TEXT: The Tundra Trudgine 
  A game of permafrost and ulterior motives 
   by Riley Noel 
  Forty-seven years ago, the Tundra Trudgine was founded on the surface of the planet Daodim to maintain the balance between nature and man.  Being 
  tidally locked to the Weak Star, the planet is frigid and divided into a tundra of perpetual light and a tundra of perpetual night.  Over the decades the 
  distinctions of man and nature have been blurred by diseases that cripple and warp the human body and sapience sparking in creatures of all shapes and 
  sizes.  As Daodim grows with new technologies and clashing cultures, the Tundra Trudgine strives to recruit those tough enough for the job as they 
  discover exactly what that is.
  Svidex Levels 
  Every member goes through their relevant courses at a Tundra Academy and 
  is constantly graded on Strength, Vitality, Dexterity, respective Expertise 
  (Svidex levels).  Every turn that a combat instance ends, that teammate may 
  raise two Svidex levels by 1 or one Svidex level by 2. 
  Rolling 
  Rolling for stats at the beginning of the game is done in private by each 
  teammate.  An individual does not need to inform any other teammate of 
  their Svidex levels. 
  Strength 
  Strength determines the individual’s physical damage in combat and ability 
  to alter the terrain.  Strength is determined by rolling 2D6 or D12. 
  Vitality 
  Vitality is the teammates ability to survive under extreme cold, hunger, and 
  physical and mental damage.  Vitality is determined by rolling 2D6 or D12 
  and multiplying by 5. 
  Dexterity 
  Dexterity determines the swiftness of an individual in combat and their 
  understanding of mechanical weaponry.  In a combat instance, an enemy 
  with the most dexterity gets to hit first.  Dexterity is determined by rolling 
  2D6 or D12. 
  Expertise 
  Expertise determines the abilities of a teammate.  When an individual raises 
  their expertise level they may use it to privately learn abilities listed under 
  their role.  Expertise is determined by rolling 2D6 or D12.
  Wascov Levels 
  Out in the tundra every member has been trained to track their Warmth, 
  Satiation, Comfort, and Visibility (Wascov levels) and must recalculate after 
  every turn to maintain situational awareness in a mission. 
  Warmth 
  Warmth is the level of heat remaining in a teammate’s suit.  If it drops 
  below 3, the teammate loses the amount below 3 of Vitality every turn.  
  Warmth can be recovered by standing near fires and decreases by 1 every 
  turn away from a fire.  Warmth maxes and begins at level 15. 
  Satiation 
  Satiation is the level of fullness in a teammate’s stomach.  It will decrease 1 
  every turn and can be recovered by consuming food.  If it drops below 3, the 
  teammate loses the amount below 3 of Vitality every turn.  Satiation maxes 
  and begins at level 15.  
  Comfort 
  Comfort is the level of physical and mental peace a teammate is 
  experiencing.  Comfort can be increased by 1 every turn that Warmth, 
  Satiation, and Visibility are all above 3.  Comfort decreases by 1 every turn 
  two of Warmth, Satiation, and Visibility are below 3.  For every Comfort 
  point gained, the teammate may add a point to Strength, Vitality, or 
  Dexterity.  For every point lost, the teammate must remove a point from 
  Strength, Vitality, or Dexterity.  Comfort begins at level 0. 
  Visibility 
  Visibility is the level of light within a two space distance from the individual.  
  Visibility is determined by dividing the spaces lit in the two space area by 
  two and rounding down.  If it drops below 3, the teammate’s Dexterity is 
  temporarily taken down the amount below 3.
  Turns and Movement 
  The scenario takes place on a 100 x 100 tundra grid.  Movement for 
  players is determined by D6 and can be augmented by select abilities.  
  A round is complete when all teammates and enemies finish their turn.  
  Movement consumes an entire turn.  Production (food and fires) and 
  attacks both consume turns without movement. The movement of 
  enemy are determined by the enemy type and what the Tundra 
  Command Post plans for them.  Boulders and mountains can be placed 
  on the tundra grid with Strength values to move them.  Moving objects 
  (including the light of the Throwlight Scope) consumes a turn. 
   
  Combat 
  Teams will face foes of unique movement patterns and strengths.  
  Because of this, combat instances are considered the moment that an 
  enemy attacks or is attacked until the moment that all attacks from 
  both sides are out of range.  Combat consumes a teammate’s entire 
  turn and will give the enemy an opportunity to fight back.  Dexterity 
  determines who strikes first once combat is initiated.  Initiating combat 
  gives the teammate priority in the case of a dexterity tie.  Strength 
  determines the amount of Vitality taken away by an attack. 
  Fire and Light 
  Fire and light are vital to success in missions, light is especially 
  important in the Night Tundra and cave systems.  Teammates are each 
  able to produce one fire at a time, with the last fire extinguishing upon 
  a new fire’s creation.  A fire has a warmth value and a light range.  
  Standing at a distance from the fire within the light range will keep 
  you in light and add the warmth value to your Warmth every turn.  An 
  expert cook can produce unique fires of different purposes and values.  
  Every team member can create Basic Fire (Warmth +2, Light Range 1).  
  When the light uses basic light and echolocation, the direction of the 
  light and echolocation is the direction last taken. 
   
