Battle Century Z (Bookmarked)
Battle Century Z (Bookmarked)
Battle Century Z (Bookmarked)
Kickstarter Backers: Connie Tang, Fearghal Casey, Raymond Webster, Salvador del Cos, Guillermo Cáceres Reverte, Alex
Norris, devilmaydry, Brandon Carlstead, John Palmer, Mark S, Stew Wilson, Rémi D’Amours, Matt Shortess, Ben Hale, Markus
Viklund, Hunter4242, Jason Quintanilla, Jacob Olbert, PhantasticSoul, locomono9, Andrew Rock, Joshua Crowe, Eoin Burke,
Ryan H, Gareth Davies, Jared Ritter, Alex Miller-Clendon, Grant Chen, Kimberley Smith, Ewen Cluney, Mark Parker, Bobby
Agans, Jason, Andrew Fanton, Mitchell Jones, Chris Mitchell, Joseph Ashley, Alexander Slatin, Daniel B Cowden, taichara, Alber-
to de Jesus, Pablo Palacios, Darzoni, Derek Alligre, Ray Spitz, codingTornado, Incandescent Imaginarium, Hobo, Xie Belvoule,
Oliver Rowson, Lisa Engelhardt, Captain Pete, David Terhune, Andrea Martinelli, Steven Warble, YP Lim, Pineapple Steak, Marc
Tetlow, Michae l Andrews, Jack Gulick, Carl Talbot, Joe l Verde, Jonathan McGrath, Borna Pekaric, Ari Schumer.
Special Thanks to the Nine Great Battle Century Generals who made this book possible:
The Battle Century Guardians The Battle Century Gearheads The Battle Century Gamers
In memory of Jeff Bogenschutz, A man who loved his son’s stories of giant robots.
This is a work of fiction. Names, characters, businesses, places, events and incidents are either the products of
the author’s imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or
actual events is coincidental.
Battle Century G is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 Interna-
tional License. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-nd/4.0/.
© 2016 Juan Herrera Some Rights Reserved
Chapter 1: Expanding the Rules has new material for PCs of all kinds. The rules can now represent even more kinds of giant
robots, there’s more options for existing characters, and a greater variety of Bosses for the GM. As usual, the content is largely
setting-agnostic and you can cherry pick the parts you like for your own game.
Chapter 2: Customizing the Experience is full of optional rules to change your game of BCG into something different from the
norm. This is done via a series of Rules Modules, which fundamentally change the BCG experience. The various Modules can be
divided into three categories: Magic & Fantasy, Faction Management and Hardcore Difficulty.
Chapter 3: Ramping the Difficulty is primarily meant for Genre Masters. On top of the usual advice for using the new rules
content, it features an extensive list of Enemies and a few pre-planned Operations with special unique rules. Each Enemy and
Operation has rules data going from Power Level 0 to 5 and comes with tips for playing and modifying them.
“A hunter is often best served by allowing his prey to come to him,” Leon countered. He’d been trying to meditate for an
hour now, but Julia wouldn’t stay quiet for more than a minute at a time. “We’re here to test new technology, and that
means we need to draw the enemy into our trap. You’ll have your fun once they arrive.”
“Why would they come here anyway?” Julia asked. “The only thing that’s here is a bunch of stupid rocks.” The valley
had been the site of a battle, months ago, and had been left fallow since then. There were blast marks across the barren
ground and boulders, which Leon had spent some time identifying as one weapon or another, and a smattering of wreck-
age that had been left in the mud. There wasn’t anything worth salvaging, but the metal and fallen mechanized beasts
would serve to make the ambush more difficult to detect.
“Our forces have carelessly left an opening in this direction,” Leon explained. “The enemy is being surrounded by enough
of a force that they will have to either break through or seek escape. By my calculations, they will decide to flee, and this
is by far the most attractive option for them to do so.”
“And they’re going to run… why?” Julia frowned. “They’re going to think it’s suspicious, right? If they have any experience
at all they’re going to assume it’s a trap.”
“Mm. Perhaps. They’ll be on high alert.” Leon folded his arms. “But you must always leave your enemy a way to escape,
lest they fight knowing they have nothing to lose. An animal backed into a corner is far more dangerous than one that
thinks it can flee.”
“Whatever,” Julia sighed. “So they’ll come this way and we’ll blow the hell out of them with whatever surprise you’ve got
planned.”
“…Did you pay attention during the briefing at all? I prepared numerous slides on this, and my presentation was quite
detailed.” Leon adjusted his glasses. “I still have the data with me, and I could send it to your Gear so you can read over it
again.”
“I fell asleep after about ten minutes while you were still explaining science stuff.” Julia yawned.
“You fell asleep?” Leon frowned, starting to lose his cool. “I spent hours putting that together.”
“I could tell. Every minute I tried to listen to it felt like I was spending hours trying to pay attention. It was like some kind of
an endless hell of spreadsheets and charts.”
Leon glared through his monitor at the tarp-covered Power, knowing Julia couldn’t see it, but wishing his gaze could go
right through the Gear’s armor and set her on fire. Before he could start yelling at her, one of the green lights on his com-
mand and control board turned red. He sighed and steadied himself, putting on his helmet and sealing it carefully.
“They’re coming,” Leon said. “Make sure your power is down to minimum levels. We don’t want to trip any of their sensors
before they’re in the center of the array.”
“Just-“ Leon took a deep breath. “Just wait until I tell you, and don’t move a muscle.” He could feel a headache starting.
After the mission was over, he was going to have words with their commanding officer.
A massive, looming shape roared into the valley. The enemy ship was brightly colored, the paint job marred where recent
damage had scorched the hull. It was a blocky, powerful-looking beast, though it was so large it shouldn’t have been able
to fly anywhere, much less hang impossibly over the valley floor, keeping low to avoid sensor sweeps. The Wagner. It was
a symbol of how the rebels had a technological edge over the GAF, a gap that was going to narrow today.
“Switch to laser communicators,” Leon said. “I’m bringing the array online.” Thankfully, instead of arguing, he saw an indi-
cator appear as Julia did as he asked. Leon shut down most of his sensors and glanced at her. The tarp had shifted, the
Power’s bladed tail twitching like it was a cat ready to pounce on its prey.
Antennae raised up like tuning forks, glowing with a harsh purple light that burned the naked eye to look at. The effect
was immediate, the Wagner halting as its sensors suddenly cut out. Leon could see his own screens start to fade to
static. The only thing he had was a low-gain camera, the hardened sensor able to feed him just enough through the jam-
ming to maneuver.
Leon took the Victory out into the open, not trying to hide.
“What are you doing, you idiot?!” Julia yelled. “You’re in their firing arc!”
“I have full confidence in the technology,” Leon explained. He stood boldly, waiting for the ship to respond, and it only took
a moment for them to respond in force, beams of light blazing into the valley floor. Leon didn’t flinch as everything went
wild, the jamming confusing the targeting sensors so badly that the crackling beams did little except chase ghosts. Mis-
siles launched vertically, screaming down only to scatter into rocks and wreckage, two actually twisting to hit each other.
“Does this mean I can go now?” Julia asked, her Gear already standing, crouched and tense, ready to attack.
“Be my guest,” Leon said. Before he’d even finished, she’d launched into motion, pushing the Power as fast as it would go,
the Gear moving like a living thing and rushing across the uneven ground, dropping to all fours to skim across a field of
boulders as Julia laughed, stumbling and only barely catching itself, kept going more by momentum than any semblance
of control.
Julia screamed and body-slammed the ship as she ran into it with full force, a silvery bulkhead bending and deforming,
sparks flying from the contact as she grabbed onto it, hanging on with her gear’s clawed hands.
“They’re deploying two Gears on the upper deck,” Leon noted. “They might be trying to act as spotters to manually aim
the ship’s weapons.” He braced his Victory and took aim, launching a swarm of attack drones at the enemy. As soon as
he tried to telepathically direct them, though, Leon felt a spike of pain in his temple.
The drones slammed into the deck, but he wasn’t going to be able to do more than barrage the area. The jamming was
working all too well.
“I can’t get a lock on anything!” Julia complained, having obviously found the same problem. She jammed her Gear’s
spiked tail into the deck and pulled herself up. “How is this supposed to help? This is stupid!”
“It’s not stupid,” Leon said, getting annoyed. “It does appear that our countermeasures are not as effective as expected.
However, we still have the element of surprise on our side.” He fired another barrage into the Wagner’s deck, one of the
two Gears it had deployed falling off and handing heavily on a pointed boulder, the Gear’s weight sending the granite
spire deep into its frame, something exploding wetly inside, black smoke pouring from the wound as it lay still.
“I can barely… hit anything!” Julia yelled. She tried to bring her Gear’s bladed tail to bear with a thrust, but it went so wide
it was clear that she was aiming at ghosts. Her opponent wasn’t doing much better, firing blindly to the side.
“I’ll make sure to note your complaints in the official feedback report on the new technology,” Leon said calmly. Julia was
flailing blindly on the deck, but managed to catch the enemy Gear as she sent the Power into a spin, lashing out in all
directions. The huge horns caught it in the side, bulldozing it over the side to meet a similar fate to the other fallen rebel
Gear.
“So if I bring this thing down I get promoted two ranks, right?” Julia asked, her gear shaking its head like a dog trying to
dry itself. “I can barely see it with all this interference and I’m standing on top of it!”
“Where did you get that idea?” Leon asked, pausing his barrage as the question distracted him.
“There’s a rumor going around that says anyone who brings down the rebel flagship will automatically be promoted two
ranks! Hey, maybe I’d be your commanding officer!” She started laughing.
“Looks like things just got interesting,” Julia asserted with confidence, the Power’s tail lashing and bending the deckplates
behind her Gear. “I bet I can take this guy on my own.”
“It’s your funeral,” Leon remarked, watching as the rebel Gear started to glow with a green light. Julia roared, her Gear ex-
pelling a burst of flames from the incinerator mounted in the Power’s chest. A cone of red flames washed over the deck,
parting as they impacted a sphere around the Gear, the edges glowing faintly as the shield deflected the bulk of the fire.
“He’s a stroppy one,” Julia said, her Gear jumping over to the other side of the Wagner and slamming into the deck where
the enemy had been a moment before. “Fast, too!” Julia yelled. She spun, only to find herself face-to-face with the yawn-
ing barrel of a cannon.
Time seemed to slow as she forced her Gear down at the same moment it fired, the shotgun-like blast ripping through her
Gear’s shoulder and into the deck beyond. Only Julia’s quick reactions kept it from going through the cockpit.
“I noticed!” Julia shouted. She stayed on the ground, spinning like a break dancer and sweeping the rebel Gear’s legs
with the Power’s bladed tail. As it fell, she retreated on three limbs, the damaged arm hanging limply as she stood.
Julia smiled in her cockpit and fired the flamethrower again, the smile fading as the flames again failed to reach their tar-
get. “What an annoying little…” She growled, jumping towards the Gear as it fired again, a spray of beams that narrowly
missed the Power as it leapt through the air. Julia’s Gear slammed feet-first into its chest, grabbing onto its shoulders with
flexibility and a reaction time that were almost superhuman. “Let’s try that at point-blank,” Julia said, firing the incinerator
right into the rebel Gear’s head and chest, smothering it with flames.
“The Wagner has started to move again,” Leon warned. The green lights on his indicator board started flickering yellow
and red. “It’s moving out of the focus. We’re going to lose jamming soon.”
“It’s fine! I got this!” Julia yelled. The rebel Gear kept moving, even with its upper body on fire. Julia grunted as they strug-
gled before she was thrown aside, flung off the Wagner entirely and towards the ground.
“Shut up!” Julia yelled, spinning in midair and landing heavily on her Gear’s feet, one ankle snapping from the impact. She
looked up and saw the bow of the Wagner coming right for her, and she let the Power collapse, lying low as the battleship
flew overhead. “We need to finish them off while they’re weak!”
“They’ve left the jamming area,” Leon said, standing down. “We got good data on that run. We don’t have enough support
in that direction to follow them on our own, and they likely have reinforcements en route.”
“Whatever,” Julia growled, as her Gear struggled to get up and failed. “Next time, we do things my way. My way works
better.”
Interference Terrain works both ways, any Units attacking When you start your Turn within Withering Terrain you only
from within, into or through Interference Terrain will suf- regenerate half your Energy Attribute at the beginning of
fer two Disadvantages to the Might Test unless it is with your Turn.
Weapons with the Blast, Burst or Line abilities. That means
you can use it offensively to force enemies to move out of Variant Anti-Air Terrain
their current position, defensively to nerf their (most likely) Unlike other Terrain types, Anti-Air Terrain variants only af-
strongest weapons, or as a barrier between both groups to fect flying Units. You can create variant Difficult and Sliding
do a little bit of both. Abilities that can usually ignore the Anti-Air Terrain to represent high-altitude stormy winds, for
effects of Terrain will not help against this. example. Anytime you would create Defensive, Difficult,
Extreme, Sliding or Withering Terrain (this includes abilities
Sliding Terrain like Surprise Minefield and Incinerator) you may choose to
Sliding Terrain is a variant of Difficult Terrain that often comes make it Anti-Air Terrain instead. This Anti-Air Terrain does
together with it. It represents things like strong winds or water not affect anybody who is not using an ability like Flying or
currents, landslides and quicksand. Sliding Terrain will force Antigravity.
anything that occupies it in a specific direction, usually the
direction obvious to the naked eye. It can even be pointed Harmful Anti-Air Terrain is meant to challenge aerial PCs who
upwards for areas with abnormal gravity. are having a considerably easier time than everyone else
without resorting to underwater or space environments. Even
A Unit that begins or ends a Turn within Sliding Terrain will then, it should be employed alongside regular Terrain to give
be moved 1 Zone in a predetermined direction, chosen Players options and make them choose the lesser of two evils.
when the Zone is created or made into Sliding Terrain. Use it sparingly, as it otherwise punishes Players for having
This direction is fixed and remains the same through the spent MP to gain flight capability.
whole of the Operation. Should they be sent in the direc-
tion of another Unit, they must both Test Speed against
a DN of 10 and take an amount of Damage equal to the
current Tension if both of them fail the test.
Like with the other Terrain types, multiple instances of new Terrain will stack together. Here is the full list:
Defensive: Inflicts one Disadvantage per instance. Difficult: Halves Speed once per instance.
Extreme: Adds Tension to the DN once per instance. Interference: Inflicts two Disadvantages per instance.
Sliding: Moves the Unit 1 additional Zone per instance. Withering: Halves the restored Energy once per instance.
Life Portal
You feel the pulse of life around you as one more of your Your hands can rip open wormholes in spacetime, creating
senses. You can expand this special sense over a wide area oval-shaped glowing Windows that lead to other places. You
to feel the presences of specific kinds of animal life (humans, can step through these Windows to go to the other side, but
small mammals, reptiles, invertebrates) at a time. This will both Windows must be set in advance at the specific loca-
give you a number and the general location of each, but tions. You cannot set more than two Windows at a time. You
won’t let you identify them individually. Not only that, but may also use Portal to create your own pocket dimension in
you can also transfer your own life essence through touch to which you can hide objects or even yourself.
heal other people’s wounds.
Portal Tests are always made using Awareness. To set a Win-
When used to search for living creatures, Life requires an dow you must press your hands against the surface of a solid
Awareness Test. When used as part of a Healing Test with non-living object. If the object is destroyed, so is the Window.
the Medicine Skill, it uses Intellect as normal. You may not You don’t have to maintain the existence of a Window with
use Life to Heal yourself. further Portal Tests and can dismiss an existing Window or
pocket dimension at any time without having to spend an
Possible Specializations: Awareness Tests, Medicine Tests. Action. When you dismiss a pocket dimension, anything that
was inside of it reappears where it was last seen.
Possible Advantages: Few targets of the specified type in
the searching area, surrounded by vegetation or outdoors in Possible Specializations: Setting Windows, Pocket Dimen-
a wooded location. sions.
Possible Disadvantages: Many targets of the specified type Possible Advantages: Placing a Window in an area you know
in the searching area, Surrounded by machinery and elec- well and access frequently, Hiding an object the size of your
tronics. palm or smaller.
Sample Tests: Detecting human presences in a 100 meter Possible Disadvantages: Placing a Window in an area that is
radius (DN 5), Detecting small mammals in a 1 kilometer new to you or that you can’t access easily, Hiding an object
radius (DN 10), as Healing Tests. larger than yourself.
