TEXT: Tech in Game 
  (ENC/Skill Rank Bonus) 
  Tech takes 2 forms; defined tech, listed on the next page, and Created 
  tech.  Created tech comes from Player Story Points or GM creations. 
  • Defined tech has a listed Encumbrance and also bonus Skill ranks to 
  any SkillSet that uses the tech.
  • Created Tech can only do a single specific effect and must have the 
  agreement of all players, GM too, to be used in game.
  Starting Tech
  Each Character can take Tech up to their ENC max, cannot start with 
  Vehicles.  Weapon and Ammo types are combined to make 1 item.  
  Additional tech can be bought using advances, Max ENC cannot be 
  exceeded.
  Armor 
  Light 0/+1
  Frame 1/+2
  Hybrid 2/+3
  ExoSkeleton 3/+4 
  Weapon Types
  Pistol 0/+1
  Rifle 1/+2
  Melee 2/+3
  Explosive 2/+4
  Heavy  4/+5
  Ammo Types
  Chem Project 2/+3
  Plasma 2/+4
  Disc 1/+3
  • Add Ammo and Weapon 
  values for total.
  Misc
  Vid Link 0/+1
  Hacker Rig  3/+4
  Skill Toolset 2/+3
  10 Ammo  1/+0 
  Heal 3 Wounds  1/0
  Vehicles  (Crew/Success Bns)
  Civilian Ground  Vehicle  2/+1
  Military Ground  Vehicle  6/+2
  Ore Shuttle  (Atmo/Space) 4/+1
  Corp Shuttle (Atmo/Space) 8/+4 
  Will You be the Traitor?
  250 years ago: The first Diaspora left Earth; the planet Lexicon founded by 
  Lexicon Corp.  
  150 years ago: The planet loses contact with 
  Earth; the civilian government nationalizes all Cor-
  porate assets so the colony could survive,  
  50 years ago: The surviving Corporate execu-
  tives, their children, and some extremist civilian 
  factions overthrow the civilian government by force.  
  The uprising was quick and deadly, with Corporate 
  forces taking control in a matter of hours.  The Cor-
  porate regime declared the Lexicon Trust the new 
  government of Lexicon.  All civilians were forced 
  into service for the Trust, resuming all work for the 
  Lexicon Corp at minimal wage and provisions.
  25 years ago: The last of the civilian govern-
  ment, ex-civilian military, disgruntled workers, and the exiled unite to form the 
  Heros of Lexicon, a rebel group with almost no hope  of winning.
  Now: The rebels are on the brink of defeating the Trust, after 25 years of fight-
  ing, rescuing key leaders, and turning the populace against the Trust.  5 key areas 
  have become vulnerable, should the rebellion take 3 or more of these points 
  the Trust will be broken.  The only hope the Trust has is to find a way to make a 
  member of the Heros reveal the location of the rebels base.  
  The Heroes of Lexicon 
  (The Players)  
  The rebels have been lead by the Vice Chancellor of the old Parliament, 
  Misha Trentil, for 25 years.  Her leadership of the Heros have slowly 
  beaten back the Trust.  The rebellion is ready for its final strikes on the 
  Key Points controlled by the Trust, taking 3 of these points will end the 
  Trusts control of Lexicon.  This is the moment of truth for the Heros of 
  Lexicon.
  Creating a Character
  1) Characters time as a Rebel  
  This can be 5, 10, 15, or 20 years.
  2) Determine Characters 
  Threat
  (Years as a Rebel + 1d10)
  3) Figure Base Attributes
  Round all values up to nearest 5
  •Attributes:(Threat * 4)
  •Base Skill:(Threat +10)
  •Skill Depth:(Threat/5)
  •Enc:5+ 1 Per 40 Attributes
  •Reaction:(Attributes/10 +Melee Combat Ranks +Defense Ranks)   
  •Actions:(Reaction/10) (min 1)
  Character Traits  The core of Traitor is the 
  Characters actions to overcome the Trust; while the Trust manipu-
  lates situations and actions to cause betrayal.  Players announce 
  an action in an Event against the Trust.  Players create a SkillSet to 
  determine success.  SkillSets represent combining knowledge related 
  to the action, such as Skills and Passions.   See Core Mechanic  
  Attributes: Whenever a character builds a SkillSet that would 
  require the use of Intelligence or Strength to do the action the GM 
  can require the player to roll against the attribute rather than Base 
  Skill.  Skill Depth roll is not needed.
