Topside Player's Handbook

TOPSIDE

PLAYER'S HANDBOOK - PLAYTEST v0.1

A d20-based extraction tabletop system


DESIGN STATUS

This handbook contains the finalized core rules established for the current playtest. Equipment-specific grenades, traps, weapon attachments, machine diagrams, vendor inventories, and contracts are intentionally reserved for later expansion.


PRINT-FRIENDLY EDITION

Fan-made tabletop rules prototype. Not an official Embark Studios product.


1.Contents

Chapter

Section

1

Core Concept & Play Loop

2

Create a Raider

3

Core d20 Rules

4

Turns, Actions & Movement

5

Combat & Defense

6

Firing Modes, Criticals & Weak Points

7

Shields & Machine Armor

8

Damage, Downed & Stabilization

9

Healing & Status Effects

10

Inventory, Weight & Safe Pocket

11

Ammunition & Reloading

12

Looting, Breaching & Surface Threat

13

Extraction

14

XP, Levels, Skills & Reputation

15

Hub, Vendors & Crafting

16

Quick Reference

A

Systems Reserved for Expansion



PLAYTEST PHILOSOPHY

This game rewards extraction, preparation, teamwork, and knowing when to disengage. A modest haul brought home is a successful raid. A powerful loadout that never extracts is a loss.



2.1. Core Concept & Play Loop

Raiders live in an underground central hub protected from the machines roaming the surface. From the hub, players equip gear, accept contracts, craft supplies, trade with vendors, and choose what they are willing to risk topside.

Phase

What Happens

Prepare

Choose weapons, ammunition, shield, augment, quick-slot items, and supplies.

Deploy

Enter a surface zone and identify objectives, routes, threats, and extraction points.

Raid

Scavenge, complete contracts, avoid or fight machines, and manage noise and resources.

Extract

Reach a valid extraction before the raid closes. Calling extraction increases threat.

Return

Bank loot, earn XP, repair gear, craft, trade, and spend skill points in the hub.



EXTRACTION STAKES

If a Raider is Incapacitated at -9 HP, their unsecured gear can be looted. The character is later recovered by a scouting team and resuscitated in the hub. Only Safe Pocket contents are automatically retained.


Item Rarity

Rarity

Color

General Meaning

Common

Gray

Basic, plentiful, inexpensive.

Uncommon

Green

Improved reliability or efficiency.

Rare

Blue

Specialized or valuable equipment.

Epic

Purple

High-end or unusual technology.

Legendary

Orange/Gold

Extremely scarce, exceptional equipment or treasure.



3.2. Create a Raider

Attributes

Every Raider has five attributes: Endurance, Agility, Intelligence, Medical, and Charisma.

Attribute

Primary Uses

Endurance

Maximum HP, physical resilience, and carrying capacity.

Agility

Defense, movement-oriented checks, and weapon handling.

Intelligence

Weapon/gear knowledge, repairs, crafting, and field crafting.

Medical

Healing, stabilization, and medical checks.

Charisma

Social interactions with organic NPCs and other Raiders.


Generating Scores

4.Roll 4d6 and drop the lowest die. Add the remaining three dice.

5.Repeat this process six times.

6.Assign five of the six results to the five attributes. The remaining result is discarded.

Score

Modifier

1

-5

2-3

-4

4-5

-3

6-7

-2

8-9

-1

10-11

+0

12-13

+1

14-15

+2

16-17

+3

18-19

+4

20-21

+5


Starting Statistics

Statistic

Rule

Starting HP

10 + Endurance modifier.

HP gained per level

5 + Endurance modifier.

Defense

10 + Agility modifier + Gear/Skill bonuses.

Base Movement

30 ft. (6 squares/hexes).

Carry Capacity

30 lb. + (Endurance score x 2 lb.) + Skill modifiers + Augment modifiers.



7.3. Core d20 Rules

Checks


CORE CHECK

d20 + Attribute Modifier + Skill Modifier + Gear Modifier


If the total meets or exceeds the Difficulty Class (DC), the check succeeds. The GM determines which attribute and any applicable modifiers are used.

