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DRUGFALL TM

The Chemical Apocalypse Playtest Rulebook

A JAVELIN ARC Roleplaying Game

Jared Hawk
Written by Jared Hawk. © 2023 by Jared Hawk. All Rights Reserved.

This work is based on Fate Condensed (found at http://www.faterpg.com/), a


product of Evil Hat Productions, LLC, developed, authored, and edited by PK
Sullivan, Lara Turner, Leonard Balsera, Fred Hicks, Richard Bellingham, Robert
Hanz, Ryan Macklin, and Sophie Lagacé, and licensed for our use under the
CreativeCommons Attribution 3.0 Unported license
(http://creativecommons.org/licenses/by/3.0/).

This work is based on Fate Core System and Fate Accelerated Edition (found at
http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed,
authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan
Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob
Donoghue, and licensed for our use under the Creative Commons Attribution 3.0
Unported license (http://creativecommons.org/licenses/by/3.0/).

This work is based on the Fate Adversary Toolkit SRD (found at


http://www.faterpg.com/), a product of Evil Hat Productions, LLC, developed,
authored, and edited by Brian Engard, Lara Turner, Joshua Yearsley, and Anna
Meade, and licensed for our use under the Creative Commons Attribution 3.0
Unported license(http://creativecommons.org/licenses/by/3.0/).

This work is based on the Fate System Toolkit (found at http://www.faterpg.com/),


a product of Evil HatProductions, LLC, developed, authored, and edited by Robert
Donoghue, Brian Engard, Brennan Taylor, Mike Olson, Mark Diaz Truman, Fred
Hicks, and Matthew Gandy, and licensed for our use under the CreativeCommons
Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

The Fate Core font is © Evil Hat Productions, LLC and is used with permission. The
Four Actions icons were designed by Jeremy Keller.

Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is ©
Evil Hat Productions, LLC and is used with permission.

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A Quick Note About This Playtest Rulebook
As a playtest rulebook, DRUGFALL™ has been updated frequently – especially in
the beginning – based on feedback, experience, and narrative changes.
Additionally, this book draws on all the works listed in the previous section, and
occasionally inconsistencies were identified and corrected in an attempt to
synthesize the best from each source work.

For downloads, resources, & errata, visit https://javelinarc.com/drugfall.

We’d Love Your Feedback!


We greatly appreciate your participation in playtesting our new game. We'd love
to hear what you think. No joke. We read literally every response. Thank you.

You can reach us at https://javelinarc.com/drugfall-playtest-feedback/.

Disclaimer
The topics discussed in this book are intended for educational, fictional, and entertainment
purposes only. It is important to note that some of these topics, such as heists, are illegal,
while others may be dangerous, risky, or unethical. The characters portrayed in this game
are fictional experts, and their actions should not be replicated in real life. Any illegal,
dangerous, or unethical topics or training mentioned in this book are meant for in-game,
roleplaying use only. Furthermore, the accuracy of such information may vary.

By using this book, readers acknowledge and accept the above disclaimers, understanding
that the author, publisher, and any associated individuals or entities are released from any
liability or claims that may arise from the use or misuse of the information provided.

All gambling games are for entertainment purposes only. Please gamble responsibly, or better yet,
don’t gamble. Menus and food items are for fictional game-use only. Do not eat any endangered,
protected, or poisonous foods.

Do not attempt any illegal activities, endanger your safety or the safety of others, or
engage in any unethical behavior.

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Contents
A Quick Note About This Playtest Rulebook .............................................................. 3
We’d Love Your Feedback! ........................................................................................ 3
Disclaimer .................................................................................................................. 3
Prologue: Black Veil ................................................................................................. 19
The Syndicate ...................................................................................................... 20
The Resistance ..................................................................................................... 20
Pandora’s Cure ................................................................................................ 20
Resistance Recruits .............................................................................................. 21
Male Recruits .................................................................................................. 21
Criminal Recruits ............................................................................................. 21
Resistance ....................................................................................................... 21
Three Devastating Nuclear Strikes ...................................................................... 22
A Devastation Not Seen Since Tambora ......................................................... 22
The Illusion of Normalcy ................................................................................. 23
Tensions and the Risk of Global Nuclear War ................................................. 23
The Resistance's Resolve................................................................................. 23
Navigating a Treacherous Path ....................................................................... 23
Introduction ............................................................................................................. 24
What Do I Need to Play?...................................................................................... 24
Dice ...................................................................................................................... 25
D6-D6 .............................................................................................................. 25
For Veterans: Changes from Fate Core ........................................................... 25
Chapter 1: Getting Started ....................................................................................... 26
Session Zero......................................................................................................... 26
Define Your Setting.............................................................................................. 26
Safety Tools.......................................................................................................... 27
Create Your Characters ....................................................................................... 27
Who Are You? ................................................................................................. 27
Aspects ............................................................................................................ 28

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Fate Points Aren’t Magic ................................................................................. 29
High Concept ................................................................................................... 29
Trouble ............................................................................................................ 29
Relationship .................................................................................................... 29
Free Aspects .................................................................................................... 30
Skills ..................................................................................................................... 30
The Adjective Ladder ........................................................................................... 31
Skill List ................................................................................................................ 31
Refresh ................................................................................................................ 34
Stunts................................................................................................................... 34
Writing Stunts ...................................................................................................... 35
Stunt List, Examples, & Ideas .......................................................................... 36
Stress and Consequences .................................................................................... 37
Finishing Touches................................................................................................. 37
Multiple Characters Per Player ............................................................................ 38
Changing Characters Mid-Mission .................................................................. 38
Advancing Multiple Characters ....................................................................... 39
Embedded Specialist NPC Team Members ..................................................... 39
The Drugfall Character Sheet .............................................................................. 40
Compatible with the Standard Fate Condensed Character Sheet .................. 40
Blank Character Sheet & Sample Character Sheet .......................................... 40
Chapter 2: Taking Action, Rolling the Dice ................................................................ 43
Difficulty and Opposition ..................................................................................... 44
Modifying the Dice .............................................................................................. 45
Invoking Aspects .............................................................................................. 45
Using Stunts..................................................................................................... 46
Outcomes ............................................................................................................ 46
Failure ............................................................................................................. 47
Simple Failure .................................................................................................. 47
Success at a major cost.................................................................................... 47
Take a Hit ......................................................................................................... 48

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Tie.................................................................................................................... 48
Success at a minor cost ................................................................................... 48
Partial Success ................................................................................................. 48
Success ............................................................................................................ 49
Success with Style ........................................................................................... 49
Actions ................................................................................................................. 50
Overcome ........................................................................................................ 50
Create an Advantage ....................................................................................... 51
Attack .............................................................................................................. 53
Defend............................................................................................................. 54
Chapter 3: Aspects and Fate Points ......................................................................... 56
Aspects Are Always True....................................................................................... 56
What Kinds of Aspects Are There? ...................................................................... 57
Character Aspects ............................................................................................ 57
Situation Aspects ............................................................................................. 57
Consequences ................................................................................................. 57
Boosts.............................................................................................................. 57
What Can I Do with Aspects? ............................................................................... 58
Earning Fate Points.......................................................................................... 58
Invokes ............................................................................................................ 58
Compels .......................................................................................................... 59
Events and Decisions ....................................................................................... 60
Hostile Invocations or Compels? ..................................................................... 60
How Can I Add and Remove Aspects? .................................................................. 61
Other Kinds of Aspects ......................................................................................... 61
Chapter 4: Challenges, Conflicts, and Contests ........................................................ 63
Setting Up Scenes ................................................................................................ 64
Zones ............................................................................................................... 64
Situation Aspects ............................................................................................. 65
Zone Aspects ................................................................................................... 65
Zones & Zone Aspects Example: The Waterfront ........................................... 66

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Turn Order ....................................................................................................... 66
Teamwork ............................................................................................................ 68
Challenges ........................................................................................................... 68
Contests ............................................................................................................... 69
Creating Advantages in a Contest .................................................................... 70
Conflicts ............................................................................................................... 70
Taking Harm..................................................................................................... 71
Stress ............................................................................................................... 71
Consequences ................................................................................................. 72
Getting Taken Out ................................................................................................ 74
Conceding ....................................................................................................... 75
Ending a Conflict .............................................................................................. 76
Recovering from Conflicts ............................................................................... 76
Chapter 5: Advancement ......................................................................................... 77
Milestones ........................................................................................................... 77
Breakthroughs ..................................................................................................... 77
Improving Skill Ratings .................................................................................... 78
Sessions and Arcs ................................................................................................. 79
Chapter 6: Optional Rules ........................................................................................ 81
Weapon and Armor Ratings ................................................................................. 81
Full Defense ......................................................................................................... 81
Ways to Handle Multiple Targets ......................................................................... 82
Character Creation as You Play ............................................................................. 83
Countdowns ........................................................................................................ 84
Obstacles ............................................................................................................. 85
Hazards............................................................................................................ 86
Blocks .............................................................................................................. 86
Distractions ..................................................................................................... 88
Examples of Obstacles ..................................................................................... 89
Extra Effort Rule .................................................................................................. 89
Time Shifts ........................................................................................................... 90

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Chapter 7: Extras, The Bronze Rule, & Cool Tools ................................................... 91
Extras ................................................................................................................... 91
THE BRONZE RULE, AKA THE FATE FRACTAL ....................................................... 91
Special Gear Extras .............................................................................................. 92
A Quick Story-Based Gear Alternative ............................................................ 92
Sidekicks vs. Allies ............................................................................................... 93
Permissions and Costs..................................................................................... 93
Stress Tracks and Consequences .................................................................... 93
Permanent vs. Temporary Allies ..................................................................... 93
Vehicles ............................................................................................................... 94
Incidental Vehicles .......................................................................................... 94
Personal Vehicles ............................................................................................ 95
Repair .............................................................................................................. 95
Group Vehicles ................................................................................................ 96
Quick and Dirty Vehicle Rules .............................................................................. 97
Vehicle Mismatches ........................................................................................ 97
Custom Cars .................................................................................................... 97
Vehicle Damage .............................................................................................. 97
Stealing a Car .................................................................................................. 97
Chases.................................................................................................................. 98
The Chase Track .............................................................................................. 98
Social Conflict ................................................................................................ 100
Scale .................................................................................................................. 102
Chapter 8: Mission Preparation & Training ........................................................... 105
Canine Companions for Player Characters ........................................................ 106
Sample Equipment List for Missions ................................................................. 108
Military Vehicles for Small Teams ..................................................................... 109
Bomb Disposal Training ..................................................................................... 111
Building Breaching Basics .................................................................................. 114
Planning The Perfect Heist ................................................................................ 117
Hostage Negotiation.......................................................................................... 119

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Rescuing Hostages ............................................................................................. 121
Violent Conflict Mediation ................................................................................ 124
Chapter 9: Being the Game Master ....................................................................... 126
Setting Difficulty and Opposition ....................................................................... 127
NPCs .................................................................................................................. 128
Major NPCs .................................................................................................... 128
Minor NPCs .................................................................................................... 128
Big Bads and Other Threats ........................................................................... 129
Your Fate Points ................................................................................................. 129
Chapter 10: Creating Killer Enemies ...................................................................... 131
The Four Types of Enemies ............................................................................... 131
What Enemies Have in Common ....................................................................... 131
Threats............................................................................................................... 132
Aspects .......................................................................................................... 132
Skills .............................................................................................................. 132
Stunts ............................................................................................................ 132
Quick-and-Dirty Enemy Stunts ...................................................................... 133
Stress and Consequences .............................................................................. 133
Using Threats ................................................................................................ 133
Hitters ................................................................................................................ 134
Aspects .......................................................................................................... 134
Skills .............................................................................................................. 134
Stunts ............................................................................................................ 135
Stress and Consequences .............................................................................. 135
Using Hitters.................................................................................................. 135
Bosses ................................................................................................................ 136
Aspects .......................................................................................................... 136
Skills .............................................................................................................. 136
Stunts ............................................................................................................ 136
Stress and Consequences .............................................................................. 137
Using Bosses.................................................................................................. 137

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More Ways to Break the Rules for Bosses ......................................................... 138
Challenge or Contest Immunity ..................................................................... 138
Expendable Minion Armor............................................................................. 138
Solo Bonus ..................................................................................................... 139
Fillers ................................................................................................................. 139
Aspects .......................................................................................................... 139
Skills .............................................................................................................. 140
Stunts ............................................................................................................ 140
Stress and Consequences .............................................................................. 140
Grouping Fillers ............................................................................................. 140
Using Fillers ................................................................................................... 141
Chapter 11: Scenario and Campaign Preparation.................................................. 143
METTT-C and Scenario Preparation................................................................... 143
Mission .......................................................................................................... 143
Enemy ........................................................................................................... 143
Terrain and Weather ..................................................................................... 143
Troops and Support Available ....................................................................... 144
Time Available ............................................................................................... 144
Civil Considerations ....................................................................................... 144
Key Scenario Design Elements........................................................................... 144
Mission Briefings ........................................................................................... 144
Zones ............................................................................................................. 144
Characters and NPCs ..................................................................................... 145
Uncertainty ................................................................................................... 145
Tradeoffs and Moral Dilemmas..................................................................... 145
Define Win/Lose Conditions ......................................................................... 145
Conclusion ..................................................................................................... 145
Chapter 12: For Gamemaster's Eyes Only (Spoilers) ............................................. 146
Sun, Sand, & Stilettos............................................................................................. 153
Shipboard Attractions ................................................................................... 157
Ödets Kasino* ............................................................................................... 159

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Cruise Weapons & Gear .................................................................................... 160
Requisitioning Gear ....................................................................................... 160
Dining Menu (All Items Available 24 hours) .................................................. 162
Mission: Dancing with the Scars (With Scenario & NPCs) ................................. 167
Onboard Mission: Covert Infiltration, Extraction, & Fancy Footwork ........... 167
Mission: Digital Ice (With Scenario & NPCs) ...................................................... 171
Onboard Mission: Covert Heist and Extraction ............................................. 171
Mission: The Waterfront (With Scenario, NPCs, & Walkthrough)..................... 175
Port of Call: Île du Ciel Bleu ........................................................................... 175
Mission: Decompression (With Scenario & NPCs)............................................. 189
Port of Call: Zilverstrand ............................................................................... 189
Mission: Tuk It to the Limit (Scenario & NPCs) .................................................. 195
Port-of-Call: Isla Belleza ................................................................................ 195
Mission: Meltdown (Scenario) ............................................................................... 200
Mission: Game Theory (Scenario) .......................................................................... 206
Mission: Sled Dog (Scenario) ................................................................................. 210
Additional Mission Premises .................................................................................. 214
Epilogue: The Lifting Veil ....................................................................................... 217
Appendix A: PLAYER PASSENGER GUIDE ............................................................... 218
Appendix B: Fate™ Dice vs D6-D6 .......................................................................... 231
D6-D6................................................................................................................. 231
Number of times each result occurred: ............................................................ 234
A Do-it-yourself Dice Option ............................................................................. 235
Even MORE Dice Options .................................................................................. 235
A Heartfelt Thank You to… ..................................................................................... 236
INDEX ..................................................................................................................... 237

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Hell is empty, and all the devils are here.

- William Shakespeare, The Tempest

We know what we are, but know not what we may be.

- William Shakespeare, Hamlet

The Hand That Holds the Needle Is the Hand That Rules
the World

- Syndicate Motto

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Prologue: Black Veil
A drug that only affects men. Men that rule the world. Men turned into puppets.

Signs of the coming apocalypse are everywhere. Tyranny, oppression, and war
have spread to virtually all corners of the globe.

In many areas of the world, once great nations have become little better than
wastelands, with people struggling to find clean water, food, and ever air to
breathe.

In other parts of the globe, people still go to movies, watch television, and play
tennis. But unless something can stop the chaos, they too will feel the collapse of
society.

The spreading war, disease, starvation, and lawlessness seem unconnected,


leading to a myriad of theories of the cause. The theories are wrong.

Behind it all is a secret drug known as Black Veil, a rare, malevolent substance of
unparalleled power. Activated by the presence of the Y-chromosome, its addiction
is instantaneous to the male psyche, and fatal if not taken regularly after the first
dose.

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The Syndicate
Coups. Hostile takeovers. Murder.

Many male world leaders have secretly been addicted against their will. The
Syndicate behind Black Veil has orchestrated coups and regime changes to replace
leaders not under the drug's control.

The Syndicate’s motives appear contradictory, as nations under their control have
caused wars, economic collapse, rampant crime, and terrorism across the world.

Compounding the complexity, the Syndicate has set its sights on pre-existing drug
organizations, toppling their structures, and ensnaring them within their web of
control. Cartels, once formidable forces, have succumbed to the Syndicate's
influence, further blurring the boundaries between established criminal networks
and the Syndicate's ever-expanding dominion.

The Resistance
The dwindling ranks of independent world leaders have forged a desperate pact
with the world's most formidable criminal organizations. The combined forces of
the alliance of independent nations and criminal organizations are known as the
Resistance.

The Resistance’s teams are made up of the world’s elite. Warriors. Spies.
Smugglers. Hackers. Mediators. Engineers. Medics.

Some Resistance teams attempt to infiltrate the Syndicate to find the source of
Black Veil. Other teams are tasked with relief efforts for the millions of refugees
fleeing the chaos and trying to restore peace. A few combat teams are heavily
armed, trained, and equipped with classified military grade weapons, military
working dog and law enforcement dogs, and formidable assault vehicles.

Pandora’s Cure
Deep within the shadows of the Resistance, a clandestine team named Pandora
operates with a daring objective: to acquire the elusive knowledge and resources
necessary to replicate the drug, shattering the Syndicate's hold on their
manipulated pawns. By presenting an alternative source of Black Veil, Pandora
seeks to disrupt the puppeteer's dominion and ignite a flicker of autonomy within
their controlled ranks.

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Resistance Recruits
Courage, adaptability, and resourcefulness are key attributes sought in Resistance
recruits. The ability to think on one's feet, strategize in the face of adversity, and
remain calm under pressure can make all the difference when confronted by the
Syndicate's malevolent grip. Additionally, empathy and compassion for fellow
Resistance members are essential for fostering unity and maintaining the bonds of
trust that hold the Resistance together.

Male Recruits
While women have been at the forefront of this fight, it is crucial to recognize that
even men can join the ranks of the Resistance. Though rare, men must confront
the harsh reality that they, too, can be forcibly addicted by the Syndicate,
becoming unwitting adversaries to their comrades.

Criminal Recruits
Teams may be made up of elite official operatives and criminal recruits, based
upon team member specializations and mission needs.

Criminal and non-criminal team members have been made acutely aware that the
moment any recruit crosses a line, engaging in torture or other unsanctioned acts,
their own comrades may be compelled to take drastic measures, including
termination of the team member if warranted.

The prohibitions against involuntary human trafficking and torture are two of the
few explicit rules of engagement that both national and criminal organizations
have agreed upon, and both willingly enforce compliance when a violation is
found.

That is not to say that organizations that have participated in human trafficking in
the past are prohibited from joining the Resistance. Such organizations simply
recognize that being in the pact is a matter of survival.

Resistance Slang
Non-criminal team members: Sunbeams, Vanillas, Girl Scouts/Boy Scouts/Scouts
(depending on pronouns), Stiffs, Suits, Badges, Uniforms, etc.

Criminal team members: Rescues, Hoodlums, Outlaws, Thugs, Irregulars, Deviants,


Delinquents, Felons, Assets, etc.

Originally leading to conflict, these terms are now used by almost all recruits,
occasionally with affection, as trust and even friendship has been earned.

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Three nuclear strikes were enough to dramatically change the world.

Three Devastating Nuclear Strikes


A lone Syndicate-controlled nation has launched three tactical nuclear attacks
targeting the capitals of neighboring nations. Though relatively weak blasts, the
consequences are nothing short of catastrophic, leaving trails of devastation and
untold suffering in their wake.

The first nuclear strike was aimed at a neighboring nation's capital, a bustling
metropolis teeming with life and vibrant culture. The second strike targeted
another neighboring nation's capital, a city known for its rich history and political
significance. The third and most devastating strike was directed at yet another
neighboring nation's capital, a bustling hub of commerce. Many believe that only
the lack of escalation and the lack of nuclear retaliation keeps life on earth from
extinction.

A Devastation Not Seen Since Tambora


In 1815, the volcanic eruption of Mt. Tambora, on the Indonesian island of
Sumbawa, unleashed a catastrophic series of events that reverberated across the
globe. The eruption spewed colossal amounts of volcanic ash and gases into the
atmosphere, causing a significant drop in global temperatures and disrupting
weather patterns. Known as the "Year Without a Summer," its aftermath brought
crop failures, famine, wide disease outbreak, and social unrest in many parts of the
world.

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Echoing Tambora, these detonations have released large amounts of radioactive
material into the atmosphere, spreading fallout and tainting the air, water, and soil
over vast areas of the globe. The heat generated by the explosions has ignited
multiple nation-sized fires that are only now being contained. The smoke and
debris injected into the atmosphere has disrupted weather patterns, causing
unpredictable storms and irregular rain.

In the affected regions, the incidence of cancer has skyrocketed, and the long-term
health effects are grim, including genetic mutations and a heightened risk of birth
defects. Massive displacement of populations has ensued, as survivors seek refuge
in areas untouched by the attacks, straining the limited resources and
overwhelming neighboring nations.

The Illusion of Normalcy


Even in the areas not directly affected, the economic impacts have been felt, but
most don’t realize that the worst is yet to come. Average citizens still go to school
and work regular jobs, the leaders of industry still produce goods and services, and
the elites still spend extravagantly.

Tensions and the Risk of Global Nuclear War


The nuclear attacks have shattered the already delicate balance between nations,
even those under Syndicate control, and the international community grapples
with the grim reality that retaliatory strikes and further escalations are not
unthinkable.

The Resistance's Resolve


As the Resistance gathers its strength and rallies against the Syndicate, the truth
behind the attacks has become a catalyst for their determination. They now face
not only the insidious grip of the Syndicate but also the consequences of these
attacks.

Navigating a Treacherous Path


The stakes have never been higher, and the Resistance must navigate a
treacherous path to bring an end to the Black Veil nightmare and restore hope in a
world teetering on the edge of oblivion.

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Introduction
Drugfall is based on Fate Condensed, a version of Fate Core System with additional
material from Fate Core System, Fate Core System Toolkit, and the Fate Adversary
Toolkit. It’s a complete roleplaying game; while other books might enhance your
use of it, you don’t need any other book to play.

And you don’t need to read all of this book before playing, your Game Master can
help you learn to play, recommend chapters, etc. Fate Veterans may just be able to
start!

What Do I Need to Play?


To play Drugfall you’ll need two to six friends with one acting as Game Master
(GM), some dice, some tokens, writing implements, paper, and something to write
short notes on (e.g., small “sticky notes” or index cards.). Erasable pens are
amazing.

Dry erase index cards and boards make excellent choices if you take care not to
erase them unintentionally.

For maps, character sheets, or anything else, you can also use a clear dry-erase
folder with pre-printed paper inside of it.

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Dice
Drugfall uses Fate Dice™ or FUDGE Dice when characters act. Fate dice are six-sided
dice with two 0 sides, two + sides, and two - sides. One set of four dice
(referred to as 4DF) will work fine, but one set per player is ideal.

D6-D6
For a more dangerous option, take two six-sided dice of different colors. Designate
one as the positive die and the other as the negative, and roll. Subtract the
negative from the positive to get a result of -5 to +5. Doubles are always a zero. It’s
“swingier” than four Fate dice, and the range is broader, but it’s close enough for
jazz.

Check out Appendix B to see how 100 rolls of each dice set compares.

For Veterans: Changes from Fate Core


Condensing the gist of a system from nearly 300 pages down to about 50 pages of
text (meaning Fate Condensed) does lead to a few changes, including:

• We’ve shifted over to one-point stress boxes to help reduce confusion.


• “Balsera Style” initiative (also known as “elective action order” or
“popcorn initiative”) is the default rather than using skills to determine
turn order.
• Advancement functions a little differently; we’ve eliminated significant
milestones and finessed major ones (as breakthroughs) to compensate.
• We’ve removed the notion of active opposition as separate from the
defend action. This has a few minor ripple effects, particularly overcome’s
tie result.
• Create an Advantage has been tweaked to offer better clarity and agency
around the discovery of existing unknown aspects.
• Full defense is presented as optional and has been altered a bit to
accommodate the expanded scope of the defend action.

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Chapter 1: Getting Started

Session Zero
Your first group session serves as a chance to discuss the setting, style, and safety
aspects of your game. You can set a game session schedule, estimate length of
sessions and campaigns, or discuss any other details to ensure a fun, challenging
experience for everyone involved, including the Game Master.

Define Your Setting


Drugfall contains example notes about the game world as well as mission prompts
for the group to select or create locations, nationalities, and NPCs. You can choose
How much time has elapsed since the introduction of Black Veil and adjust the
deterioration of society. You can choose an operating base in a major city
anywhere in the world, or choose a submarine or a ship as your headquarters. You
can choose a clandestine spy-world setting, a military guerrilla war setting, a
cyberpunk setting or anything else – It’s up to you.

Setting might be a concept your GM is bringing to the table, or a collaborative


world-building exercise involving everyone at the table. The setting discussion may
be quick or may involve a detailed full session with the whole group, or anything in
between.

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Your choice of setting forms the basis of the table’s consensus about what is true,
and what is acceptable in play and in character concepts. If your setting doesn’t
have cybernetic implants in it, then a player deciding to make their character a
futuristic cyborg doesn’t pass the bogus rule (more about that later.) Again, It’s up
to you.

Safety Tools
GMs (and truly, players as well) have a responsibility to ensure that everyone at the
table feels safe in the game and space they’re playing. One way a GM can support
this is by offering a framework for anyone at the table to voice a concern or
objection. When this happens, it must take priority and must be addressed. Here
are some tools that can help make that process more available to the players at
the table and easier to enact when necessary.

The X-Card: The X-Card is an optional tool (created by John Stavropoulos) that
allows anyone in your game (including you) to remove any content anyone is
uncomfortable with as you play. You can learn more about the X-Card at
http://tinyurl.com/x-card-rpg

Script Change RPG Toolbox: For something with a bit more nuance and granularity,
look to Script Change by Brie Beau Sheldon, which provides options to pause,
rewind, skip ahead, and more using an accessibly familiar media-player metaphor.
Learn more about Script Change at http://tinyurl.com/nphed7m

Tools like these may also be used like the bogus rule for calibration. They offer a
way for players to comfortably advocate for what they’re looking for in the game.
Give such tools the respect and support they deserve!

Create Your Characters

Who Are You?


Once you’ve decided on a setting, it’s time for the players to make characters—
also called PCs. Each player takes on the role of one of the characters of your story,
controlling all their actions. You get to build the character you want to see in the
world.

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Your PC is made up of several elements:

• Aspects: phrases describing who your character is


• Skills: your character’s areas of relative expertise
• Stunts: remarkable things your character does
• Stress: your character’s ability to keep calm and controlled
• Consequences: the wounds, physical and mental, your character can
endure
• Refresh: a measure of your character’s narrative agency
• Finishing Touches: your character’s personal details

Aspects
Aspects are short phrases that describe who your character is or what is important
to them. They can relate to your character’s physical or mental qualities, history,
beliefs, training, relationships, or even particularly important equipment.

The first thing to know about them is: Aspects are true. In other words, how you
define your character is real and true in the story you’re telling. If you write down
that your character is an IMPERTURBABLE SNIPER, then they are an imperturbable sniper.
You’ve told everyone that your character is cool under pressure and is a crack shot
with a rifle.

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You’ll also use aspects in play to change the story. They give you permission to
improve your dice rolls and establish facts about the world. Lastly, aspects can
earn you fate points. Fate points are one of your most important resources in
Drugfall—they’re a measure of how much influence you have to make the story go
in your character’s favor.

Fate Points Aren’t Magic


Fate Points aren’t magic – in real life good coincidences and bad coincidences
happen all the time.

Fate Points are simply a way to ensure a balance between good and bad in the
game. The Game Master awards you fate points to hinder you or complicate your
story, and you spend those fate points later to make things easier. Keeping track of
the points is a way to prevent favoritism or discrimination.

You’ll earn fate points if aspects create complications for your character—so to
make the most versatile aspects, you should aim for ones that are double-edged,
working both for you and against you.

To begin, you’ll give your character five aspects: a high concept, a trouble, a
relationship, and two free aspects. Start with the high concept and go from there.

High Concept
Your high concept is a broad description of the character, covering the vital bits. It’s
how you would open your pitch for the character when telling a friend about them.

Trouble
Next is your character’s trouble—something that makes your character’s life more
complicated. It could be a personal weakness, family entanglements, or other
obligations. Pick something you’ll enjoy roleplaying!

Relationship
Your relationship describes a connection with another PC. They may already know
one another or have just met. You can even do this later in the game.

Good relationship aspects should introduce or hint at conflict, uncertainty, rivalry,


or at least an imbalance that gives the relationship a little momentum. This doesn’t
mean they are openly antagonistic – they could even be affectionate – but things
shouldn’t be all roses, either.

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Free Aspects
You can make your character’s last two aspects anything you want—there are no
restrictions beyond the obligation to fit the setting. Choose anything which you
think will make your character more interesting, more fun to play, or better
connected to the world they occupy.

Skills
While aspects define who your character is, skills show what they can do. Each skill
describes a broad activity your character might have learned through study and
practice or simply have an innate talent for. A character with Infiltration is capable,
to some degree, of all manner of covert activities relating to the fine art of
infiltration—reconnoitering an installation, bypassing security, pickpocketing, and
lock-picking.

Each skill has a rating. The higher the rating, the better the character is at the skill.
As a whole, your character’s skills will show you what actions they are built for,
which ones they’ll get by on, and which aren’t their forte.

You’ll choose your character’s skill ratings, arranged in a pyramid with the highest-
rated skill at Great (+4), as follows:

• One Great (+4) skill


• Two Good (+3) skills
• Three Fair (+2) skills
• Four Average (+1) skills
• All other skills at Mediocre (+0)

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The Adjective Ladder
In Drugfall, all ratings are organized into a ladder of adjectives, shown here.

Rating Adjectives:
+8 Legendary
+7 Epic
+6 Fantastic
+5 Superb
+4 Great
+3 Good
+2 Fair
+1 Average
+0 Mediocre
-1 Poor
-2 Terrible
-3 Catastrophic
-4 Horrifying

Skill List
Descriptions of these skills are found below.

Academics
Athletics
Infiltration (Burglary)
Contacts
Engineering (Crafts)
Deceive
Drive
Empathy
Fight
Investigate
Animal Handling (Lore)
Notice
Physique
Provoke
Rapport
Resources
Shoot
Stealth
Will

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Academics: Mundane, everyday human knowledge and education, including
history, sciences, and medicine. Academics stunts often refer to specialized areas
of knowledge and medical skills.

Athletics: A measurement of physical potential. Athletics stunts focus on


movement—running, jumping, parkour—and dodging attacks.

Infiltration (Burglary): Knowledge of and ability to bypass security systems, pick


pockets, and general covert operations. Infiltration stunts give bonuses to the
various stages of covert operations, from the planning to the execution and escape.

Contacts: Knowledge of the right people and connections that can help you.
Contacts stunts give you ready allies and an information network wherever you go
in the world.

Engineering (Crafts): Ability to make or break machinery, build contraptions, and


pull off feats of ingenuity. Engineering stunts let you have the gizmo on hand, give
bonuses to building and breaking things, and provide justification for using
Engineering in place of skills like Infiltration or Academics under certain
circumstances.

Deceive: Ability to lie and cheat convincingly and with aplomb. Deceive stunts
might improve your ability to tell a particular breed of lie or help invent false
identities. Be careful of losing trust of allies and local populations.

Drive: Controlling vehicles under the most grueling circumstances, pulling wicked
maneuvers, and simply getting the most out of your ride. Drive stunts can be
signature maneuvers, a special vehicle of your own, or the ability to use Drive in
place of a skill like Infiltration or Academics under certain circumstances.

Empathy: Ability to accurately judge someone’s mood and intentions. Empathy


stunts can be about judging a crowd, picking up on lies, or helping others recover
from mental consequences.

Fight: Ability to excel at hand-to-hand combat, whether with weapons or fists. Fight
stunts include signature non-ranged weapons, special techniques, and martial arts.

Investigate: Deliberate, careful study and puzzling out mysteries. Use this to piece
together clues or reconstruct a crime scene. Investigate stunts help you form
brilliant deductions or piece together information more quickly.

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Animal Handling & Lore (Lore): Animal handling and lore rate your proficiency in
understanding and interacting with animals of all kinds. It represents your ability to
communicate with, train, care for, and manage animals effectively. It includes
reading animal behavior, establishing trust with animals, and utilizing their
assistance in various tasks or missions. This skill is particularly valuable in scenarios
involving animal companions like search and rescue operations.

Notice: Ability to pick up details in the moment, spot trouble before it happens, and
generally be perceptive. It contrasts Investigate, which is for slow, deliberate
observation. Notice stunts sharpen your senses, improve your reaction time, or
make you harder to sneak up on.

Physique: Raw power and durability. Physique stunts let you perform superhuman
feats of strength, throw your weight around while wrestling, and shrug off physical
consequences. In addition, a high Physique rating gives you more physical stress or
consequence slots.

Provoke: Ability to push people to act the way you want them to. It’s coarse and
manipulative, not a positive interaction. Provoke stunts let you push opponents
into foolhardy action, draw aggression toward you, or scare enemies.

Rapport: Building connections with others and working together. Where Provoke is
manipulation, Rapport is sincerity, trust, and goodwill. Rapport stunts let you sway
the crowd, improve relationships, or build contacts.

Resources: Access to material things, not just money or direct ownership. It might
reflect your ability to borrow from friends or dip into an organization’s armory.
Resources stunts let you use Resources in place of Rapport or Contacts or give you
extra free invokes when you pay for the best.

Shoot: All forms of ranged combat, whether handheld or vehicle guns, throwing
knives, or bow and arrow. Shoot stunts let you make called shots, quick-draw, or
always have a gun handy.

Stealth: Staying unseen or unheard and escaping when you need to hide. Stealth
stunts let you vanish in plain sight, blend into crowds, or advance through shadows
unseen. Used with the drive skill, a vehicle can potentially get much closer to areas
of operation undetected as well as better positions in the area.

Will: Mental fortitude, the ability to overcome temptation and to withstand


trauma. Will stunts let you ignore mental consequences, withstand the mental
agony of psychological warfare, or resist being provoked. In addition, a high Will
rating gives you more mental stress or consequence slots.

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Refresh
Your refresh is the minimum number of fate points your character begins with at
the start of each session. Your character begins with a refresh of 3.

Each session, you start with fate points at least equal to your refresh. Be sure to
keep track of the fate points you have left at the end of each session of play—if
you have more fate points than your refresh, you’ll start the next session with the
fate points you ended this session with.

Alex earned a lot of fate points during today’s session, ending it with 5 fate points.
Her refresh is 2, so Alex will start the next session with 5 fate points. But River ends
the same session with just one fate point. Her refresh is 3, so she’ll begin the next
session with 3 fate points, not just the one she had left over.