  Skill Depth:  Skill Depth shows how capable a character is at 
  adding multiple fields of knowledge to a task. Skill Depth limits the 
  number of skills used in a SkillSet.  Each Skill Depth point = 1 skill in 
  a SkillSet.  A Skill Depth of 3 limits the SkillSet to 3 Skills.
  Base Skill:  The characters basic ability to do an action.  1d100 is 
  rolled against it, a successful roll adds bonus successes.  Every 10 
  below the base skill adds 1 bonus success to the SkillSets base suc-
  cess. Every 10 above base skill subtracts 1 from base successes.
  Effectiveness(EF):  EF represents how successful an action is 
  against the target.  
  Target EF:  The GM determines the target EF the SkillSet must 
  beat; called the Target EF.  The targets threat is the base EF needed; 
  the GM can increase or decrease as they see fit.   Example: Stopping 
  a threat 10 wall from falling on a civilian would require 10+ successes 
  to beat.
  Success Effects:  Determined by the GM for each action.   
  • Physical Attacks: 1 wound per success
   • Social Attacks: 1 effect duration 1 phase per Success  
  • Information Attacks: 1 Information Point per Success 
  Traitor
  At any time in the game a 
  Player can look at the GM and 
  say out loud “I betray the rebel-
  lion and send the location of the 
  rebel base”.  
  The Game ends, the Trust wins, 
  and the Traitor should explain 
  why their character chose to 
  turn. 
  4) Story Points & Passions
  Story points and passions define the history and what’s 
  important to the character. These are flaws or weak-
  nesses that the Trust can Exploit.  The more you have, 
  the more ways the Trust can exploit you.
  • Pick 1 Story Point per 5 Threat
  Story points are moments in the past.
  • Pick 1 Passion per 10 Threat
  Passions are things or people the character would die to 
  protect or destroy.  They can be added to a SkillSet if the 
  passion applies, ignores Skill Depth limitations.
  Passions skill value = 10 ranks to a SkillSet.
  You Cannot Play...  
   
   
  Just to Win
  Players of this game must be focused on playing 
  the role of the characters they create.  Characters 
  need to have Flaws: weaknesses, losses from 
  the war, the desire for power or glory, or painful 
  injustices that need to be revealed and fixed.   The 
  GM needs to be smart enough to play on these 
  character flaws, while the Players need to react as 
  their characters when the GM plays on the flaws.  
  As new information is revealed or the groups ten-
  sion rises with new Events and traps, the players 
  need to play and react as their character.
  A rebel party, united and determined to simply beat 
  the Trust, will win.  Playing your character when the 
  GM tempts you is crucial to this game. The players 
  must play as a rebel who could be tempted and 
  turned traitor or really there is no reason to play.
  Possible  
  Story Point/ 
  Passions 
  Categories
  • Family
  • Fortune
  • Hero
  • Military Honor
  • Political Power
  • Justice
  • Criminal Past
  • National Pride
  • Protection
  • Noble Cause
  • Truth
  Examples
  Story Point (Family): Lost my family in a Trust 
  raid 10 years ago.
  Passions(Family):  Will do all I can to save 
  any family I have left.
  Examples
  Story Point (Family): Lost my family in a Trust 
  raid 10 years ago.
  Passions(Family):  Will do all I can to save 
  any family I have left.
  Credits: Design:Lee Kamberos Layout Lee kamberos  Mark Oda  Art: Lee Kamberos, 
  Mark Oda, Cerberus Art Studios and Serial Killer Stock Used with permission
  Wounds
  Each wound causes -1 
  action per wound and -2 
  Successes (1 min)) 
  Death
  Characters or NPC’s who 
  are brought to 0 actions 
  because of wounds 
  are out of the event.  
  Characters start the next 
  event wounded and must 
  be healed with tech or 
  influence as part of that 
  event.
  5) PickSkills
  Pick 2 Skill per 5 Threat.  Each Character starts with 2 ranks in each Skill.  
  Every 5 years of Rebellion service grants the character 6 Ranks to improve 
  skills.  Every 10 Skill Ranks in a SkillSet gives it +1 base success 
   Skills List
  • Ranged Combat
  • Melee Combat
  • Electronics
  • Piloting
  • Science
  • Language
  • Defense
  • Computers
  • Con
  •Stealth
  • Demolitions
  • Perception
  • Zero G Combat
  This is not a one  
   
   
   
   
  shot
  To build up enough tension, traps and lies to 
  turn a player should take a few events. To build 
  a Traitor could take several sessions..