Battle Century G included a set of variant Specializations for the Temperature Miracle. This sidebar covers the rest of the
work, including Specializations for all the other Miracles left out until now.
Speed Booster
Equipment Trait (10)
Effect: You can Move two Zones as part of your Actions
instead of just one. If you have another piece of Equipment
that can Move (either on its own or with someone controlling
it), you may combine it with this item.
Who doesn’t like speed? This item can be made into rocket
shoes for yourself or a booster attachment for a vehicle or
drone that you own.
Self-Destructing Note
Equipment Trait (10)
Effect: Test Electronics to plant the Note on any Electronic
device with a screen and camera. After you activate the
note’s self-destruct function, the first person to read the
contents of this note will also be the last - because it ex-
plodes in their face. They (and anybody next to them) must
Test Willpower against a DN of 10 plus the result of your
Electronics Test and take the amount they failed the Test by
as Damage.
An assassination tool that adds insult to injury - though not
necessarily in that order. This is a chip that can be inserted
into electronic devices like computers or phones to make
the screen show a message of your choice. As soon as the
modified device detects someone has read the message, it
explodes with no regard for who is or isn’t close.
Alien Anomalies are harsher than the originals and will make PCs have considerable trouble passing as normal humans. With
that said, most have a comedic tone to their flavor text because they’re meant for PCs who are trying to fit but don’t quite
manage it. This is ideal for spies in games with lighter tones, where literal extraterrestrials could send someone over to live
among the humans and report back on them. Alien Anomalies come with their own clause to get rid of them as a way to
represent how the PC finally adjusts to society, as is common for characters of this kind to do in fiction.
Like with most other parts of the game, but perhaps moreso than with others, you’re encouraged to take advantage of the
effect-based rules and change the flavor of these Traits to better suit your character. Some are appropriate for humans com-
ing from (very, very) different cultures, while others would be suited better to radically different entities.
When you gain a new Power Level, you go into an MP deficit Invincible Super Combination effectively grants everyone
and must spend your first 10 MP to pay that debt. an “extra life”, with the downside being that it needs all
Units to be functional and available for Combination. Much
like in anime, when all components come together it is a
turning point in the battle, snatching victory from the jaws
of defeat.
Unarmed Berserker
Design Flaw (+10 MP) Design Flaw (+10 MP)
Effect: You have no Default Weapons, suffer a Disadvantage Effect: As long as there are Enemies remaining on the bat-
to all Might Tests and may not participate in Synchro At- tlefield, you must take an Offensive Action against the Enemy
tacks. closest to you during your Turn and attempt to Engage them
This is one of those rare models meant neither for direct in a Duel when possible. If there are multiple Enemies at the
combat or to combine with others. Those really desperate same distance, you may choose which one to pursue. If you
for a way to defend themselves should install drones. can’t reach any Enemies to attack this Turn, you must Aim
while approaching the one who is closest.
Miniature Model You pilot a giant monster that has been restrained and is
Design Flaw (+20 MP) your control interface can barely keep in check. The fury of
Effect: Halve all of your Movement, Upgrade and Weapon the beast within will only cease when all threats to it have
Ranges. Maximum Weapon Ranges are rounded up instead of been destroyed.
down.
Small Mecha emphasize evasive maneuvers, precise attacks Limited Battery Time
and energy efficiency to make up for their lesser mobility Design Flaw (+20 MP)
and reach. They also make you the cool underdog fighting Effect: You gain no benefits from Tension. At the beginning of
giants with a tiny machine. your Turn, if Tension is 5 or higher, you take enough Damage
to lose your current Level of Threshold.
Precious Snowflake This is a prototype so experimental that it cannot run for
Design Flaw (+30 MP) more than a few minutes at a time. If forced to participate
Effect: You may never ignore the effects of Maiming, can’t in combat for a long while,, its limbs will power down one by
use Extra Areas and can’t gain Upgrades or Weapons through one until it can’t move anymore.
Genre Powers.
A super prototype full of one-of-a-kind expensive technology Walking Coffin
to improve its peak performance at the cost of making the Design Flaw (+30 MP)
internal systems a mess to work with. When everything goes Effect: Double all the Damage that you take (after applying
well, it is the best thing since sliced bread. When things start Active Defenses).
to go wrong, they get a lot worse before they finally start to Your Mecha is a fragile little thing and the designers have
get better. made it a testbed of every feature they could think of, but
apparently forgot to armor it with more than aluminum foil
and to fill the tank with something other than explodium.
There are two reasons to take Design Flaws: You take them because their flavor lets you represent your Mecha concept
better or you take them to for the extra MP and minimize their negative effects as much as possible. The first approach is
fine, but the second merits some discussion.
There are certain Mecha builds that can essentially turn Design Flaws into ‘free’ MP. This makes it possible for some PC
Mecha to be much stronger than those of their companions and to overshadow them, which is not a good thing and we
suggest GMs disallow their use. Now, if the whole group agrees to optimize their Mecha as much as possible and wants to
push the system to its limits, doing this is perfectly fine.
Tracing Paths
The line following the path of Lightspeed Assault can go in any direction, making twists and turns along the way until its
reach in Zones has been spent. It can even make a perfect U-turn without spending any further Zones to do so.
Jeff Gons wrinkled his brow, blew air through flared nostrils. Under normal condi-
tions, meditation was easy, even for such an energetic youth. Here, though, kilom-
eters beneath Mount Barou, in an unmarked hangar with cool, dry air; here, in the
shadow of his General Z, illuminated by a single white-hot lamp; here, right across
from a man in a plain, white, button-up shirt and jeans, whose only outward indi-
cation of totemic power seemed to be a small tattoo scrawled across his forehead;
here, Gons had difficulty with his meditation.
“It would be easier with a humidifier,” the youth wiped at his dried, tingling nos-
trils. It was one of the many factors assaulting his focus.
The mystic reached across the gap and slapped the hand away. “It would be easier
if you focused, boy.” the man’s attitude was another of those factors.
“Prove it.”
Jeff inhaled, scrunched his eyes closed again. One breath, and another, and anoth-
er, and again, flowed through his lungs, circular and timed to his heartbeat. There
was the river, there were the trees, there were the little thoughts dancing around
in the river, the leaves that fell from the trees. He took in each fragment, each leaf,
and let it waft on by, carried by the flow, out of the scene, out of him.
Jeff unfurled his fingers as his ‘eyes’ drifted across the scene. Ten fingers.
“Good. There’s something behind them, isn’t there? Something that’s pressing
against them. It wants you to see it, but the trees are in the way, aren’t they?”
Jeff gave the slightest nod.
“Say what you need them to be, to see past them. They will oblige. Say it ten
times, they will listen.”
“You’re dead. You’re dead. You’re dead. You’re dead. You’re dead. You’re dead.
You’re dead. You’re dead. You’re dead.” The way was clear.
“Do you see it, boy? Do you see what was so desperately clawing its way toward
you?”
“No. Wait --” Jeff’s face grew flushed, sweat beaded on his brow, his breaths
threatened to lose their rhythm. “It is like the sun. A light. Orange, flickering. A
searing, a heat, burning with --”
“Don’t say it! Don’t tell me aloud, you’ll frighten it off. Now, let it in.” Jeff opened
his mouth to reply, but got no chance to speak. “You can, can’t you? You know that
you can. It’s already a part of you, it’s only now that you’ve seen it dwelling within
you. Let it in. Grab it in your hands, your head, your bosom, your whole.”
Jeff’s breaths slowed even further, forced and constant, without variation. Sweat
trickled down his forehead, stained his shimmering Hiryu colors, evaporated as it
approached his overheating heart.
“There!” A great, sucking wind billowed through the space, sending both men
sprawling across the stone floor. The massive lamp which had illuminated the
towering, bulbous General Z fell to the floor with a cacophonous clatter and a rain
of sparks, but the space remained lit nevertheless. This was new light, this was
righteous light, soft and orange if needed, but sharp and blue when faced with the
most implacable foes.
Flames coursed up and down the General Z’s plating, etching wavy patterns in
bright, searing colors as they danced across the alloys. The angular, ill-fitting
optics billowed blue flame, almost seeming to realign themselves, reorient into a
more proper, more correct form. If the man was to be believed, General Z was now
bound to a spirit of fire.
Jeff Gons remained spread across the floor, his eyes utterly ensnared by the spec-
tacle his Gear put before him and the other onlooker. He stood up, straightening
one leg at a time as he rose, and turned a shaky gaze towards the man behind
him.
The man remained seated, lit a cigarette, took a few puffs. After a few minutes he
stood up, not at all troubled by the immediate events around him. “I suppose you
might call me a locksmith. But then again, I didn’t really do anything, did I?”
“Ah, so General Z just took alight because a stranger came by and whispered
some mystic mumbo-jumbo? Now it’s able to conjure the very Idea of fire, all be-
cause of some bizarre foreigner?” The man waves his hands for emphasis, returns
the cigarette to his mouth.
“Don’t put it any way,” The man pivots on his heel, gives a small chuckle as he
heads toward the exit. “Just put it to good use. This island needs you. Hell, per-
haps the world needs you, or people like you. But this island’s a good enough
start.”
Jeff crunched his eyelids together, muttered a few choice words for the man that
now walked away from him. “I guess it needs a new name, huh? After YOU did
YOUR weirdo thing to it!”
The man waves over his shoulder, “Just make sure it’s a good name, boy!. Oh,
and, do try to keep it safe around water? Use your head and all that.”
Jeff opened his mouth to shout some select expletives, but just like that the man
had gone. He huffed, crossed his arms, and returned his attention to his Gear. His
General Z.
“General Z Burning Shogun.” He said, to himself and his audience of one giant
robot, then caught himself. “No, wait, that’s redundant. Shogun has to go. How
about General Z Burning Soul? No, Burning Sun’s better.” Yes, that was a definite
improvement, he thought, nodding to himself with reassurance.
The way General Z Burning Sun looked back at Jeff, it seemed to agree.
Faction Management But there is a catch. Rituals deal even more Damage to the
Faction Management has everything you need to run your user than Miracles. All Ritualists take twice as much Dam-
own private military company, merchant fleet or frontier age from Ritualized Miracles. This means that you need
base in the war against an alien invasion. In here you will a considerable investment in Willpower, and maybe some
find ways to use NPCs as Genre Themes, how the PCs can Traits, to mitigate the Damage.
delegate tasks for their subordinates to solve offscreen, and
rules for collateral damage to instill a larger sense of respon- A Ritual is a complex process that involves concentrated ef-
sibility. fort, such as deep meditative trances, reciting magical incan-
tations and dancing around magic circles for long periods of
Hardcore Difficulty time. If a Ritual is interrupted (such as by an enemy attack),
Last but not least, this section includes additional rules to all participants make the appropriate rolls and take Damage
make the PCs lose their minds, for settings where restoring to their Plot Armor but the Ritual fails to have any other ef-
battle damage between Operations is not easy, and for ran- fect and must be started over from scratch.
dom happenstances that complicate the lives of PCs fighting
the long war. All while retaining the heroic stylings that make NEW TRAIT
Battle Century G what it is.
Ritualist
General Trait (10)
Effect: You can participate in Rituals, either as the lead ritu-
alist or as an assistant ritualist.
You are well read and practiced in the art of Thaumaturgy,
or making miracles. Your talent is such that you wield the
kind of power most can’t even fathom.
Electricity Fortune
Assuming Direct Control DN (20): Take over any electronic Out of the System (DN 20): You can delete all traces of
device, including Mecha, for the duration of the current someone’s existence from modern society. Their identity,
Scene. Giving them commands uses Actions, but you do not standing and all methods of verifying their identity are
need to keep activating this Power to mantain the effect. The erased from all known records, leaving no trace behind.
controller of the device may spend a Genre Point to cancel People who know the target will still remember them and
this effect. it is possible to rebuild all records, though it is difficult and
bureaucracy does not make it any easier.
Lights Out (DN 25): You release a magnetic pulse that
shorts out or disables all electric or electronic devices in a How to Make Friends and Influence People (DN 25): The
radius of 1 kilometer. You can choose to preserve individual next person that you contact to get a job done as a favor is
devices that are within your line of sight at the time of acti- so impressed with you that immediately becomes a Comrade
vation. (as the Trait) for an Episode Arc.
Upload (DN 30): You project your mind into a computer, Hold Society Hostage (DN 30): You take over a critical
transforming yourself into a digital intelligence. Your physi- component of what makes society function or of what can
cal body becomes inert and dies within a few hours, but you be used to destroy it. You can make the stock market crash,
are no longer tied to it. The only thing that can hurt you are disable the security systems of a missile launch base, or gain
viruses and data corruption or deletion, but you can make control of a whole space stations’ systems for example.
backups of yourself anywhere. You can still use your Fitness
and Awareness Attributes while controlling a drone or some
other kind of Proxy.
Life
Simulacrum (DN 30): As above, but the illusion created can Super Dimension Fortress (DN 30): You create a lasting
be substantially more complex, is permanent and repairs it- pocket dimension of roughly one hundredx cubic meters.
self each episode. Following the above examples, the water in This pocket dimension may be accessed from a hidden
the oasis would taste like real water and would have animals dimensional door placed anywhere you wish. As is, there’s
in it, the human would have several lines of dialogue it would not a lot you can do in this area devoid of features, light and
repeat in order, and the false wall would be followed by a life, but you can bring your own stuff in here to make it cozy,
whole hall of doors that lead nowhere behind it. since it seems to have breathable air. This pocket dimension
cannot be seen from the outside and others need your ex-
plicit permission to cross the portal. Just make sure you hide
this entrance well, because if someone were to block the exit
it from the other side while you’re in, you’ll be trapped.
Fight or Flight (DN 20): You trigger the subject’s most primal Like a Flash (DN 20): You move with extreme speed, leaving
response to fear with a menacing look. This is a completely afterimages in your wake. After you finish your current Ac-
normal Offensive Test, except you need a Test result of at tion you can immediately take another Action this Turn.
least 20 to deal Damage with it. If this is enough to defeat
the subject, they will avoid angering you by all means, but Stone Skin (DN 25): You strengthen your body, making it
if they’re still standing then they’ll want to punch you in the tougher and more resistant to trauma. For the rest of the Ep-
face - at the very least. You can use Fight or Flight multiple isode, your Defense is increased by 5 and you gain another
times against the same target, though. Advantage to all further Fitness Tests.
Combat Telepath (DN 25): You read the subject’s battle Limit Break (DN 30): You hulk out in an instant, becoming
plans, making it trivially easy to avoid them. The effect is as an unstoppable god of war. The effects are as above, but you
above, but if your Test result is at least 25 you also increase also cannot be defeated through Plot Armor Damage and
your Defense by 10 against all attacks the subject makes whenever you would perform a Fitness Test, you may choose
against you. to automatically roll a 10. You still take Damage, however, so
when the Episode ends and Limit Break fades you could very
Body Snatcher (DN 30): You take the next step and can well die from all the injuries sustained.
jump into people’s minds, violently taking over their bodies
and forcing their minds into yours. The effect is as above, Temperature
but if your Test result is at least 30 then if you defeat the
subject this way you switch bodies. You keep your memories All-Consuming Power (DN 20): You make an Offensive Test
and neural connections, plus you have to get used to how as normal but it does continuous Damage every Turn, repeat-
this new body works. Both you and the target can keep your ing the same Test result until the subject or someone else
character sheets as they are or respend Character Points to take an Action to put out the fire or break the creeping ice. If
represent their new forms better. used to make a cold attack, a willing or helpless subject can
be cryogenically preserved this way.
Sight
Become the Elements (DN 25): Your physical body merges
Remote Viewing (DN 20): You enter a trance in which your with your powers, their raw elemental energy protecting you
senses expand beyond normal. Think of a place that you from harm. Just try not to run out of juice too fast. For the
know and you will see what is happening there right now. You rest of the Episode you take no Damage from Temperature
have to focus on a place you have at least seen in passing Tests and halve all other Damage you would take.
before, you can’t focus on a person to track them or a place
you’ve never seen or visited before. You can keep Remote Localized Apocalypse (DN 30): You envelop an area with
Viewing until the end of the current Scene. a radius of up to one kilometer around you in cataclysmic
weather for the rest of the current Episode. The searing
Prophetic Vision (DN 25): As above, but you may now see sunlight or freezing rain are so strong they count as Extreme
things that haven’t happened yet. You can ask the GM a Terrain that will even hurt Mecha, and flying does nothing to
single question and have it answered in the form of a vision. mitigate its effects. Other than the Damage taken from using
Unlike with Remote Viewing, the vision can take you to places this ability, the weather does not hurt you - but it does hurt
you’ve never seen and even to future events - though it does your Mecha. The Localized Apocalypse does not follow you.
not go farther than the current Episode Arc. The vision lasts
anywhere from a few seconds to a whole minute and lacks
the context that leads to its events.