Difficulty

DC

Easy

8

Normal

10

Challenging

12

Hard

15

Extreme

18

Near Impossible

22

Impossible

25


Natural 20

A natural 20 automatically succeeds. On an attack, it also triggers a critical confirmation roll unless the target is explicitly immune to critical hits. Make a second attack roll with the same modifiers. If that confirmation overcomes the target requirement, critical damage applies; otherwise the attack deals normal damage.

Natural 1

A natural 1 automatically fails and may create an additional detrimental effect at the GM's creative discretion. Examples include a jam, dropped equipment, exposed position, extra noise, or another situational complication. The exact consequence should fit the scene.


8.4. Turns, Actions & Movement

Action Economy

During a combat encounter, social challenge, or other turn-based scene, each Raider normally has:

1 Movement Action

1 Combat/Loot Action

1 Free Action

Action Type

Common Uses

Movement Action

Move up to your speed; reload a weapon; interact with normal inventory; use a quick-slot item; treat Light Bleeding with a Field Dressing.

Combat/Loot Action

Make a melee or ranged attack; loot during combat; perform other major actions assigned by the GM.

Free Action

Minor/simple interaction such as a 5 ft. step if no movement action was used, or equipping a quick-slot item.

Full-Round Action

Consumes the character's available actions for the round. Used for certain breaches, heavy bleeding treatment, stabilization progress, and similar tasks.


Movement

Rule

Effect

Base movement

30 ft. / 6 spaces.

Sprint / double move

Move twice your normal movement; you lose your Combat Action.

Climb

Normally costs 10 ft. of movement per climbing segment.

Jump

Normally costs 10 ft. of movement.

Drag a Downed Raider

Movement reduced by half.

Medium Shield

-5 ft. movement.

Heavy Shield

-10 ft. movement.

Slowed

Movement reduced by 25%.


The game may use hexes or squares. Each space represents approximately 5 ft.


9.5. Combat & Defense

Attack Roll


ATTACK

d20 + Attribute Modifier + Skill Modifier + Gear Modifier + Weapon Modifiers


A successful attack must meet or exceed the target's Defense after applicable attack penalties and situational modifiers.

Defense


RAIDER DEFENSE

10 + Agility Modifier + Gear/Skill Bonuses


Cover

Cover is a combat mechanic. It reduces the attacker's chance to hit based on how much of the target is physically protected.

Cover

Attack Modifier

25% cover

-1

50% cover

-2

75% cover

-3

Fully covered

Cannot normally be directly hit by ballistic or energy attacks. Fire, blast, or other area effects may still apply.


Concealment

Concealment is a detection and stealth state, not physical protection. A concealed Raider is hidden from detection unless the enemy already knows their position or has a special means of locating them. Smoke Grenades provide full concealment.

Melee

Melee attacks use the Raider's Agility modifier unless a specific weapon or skill says otherwise. The basic Raider Tool is a two-handed hammer/pry bar that deals 1d8 damage and can breach certain loot containers and barriers.


10.6. Firing Modes, Criticals & Weak Points

Single Fire

Single fire uses one attack roll and consumes one round from the weapon unless a weapon description states otherwise.

Burst Fire

A burst is three rounds. Roll two differently colored d20s at the same time and declare which is the initial-shot die and which is the follow-up die before rolling.

Roll

Represents

Penalty

Damage

Initial-shot d20

First round

No burst recoil penalty

One normal weapon damage roll if successful.

Follow-up d20

Second and third rounds

-1 attack unless changed by weapon/skill

One additional normal weapon damage roll if successful.


Automatic Fire

Automatic fire is any declared attack of four or more rounds. Roll two d20s: the initial-shot die has no sustained-fire penalty, while the follow-up die uses the penalty for the number of rounds fired.

Rounds Fired

Follow-up Attack Penalty

4-5

-2

6-8

-3

9-12

-4

13+

-5


As with burst fire, the initial roll and follow-up roll each generate one damage roll if successful. Weapon, skill, augment, or attachment rules may change these penalties.

Critical Damage

A natural 20 triggers a critical confirmation roll. If confirmed, critical damage applies only to the specific shot associated with the attack roll that crits. Both the primary and secondary attack rolls can independently crit, so shots 1 and 2 could both be criticals, but later rounds do normal damage unless another rule says otherwise.

Weak Points

Weak points are machine-specific and are controlled by the GM. Some machines have visible weak points that can be targeted immediately. Larger or fully armored machines may require armor to be destroyed before a weak point becomes targetable.

