to read the situation before entering.
4Salvage dispute. Industrial zone. Two crews claim the same haul. Harmon is involved and he's not wrong but he's not right either. OPINT or GUTS to mediate.
5Medical assist. Clinic needs help. Someone hurt at a work site, or a kid with something the nurse can't handle alone. TACT to assist. May require county medevac (SITREP: Even odds the shuttle is available).
6Petty theft. Someone took something from someone. Both parties at the Lantern telling Bela about it. OPINT to investigate. The stolen item tells you something about the settlement's scarcity.
7Transit stop incident. Something came off the shuttle that shouldn't have. A person, a package, or a rumor. Roll on the Transit Arrival table.
8School concern. Maren flags something. A kid acting out, a parent who hasn't shown up, a piece of equipment missing. Could be nothing. Could be the thread that pulls everything open. OPINT to investigate.
9Infrastructure alarm. Desal plant, solar array, or pipe grid. Something needs fixing now. TACT to repair. Failure advances the Settlement Stress Clock.
10Stranger in town. Someone new on the main road. Not transit. Not passing through. They're looking at something specific. Roll on the Stranger table.
11County business. A county official, inspector, or contractor arrives. They want access to something or someone. Tom doesn't like it. OPINT to figure out what they're really after.
12Past life intrusion. Roll on the EO Complication table. Something from Kael's other life just showed up in Salter's Landing.

Night Shift Calls (2d6)

2d6Call
2Nothing moves. Dead calm. The kind of quiet that makes you check your comm is working. Downtime or Story Engine roll.
3Noise complaint. Residential grid. Could be a party. Could be a fight. Could be Luka's hands doing something Luka can't explain.
4Trespass -- industrial zone. Someone is in the abandoned buildings. Teenagers, scavengers, or something else. OPINT to assess before entering. Building 3 is dark and the marks on the walls are fresh.
5The Lantern, closing time. Someone won't leave. Someone said something. Bela can handle most of it but tonight she's looking at you. GUTS or FIGHT to de-escalate.
6Shore activity. Lights on the water that aren't the shuttle. A boat that doesn't belong. OPINT to observe, MOBI to intercept, or call it in to county (SITREP: Unlikely county responds before dawn).
7Patrol encounter. Walking the main road, you see something. Roll on the Night Patrol table.
8Domestic call, bad one. Residential grid. This isn't a noise complaint. Someone is hurt. Clock is running. TACT to render aid, GUTS to hold your nerve, OPINT to document.
9Power fluctuation. Solar array or desal plant acting up. Might be mechanical. Might be someone messing with it. Alone, at night, in the industrial zone. TACT to diagnose, OPINT to check for tampering.
10The road south. Something on the road coming from the direction Kon Marek walked. Probably an animal. Probably.
11Unauthorized landing. Shore. A boat, a skiff, or something bigger. People are unloading something. You are one officer with a sidearm and a flashlight.
12Past life intrusion. Roll on the EO Complication table. It's worse at night.

Transit Arrival Table (1d6)

1d6Who Arrived
1A journalist from a Gulf coast outlet. Heard about the retired Tempest Rider. Wants the story.
2A gene-forged drifter, rat stock, looking for work. Jumpy. Running from something they won't name.
3An NAF county inspector. Routine, allegedly. Interested in the desal plant.
4A family relocating from a failed settlement further south. Need housing. Need everything.
5An EO logistics contractor. Civilian clothes, military posture. Says he's here about a shipping manifest.
6Someone who knew Kael. From before. A Tempest Rider. Not hostile. Not friendly. Wants to talk.

Stranger Table (1d6)

1d6Who Is It
1A fixer from the Gulf coast corridor. Looking to set up a supply line through Salter's Landing. Offers money the settlement needs. The cargo is a different question.
2A woman looking for her brother. He was on a shuttle that passed through last week. He didn't arrive where he was going.
3An NAF social services worker. Here about Luka. Routine screening, they say. Gene-forged inheritance screening, they don't say.
4A surveyor. Working for someone they won't name. Measuring the shoreline and the water table. Taking notes.
5A preacher. Not Caulfield's denomination. Setting up on the main road with a folding table and pamphlets. The pamphlets mention gene-forged abomination.
6Kon Marek's sister. She is looking for her brother. She is not gene-forged. She is not dangerous. She is desperate and she has Kael's name.

