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.



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

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

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

Personal Details Before you get to the mechanical side of character creation. If a large portion of your history revolves around being chased by a shadowy criminal syndicate. He’s loaded down with cutting edge technology from the Cosmic Forge and ready to use it on anybody who gets too close. you will receive Karma to purchase abilities and feats (more on those below). That’s cool. character backgrounds act as a clue to the director as to what sort of adventures you are interested in exploring. Example: Bill is looking to make a character called Joe for Ashley’s upcoming game. simply follow these steps to victory: • • • • Discuss the game with your director and the other players. your creation. who makes his living hauling cargo around North America ‘no questions asked’. there are ways of measuring how well you’re doing. and physical sketch for your character.” Pre-game Planning You’re Tiberius Blade. Ashley has been hinting at the game’s plot for several weeks. 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. Science (with a capital S. With a bit of thought. his character shouldn’t be tied to one location. Decide upon personal details. Since your character didn’t spring from the void. later interactions will become so much easier. the game belongs to everyone involved. What are his likes and dislikes? Does he make a habit of going on high-stakes adventures. However. His homeland and background may have special rules. without a doubt. Assign up to 50 points of feats. 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. Decide upon a name. Karma No matter who or what you believe in – be it God. needs someone else to take on the role of the grizzled father figure. and Bill has learned that it will take place in modern-day America. a smoothtalker. 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. gender. Unless you’re all excellent negotiators. and a getaway man. As an added bonus. The universe understands these “brownie points” as Karma (often shortened to just ‘K’). He’s a tough loner. a tough-as-nails bounty hunter who doesn’t take anything from anybody except their body parts. Any unspent Karma at the character generation stage becomes general Karma the character keeps for later use. By working with the other players to set up enjoyable connections before the game begins. those numbers. Your character is. he’s an orphan who trained his feelings into a little box which he summarily executed. strong and self-sufficient but quiet around people – generally he prefers to watch and listen rather than being the center of attention. lacking in worldly experience. Alternately. Furthermore. fully formed. chances are they aren’t going to give up on you once play begins. This can be as simple as realizing that in order to break into the top-secret government facility you will need an electronics expert. or your superiors in a shadowy organization. you’ll need to create a skeleton to hold 9 . some physical muscle. depending on what campaign setting you’re using. Assign up to 50 points of abilities. 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. marked as Current Karma on the character sheet. Furthermore. it could mean that your young android. Trouble is. he sketches out these notes: “Joe is an ex-Army trucker. and sometimes even an exclamation point).Naming problems aside.

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

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

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

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

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

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

Finally. 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. A Glimpse Of The Future Now we’re going to give you a little glimpse of your character’s potential future. 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. Once a character is valued at 300 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. -2 to –1 costs 10 Karma. Increasing Negative Abilities: -5 to –4 costs 25 Karma. 50 of feats. to increase more than one step at a time. Now you’re in the big leagues. he may choose to take A Demigod of Suzerain. simply add the costs of each step together. 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. he may take A God of Suzerain. he may choose to transcend from a Standard type character to Hero level by taking the feat A Hero Of Suzerain. -1 to 0 costs 5 Karma. Until he does. -3 to –2 costs 15 Karma. taking Dexterity +1 to Dexterity +4 costs 10 Karma plus 15 Karma plus 20 Karma for a total of 45 Karma. your character will have gone as far as the Suzerain rules can take him. Therefore a blind character (-15 Karma) that finds a way to cure his blindness could pay 15 Karma to ditch the feat. simply add the costs of each step together. once rated at 1000 Karma. and let’s you really play with Pulse. Thus. feats and Current Karma. Once your character has accumulated 600 Karma. You can get a feel for how powerful your character is by adding up the value of his abilities. Work with the other players to create a memorable departure scene because your character’s interests no longer rest with the old gang. 16 .Improvements The process for using Karma to increase abilities or take new feats is very similar to character creation. and become a Demigod level character. A starting character has a 100 Karma value no matter how he spends his starting allocation: 50 Karma of abilities. the final pinnacle of mortal achievement. he cannot get the benefit of his sight. taking Strength –3 to Strength –1 costs 15 Karma plus 10 Karma for a total of 25 Karma. Thus. Feat Training Costs: The cost to train in a new feat is listed with the feat. This brings all sorts of cool new tricks. Again. If that’s the route that you’ve decided upon. He’s just become a god. There are… larger matters in need of attention. Maybe other people’s characters will one day worship him. -4 to –3 costs 20 Karma.

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

Section Three: Basic Rules 18 .


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

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

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

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

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

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

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

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

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

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

30 .

Section Four: Advanced Rules .

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

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

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

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

Section Five: Feats 36 .