Glimpse the Future (DN 30): As above, but after the vision
you may ask the GM up to three questions about it. The an-
swers to the questions shouldn’t be more than thirty words
long, so consider them carefully.
Depending on your setting, the Magic Skill might completely replace Electronics. In that case, Arcanist can also replace
Electricity to fulfill a similar role, granting its user a powerful ability against other Miracle users. Arcanist is cheaper than
Generalist Miracle Skills too, but its uses are purely reactive, thus balancing it against real Miracles.
In terms of flavor, the Arcanist Trait assumes that all Miracles are spells. It doesn’t work as a Trait if half the Miracles are
psychic powers and immune to Arcanist entirely. Battle Century G is an effects-based game, so if you have multiple power
sources for Miracles, Arcanist should cover all of them.
The default Elements are the four classic ones from many traditional beliefs and philosophical theories all over the world.
Like many things in Battle Century G and Battle Century Z, this is just for flavor purposes and you can merrily replace
the four with something different. There are four of them because, with everybody having at least one Weakness and one
Resistance, it means that any kind of Elemental attack has a 50% chance of having a relevant type, making the system
matter every fight.
You can change the amount of Elements and, if you do not change the total number of them by much, it won’t make most
Element-based strategies too much weaker or stronger. You could add a fifth Element in the form of Void (with dominion
over light and gravity) like Japanese Buddhism does, reduce the amount of Elements to three (Fire, Ice, Electricity) for a
more videogamey feel making every single Elemental Resistance and Weakness much more relevant, among other things.
NEW FEATURE
Dual Affinity
Internal Upgrade (0)
Effect: You gain another Elemental Weakness and another
Elemental Resistance. This means you have two Weaknesses
and two Resistances, each to a different Element. All of your
Elemental Weapons or Upgrades must be of one of your
two Resistances, but you may choose which Element to
use each time you activate it.
Your Mecha knows no middle ground when it comes to the
known elements of magic. What it does not reject strongly, it
reacts to explosively.
If you want good publicity for your faction, the support of the A chessmaster with their own battleship and crew of giant
Glamorous Celebrity is going to make much of the public see robots can contribute to your faction’s own operations. The
you as heroes. One or two interviews can make anyone into a Ambitious Officer will not let themselves be used as decoys
celebrity overnight. If you’re on their good side they will offer or otherwise be the lesser in this relationship, however. As
plenty of advice, whether you ask for it or not. long as you’re dealing with them, they will always be getting
the better end of the deal.
What the Glamorous Celebrity asks for is simple - they want
to continue growing. They intend to make their own influence What the Ambitious Officer looks for in their alliances is, of
grow from talk show host to owning multiple channels and course, people they can use in their ascension to power.
calling the shots about what goes and what doesn’t on TV. If you cross them or try to one-up them, they will hold a
grudge and pay it back double.
You gain Genre Points when you...
...Show up in public with the Glamorous Celebrity, attending You gain Genre Points when you...
their TV show or a party they host. ...Give them supplies, capable workers or provide a useful
...Speak of them as ‘the future of television’ or otherwise as- service for them for minimal payment on their end.
sist them in their end goal. ...Work with them on a job, which is to say, you work for them
...Follow their advice, even if it might not end up working out on a job that benefits them more long term.
all that well. ...Eliminate one of their rivals in a way that doesn’t incrimi-
nate them.
Theme Advancement
The Glamorous Celebrity does not handle Collateral Dam- Theme Advancement
age well. It hurts their campaign and, worse, makes you a The Ambitious Officer understands that war is messy and
political liability to them. You might have to double down on that every fight is a calculated risk. They won’t take any
your efforts to please them and, preferably, minimize further complications that arise from your failures as a personal af-
instances of Collateral Damage. They will make sure you get front, but they will get more demanding with their requests.
a good earful of all the “advice” they have to give on this They’re nothing if not practical.
matter.
The Ambitious Officer’s story arc ends with them rising to
Should you help them secure a position in managing media power until they’re satisfied with their position. This could
as a whole, they will do their best to keep your relationship mean anything from establishing their own independent
mutually beneficial. This can be done working from within merchant fleet to staging a coup d’etat and taking over their
the government or as part of a major media conglomerate. country’s army. If you’ve helped them achieve this goal, their
Either way, they work best as a boost to Influence. alliance with you justifies an increase to your faction’s Mili-
tary Attribute. Influence or Holdings are possible, but Military
makes the most sense.
You gain Genre Points when you... You gain Genre Points when you...
...Preach the values that the Divine Leader’s religion holds ...Treat them to something nice or overpay them after a job
dear and defend their importance. well done.
...Practice said values and assist help those in need. ...Assist them with a dangerous mission in which there is a
...Debate amiably and offer constructive criticism when their nonzero chance of backstabbing on their part.
rigid views aren’t offering a good solution to a problem. ...Openly trust them when it ever looks like they could have
used or betrayed you.
Theme Advancement
Frequent instances of serious Collateral Damage give the Theme Advancement
Divine Leader more work and their institution might not be The Double Agent doesn’t like having their lifestyle affected
able to keep up. It is also an opportunity to assist them and by your mistakes during a battle and they will demand repa-
help them reach out to even more people in need of food rations if you cause them serious trouble. Not defusing that
and shelter, though. tension quickly could lead to make them consider leaving
your faction temporarily or even permanently.
Inevitably, their organization is going to have trouble with
all the people they disagree with, many of which will come Getting them to trust you on a personal level and getting
from within their ranks. Dousing those fires while helping them to stick with your faction for good is best represented
the Divine Leader guide the flock towards more progressive as an Influence bonus.
stances justifies an easy extra Rank to Holdings.
Helping the Rebel Commander keep their most stable A good business relationship with them is mostly a thing
members or outright keeping them all in line can convince of professionalism. The Hand of Chaos needs to be proven
their band to turn from radicals to moderates. They won’t they can trust you and that you want to make things better,
officially join you, but they’ll be there as allies which is about even if you’re not as extreme as they are. Convince them of
the next best thing. The Rebel Commander and their militia this and they will help you free of charge with an Influence
represent a Military bonus. bonus.
The Golden Hero is not a real superhero, though. Sometimes The Cultist Aristocrat is a distrustful and manipulative per-
they overextend and need bailing out, other times they make son who, ultimately, lacks the self-esteem to stand on their
mistakes and cause more collateral damage than the enemy. own and is just looking for validation.
You gain Genre Points when you... You gain Genre Points when you...
...Help the Golden Hero bring criminals to justice, protect the ...Don’t personally judge them for their fanatical belief in
innocent, or just plain ask them for help. things that may or may not want to eat their soul.
...Provide them with the resources they need to sustain their ...Help them develop a skillset that could lead them to be a
one-man operation. productive member of society.
...Keep your own allies from trying to stop, capture or hurt ...Introduce them to people who they can fit in without, like,
“that annoying verbose jerk” who “keeps getting in the way”. doing the cult thing.
This Module is meant for complex tasks that require considerable manpower and take a while to complete - more specifi-
cally, until the end of the current Episode Arc. Faster tasks that require only one person should still be made with Resources
Tests as normal. Use the examples given in this page as a guide.
You can decide what you want your NPCs to do at any time during the Episode Arc, but sooner is better. At the end of each
Episode, you can reroll the Faction Test for your current order and keep the new result. If your original Test had any Advan-
tages or Disadvantages, the rerolls also keep them.
You can also change the order you’ve given to your subordinates, but that means starting a new job from scratch when
they’ve already spent resources on the previous one. Changing your mind on the orders you’ve given means the new Test
suffers a Disadvantage. Disadvantages imparted this way to your Faction Tests stack, but do not apply to the Faction Tests
of other Player Characters. Once the current Episode Arc ends and the job is completed (or not), all such Disadvantages are
cleared and you can give a fresh new order as usual.
Remember that Factions increase their Attributes by going up a Power Level or by your recruiting of Theme NPCs into their
ranks. Even if your Faction takes over a Mecha production facility, that is only a temporary gain that won’t count towards
their Military Attribute, though it could grant an Advantage to another Might Test made in the near future.
Possible Advantages: Enemy has a weaker armed force, the PCs have recently struck a considerable blow against the enemy,
Fighting defensively in controlled territory.
Possible Disadvantages: Enemy has a stronger armed force, the actions of the PCs have put the enemy in a stronger posi-
tion, or the PCs have just failed their Military Tests during the last Episode Arc and are thus in bad shape.
Sample Military Tests: Distracting or dividing enemy forces to make them start the next Operation in unfavorable Terrain or
out of position (DN 10), Assisting the PCs during Operations as Reinforcements of the same Level for a whole Episode Arc (DN
15), Taking over the enemy’s capital, mothership or equivalent while the PCs handle the Rival or Boss tier antagonists (DN 20).
Holdings Tests
Your Faction manages its resources the best it can to fix whatever problem has recently arisen - and there’s always more of
those showing up. This way you can amend the consequences of collateral damage to those hurt by it or even boost other
Attributes with additional funding.
Possible Advantages: Ask a third party for a loan, Turn assets like bonds or stock shares into hard cash, Tighten all other
budgets and possibly even delay the payment of salaries.
Possible Disadvantages: Your Faction has done any of the above three things during the previous Episode Arc and now has
to pay its debts.
Sample Holdings Tests: Fixing Collateral Damage (DN 10), Hiring mercenaries or throwing a big fancy party for an Advantage
to another Military or Influence Test made during this Episode Arc (DN 15), Develop a new kind of technology that can win the
war once it is applied en masse. (DN 20)
Influence Tests
Your Faction can keep up with enemy plots, stop the enemy from doing the same to you and find out what the people
around you are really thinking. When using Influence you ask the GM a question and get an answer of up to thirty words. You
can ask for a better or worse answer in exchange for Advantages or Disadvantages to the Test.
Possible Disadvantages: The answer also comes with a hint from the GM regarding what you can do about it.
Sample Military Tests: Find out if there is dissent within your Faction or where are the local enemy cells, Figure out what
any neutral parties to the ongoing conflict are up to or if you could earn their support, Gather intel on the enemy’s plans for
any big upcoming operations or secret projects. (DN 10, 15 or 20)
But Battle Century G is still an action-centric game of heroic Mecha combat. At most, PCs might experience fits of anxiety,
suffer repeated nightmares, or wish to take over the world. Things like amnesia or multiple personality disorder just wouldn’t
work well for someone who is supposed to ride a giant robot into battle consistently.
The PCs are heroes, they can face the worst the world has to offer and hold themselves together. Well, for the most part,
anyway. When a wound cuts deep, it leaves a permanent scar. That’s when trauma gets to them, forcing the characters to
readjust their beliefs and way of life in the face of things greater than themselves.
Any time your character is defeated as a consequence of Plot Armor Damage, you accrue one Insanity Rank per
Layer lost this way. This is most common as a consequence of physical violence, but it will also happen if you fail to protect
hundreds of innocents from a giant monster or your significant other betrays you after revealing they have been a spy all
along. In a game of BCG using these rules, all PCs will make Willpower Tests much more often.
Rank 1-3 (Mild): You have an addictive personality and you just need that rush you get from your chosen activity or sub-
stance. Whether it is gambling, smoking or even videogames, (and be honest, you probably have more than one) these
activities are more than just a hobby to you: they are part of your lifestyle. Skipping on an opportunity to indulge makes you
nervous - you get cranky, feel tired, and can’t stand still.
Rank 4-6 (Moderate): You’ve started taking medication - legally or otherwise - to deal with all the crap that happens around
you. Sure, the intervals between your doses keep getting shorter, but it is nothing you can’t handle. The withdrawal periods
don’t last too long, so you should be fine... Right?
Rank 7-9 (Severe): If you didn’t feel ashamed of your addictions before, now you do. The moment that the medication wears
off, you already feel desperate and want to abandon whatever it is you are doing, all so you can feel better again. Any other
addictions are getting to the point where they’ve consumed your life and probably left you in deep debt.
Rank 10+ (Extreme): It has officially gotten out of control. The short lived rush of instant gratification is all you live for any-
more. You’re too deep in to get out of this by yourself, and it is going to take a lot of time and effort to be functional again.
Afraid
Rank 1-3 (Mild): You feel very, very vulnerable when outside of your giant robot. Being witness to violence (or the threat of
violence) makes you uneasy. If it ever looks like you’re going to be subject to it, it is really hard to not cave in to whatever
demands are made of you to get out of it.
Rank 4-6 (Moderate): You really don’t like it when people have weapons in their hands, not even if it is part of a perfor-
mance. The mere sight of blood is enough to make your skin crawl and put you on alert. Sometimes you have nightmares
about recent violent events you’ve seen happen.
Rank 7-9 (Severe): When you close your eyes you often see scenes of violence, real or otherwise. The nightmares are fre-
quent, and this has made you jumpy, any loud noise makes you think you could be attacked. You frequently imagine what
would you do if people around you were to attack you without notice.
Rank 10+ (Extreme): Your fight or flight instinct only has one option available nowadays. Whenever you don’t have your giant
robot to protect you, you freeze or run away from any and all threats to you.
Alienated
Rank 1-3 (Mild): Your own actions puzzle you sometimes, but you try not to think about it. You make promises that you
intend to keep but break them afterwards anyway. Whatever morals you supposedly uphold, you don’t really know how to
defend them from criticism, and will change your mind to get others off your back. Perhaps you do those things because you
want to figure out what you really care about.
Rank 4-6 (Moderate): You’re aware that you’re a fake and can still fool some people still, but your irregular behavior will
start to get the better of you and make others start to lose their trust in your character. You might be good at justifying what
you do, but a lot of what you do still seems to be just a random whim and important choices paralyse you with doubt. Right
now, the only thing you can be reasonably sure of is that you kind of hate yourself for being like this.
Rank 7-9 (Severe): At this point you live by going through the motions. You actively avoid responsibility, because you will
botch anything that requires you to stay consistent. By this point you don’t even know how you feel deep down about those
closest to you, and they can probably tell that you can’t really be trusted. You agree with them, making the guilt unbearable.
Rank 10+ (Extreme): You don’t even have a favorite food by now, so any kind of questioning of your character leaves you
stunned and you don’t really know how to respond. In fact, you don’t really believe in anything anymore, so having to make
choices at all seems like a Herculean labor. You need other people to take care of you, because otherwise your deppression
will slowly kill you via inaction.
Rank 1-3 (Mild): You consider yourself unlucky and are more than a little bit superstitious about it. But it is not a big deal,
after all it would be hubris to believe we can dismiss the paranormal without evidence. You’re just keeping your mind open.
And you like being well informed, so you also make sure to stay up to date on your horoscope. And try not to walk under
ladders. And are afraid of disrespecting the dead because their ghosts might come back to haunt you. Look, nobody’s per-
fect, alright?
Rank 4-6 (Moderate): You have recurring nightmares about things you cannot explain, which makes you further interested
in learning about all sorts of occult lore. Naturally, this only makes you even more certain that there’s supernatural forces
involved in your life.
Rank 7-9 (Severe): You hear and see things that nobody else does. Shapes around the corner of your eye, voices in the
wind, someone or something following you. Watching you. That nobody believes you only isolates you further, making you an
easier target and making it harder to sleep at night.
Rank 10+ (Extreme): You never sleep well, if you can call your short naps sleeping at all. You’re always tired, but can’t afford
to let your guard down, because they will get you. The cockpit is the only place in which you feel safe anymore... But they
can’t let you ride the way you are.
Dolorous
Rank 1-3 (Mild): When under stressful conditions, your body often cries for help in the form of a crippling headache. This is
a defense mechanism in response to extreme situations or when confronted about a subject you wished to avoid.
Rank 4-6 (Moderate): The headaches are worse, getting painful enough to leave you unable to do anything but sit in a cor-
ner for several minutes. The list of triggers for them also gets worse as you experience more traumatic events, making them
more frequent.
