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The Sun Never Sets

A Game of Conspiracy and Heresy over Thirty-Two Centuries.

By Daniel Hemmens

The Sun Never Sets


How manifold it is, what thou hast made! They are hidden from the face (of man). O sole god, like whom there is no other! Thou didst create the world according to thy desire, Whilst thou wert alone !ll men, cattle, and wild "easts, Whate#er is on earth, going u$on (its) feet, !nd what is on high, flying with its wings. The countries of %yria and &u"ia, the land of 'gy$t, Thou settest e#ery man in his $lace, Thou su$$liest their necessities '#eryone has his food, and his time of life is reckoned. Their tongues are se$arate in s$eech, !nd their natures as well( Their skins are distinguished, !s thou distinguishest the foreign $eo$les. Thou makest a &ile in the underworld, Thou "ringest forth as thou desirest To maintain the $eo$le (of 'gy$t) !ccording as thou madest them for thyself, The lord of all of them, wearying (himself) with them, The lord of e#ery land, rising for them, The !ton of the day, great of ma)esty.

The Great Hymn to the Aten Table of Contents

Introduction............................... 3 Setting....................................... 4 Character Creation..................... 6 Task Resoluton........................... 9 Spirit ools............................... !"

#lashbacks................................ !4 $ppendi% !& Co'bat.................. !6 $ppendi% "& (agic..................... ") $ppendi% 3& *%a'ple of la+..... "!

Introduction
,hat-s This $ll $bout Then. The %un &e#er %ets is a quasi-historical supernatural-conspiracy-espionage game set primarily in the nineteenth century and the fourteenth century BC, with stopovers at intervals throughout the intervening three millenia. It is a 24- our !"#$, meaning that it was designed in %more or less& one 24 hour period. I started typing at 'pm on (unday )pril *st 2++', and finished at ,.+-pm on .onday )pril 2nd. /he idea had 0een 1ic1ing a0out in my head for a while 0efore then, 0ut I was in a tapas 0ar at the time, so I2m not counting it. Because it was produced under an artificial time constraint, this game has not 0een playtested fully, or indeed at all. /he core mechanics, however, are simple enough not to need more than minor twea1ing. /he 3lash0ac1 mechanics are more comple4, and would 0enefit from more wor1. /o0 1oes This 2a'e ,ork Then. .ostly li1e every other !"# you2ve ever played. "layers create characters5 "Cs in this game are the Hands of the !ten, immortal mem0ers of an ancient conspiracy stretching 0ac1 to 6gypt2s eighteenth dynasty and the heretic priest-1ing )1henaten. "Cs are assumed to have at least a century or so under their 0elts, and a large part of the game involves inventing centuries-ancient intrigues, which are e4plored through a series of player-initiated flash0ac1s. /he flash0ac1 rules %page *4& provide the primary means for direct $layer control of the game setting. /he 3lash0ac1s are essential to the operation of The %un &e#er %ets as an espionage or conspiracy game. /he thing I love a0out the genre is the comple4ity of the plots, the convoluted plans, the By7antine we0s of intrigue and 0etrayal. 8n the other hand as a roleplayer I hate having to actually come up with any of that sort of thing in advance. /he 3lash0ac1s allow you to 0uild a tangled we0 of intrigue colla0oratively and dynamically in play. )t least in theory. $n+thing *lse I Need to 3no0. (ince you2re reading a 24 hour !"# competition entry, I2m assuming you2re already familiar with roleplaying %if not5 it2s almost 0ut not quite totally unli1e a 0oard game crossed with improvisational theatre&. 8ther than that, there2s a 0rief setting chapter to 1ic1 you off, and if you want some more information on )1henaten you can #oogle for him.

Setting
*+f this were a new religion, in#ented to satisfy our modern scientific conce$tions, we could not find a flaw in the correctness of this #iew of the energy of the solar system. How much !khenaten understood, we cannot say, "ut he certainly "ounded forward in his #iews and sym"olism to a $osition which we cannot logically im$ro#e u$on at the $resent day. &ot a rag of su$erstition or of falsity can "e found clinging to this new worshi$ e#ol#ed out of the old !ton of Helio$olis, the sole ,ord of the uni#erse* - .linders /etrie. /istor+ 8ne thousand, three hundred and thirty si4 years 0efore the 0irth of Christ, )menhotep the 3ourth ascended to the throne of 6gypt. e was to reign for thirty-eight years, and in that time he would change the face of 6gyptian theology. e would a0andon the old gods, destroy their temples, outlaw idolatry, and adopt the name 0y which history would remem0er him5 )1henaten. e was succeeded 0y his son, then named /utan1hatmun. 9ater 1ings of 6gypt sought to 0ury all trace of )1henaten and his heresies, 0urying his tom0, and the tom0 of his son, deep 0eneath the sand, and erasing all traces of his name from any official records. /his much is a matter of historical record %al0eit filtered through the falli0le memory of a twenty-first century game designer&. :hat follows ne4t is not a matter of historical record, it is ; well ; it2s made up. But in character it2s the /rue )nd (ecret istory of the game setting. Secret /istor+ )1henaten outlawed all icons and idols save one5 the image of the )ten, the disc of sun. /he disc was depicted surrounded 0y rays ending in hands, which are generally thought to sym0olise the invisi0le spirit of )ten. /he rays do, indeed, sym0olise the immaterial spirit. /he hands, however, sym0olise something else entirely. /he ands of the )ten were )1henaten2s elite cadre of spies, assassins, and sorcerers. /hey were his most trusted agents, and his religious and secular police. /hey wor1ed from the shadows to enact the reforms which the "haraoh decreed should ta1e place in the <ingdom of 6gypt. :hen )1henaten fell, the ands survived. :hen the later 1ings of 6gypt erased all memory of the )ten-cult the ands 0ecame the secret servants of a secret 1ing. In this most a0solute secrecy the ands of the )ten flourished. )s dynasties came and went, the ands endured, and loo1ed outwards. /hey sent their agents across the sea, and too1 hold in lands where men were more amena0le to their philosophies. 3or thousands of years they spread their influence, and wor1ed the will of )1henaten on peasants, priests and princes. It is now eighteen-si4ty-four, and an upstart 1ingdom called Britain$ oversees an empire on which the sun never sets. /he ands of the )ten are there, from 9ondon to 9ahore, fighting their shadowy 0attles for the legacy of their forgotten 1ing. (odus 4perandi /he ands are a secret conspiracy of spies, assassins, and sorcerers. /hey are also, at the higher ran1s, at least, immortal. /he ands of the )ten 1now the secret magics of life and death, and they use this to permit their most favoured agents to return from Duat, to 0e re0orn and to live many lives. /he principles of this magic are similar to those underlying the process of mummification5 the soul of the initiate is called 0ac1 from the underworld, and they are granted a new life and a new identity 0y the power of their 0en. Being effectively immortal, the ands play the long game. /heir intrigues cover centuries, their

reach e4tends across continents. The /ands in !564 /he ands of the )ten are still 0ased in 6gypt, in 6l-)marna, however their primary interest in the *=>+s is in the British 6mpire, and their 9ondon chapter-house is, in fact somewhat 0etter staffed and 0etter funded than their official headquarters. )s one might e4pect, three thousand years changes an organisation somewhat, and where the ands were once the personal religious police of the "haraoh of 6gypt, they are now a vast and somewhat disparate conspiracy, pursuing countless agendas across hundreds of arenas all over the world. :hich, if you haven2t guessed, is my way as designer of saying to you ; the players ; that the overall agenda of the ands is entirely up to you. /he real )1henaten lived over three millenia ago, no0ody really 1nows what he wanted, or why he felt the need to change 6gypt in so radical a way, so fran1ly you can ascri0e whatever motivations to his secret followers you li1e. By default, the 6mpire. ands are interested in promoting monotheism, rationalism, and the British