Stunts
While every character has access to all the skills—even if they are Mediocre (+0) at
most of them—your character has some unique stunts. Stunts are the cool
techniques, tricks, or bits of equipment that make your character unique and
interesting. Where skills are about a character’s broad competencies, stunts are
about specific areas of excellence; most of them give you a bonus in particular
circumstances or let you do something that other characters simply can’t.

Your character begins with three free stunt slots. You don’t have to define them all
right away and may fill them in as you play. You may purchase more stunts by
spending 1 refresh each, to a minimum of 1 refresh.

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Writing Stunts
You write your own stunts when building a character. Broadly, there are two types
of stunts.

Bonus-granting stunts: The first type of stunt gives you a +2 bonus when you use a
named skill within certain parameters, usually limited to a specific type of action
and type of narrative circumstance.

Write this type of stunt as follows:

Because I [describe how you are amazing or have a cool bit of gear], I
get a +2 when I use [pick a skill] to

[pick one: overcome, create an advantage, attack, defend] when


[describe a circumstance].

Example Bonus-Granting Stunt: Because I am a military-trained sniper, I get a +2


when I use Shoot to attack when I have a target IN MY SIGHTS.

Rule-changing stunts: The second type of stunt changes the rules of the game. This
is a broad category that includes, but is not limited to, the following:

• Swapping which skills are used in a given situation. For instance, a


researcher might use Academics to release all the water from a dam,
while anyone else would use Engineering.
• Using an action with a skill that isn’t normally used with it. For instance,
allowing a character to use Stealth to backstab an opponent from the
shadows (which would typically be a use of Fight).

Giving a character a different kind of bonus to skills that’s roughly equivalent to a


+2. For instance, when a skilled orator creates an advantage with Rapport, it gets
an extra free invoke.

Allowing a character to declare a minor fact is always true. For instance, an


engineer always has small mechanical items like a mini screwdriver on their person,
even under unlikely circumstances. This type of stunt establishes that you do not
need to invoke story details for the given fact.

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Stress is a fact of combat, and dramatically affects performance.

Allowing a character to make a specific rules exception. For instance, a character


might have two more stress boxes or another mild consequence slot.

Write this type of stunt as follows:

Because I [describe how you are amazing or have a cool bit of gear], I can
[describe your amazing feat], but only [describe a circumstance or
limitation].

Example Rule-Changing Stunt: Because I am an experienced soldier, I can ignore


the effects of tear gas or a flash bang, but only once per game session.

Stunt List, Examples, & Ideas


For a non-exhaustive list of stunt ideas (listed by skill) check out Fate Core Stunts
at: http://evilhat.wikidot.com/fate-core-stunts.

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Stress and Consequences
Stress and consequences are how your character withstands the mental and
physical toll of their adventures. Characters have at least three one-point boxes for
physical stress and at least three one-point boxes for mental stress. They also get
one slot each for mild, moderate, and severe consequences.
Your rating in Physique affects how many total physical stress boxes you have. Will
does the same for your mental stress. Refer to the following table:
Physique/Will Physical/Mental Stress

Mediocre (+0) 111


Average (+1) or Fair (+2) 111 1
Good (+3) or Great (+4) 111 111
Superb (+5) and higher 111 111 and a second mild consequence slot
specifically for physical or mental hits.

You’ll learn how stress and consequences work during play in “Taking Harm”.

Hang on, that’s not what I remember!


In Drugfall, as in Fate Condensed, we’re using only one-point stress boxes. Fate
Core System and Fate Accelerated both use a series of escalating-value boxes (one
1-point box, one 2-point box, etc.). You can use that style of stress box if you like;
for this version we decided to stick with one-point boxes because it’s simple—with
the other method, folks can get confused just a little more easily.

There are a few other angles on this style that you’ll want to keep in mind.

• As you’ll see, with 1-point boxes you may mark as many of them as you
want when you get hit (the escalating-value style of Fate Core,
meanwhile, has a “you can only mark one box per hit” proviso).
• This style goes with the Fate Core notion of separate Physical and Mental
stress tracks, instead of a single unified track as with Fate Accelerated. If
you’re inclined towards a unified track, add three more boxes to make up
for it, and use the higher of Physique or Will to lengthen it as indicated.
• Three points of stress absorption on one track is not a lot! If characters
end up feeling a little fragile in play, you may want to add one or two
boxes to the default quantity. It’s all about how fast the consequences hit.
(With the older style, a [1][2] track absorbs 2 to 3 stress, [1][2][3] = 3 to 6,
[1][2][3][4] = 4 to 10.)

Finishing Touches
Give your character a name and description and discuss their history with the other
players. If you haven’t written down a relationship aspect yet, do so now.

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Multiple Characters Per Player
In Drugfall, players can create and embody up to two player characters (PCs) at any
one time during the game. While they cannot actively play both characters
simultaneously, this allows for flexibility and diverse gameplay experiences.

Having two PCs enables players to explore different roles and abilities within the
team, ensuring a well-rounded and capable group. It is recommended that players
choose different types of characters to complement each other's strengths and
weaknesses. Each character can be tailored to excel in specific areas, such as
combat, investigation, or diplomacy, allowing for greater versatility during
missions.

Changing Characters Mid-Mission


In Drugfall, the stakes are high, and the dangers are ever-present. During a
mission, the unexpected can occur, and the fate of the player characters (PCs)
hangs in the balance. If one PC meets a tragic demise, it's essential to consider the
impact on the narrative and gameplay.

Decide in Session Zero if you will allow reinforcements or replacements of PCs


during missions, and under what circumstances. When a PC dies during a mission,
the player must allow an appropriate amount of time for their remaining character
to arrive on the scene before they can assume control of them. If the team has no
way to contact Resistance Command & Control, the team must wait until they can
make contact. Travel time must be accounted for. Thess delays serve to maintain
the integrity of the story and provides a realistic consequence for the loss of a
character.

During this waiting period, the player can choose to take on a temporary NPC role,
assisting the game master (GM) in controlling and roleplaying the supporting cast.
This allows the player to remain engaged in the ongoing mission while their other
character makes their entrance.

By introducing this time delay, it emphasizes the gravity of the situation and
underscores the significance of each character's life. It encourages players to
carefully consider their actions, make strategic decisions, and work together as a
team to ensure the survival of their PCs.

Remember, the world of Drugfall is unforgiving, and the loss of a character can
have lasting consequences. Adapt, strategize, and leverage the strengths of your
remaining characters to overcome the challenges that lie ahead. Success will come
to those who can navigate the dangerous landscape of organ trafficking with skill,
teamwork, and a touch of luck.

38
Advancing Multiple Characters
Each PC progresses and levels up independently, reflecting their individual growth
and development. This allows players to focus on honing their chosen character's
skills and acquiring unique abilities as the game progresses. If you only play one
character during the milestone or breakthrough only that character can advance. If
you play both characters, the player picks which character advances. Optionally,
you can mandate that the PC used the most is the character that levels up.

Embedded Specialist NPC Team Members


If the players decide to forgo having multiple characters, or if the alternative
characters aren’t suited to a specific mission, the game master (GM) has the option
to introduce non-player characters (NPCs) as embedded team specialists as
needed. These NPCs can provide additional expertise and augment the team's
capabilities for specific missions. These specialist NPCs bring their unique skills and
knowledge to the group, offering a dynamic and diverse gameplay experience.

Whether players choose to control multiple PCs or have the GM introduce


embedded specialists, the objective is to assemble a team of elite specialists
capable of tackling the challenges presented by each mission. Cooperation,
strategic planning, and utilizing each character's unique strengths will be key to
achieving success in the dangerous world of Drugfall.

39
The Drugfall Character Sheet
The recommended Drugfall™ Character Sheet is available free at:
https://javelinarc.com/drugfall-downloads/.

Compatible with the Standard Fate Condensed Character Sheet


Some people may prefer the standard Fate Condensed Character Sheet – it’s very
fast to complete, and the PDF version is form-fillable.

To make using the standard Fate Condensed character sheet easier, you’ll notice
three skills in the Drugfall list are not in alphabetical order and have a term in
parenthesis after them:

Infiltration (Burglary)
Engineering (Crafts)
Animal Handling (Lore)

Descriptions in parentheses are the equivalent skills in standard Fate Condensed that
Drugfall is based on. We kept them in the standard Fate Condensed order as well.

In many other games Lore is typically used for magic. In the real world, animal lore is
something every working dog handler has received along with their training, though
they may not use the term much. In a way, working with animals can seem like magic
when they anticipate, create, and accomplish more than their handler intended.

As of this printing, you can find the standard Fate Condensed Character Sheet at:

https://evilhat.com/wp-content/uploads/2022/04/Fate-Condensed-Character-
Sheet-Formfillable.pdf.

Blank Character Sheet & Sample Character Sheet


Both of the following profile sheets may be copied for personal, non-commercial
use. But they’ll be small. Better to download.

40
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Chapter 2: Taking Action, Rolling the Dice
In a game of Drugfall, you will control the actions of the character you created,
contributing to the story you are all telling together. In general, the GM will narrate
the world and the actions of non-player characters (NPCs), and the other players
will narrate their individual PCs’ actions.

To act, follow the principle of fiction first: say what your character is trying to do,
then figure out how you’ll do that in the system. Your character’s aspects inform
what they can attempt and help set the context for interpreting the results. Most
people couldn’t even try to perform emergency surgery on a disemboweled ally,
but with an aspect establishing a medical background, you can try. Without that
aspect you might at best buy a few moments for some last words. When in doubt,
check with your GM and the table.

How do you know if you’re successful? Often, your character will simply succeed,
because the action isn’t hard and nobody’s trying to stop you. But in difficult or
unpredictable situations, you’ll break out the dice to find out what happens.

When a character wants to take an action, the group should think about these
questions:
• What’s stopping this from happening?
• What could go wrong?
• How is it interesting when it does go wrong?

43
If no one has good answers to all of these questions, it simply happens. Driving to
the airport doesn’t require a roll of the dice. Runing down the runway to a waiting
plane while being pursued by growling Doberman Pincers, on the other hand, is a
perfect time to roll the dice.

Whenever you take action, follow these steps:

1. Fiction first: Describe what you’re trying to do, then choose the skill and
action that fits.
2. Roll four dice.
3. Add up the symbols on the dice: a + is +1, - is -1, and 0 is 0. This will
give you a dice result of -4 to 4.
4. Add the dice result to your skill rating.
5. Modify the dice by invoking aspects and using stunts.
6. Declare your total result, called your effort.

Difficulty and Opposition


If the character’s action faces a fixed obstacle or otherwise tries to alter the world
rather than a character or creature, their action faces a static difficulty rating.
These actions include picking locks, barring doors, and tactically assessing an
enemy camp. The GM may decide that the presence of certain aspects (on the
character, the scene, or something else) justifies changing the difficulty.

At other times, an enemy will provide opposition against the character’s action by
using a defend action. In these cases, the GM will also roll the dice and follow the
same rules as in the previous section, using any skills, stunts, or aspects the enemy
has. Any time you roll to attack an enemy or to create an advantage directly
against them, the enemy will roll to defend against it.

Opposition can take many forms in different parts of the world. In an irradiated
wasteland, engaging in a life-or-death struggle with a tyrannical faction leader over
control of a vital water source presents a clear opponent. Overcoming a fire,
avalanche, or hypothermic water become daunting challenges. Infiltrating a heavily
guarded compound to free a hostage poses risks of detection, with the GM
deciding whether the opposition comes from the guarding operatives or the
difficulty of the complex security systems protecting the facility.

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A bad roll isn’t always a deal-breaker for an expert hacker with the right skills and stunts.

Modifying the Dice


You may modify your dice by invoking aspects to get +2 to your roll or reroll the
dice. Some stunts also give you a bonus. You may also invoke aspects to support an
ally or to increase the difficulty an enemy faces.

Invoking Aspects
When you take action but the dice come up short, you don’t have to sit back and
accept failure. (Though you totally can. That’s fun too.) The aspects in play give you
options and opportunity to succeed.

When an aspect could justifiably help your efforts, describe how it helps and spend
a fate point to invoke it (or use a free invoke). What is and isn’t justifiable is
subject to the bogus rule—anyone can say “that’s bogus!” to invoking an aspect.
Simply put, the bogus rule is a calibration tool that anyone at the table may use to
help the group make sure the game stays true to its vision and concept. You can
use the safety tools discussed in a similar fashion.

You have two options when your invoke looks bogus. First, you can retract your
invoke and try something else, maybe a different aspect. Second, you can have a
quick discussion about why you think the aspect fits. If the person still isn’t
convinced, retract the invoke and move on. If they come around to your
perspective, go ahead with the invoke as usual.

45
The "bogus rule" is designed to ensure that everyone at the table enjoys the game.
It allows for intervention when something feels off, doesn't make sense, or doesn't
match the tone of the game. For example, invoking GREAT AT FIRST IMPRESSIONS to
throw a car might seem implausible at first glance. However, if in the context of
your game world characters have undergone advanced military training and
possess cybernetic enhancements, invoking GREAT AT FIRST IMPRESSIONS to showcase
incredible physical strength for their opening gambit in a fight with a superior force
could be considered plausible.

When you invoke an aspect, you can either gain a +2 bonus to your roll or reroll all
four dice, or you can add 2 to the difficulty of someone else’s roll, if justifiable. You
can invoke multiple aspects on the same roll, but you can’t invoke the same aspect
multiple times on the same roll. There is one exception: you can spend as many
free invokes on an aspect as you like on the same roll.

Often, you’ll invoke one of your character aspects. You may also invoke a situation
aspect or make a hostile invocation of another character’s aspect.

Using Stunts
Stunts may give you a bonus to your roll, provided you meet the criteria written in
the stunt, such as the circumstances, action, or skill used. You may wish to use
create an advantage to introduce aspects that line up with those circumstances.
Keep your stunts’ circumstances in mind when you describe your actions too and
set yourself up for success.

Normally, stunts give you a +2 bonus in a narrow circumstance with no cost; you
may use them anytime they apply. Some rare and exceptionally powerful stunts
may require you to spend a fate point to use them.

Outcomes
Whenever you roll dice, the difference between your effort and the target difficulty
or opposition is measured in shifts. A shift has a value of 1. There are four possible
outcomes:

• If your effort is less than the target difficulty or opposition, you fail. If your
effort is equal to the target, you tie.
• If your effort is one or two shifts more than the target, you succeed.
• If your effort is three or more shifts more than the target, you succeed
with style.

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Some outcomes are obviously better for you than others, but all of them should
advance the story in interesting ways. You started with fiction first; make sure you
end with it too, to maintain focus on the story, and to ensure you interpret the
results in a way that fits the fiction.

River isn’t an adept safe cracker (though she has the tools), and yet she’s
in a Syndicate guarded secret headquarters, with a steel safe door
between her and the nuclear code book she desperately needs. Can she
get in?

Failure
If your effort is less than the target difficulty or opposition, you fail. This can play
out in a few ways: simple failure, success at a major cost, or taking a hit.

Simple Failure
The first is the easiest to understand—simple failure. You don’t accomplish your
goal, don’t make any progress, and are left wanting. Ensure this keeps the story
moving—simply failing to crack the safe is stagnant and boring.

River pulls the handle triumphantly, but the safe remains resolutely
closed while the alarms begin to blare. Failure has changed the situation
and driven the story forward—now there are guards on the way. River is
faced with a new choice—try another way of opening the safe, now that
subtlety is out the window, or cut her losses and run?

Success at a major cost


Second is success at a major cost. You do what you set out to do, but there’s a
significant price to be paid—the situation gets worse or more complicated. GM,
you can either declare this is the result or can offer it in place of failure. Both
options are good and useful in different situations.

River fails her roll and the GM says, “You hear the click of the last tumbler falling
into place. It’s echoed by the click of the safety being released on a rifle as the
guard tells you to put your hands in the air.” The major cost here is the
confrontation with a guard she’d hoped to avoid.

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Take a Hit
Lastly, you may take a hit, which you’ll need to absorb with stress or
consequences, or suffer some other drawback. This sort of failure is most common
when defending against attacks or overcoming dangerous obstacles. This is
different from a simple failure because the character alone, not necessarily the
whole group, is affected. It’s also different from success at a major cost, in that
success isn’t necessarily on the table.

River is able to get the safe door open, but as she grasps the handle, she
feels a jab in the back of her hand. She couldn’t disable the trap! She
writes down the mild consequence POISONED.

You can mix these options together: Harmful failure can be harsh but appropriate in
the moment. Success at the cost of harm is certainly an option.

Tie
If your effort is equal to the target difficulty or opposition, you tie.

Just like failure, ties should move the story forward, never stymie the action.
Something interesting should happen. Similar to failure, this can play out a couple
ways: success at a minor cost, or partial success.

Success at a minor cost


The first is success at a minor cost—a few points of stress, story details about
difficulty or complication but aren’t hindrances themselves, and a boost to the
enemy are all minor costs.

River’s first few attempts all fail. By the time she actually gets the door
open, dawn has broken, and escape under cover of darkness is
impossible. She got what she needed, but her situation is worse now.

Partial Success
The other way to handle a tie is partial success—you succeeded but only got some
of what you wanted.

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River can only open the safe door a crack—if the door opens more than
an inch, the alarm will sound, and she can’t figure out how to disengage
that. She manages to pull a couple pages of the code books out through
the narrow gap, but at the actual launch site she’ll have to try to hack
the mainframe computer before she can enter the nuclear disarm codes.

Success
If your effort is one or two more than the target, you succeed.
You get what you want with no additional cost.

Opened! River grabs the code book and leaves before the guards notice
her.

Applying “Fiction First” to Success


The fiction defines what success looks like. What if River didn’t have the tools or
experience needed to break into the safe? Perhaps that success is more like our
“minor cost” example above. Similarly, if River was on the team because she built
safes before joining the Resistance, that success might look more like our “with
style” example.

Success with Style


If your effort is three or more than the target, you succeed with style. You get what
you want, and you get a bit more on top of that.

River is beyond lucky; the safe door opens almost instantly. Not only does
she get the code books, but she has enough time to poke through the
other papers in the back of the safe. Amidst various schematics, she finds
a map of the old missile silo installation.

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Actions
There are four actions you can roll, each with a specific purpose and effect on the
story:

• Overcome to surmount obstacles with your skills.


• Create an advantage to change a situation to your benefit.
• Attack to harm the enemy.
• Defend to survive an attack, stop a foe from creating an advantage, or
oppose an effort to overcome an obstacle.

Overcome
Overcome to surmount obstacles with your skills. Every character will face untold
challenges in the course of the story. The overcome action is how they face and
surmount those obstacles.

A character good at Athletics can climb over walls and race through crowded
streets. A detective with high Investigate can piece together clues others have
missed. Someone skilled in Rapport will find it easier to avoid a bar fight.

Your outcomes when overcoming are:

• If you fail, discuss with the GM (and the defending player, if any) whether
it’s a failure or success at a major cost.
• If you tie, it’s success at a minor cost —you’re in a tough spot, the enemy
gets a boost, or you may take a hit. Alternatively, you fail but gain a boost.
• If you succeed, you meet your goal and the story moves on without
hiccups.
• If you succeed with style, it’s a success and you also get a boost.

Alex has made her way to an Antarctic research facility. The buildings
have been wrecked, and the occupants are missing. She wants to search
the wreckage for clues. The GM tells her to roll Investigate against Fair
(+2) difficulty. Alex gets 00++ on the dice, plus her Average (+1)
Investigate, for a Good (+3) effort. A success! The GM describes the clue
she finds: snow machine tracks.

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Overcome actions are often used to determine whether a character can access or
notice a particular fact or clue. Keep a close eye on those success-at-a-cost options
when that’s the case. If missing a detail would cause your story to stall, take failure
off the table, and focus on the cost instead.

Create an Advantage
Create a situation aspect or gain a benefit from an existing aspect.

You can use the create an advantage action to change the course of the story. By
using your skills to introduce new aspects or add invokes to existing aspects, you
can stack the deck for yourself and your teammates. You might change the
circumstances (barring a door or creating a plan), discover new information
(learning an un-allied Cartel leader’s weakness through research on her life before
Black Veil), or take advantage of something already known (such as the leader’s
taste for scotch).

An aspect created (or discovered) by creating an advantage works like any other: It
defines the narrative circumstances and can allow, prevent, or impede actions—for
instance, you cannot read a map if the room has been made PITCH BLACK. It can also
be invoked or compelled. In addition, creating an advantage gives you one or more
free invokes of the created aspect. A free invoke, as the name suggests, lets you
invoke an aspect without spending a fate point. You can even let your allies use
free invokes you have created.

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When you roll to create an advantage, specify whether you’re creating a new
aspect or taking advantage of an existing one. If the former, are you attaching the
aspect to an ally, opponent, or the environment? If you’re attaching it to an
opponent, they can take the defend action to oppose you. Otherwise, you’ll usually
face a difficulty, but the GM can decide if something or someone opposes your
efforts with a defend roll instead.

Your outcomes when creating a new aspect are:

• If you fail, you either don’t create the aspect (failure) or you create it but
the enemy gets the free invoke (success at a cost). If you succeed at a cost,
the final aspect may need to be rewritten to benefit the enemy. This may
still be worth it because aspects are true.
• If you tie, you don’t create an aspect, but you do get a boost.
• If you succeed, you create a situation aspect with one free invoke on it.
• If you succeed with style, you create a situation aspect with two free
invokes on it.

With an existing known or unknown aspect the outcomes are:

• If you fail, and the aspect was known, the enemy gets a free invoke. If it
was unknown, they may choose to reveal it to get a free invoke.
• If you tie, you gain a boost if the aspect was unknown; it stays unknown. If
the aspect is known, you get a free invoke on it instead.
• If you succeed, gain a free invoke on the aspect, revealing it if unknown.
• If you succeed with style, gain two free invokes, revealing it if unknown.

River is trying to evade Syndicate operatives in an armored truck. She


knows it’s too powerful to attack directly, so she decides her best bet is
to OBSCURE the view of the driver: “I’d like to make a Molotov cocktail and
set that truck on fire!” she announces.

The GM decides that actually hitting the truck is trivial, so this is an Engineering
roll—how quickly can she find and weaponize something flammable?

The difficulty is set at Good (+3). River has Average (+1) Engineering but rolls
0+++, giving a Great (+4) effort.

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River cobbles together the Molotov and tosses it at the truck. The truck is
now ON FIRE, and River has one free invoke on that aspect. The driver’s
view is definitely obstructed, and if they do try to chase her, River can
use that invoke to help herself get away.

Attack
Attack to harm the enemy. The attack action is how you try to take out an
opponent—whether you’re looking to kill a loathsome murderer or knock out an
innocent guard who doesn’t know the truth about what he’s guarding. An attack
can be unloading with a machine gun, throwing a solid punch, or lobbing a hand-
grenade.

Keep in mind whether or not harming your target is even possible. Not every
attack is equal. You can’t just shoot a military-grade armored vehicle and hope to
hurt it. Determine whether the attack even has a chance of being successful before
you start rolling the dice. A number of powerful vehicles may have specific
weaknesses that need to be exploited, or some means of defense you must get
through before you can even begin to hurt them.

River launches the first anti-tank missile that is deflected by the tank’s
active armor system. Knowing that the tank can deflect a missile only
once, she launches a second anti-tank missile that strikes the target.
Note that Javelin anti-tank missiles can pierce active armor defenses on
the first strike.

Your outcomes when attacking are:

• If you fail, you fail to connect—the attack is parried, dodged, or maybe


just absorbed by armor.
• If you tie, maybe you barely connect, maybe you cause the defender to
flinch. Either way, you get a boost.
• If you succeed, you deal a hit equal to the difference between your
attack’s total and the defense’s effort. The defender must absorb this hit
with stress or consequences, or else be taken out.
• If you succeed with style, you deal a hit just like a success, but you may
reduce the shifts of the hit by one to get a boost.

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Katie has come across a drug smuggler. She decides to hit them. She has
Great (+4) Fight but rolls --00, giving a Fair (+2) effort.

Defend
Defend to survive an attack or interfere with a foe’s action. Is an armed opponent
trying to shoot you in the face? Is a foe pushing you out of the way as they flee your
wrath? What about when that Syndicate operative tries to stab you in both
kidneys? Defend, defend, defend.

Defend is the only reactive action in Drugfall. You use it to stop something from
happening outside your turn, so you’re often facing an opposing roll rather than a
set difficulty.

Your enemy rolls, and you immediately roll to defend, so long as you’re the target
or can justify your opposition (which often makes you the target – like jumping in
front of a bullet).

Aspects or stunts may provide justification.

Your outcomes when defending are:

• If you fail against an attack, you take a hit, which you must absorb with
stress or consequences. Regardless, the enemy succeeds as described for
their action.
• If you tie, proceed according to the tie result for the opposed action.
• If you succeed, you don’t take a hit or you deny the enemy’s action.
• If you succeed with style, you don’t take a hit, you deny the enemy’s
action, and you even get a boost as you gain the upper hand for a
moment.

Continuing from the previous example, the drug smuggler gets to defend themself
against Katie. The GM rolls -00+, which doesn’t change the smuggler’s
Mediocre (+0) Athletics.

Because Katie’s effort was higher, her attack succeeds by two shifts, and
the smuggler is a little closer to being down for good. Had the drug
smuggler rolled better, then their defense would have succeeded, and the
smuggler would have avoided taking a hit.

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Which skills can be used to attack and defend?
The default list of skills follows these guidelines:

• Fight and Shoot can be used to make physical attacks.


• Athletics can be used to defend against any physical attack.
• Fight can be used to defend against melee physical attacks.
• Provoke can be used to make a mental attack.
• Will can be used to defend against mental attacks.

Other skills may gain permission to attack or defend under special circumstances,
as determined by the GM or table consensus. Some stunts may grant broader,
guaranteed permission when circumstances might otherwise not do so. When a
skill can’t be used to attack or defend but might help with it, prepare for it by using
that skill with the create an advantage action, and use the free invokes generated
on your next attack or defend roll.

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Chapter 3: Aspects and Fate Points
An aspect is a word or phrase that describes something special about a person,
place, thing, situation, or group. Another way to think of an aspect is as an
attribute. Almost anything you can think of can have aspects. A person might have a
reputation as the GREATEST SHARPSHOOTER IN THE WASTELAND . A room might be ON FIRE after
you knock over an oil lamp. After an encounter with a heavily armed street gang, you
might be TERRIFIED. Aspects let you change the story in ways that go along with your
character’s tendencies, skills, or problems.

Aspects Are Always True


You can invoke aspects for a bonus to a roll and compel them to create a
complication. But even when those aren’t in play, aspects still affect the narrative.
When you have an enemy’s leg PINNED IN A HYDRAULIC PRESS, that is true. They can’t do
much stuck there, and they aren’t getting out easily.

In essence, “aspects are always true” means that aspects can grant or withdraw
permission for what can happen in the story. If their leg is PINNED IN A HYDRAULIC PRESS,
the GM (and everyone else) must respect that. The enemy has lost permission to
move until something happens which removes that aspect, either a successful
overcome (which itself might require a justifying aspect like DRUG ENHANCED STRENGTH )
or someone foolishly reversing the press. Similarly, if you have CYBERNETICALLY ENHANCED
LEGS, you’ve arguably gained permission to leap over walls in a single bound without
even having to roll for it.

That’s not to say you can create any aspect you want and use its truth like a club.
Aspects grant a lot of power to shape the story, yes, but with that power comes
the responsibility to play within the story’s constraints. Aspects have to line up
with the table’s sense of what actually passes muster. If an aspect doesn’t pass
the bogus rule, it needs to be reworded.

Sure, you might like to use create an advantage to inflict the aspect DISMEMBERED on
that enemy soldier, but that clearly steps on the toes of the attack action, and
besides, it takes a bit more work to lop her arm off (could work as a consequence,
though). You might say you’re the WORLD’S BEST SHOT, but you’ll need to back that up
with your skills. And as much as you’d like to make yourself BULLETPROOF, removing
permission for someone to use small arms fire to harm you, that is unlikely to pass
the bogus test.

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What Kinds of Aspects Are There?
There’s an endless variety of aspects, but no matter what they’re called, they all
work pretty much the same way. The main difference is how long they stick around
before going away.

Character Aspects
These aspects are on your character sheet, such as your high concept and trouble.
They describe personality traits, important details about your past, relationships
you have with others, important items or titles you possess, problems you’re
dealing with or goals you’re working toward, or reputations and obligations you
carry. These aspects primarily change during milestones.

Examples: VOICE OF REASON; ATTENTION TO DETAIL; I MUST PROTECT MY BROTHER

Situation Aspects
These aspects describe the surroundings or scenario where the action is taking
place. A situation aspect usually vanishes at the end of the scene it was part of, or
when someone takes some action that would change or get rid of it. Essentially,
they last only as long as the situation they represent lasts.

Examples: ON FIRE; BRIGHT SUNLIGHT; CROWD OF ANGRY PEOPLE; KNOCKED TO THE GROUND; PURSUED
BY THE POLICE

Consequences
These aspects represent injuries or other lasting trauma taken by absorbing a hit,
often from attacks.

Examples: SPRAINED ANKLE; CONCUSSION; DEBILITATING SELF-DOUBT

Boosts
A boost is a special kind of aspect, representing an extremely temporary or minor
situation. You cannot compel a boost or spend a fate point to invoke it. You may
invoke it once for free, after which it vanishes.

An unused boost vanishes when the advantage it represents no longer exists,


which may be a few seconds or the duration of a single action.

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They never persist beyond the end of a scene, and you can hold off naming one
until you’re using it. If you’re in control of a boost, you may pass it to an ally if
there’s rationale for it.

Examples: IN MY SIGHTS; DISTRACTED; UNSTABLE FOOTING

What Can I Do with Aspects?

Earning Fate Points


One way you can earn fate points is by letting your character’s aspects be
compelled against you to complicate the situation or make your life harder. You
may also get a fate point payout if someone uses your aspect against you in a
hostile invoke or when you concede.

Remember, each session, you also start with fate points at least equal to your
refresh. If you were compelled more than you invoked in the prior session, you’ll
show up at the next one with more.

Invokes
To unlock the true power of aspects and make them help you, you’ll need to spend
fate points to invoke them during dice rolls. Keep track of your fate points with
pennies or glass beads or poker chips or some other tokens.

You can also invoke aspects for free, if you have a free invoke from you or an ally
creating an advantage you can use.

The Ellipsis Trick


If you want an easy way to ensure you have room to incorporate aspects into a roll,
try narrating your action with an ellipsis at the end (“...”), and then finish the action
with the aspect you want to invoke. Like this:

Ryan says, “So I’m trying to decipher the reactor control labels and...”
(rolls the dice, hates the result) “...and IF I HAVEN’T USED ONE, I’VE READ ABOUT
IT...” (spends a fate point) “...so I easily start powering down the reactor.”

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Hostile Invocations
Most of the time an aspect is invoked, it’s a character aspect or a situation aspect.
Sometimes you’ll invoke enemies’ character aspects against them. This is called a
hostile invocation, and it works just like invoking any other aspect—pay a fate
point and get a +2 to your roll or reroll the dice. There’s one small difference—
when you make a hostile invocation, you give the fate point to the enemy. But
they don’t get to use the fate point until after the scene is over. This payout only
applies when a fate point is actually spent on a hostile invocation. Free invokes do
not trigger a payout.

Invoking to Declare Story Details


You may add an important or unlikely detail to the story based on an aspect in
play. Don’t spend a fate point when “aspects are always true” applies. Pay when it’s
a stretch—or table willing—when there’s no relevant aspect.

Compels
Aspects can be compelled to complicate the situation and earn fate points. To
compel an aspect, the GM or a player offers a fate point to the player whose
character is being compelled, and tells them why an aspect is making things more
difficult or complicated. If you refuse the compel, you must spend a fate point
from your own supply and describe how your character avoids the complication.
Yes, this means that if you don’t have any fate points, you can’t refuse a compel!

Any aspect can be compelled—whether it’s a character aspect, situation aspect, or


consequence—but it must be something that affects the character being
compelled.

Anyone can offer a compel. The player proposing the compel must spend one of
their own fate points. The GM then takes over running the compel for the affected
target. The GM does not lose a fate point by offering a compel—they have a
limited pool of fate points for invoking aspects, but can compel as much as they’d
like.

Compels can be retroactive. If a player finds they have roleplayed themself into a
complication related to one of their aspects or a situation aspect that concerns
them, they can ask the GM if that counts as a self-compel. If the group agrees, the
GM gives the player a fate point.

It’s okay to recognize a compel as off-the-mark and withdraw it. If the group agrees
that a proposed compel wasn’t appropriate, it should be withdrawn at no cost to
the compelled character.

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Compels Are Complications, Not Stymies
When offering a compel, make sure that the complication is a course of action or
major change in circumstance, not a denial of options.

“Oh, you’ve got sand in your eyes, so you shoot at the warlord and miss,” is not a
compel. It denies action rather than complicating anything.

“You know, curse your luck, I think that the sand in your eyes means you can’t really
see anything. Your shots at the warlord go wild, puncturing a few barrels that are
now gushing gasoline toward the fire pit.” This is a much better compel. It changes
the scene, ratchets up the tension, and gives the players something new to think
about.

For some ideas about what does and doesn’t work as a compel, check out the
discussion of types of compels found in Fate Core System starting on page 72 of
that book, or online at: https://fate-srd.com/fate-core/invoking- compelling-
aspects#types-of-compels

Events and Decisions


There are two general kinds of compels: events and decisions.

An event compel is something that happens to a character because of an external


force. That external force connects with the aspect in some way, resulting in an
unfortunate complication.

A decision compel is internal, where the character’s flaws or competing values get
in the way of better judgment. The aspect guides the character to make a
particular choice—and the fallout of that choice creates a complication for them.

In either case, a resulting complication is key! Without a complication, there is no


compel.

Hostile Invocations or Compels?


Don’t confuse hostile invocations and compels! Though they are similar—they are
ways to give a character an immediate problem in exchange for a fate point—they
work differently.

A compel creates a narrative change. The decision to compel a character’s aspect


isn’t something that happens in-universe; rather, it’s the GM or player proposing a
change to the story. The effect can be broad, but the target gets the fate point
immediately if they accept the compel, and may choose to refuse the compel.

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A hostile invocation is a mechanical effect. The target doesn’t get a chance to refuse
the invocation—but as with any invocation, you will need to explain how that
aspect makes sense to invoke. And while they do get a fate point, they don’t get to
use it in the current scene. However, the ultimate result is much more constrained:
a +2 bonus or one reroll of the dice.

Compels let you, as a player or GM, change what a scene is about. They throw a
wrench in the narrative. Using them against an opponent is a risky proposition—
they might refuse, or accomplish their objective despite the complication thanks to
the fate point you gave them.

Hostile invocations help you at the current moment. In addition to your own
aspects, you have your opponent’s aspects available to invoke, giving you more
options and making scenes more dynamic and connected.

How Can I Add and Remove Aspects?


You can create or discover a situation aspect using the create an advantage action.
You may also create boosts that way, or as a result of a tie or success with style
when you overcome an obstacle, attack, or defend.