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

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

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

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

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

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

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

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

This feat replaces the Favored and Lucky feats. Fortunate. fast rule. The director and player should work out in advance who owes the favor. Once per session the character may use Karma to draw a card and remove that amount from an action check that affects him. Twice per session the character may use Karma to add a card to his action check even if it’s a disaster. Prerequisites: Restricted Feat. Instead. Greatly Favored Cost: 6K Prerequisites: Restricted Feat. Beyond the normal uses of Karma the character may. There is one influence for each combination of major backgrounds and homelands in the world (e. the shining example of the uplifting strength of the human spirit. use Karma to add a card to his action check total even if it’s a disaster. This doesn’t tend to be enough to turn one’s battles into a slapstick routine. This counts as a use of Karma for that session. Lucky. 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. Favor Cost: Standard. Spi +3. Int +2. A character may take this feat up to 3 times. the director may decide that the character would have to work to develop 46 . This feat replaces the Fate On Your Side and Fortunate feats. This use of the feat doesn’t cost Karma.g. This doesn’t make the character immune to bad luck. which replaces the previous card drawn. Influence . a character with Social Standing (Rank 3) could have Income (Rank 3). scaling up through the ranks. promising contact during a story. Favored. Additionally. characters with this feat can make it so. with as little fuss as possible. Alternatively. Someone owes the character a favor. but makes it more likely that they will suffer them. representing three different income streams. but the last card is always the one used for the action check total. If a 1 or 10 is drawn at any point. Wil 0. Twice per session the character may use Karma to draw a card and remove that amount from an action check that affects him. Prerequisites: Restricted Feat. The character has access to regular funds. The favor’s quality and ease of use depends on the initial Karma cost. Whenever an opponent draws a 1 in an action check targeting the character. whenever the character draws a 1. he gets a +2 modifier to the second card drawn for the purpose of preventing disaster. Int 0. The character is blessed by good fortune. Japanese organized crime. A character with Social Standing (Rank 1) also tends to have Income (Rank 1). (Rank 5) pays $7. Spi +1. but a character may have no more than 3x his Social Standing in ranks of Income (minimum 3).Various Cost: Standard. The character may not have Indomitable Spirit. wishing they had his reserves of never-say-die. 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 character may not use Indomitable Will to redraw that card. saved a burning orphanage in an earlier life. When a character makes a new. or something. Instead. Favored Cost: 3K Prerequisites: Restricted Feat. 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. which replaces the previous card drawn. a second card is drawn (as usual with 1s and 10s). hard labor becomes hard fun! Each rank provides +1 to all Stamina checks. This use of the feat doesn’t cost Karma. each favor may only be called on once. Wil +1. but nevertheless indicates a charmed life. (Rank 1) represents the equivalent of $500 per month. Influence feats may not be purchased with Karma in the normal way. Spi +1. (Rank 3) Pre +2. Regardless of any other complications. for the modern world that might be US military. This may be done multiple times for the same action check. 5 ranks. (Rank 2) pays $1. once per session. However. 5 ranks. and as a result doesn’t count towards the character’s feat limit. (Rank 4) pays $5.500 per month. Example: Favor (1K) A corrupt policeman could help the character see the files on a sensitive Internal Affairs case. Spi +3. The character may not have Indomitable Will. If a 1 or 10 is drawn at any point. This feat doesn’t guarantee that enemies will get disasters. Spi +1.500 per month. Extremely Fortunate Cost: 6K Prerequisites: Restricted Feat. By the sheer act of wanting something hard enough. The powers that be have really taken a liking to the character. that’s not a hard. Indomitable Will Cost: 20K Prerequisites: Wil +3. (Rank 5) Pre +4. 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. (Rank 4) Pre +4. This feat should be written up under the ‘Possessions’ heading of the character sheet. The character is blessed by good fortune. Int +1. this favor should be collectable whenever the character needs it. a second card is drawn (as usual with 1s and 10s). The powers that be have taken a liking to the character. This may be done multiple times for the same action check. (Rank 3) pays $3. the character may not use Indomitable Spirit to redraw that card. Income Cost: Standard. Characters with this feat were born under good stars. whenever an opponent draws a 1 in an action check targeting the character. This counts as a normal use of Karma for that session.000 per month. The character may choose to take 3 points of non-preventable spiritual stun damage to redraw the card for any of his action checks. (Rank 4) needs Social Standing (Rank 2). even if it’s an extraordinary success. as normal. The character may choose to take 3 points of mental stun damage (non-preventable) to redraw the card for any of his action checks. but the last card is always the one used for the action check total. (Rank 3) needs Social Standing (Rank 1).000 per month.With this feat. that opponent gets -2 to the second card drawn for the purposes of determining disaster. and the ways it could help the character. This character is the real deal. In this way. Indomitable Spirit Cost: 20K Prerequisites: Spi +3. that opponent gets -1 to the second card drawn for the purposes of figuring whether the action was a disaster or not. Generally. Additionally. Beyond character creation. Income (Rank 4) and Income (Rank 2) simultaneously. and each represents influence with one specific contact. Prerequisites for Influence gained after character creation: (Rank 2) Pre 0. Fate On Your Side. (Rank 5) needs Social Standing (Rank 3). Fortunate Cost: 3K Prerequisites: Restricted Feat. Fate On Your Side Cost: 3K Prerequisites: Restricted Feat. but it’s a start. Motivational speakers tremble in envy. 5 ranks. even if it is an extraordinary success. etc).

