Section One: Suzerain, page 2. Section Two : Characters, page 6. Section Three : Basic RuleS, page 18. Section Four: Advanced RuleS, page 30. Section Five: FeatS , page 36.
version: 2.080506
Every so often we tweak our books to make them even better. If you’ve bought a PDF version you’re entitled to free updates for as long as we’re developing that edition. It’s all part of the Talisman promise!

Original Words: Miles M Kantir. Final Words: Zach Welhouse. Editgin: Genevra Harker.

What Is This?

Additional Development: The stalwart v2 play-testers over the years (Kath Banks, Alan Bundock, Genevra Harker, Liz Hill, Brian Kendrick, Norman Smith, Philip Tweddle, and Tracy Willis). Art & Design: Aaron Acevedo and Jason Engle. Aaron’s Sanity Control & Muse: Jeannine Acevedo. Additional Design and Illustration: The awesome talents of Sean Farrow, Matt Gould, Kevin Ranson, Charlotte Ronald, Hannah Taylor, and Damon Wilson-Hart. Technical Guru: Alan Bundock. An extra thank you goes to the Suzerain v1 team (Kev Eddy, James Elmslie, Matt Gould, Dave Hankins, Andy Jackson, Laura Jackson, Brian Kendrick, Brent Link, Damian Miller, Charlotte Ronald, and Hannah Taylor). Seven years on and I still love what you did with Suzerain. Anyone who has one of those slip-cased limited-edition beauties is a really lucky person. It was a great book and a really fun game. This one’s for you guys.

This product is copyright Talisman Studios 2008. It is for personal use only, but may be printed for personal use. It may not be modified, distributed or sold without written permission.



We also like to hear from fellow Suzerain gamers – if you have anything you would like to say to us. We would also like to explain that Suzerain is our take on reality with mythological and magical elements. Don’t kill anyone just because your character is a master of the Scottish claymore. The director sets a scene in a fictional realm and the players play characters in it. We hope you enjoy it as much as we do.” Don’t try to fly just because your character can fly. It is not reality. By the same token. We mean no disrespect if you are such a believer but ask you to respect our right to our own 4 . Roleplaying is meant to be fun. differently than a true believer might see them. but comes with serious responsibilities. the book you are reading is a game based on a fictional depiction of our universe.A Universe In Gaming Disclaimer Suzerain is a fictional depiction of our universe. It depicts religions and mythologies with a twist – that is to say. and we would like to thank you for taking the time to read them and use them. Repeat after me. “I am not my character. then you can do so at: hello@talisman-studios. I cannot do the things that my character can do because he is a fictional character in a fictional universe. Any resemblance between any proper noun we come up with and any real person/place/whatever is purely coincidental. The Suzerain universe is a gateway to wondrous adventures and a lot of fun. Thank You It is our pleasure to present these roleplay rules to you.

It’s all been done. and how to handle the things that your character wants to do. In a far-away corner of the spirit world’s ancient geographies is a place called the Maelstrom. This spirit world has existed as long as human sentience or. Don’t let that stop you! As a final consideration. formed of pure Pulse. separated by limitless metaphysical expanses.What Is Suzerain? Suzerain is an ancient word meaning ‘master’ or ‘overlord’. Swashbuckling adventures based around stopping the rise of an ancient jungle god can sit side by side with ninja androids fighting for their cyber-shogun in a 22nd century city complex. but don’t get in the way of the many play styles out there. It’s Joe the ex-Army driver hauling topsecret cargo across the Bay Bridge in his 18wheeler. On the other hand. eternal sentience of the universe itself. it’s the source of what has been called magic. Suzerain is about having fun with interesting characters in amazing settings and a chance to create colorful stories with your friends. live in the heart of the lots of wholesome gaming goodness. We’ll introduce you to how Suzerain works. sunrise to sunset over thousands of years. even longer. Suzerain has been designed with elegant rules which allow for an accurate representation of any action a character may want to do (again. Suzerain is planet Earth. as do the Archangels and the great spirits of Pure Science. This book has the rules necessary to enjoy any of the published Suzerain settings as well as those of your own creation. Most importantly. and we hope to cut down on the confusion. able to shape Pulse into realms of their own design. What Makes Suzerain Unique? Our physical world has a parallel one. It’s also Eric the Bjornserkr pillaging the coastal villages of Anglia in his longboat with the smell of fresh blood on the wind. dudes and dudettes. setting and combination thereof. if the legends can be believed. In our world. We’ve rigorously tested Suzerain in every conceivable genre. 5 . Most anything is possible using this one rulebook. It’s also Rica the mantis engineer repairing an organic habitation module 3. The most powerful of those who dwell in the spirit world are manifestations of the massive. we’re proud to support Suzerain on line. Suzerain games can be set in the modern day. The only limit is the collective imagination of your group. they are also the gods we will know in the future. History wasn’t so precise in those days. there are a lot of game systems out there. You want crunch? We have that too.talisman-studios. All that in 48 pages. The Pulse Of All Things is the source of energy that flows through all living beings and provides form to the spirit world’s inhabitants. we’ve tested… 120 man-hours with the 10-foot pole alone). veterans and experts with reams of fine games already under their belts won’t be lumbered with typical rules-light “How-do-we-resolvethat?” problems. They are the gods that man has known throughout our history. and you’ll find all manner of useful material like blank character sheets and weapon lists in the Treasure section of our website: www. But because the Maelstrom is outside of time. spinning through space. historical settings or in speculative zones outside either. Zeus and Odin have their homes here. No lie.000 meters under the ocean. They What’s In This Book? In short. Furthermore. you see. The rules’ simplicity is also good news for newcomers to this game or to roleplaying in general. It is the name we have chosen for this vivid vision of the world that you’re reading. how to create a character.

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take her intentions into consideration. Where To Start To take part in any of this. for example. read on anyway. There can only be one ‘man with no name’ and in most games even one is too many. watching where a character goes from the start of his story is one of the many cool parts in the game. we’ve bundled them into four broad packages for ease of use: Standard. become a more powerful character type – indeed. you could discuss with the director what type of story you want to experience. This isn’t to say that pre-established characters can’t be mined for inspiration or quirks. within your game’s setting if nowhere else. mental and spiritual Health. such as his name. Hero. first take a blank character sheet and think of a suitable background for him. To create a character. It’s just that they’re not Hercules. change the hair color. Hero level characters and their ilk will be ready when the time comes. We can’t promise that Thorvald the Barbarian will fit a game of French Revolution intrigue like a glove. although one look at the available feats should reveal that they’re anything but. y’know? Characters may. In this text. If not. including his name. age. but he should be fine running the steppes of a forgotten age or celebrating victories over his foes with a haunch of meat in each hand. If you’re creating a woman. with experience or good fortune. Alternately. and each Standard level person is ranked from –5 to +5. Finally. From this point forward you’ll be given tools to create a character who will stand up to basic tests of believability. slap on a rocket launcher. and you’re likely to get a story matched in its passion only by its length. This book only covers Standard level characters. There’s also space for the key statistics that define him as a character: his Strength and Willpower. Since stories call for all sorts of heroes. so try doing it your way. A Suzerain character sheet is where all the salient details of your character go. Does that sound satisfying? Read on. we refer to the director as ‘her’ throughout. Similarly. Thorvald. You may think that you have his exploits planned out in advance. for a sample character sheet. and his Karma (all of which are described in due course). but men can do the job just as well. That can be quite a rush.talismanstudios. you’ll need a character. The Suzerain rule system gives you rules for designing characters and deciding how they do the things that they do. his personality will branch out and intertwine with the rest of the game world. especially for first-timers. his background. and craft a character who fits seamlessly into the plot. right? Take your favorite wrestler or anime heroine. his Pulse. and God. but then a twist in the story pushes him to discover skills that he never knew he had. 0 is an average score for a human. and whether he’s in fact a she. as compared to other people.Character Creation Basics When you create a character in Suzerain you gain complete control of who he is and what he does. As he participates in important events and guides them with his decisions. and you’re done. there is room for the things that make him special. Your decisions will guide his life and shape him into a narrative force to be reckoned with. that may seem a little weird but it’s just a convention to save space in the book. we’ll be referring to all characters as ‘him’. Ask any gamer about their first character. to remind you in the heat of the game who he is and what he can do. Other things you’ll find on the character sheet include his physical. 8 . There’s room for all the personal details. since they will pave the way to mighty feats indeed). That’s easy enough. He’s a good guy. See the Treasure section of www. his ‘features’ (referred to as feats for short. You might be surprised. but we’re talking about your story. but until then you should focus on being the best representative of the noble Standard that you can be.

simply follow these steps to victory: • • • • Discuss the game with your director and the other players. everybody else in your group is interested in portraying urbane senators engaged in curtailing the worst excesses of the corporate oligarchy while saving their disintegrating social lives. If a large portion of your history revolves around being chased by a shadowy criminal syndicate. As an added bonus. Personal Details Before you get to the mechanical side of character creation. Decide upon personal details.” Pre-game Planning You’re Tiberius Blade. there are ways of measuring how well you’re doing. Decide upon a name. Since your character didn’t spring from the void. or is this his first time? It isn’t necessary to have a character’s entire life story prepared before the first scene of play. Alternately. but spending a few minutes deciding what makes your character tick can be the difference between an eminently forgettable stack of numbers and a memorable hero whose exploits will ring out for generations. and a getaway man. strong and self-sufficient but quiet around people – generally he prefers to watch and listen rather than being the center of attention. later interactions will become so much easier. He’s a tough loner. depending on what campaign setting you’re using. marked as Current Karma on the character sheet. character backgrounds act as a clue to the director as to what sort of adventures you are interested in exploring. you’ll feel left out during their debate sessions while they’ll want nothing to do with your extended killing sprees and monologues on the Way of the Warrior. fully formed. Karma No matter who or what you believe in – be it God. gender. His homeland and background may have special rules. it could mean that your young android. Any unspent Karma at the character generation stage becomes general Karma the character keeps for later use. lacking in worldly experience. you will receive Karma to purchase abilities and feats (more on those below). Unless you’re all excellent negotiators. The universe understands these “brownie points” as Karma (often shortened to just ‘K’).Naming problems aside. Assign up to 50 points of feats. he’s an orphan who trained his feelings into a little box which he summarily executed. Science (with a capital S. Assign up to 50 points of abilities. without a doubt. Furthermore. who makes his living hauling cargo around North America ‘no questions asked’. the game belongs to everyone involved. What are his likes and dislikes? Does he make a habit of going on high-stakes adventures. needs someone else to take on the role of the grizzled father figure. and physical sketch for your character. This can be as simple as realizing that in order to break into the top-secret government facility you will need an electronics expert. However. Your character is. Trouble is. or your superiors in a shadowy organization. and sometimes even an exclamation point). you’ll need to create a skeleton to hold 9 . some physical muscle. he sketches out these notes: “Joe is an ex-Army trucker. and Bill has learned that it will take place in modern-day America. your creation. Ashley has been hinting at the game’s plot for several weeks. a tough-as-nails bounty hunter who doesn’t take anything from anybody except their body parts. Furthermore. That’s cool. chances are they aren’t going to give up on you once play begins. By working with the other players to set up enjoyable connections before the game begins. Example: Bill is looking to make a character called Joe for Ashley’s upcoming game. With a bit of thought. his character shouldn’t be tied to one location. a smoothtalker. He’s loaded down with cutting edge technology from the Cosmic Forge and ready to use it on anybody who gets too close. those numbers.

Karma points can be used as a special currency between the players and the director. If the director believes that such an addition would help the story. this may only be done once per use of a power. Again. This must be announced at the time the damage would be applied to the character. Fortunately. Remember. All of the Karma in the world isn’t going to be very helpful if you can’t survive long enough to pour it into training. (See later for more on disasters. he would be able to continue the chase. • Draw another card to add to his current action check total. Any time that a player has a slick idea that isn’t exactly covered by the rules. a point of Karma is all that it takes. and a player decides that if only there were a nearby ladder (or large sheet of glass. These are the basic uses for Karma. • Negate two Health levels of lethal damage. This cannot be used more than once per action. Characters may use a point of Karma at any time to achieve any of the following effects. mental or spiritual. • Additionally. the universe loves a hero. but it’s a relatively simple process for your character to build his strength up. Occasional setbacks are acceptable. It can be applied to any type of wound – physical. Also note that points in a character’s Karma 10 . or four levels of any type of stun damage. • Pay up to 25 Pulse towards the cost of a power or a power’s upkeep (you guessed it… we’ll be talking about powers later). the characters are at the center of an epic tale.) • Draw another card to subtract from any opponent’s action check total where the action is directed at him and is not an extraordinary success (again. but they’re primarily for ‘Hero’ and ‘Demigod’ level characters.As your character experiences fantastic adventures and responds to the world’s challenges. More extravagant requests require larger bribes that function in the same way as spending multiple Karma per session. This can be saved and redeemed for valuable prizes (abilities and feats) or spent during crunch time for a variety of heroic effects. depending on how you look at it). Say that a particularly loathsome enemy is escaping. Character development is covered in detail later on. Fate and the forces of drama should be on their side — at least a little. but nothing’s worse than a failed action that sinks the entire session’s fun. If the character wishes to use Karma a second time in the same session (we assume sessions will last about four hours). The third use in the same session costs 3K (three Karma). Karma may be spent in-game to achieve extraordinary luck (or to help fulfill the character’s destiny. using Karma points to grease the wheels of fate can create strange coincidences. it will cost two Karma instead of one (the traditional notation for this is 2K). This cannot be used to prevent a disaster and can only be done once per action. There are a number of feats that create new options for spending Karma. and so on. This may only be done once per wound. he will gain additional Karma. or get that hotline to his god that he’s always wanted. or a hot air balloon). research the finer points of artillery use. see later for more on these). A good time to exercise this rule is when a character looks foolish or unheroic to the detriment of the story.

This is one of the rare instances where it’s everyone for himself. any unspent points are added to your character’s Karma pool on his character sheet. Furthermore. Intelligence: A character’s mental power. Used for long-distance running and withstanding wounds. Used when doing acrobatic feats and manipulating objects such as lock-picks or weapons. • Once you’ve spent your character’s Karma. Used in making an impression when entering a room and intimidating people. The abilities are: • • Social/Spiritual • Spirit: A character’s social durability. Used for quick thinking and tactical decision-making. Used for bluffing and seduction. you’d have to be pretty weird not to have a measurable level of Intelligence. has its uses in conflict situations. Logic and “computer-thinking. and Social/ Spiritual. During the character creation process their scores will change to range from –3 to +3. Heroes. He can’t share them or use them on any check that he’s not drawing the card for. Standard type characters may go from –5 to +5. Wits. Abilities Abilities are how the worlds of Suzerain represent a character’s innate qualities. Strength: A character’s raw. one represents finesse. Each positive/negative ability is worth the following amount of Karma: • • • +1 costs 5K while –1 adds 5K Upgrading +1 to +2 costs another 10K while downgrading –1 to –2 adds another 10K Upgrading +2 to +3 costs 15K more while downgrading –2 to –3 adds 15K more Physical • Constitution: A character’s physical durability. Mental. Used in heavy lifting and arm-wrestling. Each category is arranged similarly with three abilities. Charm: A character’s social finesse. each character is also allowed up to 5 points of negative abilities (such as a score of –2 in one and –3 in another) which will add Karma to the initial 50 points. and Gods can have abilities at a higher level than ordinary people. You’re best bet is to err on the positive side of that. and Willpower are examples. Mental • Willpower: A character’s mental durability. Used when the character wishes to resist ridicule or not run from a terrifying opponent. Wits: A character’s mental finesse. or that is not immediately associated with the character’s wellbeing. and one represents resilience. They cover his basic strengths and weaknesses. Demigods. would you? Exactly. Intelligence. and shapes how its owner reacts to the outside world. Everyone has these abilities in some capacity – otherwise they wouldn’t be anybody! Strength. A character with high spirit is said to have a lot of heart or guts. whether they’re natural talent or a reflection of his lifestyle. That way we’re able to create several systems with the same easy-to-remember mechanic. but Standard type Suzerain characters begin with 0 in all ability scores. After character creation. Any further than that either way and they become something inhuman. • Dexterity: A character’s physical finesse. Each ability affects certain skills. Used when resisting torture and to continue functioning normally despite distractions. • • All players have 50 Karma to spend on elevating their new character from mediocre stature into something a bit more memorable – and heroic. You wouldn’t use a toothbrush from a rummage sale. The Suzerain rules system organizes abilities into three categories: Physical. Karma does not work that way. one ability in each category represents raw power. 11 . Karma is earned by a character’s efforts and tailored to his unique circumstances.” Used in academic learning and strategic planning.pool are for his benefit alone. Roughly speaking. both manual and full-body. physical power. Presence: A character’s social power.