Night Patrol Table (1d6)

1d6What You See
1Luka, out past curfew, sitting on the school steps. The concrete under his hands is cracked. He hasn't noticed you.
2The Lantern's back door is open. Light from inside. Bela is counting money at the bar. The stack of envelopes is taller than last week.
3A dog standing in the middle of the road, staring south. It won't move. It won't stop staring.
4Someone has spray-painted something on Tom's security office. You can read it from twenty feet. It's about you.
5Maren's porch light is on. It's 0300. She's sitting on the step with a coffee mug. She sees you. GUTS 2+: you stay long enough that it counts -- Maren relationship one step toward Warm. Fail: you keep walking. She watches you go.
6A sound from the industrial zone. Low. Sustained. Not mechanical. The kind of sound that lives in the walls.

Rumor Table (1d6)

Roll when Kael spends time at the Lantern, talks to Bela, or works a shift that involves talking to residents.

1d6Rumor
1The county water allocation board is considering Salter's Landing for "consolidation review." That's the word they use before they recommend closure.
2Harmon found something in Building 3 of the industrial zone. He won't say what. He moved his salvage operation to Building 1 the next day.
3A shuttle driver told Bela that EO transport vehicles have been spotted on the coast road north of town. Two vehicles. Parked. Waiting.
4Maren's been making calls to the county education office after hours. Could be about funding. Could be about transfer paperwork. Could be about getting Luka out before something else breaks.
5A fishing crew found equipment on the shore that isn't from any settlement they know. Military-grade. EO markings filed off but the alloy composition is unmistakable.
6Someone heard singing from the salt flats last night. Not words. A melody. The dogs in the residential grid wouldn't stop barking until dawn.

NPC Profiles

Core NPCs

Tomasz "Tom" Vesik -- Settlement Security Officer
Can get: Local knowledge, county mutual-aid contacts, historical context on every resident, backup (when available).
Wants: The settlement to survive. Kael to earn his badge. To stop feeling like he's been holding the line alone for twenty years.
Fears: That Kael's past will destroy the town. That he's too old to handle what's coming.
Pressure: His leg is still healing from the warehouse collapse three months ago. He's slower. He won't admit it.
Relationship: Best friend. Angry friend. The man who stayed while Kael left. He gave Kael the badge because the settlement needs two officers and because he missed him.
Maren Holst -- Teacher
Can get: Access to every family through the school. Insight into Luka's condition. Community trust intelligence.
Wants: Luka safe. The school funded. Kael to either commit or leave, because the ambiguity is worse than either.
Fears: That Luka has what Kael has. That the EO will come for her son.
Pressure: Luka is breaking things. She's pretending not to notice. The pretending is getting harder.
Relationship: The woman he left pregnant twenty-three years ago. She built a life. She didn't wait. She didn't forgive. She also didn't throw out the shoebox under the kitchen sink with the newspaper clippings, the prom photo, and the unused bus ticket to Palm City.
Luka Holst -- Student, 16
Can get: Nothing tactical. Everything emotional.
Wants: To understand what's happening to his body. To know who his father is (or to stop knowing). To be normal, or extraordinary, and he can't decide which.
Fears: Himself. What his hands are doing. That he'll hurt someone.
Pressure: Concrete chips under his thumbnail. Glass fractures in his grip. He's been watching old Tempest Rider footage. The Juarez mission, eleven times.
Relationship: He knows now. He's not ready to talk about it. He painted a man with a toolbox on the school mural. The proportions are perfect.
Bela Vasik -- Proprietor, the Lantern
Can get: Every piece of gossip in Salter's Landing. A room above the commissary. A meal when you need one. The truth about what the settlement is feeling.
Wants: The Lantern to survive. The settlement to hold. To stop watching good people leave.
Fears: The stack of envelopes by the register getting taller. The day she can't open the door.
Pressure: Business is thin. Coastal route traffic has dropped. Three months behind on the county supply contract.
Relationship: Gave him the room. Didn't ask how long. Feeds him. Doesn't charge what she should. The closest thing he has to unconditional acceptance in this town, and even hers has limits.
Pastor Idris Caulfield -- Community Pastor
Can get: Settlement history. Moral authority. Access to the community hall and church. The ear of the council.
Wants: The church roof fixed. The community to hold together. To say what he's been holding back for twenty years, which is that he took Kael's departure personally.
Fears: That the settlement is changing into something he doesn't recognize. That his faith isn't enough to hold it.
Pressure: The crack in the church wall is load-bearing. The council budget won't cover the repair. Caulfield is seventy-three and he can feel every year of it.
Relationship: Blunt. Petty in small ways. "I read your discharge papers. The parts they didn't classify. Tuesdays work for me."