Rank 7-9 (Severe): By now the headaches are much more than that, often accompanied by blindness or outright paralysis.
They often leave you dizzy and off-balance for the rest of the day afterwards, and the ever-growing frequency of them makes
it really hard to go about your daily life. With enough medication, you can still go out and fight.
Rank 10+ (Extreme): Without a lot of tightly regulated medication you can’t even go a single day without an episode. It is
unbearable to be like this and a part of you just wants to end it all. You’re going to be institutionalized.
Grandiose
Rank 1-3 (Mild): You consider yourself a born winner, often acting with recklessness and arrogance whenever your pride is on
the line. It doesn’t help that it takes little to no provocation to threaten your delusions of grandeur. As if that weren’t enough,
your hyperactivity and lack of concentration make you go seek out ways to get in trouble, just to prove how great you really
are. You don’t take failure well, either, shifting blames and getting angry when confronted with it.
Rank 4-6 (Moderate): Criticism of all sorts is no longer appreciated, making you immediately get defensive and project your
insecurities on others. Everybody ought to respect you, or else, you will rightfully respond with hostility. If questioned, you
will prove to have an amazing ability to come up with excuses that explain how everything is actually other people’s faults
and everybody who disagrees is obviously a moron.
Rank 7-9 (Severe): Touchy does not even begin to describe you. Offhand comments will strike a nerve and construed acts of
sabotage become increasingly improbable. You will prove yourself to be better than them - you must prove it.
Rank 10+ (Extreme): You are a perpetually rolling little ball of insecurity lashing out in anger at whoever you blame for your
woes. You are a danger to yourself and others, being kept away from your giant robot and restrained in short order.
Rank 1-3 (Mild): You suffer occassional hallucinations in the form of people that should be dead. The ghost or ghosts remind
you of your flaws and often give you advice that you probably shouldn’t follow. The people who show up are usually those
you’ve hurt - directly or indirectly - though a dejected old friend or disappointed mentor from your past are also applicable.
You can tell these illusions are not real, but they’re really hard to ignore.
Rank 4-6 (Moderate): Now there’s one or more new ghosts that have joined up with the old ones to harass you. Your ability
to recognize what is and isn’t real decreases as the hallucinations happen more often, giving even harsher criticism or goad-
ing you to even worse courses of action.
Rank 7-9 (Severe): Your mind now creates new people for you to hallucinate. This means you’re often seen talking to your-
self or, worse, arguing in a heated way and yelling at nobody in particular. Even if you unmask these phantoms as figments of
your imagination, they will still follow you around.
Rank 10+ (Extreme): Your hallucinatory episodes now involve living friends and acquaintances. You have considerable diffi-
culty telling apart dreams from reality now, always waking up without being sure if what happened was just your imagination
or if you passed out in the middle of an episode. This makes it basically impossible for you to live as you once did.
Hero
Rank 1-3 (Mild): You hold yourself as an example that others must look towards imitating. This makes you righteous and
a moralist, but you’re always trying your best to help people (within reason) so it tends to work out for you. From a less
friendly perspective, you just want praise and recognition, which makes you very weak to flattery and criticism both.
Rank 4-6 (Moderate): You go to greater lengths to live up to your idealized version of yourself. Wherever there is a wrong, it
must be righted. Wherever somebody needs help, you selflessly go to do whatever is needed. This is going to wear you out
even if it goes smoothly, and it probably won’t, so there will be many days in which you feel like a failure.
Rank 7-9 (Severe): You start to take all praise (or lack thereof) personally, legitimately expecting others to bask in your glow
with any of your accomplishments. Should you feel taken for granted you’ll immediately redouble your efforts and start act-
ing suicidally heroic to make sure you receive the recognition you deserve.
Rank 10+ (Extreme): Perhaps the only way you can really live up to your standards is with a heroic sacrifice. Why, yes, that’s
genius! Then everybody will sing praises of your name forever and reminisce longingly for how you were such a great inspira-
tion to them all. Clearly this is a perfect plan.
Hyper
Rank 1-3 (Mild): You suffer from a mental imbalance that provokes in you a need to be constantly doing something. This
means you’re pretty much always energetic, and few things make you as tense as being forced to stay quiet and wait patient-
ly for long periods of time. You might come across as impulsive or impatient sometimes but it is nothing serious... Yet.
Rank 4-6 (Moderate): You sometimes undergo manic episodes. During these you become even more hasty and inattentive
than before. When this happens you feel like you must immediately busy yourself for a period of time that can go up to an
hour, turning into a chatterbox for the duration. You have trouble getting a full night’s sleep.
Rank 7-9 (Severe): If things looked manageable before, they certainly don’t look manageable to others who look at you now.
The episodes grow in frequency and make your behavior erratic, careless and borderline self-destructive. You don’t put a lot
of thought into whatever it is you feel like doing, you just see a thing and want it now. This can lead you to try experimenting
with dangerous combinations of substances and alcohol, jumping off a fifth floor into a swimming pool, or going on a massive
shopping spree until you’re neck-deep in debt.
Rank 10+ (Extreme): You can’t even sleep for more than a few minutes at a time before you jolt awake with the need to do
something. Your episodes are severe and frequent enough that there is no telling what you will do if left alone, so everyone
would rather not take that chance and leave you in the care of professionals.
Rank 1-3 (Mild): You’re not comfortable with responsibility and are always afraid that you will always make an irreparable
mistake whenever you need to take the initiative. It doesn’t get in the way of your day to day activities yet, but you shirk
making decisions to others whenever possible.
Rank 4-6 (Moderate): You actively avoid having to make important decisions and outright tell your most trusted close ones
to make them for you. As if that weren’t enough, you will also blame them if something goes wrong. It is not enough to make
you want to be accountable for your actions, but it is enough to irritate those you ask for help.
Rank 7-9 (Severe): You’re now exceedingly clingy of the person who can put up with your crap the most. You leave most of
the decision making to them, but whenever you’re under pressure anyone else will do. It is a good thing that the chain of
command exists, because otherwise you wouldn’t be able to go out and battle at all.
Rank 10+ (Extreme): High-maintenance does not even begin to describe you, as you require having someone looking over
your shoulder constantly to reassure you. You now desperately look to anyone else for support and any kind of responsibility
forced on your person stuns you like a deer caught in the headlights. You can’t even fire a beam rifle without asking how to
do it, if you did it well, and if you will have to do it again.
Lonely
Rank 1-3 (Mild): You’re a little shy with people and take any kind of criticism a little too hard, but you don’t have any glaring
personality flaws otherwise. It just means you put a lot of effort into pleasing everyone... Without trying to be a bother. You
may even let some people take advantage of your kindness every now and then.
Rank 4-6 (Moderate): You feel a little lost in a crowd and it makes you nervous when you can’t locate anyone that you can
stick to. When presented with someone new, you try really hard to make a good first impression, and feel very glad when a
new acquaintance does not reject you.
Rank 7-9 (Severe): You’re always around people, even if they ignore you, because loneliness is unbearable. If you’re not in
contact with anyone for a period of more than a few hours, you suffer an episode that makes you enter a state of panic. You
start sweating, your breath becomes uneven and you desperately seek close ones to calm yourself down.
Rank 10+ (Extreme): You need some kind of company within sight or hearing even to sleep at night, and probably aren’t fond
of silences at all. By this point you will even cling to television or radio personalities who can keep you company. Your panic
episodes are more frequent and even getting briefly lost in a crowd when someone lets go of your hand will trigger them.
Monster
Rank 1-3 (Mild): You love seeing others in pain, whether it is physical or emotional. You don’t necessarily pursue opportuni-
ties to cause said pain, but you’re way too comfortable with the suffering of others. You’re still self aware enough to keep the
subject of your fascination to yourself.
Rank 4-6 (Moderate): Opportunities to hurt others sounds more enticing every day, you just don’t want to get caught. Allow-
ing others to do the deed themselves is much easier to justify, and in fact you think provoking them to be your instruments
of pain is a pretty neat idea. You really should not be allowed near a giant robot.
Rank 7-9 (Severe): You like to make your obsession a subject of casual conversation and see yourself as an artist of sorts.
You might even start comparing hurting others to brewing tea or to finger painting and it is clear to everyone that you’re a
ticking time bomb.
Rank 10+ (Extreme): You throw caution to the wind and go too far in indulging your sadism by your own hand. If this does
not end in your death, it will probably get you locked up for a very long time or make you an outcast for life at the very least.
Rank 1-3 (Mild): You tend to isolate yourself, needing to be alone with your thoughts when under pressure, You don’t like
most people and have trouble trusting strangers, believing anyone you don’t know only wants to approach you with ulterior
motives.
Rank 4-6 (Moderate): You doubt casual acquaintances as well. You have your guard up with everyone except your closest
friends and family, believing anyone can be a potential threat. This makes it really hard to cooperate with others, and if pos-
sible you’d like to do everything yourself and not have to rely on anyone.
Rank 7-9 (Severe): You are not really sure who your allies are anymore. Sure, someone that saved your life is trustworthy,
but what if someone is pretending to be them over the phone? What if they are being coerced to hurt you against their will?
You have to doubt everyone and must work alone. There is no other choice.
Rank 10+ (Extreme): Everybody is out to get you, and you have to watch out for threats at all times of the day. The first
thing you do when you wake up is check the cameras you’ve set up and make sure everything is where you left it. You’ve
come up with a vast and complex web of conspiracies to explain how things came to be this way, and anybody who tries to
dismiss your theories without a very good reason is obviously one of them.
Pyro
Rank 1-3 (Mild): You feel a compulsion to light fires as a way to relieve yourself of stress. Lighting a fireplace or even a small
piece of paper will do, you know how to keep it under control. You don’t actually want to set everything on fire. Large fires
fascinate you, and you often stand there watching them in a daze.
Rank 4-6 (Moderate): You now start lighting fires when so much as just bored and will take any excuse to let existing ones
spread as long as safely possible. Sooner or later it is going to get out of hand. You request a flamethrower, napalm, or other
such weaponry for your giant robot, if you don’t already have it.
Rank 7-9 (Severe): You have taken a liking to using fire as a solution to your problems whenever the opportunity arises. En-
emy in front of you? Use fire. Can’t find a person hiding in a building? Set the whole place on fire and they’ll come out. Need
to take out the garbage? Set it on fire instead. You are also really insistent that your way is the best one as well.
Rank 10+ (Extreme): It is impossible to talk you out of setting things on fire on a daily basis and you actively stop others
from trying to put them out. Most people don’t like having their person or their possessions going up in flames, so they will
do their best to stop you, by force if they have to.
Visionary
Rank 1-3 (Mild): You have your own framework to make more sense of this nonsensical world. There is a grand plan and you
are witness to its inner workings. You don’t need to share your vision with others - you know they won’t understand anyway,
but every now and then your need to prove yourself right surfaces... And usually ends in you looking like a fool.
Rank 4-6 (Moderate): The plan is getting more vast and intrincate, there is much at stake and things look grim... But you
have a role in it to play. Yes, you will convince the others to see things the way you do. And once they do, you can fix all that
is wrong with this broken world together. All as is laid out in The Grand Plan.
Rank 7-9 (Severe): WHY WON’T THEY UNDERSTAND!? Either you stand WITH the GRAND PLAN or AGAINST it, and you are the
only one who can keep them all safe! It is just so frustrating, because they refuse to see the truth! But you will do your job
and will make your friends understand, removing the obstacles that blind them with force if you have to.
Rank 10+ (Extreme): You see yourself as the world’s savior, thereby justifying all of your actions. By this point you can’t keep
yourself from babbling incoherently about the grand conspiracy, desperately seeking to convince others by all means neces-
sary. Your outbursts of violence against perceived threats are frequent enough and usually unprovoked, so odds are you’ll be
confined until you have changed your mind somewhat.
Each result in this table is the name of an event, the details of the event itself are explained in next few pages. Some of these
events are circumstances that make things more difficult (like supply shortages or clever enemy plans) while others are just
plot developments that may (or may not) change the course of the war. A few of them are even helpful to the PC Squad! This
way you can use them to plan your next Episode (or Episodes) for you or just read them as inspiration.
The results that affect Operations directly have a Power Rating Modifier next to them. This is so you know just how much
easier or harder they’re making things as a whole and can adjust the Enemy lineup accordingly. All results also have a
Recommended Duration in Episodes. Some of them can take a while to resolve and could need the PCs themselves to fix it,
others shouldn’t last more than one Episode.
Results like Forced March and Under the Sea don’t have any Power Rating modifiers attached to them. This is because it is
assumed you’re going to use them fairly and make them hinder the Enemies just as much as it hinders the PCs, while al-
lowing the PCs and their Enemies both to take advantage of the Terrain at the same time.
For example: If you’re using Dog Fight, you should feel free to use Anti-Air Missiles but also allow your Grunts to be de-
stroyed by an Ensnaring Trap, and don’t throw a Boss with Souls Bound by Gravity at the PCs. If you’re using Forced March,
don’t make every single Enemy a Technique user, but you can include some of them.
Depending on how much more benefit the Enemies get from the result you’ve given them, the Power Rating modifier could
go up to +4 PR per PC if you make it hard enough. If you seriously want to use these rules to create a nightmare battle for
the PCs, then use that modifier as a guideline.
This section has some tips for making the best of the last Roll Result Support Upgrade
few Rules Modules as a GM. To the right there is also the Full 01-05 Assisted Targeting
Transpatial Randomizer Table in case you want to combine
the Hardcore Difficulty rules with the Element System. 06-10 Circle of Protection
11-15 Dividing Field
A FEELING OF DREAD 16-20 Energy Distribution
21-25 Overcharge
A game of BCG using the rules for Insanity and Trauma is 26-30 Remote Hotfix
harder for the PCs. They have less Genre Points and take Plot
31-35 Support Fire
Armor Damage from experiencing or witnessing things that
should be relatively common. 36-40 Supply Delivery
41-45 Surprise Minefield
On average, each PC should be gaining 1 Insanity Rank every 46-50 Targeting Disruption
Episode. This is best achieved by mixing and matching the
following methods: 51-55 Airstrike
56-60 Blue Screen Virus
-At least one DN 5 or 10 Willpower Test per Episode. Increase 61-65 Cryogenic Blast
the DN to 15 or 20 starting at Power Level 3.
66-70 Electromagnetic Detonator
-A Willpower Test of DN 15 every two or three Episodes.
Increase the DN to 20 starting at Power Level 3. 71-75 Elemental Amplification
-Give all Enemies the Invasive Feature during Episodes in 76-80 Ensnaring Trap
which you didn’t feature any Willpower Tests.
81-85 Fire at Will
Pacing your Willpower Tests is important. You should start 86-90 Gravity Manipulators
out every Episode Arc hard, shaking things up with some- 91-95 Improvised Fortification
thing traumatic. Then slow down and slowly ramp things up 96-00 Jamming Barrage
on the way to the finale, when you go all out again.
* If the PC’s Systems Attribute is 0 and they have no Restorations whatsoever, it still counts as a -1.
Example: Taking the base number (5), you have four PCs but only one of them has the Tethered Design Flaw (+1), there are no
Enemies with Restoration Upgrades (+0), the battlefield is 15x20 Zones (+1), the PC Squad has a Power Level of 3 (-3) and two
of them have spent Restorations below half their maximum (-2). You calculate the total (5+1+0+1-3-2=4) and you get a total of
2 Energizing Terrain Zones for this battlefield.
Energizing Terrain can still be used after an Operation ends for as long as it is not spent. This means that, after securing the
battlefield, PCs can stick around to use all remaining Zones of Energizing Terrain with their available Restoration Upgrades.
Since battle itself has already ended, Tension will not continue to increase and instead will stay at whatever number it was
when the PCs achieved victory. This is particularly relevant for Jury Rig users with Power Conversion, who can get a lot of
repair work done between battles thanks to their Energy bonus and the effectiveness of the Jury Rig Upgrade.
The cassette tape ground to a halt; he peeled his eyes open, took in
the Earth view through the hangar’s transparent-alumina bay doors.
Just some ten meters away sat the massive blue-metal casing wrapped
around his Gear, occluding maybe forty percent of the view. He
blinked a few times, reached down and hit the rewind button on the
cassette player, almost worn smooth, like all the other buttons and
adjustors. He ran a finger along their surfaces, recalled the various
controls, smoothed and jagged, in his monster. He had been told, of
course, that the Childhood Department did not, nor had it ever seen
fit to grow its Gears from Cryptid samples, but that did little to
assuage his fears, did little to remove the constant, pungent iron-
flesh scent within the cockpit.