You can remove an aspect provided you can think of a way your character could do
so—blast the RAGING FIRE with a fire extinguisher, use evasive maneuvers to escape
the pursuing guard that’s ON YOUR TAIL. Depending on the situation, that might
require an overcome action; in this case, an opponent could use a defend action to
try to preserve the aspect, if they can describe how they do so.

However, if there’s no narrative block to removing an aspect, you can simply do so. If
you’re ALL TIED UP and then a friend unties you, the aspect goes away. If there’s
nothing stopping you, there’s no need to roll.

Other Kinds of Aspects


We’ve covered the standard aspect types earlier. These additional types are
optional, but may add value to your game. To some extent these are variants on
character aspects (if you expand your notion of what counts as a character) and
situation aspects (if you change your notion of how long those last).

Organization aspects: Sometimes you might be dealing with a whole organization


that operates under a certain set of principles. Consider giving the organization
itself aspects which any member of it can access as if it were the member’s own.

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Scenario aspects: Sometimes a particular plot might introduce a new motif that
shows up time and again in the storyline. Consider defining this as an aspect which
is available to all characters in the story until that part of the story concludes.

Setting aspects: Like a scenario aspect, the setting of your campaign itself may
have recurring themes. Unlike a scenario aspect, these aspects don’t go away.

Zone aspects: You can attach situation aspects to a particular place on the map
represented by a zone. This can add extra dynamism to your group’s interactions
with the map. A GM can encourage this by making an “up for grabs” free invoke
available on a zone aspect at the start of the scene, drawing characters (player and
non-player alike) to leverage that aspect as part of their early strategy.

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Chapter 4: Challenges, Conflicts, and Contests
Many times, you will be able to resolve an action with a single roll of the dice—do
you crack the safe, avoid security, or convince the guide to give you their map?
Other times you’ll face extended engagements that take many rolls to resolve. For
those cases, we offer three resolution tools: challenges, contests, and conflicts.

A challenge is a complicated or dynamic situation. You’ll be opposed by someone


or something, but there isn’t a dominant “other side.” This is how you might play
out a researcher looking for clues for which antibiotic to use against a Syndicate
engineered plague, the party negotiator distracting the lab technician, and the
sentry holding back desperate plague victims from entering the lab all at the same
time.

A contest is a situation where two or more parties are pursuing mutually


exclusive goals, but not actively harming one another. Contests are perfect for
chases, debates, and races of all sorts. People can get hurt accidentally, however.

A conflict is when characters can and want to harm one another. Wrestling in the
mud with a Syndicate assassin, shooting your ambushers with bullets, and an
exchange of vicious barbs with a overconfident mayor trying to stop you from
decommissioning the nuclear reactor that he thinks his small town can defend
from enemy forces —these are all conflicts.

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Setting Up Scenes
Regardless of the type of scene, the GM will start by setting the essential pieces
into place, so that the players know what resources are available and what
complications are in play.

Zones
Zones are a representation of the physical space—a quick map broken into a few
discrete sections. A conflict in a remote research station might have four zones: the
first floor, second floor, front yard, and back woods. Two to four zones are
sufficient to handle most conflicts. Large or complicated scenes may require more.

You can keep your zone map to a simple sketch, something that fits on a note card
or can be quickly drawn on a whiteboard, but it can make for an incredibly
immersive experience to print or display a color image of the location.

Zones help guide the story by shaping what is possible. Who you can attack and
where you can move depend on the zone you’re in.

Anyone in a zone can interact with everyone and everything in that zone. This
means you can hit, stab, or otherwise physically engage with people and things in
your zone. Need to open that wall safe in the bedroom? You’ll have to be in that
zone. Anything outside your zone is usually beyond your reach—you’ll need to
move to get there, or use something that can extend your reach there (EOD bot, a
gun, etc.).

Moving between zones is easy, as long as there’s nothing in your way. You can
move to an adjacent zone in addition to your action during an exchange as long
as nothing is in your way. If your movement is impeded, it takes your action to do
so. Make an overcome roll to climb a wall, rush past a group of thugs, or leap
across rooftops. If you fail, you stay in your zone or the movement costs you
something. You can also use your action to move anywhere on the map—though
the GM is within rights to set a high difficulty if it’s an epic movement.

If something isn’t risky or interesting enough to merit a roll, then it isn’t an


impediment to movement. For instance, you don’t need to use up your action
opening an unlocked door—that’s just a part of the movement.

Shooting lets you attack enemies in the same zone, adjacent zones, or maybe
further, if the zones are clear enough. Pay attention to the way the zones, situation
aspects, and tech are set up when deciding what’s fair game or not.

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Situation Aspects
When setting the scene, the GM should think of interesting and dynamic
environmental features that can constrain the action or provide opportunities to
change the situation by using them. Three to five details are more than enough.
Use these categories as a guide:

• Tone, mood, or weather—darkness, lightning, and howling winds.


• Impediments to movement—connected by ladders, covered in oil, and
filled with smoke.
• Cover and obstructions—vehicles, pillars, and crates.
• Dangerous features—crates of TNT, barrels of oil, and experimental
technology crackling with electricity.
• Usable objects—improvised weapons, statues or bookshelves to knock
over, and doors to be barred.

Anyone can invoke and compel these aspects, so remember to take them into
account when you wrestle that assassin to the ground covered in CAUSTIC LIQUID
COVERING EVERYTHING.

More situation aspects can be written down as the scene plays out. If it makes
sense that there are DEEP SHADOWS in the recesses of the subway tunnels, go ahead
and write that down when a player asks if there are any shadows they can use to
hide. Other aspects come into play because characters use the create an
advantage action. Things like FLAMES EVERYWHERE! don’t just happen without character
action. Well. Usually.

Free Invokes on the scene’s aspects?


It’s up to the GM to decide if a situation aspect arising from the scene’s setup
provides a free invoke to the players (or even to the NPCs). Some of the scene’s
aspects might provide a clever player just the advantage they need right away—
and a free invoke can be a strong incentive to drive players to interact with the
environment. Free invokes also might end up on the scene’s aspects at the start
due to preparations made in advance.

Zone Aspects
As mentioned before, some situation aspects might apply to specific zones on the
map, and not others. That’s okay—it can add some extra texture, opportunity, and
challenge to the map that might be lacking otherwise.

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Zones & Zone Aspects Example: The Waterfront

Zone 1: The Near Sidewalk.

Zone 2: The Bridge.

Zone 3: The Far Riverbank.

Zone 4: The water. WET, COLD, and CONCEALING would make logical aspects, and since
aspects are true, they would normally have free invokes like CONCEALING for people
in the water, and WET and COLD for people still dripping from exiting the water.

Note that in this example, a character in the water (Zone 3) would need a rope or
some other way to reach the bridge directly. Otherwise, they will need to move to
a place to exit the water, like Zone 4, The Far Riverbank, which has a landing.

Turn Order
Often, you won’t need to know who is acting precisely when, but in contests and
conflicts turn order can become important. These scenes take place over a series of
exchanges. In an exchange, each involved character can take one overcome, create
an advantage, or attack action, and can move once. (Contests work slightly
differently.)

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Because defending is a reaction to someone else’s action, characters can defend as
many times as they need to during other characters’ turns, so long as they can
justify their ability to interfere based on what’s already been established in the
story.

At the start of a scene, the GM and players decide who goes first based on the
situation, then the active player picks who goes next. The GM’s characters are
selected in the turn order just like the PCs, with the GM deciding who goes next
after the NPCs have acted. After everyone has taken a turn, the last player picks
who goes next at the start of the next exchange.

Amanda and Katie have stumbled across a small group of militia


terrorists, led by a leader in a balaclava, abusing a group of refugees
they kidnapped from a nearby shelter. Because the terrorists are focused
on their work, the GM declares that the PCs will go first in this conflict.
The players decide that Amanda will act first: she creates an advantage
against the leader, DISTRACTED, by running directly at them screaming. It’s
crude but effective. To make the best use of the situation aspect,
Amanda’s player decides that Katie should go next. Katie throws a
dagger at the masked leader, and immediately invokes DISTRACTED to
improve her attack. It’s not enough to take out the leader in one hit, but it
is a one-two punch that leaves the leader reeling.

Unfortunately, now that all the PCs in the scene have acted, Katie has no
choice but to pick one of the terrorists to go next. She chooses the
masked leader. The GM smiles, because they know that once the leader
acts, she can have the other terrorists act until the end of the round, at
which point they can choose the masked leader to start the next
exchange. The PCs may have gotten a good first hit in, but now the
terrorists get to fight back.

This method of determining turn order goes by several names in online discussion:
elective action order, and “popcorn,” “handoff,” or “Balsera Style” initiative, the
last one named after Fate Core author Leonard Balsera, who planted the seed of
the idea. You can learn more about this method and its strategies at
https://www.deadlyfredly.com/2012/02/marvel/

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Teamwork
Fate offers three methods for teamwork: combining the same skill from multiple
characters on a single roll, stacking free invokes by creating advantages to set up a
team member for success, and invoking aspects on an ally’s behalf.

When you combine skills, figure out who has the highest level in the skill among the
participants. Each other participant who has at least Average (+1) in that skill adds
a +1 to the highest person’s skill level. Providing support like this uses your action.
Supporters face the same costs and consequences as the person making the roll.
The maximum total bonus a team may provide this way is equal to the highest
person’s skill level.

Otherwise, you can create an advantage on your turn and let an ally use the free
invokes when it makes sense that they can. Outside of your turn, you may invoke
an aspect to add a bonus to someone else’s roll.

Challenges
Many of the difficulties your characters face can be handled with a single roll
during a scene—disarm the bomb, find the nuclear disarm codes, or hotwire the
vehicle. But sometimes it’s just not that simple because the yacht you’re searching
is careening through Hong Kong harbor while a monsoon rages outside and the
boat’s library is on fire.

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In complicated circumstances with no opposition, you’ll want to use a challenge: a
series of overcome actions that tackle a bigger issue. Challenges let the entire
group work together in a scene, and they keep things dynamic.

To set up a challenge, the GM considers the situation and picks a number of skills
that can contribute to the success of the group. Treat each action as a separate
overcome roll. Teamwork actions are allowed, but may introduce costs or
complications, such as running out of time or other inefficiencies.

GMs, do your best to give each character in the scene an opportunity to


contribute—aim for a number of skills equal to the number of characters involved.
Downsize if you expect to have some of the characters pulled away or distracted by
other priorities, or if you want to make room for teamwork. For more difficult
challenges, build the challenge with more needed actions than there are
characters, in addition to adjusting the difficulties of the actions.

After the rolls have been made, the GM will evaluate the successes, failures, and
costs of each action as they interpret how the scene proceeds. It could be that the
results lead to another challenge, a contest, or even a conflict. A mix of successes
and failures should allow the characters to move forward with a partial victory as
they face new entangling complications.

Contests
A contest is when two or more sides are in direct opposition but there isn’t a
conflict. This doesn’t mean one side doesn’t want to hurt the other. Contests may
involve the group trying to escape a threat before it cuts off any chance of victory.

At the start of a contest, everyone involved declares their intent, what they hope
to get out of it. If there are multiple PCs involved, they can be on the same or
different sides, depending on their goals—e.g., in a foot race, each character might
be on their own side. In a contest, the PCs can’t or aren’t trying to harm the
enemy.

External threats (e.g., erupting volcano, chemical spill, fire, radiation) may attack
any or all sides; those threats might also be a participant in the contest.

Contests take place over a series of exchanges. Each side takes one overcome
action to do something to achieve their goals during each exchange. Only one
character on each side takes the overcome action in each exchange, but their allies
can provide teamwork and try to create advantages to assist.

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The overcome actions can be against passive difficulties—if the contestants are
facing separate environmental challenges—or compared against one another
when they’re in direct competition.

At the end of each exchange, compare the efforts of each side’s action. The side
with the highest effort marks a victory. If the victor succeeds with style—and no
one else did—then they mark two victories. The first one to three victories wins
the contest. (You can always decide instead to run an extended contest requiring
more victories, though we recommend no more than five.)

When there’s a tie for the highest effort, no one marks a victory, and an
unexpected twist happens. The GM will introduce a new situation aspect to reflect
how the scene, terrain, or situation has changed.

In contests where a threat is trying to harm any of the contestants, everyone on a


side takes a hit when their contest roll is lower than the threat's attack roll or static
difficulty rating. They take shifts equal to the shifts of failure. Just like in a conflict,
if a character can’t absorb all the shifts of a hit, they are taken out.

Creating Advantages in a Contest


During any exchange, your side can try to create advantages before making your
overcome roll. The target, or anyone else who can reasonably interfere, may
oppose with a defend roll as normal. Each participant may attempt to create an
advantage in addition to rolling or providing a teamwork bonus. If you fail to create
an advantage, you have a choice: either your side forfeits its overcome roll, or you
may “succeed at a cost” (preserving your roll or teamwork bonus) by giving the
other side a free invoke instead. If you at least tie, proceed as normal with your roll
or bonus.

Conflicts
When the character get into a straight-up fight—whether with the authorities,
terrorists, or some human traffickers —and can win, you have a conflict. In other
words, use conflicts when violence or coercion is a reasonable means to the ends
of the PCs.

Conflicts may seem the most straightforward—after all, the history of roleplaying
games is built on combat simulators. But keep in mind a key part of their
description: the characters involved have the capability to harm each other. If it’s
one-sided—say you’re trying to punch a living mountain—there’s no chance you
can hurt it. That’s not a conflict. That’s a contest, probably where the PCs are
trying to escape or find the means to fight back.

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Conflicts can be physical or mental. Physical conflicts can be shoot-outs, knife
fights, or ramming a truck with your tank. Mental conflicts include arguments with
loved ones, interrogations, and psychological warfare assaults upon the mind.

Timing matters when using some kinds of teamwork. You can invoke an aspect on
your ally’s behalf to improve their roll at any time. You can help an ally before their
turn comes around by creating an advantage or giving your +1 teamwork bonus as
your action. If they take their turn ahead of you in the exchange, you can’t create
an advantage to help them, but you can use up your turn (skipping it for that
exchange) to give them a +1 teamwork bonus.

Taking Harm
When an attack is successful, the defender must absorb the hit, which has shifts
equal to the difference between the attack’s effort and defense’s effort.

You can absorb shifts of a hit by marking stress boxes and by taking consequences.
If you can’t or don’t absorb all of the shifts, you are taken out —you’re removed
from the scene, and the attacker decides how it plays out.

A series of regrettable decisions has put Alex in a dank basement,


confronting an interrogator that very much wants to beat her. The
interrogator attacks, lunging with clenched fists; this is an attack using
their Fair (+2) Fight. The GM rolls 00++, bringing their effort up to
Great (+4). Alex tries to leap out of the way with her Good (+3) Athletics,
but rolls 000-, taking her effort down to Fair (+2). Because the
interrogator’s attack effort was two steps higher than Alex’s defense
effort, Alex must absorb two shifts. She marks the first two of her three
physical stress boxes; already the fight is proving dangerous.

Stress
Simply put, stress is plot armor. It’s a resource used to keep your character up and
in the fight when their foes hit them. When you mark stress boxes to absorb a hit,
you’re saying things like, “That just missed me,” or “Whoa, that knocked the wind
out of me but I’m okay.” That said, it’s a limited resource—most characters only
have three boxes for physical stress and three boxes for mental stress, though
characters with high Will or Physique have more.

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You’ll find two stress tracks on your character sheet, one for physical harm and one
for mental harm. When you take a hit, you can mark empty stress boxes of the
appropriate type to absorb it and stay in the fight. Each stress box you mark
absorbs one shift. You can mark multiple stress boxes if you need to.

The boxes are binary—either they’re empty and can be used or they’re full and
can’t. That’s okay, though. You’ll clear the stress track as soon as you make it
through the scene—provided the interrogator didn’t finish you first.

Consequences
Consequences are new aspects you write on your character sheet when your
character takes a hit, representing the real harm and injury your character suffers.

When you take a consequence to absorb a hit, write an aspect in an empty


consequence slot that describes what harm befalls your character. Use the severity
of the consequence as a guide: If you were bitten by an attack dog, a mild
consequence might be NASTY BITE, but a moderate consequence could be BITE THAT WON’T
STOP BLEEDING, and a severe consequence might be CRIPPLED LEG.

While stress turns a hit into a near miss, taking a consequence means you got hit
hard. Why would you take a consequence? Because sometimes stress isn’t enough.
Remember, you have to absorb all the shifts of the hit to stay in the fight. You only
have so many stress boxes. The good news is that consequences can take pretty
big hits.

Each character starts with three consequence slots—mild, moderate, and severe.
Taking a minor consequence absorbs two shifts, a moderate one absorbs four
shifts, and a severe one absorbs six shifts.

So, if you take a big five-shift hit, you can absorb the whole thing with a single
stress box and a moderate consequence. That’s a lot more efficient than spending
five of your stress boxes.

The downside to consequences is that they are aspects—and aspects are always
true. So, if you’re GUT SHOT, your character’s gut is shot! That will mean you can’t do
things a gut-shot person can’t do (like run fast). If things get particularly
complicated due to this, you might even face a compel on your consequence, too.
And, just like the aspects you make when you create an advantage, the character
that created the consequence— that is, whoever shot you—gets one free invoke
on that consequence. Ouch!

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Alex is still battling the interrogator. The interrogator kicks her, this time
rolling a 00++, adding their Fair (+2) Fight, and invokes their
BLOODLUST aspect for an additional +2, adding up to a devastating Fantastic
(+6) blow. Alex’s --00, added to her Good (+3) Athletics, gives her a
merely Average (+1) defense; that’s five shifts she needs to absorb. She
chooses to take a moderate consequence. Her player and the GM decide
that the interrogator gave Alex a COMPOUND FRACTURE. This consequence
absorbs four of the shifts, leaving one, which Alex absorbs with her last
remaining stress box.

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The option/likelihood of character death should be set in session zero.

Getting Taken Out


If you can’t absorb all the shifts of a hit with stress and consequences, you’re taken
out.

Getting taken out is bad. Whoever takes you out decides what happens. Given
dangerous situations and powerful enemies, this could mean you’re dead, but
that’s not the only possibility. The outcome must be in keeping with the scope and
scale of the conflict at hand—you won’t die of shame if you lose an argument—but
changes to your character sheet (and more) are possible. The outcome should also
fit within the boundaries your group has established—if your group feels that
characters should never get killed without the player’s consent, that’s perfectly
valid.

But even when death is on the table (it’s best to be clear about that before a roll),
GMs should remember that it’s usually a boring result. A PC that’s been taken out
could be lost, kidnapped, imperiled, be forced to take consequences… the list goes
on. A character’s death means someone has to use make a new character and
bring them into the story (if they don’t have an alternate character), but a fate
worse than death is limited only by your imagination.

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Follow the fiction when describing how someone—or something—is taken out.
Was a terrorist taken out by a barrage of machine gun fire? A spray of red fills the
air as they slump with a wet thump to the ground. Were you hurled from the truck
as it crossed the 26th Street overpass? Keep death in mind when discussing the
terms of being taken out, but often it’s just as interesting to cheat death.

The interrogator gets in a very lucky hit, dealing a Legendary (+8) attack
against Alex’s Poor (-1) defense. By this point in the conflict, all of Alex’s
stress boxes are full, as is her moderate consequence slot. Even if she
were to take a mild and a severe consequence at once, absorbing eight
shifts, it wouldn’t be enough. As a result, Alex is taken out. The
interrogator gets to decide her fate. The GM would be within their rights
to have the interrogator kill Alex then and there…but getting killed isn’t
the most interesting result.

Instead, the GM declares that Alex survives, getting knocked out and
taken aboard a Syndicate mini-sub. Alex will wake up lost and very
fragile in a pitch-dark room. Because she was taken out, Alex has no
choice but to accept the terms laid before her.

Conceding
So how do you keep from dying horribly—or worse? You can interrupt any action
in a conflict to concede as long as the dice haven’t hit the table yet. Just give in. Tell
everyone that you’re done, that you can’t keep going. Your character loses and
exits the conflict, but you gain a fate point plus an extra one for each consequence
they took in the current conflict.

Also, concession means you declare the terms of your loss and how you exit the
conflict. You can escape the opponents and live to fight another day. It is a loss,
though. You’ll have to give your foe something they want. You can’t concede and
describe how you heroically save the day—that’s not on the table anymore.

Conceding is a powerful tool. You can concede to escape with an action plan for the
next fight, a clue as to where to go, or some advantage going forward. You just
can’t win this fight.

You must concede before your opponent rolls the dice. You can’t wait to see the
outcome of the dice and concede when it’s obvious you can’t win—that’s poor
form. Some negotiation is expected here. Look for a solution that works for
everyone at the table.

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If the opposition isn’t on board with the terms of your concession, they can push
for rewording those terms, or ask that you sacrifice something different or extra.
Because a concession is still a loss for you, that does mean the other side should
gain at least part of what they’re after.

The more significant the cost you pay, the greater the benefit your side should
receive as part of the concession—if certain doom is about to befall the entire
group, one member choosing to concede as a heroic (and fatal) last stand could
mean everyone else is spared!

Ending a Conflict
A conflict draws to a close when everyone on one side has either conceded or been
taken out. At the end of a conflict, any players who conceded collect their fate
points for the concession. The GM also pays out fate points owed to players for
hostile invokes that happened during the conflict.

Recovering from Conflicts


At the end of each scene, every character clears their stress boxes. Consequences
take more time and effort to clear.

To start the recovery process, the person treating you will need to succeed at an
overcome action with an appropriate skill. Physical injuries typically are addressed
using medical knowledge via Academics, while mental consequences are healed
with Empathy. This overcome action faces difficulty equal to the severity of the
consequence: Fair (+2) for a mild consequence, Great (+4) for moderate, and
Fantastic (+6) for severe. These difficulties increase by two when you’re trying to
treat yourself (it’s easier to have someone else do that).

If you succeed on this roll, rewrite the consequence to indicate that it is healing. A
BROKEN ARM may be rewritten as ARM IN A CAST, for instance.

Success here is only the first hurdle—it takes time to clear the consequence.

• Mild consequences take one full scene after treatment to clear.


• Moderate consequences last longer, taking a full session after treatment
to clear.
• Severe consequences only clear when you reach a breakthrough after
treatment.

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Chapter 5: Advancement
As your characters muck about in the storyline, they’ll grow and change. At the end
of each session you’ll earn a milestone, which lets you move things around on your
character sheet. As you conclude each arc of the story, you’ll earn a breakthrough,
which lets you add things to your character sheet.

Milestones
Milestones happen at the end of a session, part of the way through dealing with a
story arc. They are focused on adjusting your character laterally rather than
advancing the character. You may not wish to use a milestone, which is fine. It
doesn’t always make sense to change your character. The opportunity is there if
you need it.

During a milestone, you can do one of the following:

• Switch the ranks of any two skills or replace one Average (+1) skill with
one that isn’t on your sheet.
• Rewrite one stunt.
• Purchase a new stunt by spending 1 refresh. (Remember, you can’t go
below 1 refresh.)
• Rewrite any one of your aspects, except your high concept.

Breakthroughs
Breakthroughs are more significant, letting your character actually grow in power. A
breakthrough lets you do one thing from the milestone list. On top of that, you do
all of the following:

• Rewrite your character’s high concept, if you care to.


• If you have any moderate or severe consequences not yet in recovery,
you can begin the recovery process and rename them. Any that were
already in recovery may now be cleared.
• Increase the skill rating of one skill by one step—even from Mediocre
(+0) to Average (+1).

If the GM feels a major plot development has concluded and it’s time for the
characters to “power up,” they may also offer one or both of the following:

• Gain a point of refresh, which you can immediately spend to buy a new
stunt if you like.
• Increase a second skill rating by one step.

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Improving Skill Ratings
When improving a skill rating, you must maintain a “column” structure. Each step
may not have more skills than the step below it. That may mean you need to
promote a few Mediocre (+0) skills first—or you may save up your skill points
rather than spend them immediately, allowing big increases all at once.

Katie wants to increase her Animal Handling from Average (+1) to Fair
(+2), but this means she’d have four Fair (+2) skills and only three
Average (+1)…that won’t do. Luckily, she has saved a second skill point
from an earlier milestone, so she also increases her Mediocre (+0)
Empathy to Average (+1). Now she has one Great (+4), two Good (+3),
four Fair (+2), and four Average (+1) skills- see the third pyramid below.

The pyramid
+4 0
+3 00
+2 000
+1 0000

Not Valid
+4 0
+3 00
+2 0000
+1 000

Valid (Katie’s ending pyramid.)


+4 0
+3 00
+2 0000
+1 0000

Also Valid
+4 0
+3 000
+2 000
+1 000

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Sessions and Arcs
There are a few assumptions at play here where we talk about sessions and arcs.
We’d like to shine some light on those assumptions so you can make adjustments
based on how your game differs from them.

A session is a single session of play comprised of several scenes and a few hours of
gameplay. Think of this as similar to a single episode of a television show. It likely
falls into the three-to-four hour range.

An arc is a series of sessions that often contain plot elements that carry over from
session to session. Those plot elements don’t have to conclude within an arc, but
there are usually significant developments and changes that come about over the
course of it. Think of this as similar to a third- or half-season of a television show.
It’s likely comprised of about four sessions of play.

If your gameplay falls outside of those “likely” ranges, you may want to change how
some parts of advancement work. If your arcs run more than four to six sessions of
play, you may want to allow Severe consequences to clear after four sessions pass
rather than waiting until the end of the arc. If you want advancement to happen
more slowly, you might allow improvements like skill points and refresh gains less
often. If your group tends to schedule fairly short sessions, you might not hit a
milestone at the end of every session. Season to taste; the game is yours to shape!

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“Ways to Handle Multiple Targets” in this chapter outlines rules that would allow stunts to
call in a multi-zone airstrike once a session.

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Chapter 6: Optional Rules
These are a few optional or alternative rules you can decide to use in your game.

Weapon and Armor Ratings


Want to tap into a little bit of that combat equipment vibe other games have?
Consider weapon and armor ratings. In short, getting hit by a weapon will damage
you more, and having armor keeps that from happening. (You could model this
with stunts, but using stunt slots might not feel right to you.)

A weapon value adds to the shift value of a successful hit. If you have Weapon:2, it
means that any hit inflicts 2 more shifts than normal. This counts for ties; you inflict
stress on a tie instead of getting a boost.

An armor value reduces the shifts of a successful hit. So, Armor:2 makes any hit
worth 2 less than usual. If you hit but the target’s Armor reduces the attack’s shifts
to 0 or below, you get a boost to use on your target but don’t do any harm.

Choose your range of ratings carefully. Keep an eye on how likely they make a
consequence (or worse) on a tie. We recommend a range of 0 to 4 at most.

Full Defense
Sometimes a player (or GM) may want their character to go all-in on using defend
until their next turn, rather than taking an action on their turn. This is called full
defense.

When declaring full defense, you must be clear about the focus of your efforts. By
default, you are defending yourself (from attacks and efforts to create advantages
on you), but you may wish to specify someone you’re protecting, or a defense
against a particular group of aggressors, or a particular effort or outcome you wish
to oppose.

While on full defense you get a +2 to all defend rolls relevant to your declared
focus.

If nothing comes of it and you haven’t rolled to defend at all by the time your next
turn comes around, you gain a boost as you’ve gotten the opportunity to prepare
for your next action. This offsets “losing a turn” because you focused your efforts
on defending against something that didn’t happen at all.

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Ways to Handle Multiple Targets
Inevitably, someone at your table will want to affect multiple targets at once. If it’s
allowed, here are some methods you can use.

If you wish to be selective about your targets, you may split your effort. Roll your
skill, and if the resulting total is positive, you can split that total up however you
like among the targets, who each get to defend against the effort you assigned to
them. You must assign at least one point of effort to a target, or you didn’t target
them at all.

Sophie faces a trio of goons and wants to strike at all three in a flurry of
thrusts with her switchblade. Thanks to an invoke and a good roll, her
Fight roll comes in at Epic (+7). She assigns a Good (+3) attack to the one
that looks the most veteran, and Fair (+2) to each of the other two, for a
total of seven. They each then roll to defend.

In some special circumstances, as with a grenade, explosion, or something similar,


you may make a zone attack against everyone in one zone, friend and foe alike.
Here, you don’t split your effort; every target must defend against your total roll.
The circumstances and method must be right for doing this; often the GM will
require you to invoke an aspect or use a stunt to gain permission.

If you wish to create an advantage affecting a whole zone or group, target the
scene instead: place a single aspect on the zone or the scene itself rather than
placing separate aspects on each of the targets. This has the added advantage of
reducing overall book-keeping. If someone insists on creating a separate aspect on
each target, they should be constrained to the effort splitting method.

With any of these methods, all of the targets should occupy the same zone. The GM
may allow the occasional exception due to method and circumstance.

Only one action type should be used—such as attacking several targets in one
blow, solving two problems at once with overcome, or swaying the minds of a few
key NPCs with create an advantage. A GM might allow two different action types
under special circumstances, but those actions should make sense for the skill used
by both.

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Character Creation as You Play
If a player is comfortable making quick creative decisions in the moment, they may
enjoy creating characters as they play rather than ahead of time. This mimics the
way characters reveal themselves and develop in other media. It’s not for
everyone, but for groups where the method clicks it can be a real crowd-pleaser.

With this method, characters start with only a name, high concept aspect, and
highest skill—if that! As play progresses and they are called on to use an unrated
skill, they can choose an empty slot and reveal their knowledge of it in the
moment. Similarly, aspects and stunts can be filled in when the circumstances that
call for them, right in the moment a fate point is spent or a bonus claimed.

Experimental tech creation as you play is a great way to engage creativity, a player may
enjoy declaring that their VR headset can hack into a building’s security camera feeds and
generate an overlay of “X-ray vision” to allow their PC to shoot targets through walls.

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Countdowns
A countdown adds urgency to an adversary or
situation: deal with it now or things will get worse.
Whether you’re talking about a ticking bomb, a
hostage release deadline, a bus teetering on the edge
of a suspension bridge, or a soldier with a radio who’s
about to call in reinforcements, countdowns force the
PCs to act quickly or face a worse outcome.

Countdowns have three components: a countdown


track, one or more triggers, and an outcome.

The countdown track looks a lot like a stress track: it’s


Wrist dosimeters measure a row of boxes that you mark from left to right. Every
personal exposure to time you check off a box, the countdown gets closer
radiation and make excellent to being over. The shorter the track, the faster their
radiation countdown tools. doom approaches.

A trigger is an event that marks a box on the countdown track. It can be as simple
as “a minute/hour/day/exchange elapses” or as specific as “the villain takes a
consequence or gets taken out.”

When you mark the last box, the countdown ends and the outcome happens,
whatever it is.

GMs might wish to reveal the existence of a countdown track to players without
telling them what it represents, at first, as a kind of foreshadowing and to turn up
the feeling of tension in the story.

A countdown can have more than one trigger if


you want; perhaps the countdown proceeds at a
predictable pace until something happens that
accelerates it. You could also give a different
trigger to each box on the countdown track if you
want a specific series of events to set off the
outcome. And you can always set an off the page
timer just for arbitrary fun.

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Obstacles
The defining quality of enemies is that they can be attacked and taken out. By
contrast, the defining quality of obstacles is that they can’t. Obstacles make scenes
demonstrably more difficult on the PCs, but the PCs cannot simply fight them.
Obstacles must be circumvented, endured, or rendered irrelevant.

While most obstacles are features of the environment, some might be characters
that can’t be taken out using conventional methods. The tank might be a boss, but
it might just as easily be a hazard obstacle. The laser tripwire keeping you from the
reactor door might be a threat, but it could also be a block or a distraction. It all
depends on the adversary’s function in the scene, and how PCs must deal with it.

Obstacles don’t appear in every scene. They serve to accent enemies in the scene,
to make them more threatening or memorable, but overuse of obstacles can be
frustrating to the PCs, particularly those focused on combat. You can use them to
give less combative PCs something to do during a fight, though.

There are three kinds of obstacles: hazards, blocks, and distractions.

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Hazards
If an obstacle can attack the PCs, it’s a hazard. Fire jets, rolling boulders, or a sniper
too far away to be dealt with directly—they’re all hazards. Every hazard has a
name, a skill rating, and a Weapon rating of 1 to 4.
The hazard’s name is both a skill and an aspect; that is, the name defines what the
hazard can do, and its skill rating defines how good it is at doing that, but the name
can also be invoked or compelled like any aspect.

Generally speaking, a hazard’s skill rating should be at least as high as the PCs’
highest skill rating, if not a little bit higher. A hazard with a very high skill rating and
a very high Weapon rating will likely take out a PC or two. You could also make a
hazard with a lower skill rating but a high Weapon rating, making for something
that doesn’t hit often but hits hard when it does. Reversing that makes a hazard
that hits frequently but doesn’t do much damage.

A hazard acts in the initiative just like the PCs and their enemies do, with the GM
choosing to run it like any other NPC. On its turn each exchange, a hazard acts as
implied by its name, and rolls with its rating. If it attacks and hits with a tie or
better, add its Weapon rating to its shifts. Hazards can attack or create advantages;
they can’t be attacked, and they don’t overcome obstacles.

If a player wants to overcome or create an advantage against a hazard, they’ll face


passive opposition equal to the hazard’s skill rating.

Blocks
Where hazards exist to hurt the PCs, blocks prevent them from doing things they
want to do. Blocks can cause stress, though they don’t always. The chief
differences between blocks and hazards is that blocks don’t take actions and are
more difficult to remove. Blocks provide passive opposition in certain
circumstances and can threaten or cause harm if not heeded.

Like hazards, blocks have a name and a skill rating, and the name is both a skill and
an aspect. Unlike hazards, a block’s skill rating shouldn’t be much higher than one
step above the PCs’ highest skill rating; otherwise, things can get frustrating
quickly. A block can have a Weapon rating as high as 4, but it doesn’t need to have
one.

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Blocks only come into play under specific circumstances. A VAT OF ACID only matters
when someone tries to cross it or gets thrown into it. A CHAIN LINK FENCE only affects
someone who tries to get past it. The LASER TRIPWIRE only prevents entry into a specific
room.

Blocks don’t attack and don’t have a turn in the initiative order. Instead, whenever
a block would interfere with someone’s action, they’ll have to roll against the
block’s rating as a set difficulty. If the block can’t cause harm, it simply prevents the
PC from taking the action they wanted to. If it can cause harm and the PC fails to
overcome the block, the PC takes a hit equal to the amount by which they missed
the target.

Characters may try to force someone into a block as an attack. If you do this, you’ll
roll to attack as normal, but add a Weapon rating equal to half the block’s Weapon
rating (rounded down, minimum 1).

Finally, some blocks can be used as cover or as armor. This is situational—for some
blocks, it simply won’t make sense. You probably can’t hide behind a VAT OF ACID, but a
CHAIN LINK FENCE is effective protection against a baseball bat, probably preventing the
attack altogether.

Not all Resistance members are combat focused, devastated parts of world may need
emergency responders that have personal-defense training.

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Using a block as cover
When someone’s using a block as cover, decide whether it mitigates or negates the
attack. If it negates it, the attack simply isn’t possible. If it mitigates it, the defender
adds an Armor rating equal to half the block’s skill rating (rounded down, minimum
1).