and Joe’s right where Bill wants him for the time being. Wanting to try something different. Willpower. He may live on for a few minutes to share his dying secrets (or if the damage is mental. Bill moves on to the next step. Every character has a Health rating that represents the maximum amount of punishment he can absorb before being incapacitated (and how much lethal damage he can take before dying!). You don’t want to spend forever getting rid of each one. he becomes increasingly flustered and foolish-looking. until he can’t remember which words go where. If a character or key villain has Constitution +2. as well as his spiritual confidence. or Spirit. as with physical Health. It’s hard to focus on talking pretty or cracking a tough security system when your body’s been turned to hamburger. The maximum punishment a character can take in each category is equal to five points of Health plus the resilience ability: Constitution. As he loses spiritual Health. At negative levels of mental and spiritual Health. finding the energy to participate in heavy lifting is more difficult if your confidence has been shattered. After noting the last 5 points under the Current Karma heading on his character sheet. dodging bullets. a character incurs negative action modifiers as his sense of purpose wavers. Bill has 70 Karma to spend on defining Joe’s good points. Look away for a moment. A character’s Willpower-related Health reflects his clarity of thought and strength of intellect. Think of it this way: if there’s one ninja in the scene. a character is dead. and he wants to reflect that aspect of himself in this character). If you’re going up against ten ninjas. He assigns –2 in Presence (Bill’s quiet nature means he doesn’t make a big impression when he walks into a room. and cannot go Pulse The Pulse of All Things (or Pulse for short) means a lot of different things to a lot of different people. red-shirts and goons have an easy 5 Health in all categories.Example: Bill continues the process of fleshing out Joe. and his Wits +1 (5 Karma). Players’ characters and the most important extras who they encounter also get an extra ‘key character bonus’. and for spiritual Health they’re under Spirit. For mental Health the bars are under Willpower. Bill then decides to give Joe –1 in Willpower. and standing in the eyes of others. and Bill feels challenged by the role. They can take negative damage equal to their maximum positive score because they’re just that important to the plot. He’ll be flipping all over the place chucking smoke bombs. badder enemy. but he’s beyond any means of healing by then and will breathe his last as soon as it’s dramatically appropriate. At negative Health of any type. and you’ll be transported to a new world of hurt. Going to –2 Presence. you’re going to run into some high-energy situations. gibber strange prophecies in a forgotten tongue). the character suffers a penalty to all actions equal to –1 for each negative Health level. Upon reaching the negative maximum in lethal damage. It is rare to die of mental or spiritual damage. He spends them to make his Constitution +3 (30 Karma). they’re probably not key characters and just henchmen to a bigger. –1 Willpower adds 5 more Karma. That’s why Health is so important. his Strength +3 (30 Karma). for a total of 20 extra Karma for his initial 50. The Current Karma will be important once the game starts. below zero. Mooks. Likewise. Sometimes being a little impetuous can add action to the game. Therefore. elegance. As it drops. Spiritual Health indicates a character’s poise. his maximum physical Health is 7 and he can stay in the action until –7 physical Health. his focus cracks and it becomes increasingly difficult to think straight. but not impossible. sophistication. Health In the course of your adventures. For physical damage this is marked on the Health bars you’ll find under the Constitution ability on a character sheet. and probably pulling off some crazy magic that you can’t even pronounce. That’s 65 Karma used up pretty quickly. you’re going to be in for a tough fight. he adds 15 Karma to his pool. Those who understand it best know it as a bio-spiritual energy constantly 12 .

These points are temporarily used up when a character uses powers or supernatural effects. A senior wizard hopped up on decades of accumulated Pulse charge can be an unpredictable force to be reckoned with. and Spirit 0. If an effect would ever reduce a character’s Pulse below zero. Making any sort of action check during the recovery period will set your Pulse glands out of whack. become common at Hero level. and define the very nature of a character at Demigod level. but may be regained through rest. Pulse powers are available to a character at Standard level. Pulse powers vary from world to world. Pulse is accessed through cybertech implants or direct prayers to the gods. but it does suggest ways to explore the psychological side of cool powers and supernatural effects. being more strenuous. but the strain is quickly liable to overdraw his reserves. A character may intentionally fuel powers this way. Current Pulse can never go negative. Even the eggheads can’t explain why it works beyond that. each one centered on different ends and means.binding and defining each object. There’s no Pulse recharge for that hour. Basically. In one land there are witches and shamans. he will begin to take lethal spiritual damage. Willpower –1. tapping their Pulse through study of books that smell like slime and old hair. those who are low on Pulse feel as if their biorhythms are out of synch or that they’re not as in touch with the fundamental flow of the universe. We’ll discuss this more later on when we look at damage and death (everyday concerns for all adventure-seekers). Non-sleep rest. but its effects are hard to miss. every ten negative points or part thereof is instead converted into 5 points of spiritual stun damage. Therefore because Bill’s character Joe has Constitution +3. especially if threatened with sudden withdrawal symptoms. Willpower and Spirit. he has a maximum Pulse of 3-1+0=2 x5=10 +25=35. In contrast. There are different ways to become attuned to your Pulse. Elsewhere. while sleep restores 10 pulse per hour after the first. There isn’t a mechanical impact to this. Meditation recovers 10 Pulse per hour. Individual Suzerain setting books will cover the options in each world. 13 . sleep or meditation. If the character becomes incapacitated from negative spiritual Health and continues to lose Pulse. Or something. Pulse use is accompanied by a momentary high as the spiritual energies of the universe rush through their wielder. restores 5 Pulse per hour. Only total rest will do because refreshment takes time. A character’s maximum Pulse is 25 plus 5x the sum of his Constitution. each spirit or soul has a reservoir of Pulse that can be drawn upon for a number of flashy effects.

Too many though. No one can blame you for being less than a god during your early days. these are just descriptions with no game effects. During character creation the combined value of negative feats may not add any more than 15 Karma to the pool. basic race (human for most of us. they gain access to a larger capacity for feats. or the years of practice necessary to shoot the wings off a fly. While you’re checking those out. Nobody can do everything. but not necessarily depending on your game setting). The upgrade from (Rank 1) to (Rank 2) costs another 2 Karma. This could be anything from prizewinning academic knowledge of a historical period. When kept reasonable. not on the same level as martial arts skills and flinging fireballs. possessions and any negative feats. Each feat is bought individually. Feats add detail work to the broad. most are positive but negative feats are also out there. Each feat has a Karma value and an associated cost. it’s even a good way to gain allies. For example. is also limited in feats. Teams can form from a shared history or shared goals. he gains access to new and powerful feats that allow him to do things far beyond the reach of normal men. Those all get listed on the first section of the character sheet rather than the main Feats area. but aren’t limited as they require more tools. It’s not really exciting though. remember to take prerequisites into account. and you’ll be playing a tragedy rather than an epic. The Karma cost/gain for different feats are detailed in the feat descriptions. Some feats help the character to perform a specific action while others allow the character to attempt actions that would otherwise be out of his league. and most can be upgraded to a higher rank for greater benefits. That way characters are encouraged to focus on their strengths in the early stages of their adventure. and probably some prerequisites as well before it can be added to a character.. they represent the qualities that set a person noticeably apart from the flock. high values are connected to extreme effects. If you don’t have access to any Suzerain setting books. but they still ground your character in a place and culture. so it’s worthwhile to find some friends who can. access to a loose-knit ring of spineless informants discovered while working for a crime lord. and negative feats add a similar amount of Karma to the player’s pool. As you’d expect. Next. being limited in scope. Each feat has its own rules. It’s worth noting that the Standard mind. Once a character has transcended beyond his Standard origins. background. as a team. Both the feat and the upgrade are paid for giving a total cost of 1+2=3 Karma. you should take note of certain free feats. a few flaws can mix things up a little with internal obstacles as well as external. Standard level characters cannot have more than thirty feats in total at any time. During character creation Knowledge and Influence feats bypass the prerequisites to represent ideas and connections picked up along the way. expect to pay a higher price. then it would need a 3 Karma upgrade.Feats Being strong and smart is all well and good – perfectly commendable. If your character wanted Acrobatics (Rank 3). as with abilities. defining strokes of abilities. 14 . The feats that all Suzerain characters have access to are listed at the end of this book. As characters increase in cosmic understanding and importance. Before spending Karma or taking negative feats. players distribute a pool of 50 Karma between feats. You would need to spend 1+2+3=6 Karma in total. what if your character wants Acrobatics (Rank 2)? This requires Acrobatics (Rank 1) which costs 1 Karma. Your starting character also gets Beginner’s Luck to make sure that you have some leeway while trying him on for size. excluding his homeland. Each character gets a background feat and homeland feat appropriate to his history. and helpful in many situations. all other prerequisites need to be met. If you want to spit in the universe’s eye on a daily basis instead of once in a blue moon.. Positive feats cost an amount of Karma equal to their value. We don’t want to give anything away at this point. but… mind bullets. but they can also spring from necessity.

so Bill chooses to give him Strong Body (Rank 3) and Endurance (Rank 3). but it can get a little boring after a while. From these events. During this time. your character will pick up a goodly amount of Karma over time. First Aid (Rank 2). Next. your character will continue to encounter surprises that will shape his reaction to the world. and Bill looks at other interesting feats to round out Joe. Heavy Weapons Training (Rank 1). Drive (Rank 2). The cost for those feats is 6+3=9 Karma in total. Bill decides Knowledge – US Geography (Rank 3) would make sense. Kill some orcs and have some fun. The following terms get used in Suzerain to break down the abstract flow of time in the game: A ‘scene’ lasts for as long as characters are in the same location doing the same sort of thing. The cost for each is 6 Karma. This is stuff Joe’s learnt over years in his job. and since he’s an Army veteran so does Knowledge – US Army (Rank 2). especially when it comes to getting the occasional bit of military grade firepower. Explosives (Rank 1) and Diplomacy (Rank 1) all seem reasonable skills for his background. There’s something satisfying in being an unchanging archetype. Joe is defined by his strength and resilience. whether the character was actually learning from the experiences of the session that’s just passed. Joe’s not the richest of men. we’re assuming that you will use the same character over multiple sessions. If all goes well. Similarly. Ranged Combat (Rank 2). Tactics (Rank 2). We recommend directors award about 10 Karma to each character per session. That’s all 50 Karma gone. Any Karma not used at this stage would be added to the character’s Current Karma on his sheet. Bill represents this with Income (Rank 1) and Resources (Rank 2) for a total cost of 1+3=4 Karma. Knowledge feats gained as part of character creation ignore the normal prerequisite. plus 1 Karma for each (Rank 1) skill. Character Development Over Time Now that you’ve created your character and play is about to begin. 15 . Not every game needs (or indeed cares for) the emotional breadth of a comingof-age novel. While one-shot sessions are a lot of fun and can explore some areas of the Suzerain universe. you’re set forever. he will see and do a lot. in which case you can think of a story as a chapter of the epic that you’re writing for your character. Or not. However. A character’s career may be one campaign made up of multiple linked stories. but Bill used all 50 points. that’s twelve down. It’s time to give Joe a few skills to get him going. Just like real life. and how edgy everyone is to get into the meat of the story. depending on whether your director decides there was an opportunity to get trained in the interim. Bill notes the free Beginner’s Luck feat and considers his character complete. So far Bill’s spent 28 Karma. A ‘session’ is assumed to last for about 4 hours. While Joe doesn’t normally have the Intelligence for all that. Joe has 4 Karma left. This may happen at the end of any session or before play begins. right? Probably not. His high Constitution and Strength allow him to meet the prerequisites. Perception (Rank 2). adding 18 Karma for a total so far of 46 Karma. Joe gets Influence – US Army (Rank 2) at a further cost of 3 Karma. finally settling on Spiritual Fortitude (Rank 1) for a little help on Bravery checks and Keen Eyesight since Joe’s good at spotting things he can use to his advantage using his tactical ability. your character will expand his capabilities and possibly even take on aspects that you never would have expected. thirty-eight to go. His old quartermaster is still a close friend and helps Joe out sometimes. He only has a little money available to him. Each (Rank 2) skill costs 3 Karma. since Joe’s a trucker. A ‘story’ is a series of sessions following one plot to conclusion and is assumed to last for about 5 sessions. which he can use to bulk up his abilities and feats.Example: Bill is ready to flesh his character out with some unique features.

Again. Thus. he may choose to transcend from a Standard type character to Hero level by taking the feat A Hero Of Suzerain. Increasing Negative Abilities: -5 to –4 costs 25 Karma. Now you’re in the big leagues.Improvements The process for using Karma to increase abilities or take new feats is very similar to character creation. 50 of feats. Therefore a blind character (-15 Karma) that finds a way to cure his blindness could pay 15 Karma to ditch the feat. to increase more than one step at a time. Finally. Check the feat list and don’t forget to fulfill all prerequisites along the way! Paying Off Negative Feats: Removing a negative feat from a character costs the same amount of Karma as it was originally worth. Until he does. Feat Training Costs: The cost to train in a new feat is listed with the feat. A starting character has a 100 Karma value no matter how he spends his starting allocation: 50 Karma of abilities. There are… larger matters in need of attention. taking Strength –3 to Strength –1 costs 15 Karma plus 10 Karma for a total of 25 Karma. If that’s the route that you’ve decided upon. feats and Current Karma. your character will have gone as far as the Suzerain rules can take him. Thus. -4 to –3 costs 20 Karma. taking Dexterity +1 to Dexterity +4 costs 10 Karma plus 15 Karma plus 20 Karma for a total of 45 Karma. -2 to –1 costs 10 Karma. Once your character has accumulated 600 Karma. Perhaps his eyes are healed but he has a psychological block after years of blindness that prevents his brain from interpreting the signals his eyes are sending. he may take A God of Suzerain. You can get a feel for how powerful your character is by adding up the value of his abilities. simply add the costs of each step together. He’s just become a god. modified by the following chart: Ability Training Costs: 0 to +1 costs 5 Karma +1 to +2 costs 10 Karma +2 to +3 costs 15 Karma +3 to +4 costs 20 Karma +4 to +5 costs 25 Karma +5 to +6 costs 30 Karma (characters must be Hero level or higher) +6 to +7 costs 35 Karma (characters must be Demigod level or higher) To increase more than one step at a time. This brings all sorts of cool new tricks. and let’s you really play with Pulse. he cannot get the benefit of his sight. A Glimpse Of The Future Now we’re going to give you a little glimpse of your character’s potential future. Work with the other players to create a memorable departure scene because your character’s interests no longer rest with the old gang. -1 to 0 costs 5 Karma. he may choose to take A Demigod of Suzerain. simply add the costs of each step together. Maybe other people’s characters will one day worship him. -3 to –2 costs 15 Karma. and become a Demigod level character. Once a character is valued at 300 Karma. 16 . but for now it’s time to retire him as a playable character and bask in the glory of what he has achieved throughout his epic. the final pinnacle of mortal achievement. once rated at 1000 Karma.

they know where to turn if they want to get out alive. Mark the leadership as a feat called Team Leader or Team Combat Leader as appropriate. They form a team. Either role can be handed over through a one-minute automatic action requiring the whole team to be present. That’s where the leader earns his keep. but it’s up to the characters to decide between themselves: maybe the wealthiest character gets to be team leader because his father paid for their base. They don’t always need to be holding hands or see eye-to-eye on every issue. It’s another freebie for the newbies. the new leader must spend one Karma to validate the process. the players should decide on a team leader and an (optional) combat leader. Anyone else using those feats does so at a –2 penalty. ideas can fly around the table from all directions until they’re going in circles. Rousing pep talks are optional. In accepting the mantle of leadership. but being able to work together is what separates us from the animals. The character with the best Leadership feat is the natural choice for team leader. you’re in trouble. Even if the team leader doesn’t have everyone’s respect. In a situation that calls for a clever plan. If they get involved. he has something that keeps them listening. most games use two or more players and their characters. and use their unique mix of skills to progress through the story toward a common goal. When first assigning leader(s) to a team of new characters there is no Karma cost. 17 . the team leader helps the director organize the other players and rouse them from endless waffling. Eventually. To represent this bond. The team leader gains a +2 modifier when using his Leadership feat while the combat leader gets +2 to Strategy and Tactics checks.Forming A Team While you can play Suzerain as a lone wolf style game involving one player’s character and the director. One benefit to the team structure is that the characters are familiar with each other and have enough of an understanding to work together. and the best Strategy or Tactics is recommended for combat leader. the team will need to put the pedal to the metal and make a decision. Except for the ants. Outside of the story. When things get hairy. but strongly encouraged.

Section Three: Basic Rules 18 .


He also has three ranks of the Strong 20 . it’s time for him to pack his bags. the greater the character’s degree of success. and situational modifier is +6 (called the total modifier). below. impressing onlookers with your baccarat skills. don’t bother drawing a card: it takes time away from the time that Joe could be climbing interesting walls and it bogs you down in minor elements of the story. there’s always the Rule of Seven to ensure that your master tightrope walker won’t die from slipping on an orange peel and whanging his head on the tub. as we mentioned above. All you really need. it allows for quicker. draw a second card and see ‘Extraordinary Success/Disasters’. when a life-or-death fight starts. and is an exceptionally bad result . The director decides that the most appropriate ability is Strength. and take on adventures that will resonate throughout the ages. the action automatically fails and a disaster may have occurred. the Suzerain system is very simple. even when his skills don’t necessarily warrant the success. That is to say: Random Number +/. If another 10 is drawn. This is where our action resolution rules spring into the fray. queens and kings) except the King of Hearts and Queen of Spades. you can opt to take a basic success rather than drawing a card.Situation Modifiers This is called making an action check. While this may seem limiting. the higher a negative modifier the director will assign to the task. The more difficult the task. The king is called the ‘Boom’ because he helps your actions explode into something bigger than you hoped. if you’re too cool to risk a little misadventure. add the appropriate ability modifier and any feat modifiers. The Rule Of Seven: If the total modifier for an action would be more than +6. If you draw a 10. you have to randomly generate a number to determine whether the action succeeds or not. draw a card from the play deck. but taking 3 off the total. If you draw a 1. If they would add up to more than that before adding the random number. the following sequence explains what you need to do: draw a card to get a random number. are these simple rules.Ability and Feat Modifiers +/. Example: Joe needs to climb to the top of a short wall to prove to his old Army commander that he still has it in him. Note that the maximum combined modifier for ability. then no further cards are drawn. and suddenly drawing a card takes on some importance. Anyway. The queen is called the Doom meanwhile. Eventually. which Joe has at +3. but you can drill down to great detail when necessary… for instance. In this way. Does he succeed? If success and failure don’t have interesting outcomes attached. At its core. but you add another 3 to the total. head out the door. When making an action check for a character. The result of the second card is added to the first. which is a regular pack of cards from which you have removed the court cards (jacks. more exciting draws as well as the dramatic chance for failure. then draw another card. It’ll be the equivalent of an action check total of 8: steady. Better yet. Add some terrorists to the bottom of the wall or a prize to the top though. The Boom is considered an exceptionally good result . Aces count as 1s. for a 42-card deck in total. confident. The more you exceed this target number. Taking An Action Bill’s new character Joe tries to climb a wall. then ignore the excess.she acts like a 1. At that point. circumstances will conspire so that you don’t know whether you’re going to succeed or fail at researching an opponent’s weakness. a character has a chance to pull off some impressive stunts. and risk-free. To do this. This increases the chance of an extraordinary success (see below for more on both extraordinary successes and disasters). or leaping over a chasm inhabited by burning sharks. and apply any modifiers the director decides are appropriate for the situation. If the total is 8 or higher then it’s a success. though.Action Resolution Now that you have a character.he acts like a 10. if you draw the Boom as your first card then it counts as a 10 but adds another +3 to your total. if you turn her over for one of your actions. Dooooooooom to you. feat.