*ne'ies of the /ands 9i1e their goals, the enemies of the ands are fle4i0le, and left to the individual play group to define. (ome suita0le antagonists might include5 The Order of Osiris5 ?ou didn2t thin1 that the ands were the only conspiracy to come out of )ncient 6gypt did you@ )1henaten2s new #od stood against everything that the old gods of 6gypt stood for. /hese guys will 0e a dar1 reflection %or a light reflection, or a whatever opposite 0est defines your version of the ands reflection& of the ands of the )ten. &ational 1o#ernments5 Aation states don2t ta1e 1indly to ancient conspiracies of immortal sorcerers meddling in their affairs. /hey have the advantage of legitimacy, funding, and honest to goodness standing armies if things get really rough. The 'ast +ndia 2om$any5 /echnically, this was dissolved in *=-=. /hen again, technically )1henaten2s reign ended in *B-= BC. Ao espionage game would 0e complete without a sinister corporation, and the 6ast India company made your average cy0erpun1 megacorp loo1 li1e the women2s institute. .reemasons5 /hey2re a classic for a reason. (ee also !osicrucians, and of course the good old <nights /emplar. The 2atholic 2hurch5 ) 0it overdone, 0ut )1henaten was strongly opposed to the use of iconography in religious worship, so the good old !CC ma1es a pretty decent enemy for the ands. Besides, sinister priests never go out of style. The +lluminati5 8f course, you could Cust go the whole hog and pit your "Cs against the real heavy hitters of the almost completely made up conspiracy$ world. /here2s also the ashishim of course5 any0ody who can 1ill you while off their face on mariCuana has to 0e dangerous. 3am$ires and !tlanteans5 (ince you2re already dealing with serially-reincarnated 6gyptian sorcerers enacting the will of a dead mad priest-1ing whose name was erased from history 0y his immediate successors, you might want to up the weirdness quotient and go with 0loodsuc1ers andDor ancient technologies. !ll of the !"o#e5 ?ou2ve got an entire world to populate. #et out the 6ncyclopaedia of 80scure !eligious movements and chuc1 them all into the pot. /he more strange groups you have 0ouncing off each other, the more plot threads you have to wor1 with.

Character Creation
Characters in The %un &e#er %ets are defined 0y four things5 their (tats, their /raits, their "rior Incarnations and their !esources. (tats and !esources are 0ought with points from a set list. /raits and Incarnations are player-defined. The Stats& Characters in The %un &e#er %ets have five (tats 0ased %loosely& on the five aspects of the soul in 6gyptian mythology. /hose stats, then are +", 4a, Ba, %heut and 0en. +" 5 the Heart5 /he heart, to the 6gyptian, was the seat of all thought and emotion. )ny tas1 0ased primarily on intellectual or emotional activity will 0e 0ased on +". /his will include perception-style chec1s, for those that li1e to use them. 4a 5 the ,ife .orce5 /he 4a is the life and the physical presence of a person. )ny tas1 involving primarily physical activity will 0e 0ased on 4a. ?es, this does include com0at. Ba 5 the +dentity5 Ba is the closest you get to the modern concept of the soul$. It is a person2s identity and personality. In this game, Ba will 0e used for any tas1 0ased on force of personality %thin1 of it as a com0ination of charisma and willpower&. ?es, this is a horri0le 0astardisation of a comple4 religious concept, 0ut I2m on a time limit here. %heut 5 the %hadow Bit of a weird one, this. /he shadow is literally a person2s shadow. It is intimately connected to them, yet distinct. ) person2s shadow remains even after death. In this game %heut will 0e used for any tas1 in which a character is attempting to indirectly influence events which are ta1ing place outside of his physical presence. 0en 5 the &ame5 /he name of your character is e4tremely important 0ecause ; in the madeup cosmology of the game ; it is your character2s 0en which 1eeps them immortal. /he ands preserve your character2s Aame, and this allows them to return from Duat. 0en represents your character2s supernatural weight5 the stronger your Aame the stronger your mystic moCo. (tats are rated from *-'. )verage is B-4 %that2s "C average, not human average, it2s not very meaningful to define a human average for essentially a0stract statistics&. Characters have 2+ points to divide amongst their (tats. 6ach (tat has an associated %$irit /ool, a reserve of energy your character can use to accomplish tas1s. /he pools associated with the (tats are, from the top, eart %I0&, 9ife %<a&, (elf %Ba&, (hadow %(heut& and Aame %!en&. /hese pools have a variety of different uses, of which one of the most important is the initiation of 3lash0ac1s. Traits& /raits are unique, player-defined qualities which give a character 0onuses whenever they 0ecome applica0le. ) /rait can 0e anything, although for reasons of verisimilitude I suggest that they remain positive and 0eneficial qualities, so we don2t get into the why does my fear of cats ma1e me 0etter at dealing with cats$ pro0lem. :hen a character attempts a tas1 to which one of their /raits applies, they may reroll all failed dice once. 8f course this little nugget of information will ma1e more sense once you2ve actually read the tas1 resolution system. ) character has three traits, or four if their player only wishes to ta1e one Incarnation. Incarnations& Incarnations are people you used to 0e. /he ands do not reincarnate$ as such, 0ut when they die they may 0e re0orn into a newly created 0ody 0y means of a ritual passed down from

