NEST - Core Rules
NEST - Core Rules
ME
LU
BY
D
TE
NA
MI
LU
IL
SPENCER CAMPBELL
To my incredible wife, Kate,
flying by my side through life.
Interior Art:
Galen Pejeau – @GPejeau
GILARPGS.COM
@GILARPGS
SPENCER CAMPBELL
C O N T E N T
The
5. Setting
The
7. Campaign
The
9. Rules
The
13. Birds
25. Combat
The
31. Aerie
+
33. Missions
61. ENEMIES
71. GM SECTION
74. AERIE
SHEET
75. CHARACTER
SHEET
Assemble
the
Flock.
Bring
murder
to our
enemies.
Take
flight.
-CORVUS WARCRY
In NEST, a group of agents of the Corvus
Dominion have been assigned the task of
eliminating a threat lurking in the Dusk. Over
a series of missions, these agents will
reinforce their base and forces, weaken
their enemy, and eventually attempt to take
out a Hellion warlord.
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THE
SETT
NEST takes place on the planet
of Obron, the setting of NOVA,
a post-apocalyptic sci-fi
TTRPG. A long time ago, the
sun above Obron exploded,
raining down pieces of itself
onto the planet.
CORVUS COMMANDER
TING The Corvus are a militant
avian alien species, trapped
on the planet after being
caught up in the wave of
destruction following the
nova event. Experts in
stealth, sabotage, and
hit-and-run tactics, the
Corvus have been slowly
reassembling their forces,
though to what end,
nobody knows.
Some members of
humanity fled the
sunshards, realizing
they were a glowing
target for the very
worst the planet had
to offer, and so they
fled to the nearby
ruins of their world. There, they have begun to
band together in massive raiding war parties,
lead by fire-obsessed warlords who want to
see Obron brought to its final destruction.
One of these warlords has encroached onto
Corvus territory, and must be dealt with.
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THE
C A M P A I G N
This game is
played out over five
sessions, including a
session zero, with the
campaign concluding after
the final confrontation with the
Hellion warlord.
RAPTORS
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Approaches
All Birds use three Approaches to describe how they
attempt to accomplish their mission. These
Approaches are Sun, Moon, Shade.
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Complications
Complications are consequences to the actions of the
Birds as they push themselves to the limit. There are no
specific complications that the GM must use. Instead,
think of complications as an opportunity to create new
twists to the story.
Talents
Each class has a collection of Talents, which represent
their specialized training and role among the Dominion.
These Talents are second nature to the Birds, and can
be called on at any time.
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THE BIRDS
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THE BIRDS
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THE BIRDS
THE BIRDS
Lasher
The Corvus deploy Lashers when infiltrating highly
defended locations. Their talonwhips allow them to
quickly scale walls, acting as rope and grapple. It is
common for Lashers to have their talons either
sheathed in metal, or replaced entirely with
mechanical appendages in order to more easily
grip the surfaces they scale.
TALENTS WEAPON
Pull a small object towards you Talonwhip:
RANGE
Cling to a wall CLOSE
Assess the best point of entry
2 Harm.
POWERS
Whirlwind: Launch: Tangle:
Spin the Grab a piece Leash your
talonwhip in of nearby enemies, opening
a wide circle debris and them up to attacks.
around you. hurl it. RANGE
RANGE RANGE
CLOSE
CLOSE NEAR
Target takes +1
Deal 1 Harm 2 Harm to Harm until the start
to all Close target and 1 of your next turn,
enemies. Harm to and cannot move
everyone further than Close
Close to them. from you.
The talonwhip
serves as a
dangerous weapon
as well as a traversal
tool. Capable of
wrapping up enemies,
shredding them
with the talons, or
flinging nearby
debris, a Lasher is a
terror when up close.
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THE BIRDS
THE BIRDS
Shrike
Shrikes are oftentime the first and last to act in a Corvus
kill team. Their corvex rifles have powerful scopes that
not only allow them to spot targets, but to mark and
track them, sharing the locations with the rest of the
flock. Built in sensor systems allow the Shrike to listen
in on their target, though they rarely take the time to
listen to the words of dead men.