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

The character is attuned on some basic level with the universe. Prerequisites: Restricted Feat. or is simply uninterested in the common perception of the surrounding world. just because he’s a noble. There are three ranks of personality trait: Slight. 5 ranks. the incremental negative modifier resets. Whether the character suffered a blow to the head as a child. Blind Cost: -15K Prerequisites: Restricted Feat. a free download from www. he gets easily disoriented. 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. Prone To Confusion Cost: -10K Prerequisites: Restricted Feat. Mark the value of the goods with the item. Powers Wondering where to get started with designing supernatural feats for your world? Check out Powers And Worlds. but in situations where there are many stimuli in fast-moving or dangerous circumstances. and the character takes 2 mental stun damage per point he failed the Resolve check. 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. a pair of hand made gold-plated pistols. a regular social one. (Rank 3) Spi +2. Whenever he is in imminent danger.Various Cost: Slight (worth -2K). Special Possession Cost: 1K or more Prerequisites: Restricted Feat. because he no longer has his key possession. Each condition contains many permutations based on their source and focus. and thrill-seeker. the modifier is not valid. Extreme (-6K). you’re better off without them. This feat should be written up under the ‘Possessions’ heading of the character sheet. 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. but may still act against his personality trait as long as he hasn’t incapacitated himself in the process. (Rank 5) Spi +5. or he has some reason not to be as worried as most people. there’s a +2 modifier if the situation isn’t especially tense. and as a result doesn’t count towards the character’s feat limit. 5 ranks. a hard-onhis-luck noble is likely to have more Social Standing than a wellrespected farm hand. (Rank 4) Spi +4. this would be +3. At the end of each story (or five sessions if the story goes longer). 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. and as a result doesn’t count towards the character’s feat limit. People have all sorts of problems. Each Karma point of Special Possession feat means that the character has an item worth $1.time. The director should apply additional modifiers depending on how flagrant a violation of his personality it would be to avoid it. Failure. Examples of suitable personality traits include: compulsive. The character cannot see and automatically fails action checks involving vision. Negative Feats Here are three examples of negative feats: an extreme physical one. or a one-of-a-kind drop-dead-gorgeous evening dress from Milan’s hottest new designer (including matching shoes and bag). an army captain with Social Standing (Rank 3) could add +1 to his social checks against a village priest with Social Standing (Rank 2). the character cannot concentrate on any of the information around him and begins to shut down. 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. While aristocrats and high rollers can go through the game without this feat. and being flat-out unplayable. In a social action. These are examples for you to build upon. overconfident. Spiritual Fortitude Cost: Standard. tragic flaws. some people are better thought of in the community than their peers. The more important effects should be roleplayed. Don’t go overboard though. Pronounced and Extreme. Prerequisites: Restricted Feat. but blind characters have learned to hone their other senses to partially compensate. and has a form of ‘danger radar’. Unless your group goes for that kind of thing. Max Wil 0. The director is advised to allow each character to only have one Personality Trait feat so that they don’t overwhelm the character. he may be able to attempt most actions at a –5 penalty. he must make a Resolve check.talismanstudios. Personality Trait . the character with higher Social Standing may add a modifier to his check equal to the difference in ranks of Social Standings. there is an incremental -1 modifier to his Fate check total. Thus. Normally. Pronounced (-4K). and the details of exactly what the item is should be agreed with the director. Each rank provides a +1 bonus to all Bravery checks. and the director may indicate some details – direction. all of them a source of inspiration for negative feats. Max Int +1. The value of the item dictates the cost of the feat. Either this character has looked terror in the eye often enough to be better prepared. No matter the background of the character. This feat should be written up under the ‘Brief Description’ heading of the character sheet. and as a result doesn’t count towards the character’s feat limit. with a -2 modifier if it is Pronounced and -4 if Extreme. and a serious mental one. so it becomes tougher and tougher to keep spending. More successes. If he fails his Resolve check. That said. For other characters this would be a –8 modifier. If the priest were in disgrace (had no Social Standing feat). Examples of items might be a masterwork set of electronic lockpicks. then the character feels uneasy. If your character’s flaws are getting in the way of your fun or turning routine chores into greased pig-chasing ordeals. distance or even the vague nature of the threat. but also feels danger at an inappropriate time during the session. phobic. Prerequisites: (Rank 2) Spi 0. and is a common one for the director to award as an additional bonus for completing a story or sub-plot successfully. a motorbike. 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). loyal. In instances when other senses can give some clue to the blind character’s location. There’s a fine line between heroic flaws. If it succeeds. intolerant. If lost. Social Standing Cost: Standard. and are only as inconvenienced as a sighted character acting on a dark night. Sixth Sense Cost: 10K Prerequisites: Spi +2. If the check is a disaster then the character senses nothing. This feat may be taken multiple times for different items. the Karma value of the character needs to be adjusted down by the appropriate amount. has a mental illness. Any time the character tries to act against his chosen personality. sensing the danger. the director makes a Fate Check for him. This feat should be written up as the item or assorted goods it represents under the ‘Possessions’ heading of the character 48 . The character possesses an item (or set of items) of value.500 or part thereof.