Zone 17 

Zone 17 is One Small Step’s new role-playing and miniatures game. Set about 50 years in the future, characters work as mercenaries and agents for megacorps or (other) criminal organizations. The game features cinematic action in a high-tech world, and is inspired by the classic science fiction TTRPGs of the 70s and 80s.

The titular Zone 17 is a contested area in Asia, the primary hotspot during the Rain Wars — a decade-long series of small conflicts. Although the game is named after Zone 17, the action can take place anywhere on the planet . . . or beyond.

Zone 17 has two aspects — Role-playing and Miniatures. Zone 17 also has two scales — Agent Scale and Battle Scale. Player characters crack security systems, prosecute running gun battles/fist fights, and engage in car chases at Agent scale. Battle scale provides the framework for characters to settle differences using high-tech tanks, mecha, and other military vehicles.

Players are welcome to play the game using whatever mix of aspects and scales desired. Knock yourselves out. We don’t judge.

Prologue

 “It looks worse than it is.”

Rei didn’t turn to look at Sergei. Her eyes remained fixed on Bessie’s upper torso. The armor on the right side was almost completely blasted away, exposing the flexors, hydraulics, and wiring harnesses beneath. And the ConMod. The armor’s edges were turned out like flower petals.

“I think you were lucky. The plate did its work. I don’t see any internals.”

No fire. No shrapnel damage. The control module’s case, the wiring, and the motive systems all looked new. Shiny. Fresh off the showroom floor. Rei closed her mouth and swallowed. From what she could see, Sergei was right. Bessie was fine, provided there was no trouble on egress. She turned and walked over to him.

“It looks OK, but you didn’t feel that hit. It floored me.”

“It didn’t floor you. It threw you. I never knew you took ballet lessons. You pirouetted twice after the hit.”

“Ballet lessons?” Rei chuckled nervously. “No. Today was my first.”

“I could see that by the way you fell flat on your face when you stopped spinning,” Sergei added with a sly grin.

Rei turned back to look at Bessie. Fifteen meters in height, Bauhaus Bessie was forty tons of havoc wrapped in duralloy. Rei could see pocks and carbon scuffs everywhere, but the chest took a real hit. That’s where all of the important stuff is. That’s where she is. Rei closed her eyes and took a breath. Bessie would be fine on the trip back to the base, provided they could avoid any more contact with hostile forces, and that there was no damage beyond what she could see.

“Scav and bug. Twenty minutes. Let’s go.” Rei said, pulling a pair of heavy work gloves over those of her eSuit. Sergei saw that Rei’s hands were shaking. He thought better than to mention it. He snatched up his tools as he jogged to the closest wreck.

Rei didn’t have Sergei’s mechanical aptitude. Tearing apart a wreck looked easy, but she knew better. Sergei could strip that wreck of anything useable in less than an hour. It would take her all day, and she’d still miss half of the good stuff. Rei went for the easier reward. She grabbed a fire extinguisher and walked over to the nearest truck that was still, mostly, in one piece. She had to find some good stuff. Repairing Bessie wouldn’t be cheap.

The World 

Every empire believes that it will last forever. Qin Shi Huang sought immortality, intending to rule his unified China for all eternity. The Romans boasted of their invulnerable state, even as the barbarians cracked the walls. The British Empire claimed the sun would never set on its dominons, while an entire generation died in the trenches. Hitler proclaimed a thousand-year Reich, which lasted barely a decade. 

In the late 20th century, with the death throes of the Soviet Union, a new empire proclaimed its invulnerability. An empire not of nationality or borders, but of open markets and free trade — a new world order built on cheap energy, cheap labor, and neoliberal economics. The Age of Globalization, which promised an end to the madness of the Cold War and a brighter future for humanity. 

But this “End of History” was nothing more than a prologue for another era of war and chaos. It only took four decades for the system to collapse. Resurgent nationalism, populist anti-elitism, corporate dominance, pandemics, energy shortages, and climate change corroded the institutions upon which globalization was built. The West was racked by political dysfunction and elite incompetence. Russia fell into deep malaise under a demographic crisis and decades of corruption. The developing world was ravaged by climate change and the international power vacuum. And the rising star of the era, the benefactor of the Age of Globalization, went down a path of darkness and flame. Over resources, territory, and national pride, the People’s Republic of China attempted to seize Siberia from its decaying neighbor. Instead, they would spark an inferno that consumed Eurasia. Years of brutal fighting ended with a nuclear exchange between the two nations, and the collapse of China as a unified state.

That was 40 years ago. The area that was once northern China is now a patchwork of megacities and lawless wasteland, referred to as ‘Zone 17’. Climate change, pollution, and war have laid waste to most of the countryside. The cities are ruled by megacorps, motivated only by profit. Crime flourishes in the slums, where the rule of law is nonexistent. Warlords and bandit kings fight for territory and scavenging grounds in the wastelands. And mercenaries wage war against each other on behalf of their masters.