ancient 6gypt. /he degree to which a re0orn and is the same person depends very much on the circumstances of their re0irth, which depend very much on player preference. e will always have the same 0en and the same Ba, the Aame is the means 0y which the ritual is performed, and the Ba is the identity which is restored. If the original heart can 0e salvaged, then that will 0e carried over 0etween incarnations as well, 0ut that is not always possi0le. :hat this means is that, depending on your preference, your incarnations could wind up 0eing Co0s your character wound up doing at different stages in history, or they could wind up 0eing completely different people %perhaps even with conflicting goals and agendas& . ) character has a ma4imum of two incarnations, one of which must 0e their original incarnation. If a player specifically wishes their character never to have 0een re0orn they may ta1e an additional /rait instead. Incarnations provide a character with 0onuses when using the 3lash0ac1 mechanics. Sideline& ,h+ 4nl+ T0o Incarnations. /he idea here is to encourage characters to develop in play. )t character creation you only descri0e two incarnations5 the person you started off as, and some0ody you2ve 0een in the interim. )s we2ll see in the 3lash0ac1 rules, any $layer can add +ncarnations to their character at any time. /he first two are Cust to get the 0all rolling. Resources& !esources are stuff that your character owns or has access to. /hese are pic1ed from the following list5 Wealth5 ?ou2re rich. )dd your :ealth rating in dice to any tas1 which you can solve 0y throwing money at it. !rms5 ?ou carry weapons. )dd your )rms rating in dice to all rolls in com0at. 6inions5 ?ou have servants at your 0ec1 and call. )dd your .inions rating in dice to any tas1 you accomplish through their aid. (uch tas1s will usually 0e rolled using your %heut. %tatus5 ?ou have a certain amount of legitimate status in the mundane world of the *=>+s. )dd your (tatus rating in dice to any tas1 that involves throwing your weight around. 6agic5 ?ou are an accomplished sorcerer, and can use the old magic to aid your cause. )dd your .agic rating in dice to any tas1 which you aid with sorcerous ritual. 4it5 ) 0it of a catch-all really. <its are 0its and pieces of gear that help you do specific things. ?ou add your <it rating in dice to any tas1 that the <its are used on. Aotice that essentially everything else on this list is Cust a specific sort of <it. ) character may 0uy more than one set of <it, representing different sorts of equipment. <it includes clothes appropriate to whatever wal1 of life you2re 1itting out for. ) character has five points to spend on !esources. Aot a lot, 0ut you don2t need a lot. *%a'ple of Character Creation )aron ) )aronson has decided to create a character for a game of The %un &e#er %ets. e2s got a couple of s1etchy ideas 0ut, 0ecause he2s that sort of player, he decides to go with an assassin. Because some0ody has to. e gra0s hold of a piece of paper, and 0egins to scri00le down some ideas5 he decides that the character will currently 0e wor1ing as a missionary in )frica, the perfect cover for a deadly 6gyptian assassinE /hin1ing a 0it more a0out his character 0ac1ground, and deciding to go with the religious connection, )aron decides that his character was originally a courtier to <ing

enry the 6ighth at the time of the dissolution of the monasteries, and his activities in that time naturally 0rought him to the religiously minded, iconoclastic, ands of the )ten. e 0egins to scri00le down his (tats. If he2s going to 0e an assassin, he2ll need a high 4a %since shooting people is a decidedly physical act&. )s a former no0leman, he2s also going to need a reasona0le amount of Ba and +" 5 you don2t get your way in court without some 1ind of personality, and a reasona0le intellect. e2s much less worried a0out %heut ; this isn2t the sort of person who wor1s through intermediaries ; and he has no feelings one way or the other a0out 0en. )fter some fiddling, he winds up with the following5 +"5 4 %Ao slouch, 0ut not a genius& 4a5 > %.oves li1e a sna1e& Ba5 - %3orceful& %heut5 2 %I wor1 ... alone& !en5 B % is name is recorded 0y the

ands& eart 4, 9ife >, (elf -,

Aotice that this distri0ution also gives him the following (pirit "ools5 (hadow 2, Aame B.

e then turns to traits. /hese are fairly easy5 he pic1s Feadly )ssassin,$ Gery !eligious$ and (elf-confident.$ e writes these down. (tep three is Incarnations. Courtier to enry GIII$ is already set ; that2s his original identity. e needs another one now, and it can come from anywhere in the intervening few centuries. In the end he decides that it ma1es sense for his character to have remained em0roiled in high-society and religious conflict pretty much constantly through the ages, so he adds :alsingham2s )gent$ as his second Incarnation. /he last step is !esources. e spends three of his five points on )rms ; note that he does not s$ecify what weapons his character carries, Cust that his character goes armed, and that his weapons are worth three dice when they are used. e spends the remaining two points on <it, specifically he invests one die in )ssassin2s <it and one die in .issionary2s <it. )gain, the contents of these 1its are not specified. )aron decides to name his character :illiam !ivers, and he2s ready to go.

Task Resolution
/as1 resolution in The %un &e#er %ets uses a fairly standard dice pool system, similar to the one used in 3am$ire or The Burning Wheel. :hen a character attempts a tas1 %again, I2m assuming that you2re an e4perienced roleplayer, and will have a pretty good idea of what a tas1$ is, which would pro0a0ly 0e a site 0etter than any definition I could give at this point& he rolls a num0er of si4-sided dice equal to his most applica0le (tat. 6very die that shows a 4-> is a success$ and every die that shows a *-B is a failure.$ If a character has useful !esources, he can roll e4tra dice for those. If he has an applica0le /rait, he can reroll all of his failures. /he one line summary5 Roll Stat 6 Resource& 46 7 Success. /hat2s 0asically it. 6verything else is a variation on the same principle. 1ifficult+ Ao !"# rule0oo1 would 0e complete without a difficulty ta0le consisting of a 0unch of spurious synonyms for the word difficult$ arranged in an ar0itrary hierarchy. Before that, though, a quic1 word a0out statistics. 3ortunately, the maths for this system is very simple5 /a1e the num0er of dice you2re rolling, divide 0y two, that2s the num0er of successes you e4pect to get %on average&. If a character has an applica0le trait, you2d e4pect three-quarters of their dice to come up successes. (o Fifficulty 2$ really means the sort of thing you would e4pect a person with a (tat of 4 to succeed at most of the time$ and Fifficulty B$ means the sort of thing you would e4pect a person with a (tat of 4 and an applica0le trait, or a person with a stat of >, to succeed at most of the time$. /hat said, here2s the ta0le5 1ifficult+ * 2 B 4 >H 1escription 6asy. 9iterally any0ody has at least a -+D-+ chance of success. )verage. )ny0ody with a decent (tat has a decent chance. Fifficult. ?ou need either a really good (tat, or resources, or a /rait. Gery Fifficult. /his one needs good (tats, good luc1, and some 1ind of 0onus. 64tremely Fifficult. 6ither you2re rolling ten dice, or you got luc1y. 9egendary.$ !equires serious good fortune, or moderate min-ma4ing.