The tape finished rewinding with another sharp clack. He let the
song surge through his ears as he closed his eyes again. The song’s
spirit spoke, and Lonnie, with all his soul, sought to believe. Be-
lieve what?
Two sharp knocks sounded from the bulkhead Lonnie rested against.
His eyes snapped open, darted over to the new arrival. “Oh, Cap.”
Lonnie let out a small sigh, turned his gaze to the Earth as well.
“You joined the Department when there were still Cryptids around,
right? Did...well, did what you were doing at least seem to make
sense, then?”
“You know what, fuck all that, ma’am.” Lonnie turned his wide, brown
eyes to the Captain. “I’ve done the training. I know I’m the young-
est Underclassman ever made a pilot, but I did the training. We did
the winter huddles on Verne-2, we kept each other alive on Verne-1.
I’m not going to flush this family on the off chance that some of my
other one is on the wrong side.”
The Captain’s eyes hardened. “You watch yourself when you talk to an
officer, Caldon.”
“I’m sorry, ma’am. I really am. I just meant that...I mean, I signed
up to stop Outsiders and Cryptids. I dunno if I’m ready to -- to be
on Earth, let alone fight humans.”
“Cap, you really know how to...help without helping,” Lonnie hesi-
tated, almost spoke up again to correct himself, until the Captain
laughed and he allowed himself a smile. Rigor opened her mouth to
speak again, when the lights all shifted to a dull orange and the
klaxon sounded twice. “Looks like we’re in position. You ever done a
combat drop before, Caldon?”
“Only Lunar, ma’am.” He wrapped his headphone cables around the cas-
sette player and shoved off toward the gangway. The Captain joined
him, and the pair floated off towards the ready-room.
“You should be fine. The O-Field will handle pretty much all of the
friction force, so just keep your eye on the alt-indicator so you
know when to slow yourself down. Oh, and if they have any airships,
or flyers that try to stop us? Leave ‘em to me and the XO, we’ve got
our ways. You just focus on landing and getting the mission done.”
“I’ll keep that in mind, cap. Thank you.” Lonnie stopped himself
right at the ready-room door. He snapped off a sharp salute to his
Captain, who returned it, then blinked a few times.
“Nah, not worth thinking about. No one lives forever, anyway.” The
two pilots shared a smile, without quite knowing why, and joined
their readying compatriots.
EXPANDING THE RULES //:01 75
Evan Theilman (order #31126685)
03:// Ramping The DifficUlTy
Having trouble challenging your Players? Don’t have time to spend creating enemies? This section has a list of powerful
enemies of every Power Level ready for use in your games. If that is not enough, here are a few dirty tricks to make your
enemies even stronger. Be warned that while these strategies are very much within the rules, they are bordering on unfair
and sort of break their spirit a little. Still, it is preferable to accidentally make things too hard and have to dial down than to
struggle to provide a proper challenge to your PCs, so these tricks are yours to use if you think you could use them.
For Grunts
At a high Power Level, Grunts have enough MP that a PC needs to make the most out of their Genre Powers in order to beat
two optimized Grunts working in tandem. However, the scariest thing you can do with Grunts is use them in swarms of
slightly lower Power Level than that of the PCs.
You don’t need high stats to use debuffing Supports or One-Shots effectively, so you can mix and match them with stronger
Grunts, Rivals or Bosses. Example options for Grunts that run interference are Electromagnetic Detonator, Ensnaring
Trap, Finger Net and Radiation Bomb while Grunts meant for duking it out with the PCs are at best with Weapons like
Pressure Point Attack, Bombardment, Incinerator and Lux Cannon.
In defensive terms, look to Invincible Alloy and Expansion Pack to increase the survivability of all your Grunts to make
them last at least two hits (barring Weapons that do bonus Damage like Rocket Sword or Resonance Cannon) while also
serving all your antimaim needs. If you want another easy bump to endurance, Terrain Specialist is a Disadvantage to all
attacks without much of a drawback against PCs who don’t play around with Extreme Terrain.
What you should not do under any circumstance is use Grunts with Combination Upgrades. If you want to play around with
Combiners, read below...
For Rivals
To make Rivals that are easily comparable to a Boss what you have to do is make two of them, one a regular Rival meant
to fight one or more PCs and another a Universal Component to boost its Attributes and give it an extra Utility Action
every Round. The Component Rival is a steady source of GP with which to spam repeatable Powers like Try Again and I
Don’t Think So, while also Maneuvering every Turn to more or less double the Combined Rival’s Defense.
If you really want to make a single Superboss-tier Enemy, consider either attaching a Universal Component to a Boss or
outright making an Invincible Super Combination. The latter might be too much trouble to be worth it considering that the
former is an absurd power boost to Bosses (we’re talking an easy +7 Defense and access to Powers and Upgrades they usu-
ally don’t get to use like Signature Weapon and Internal Fortification) for minimal effort, but Invincible Super Combination can
be fun to pull once.
Be careful with this last option. All Combiners are extremely powerful and you could accidentally create an invincible foe
when you slap a Rival with Universal Component on top of a Boss of Power Level 4 or above. If you use this strategy, do it
with extreme care and try to stay away from the Boss Upgrades with the most raw power like It Keeps Coming Back and
Caustic Touch.
For Bosses
Replacing Not so Fast with I Don’t Think So or grabbing the Oldtype Feature is very useful for Bosses, making it much
easier to withstand focus fire from optimized, well coordinated squads of PCs. Of all the tricks in this page, this is by far
the least overpowered of the whole lot and is almost necessary against PCs who prioritize offense before everything else.
Only one step above it in the ladder of unfairness is the Parting Shot Power. Most Bosses - and many Rivals for that
matter - have no use for the Live Another Day Power and Parting Shot lets them get one last attack in after being downed, in
case the battle wasn’t over the moment they got beaten.
The ultimate dirty trick to pull on PCs is to use the Unstable Reactor Feature. Not only will the Boss (or Rival) get free
Energy, but they also explode on death taking out with them PCs that were low on Threshold. High Energy and Threshold
builds with Limit Engine are best for exploiting this. This kind of build breaks the spirit of the rules though, so don’t do it
more than once.
Abilities
User’s Guide
The Knight Grunt has a simple battle plan: Engage the PCs and keep them that way. They even have Assassin Blade to make
ganging up against the same PC a viable strategy. They only have moderate Speed and no way to attack beyond a Range of 1,
so they work best in small battlefields or as surprise reinforcements.
Use your Knight Grunts to disrupt PC battle plans by locking down ranged attackers. The PCs will probably intercept with
melee-oriented characters, which is why you use Assassin Blade to overwhelm them. Remember to activate Absolute Barrier
for the maximum amount of Energy available every Turn, except when you need to use Nanopaste Skeleton. Knight Grunts
are some of the most universally useful to have around in your NPC lineups because they’re threatening but straightforward.
They do a good job as annoyances to pester the PCs and keep them from blasting your more important NPCs to smither-
eens.
If you want to make them tougher to kill or don’t feel like having to use Nanopaste Skeleton, you can replace it and Absolute
Barrier with the Squadron Feature, two Custom Defenses and Dispersion Aura. This makes them immune to Maiming, ups
their defense against regular attacks and covers their weakness to Blasts, Bursts and Lines with a very effective barrier they
can share with Allies.
Abilities
User’s Guide
Archer Grunts provide excellent support fire for their Allies from long distances. They can pack quite a punch for Grunts,
thanks to their Sniper Rifles, but that requires them to Aim before firing. Otherwise, Assault Rifle is their go-to Weapon of
choice to use. They have little to no movement range, though, so they have to be careful with their positioning.
The average Archer Grunt isn’t much of a threat unless it is combined with Knight and Buffer Grunts. A walking shield that
keeps PCs distracted while the Archer Aims or, even better, the constant benefits of Aim without having to waste a Turn on it
first represent a huge spike in power. Their barriers aren’t very strong, but can be shared with others, which is good to keep
in mind when other Units are taking the hits in their stead.
Possible modifications for your Archer Grunts would be replacing their Sniper Rifle with a more reliable Weapon like the Su-
perheavy Machinegun or the Rail Bazooka. Long range is key to their survivability and usefulness against select targets, and
the ability to inflict Disadvantages or attack in an area can compensate for the loss of raw attack power. Nanopaste Skeleton
and Shielding Aura can be replaced by Squadron, Dispersion Aura and the Electronic Cloaking System to drastically increase
their toughness.
Abilities
User’s Guide
Laser Grunts are powerful and can attack in many ways, but are also frail and entirely reliant on their Energy reserves.
They’re what you would call a glass cannon, who can dish out Damage but can’t take much of it. Avoid Withering Terrain like
the plague and you should be good when using them.
The Laser Grunt’s Primary Weapon, at least from Level 2 onwards, is the Lux Cannon. While Lux Cannon is on cooldown, they
use whatever else is more appropriate. They can debuff PCs, knock them around like bowling pins, or even buff the attacks of
their Allies. Having one or two of them around to complement the rest of your NPCs can work well, preferably with someone
who can undo stat-halving in case they eat a debuff to their Energy.
Laser Grunts can be modified by reducing some of their Speed or Systems in exchange for more Energy, which they can then
use to fuel better Active Defenses or even Invincible Alloy - forsaking Squadron and its drawbacks entirely. Their repertoire
of Weapons can work well with the Beam Ripper (to alternate with the Lux Cannon) or the Incinerator and Double Blaster for
a multitarget capability.
Abilities
User’s Guide
The Hybrid Grunt is like a mini Player Character Unit - well rounded with no obvious weaknesses. They’re a bit fragile and
lack reach before Power Level 2, but after that they make up for it with a good loadout that can supplement the rest of the
NPCs very well. The worst you can say about them is that they lack firepower, but Pressure Point Attack and Radiation Bomb
can make up for that without much problem.
Hybrid Grunts are best used as a distraction. It is useful to think of them as Knight Grunts that can use ranged weapons and
can shield other NPCs. They’re fairly tough to kill for Grunts and two of them can make use of the Paired Attack Action to
guarantee those Pressure Point Attacks land a solid hit. They are best used in conjunction with NPCs that resupply their One
Shots.
Because of their versatility, you can do a lot to them and they will still be useful. Consider dumping some redundant Active
Defenses for more points in Might or Stun Rod and Riot Weapon for other useful One Shots like Great Crusher and Lockdown
Missile. If they will only live for a few Turns, you don’t have to worry about conserving ammo. Just make those hits count.
Abilities
User’s Guide
The Defender Grunt is one of the nastiest you can spring on your PC Squad, because they can turn the simplest of Opera-
tions into a puzzle that they have to solve. And the key to said puzzle is how to get rid of the Defender Grunt before the rest
of their Enemies blow them to bits. Just plop one of them in the middle of your back line, where all the fragile glass cannons
are sitting, and Maneuver every Turn to give them a humongous Defense boost.
The natural weakness of this strategy are, of course, high-damage Blasts. Dispersion Aura can mitigate the Damage to their
Allies but Squadron means that the Defender Grunt is still very vulnerable to them. Remember to Maneuver using Systems in
place of Speed when the inevitable Blasts that debuff Speed come down. Also, keep in mind that Stealth Field only applies to
the Defender Grunt, not to the Allies they defend with Guardian of Steel.
The Defender Grunt can make use of an Absolute Barrier, Absorbing Armor, or just plain more Guard and Threshold... The
real question isn’t what to get but what what to give up for any of those. You can sacrifice Power Conversion and the extra
points in Energy, but that means being unable to use Guardian of Steel if your Energy gets reduced. You can sacrifice Sys-
tems and just use Speed to Maneuver, but then you’re more susceptible to Difficult Terrain and their ilk.
Abilities
User’s Guide
A strong if not very versatile Enemy Grunt. The Barrage Grunt excels at dealing Damage without directly attacking the PCs.
Instead, they do Damage via Fire at Will or Surprise Minefield. The good news is that this kind of attack is impossible to
dodge entirely for most builds, the bad news is that their Damage is below what you can get with most Weapons.
After Power Level 2, they should use Ensnaring Trap and Fire at Will in the same Turn, then Reload to recharge Ensnaring
Trap and follow up with that plus Surprise Minefield. Teams of Barrage Grunts can deal considerable, almost guaranteed
Damage with multiple Fire at Wills aimed at the same PC after an Ensnaring Trap. As one of the squishiest Grunts out there,
they’ll need Knight or Hybrid Grunts to tank for them or a big bad like the Exploder Boss that draws the PC’s attention away.
Losing some points in Threshold in exchange for some Energy can allow the Barrage Grunt to use an Active Defense like the
Absolute Barrier. It would also mean they can use Resupply to refill all their Supports at once. This makes them even more
reliant on Energy to, well, do anything but that was always a problem with them.
Abilities
User’s Guide
Nearly useless on their own but extremely powerful when combined with other NPCs, the Buffer Grunt is one of the most
dangerous and difficult to use. Starting from Power Level 1, their vast Energy reserves let them use two Support Upgrades per
Turn without having to spend either of them. This means they can give two users of Shooting Weapons the benefits of the
Aim Action every Turn right there, and after Power Level 3 their utility value just skyrockets.
Between boosting available Energy, resupplying One Shot Weapons, making Weapons Crippling and even fixing Maims in a
pinch there’s very little they can’t do for their team. All in all, Buffer Grunts are one of the easiest ways to make your teams
of other Grunts extremely threatening. They even have Surprise Minefield if they absolutely MUST defend themselves without
relying on a different NPC to take down the PCs.
Regarding modifications, you can give them Slippery Chassis to let them walk away from Duels. If you only intend to use one
of the Support Upgrades (like only using Assisted Targeting or only using Supply Delivery) then you can drop the others in
place of Power Conversion and Absolute Barrier to make them tougher to kill too.
Abilities
User’s Guide
This is a Grunt that the PCs will grow to hate should it appear often enough, because it is a really annoying one. Ensnaring
Trap is universally irritating to every PC, or at least those who don’t want to get blown up. Electromagnetic Detonator is
either vaguely troublesome or crushingly crippling to deal with. Gravity Manipulators don’t look like much but they’re brutal
with special Terrain conditions floating around - particularly Extreme Terrain. They can only use one Support Upgrade each
Turn, but they’re so powerful that it should be all they need.
Debuffer Grunts really need someone that draws fire away from them, because their defenses are average at best. Grunts,
Rivals and Bosses with a focus on Melee engagements are preferable but not obligatory. Users of Guardian of Steel combo
particularly well with them too. Mixed troops with several Debuffer Grunts are one of the easiest ways to ramp up the diffi-
culty of your game, because two of them are all it takes to nerf a PC into a Grunt.
Debuffer Grunts are built with the rare mineral known as explodium and next to useless at actually doing Damage them-
selves. Trading some Guard and Threshold for Energy and Absolute Barrier can give them the survivability they need to en-
dure anything worse than a mean look. The problem with buffing their survivability is that flight-enabled PCs may just figure
out that all they need to do is overpower the other Enemies and then the Debuffer Grunt will have their battle plan reduced
to harsh insults and hurting the PC’s feelings in lieu of actually trying to win. Consider giving them Fire at Will in place of
some Speed to remedy this.
Abilities
User’s Guide
Skirmisher Grunts are most defined by their Speed, which allows them to do considerable Damage every Turn with Boost-
ed Lance. They need to make use of that Speed, meaning they need large battlefields and are weak to Speed debuffs. The
Squadron Feature also means they’re vulnerable to Blasts, Bursts and Lines.
The Skirmisher Grunt is hardly worth talking about before Power Level 2 and should be used primarily from then onwards.
They make for good distractions because of all the Damage they do but they don’t play well with other melee-oriented NPCs.
Hook Launcher has great utility value for disrupting Guardian of Steel or Defensive Terrain formations, or even for pulling PCs
into harmful Terrain created by your other NPCs.
If you want to tweak the Skirmisher Grunt, you can start by boosting Speed a little more in place of Guard or Threshold to
make them more of a glass cannon. They won’t live long, but with the Damage they can put out, they won’t need to. For a
more resilient variant, you can ditch the Hook Launcher, Squadron, a point of Might and all two points in Systems to gain 20
MP for Invincible Alloy. This way, you lose a minimum of offense and utility value for a decent boost to your defenses.