  
  Lexicon Trust  (Game Master)  
  The Lexicon Trust is an elite dictatorship, dedicated to 
  enriching the few in charge 
  and their lackeys.  The people 
  of Lexicon suffer greatly at the 
  hands of the trust.  The Trusts 
  twists information, taking 
  horrific actions, all to keep 
  the people in perpetual fear.  They will stop at nothing; no 
  lie is to great or truth to sacred to 
  discover the location of the rebels.
  Game Flow
  The GM is in charge of the flow 
  of the game, making sure each 
  person takes their actions 
  and calling phases done.  The 
  game has 2 flows, the Day 
  Flow and the Event Flow.  The 
  Day Flow is done first, the 
  Event flow occurring in the 
  Day Flow.
  Creating Events  
  Events are used by the GM to 
  tell the story of the final battles 
  of the rebellion.  The GM 
  creates 1 Event per day, its 
  story should drive the players 
  to react with their characters 
  passions and story points.  
  These reactions are used by 
  the GM to get a character to betray the rebellion.  
  Each event has 3 parts, 1) sets a scene for the play-
  ers 2) Set an area it occurs in and 3)The number of 
  Phases the players have until the Event ends.  The 
  minimum duration is (# of players  + 1).   Example Events:
       • A rebellion cell, with your cousin, has been captured 
  and they are being held in the Justice Center.  The event 
  will last 5 phases.
   
  GM Limits on 
  Events:
  •While the GM has a 
  huge amount of leeway on what story their events contain, 
  there some limitations:
  • No event can ever be about the Trust attacking the Rebel 
  HQ.
  • No Event can ever start with the Characters in custody, 
  unless it occurred in a previous event
  • No event can ever have more than double the Charac-
  ters total threat.
  • At a minimum a Key location must be the location in 
  every 3rd Event the GM creates.  
  GM Resources
  The GM creates Events around the passions and Story 
  points of the characters, using resources to push a charac-
  ters buttons. The Trusts resources include Droids, Security 
  Forces, Data, false and true, Civilians and tech all dedicated 
  to destroying the rebels and finding their hidden base.  The 
  most powerful of the Trusts forces are Foils; Security and 
  Intelligence leaders who have high threat.  Staff forces are 
  the lower level functionaries and troops that fight on the 
  front lines.  The Trust also uses traps and technology to boost their forces.  
  This fight is not about slaughtering the characters, more rebels will rise up to 
  replace them, the Trust must use its resources to create a traitor; only that 
  way can the Trust win for certain.
  Trust Intel 
  Trust intelligence is the most powerful arm of the Trust, 
  besides the CEO’s Office.  
  Trust Intelligence can offer 
  many ways for the GM to 
  entice a player into betrayal.  
  Trust Intel can plant data, 
  hold family, create the illu-
  sion of wealth and power, 
  or simply torture their way 
  to getting the information 
  they need.   GM’s should 
  use Intel to create details 
  and traps that allow players 
  to deal with a characters story points or passions, 
  potentially creating a reason for a player to turn 
  traitor. 
  GM Controlled Characters (NPC)
  Foil Examples 
  Trust CEO, Trust Security Chief, Trust Operative
  Staff Examples 
  Trust Security Officers, Store owner with informa-
  tion, Civilians being held by the Trust, a dead 
  family member found.
  NPC Values: Assign threat to any NPC or tech that 
  would oppose, interact, or take actions against the 
  Characters.  
  • Foil values: SkillSet Ranks: (Threat + 5), Reac-
  tion (Threat + 10), and actions ((Reaction/10)+1) 
  (minimum of 1).  Foils can carry 4 items
  • Staff have 3 values: SkillSet Ranks: (Threat +1), 
  Reaction (Threat + 5), and actions ((Reaction/10) 
  -1) (minimum of 1).  Staff can carry 2 items
  Advancing NPC’s
  • Foils advance 10 threat for every event the survive
  • Staff advances 5 threat for every Event they survive
  Rumors and Lies 
  Rumor Phase 
  The last phase of the day is the Rumor Phase.  The GM meets or passes notes 
  to EACH player.  These secret communications are NOT to be discusssed by the 
  Players.  Players who choose to reveal cannot Advance that day.  In this moment  
  the GM pushes players to turn on the rebellion; assuming they have planted the right 
  seeds.  The Trust will make offers to the players to get them to turn.  These offers 
  can be based on lies the truth or a combination; all to try to get a player to turn.  