Secondary NPCs

Ric Harmon -- Salvage Yard Operator
Can get: Equipment, scrap materials, industrial zone access, labor contacts.
Wants: Exclusive salvage rights to the industrial zone. The desal plant contract.
Pressure: His best crew quit last month. Running short-handed.
Nessa Cole -- Clinic Nurse Practitioner
Can get: Medical treatment (basic), health records, injury pattern intelligence.
Wants: Medical supplies. A real doctor. For people to stop getting hurt in ways she can't fix.
Pressure: Supply shipment is two weeks late. She's rationing antibiotics.
Deputy Alara Mott -- NAF County Sheriff's Office
Can get: County backup, warrant authority, inter-settlement intelligence, county database access.
Wants: Her district quiet. No incidents that generate county-level paperwork.
Pressure: Three settlements in her district filing for emergency water allocation. She's triaging.

Relationship Tracker

NPCStartWhat Moves It UpWhat Moves It Down
TomWaryReliable backup. Honest conversation. Competent police work.Recklessness. Involving EO. Endangering the settlement.
MarenColdConsistent presence. Protecting Luka. Not pushing.Pushing. Lying about Luka's condition. Leaving again, even briefly.
LukaGuardedHonest answers. Training (if asked). Being present without performing.Lying. Treating him as a problem. Being absent.
BelaWarmPaying rent. Helping with the Lantern. Being the Kael she remembers.Not paying. Bringing trouble to her door. Taking her for granted.
CaulfieldNeutralShowing up Tuesdays. Fixing things. Telling the truth when it's ugly.Breaking promises. Performing humility instead of being humble.

Relationship statuses: Hostile / Cold / Wary / Neutral / Warm / Trusted / Bonded.

At Bonded: NPC becomes a permanent ally. Acts on Kael's behalf without being asked. Will also be targeted by anyone who wants to hurt Kael.

At Hostile: NPC actively works against Kael. Not violently (probably). But they talk. They vote. They close doors.

Mission Seeds

Structured scenarios that can trigger from table results, story engine advancement, or player choice. Each one has an objective, a clock, and a complication.

Mission 1: Drought Clock. The desal plant has entered emergency mode. County says parts are three days out. The reserve tanks say forty-eight hours. Find a way to keep the water running.
Clock: 8 turns (~6 hours each).
Complication: Harmon has parts that might work -- wants the salvage contract in writing. Maren needs school sanitation running by morning. The EO's care package from last month included desal components sitting in Tom's office, unopened, because Tom doesn't want to owe the Oligarchy.
Mission 2: The Inheritance Test. Luka has had a public incident. Crushed a desk in class. Maren is at the school. An NAF screening notice has been filed automatically. Kael has 72 hours before the county screening team arrives.
Clock: 12 turns (72 hours).
Complication: Maren doesn't know Kael is Luka's father (or she does and she's never said it out loud). The screening will flag Luka as gene-forged adjacent. Once flagged, the EO has legal claim to assessment. Luka doesn't want to be tested. He wants to understand.
Mission 3: Kon's Return. Kon Marek is in Salter's Landing. Not attacking. Not hiding. He's sitting on a bench outside the church, humming. Windows are vibrating. Kael needs to resolve this before the sound gets worse, before the EO arrives, and before someone does something stupid.
Clock: 6 turns.
Complication: Kon doesn't want to fight. He wants Kael to listen. He wants to talk about Vera and Anya. He wants Kael to say their names. The EO containment team is 4 hours out. Luka can feel the sound and he's walking toward it.
Mission 4: The Lantern Burns. Fire at the Lantern. Bela is inside. The settlement's only commissary and social hub is going up. Get Bela out. Save what you can.
Clock: 4 turns.
Complication: The fire started in the kitchen. Might be electrical (infrastructure stress) or might be arson. Bela's lockbox with the settlement's informal banking records is in the back office. County fire response is forty-five minutes out. Kael's right arm is in a sling.
Mission 5: Election Day. The community council is voting on Kael's continued service. Caulfield is chairing. Tom has made his case. Maren hasn't spoken publicly.
Clock: None. This is a relationship and trust payoff.
Complication: An EO representative has arrived to observe. Their presence changes the vote's political meaning. If the settlement votes to keep Kael while the EO watches, it's a statement about NAF sovereignty. If they vote to remove him, the EO will offer to "assist with the transition." Everything Kael has done pays off here.
Mission 6: The Road South. Kael goes after Kon. Alone. On foot. Down the road Kon walked three months ago.
Clock: Open. Wilderness mission.
Complication: Kael is baseline now. The bear is almost gone. He's walking into the territory of a gene-forged wolf with sound manipulation abilities, carrying a sidearm and a toolbox. This is not a combat mission. This is a conversation. Whether Kon lets it be a conversation depends on everything that's happened before.