The GM sets the threshold required to hit each visible weak point, generally as an amount by which the attack must exceed the machine's normal Defense.

Damage Result

Multiplier

Normal hit

1x

Weak-point hit

2x

Confirmed critical

3x

Confirmed critical + weak point

5x



MULTI-ROLL MULTIPLIERS

For burst or automatic fire, weak-point and critical multipliers apply to every successful damage roll from that declared attack when the attack qualifies.



11.7. Shields & Machine Armor

Raider Shields

Shield

Charge

Damage Reduction

Movement

Light

4

1

No penalty

Medium

6

2

-5 ft.

Heavy

8

3

-10 ft.


A charged shield reduces incoming damage by its DR. If its charge reaches 0, the shield provides 0 DR until recharged.

Shield Charge Loss by Damage Type

Incoming Damage

Shield Charge Lost per Successful Hit

Light ammunition

1

Medium ammunition

2

Heavy ammunition

3

Fire

1 charge per round while charge remains

Explosion within 10 ft.

1

Explosion within 5 ft.

3

Direct explosive hit

6


Shield Durability

A fully repaired shield begins a raid at 100 durability. When the shield is hit, durability is reduced by the attack's full raw damage before DR. Special attacks do not physically damage the shield unless a specific rule says otherwise.

The shield retains full DR until durability falls below 10. Below 10 durability, its maximum charge becomes the same percentage as its remaining durability. Example: 8 durability allows 80% of normal maximum charge; 6 durability allows 60%. At 0 durability the shield is broken, provides 0 DR, and cannot recharge until repaired.

Machine Armor

Machine armor is location-based damage reduction. Individual machines may have one armor section covering the whole body or multiple armored body parts. Armor sections have their own DR and break thresholds defined in the machine's GM stat block.

When an armored section is destroyed, normal hits to that exposed section deal full damage. Some armor sections conceal weak points; those weak points cannot be targeted until the covering armor is destroyed. Armor break thresholds are generally lower than shield durability and vary by machine size and type.


12.8. Damage, Downed & Stabilization

Downed

At 0 HP, a Raider becomes Downed. A Downed Raider may only crawl at one-quarter of normal movement and cannot interact with their inventory. They lose 1 HP at the start of each of their turns until reaching -9 HP unless stabilization is actively in progress.

Downed Raiders can still take damage from attacks, Light/Heavy Bleeding, Burning, and other damaging effects unless a skill or augment explicitly says otherwise. Machines do not normally target Downed Raiders, but environmental effects and hostile organic enemies may still threaten them.

Incapacitated at -9 HP

At -9 HP, the Raider becomes Incapacitated. Their body may be looted by other Raiders. The character is assumed to have been left for dead, later recovered by a scouting team, and resuscitated in the underground hub. Unsecured gear is lost unless another Raider extracts it. Safe Pocket contents remain protected.

Manual Stabilization

Another Raider may attempt to pick up a Downed character by remaining adjacent and spending 3 consecutive full-round actions. While this process is active, the Downed Raider does not lose the normal 1 HP per turn from the Downed condition, but all other damaging effects continue.

At any one point during those three rounds, the stabilizing Raider may attempt a single emergency Medical check:


EMERGENCY STABILIZATION CHECK

d20 + Medical Modifier + applicable Skill Modifiers vs. DC 22


The check may be attempted during round 1, 2, or 3. Success immediately completes stabilization. Failure does not prevent the normal three-round stabilization from continuing.

If the rescuer moves away, becomes Downed, or uses their action for something else, stabilization is interrupted and all progress resets. The Downed Raider immediately resumes normal bleed-out on subsequent turns.

Successful manual stabilization restores the Raider to 10% of maximum HP, rounded up.

Emergency Injector

Using an Emergency Injector is a standard action and immediately stabilizes a Downed Raider at 40% of maximum HP, rounded up, unless modified by a skill or augment.


13.9. Healing & Status Effects

Healing While Downed


IMPORTANT

Normal healing can restore a Downed Raider only up to 0 HP. It can buy time before Incapacitation, but cannot return the Raider to active play. Only stabilization or an Emergency Injector can pick them up.