In most cases. If the first player to come up with an idea wants to be behind it. More on that later. probably with a bonus for the extra information. And When Sometimes there are instances where everyone at the table wants to get in on a single action like listening for strange noises or trying to remember the name of a famous criminal. but so is doing the job right the first time. the most skilled character makes the check for the whole team. and their characters are heroic types. If the substitution makes sense. but let’s look again just to be safe”. You would draw a card and add your Intelligence. That’s why in circumstances like these. The director is advised to remember the cliché about multiple chefs and broth. Joe decides that he needs a clever plan. Concern’s important. 3+3+4-3=7. There’s empty scrubland on all sides of the rushing train. At this point. If nothing comes to mind. it’s his. it can get pretty silly when a team is so paranoid that they start using lines like. Let’s say that the director asks for an Intelligence check. If Joe draws a 4 this time. Laura scans her character sheet. Players are devious sorts. he’ll probably spin his wheels for a few seconds and offer an alternative (“Of course I can use my strong body in this tea ceremony!”). it’s assumed that all the characters failed. When feats enter the picture. giving him a success with two extra successes. the appropriate skill for hurling dynamite.Body feat. then he’s stuck with only his abilities and situational modifiers to guide him. Slims is a pretty toned dude. accustomed to using feats differently than they were intended. Mendoza Slims. Joe’s old commander wants to see how Joe will react in less than favorable conditions. the director decides upon a +2 situational modifier for Joe’s next attempt to climb the wall. finds himself holding a lit bundle of dynamite. And that’s terrible. let’s say that a collection of academics and idle rich are rifling through the old mansion of the recently deceased and slightly spooky Zebediah Algernon Braithwaite III (Junior). Since all he needs to climb the wall is a basic success. it won’t do the trick. things get a little more complicated. they can try the search again. After his initial failure. if not the slowdown caused by piggy-backing ideas. the same rule applies when the director asks the team to make a check. then he can use half the modifier of the suggested feat. Distracting his old friend. the limit. trying to find a Who Does Checks. a well-known collector of rare curios. if an action fails it can’t be tried again by the same group until circumstances have 21 . This beats the target number of 8 by 2. significantly changed. The director rules that there are no specific situation modifiers. Joe looks at his hands and curses. If they’re being stalked by ninja. Joe’s player draws a 4 for a total of 10 (3+3+4). they hear a rumor that the house’s owner spent a lot of time in his wine cellar. “We didn’t find anything before. What we can guarantee is that every one will have an associated ability. though most will. which gives him a +3 feat modifier to climb actions. Joe receives a –3 modifier. Because of the slick surface. and Slims wants to get it as far away from his briefcase of nitroglycerin as possible. Joe’s player takes that option and automatically succeeds. Joe can instead choose to call on the Rule of Seven. After all. that’s it. The director decides that this is an action of brute force based off the Strength ability. but since 3+3+2 is greater than six. which is less than 8. However. he asks Joe to try again. To stay fair. but doesn’t have any ranks in Strong Body. Example: Laura’s character. and are unable to find anything of interest. If a character doesn’t have an appropriate feat to attempt an action. Impressed as he is. They make their check. the most alert character is the one who should make the draw. which is odd since Zeb (Jr) was a teetotaler. Later in the session. Ability And Feat Modifiers Not all action checks will have modifiers or related feats. Surprised by Joe’s preparation. he slips on a pair of climbing gloves and complains until the sun has dried the wall. If that character fails. The combined modifier is still +6. Spraying the wall down with a hose. Unable to get a grip on the wall. An important extension to this rule is the finders’ keepers clause.

way out. As the character gains in experience and ends up with a few favors from the universe. The director agrees.5 which rounds to +2. Damage is generally written in this way. plus one more for every four extra successes. Always round up when you get halves). the better the outcome of his action check. as well as in the feat descriptions at the end of the book. Difficulty Average / Standard Tough / Hero Very challenging / Demigod Almost impossible / Godlike Extreme! Usual Modifier +2 to -1 -2 to -5 -6 to -9 -10 to -13 -14 or more Success And Failure For every point that a character exceeds the action total of eight. no one ever became a hero by sitting back and eating sandwiches – unless there were some awfully brutal complications (perhaps a particularly disturbing set of fillings in the sandwich). As characters slip into the 150 Karma range. If you end up with an eight to ten. She recalls that in his youth. Any further than 300 Karma. Examples are available below. Does that sound a little artificial? Let’s take this time to brainstorm a little. or making it difficult to acquire the necessary tools and the negative modifiers will start rolling in. negative situation modifiers will become commonplace. he has achieved an Extra Success. Eleven to thirteen (three. so a knife deals [1+1/3] damage: one damage if you barely succeed. With the new range of feats at their disposal. It’s marked like this: [1+1/2] or [2+1/4]. Laura successfully argues that all of Slims’ javelin practice has nevertheless influenced the muscle memory of his arms. the characters haven’t had time to make too many enemies yet. the majority should have solutions resulting in positive modifiers. resulting in extra damage or achieving certain other effects. adventures will become increasingly unbelievable as situations arise to uniquely challenge them. even wilder actions are possible. but should be able to handle a few tough actions in their area of specialization. the director should be aware of the effect of introducing situational modifiers. no problem. This means that he has done better than barely succeeding. [2+1/4] means that a basic success equals two. plus one more for every two extra successes. and an additional point of damage for every three extra successes. as represented by his 3 ranks in Throw. four or five extra successes) and it’s two damage. they should keep pace just fine with the increasing difficulty. their easy bonuses should begin to drop. the characters will have the option of transcending their Standard beginnings to enter Hero level. and things start to look hairy. either. the dagger deals one point of damage – barely a scratch. Start rushing characters. By that point however. Situational Modifiers Although it’s difficult to prepare for every crazy stunt and complication of failure. Unless the story starts out in the middle of the action. The more extra successes he has. it’s just one more example of how much the universe loves a hero. [1+1/2] indicates that a basic success results in one of whatever the check is for. Their 22 . and plenty of time can give positive modifiers. Around the 200 Karma mark. dark forces will begin to strike back. and additional effects based on the number of extra successes. stick them in a hurricane. and thus allows half the modifier (+1. An action check total of fourteen Starting characters should be aiming for average actions most of the time. Perfect weather. Although this may concern some of you with grittier views of adventure. Although the Throw skill is usually used for accuracy rather than the brute distance that Slims is hoping for. Many actions have a basic effect for their normal success. Mendoza Slims was an accomplished javelin thrower. Remember that players hate being spoiled almost as much as they dislike deathtraps with no way to escape. masterwork tools. When designing challenges for beginner characters.

Print up some posters and slay the fatted calf. The opposite of an extraordinary success is a disaster. Bill! Unfortunately Bill draws a 1 and adds his modifiers. Bill draws a 5 and breathes a sigh of relief. a degree of trickery is required. failing to negotiate a band’s performance fee is going to have fewer complications than being unable to appease a ring of suspicious hoplites. is already a failure (a 1 on the first card will always fail). that will crop up at a later point in the session. Maybe his car is in the direct path of an oncoming fruit cart. Except in extremely specialized games. And so on. intent on stealing from the pirate captain. Take the effect that the character had at 20 and double sixteen (six. It’s a failure. or dropping his source of light. The more it misses eight by. Double the damage for an attack. Refer to the following examples for ideas. so the director should treat the check as merely failing: “Sorry. This means the character fails so badly he suffers extremely negative consequences. For actions involving information (Knowledge checks. and the more the character will suffer as a result. Inquire and Search. Empathy. A second 1 is always a disaster. but even worse – it takes 3 off the total when checking for a disaster! Example: Joe attempts to explain to an angry. Now to find out if it’s worse than that. his reaction time increased by 1 Tick until combat ends (more on reactions later). Any action check that does not at least reach eight is a failure. you can’t remember anything about that / you don’t spot anything / it doesn’t appear that there is anything concealed”. There are ruffians about. The diplomacy has reached an impasse. If the total of the two cards and any modifiers is still less than 8. or 2 will be a disaster. your character has achieved an extraordinary success. so on his second draw a 1. The player pretty much knows it was a disaster from seeing his card. It’s more difficult to provide hard and fast rulings for mental or social successes. Example 2: In a combat situation. The director has to determine the exact effects of a failure based on the nature of the task and the mood of the situation. but at least Joe didn’t let slip that he had also drunk all of the pirate’s rum to test it for poison. the character finds himself in a dangerous position that requires a successful action and at least five seconds to recover from. but the director can be trusted in these matters. Extraordinary Success / Disasters If you’re lucky enough to get an action total of 21 or higher. unless they have a feat that specifically allows this. but in the case of a disaster. the character ends up looking like a boorish clod. no matter what. The stifled laughter and attempts to avoid his gaze make this painfully clear. the character has a disaster against his name. the character makes a split-second tactical mistake resulting in a -1 penalty to all his action checks until the end of combat. The director has to determine the exact effects of a disaster based on the nature of the task. He suffers a –5 penalty for all social actions involving anyone who witnessed his failure for the rest of the session. Alertness. She’s pretty smart. for example). getting to five. It’s also worth noting that characters may not spend Karma or use any other means to increase their total to avoid a disaster. Bill’s total of five misses the target of eight by three. If the card for an action check is a 1. and so forth. Example 3: During a chase where every second counts. don’t forget that the Doom counts as a 1. it’s entirely possible. It’s disappointing to get completely shut down because of a bum draw. In all of this. He could find himself struggling for balance on the edge of a building. double the amount of damage avoided for a dodging maneuver. the action’s a disaster. The action 23 . he’s hosed. sprawled at the feet of an enemy. seven or eight extra successes) deals three damage. However. the character needs to draw again. and other factors. Furthermore. Example 1: In a social situation. and Joe’s team needs to think of other ways out. This can range from simple embarrassment to utterly compromising a mission. but gullible pirate captain that he was only lurking in the secret treasure cave because he wanted to double-check the security. the circumstances. the greater the failure. Good thinking. because that was pretty impressive no matter how you look at it.

In this situation. after all. the character has a disaster chalked up against his name after flunking a Knowledge roll. This is generally the desperate 24 . go with the area the character is more skilled in – we all tend to use our best strengths when possible. She tells him that he notices that the woman in the raincoat on the other side of the street is carrying a concealed gun as she ducks into a side alley. He succeeds at an Alertness roll later. the other action has a –2 modifier associated with it and the character must also make a Resolve check or the automatic action will fail. with a Resolve check to reload). Nine times out of ten. Of course. Movement is normally exempt from the Resolve check. His chance of either action succeeding is reduced. and the director decides the story could use some more confusion. a single check is sufficient. The real threat was the man in the black suit behind him. Diplomacy and Negotiation may both apply to a social interaction. This tends to be the person with the best collection of modifiers. and was an innocent bystander on her way to work. the player can elect to take a basic success rather than drawing a card. Double Actions A character may attempt to merge two actions into one. Their modifiers aren’t necessarily the modifiers for the base task. Group Action Checks Sometimes two or more characters want to work on a particular task together. If the total modifiers added up to more than +6. the character only has to make a single Resolve check to succeed at the double action. Examples include drawing a gun while making an emergency stop in a vehicle (a drive action at –2. you’re advised not to take this to extremes or it’ll slow your game to a crawl. If neither action requires an action check. Directors. If both require an action check. In these cases. If the total is eight then the character succeeds. Failure means he chooses one of the actions to succeed and the other fails. a primary character needs to be decided on. If one of the actions doesn’t normally require an action check.For instance. but the combined time of the actions is only as long as the lengthier of the two. then adding in the modifiers of all the helpers. but the other action’s check still gets –2 if you’re walking. Every participant who succeeds gives the primary character a [1+1/3] modifier. every disaster tacks on a –4 modifier. Types Of Action Check Standard Action Checks Exactly as discussed previously. these make up the vast majority of checks in a game. attempt of a character who’s trying to shoot two opponents simultaneously or intimidate his foes while swinging into the fray on a chandelier. Our advice to directors is not to go too far with multiple checks or it will slow the game down significantly. she may instead rule that the action requires success at two actions to succeed. which becomes -4 if you’re running and –6 if you’re sprinting. All the participants other than the primary character make their assisting action checks. but rather how difficult it is for them to help the primary character. the character should carry out both checks with a –4 penalty. Multi-Skill Action Checks Sometimes you will have two feats that apply to a given task — for example. Get a random number from the deck and add the various modifiers. If in doubt. many hands make light work. The woman was merely carrying an umbrella. the director announces which is the most appropriate based on how the player explains his approach. The primary character then makes his action check with his own modifiers representing the difficulty of the original task. The action check is then made against the appropriate feat and ability. plus a Resolve check to concentrate on drawing the weapon) and looking for a suitable escape route while reloading a gun (a Search action at –2. but common sense can overrule this.

Using the previous example. Example: A determined florist is trying to sneak past Joe to deliver a bouquet holding a coded message to Joe’s prisoner. the messenger’s skill at hiding would give modifiers to Joe’s skill at searching. and now it’s time to look at the most immediately satisfying type: the opposed action check. The florist would get the positive modifier for the darkness. First. for instance) the best person makes the check for that half of the opposed action. The florist was actively sneaking. This gives the creeper –3 to the action check that he just made: -1 for the basic success and –1 for each extra success. but far from the only one. which takes place over a series of rounds. the character attempting the action makes his check first. rather than Joe getting Hurting And Healing Eventually tempers will flare. A brief sentence or witty exchange and moving less than 1m both count as free actions. and it will become important to know how fast everyone can react with violence. but his friends might be able to assist just like a normal group action check. For combat purposes. Joe was merely being alert. you’ll need more than a free action to win your Oscar. Then Joe is asked to make an Alertness check – he gets a 10. Physical combat’s a good example. Some of the flunkies would fail disastrously while others would be hidden better than if they were invisible.Directors may restrict a group’s ability to help a character with a task by giving significant negative modifiers for the helpers. but that’s too many checks. let your best judgment lead you. based on the best Perception modifier in the group. In each round every character gets to take an action until it’s no longer necessary to divide time so precisely. not all action checks can benefit from the assistance of other people. In an opposed action check. Each success the opposing character gets strips 1 from the first character’s total. what if the determined florist brought some friends along to carry his camouflage foliage while Joe’s friends stuck around to help him keep watch? Separate checks could be made for each infiltrator and for each watcher. the person performing the opposing action is always the second to make his check. The director makes an action check for the florist at +2 because of the dim light and notes the total. As always. with active uses and passive uses. This example illustrates two important points. right? Now see it this way: Each group makes one action check. As refreshing as a good monologue can be. Resisting intimidation with one’s Resolve and head-to-head Negotiation also fit the bill. Imagine that. words will be said. common sense will take you far if you’re unsure whether to use the best or worst group of modifiers. Some can only benefit from having one or two helpers at most. a negative modifier because he couldn’t see his hand in front of his face. 25 . Many actions are paired like this. or not. there isn’t always going to be enough room for that many pairs of hands. Joe and his chums also make a single check. while a disaster becomes a +5 bonus. As much as everyone is going to want to help stop the portcullis from slamming down. In the basic rules we use a system called Quick-Fire Combat. If Joe had thought he’d heard something and searched the area while the florist hid. Conflict drives our stories. actions come in two flavors: A free action is one that takes no time. For active checks (where the group is all searching. The florists use the lowest modifier present in the team because all it takes is one sneeze and Joe’s gang will be on them. Any character may make one free action without penalty whenever he takes a full action. Remember a chain is only as strong as its weakest link. Then the opposing character makes his. normally the active action. Opposed Action Checks Characters will often find themselves in situations where someone doesn’t want them to succeed. Opposed Group Action Checks Sometimes you will have two groups making opposing actions. The second point is that the same factors only modify one of the two checks.