Abilities
User’s Guide
The Blaster Grunt’s battle plan is to slam the Enemy with area attacks while creating Interference Terrain. They work very
well in tandem with each other and can represent a considerable headache for some PCs... And to their own Allies lacking in
area Weapons. Their other big flaw is that, between Squadron and the use of Interference Terrain as a substitute for Guard, a
good Blast can take out a good chunk of their health pool if not outright kill them.
Magneburst is their best Weapon, the other two are best used only when that is somehow unusable or tactically unviable.
This also means that it is best to use Blaster Grunts starting from Power Level 1 onwards and preferably not at all before
then. As for potential teammates? A whole Squad consisting of nothing but users of Blasts, Bursts or Lines can make for an
interesting Operation. They have Expert Support so they should be fine if you use them sparingly even with other kinds of
Enemies along for the ride.
You can modify the Blaster Grunt to focus on Blasts in place of Magneburst. Charge Cannon and Bombardment are good
replacements for Magneburst and Kamaitachi respectively. You can also lose two points of Might and two points of Systems
for one of Energy, Superior Integration, and Great Crusher. This way you don’t need Squadron and have one more activation
of Reactive Booster each Turn, buffing the Blaster Grunt’s toughness with a small loss in offensive power.
Abilities
User’s Guide
The Duelist Rival is one of the most useful ones you can deploy in your Operations. They’re resilient, have the mobility
needed to get to their targets in time, and hit hard. Just charge in using Gotta go Fast plus the Overbooster and do as much
Damage as you can with Boosted Lance, then use the Dueling Blade afterwards. Do keep in mind that they are best used as
a distraction, using Extreme Body and their Genre Powers aggressively to do as much Damage as possible with their limited
lifespan.
With all that said, versatility is not their strong suit. They only know how to do one thing, and while they do that very well,
you’re wasting your time if you charge straight at another meleeist PC. Aim for their most vulnerable Units, preferably Sup-
port users if there are any. Snipers are the second priority, and anybody who looks like they can take a hit and fight well in
melee is better ignored.
Possible modifications to the Duelist Rival could include a Stun Rod and Great Crusher in place of their current Weapons to
make them better at playing interference. Extreme Body can turn into Pulling Field using a similar logic.
Abilities
User’s Guide
The Sniper Rival is characterized by two things: A very long attack range and a very high attack power. The secret to its
success is the use of Assisted Targeting to buff itself every Turn. It does not spare much MP in the way of defenses other than
with raw Attributes, so its Allies should try to shield it whenever possible.
They can make for a formidable enemy that has both raw strength plus tough defenses. Without proper positioning, however,
they are a sitting duck that duelists will gobble up and spit them out unceremoniously. Superheavy Machinegun gives them
something to do when under Withering Terrain or a similar debuff. Deploy Duelist Rivals or Knight Grunts to give the Sniper
Rival some breathing room and they should get their job done.
If you want to modify the Sniper Rival, you can start with losing some of those 10’s in Attributes plus a little bit of Systems for
more Energy to use Custom Defense with. Trading You are Already Dead for I Cannot be Defeated can often buy the Sniper
Rival another Turn of life to keep shooting, hopefully for more than 5 Damage.
Abilities
User’s Guide
The Beamspam Rival is a monster of a fighter. They hit hard, they have high defenses, and their Genre Powers support both
things to make them a target that just cannot be ignored. It has two Techniques, both of which are likely to hit more than one
PC when used, so they’re probably going to down at least one PC if they’re not focused on immediately.
All this adds up to make an Enemy that, even with their multiple defensive Genre Powers, is probably going to be priority
target number one when the PCs figure out just how dangerous they are. Your job, therefore, is to add other annoying Ene-
mies that make taking the Beamspam Rival down harder and buy off at least a fourth Turn for them. Director Rivals, Debuffer
Grunts, or Striker Bosses all make good teammates.
You can give the Beamspam Rival different Weapons like Incinerator and Double Blaster in place of the Techniques and
replace My Style is Impetuous with I Cannot be Defeated. This trades offense for defense, but paradoxically means you may
accidentally hurt yourself. Whatever you do, keep Mind Over Matter because you need to keep those debuffs away.
Abilities
User’s Guide
The Bestial Rival is, quite possibly, the strongest member of their Squad. They start off strong and only get stronger after
that, becoming an unstoppable monster if they can hold themselves together at their last Level of Threshold. Overbooster
and Antigravity add a way to get around harmful Terrain and reach their targets quickly. Their Powers are all defensive in
nature, with some of them even intended for use in protecting Allies. Its primary means of attack is CQC, and they should try
to always be in a Duel with someone else.
The weakness of the Bestial Rival is that, if ignored, it is only a moderate threat instead of the terrifying nightmare that it
becomes once it has lost a few Threshold Levels. Paradoxically, it is also weak to focus fire, and it is possible for a team of
coordinated PCs who know what’s coming to make the Bestial Rival go boom before it gets to use its buffed up Absolute Bar-
rier. A Squad of mixed troops is the best course of action to prevent either scenario from happening, with other meleeists to
draw away fire and support Mecha to protect with Genre Powers.
You could add Pulling Field in place of the Mobility Upgrades and Invincible Alloy in place of Expansion Pack, adding some
more Attributes here and there. This makes the Bestial Rival less capable of choosing its target, but said target won’t be able
to take its eyes away from it.
Abilities
User’s Guide
Few things make the PCs break formation like a good Artillery Rival. Expert Support and Artillery Frame combine very well
to let its Blast Weapons have a huge radius while minimizing just how much they can hurt Allied NPCs. Custom Defense and
Invincible Alloy add considerable survivability to what would otherwise be a very frail build... But they still need somebody to
tank for them, mostly because otherwise they’ll end up shooting at just one target and more or less wasting their talents.
The opening move of the Artillery Rival should be Rail Bazooka, followed by Bombardment (with My Style is Impetuous), then
another use of Rail Bazooka. After three Turns, odds are there will be one or more enemies in melee range, which is when
it should use its Twin Strike combo of Finger Net into Whirlwind Attack. Debuffer Grunts with Gravity Manipulators to keep
duelists Disengaged are ideal Squadmates.
You can also add Slippery Chassis and Expert Support in place of some Attribute points to do this without Ally backup. Other
Weapons that can work well when used as part of a Twin Strike combo are the Great Crusher, Radiation Bomb and Super-
heavy Machinegun.
Abilities
User’s Guide
The Technician Rival is similar to the Bestial Rival, but more dependent on Energy and less reliant on getting beat up before
it can start putting the hurt on the PCs. It should open up with My Style is Impetuous and Pierce the Heavens if it is available,
then charging towards the same PC and engage them until one of either duelist is defeated.
A proper Technician always uses both of its namesake Upgrades, prioritizing Master Technician if energy constraints force
them to only use one. Its Powers are to be used aggressively, because a competent Squad of PCs will try to destroy this jerk
before its Technique spam turns unbearable.
If you’d like to modify the Technician Rival, you can start by giving it Mind Over Matter so that it won’t roll over and die when
an Electromagnetic Detonator comes its way. Antigravity keeps the Technician Rival safe from Extreme Terrain, which hurts
quite a bit when Limit Engine is going into Overdrive, but you can trade it for Versatile Model if you’d like a little more offense.
Abilities
User’s Guide
The Controller Rival is one of the most annoying Enemies you can make your PCs face. What they do is deal Damage with-
out needing to Test Might first or spread debuffs among the PCs, but they can use their Weapons to defend themselves in a
pinch. Electronic Cloaking System makes them hard to hit and Take Cover! compensates for its weakness.
The Controller Rival starts out with three shots of the Ensnaring Trap plus Fire at Will combo at Power Level 0 and only gets
stronger from there. This is my Battlefield can create Extreme Terrain to make this combo even deadlier. Cryogenic Blast and
Airstrike make better opening moves though, if they’re available.
You can build a sturdier Controller Rival by replacing Electronic Cloaking System with Absolute Barrier and its Weapons with
Power Conversion. The Tacticool Approach is no longer a good Power option to take then, so you can replace it with Mind
Over Matter to help yourself and other Allies against enemy debuffs. You can also take Antigravity in place of another Sup-
port Upgrade, like Airstrike, to resist the harmful instances of Terrain you will be creating.
Abilities
User’s Guide
The one thing worse than an Enemy who is really hard to kill is an Enemy that is always being healed. The Director Rival is,
you guessed it, the jerk responsible for keeping that Enemy healed. Armed with a series of buffs on top of its Threshold res-
toration skills, the Director Rival can distribute over 60 Threshold points with as little as four Actions and four Genre Points.
Doing this is far from ideal, because distributing uses of Assisted Targeting and Supply Delivery to Allies takes priority... But it
is nice to know you have that much extra HP to give out if you need it.
You should be using one Support Upgrade every Turn with Commander Type and then either spend your Action using Jury
Rig, Maneuvering, or another Support if you have another 4 Energy available to restore it after use. Organic Barrier is your
Energy sink whenever you don’t have anything else to use it on or whenever you’re threatened. Who knows, you may just end
up banking 15 Energy or so into a single Turn’s Jury Rig for 30 Threshold with a Genre Point.
The Director Rival is a not a build that leaves much room for changing things around. Absolute Barrier makes you more dura-
ble, Support Fire works better with duelist Allies and Mind Over Matter makes the whole Squad immune to Attribute debuffs
and to Maiming. They’re small changes, but you might just find something that makes the NPC work much better for you.
Abilities
User’s Guide
Of all the Enemy NPCs in this section, probably none come close to the Shield Rival in terms of changing the flow of battle
and forcing PCs to adapt to them. A Shield Rival simply parks itself around a bunch of Enemies and grants them up to 10
Defense points every Turn. Naturally, it has a selection of Genre Powers to protect itself and its allies plus a lot of Threshold,
an Active Defense, and Stealth Field to stick around.
Mind Over Matter lets the Shield Rival defend itself from the debuffs that otherwise would cripple it and Take Cover! protects
it and its Allies from extreme area of effect attacks. It has basically only one weakness, and that is forced movement. There
is nothing it can do to prevent Gravity Manipulators and their ilk from making its efforts useless. On the other hand, it means
that any PC Squad who doesn’t have access to those is going to have to overpower the Shield Rival somehow. Be careful, you
do not want to accidentally make the Operation impossible.
The Shield Rival is not one you can change much about. You could trade Stealth Field, Stumbling Fists Style and some Speed
Points for some points in Guard to make them even bulkier. Nanopaste Skeleton can be replaced with Invincible Alloy for a
similar reason as well.
Abilities
User’s Guide
The Component Rival is one of the most deceptively powerful Enemies in this section. Just choose another Rival and make
them combine. The result will be the same Unit as before but with a truckload more Genre Points (and Powers) and a huge
boost to its Defense from the constant Maneuvering with Stealth Field on. Combined Rivals can be even stronger than Bosses
in some circumstances.
Good partners for the Component Rival include the Duelist, Sniper, or Beamspam Rivals due to their straightforward nature.
Bestial Rivals might be too difficult to harm to effectively attract enemy fire, but Technicians work pretty well. You can attach
a Universal Component to a Boss, but this creates a nasty Enemy only to be used against experienced Players who know
what they’re doing.
Component Rivals are best when their Attributes are tailored to a particular partner. Raise some Attributes, lower others,
and make it so they average into something that works for you. Remember to increase Might, Guard, Systems and Speed by 1
point afterwards. Mind Over Matter is the most useful Genre Power to a combiner, because their Defense bonus from Maneu-
vering is the key to their survivability.
Abilities
User’s Guide
The Speedster is like a red comet, designed around the Three Times Faster Upgrade and using it to single out a PC to cripple
them with Needle Storm and beat them one by one. Power Levels 2 and 3 don’t offer a lot to this Boss, but Levels 4 and 5 are
a tremendous boost in allowing them to easily overpower any singular PC at a given time.
Save You are too Slow for attacks that are either likely to miss when forced to reroll or when positioning is key, such as when
a PC just Engaged you. Aim for the PC who is most like a glass cannon to weaken them with Needle Storm and Rules of Na-
ture. Keep Useless! active at all times unless you’re being actively ignored, for whatever reason.
The most customizable aspect of the Speedster Boss is its Weapon selection. Merge and Antimatter Shot hit harder and
could do an even better job of keeping the Boss alive. Marked for Death can be a decent alternative to Useless! if there are
more Enemies around, especially if you have The Ultimate Shield available to mitigate the extra heat that it will attract.
Abilities
User’s Guide
The Tentacle Boss has a very simple concept that is no less deadly in its execution than more complex ones. The idea is to
attack as many PCs every Turn as humanly (or inhumanly, as the case may be) possible. Use Whirling Death whenever it is
available and Tentacle Lash while it is on cooldown.
If you’re of at least Power Level 4, try to save your Genre Points until after losing at least one Threshold Level to make sure
your attacks get to benefit from Caustic Touch. At Power Level 5 the reach of your Bursts will be humongous and Oldtype
should keep you alive long enough to spread chaos and disorder for a good while. What is especially good about this ap-
proach to mass attacks is that Bursts don’t cause friendly fire, so you can use Knight or Hybrid Grunts to keep PCs in place.
Good alternate Powers for a Tentacle Boss Colossus include You are too Slow and Useless! to let you reposition and stall as
long as possible while your large body deals its extra Damage. Souls Bound by Gravity can have a similar effect, as could the
Flyer Feature. Just be careful about that last one, as being the target of an Ensnaring Trap will render you immobile.
Abilities
User’s Guide
The Megaparticle Boss is one of the most brutal Enemies you can unleash on your PCs. Overfreeze and Ultrabeam Cannon
are going to hit really hard once Power of Despair kicks in. Until Power Level 3, when you unlock Useless!, you don’t have
much else to do with your Genre Points though, so you will be bit frail.
Power Levels 3 and 4 help a bit with the durability issue, but it is Power Level 5 that makes you a complete powerhouse. Not
only does that cripple one PC out of their Energy reserves, but it also makes Power of Despair exceedingly strong... Moreso
with Behold my True Power. Just be careful around Electromagnetic Detonators, they can make you accidentally blow yourself
up if you’re not careful.
You can tweak the order in which you gain the Powers and Weapons to trade raw power for reliable endurance. Nanoskin
Shell can be a good replacement to It Keeps Coming Back against PC Squads with Electromagnetic Detonator users as well.
Abilities
User’s Guide
The Exploder Boss is one of the trickiest to use right. You have to try and get as many PCs within the range of your Bullet
Hell as possible, meaning you want to use Suicide Swarm when you’re in the middle of their bunch and Technoleeches plus
Useless! the rest of the time.
Because of your nature as a a time bomb against yourself, you should have a few other buddies around - preferably snipers
of some kind. If you can take out one or two PCs with the large amounts of Damage you do, your job with the Exploder Boss
is pretty much done. Eye for an Eye is your best option to finish off that second PC.
If you’re fine with an even more suicidal Exploder Boss, you could add Die for Me! in place of Useless! Perhaps replace Catch
me if you Can with You are too Slow for a slightly more defensive build. Ultimate Bomb can be an useful replacement for
Technoleeches if you think you’ll be having trouble catching up to the PCs.
Abilities
Repair Drone
User’s Guide
The Tempo Boss is a very big Damage sponge that continuously blows up the whole of the battlefield, including itself, and
is designed to outlast you. That’s the short version. the long version is that it alternates between charging its overpowered
laser, firing it, and cooling down afterwards... With some short interrupts every now and then to use Assimilation Sweep if
there’s a need for it. An Operation with a Tempo Boss has its own rhythm and PCs would do well to adapt themselves to it,
lest the Final Beam destroy them.
The trick that makes the Tempo Boss work is that it spawns Repair Drones as it loses Threshold Levels. These Repair Drones
will use Jury Rig to (hopefully) restore the 16 Threshold points they can afford with 4 Energy and 4 Systems. But 16 is not
enough, the Tempo Boss must use I Accept your Offering to sacrifice more of them and, hopefully, raise that number over 20.
Behold my True Power must be used before every firing of the Final Beam, no matter how much it will hurt to yourself.
