PROJECT:CYRO [Protocol] -Rulebook-

1. Character Sheet

Each mission sheet contains windows where you write your current stats and equipment:

• Class Choice

Choose one: Blood Ronin / Magick Knight / Mystic Trooper.

• Health Bar/Window

Write your current health. Restores each encounter.

• Meds Section

Write how many Meds you carry. Reduce the number when used.

• Money Section

Write your current currency.

• XP Section

Write your total XP.

• Equipment Section

Write your current weapons and  armor stats.

• Damage Score (🖐 Hand icon)

Write your current weapon damage value.

• Protection Score (🛡 Shield icon)

Write your current armor protection value.

• Abilities

Each ability has 3 circles. Fill circles as you upgrade ranks.

2. GAME SETUP

. Starting Stats

When your first new character begin start with:

  • Health: Start with 2 Health → Write 2 in your Health Bar window.

  • Meds: Start with 1 Med Kit → Write 1 in your Meds Section.

  • Damage: Your default Damage Score is 0 → Write 0 in your Damage Score window.

  • Armor: You start with no armor → Write 0 in your Protection Score window.

  • Abilities: Your base abilities are available from the start. To upgrade them, you need XP (see XP chart on page 4).

3. First Combat Rolls

Even though your starting Damage Score is 0, you still roll your 6‑sided die during encounters.

Your roll becomes your temporary damage for that encounter:

  • Roll 1 → You deal 1 damage

  • Roll 6 → You deal 6 damage

  • And so on…

Once you get your first weapon upgrade, your Damage Score becomes 1, and future rolls add on top of that.

Example: Weapon Score 1 + Roll 4 = 5 total damage

 

Weapon & Armor Upgrade Rule

Upgrade Range: Levels 1–20 Maximum Level: 20 — items cannot be upgraded beyond this point.

 

4. Health & Death

Health

  • Health is tracked in the Health Bar.

  • Health fully restores at the start of each new encounter.

  • If you reach 0 HP, you are downed until revived or the encounter ends.

Death Penalty

If you die, choose one penalty:

  • Downgrade weapon OR armor by –1

  • OR lose 2 Meds

  • OR lose 5 money

  • OR lose 1 permanent max health (for the rest of the mission)

You restart from the square where you fell.

5. Meds

  • Meds heal lost health during encounters.

  • Meds do not increase max health.

  • Meds are stored in the Meds window.

  • When used, reduce the Med count.

  • Revival

  • If a player is downed (0 HP):

  • Another player may revive them using a Med Kit.

  • The reviving player must be:

  • On the same square, OR

  • On a square directly adjacent to the downed player.

  • Revival Result

  • The revived player returns to combat with 1 Health Point.

  • The Med Kit is consumed from the reviving player’s Meds Section.

6. Helping Each Other

  • Players may assist each other depending on abilities.

  • You do not need to be on the same square unless the ability requires it.

  • To give a Med:

    • Must be on an adjacent square

    • OR share the same square

 

 

7. Leveling

  • Save total XP in the XP Section.

  • Each encounter has a score.

  • You gain XP equal to the encounter’s score.

  • XP is spent to gain Skill Perks.

·        Upgrades increase effectiveness.

 

Level

XP Required

Level 2

3 XP

Level 3

9 XP

Level 4

12 XP

Level 5

15 XP

Level 6

18 XP

Level 7

21 XP

Level 8

24 XP

Level 9

27 XP

Level 10

30 XP

Level 11

33 XP

Level 12

36 XP

Level 13

39 XP

Level 14

42 XP

Level 15

45 XP

Level 16

48 XP

Level 17

51 XP

Level 18

54 XP

Level 19

57 XP

Level 20

60 XP (MAX)

 

8. Ability Upgrades

Each ability has 3 ranks:

  • 1 circle = Rank 1

  • 2 circles = Rank 2

  • 3 circles = Rank 3 (MAX)

 

9. Abilitets

-Magic-Knight-

Laser Beam Blast

Devastating blast shot that grows stronger with range. Rank 1: 3 attack score · Rank 2: 5 attack score · Rank 3: 10 attack score · (Instant ability, attack score does not stack with your other attacks)

Orb Shield

Activate the shield to add additional protection to your current threshold. Rank 1: +3 protection · Rank 2: +7 protection · Rank 3: +10 protection · (Instant ability, protection does not stack with other shield effects)

Ally Orb

Use the group shield to protect nearby allies (same square or connected adjacent square). Rank 1: +2 protection · Rank 2: +4 protection · Rank 3: +6 protection.

-Blood Ronin-

Blood Spill

Renew your weapon with your own blood, empowering it with additional damage. Rank 1: +2 damage · Rank 2: +4 damage · Rank 3: +6 damage.

Blood Healing

Sacrifice your own blood to heal nearby allies (must be on the same square or a connected adjacent square). Rank 1: Heals 1 life · Rank 2: Heals 2 life · Rank 3: Heals 3 life ·

Blood Orb

Pull all nearby encounters from connected adjacent squares and the square you stand on, dealing devastating damage. Rank 1: 3 damage · Rank 2: 6 damage · Rank 3: 9 damage · (Instant ability, damage does not stack with other effects)

 

-Mystic Trooper-

Roots

Spawn roots from the ground to stun your encounter, making them unable to roll dice.

Rank 1: Stuns 1 encounter for 1 round · Rank 2: Stuns 1 encounter for 2 rounds · Rank 3: Stuns nearby encounters for 2 rounds (same square or connected adjacent squares)

 

Roots Knives

Stun encounters faced by another player, with no distance limit.