I2m not going to give e4amples of difficult$, very difficult$ and e4tremely difficult$ tas1s, 0ecause they2d 0e wholly ar0itrary, and you pro0a0ly wouldn2t agree with my assessment %no way is wal1ing a tightrope easier than doing advanced calculusE&. .or '7am$le5 :illiam !ivers %the sample character from the previous chapter& is attempting to pic1 a loc1, 0ecause it2s the standard e4ample for this type of action. It2s a physical action, so he rolls his <a of > plus * from his )ssassin2s <it for a total of seven dice. /he #. decides that pic1ing a loc1 is a Fifficult action, and agrees that the Feadly )ssassin$ /rait applies to loc1pic1ing. )aron %the player& rolls 'F>, 0ut unfortunately gets only two successes. 3ortunately he gets a reroll from his /rait, so he gets to roll the five failed dice again. e gets another two successes on the reroll, for a total of four. /he loc1 clic1s open. 4pposed $ctions

/his is going to 0e really short. If two people are wor1ing against each other, they 0oth roll their respective dice, and the one with the most successes wins. /hat2s a0out it really. .or '7am$le5 :illiam !ivers is playing a deadly game of cat-and-mouse with another assassin. /hey stal1 one another mercilessly through the fog-shrouded streets of 9ondon. /his is an opposed roll 0ased on +". 8nce again, !ivers2 Feadly )ssassin$ trait applies, 0ut in this case his 1it doesn2t help. e2s having to rely on his wits. )aron rolls his character2s +" for two successes, then rerolls the failures and gets another one for a total of three successes. /he #. rolls for the enemy assassin. e gets four successes, and the assassin am0ushes !ivers in a dar1 alleywayE By the way, we2ll come 0ac1 to this e4ample later. $ /iding to Nothing& Tr+ing $gain If your character tries to do something, and fails, he can try again, howe#er for every point 0y which he failed to meet the Fifficulty of the tas1, his dice pool is reduced 0y one. /his, of course, mounts up quic1ly, since the character is now even less li1ely to succeed than they were 0efore. /he aim here is to allow people to retry tests they pro0a0ly shouldn2t have failed at, without getting into the situation where people Cust 1eep trying until they succeed. .or '7am$le5 Clothilde du Bois, a and currently living the life of an )merican dI0utante in the middle of the civil war, is 0usily rifling through the personal effects of a Confederate general whose affections she has managed to worm her way into. (he is searching for any incriminating evidence she might 0e a0le to find which connects him to the cult she2s investigating. (he rolls her +" of B and gets a spectacular one success against a difficulty of 2. (he can carry on searching, 0ut she2ll now only 0e rolling two dice, and she2ll need to get two successes. 8f course it2s still a one in four chance, so she might as well ta1e her chances. /hen again, you never 1now when the general will 0e 0ac1... Strength to Strength& lanning and reparing

Ao espionage game would 0e complete without detailed, intricate plans. 8n the other hand the process of coming up with detailed, intricate plans is long and difficult, and it2s always frustrating for your character2s a0ilities to 0e limited to your own. /o reconcile these two factors, we have the "lanning and "reparing rules %which incidentally also cover "Cs helping each other, as well as any other situation in which the results of one action affect another&. /hey2re 0asically an e4tension of the iding to Aothing rules a0ove. ) character, or group of characters, can $lan and $re$are for a given tas1 0y performing other tas1s and carrying their successes forwards. /he way it wor1s is this5 6very success you roll o#er and a"o#e the Fifficulty of a tas1 grants you an e4tra die on the tas1 for which it prepares. In order to 1eep the dice pools down to a managea0le si7e, and to close certain o0vious loopholes, there is a hard limit on the num0er of tas1s which may 0e used to prepare for any given tas1. /he limit is5 One tas1 of Fifficulty *, Two tas1s of Fifficulty 2, Three tas1s of difficulty B, and so on. /he idea here is that you have to gear up$ to an e4tremely difficult tas1 in order to get e4tra dice. n.0. If a character fails a given "reparation tas1, then the deficit in successes is applied as a $enalty to the final tas1 %as per the iding to Aothing rules&. /he failed tas1 does count

against the preparation limit for the final tas1. 8pposed rolls do not have a limit, 0ecause they do not have a fi4ed difficulty. owever for an opposed roll to count as preparation, it must 0e made against the intended target of the final tas1. .or '7am$le :hen we last left :illiam !ivers, he had 0een am0ushed 0y a rival assassin. /he game of deadly cat and mouse in which they were engaged can 0e considered "reparation for the attac1 that would surely follow. is assailant will, therefore roll one e4tra die in the first round of com0at. It isn2t much, 0ut it could tip the 0alance. Clothilde du Bois, on the other hand, having failed to find conclusive evidence incriminating the #eneral, decided to ta1e a slightly more drastic route. (he intends to drug him, then convince him to tell her his secrets while he2s insensi0le. "reparing the potion is a mental tas1 %+"& with a difficulty of 2, 0ut it allows Clothilde to use her "oisoner$ trait and claim a two die 0onus from her er0alist2s <it. (he rolls well, reaping four successes on her "reparation. (lipping the poison into the #eneral2s glass is much easier5 it2s Fifficulty *, physical %4a&, and she once again gets to use her /oisoner trait. (he rolls three successes, granting her another two 0onus dice. :hen she finally attempts to wheedle the secrets from the general, she is rolling her Ba %force of personality& plus two dice for her well-prepared drug, plus two dice for s1ilfully administering it. opefully, that should 0e more than enough. $ /elping /and& Co84perative $ctions Co-operative actions wor1 e4actly the same way as "reparation and "lanning, the only difference is that the "reparation is not carried out 0y the same character that carries out the final /as1. /he same limits apply5 if one character rolls to help$ against Fifficulty *, the ne4t character has to roll against Fifficulty 2, so does the ne4t. elper num0er four needs to roll against a Fifficulty of B, and so on. .or '7am$le5 !ivers and Fu Bois have Coined forces %!ivers, fleeing the assassins sent after him 0y forces un1nown, too1 a clipper across the )tlantic&. /hey find themselves once again set upon 0y strange assailants. (ince !ivers is a gentlemanly sort, his first thought is the safety of .iss du Bois, and therefore opts to interpose himself 0etween her and the oncoming cultists. e rolls his <a plus three dice for his weaponry %he doesn2t get the Feadly )ssassin$ 0onus this time& against a mighty difficulty of *. e rolls five successes, which immediately translate into five 0onus dice .iss du Bois can use to protect herself from their attac1ers. ,orking Through Shado0 .inions, minor servants of maCor characters, always count as a !esource 0eing used with the controlling character2s %heut. ) servant literally represents the shadow of his master. 3ighting some0ody who is attac1ing you through (hadows is e4tremely difficult, since you can never really stri1e 0ac1 at them directly. )ny character may Work Through %hadow 0y spending a point from his (hadow "ool. /his allows the character to wor1 through agents and intermediaries, 0ut to play them himself, as if they were his character. !ll rolls made while Working Through %hadow are 0ased on %heut.