Use blocks sparingly. Blocks make it harder for PCs to take certain actions—so they
can be frustrating if you overuse them—but they can also lead the players to think
creatively. They may see an opportunity to turn blocks to their advantage. If they
figure out how, let them!

Sometimes players will just want to remove blocks outright. To do so, make an
overcome roll against a set difficulty equal to the block’s rating plus two.

Distractions
Where hazards attack the PCs directly and blocks prevent them from taking certain
actions, distractions force the PCs to figure out their priorities. Of the obstacles,
distractions are often the least mechanically defined. They also don’t necessarily
make the scene mechanically harder. Rather, they present the PCs with difficult
decisions. Here are the distraction’s parts:

• A distraction’s name is a brief, punchy representation of what it is. It can


be an aspect, if you need or want it to be.
• A distraction’s choice is a simple question that codifies the decision it
gives to the PCs.
• A distraction’s repercussion is what happens to the PCs if they don’t deal
with the distraction. Some distractions might have multiple
repercussions, including repercussions for successfully dealing with the
distraction.
• A distraction’s opposition is its passive opposition against PCs rolling to
deal with it. Not every distraction needs to provide opposition.

If you’re afraid the PCs will deal handily with a fight you’ve got in store, adding a
distraction or two can force them to decide whether it’s more important to
trounce the bad guys or deal with the distractions.

Dealing with a distraction should always have a clear benefit or, failing that, not
dealing with a distraction should always have a clear consequence.

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Examples of Obstacles

Hazards
• Great (+4) MACHINE-GUN TURRET, Weapon:3
• Superb (+5) DISTANT SNIPER, Weapon:4
• Blocks
• Fair (+2) CHAIN LINK FENCE, Great (+4) difficulty to remove.
• Good (+3) VAT OF ACID, Weapon:4, Superb (+5) difficulty to remove.

Distractions
• BUS FULL OF CIVILIANS—Choice: Will the bus plunge off the bridge?
• Opposition: Good (+3)
• Repercussion (leave them): All the civilians on the bus die.
• Repercussion (save them): The villain gets away!

Extra Effort Rule


Voluntarily check a stress box anytime for a bonus on a roll. The bonus equals the
value of the checked box. This can have unpredictable effects on your game. Not
only can it result in some swingy rolls, but it can also partially supplant the usual
fate point economy.

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Some areas of the world won’t be safe to travel in for years to come.

Time Shifts
When determining how long it takes characters to do something, you may want to
use a more systematic approach to decide the impacts of success, failure, and “at a
cost” options. How much longer or faster? Let the shifts decide, using these
guidelines.

First, decide how long the task takes with a simple success. Use an approximate
quantity plus a unit of time: “a few days,” “half a minute,” “several weeks,” and so
on. Approximate quantities for use include: half, about one, a few, or several of a
given unit of time. Then look at how many shifts the roll exceeds or misses the
target by. Each shift is worth one quantity-step from wherever your starting point
is.

So, if your starting point is “a few hours,” then one shift faster jumps the quantity
down to “about one hour,” two shifts down to “half an hour.” Going faster than
“half” drops the unit down to the next smaller (hours to minutes, etc.) and quantity
up to “several”, so three shifts faster would be “several minutes.”

In the case of slower, it’s the same process in the opposite direction: one shift
slower is “several hours,” two is “half a day,” three is “about one day.”

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Chapter 7: Extras, The Bronze Rule, & Cool Tools

Extras
An extra is a pretty broad term. It’s used to describe anything that’s technically
part of a character or controlled by a character but gets special treatment in the
rules.

Some examples of extras include:

• Specialized gear or equipment, like advanced technology hyper-tech that


has been made public as society has collapsed or deployed to defend
nations.
• Vehicles owned by the characters.
• Organizations or locations that the characters rule or have a lot of
influence over.

Drugfall considers extras to be an extension of the character sheet, so whoever


controls the character to whom the extra belongs also controls that extra. Most of
the time, that’ll be the players, but NPCs may also have extras controlled by the
GM.

In Drugfall, extras require permission or cost to own, which could include having
an Animal Handling skill level that qualifies you to handle a Military Working Dog
or a Drive skill level that allows you to drive a Light Armored Vehicle. Your Game
Master may also require you to name the Extra in an Aspect.

Sometimes something seems like it should be an extra, but shouldn’t. If you find
that a complicated list of gear or martial arts moves isn’t making the game more
fun, consider getting rid of the extra.

THE BRONZE RULE, AKA THE FATE FRACTAL


In Fate (and by extension, Drugfall) you can treat anything in the game world like
it’s a character. Anything can have aspects, skills, stunts, stress tracks, and
consequences if you need it to.

We call this the Bronze Rule, but you may also have heard of it as the Fate Fractal if
you pay attention to the Internet. It’s why you place situation aspects on the
environment as well as on characters, and why the GM can let environmental
hazards attack as if they had skills.
A special vehicle can be treated as a character, and use a profile sheet, for
example.

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Special Gear Extras
Gear usually enhances what your character does, so it’s tempting to make gear an
extra.

However, gear can also have a lot of story value. A sniper rifle may have its own
legend and personality. Use aspects to describe these and remember that the
aspects should provide opportunities for invocations and compels. If you want, you
can give the invocations themselves some special flavor, giving them a one-time,
stunt-like bonus.

An aspect on gear might also suggest the best situation in which to use it or
delineate what makes it different from others of its kind (like a sniper rifle being
ideally suited For Long-Range Work or a particular model that Never, Ever Jams).

Be careful of going overboard with this and giving every single item your PC owns
an aspect or stunt. Drugfall is a game about your character first, secondarily about
his or her stuff. For the most part, you should assume that if your character has a
particular skill, that includes the appropriate stuff to use that skill effectively.
Reserve extras for items that have unique or personal value, something that you’re
not going to be changing constantly through the course of the campaign.

A Quick Story-Based Gear Alternative


If you don’t want to deal with extras, there’s a way to do gear that doesn’t require
too much rigmarole: think of them as auto-created advantages that you bring into
a scene. GMs, you already get to put stuff like Narrow Alleys and Rough Terrain out
there—you can also apply this to describe the situational advantages that
characters get from gear.

So, if your PC has a full-auto rifle and is taking on someone with a pistol, add a
Better Firepower aspect to your character with a free invoke at the start of a
scene, just like you would if you’d created that advantage with a roll. That way,
you can tune the benefits to narrative circumstances—if you’re fighting in a really
narrow alley, a Marine Corps Mameluke Sword might be a less maneuverable tool
than your opponent’s knife, so they’d get a free invoke on a Less Maneuverable
Weapon aspect attached to you. Some Marines may invoke the bogus rule here.

In those rare situations where you have the absolutely ideal tool for a job, the
aspect you get might count as being “with style” and come with two free invokes.

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Sidekicks vs. Allies
Players can select both sidekicks and allies as extras, but differentiating a boy
wonder from a squad of professional agents can be tough. Here are a few ways to
distinguish sidekicks, who work closely with the PCs, from trained allies that they
may call upon in specific situations.

Permissions and Costs


While both sidekicks and allies are extras, sidekicks tend to be unlocked through
personal relationships or training (in the case of Military Working Dogs, for
example) and allies tend to arise from organizational or resource-driven
permissions. For example, River might select DAISY’S HANDLER to add Daisy the scout
Malinois military working dog to her sheet as a sidekick, while selecting the aspect
SUPPORTER OF THE LOCAL DEFENSE FORCE would add the mostly nameless volunteers she
uses as spies and couriers. As for costs, sidekicks tend to impose social and
relational costs on the characters—asking them to contribute to important causes
or aid them in times of need—while allies usually require more direct payment,
favors, or other resources.

Stress Tracks and Consequences


One great place to differentiate sidekicks and allies is with stress tracks and
consequences in conflicts. Sidekicks are like supporting characters—give them a
limited stress track with one mild (or perhaps moderate) consequence slot and one
extreme consequence that might change the character’s sheet in a dramatic
moment.

Allies, on the other hand, are usually faceless mobs that have a stress box for each
member of the gang. Stress inflicted on allies typically knocks them out of the fight
completely instead of leaving them with consequences that carry from scene to
scene. This distinction makes it harder to take out a gang of allies in a single attack
but makes sidekicks more flexible and resilient across a variety of social and
physical situations in which they can utilize their consequence slots to protect or
defend the PCs.

Permanent vs. Temporary Allies


Sidekicks are almost always permanent parts of a character’s sheet, but allies
might be temporary, depending on the needs of the PC. For example, an
intelligence officer might take the aspect SENT BY THE FEDS to have a set of Federal
Agents on call, at the cost of a point of refresh. It’s equally feasible that such a
character could forgo such permanent allies in favor of creating an advantage for

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an upcoming scene, using Contacts or Resources. Of course, permanent allies
should be much more powerful, with more stress boxes, additional aspects, and
additional stunts, than temporary allies who are little better than a weak nameless
mob.

Vehicles
In a game that largely revolves around personal activity, vehicles occupy a strange
space. They extend the character’s capabilities like tools or weapons, but they’re
external to the character, in the manner of allies and resources. It’s a space that is
easily overlooked, but which can be utterly essential, depending on the priorities
of the player or campaign.

In describing vehicles, this section generally assumes cars and trucks, but many of
these ideas are easily extrapolated to horses, submarines, ships, and beyond.

Incidental Vehicles
In many games, vehicles are merely incidental to play. That is, they come up when
the situation demands, but otherwise aren’t given a lot of thought. In this case,
vehicles are frequently just an enabler for using the Drive skill. When the bad guys
are getting away in a car, and you hop in a car to pursue, it’s all about the skills
from there.

If there’s ever a need to differentiate vehicles in this context, it should most often
take the form of aspects. A vehicle will usually have between one and three
aspects, the specifics of which depend very much on your table’s interest in cars.
Aspects like Big, Fast, Off-Road, or Clunker are totally valid, as are Hemi, Canted
Wheels or Five-Speed, Fuel-Injected.
For most games this is enough, but in a game where driving is critical, there’s a
good chance that vehicles may end up being more or less disposable.

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Personal Vehicles
A personal vehicle is most likely to be represented by an aspect, but details beyond
that depend a lot on your game. A more down-to-earth game may simply have a
signature vehicle, like a detective’s sports car, but some games might be better
suited to gadget-festooned supercars.

The basic rules for vehicles need be no more complicated than the incidental
vehicles rules, and for more complicated vehicles, extras start becoming
appropriate.

Repair
An item represented by an aspect cannot usually be destroyed, yet despite this, it
can stretch credulity to have a vehicle prove entirely immune to damage. As a rule
of thumb, allow a personal vehicle to be damaged normally, but say that the
damage was repaired without difficulty between sessions.

Unless, of course, the player wants to work with the damage. Having a car in need
of repair is a great scene frame and occasional motivator—perhaps it requires a
particular part. If a player opts to treat the car as damaged, then the first time in a
session they expressly touch on the necessary repairs—such as having a
conversation while working on the engine—that is effectively a compel, and grants
the player a FP.

Pick the right vehicle for the environment – some areas of the world are yet untouched by
nuclear fallout, famine, and war.

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Group Vehicles
An idea that sees frequent use in fiction and gaming is that of a common vehicle,
usually some sort of ship, van, car, or the like that serves as group transportation
and often as a mobile base of operations.

An easy way to do this is to make the vehicle in question an aspect for everyone in
the group—or at least everyone tied to the vehicle. Doing so makes a strong
statement about the centrality of the vehicle to the game.

It’s also possible to take a more nuanced approach, and have each character take
an aspect that reflects their relationship with the vehicle—a tank captain and her
gunner may have very different perspectives on the nature of their tank.

Whatever the case, a group vehicle can have aspects like an incidental vehicle, but
there’s a lot more leeway in terms of what exactly those aspects should be. Each
player’s aspect related to the vehicle allows that player to assign an aspect to the
vehicle. This allows for differing levels of investment built organically from player
interest.

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Quick and Dirty Vehicle Rules

Vehicle Mismatches
The quick and dirty hierarchy of speed goes as follows:

• Foot
• Bike/Horse
• Car/Motorcycle
• Helicopter
• Airplane

When a chase involves a speed mismatch, the faster driver gets a number of free
invocations of vehicle aspects equal to the difference between the tiers. This can
be mitigated by circumstances—feet and bikes can outpace a car in a traffic jam,
and a car might help you catch up with a plane before it’s airborne—but it should
be enough to cover edge cases.

Custom Cars
Car customization is an application of the Crafts skill that requires a shop and
appropriate tools. Baseline difficulty of the overcome roll is 0, +2 for each aspect
on the vehicle. With a success, an aspect can be added to the vehicle, or if it’s
feasible, removed. The maximum number of aspects a vehicle may have is 5.

Vehicle Damage
Vehicles don’t have stress but can take consequences—usually to turn a failed
Drive roll into a success using the Extra Effort optional rule. An average vehicle—3
or fewer aspects—can take one mild consequence. An exceptional vehicle—4 or 5
aspects—can take one mild and one moderate consequence. A vehicle with an
aspect like Rugged or Military Grade may be able to take one severe consequence.

Stealing a Car
Attempting to steal or otherwise acquire a car should be treated as an overcome
action, with the appropriate skill—usually either Infiltration or Resources—against
a difficulty based on the situation, taking into account both security level and
range of options.

Upon success, the aspects created are the aspects of the stolen vehicle. This
assumes the character is just taking what they can get—trying to steal a specific
car will be an overcome roll against the specifics of that situation.

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Don’t Forget Foot Chases and Paw Chases

Chases
In any adventure story, you’re going to have a big chase scene eventually. This is
an adventure trope and Drugfall is aimed at the adventure genre. What you want
is to make a chase exciting. Here’s an alternative method to the standard contest
overcome, challenges, and conflict methods.

The Chase Track


To start, set up a stress track for the chase. This is your timer for the scene. The
fleeing party is trying to empty the stress track, while the pursuers are trying to fill
it. The length of the stress track determines how long the scene lasts, and where
you start on the track sets the difficulty of the escape.

You first need to decide how long you want your chase scene to go on. If you are
looking for an average-length scene, a stress track of 10 should be the baseline. If
you want to go less than 10, you should probably make the chase a regular
contest. If you want the chase to be longer or more involved, add more stress. A
14-stress chase scene is a major event in the session, and an 18 or 20 stress scene
could be the main focus of a whole session of play. You probably don’t want to go
longer than that, or you risk your chase scene stretching out so far that your
players get bored.

Setting how many stress boxes are already checked off determines how close the
pursuers are to catching the fleeing group. Usually you are going to want the stress
to start right in the middle (5 on a 10-stress track). You can make it harder for the

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fleeing party to escape by setting the stress closer to the top of the range, like 7
stress on a 10-stress track. By the same token, you can make the escape easier by
setting the starting stress at a lower level. It’s probably best to avoid this, unless
the player characters are the pursuing party. If the chase is less complicated, just
use a challenge or contest instead of the chase stress track.

Once you’ve got your stress track set, determine who gets to go first. This can be a
judgment call, or it can be based on which individual character on each side has
the highest relevant skill. Each side will take turns, so whoever starts has a slight
advantage, but that’s about it.

In turn, each side makes skill rolls to attempt to increase or diminish the stress
track. This is an overcome action, and it can be opposed by a passive defense or a
defend roll from the other side in the chase.

These actions can be all sorts of things, and it’s most exciting if they are varied and
inventive. Drive rolls for vehicular chases should describe how the character is
dodging through barriers or oncoming traffic, for example, and Athletics for foot
chases would be about how the characters climb up on to the rooftops and
parkour across dangerous hazards. A variety of other skills can come into play for
different sorts of actions. You can use Deceive to fake out your opponent, Fight to
knock someone down, Notice to spot hazards and avoid them while allowing your
opponent to get entangled, Physique to knock obstacles into your opponent’s way.
If a player comes up with a good action for just about any skill, you should allow it.
When making your roll, the outcome determines what happens to the chase stress
track.

• If you fail, your opponent has the choice to either create a boost that
works against you, or to move the stress track one check in their
direction.
• If you tie, you may choose to move the stress track one check in your
direction, but if you do so, your opponent gains a +1 on their next roll.
• If you succeed, you move the stress track one check in your direction.
• If you succeed with style, you get to move the stress track two checks in
your direction, or one check and you gain a boost that you can use against
your opponent on your next roll.

Each side takes turns making moves and rolling against their skills. Make sure each
of the player characters gets a chance to contribute to the escape attempt. Keep
the tension up with good descriptions, going into detail about each move and its
results. When one side or the other has either eliminated or filled the stress track,
the chase is over. Someone has either been caught or escaped.

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Social Conflict
The social skills in Drugfall (Deceive, Empathy, Provoke, Rapport) already give
groups a variety of ways to approach social conflicts, but your group can also
implement a system of motivations and instincts to provide PCs more
opportunities to engage NPCs in social interactions.

Motivations and Instincts


Any NPC—even a nameless guard—has two components to their social logic: a
motivation and an instinct that follows from that motivation. For example, a
teacher may want to safeguard his students (Motivation: Protect His Students from
Harm) by keeping the players’ characters from interrogating a particular student
(Instinct: Deny the PCs Access). Any attempts to produce a change will require the
PCs to either alter the NPC’s motivation or convince them that a different instinct
better serves the motivation itself.

You might notice that most motivations double as situation aspects that can be
invoked and compelled using fate points.

Remember the Bronze Rule!

Discovering and Modifying Motivations


Of course, motivations are sometimes difficult to detect. While some NPCs will
clearly announce why they are opposing the PCs—“I’ve come to avenge my
father!”—most people don’t run around shouting out their internal monologues to
the world. To discover an NPC’s motivations, the PCs need to create advantages
using an appropriate social skill. Characters can pick up on small clues (Empathy),
challenge the NPC through taunts or provocative statements (Provoke)+-, or even
pretend to be someone the NPC can trust (Deceive), to discover NPC motivations.

Once the PCs know an NPC’s motivation, they can try to alter that motivation using
a variety of social skills, replacing the motivation with a urgent concern based on
new information (Rapport) or attempting to falsely convince the target that their
motivation is based on bad assumptions (Deceive). For example, a loyal guard
(Motivation: Follow My Boss’ Orders, Instinct: Kill the PCs) might be scared off by
a sufficiently impressive threat (Provoke) designed to change his motivation to
Save My Own Skin.

Modifying Instincts
Rather than attempt to sway an NPC’s motivations, PCs may also create situations
that demand more immediate attention or suggest that a different instinct would
better serve the original motivation.

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For example, the PCs might start a fire (Provoke) in the lobby of the hotel to
distract a hotel concierge (Motivation: Keep the Hotel Running Smoothly) or try
to convince a drug lord to not partner with the Syndicate even if it means losing
more of their shrinking territory (Rapport) on the promise that they’ll get all their
former territory back when the Syndicate is defeated. (Motivation: Maintain
Strong Drug Empire). These attempts to change the NPC’s instincts might move an
NPC from Instinct: Keep the PCs Out to Instinct: Put Out the Fire! or from Instinct:
Join the Syndicate to Protect What Territory I Have to Instinct: Help Defeat the
Syndicate to Recover All of My Territory.

Ultimately these social interactions rely on the PCs’ ability to sell the new instinct
as better serving the original motivation instead of changing the original
motivation completely.

Challenges, Contests, and Conflicts


For most attempts to modify NPC motivations or instincts, the PCs will need to
make overcome rolls against defense; the NPC rolls an appropriate social skill to
see through the deception or resist the fast talk. In some cases, it may make sense
to use the contest mechanics—trying to convince a judge to let someone out of jail
before the judge moves on to the next case—or conflict mechanics—union and
management representatives conducting a hard-nosed negotiation that leaves
both sides exhausted. Players should also keep in mind that their opponents have
social strengths and weaknesses: it’s easier to convince a dim-witted, loyal guard
with Average (+1) Empathy and Great (+4) Will that his boss wants him to let you
in to the secret meeting (Deceive to modify instinct) than it is to convince him that
he should abandon his boss altogether (Rapport to modify motivation).

Louis and Chloé are Paris homicide detectives investigating the murder of Élodie
Laurent (a Resistance informant, unbeknownst to the detectives). After digging
through the case, they discover that Laurent’s husband, Alexandre, is the killer. Yet
when they show up to arrest him, one of his security guards keeps them from
getting close enough to close the case (Instinct: Stop the Cops from Arresting My
Boss).

Knowing that a physical conflict would give Alexandre a chance to escape, Chloé
tries to talk her way past the guard, beginning with a Provoke roll to learn the
guard’s motivation (create an advantage with Provoke). She has a Good (+3)
Provoke and rolls well (+3), bringing her total up to Fantastic (+6). The guard, a
nameless NPC with an Average (+1) Deceive, rolls decently (+2), but can’t help but
reveal his motivation: he doesn’t want to get fired by letting his boss get arrested.
The GM adds the aspect Motivation: Keep My Job with two free invocations, since
Chloé succeeded with style. Chloé asks him why he wants to protect a killer and
the guard sputters something about doing his job even though he doesn’t like it.

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Louis, seizing on the aspect Chloé discovered, decides that he’s going to try to alter
the guard’s instinct. He suggests that if the guard wants to keep his job, he should
help the police arrest Alexandre. After all, the guard will definitely lose his job if
Louis and Chloé have to arrest him, too.

Louis has a stronger Rapport (+3) than Provoke (+1) skill, so he focuses on
convincing the guard instead of scaring him (overcome with Rapport). Louis’s roll
is average (+0), but he uses the free invocation on Motivation: Keep My Job to
bring his roll up to a Superb (+5) result. The guard, with Fair (+2) Will rolls poorly
(-2), and Louis convinces him that working with the police is the best way to fulfill
his Motivation. Louis gains an additional boost Led by the Guards for succeeding with
style.

Scale
If you expect your game’s themes and issues to give rise to conflicts between
entities of different size or scale— tank vs. car, helicopter vs. dog, or refugee camp
vs. an armored division, for example—consider making use of these rules. If not,
you’re probably better off giving this section a pass.

First, establish how many scale steps you’ll need. Three or four should do it. What
those steps represent is going to depend on the nature of the setting and the
stories you expect to tell, but they’ll always reflect incrementally larger or more
potent things in the setting and will commonly be involved in conflicts.

A wasteland campaign about warlords of varying size and influence has


scale steps called Local (confined to a single city), Regional (multiple
cities), and Widespread (all cities).

When two entities enter a conflict with one another, the differences in their scale
come into play. For every step that separates them, apply one or both of the
following effects to the larger of the two:

• +1 to the attack roll or +1 to the defense roll


• Deal +2 shifts of harm on a successful attack or reduce incoming harm by
2 How to apply these effects depends on what makes sense in context.

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Elite troops often wear their official national uniforms when embedded in Resistance teams.

If a small Resistance group (scale: Local) stages a daring raid against a


Syndicate-controlled mechanized infantry brigade (scale: Regional), the
Resistance will have a harder time of it, in terms of resources and
personnel, against the better armored division. It’s reasonable to give
the Division a +1 bonus to its defensive Fighting roll.

Of course, if the conflict is between two entities of roughly equivalent size or scale,
then none of these effects apply. They only come into play when the scale is
unequal.

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Chapter 8: Mission Preparation & Training
This chapter is about options to make the game more interesting. How and if you
incorporate them into your game is completely up to you – there are some ways to
use them as Extras (Chapter 8), but for the most part they are prompts for the
story.

Even when specific rules are suggested (like for Military Working Dogs) you don’t
have to use those rules – just adding a dog to the basic game can add more
dimension and available actions to the game.

You can also make “commanding the dog” the action that the handler can take on
their turn unless a stunt allows both the player character and their dog to attack
simultaneously.

Disclaimer: The topics discussed in this book are intended for educational, fictional, and entertainment
purposes only. It is important to note that some of these topics, such as heists, are illegal, while others
may be dangerous, risky, or unethical. The characters portrayed in this game are fictional experts, and
their actions should not be replicated in real life. Any illegal, dangerous, or unethical topics or training
mentioned in this book are meant for in-game, roleplaying use only. Furthermore, the accuracy of such
information may vary.

Readers are strongly advised not to attempt any illegal activities, endanger their safety or the safety of
others, or engage in any unethical behavior. By using this book or participating in related activities,
readers acknowledge and accept the above disclaimers, understanding that the author, publisher, and
any associated individuals or entities are released from any liability or claims that may arise from the
use or misuse of the information provided.

It is crucial for readers to exercise caution and consult appropriate professionals or experts for specific
training needs or situations. The author and publisher of this book do not assume any responsibility for
any liability, loss, or risk incurred as a direct or indirect consequence of applying or following the
information, techniques, or suggestions presented herein.

Moreover, it is important to recognize that the effectiveness and applicability of the training topics may
vary depending on individual circumstances, local regulations, and specific training requirements.
Readers and practitioners are responsible for assessing the suitability and applicability of the
information provided and adapting it to their unique needs and situations.

By using this book or engaging in any related activities, readers acknowledge and accept the above
disclaimers and release the author, publisher, and any associated individuals or entities from any liability
or claims arising from the use or misuse of the information presented.

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Canine Companions for Player Characters
Each player character with high enough Animal Handling skill can select a canine
companion to accompany them on their missions. These loyal and well-trained
dogs can provide valuable support, companionship, and specialized skills to
enhance the team's effectiveness.

For example, Attack and Apprehension Dogs have incredible Fight, Athletics,
Notice and Physique skills Use your best judgement or table consensus if you
create profiles for Canine companions and be cautious of making the dogs the
main stars of the game – unless you want to, of course.

Players can choose from various breeds roles for their canine companions, such as:

• Attack and Apprehension


• Search and Rescue
• Tracking
• Explosives & Drug Detection

Attack and Apprehension: Canine companions like the German Shepherd, Belgian
Malinois, or Dutch Shepherd can be trained to apprehend and subdue hostile
targets, providing an additional layer of security for the team during dangerous
engagements. Requires Great +4 Animal Handling skill even if they are dual
purpose “Bite” and “Sniffer” dogs.

Like handlers, military and law enforcement dogs can wear body-armor and eye-protection.

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German Shepherd Dogs (GSDs) are arguably the most balanced working dogs.

Search and Rescue: Breeds like the German Shepherd, Border Collie, or St Bernards
excel at locating missing or trapped individuals, using their keen senses and agility
to navigate challenging environments. Requires Good +3 Animal Handling skill.

Even if a dog can be trained for multiple roles, they cannot act beyond their
training. A German Shepherd trained in Search and Rescue may indeed attack an
enemy, but not as effectively as a German Shepherd that is a trained attack dog.
That’s why some German Shepherds require higher Animal Handling ranks than
others. As mentioned before, dual purpose dogs do exist, but any dual-purpose bite
dogs require the higher of the two Animal Handling Skills (Great +4)

Tracking: Bloodhounds, Beagles, or Coonhounds possess an exceptional sense of


smell, making them ideal for tracking down fugitives, missing persons, or following
trails during counter-reconnaissance missions. Requires Good +3 Animal Handling
skill.

Explosives & Drug Detection: Trained Labrador Retrievers, Springer Spaniels, or


Vizslas can help detect hidden explosives, such as landmines or IEDs, keeping the
team safe from unexpected threats. Requires Good +3 Animal Handling skill.

Some can also detect drugs but note that a sample of Black Veil will need to be
acquired for any dog to learn to recognize it in the field.

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Sample Equipment List for Missions

1. Communication Devices: High-quality communication devices such as


encrypted radios or earpieces are essential for maintaining secure and
coordinated communication between team members during missions.
2. Stealth Gear: Infiltration and reconnaissance teams will require specialized
stealth gear, including camouflage clothing, night vision goggles, silenced
weapons, grappling hooks, lock-picking tools, and other equipment designed
to minimize detection and maximize covert operations.
3. Surveillance Equipment: Reconnaissance and intelligence teams may utilize
surveillance equipment such as drones, hidden cameras, listening devices, and
tracking devices to gather information and monitor Syndicate activities.
4. Medical Kits: Given the dangerous nature of the missions, medical kits
equipped with essential supplies like bandages, antiseptics, painkillers, and
trauma kits are crucial to provide immediate medical aid to injured team
members in the field.
5. Tactical Gear and Weapons: Combat teams require a range of tactical gear,
including body armor, helmets, tactical vests, holsters, and an assortment of
firearms suitable for various combat scenarios. Specialized weapons, such as
breaching tools, sniper rifles, or close-quarter combat weapons, may also be
needed depending on the mission.
6. Surveillance and Hacking Tools: Teams involved in intelligence gathering and
technology disruption may require equipment like laptops, hacking tools, lock
bypass kits, and other electronic devices to access and manipulate Syndicate
systems or gather digital intelligence.
7. Field Supplies: Essential field supplies such as rations, water purification
tablets, multitools, flashlights, rope, and survival kits are necessary to sustain
the team during missions that involve extended periods in remote or hostile
environments.
8. Assault Vehicles: Teams equipped for combat missions may utilize armored
vehicles, motorcycles, or other specialized assault vehicles fitted with heavy
weaponry and protective features to transport team members and provide
firepower support during engagements.
9. Climbing and Repelling Gear: Teams tasked with scaling buildings, cliffs, or
navigating challenging terrains may require climbing gear, ropes, harnesses,
carabiners, and other equipment for vertical movement and tactical
positioning.
10. Forensic and Investigative Tools: In missions involving intelligence gathering
and crime scene analysis, equipment such as fingerprint kits, forensic evidence
collection tools, and portable laboratories may be necessary to gather
evidence and analyze Syndicate activities.

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Amphibious LAV 25

Military Vehicles for Small Teams


Military vehicles are typically more durable and powerful than regular vehicles.
They may have special features such as heavy armor, advanced weaponry, and
increased speed.

Some of the available military vehicles suitable for small teams include:
LAV-25: A versatile and amphibious Light Armored Vehicle equipped with a 25mm
chain gun, capable of traversing both land and water. Its floating capability makes
it an excellent choice for missions requiring crossing bodies of water.

Tanks: Heavily armored combat vehicles such as the M1 Abrams or Leopard 2,


providing substantial firepower and protection for small teams during high-
intensity engagements or when facing heavily fortified opposition.

Fast Boats: High-speed watercraft, such as the Mark V Special Operations Craft or
the Rigid Hull Inflatable Boat (RHIB), enable small teams to conduct rapid insertion
and extraction on water, reconnaissance missions, or maritime interdiction
operations.

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Helicopters: Aircraft such as the CH-47
Chinook or UH-60 Black Hawk, capable of
transporting troops, LAVs, or other infantry
fighting vehicles to and from mission
locations. These helicopters offer the
advantage of rapid deployment and
extraction, as well as the ability to access
hard-to-reach areas.

Strykers: Versatile and heavily armored wheeled vehicles, such as the Stryker
Infantry Carrier Vehicle (ICV) or Stryker Mobile Gun System (MGS), providing both
transport capabilities and potent firepower for a wide range of combat scenarios.

Military Bicycles: Lightweight, collapsible, and


maneuverable bicycles designed for military
use. These bicycles offer silent and energy-
efficient transportation options for soldiers in
urban or off-road environments, allowing
them to navigate narrow paths or congested
areas with ease.

MRAPs: Mine-Resistant Ambush Protected vehicles designed to withstand the


threats posed by improvised explosive devices (IEDs) and ambushes. MRAPs, such
as the Cougar or MaxxPro, offer enhanced survivability and protection for
personnel during missions in hostile environments.

Military ATVs: All-terrain vehicles specially


designed for military operations; these ATVs
provide mobility across challenging
landscapes. They are capable of transporting
personnel, equipment, and supplies over
rough terrain, allowing for increased speed
and flexibility in various mission scenarios.

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Bomb Disposal Training
Bomb disposal, also known as Explosive Ordnance Disposal (EOD), is a highly
specialized field focused on identifying, assessing, and safely neutralizing explosive
devices. The work of bomb disposal experts is crucial in protecting public safety,
preventing casualties, and minimizing damage caused by explosive threats. Here
are key aspects and considerations involved in bomb disposal operations:

Training and Expertise: Bomb disposal experts undergo extensive training to


develop specialized knowledge and skills in dealing with various types of explosive
devices. They acquire expertise in understanding explosive materials, bomb
construction techniques, and the utilization of specialized tools and equipment.

Risk Assessment: Bomb disposal operations begin with a thorough risk assessment
to evaluate the potential threat level and the complexity of the situation. Experts
analyze available intelligence and gather information to understand the type of
explosive device, its components, and any associated hazards.

Establishing a Command Center: A central command center is typically established


to coordinate and manage bomb disposal operations. This center serves as the hub
for information gathering, decision-making, and communication between the
bomb disposal team and other relevant authorities.

Remote Assessment Techniques: Bomb disposal experts often use remote


assessment techniques to examine and analyze suspicious packages or devices
from a safe distance. These techniques may include X-ray imaging, robotic systems,
and specialized cameras to gather vital information without direct physical contact.

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Render Safe Procedures: Once a device is located, bomb disposal experts carefully
analyze its construction and develop a strategy to render it safe. This may involve
methods such as remote disruption, controlled detonation, or specialized tools and
equipment for disarming the device.

Protective Measures: Bomb disposal experts prioritize their safety and the safety
of others by employing appropriate protective measures. This includes wearing
bomb suits or blast-resistant clothing, utilizing shields and barriers, and
implementing procedures to minimize the impact of any potential explosion.

Post-Incident Investigation: Following a bomb disposal operation, a detailed


investigation is conducted to gather evidence, analyze the device's construction,
and identify those responsible for its placement. This information helps in
preventing future incidents and prosecuting individuals involved in the
manufacturing or deployment of explosive devices.

Adherence to Safety Protocols: Bomb disposal operations strictly adhere to


established safety protocols and standard operating procedures. These protocols
are designed to minimize risks, ensure the safety of personnel, and prevent
accidental detonation or harm to the public.

Disclaimer: It is important to emphasize that bomb disposal is an extremely dangerous and high-stakes
task that should only be performed by qualified and trained professionals. The information provided
here is for fictional and educational purposes only. Real-world bomb disposal operations should be
conducted by certified bomb disposal units following strict protocols, guidelines, and legal frameworks.

If you encounter a suspicious object or believe you have found an explosive device, always prioritize your
safety and immediately contact the relevant authorities, such as emergency services or bomb disposal
units, to report the situation.

Explosive Ordinance Disposal (EOD) Remote-controlled robot

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Building Breaching Basics
Planning and Preparation: Before attempting to breach a building, gather as much
information as possible about its layout, potential threats, and any occupants. This
can be achieved through reconnaissance, aerial imagery, or intelligence gathering.
Develop a clear plan, assign roles and responsibilities to team members, and
ensure everyone understands the objectives and potential contingencies.

Breaching Points: Identify suitable entry points, such as doors, windows, or weak
points in the building's structure. In many cases, entering through the second story
can be advantageous, as it may provide a higher level of surprise and reduce the
risk of encountering traps or fortified entry points.

Tools: Breaching can be done in a variety of methods using different tools,


including mechanical breaching (e.g., crowbars, sledgehammers), ballistic
breaching (e.g., shotguns or specialized ammunition), or explosive breaching (e.g.,
C-4, breaching charges).