Rank 1: Stuns any 1 encounter for 1 round · Rank 2: Stuns 2 encounters for 1 round · Rank 3: Stuns 3 encounters for 1 round.

 

Root Guardian

Spawn a guardian from the earth to face encounters at your side. The guardian can either add additional damage to your current score or add additional protection. Encounters will roll dice against your guardian first. If the guardian is defeated, you do not lose the encounter.

Rank 1: Guardian adds +2 d or +2 p Rank 2: Guardian adds +4 d or +4 p Rank 3: Guardian adds +6 d or +6 p.

 

 

 

10. Money & Equipment

  • Replacing a weapon or armor converts the old item’s value into money.

  • Money is used between missions to buy:

    • Weapons

    • Armor

    • Meds

11. The Hub Section

At the hub you may:

  • Buy Meds

  • Upgrade weapons

  • Upgrade armor

Upgrade cost works like this for example if you have weapon score as in damage 5 then the next upgrade cost is 6 in money.

You may sell Meds for money. You cannot sell weapons or armor.

12. Movement Rules

Movement Dice

  • At the start of each turn, roll 1d6.

  • The number rolled = how many squares you may move.

Movement Direction

  • Move forward OR backward.

  • Only one direction per turn.

  • Cannot switch direction mid‑turn.

Path Rules

  • Move only onto connected squares.

  • No diagonal movement.

  • No skipping squares.

Tracking Position

  • When you enter a square, cross it with your pen.

  • This marks your current location.

13. Square Types

Brown Square — Loot

Roll 1d6:

  • 1–2: Weapon upgrade (+1 Damage)

  • 3–4: Armor upgrade (+1 Protection)

  • 5–6: Med Kit (+1 Med)

Red Square — Encounter

Roll 1d6:

  • The number rolled = the encounter you face.

After defeating the encounter:

  • Roll again.

  • If you roll 1, 4, or 6 → roll the loot table.

White Square — Empty

  • Nothing happens.

  • Cross the square to mark your position.

14. Combat

Player Attack

  • Player rolls based on their Damage Score.

Encounter Attack

  • Encounter rolls based on its single score.

Armor Threshold

Your Protection Score is your damage threshold.

Example:

  • Encounter rolls a total of 7

  • Your armor is 7

  • The encounter cannot damage you, because it did not exceed your threshold.

Grenade

Rolling a 6 — Grenade Option

If the player rolls a 6, they may choose to throw a grenade instead of using that die for damage.

Standard Grenade

  • Deals 5 damage to the encounter.

  • Creates area concussion:

    • Any enemies standing on connected squares near your square become disrupted.

    • Disrupted enemies cannot use the number 6 on their next turn.

Mystic Trooper — Magic Grenade Option

If you are a Mystic Trooper, you may choose between:

Standard Grenade

(5 damage + concussion effect)

OR

Magic Root Grenade

  • Blinds the encounter.

  • Also blinds enemies on connected squares.

  • Blinded enemies cannot roll any dice on their next turn (only once).

  • Perfect for controlling multiple foes or shutting down dangerous encounters.

Use Ability In Combat

·        Before rolling your dice, you may choose one witch ability or class ability to activate. This ability applies to your entire combat roll and can modify damage, defense, or special effects depending on your class.

 

15. Winning Combat

Both sides roll 6 dice.

The winner is the one with the higher total damage score.

Armor only prevents damage — it does not determine who wins the fight.

 

16. Encounter Sheet Layout

When you enter a Red Square, roll 1d6 to determine which encounter you face.

Each encounter on the Encounter Sheet is associated with a specific dice result and is marked with a dice icon. However, because the Encounter Sheet is designed with artwork and visual presentation in mind, it may not always be immediately obvious which encounter belongs to which dice result.

To help identify encounters, use the following rule of thumb:

  • The encounter furthest to the left represents a roll of 1.

  • Moving across the sheet from left to right, each encounter increases by one dice result.

  • The encounter furthest to the right, just before the large objective image, represents a roll of 6.

  • If it is unclear at a glance which encounter matches your roll, simply follow the encounter order from left to right.

The large image at the end of the Encounter Sheet is the Mission Objective. Once this objective is defeated or completed, the mission immediately ends and is considered successfully completed.

Example: If you roll a 4 and cannot immediately tell which encounter belongs to that result, count from left to right: 1, 2, 3, 4. The fourth encounter is the one you face.

 

 

17. Mission Structure

  1. Start on the Start Icon

  2. Move through squares

  3. Resolve square effects

  4. Reach the Objective Icon

  5. Complete the mission

  6. Receive mission rewards

18. Mission Rewards

You receive one guaranteed reward:

  • Weapon upgrade

  • Armor upgrade

  • OR 2 Med Kits

Plus XP based on objective score and final encounter score.

19. CO‑OP RULES

Class Selection

  • Players may only choose one of the classes on the sheet.

  • If you print separate sheets, players may choose the same class.

Turn Order

  • Turns go clockwise.

Sharing Squares

  • Players may stand on the same square.

  • Players may follow the same path together.

Independent Rolls

  • Each player rolls their own movement die.

  • If players share the same square:

    • Both roll loot

    • Both roll encounters

    • Each resolves their own result

20. Cross‑Game Progression

Your character can transfer between:

  • Project:CYRO [Protocol]

  • Project:CYRO [Legends]

You keep:

  • Stats (Level)

  • Class

  • Money

  • Equipment

  • XP

You may swap your character in and out between games at any time.

Each game has different mechanics, but your character continues.