The only constant in Zone 17 is the Rain Wars — the persistent smattering of skirmishes, uprisings, and proxy wars that consume the globe. Like raindrops in a puddle, they hit, splash, and send ripples, preventing any stillness. As they slowly gain intensity, there is a creeping dread that the Rain Wars may become a flood, a conflagration of violence that will escalate beyond the conflict zones. The world stands on a razor’s edge. The only question is “What will break first?”

The Game 

CHARACTERS

Each player creates, upgrades, and controls the actions of a character. Each character fills one of these roles:

A Suit is an agent of the employing megacorp. When the company needs a task completed off the books or one that requires a particular set of skills, it assigns Suits to troubleshoot. The shooting part is often literal. The employing company trains new Suits and provides gear and other resources. In exchange, the Suit must work off a sizeable debt. Suits specialize in the Fields of Covert, Piloting, and Tech.

A Soldier works for a megacorp to provide heavy security to one of the city-states that dot Zone 17. Like Suits, Soldiers signed an employment contract that leaves the soldier an indentured servant to the employer until the contract debt is satisfied. Soldiers specialize in Fitness and Tactical Fields.

A Solo works for a small company, a local crime boss, or themselves. Solos begin with very little debt but have limited access to gear and talent. Solo specializations span the skill gamut.

A Scav is a survivor who lives in the wasteland between the city-states, making a living salvaging the wreckage of the past. Scavs tend to specialize in Fitness and Technical to survive in toxic deserts and “abandoned” city ruins.

The characters form a party and work together to complete scenarios as a group.

THE CONTROLLER

One player fills the role of the game’s Controller. The Controller composes all of the missions and gigs, controls the actions of all of the non-player characters, and makes calls as to how the universe works when the rulebook falls short.

FIELDS

Each character has seven fields — Covert, Fitness, Piloting, Science, Tactical, Tech, and Zen. A new character will have 2 or 3 dice in each field. A highly experienced character may have 7 or 8 dice in one or more field.

FEEDBACK SYSTEM

Zone 17 uses our Feedback game system. When a player wants her character to do something challenging, she rolls a number of dice equal to the relevant field. The player buys effects by spending the die results. A player may total up to two die results to purchase an effect. Picking a door lock may require a result of six or seven. Cracking a bank vault may require three results of twelve.

Scales

Agent scale is used to depict the exploits of the characters. This is the scale for kung-fu fights, gun battles, and car chases. The scale of the miniatures is about 28mm (1/72) and each inch represents about two meters.

Battle scale is used to depict combat between large military vehicles, such as high-tech tanks and battleframes. The scale of the miniatures is about 8mm (1/216) and each inch represents about six meters.

The scales are designed to be complementary. Players may play a role-playing focused game at Agent scale for two-thirds of the action, and then the characters suit-up and ride mecha into battle. Players may prefer a miniature vehicle combat game played primarily at Battle scale, but the combats may be part of a larger campaign with detailed plots and Agent-scale activity.

Missions

The players must contend with the challenges that the Controller throws their way. The Controller runs the game, sets up plots and storylines and dangers, and controls the NPCs with whom the characters interact. 

Characters band together as a group or party, sharing skills and ideas to overcome obstacles and complete gigs and missions. The most common (and often most lucrative) type of mission is mercenary work.

Megacorps require people to fight for them, but few are willing to risk their lives for a corp’s bottom-line. Unless they’re well-compensated that is. Mercenaries make up the backbone of corporate power. Most mercenaries join up as an alternative to living in the squalor and poverty that consumes about a third of humanity in 2083. Anyone willing to follow orders and risk life and limb is welcome to apply. 

At the end of each mission, the character can sell equipment and supplies, such as those salvaged from the combat zone. Characters also earn bounties for scoring kills against enemy forces. These monies can be used to pay down debt, buy new gear, or carouse to recharge psychologically.

Failing missions, scoring too few kills and not bringing back material prevents a Character from paying down his or her debt and minimizes his or her chances to offset the costs of consumed ammunition and equipment damage.

Capturing enemy soldiers and civilians has value too. A live human is worth a certain amount for ransom or interrogation. An intact dead one is worth something for organ recovery and reduction to water and protein. Of course, if a character gets too far behind on his or her debts, the Compliance Section may decree that the Character will be similarly processed to settle these debts.

Success on the battlefield means promotions, access to better equipment, and more money. Great success would get you vast wealth. Failure gets you broke — and maybe a tombstone.

Of course, the battlefield isn’t the only way for characters to make a living. Corporations and government agencies often need agents for wetwork, agents that don’t ask questions and can’t be traced. The mean streets of the megacities are constantly embroiled in wars on crime. The party could be private police bringing corporate-backed justice to the streets. Or criminals seeking to build their own underground empires.

With enough credits and experience, characters can break out of corporate servitude. They may set themselves up as warlords, captains of industry, or mob bosses. They may seek to free the Zone from government incompetence and corporate greed, or try and take it for themselves. The only limit is players’ imaginations.