A jacket woven from modern anti-ballistic fibers. If you’re working on something over several rounds. the director decides the action time of each one. Once all the action times are known. Protection is the amount of damage soaked from each hit. When the round is over. Melee Combat and Unarmed Combat may be used instead of Dodge in certain circumstances to avoid taking damage. although it may be a double action (see above). If two characters have the same reaction time. Since armor tends to be bulky and slow people down.A full action occupies all of a character’s attention for a round. A weapon’s armor penetration may help a weapon ignore some of this. running. In each round. The player adds this to his character’s final reaction time and makes a note of the total. Examples of full actions include walking. he can elect to sacrifice his action for the round (or next round’s action if he’s already acted) to make a Dodge check. it’s important to know the order of what’s going to happen. As the actions are announced. the one with higher Wits is a hair faster. and using skills (including attacking). so if the final action time for something is higher than that. throwing a grenade (25 Ticks). If they both have the same Wits. Start at 1 and go toward the top until everything’s done. Other common combat actions are included in the splash below. the characters announce their actions in order of their final reaction times. the cycle continues until the fighting’s over. leaping. Total 2 or less Total 3-4 Total 5-6 Total 7-8 Total 9-10 Total 11-12 Total 13-14 Total 15-17 Total 18-20 Total 21 or more Reaction Time 10 Reaction Time 9 Reaction Time 8 Reaction Time 7 Reaction Time 6 Reaction Time 5 Reaction Time 4 Reaction Time 3 Reaction Time 2 Reaction Time 1 Next. Weapon-based attacks have their action time listed in their weapon stats. Recommended Strength 0. the character’s reaction time is 15. That way the faster characters have time to see what everyone else is doing and react appropriately. Some actions have their action time mentioned in the feat describing the action. At the start of each round everyone makes a Wits-based reaction check. For each point the wearer is short of the Recommended Strength he gets -1 to all Dexterity and movement based action checks. Armor Group Light. Reaction Modifier 2. This reaction time. Protection 7. One Tick is the same as 1/10th of a second. you need to know each combatant’s reaction time. If a character doesn’t like the action check total of an attack against him. if a little rough around the edges. A character can only perform one full action at a time. Time For Action! Drawing a pistol from a holster (15 Ticks). applying any successes as negative modifiers to the attack total. starting with the slowest fighter. Each round only covers 100 Ticks. it will take place in a future round. they’re resolved in order. Characters with the same action time act simultaneously. To do this. choose randomly who announces his action first. is measured in Ticks. This represents a block. Anatomy Of Armor Armor is generally presented in this format: Cheap Kevlar Vest . it increases its wearers’ reaction time. The reaction modifier in the armor’s description is added like a penalty to the wearer’s reaction time (not the reaction check). 26 . walking (10 Ticks per 2m). don’t announce an action in the next round – just take 100 off your action time. If it’s a disaster. drawing a pistol from an ankle holster (40 Ticks). like everything in combat.

talisman-studios. or keeping the weapon between you and the source of harm. To keep track of stun and lethal damage. they each make a reaction check: Joe gets reactions of 4. If the poor guy now takes 10 stun damage: Taking Damage When a character takes damage. but pound 27 . For example. his health would look like this: Example: Joe and a security guard are squaring off. Adding his reactions. Hearing this. Short range gives a +2 to hit. cross off that number of boxes from the appropriate Health He only had 7 Health left. Melee Combat may be used against melee and unarmed attacks. Joe is now at –1 Health and receives –1 to all actions. Check www. so no surprises. with an action time of 24 Ticks. and resolve them.The standard six-shooter. and follows all the appropriate rules for interrupting. The guard has to announce his action first: he’ll shoot at Joe. Joe realizes that the time for tact is over. Damage [2+1/2]. Weapon Group Pistols. At the start of combat.parry. Lethal mental and spiritual damage are rare. Lethal physical damage is all too common for adventuring-types. and extreme range –6. The guard is wearing armor that gives him a +4 penalty so his total is for free weapon tables. Recommended Strength 0. three more of those slash marks become crosses. so he’ll fire on Tick 42. This continues until we no longer need such precise time-keeping. long range –3. What happens next is that any excess damage automatically converts stun to lethal on a 1-for-1 basis. Joe’s pistol is small and quick. the guard 3. It follows the same rules though. Falling and explosions can do a mix of both. then anything above 8 and below –8 isn’t relevant to him. Double that to figure out the extent of long range (24-48m in this case). Armor Penetration 3. He responds that he’ll cap the guard first. The black boxes have been filled to show Health beyond Joe’s maximum. The guard’s weapon has an action time of 35. Action Time 29. Next round they check reactions again. with unarmed attacks being the main exception. Joe has a pistol and the guard has a submachine gun. Ranges 12/24. Fists only deal stun damage. For every point the attacker is short of the recommended strength he gets –2 to hit. so we’ll stick to that in the examples. The range line tells us 0-12m is short range and 12-24m is medium range. we recommend that you cross off boxes with a slash for stun and a cross for lethal. Unarmed Combat may be used to block other Unarmed Combat attacks. we find he’ll fire on Tick 28. Most weapons do lethal damage. it’s still considered a Dodge action though. and double that to learn the limit of extreme range (48-96m for the revolver). Armor Penetration is the amount of armor ignored by each hit. Ammo 6 Reload Time 50. announce actions. Since he has a Constitution of +3. bar. so those spots are filled with stun damage and he’s officially incapacitated. If Joe then takes 7 points of lethal damage (ouch!). this is the physical Health of Joe once he’s taken a couple of points of stun damage: Anatomy Of A Weapon Weapons are generally presented in this format: Revolver . Lethal damage always goes first and shunts any stun damage further along the line. but you’ll find ways to take it and dish it out later on. There are two forms of damage for each type of Health: stun and lethal.

the director should treat the fall as being shorter than it truly was. it’s personal. Physical damage is the most likely to kill a character but lethal mental damage and spiritual damage are handled the same way. someone hard enough and he’ll still die. Once a character has taken double his maximum Health in lethal damage (that is. and next time you meet your attacker. This instant death might seem a little harsh. At this point in time Joe needs a friend to haul him out of trouble and a good doctor. Healing Five minutes of total rest heals one point of stun damage from each of the three categories. For example. a character whose maximum Health is +7 reaches –7). Alternatively he may choose to negate 2 points of stun for each point of lethal he chooses not to negate with this total. The faller is allowed to make an Endurance check and he can negate [0+1/2] lethal damage for being so tough. but even they have their limits. Characters keep going after beatings that would cripple most folks. Physical death tends to follow soon after. The break 28 . and calculate damage based on the reduced height. but it’s already a sight more resilient than regular people who only last until zero. physical husks unable to think or act for themselves.Falling Falling deals physical damage: 2 lethal and 4 stun per 5m fallen (about one floor of a building). an armor rating of two prevents the first two points of lethal or stun damage from each incoming attack. It’ll keep you alive. he’s dead. Falling into something soft can greatly alleviate falling damage. Spiritual damage isn’t quite as well understood. An overdose of mental damage could result in a brain aneurysm or a permanent mental collapse attached to a one-way ticket to the sanitarium. When such fortunes smile on a character. It’s enough to know that sufferers of soul death end up as rough. Making a quick escape when reduced to negative Health is a valid tactic in many cases. Armor may help protect against physical damage depending on its rating.

Draw a card and add a +1 modifier per five points of Current Karma the character has at that time.. He succeeds and carries on. Failing the Resolve check doesn’t have any extra effects. Resolve is the equivalent for mental focus. but the director rules that his soft-hearted friend needs to make a Bravery check. the following points heal at the faster rate of one per week. that’s a whole different Bravery check. The entire process is described in detail in the relevant feats at the end of the book. She agrees. sometimes there’s nothing you can do but hope that things will work out. picks one at random. He’s hardcore. He succeeds and carries on. Note that the character may not spend Karma to increase this check. Resolve. Then he’s considered seriously wounded and these Health levels are healed at a natural rate of one per month. The quality of that healing depends on the skill of the providers and the tools at their disposal. While we’re talking about special actions. Bravery. when a character requires an endurance check. as long as he isn’t doing any work that requires an action check. but at the end his Stamina check will be at –6 and Joe’s not going to be happy either way. If Joe grabs a large bunch of keys as he’s running from some guards. every minute means another Bravery check. but Joe will want to succeed. though. Example 3: Joe and a friend are under heavy fire. After a while he needs to pass another Stamina check. Situational modifiers are still valid. That’s as far as his tired legs will take him either way. Lethal damage is healed at the rate of one point per week except when the character is down to negative Health. It may not be luck that we’re talking about. Sometimes they’re longer-lasting effects. grating on your nerves. After he opens the book. Failure will mean he has to stop to catch his breath. pinned with little cover. concentration and similar acts of Willpower. making your hair stand up at improper angles. the director decides if the results could be harmful or not and the exact terms of the check. the next check will 29 . Joe uses his Resolve check as a Dodge action against the spirit’s attack. the evil spirit inside tries to take over his mind. If he fails. medical attention is worth looking into if you want to heal fast. when he meets the dragon later. If he’s mentally incapacitated by the spirit. At that point. up to the usual maximum of +6. he’ll take 2 points of physical stun damage for every point he fails by. which the director rules is a Stamina check. he’s shaken and takes points of spiritual stun damage for every point by which he failed the check. No matter how good you bumped up to ten minutes per point if the character isn’t quite in a happy place. Further on. the better you’ll do. it will have free run of his body. She also rules that if he stays where he is. Example 2: Joe is trying to focus on picking the lock on an ancient book while he’s under fire. If he fails. This is a form of mental attack. even for Fate. Example 1: Joe has been running for an extended period. Other times. the director could apply a negative modifier to the Fate check. He gets shot and the director says that a Resolve check is needed or he’s lost concentration and has to start over. at least in the face of enemy fire. based on Spirit. Bill begs the director to let Joe carry on. Joe is used to this sort of thing from his years in the army. Use Stamina (a Constitution-based check) to answer questions of physical endurance. Once Joe’s friend passes a check or retreats to a more defensible position. All three work in a similar manner. be at –4. certain outcomes have nothing to do with a character’s abilities or feats. Stamina. that’s a Fate check! Depending on the number of keys on the key ring. this time with –2 modifier. but it’s close enough for most people. Once he’s back at zero health.. and jams it wildly into the first lock that he reaches. you won’t think that there’s a problem at all until someone realizes that hauling all those crates through the jungle is likely to get pretty tiring. is used for everything from resisting shell shock to confronting hideous monsters that shake your faith past its breaking point. he’ll be all right for the rest of the story. Bravery and… Fate Not all problems take the form of immediate damage. Of course. The more the universe likes you at that time. you need a Fate check.

30 .

Section Four: Advanced Rules .

the weather is going to be your enemy. Ambient Environmental Conditions: Surviving in the wilderness without gear is tough enough without having to deal with snow up to your armpits. Characters who take this route can sacrifice accuracy to do anything in up to ½ the time it would normally take with a –6 modifier. This extends from +3 for triple the time. or actually blinded) have a –8 modifier. This doesn’t apply to movement (to extend that. and swamp gas. Slowing down to finish the job in ¾ of the standard time reduces the modifier to –3. Suzerain’s advanced rules include more details for situations that provide action modifiers. To help a director pick suitable situation modifiers. if you’re hanging from a helicopter with your good hand. up to +5 for working five times as long as the base action time. If you take extra time to ensure that everything’s neat and squared away. Physical actions while blind (in total darkness. Such modifiers stack. That said. a character can carry 10kg of weight plus 5kg per point of Strength (or -2kg per negative point of Strength) without being encumbered for most actions. drought. read on. blindfolded. Time: Sometimes a rush job is the only way to get something done. Lighting: Physical actions in poor lighting have a –2 modifier. Off-Hand Actions: Trust us. but you’ll have to decide if that’s worth all of the problems caused by stinging winds. a +2 modifier isn’t out of place at the cost of doubling the necessary time. Tools And Equipment: If a character is using inappropriate tools for a task. if you’re the type of gamer who goes after realistic outcomes through crunchy rule-bits. characters performing actions not requiring an action check can work faster if they pass a Resolve check ranging from no modifiers to -2. so hurriedly picking locks in the dark is going to end up being awfully difficult. it’s going to become a lot more difficult to untie yourself from any ropes. In pretty much every case. while climbing through a storm could give a –1 to –8 penalty depending on the weather report. Anything better than the basic model may give a +1 to +4 modifier to the action. ignore his clothes and a small amount of regular adventuring gear. but if it’s the type of content that all of you want in your game. In night conditions this increases to –5. As a guideline. At the discretion of the director. this will normally impose a –2 to –6 modifier.Common Situation Modifiers None of the following rules are essential to roleplaying in the Suzerain universe. Looking into bright sunlight while driving an obstacle course could give a –1 to –4 modifier. Off-hand actions suffer a –4 penalty. Doing fine work with your hands in freezing conditions may give a –1 to –4 modifier. It’s the director’s final call whether any of these optional widgets are used. Encumbrance: The director may rule that a character is encumbered if he is carrying enough weight that it would get in the way of a particular action. It may be easier to spot an invisible sorcerer in the rain. see the Strong Body feat). then go ahead. have you ever tried picking a pocket while wearing mittens? Successful Stamina checks may protect against the first wave of environmental penalties. If he’s carrying more than his weight limit then 32 . In this way routine actions become tough pretty quickly.

As the director counts off the Ticks. Bulky objects can get in the way of an action and encumber a character even though they’re not heavy . ends up with a reaction time of 7 Ticks because his reaction time of his +4 armor modifier on top of his reaction time of 3. the guard. Again. this will take 24+4=28 Ticks. everyone flows uninterrupted through the scene until there is no longer any conflict. he may go another 24 hours before incurring further penalties. the players shout out their actions as they occur. then -4 to -6 (2-3 times his capacity). advanced combat begins with reaction checks for everyone involved. so his total action time for his shot is 28. download the free counterbased tick sheet from the Treasure section of www.he starts to get penalties to most physical actions. Fatigue: A character who does not sleep for 24 hours gets a –1 modifier to all actions. things start happening fast. so he has a reaction time of 4 Ticks. Bill’s tick sheet for Joe could 33 . The guard’s shot will resolve on Tick 49… assuming Joe hasn’t killed him on Tick 32. Second time’s a charm. but a lot more can happen during this time. plus his reaction time of 7. The director crosses out the 4 (when he announced his action) and writes in 32 next to it. but he doesn’t get any bonuses for throwing away his lead. This does away with the arbitrary combat rounds of the Quick-Fire Combat rules so everything slides naturally together. After a few actions. As long as he gets the initial six hours. This is equal to the action’s action time plus the character’s reaction time. The action time for his gun is 35 Ticks. each hour of sleep removes one point of negative modifier until the character is fully rested. Tick 32 comes around and Joe hits the guard. We recommend keeping track of reaction times and when actions go off on a piece of paper. the action resolves and cards are drawn accordingly. so Joe declares a second Joe [4] 4 32 60 The director’s tick sheet meanwhile looks like this: Guard [7] 7 49 Advanced Combat When physical conflicts escalate to combat. For example. Each second is still represented by ten Ticks. A casual dinner party can go from bad jokes and disinterested chatter to a blood-stained graveyard in moments. After six hours of uninterrupted sleep. At the end of this period. stopping when she reaches a character’s reaction time. and lives are frequently lost in the spaces between seconds. but the guard’s armor soaks enough damage to keep him in the fight. How did we get to that point? Well. Acting In Slow-Mo Just like rounds of the Quick-Fire Combat rules. In Joe’s case. Joe states his first action on Tick 4 while the guard declares his action on Tick 7. the Tick where his shot will resolve. combat starts with each character taking a number of Ticks equal to his reaction time to assess the situation. Each action takes a certain amount of time to execute before it happens. look like this (though if you prefer a visual system for keeping track. At that point the character declares his action. In those situations we can slow time down and play through the scene in SlowMo. The director crosses out the 32 and writes down 60. talisman-studios. increasing by an additional –1 for each six hour period that goes by until he sleeps. then Joe will fire back on Tick 60. This penalty should be -1 to -3 (up to double his capacity). his pistol has an action time of 24 Ticks and his reaction time is 4 Ticks. The guard announces his action on the seventh Tick.another factor the director may want to bear in mind. Reaction time is more important in this system because it’s only checked once but affects everything that you do for the whole combat. Joe may elect to hold his action to see what the guard does. The director crosses out the 7 and adds 42 to it. Not one to turn the other cheek. As time slows to a trickle. His enemy from earlier. This is also when Bill decides what Joe does next. Writing those in brackets next to the character’s name is a useful way to remember this. Joe’s reaction check total was 13. Joe’s action is to fire his pistol at the guard to show him he means business. 24+4. The director begins counting off Ticks. he responds to Joe’s pistol with his submachine gun. In our example. If the guard hasn’t killed Joe on Tick 49. even if he has not completely slept off his fatigue.

successful or not. and fires until someone decides to break the cycle. In Joe’s case that’s 5x4=20+10=30 Ticks. combat may seem to be a little robotic at this point. he’ll probably get marks for effort – and reducing the damage. the character’s original action is stopped altogether and the new plan is treated as beginning its countdown when the interrupt was declared. An 11.e. counts down. his priorities could change drastically after narrowly dodging a bullet. we have you covered. That’ll happen on Tick 91. i. he can’t interrupt again for 30 Ticks from now. if the character is not directly intervening in an action in progress. They occur immediately rather than after their action time has elapsed. Joe decides that he’d rather hold off on donating his organs for the time being. This is equal to when his declared action would have resolved plus the action time of the interrupt. Defensive interrupts (attempts to parry. is planning on pulling the lever to an electric chair containing the President of the United States. like diving behind a stack of tires to avoid the guard’s submachine gun spray on Tick 49? Don’t worry. However. Bill can announce during the action on Tick 49 that he’s interrupting. Remember that you won’t be able to interrupt again until the interrupt time’s recovery period has ended. Joe declares his action. because Joe won’t be allowed to interrupt again until the full action time has passed. With a flourish he rubs out Joe’s next action and writes a new action time down.Interrupting / Changing Actions If you’re paying close attention. That’s where your tactics come in! In cases like this. so he’s going to need some time to pull himself together. Example: T-Rexocutioner. If Joe were hacking into a computer system during the previous example. before Tick 49+30=79. In the end. But what if Joe sees a better opportunity on the way to Tick 60. the tick sheets look like this: Joe [4] Guard [7] 4 32 (79) 90 7 49 91 Interrupting doesn’t need to be a reaction like it was in the above example. Successes in the defense are taken from the successes of the attack. dodge. Let’s show how that works with our example. Even if a dodger can’t get completely out of the way. Joe’s shooting action has been pushed back by 30 Ticks – the action time for his Dodge – so he’ll shoot on Tick 90 instead of Tick 60. he tracks the interrupt action from the moment it happens. In this case it helps to think of the action time as a recovery period – Joe put a lot of effort into getting away from being hit. On Tick 49 Joe makes his Dodge and gets an action total of 12. and calls for an interrupt. 34 . or the like) resolve in a slightly different way than regular actions. again taking 42 Ticks to resolve. a costumed villain. Changes in action can also be made immediately following a Dodge action. The guard decides to try shooting Joe. It’s Tick 49 and the guard is about to resolve his shot. Additionally. The action time of a defensive interrupt is equal to 5x the character’s reaction time for that combat plus 10 Ticks. The guard’s attack receives a –5 modifier causing it to miss. showering Joe with bits of scenery. That’s bad news for Joe. Also.