TALENTS WEAPON
Track a target seen through scope Corvex Rifle
RANGE
Blend into your environment, FAR
momentarily
3 Harm, can’t be
Pick out the biggest threat
used if you
in an environment
moved this turn.
POWERS
Shock Traps: Weaken: Slip:
Lay down a Hurl a knife to Activate
protective line of knock a foe off your camo
electricity. balance. cloak and
RANGE RANGE disappear.
CLOSE NEAR
Until the end
Until the start of your 1 Harm to target. of the round,
next turn, any enemy The next time you cannot
that gets Close to they would take be targeted
you is locked up and Harm from any by enemy
cannot act this round. Bird, they take +2 actions.
additional Harm.
The corvex rifle fires a single,
massive metal spike at its
target. Capable of piercing
most armor, and even some
walls, the rifle is a killer. It takes
time to prep and line up the
perfect shot, but with the right
support a Shrike can eliminate
any enemy of the Dominion.
+
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THE BIRDS
THE BIRDS
Haunter
When the soldiers of the Corvus Dominion show
exceptional promise, they are given a chance to enter
the Haunter program. Haunters are the core of the
Dominion’s spec-ops branch. They are capable of
breaching and clearing a location before the enemy
is even aware of their presence.
TALENTS WEAPON
Move silently while undetected Strigid Rifle:
RANGE
Spot hidden threats NEAR
Baffle nearby detection
1 Harm,
equipment, for a moment
makes no noise.
POWERS
Feather Run and Gun: Explosive
Grenade: Move quickly Round:
Explosion of tiny across the field Load a powerful
microfeathers taking out explosive into
that blind targets. your rifle.
enemies. RANGE
THE BIRDS
THE BIRDS
Cuckoo
The technological skills of the Corvus outpace everyone
on Obron, including the Sparks of humanity. Whenever
they come across someone who might threaten this
dominant position, they send in Cuckoos to simultaneously
steal and sabotage the enemy tech. In addition, Cuckoos
are the first to field test new Corvus advances, eager to
get their talons on the bleeding edge.
TALENTS WEAPON
Read the electromagnetic fields of the room Strangler:
RANGE
Temporarily drain the power of small machines CLOSE
Override a locked door or panel
1 Harm, stuns
target.
POWERS
Weapons Jam: Recharge: Reboot:
Lock down the Drain enemy Activate auto-
primitive weapons resources and recovery systems
of your enemies. turn them into fuel. in nearby Birds
RANGE RANGE RANGE
NEAR CLOSE NEAR CLOSE NEAR
Choose up to two Until the start of All Birds within
enemies within range. your next turn, range Heal 1. If a
They cannot use any anytime an enemy Bird is already at
actions that would use unit within range is full Health, they
firearms or mechanical killed by a Bird, that may instead
weapons during the Bird recovers 1 recover one use
GM Turn this round. Battery. of any Approach.
+
In a pinch, a Cuckoo can
quickly choke out an
enemy with their
strangler cable, stunning
them and giving the
Cuckoo time to flee with
their ill-gotten goods.
When deployed
alongside other Corvus
agents, Cuckoos play a
supportive role. They
have found novel ways to
convert the tech of fallen
enemies into valuable
energy their fellow flock
members can use.
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THE BIRDS
THE BIRDS
Gunner
While the Corvus Dominion prefers to wage war
through stealth and sabotage, there are times when
a bigger threat needs a bigger gun. Gunners are
sent in when a fight is inevitable. Wielding the falcon
cannon, these agents fire high speed projectiles that
explode into a terrifying spray of metallic
microtalons, ripping apart everyone in the blast zone.
Those that survive the first volley quickly retreat
after seeing the carnage left behind.
TALENTS WEAPON
Determine the weak point Falcon Cannon:
of a structure RANGE
NEAR
Punch a hole through
steel or stone 2 Harm to target and all
characters Close to them, cannot
Hover momentarily be used two rounds in a row.
POWERS
Strafing Sonic Overheat:
Run: Boom: Wreckless? Yes.