Medical Item

Effect

Field Dressing

Heal 1d4 + Medical Modifier + applicable Skill Modifier + Augment Modifier.

Trauma Kit

Heal 2d4 + Medical Modifier + applicable Skill Modifier + Augment Modifier.

Sterilized Bandages

Heal 2d6 + Medical Modifier + applicable Skill Modifier + Augment Modifier.

Emergency Injector

Standard action; stabilize and restore 40% maximum HP, rounded up.

Restorative Vapor

3 uses. AoE spray heals every organic player or NPC within 5 ft. for 2d6 + Medical Modifier. Only the Medical modifier applies.


Status Effects

Status

Rule

Light Bleeding

Lose 1 HP per turn. Removed by 1 Field Dressing using 1 Movement Action.

Heavy Bleeding

Lose 3 HP per turn. Removed by 2 Field Dressings using 2 Movement Actions or 1 Full-Round Action, or by 1 Trauma Kit using 1 Movement Action.

Burning

Take 1 damage per round. After leaving the fire source, Burning normally lasts 3 rounds; if the Raider was the source of the fire, it lasts 5 rounds. A charged shield absorbs the fire damage while charge remains.

Stunned

Cannot take actions for the duration defined by the source.

Disrupted

Shield becomes ineffective and electrical equipment cannot be used for the duration defined by the source.

Suppressed

Attack rolls suffer -2 while under moderate-to-heavy hostile gunfire. Does not affect robots.

Slowed

Movement reduced by 25%.

Concealed

Hidden from detection unless already tracked/seen entering the concealment or bypassed by a special sensor.

Downed

0 to -8 HP; crawl at 1/4 movement; no inventory interaction; normally lose 1 HP/turn.

Incapacitated

At -9 HP; unsecured gear can be looted; character later returns to the hub through recovery/resuscitation.



14.10. Inventory, Weight & Safe Pocket

Backpack Slots and Weight

Backpack slots determine space. Item weight determines whether the Raider becomes overencumbered. Both restrictions apply at the same time.


CARRY CAPACITY

30 lb. + (Endurance Score x 2 lb.) + Skill Modifiers + Augment Modifiers


Weight State

Effect

0-4 lb. over capacity

No formal movement penalty.

5-19 lb. over capacity

Movement reduced by 25%.

20+ lb. over capacity

Movement reduced by 50%, and the Raider cannot pick up additional items until weight is reduced.


Stacking

Item Category

Stack Limit per Inventory Slot

Weapons / attachments / augments / shields

Do not stack.

Blueprints and Legendary items

Do not stack.

Grenades and smoke grenades up to Rare

5

Utility items up to Rare

3

Epic/Legendary explosives or utility

Do not stack.

Medical items and Shield Chargers up to Rare

5

Epic medical items

Do not stack.

Common crafting materials / junk / treasure

50

Uncommon crafting materials / junk / treasure

15

Rare crafting materials / junk / treasure

10

Epic crafting materials / junk / treasure

5


Safe Pocket

The Safe Pocket is slot-based. Items stored inside it remain with the Raider after Incapacitation. It may hold stacked crafting materials and mission items. Weapons cannot normally be placed in a Safe Pocket unless an augment explicitly allows it.

Placing an item into the Safe Pocket requires 1 Movement Action.


15.11. Ammunition & Reloading

Ammo Stack Sizes

Ammunition

Per Inventory Slot

Light ammo

100 rounds

Medium ammo

80 rounds

Heavy ammo

60 rounds

Shotgun shells

36 shells

Launcher ammunition

36 rounds

Energy ammunition

5 clips; each clip capacity depends on the weapon


Magazine Handling

Players do not need to track separate physical magazines. Reloading automatically pulls ammunition from the Raider's carried ammo supply. Magazine attachments modify magazine size or reload behavior, but do not require players to pack individual magazines.

When entering a raid, each equipped weapon is automatically loaded from the amount of ammunition the Raider chose to bring. A weapon with a 17-round magazine loads 17 rounds plus 1 in the chamber, consuming 18 rounds from the carried supply.

Reloading

Reloading normally requires 1 Movement Action unless modified by a weapon, attachment, skill, or augment.