“Gogogo!”. Phew! Glad we got all that out of the way. Other groups prefer a more leisurely. despite being out of character.) The director has to keep her wits about her when players announce an interrupt – there’s a fine line between an interrupt and a change of action. He interrupted an action. When a player normally announces his action. However. who is still standing above him. We suggest that the director temper her strictness to this rule with leniency when a player only wants to slightly modify an action. In some groups where the breakneck pace of combat is emphasized. If a player takes too long to decide on an action. tactical approach to combat.” The editors of Suzerain don’t honestly believe that you. he instead declares a hold. at which point the current Tick becomes the base for the action time. the gentle reader. the director is encouraged to add extra surprise modifiers or a small increase to the original action time. attack actions don’t count as interrupts. On Tick 91. but it takes place after the standard number of Ticks rather than immediately. When the character gets to act again. or the guard could decide to do something rash 35 . That player may ) announce an action at any time after that. the character is assumed to have paused (an automatic action with a 20 Tick action time) to gather his thoughts and scope out the scene. breaking the hold. and knows the right time to react so this is treated just like any other action rather than an interrupt. and the best course of action isn’t always clear. someone will want to be on stand-by in case the situation suddenly changes. note this by drawing an arrow (4 in place of a number. the director should provide a few options to the character based on what’s happening. the cad! If that is causing problems. Let him go for the spotty noble instead. if instead he reacts to the pulled lever by reloading his weapon. In most cases. Joe’s interruption was just like a regular action because he was holding. Otherwise combat would boil down to the following exchange: Director: He’s trying to hit you. Some groups may also allow other players to make suggestions. it’s an interrupt action handled in the same way as a Dodge check. but it’s an important one. and he still has the option to interrupt before his next action arrives – although that will incur the bracketed penalty because he isn’t holding his action anymore. and change his action. It’s a good idea to make sure that everyone’s on the same page regarding pauses before making them a major portion of the game. despite his wounds the guard shoots wildly at Joe. Joe is watching and waiting. Since Joe’s action wouldn’t make any sense if he tried doing it after T-Rexocutioner’s action took place. Joe fires on Tick 90 as expected. but Joe’s not letting his guard down yet. The tick sheets look as follows: Joe [4] Guard [7] 4 32 (79) 90 4 7 49 91 A character who is holding may still attempt to interrupt another character’s action. Sometimes it’s best to gather some information before rushing in. so Joe holds. Held Actions A character may hold his action if he wants to. It would be harsh to make a charging musketeer lose his action just because a spotty noble got between him and his target. He can still announce the change in action. the tick sheets change like this following the guard’s shot: Joe [4] Guard [7] 4 32 (79) 90 121 7 49 91 Note the lack of bracketed time. there isn’t any direct intervention involved. On the tick sheet. It looks like combat is over. this is heightened by the director demanding that the player. Victory for You! (The player in this example is named “You. Other times. critically wounding the guard. You: I interrupt and hit him first. both fists blazing. Pauses In Slow-Mo Combat is a terrible mess of bodies and sound. There may be a surprise lurking in the shadows. Joe tries to dive across the room and catch the lever before it’s pulled. Since his defensive roll takes 30 Ticks. would consent to the monkeyshines of the above example.In classic hero form.

Section Five: Feats 36 .


but unskilled surgeons are considerably less common. Prerequisites: (Rank 2) Pre 0. Cha 0. for instance. There is a -2 modifier to Break-fall checks per 5m fallen after the first 5m. it cannot be bought with Karma. Wil +1. where (Rank 1) is roughly equivalent to a novice. Feats may also have prerequisites. which are made after applying the Breakfall effects. Administration Cost: Standard. Upgrading that to (Rank 3) costs 3K. when. 5 ranks. Cha +1. 5 ranks. (Rank 3) Int +2.The character attempts to make himself exceptionally supple on demand. Wil 0. attacking with Melee Combat is normally a Dexterity-based action. Skill feats go a long way in defining who the character is and his response to the world. and understands how to get things done using the path of least resistance through the processes around them. Command Animal actions normally take about one to two minutes. 5 ranks. (Rank 2) is a keen amateur. Str +1. Upgrading that to (Rank 2) costs 2K. (Rank 4) Int +4. but not riding them (which is a form of the Drive feat in fact). Modifiers depend on the intelligence of the animal and how opposed the command is to the nature of the animal – to get domesticated horses to run through a burning building requires a lot of effort. Prerequisites: (Rank 2) Dex 0. (Rank 5) Int +4. costs 4K for (Rank 4) and another 5K to upgrade it to (Rank 5). and lying uses Charm because it falls under the Bluff skill. And so on. Unless otherwise stated.A character with Acrobatics may try to soften a landing from a fall. Spi 0. The action time tends to be measured in days. After that. Manipulate Bureaucracy .The character attempts to get around bureaucratic systems or to impose them on people who might try to follow his trail. even when using the system to help you. (Rank 3) is a professional. Str +2. Restricted Feat: This feat many only be taken during character creation.Feat Basics Feats define a character mechanically by representing his skills and important traits. (Rank 4) Pre +4. Wil +2. (Rank 4) Dex +4. lowering the lethal damage he would otherwise take by [1+1/3] (or he may negate 2 points of stun for each point of lethal he chooses not to negate with this total). Spi +1. there’s going to be paperwork to file. Wil 0. and (Rank 5) is a world authority in his field. A feat that only has ranks 4 and 5. but the final decision always rests with the director. Negative feats also exist to describe a character’s less-than-heroic traits and weaknesses. Str 0. Break-fall checks are additional to Endurance check for falling. The action time tends to be between 30 seconds and 10 minutes respectively. (Rank 3) Dex +2. Two special limitations are commonly found: Starter Feat: This feat may only be taken during character creation.Administrative rather than military strategy. Finding new ways to use old skills is one of the reasons that player characters are out saving the day instead of a bunch of lawfully appointed extras. Administration is the skill of understanding and manipulating bureaucracy and running a business. (Rank 5) Dex +4. Prerequisites: (Rank 2) Int 0. Acrobatics allows your character to pull off remarkable feats of bodily flexibility and control. A good bureaucrat knows the way things work. (Rank 3) Pre +2. (Rank 5) Pre +4. A successful Contortion check means that the character can squeeze through a tight hole or slip out of restraints. Unless otherwise stated. Contortion . Actions detailed within a skill’s description are just fleshed out examples of common actions associated with that feat. you might find the game circumstances mysteriously warrant it during the next session or two. what. Skill Feats Skills tend to come in 5 ranks of proficiency. Wil +2. The director may award it during play if the character’s circumstances warrant it. awarding less Karma for the session but giving the character this feat instead. If you lobby her for that special reward. People untrained in lying do it every day. Wil 0. where. the better the organization will perform. Each skill has a primary ability associated with it (the one with the highest prerequisite requirement) and generally actions for that skill are based on that ability. Some skill feats also allow characters to 38 . Wil +1. this is the planning of who. at the end of which time a success would indicate that the animal follows a single simple command. Manipulating Bureaucracy may be an opposed action check between two administrators or a normal action check against a faceless bureaucracy. even though they are more responsive to commands than most wild animals. Business Planning* . perform actions that cannot be attempted by people without the feat – such actions are marked with an asterisk (*) in the feat description. (Rank 4) is an expert in that field. the character may add his rank in a skill as a modifier to any related action check. feats have a standard Karma cost as follows: (Rank 1) costs 1K. Wil +1. Animal Empathy Cost: Standard. Command Animal . The more successes in the check. Acrobatics Cost: Standard.This involves managing animals. how and why in a business or public office. Thus. Break-fall* .

(Rank 4) Wit +4. (Rank 5) Cha +4. However. Such delicate matters require an action check. (Rank 5) Dex +4. usually days if training for a month or weeks if training for life. This is an opposed action against the target’s Resolve check. Pre 0. and maybe even steer vaguely in the right direction (if the director is feeling particularly generous). Negative modifiers apply if the character does not have access to a varied wardrobe and proper makeup. Common sense. while a disaster makes the effects twice as bad. Dodge Cost: Standard. trucks. but still gets +3 when attacking with other weapon groups because he retains his (Rank 3) in Melee Combat or Ranged Combat. (Rank 3) Cha +2. Prerequisites: (Rank 2) Wit 0. ranks 4 and 5 only. Wit +2. Wit 0. This turns the attack into an opposed action. and aircraft) counts as a separate feat. Wit +1. the character has located a sore spot and made that enemy angry. As a general rule though. a diplomatic word can get you a lot further than an army of muscle. Lie . Int +1. the character takes a 75 Tick action to find the perfect moment to make a cutting remark at an opponent’s expense. 5 ranks. 5 ranks. (Rank 4) Wit +4. Each vehicle group (examples being cars. Any successes on the Dodge lower the action check total of the attack. Wil +2. However. (Rank 5) Dex +4. Up to (Rank 3) the character only needs to develop his skill in Melee or Ranged Combat. (Rank 5) Cha +4. Attack . Spi +1. After experiencing many forms of battle. Str 0. Int 0. Using the above groups as examples.This is the art of saying things in an appropriate manner and avoiding world wars. grouped here for convenience only. Wit 0. (Rank 3) Wit +2. Wit +1. Diplomatic Conversation . seduction is not to be rushed. Success on the Taunt action imposes a [1+1/3] negative modifier to all attack checks the opponent makes until the end of combat. All Control Animal actions require a long period of devoted time. Combat Mastery Cost: Standard. and he gets +5 when attacking with that weapon (still getting +4 for other weapons in the group). Drive – Various Vehicle Groups Cost: Standard. In many situations. such tactics are always a valid option. Change Identity – The ability of the character to change his appearance and act the part. 5 ranks. Seduce . Each combatant may only be the target of one Taunt attempt each combat. Wil +1. (Rank 3) Cha +2. Wil 0. Bluff Cost: Standard. Getting an animal to do something against its nature has a higher difficulty. (Rank 4) Dex +4. Any attempts to “get to the point” should result in substantial penalties. (Rank 4) Cha +4. Diplomacy is used in situations when a tactful response is necessary. riding.Pretending to be a specific person is a tougher proposition that only skilled disguise artists can attempt. While this isn’t necessarily just saying what the other party wants to hear. (Rank 4) Int +4. smarter animals take less time to train in general (such as training sheep dogs to bark at intruders versus training sheep to bleat at intruders). but success generally lessens the effects or avoids the danger altogether. (Rank 5) Wit +4. Wit +2. –6 for only having a brief third-party description. (Rank 3) Wit +2. Int +1. The exact repercussions depend on whether you’re playing the basic rules or advanced rules – see the appropriate section for details. (Rank 3) Int +2.One specific example of where a diplomatic approach is best is in seduction attempts. Spi 0. Dex 0. Control Vehicle – While driving.Control Animal* . Prerequisites: (Rank 2) Wit 0. (Rank 5) Wit +4. This is an opposed check against an onlooker’s Notice. fancy maneuvering and emergency activity are a wholly different proposition. Disguises normally need to be reapplied each day and take 1 hour to put on. The difficulty depends on the exact circumstances. which may be actively resisted with the target’s Resolve. Simply add any successes from the Bluff as a positive modifier to your Wager check.In a combat situation. (Rank 3) Dex +2. this is also the feat for seduction. Pre +1. Each situation will demand a different amount of time. warriors tend to obtain trademark techniques. Take Evasive Action – The character is trained to get out of the way of sudden non-combat changes in his environment such as falling masonry or a trap. Prerequisites: (Rank 2) Int 0. if the conversation becomes too wild. after which time the training deteriorates and the animal reverts to the wild) is at a -4 penalty. Wil 0. Similar modifiers apply to Notice checks depending on how well the onlooker knows the subject. Modifiers depend on the trickiness of what the character is trying to do and the suitability of his ride. the Bluff feat becomes more appropriate. Dex +1. However.Action time is dependent on the weapon. Going beyond that point requires a Combat Mastery feat and the choice of a weapon group. Int 0. so the action time of the action is up to the director to decide. Disguise Cost: Standard. the opposing half of a Read Intentions check (see the Empathy feat). Prerequisites: (Rank 2) Cha 0. Wil +1. Dodge – If a character doesn’t appreciate the action check total of an incoming attack. but if your bluff is a disaster then you upset a whole heap of people at the director’s discretion. is your guide. Int 0. Str +1. he may make a Dodge check to try to get out of the way. Wil +1. Empathy Cost: Standard. Some characters are more skilled at not telling the truth than others. (Rank 4) Cha +4. When upgrading to (Rank 5). the character gets +4 to his attack checks. As a bonus. 5 ranks. ‘assault rifles’ or ‘bows’. Prerequisites: (Rank 2) Dex 0. This feat is used to hide one’s true motives. as always. Wit +1. Wil 0. 5 ranks. 39 . Wit 0. Prerequisites: Melee Combat or Ranged Combat (Rank 3). Lie checks normally take from a few seconds to a minute and can be used instead of a Wager check to bluff a win at a gambling game like poker (see the Gambling feat). Melee weapon groups include ‘swords’ or ‘axes’ while ranged weapons have categories like ‘pistols’.Bluff may be used to tell a convincing untruth as an opposed action against the target’s Empathy check. Wit +1. the character needs to choose a particular weapon within the weapon group he chose previously. the scimitar might be a suitable weapon within the ‘swords’ group and the AK-47 might be a suitable weapon within the ‘assault rifles’ group. and training for life (rather than the basic which is a month. When attacking with weapons of this group. Impersonate checks work in exactly the same way that Change Identity checks do. Impersonate* . Prerequisites: (Rank 2) Cha 0. Please note that even though a Sunday driver won’t be too familiar with hovercrafts or military choppers he may be able to start an unfamiliar vehicle or get it moving. Int +1. although it’s equally valid when dealing with a rough street gang or an ambassador’s dinner party. Pre +2. 5 ranks. dodging inevitably interrupts the character’s own action and slows him down. –4 penalty for only having a single picture. Wil +2. boats.This is the ability to train animals. although there are further negative modifiers if the character does not know the subject of the impersonation well: -2 for only having briefly met the subject or only having a set of surveillance photos. Taunt* . (Rank 5) Int +4. sailing or flying a vehicle under normal circumstances doesn’t require a check. Diplomacy Cost: Standard. Dex +2. (Rank 4) Dex +4. If it’s successful. Wit +2.