Spirit

ools

Characters in The %un &e#er %ets have five pools of points which they can spend for a variety of different in-game effects. .ost of these effects translate directly into dice pool 0onuses, 0ut some have more concrete in-game effects. 3urthermore, remem0er that all (pirit "ools can 0e used to trigger 3lash0ac1s. /eart 9Ib: ) character may spend a single point of Heart to roll an e4tra die on an +"-0ased tas1. ) character may spend a single point of Heart to re-roll a single die on any tas1 in which thought or emotion play a significant part, even if that roll is not 0ased on +". /his includes most rolls involving learned s1ills. /his re-roll is in addition to /rait re-rolls. ) character may spend a single point of Heart to trigger a 3lash0ac1 revealing im$ortant information. ;ife 9Ka: ) character may spend a single point of ,ife to roll an e4tra die on any 4a-0ased tas1. ) character2s ,ife is a measurement of how much damage they can stand 0efore 0eing incapacitated in the detailed com0at rules. ) character may spend a single point of ,ife to trigger a flash0ac1 revealing that they ha#e done something "efore. Self 9Ba: ) character may spend a single point of %elf to roll an e4tra die on any Ba-0ased tas1. ) character may spend a single point of %elf to resist any attempt to persuade him or coerce him into a course of action, 0e that persuasion natural or supernatural. ) character may spend a single point of %elf to trigger a flash0ac1 revealing the nature of a $ast relationshi$. Shado0 9Sheut: ) character may spend a single point of %hadow to roll an e4tra die on any %heut-0ased tas1. ) character may spend a single point of %hadow to Work Through %hadows for a scene. ) character may spend a single point of %hadow to trigger a flash0ac1 revealing the nature and e7tent of their influence. Na'e 9Ren: ) character may spend a single point of &ame to roll an e4tra die on any 0en-0ased tas1. ) character may spend a single point of &ame to invo1e the power of the old magic. ) character may spend a single point of &ame to trigger a flash0ac1 revealing su$ernatural mysteries. Refreshing Spirit ools

) character2s spirit pools refresh at the rate of one point per in-character day, provided the following conditions are met. 3or Heart, the character must not have denied either his emotions or his rational Cudgement during that day. 3urthermore, he must not 0e suffering from any sic1ness or curse which affects their heart. 3or ,ife, the character must have eaten, drun1, and slept sufficiently that day, and must not 0e suffering any sic1ness. 3or %elf, the character must have allowed himself to act in accordance with his nature %0y the

Cudgement of the player&. personality.

e cannot 0e under any form of curse or influence affecting his

3or %hadow the character must have cast a shadow at some point during the day, and must have remained concealed from his enemies. 3or &ame, the true name %i.e. the 0irth name& of the character must have 0een spo1en that day, or must 0e recorded somewhere in a place of safety. By default, all the ands have their true names recorded at the headquarters of the order in el )marna.

#lashbacks
3lash0ac1s have two purposes in the game. 3irstly, they are the means 0y which players can actively and dynamically edit the 0ac1plot of the game. :hen a player triggers a flash0ac1, he is the one who sets the scene, says what is going on, and sets things in motion. 8nce a flash0ac1 has started, the #. is 0ac1 in the hot seat, and %in theory at least& it2s the #.2s reaction to the player2s situation which 1eeps the whole scene interesting. /he second function of the flash0ac1s is to create the sense of a vast and intricate we0 of intrigues and interactions stretching 0ac1 over three thousand years, without having to go to all the trou0le of designing such a thing in advance. /ello ... 4ld #riend& Triggering #lashbacks ) player %and only a player, not the #.& can trigger a flash0ac1 at any time 0y spending a point from one of his character2s (pirit "ools. 8nce triggered, the player descri"es the scene. It is important to understand that5 ,hen describing the scene< the authorit+ of the triggering pla+er is absolute. 6ssentially, the player assumes all the powers of the #. for the time it ta1es to set the scene of the flash0ac1. 8f course, li1e the #., the player should temper his a0solute power with a regard for the wishes of the other players. :hile a player technically has the authority to say "aris, *=*4, your character has Cust finished giving my character a 0low Co0$ it2s not going to ma1e you any friends. /he player should use this moment of power to ma1e the re#elation required 0y the flash0ac1. )ll flash0ac1s must reveal something which is $ertinent to the scene they interru$t. 3urthermore, the revelation must 0e in 1eeping with the spirit pool used to trigger it. /he requirements are listed in the previous chapter, 0ut to recap5 Heart reveals $ertinent information. ,ife reveals that a character has done something "efore. %elf reveals $rior relationshi$s. %hadow reveals a character8s influence. &ame reveals su$ernatural mysteries. /he scene which plays out will then em0ellish on the initial revelation. /he purpose of this system is to initiate a dialogue amongst the play group through which the 0ac1ground of a situation can 0e developed. It is not designed to allow players to leverage every possi0le advantage they can get out of a situation. Resolving #lashbacks 8nce a player has triggered a flash0ac1, descri0ed the initial scene, and made the revelation, the reins are handed 0ac1 to the #., and the whole situation plays out as if it were an ordinary scene in the game. Aote that once the flash0ac1 is in progress, its character may change considera0ly from what the player originally intended. /he intent of this system is to create a situation in which no one person %player or #.& has a0solute control over the 0ac1story. ) flash0ac1 is e4actly as long or as short as it needs to 0e. It could last a couple of moments %if all a player wanted to do was to declare a particular piece of information to 0e the case&, or it could evolve into a su0-game all of its own if every0ody gets really into it. 8nce a flash0ac1 has achieved its intended purpose, the initiating player rolls the (tat associated with the (pirit "ool used to trigger the flash0ac1 %eg, if you triggered with 9ife, you would roll 4a, if you triggered with Aame, you would roll 0en&. /his roll has no difficulty, and

every success generated counts as a 0onus to 0e used on any appropriate roll made in the scene which the flash0ac1 originally interrupted. Ao /raits apply to the 3lash0ac1 !esolution roll, 0ut if the flash0ac1 was to one of a character2s $re-defined +ncarnations they may reroll failed dice, Cust as if they had used an appropriate /rait. $ Tangled ,eb& 2atecrashing #lashbacks If your character is cut out of a flash0ac1, you may choose to gatecrash 0y spending a point from one of your own (pirit "ools. /his must 0e accompanied 0y a new revelation appropriate to the pool you used. Jnli1e the initiator of the flash0ac1, you only get to descri0e your character2s entrance to the scene, not any of the surrounding detail. )s ever, the onus is on you, the player, not to use these rules in ways which annoy or upset the other players. ) player may only gatecrash a flash0ac1 which ta1es place during the lifetime of his character. Note to 2(s& 3or this to wor1, you can2t get too attached to your A"Cs and plots. )ny player can, at any time, ma1e up details a0out their past which have nothing to do with you. /hey can ma1e them do things %or rather, have done things& which you would never have thought that they would do. ?ou have to view your players as co-creators and colla0orators, otherwise you2re Cust going to 0ang heads with each other.