Modifications to the Tempo Boss could start with Tyrant of Lost Souls in place of The Ultimate Shield. The Threshold it re-
stores probably won’t even come remotely close to the amount of Damage that the barrier would prevent, but it does extra
Damage and discourages focusing on other Enemies first. That will not Work Again can be a good replacement to I Accept
your Offering, as the Tempo Boss is tanky enough to restore some Threshold points out of it.
Abilities
User’s Guide
The Bombardier Boss is one of the nastiest Bosses in this rogue’s gallery... But only after reaching Power Level 5. That’s
because it is designed around Ultimate Bomb, and that’s the kind of Weapon that really needs something like Hypersonic
Striker to get the most out of it. The plan is to spam Ultimate Bomb on the PCs while running away, which could very well last
forever unless there are limitations regarding battlefield size.
As if its mobility and reach weren’t enough, it has Phantom Predator to bump up its Defense and That will not Work Again to
drastically reduce the effectiveness of the few Weapons that can reliably target it. You can use the Bombardier Boss before
Power Level 5 and reposition using Genre Powers, but it is not as effective.
If you’d like to tweak the Bombardier Boss, you could replace Phantom Predator and Ultimate Bomb with Assimilation Sweep
and It Keeps Coming Back. This makes it even more durable assuming it can Boost away to regenerate safely, but consider-
ably less lethal to fight. Be careful using the Bombardier Boss, it is easy to accidentally design an unwinnable Operation with
it. If your PCs don’t have ways to lock down the Bombardier Boss or to trivialize its movement range with Speed debuffs,
Gravity Manipulators or Portal Generator, then keep the size of the battlefield down to 20x20 or under.
Abilities
User’s Guide
The Striker Boss is the meaner, bigger brother of the Duelist Rival and Knight Grunt. It is as straightforward as the rest of the
family, charging into the fray and locking down and kicking the ass of one PC at a time until they’ve all been defeated. The
big difference between it and its siblings is that the Striker Boss is much harder to kill and its Capstone is much more danger-
ous than Extreme Body.
Power Level 5 is when this Boss really takes off, because Aura of Misfortune makes each Disadvantage from Afterimages and
You are too Slow that much stronger. Constrict works well with Bloodlust, but Whirling Death is a superior option if you’ve got
more than one PC within range.
You could replace Afterimages with Caustic Touch and Aura of Misfortune with The Ultimate Shield, this makes you even
more lethal though you lose the ability to make most PC Weapons malfunction. Merge and Terrifying Attack are viable op-
tions for this alternate build, if really like the brute force approach.
Abilities
Sniper Drone
Defender Masterpiece
User’s Guide
As the name implies, the Overlord Boss is a commander of vast armies... An army of seven Grunts. Look, the rest of their
forces were defeated before the PCs got to them, alright? Point is, this is a Boss unlike most others because it is not that
much of a threat by itself. The Drones it spawns, however, can pack quite a punch when they use Paired Attack and are
buffed by You are in my Sights. The Overlord Boss itself can do some decent Damage when it buffs itself, but it is not as
much as its six minions can dish out.
But the real star of the show is the Defender Masterpiece. Unless you have additional Grunts around the battlefield (which
you probably should have), you have only two uses of Make my Monster Grow... One of which should go to your Masterpiece
when it is about to be defeated. After that, not only will the reach of its Maneuvering have increased considerably, but it will
also hurt any PCs trying to fight the Boss or the Drones in melee.
You could try reversing the setup between the Drones and the Masterpiece. That means making the former the shields that
Maneuver to share Defense bonuses the old fashioned way and the Masterpiece the glass cannon that can assassinate PCs
with little difficulty.
Abilities
User’s Guide
The Leech Boss is not much of a fighter, it is more of an obstacle that moves around and drains Energy. Use it alongside
strong Grunts or Rivals, because by itself it is mostly just an annoyance that happens to deal Damage sometimes. Good ideas
include the Beamspam or Technician Rivals, who can exert consistent pressure on PCs. Its ability to alter the battlefield is
barely a nuisance without others to benefit from the Defensive Terrain, after all.
The Leech Boss should just skip the Power Levels between 1 and 5 unless you want a breather Boss. Power Level 1 is the
‘base’ that makes it a relatively sturdy debuffer, while Power Level 5 is the one in which it becomes a halfway competent
combatant. All Becomes Dust is very strong when combined with Souls Bound by Gravity, moreso with an Assimilation Sweep
thrown in for good measure. Technoleeches are fine to use while Assimilation Sweep is on cooldown.
You can modify the Leech Boss to be more like its Tempo Boss cousin. That would mean using Final Beam in place of other
Weapons while its passive Upgrades make it much harder to win the Damage race against it.
Abilities
User’s Guide
True to its name, this is another Boss that is not going to win any prizes for making things simple on the PCs. Its general
tactics are to pick one PC and weaken them then Maneuver with Phantom Predator to make itself really hard to hit. At Power
Level 5, the Annoyer Boss gains the Possession Capstone which is what really makes its name. With Possession in the mix, the
Annoyer Boss can force one PC into a losing fight while making another beat up its own friends.
The effectiveness of the Annoyer Boss spikes dramatically when there are one or more Units with The Beast in the PC Squad
to Possess. Without those around, you’re probably better off using another Boss instead. Otherwise, its best Power Level is 1
and you should stick to those unless you want a Boss with low attack power that isn’t much more than a distraction.
Alternative builds for the Annoyer Boss can make use of other passive Upgrades in place of Overheating Field like Portable
Battlefield or Bullet Hell to mess with PC tactics. We are Many using Grunts that have a high attack power but low defenses
can complement its skillset nicely as well.
This Operation places the Squad of PCs in a precarious The Enemies are sitting in the Zones most safe from bom-
position. They must cross a long gulf of Difficult Terrain while bardment and the Command Unit can snipe comfortably
under fire to reach the Enemy on the other side. Said Enemy from their position. They should be in no hurry to try and
sits comfortably on top of Defensive Terrain and will do their change the status quo, either. The whole plan revolves
absolute best to kick the PCs out of any defensible positions around the Attack Turrets, which should cover as much of
they’re in. the battlefield around the PCs in Extreme Terrain as possible.
Even when the PCs are hunkering within Defensive Terrain,
In terms of flavor, the most important thing about this Op- you should lay waste to the area and let the Laser Grunts
eration is how stacked the odds are against the PCs. It works push them out of it.
best as an ambush from a savvy commander or as a des-
perate charge against a well-defended stronghold. A waste- Speaking of them, the Laser Grunts also have a key role in
land without much in the way of cover makes a pretty good this strategy. Their job is to push PCs out of Defensive Ter-
battlefield for this Operation, as does charging into a fortified rain with Gravity-based Weapons and use Burnout Edge or
mountainside. Lux Cannon afterwards to cripple them.
The Enemy Grunts have Graviton Guns and Gravity Knuck- Last but not least, the Command Unit is the Enemy Squad’s
les, but a different kind of technology that can knock giant weak spot in their defenses. They have little in the way of
robots around is an acceptable alternative if your setting protection but it is effective in its simplicity - they are really,
doesn’t have that tech level. really far away from the PCs. They should aim for whoever
can get around this protection, this can mean speedsters
How it Works capable of closing the distance quickly or snipers trying to
beat them at their own game.
The whole of the Battlefield, except for the Zones marked as
Defensive Terrain, are considered Difficult Terrain. The PCs Tweaking the Operation
start in Defensive Terrain between 15 and 20 Zones away
from the Enemy’s Command Unit. The rest of the Enemy This Operation is balanced around a Squad with 4 PCs of
forces are divided in two camps, with each one of them at least Power Level 1, but preferably higher. Two Artillery
placed in Defensive Terrain as well. These camps can be to Turrets are the equivalent of a Grunt NPC of the same Power
the side of the direct path between the PCs and the Com- Level and you can add or remove Turrets or Grunts as you
mand Unit or one right in front of the other, forming two see fit. A greater diversity of Grunts to go with their numbers
barriers for the PCs to break through. can make things considerably harder for the PCs - Debuffer
Grunts in particular complement the existing ones very well.
The Enemy Command Unit is a Sniper Rival, able to shoot
from 18 Zones away for a lot of damage, but vulnerable once You can add more Defensive Terrain between the Enemy
forced into a direct battle. Each of the other two Enemy camps and the PCs to make getting around the battlefield
camps consist of two modified Laser Grunts plus two Attack easier.
Turrets each. The Attack Turrets have two attack modes. The
first is a Blast that creates Extreme Terrain, but cannot fire This Operation works well in games using the Attrition rules
into Defensive Terrain. The second is an anti-air precision Module. Just stack an instance of Energizing Terrain on top
attack that ruins the day of anybody who dares to try and fly of the Defensive Terrain for each Enemy camp. You can add
over all that Difficult and Extreme Terrain everywhere. The a Director Rival to one or more camps to go with it, if you’d
rules data for both Units is described in the next page. like to make the PCs have to fight over that resource.
Abilities
*Immobile Attacker: Internal Upgrade. You do not lose any abilities allocated to your Areas from Maiming but can not Move
as part of your Actions or be Moved by other abilities.
**Artillery Fire: Shooting Weapon. Blast (1), Long Range. This Weapon turns all Zones affected into Extreme Terrain for a
Round.
***Anti-Air Fire: Shooting Weapon. Crippling, Long Range. This Weapon always gets a result of 10 when Testing Might. Anti-Air
Fire may only target Enemies with Flyer or using Antigravity.
Abilities
In this Operation the PCs will have to stop a mining asteroid, Defeating the Enemy Grunts is the easy part of this Opera-
alien mothership, space colony or other suitably large object tion. The real threat here is the time limit of 5 Rounds. The
from causing major damage to the Homeworld. The PCs must Knight Grunts are the easiest to use correctly. Select a PC
destroy the asteroid’s Weak Points within a time limit. This with each of them, Engage and try to defeat them if possible.
will split it into smaller fragments and alter their trajectory The Laser Grunts with a PC in Melee reach should prioritize
to make the largest ones fall harmlessly in remote locations Gravity Knuckle to knock them away from the remaining
without any discernible collateral damage to known popula- Weak Points and Burnout Edge to halve Energy the rest of
tion centers. Should the PCs fail to do so... Well, let’s just say the time.
the last time something like this happened, the dinosaurs
went extinct. Obviously, there will be plenty of Enemies try- Squads of PCs without very coordinated teamwork are going
ing to make this already difficult task even harder. to have a really hard time meeting this Operation’s time
limit. The only thing that can potentially make it really easy
This is the kind of Operation that only works as a surprise without considerable effort on their part are a multitude of
attack. Otherwise, the rest of humanity wouldn’t depend on Blasts to blow up Grunts and Weak Points at the same time.
just the PCs to stop a threat of this magnitude... Not unless
the powers that be are actively trying to cause an extiction Speaking of which, the PC Squad should be fitted, at least in
event. flavor only, with explosive or energy weaponry to justify do-
ing this kind of structural Damage to the asteroid.
An Operation like this needs technology that makes space
travel relatively easy. If the ones behind this are other hu- Tweaking the Operation
mans, they need a way to get to their object of choice and
propel it towards the Earth. Even if it is the work of aliens, This Operation is balanced for a Squad of 4 PCs of any Power
the PCs need to get there ASAP. Level. The next page has a table with suggestions of how to
adjust the difficulty to any Power Level. For larger or smaller
How it Works Squads, each PC corresponds to one Knight and one Laser
Grunt.
There is no Command Unit for the Enemy Squad in this Op-
eration. Instead, there are seven Enemy Grunts: four Knight This is a very difficult Operation, but its primary danger isn’t
Grunts and three Laser Grunts. The former are the first de- to the lives of the PCs. It is ideal for a challenge that rais-
fense line against the PCs, while the others provide support es the stakes of the ongoing narrative without necessarily
from the back. These will run interference as much as they meaning a bad end for the Season as a whole.
can to keep the PCs from destroying the Weak Points.
If you’d like to make this Operation less of a “time attack”
The Weak Points are scattered all over the battlefield. To de- challenge, you can make it a multi-stage battle. The destruc-
stroy a Weak Point the PCs can place Demolition Charges on tion of each Weak Point buys the PCs one more Round to fin-
them or just plain attack them with their Weapons as if they ish the job and NPC Allies show up at the beginning of Round
were Enemies. Placing Demolition Charges takes time, a PC 6 and destroy all remaining Enemy Grunts. The catch is that
must stand over the Weak Point and either spend an Action a Technician Rival (of the same Power Level as the PCs) shows
or start and end a whole Turn in the same Zone. Each PC has up on the Enemy side as well. The allied reinforcements will
two Demolition Charges. For PCs that want to try destroying keep more Enemy Grunts from showing up, but now the PCs
the Weak Points the hard way (and you should inform them have to deal with one last Enemy on top of taking down the
that they are very tough to destroy with conventional weap- remaining Weak Points with whatever time they have left.
onry), the rules data for the Weak Points is in the next page.
Abilities
*Stationary Object: Internal Upgrade. You can not take Actions and may not Move in any way, not even by other Units trying
to Move you. Halve all Damage you would usually take from anything that isn’t a Might Test. Whenever you lose a Level of
Threshold, all damage carrying over from the same instance of Damage to the next Threshold Level is halved.
PC Power Level # of Weak Points # of Knight Grunts # of Debuffer Grunts Grunt Power Level
0 2 4 3 0
1 3 4 3 1
2 4 4 3 2
3 5 4 3 3
4 6 4 3 4
5 7 4 3 5
In this Operation the PCs are chasing after their enemy while The Command Unit can only focus on one target at a time,
running from a Dimensional Anomaly trying to suck them in. it will try to stay away from the PCs and shoot whoever is
The pull of the Anomaly is constant over time, and while not farthest away from the Dimensional Anomaly with Needle
immediately lethal, it does considerable Damage. It is possi- Storm. It will switch to Antimatter Shot against PCs who
ble to escape from its sphere of influence, but the antago- aren’t even trying to fight back.
nists will not make it easy to do so.
If you add more Enemies to this Operation, they should try
This Operation works best as the aftermath of another in to run interference with the PCs. Grunts with Support Up-
which things went catastrophically wrong - perhaps with grades who alternate between using them and Boosting away
some kind of Boss Mecha made out of experimental technol- from the Dimensional Anomaly are ideal.
ogy being destroyed. Another possible take is to feature an
enemy capable of creating the Dimensional Anomaly in the Make sure to put pressure on the PCs, because otherwise
first place and ambushing the PCs with it. they will easily Boost every Turn until they can just escape
to safety. You don’t have to make it impossible, but you have
Obviously, you need a way to justify the Dimensional Anom- to make it just as challenging as taking on the Boss. If they
aly in your setting... Or you can come up with an alternate decide to split up so that a few of them are guaranteed to
take on it. You can make an Operation in which everybody escape while the others stay behind, you can have the Boss
must run away from a lava flood or even an invincible giant swoop in and capture the defeated PCs.
monster. Just have the threat chase the PC Squad instead of
trying to pull them towards itself. Tweaking the Operation
How it Works This Operation is balanced for a Squad of 4 PCs with a Power
Level of 2 - the Dimensional Anomaly is factored into the
The PCs start with the Enemy Command Unit 10 Zones ahead Power Rating of 32. It is, however, a single Enemy against the
of them and with the Dimensional Anomaly 5 Zones behind. whole PC Squad and those tend to not last long against a
The Dimensional Anomaly is a single Zone that drags all coordinated assault. You can make things easier or harder
Units in the battlefield 5 Zones towards itself. It has a fixed on the fly by choosing where the Blast of Impassable Terrain
Initiative of 0 and it deals 5 Damage to Units when they’re spawns as well.
dragged into it, when those Units start their Turns within it,
and when they end their Turns within it. This means that if Making things harder for the PCs is simple, just add a Buffer
you’re sucked into it and don’t leave, you’ve taken 15 Dam- Grunt to make the Boss stronger and a Barrage Grunt if you
age total and are about to take 15 more - if you don’t even still need more firepower. Making things easier, however, is
bother trying to escape its pull, the Damage from that still trickier. The Boss needs to be of PL 5 to have the Hypersonic
applies. The Dimensional Anomaly also pulls instances of Striker Capstone, so you’ll have to stat up your own Rival
special Terrain that have been created by Units, but does not with Reversible Thrusters if you want to make it happen. It
affect affixed Terrain properties. would not be fair to PCs of PL 0 or 1 to make them fight a su-
perboss while expecting them to outrun the anomaly’s pull,
To further complicate things, the Dimensional Anomaly though, so this is not recommended.
pulling things all over the battlefield also makes it harder to
move around. After it is done pulling things during its Turn, it The most interesting change you can make to this Operation,
creates a Blast (1) of Impassable Terrain in the way of the PCs from a flavor standpoint, is to make this a chase scene. All
that is also pulled in by the Dimensional Anomaly. This Im- you need to do is replace the Dimensional Anomaly with an
passable Terrain turns into Difficult Terrain after one Round, Invincible Big Wall of Damage that advances 5 Zones every
then disappears if it still hasn’t been pulled in somehow. Turn. You can even still make judicious use of Impassable
and Difficult Terrain to spice up this chase. You will need a
As for the Enemies themselves, all this Operation needs to very long map for this, though.
work is a modified Speedster Boss of PL 5. This Boss can act
as a Command Unit for any other optional Enemies you may
have around. The modified Speedster Boss is in the next
page. The victory condition is to either defeat this Com-
mand Unit (after which any remaining Enemies will run for
their lives) or to escape the pull of the Dimensional Anomaly.