Fly-by murder Recalibrate Effective? Absolutely.
spree. the falcon
cannon to You may spend more than
Move to a Far “stun.” one point of Battery when
location. Deal 1 activating this. When you
Harm to every All enemies activate Overheat, use
enemy you move Close to your Falcon Cannon and
Close to along you cannot increase the Harm by the
the way, including move this amount of Battery you
when you land. round. spent. Then, take 1 Harm.
+
When the fighting breaks
out, Gunners take to the sky
and bring death from above.
+
Gunners serve as
demolition experts
and frontline fighters
when deployed alongside
other agents. Their
cannon has an alternative
mode that lets it punch
holes clean through the
toughest surfaces,
providing points of
entry for the flock.
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C O M B A T
Actions
During their turn, a Bird can take any two actions they
would like. They may choose to do the same action
twice in one turn, but cannot activate the same Power
twice in a single turn. The actions are:
• Move
• Use Weapon
• Use Power
• Use Gear
• Maneuver
Movement & Distance
Range is abstracted out, with no specific distances
being measured. Instead, all locations and potential
targets are one of four possible ranges away:
RANGE
CLOSE Within melee, or a few steps away.
RANGE
NEAR Within throwing distances, or a
short sprint away.
RANGE
FAR Within aimed shooting distance, or
a long run away.
RANGE
EXTREME Well beyond the reach of weapons,
a very long run away.
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Weapons
Every Corvus agent is equipped with a weapon fitting
their role. Weapons have the following characteristics:
• Range: The range they can be used at.
• Harm: Amount of Harm they deal when used.
Gear
Corvus agents are equipped with specialized gear
that allows them to complete any mission. Some
Gear can be used in combat, providing the Bird
with a one time effect.
Maneuver
Most actions the Birds will take are handled by the
previously described sections. However, there may be
times when a Bird wants to attempt to do something
beyond the scope of moving, or using weapons, Powers,
or Gear. In these instances, the maneuver action is used.
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A E R I E
The Aerie sheet (p. 74) is used to track the Flock, missions
completed by the Birds, and the Gear that is available to
them during missions.
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Gear
At the start of the campaign, the Birds have access to the
Aerie’s collection of Gear that they may choose from at the
start of each mission. Multiple Birds may take the same
piece of Gear. The Gear available in the Aerie never runs
out, and the selection available will grow with time as the
Birds secure certain members of the Flock, or as a reward
for completing some mission objectives. All Gear can only
be used one time during a mission, unless noted otherwise.
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EACH MISSION OF NEST HAS THE
FOLLOWING INFORMATION:
Briefing Note:
Flavor text describing what the mission is
about, and what the Birds might accomplish if
they choose it.
Primary Objective:
Must be accomplished to complete the mission.
Secondary Objective(s):
Additional goals the Birds can accomplish,
though they are not required, and the Birds are
not always aware of them.
Rewards:
What the Birds get for completing the primary
and any secondary objectives. Typically comes
in the form of new Flock members or effects
that weaken the target in the final fight.
Forces:
Enemy unit types that are present during the
mission. Specific unit counts are not provided,
and the GM should make use of enemy units as
fits the situation the players are in.
Locations:
Points of interest that the Birds might visit
throughout the mission, that the GM can use
when describing and framing scenes.
Obstacles:
Optional complications the GM may choose
from in order to challenge the Birds.
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2a
1a 3a
0 2b
1b 3b
2c
A session of NEST involves playing out a mission.
There are three steps to this:
1. Briefing & Choosing
2. Deploying
3. Debriefing & Recovery
Once the Birds have made their choice, each Bird may
choose one piece of Gear from the Aerie to bring with
them (p. 32). In addition, take note of any benefits the
Birds gain from their existing Flock.
Deploying
Most of the session is spent in this step. This is when
the Birds are out on the mission, facing the challenges
set forth by the GM, taking on fights, and pursuing
whatever the objective of the mission is. Use the core
mechanic and combat rules to play out the mission.
Debriefing
After the mission has been completed, the Birds
always return to the Aerie. Any rewards they earned
for completing mission objectives are noted on the
Aerie sheet.
Session 0
During this session the players will come together,
discuss the nature of the game, and ensure everyone
understands the rules. Afterward, the players will make
their Birds, establish the Aerie, and complete their first
mission to recruit the first members of the Flock.