Ammo Crafting

Ammo

Recipe

Yield

Light

5 base metal + 5 base chemical

25 rounds

Medium

5 base metal + 5 base chemical

20 rounds

Heavy

5 base metal + 5 base chemical

10 rounds

Shotgun shells

5 base metal + 5 base chemical

12 shells

Launcher

3 crude explosive material + 3 motion cores

12 rounds

Energy

2 batteries + 10 base plastic components

5 clips



16.12. Looting, Breaching & Surface Threat

Looting

During combat, looting is a standard Combat/Loot Action. Four items are revealed per turn. Outside combat, there is no turn-based reveal rate; available loot is revealed normally.

Breaching

Target

Time in Combat

Small container

1 Movement Action

Medium container

1 Full-Round Action

Large container

1 Full-Round Action

Barred door

1 Full-Round Action


Breaching creates significant noise and may increase Surface Threat when nearby machines or Raiders can detect it. Skills and augments may alter these timings or noise consequences.

Surface Threat

Surface Threat is primarily a hidden GM value. Machines, including large dangerous machines, may already be roaming the map independently. Threat represents how much additional attention the party is drawing, not whether dangerous machines exist at all.

Threat

GM Guidance

0-3

Routine patrol activity. Machines behave normally.

4-6

Nearby machines begin investigating disturbances.

7-9

Combat-capable machines increasingly converge on the area.

10-12

Heavy machines may be redirected toward the disturbance.

13-15

The area becomes extremely dangerous and sustained presence is risky.

16+

Overwhelming machine response is possible; extraction should be urgent.


Common Threat Changes

Event

Typical Threat Change

Unsuppressed gunfire in the open

+1

Grenade explosion

+0.5

Extraction called

+3

Scout successfully scans the party

+5

Barricade breach / firefight

GM discretion based on proximity, duration, and noise



17.13. Extraction

Each raid has one or more extraction points selected randomly or by the GM. Extractions may close as the raid timer progresses. When only one extraction remains, Raiders must reach it before the raid ends.

Calling Extraction

Calling an extraction is a Free Action while in combat and immediately increases Surface Threat by 3. Once called, the scene becomes turn-based if it was not already.

Elevator Extraction Sequence

18.Call the extraction.

19.Survive 8 rounds while the extraction elevator rises and the doors open.

20.One or two Raiders may begin operating the extraction terminal.

21.Closing/committing the elevator requires 2 consecutive Full-Round Actions from an active Raider.

22.Taking damage does not automatically interrupt terminal interaction, but becoming Downed does.

23.A Downed Raider may operate the terminal, but it requires 3 consecutive Full-Round Actions.

24.After activation completes, the party has 1 full round to enter before the doors close.

25.If the elevator is missed, it automatically returns after 15 rounds, assuming the extraction remains available.

Downed Raiders and Extraction

A Downed Raider may crawl into a hatch or extraction point and successfully extract. A Raider who extracts while Downed receives normal XP. Raiders who fail to make it back through their own extraction receive only 50% of the XP they earned during that raid.


RAID-END ESCALATION

The GM may use environmental cues - such as a large missile entering the area and striking nearby - to communicate that the raid is closing and the final extraction window is approaching.



26.14. XP, Levels, Skills & Reputation

Levels

The maximum Raider level is 75. Players gain XP only when the raid is resolved and they return to the central hub or are recovered after a failed extraction.


XP TO NEXT LEVEL

100 x current level


The game is intended to level quickly: a typical successful raid should usually provide roughly one level, while exceptional raids may provide more. XP awards are controlled by the GM and may include contract completion, objectives, damage dealt, healing/support, challenges, discoveries, milestones, and other accolades.

A Raider who fails extraction receives 50% of the XP they otherwise earned. A Downed Raider who successfully crawls into extraction receives full XP.

Skill Points

Each level gained grants 1 Skill Point. Skill Points may only be spent in the central hub. Higher-tier skills have branch prerequisites based on the number of points already invested in that branch.

Players may reset their skills in the hub by paying Raider Coins. The first respec costs 1,000 Raider Coins. Each subsequent reset doubles the previous reset cost.

Vendor Reputation

Rep Level

Standing

0

Unknown

1

Accepted

2

Trusted

3

Respected

4

Allied


Vendors increase reputation through contracts and challenges. Higher reputation unlocks items and services. Some contracts may conflict with other vendors and can reduce reputation elsewhere. Exact vendor progression will be defined with the vendor/contract system.