  Food 
  Making and consuming food is important to maintaining satiation in a 
  mission.  The cook can produce a lot of culinary treats but all 
  teammates enter the field with a little training.  Creating and 
  consuming food occurs in the same turn and all cooking must occur 
  adjacent to appropriate fires.  Every team member can produce 
  Rehydrated Lichentoast (Satiation +3).  The average teammate can 
  carry nearly infinite packages of lichentoast in its dehydrated form. 
   
  Ulterior Motives (UM) 
  The Tundra Trudgine likes to keep teams on their feet and constantly swap roles in an effort to bring newness to the organization.  For this reason 
  every teammate is graded on a private UM on top of their accomplishments as a team.  It is the duty of the local Tundra Command Post to provide and 
  evaluate the UMs of each teammate.  The captain is the only teammate to not receive an Ulterior Motive because if a teammate accomplishes their UM 
  first and the mission is still complete, that teammate will act as captain on the next mission.  It is the captain’s side job to prevent teammates from 
  completing their UM.  Examples of UMs: ‚Light- Keep light on teammates simultaneously for 4 consecutive turns,‛ ‚Tracker- Lead teammate to kill 
  incorrect bear target,‛ ‚Cook- Use Glimmer Fire to poison the captain.‛  These UMs justify lying about your stats to all but the TCP, who must track 
  them. 
  
  Tundra Command Post (TCP) 
  The TCP lays out all aspects of the mission including targets, enemies, enemy Svidex, map, and UMs before the mission begins.  During the mission the 
  TCP circles the table, keeping track of the movement, light, and Svidex and Wascov levels (which will be maintained on Character Sheets).  It is 
  important to subtly track Svidex and Wascov because players are free to lie about everything they can privately keep record of to everyone but you.  As 
  the TCP, you must also be prepared to work with the Tracker when they use their Magnifying Glass or Telescope Computers which means that they 
  must plan out or hold true to the movement of enemies.  When the mission is complete, the TCP determines and announces the winner.
   
   
  Teamwork 
  The Trudgine has always followed a strict team configuration to fulfill the four principle requirements of a functional team: leadership, direction, 
  nourishment, and visibility.  For this reason a team is comprised of a captain, a tracker, a cook, and a light.  Every role must be fulfilled and there are no 
  teams with two members of the same role.  Communication among teammates is vital to a successful mission but never forget that the team is made of 
  individuals who don’t have to tell the truth and probably need to lie. 
   
  Captain- The captain leads.  As the 
  leader, the captain must lead 
  discussion on the movements of 
  the team. 
  Abilities: 
  Tundra Command Post Radio – 
  Exp -2 – Whenever an enemy dies, 
  everyone gets 1 Expertise point.   
  Shotgun-Equipped Boot – Exp -2 – 
  Everyone gets the ‘Boot. – Dex 10 – 
  Range +2 – Strength +3 
  Wheelcubes – Exp -2 – Dex 15 – 
  Strength 15 – The team can roll an 
  extra D6 for movement. 
  Block Drop – Exp -2 – A steel 
  block is flown in by TCP in any lit 
  space.  It can be moved with 
  Strength 20. 
  Discipline Shock – Exp -2 – Dex 
  20 – If a teammate’s conduct is 
  fishy, shock -5 Vitality from them. 
  Tundra Command Authority – Exp 
  -10 – Without revealing their UM, 
  teammates must show Svidex and 
  Wascov to the Capt. when ordered.
  Tracker- The tracker provides 
  direction.  The tracker’s skill set 
  includes the ability to identify the 
  movement patterns of an enemy.  
  Abilities: 
  Magnifying Glass Computer – Exp 
  -2 – TCP will send back the next 
  placement of an enemy that just 
  finished a combat instance. 
  Fwubbybird Call – Exp -2 – 
  Fwubbybirds will double the 
  movement of a basic Tracker’s roll. 
  Magnisuit – Exp -3 – If hit by light 
  of any kind, the light will be 
  reflected in a one space range 
  around the Tracker. 
  Footprint Whisperer – Exp -4 – 
  Tracker will receive the Svidex and 
  Wascov of any enemy tracked. 
  Telescope Computer – Exp -4 – 
  TCP will send back the next 
  placement of any visible enemy. 
  Icigull Call – Exp -5 –Icigulls will 
  rain icicles upon three adjacent 
  spaces. – Strength 5
  Cook- The cook nourishes.  The 
  cook is vital when it comes to the 
  Wascov levels. 
  Abilities: 
  Roasted Yabanuts – Exp -2 – 
  Satiation +5 one teammate – A 
  teammate doesn’t have to be 
  adjacent to consume Yabanuts. 
  Hoarfrost Fire – Exp -2 – H Fires 
  are placed without other H. Fires 
  extinguishing.  – Light Range 1 – 
  Warmth +2 
  Fierce Knifework – Exp -3 – Every 
  time an organic non-human dies. – 
  Dex 15 – Satiation +5 adjacent. 
  Ground Milking – Exp -3 – 
  Pressure and fire produces edible 
  mud. – Satiation +4 adjacent. 
  Spiced Fire – Exp -4 – All food 
  produced in this delicious fire are 
  +2 more satiating.  
  Glimmer Fire – Exp -6 – This 
  venomous fire’s not for cooking.  
  Touching it -3 Vitality – Warmth 
  +3 – Light Range 2 
  Light- The light provides visibility.  
  The wealth of the TCP determines 
  if the light is human or AI.  The 
  light will provide teammate’s 
  Visibility level following their turn. 
  Abilities: 
  Batteries – Exp -1 – Required to 
  produce light. – Light Range 1 
  Echolocation – Exp -1 – TCP will 
  report the Light faces an enemy. 
  Roundlight Mirrors – Exp -2 – 
  Light is now produced on all sides 
  of the light. 
  Longlight Charge – Exp -2 – 
  Efficient power dispersal increase 
  light range. – Light Range +1 
  Throwlight Scope – Exp -3 – One 
  space can be lit anywhere on the 
  map at a time. – Dex 10 
  Stunlight Filter – Exp -5 – Light is 
  now filtered out as stunlight.  
  Enemies cannot move in stunlight. 
  Boomlight Laser – Exp -6 – This 
  laser can hit anywhere light is 
  present. – Dex 15 – Strength +10
   