  Such offers are a great way to keep the players unsure of other players. 
  Day Flow
  1) GM Declares Event
  2) Resolve Event Flow
  3) Rumors Phase
  4) Advance Characters/NPC’s 
  Character Advancement  
  Each Event the players win, they gain 1d10+4 XP and a Luck Point.  1 XP 
  buys 1 New Skill or 2 Ranks for a current Skill, +2 Threat Value (recalculate 
  values), or buy 1 piece of Tech, vehicles XP cost is equal to crew.  Buying 
  to Rank 10 costs 2 XP, Buying rank 11 costs 3 XP, Rank 12 costs 4, etc. 
  The Double 
  Rule
  No value my be increased to more 
  than double its starting value. 
  Lying to Players:  
  A GM can change a Char-
  acters Story point, during 
  the Rumors Phase.  This 
  is always a lie, that can be 
  found out by the player.  The 
  GM must assign a threat to 
  the lie, this is the difficulty to 
  discover the lie.  A discovered 
  lie is considered  destroyed. 
  The GM can advance any lie 
  they are tracking as a Staff 
  resource.  
  Trust  
  Key Areas
  Trust loses the game if they 
  lose 3 Key areas.
  • Mining Hub
  • Trust HQ
  • Military Depot
  • Core Medical 
  • Orbital Yards
  Other Trust Areas
  • Supply Yards
  • Justice Center
  • Central Prison
  • Corporate Palace
  The Event Flow
  Event Flow: 
  1) Players Declare Objectives 
  2) GM and Players roll reaction (players each 
  get 1 free action before the GM can start)
  3) GM NPC’s and Players take actions.  Roll 
  SkillSets and Use Influence, in order of reaction
  4) GM Plays complications
  Declare Objective
  Players declare what each characters objective is in the Event, objectives can be anything 
  the player wants their character to do, regardless of the event (GM should try to split the 
  party).  Characters win the Event by achieving all their objectives, else the GM wins.    
  Roll Reaction 
  Each Player rolls 1d100 adding it to their characters reactions.  The GM rolls for their 
  forces. Actions occur in order of reaction.  When players have used all Character Actions; 
  phase ends and the next phase starts.
  Take Action 
  Players announce action they want to take; create a SkillSet to do the action. 
  Player Influence
  Players may directly influence the game using luck and influence. 
  Players have 2 Luck points per Event  Each Luck point can add 
  1d100 to Base Skill or 1d10 Ranks to the SkillSet. Luck is rolled 
  before the EF roll.  Influence allows players (Players can combine) 
  to spend successes from any SkillSet to extend an Event by 1 phase 
  (costs 3 Successes), Heal 1 wound per Success or Create a piece of 
  tech. 
  GM Complications
  The GM gains a SINGLE complication per player at the start of 
  each event. Any Player use of influence in a phase grants the GM  1 
  complication; more than 3 complications can be saved and lost at the 
  end of the event.  Complications allow changing the Event duration by 
  1, or create/spring a trap.  
  Traps:  The GM complications create or spring traps; changing a situation in the 
  Event or giving players information related to a Character story points or passions.  
  Traps allow the GM to respond to player actions expanding the Story on the fly.   
  The Core Mechanic
  1)Test Skill Depth 
  Roll 1d100 <= Base Skill, to combine skills.  Failure means only 1 
  skill can be used.
  2) Build SkillSet
  Add together Skill Ranks from each skill in the SkillSet.  Every 10 
  ranks is 1 base success.  Bonus ranks from any Tech are added too.
  3) Roll For EF
  Roll 1d100 vs Base Skill.  Roll below +1 Success, roll a 10 or lower 
  gain +2 Successes.  Roll above -1 Success.  Roll a 90 or above -2 
  Successes.  SkillSet EF = Base + Bonus successes.  
  4) Figure Success 
  SkillSet EF => Target EF, action succeeds.  Successes are used to 
  determine durations or other effects.
  Traitor is licensed 
  under a Creative 
  Commons Attribu-
  tion-ShareAlike 4.0 
  International License.
  Event Movement 
  It costs 1 Action to move to any 
  location in an event or to leave 
  the Event before it ends.
  Critical Success 
  and Failure
  Rolling a natural 01 adds +2 successes to 
  SkillSet and doubles the SkillSets EF.  
  Rolling a 100 for any roll, but reaction, is a 
  failure.