That pull has a range of 20 Zones - which makes escaping no
small feat. If all the PCs escape, the Boss will use its remain-
ing strength to get away from them.
Abilities
In this Operation the PCs are going through an area full of The Ninja Combiner’s Subpilot should use the Maneuver Ac-
Interference Terrain. In addition to the annoyance that poses tion every Turn and activate Reactive Boosters against any
to anyone who wants to use single-target Weapons, this jams attack aimed in their direction. Between both Pilots they
all long-distance communications and makes most electronic have multiple uses of some of the best defensive Genre Pow-
methods of enemy detection useless. Of course, Enemies will ers in the game. All of this on top of having Interference Ter-
make a series of hit and run attacks to confuse the PCs. rain everywhere makes the Ninja Combiner a very tough foe.
This is a good Operation to spring on PCs who need to cross The Ninja Combiner spawns a good 10 Zones or so away
a dangerous place that most factions won’t touch. Perhaps from the closest PC and their first Action should be using
this is the only route not patrolled by the enemy or the most Anti-Mecha Cannon on them. The PCs will most likely give
direct route to their destination and they can’t afford to chase and attack, but moving at different Speeds and pos-
waste time. Whatever the case, the area is the territory of sibly from or into different directions which is the opening
brigands, monsters, or other sorts of hostiles. the Ninja Combiner needs to single out one of them for two
Turns of using Signature Weapon (Boosted Lance) then run-
This “no man’s land” can be an asteroid belt where space ning back into the shadows.
pirates are said to dwell, the surroundings of an abandoned
laboratory where mysterious events take place, or a strange Afterwards, and once the PCs have more or less cornered
area of the sea where it is almost always stormy. At some the Ninja Combiner, it should start using Lightspeed Assault
point, sensors will detect activity in the vicinity and the PCs and Rocket Sword to hit the whole lot of them. Your weak-
should deploy in their Mecha. nesses are halved Attributes, area-of-effect Weapons and the
Dividing Field, so your priority should be to defeat Support
How it Works Units first and artillery-types second.
The entire battlefield is covered in Interference Terrain and Tweaking the Operation
this carries the usual consequence of two Disadvantages to
any Weapons that aren’t Blasts, Bursts or Lines. But there This Operation is balanced for a Squad of 4 PCs with a Power
is another secondary effect: the Fog of War. No Units (PC or Level of 2. It will be hard, but not impossible, and you can
NPC) can see beyond their Systems in range. The good news adjust the difficulty on the spot by making the Ninja Combin-
is that all data is shared between PCs, so anything one PC er go all-out offensively with You Are Already Dead to secure
can see in their monitor is shared with all other PCs auto- defeating at least one of the PCs early or go easy on them by
matically. The bad news is that the Enemy Command Unit Boosting with the Subpilot instead of Maneuvering.
ignores the effects of Interference Terrain entirely.
You can increase the Power Rating of the encounter for larger
Moving into unexplored Terrain is not recommended. Your PC Squads or higher leveled ones with the addition of Artil-
vision after Moving does not ‘refresh’ until after you’ve taken lery Grunts. The Artillery Grunts will try to hit as many PCs
the rest of your Action. If you run into any obstacles in the as possible with each attack as is the norm for their kind.
middle of your Movement like Impassable Terrain or an En- The Interference Terrain tips the odds slightly in their favor
emy, you’ll be stuck there and will have to carry out the rest more than would be usual but not very much.
of your intended Action as best as you can. You can’t change
Actions, but you can change the specifics of your Action. Instead of a Combiner pulling close-range hit and run at-
That means you can change who to target with your attack tacks, you can have two Sniper Rivals. Give them the Hunter
or the Weapon you are going to use against the Enemy. Feature and replacing some of their Attributes or Upgrades
with Reversible Thrusters and Slippery Chassis.
The Enemy is the Ninja Combiner, a fusion of two Rivals that
favors hit and run tactics. The PCs can tell the general direc-
tion the attack came from, but not fom how far away. Like-
wise, they can tell in which direction the Ninja Combiner ran
away, but not if it changed directions after fading from view.
To achieve victory you must, of course, defeat this Command
Unit. The Ninja Combiner’s rules data is in the next page.
Abilities
This Operation pits the PCs against a foe against which most Between the Power Nodes’ barrier plus its own Powers and
Weapons backfire nearly all the time. The PC Squad will have Upgrades, the Boss is extremely resilient. It should, there-
to destroy the Power Nodes sustaining the barrier protecting fore, prioritize offense as much as it possibly can during its
the Boss then focus fire it before the Power Nodes repair Turns. Use Marked for Death every Turn and Whirling Death
themselves. every other Turn. Without any other use for Energy, you
might as well use Afterimages against all PC attacks and see
Conceptually, this is a fitting climactic fight against a big bad how many times you can trigger Unreliable or Overheating.
that is cornered and must pull out all the stops to face the Useless! Should be reserved for when you’re down at least
PCs. It doesn’t work as an Operation to catch the PCs off- three Threshold Levels and Power Nodes together.
guard or ambush them since it is a single foe using stationary
Power Nodes to buff itself. The Power Nodes are glass cannons, Their priority is, of
course, to keep the Linked Defense System functional -
The nature of the Power Nodes is best left vague and im- which they will do even if under an Electromagnetic Detona-
possible to reverse engineer - lest your PCs try to create tor. Their next priority is to try and use the Point Singularity
some of their own. All they do is power up a forcefield while Projector to power up the Boss’ next attack. If they can’t do
repairing themselves, so this Operation should be able to fit that, they will just shoot someone with the Powered Rifle.
easily in most settings using Battle Century G.
A very obvious flaw in the Linked Defense System is that it
How it Works doesn’t prevent indirect Damage, so you should aim for the
heads of Support-oriented PCs first. Four members of this
The Boss, who is obviously the Command Unit for the Enemy lineup’s five are immobile and the Squad’s MVP is a melee
Squad, starts within 5 Zones of its Power Nodes, and each of duelist, so taking down Units with movement control or abili-
them already has its Linked Defense System up and running. ties that can shove the Boss around is also a good idea.
Each Power Node imparts a Disadvantage to all attacks made
against the Boss, adding up to four Disadvantages total. Suf- Tweaking the Operation
fice to say, trying to take on the Boss without knocking down
a few of them first is going to prove rather difficult. This Operation is balanced for a Squad of 4 PCs with a Power
Level of 5. The battlefield should be large enough (like say,
But the Power Nodes are far from defenseless themselves! a 10x10 board) to potentially pull the Boss away from one or
PCs within shooting distance will be attacked with energy more (but not all) of its Power Nodes’ Linked Defense System.
weapons and their range can go quite far indeed. Not only
that, but downed Power Nodes have a self-repair capabil- Adjusting the difficulty of this Operation up and down is as
ity to ensure they can keep coming back to assist the Boss. simple as changing the number of Power Nodes. Each one
Power Nodes have their rules data in the next page. has the Power Rating of a Level 5 Grunt. You can try delev-
eling the Boss or the Power Nodes... But this is meant to be
The victory condition is very simple: Defeat the Boss. The a fierce battle against a major antagonist, each Enemy Unit
Power Nodes may be capable of attacking, but they’re easy should be as powerful as it can be.
to dismantle or otherwise permanently disable while on their
own. The Boss won’t retreat, making this the ideal time for Of all the rules modules, this Operation thematically fits best
a decisive match between them and the PCs. The Boss is a with a setting that makes use of Elemental rules. Make each
modified Striker Boss, with its rules data in the next page. of the four Power Nodes to correspond with one of the four
Elements, resisting itself and being weak to its opposite. This
does not make as much thematic sense if if you have more
than four Nodes, however. Consider adding regular Grunts
instead, like other Knight Grunts to match their knightly Boss.
Abilities
Abilities
*Immobile Attacker: Internal Upgrade. You do not lose any abilities allocated to your Areas from Maiming but can not Move
as part of your Actions or be Moved by other abilities.
**Linked Defense System: At the beginning of your Turn you may spend 4 Energy to protect a Boss within a Range equal to
or lower than your Systems for one Round. Once active, each Linked Defense System imparts a Disadvantage to all attacks
made against the Boss, to a total of four Disadvantages once all Power Nodes have activated their Linked Defense Systems.
This does not count as an Active Defense, so it stacks with Afterimages and other similar abilities.
***Linked Self-Repair System: At the beginning of your Turn, if there’s one or more Power Nodes damaged, you may restore
8 points of Threshold to one of them. This can bring back a defeated Power Node back into the fight with exactly one fully
restored Threshold Level to work with.
It is in your best interest as GM to make sure the PCs are rolling with Disadvantages at all times, in order to maximize the
effectiveness of Aura of Misfortune. Two net Disadvantages, so that the PCs roll three die and keep the worse result, is what
you’re going for. Any further Disadvantages are best used as a bonus of +2 to the Defense of the Striker Boss. Remember
that PCs of Power Level 5 can have anywhere from 2 to 4 Advantages to all their Might Tests, so don’t blindly trust the Linked
Defense System to do all the work and make the best of You are too Slow and Afterimages.
Dear Diary,
I’m writing to you in the middle of the night. My dreams are getting stranger. Tonight, in the dream, I was rushing through a tun-
nel, not fully in control of myself. I felt almost like I was being carried along in a river, flowing towards some distant end.
It wasn’t until near the end of the dream that I realized I was coming out from underneath the earth, ascending in search of escape.
It was a frantic dream, with the sense that I’d been searching for as long as I could remember.
At the end of the dream, I felt something at the end of a long tunnel. I rushed through the dark, and I found myself standing there
in the corridor. Just as I reached for my own face with hands I could not see, I woke up.
I know what I need to do, and I don’t think I can do it here.
He coughed, blood leaking from his mouth as the coughing fit passed. He was already running a fever, had
been even before he’d come here. It didn’t matter. This was the most important thing in his life. It was the
most important thing he’d ever do, and he knew it to his core. He saw light around the corner. For a moment
he was afraid he had taken a wrong turn, or he had run into a bot that lost its way.
He crept towards the glow, and his eyes went wide. A room covered entirely in glowing crystals. He remem-
bered this. He knew where he was. A new strength filled him. He had to get there before it was too late and
his body gave out. If he made it, nothing that happened to him now would matter. If he didn’t... he didn’t
want to think about that. Would he be trapped down here for unknown ages in the dark, waiting for some-
one else to hear his cries for help?
He got to his weak feet and ran, the harsh light from the crystals too warm against his skin.
In the dream he didn’t have to worry about his body getting in the way. In reality, he’d never felt more
tired. He was struggling to get through the crack, twisting and trying to get his shoulders and chest through a
tight spot where the rock dipped. He let out his breath, the rough rocks pressing into his torso, his ribs aching
from the pressure as he tried to force himself through.
He felt himself slip forwards an inch, and scraped his back against a protrusion of rock like a spike between
his shoulderblades. He gasped, or tried to, the rock not letting him draw breath, crushing him. Stars started
to swim in front of his eyes as he squeezed forwards, growing weaker by the second, the tunnel closing tight
around him as his vision faded to gray.
There was a popping sensation as one of his ribs broke, and he was suddenly free, drawing a deep, pain-
ful breath. The stars faded, and color, what little of it he could see in this tomb, returned to the world. With
slow efforts, made slower by his broken rib making him stop and struggle for breath every few seconds, he
managed to get his hips through the dip.
His head emerged from the other side of the crack, and he could see the vast cavern beyond, the walls lined
with cracks. There was something in the center, a vast crystal pulsing slowly with light, veins of Element G
growing from it and sinking into the rocks like arteries leading away from a heart. He tried to pull himself
free, his chest emerging from the crack, and his leg twitched as he banged his knee, kicking something. There
was a rumble.
He didn’t have time to react before the boulder above him dropped down, crushing his lower body.
Dear Diary,
I am leaving this as a final entry. I’ve included my sketches and notes in the rest of this book, collected so that some day, someone
can make sense of this if I cannot. I won’t deny that I know that this is a dangerous, foolish path to take.
If I succeed, everyone will know my name. I will transcend my weak human form, and blaze a path for those others who are wor-
thy to follow me. They will awaken when I shake the bones of this old world.
It should have hurt. It didn’t feel like anything. He knew he was broken, but he just felt cold. Maybe he was
too badly broken to hurt. The blood crawled uphill, impossibly, towards the heart. It touched, and a spark
shot through the man. His body collapsed, a final breath leaving his lungs.
An earthquake shook the island, the soil freeing itself as the entire island moved, waves crashing against the shoreline. It rose
up, a head of rock and crystal breaking free of its bonds, stretching and roaring with the force of a volcano. Something exploded
against the side of its face, near its great lens-like eye. The beast turned to see ranks of foes arrayed against it, pitiful things that
were as ants to it. The Others had come to stop them.
The beast - their name was Hiva - roared. Somewhere deep inside its alien intellect, the man looked out, his disintegrating sense of
self awash in a torrent of power and joy. He was finally free. With a sweep of an arm like a landslide, the beast scattered the ranks
arrayed against it, explosions chipping away at its rocky body and exposing the framework of crystal below. It pulled itself free
from the earth, taking a first mighty step from the stone womb it had been born in. The earth shook around it, the shockwave car-
rying some of the scattered enemies out to sea and knocking the rest from where they stood. They were nothing. Just toys and
twisted mockeries of the greatness that was them.
He slammed a talon down, crushing one of his foes as they tried to escape. The great beast started to sing, the crystals in its maw
resonating and creating pure pitches like tuning forks. From somewhere beyond the sea, far away over the horizon, it could feel
a response, another song waiting to join his. The man inside the monster rejoiced, though there was little to distinguish them now,
their consciousnesses rapidly merging.
A beam of intense heat and light slammed into the mountain of a beast, burning across its face and leaving a scorch mark of molten
stone, the beam straying into its mouth and shattering crystals, cutting off its song. The monster turned, enraged, to the being
that dared to strike it so. Just under the surface, a whirlpool of crystals circled a floating core, energy crackling between them,
holding them together in a matrix of energy and power. A bead of light grew in the focus of the spiral of shards before erupting
again, the heat of the beam momentarily splitting the ocean and burning the seawater into steam as it struck the geological mon-
ster in the chest, carving out a deep crater.
Hiva was angry. The man inside it remembered pain. Power welled up inside the beast as it let out a gutteral roar that ended in an
eruption of molten, radioactive rock, a pyroclastic flow directed at the Outsider that attacked it. The seawater offered no sanctu-
ary from the blast, crystals blackening and shattering from the heat as the whirlpool of shards. The glowing core at the center of
the vortex pulled away, dragging the rest of the mass with it in an invisible web of force, quickly retreating down into the abyss.
The island-beast watched it go, violet-tinged magma dripping from its jaw. It still remembered where it had felt the response to its
song. It would take time before the crystals in its mouth grew back enough to sing again, but it had time. The world was waking up,
one piece at a time, and its distant cousin would be the next part.
Deep inside, the human part of its mind, little more than a distant whisper, remembered the name of the island they were striding
towards. Hiryu. That was it. There was something important about that island, but the fading mind was finding it difficult to recall,
the facts slipping away as the human mind burned away in the raging power around it.
He was finally at peace as he evaporated like dew in the summer sun. The first peace he’d felt in too many years. Now he could rest,
in the belly of the beast.
Hiva had risen and soon Hiryu would join both of them.
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