This process may take many hours or days. First Aid Cost: Standard. 5 ranks. 10% with four. Manufacturing chemical.The art of creating singular counterfeit documents. pressure. Knowledge or Surgery are more appropriate.The character is skilled in patching wounds in the field.” A failure may not be fatal. The Forgery check has no modifier for a simple signature. Read Intentions . and the action time for this check is 5 minutes. Getting to higher levels of Influence obviously requires in-game access to more important people. codes concealed in the margins. Administer First Aid* . Scrutinize checks take five minutes for hand-held items. Time. (Rank 4) Int +4. Each attempt takes two weeks of solid schmoozing. then there is a further -4 modifier. Bomb Disposal* . as well as heavier materials. If successful. (Rank 5) Int +4. Int +2. Spi 0. Furthermore. 5 ranks. Wil 0. based on some background knowledge of the market in question. Anything less than a first aid kit will incur penalties. Wit 0. -2 for a signature on a company’s forged letterhead paper. Bomb Disposal and Bomb Making may be used in an opposed action check if the bomb-maker and bomb disposal teams are both key extras or characters.The opposite of Bomb Disposal. Wil 0. Fast Talk Cost: Standard. plus five minutes per additional cubic meter of object for larger items. You can’t Fast Talk someone to less than zero mental Health. the quality of the forgery is tested. If disaster strikes. Wit +1. Wil 0. This goes to 40% with an extra success. Int +1. When the opponent figures out your trick. Forge* .”) Further successes lead to more detailed information.The character understands people and their lying ways (see the Bluff feat). This is an opposed action for the person carrying out the Scrutinize check. Each character may only read the movements of one opponent at a time. The director may apply modifiers to the check based on how well the character and the potential contact interact. Prerequisites: (Rank 2) Dex 0. etc) with modifiers depending on how hidden the item’s secrets are. and when to set them off. If the check succeeds. (Rank 3) Int +2. “She seems a decent enough person. quality of tools. Success at Scrutinize checks may instead be used to reveal any hidden features (secret compartments. Cha 0. knowing where they should be placed. Prerequisites: (Rank 2) Int 0. (Rank 4) Dex +4. Empathy can only be used once in this way against a given target per session. 5 ranks. For more debilitating injuries such as poison. This adds a [1+1] negative modifier to any Bomb Disposal checks. Fast Talk – This is a mental attack against an opponent. Then he gets to do an Increase Influence check. nuclear or biological weapons requires skills beyond the Explosives feat. A character who makes a successful Scrutinize check when examining an item may add a [1+1] modifier to any Knowledge check he subsequently makes about the object. Cha +1. Thus. and if the attempt fails then the character may not attempt to gain Influence from that potential contact again. Access to a full field medic’s kit or hospital facilities gives up to a +3 modifier depending on the available technology. he may make a Gather Information check (see the Inquire feat) with a negative modifier equal to the level of Influence he is looking for. Basic success gives a general idea about the person in question (e.g. Spi 0. or -6 for a passport with appropriate visa stamps. Prerequisites: (Rank 2) Int 0. A bomb maker may spend double the time and an extra -2 modifier to purposefully try and make any bomb disposal team’s life tougher. he may then add a modifier of [1+1/3] to any attack or Dodge checks against that opponent for the rest of combat. Wit 0. but certainly means that the team cannot try again.Also known as “It’s always the blue wire and other countermeasures. and full-facial reconstruction. Wit +2. The character must address the wound within half an hour multiplied by his rank in First Aid or the patient will need to seek a professional doctor. and pretty much spot on at five or more extra successes. (Rank 4) Int +4. from gemstones to antiques. (Rank 3) Dex +2. Int 0.This is an opposed action (against target’s Bluff) taking at least two minutes of conversation. Prerequisites: (Rank 2) Int 0. (Rank 5) Int +4. (Rank 3) Int +2. (Rank 3) Int +2. plus or minus 50%. they’ll generally allow your schemes for a few moments while they work through what was just said. Eye For Detail Cost: Standard. In every use of this skill. (Rank 5) Dex +4. Wil 0. Wit +2. This is the action check required for setting charges. Following a successful check. Increase Influence* – The Fast Talk feat may be used by a character to build Influence during downtime by blagging his way into the trust of people in important organizations. the technology level of the setting provides a baseline for what’s possible. as long as he has at least some level in the appropriate Knowledge feat. If the character is listening for a specific lie he imposes double the negative modifier on the opponent’s Bluff attempt. he’s apt to become grumpy. There is no action check with a Forge action until someone tries to Scrutinize the item. Scrutinize – This is your basic art of examining an item for identifying features. Spi +1. A successful check (with a +2 to –6 modifier depending on the obscurity of the object and the character’s familiarity with its market) gives the character an estimate of average value. 30% with two extra successes. Forgery Cost: Standard. the character was too obvious. This gives him a +3 to his History Knowledge check to see whether he can identify the artifact and its purpose. It also assumes that the character had a genuine document to work from (-4 modifier if he had only got a facsimile when making his forgery). Wil +2. if the character is cold calling for potential contacts. Alternatively. the player may forgo the bonus to gain a description of the target. A disaster on the other hand… Bomb Making* . Explosives Cost: Standard. (Rank 4) Int +4. This action takes about a minute to inflict [1+1] mental stun damage and when they get to zero mental Health they’ll normally agree to most things until they regain stun damage through resting. Prerequisites: (Rank 2) Int 0. Wil +1. only one Administer First Aid attempt may be made on each instance of a wound. (Rank 5) Int +4. Practical knowledge of fireworks.The ability to handle explosives safely. Wil +1. If someone is looking at the documents but not actively 40 . The dirt-digging takes a number of weeks equal to the level of Influence in which he is interested. he receives a –5 modifier to any further social actions against that target for the rest of the session. Appraise checks take five minutes. At that point. Read Movements* . (Rank 3) Int +2. the character may add [1+1/2] to any social action checks against that person for the rest of the session. There is a –1 modifier for every level of lethal damage the body has taken (-1 for every two levels of lethal damage at Rank 3).The character takes a 50 Tick action to visually assess one opponent in a combat situation. disease. -4 for a driver’s license or other formal governmental document. If the character is performing the action on himself. Only lethal damage outside the negative threshold may be healed this way. and complexity of the explosive all conspire to provide modifiers. a character who is examining a strange vase-thing tries a Scrutinize check and gets a 10 as his total. If your character can Fast Talk their opponent’s willpower down. 5 ranks. Demolition* . Wil +1. Appraise* – The ability to value items accurately. depending on the documents being forged and the available tools. Success heals [1+1] lethal damage. 3 ranks. Wit +1. 20% with three.

Dex +1. Wager . Characters may attempt to cheat while gambling. Intimidation used for interrogation takes four hours. This action may either be used to simulate the whole process of information gathering. but which has a fatal flaw that will be immediately noticed by someone important.The character takes a 75 Tick action to announce fearsome tidings against an opponent within 5 meters. Lateral Thinking Cost: Standard. grouped here for convenience only. Int +1. Bluffing is generally safer than outright cheating (see the Bluff feat). Wil +1. again opposed to the forger’s Forge check result – don’t forget the –4 penalty for Notice! If the forger has a disaster. historical period. (Rank 4) Int +4. To learn from other people. (Rank 5) Int +4. Wil +1. Wil +2. the more relevant the information. (Rank 3) Wil+2. and world knowledge. Wil 0. On the other hand.. There are as many academic Knowledges as there are subjects for a character to study. Ninjas like this skill – it’s a good thing that they don’t exist. What’s more. It’s up to the style of play the director chooses. Examples might be Knowledge . characters often have Knowledges just from being a part of society.Accountant. The more successes made.Interrogation is about creating an appropriate atmosphere of fear or respect for a subject to the end of receiving information. and represents misdirection and body language rather than palming cards and trick dice. and accept that they won’t win all the time. If the victim makes it through 36 hours from the start of the interrogation.looking for irregularities then they carry out a Notice check instead. 5 ranks. Ask Around – While the Research feat is the ability to learn from a variety of reference sources such as the Internet or libraries. Success results in [2+1] mental stun damage. Knowledge comes from three main sources: academic study. Cha 0. (Rank 4) Int +4. Wit +1. Wit 0. covering a geographic region. In a disaster. This is the social version of cheating. and career skills make equally good Knowledges. If the available information is particularly easy or tough to come by there may be a modifier to the check. Spi 0. mortars. an inquisitive nature is best. The character is trained to attack with support weapons from his world . The action time is normally eight hours. (Rank 4) Wit +4. but is still likely to make you some enemies. 41 . Wit +1.. the character makes an unopposed Interrogation check to see how much useful information can be separated from the target’s shattered state. Heavy Weapons Training Cost: Standard. the more general the information it provides. It’s less likely to get you lynched. Scout Security checks only take half the time they otherwise would. If he does this. he breaks down and is ready to tell what he knows. then the party loses any bonus it had from the scouting for the rest of the infiltration. Prerequisites: (Rank 2) Wil 0. Intimidation Cost: Standard. Finally.Law Enforcement. This is an alternate use of the Sleight Of Hand feat. Int 0. (Rank 3) Int +2. Cha +1. (Rank 3) Pre +2. Ask Around specializes in going out and hitting the streets. Each four-hour session of interrogation is an opposed action check. or social group. with the character’s Interrogation opposed by the victim’s Resolve check. Int +2. To simulate an evening of sin. Prerequisites: Security (Rank 3). based on the size and complexity of the installation being scouted. since no amount of skill (other than cheating) will help. Wit +2. A character’s career is often a fine source of learning with practical application. (Rank 4) Wil +4. though. 5 ranks. Such checks normally take 5 seconds while the character recalls the information. the character may automatically bypass one security measure when he would have otherwise failed his check. Prerequisites for Knowledges gained after character creation: (Rank 2) Int 0. The opponent immediately makes a Bravery check opposed by the Terrify Opponent check (which is slightly different to normal opposed action checks).. Spi +1. Wil +2. This skill is as much about knowing where to ask questions as it is about how to ask and what to ask. (Rank 3) Wit +2. Wil +1. Wil 0. Wil +1. However. 5 ranks. Dex 0. he loses the lot. Interrogation* . with difficulty levels relating to the obscurity of the information and the narrowness of focus of the appropriate Knowledge feat the character has. more specialized Knowledge feats come into play less frequently. Wit +1. if the system was successfully scouted beforehand. Prerequisites: (Rank 2) Wit 0. Recall Knowledge* – This is the act of dredging up information on a topic. Wit +1. Prerequisites: (Rank 2) Pre 0. Prerequisites: (Rank 2) Wit 0. 5 ranks. (Rank 5) Wit +4.Action time is dependent on the weapon. or Knowledge . (Rank 5) Wit +4. 5 ranks. (Rank 4) Int +4. Wil 0. the character makes a Wager check. (Rank 5) Int +4. he becomes immune to interrogation by that team for the remainder of the story. Infiltrator Cost: Type 1. Knowledge . or do they? Inquire Cost: Standard. Wit 0. Attack . or to see whether the character managed to find a suitable person to interview further. (Rank 5) Int +4. at any point during an infiltration.Gunsmith. A success means that he broke even. Int 0. Wil +2. 5 ranks. The broader a Knowledge feat. (Rank 4) Wit +4. forensics to physics. (Rank 5) Pre +4. If the victim becomes incapacitated through mental damage. invariably study hard to become skilled at their craft. Int +1. Just pick up any university prospectus and you’ll find everything from theology to cryptography. and every extra success translates to 5% profit. if he fails his action check then he loses 5% per point he was short. career development. Wil 0. The character may add half the relevant modifier for his rank in this feat to Intimidation or Negotiation checks if you roleplay individual conversations rather than using the Ask Around check to simulate the whole process of canvassing an area. (Rank 4) Pre +4. Terrify Opponent* .. Each Knowledge counts as a separate feat. the character had created something that looked perfect to him. heavy machine guns and artillery in a modern setting (which might be catapults and ballistae in a medieval setting for instance). after which the prisoner must be given at least four hours’ break to reflect upon his plight. Wil 0. At that point. Note. ranks 4 and 5 only. that if you are doing a one-off game of chance then this is a Fate action. seeing what people know. Wit +2. However.such as rocket-propelled grenades. They know their chances. (Rank 3) Int +2. Most successful gamblers. Wil +1. Gambling Cost: Standard. Prerequisites: (Rank 2) Int 0. (Rank 5) Wil +4. Failure results in a –[1+1/3] penalty to the opponent’s attacks against the character until the end of combat. an evening gambling should still be rewarding to a skilled practitioner.Various Cost: Standard. This feat is identical to Security. Wit 0. Cha +2. but the character may add the relevant modifier for the rank of this feat to Bypass Security and Scout Security checks rather than +3. Knowledge . at which point Intimidation or Negotiation is required.A few people are born gamblers. (Rank 3) Wit +2.

a 42 . Prerequisites: (Rank 2) Pre 0. This has no effect during combat.Repair checks have a -2 penalty because it’s tougher to put something together than take it apart. but they’ve actually joined the dots together wrong. 3 ranks. 5 ranks. Int 0. by jingo! After that good night’s sleep I believe I’ve got it. except if attempting a Tweak action (see Mechanical Tinkerer feat).Works as Disassemble. If they encounter a toothbrush with complexity 21. Int +1. Extrapolation is the act of filling in the gaps in your information to reach a likely conclusion. Surely. Dex +1. Emergency Surgery* – As per the Surgeon feat. (Rank 3) Int +2. Extrapolate .This action is useful for telling what mechanical items are.. ranks 4 and 5 only. A complexity 14 radio? +1 instead. Disassemble* . and picking mechanical locks. then he gets a -2 modifier to his check. Also at (Rank 5) the negative modifier for injuries becomes –1 for every three levels of lethal damage the body has taken (rather than -1 for every 2 levels).This feat is used in moments when players are frustrated at not being able to figure out where they should go next despite having all the necessary theories and clues. If your characters leave this world they’ll find Mechanical Understanding works with other technology too. Int 0. It’s perfect for moments when the players have a good theory of what’s going on.but didn’t his wife the Duchess have a suspicious meeting with the same godson just before that?”. Lack of suitable spare parts may incur additional negative modifiers or make any attempt impossible. (Rank 3) Wit +2. before we get the hangman’s rope out. just adding a higher modifier. This is the skill of putting together all the data known about a subject and correctly deducing what it all means. “. Ancient and medieval technology ranges from 1-5. Wit 0. Dex +2. but the players mis-remembered or forgot to take notes. Dex 0. and allows characters who have failed a Bravery check to retest once if the Encourage check succeeds. Master Field Medic Cost: Standard. ranks 4 and 5 only.. eight hours for complexity 17. The action time for this check ranges from 50 Ticks to the duration of a gripping speech. depending on the results of the check.he’s too busy being inspiring to participate himself. with more advanced futuristic tech at 21+. but unlikely. Int 0.” Extrapolate checks take a character an hour of quiet contemplation. but the motive and dubious alibi all point to the Duke as being the villain. On a success. Spi 0. I know we can’t prove it. but Administer First Aid actions may be made up to three hours after the injury (rather than an hour and a half). (Rank 4) Int +4. the better the modifiers up to a maximum speech of 30 seconds’ duration.Leadership may be used to help those nearby pass Bravery checks. and so on. or link the dots together for him. Jury-Rig* . how they work. which increases to six hours if this feat is upgraded to (Rank 5). If the character using Leadership is not the designated team leader. perhaps we’ll have this thing sorted. and is all that stands between your team and solving the big mystery. (Rank 4) Pre +4. In this instance. Modifiers are dependent on the number of clues and how obvious they really are.Maybe one vital piece of information eludes you. the director might give the player a tiny prod in the right direction. (Rank 4) Wit +4. Each of these uses assumes proper tools. (Rank 5) Pre +4. Leadership Cost: Standard.This is the partner action to Lateral Thinking’s Extrapolate. the character may take one minute and make a check to add [1+1/2] as a modifier to the actions of any other characters who are (and remain) within a 10m radius of him. Wil +1. Int +1. but with the goal of fixing the object. Mechanical Aptitude Cost: Standard. specializing in quick and dirty repairs on items where spare parts and equipment are scarce. Wit +1. You have a modern setting and call your version Mechanical Understanding. He adds his rank to mechanical checks rather than his rank in Mechanical Aptitude. Prerequisites: (Rank 2) Int 0. Also.” If the character gets a few successes then the director might even offer a useful pointer in the right direction. but with no positive modifier for this feat. Let’s take an example. it’s -6 to mechanical checks. if we focus our investigation on him. Dex +1. The character is a master with mechanical objects. Inspire* . The longer you spend. Administer First Aid* – As per First Aid feat. devices from the first half of the 20th century or post-apocalyptic worlds tend to go from 11-15. Encourage* . Logical Thinking Cost: Standard. Their characters probably would have made the correct deductions based on the information. and so on). Wil 0. Every setting will have its own variant on this feat where the complexity gives a -1 to -5 penalty to mechanical checks. (Rank 5) Wit +4. contemporary items and near-future technology ranges from 16-20. Complex mechanical objects vary from setting to setting. Complexity 16 items give a -1 penalty. Deduce . and have a complexity rating. A successful Encourage check adds [1+1] as a modifier to any Bravery checks being done by teammates and allies within a 10m radius for the next five minutes (till the end of combat if within combat). but somehow you can’t see how they fit together. Mechanical Jury-Rigger Cost: Standard. 18th and 19th century equivalents go from 6-10. (Rank 3) Pre +2. Prerequisites: Mechanical Aptitude (Rank 3). Master Field Medic makes it possible that a character could help heal critical wounds. With a successful check the character may figure things out that his player is too tired to put together. complexity 17 item give a -2 penalty. guys. if the Duke were the villain then he wouldn’t have signed his will over to his godson. “Wait one moment. which drops to -2 if this feat is upgraded to (Rank 5). The director might give the player a tiny prod in the right direction.. as long as he takes no actions himself . Now. Spi +1. This feat is identical to First Aid. 5 ranks. which counts as a Repair check done in half the time and halving negative penalties for lack of spare parts and/or suitable repair equipment (round the negative modifier down if there are any fractions).As a form of complementary action. Repair* . The clues are all there. (Rank 4) Int +4. he gets a -2 modifier to his Encourage check. at (Rank 4) the modifier for performing such checks where the character is also the patient are now -3 rather than -4. Spi +1. The action time for mechanical checks is 10 minutes for each point of complexity for items of lower tech than your setting (so complexity 1-15 items to a person with Mechanical Understanding). Each character may only attempt one Encourage check per five minutes (per combat if within combat). This becomes four hours for each point of complexity within your setting (so four hours for complexity 16 items using Mechanical Understanding. for which Strategy or Tactics are required. Prerequisites: (Rank 2) Wit 0.The character may attempt to patch up equipment and get it running on duct tape and twine. If the character using this feat is not the designated team leader. (Rank 5) Int +4. Wit +2. Dex 0. chaps. Spi +2. Spi +2.. This becomes one week for each point of complexity for items of higher tech than your setting (so complexity 21+ items for Mechanical Understanding). “Bingo. with negative modifiers if this is not the case. Prerequisites: First Aid (Rank 3). (Rank 5) Int +4. Possible modifiers are dependent on how many and how obvious the clues at the character’s disposal really are.