27.15. Hub, Vendors & Crafting

The Central Hub

The underground hub is the Raider's safe operational base. It contains vendors, mission contacts, crafting facilities, repair services, stash storage, and personal trophy displays.

Vendors

Vendors specialize in different categories. Permanent offerings generally include ammunition, basic medical supplies, simple gear, common weapons, and basic crafting components. Rotating stock may include rarer items, special equipment, and items that require both currency and topside materials.

Trophy Display

Players may move valuable or sentimental recovered items into a personal trophy display. Displayed items do not count against stash space. Once displayed, an item may later be sold but cannot be returned to usable inventory.

Crafting & Repair

Ammunition can be crafted, purchased, or looted. Gear, shields, augments, weapons, and attachments use item-specific recipes. Detailed crafting recipes remain in the equipment databases and will be expanded in later handbook revisions.


HUB-ONLY PROGRESSION

Augments cannot be swapped while topside. Skill Points can only be spent in the hub. Repairing a shield to full durability before a raid restores it to 100 durability.



28.16. Quick Reference

Core Rule

Value

Base movement

30 ft.

Raider Defense

10 + Agility + Gear/Skill

Downed

0 HP

Incapacitated

-9 HP

Manual stabilization

3 consecutive full rounds

Medical shortcut

DC 22; one attempt during the 3-round process

Manual stabilization HP

10% max HP, round up

Emergency Injector HP

40% max HP, round up

Light / Medium / Heavy shield charge

4 / 6 / 8

Light / Medium / Heavy shield DR

1 / 2 / 3

Medium / Heavy shield movement

-5 ft. / -10 ft.

Critical

3x damage

Weak point

2x damage

Critical weak point

5x damage

Burst

3 rounds; second d20 at -1

Automatic

4+ rounds; follow-up penalty by rounds fired

Failed extraction XP

50%

Max level

75


Automatic Fire

Rounds

Penalty

4-5

-2

6-8

-3

9-12

-4

13+

-5


Cover

Cover

Penalty

25%

-1

50%

-2

75%

-3

Full

Normally untargetable directly



29.16. Quick Reference - Gear & Survival

Ammo Stacks

Ammo

Stack

Light

100

Medium

80

Heavy

60

Shells

36

Launcher

36

Energy

5 clips


Shield Charge Loss

Damage Type

Charge Lost

Light ammunition

1

Medium ammunition

2

Heavy ammunition

3

Fire

1 per round

Explosion within 10 ft.

1

Explosion within 5 ft.

3

Direct explosive hit

6


Downed & Stabilization

Rule

Value

Downed

0 to -8 HP; crawl at 1/4 movement

Bleed-out

-1 HP at start of turn unless stabilization is active

Incapacitated

-9 HP

Manual stabilization

3 consecutive full rounds

Emergency Medical check

DC 22; one attempt during the process

Manual pickup

10% max HP, round up

Emergency Injector

40% max HP, round up


Bleeding

Condition

Treatment

Light Bleeding

-1 HP/turn; 1 Field Dressing, 1 Movement Action

Heavy Bleeding

-3 HP/turn; 2 Field Dressings (2 Movement Actions or 1 Full Round) OR 1 Trauma Kit (1 Movement Action)



30.Appendix A. Systems Reserved for Expansion

The following systems are intentionally not finalized in Player's Handbook v0.1. They should be added only after their equipment and GM rules are completed.

System

Planned Content

Grenades

Damage, blast radius, rarity, action cost, crafting, and special effects.

Traps

Deployment actions, detection, triggering, damage, and disarming.

Weapon Attachments

Compatibility, stat changes, tier progression, and crafting.

Machine Profiles

Defense, armor diagrams, location DR, break thresholds, visible/hidden weak points, behavior.

Vendors

Named vendors, permanent stock, rotating stock, reputation unlocks, materials-for-items trades.

Contracts

Objectives, rewards, conflicts, reputation changes, and repeatable structures.

NPC Raider Parties

Loadouts, motivations, social behavior, combat, surrender, and looting.

Full Crafting Economy

Bench requirements, recipes, repair costs, blueprints, and material values.