Dynamic Entry: A high-speed, rapid assault technique aimed at quickly


overwhelming the target location. It involves the use of forceful entry methods,
such as breaching doors or windows with explosive charges or specialized tools,
followed by an immediate and aggressive entry by the assaulting team. Dynamic
entry is often employed when surprise, speed, and overwhelming force are critical
factors, such as in hostage rescue or time-sensitive operations.

Deliberate Entry: A more methodical and controlled approach than Dynamic


Entry, it focuses on careful planning, coordination, and reconnaissance to gather
information about the target location before initiating the entry. Deliberate entry
techniques emphasize minimizing risks, maintaining situational awareness, and
ensuring the safety of both the team and potential non-combatants. It may involve
slower and more cautious entry methods, such as using lock picking tools or
breaching equipment that provides greater control and reduces collateral damage.

Room Clearing: Upon entering the building, systematically clear each room to
ensure the safety of the team and the accomplishment of mission objectives.
Utilize proper room-clearing techniques, communicate with team members to
coordinate movements, and maintain situational awareness.

Room-clearing techniques are crucial tactics employed by military and law


enforcement teams to secure and neutralize threats within confined spaces. The
primary objective of room clearing is to quickly and efficiently clear an area while
minimizing the risk to the clearing team. Various techniques are utilized depending
on the specific circumstances and the level of threat encountered.

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Here are a few commonly employed room-clearing techniques:

Stack or Linear Technique: This technique involves forming a stack of operators


outside the target room. The team leader takes the lead position, followed by
other team members in a linear formation. Upon breaching the room, the team
enters quickly, with each operator taking a designated sector to search and engage
any threats. The stack technique emphasizes speed and synchronization to
overwhelm potential adversaries.

Crisscross or Tactical Diamond Technique: In this technique, the team forms a


diamond-shaped formation with the team leader at the front, rear security at the
back, and other team members positioned on the sides. The team advances into
the room, maintaining situational awareness and cross covering each other's
sectors. The crisscross technique allows for better coverage and reduces the risk of
friendly fire.

Limited Penetration Technique: This technique is used when there is a high risk of
encountering a dangerous threat within the room. Instead of fully entering the
room, team members partially enter and engage threats from the doorway or the
threshold. This technique provides a tactical advantage by maintaining a safer
distance from potential threats while still allowing for effective engagement.

Slicing the Pie Technique: Also known as "pieing" or "slicing the corner," this
technique involves methodically clearing a room by gradually revealing its
contents. The operator starts at the corner of the room and incrementally rotates
around it, exposing a small portion at a time. This technique helps to maintain a
clear line of sight, reduces the element of surprise for potential threats, and
enables more controlled engagement.

Room-clearing techniques require coordinated teamwork, precise movement, and


effective target discrimination to ensure the safety of both the clearing team and
any non-combatants present.
Disclaimer: The information provided in the Building Breaching Basics page is intended for educational
and entertainment purposes only. It is important to note that breaching techniques and activities can be
dangerous and should only be carried out by trained professionals in controlled and authorized
environments. The content presented here is not meant to encourage or promote any illegal or
unauthorized activities. The techniques described may vary depending on specific scenarios and
circumstances, and it is essential to consult with relevant experts and follow applicable laws and
regulations before attempting any breaching activities. The creators and authors of this page do not
assume any liability for any misuse or consequences resulting from the application of the information
provided. Always prioritize safety, legality, and responsible decision-making when engaging in any
related activities.

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116
Planning The Perfect Heist
A heist is a meticulously planned and executed operation to steal valuable items,
typically from heavily guarded or secure locations. While heists are often portrayed
in popular media, it is important to note that they are illegal activities and should
not be pursued in real life. The following description is intended for fictional and
entertainment purposes only:

Planning and Reconnaissance: A successful heist begins with thorough planning


and reconnaissance. The heist team gathers intelligence about the target location,
including its layout, security systems, guard patrols, alarm systems, and possible
entry and exit points. They study blueprints, conduct surveillance, and gather as
much information as possible to identify vulnerabilities and plan their approach.

Assembling the Team: A heist requires a skilled and specialized team with
individuals possessing different expertise and roles. The team typically includes a
mastermind or planner who orchestrates the operation, a hacker or technician for
bypassing security systems, a safe cracker or locksmith for accessing secure areas,
a getaway driver, and potentially others with specific skills or knowledge related to
the target.

Creating a Detailed Plan: The team develops a detailed plan outlining every aspect
of the heist, including timing, coordination, roles, equipment needed, and
contingency measures. The plan considers different scenarios and factors in
potential obstacles or unforeseen circumstances that may arise during the
operation.

Securing Specialized Equipment: Heists often require specialized equipment


tailored to the specific challenges of the target location. This may include tools for
bypassing alarm systems, lock-picking devices, hacking equipment, disguises,
communication devices, and vehicles for the getaway. The team carefully acquires
or manufactures the necessary equipment while maintaining secrecy and avoiding
detection.

Casing the Target: Before the heist, the team conducts additional surveillance and
reconnaissance to confirm the accuracy of gathered intelligence and adjusts the
plan if needed. They may conduct trial runs, simulate scenarios, and identify
potential weaknesses or changes in the security measures since their initial
reconnaissance.

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Timing and Execution: Timing is crucial in a heist. The team carefully chooses the
optimal time to strike, considering factors such as guard rotations, shifts, and
periods of reduced activity. They synchronize their actions, ensuring each member
knows their role and the specific steps to follow during the operation. Execution
requires precision, coordination, and quick thinking to adapt to unexpected
challenges that may arise.

Dealing with Security Measures: Heist teams must be prepared to bypass or


neutralize various security measures they encounter, such as alarms, surveillance
cameras, motion sensors, or guard patrols. This may involve hacking into security
systems, disabling alarms, creating distractions, or using diversionary tactics to
redirect attention away from the target.

Retrieval and Extraction: Once the target item(s) are secured, the team must
swiftly extract from the location, minimizing the chances of detection or pursuit.
They rely on predetermined escape routes, getaway vehicles, and backup plans to
ensure a successful getaway without leaving behind any evidence that could lead
back to them.

Laying Low and Fencing Stolen Items: After a successful heist, the team must lay
low to avoid suspicion and investigation. They may carefully dispose of any
evidence or traces that could link them to the crime. If the stolen items have
significant value, they might seek out connections to fence or sell the stolen goods
discreetly.

Disclaimer: It is essential to reiterate that real-life heists are illegal and have serious legal consequences.
Engaging in criminal activities can harm others, lead to harm for the perpetrators, and damage society
as a whole. This description of a heist is intended purely for fictional role-playing games.

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Hostage Negotiation
Hostage negotiation is a delicate and high-pressure situation that requires a
specific set of skills and strategies. The primary goal is to establish communication
and build rapport with the hostage taker in order to de-escalate the situation and
secure the safe release of the hostages. Here are some key considerations and
techniques for successful hostage negotiation:

Establishing Communication: The first step in any hostage negotiation is to


establish direct communication with the hostage taker. This can be done through
various channels such as phone calls, intercom systems, or trained negotiators on-
site. It's crucial to create a line of communication that allows for effective dialogue.

Active Listening: Active listening is a fundamental skill in hostage negotiation. It


involves giving the hostage taker your undivided attention, listening carefully to
their concerns, grievances, and demands. Show empathy and understanding while
maintaining a calm and composed demeanor.

Building Rapport: Building a rapport with the hostage taker is essential to gain
their trust and establish a positive connection. Find common ground, validate their
feelings, and demonstrate that you genuinely care about resolving the situation
peacefully.

Empathy and Emotional Intelligence: Hostage negotiators must possess a high


level of emotional intelligence and empathy. Understanding the emotions and
motivations of the hostage taker can help in finding mutually acceptable solutions
and diffusing tension.

Remaining Calm: It's crucial for negotiators to maintain a calm and composed
demeanor throughout the negotiation process. Staying calm can help prevent the
situation from escalating and allow for clearer decision-making.

Open-ended Questions: Using open-ended questions encourages the hostage


taker to provide more detailed responses, facilitating a deeper understanding of
their concerns and needs. These questions cannot be answered with a simple "yes"
or "no" and encourage the hostage taker to express their thoughts and feelings.

Building Agreement: During the negotiation process, look for areas of potential
agreement and common goals. By focusing on shared interests, negotiators can
work toward finding a solution that satisfies both the hostage taker's demands and
the safety of the hostages.

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Negotiating Options: Brainstorm and present alternative options and possibilities
to the hostage taker. This can include proposing alternative ways to address their
concerns or suggesting compromises that can lead to a resolution.

Buy Time: Time can be a crucial factor in hostage negotiation. Negotiators should
strive to buy time to assess the situation, gather information, consult with experts,
and explore all possible avenues for a peaceful resolution.

Team Collaboration: Hostage negotiation is a collaborative effort that often


involves a team of experts, including negotiators, law enforcement, psychologists,
and tactical units. Effective communication and coordination within the team are
vital for a successful outcome.

Remember, hostage negotiation is a highly complex and unpredictable field. Every


situation is unique, and there are no foolproof formulas. Negotiators must rely on
their training, experience, and the ability to adapt to changing circumstances to
achieve the best possible outcome.

Disclaimer: This information is provided for fictional and educational purposes only. Real-world hostage
negotiation should be handled by trained professionals in law enforcement and crisis negotiation.

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Rescuing Hostages
The rescue of hostages is a critical and high-risk operation conducted to safely
retrieve individuals held against their will. It requires meticulous planning, precise
execution, and a well-trained team. Here are some key considerations and
strategies for successful hostage rescue operations:

Intelligence Gathering: Gathering accurate and up-to-date intelligence is


paramount before initiating a hostage rescue mission. It involves obtaining
information about the location, number, and condition of the hostages, as well as
the layout of the premises and the capabilities of the hostage takers.

Risk Assessment: Conducting a thorough risk assessment is crucial to evaluate


potential threats and vulnerabilities. It helps in determining the most suitable
approach and tactics for the rescue operation while ensuring the safety of both
hostages and rescuers.

Formulating a Plan: Based on the intelligence and risk assessment, a detailed


rescue plan is developed. This plan includes strategies for breaching the location,
neutralizing threats, and safely extracting the hostages. It should consider
contingencies and alternative courses of action.

Coordinated Team Effort: Hostage rescue operations require close coordination


among team members. Different specialized units, such as hostage rescue teams,
tactical units, intelligence analysts, and negotiators, work together to ensure a
well-coordinated and synchronized operation.

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Stealth and Surprise: Surprise is a critical element in hostage rescue operations.
Whenever possible, the element of surprise is employed to disorient and
overwhelm the hostage takers, giving the rescue team an advantage and
minimizing potential harm to the hostages.

Tactical Entry Techniques: Various tactical entry techniques can be utilized


depending on the specific situation and location. These techniques may include
dynamic entries, deliberate entries, or a combination of both. The choice of
technique is based on factors such as the presence of armed hostiles, the layout of
the premises, and the safety of the hostages.

Dynamic Entry refers to a high-speed, rapid assault technique aimed at quickly


overwhelming the target location. It involves the use of forceful entry methods,
such as breaching doors or windows with explosive charges or specialized tools,
followed by an immediate and aggressive entry by the assaulting team. Dynamic
entry is often employed when surprise, speed, and overwhelming force are critical
factors, such as in hostage rescue or time-sensitive operations.

Deliberate Entry involves a more methodical and controlled approach. It focuses


on careful planning, coordination, and reconnaissance to gather information about
the target location before initiating the entry. Deliberate entry techniques
emphasize minimizing risks, maintaining situational awareness, and ensuring the
safety of both the team and potential non-combatants. It may involve slower and
more cautious entry methods, such as using lock picking tools or breaching
equipment that provides greater control and reduces collateral damage.

Hostage Prioritization: Rescuers prioritize the safety and well-being of the


hostages during the operation. Special attention is given to identifying and
securing any high-value or high-risk hostages. Medical personnel may be
integrated into the rescue team to provide immediate medical care if needed.

Communication and Command: Clear communication channels and effective


command structure are essential for smooth execution and coordination during
the rescue operation. Each team member should have a designated role and
understand their responsibilities and objectives.

Training and Simulation: Hostage rescue teams undergo extensive training and
simulations to enhance their skills, decision-making abilities, and teamwork.
Realistic scenarios and exercises help them develop the necessary confidence and
competence to handle high-pressure situations.

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Post-Operation Debriefing: After a successful rescue operation, a thorough
debriefing takes place. It allows the team to analyze the operation, identify areas
of improvement, and learn from the experience. Lessons learned are incorporated
into future training and operations.

Disclaimer: It's important to note that hostage rescue operations are inherently dangerous and should
be conducted by highly trained professionals, such as specialized law enforcement or military units. Each
situation is unique, and tactics and strategies may vary depending on the specific circumstances.

Please remember that this information is provided for fictional and educational purposes only. Real-
world hostage rescue operations should only be undertaken by trained professionals following
appropriate protocols and legal frameworks.

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Violent Conflict Mediation
In the turbulent aftermath of Black Veil, small teams may find themselves
navigating treacherous situations where violent conflicts erupt between different
factions, communities, or individuals. Mediating such conflicts can be a perilous
undertaking, with high risks and potentially great rewards. In the clandestine world
of Resistance, the following considerations are vital when managing violent conflict
mediation:

Understanding the Conflict: Before attempting to mediate a violent conflict, it is


crucial to gain a comprehensive understanding of the parties involved, their
motivations, and the underlying causes of the dispute. This knowledge will inform
the mediator's approach and increase the chances of finding a resolution amidst
the chaos.

Establishing Trust and Credibility: A successful mediator must earn the trust and
respect of all parties involved, proving themselves impartial and reliable figures.
Demonstrating empathy, active listening, and consistent communication helps
build trust and credibility throughout the mediation process.

Risk Assessment: Mediating violent conflicts in the violent world of Black Veil
carries inherent risks. Mediators must carefully evaluate these risks against the
potential rewards, such as preventing bloodshed, forging alliances, and restoring a
semblance of stability in the face of devastation.

Covert Operations: In some cases, clandestine activities may be necessary to


facilitate unofficial talks between conflicting parties. Covert meetings, secret
communications, and the use of intermediaries can create an environment
conducive to discussing grievances and exploring potential resolutions away from
prying eyes. Often a leader risks being toppled or killed by their own subordinates
if they discover negotiations are underway.

Encouraging Dialogue: The mediator's role is to foster open and honest dialogue
between conflicting parties, creating a safe space for them to express their
grievances and engage in constructive conversations. Through skilled facilitation,
the mediator helps parties work collaboratively towards mutually acceptable
solutions.

Managing Expectations: Mediators must effectively manage the expectations of all


parties involved. It is crucial to be realistic about what can be achieved through
mediation and ensure that each party understands the necessity of compromise
for a successful resolution.

Accepting Scapegoating: During intense conflicts, mediators may find themselves

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assuming the role of scapegoats to prevent further violence or escalation. Part of
the job may be to willingly take undeserved blame for failed negotiations to deflect
it from the conflicting parties.

By adhering to these principles and understanding the risks and rewards of violent
conflict mediation, small teams within the Resistance can play a pivotal role in
defusing tensions, preventing bloodshed, and fostering stability in a world
consumed by chaos. Their use of clandestine operations to establish trust and
facilitate talks, as well as their readiness to bear the burden of scapegoating,
showcases the team's unwavering dedication to seeking peaceful resolutions in the
face of adversity and moral ambiguity.

Disclaimer: The content provided on this page regarding violent conflict mediation is fictional and
intended solely for entertainment purposes. The techniques and strategies described here are not
intended to be used in real-life situations and should not be considered as professional advice or
guidance. Resolving violent conflicts requires specialized training, expertise, and adherence to
professional ethical standards.

Peacemakers come in all shapes and sizes. And facial expressions.

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Chapter 9: Being the Game Master
As the GM, you are the director of game sessions. Note that you are not the boss.
Drugfall is collaborative, and the players have say in what happens to their
characters. Your job is to keep things moving by doing these things:

• Run scenes: A session is made up of scenes. Decide where the scene


begins, who’s there, and what’s going on. Decide when all the interesting
things have played out and the scene’s over. Skip over the unnecessary
stuff; in the same way that you don’t roll dice if the outcome of an action
won’t be interesting, don’t have a scene if nothing exciting, dramatic,
useful, or fun will happen during it.
• Adjudicate the rules: When some question comes up about how to apply
the rules, you can discuss it with the players and try to reach an agreeable
consensus, but you get final say.
• Set difficulty: Decide when rolls are necessary and set their difficulties.
• Determine the costs of failure: When a character fails their roll, you
decide what the cost of success at a cost will be. You can certainly take
suggestions from the player—they may know just how they want their
character to get hurt—but you ultimately decide.
• Play the NPCs: Each player controls their own character, but you control
all the rest, from terrorists to soldiers to the Big Bad itself.
• Give the PCs opportunities for action: If the players don’t know what to
do next, it’s your job to give them a nudge. Never let things get too
bogged down in indecision or lack of information—do something to shake
things up. When in doubt, think about your Big Bad’s tactics and goals to
create a spot of bother for the player characters. Another way to give
characters a hint or nudge is by having Resistance Command & Control
send them a message with new intel, etc.
• Make sure everyone gets the spotlight: Your goal isn’t to defeat the
players, but to challenge them. Make sure each PC gets a chance to be the
star once in a while. Spread around compels and challenges tailored to the
characters’ different abilities and weaknesses.
• Complicate the PCs’ lives: In addition to throwing enemies at the
characters, you will be the primary source of compels. Players can compel
themselves and other characters, of course, but you must ensure that
everyone gets opportunities to experience the negative repercussions of
their aspects.
• Build off player choices: Look at the actions the PCs have taken during
play and think about how the world changes and responds. Make the
world feel alive by presenting the PCs with those consequences— good
and bad—in play.

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Setting Difficulty and Opposition
Sometimes, a PC’s action will face Opposition via a defend roll from another
character in the scene. In this case, the opposing character rolls dice and adds their
relevant skill rating, just like the PC. If the opposing character has relevant aspects,
they can be invoked; the GM can invoke NPCs’ aspects using the fate point in their
pool.

If there’s no opposition, you have to decide on the difficulty of the action:

• Low difficulties, below the PC’s relevant skill rating, are best when you
want to give them a chance to show off.
• Moderate difficulties, near the PC’s relevant skill rating, are best when
you want to provide tension but not overwhelm them.
• High difficulties, much higher than the PC’s relevant skill rating, are best
when you want to emphasize how dire or unusual the circumstances are
and make them pull out all the stops, or put them in a position where
they will need to suffer the consequences of failure.

Likewise, use the adjective ladder of ratings to help you choose an appropriate
difficulty. Is it superbly difficult? Then pick Superb (+5)! Here are a few rules of
thumb to get you started.

If the task isn’t very tough at all, make it Mediocre (+0)—or just tell the player they
succeed without a roll, if there’s no serious time pressure or the character has an
aspect that suggests they’d be good at it.

If you can think of at least one reason why the task is tough, pick Fair (+2); for every
extra factor working against them, add another +2 to the difficulty.

When thinking about those factors, consult what aspects are in play. When
something is important enough to be made an aspect, it should get a little
attention here. Since aspects are true, they might have influence over how easy or
difficult something should be. That doesn’t mean that aspects are the only factors
to consider, of course! Darkness is darkness regardless of whether you decided to
make it an aspect on the scene.

If the task is impossibly difficult, go as high as you think makes sense. The PC will
need to drop some fate points and get lots of help to succeed, but that’s fine.

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NPCs
NPCs include bystanders, supporting cast, allies, foes, and pretty much anything
else that might complicate or oppose the efforts of the PCs. You will probably want
to create other characters for the PCs to interact with.

Major NPCs
If someone is particularly important to the story, you can give them stats just like a
PC. This is appropriate for someone who the PCs will deal with a lot, such as an ally,
a rival, the representative of a powerful group, or a Big Bad.

A major NPC doesn’t necessarily follow the same limits as a starting PC. If the NPC
is going to be a recurring boss-level threat, give them a higher peak skill, more
stunts, and whatever else it takes to make them a danger.

Minor NPCs
NPCs that aren’t going to be major, recurring characters don’t need to be nearly as
well-defined as major NPCs. For a minor NPC, only define what is necessary.

Most minor NPCs will have a single aspect, which is just what they are: GUARD DOG,
OBSTRUCTIVE BUREAUCRAT, or ENRAGED OPERATIVE, etc.

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If necessary, give them another aspect or two to reflect something interesting
about them or a weakness. They may also have a stunt.

Give them one or two skills to describe what they’re good at. You can use skills
from the skill list or make up something more specific, like Fair (+2) at Getting into
Bar Fights or Great (+4) at Biting People.

Give them zero to three stress boxes; the more they have, the more of a threat
they can be. Generally, they have no consequence slots; if they take a hit with
more shifts than they can absorb with stress, they are simply taken out.

Big Bads and Other Threats


Like minor NPCs, other threats (like a storm, a spreading fire, or a squad of
armored minions) are written up as characters, but are usually simpler than a PC.
You only need to define what is necessary. Unlike minor NPCs, these threats can be
defined in any way. Break the rules. Give them whatever combination of aspects,
skills, stunts, stress, and consequences it will take to make them dangerous, and
think about what sort of difficulties they will present to the PCs when determining
their ratings.

Your Fate Points


At the start of each scene, begin with a pool of fate points equal to the number of
PCs. If the scene includes a major NPC that conceded a previous conflict, or
received hostile invokes in a previous scene, those fate points are added to your
pool. If you received a compel in the prior scene that ended that scene, giving you
no opportunity to spend the earned fate point, you may add that point to your
pool as well.

Alex, Katie, Amanda, and River are headed for the final confrontation
with Alice Westforth. Previously, she escaped from the team by
conceding a conflict after she had taken a moderate consequence. That
means the GM gets four fate points for the PCs and two more that Alice
is bringing along.

As the GM, you can spend fate points from this pool to invoke aspects, refuse
compels that the players offer NPCs, and use any NPC stunts that require you to—
all exactly as the players do. However, you do not need to spend fate points to
compel any aspects. You have an infinite supply of fate points for that purpose.

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Chapter 10: Creating Killer Enemies
This chapter has ideas to consider and adapt to your game – but keep in mind the
ideas are optional and should be customized to your table.

Enemies are the operatives, assassins, military vehicles, and elite warriors the team
face. This is the enemy’s defining characteristic: it can be fought directly, even if
only under certain circumstances. Enemies have many of the same statistics as the
PCs do: they have skills, they have at least one aspect, and the more important
enemies have stunts, too. They can take stress, and some can take consequences.

The Four Types of Enemies


There are four types of enemies: threats, hitters, bosses, and fillers.

Threats exist to soak up hits. They look big and dangerous, they get in the PCs’
faces, and they absorb both stress and attention. Threats have large stress tracks
and can usually absorb at least a mild consequence. Their skills tend to be
defensive, and their stunts usually let them grab the PCs’ attention and hold it.

Hitters deal damage. They can’t take much punishment, but they hit hard. Their
peak skill is usually Fight, Shoot, or a setting-specific equivalent. Their stress tracks
are small, and they can rarely absorb consequences. Their stunts focus on hurting
the PCs.

Bosses are the lynchpins of an organization. You’ll typically include one or two at
most in a conflict, and they’re often powerful. They have multiple high skills, can
always absorb at least a mild consequence, and always have stunts. Their stunts’
uses depend on their purpose in the fight. Some might be built to deal damage,
others to avoid attention.

Fillers are everyone else. These are paper people, enemies who exist as color,
fragile minions who let the PCs look cool while taking them down. They never have
consequences and rarely have a stress track with more than two boxes. They can
act and be taken down as groups, don’t have stunts, and typically are good at only
one thing.

What Enemies Have in Common


Enemies have one thing in common: you can punch them. Or more accurately, you
can defeat them by attacking them. All enemies have aspects, skills, and stress
tracks. Some have stunts, and some have consequences.

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The NPCs opposing the PCs are typically enemies, but enemies don’t have to be
people - as long as you can defeat it by dealing it stress, it’s an enemy. A fire raging
out of control could be an enemy; it’ll attack nearby PCs and take stress whenever
they hose it down or combat it with other firefighting techniques.

Enemies are your bread and butter as a GM. They’re the main course. They’re the
lion’s share of the adversaries you’ll use, because fighting things in Fate is dramatic
and interesting, whether it’s a fistfight or an argument on live television.

Threats
Threats exist to threaten: that is, they draw the PCs’ attention, hold it, and soak up
punishment. They’re not necessarily the hardest hitters, but leaving them to their
own devices is problematic. They get up in the PCs’ faces and make the PCs want
to get rid of them. They’re meat shields for the really important or nasty enemies
in the fight.

Aspects
Threats have a high concept and a trouble. If a threat’s particularly important, give
her a third aspect. Emphasize her physical size, toughness, or stubbornness. Give
her an Achilles’ heel that the PCs can exploit.

Skills
Set the threat’s apex skill to one step above the PCs’ highest-rated skill or, if you
want a particularly tough threat, two steps above. Then, give your threat two more
skills rated one step below the apex skill. If you want to define the threat further,
give her three more skills rated one step below that.

A physical threat prioritizes Physique, then Fight or Shoot. Skills like Athletics and
Will are useful for getting out of the way or resisting mental or social attacks. A
social threat prioritizes Will, then some combination of Empathy, Rapport,
Provoke, and Deceive.

Stunts
Threats need at least one stunt that they can use to make the PCs want to deal
with them. A tough threat could also have a stunt that makes her tougher, giving
her an Armor rating or extra stress boxes. Here are some examples of threatening
stunts:

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Grenadier: By spending a fate point, you can physically attack everyone
in a zone.

Bodyguard: Designate a character, place, or object to guard. Whenever


that thing is attacked and you are in the same zone, you can spend a
fate point to redirect the attack to yourself. You gain Armor:1 against
this attack.

Naysayer: +2 to create advantages with Provoke by fomenting


arguments that undermine the PCs or make them look foolish.

Quick-and-Dirty Enemy Stunts


If you need a stunt for an enemy quickly, pick one of these and call it a day. Some
of these might be a touch powerful for a PC, but they’re fine for an NPC who might
not be around for more than one fight.

When you attack with your apex skill, you get Weapon:2. When you defend with
your apex skill, you get Armor:2.

Twice per session, you can use your apex skill in place of any other skill. Once per
session, you can attack everyone in a zone with your apex skill.

Stress and Consequences


Physical threats have large physical stress tracks because of their high Physique,
while social threats have similarly large mental stress tracks because of their high
Will. In addition, all threats have at least a mild consequence slot; particularly
tough ones also have a moderate slot.

Using Threats
Threats always get right up in the PCs’ faces. They don’t let up. They don’t go easy.
They attack constantly, relentlessly, making nuisances of themselves. When a
threat gets taken out, the PCs should be relieved. Don’t be cautious with your
threats; they exist to soak up punishment, and they have the chops to do so.

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Put at least one threat into most fights. An easy fight has one, a standard fight has
two or three, and a climactic encounter probably has four or five. Any conflict with
a boss should have at least two threats to take the heat off of the boss, and any
fight with a hitter should have at least one threat to distract the PCs.
When you’re describing threats, play up their menace. The bodyguards are big and
tough. Threats get in the way of the PCs’ plans; they exist to thwart and stymie.
They’re roadblocks.

Hitters
Hitters are often easily overlooked, but they’re able to strike with devastating
effect. They don’t necessarily hit hard every time, but under optimal
circumstances, they can really make the PCs hurt.

That said, hitters can dish it out but typically can’t take it. Often, the PCs won’t
know that a hitter is a threat until it’s done some damage, but once the PCs know
about it, they should be able to take it down fairly quickly.

Hitters are glass cannons.

Aspects
Hitters have a high concept and a trouble. If a hitter is particularly important, give
her a third aspect. Emphasize how dangerous she is or why she’s difficult to notice.
Give her a weakness that points to some oversight, overconfidence, or other
exploitable flaw.

Skills
Set the hitter’s apex skill to one step above the PCs’ highest-rated skill or, if you
want a particularly dangerous hitter, two steps above. Then, give your hitter two
more skills rated one step below the apex skill. If you want to define the hitter
further, give her three more skills rated one step below that.

Prioritize skills that deal stress to the PCs. For physical hitters, Fight or Shoot are
the most important. Other skills should focus on mobility or keeping attention
elsewhere; Sneak, Deceive, and Athletics are all good choices. For social hitters,
Provoke, Deceive, and Rapport could all be used to good effect. Other important
skills are Empathy, Notice, and Contacts. Don’t give hitters skills like Physique or
Will. If an enemy is both tough and hits really hard, it’s a boss, not a hitter.

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Stunts
A hitter always has at the very least, a stunt that confers Weapon:2 on her primary
attack. If you want to make her particularly dangerous, give her a stunt that makes
her harder to spot too. Another excellent type of stunt to give a hitter is a way to
hit really hard with a non-standard skill under the right circumstances; this way,
the hitter can do her job, but becomes less effective when confronted directly.
Here are some examples:

Sniper: When you attack with Shoot and invoke an aspect representing
careful aim, you gain Weapon:2 on the attack.

Sneak Attack: Provided you haven’t been spotted by your target yet, you
can attack with Sneak instead of Fight.

Stress and Consequences


Most hitters will have the bare minimum stress track. If you want a hitter to be
particularly important or nasty, give her a mild consequence slot. Otherwise, don’t
give her any consequence slots. Hitters show up, hit hard, and die off quickly.

Using Hitters
Where threats are all about relentless assault, using a hitter effectively is a game of
patience and opportunity. At first, the PCs might not even clearly see there is a
hitter in the scene. Keep your hitter unseen or unnoticed, maneuver her into
position, and then strike without remorse. Don’t be afraid to spend a fate point or
two to make a hitter’s attack count; she may not get a second chance. Once the
PCs start focusing on your hitter, don’t spend a lot of resources trying to protect
her. Let the PCs feel awesome. Hitters are meant to be fragile, and protecting
them generally isn’t worth it, especially once they’ve pulled their trick off.

Don’t use hitters in every conflict. If you put a hitter in a conflict, a PC will likely
take a consequence. Putting two in a fight means you might put down some
serious hurt. Three could mean that a PC gets taken out.

When you do use hitters, put in other enemies to distract from the hitter. Threats
are perfect for this, and fillers can be good too. As for obstacles, a distraction or a
block can make for good camouflage, too.

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Bosses
Where threats and hitters are specialized enemies, and fillers are generic bad guys,
bosses are those special enemies who the PCs just can’t wait to take down. Bosses
are the focal point of a set-piece battle, the big personalities that drive the
adventure, the antagonists that hound the PCs at every turn.

Aspects
Bosses have a full spread of five aspects. Give your boss a high concept that drives
home what she’s all about. Is she the Corrupt Police Captain? A Syndicate
Operative? Your boss’s trouble should be a closely guarded secret that the PCs can
exploit if they find out about it.

For the other three aspects, come up with some unique shticks that your boss
relies on, things that’ll make her memorable. Maybe the corrupt police captain is
an Expert Martial Artist.

Skills
A good boss has highly rated skills, and lots of them. Bosses are far more versatile
than either hitters or threats and, unlike those two types of enemies, it’s entirely
within your purview to make a boss who’s both good at dealing damage and good
at taking it.

First, look at the highest-rated PC skill. Either give your boss one skill rated at two
steps higher, or two skills rated at one step higher. If your boss has one apex skill,
give her two skills rated at one step lower, then three rated at one step below that,
and so on until you’ve filled out every step of the ladder down to Fair (+2). If the
boss has two apex skills, give her three rated at one step below, then four, and so
on down until Fair (+2). All her other skills are Average (+1).

Your boss should prioritize skills that support her personality. The corrupt police
captain probably has high social skills, some good combat skills, and skills like Drive
and Engineering down toward the bottom of her pyramid. Of course, you can
always subvert these expectations.

Stunts
A boss always has at least one stunt, and as many as three. Create stunts that
make the boss memorable, stunts that bring in more bad guys to fight, stunts that
make the boss hard to deal with, and stunts that represent her social status or
allies. Here are some examples:

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Connected: Once per session, you can draw on your contacts to bring in
reinforcements. These reinforcements take the form of either one hitter
with an apex skill rated equal to your Contacts, two threats with apex
skills rated one step lower than your Contacts, or Fair (+2) fillers equal in
number to your Contacts. When you use this stunt, you can spend one
fate point to gain +2 to Contacts, to a maximum of Great (+4), for the
purpose of bringing in these reinforcements.

Escape Plan: Once per session, if you would get taken out, you can spend
a fate point to concede instead.

Stress and Consequences


Bosses have stress tracks of varying lengths based on their skills, but all bosses
have at least a mild and a moderate consequence slot, and a particularly nasty
boss has a severe consequence slot too.

Using Bosses
All bosses are memorable, with personalities and goals of their own. To that end,
taking a boss down should always be a big deal, and probably shouldn’t happen
every session. You can let the PCs fight a boss frequently, but be careful with your
bosses—don’t be afraid to concede. They’re not as disposable as other kinds of
enemies are, so it’s a viable tactic to concede, so the boss can threaten the PCs
later. But don’t rob the PCs of their victory, either. When the PCs do defeat a boss,
make it a big deal, and reward them accordingly.

Most fights with a boss contain only one boss, though you could have two or even
three in a climactic encounter. That should be the exception rather than the rule,
though, and it’s often useful to call out which boss is a bigger deal than the others.
In an encounter, use your boss’s personality to inform how she behaves. An
aggressive, combative boss will get right up in the PCs’ faces, while a cautious,
politically oriented boss will hide behind minions.

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More Ways to Break the Rules for Bosses
Between combining skills and creating advantages for teamwork, a group of PCs
can really overwhelm a single opponent. This is fine if you want to respect the
advantage of numbers, but not great if you want to present a “big bad” that’s the
equal of the whole group.

Remember, for big threats it’s acceptable to break the rules —so do so by looking
at ways to counteract the group’s usual advantage of numbers, while still giving
them a chance.

Here are a few suggestions for ways you might do that. You can use one or more of
these in combination for especially difficult or terrifying final bosses.

Challenge or Contest Immunity


Both methods are about drawing out the final confrontation by running the group
through a clock-is- ticking-down activity before they can face the big bad directly.

With challenge immunity, your big bad cannot be affected directly (mentally,
physically, or both) until the group beats a challenge (e.g., figuring out what its
weakness is, etc.). The big bad, meanwhile, can act freely and may attack them
during their efforts, oppose their overcome or create advantage efforts with its
defend rolls, assail their free invokes with its own overcomes, or prepare for their
eventual breakthrough by creating advantages of its own.

With contest immunity, the group must win a contest to be able to directly attack
the big bad—and the big bad gets to attack them while they’re trying. If the big bad
wins the contest, it gets to pull off its scheme and get away unscathed.

Expendable Minion Armor


Surrounding yourself with minions is one way to try to balance a big bad’s side
against the PCs, but it only goes so far if the players can just decide to go after the
big bad directly and ignore those pesky minions for a while.

But with expendable minion armor in play, a big bad may always succeed at a cost
on its defend rolls against attacks by forcing a minion into the path of the attack.
That minion doesn’t roll to defend, they just take the hit that would have landed on
the big bad otherwise. This forces the PCs to chew through the big bad’s army
before the final confrontation.

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Solo Bonus
Players may enjoy a teamwork bonus, sure—but why not give your big bad a
complementary solo bonus when they’re the only one facing the team?