and successfully traveling from point A to point B. Wit +1. Searching is an opposed check against the Stealth of the target trying to conceal something. Spot avoids the -4 penalty for not specifically looking. Dex +1. whether with goods or services. Dodge – Melee Combat can be used to parry other Melee Combat and Unarmed Combat attacks instead of using the Dodge feat. On a failed attempt the team cannot try to bribe the same person again during that story. Prerequisites: (Rank 2) Dex 0. (Rank 5) Cha +4. and can be fully active by canceling the Meditation as an automatic action taking 5 seconds. Wil +2. Thrown weapons fall under the Throw feat. Spi +2. Wit 0. This is the skill of attacking with weapons designed for fighting at a distance such as pistols. Prerequisites: (Rank 2) Int 0. (Rank 5) Wit +4. he can Meditate and get the full benefit of sleep in the same day. then that item gives a [1+1/3] bonus to its primary function if a tool. (Rank 4) Int +4. the character receives a +4 bonus.Sometimes the easiest way to get something illegal is to pay for it.When looking for an escape route or hidden treasure. The default modifier for noticing things that you aren’t specifically looking for is -4 and. up to a maximum of one hour.5 times the minimum. (Rank 3) Dex +2. Thus. A person with this feat specializes in retrieving archived information such as in libraries or on the Internet. and if either the Disassemble or Repair attempt is a disaster then the item is destroyed. the check becomes an opposed action between the Stealth/ Conceal Item action of the target and the character’s Spot. Ranged Combat Cost: Standard. (Rank 3) Int +2. asking around. (Rank 3) Int +2. Int +1. Wit 0. Int +2. Otherwise it’s a Notice check. rather than going out and hitting the streets. knives and broken bottles. Note that any item may only be tweaked once. he only needs five minutes of concentration to get into a full sleep-like state. while a crossbow might give a [10%+5%] boost to its medium range. then the character gets a -4 penalty to his check. or seeing what people know (see the Inquire feat). Wil +1. (Rank 5) Wit +4. Find Way – This application of Navigation covers map use. Negotiation Cost: Standard. If the initial offer is at least 1. Wil +1. Willpower is the normal ability for Search action checks. Int +2. not Wits. ranks 4 and 5 only. Int 0. the character is treated as sleeping in terms of healing. One success gives the negotiator a fair deal. if you’re actively looking for cheats. Navigation Cost: Standard. Prerequisites: (Rank 2) Wit 0. If the action succeeds. This is as much about knowing where to look as it is about how.Spot is the active counterpart to Notice. You might try to Spot a cheat at cards. Spi 0. (Rank 5) Wil +4. Spot . This is the skill of attacking with weapons designed for close quarters fighting such as swords. or a straight check if it’s not something that’s been specifically hidden. there is another –4 modifier. (Rank 3) Dex +2. except if attempting a Jury-Rig action (See Mechanical Jury-Rigger feat). each using their Negotiaton feat. Prerequisites: (Rank 2) Dex 0. Research Information . 5 ranks. Wil 0. Barter – All matters of bargaining are treated as opposed actions between the negotiator and the ‘seller’. Wit +1. The effect is the same as a Dodge against those attack types. Int +1. Int 0. specializing in overclocking them past their normal efficiency levels. Spi +1. Prerequisites: (Rank 2) Int 0. This is an action check taking five minutes and requiring concentration (a Resolve check in distracting environments). which can then continue even in relatively busy environments where sleep would be impossible. Con +1. rifles and bows. Further successes translate to an increasingly positive deal. a mechanical lock would give a [1+1/3] negative modifier to attempts to break through it. Wil +2.Action time is dependent on the weapon. this action is used for general sensory perception (such as hearing quiet assailants or smelling smoke on a person’s clothing).successful check means the item works [1+1] times before needing to be repaired again. Wit +1. Wil +1. Wit +2. If looking for data in a complex computer 43 . Wit 0. Bribery . Wit 0. Wil 0. Mechanical Tinkerer Cost: Standard. (Rank 4) Wit +4. (Rank 4) Wit +4. An item may not have the same problem juryrigged twice. Each method is a useful skill in its own context. Without suitable equipment and waypoints this task is made much harder. Searches of large areas such as warehouses may use the rules for group action checks. Melee Combat Cost: Standard. Research Cost: Standard. Attack . heightening his rate of Pulse recovery. finding one’s bearings. if the character is busy with anything that requires action checks. When a character wants to bribe an undecided target. Attack . Meditation Cost: Standard. whereas failure means an unfairly high price. but any particular mystery being investigated might only be solvable using one or the other… or perhaps a bit of both. Prerequisites: (Rank 2) Cha 0. 5 ranks. restful state once per day. 5 ranks. make an opposed check where his Bribe action check total is lowered by the bribee’s successes in a Resolve check. (Rank 3) Cha +2. Con 0.The character may attempt to improve the performance of any mechanical object by doing sequential Disassemble then Repair checks on it and applying the results of the Disassemble check as a modifier to the Repair check. (Rank 5) Int +4. (Rank 3) Wil +2. Dex 0. 3 ranks. (Rank 5) Int +4. After that the character may Meditate for as long as he chooses. (Rank 3) Wit +2. Tweak * . Search . Perception Cost: Standard. Prerequisites: (Rank 2) Wil 0. or a simple [10%+5%] boost to performance if not. He adds his rank to mechanical checks rather than his rank in Mechanical Aptitude. Quicker searches may reveal something. Notice – When not actively looking for things out of the ordinary. If the initial offer is less than half the minimum the bribee would accept. Prerequisites: Mechanical Aptitude (Rank 3).This is the act of gathering information from a variety of sources. If you’re looking for an object or person that has been purposefully hidden. and the character trying the bribe gets -1 to any further social interaction with that person for the remainder of the session per point by which he failed his check. 5 ranks. 5 ranks. Meditate* – The character can shut out the rest of the world to enter a deep. 3 ranks. Wil 0. A successful check results in a deal. The character is a master with mechanical objects. Performing a Search action takes 10 minutes per 5mx5m area. but with three benefits: he retains awareness of his circumstances. (Rank 4) Int +4. (Rank 4) Cha +4.Action time is dependent on the weapon. but with negative modifiers. While meditating. you Search a place just as you might try to Spot a pickpocket at work. Wit 0. (Rank 4) Wil +4. Int +1. Otherwise Notice works exactly like the Spot action below.

this may require a computer-related feat. This may be for feats of acrobatics. but filching the same wallet from an inside pocket might have a –2 modifier. surgery is required. (Rank 3) Dex +2. 5 ranks. and healing 2 points of damage for each success. (Rank 4) Wit +4. Dex 0. 3 ranks. Bypass Security . for instance in the middle of an open field while being watched. even on a crowded street) and does not move faster than a walking pace. Other negative modifiers include trying to move with the concealed object on your person and hasty concealment.The duration of a Climb action is based on distance. Sleight Of Hand Cost: Standard. Wil +1. given at least one minute per combatant on the commander’s side to assess the situation and issue commands. equipment. If he wishes to throw something farther. use the Throw skill feat. based on factors such as the time of day and immediacy of the plan. Other modifiers for the break-in may also be appropriate. he may attempt to Sneak. a successful check while scouting out the security (with a –2 modifier for the ‘arms length’ nature) gives a [1+1] modifier to any subsequent attempt to bypass each system.Note that Set Security / Bypass Security is an abstraction of an entire break-in. If the information is particularly easy or tough to come by. to –6 for the outside of a skyscraper in heavy rain. up to 0 Health. Normally a check would need to be made every 5m. Concealment may take anywhere from a couple of seconds to a minute. Prerequisites: (Rank 2) Int 0.This skill is used for a number of ‘tricks’ from making pennies appear behind children’s ears to picking pockets. Wil +1.There are standard distances a person can move in a given period of time – 2m per second walking. Emergency Surgery* – When a patient enters negative Health. and climbing surface. a Hurl check can be used to extend the range of thrown weapons . Prestidigitation* . Set Security . (Rank 5) Int +4. Successes or failures in Set Security become modifiers to break-in attempts. Wil +1. The surgeon may not try surgery on the same patient twice unless the patient becomes rewounded. Prerequisites: (Rank 2) Dex 0. (Rank 3) Int +2. Stealing a fat wallet from a back pocket may not be too tough. a successful action check puts [1+1] enemies at a significant combat disadvantage (-1 to attack and +1 to any attack against them). If he wishes to travel faster.Normally. but with a –1 modifier for every Health level of damage. Modifiers of +2 to –6 may be applied to the sneaker based on the conditions in which he is sneaking. The director may also decide that Sneak actions are not possible at all. If he does not rest fully. Battle Planning* . Wil +2. (Rank 4) Str +4. The action time for such checks is normally eight hours – a full day of investigation. Security Cost: Standard. Wil +1. successful Battle Planning gives a –[1+1/3] modifier to the overall attacks of the enemy forces instead (as long as the plan is being followed). It is up to the character to give succinct orders (i. Such actions rarely take more than a few seconds. Each success adds a quarter to the distance traveled in the time.add the additional distance to the ‘extreme’ range bracket so this wouldn’t affect the short. which is an approximation of Strategy rules for bigger battles. Failure means that the surgeon is unable to do anything more for the patient. up to double. or similar actions. (Rank 5) Str +4. although someone may be looking for a Sleight Of Hand and use a Spot check instead. Wil 0. with modifiers ranging from +2 in good conditions on a craggy cliff. Strong Body is a measure of physical conditioning beyond core strength. (Rank 4) Int +4. a successful Fast Travel check is required. For extras (who don’t go to negative Health). If the character carrying out this action is not the team’s combat leader then he gets –2 to his Battle Planning check. Con 0. (Rank 4) Int +4. he may attempt to heal a patient in this state – as long as the treatment begins within a day of the wound being inflicted (2 days at Rank 5). (Rank 3) Str +2. Failure means the character cannot move for 5 minutes. In these cases. Wil +1. (Rank 5) Dex +4.e. In many situations. Trying to steal someone’s watch while they’re wearing it might have a –8 modifier. As long as the character remains in the same conditions (in the shadows. However. the same modifiers apply to all break-in attempts until the system is overhauled. Strong Body also covers swimming ability. Sneak – The art of not being seen while moving. Wit 0. Wit +1.Strategy is the feat used for planning a military engagement. If used before a battle. Strategy Cost: Standard. (Rank 5) Wit +4. That way the system’s flaws aren’t known until they’re exploited. Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +2. Wit +2. “You two attack from the left while I go up the middle and Tom tries to move round to flank them from the right”) and the benefit is only valid while everyone on the commander’s side is broadly following the orders. Fast Travel* . Wil 0. medium or long ranges. To throw with any degree of accuracy. (Rank 4) Dex +4.Potential intruders may attempt a Bypass Security check to break in. 44 . The check is made when someone first tries to bypass the security. Con +2. a surgeon can follow the above Emergency Surgery routine as a form of super first aid. the director will choose to roleplay the break-in process stage by stage. Surgeon Cost: Standard. a character may throw a hand-sized object (let’s assume a tennis ball sized rock) up to 15m plus 2m per point of Strength or minus 2m per point of negative Strength. If a character has access to at least a field medic’s kit and sterilizing agents. 5 ranks. These are generally opposed actions against the target’s Notice check. Success means that the patient will heal [1+1/2] Health after two days of rest. This is an opposed action against Notice (or Spot if a sentry is looking for intruders). Other modifiers should also be applied depending on how tough the trick is to carry off.system. Prerequisites: (Rank 2) Int 0. Wil 0. Prerequisites: (Rank 2) Str 0. Dex +2. (Rank 3) Int +2. The surgeon suffers a –1 modifier for every Health level of damage below zero his patient has suffered (every 2 Health levels of damage below zero at Rank 5). Climb . characters without it can only dog paddle. Wit 0. 4m per second running and 6m per second sprinting. Wil +2. Depending on the sophistication of the set up. (Rank 5) Int +4. Con +1. Hurl* . Wit 0. Conceal Item . In large-scale engagements with more than double the number of combatants on the characters’ side as there are characters. ranks 4 and 5 only. a successful Hurl check is required. picking locks. Wit +1. Scout Security . The process takes one hour per negative point of Health the patient has taken. there may be a modifier to break in (0 to –6). The check is made when Notice/Search is used. Strong Body Cost: Standard. then he loses one point of potential benefits per action check attempted. Items that are not easily concealed may have a negative modifier while others are not concealable at all. Dex 0. Wil 0. Dex +1.A successful check is needed to maximize the benefits of an anti-intrusion system. 5 ranks. Prerequisites: First Aid (Rank 3). Once tested. adding [2+1]m to the maximum range. This is used as an opposed action against any observers’ Notice or Search.This is the skill for hiding objects and other people. 5 ranks. Wil 0. sneaking past guards. in a room with lots of cover. Dex +1. Two successive failures means the character cannot continue. while general research using computers and the Internet are covered by the Research feat. other modifiers may apply. Stealth Cost: Standard.

Tracking in urban environments is impossible unless the situation is exceptional (the opponent is bleeding noticably. (Rank 5) Dex +4. and lead time. Wit +1. Formulate Tactics* – A successful 75 Tick action check allows [1+1] combatants within hearing range a +1 bonus to attack and –1 to enemy attacks against them for the rest of combat. Surviving without proper supplies requires a check at the end of each day. Wil 0. If any of the team fails to broadly follow his instructions. As an upper-level cosmic boon. and which give a negative modifier of [2+1] to prospective infiltrators (rather than [1+1]). Prerequisites: (Rank 2) Wit 0. (Rank 4) Wit +4. (Rank 3) Wit +5. this feat is removed and the character may never have another Beginner’s Luck. (Rank 5) Con +5. (Rank 4) Str +4. Wilderness Survival – This is the skill of getting by in the regions of the world untouched by man. 5 ranks. then the effect is immediately lost for that person. Dodge – Unarmed Combat can be used to deflect incoming Unarmed Combat attacks instead of using the Dodge feat. Unarmed Combat Cost: Standard. builds a shelter. 5 ranks. Sudden shifts to high action states don’t bother them at all. This is the skill of attacking without a weapon. The effect is the same as a Dodge against those attacks. and then every four hours thereafter. but at a +2 modifier. push forward down the left. At (Rank 2) this becomes a +2 modifier and now it improves both his chance at Spot and Search checks. If the check succeeds then the character has hunted food. calling for individual checks when the character hunts. 3 ranks. Attack . (Rank 3) Wit +2. and he does not have to include himself. Here’s a feat for archeologists. ranks 4 and 5 only. “Kenton. It may be used to change the result of a disaster or an extraordinary success. (Rank 2) Wit +2. Wil +1. Int 0. At (Rank 1) the character may add +1 to any Search check. (Rank 5) Wit +4. Wil +1. which is the Hurl action (see the Strong Body feat). Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +4. After use. Prerequisites: Security (Rank 3). it allows an opposed check against anyone following. If the character fails a check. 3 ranks. We have to grow up eventually. This feat is identical to Security. the character and his colleagues each take one physical stun damage representing exposure. size. Each nontracker in a group adds a –1 penalty to the Cover Tracks action. While this prevents him or his team from moving faster than a walking pace. Prerequisites: (Rank 1) Wit +1. (Rank 5) Str +4. (Rank 3) Con +2. Wil 0. (Rank 5) Int +4. System Rigger Cost: Standard. Str +1. etc for [1+1] people . (Rank 3) Wit +2. This damage is only recovered when the character returns to civilization and spends a full day recovering for each point of damage. Int +1. 5 ranks.Action time is dependent on the weapon. 5 ranks. Int +1. Wit 0. If failed. At (Rank 3) the modifier is bumped up to +3 and affects Spot. etc). Wil +1. However. Dex +1.Action time is dependent on the type of attack. (Rank 4) Wit +4. Prerequisites: (Rank 2) Wit 0. (Rank 4) Wit +4. Dex 0. In general terms it includes boxing and brawling/wrestling. Tracking checks should be made immediately after the tracking starts. Int 0. The target is allowed a Notice check as an opposed action versus the Tail every five minutes. If the character using Tactics is not the team’s combat leader. Int +1. which only take him half the normal time to perform.he may choose which members of the party get the benefit. Unarmed combat generally deals only stun damage so is unlikely to be as deadly as weaponbased combat. Wit 0. Wil +2. pugilism and wrestling may be ideal. Everyone else. Tactics Cost: Standard. where weapons are forbidden or where the character doesn’t wish to kill his opponent. animal or vehicle in the wilderness is based on ground conditions. Tracker Cost: Standard. (Rank 3) Dex +2. More detailed systems are also possible. Prerequisites: (Rank 2) Con 0. This is the skill of attacking with thrown weapons such as spears and rocks. Int 0. scouts. hunger or thirst. If that fails. (Rank 3) Wit +2. (Rank 2) Wit +3. (Rank 3) Str +2. Search. he gets –2 to his check. 5 ranks.A person being tracked may try to avoid leaving traces.Survival Cost: Standard.Finding a person. Wil +2.’ gets the following text added: ‘Attacks against armed opponents are at -2 because the unarmed attacker has less reach than someone with a weapon. Str 0. Prerequisites: Starter Feat. Awareness Cost: Standard. (Rank 5) Wit +4. Beginner’s Luck can be used to make a single action automatically succeed as a basic success or to make a single action check against the character fail. Prerequisites: (Rank 2) Dex 0. Unarmed combat encompasses a whole range of fighting styles. and copy-editors who’re in tune with easily overlooked details. Track* . (Rank 4) Dex +4. Alert characters are able to move before they realize there’s a need to get out of the way. It is the skill of throwing accurately rather than for pure distance. Throw Cost: Standard. Beginner’s Luck Cost: Free. Wit +1. 45 . Johannes. Each rank provides a +3 bonus to a character’s reaction time check. If a character has ample cause to suspect he is being tailed. etc. found fresh water. Wil +1. Str +2. Prerequisites: (Rank 2) Str 0. 5 ranks. then the feat is lost. Wil +2. Attack . Beginner’s Luck can even be used if the action has already resolved as long as the results haven’t been applied. At the time of the action the character must bark out orders to his team members. Tail – Following a target at a discrete distance is a similar action to Track (see below). Prerequisites: (Rank 1) Wit +1. the target’s speed. General Feats Alertness Cost: Standard. (Rank 4) Int +4. Wit 0. For example. (Rank 4) Con +4. Cover Tracks* . Bear in mind that other feats might be equally used for some of these activities. he may Search for the next four hours. Int +1. If the feat isn’t used before the character has a Karma value of 200. for instance the character might use Tracker to hunt rather than Survival. (Rank 5) Wit +4. the trail has been lost. but the character may add the relevant modifier for his rank in this feat to Set Security checks (rather than +3). This system approximates survival in general terms. and without additional training it is assumed that the character is not a martial artist. pick your targets and fire from your positions”. he is allowed an opposed Spot check instead. Int +2. right? Endurance Cost: Standard. Int +3. Wit +1. down the right. and Scrutinize checks. Only one set of tactics can be in place at a time on a character. Wil 0. Wit +2.