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Getting Together
Session 0 exists to make sure that everyone at the
table is on the same page before the campaign game
begins. The GM should go over the structure of the
campaign with the players, so they understand the
linear aspect of the game as opposed to a “sandbox”
approach they might be familiar with in other systems.
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MISSION 1b 3b
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GM Note:
This mission is meant to be quick, and is an
opportunity to practice the mechanics as a table.
Take time when challenges arise to discuss them
as a table so that everyone understands how to
mechanically resolve player and GM actions.
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Raptor
Raptor squads are small groups of Corvus foot
soldiers who can rapidly appear on the battlefield and
employ hit-and-fly tactics. While not elevated to agent
status, Raptors are loyal and always looking for ways to
impress the Corvus Flock leaders.
Pelican
Pelican knows the fastest routes through the Dusk,
and is able to help usher Corvus agents quickly
across large distances. As a result, Pelican is called
on when the Flock needs to rapidly redeploy and take
advantage of every opportunity.
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MISSION 1A
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Forces
• Troopers, Snipers, Firebugs
Locations
• Makeshift troop barracks • Supply room
• Factory and • Ammunition storage vault
production floor • Multiple guard towers
Obstacles
• Transport caravan arrives to pick up
a shipment
• Increased number of snipers
deployed due to recent attacks on
the depot
• Ammunition vault is locked, requiring
multiple steps to access it
• Crude alarm systems have been
hastily wired up
CORVUS PREENER
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MISSION 1B 0 2b
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Forces
• Troopers, Firebugs
Locations
• Fueling station • Supply truck
• Hellion held checkpoint • Dangerous
switchback road
• Artillery van
Obstacles
• The truck the agent is being on a held is rigged
with explosives, in case of trouble
• A rival Hellion crew attacks the caravan
• Dusk storms begin to unravel reality
• Several buggies circle the caravan, on patrol
Magpie
Magpie is responsible for resupply and logistics for
Corvus operations. Their network of agents have
scattered supplies across the planet in order to
reinforce Birds that are out on missions. They are
familiar with this region of the world, and are always
eager to share what they know.
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MISSION 2A
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Forces
• Troopers, Firebugs, Shellers
• Hellion Turrets
◦ Hellion Turrets do not move. During the mission, they
will shell any Corvus agents that have been marked by
a Sheller, dealing 2 Harm. Turrets cannot be destroyed
with conventional Corvus weaponry, and require
heavier ordinance or will need to be overridden.
Locations
• Reinforced ruins, with • Hellion officer
Corvus hunkered down tents
Obstacles
• Turrets fire on anything detected in the wastelands
• Hellions deploy more tactical approaches than usual
• Mines have been hidden throughout the area
• Hellion forces split their attention between the ruins
and wastes
Owl
Owls are expert silent hunters. Using the cover of
night and a specially fabricated pinion cloak, they
swoop through the sky and dive down on their
unsuspecting foes. This Owl is thankful for the
rescue, and willing to provide the blueprints for
their tech to you and the rest of the Flock.
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MISSION 2B
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Forces
• Troopers, Snipers, Firebugs, Guards
• Cindereye
Locations
• Massive blazing pyre • Cage containing a Spark suit
• Twisted and razor • Cindereye’s personal tent
sharp defenses • Ritual and performance
surrounding the area platform
Obstacles
• The Spark suit is being prepped to be hung
over the pyre to burn
• The Hellions become more dangerous the
longer the bonfire goes on
• Cindereye is closely guarded while out and about
• The bonfire will soon start to spread and consume the area
P.67
CINDEREYE HEALT H: 12 +
SPECIAL
Any Bird that is at Close range to Cindereye at the
start of their turn takes 1 Harm.
ABILITIES
Inferno Grenade: Blanket the ground with fiery death.
RANGE
NEAR Effect: 1 Harm to anyone at targeted
location. Fire spreads at the end of every
round, dealing 1 Harm to anyone in its path.
1a 3a
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MISSION 2C 2b
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1b 3b
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Locations
Obstacles
Hummingbird
The boundless energy of Hummingbird has driven
them to research ways that they can distribute
this fuel throughout the Flock. Over time they
realized that their energy could be trapped within
Corvus energy cells, allowing agents to endure
longer out in the field.