There are a few ways you could implement a solo bonus. You could use more than
one of these, but be careful when combining them as they’ll add up fast.

• The big bad gets a bonus to skill rolls that’s equal to the group’s
maximum potential teamwork bonus — the number of PCs acting
against the big bad minus one (so a +2 vs a group of 3, etc.). This bonus
can’t do better than double the big bad’s affected skill, though, just as
with PCs (or maybe you’ll break that rule too).
• The big bad may reduce the stress of successful attacks by the number of
opposing PCs divided by two, rounded up. If you’re worried this will
make the fight run too long, then hits reduced this way can’t be reduced
below 1.
• The big bad has amplified invokes: when making a paid invoke of an
aspect, their bonus is equal to the number of PCs they face. No such luck
with free invokes, but this makes every fate point spent utterly
terrifying.
• The big bad may suppress invokes: when facing two or more foes, the
oppositions invokes only provide a +1 bonus, or allow rerolls only, when
used directly against the big bad. Optionally, the big bad might also
remove the PCs’ ability to stack free invokes.

Fillers
When you want to fill your scene with enemies, but you don’t want the complexity
of adding more hitters, threats, or bosses, then fillers are what you need. Fillers
are easy to run and keep track of, and they let the PCs feel like powerhouses as
they take down hordes of bad guys.

Aspects
Give your filler enemy a name that encapsulates its function in the scene, like Mob
Enforcer, Crazed Operative, or Automated Turret. A filler’s name is an aspect, and
its only aspect.

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Skills
First, decide on your filler’s quality: Average, Fair, or Good:

• An Average filler has one Average (+1) skill.


• A Fair filler has one Fair (+2) skill.
• A Good filler has one Good (+3) skill and one Average (+1) skill.

You can use skills from Drugfall, or you can make up brand-new skills specific to
your fillers. Those mob enforcers might have Fair (+2) Submachine Guns, while the
crazed operative might have Good (+3) Disarm Opponents and Average (+1)
Dodge. If a filler enemy ever does something that isn’t covered by its skills, it rolls
at Mediocre (+0) or it automatically fails (if that would be simpler).

Stunts
Fillers don’t get stunts. They exist to be simple, and stunts make them more
complex than they need to be. You can, at your option, make them dangerous
fillers, giving them Weapon:1.

Stress and Consequences


A filler has one 1-stress box per quality step—so a Good filler has three 1-stress
boxes, for example.

Grouping Fillers
To make fillers simpler and more effective, you can group several of them into a
single enemy. A filler group has all the skills that its fillers have. For every two
fillers with the same skill in the group, add a +1 bonus to that skill. A filler group’s
skills can never be rated higher than Great (+4), however.

A crazed operative teams-up with a mob enforcer, so the group has


Good (+3) Disarm Opponents, Fair (+2) Submachine Gun, and Average
(+1) Dodge. Later, when a second mob enforcer joins, the group’s
Submachine Guns increases to Good (+3).

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To make the group’s stress track, arrange the stress boxes of each filler in the
group into a single track. Divide up the track so you can figure out when each filler
in the group gets taken out, with weaker fillers on the left and stronger fillers on
the right.

The group of two mob enforcers and an operative would have a stress track that
looks like this:

11| 11| 111

When the group takes stress, start ticking off boxes on the left, and move to the
right until all the stress has been absorbed, or the entire group has been taken out.
Because the track is divided up by each filler, you’ll be able to tell when each filler
gets taken out, letting you reduce the group’s skills appropriately. When fillers are
grouped, it’s entirely possible for PCs to take out multiple fillers in one go.

Using Fillers
Fillers are there to be color. They fill out the ranks of the enemy team, but they’re
not particularly dangerous or durable. Don’t be afraid to drop a bunch of them into
a fight, grouping them up to keep things simple and make them a little more
threatening. Fillers are easy come, easy go, so don’t go out of your way to protect
them. You can also put fillers in a support role, creating advantages that they pass
to more powerful enemies. A group of goons laying down distracting covering fire
can make the hitter sneaking up behind the PCs that much more dangerous by
passing him a free invoke or two.

Not all fillers have to be people, drones and anti-drone guns can add variety.

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Only the layman believes that in the course of a campaign
he sees the consistent implementation of an original idea
that was conceived in advance, thought through in every
detail and retained to the end.

- Helmuth von Moltke

Surprise the players, they’ll certainly surprise you.


Remember, you are there to provide options, challenge
them, surprise them, and let them drive through the
world in their own way.

Prepare options, and be open to options they create.

Sometimes the players will want a sandbox, other times


they’ll want a maze.

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Chapter 11: Scenario and Campaign Preparation
Rigidly following a Mission or Campaign template, formula, or format might work
for some Game Masters, but take the fun away from others. The missions in
Chapter 12 all share some common elements, but rigidity should never get in the
way of the game. That being said, this chapter discusses some basic military
planning called METTT-C, and MilSim Game Masters and Players may enjoy the
formality.

By combining the principles of METTT-C (Mission, Enemy, Terrain and Weather,


Troops and Support Available, Time Available, and Civil Considerations) with key
elements of scenario design, Game Masters can create engaging and dynamic
experiences for the players.

METTT-C and Scenario Preparation

Mission
Clearly define the mission objectives for the Resistance team. Determine the
specific goals they need to achieve, such as disrupting Syndicate operations,
gathering intelligence, or liberating key assets. The mission provides a guiding
purpose for the scenarios and serves as the central focus for the Resistance team's
actions.

Enemy
Understand the Syndicate is the primary opposition, but not the only – or even the
most common- opposition. Each opponent has their own motivations, tactics,
resources, and key figures. Identify their strengths and weaknesses, as well as their
potential strategies to counter the Resistance team's efforts. This knowledge
enables the Game Master to design challenging encounters and opportunities for
negotiation or betrayal.

Terrain and Weather


Consider the setting and environments where the scenarios take place. Whether
it's urban areas, remote hideouts, or virtual realms, the terrain and weather can
impact the Resistance team's approach and tactics. Analyze the advantages,
obstacles, and potential hiding spots within the terrain to create tactical
opportunities and challenges.

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Troops and Support Available
Evaluate the resources and capabilities of the Resistance team. Determine their
strengths, including specialized skills and equipment, such as hacking, combat
proficiency, or negotiation expertise. Consider any support they may have, such as
informants, allies, or access to safe houses. These factors shape the options
available to the Resistance team during scenarios.

Time Available
Establish time constraints and deadlines for the scenarios. Define the urgency of
the Resistance team's mission and the consequences of not completing objectives
within specific timeframes. Time pressures can create tension and strategic
decision-making for the players, driving the narrative forward.

Civil Considerations
Explore the societal and political dynamics of the Resistance's environment.
Identify key factions, rival groups, and potential allies within the setting.

Understand the impact of the Resistance team's actions on civilians and the public
perception of their cause. Killing the wrong people or destroying the wrong
property can easily create enemies out of the people you are trying to help.

Civil considerations add depth to the scenarios and can present opportunities or
challenges for the Resistance team.

Key Scenario Design Elements

Mission Briefings
Conduct a comprehensive briefing for the players, outlining the mission objectives,
setting, Syndicate opposition, Resistance goals, zones, key characters, and starting
disposition. Provide context and establish the narrative foundation for the
upcoming scenarios.

Zones
When designing your zones, consider the level of Syndicate or enemy presence,
civilian populations, security measures, and strategic importance in relationship to
the zones and entire area of operation.

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Characters and NPCs
Develop a list of characters that the Resistance team will interact with during their
missions. Create allies, informants, rival factions, and Syndicate operatives with
unique traits, motivations, and relationships. These characters enrich the
scenarios, providing opportunities for diplomacy, alliances, betrayals, and plot
twists.

Uncertainty
Introduce complications, setbacks, and unexpected discoveries throughout the
scenarios. These can be hidden Syndicate operations, unexpected allies or
enemies, hidden caches of resources, or revelations that alter the course of the
Resistance's mission. Complications and discoveries create dynamic and evolving
scenarios, keeping the players engaged.

Tradeoffs and Moral Dilemmas


Present the Resistance team with tradeoffs and opportunities for deals that may
further their cause or challenge their moral boundaries. Determine which
compromises or alliances are acceptable to the Resistance team, and which cross
their ethical limits. These tradeoffs add complexity to the scenarios and prompt
the players to consider the greater good versus personal convictions.

Define Win/Lose Conditions


Define any win/lose conditions for each scenario, aligning them with Resistance
mission objectives and overarching campaign goals. Winning or losing a scenario
can have consequences, shaping subsequent scenarios and the ultimate outcome
of the Resistance's struggle. If there are multiple win/lose conditions, the team
wins if they complete more than half of the objectives, tie if they complete half,
and lose if they fail to complete more than half of the objectives. It’s realistic to
have an unwinnable scenario occasionally.

Conclusion
By incorporating the principles of METTT-C and the key elements of scenario
design, Game Masters can create immersive and challenging experiences for
Resistance team campaigns. Balancing the tactical considerations of METTT-C with
the narrative-driven elements of scenario design ensures that the players are
engaged, challenged, and invested in the Resistance's struggle for freedom and
justice.

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Chapter 12: For Gamemaster's Eyes Only (Spoilers)
While the possible settings, organizations, Big Bads, and missions that you create
for your game are endless, this section will give you some background for
Syndicate specific missions.

Chaos was never the Syndicate’s goal, control was. The subjugation of the world’s
leaders was well underway, and had the Syndicate remained unified, the world
would probably never know anything was wrong – male leaders of the world were
being enslaved to Black Veil, and female leaders being bought, blackmailed, or
betrayed by pawns of the Syndicate.

Four directors of the syndicate controlled over 90% of the distribution networks
for Black Veil. When the Directors turned on each other or split off from each
other, each kept control of their own distribution network, manufacturing labs,
and their subjugated nations. Under command of the Directors, fighting between
the puppet nations is largely responsible for the wars, economic collapse, rampant
crime, and terrorism in the world. And while not all Directors are overtly hostile
towards every other Director, no Directors currently have an alliance.

Compounding the complexity, the Directors have set their sights on pre-existing
crime organizations, toppling their structures and ensnaring them within their web
of control. Many cartels, once formidable forces in their own right, have
succumbed to the Black Veil's influence, further blurring the boundaries between
established criminal networks and each Director's ever-expanding dominion.

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What About Locations?
In this Playtest Rulebook, care has been taken to leave specific countries and
geographic regions unnamed, when possible, to allow your group to decide which
areas of the world are free, which are at war, which are dominated by the
Syndicate but currently stable, and which have become wastelands.

While this may change in the full release of Drugfall, we will attempt to keep the
game world as open as possible, allowing locations to be substituted for the
specific world you create.

The World is Wide Open for Factions


The Directors and the Syndicate are only a few of the factions in the world. As with
any conflict, a Political or Military Regime doesn’t have total control over its
population.

A nation with a leader under the Syndicate’s control may still have rebel forces,
their own local resistance/opposition, and insurgent or terrorist organizations.

It won’t always be possible to identify who is holding the leash of every


organization- a law enforcement agency may or may not be getting its orders from
the Syndicate, for example.

It will also be difficult to determine who is a user of Black Veil without running
blood tests. Some Generals, Admirals, and Legislators may not be addicted to the
drug itself but faithfully and ignorantly follow someone who is. Sometimes all
you’ll know is that the other group is shooting at you. And just like in war, good
people can be trying to kill someone who otherwise would be their friend.

Even if justified, violence should always be the last resort.

Directorates
Each Director has access to one or two Black Veil manufacturing sites inside of the
Directorate. Only a handful of people know where they are located. Currently Black
Veil is uniform – meaning it doesn’t matter which lab your dose was created at. On
a forensic level, it is possible to identify that a batch was made at a different lab or
confirm that two batches were made at the same lab.

It's possible that the Resistance will eventually learn of this and find a way to
identify territories, relative strength, and other clues to the distribution of the
Directorates.

147
Dr. Marks
Dr. Jonathan Marks, a brilliant and
enigmatic scientist, is the
mastermind behind the
development of Black Veil. Once an
esteemed researcher in
neurochemistry, he became
consumed by a thirst for power
and control. Driven by a desire to
reshape the world according to his
own twisted vision, he delved into
Dr. Marks has always been fascinated with
forbidden territories, pushing the
science, power, and the thrill of danger.
boundaries of scientific ethics.

Known for his cunning intellect and cold-hearted demeanor, he used his scientific
expertise to manipulate the addictive properties of Black Veil and ensure the
syndicate's dominance.

Cipher
With unparalleled expertise in
cyber warfare and information
manipulation, "Cipher" is an
expert at encryption, decryption,
and hacking into even the most
secure systems. Their skills have
allowed them to infiltrate
government agencies, financial
institutions, and intelligence
Where the Lion communicates through a filter, networks, acquiring valuable data
Cipher communicates solely via untraceable and leveraging it for the
written messages. syndicate's benefit. "Cipher" is a
recluse, communicating only
through encrypted channels. Their true identity is a mystery, shrouded in secrecy,
making them a formidable and unpredictable force within the syndicate's
operations.

148
William Sinclair (Deceased)
William Sinclair was a cunning and
influential power broker. William
was a key figure in the Syndicate’s
founding. Without his wealth to
place Syndicate operatives near
world leaders, the deployment of
Black Veil would have required
addicting those he bribed,
increasing the chance of discovery
before the true targets of Black
Veil were reached.

William kept his involvement secret from his family with the exception of his
nephew, Adam, who worked as a bodyguard and occasionally as a reluctant
enforcer for his uncle. The official cause of William’s death is heart failure.

The Lion
Only appearing remotely and
never without a filter of a lion face
obscuring his identity. The Lion is a
crime lord who rules over his
dominion with an iron fist. He is
responsible for the most violent
acts of war and terrorism, and to
date is the only Director to use
The Lion never appears without a filter of a lion tactical nuclear weapons against
obscuring his face. another Director.

149
Attila
Emily Sinclair is the daughter of the late William Sinclair. Born to a wealthy and
influential Welsh father and French-speaking Belgian Mother, Emily became the
favorite television Heir in the United Kingdom, European Union, and Australia.
Indeed beautiful, smart, and gracious, she was never truly the diva the press
portrayed her as. Before the destabilization, she spent more time doing charity
work than modeling work, a fact that was largely ignored by the media. Lesser
known still is the fact that she graduated with a degree in Social Work though she
never became a counselor.

Upon her father’s death, she was stunned to learn of the Syndicate, and quickly
grabbed the reigns of her father’s distribution network and dominion to steer her
Directorate away from the brink. Keeping her father’s codename, “Attila,” Emily
walks the edge of a cliff trying to simultaneously dismantle her network and
domain while using it to oppose the other Directors.

Her leadership is tenuous as she must keep her true goals from her lieutenants, as
only a very few bodyguards are truly loyal. Like a person riding the back of a tiger,
she doesn’t know how to get off without being killed. And worse, if she did jump
off the tiger, live or die, the other Directors would simply carve up her domain.

150
Finally, she has kept control of her Directorate for the simple reason that the
leaders under her control would die without the drug. She has funded two labs –
labs that don’t know of the other’s existence – to find a cure for the addiction.

In her heart, Emily already considers herself to be a part of the Resistance, though
in reality, she has yet to communicate let alone coordinate with any confirmed
member of the Resistance. Finding the Resistance isn’t the problem - opening
negotiations is, as their operatives are actively killing each other. And maybe more
importantly, if her lieutenants realize she intends to dismantle her own Directorate
they will immediately remove her. For that reason, establishing a back channel of
communication is the only way to an alliance.

High Concept: Quiet but Formidable Director


Trouble: Riding the Back of a Tiger

Aspects:
Nine Lives
Wealth and Influence
Hidden Depths

Skills:
• Rapport: Epic (+7)
• Empathy: Great (+4)
• Resources: Legendary (+8)
• Contacts: Great (+4)
• Shoot: Average (+1)
• Provoke: Average (+1)
• Athletics: Mediocre (+0)

Stunts:

Chameleon Charisma: Once per session, Emily can use her charm and social skills
to create an advantage or overcome an obstacle in a social situation.

Philanthropic Mind: Emily's background in social work grants her insight into
people's motivations and emotional states, allowing her to create advantages
using Empathy in social interactions and negotiations.

Master Strategist: Emily's leadership and tactical acumen give her a +2 bonus to
overcome actions when planning and executing complex operations.

151
152
Sun, Sand, & Stilettos
The first missions take place on different islands while the team is covertly using a
tropical cruise as cover and transportation. The team spends their sea-days
dancing, dining, and preparing for a mission at each port-of-call.

Each island destination is an overnight stay, and the team must be back on the
cruise ship before it departs. The good news is that typically anyone chasing the
team will not follow them into the cruise terminal as it is too public. .

If the team is late, they must find a way to the next port-of-call to rejoin the
cruise and will not be able to complete any on-ship missions while doing so.

Pier Runner (noun):

Definition: An individual who valiantly sprints towards a cruise ship in a


desperate attempt to board before it sets sail.

Example: As the cruise ship's horn blared and the gangway started to
retract, Sarah transformed into a full-fledged pier runner, flailing her
arms, and showcasing her unique sprinting style to the amusement of
onlookers.

See also: Island Time

Game Master: The Waterfront mission is key to the lore of Drugfall, assuming the
players want to explore the lore rather than create their own. The Waterfront and
any other mission may be played independently of the cruise, and there are an
infinite number of on-board and port-of-call missions that can be played. A few extra
NPCs (like Captain Sofia Eriksson) have been provided for easy inclusion in custom
missions.

Like other parts of Drugfall, the Casino option is a little “off the page” as Fate Points
are used as currency, but played by the PCs in-game during in-game down time only.
In other words, you can’t stop in the middle of a fight to play a quick hand of poker.

To make running Sun, Sand, & Stilettos easier, this chapter contains most of the
information in the Player Passenger Guide and includes GM-only information.

153
See the Passenger Guide in Appendix A or download it at https://javelinarc.com/drugfall.

154
Welcome Aboard the Sjöfara Resor!

Your tropical paradise adventure with Swedish Cruises Sjöfara Resor awaits!

As your Captain, it is my honor to lead you on this unforgettable journey through


the sun-kissed islands and turquoise waters of the tropics.

Sit back, relax, and let us whisk you away to a world of breathtaking beauty and
rejuvenation. Join us as we embark on this extraordinary voyage to create
memories that will last a lifetime.

Yours sincerely,

SofiaEriksson
Captain Sofia Eriksson
Swedish Cruises Sjöfara Resor

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

155
Captain Sofia Eriksson

High Concept: Fearless Captain of the Sjöfara Resor


Trouble: Slightly Massively Over-protective

Skills:
Athletics: Great (+4)
Contacts: Good (+3)
Fight: Good (+3)
Notice: Fair (+2)
Physique: Fair (+2)
Rapport: Average (+1)
Shoot: Average (+1)
Will: Average (+1)

Stunts:
Battle-Hardened: Captain Sofia gains a +2 bonus to any skill roll when engaged in
combat or facing dangerous situations.

Commanding Presence: Captain Sofia can use Rapport instead of Provoke when
attempting to intimidate or command respect from her crew or others in
authority.

156
Shipboard Attractions
Ödets Kasino: Step into the realm of chance and test your fate!

Promenade Deck: The deck that wraps around the ship for leisurely strolls and
scenic views.

Sun Deck: The deck dedicated to sunbathing, lounging, and enjoying outdoor
activities.

Atrium: The central area of the ship with open space, featuring grand staircases,
shops, bars, and entertainment.

Main Pool Deck: The deck with the primary swimming pools and surrounding
loungers, featuring bars and water slides.

Spa and Wellness Center: The onboard facility that offers various spa treatments,
fitness equipment, and wellness programs.

Fitness Center: The designated area equipped with gym equipment and facilities.

Specialty Restaurants: Onboard dining venues that offer a higher level of service
and gourmet cuisine at an additional cost.

Show Lounge: The theater-style venue where you can enjoy live performances,
musicals, and other entertainment shows.

Observation Deck: A high-level deck or observation area offering panoramic views


of the surrounding ocean or port destinations.

Medical Bay: This luxurious and sterile environment is staffed by a team of skilled
medical professionals who are trained to handle a variety of medical emergencies.

Brig: The Brig aboard the cruise ship is a secure detention area designed to
temporarily hold individuals who pose a risk to themselves, others, or to the safety
and security of the vessel. Greg - Don’t print this in the welcome packet, it scares
the passengers!

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

157
Maru Kobayashi

High Concept: Deft-Fingered Casino Dealer

Aspects:
Quick Hands and Sharper Wits
Master of Illusions and Misdirection
The House Always Wins... Eventually

Skills:
Academics: Good (+3)
Deceive: Good (+3)
Athletics: Good (+3)
Resources: Good (+3)
Infiltration: Good (+3)
Engineering: Good (+3)

Stunts:
Sleight of Hand: Once per casino scene, use Deceive to bluff the player(s) in Poker
to get an outcome of +++0.

House Advantage: Once per session, Maru can invoke this stunt to ensure a
specific dice outcome (e.g., ++++) in her favor.

158
Ödets Kasino*
Step into the realm of chance and test your fate and density** at Ödets Kasino.
Will you risk your fate points and reap the rewards? Located on Deck 8, our casino
is open 24 hours a day.

Blackjack
Roll four Fate™ Dice and use your Academics skill rating as a bonus! The player and
the dealer roll their dice, the higher result, taking into account skill modifiers, wins
the round.

Poker
Roll four Fate™ Dice and use your Deceive skill rating as a bonus! The player and
the dealer roll their dice, the higher result, taking into account skill modifiers, wins
the round.

Optionally, play a “friendly hand” where a winning PC gets ALL wagered fate points
from the other PCs, not just the dealer. Tie breakers may be needed.

Roulette
Roll four Fate™ Dice and use your Resources skill rating as a bonus! The player and
the dealer roll their dice, the higher result, taking into account skill modifiers, wins
the round.

Craps
Roll four Fate™ Dice and use your Athletics skill rating (for throwing the dice) as a
bonus! The player and the dealer roll their dice, the higher result, taking into
account skill modifiers, wins the round.

Baccarat
Roll four Fate™ Dice and use your Infiltration skill rating as a bonus! The player and
the dealer roll their dice, the higher result, taking into account skill modifiers, wins
the round.

Slot Machines
Roll four Fate™ Dice and use your Engineering (Crafts) skill rating as a bonus! The
player and the dealer roll their dice, the higher result, taking into account skill
modifiers, wins the round.

*Disclaimer: All games are for entertainment purposes only. Please gamble responsibly, or better yet,
don’t gamble.

** Note to Game Master: This is not a typo

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

159
Cruise Weapons & Gear
Carmen "Chispas" Morales is the Resistance Operative Quartermaster aboard the
Sjöfara Resor. She arranges weapons and equipment to be waiting for the team at
each port, though she herself never leaves the ship.

Requisitioning Gear
The team orders mission gear and weapons from the dining menu where each dish
corresponds to a specific piece or type of equipment that will be waiting on shore
at a drop point.

Please note: For operational security, menu items are encoded (with hints) to
indicate what weapon or gear you are ordering. The Passenger Guide does not
contain the corresponding weapons and gear. The team can ask for custom items
not on the menu, but they may not be available, or incur a cost.

Carmen "Chispas" Morales

High Concept: Lethal Latina Resistance Operative


Trouble: Shoot First, Talk Later

Aspects:
Lethal Latina Resistance Operative
Master of Infiltration and Coordination
Combat Enthusiast with a Knack for Firearms
Disguised as a Cruise Crew Member
The Hidden Arsenal

Skills:
Shoot: Superb (+5)
Athletics: Good (+3)
Burglary: Great (+4)
Contacts: Fair (+2)
Resources: Superb (+5)

Stunts:
Bullet Storm: Gains a +2 bonus when using Shoot to unleash a hail of gunfire with
automatic rifles.

Black Market Connections: Gains a +2 bonus when using Contacts to acquire


weapons, equipment, or other illicit goods.

160
Game Master:
When they order an item, you can let them define the specifics –

GM: “You ordered a gun, what type did you order?”


PC1: “A .45 Semi-automatic pistol”

GM: “You ordered diving gear, any special requests?”


PC2: “Yeah, an extra set of gear for the hostage – if the rescue goes
quietly, we’re getting her off the ship underwater.”

You can simply tell the team what each menu item represents, but if the table enjoys
it, you can have fun using the menu as a puzzle.

Ideas Include:

• Letting the players guess and order without confirming what each item is –
clues have been written into the menu item, such as spelling a word with
the first letter, for example Alexi’s Timeless Vodka stands for ATV, All-
Terrain Vehicle.
• They can roll against a difficulty you set to learn what each item is.
• If an item isn’t applicable to the mission, you can say the Chef sends their
apologies, they are all out of that dish.
• Recommend specials that include items that may be of particular use on
the next mission.
• If the team needs to requisition anything not on the menu, or anytime
except at dinner, they must pay a fate point. The team decides which PC
pays.
• Limit the number of items they can pick.
• Offer a limited number of items they can pick from (“Today you can pick 5
from these 10 items”) where some items are helpful, others less so.
• Stipulate that equipment can’t be used in back-to-back missions
(exceptions for guns, radios, etc. can be useful.)
• If they discover they didn’t get what they need, they can use resources, etc.
to get it on the island.
• Allow the players to ask for custom off-the-menu items to request
equipment not listed on the menu.

161
Dining Menu (All Items Available 24 hours)

Appetizers
Bread - Freshly baked artisanal bread, served warm with a side of flavored butter.
Price: €4.50. (Money)

Crispy Avocado Mango Oasis - A refreshing and crispy salad featuring avocado and
mango, drizzled with a tangy dressing. Price: €14.00. (Camo, Makeup, & Disguises)

Freshly Caught Popcorn Shrimp - Succulent popcorn shrimp, it’s what you come to
the sea for. Price: €15.00. (C4 & Explosives)

Fresh Pineapples - A burst of tropical flavor, enjoy fresh pineapples, smoked, or


flash-fried upon request. Price: €6.50. (Grenades, Smoke Grenades, & Flash Bangs)

Hot Sauce - Add a kick to your dishes with our house-made Hot Sauce, available in
various spice levels. Price: €3.00. (Arson/Fire Starting Kit)

Ultimate Grilled Vegetables - A delightful medley of grilled vegetables, bursting


with flavors. Price: €15.00. (Ground Drone: Unmanned Ground Vehicle)\

Breakfast
Breakfast Quesadilla with Scrambled Eggs and Chorizo - A hearty breakfast
option, featuring a quesadilla filled with scrambled eggs, savory chorizo, and
melted cheese. Price: €10.50. (Radio/Signal Scrambler Jammer)

Fluffy Pancake Stack - A tower of fluffy pancakes drizzled with maple syrup and
topped with fresh berries and a dollop of whipped cream. Price: €7.50 (Just a Fluffy
Pancake Stack)

Lunch
Sub Sandwich with Dill Pickle Vinaigrette - Price: €11.50. (DPV – Diver Propulsion
Vehicles)

Hot Dog – Can you handle our selection of Hot Dogs? We have spicy dogs with bite
and aromatic dogs that delight to rescue your palate. Price: €12.75 (Any type of
dog the handler is qualified for)

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.
Disclaimer: Menus and food items are for fictional game-use only. Do not eat any endangered,
protected, or poisonous foods.

162
Entrées

Ultimate Unagi Verve - Delight in the tantalizing flavors of Unagi, expertly


prepared with a touch of flair. Price: €20.00. (Surface and Underwater Drone:
Underwater Unmanned Vehicle)

Armored Catfish - A delectable dish featuring Armored Catfish, seasoned, and


grilled to enhance its natural flavors. Price: €17.50. (Body Armor/Bulletproof Vests)

Candlefish - Experience the delicate flavors of Candlefish, grilled to perfection, and


served with aromatic herbs. Price: €19.00. (Lighting: Flashlights/Black Lights/Etc.)

Cutthroat Eel - Savor the unique taste of Cutthroat Eel, expertly prepared and
seasoned. Price: €22.00. (Knives & Bladed Weapons)

Eggplant Parmigiana – Layers of eggplant, cheese, and tomato sauce come


together to create this comforting Italian dish. Price: €16.00. (Tracking Device that
can be planted on vehicles, etc. covertly)

Filefish – Boot up your tastebuds! Filefish is a delicate and flavorful fish, best
enjoyed with a light sauce. Price: €19.00. (Laptop/Computer/Hacking Equipment)

Filter Fish Delight - A refreshing seafood dish featuring Filter Fish, served with a
delightful medley of vegetables. Price: €22.00. (Gas Masks)

Flying Fish with our Ultimate Avocado Vinaigrette - Soar to new heights of flavor
with Flying Fish, complemented by our signature Avocado Vinaigrette. Price:
€24.00. (Drone: UAV Unmanned Aerial Vehicle)

Four Eyed Fish - A unique and eye-catching dish, Four Eyed Fish is as delicious as it
is intriguing. Price: €21.00. (Night Vision Goggles)

Frequent Sea Delight - Tender conch meat sautéed to perfection, available as a


Large or Small Entrée. Price: €17.00 for Small, €25.00 for Large. (Radios &
Communications Equipment)

Fugu - An adventurous delicacy, Fugu is prepared with the utmost care and
expertise. Release of Liability Required. Price: €35.00. (Poison)

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.
Disclaimer: Menus and food items are for fictional game-use only. Do not eat any endangered,
protected, or poisonous foods.

163
Kokanee - Savor the delicate taste of Kokanee, expertly prepared and seasoned.
Price: €18.00. (Street Drugs)

Lungfish - Experience the unique taste and texture of Lungfish, prepared with an
exquisite sauce. Price: €23.00. (Diving Equipment)

Rocky Mountain Oysters - Climb aboard and experience this adventurous delicacy.
Price: €13.00. (Climbing Gear, Grappling Hooks, Etc.)

Ropefish - A delightful seafood dish featuring Ropefish, prepared with a delectable


sauce. Price: €18.00. (Ropes, Chains, Strings, Etc.)

Sawfish - A culinary masterpiece, Sawfish is a dish that showcases the skills of our
chefs. Price: €30.00. (Saw)

Shovelfish - A delightful seafood dish featuring Shovelfish, expertly seasoned and


grilled. Price: €21.00. (Shovel)

Sleeper Shark - Experience the bold and unique flavors of Sleeper Shark, expertly
prepared and served. Price: €35.00. (Sleeping Pills/Knock Out Pills)

Spinefoot - A delectable seafood dish featuring Spinefoot, served with a medley of


grilled vegetables. Price: €19.00. (Road Tire Trap)

Surgeon Fish - Savor the delicate flavors of Surgeon Fish, expertly prepared and
seasoned. Price: €20.00. (Medical Kit)

Swift Sailfish - A culinary masterpiece featuring Swift Sailfish, prepared with a


burst of bold flavors. Price: €26.00. (Inflatable Fast Boat/Raft)

Telescopefish - A dish that offers a unique and extraordinary culinary experience.


Price: €24.00. (Binoculars)

Triggerfish - Experience the exquisite taste of Triggerfish, expertly seasoned and


grilled. Price: €22.00. (Guns)

Tripod Fish - Price: €35.00. (Cameras, Video Recording, & Photography Equipment)

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.
Disclaimer: Menus and food items are for fictional game-use only. Do not eat any endangered,
protected, or poisonous foods.

164
Beverages
Café Mocha Delight - A rich and creamy blend of espresso, steamed milk, and
chocolate syrup, topped with whipped cream and a dusting of cocoa powder.
Price: €4.75 (Just a Café Mocha Delight)

Diffused Water - Experience the refreshing taste of Diffused Water, served chilled
and infused with natural flavors. Price: €3.50. (Bomb Diffusing Equipment)

Mai Tai - A tropical cocktail that transports you to the islands with its delightful
flavors. Price: €10.50. (Hose-ties & Handcuffs to zip up any opponents)

Screwdriver - A classic cocktail that combines vodka and orange juice for a
refreshing drink. Price: €9.00. (Screwdriver)

Tropical Breeze Smoothie - A refreshing blend of pineapple, mango, banana, and


coconut milk, topped with a sprinkle of toasted coconut flakes. Price: €5.00 (Just a
Tropical Breeze Smoothie)

Desserts
7 Layered Cake - A scrumptious cake with seven laddered layers of moist and
flavorful goodness, sandwiched with creamy fillings and topped with a delectable
frosting. Price: €25.00 (Ladders)

Crème Brûlée - A classic French dessert with a creamy custard base topped with a
caramelized sugar crust. Price: €9.00. (Blowtorch & Welding Equipment)

Chocolate Covered Beetles - A unique and adventurous treat, where crunchy


beetles are coated in luscious chocolate. Price: €5.00. (Bug- Listening Device that
can be planted covertly)

Elephant Ears - A delightful pastry treat, Elephant Ears are crispy and sweet,
perfect for sharing. Price: €5.50. (Parabolic Microphone/Surveillance Equipment)

Key Lime Pie – Pick this tangy and refreshing dessert, Key Lime Pie is the perfect
finale to any meal. Price: €8.00. (Lock Picking Tools)

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.
Disclaimer: Menus and food items are for fictional game-use only. Do not eat any endangered,
protected, or poisonous foods.

165
166
Mission: Dancing with the Scars (With Scenario & NPCs)

Onboard Mission: Covert Infiltration, Extraction, & Fancy Footwork


Objective:
The mission objective is to intercept a Syndicate USB Drive. The mission briefing
states that a Syndicate Courier named Julian Stone is to deliver a USB drive to the
dancer that goes by the stage name “Kelly Nightshade.”

Plan:
A team member must replace the syndicate dancer that is using the stage name
“Kelly Nightshade” to get Julian Stone to deliver the USB Drive. Julian is expected
to join the cruise during the second week, so the replacement needs to be
completed by the end of the first week of the cruise.

Once the original “Kelly Nightshade” is declared missing, the dance manager Grace
Monroe will be open to last-minute auditions. With an appropriate Overcome roll
the team member will get the job, and since the programs have already been
printed, Grace will let the replacement assume the stage name “Kelly Nightshade.”
Julian only knows the stage name – he does not know the real name, gender, or
description of the dancer.

Execution:
Establish surveillance on Kelly Nightshade and gather information about their
routines and habits.

Engagement: When an opportune moment arises, the team will discreetly


neutralize Kelly Nightshade, ensuring no alarm is raised.

The undercover team member will have to perform a live show attended by Julian
to convince him that the team member is truly Kelly Nightshade.

Termination: Once contact with Julian Stone is established, the team will deliver
the USB Drive received from Julian to Carmen “Chispas” Morales. If necessary,
eliminate Julian as a threat.

Civil Considerations: Maintain a low profile and avoid attracting unnecessary


attention from the ship's crew and other passengers. Minimize collateral damage
and ensure the safety of innocent bystanders.

Game Master: This is a great mission personalize for the players, you can change the
dance type, costume, and anything else you think will be fun. You can even change
the show to a comedy show, a magic show, or a play!