  Free Info: Players may ask a  Specific ques-
  tion about the Event, roll for a SkillSet EF. Successful 
  EF answers the question costs no action.
  
  LExicon Trust   Data  Sheet
  Trust Events Won: 1  2  3  4  5  7  8  9  10
  Name:____________________
  Time: ______   Threat:_____
  •Attributes:______
  •Base Skill:_______
  •Skill Depth:________
  •Enc:____ Max  ______Used
  •Reaction: ________  
  •Actions: ________
  Story Points 
  •___________________________
  •___________________________
  •___________________________
  •___________________________
  •___________________________
  Passions
  •___________________________
  •___________________________
  •___________________________
  Skills    Ranks       
  Rngd Cbt:   _____
  Melee Cbt: _____
  Elect:         _____
  Comp:       _____
  Con:    
  _____
  Piloting: 
  _____
  Science: _____
  Language: _____
  Defense:    _____
  Demolitions: ____
  Zero G Cbt:  ____
  Perception:  ____
  Stealth:     ____
  ********** TECH ++++++++++
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  Event: _____________________________________________
  ______________________________________________________
  ____________________________________
  Foil Name:____________________ Threat:______
  SkillSet Bns: _____  Reaction:_____  Actions:
  ITEMS:
  •_____________________	
  •_________________________
  •_____________________		
  •_________________________
  Foil Name:____________________ Threat:______
  SkillSet Bns: _____  Reaction:_____  Actions:
  ITEMS:
  •_____________________	
  •_________________________
  •_____________________		
  •_________________________
  Staff Name:____________________ Threat:______
  SkillSet Bns: _____  Reaction:_____  Actions:
  ITEMS:
  •_______________________				•_______________________
  Staff Name:____________________ Threat:______
  SkillSet Bns: _____  Reaction:_____  Actions:
  ITEMS:
  •_______________________				•_______________________
  Complications: 1  2   3    Used: ______________
  Event Notes:
  Event: ______________________________________________
  ______________________________________________________
  ___________________________________
  Foil Name:____________________ Threat:______
  SkillSet Ranks: _____  Reaction:_____  Actions:
  ITEMS:
  •_____________________	
  •_________________________
  •_____________________		
  •_________________________
  Foil Name:____________________ Threat:______
  SkillSet Ranks: _____  Reaction:_____  Actions:
  ITEMS:
  •_____________________	
  •_________________________
  •_____________________		
  •_________________________
  Staff Name:____________________ Threat:______
  SkillSet Ranks: _____  Reaction:_____  Actions:
  ITEMS:
  •_______________________				•_______________________
  Staff Name:____________________ Threat:______
  SkillSet Ranks: _____  Reaction:_____  Actions:
  ITEMS:
  •_______________________				•_______________________
  Complications: 1  2   3    Used: ______________
  Event Notes:
  Notes:
  Name:____________________
  Time: ______   Threat:_____
  •Attributes:______
  •Base Skill:_______
  •Skill Depth:________
  •Enc:____ Max  ______Used
  •Reaction: ________  
  •Actions: ________
  Story Points 
  •___________________________
  •___________________________
  •___________________________
  •___________________________
  •___________________________
  Passions
  •___________________________
  •___________________________
  •___________________________
  Skills    Ranks       
  Rngd Cbt:   _____
  Melee Cbt: _____
  Elect:         _____
  Comp:       _____
  Con:    
  _____
  Piloting: 
  _____
  Science: _____
  Language: _____
  Defense:    _____
  Demolitions: ____
  Zero G Cbt:  ____
  Perception:  ____
  Stealth:     ____
  ********** TECH ++++++++++
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  Name:____________________
  Time: ______   Threat:_____
  •Attributes:______
  •Base Skill:_______
  •Skill Depth:________
  •Enc:____ Max  ______Used
  •Reaction: ________  
  •Actions: ________
  Story Points 
  •___________________________
  •___________________________
  •___________________________
  •___________________________
  •___________________________
  Passions
  •___________________________
  •___________________________
  •___________________________
  Skills    Ranks       
  Rngd Cbt:   _____
  Melee Cbt: _____
  Elect:         _____
  Comp:       _____
  Con:    
  _____
  Piloting: 
  _____
  Science: _____
  Language: _____
  Defense:    _____
  Demolitions: ____
  Zero G Cbt:  ____
  Perception:  ____
  Stealth:     ____
  ********** TECH ++++++++++
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  •_______________________________
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/Traitor.pdf