fast rule. but it’s a start. Once per session the character may use Karma to draw a card and remove that amount from an action check that affects him. (Rank 3) needs Social Standing (Rank 1).000 per month. Instead. Indomitable Spirit Cost: 20K Prerequisites: Spi +3. whenever an opponent draws a 1 in an action check targeting the character. Prerequisites for Influence gained after character creation: (Rank 2) Pre 0. this favor should be collectable whenever the character needs it. he gets a +2 modifier to the second card drawn for the purpose of preventing disaster. 5 ranks. scaling up through the ranks. that opponent gets -1 to the second card drawn for the purposes of figuring whether the action was a disaster or not.With this feat. the director may decide that the character would have to work to develop 46 . Whenever an opponent draws a 1 in an action check targeting the character. and as a result doesn’t count towards the character’s feat limit. The character may not have Indomitable Will. This may be done multiple times for the same action check. hard labor becomes hard fun! Each rank provides +1 to all Stamina checks. Favored. each favor may only be called on once. Beyond the normal uses of Karma the character may. use Karma to add a card to his action check total even if it’s a disaster. Beyond character creation. once per session. If a 1 or 10 is drawn at any point. Additionally. Favored Cost: 3K Prerequisites: Restricted Feat. Twice per session the character may use Karma to draw a card and remove that amount from an action check that affects him. Int +2.500 per month. or something. When a character makes a new. a second card is drawn (as usual with 1s and 10s).Various Cost: Standard. This counts as a normal use of Karma for that session. The character is blessed by good fortune. (Rank 4) pays $5. (Rank 4) Pre +4. saved a burning orphanage in an earlier life. Big Favor (3K) The mayor of a significant town could get the characters jobs in trusted roles or arrange a pardon for a serious crime. Spi +1. that opponent gets -2 to the second card drawn for the purposes of determining disaster. but the last card is always the one used for the action check total. Wil +1.500 per month. Spi +1. and each represents influence with one specific contact. Wil 0. wishing they had his reserves of never-say-die. The character may choose to take 3 points of non-preventable spiritual stun damage to redraw the card for any of his action checks. In this way. Characters with this feat were born under good stars. Extremely Fortunate Cost: 6K Prerequisites: Restricted Feat. the shining example of the uplifting strength of the human spirit. whenever the character draws a 1. Prerequisites: Restricted Feat. and the ways it could help the character. Spi +3. with as little fuss as possible. This doesn’t make the character immune to bad luck. This feat should be written up under the ‘Possessions’ heading of the character sheet. Indomitable Will Cost: 20K Prerequisites: Wil +3. (Rank 2) pays $1. Spi +1. for the modern world that might be US military. The powers that be have really taken a liking to the character. even if it’s an extraordinary success. characters with this feat can make it so. This use of the feat doesn’t cost Karma. Alternatively. The character may not have Indomitable Spirit. Fate On Your Side. (Rank 3) Pre +2. but the last card is always the one used for the action check total. but nevertheless indicates a charmed life. the character may not use Indomitable Will to redraw that card. (Rank 4) needs Social Standing (Rank 2). representing three different income streams. Motivational speakers tremble in envy. The character has access to regular funds. (Rank 3) pays $3. Spi +3. Influence . If a 1 or 10 is drawn at any point. Twice per session the character may use Karma to add a card to his action check even if it’s a disaster. which replaces the previous card drawn. Income (Rank 4) and Income (Rank 2) simultaneously. This may be done multiple times for the same action check. Lucky.g. This feat replaces the Favored and Lucky feats. (Rank 5) needs Social Standing (Rank 3). 5 ranks. Example: Favor (1K) A corrupt policeman could help the character see the files on a sensitive Internal Affairs case. the character may not use Indomitable Spirit to redraw that card. There is one influence for each combination of major backgrounds and homelands in the world (e. Really Big Favor (5K) A famous ambassador could broker a ceasefire in a longstanding war that will last a month and give the character time to go adventuring in a former war zone. This character is the real deal. Fate On Your Side Cost: 3K Prerequisites: Restricted Feat. The character may choose to take 3 points of mental stun damage (non-preventable) to redraw the card for any of his action checks. the director may offer the chance for the character to immediately spend the appropriate amount of Karma to increase his Influence by one step in that area. Fortunate. The director and player should work out in advance who owes the favor. as normal. This doesn’t tend to be enough to turn one’s battles into a slapstick routine. By the sheer act of wanting something hard enough. Additionally. (Rank 5) pays $7. Int 0. but a character may have no more than 3x his Social Standing in ranks of Income (minimum 3). Greatly Favored Cost: 6K Prerequisites: Restricted Feat. A character may take this feat up to 3 times. The character starts the game with a year’s worth of his Income in the bank or the equivalent in forward-paid rent and board. The favor’s quality and ease of use depends on the initial Karma cost. even if it is an extraordinary success. This feat replaces the Fate On Your Side and Fortunate feats.000 per month. The character is blessed by good fortune. Japanese organized crime. Generally. A character with Social Standing (Rank 1) also tends to have Income (Rank 1). Fortunate Cost: 3K Prerequisites: Restricted Feat. but makes it more likely that they will suffer them. Prerequisites: Restricted Feat. that’s not a hard. Int +1. This feat doesn’t guarantee that enemies will get disasters. Influence feats may not be purchased with Karma in the normal way. Instead. which replaces the previous card drawn. The powers that be have taken a liking to the character. This counts as a use of Karma for that session. However. Favor Cost: Standard. This use of the feat doesn’t cost Karma. promising contact during a story. (Rank 5) Pre +4. etc). 5 ranks. a character with Social Standing (Rank 3) could have Income (Rank 3). a second card is drawn (as usual with 1s and 10s). Income Cost: Standard. (Rank 1) represents the equivalent of $500 per month. Someone owes the character a favor. Regardless of any other complications.

Lucky Cost: 3K Prerequisites: Restricted Feat. Prerequisites: (Rank 1) Dex +1. Iron Will Cost: Standard. so some pieces should distinctly aid the character in the story or help establish side plots for personal gain. Additionally. or a few of wider value or of special relevance to the character. This feat replaces the Extremely Fortunate and Greatly Favored feats. onlookers get -2 to checks to see the subterfuge. Prerequisites: (Rank 2) Wil 0. such requests take one or more days to process. he gets -3 to the second card drawn for the purposes of figuring whether the action was a disaster or not. (Rank 4) Wil +4. The feat costs 1K for smell. At (Rank 1) he gains a +1 modifier to such actions. whenever an opponent draws a 1 in an action check targeting the character. This includes things like fixing vehicles. Each time he uses this feat after the first 47 . Int 0. Extremely Fortunate.Influences may be called upon once per session to gather information that isn’t generally available or to make special resources available (although the character will still need to pay for the goods or accept heavy penalties). Prerequisites: Restricted Feat. (Rank 5) needs Social Standing (Rank 3). Each week. This feat doesn’t make the character immune to disasters. and cannot use any Resources for the rest of the story. (Rank 2) Dex +3. (Rank 4) needs Social Standing (Rank 2). At (Rank 3) the manual dexterity modifier becomes +3 and the penalty for onlookers spotting sleight of hand (or cheating while gambling) becomes -4. (Rank 3) Wil +2. As a result the character gets an additional +1 modifier to make up for the infrequency of use. Iron Will provides an extra reserve of mental fortitude. 5 ranks. Exert Influence* . The character did pay a chunk of Karma though. The character may add +1 to any action check that would benefit from that sense being acute. Whenever the character draws a 1. he gets +1 to the second card drawn for the purposes of determining disaster. It’s up to the director to provide appropriate rumors and stories. Nimble Fingers Cost: Standard. 3 ranks. Negative modifiers depend on how difficult and dangerous it is for the contact to help. although this feat may be taken multiple times for a different sense each time. Spi +1. (Rank 3) Dex +5. He can buy the item as long as it is worth up to his rank in this feat multiplied by $[20+10]. the information should be a mix of what the character can use and public interest stories. but it does make them easier to handle. Finally. to which he may also add his rank in this feat. which he could replicate anywhere given a month. crafting fine statues. If he fails.the contact into Influence outside of the story. Each time a character with Resources wants to make a small purchase he does a Fate check with a +2 modifier. The character may also use Karma up to three times per session to add a card to his action check even if it’s a disaster. acting as a personal rumor mill. The character has a series of unnamed contacts around the city or region where he lives. the character receives an update with basic news from the area . This feat is to make sure that the story’s focus is on more exciting matters than the characters balancing their checkbooks. Normally. he gets +3 to the second card drawn for the purposes of figuring whether the action was a disaster or not. Luck beyond measure can be your greatest pleasure. Lucky! Lucky Beyond Measure Cost: 9K Prerequisites: Restricted Feat. Network Of Spies Cost: 5K Prerequisites: Restricted Feat. which requires a downtime action as described in the Fast Talk feat. Spi +5. The character is expert at actions that require manual dexterity rather than the agility of the full body. The information they provide is reasonably reliable and timely. The character has no control over what he gets each week. even when the action was an extraordinary success. and picking locks. Extra successes might indicate lots of tidbits of information. 2K for hearing. On a disaster. However. Each rank provides a +1 modifier to Resolve checks. (Rank 3) needs Social Standing (Rank 1). he’s left his wallet at home and someone else will need to cover him on this purchase. whenever the character draws a 1. or he can use his permanent cash from his Income feat or adventuring loot. Being tough as nails doesn’t mean too much without an attitude to match. 5 ranks. most stories have relatively few uses for those senses. At (Rank 2) this becomes +2 and when doing sleight of hand (or cheating while gambling). but providing appropriate leverage may provide positive modifiers. and 3K for sight. Keen Sense Cost: 1K to 3K Prerequisites: None. Resources Cost: Standard. (Rank 5) Wil +5. Cha +1. he discovers he hasn’t balanced his budget as well as he thought. The character must choose one sense. Greatly Favored. Up to three times per session the character may use Karma to draw a card and remove that amount from an action check that affects him.he makes a Fate check to determine if it’s any good. While the character may take this feat for touch or taste at the cost of 1K.

distance or even the vague nature of the threat. but the suffering character also takes two points of mental stun damage for each point by which he fails the Resolve check and gets a –2 modifier to Bravery checks until the end of the scene. with a -2 modifier if it is Pronounced and -4 if Extreme. and thrill-seeker. and the director may indicate some details – direction. Personality Trait . Thus a character with Pronounced Claustrophobia may get a -6 modifier for getting into a tiny closet adding to his initial –2 for a total modifier of -8. The value of the item dictates the cost of the feat. intolerant. they would need to justify it in the same way as a character with the ‘peasant’ background would need to justify having it higher than (Rank 1). and as a result doesn’t count towards the character’s feat limit. Mark the value of the goods with the item. the director makes a Fate Check for him. Pronounced and Extreme. and being flat-out unplayable. At the end of each story (or five sessions if the story goes longer). or is simply uninterested in the common perception of the surrounding world. Examples of items might be a masterwork set of electronic lockpicks. overconfident. This feat may be taken multiple times for different items. If the priest were in disgrace (had no Social Standing feat). you’re better off without them. If it succeeds. (Rank 4) Spi +4.500 or part thereof. a hard-onhis-luck noble is likely to have more Social Standing than a wellrespected farm hand. or a one-of-a-kind drop-dead-gorgeous evening dress from Milan’s hottest new designer (including matching shoes and bag). a regular social one. a motorbike. the modifier is not valid. but in situations where there are many stimuli in fast-moving or dangerous circumstances. but blind characters have learned to hone their other senses to partially compensate. This feat should be written up as the item or assorted goods it represents under the ‘Possessions’ heading of the character sheet. he must make a Resolve check. Examples of suitable personality traits include: compulsive. Either this character has looked terror in the eye often enough to be better prepared. and as a result doesn’t count towards the character’s feat limit. Prerequisites: (Rank 2) Spi 0. If your character’s flaws are getting in the way of your fun or turning routine chores into greased pig-chasing ordeals. has a mental illness. or he has some reason not to be as worried as most people. While aristocrats and high rollers can go through the game without this feat. Each condition contains many permutations based on their source and focus. 5 ranks. Normally.time. Failure. Negative Feats Here are three examples of negative feats: an extreme physical one. People have all sorts of problems. a pair of hand made gold-plated pistols. the character with higher Social Standing may add a modifier to his check equal to the difference in ranks of Social Standings. Spiritual Fortitude Cost: Standard. the character cannot concentrate on any of the information around him and begins to shut down. If the check is a disaster then the character senses nothing. People with Pronounced Claustrophobia don’t tend to get into many tiny closets! Succeeding on the Resolve check means that the character has briefly triumphed over himself. Special Possession Cost: 1K or more Prerequisites: Restricted 48 . then the character feels uneasy. and is a common one for the director to award as an additional bonus for completing a story or sub-plot successfully. the Karma value of the character needs to be adjusted down by the appropriate amount. This feat should be written up under the ‘Brief Description’ heading of the character sheet. some people are better thought of in the community than their peers. and has a form of ‘danger radar’. (Rank 3) Spi +2. More successes. These are examples for you to build upon. If lost. The character cannot see and automatically fails action checks involving vision. The director should apply additional modifiers depending on how flagrant a violation of his personality it would be to avoid it. Don’t go overboard though. sensing the danger.Various Cost: Slight (worth -2K). there is an incremental -1 modifier to his Fate check total. Characters who defy their personality trait more than once in any session should be treated with suspicion by the director unless they have excellent reasons for doing so. Unless your group goes for that kind of thing. he may be able to attempt most actions at a –5 penalty. In a social action. and the details of exactly what the item is should be agreed with the director. loyal. Pronounced (-4K). The director is advised to allow each character to only have one Personality Trait feat so that they don’t overwhelm the character. but also feels danger at an inappropriate time during the session. Whether the character suffered a blow to the head as a child. and the character takes 2 mental stun damage per point he failed the Resolve check. There are three ranks of personality trait: Slight. Thus. The character possesses an item (or set of items) of value. Prone To Confusion Cost: -10K Prerequisites: Restricted Feat. Max Wil 0. so it becomes tougher and tougher to keep spending. there’s a +2 modifier if the situation isn’t especially tense. If he fails his Resolve check. Any time the character tries to act against his chosen personality. Whenever he is in imminent danger. Powers Wondering where to get started with designing supernatural feats for your world? Check out Powers And Worlds. The more important effects should be roleplayed. an army captain with Social Standing (Rank 3) could add +1 to his social checks against a village priest with Social Standing (Rank 2).talismanstudios. Each Karma point of Special Possession feat means that the character has an item worth $1. Prerequisites: Restricted Feat. That said. When faced with a situation where there are multiple important stimuli (such as several people talking at the character at once) he must make a Resolve check. Extreme (-6K). The character is attuned on some basic level with the universe. In instances when other senses can give some clue to the blind character’s location. a free download from www. Sixth Sense Cost: 10K Prerequisites: Spi +2. (Rank 5) Spi +5. but may still act against his personality trait as long as he hasn’t incapacitated himself in the process. 5 ranks. Max Int +1. the incremental negative modifier resets. and a serious mental one. this would be +3. and are only as inconvenienced as a sighted character acting on a dark night. just because he’s a noble. Blind Cost: -15K Prerequisites: Restricted Feat. all of them a source of inspiration for negative feats. he gets easily disoriented. Each rank provides a +1 bonus to all Bravery checks. No matter the background of the character. For other characters this would be a –8 modifier. because he no longer has his key possession. Social Standing Cost: Standard. phobic. This feat should be written up under the ‘Possessions’ heading of the character sheet. Prerequisites: Restricted Feat. and as a result doesn’t count towards the character’s feat limit. tragic flaws. There’s a fine line between heroic flaws.

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