167
Name: Kelly Nightshade
High Concept: Sexy Dancer

Aspects:
Mysterious Moves and Seductive Charms
Chameleon of the Dance Floor
Trained in the Shadows

Skills:
Athletics: Great (+4)
Deception: Fair (+2)
Stealth: Fair (+2)
Performance: Average (+1)
Burglary: Average (+1)
Contacts: Average (+1)

Stunts:
Like a Headless Chicken: If killed, her body will continue to move sporadically and
spontaneously at the worst possible time for up to one day.

Name: Grace Monroe


High Concept: Charismatic Dance Troupe Manager
Trouble: Perfectionist to a Fault

Aspects:
Born to Dance, Born to Lead
Show Must Go On

Skills:
Athletics: Superb (+5)
Rapport: Great (+4)
Empathy: Good (+3)
Notice: Fair (+2)
Contacts: Fair (+2)
Deceive: Average (+1)

Stunts:
Inspiring Leader: Once per session, Grace can use her Rapport skill to create an
advantage for her dance troupe by giving an inspiring pep talk or motivation.

168
Name: Julian Stone
High Concept: Syndicate Courier

Aspects:
Smooth-Talking Facilitator
Connections in High Places

Skills:
Contacts: Good (+3)
Deception: Good (+3)
Stealth: Fair (+2)
Resources: Fair (+2)
Rapport: Average (+1)
Investigation: Average (+1)

Stunts:
Silver-Tongued Negotiator: Gain a +2 bonus to Contacts rolls when negotiating or
making deals.

Shadow Walker: Can use Stealth to blend into crowds or remain unnoticed,
gaining a +2 bonus to Stealth rolls in crowded or chaotic situations.

169
170
Mission: Digital Ice (With Scenario & NPCs)

Onboard Mission: Covert Heist and Extraction

Commander's Intent
Chispas alerts the team that Julian Stone has checked a valuable fake diamond into
the ship’s vault. Operation Digital Ice aims to secure this technology-infused blue
diamond from the vault without alerting Julian Stone or compromising the team's
cover.

Execution:
Movement to Contact: The team conducts extensive surveillance and gathers
intelligence on the cruise ship's security measures and routines. They discover that
the vault is located in a secure area below deck, accessible through a heavily
guarded door with advanced biometric locks.

Engagement: The team identifies the key personnel involved in the security of the
vault, including ship purser Vanessa Simmons, security officers and technical staff.
The team assess their vulnerabilities and devise a plan to neutralize or circumvent
them during the heist.

Trick: The team discovers that the security officers responsible for the vault
occasionally gather for a late-night poker game in a secluded area on the ship.
They decide to exploit this opportunity to gain access to the vault without arousing
suspicion. One team member, with exceptional disguise skills, will pose as a
professional poker player and join the game to distract the security officers while
the rest of the team executes the heist.

171
Termination: While the poker game is in progress, the remaining team members
will infiltrate the secure area and bypass the biometric locks using a combination
of hacking skills and high-tech equipment. They must overcome a two-level
security system, including physical keys and biometric authentication to enter the
vault undetected.

Civil Considerations: The team must exercise extreme caution to avoid any harm
to passengers, crew members, or innocent bystanders during the heist. The safety
and well-being of everyone onboard the cruise ship must be a top priority
throughout the mission.

The team must assess their skills and the mission obstacles – if they attempt this
mission and are discovered their cover will be blown.

Vanessa Simmons

High Concept: Cruise Ship Purser


Trouble: Desperate for Cash

Aspects:
Resourceful Problem Solver
Connections in High Places
Trustworthy and Discreet

Skills:
Resources: Great (+4)
Empathy: Good (+3)
Deception: Fair (+2)
Contacts: Fair (+2)
Rapport: Average (+1)

Stunts:
Financial Acumen: Gain a +2 bonus when using Resources to manage finances or
negotiate deals.
Smooth Talker: Gain a +2 bonus when using Rapport to charm or persuade others.

Game Master: The team may attempt to bribe Vanessa, but they will have to offer
something very valuable, such as multiple fate points. Normally honest, she needs a
large sum of money for an operation for her son.

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Mission: The Waterfront (With Scenario, NPCs, & Walkthrough)

Port of Call: Île du Ciel Bleu

Commander’s Intent
This mission is a good way to let the players discover some details of the Syndicate.
You can, of course, reveal those details in other scenarios.

The Waterfront also serves to establish two potentially powerful alliances or create
two devastatingly powerful enemies through a secret meeting.

The Waterfront: METTT-C Analysis


Mission: Originally to meet with an informant, players are re-directed after they
discover the informant has been killed.

Enemy:
• Attila, current enemy, but potential ally.
• Attila’s Driver (Unnamed NPC), and her Bodyguard, Adam Sinclair.
• Ramiro “El Diablo” López, leader of the López Cartel.
• López Cartel Thugs.

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Terrain: An artsy, modern city on Île du Ciel Bleu.

Troops: Player characters with strong academics, infiltration, investigate, and


rapport will be valuable

Time: Roughly mid-day to midnight of a single day

Civilian Considerations: Civilians may be in danger in the closing scene, unless the
team does something to protect/evacuate them.

The Waterfront: Scenario Design Elements


Cast of Characters: Élodie Laurent, Emily Sinclair (Attila), Ramiro “El Diablo” López
and his thugs, Adam Sinclair.

Zones and Environments: The Hotel, The Street, The Tunnel, The Waterfront

Scenario Flow: Scene 1 establishes that the original mission to meet Élodie is now
impossible, but a secret meeting establishes a chance to meet with a potential ally.
Unknown to the team is the fact that the López Cartel has also been invited. See
Scene 4 for possible events at the waterfront.

Win/lose conditions and their consequences: Overall Resistance Goals are the
goals in The Waterfront.

1. Forging alliances against the Syndicate


2. Infiltrating the Syndicate or turning one of their members.
3. Stopping an alliance between the Syndicate and enemy groups that would
serve to strengthen the Syndicate. (In this case, this is not a goal, as the
alliance between the cartel and Emily’s Directorate would not serve the
Syndicate’s power on the whole.)

Completing goals 1&2 is a win. Completing 1 or 2 only is a draw. Completing none


is a loss.

Player Guidance: In the briefing, remind the players that shooting first can have
drastic, irrevocable consequences. Remind them of the two goals above.

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Scene 1: Informant Élodie Laurent
Discovered dead in her flat. (Unbeknownst to the team, nothing of help can be
discovered by the Team, as her husband killed her, and she left no trace of the
information she was to deliver.)

Aspect: Resilient and Resourceful Informant


High Concept: Resourceful Information Broker
Trouble: Dead

Skills:
Deception: 0
Contacts: 0
Investigation: 0
Stealth: 0

Stunts:
Because she is DEAD, when confronted with a terrifying threat, she KEEPS HER COOL
and is STIFF IN THE FACE OF DANGER.

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Download this flyer at https://javelinarc.com/drugfall-downloads/

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Scene 2: The Message
Upon leaving Élodie’s apartment, the team is given a spa advertisement by an NPC
claiming the team dropped it. Emily Sinclair is the model. In the example above,
every word in ALL CAPS spells out:

RESIST aging TOGETHER


With healing WATER. Wash FRONT and back.
Last chance today for 22 euros. Buy Sinclair's spa in a Bottle TONIGHT.

“Resist together. Waterfront 22:00 tonight.” (22:00 is 10:00 PM in 24-hour


format. Note, this can be changed to other messages, locations, languages, etc.)

The note also contains a phone number on the back, disguised as a barcode.
If they solve the code with a roll (or in this case, knowing French or using Google
lens in real life, etc.) they have time to case the meeting location hours before.

Game Master: If the players get stuck on the message, help them figure out the
message (through an anonymous call, etc.) at the cost losing time to case the
waterfront before the meeting. Please note – if they roll high enough of investigate
or academics, they can interpret the message without any activities outside of the
game – using search engines, etc. are only for adding variety if desired.

If the team decides to investigate the image/flyer online (using Hack or Investigate)
they discover the model is Emily Sinclair and find that:

Emily was born to a wealthy and influential Welsh


father and French-speaking Belgian Mother, Emily
became the favorite television Heir in the United
Kingdom, European Union, and Australia. Indeed
beautiful, smart, and gracious, she was never truly the
diva the press portrayed her as. Before the
destabilization, she spent more time doing charity work
than modeling work that was largely ignored by the
media. Lesser known still is the fact that she graduated
with a degree in Social Work though she never became
a counselor.

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They find no criminal activity, scandal, or even bad press about Emily.
If they text, they get a return text. If they call the number, no one answers, but
they get a text.

Either way, it’s Emily, confirming she will be at the meeting tonight, as part of the
Syndicate delegation. She gives no other information or explanation as to why she
is part of the Syndicate delegation.

Game Master: If the team doesn’t research Emily Sinclair on their own, narrate that
during their regular check-in, Resistance Command & Control requests and analyzes
a digital copy of the flyer from the team and identifies the model as Emily and
provides biographical they would have discovered by researching her online.

Check-in
After the team’s regular check-in to Command & Control, the team receives these
orders:

Be advised that Emily Sinclair is a suspected high-


ranking member of the Syndicate. Our analysts believe
she may be trying to defect to the Resistance. You are
authorized to hear her offer and accept it, based on your
best judgement. If she is defecting, encourage her to
remain in her current position, she may be our only
chance to have a significant operative in the Syndicate.

Even if you can’t accept her offer, do not refuse it. Agree
to convey the message to Resistance Command and
Control and establish a channel of communications.

Do nothing to antagonize Ms. Sinclair.

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Scene 3: The Sewer

If the players case the meeting location ahead of time, they can discover the
following:

1. A sewer tunnel that can serve as a staging area, and any team members
that aren’t in the negotiations can be stationed here.
2. If surveillance equipment of the waterfront is in place, it can be
monitored from here.
3. Players can move to the waterfront in one move, but it takes the action of
that move.
4. The sewer can also be a fallback position. It has a back entrance, and the
tunnel can be booby trapped by the team to deter being followed.

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Scene 4: The Waterfront

Zone 1: The Near Sidewalk.

Zone 2: The Bridge

Zone 3: The Far Riverbank.

Zone 4: The water. WET, COLD, and CONCEALING would make logical aspects, and since
aspects are true, they would normally have free invokes like CONCEALING for people
in the water, and WET and COLD for people still dripping from exiting the water.

Note that in this example, a character in the water (Zone 3) would need a rope or
some other way to reach the bridge directly. Otherwise, they will need to move to
a place to exit the water, like Zone 4, The Far Riverbank, which has a landing.

Bomb Threat
If the players scout out the Waterfront using a dog, they will discover two small
bombs have been embedded in Zone 3 in the street. The size of the cobblestones
removed indicate small bombs. Attempting to defuse the bombs will alert the
authorities, and the meeting will be called off. They will need to reschedule.

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Interception
If the players have set up surveillance equipment or have the right gear, they can
intercept a message 5 minutes before the meeting.

The message will be either a radio transmission or a verbal message that the
team’s tech can pick up. The message is “Confirmed, Atilla is enroute to your
location.” It is sent to Ramiro.

Arriving
If they discovered the bombs, the team can text Emily a warning about the bomb
before she arrives, as the explosives are planted near two obvious parking spaces.

With a high enough infiltration or deceive skill, they can word it in a way that the
others in the car (the driver and her bodyguard) won’t know about the bombs - if
Emily wants to keep it from them.

Example: FIRE fighters spotted IN THE waterfront area, but rabbit is still in its HOLE
BENEATH THE STREET. = FIRE IN THE HOLE BENEATH THE STREET.

The team doesn’t need to specify the code or the specific text message, they just
need to roll succeed to send it in code.

Meeting
Two people maximum from each group meet in the middle of the bridge. Emily is
there with her bodyguard, Adam Sinclair.

She explains that the Syndicate has splintered into four “Directorates,” some of
which are hostile to each other, and that none of them work together currently.
She offers a truce/ceasefire in any areas under her control, and cooperation
against other Directorate Syndicate teams and their members anywhere in the
world. She explains that ultimately, she wants Black Veil and the Syndicate
overthrown.

The Stakes
If this alliance is agreed to, Emily gets powerful allies and a chance to strengthen
the defense of her Directorate.

If this alliance is agreed to, the López Cartel will not be targeted by Emily’s
Directorate and will have powerful allies.

If this alliance is agreed to, the Resistance gains powerful allies and an operative in
the Syndicate.

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Concerns
Ramiro doesn’t let it show, but he is acutely aware of the violence of the
Syndicate’s hostile takeovers – usually all senior leadership is killed – so he is
hesitant to trust the Syndicate. If he does agree to any alliance, he wants any
weapons or drugs seized from joint operations against the Syndicate or its allies.

The Resistance wants to keep the cartel as weak as possible but must consider the
costs and the terms of both Emily and Ramiro.

Outcomes
Depending on the team’s strategies, any or none of the groups may ally with either
of the others. Emily will not become hostile to the Resistance team unless they
attack her, regardless of any other violence at the meeting.

If fighting breaks out, Ramiro’s first objective will be to defend himself,


secondarily, he will try to kill Emily, as he suspects she is Attila. His thugs have pre-
existing orders to blow up Attila’s (Emily’s) car at the first sign of violence.

Adam Sinclair will protect Emily anyway he can. Emily has the aspect NINE LIVES,
which protects her from dying or being killed. If the car is detonated, she just
happens to get out right before. If she is shot at on the bridge, Adam Sinclair
tackles her, taking them over the side into the river. That’s fate.

One way or the other


If fighting breaks out, Ramiro’s thugs have orders to detonate the bombs. If the
meeting ends peacefully (even without an alliance being made) before Emily and
Adam turn to go, Ramiro’s “bomb expert” accidentally blows up the car, killing the
driver. Adam points his gun at Ramiro, but Ramiro looks Emily in the eyes and
apologizes, saying he didn’t order the detonation. He waits calmly until she nods.
As sirens sound in the distance, Emily, Adam, and the team escape through the
sewer if they discovered it.

Emily believes that Ramiro didn’t intend the explosion and that he will honor the
the alliance (if one was established) and for the sake of the alliance, she doesn’t
seek retribution for the car or driver lost.

Game Master: Although you can do whatever you want with your game of course,
keep in mind that you can always use Emily’s high rapport to win over Ramiro if the
players can’t do it. Many future missions will assume Emily Sinclair, the López
Cartel, and the Resistance are working together.

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Ramiro “El Diablo” López
Ramiro speaks calmly and never
yells or swears. He is a
businessman first, a killer second.
His first option is to negotiate,
whether with rivals or his
subordinates, conflict is bad for
profits. He has arbitrated disputes
between third-party criminal
organizations.

If there is no time to negotiate or negotiations have failed, he and his cartel will go
to war and usually dominate the battlefield.

He controls thousands of international López Cartel members that excel at fighting


and criminal activities, but they do not engage in human trafficking.

High Concept: Powerful Cartel Boss


Trouble: Religious Guilt

Aspects:
Powerful and Influential Cartel Leader
Commands Respect
Connections in the Criminal Underworld

Skills:
• Rapport: Great (+4)
• Shoot: Great (+4)
• Fight: Great (+4)
• Contacts: Superb (+5)
• Will: Great (+4)

Stunts:
Criminal Mastermind: Once per session, he can use Contacts to create an
advantage reflecting his vast criminal network and resources by calling in NPCs
equal to the number of his enemies, whoever they are.

Respect: He gains +2 to Rapport rolls when attempting to negotiate.

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Adam Sinclair
Attila’s cousin. Calls Emily “Attila
the Hungry.” One of the few
Syndicate members that knows
Emily’s plans to dismantle the
Syndicate.

He earned the respect of the


guards and operatives while he
was working for Emily’s father. He
sees protecting Emily as a way to earn redemption for the things he did for the
Syndicate before she took control.

High Concept: Loyal Bodyguard of Attila (Emily Sinclair)


Trouble: Haunted by a Guilt

Aspects:
Dedicated and Loyal Bodyguard
Unwavering Defender of Attila (Emily Sinclair)
Burdened by a Dark and Troubled Past
Highly Skilled in Combat and Physical Prowess
Trustworthy and Reliable

Skills:
• Fight: Great (+4)
• Athletics: Superb (+5)
• Notice: Epic (+7)
• Will: Good (+3)
• Physique: Great (+4)
• Shoot: Great (+4)
• Contacts: Average (+1)

Stunts:
Unyielding Protector: Once per session, he can interpose himself between an
attack on any other character up to a zone away.

Swift Reflexes: He gains +2 to Athletics rolls when making quick and agile
movements.

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Mission: Decompression (With Scenario & NPCs)

Port of Call: Zilverstrand

Commander’s Intent
The mission "Decompression" requires the Resistance team to accomplish two
primary objectives: planting explosives on the underwater hull of a massive ship
and rescuing a high-value prisoner held on board. The success of this mission will
significantly impact the Syndicate's operations and bolster the Resistance's efforts.
The team must execute their tasks with precision, coordination, and stealth, all
while dealing with the ever-present threat of betrayal and time constraints.

METTT-C Analysis
Mission: The specific mission objectives are to plant explosives on the ship's hull
and rescue the high-value prisoner.

Enemy: Key opponents include the ship's crew and Syndicate operatives.

Terrain: The mission takes place in an expansive maritime environment, with key
zones including the underwater area for planting explosives and various sections of
the ship for the rescue operation.

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Troops: The Resistance team would benefit from a variety of highly skilled
operatives with diverse specialties, such as demolition experts, infiltrators,
marksmen, and field medics.

Time: The team faces time constraints, as they must complete their objectives
before the ship's departure or a predetermined event that could compromise the
mission.

Civilian Considerations: Minimizing civilian casualties and maintaining a low profile


is crucial during the operation, as there may be additional non-combatant captives
on board the ship. Other risks include something drawing police attention and
bringing innocents to the scene, or another boat being too near the ship when it
detonates.

Scenario Overview
The mission takes place aboard a massive cargo vessel, the "Veritas," which has
been converted into a floating Command and Control center by the Syndicate that
outwardly appears as a decrepit commercial boat. The ship is heavily guarded,
equipped with advanced security systems, and populated by loyal Syndicate
members. The Resistance team must navigate the water surrounding the ship,
plant explosives on its vulnerable hull, infiltrate the ship undetected, extract a
high-value prisoner, and finally detonate the explosives before the ship sets sail.

Zones and Environments


The Bay: The starting point for the team navigating potential encounters with
patrol boats and shore-based patrols.

Underwater Breach Point: The designated zone where they must plant explosives
on the ship's hull.

Cargo Hold: A vast area within the ship where the prisoner is likely held, heavily
guarded by Syndicate personnel.

Bridge and Control Room: The nerve center of the ship, housing critical systems
and surveillance infrastructure.

Engine Room: A hazardous zone with machinery and potential environmental


hazards that the team may need to navigate or sabotage.

Escape Route: Swedish Cruises Dock

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Military Grade Diver Propulsion Vehicle (DPV)

Scenario Flow
Infiltration: The team covertly approaches the ship, navigating past patrol boats
and shore patrols avoiding detection.

Underwater Insertion: Using specialized equipment, the team enters the water
near the ship and dives to the designated underwater access point.

Planting Explosives: The team strategically places the explosives on the ship's hull,
ensuring their proper activation and timing.

Rescue Operation: The team moves through the ship's various zones, confronting
Syndicate guards, bypassing security measures, and locating and extracting the
high-value prisoner.

Extraction: With the prisoner in tow, the team makes their escape.

Win/Lose Conditions
1. Rescue the Hostage
2. Sink the Ship

Completing both to win, one to tie, none to lose.

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Characters

Captain Gabriel Stone: The enigmatic captain of the "Veritas," known for his ruthless
tactics and unwavering loyalty to the Syndicate.

Aspects:
High-ranking Syndicate Captain
Tougher than the Sea*
Ruthless and Fearless Leader

Skills:
• Provoke +4
• Fight +3
• Will +2
• Contacts +2
• Physique +5*

Stunts:
Intimidating Presence: Gain +2 to Provoke when attempting to intimidate others.

*Has 7 stress boxes with 3 mild consequences, 1 moderate consequence, and one
severe consequence.

Agent Natalia Romanov: A highly trained Syndicate operative and the primary
antagonist, determined to thwart the Resistance team's plans.

Aspects:
Deadly Syndicate Operative
Master of Stealth and Combat
Speed over Strength

Skills:
• Stealth +4
• Fight +3
• Notice +2
• Athletics +2
• Will +1
• Shoot +4

Stunts:
Silent Predator: Gain +2 to Stealth when attempting to remain undetected.

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Dr. Abina Dominah
The high-value prisoner held captive on the ship, possessing critical information
that could expose the Syndicate's operations.

Aspects
Brilliant Scientist with Critical Knowledge
Physically and Mentally Strained

Skills
• Academics +5
• Will +3
• Investigate +2
• Empathy +2
• Provoke +1

Stunts:
Research Savant: Gain +2 to Academics when conducting research or accessing
specialized knowledge.

Not all grenades are lethal, but flashbangs and smoke grenades can make raids successful.

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Mission: Tuk It to the Limit (Scenario & NPCs)
Port-of-Call: Isla Belleza
The team is thrust into a High Speed Tuk-Tuk Chase through the vibrant streets of a
bustling port city on Isla Belleza. When a Resistance operative's cover is
compromised, the team must extract the operative and escape the clutches of the
dangerous Syndicate and their extensive network of informants.

Equipped with an iconic tuk-tuk vehicle, the team embarks on a winner-takes-all


escape, weaving through narrow alleyways, navigating chaotic traffic, and evading
relentless pursuers. As the adrenaline surges and the city becomes their
playground, the team must rely on their (or their driver’s) exceptional driving skills
and quick thinking to outmaneuver the Syndicate and make their escape.

Preferring to keep a low profile, the Syndicate team will not follow the team into
businesses like hotels or banks and will not follow the team into the cruise line
terminal.

Tuk-Tuk World Speed Record


The tuk-tuk world record for speed is 74.306 mph. (119.584 km/h)

Source: https://www.guinnessworldrecords.com/news/2019/5/watch-the-worlds-
fastest-tuk-tuk-reach-its-record-breaking-119-kmh

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METTT-C Analysis:
Mission: Escape the Syndicate's pursuit, safeguard the undercover operative
“Susurro,” and elude their network of informants.

Enemy: The team faces a formidable and relentless Syndicate force led by Oscar
Hidalgo determined to capture or eliminate the undercover operative and the
team. The Syndicate's enforcers, armed with both skill and tenacity, will utilize a
variety of vehicles and tactics to apprehend the team.

Terrain: The mission takes place in a dynamic urban environment, featuring


narrow alleyways, bustling marketplaces, congested streets, and potential
obstacles. The team must navigate these challenging terrains while maintaining
control of the tuk-tuk.

Time: The team faces a race against the clock as they strive to outrun the
Syndicate's pursuit and reach a safe location before they are captured. Every
second counts as they maneuver through the city's labyrinthine streets.

Civilian Considerations: The team must balance their need for speed and evasion
with the safety of innocent bystanders.

Scenes:
Alert and Escape: As per their mission objective, the team begins their scheduled
meeting with Elena "Susurro" Morales, but are discovered by Oscar Hidalgo. They
must quickly react and use a nearby Tuk-Tuk to evade Hidalgo and his team of
pursuers.

High-Speed Pursuit: The team embarks on a high-speed chase through the city's
streets, utilizing their tuk-tuk’s agility and speed to outmaneuver the Syndicate
tuk-tuks and other vehicles. They must navigate sharp turns, narrow alleyways,
and avoid obstacles while maintaining control and evading pursuers.

Syndicate Interference: The Syndicate deploys various tactics to impede the


team's progress. This may include roadblocks, ambushes, or enforcers on
motorcycles attempting to intercept the team. The team must adapt, think quickly,
and find alternative routes to stay ahead.

Tactical Evasion: If the team temporarily takes shelter in a safe zone (like a hotel
parking garage) they must strategically plan evasive maneuvers, using the city's
layout and Elena’s knowledge of the area to gain an advantage.

Final Dash to Safety: The team pushes their tuk-tuks to the limit, until they can
evade the pursuers long enough to enter the cruise line terminal.

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Elena "Susurro" Morales
High Concept: Undercover Operative in Deep Cover
Trouble: A Web of Deception Threatens to Unravel

Skills:
Deceive: Great (+4)
Contacts: Good (+3)
Stealth: Good (+3)
Investigate: Great (+4)
Shoot: Fair (+2)
Rapport: Good (+3)

Stunts:
Master of Disguise: +2 to Deceive rolls when assuming a new identity or
impersonating someone else.

Shadow Walker: +2 to Stealth rolls when attempting to remain undetected or


move silently.

Oscar Hidalgo
High Concept: Relentless Tuk-Tuk Syndicate Driver
Trouble: Ruthless Pursuer with No Mercy

Skills:
Drive: Great (+4)
Fight: Good (+3)
Notice: Good (+3)
Athletics: Fair (+2)
Shoot: Fair (+2)
Provoke: Average (+1)

Stunts:
Fearless Maneuvering: +2 to Drive rolls when performing dangerous and daring
maneuvers with a tuk-tuk.

Ruthless Pursuit: +2 to Shoot rolls when engaged in combat while driving a tuk-
tuk.

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Optional Tuk-Tuk Upgrades
If the team is cut-off from the cruise ship but currently hidden, Carlos can use his
contacts skills to have local mechanical wizards upgrade his Tuk-Tuk before the
final dash to safety.

Turbo Boost: Install a powerful nitrous oxide system that provides a temporary
speed boost to the tuk-tuk.

Off-Road Suspension: Upgrade the suspension system to handle rough terrains


and off-road adventures.

Smoke Screen: Equip the tuk-tuk with a smoke generator to create a thick smoke
screen, obscuring vision for pursuers.

Oil Slick Dispenser: Install a mechanism that dispenses oil slicks to make it difficult
for pursuers to maintain control.

Tuk-Tuk Minigun: Mount a small turret with a rapid-firing tennis ball launcher
minigun on the roof of the tuk-tuk.

Rocket Launcher: Install a hidden compartment with a launcher capable of firing


small bottle rockets.

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Optional Hired Driver: Carlos "Turbo" Silva
High Concept: Fearless Tuk-Tuk Driver
Trouble: Fearless Tuk-Tuk Driver

Skills:
Drive: Great (+4)
Athletics: Good (+3)
Notice: Fair (+2)
Contacts: Great (+4)

Stunts:
Tuk-Tuk Daredevil: When driving a tuk-tuk in a daring and reckless manner, gain a
+2 bonus to Drive rolls to overcome obstacles or create advantages.

Streetwise Connections: Once per session, Turbo can use his Contacts skill to gain
useful information or acquire needed resources in the local street racing and
underground scene.

Switzerland: Everyone knows Carlos only does what his passengers tell him so no
one seeks revenge on him even if he drives their enemies to safety.

Get The Tuk Out Of There: Instantly able to get the Tuk-Tuk out of mud, a ditch, or
a hole.

Game Master: This is the last pre-made mission for Sun, Sand, & Stilettos, but you
can always create new ports and on-board missions for the team.

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Mission: Meltdown (Scenario)
Brief Overview for Game Master
This mission can set the stage for the wasteland settings of the game world.
Factions, enemies, technological levels, and locations are wide open for creation
by you or in conjunction with the players.

In the "Meltdown" mission, the Resistance team is tasked with a critical objective
of rendering a failing, enemy-occupied nuclear power plant safe.

The reactor is in the borders of a post-apocalyptic wasteland zone where the local
population has lost control, and the power plant is in the hands of a hostile force.
The local Dam that provides water for the reactor’s cooling is also in the hands of a
hostile force, but not necessarily the same force that controls the reactor.

You can also rachet up the technological details if your players enjoy intellectual
challenges, like blow-by-blow descriptions of the stages of a meltdown in progress
or the decommissioning of the nuclear power plant. You can also include radiation
suits, dosimeters, and even radiation sickness conditions.

And since plutonium is a byproduct of uranium, you can always plan a follow-up
mission to follow the trail of a terrorist group that has taken it from the site.

200
METTT-C Analysis

Mission: The team must ensure that the nuclear material remains cooled and
prevent a catastrophic meltdown.

Two potential solutions are:

• The team attacks the power plant and gains access to the reactor. They must
initiate a safe reactor shutdown and will also need to arm, equip, and train the
local population to defend the site and continue the decommissioning
process.

• The team attacks the dam and floods the entire power plant region.
o If they gain full control of the dam, they can open the floodgates
to flood the entire area around and including the reactor.
(Nuclear power plants are often built near dams to allow
emergency flooding of the plant in case of meltdown.)
o If the team can’t or doesn’t want to completely displace the
dam’s occupying force, they can breach the dam with explosives
or artillery.
o In either event, they must evacuate the people living in the flood
zone before the dam is detonated.

Enemy:
• Local opposition force(s) trying to maintain control over the reactor, in a
futile attempt to control power supply in the region.
• Local opposition forces trying to maintain control of the dam in a sound
attempt to control power supply in the region.
• Potential other factions seeking to seize the nuclear material for their own
purposes.

Terrain:
• Post-apocalyptic wasteland zones with hazardous conditions and limited
resources.
• The dam and the nuclear reactor plant are key locations.

Troops:
• Resistance team members with skills in demolitions, engineering, and
evacuation operations are helpful. NPC experts can be attached to the
team if needed.
• Local residents who can provide intel or assistance.

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Time:
• A race against time to prevent the nuclear reactor from overheating and
melting down.
• Balancing the urgency of the mission with the potential need to ensure
safe evacuation of the flood zone.
• Avoiding exposure to potentially lethal levels of radiation for too long.

Civilian Considerations:
• The safety and well-being of the civilians in the flood zone is a priority.
• Minimizing collateral damage and ensuring the evacuation process is
efficient and secure.

Zones and Environments

Wasteland Zone: An apocalypse-in-progress area with hazardous conditions,


limited resources, and roaming factions.

Nuclear Reactor Plant: A relatively modern facility with compromised safety


systems.

Dam: The key structure that, when opened or destroyed, will initiate controlled
flooding.

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Gameplay Mechanics
This is a great opportunity for one or more countdowns:

1. Countdown to meltdown.
2. Countdown to blowing/opening the dam.
3. Countdown tied to radiation exposure.

Win/Lose Conditions

Win
• The team safely gains control of the reactor, initiates a controlled shut-
down, and trains the local population to defend the site and continue the
decommissioning process.

or

• The team successfully floods the nuclear reactor, preventing a


catastrophic meltdown.
• The civilians are safely evacuated in case of meltdown or flooding.
• The team extracts without suffering major losses.

203
Lose
• The nuclear reactor experiences a meltdown, leading to disastrous
consequences.
• The civilians are unable to be evacuated in time to avoid a flood or
meltdown, resulting in significant casualties.
• The team fails to overcome the local opposition and is captured or
eliminated.
• The team takes lethal doses of radiation. (Potentially a sacrificial win,
though, if they were exposed while successfully completing the main
objectives.)

Resources
Severe accident management: https://www.iaea.org/topics/severe-accident-
management.

Decommissioning nuclear reactors is a long-term and costly process:


https://www.eia.gov/todayinenergy/detail.php?id=33792#:~:text=Decontaminatio
n%20(DECON)%20is%20the%20relatively,for%20separate%20storage%20and%20d
econtamination.

204
Decommissioning of Pools in Nuclear Facilities

205
Laser-Sight Accuracy and Flashlight Visibility aspects can be invoked to increase accuracy
and compelled to decrease stealth.

Mission: Game Theory (Scenario)


Commander's Intent
In the "Game Theory" mission, the Resistance team applies the principles of game
theory, a mathematical model of decision-making, to exploit the Syndicate's
internal dynamics. By manipulating the Syndicate's factions using concepts like the
Prisoner's Dilemma, they strategically create incentives for self-interest and
division, disrupting the organization's unity and increasing the team's chances of
success.

Infiltrate the Syndicate's fortified island, execute a military strike, and make it
appear as if the attack was carried out by Syndicate troops under the command of
another Syndicate Director other than Attila/Emily. The objective is to keep the
Directors from co-operating while maintaining the secrecy of the team's
involvement.

206
METTT-C Analysis

Mission:
• Infiltrate the Syndicate's fortified island.
• Execute a military strike.
• Make the attack appear as if it was carried out by Syndicate troops.

Enemy:
• The Syndicate faction led by a Director other than Attila/Emily
• Well-trained and heavily armed Syndicate forces
• Advanced surveillance and security systems

Terrain:
• Fortified island with multiple security layers
• Dense jungle surrounding the Syndicate base.
• Underground tunnels and secret passages

Troops:
• Resistance team members with specialized skills and training
• Infiltration experts, combat specialists, and technical operatives
• Equipment and weaponry suitable for covert operations

Time:
• Time-sensitive operation with a specific window of opportunity
• Need to synchronize actions with external factors.
• Adherence to strict timelines for mission success

Civilian Considerations:
No known civilians on the island, but the possibility remains.

Scenario Overview
The Resistance team will embark on a daring mission to infiltrate the Syndicate's
fortified island. They must execute a carefully planned military strike on key
Syndicate targets, all while making it appear as if the attack was carried out by
Syndicate troops under the command of rival Director. The mission will require
stealth, precision, and enough understanding of the Syndicate's operations to
frame a Director.

207
Zones and Environments

Syndicate Headquarters: heavily fortified central command of the Syndicate.

Weapons Depot: Storage facility for advanced weaponry and equipment.

Communications Center: Hub for Syndicate's secure communications network.

Jungle Outskirts: Dense vegetation surrounding the Syndicate base.

Underground Tunnels: Secret passages and hidden escape routes.

Scenario Flow

Infiltration: The team must covertly breach the Syndicate's defenses and gain
entry to the island.

Intelligence Gathering: Gather crucial information on Syndicate targets and their


movements.

Target Identification: Identify key Syndicate locations and high-value targets.

Military Strike: Execute a precise and coordinated attack on Syndicate targets.

Cover-Up: Manipulate evidence and create a narrative to make it appear as if the


attack was carried out by Syndicate forces.

Extraction: Escape the island undetected, leaving the Directorate in disarray.


Gameplay Mechanics:

Win/Lose Conditions

Win: Successfully complete the military strike, create the illusion of Syndicate
involvement, and extract the team without detection.
Lose: Get discovered by the Syndicate, fail to complete the objectives, or cause
significant avoidable civilian casualties.

Player Guidance:
• Emphasize stealth and careful planning to avoid detection.
• Encourage teamwork and coordination for successful execution of the
mission.
• Use opportunities for creative problem-solving and unexpected twists.

208
Notes for the Game Master:
• Preparing detailed maps and descriptions of Syndicate installations and
key locations will help with action flow.
• Create a sense of tension and danger with the Syndicate's advanced
security measures.
• Provide opportunities for strategic decision-making and unexpected
challenges.

Javelin Anti-Tank Missile

209
Mission: Sled Dog (Scenario)
Commander’s Intent
In this campaign, set in the Arctic region, the Resistance team must embark on a
Race Against Time to intercept a Syndicate convoy transporting a stolen prototype
weapon. Their mission is to recover the weapon and prevent its use against
innocent civilians. The team will face a high stakes chase and a race against the
countdown of the weapon's self-destruct mechanism.

METTT-C Analysis
Mission: Intercept the Syndicate convoy, recover the stolen prototype weapon,
and protect civilians.

Enemy: Syndicate operatives skilled in Arctic Warfare.