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MISSION 3A 0 2b
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1b 3b
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Forces
• Troopers, Snipers, Firebugs, Shellers
• Hellion Turrets
◦ Hellion Turrets do not move. During the mission,
they will shell any Corvus agents that have been
marked by a Sheller, dealing 2 Harm. Turrets
cannot be destroyed with conventional Corvus
weaponry, and will require heavier ordinance or
will need to be overridden.
Locations
Obstacles
DOVE
Corvus agents rely on stealth and hit-and-run tactics in
order to succeed, knowing that their hollow bones make
them vulnerable if they get caught. Dove scientists work
on ways to improve the armor systems of the Corvus so
that they can take a bit more punishment before
needing to be pulled off the field.
1a 3a
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MISSION 3B
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1b 3b
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Forces
• Troopers, Snipers, Firebugs
Locations Obstacles
1a 3a
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WARLORD
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MISSION 1b 3b
2c
Forces
◦ Troopers, Snipers, Firebugs, Elite Guards
◦ Cindereye
◦ Warlord
P.64
ELITE GUARD HEALT H: 6 +
SPECIAL
Can take on incoming Harm of any Close Hellion units.
ABILITIES
Firelance: Focused beam of righteous fire.
RANGE
NEAR FAR Effect: 3 Harm
ABILITIES
Inferno Grenade: Blanket the ground with fiery death.
RANGE
NEAR Effect: 1 Harm to anyone at targeted
location. Fire spreads at the end of
every round, dealing 1 Harm to
anyone in its path.
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Warlord Fight
When the warlord emerges from hiding, they will initially
wait for the Birds, challenging them to approach in the
marshaling courtyard. The Birds can either engage the
warlord there, or try and lure them to a location of their
choosing.
When the fight begins, the rules for combat are the
same as any other fight in previous missions. The war-
lord is accompanied by two Elite Guards at all times, and
they will join him during the encounter. In addition, the
warlord has some unique options for the GM to choose
from during the GM Turn, though they are not required.
GM Turn Options:
ABILITIES
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Firebug
HEALT H: 3 +
SPECIAL
When a Firebug dies, they deal 1 Harm to everyone
within Close range of them.
ABILITIES
++
++
Guard
HEALT H: 4 +
SPECIAL
Can take on incoming Harm of any Close Hellion units.
ABILITIES
Elite
Guard
HEALT H: 6 +
SPECIAL
Can take on incoming Harm of any Close Hellion units.
ABILITIES
RANGE CLOSE
NEAR FAR Effect: No Bird can get within Close
Effect: 3 Harm of this barrier until the end of the
next round. In addition, all Hellions
within the barrier take -1 Harm.
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Sniper
HEALT H: 3 +
ABILITIES
Cindereye
HEALT H: 12 +
SPECIAL
Any Bird that is at Close range to Cindereye at the
start of their turn takes 1 Harm.
ABILITIES
Warlord
HEALT H: 16 +
SPECIALS
Warlord cannot take more than 2 Harm at a time from a
single weapon or Power.
ABILITIES
G M
S E C T I O N
I see those holes as a gift. The best stories are those that
you make with your specific group. But starting a story
with a blank piece of paper is really hard! My hope is that
you and your players see this “on rails” campaign as an
opportunity to really explore your collaborative storytelling
skills in a confined space, using the premise as a
foundation to build on rather than a box holding you in.
Running Combat
NEST is a game that is focused on hit and run tactics,
infiltration, and sabotage. While combat is an
inevitability for the Birds, fights should be quick and
impactful, rather than long dragged out encounters
fighting wave after wave of Hellion soldiers. It is better
to do many small skirmishes than one big war.
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CURRENT MISSION
PRIMARY
OBJECTIVE:
NOTES
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CALLSIGN:
CHARACTER SHEET
CLASS
HEALTH: MAX
+ LASHER SHRIKE HAUNTER CUCKOO GUNNER
BATTERY: MAX
TALENTS
POWERS
APPROACHES GEAR
SUN SHADE
MOON
NOTES
MAX MAX
MAX
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