Downtime Actions

Between shifts, Kael can take one downtime action. Each produces a benefit and a potential cost.

ActionEffectCostFallout
Fix SomethingRepair infrastructure or a resident's property. Moves one Community Trust category one step toward Warm.TACT Ordinary. Half a day.Failure: the fix doesn't hold. Settlement sees incompetence. Trust doesn't move.
Patrol Industrial ZoneInvestigate the sound-etched marks or check salvage operations. May advance Kon's Shadow clock.OPINT Ordinary.What you find might be worse than not looking.
Talk to LukaAn honest conversation. Or an attempt. May advance or delay the Inheritance clock.No check. Roleplay the scene.Luka might not want to talk. Maren might find out.
Visit CaulfieldTuesday faucet repair. Or Wednesday honesty. Moves Caulfield relationship one step toward Warm.Bring tools. Show up.Caulfield will ask questions Kael doesn't want to answer.
Help BelaWork the Lantern. Stock shelves, fix the sign, clear tabs. Moves Bela relationship one step toward Warm.Half a day.Being visible at the Lantern means everyone sees you. Good and bad.
County RunDrive to the county seat for supplies, paperwork, or information.Full day. Kael is off the grid. Tom covers alone.Something happens while you're gone. It always does.
Read the EO FileStudy your own medical records, drift projections, or old mission files. Gain Tempo for next session.GUTS Ordinary.Failure: lose Edge for next session instead. The file contains things Kael has been trying not to remember.
TrainPhysical maintenance. Keep what's left of the template functional.FIGHT Ordinary.Success: delay drift clock by 1 (once per game week). Failure: drift clock advances by 1. The body charges interest.
Walk by Maren's HouseShow up without an agenda. No ask. No pitch. Just present.No check. Half an hour.If Luka Inheritance Clock 1+: add GUTS 2+. Pass: Maren relationship one step toward Warm. Fail: she doesn't come to the door. One Maren move per week max.
Personal log, Kael Dragomir, week 6: "Drift Clock hit 3 today. FIGHT dropped to Ordinary. I felt it in the grip -- tried to open a stuck valve on the desal plant and my right hand just... stopped. Nessa's first aid kit won't work on me anymore. Natural recovery only. Tom noticed. He didn't say anything. He handed me the wrench and stood where I could see him. Maren came to the door last night. She didn't knock. She stood there for two minutes and then walked back inside. I know because I was watching from the road. GUTS check: passed. I stayed. I did not walk up the steps. One move per week. The rules are the referee."

Quick Reference

Resolution
Roll D6. Meet or beat your proficiency threshold.
Good: 2+  •  Ordinary: 4+  •  Bad: 5+
Natural 6: always succeeds, critical effects apply.
Natural 1: always fails.
SITREP Oracle
Unlikely: Roll 2d6, take lowest.
Even odds: Roll 1d6.
Likely: Roll 2d6, take highest.
1 = No, and worse. 2 = No. 3 = No, but opening. 4 = Yes, but cost. 5 = Yes. 6 = Yes, and break.
Wound Track
3 FW = GUTS check.
Mortal Wound clears all FW, -1 to all rolls, 1 action per activation.
Out of Action on second MW.
Tokens
Edge: 1 per mission. Reroll any D6.
Tempo: Earn on Field Read success, first kill, natural 6. Spend for reroll or +1.
Kael Special: 1 Tempo to ignore one Drift effect for a single roll.