Note to la+ers& /hat goes for you guys as well. /hese rules only wor1 if you don2t try to use them to power gra0, or to ma1e all the A"Cs loo1 li1e idiots. Before you use these rules to declare that the main villain was really your character2s puppet all along, spare a thought for the #.. Fon2t stamp all over his ideas, you wouldn2t want him to stamp over yours. Besides, if he has to, he can use the That Was Then, This +s &ow, rule to trump you. That ,as Then< This Is No0& The Ra'ifications of #lashbacks ) player2s revelations, made as part of a flash0ac1, are set in stone. :hat the player says happened, happened. /he #., however, remains in control of the situation in *=>4. /he implications a flash0ac1 holds for the present day$ are Cust that5 implications. /he #. still ultimately has the power to decide what that means in real terms. #.s5 this is not a licence to completely ignore flash0ac1s, 0ut it is a get-out clause if you really, really need it. In general it is far 0etter to as1 a player to tone down a particularly apocalyptic revelation, rather than to accept it and then undermine it. So'e *%a'ples 3lash0ac1s are the most unusual idea in The %un &e#er %ets, so they might require a 0it more in the way of discussion than the rest of the rules. opefully these e4amples should e4plain things a 0it more clearly. '7am$le One5 Clothilde du Bois and :illiam !ivers have escaped the cult assassins who had lately 0een pursuing them. /hey have duc1ed into a small coffee house to gather their thoughts. Clothilde2s player spends a point of eart, triggering a flash0ac1 revealing $ertinent information. /he player %let us call her 6li7a0eth 6vans& descri0es the scene5

It2s *4'-, 0efore I Coined the ands, I was still living with my father in #ascony. It2s the night he was murdered, and I2m loo1ing over his dead 0ody. I can see a man vanishing into the dar1ness, and he2s wearing the same crimson sash that these 1illers are wearing now.$ 6li7a0eth2s revelation is5 the cultists that she and !ivers are investigating are the same people who 1illed her father nearly four hundred years ago. /he #. doesn2t have any particular input to ma1e into this flash0ac1, and 6li7a0eth is happy to leave it there. /he flash0ac1 is resolved, and 6li7a0eth rolls her character2s +" %and since this is one of her predefined incarnations, she gets to reroll any failures&. )ny successes she gets will give her a 0onus die on her ne4t roll to investigate the cultists. '7am$le Two 9et2s revisit .r !ivers2 encounter with the assassin in the 9ondon fog one more time %after all, we never actually descri0ed the fight in detail&. /he assassin springs out of the dar1ness, 0lade in hand. old on,$ says )aron %!ivers2 player&, 3lash0ac1.$ e spends a point of ,ife and sets the scene. It2s revolutionary 3rance, I2m undercover as the footman to the .arquis de Gere. It2s foggy, and I2m on the 0an1s of the (ienne, when a man dressed e4actly li1e this guy comes for me.$ )aron2s revelation is I have fought these people 0efore$. In this case the #. does want the scene to carry on, for a short while at least, so he can wor1 out what happened 0etween !ivers and the )ssassin. e has !ivers ma1e a 4a roll, opposed against some hastily improvised stats for the assassin. !ivers wins, he dispatches the assassin swiftly. Aow the flash0ac1 is resolved, )aron rolls !ivers2 4a, notice that he does not get to reroll failures, 0ecause this incarnation is not one of those he put on his character sheet. '7am$le Three5 Clothilde and !ivers have followed the trail of the assassins to a 9ouisiana antiquities dealer 0y the name of Aapier. )aron spends a point of %elf to trigger a flash0ac1 relating to past relationships. It2s last year,$ he says In 9ondon, and I2ve Cust caught this guy trying to steal the )mulet of (amar ... I mean ... of el )marna from my inside poc1et. I2ve got him 0y the scruff of the nec1.$ /here2s lots of things to notice here. 3irstly, notice that a flash0ac1 does not have to 0e to 2++ years ago, it can 0e to last night if you want. (econdly, notice that )aron used this flash0ac1 to ma1e some quite e4plicit implications a0out the way this A"C wor1s %he2s a petty croo1, a pic1poc1et, 0ut seems to 1now what he2s loo1ing for&. 3inally, the amulet )aron was tal1ing a0out might well 0e something he2d Cust made up. ?ou can do that in flash0ac1s too. /he #. and )aron play through this little encounter for a while, !ivers is threatening, Aapier is evasive. )fter a little while, 6li7a0eth chimes in. )t around this point,$ she says I come around the corner and say 2"ut him down :illiam, .r Aapier is wor1ing for me.$ 6li7a0eth has gatecrashed the flash0ac1, spending a point of %hadow in order to do so. Aow this happy little scene will play itself out, !ivers will get a 0onus to his Ba rolls when dealing with Aapier %from the flash0ac1&, Clothilde will not, 0ecause it wasn2t her flash0ac1, she Cust gatecrashed it. owever when we snap 0ac1 to present day, the events of the flash0ac1 will 0e a concrete part of the 0ac1ground, which will pro0a0ly ma1e it much easier for all parties involved to get what they want out of .r Aapier.

$ppendi% 4ne& Co'bat


Chances are, com0at is going to 0e a fairly 0ig part of The %un &e#er %ets, it2s essentially an occult spy game, and some0ody is 0ound to pull a gun or throw a punch at some point. (o why, then, is it relegated to an appendi4@ "artially, I2m Cust trying to preserve my indiegame-cred. 64plicit com0at su0systems are rather out of fashion these days, the consensus seems to 0e that you don2t need them. /he other reason, however, is to ma1e crystal clear that this su0system is o$tional. ?ou can resolve all com0at quite well using the normal rules for 8pposed /ests. I roll 4a H )rms, you roll 4a H )rms, whoever gets most successes wins. But to 0e honest, a lot of people li1e to have a detailed com0at system. 8r at least a comparatively detailed com0at su0system, and to 0e honest it2ll pro0a0ly 0e useful. (o here it is. Three ;evels of 1etail Kust to underline the this is optional$ factor, the com0at system wor1s in three optional levels of detail5 Ao detail,$ (ome detail,$ and Blow By Blow.$ /he Ao Fetail$ system is rather li1e the system in !d#anced .ighting .antasy %and is relatively similar to Cust not using the com0at system at all&. Both participants roll their 4a H )rms, whoever rolls highest wins the e4change and does damage to their opponent, reducing their opponent2s 9ife 0y a num0er of points equal to the num0er of successes they rolled a"o#e their opponent2s total. /he (ome Fetail$ system allows players to customise their actions in com0at slightly more, generally choosing 0etween offensive and defensive options. /he Blow 0y Blow$ system is, to 0e honest, not much more detailed than that, it adds some more strategic options to com0at for those that want them. So'e 1etail /he Ao Fetail$ system is descri0ed a0ove in all its glory5 you Cust roll, high roller wins. /he (ome Fetail$ system adds the following option5 you can choose for your character to 0e !ggressi#e or Defensi#e. If your character is 0eing !ggressi#e, that means that he is concentrating on hurting the enemy a0ove protecting himself. /a1e any num0er of dice from your 4a 9 )rms pool and set them aside. /hose dice are not rolled. .a1e your roll with the dice you have left. If you 0eat your opponent %i.e. if you roll more successes than he does& you put all the dice you set aside 0ac1 into your pool as successes. Being Defensi#e is the opposite. ?ou ta1e any num0er of dice from your 4a pool and set them aside. Jnli1e 0eing )ggressive, however, you cannot choose to set aside !rms dice, those have to 0e rolled. If you roll more successes than your opponent, your set-aside dice are wasted. If you roll fewer successes than your opponent, put all the set aside dice 0ac1 into your pool as successes. ?our opponent only hits you if they still have more successes than you in total. /hat2s it for the (ome Fetail system. 8therwise everything wor1s e4actly the same. =lo0 =+ =lo0 In the Blow By Blow system, your character descri0es whether they are 0eing )ggressive or Fefensive as 0efore, 0ut now there2s a couple more options. Instead of Cust attac1ing$ your opponent, you need to pic1 one of three forms of attac15