Terrain: Treacherous arctic terrain with icy roads, snowstorms, and extreme
weather conditions.

Troops: The Resistance team consists of skilled operatives with expertise in driving,
combat, and technical knowledge.

Time: The team is under strict time constraints, racing against the countdown of a
self-destruct mechanism or deployment of the weapon.

Civilian Considerations: Protecting innocent civilians from the potential harm


caused by the stolen weapon.

210
Scenario Overview
The campaign takes place in the Arctic, with key locations including icy roads,
snow-covered landscapes, deep ice-covered oceans, or hidden Syndicate bases.

Major events include the initial ambush on the Syndicate convoy, the intense
chase sequence, and the final showdown at the weapon's location.

Icy Roads: Slippery and hazardous terrain where the chase unfolds.

Snow-Covered Landscapes: Vast, open areas with limited visibility and potential
for ambushes.

Deep Ice-Covered Oceans: Some of the chases may be underwater, or in the case
of an ice-breaker ship being pursued across the ice.

Hidden Syndicate Bases: Secret facilities where the stolen weapon may be hidden.

Vehicles: Can include anything from dog-sled teams to hovercrafts to helicopters


to submarines below the ice.

Scenario Flow

Ambush: The Resistance team initiates an ambush on the Syndicate convoy to


disrupt their progress.

Chase Sequence: The team engages in a high-speed pursuit, overcoming obstacles


and battling Syndicate reinforcements.

Countdown Pressure: The team must reach the weapon's location before the self-
destruct mechanism is activated.

Final Showdown: A climactic confrontation occurs between the Resistance team


and the Syndicate forces guarding the weapon. Or against the weapon.

211
Win
The team successfully intercepts the convoy, recovers the prototype weapon, and
prevents its use against civilians.

Lose
The team fails to reach the weapon in time, allowing the Syndicate to escape with
the prototype or activate its self-destruct mechanism.

Depending on the prototype weapon you choose, you can have the team face it in battle.

212
Declassified/Experimental Tech is a great way to unleash player and Game Master imagination.

213
Additional Mission Premises
Just One Drop
Engage and neutralize a key Syndicate stronghold responsible for Black Veil distribution.
Execute coordinated assaults, eliminate high-value targets, and seize control of a sample of
Black Veil. Mechanized Combat teams may be mounted (use vehicles) or dismounted. They
face combat troops, navigate hostile territory, counter defensive measures, and maintain
team cohesion under intense firefights.

Pandora’s Cure
After obtaining a sample of Black Veil, the team must navigate the complex task of finding
someone capable of replicating Black Veil, whether through negotiating with governmental
organizations for access to specialized research facilities, persuading retired scientists to
lend their expertise to the cause, or capturing Syndicate scientists and convincing them to
cooperate in the replication process.

Shadow Dance
Extract a high-ranking Syndicate defector and their family from a heavily guarded
compound. Navigate through a labyrinth of security measures, outsmart Syndicate agents,
and ensure the safe extraction of valuable assets.

Ghost Protocol
Assume new identities and infiltrate a Syndicate gathering to gather intelligence on their
secrets. Blend in with the enemy, uncover their plans, and gather evidence to expose their
activities to the world.

214
Crimson Skies
Engage in aerial combat against Syndicate forces to establish air superiority and create a
diversion, allowing ground teams to infiltrate a highly fortified facility. Coordinate air and
ground assaults to cripple enemy defenses and achieve mission objectives.

Tunnel Rats
Infiltrate a Syndicate-controlled underground facility, navigating through intricate tunnels
and deadly traps to uncover their hidden secrets.

The Depths
Dive into the depths of the ocean to infiltrate a submerged Syndicate research facility.
Overcome extreme underwater conditions, combat hostile divers, and retrieve valuable
data to expose the Syndicate's underwater operations.

Blackout
Disable the Syndicate's advanced communications network to cripple their ability to
coordinate and respond effectively.

Storm Breaker
Exploit a raging storm as cover to infiltrate a heavily guarded Syndicate port facility, where a
massive weapons shipment is being prepared for distribution. Utilize the chaotic weather
conditions to neutralize patrols, sabotage equipment, and secure or destroy the arsenal
before it can be used against the Resistance and innocent civilians.

Icebreaker
Navigate treacherous icy terrain to reach a remote Syndicate outpost responsible for arctic
weapon research. Overcome extreme weather conditions, evade patrols, and neutralize the
threat to prevent the Syndicate from gaining a strategic advantage.

Thunderstrike
Lead a lightning-fast assault on a Syndicate-controlled arms depot, neutralizing their
weapon supplies, and disrupting their logistics network. Strike swiftly and decisively to
cripple the enemy's ability to arm their forces.

Firestorm
Set ablaze a major Syndicate street-drug production facility to disrupt supply and break one
of their illicit revenue streams.

Thunderbolt
Conduct a lightning-fast assault on a Syndicate-controlled airfield, neutralizing their aerial
capabilities and securing valuable resources.

215
Fusebox
Conduct a surprise attack on a Syndicate-controlled Nation’s power plant to disrupt their
energy production capabilities. Coordinate with Resistance hackers, disable security
systems, and unleash chaos within the facility to create a diversion for other operations.

Nightfall
Launch a nighttime assault on an allied criminal organization to dismantle their human
trafficking network – a network they agreed to dismantle but didn’t.

Sentinel
Engage in a last-ditch battle against the Syndicate as they attempt to seize control of a
critical Resistance stronghold. Defend the outpost, repel enemy forces, and rally Resistance
fighters for a final showdown against the Syndicate's relentless assault.

Phoenix Rising
Assist a local Resistance group in liberating their area from Syndicate control, engaging in
guerrilla warfare tactics and hit-and-run operations.

Steel Tempest
Engage in a large-scale armored assault on a heavily fortified Syndicate stronghold to
dismantle their defenses and seize control of the area.

Crimson Dawn
Rescue a captured Resistance leader being transported by a heavily armed Syndicate
convoy, utilizing ambush tactics, and coordinated strikes.
Skyscraper
Infiltrate a Syndicate-controlled skyscraper to dismantle their network of informants and
disrupt their intelligence-gathering capabilities.

Safe Haven
Establish a safe zone for refugees fleeing the chaos around them. Provide essential supplies,
medical assistance, and security to ensure the well-being of displaced individuals. The team
must navigate volatile environments, manage limited resources, coordinate with local
communities, and protect the safe haven from Syndicate or other hostile force interference.

Shadow Hunter
Track down and capture or kill a high-ranking Syndicate assassin known for targeting key
Resistance members.

216
Epilogue: The Lifting Veil
In this moment of history, the Resistance stands as the unwavering beacon of
hope. They defy the darkness, united and determined. They will shatter the chains
of the Syndicate's control as they expose and defeat its empire and reclaim the
world from the Syndicate's grip.

With each step, they forge a path to a brighter tomorrow. Their courage knows no
bounds, their resolve unbreakable. They inspire others to rise, to join the cause
and fight for what is right. Together, they challenge the status quo, rebuilding a
world torn apart by greed and corruption.

Their mission is not over. Battles still await, wounds to heal. But they press on,
unyielding.

We can do this. We are doing this. The world belongs to us, the champions of light
and resilience. The legacy of the Drugfall Resistance lives on, a testament to the
power of unity and the unwavering strength of the human spirit.

217
Appendix A: PLAYER PASSENGER GUIDE
The following Player Passenger Guide may be copied for personal use only. It can
also be downloaded as an excerpt from https://javelinarc.com/drugfall.

218
PASSENGER GUIDE
© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

219
This is an excerpt from the roleplaying game Drugfall™: The Chemical Apocalypse Playtest Rulebook.
Written by Jared Hawk. © 2023 by Jared Hawk. All Rights Reserved.

This work is based on Fate Condensed (found at http://www.faterpg.com/), a product of Evil Hat
Productions, LLC, developed, authored, and edited by PK Sullivan, Lara Turner, Leonard Balsera, Fred
Hicks, Richard Bellingham, Robert Hanz, Ryan Macklin, and Sophie Lagacé, and licensed for our use
under the CreativeCommons Attribution 3.0 Unported license
(http://creativecommons.org/licenses/by/3.0/).

This work is based on Fate Core System and Fate Accelerated Edition (found at
http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by
Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda
Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons
Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

This work is based on the Fate Adversary Toolkit SRD (found at http://www.faterpg.com/), a product of
Evil Hat Productions, LLC, developed, authored, and edited by Brian Engard, Lara Turner, Joshua
Yearsley, and Anna Meade, and licensed for our use under the Creative Commons Attribution 3.0
Unported license(http://creativecommons.org/licenses/by/3.0/).

This work is based on the Fate System Toolkit (found at http://www.faterpg.com/), a product of Evil
HatProductions, LLC, developed, authored, and edited by Robert Donoghue, Brian Engard, Brennan
Taylor, Mike Olson, Mark Diaz Truman, Fred Hicks, and Matthew Gandy, and licensed for our use under
the CreativeCommons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

The Fate Core font is © Evil Hat Productions, LLC and is used with permission. The Four Actions icons
were designed by Jeremy Keller.

Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions,
LLC and is used with permission.

Disclaimer
This is an excerpt of Drugfall™: The Chemical Apocalypse Playtest Rulebook, A JAVELIN ARC Roleplaying
Game, and is meant for fictional game use only. The topics discussed in this book are intended for
educational, fictional, and entertainment purposes only. It is important to note that some of these
topics, such as heists, are illegal, while others may be dangerous, risky, or unethical. The characters
portrayed in this game are fictional experts, and their actions should not be replicated in real life. Any
illegal, dangerous, or unethical topics or training mentioned in this book are meant for in-game,
roleplaying use only. Furthermore, the accuracy of such information may vary.

By using this book, readers acknowledge and accept the above disclaimers, understanding that the
author, publisher, and any associated individuals or entities are released from any liability or claims that
may arise from the use or misuse of the information provided.

All gambling games are for entertainment purposes only. Please gamble responsibly, or better yet,
don’t gamble. Menus and food items are for fictional game-use only. Do not eat any endangered,
protected, or poisonous foods.

Do not attempt any illegal activities, endanger your safety or the safety of others, or engage in any
unethical behavior.

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

220
Welcome Aboard the Sjöfara Resor!

Your tropical paradise adventure with Swedish Cruises Sjöfara Resor awaits!

As your Captain, it is my honor to lead you on this unforgettable journey through


the sun-kissed islands and turquoise waters of the tropics.

Sit back, relax, and let us whisk you away to a world of breathtaking beauty and
rejuvenation. Join us as we embark on this extraordinary voyage to create
memories that will last a lifetime.

Yours sincerely,

SofiaEriksson
Captain Sofia Eriksson
Swedish Cruises Sjöfara Resor

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

221
Shipboard Attractions
Ödets Kasino: Step into the realm of chance and test your fate!*

Promenade Deck: The deck that wraps around the ship for leisurely strolls and
scenic views.

Sun Deck: The deck dedicated to sunbathing, lounging, and enjoying outdoor
activities.

Atrium: The central area of the ship with open space, featuring grand staircases,
shops, bars, and entertainment.

Main Pool Deck: The deck with the primary swimming pools and surrounding
loungers, featuring bars and water slides.

Spa and Wellness Center: The onboard facility that offers various spa treatments,
fitness equipment, and wellness programs.

Fitness Center: The designated area equipped with gym equipment and facilities.

Specialty Restaurants: Onboard dining venues that offer a higher level of service
and gourmet cuisine at an additional cost.

Show Lounge: The theater-style venue where you can enjoy live performances,
musicals, and other entertainment shows.

Observation Deck: A high-level deck or observation area offering panoramic views


of the surrounding ocean or port destinations.

Medical Bay: This luxurious and sterile environment is staffed by a team of skilled
medical professionals who are trained to handle a variety of medical emergencies.

Brig: The Brig aboard the cruise ship is a secure detention area designed to
temporarily hold individuals who pose a risk to themselves, others, or to the safety
and security of the vessel. Greg - Don’t print this in the welcome packet, it scares
the passengers!

*Disclaimer: All games are for entertainment purposes only. Please gamble
responsibly, or better yet, don’t gamble.
© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

222
Meet your Casino Manager, Maru Kobayashi. Disclaimer: All games are for entertainment
purposes only. Please gamble responsibly, or better yet, don’t gamble.

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

223
Ödets Kasino*
Step into the realm of chance and test your fate and density at Ödets Kasino. Will
you risk your fate points and reap the rewards? Located on Deck 8, our casino is
open 24 hours a day.

Blackjack
Roll four Fate™ Dice and use your Academics skill rating as a bonus! The player and
the dealer roll their dice, the higher result, taking into account skill modifiers, wins
the round.

Poker
Roll four Fate™ Dice and use your Deceive skill rating as a bonus! The player and
the dealer roll their dice, the higher result, taking into account skill modifiers, wins
the round.

Optionally, play a “friendly hand” where a winning PC gets ALL wagered fate points
from the other PCs, not just the dealer. Tie breakers may be needed.

Roulette
Roll four Fate™ Dice and use your Resources skill rating as a bonus! The player and
the dealer roll their dice, the higher result, taking into account skill modifiers, wins
the round.

Craps
Roll four Fate™ Dice and use your Athletics skill rating (for throwing the dice) as a
bonus! The player and the dealer roll their dice, the higher result, taking into
account skill modifiers, wins the round.

Baccarat
Roll four Fate™ Dice and use your Infiltration skill rating as a bonus! The player and
the dealer roll their dice, the higher result, taking into account skill modifiers, wins
the round.

Slot Machines
Roll four Fate™ Dice and use your Engineering (Crafts) skill rating as a bonus! The
player and the dealer roll their dice, the higher result, taking into account skill
modifiers, wins the round.

*Disclaimer: All games are for entertainment purposes only. Please gamble
responsibly, or better yet, don’t gamble.

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

224
Cruise Weapons & Gear
Carmen "Chispas" Morales is the Resistance Operative Quartermaster aboard the Sjöfara
Resor. She arranges weapons and equipment to be waiting for the team at each port,
though she herself never leaves the ship.

Requisitioning Gear
Gear and weapons can be ordered from the dining menu where each dish corresponds to a
specific piece or type of equipment that will be waiting on shore at a drop point.

Please note: For operational security, menu items are encoded (with hints) to indicate
what weapon or gear they correspond to. The Passenger Guide does not contain the
decrypted corresponding weapons and gear. Custom items not on the menu may also be
ordered, but they may not be available, or incur a cost.

Carmen "Chispas" Morales

High Concept: Lethal Latina Resistance Operative


Trouble: Shoot First, Talk Later

Aspects:
Lethal Latina Resistance Operative
Master of Infiltration and Coordination
Combat Enthusiast with a Knack for Firearms
Disguised as a Cruise Crew Member
The Hidden Arsenal

Skills:
Shoot: Superb (+5)
Athletics: Good (+3)
Burglary: Great (+4)
Contacts: Fair (+2)
Resources: Superb (+5)

Stunts:
Bullet Storm: Gains a +2 bonus when using Shoot to unleash a hail of gunfire with automatic
rifles.

Black Market Connections: Gains a +2 bonus when using Contacts to acquire weapons,
equipment, or other illicit goods.

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

225
Dining Menu (All Items Available 24 hours)*

Appetizers*
Bread - Freshly baked artisanal bread, served warm with a side of flavored butter.
Price: €4.50.

Crispy Avocado Mango Oasis - A refreshing and crispy salad featuring avocado and
mango, drizzled with a tangy dressing. Price: €14.00.

Freshly Caught Popcorn Shrimp - Succulent popcorn shrimp, it’s what you come to
the sea for. Price: €15.00.

Fresh Pineapples - A burst of tropical flavor, enjoy fresh pineapples, smoked, or


flash-fried upon request. Price: €6.50.

Hot Sauce - Add a kick to your dishes with our house-made Hot Sauce, available in
various spice levels. Price: €3.00.

Ultimate Grilled Vegetables - A delightful medley of grilled vegetables, bursting


with flavors. Price: €15.00.

Breakfast*
Breakfast Quesadilla with Scrambled Eggs and Chorizo - A hearty breakfast
option, featuring a quesadilla filled with scrambled eggs, savory chorizo, and
melted cheese. Price: €10.50.

Fluffy Pancake Stack - A tower of fluffy pancakes drizzled with maple syrup and
topped with fresh berries and a dollop of whipped cream. Price: €7.50

Lunch*
Sub Sandwich with Dill Pickle Vinaigrette - Price: €11.50.

Hot Dog – Can you handle our selection of Hot Dogs? We have spicy dogs with bite
and aromatic dogs that delight to rescue your palate. Price: €12.75

*Disclaimer: Menus and food items are for fictional game-use only. Do not eat
any endangered, protected, fictional, or poisonous foods.

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

226
Entrées*
Ultimate Unagi Verve - Delight in the tantalizing flavors of Unagi, expertly
prepared with a touch of flair. Price: €20.00.

Armored Catfish - A delectable dish featuring Armored Catfish, seasoned, and


grilled to enhance its natural flavors. Price: €17.50.

Candlefish - Experience the delicate flavors of Candlefish, grilled to perfection, and


served with aromatic herbs. Price: €19.00.

Cutthroat Eel - Savor the unique taste of Cutthroat Eel, expertly prepared and
seasoned. Price: €22.00.

Eggplant Parmigiana – Layers of eggplant, cheese, and tomato sauce come


together to create this comforting Italian dish. Price: €16.00.

Filefish – Boot up your tastebuds! Filefish is a delicate and flavorful fish, best
enjoyed with a light sauce. Price: €19.00.

Filter Fish Delight - A refreshing seafood dish featuring Filter Fish, served with a
delightful medley of vegetables. Price: €22.00.

Flying Fish with our Ultimate Avocado Vinaigrette - Soar to new heights of flavor
with Flying Fish, complemented by our signature Avocado Vinaigrette. Price:
€24.00.

Four Eyed Fish - A unique and eye-catching dish, Four Eyed Fish is as delicious as it
is intriguing. Price: €21.00.

Frequent Sea Delight - Tender conch meat sautéed to perfection, available as a


Large or Small Entrée. Price: €17.00 for Small, €25.00 for Large.

Fugu - An adventurous delicacy, Fugu is prepared with the utmost care and
expertise. Release of Liability Required. Price: €35.00.

Kokanee - Savor the delicate taste of Kokanee, expertly prepared and seasoned.
Price: €18.00.

*Disclaimer: Menus and food items are for fictional game-use only. Do not eat
any endangered, protected, fictional, or poisonous foods.
© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

227
Lungfish - Experience the unique taste and texture of Lungfish, prepared with an
exquisite sauce. Price: €23.00.

Rocky Mountain Oysters - Climb aboard and experience this adventurous delicacy.
Price: €13.00.

Ropefish - A delightful seafood dish featuring Ropefish, prepared with a delectable


sauce. Price: €18.00.

Sawfish - A culinary masterpiece, Sawfish is a dish that showcases the skills of our
chefs. Price: €30.00.

Shovelfish - A delightful seafood dish featuring Shovelfish, expertly seasoned and


grilled. Price: €21.00.

Sleeper Shark - Experience the bold and unique flavors of Sleeper Shark, expertly
prepared and served. Price: €35.00.

Spinefoot - A delectable seafood dish featuring Spinefoot, served with a medley of


grilled vegetables. Price: €19.00.

Surgeon Fish - Savor the delicate flavors of Surgeon Fish, expertly prepared and
seasoned. Price: €20.00.

Swift Sailfish - A culinary masterpiece featuring Swift Sailfish, prepared with a


burst of bold flavors. Price: €26.00.

Telescopefish - A dish that offers a unique and extraordinary culinary experience.


Price: €24.00.

Triggerfish - Experience the exquisite taste of Triggerfish, expertly seasoned and


grilled. Price: €22.00.

Tripod Fish - Price: €35.00.

*Disclaimer: Menus and food items are for fictional game-use only. Do not eat
any endangered, protected, fictional, or poisonous foods.
© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

228
Beverages*
Café Mocha Delight - A rich and creamy blend of espresso, steamed milk, and
chocolate syrup, topped with whipped cream and a dusting of cocoa powder.
Price: €4.75

Diffused Water - Experience the refreshing taste of Diffused Water, served chilled
and infused with natural flavors. Price: €3.50.

Mai Tai - A tropical cocktail that transports you to the islands with its delightful
flavors. Price: €10.50.

Screwdriver - A classic cocktail that combines vodka and orange juice for a
refreshing drink. Price: €9.00.

Tropical Breeze Smoothie - A refreshing blend of pineapple, mango, banana, and


coconut milk, topped with a sprinkle of toasted coconut flakes. Price: €5.00

Desserts*
7 Layered Cake - A scrumptious cake with seven laddered layers of moist and
flavorful goodness, sandwiched with creamy fillings and topped with a delectable
frosting. Price: €25.00

Crème Brûlée - A classic French dessert with a creamy custard base topped with a
caramelized sugar crust. Price: €9.00.

Chocolate Covered Beetles - A unique and adventurous treat, where crunchy


beetles are coated in luscious chocolate. Price: €5.00.

Elephant Ears - A delightful pastry treat, Elephant Ears are crispy and sweet,
perfect for sharing. Price: €5.50.

Key Lime Pie – Pick this tangy and refreshing dessert, Key Lime Pie is the perfect
finale to any meal. Price: €8.00.

*Disclaimer: Menus and food items are for fictional game-use only. Do not eat
any endangered, protected, fictional, or poisonous foods.

© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

229
© 2023 by Jared Hawk. All Rights Reserved. This may be copied for personal use only.

230
Appendix B: Fate™ Dice vs D6-D6
Drugfall uses Fate Dice™ or FUDGE Dice when characters act. Fate dice are six-
sided dice with two 0 sides, two + sides, and two - sides. One set of four dice
(referred to as 4DF) will work fine, but one set per player is ideal.

D6-D6
For a more deadly option, take two six-sided dice of different colors. Designate one
as the positive die and the other as the negative, and roll. Subtract the negative
from the positive to get a result of -5 to +5. Doubles are always a zero. It’s
“swingier” than four Fate dice, and the range is broader, but it’s close enough for
jazz.

To see how these two methods compare, I made 100 rolls with each set of dice:

Fate™ Dice D6-D6


Result Result
Roll 1 2 -5
Roll 2 1 -4
Roll 3 -1 -1
Roll 4 3 -3
Roll 5 -1 -2
Roll 6 1 -3
Roll 7 3 -3
Roll 8 1 0
Roll 9 -1 3
Roll 10 -4 2
Roll 11 0 5
Roll 12 -2 4
Roll 13 -2 -5
Roll 14 0 2
Roll 15 1 1
Roll 16 0 1
Roll 17 0 -3
Roll 18 2 -1
Roll 19 -1 2
Roll 20 4 4
Roll 21 0 5

231
Fate™ Dice D6-D6
Result Result
Roll 22 0 -4
Roll 23 -1 4
Roll 24 2 -1
Roll 25 2 -2
Roll 26 -1 -1
Roll 27 -2 0
Roll 28 -2 -1
Roll 29 2 3
Roll 30 1 -1
Roll 31 -2 -3
Roll 32 -1 -2
Roll 33 0 -2
Roll 34 1 -2
Roll 35 1 4
Roll 36 1 3
Roll 37 0 2
Roll 38 0 5
Roll 39 2 -2
Roll 40 -1 -1
Roll 41 1 1
Roll 42 0 0
Roll 43 -1 1
Roll 44 3 0
Roll 45 -1 -4
Roll 46 -2 1
Roll 47 -2 -4
Roll 48 0 3
Roll 49 0 1
Roll 50 0 1
Roll 51 0 -1
Roll 52 -1 -2
Roll 53 0 -3
Roll 54 -2 2

232
Fate™ Dice D6-D6
Result Result
Roll 55 4 0
Roll 56 -2 -3
Roll 57 0 -1
Roll 58 2 -2
Roll 59 0 -1
Roll 60 0 -5
Roll 61 0 0
Roll 62 -2 1
Roll 63 0 -2
Roll 64 -3 5
Roll 65 -1 4
Roll 66 -2 5
Roll 67 -1 0
Roll 68 -1 -1
Roll 69 0 -3
Roll 70 1 0
Roll 71 -2 0
Roll 72 1 -5
Roll 73 -4 3
Roll 74 -1 0
Roll 75 2 1
Roll 76 1 -2
Roll 77 0 2
Roll 78 0 2
Roll 79 2 3
Roll 80 1 0
Roll 81 1 1
Roll 82 1 -1
Roll 83 1 4
Roll 84 -1 1
Roll 85 -4 0
Roll 86 0 -1
Roll 87 1 -1

233
Fate™ Dice D6-D6
Result Result
Roll 88 -1 4
Roll 89 0 1
Roll 90 1 1
Roll 91 -3 1
Roll 92 2 1
Roll 93 -1 -3
Roll 94 -4 -1
Roll 95 2 5
Roll 96 0 -5
Roll 97 0 -3
Roll 98* 0 4
Roll 99 1 -1
Roll 100 3 2
Total -3 4

*This is when my Fitbit told me I was earning


zone minutes

Number of times each result occurred:


Dice # of Times Rolled with Fate™ # of Times rolled with D6-
Result Dice D6
5 6
4 2 8
3 4 6
2 11 8
1 19 15
0 28 12
-1 18 16
-2 12 10
-3 2 10
-4 4 4
-5 5

234
A Do-it-yourself Dice Option
Another option is using permanent marker on regular dice: / = -, X=+, 1=0.
To my knowledge, this idea was first created by Jonathan Walton in “Baby's First
Fudge Dice.”

Even MORE Dice Options


For even more complicated options, I recommend reading ROLLING THE DICE on
Open Gaming Network.

235
A Heartfelt Thank You to…
The First Elite Resistance Team: The Fabulous Five, fabulous players and fabulous
people. In clockwise order, they are Veronica “Dial Tone” my bestie and most
enthusiastic play tester; LeeAnn “Bits” my one and only (And the reason Ramiro
doesn’t swear); Tarah “Glitter” one of the best examples of thoughtfulness in the
world; Steve “Glowbug” an awesome friend and role model of parenting while
being cool; and Denise “Tiptoe” an awesome friend and role model of parenting
while being cool. The Waterfront mission is based on our first session.

My AOA Teammates: Nate “Skeletor” for being a great brother, friend and Catan
spoiler co-conspirator and Adam “Goose” for giving me my call sign, bringing me
into the team, and ultimately the family. I’ll always answer to “Bushmaster.”
You’ll always be my brothers. Molon Labe.

Three Awesome Companies: Thanks to the folks at Evil Hat for making such an
awesome game system. Check out All About Games where I bought my first Fate
books and games. All About Games is what I think of when someone talks about
Table-top Roleplaying Games. And, of course, DriveThruRPG.

The International Atomic Energy Agency (IAEA) and the U. S. Mission to


International Organizations in Vienna (UNVIE) IAEA Affairs Section for granting
me access to use the IAEA’s nuclear reactor simulators for research. Look for more
nuclear-themed missions like Meltdown to come.

And thanks to: Joseph for being excited to play my games and being my little
brother - don’t forget to “Power Up” under the living room lamp. The talented,
awesome, and one-of-a-kind Thera - one of the soldiers in this book always
reminds me of you. (I’ll let you guess which one.) Justin for your feedback and
helping me talk through game elements. And to the one-of-a-kind, amazing Mike
F., the first customer of Drugfall. And K9 Officer E, his wife E, and his dog E for
clarification on law enforcement dog capabilities.

And to you, the players. I hope you save the world.

236
INDEX
Actions ..................................................... 50 223, 224, 226, 227, 228, 229
Advancement .......................................... 77 Discovering and Modifying Motivations 100
Allies ........................................................ 93 Distractions .............................................. 88
Aspects .... 28, 54, 56, 57, 58, 59, 61, 66, 94, dogs ................................. 20, 106, 107, 162
132, 134, 136, 139, 151, 158, 160, 168, Earning Fate Points .................................. 58
169, 172, 185, 186, 192, 193, 225 Embedded Specialist NPC Team Members
Aspects and Fate Points ........................... 56 ............................................................ 39
Aspects Are Always True ........................... 56 Ending a Conflict ...................................... 76
Attack ................................. 50, 53, 106, 135 Equipment List ....................................... 108
Big Bads and Other Threats.................... 129 Events and Decisions ............................... 60
Black Veil . 19, 20, 23, 26, 51, 107, 124, 146, exchanges ................................................ 66
147, 148, 149, 183, 214 Expendable Minion Armor ..................... 138
Blank Character Sheet ............................. 40 Extra Effort Rule ....................................... 89
Blocks ...................................................... 86 Extras ....................................................... 91
bogus rule ......................... 27, 45, 46, 56, 92 Failure ...................................................... 47
Bomb Disposal ....................................... 111 fate points 29, 34, 58, 59, 76, 100, 127, 129,
Boosts ...................................................... 57 159, 172, 224
Bosses .................................................... 131 Fate Points ....................................... 29, 153
Breakthroughs ......................................... 77 Fate-Fractal .............................................. 91
Bronze Rule ............................................. 91 Fiction First .............................................. 49
Building Breaching ................................. 114 Fillers ..................................................... 131
Canine Companions ............................... 106 Free Aspects ............................................. 30
Challenge or Contest Immunity ............. 138 Full Defense ............................................. 81
Challenges ............................ 63, 68, 69, 101 Game Master . 24, 26, 29, 91, 126, 143, 153,
Changing Characters Mid-Mission ........... 38 159, 161, 167, 172, 179, 180, 184, 200,
Character Aspects .................................... 57 209, 213
Characters ............................................... 27 Game Master's Fate Points ..................... 129
Chases ..................................................... 98 Gear ..........................92, 108, 160, 164, 225
Compels ........................................ 59, 60, 61 Getting Taken Out..................................... 74
Conceding ................................................ 75 Group Vehicles ......................................... 96
Conflicts ................................ 63, 70, 71, 101 Hazards .................................................... 86
Consequences . 28, 57, 72, 76, 93, 133, 135, Heists ..................................................... 117
137, 140 High Concept ........................................... 29
Contests ................................ 63, 66, 69, 101 Hitters .................................................... 131
Countdowns ............................................ 84 Hostage Negotiation .............................. 119
Create an Advantage .......................... 25, 51 Hostile Invocations .................................. 59
Creating Advantages in a Contest ............ 70 Hostile Invocations or Compels? .............. 60
Criminal Recruits ..................................... 21 How Can I Add and Remove Aspects? ....... 61
Cruise...................................... 160, 172, 225 Improving Skill Ratings ............................. 78
D6-D6 ...................................................... 25 Invokes ............................................... 58, 65
Defend ........................................ 50, 54, 216 Invoking Aspects ....................................... 45
Dice........................... 25, 159, 231, 234, 235 Invoking to Declare Story Details ............. 59
Difficulty .......................................... 44, 127 Major NPCs............................................. 128
Difficulty and Opposition ......................... 44 Male Recruits ........................................... 21
difficulty of actions ................................ 127 Menu ..................................................... 162
Disclaimer .. 3, 105, 112, 115, 118, 120, 123, METTT-C and Scenario Preparation ....... 143
125, 159, 162, 163, 164, 165, 220, 222, Milestones ............................................... 77

237
Military Vehicles .................................... 109 Standard Fate Condensed Character Sheet
Minor NPCs ............................................ 128 ............................................................ 40
Mission .. 105, 143, 144, 167, 171, 175, 189, Stealing a Car ........................................... 97
195, 196, 200, 201, 206, 207, 210, 214, Stress 28, 36, 37, 71, 93, 133, 135, 137, 140
236 Stress and Consequences ......................... 37
Missions................................................. 108 Stunt Examples ........................................ 36
Modifying Instincts ................................ 100 Stunt Ideas ............................................... 36
Modifying the Dice................................... 45 Stunt List .................................................. 36
Motivations and Instincts ...................... 100 Stunts ..... 28, 34, 36, 46, 132, 133, 135, 136,
Multiple Characters Per Player ................ 38 140, 151, 156, 158, 160, 168, 169, 172,
NPCs ...................................................... 128 177, 185, 186, 192, 193, 197, 199, 225
Obstacles ................................................. 85 Success..................................................... 49
Ödets Kasino.......................................... 159 Success at a major cost ............................ 47
off the page ..................................... 84, 153 Success at a minor cost ............................ 48
Opposition ..................................44, 89, 127 Success with Style .................................... 49
Other Kinds of Aspects ............................. 61 Syndicate . 18, 20, 21, 22, 23, 47, 52, 54, 63,
Outcomes ................................................ 46 75, 101, 103, 108, 136, 143, 144, 145,
Overcome ........................... 50, 51, 167, 215 146, 147, 149, 150, 167, 169, 175, 176,
Partial Success ......................................... 48 180, 183, 184, 186, 189, 190, 191, 192,
Permanent vs. Temporary Allies .............. 93 193, 195, 196, 197, 206, 207, 208, 209,
Recovering from Conflicts ........................ 76 210, 211, 212, 214, 215, 216, 217
Refresh .................................................... 34 Take a Hit .................................................. 48
Relationship ............................................. 29 taken out .................................................. 74
Rescuing Hostages ................................. 121 Taking Action, Rolling the Dice................... 43
Resistance.. 20, 21, 23, 38, 49, 87, 101, 103, Taking Harm ............................................. 71
124, 125, 126, 143, 144, 145, 147, 151, Teamwork ................................................ 68
160, 176, 180, 183, 184, 189, 190, 192, The Adjective Ladder ............................... 31
195, 200, 201, 206, 207, 210, 211, 215, The Chase Track ....................................... 98
216, 217, 225, 236 The Drugfall Character Sheet ................... 40
Safety Tools.............................................. 27 The Ellipsis Trick ....................................... 58
Sample Character Sheet .......................... 40 The Resistance ......................................... 20
Scale ...................................................... 102 The Syndicate........................................... 20
Script Change RPG Toolbox ..................... 27 The X-Card ............................................... 27
Session Zero ...................................... 26, 38 Threats ................................................... 131
Sessions and Arcs ..................................... 79 Tie 48, 159
Setting ..................................................... 26 Time Shifts ............................................... 90
Setting Difficulty and Opposition ........... 127 Trouble .................................................... 29
Setting Up Scenes .................................... 64 Turn Order ............................................... 66
Shipboard Attractions............................ 157 Using Stunts ............................................. 46
Sidekicks .................................................. 93 Vehicle Damage ....................................... 97
Simple Failure .......................................... 47 Vehicles ........... 91, 94, 95, 97, 108, 162, 211
Situation Aspects................................ 57, 65 Violent Conflict Mediation ..................... 124
Sjöfara Resor ..........................156, 160, 225 Ways to Handle Multiple Targets ............. 82
Skill List .................................................... 31 Weapon and Armor Ratings ...................... 81
Skills ... 28, 30, 107, 132, 134, 136, 140, 151, Weapons .................108, 160, 163, 208, 225
156, 158, 160, 168, 169, 172, 177, 185, What Can I Do with Aspects?.................... 58
186, 192, 193, 197, 199, 225 What Kinds of Aspects Are There? ........... 57
Social Conflict ........................................ 100 Writing Stunts .......................................... 35
Solo Bonus ............................................. 139 Zone Aspects ............................................ 65
Special Gear Extras .................................. 92 Zones .......... 64, 66, 144, 176, 190, 202, 208

238

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