  Scenario 
  Xing-Por Tel, a multilocating, polygamist Teleporting Bear, was exiled from his home mountain and traveled to the Night Tundra.  He assaulted and 
  pillaged all bear communes in his path, resulting in Teleporting Bear Halflings all over the Night Tundra.  Going through puberty and having not had 
  proper upbringings, the Bear Federation Forever does not think that they can reason with these Halflings.  It is the mission of your team to target bears.  
  The TCP will decide your targets from the variety of Halfling that have been identified.  From then on it is the job of the Tracker to identify the species 
  of the bear you encounter.  All being part Teleporting Bear, the most distinguishing features of the bears are their movement patterns.  There is a 
  biological beauty to how genetics affect untrained teleportation.  A Teleporting Bear is on the field only every other turn.  It vanishes to teleport and 
  then reappears.  Referring to the data below and focusing on the movements of the bears will help you to engage the right ones.  The mission is 
  complete when target bears have been killed. 
   
  Twinkle-Teleporting Halfling- 
  The Twinkle Bear is normally 
  stealthy and dripping with poison.  
  The teleportation pattern reflects 
  its stealthy instincts. 
  Strength – 2D6 
  Vitality – 2D6 x 5 
  TT Halflings aren’t affected by 
  Glimmer Fire. 
  Dexterity – D6 
  Movement – # of Strength in a 
  combo of forward and left. 
  Boil-Teleporting Halfling- 
  The Boil Bear is normally a deep 
  red and a resting temperature of 
  130 degrees.  The teleportation 
  pattern reflects its super hot body. 
  Strength – D6 
  Vitality – 2D6 x 5 
  Dexterity – 2D6 
  BT Halflings multiply dexterity by 
  2 when adjacent to fire. 
  Movement – # of Dex in a combo 
  of forward and right. 
  Webbed-Teleporting Halfling- 
  The Webbed Bear is normally 
  gliding in strong winds and singing 
  mating songs.  The teleportation 
  pattern reflects its ties to the wind. 
  Strength – D6 
  Vitality –D6 x 5 
  Dexterity – 3D6 
  WT Halflings’ Svidex records will 
  come back scrambled. 
  Movement – # of Dex in a combo 
  of backward, left, and right.
  Noir-Teleporting Halfling- 
  The Noir Bear is normally found in 
  the darkest of caves pondering 
  life’s mysteries.  The teleportation 
  pattern reflects its patient fury. 
  Strength – 3D6 
  NT Halflings cannot attack unless 
  the other player initiates. 
  Vitality – D6 x 5 
  Dexterity – D6 
  Movement – # of Strength in a 
  combo of forward, left, and right. 
  Victory 
  The team itself is never considered victorious.  As it is a role-playing game and there are ulterior motives, the only winners are those who achieve their 
  goals while also helping the team find success in their mission.  It is the goal of the Captain to finish the mission before any teammates complete their 
  ulterior motives.  If the Captain wins, no one else wins.  If multiple teammates complete their given ulterior motives and the team completes the 
  mission, the teammate that completed their UM first wins. 
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/The Tundra Trudgine.pdf