(tri1e, )dvantage (elf, Fisadvantage 8pponent. )ll three of these manoeuvres count as )ggressive,$ 0ecause they all involve ta1ing the initiative from your opponent and gaining some sort of advantage over him. In 0low-0y-0low com0at, the aggressor will descri0e his attac1, the defender will descri0e his response, and the roll will determine who winds up on top %this is much li1e the no-detail and some-detail systems&. If the winner2s aim was to strike his opponent, then everything wor1s e4actly li1e the somedetail system. /he winner deals damage to the loser, reducing their 9ife 0y one point for every success they get over their opponent. If the winner2s aim was to ad#antage himself %which could represent moving to 0etter ground, gra00ing an improvised weapon, whatever& then he increases his dice pool 0y the num0er of successes he rolled. Jnli1e normal "reparations, this increase remains in place for the entire com0at %and can 0e increased later&. If the winner2s aim was to Disad#antage his o$$onent %which could represent a disarm, a throw, or chuc1ing sand in the guy2s face& then his opponent2s dice pool is reduced 0y an amount equal to the num0er of successes the winner rolled a0ove the loser. /he aim here is not to ma1e com0at complicated, 0ut to provide a reasona0le way to model a variety of common strategies or tric1s that players might want to use. $n $bsurd *%a'ple /his is a quic1 e4ample of the com0at system in action, designed to highlight the necessary a0stractions involved in the )dvantage (elf, Fisadvantage 8pponent$ system of manoeuvres. 9et2s get 0ac1 to !ivers and the )ssassin. 9et2s also assume that the )ssassin is Cust as tough as !ivers is5 <a >, )rms B. In the first round of com0at, !ivers decides to disarm the assassin. :e won2t go through it in detail, that2s not the point of this e4ample. 9et2s say he 0eats the )ssassin, 0ut only 0y one success. /he assassin is disarmed %!ivers won the e4change&, and his dice pool is reduced 0y one. It is reduced 0y one e#en though he has "een fully disarmed, and has three $oints in#ested in !rms. /he important thing here is that the )rms$ resource really represents the amount the $layer has chosen to invest in the character2s a0ility to win fights. /he actual physical weapons are immaterial. In the ne4t round, the )ssassin chooses )dvantage (elf$ as his manoeuvre, and wins 0y two successes. e recovers his weapon, and he2s got a 0onus die in his pool. )gain, the advantage gained 0y the )dvantage (elf$ manoeuvre is not related to the actual action you ta1e to get it. 6ven at its most detailed, this is a highly a0stract com0at system. 1a'age and In>ur+ Famage suffered 0y characters is su0tracted directly from their 9ife pool. :hen a character2s 9ife is reduced to 7ero they are incapacitated. )n Incapacitated character is potentially going to 0e seriously wounded. )fter the 0attle is over, an Incapacitated character needs to ma1e a roll for recovery, 0ased on either their 4a or their Ba. (o long as the character gets at least one success, they will recover, comparatively quic1ly. /heir 9ife will recover at the normal rate. If the character fails the roll then they die, and pass on into Duat.

1eath and The 1ead ) dead character has two options. 3irstly, a dead character can still !ct Through %hadow. /hey still have their full %heut score and can influence the world indirectly and indefinitely through their intermediaries. (econdly, a dead character can 0e restored to life using the !ite of !e0irth. (ee the .agic rules in the second appendi4. #ighting Shado0s (hould one participant in a com0at 0e Working Through %hadows, that character rolls their attac1s as normal, 0ut if the character Working Through %hadows loses an e4change in com0at, they lose only a single point of (hadow and no 9ife. 8nce a character who is Working Through %hadows has lost an e4change in com0at, they must retreat and withdraw their influence for the rest of the scene. =eing 4utnu'bered $nd 4ther /eadaches If a character is outnum0ered, outgunned, or otherwise fighting at a disadvantage, they count as 0eing on a Hiding to &othing. 6very time they fail a roll in com0at, their dice pools are penalised 0y an amount equal to their margin of failure. /his is in addition to any penalties that might come a0out as a result of their opponent2s com0at manoeuvres.

$ppendi% T0o& The 4ld (agic


3ran1ly, I 1now 0ugger all a0out genuine 6gyptian occultism. /he systems provided here are, therefore largely a matter of a0stract game mechanics. /he question what the 8ld .agic of 6gypt can do is largely up to the individual play group to resolve. /he suggestions given here are Cust that, suggestions. The =asics /he 0asic idea is that any character proficient in the 8ld .agic %which, 0y default, includes all "Cs, it2s part of the 0asic training pac1age for the ands of )ten& can spend a point of Aame to activate the Old 6agic for one scene. /he allows the character to use their 0en to perform most mundane tas1s 0y magic. )s a general rule, the 8ld .agic is too slow to use directly in com0at, although it can 0e used directly to harm people if you 1now their true name. /he Fifficulty to perform a tas1 0y magic is one higher than the difficulty to perform the tas1 0y mundane means. .agic is a more fle4i0le tool, 0ut a less effective one. 6ffects that can only 0e produced 0y magic will have their own #. assigned Fifficulty. The Rite of Rebirth 8ne of the most important !ites of the 8ld .agic is the !ite of !e0irth. /o perform it you must 1now the /rue Aame %that is to say, the 0en& of the su0Cect to 0e called forth from Duat. /he ritual requires the preparation of a vessel for the su0Cect to inha0it, which must possess a heart %if the su0Cect2s original heart cannot 0e retrieved& and must 0e infused with the 4a of a living 0eing %which requires a ritual animal sacrifice&. /he Fifficulty of the !ite of !e0irth is equal to = minus the 0en of the su0Cect. /he stronger your name, the easier it is to call you with it. If the !ite of !e0irth fails, it can 0e attempted again, 0ut the Hiding to &othing rules apply. It is therefore often worth "reparing the ritual carefully. Resisting (agic /he su0Cect of a spell can resist the effects 0y pitting their 0en against that of the caster. /his natural resistance is always in addition to any other defence that might 0e possi0le against a spell. (agic in Co'bat .agic is not the most effective weapon in a straight fight. )ny0ody wishing to use magic in com0at must first win the e4change in com0at as normal, then instead of stri1ing their opponent, they win the chance to attem$t to cast a spell. Re'ote (agic Jsing magic on a target outside your physical presence follows all the rules for Working Through %hadows, you need to spend a point of (hadow as well as a point of Aame, and all rolls are made on %heut, not on 0en. 4ther Co''on (agical *ffects !$$ortion 4a5 ) magician may transfer 9ife from one willing %or incapacitated& su0Cect into another. /he Fifficulty of this effect is equal to the total num0er of points of 9ife you want to transfer. /his can 0e used to heal the sic1 and the wounded. If either party resists, this is an 8pposed !oll.

Withering 2urse ) magician may use the 8ld .agic to curse a target within line of sight with physical harm. /his is an 8pposed chec1, 0en versus 0en. If the caster scores more successes than the target, the num0er of e4tra successes they gain translates directly into 9ife points lost 0y the target. %ustaining /ower of the !ten5 ) magician may always choose to lose &ame instead of ,ife if damaged in com0at. /his effect is automatic if the 8ld .agic is activated. 2urse of %uasion5 ) magician may attempt to use the 8ld .agic to influence the mind of a su0Cect. /his is an opposed roll, 0en versus 0en. /he su0Cect may spend a point of %elf to ignore the effects of this spell entirely. De"ilitating 2urse5 ) magician may damage the +", 4a, or Ba of a victim, preventing them from regaining eart, 9ife, or (elf. )gain this is an opposed roll, !en versus !en, with the effect lasting a full month for every success the magician scores a0ove that of his victim. /his manner of curse, however, requires that the sorcerer 1now the /rue Aame of his victim. %ha$eshifting5 ) magician may adopt the form of an animal. /his is tric1y, 0ut cool. It2s particularly useful for the a0ility to fly. In com0at, an animal form counts as /re$aration for 0attle, so you get an e4tra die on all your com0at rolls for each success in e4cess of the Fifficulty of this effect. /he 0ase difficulty is 4. /his is a tric1 for the serious sorcerers. "layers and #.s are strongly encouraged to invent their own uses for the old magic, which can range from the su0tle to the apocalyptic, depending on the flavour of your game.

$ppendi% Three& *%a'ple of

la+

/his isn2t a real e4ample of play, the time constraints made it impossi0le to actually run any playtesting 0efore su0mission. It2s a hypothetical e4ample of play designed to showcase the system in full as it should, in theory, wor1. /he players, then, are )aron )aronson, playing :illiam !ivers, 6li7a0eth 6vans, playing Clothilde du Bois, and Christopher Crane, playing the ancient sorceress Aeferu-Aeferu )ten. /he #. is going to 0e unnamed, and referred to throughout as /he #..$ /he scene is this5 the three ands of the )ten have 0een investigating a sect of assassins who they have traced 0ac1 to a :est )frican animal-cult, which spread into 6urope after colonisation, and from there across the )tlantic to the J(. /hey are currently wor1ing on 0rea1ing into the manor of the #overnor of .assachusetts in the hope that this will provide them with some much needed leads. /he house is well guarded, 0oth 0y men, and 0y a pair of strangely intelligent 9eopards. !ivers and 6vans are at the scene. Aeferu is Working Through %hadows ; she has sent a falcon to watch events, and communicate with the other two characters. (he has already spent a point of (hadow to pay for this, and a point of Aame to activate the 8ld .agic. /here is a short interval of planning, during which it is decided that Aeferu, through her falcon, will reconnoitre the area, while !ivers ta1es care of the guards. Clothilde will use then snea1 in, hoping to 0e a0le to charm her way out if any0ody catches them. /hey start with Aeferu2s aerial reconnaissance5 it2s Fifficulty *, 0ecause it2s pretty damned trivial. (he rolls her %heut %since she2s :or1ing /hrough (hadow& and gets three successes. /wo of those are set aside to 0e used for the final 0rea1-in. .eanwhile, !ivers is getting his stealth on. /he guards outside the mansion aren2t important enough to use the detailed com0at system, so they2re Cust dealt with using ordinary 4a rolls %and don2t forget that he gets the /rait reroll for his Feadly )ssassin$ trait&. /he #., a little generously %any0ody would thin1 he was specifically trying to showcase the system& allows each attempt to eliminate a guard count as one Fifficulty 2 "reparation. :illiam !ivers manages to eliminate 0oth the guards with his ludicrous <a H :eaponry dice pool, and manages to store up another three successes to put towards .iss du Bois2 attempt to get into the 0uilding. Clothilde du Bois now creeps up to the main entrance to the 0uilding. (he2s sure the guards are gone, and she 1nows that Aeferu will warn her if there2s any approaching danger. (he has five e4tra dice to add to her 4a-0ased snea1 up to the house, pic1 the loc1, and get inside$ roll. :hich is a good thing 0ecause it2s Fifficulty 4 for the whole scha0ang. Feciding that it2s 0etter to 0e safe than sorry, 6li7a0eth invo1es a 9ife-0ased flash0ac1. (he sets the scene5 It2s *=+2, I2m standing e4actly where I am now. I2ve 0een sent 0y the 6ffective (pirit of )ten to retrieve an artefact from this place. I am leaving empty handed, I didn2t find it.$ /he revelation5 Clothilde has 0ro1en into this 0uilding 0efore. %)long with the implication that there is something special inside, which she didn2t manage to find si4ty years ago&. /here is nothing the #. needs to follow up on, so the flash0ac1 is immediately resolved, allowing Clothilde to add a couple more dice to her pool. Clothilde finally rolls around a do7en dice for her attempt to 0rea1 into the mansion, ma1ing the Fifficulty of 4 easily. (he is inside the 0uilding, and wastes no time in opening a couple of windows, allowing access to her companions. /hey ma1e their way to the governor2s office,

Cust in time to find themselves confronted 0y an angry 0ig cat... ... and so on from there. owever I2m running a little over the twenty-four hour time limit, so a more detailed e4ample of play will have to wait for a second edition. /han1s for reading.

Cop+right et al /his is licensed under Creative Commons )ttri0ution-Aon-Commercial-AoFerivs v B.+ (ee5 http5DDcreativecommons.orgDlicensesD0y-nc-ndDB.+D (hort version5 share it all you want, 0ut don2t sell it or rewrite it, and stic1 my name on the front.